diff --git a/01_01_Basic_Rules.txt b/01_01_Basic_Rules.txt index 2a577bc9..47e40860 100644 --- a/01_01_Basic_Rules.txt +++ b/01_01_Basic_Rules.txt @@ -1,618 +1,685 @@ -============================== -Premise -============================== - - Welcome to Compound X! The specific time and place that your adventure takes -place is up to your Game Master (often called a GM for short), but all of them -take place far in the future where humans have left earth on their faster-than-light -spaceships to explore dangerous new worlds fraught with friend and foe of all -manner of robots and aliens! - - Will you be the dashing hero? Or perhaps the evil villain plotting galactic -domination? Or maybe a mercenary who's somewhere in between? The choice is -yours and your legend will be told as you play the game! - -============================== -The Primary Game Mechanic -============================== - - You may now be thinking to yourself; "Self-person, we sure can't wait to go -gallivanting through the galaxy doing fantastic things and seeing the beautiful -galaxies! But how would we do that?" Well, yourself doesn't have the answer yet, -but good news! You just found it! - - In Compound X, most things you will do will be accompanied by a 'roll'. That -translates to rolling the dice. Rolling the dice is our way of factoring in -the human (or not human) tendency to do things in a way which isn't perfect. -When you roll high, you do very well. When you roll low, you goof up. But hold -your horses, or kangaroo or what have you. This is a strategy RPG, not a gambling game. -Each roll will have numbers which you will add to or subtract from the one you -get from the dice. This represents how good or bad your particular character is -at doing whatever it is you are attempting to do. What to add when is discussed -in detail below. - - Now, there will be two kinds of rolls your character will be making. -A skill roll, and a combat roll. Skill rolls use two ten-sided die, to represent -a d100, which in turn represents a percentage. One die is designated as the tens -place, and the other die as the ones place. However, in combat, you will use one d10, -which is reflected in a single number system. Most dice sets come with two -D10s, one with a zero after the number on the face, the other without that zero. -In that case, obviously you add the numbers on the face of the dice together to -find out what you rolled. If your dice came from different sets, you must pick -which dice represents the tens place before you roll. i.e. if one die rolls a -40 and the other rolls a 6, you rolled 46%. Alternatively, if you have an orange -die which represents your ten's place and a purple die which represents your one's -place, and you roll an orange 3 and a purple 9 then you rolled 39%. - - It's important to note that you don't have to roll for everything. Your -character probably knows how to do mundane things like brush their teeth, open -an unlocked door, and tie their shoes. It's okay to just do these things, even -in combat. - -Rolling with Advantage: - Sometimes circumstances or the occasional feat may prompt you to make a roll -with Advantage or Disadvantage. In such cases you make the roll twice. With -Advantage you take the better roll, while with Disadvantage you take the worse -roll. Advantage and Disadvantage do not stack with themselves. If you would have -both Advantage and Disadvantage on the same roll, then they cancel each other, -and you just roll once. - -Rolling the Average: - There are certain circumstances and feats which allow for Rolling the Average. -This must be announced before the die are cast. Critical fails or Critical successes -are ignored when Rolling the Average. To do this, roll percentile dice twice, add -the two numbers together, and divide by 2. The resulting number is your roll. - -============================== -Role Playing and Combat -============================== - - Compound X has two main 'modes' if you will: Combat, and Not in Combat. -While in combat, the rules are a little more specific so as to support strategy -and planning. During combat, each player takes their turn in a particular order, -and while you can still make up what you want to do, most actions fall into -pre-existing categories that take a specific amount of time and typically do a -specified amount of damage. More detail on that in the "Combat" section of Basic -Rules. - - Out of combat, turns are a little more fluid. Usually players take their turn -describing what they want to do when each player gets an idea of what to do. If -two players have an idea at the same time, please be courteous and take turns. -It's much easier for the GM to listen to one player at a time. In addition to -taking turns, please also be polite and share the spotlight. You ALL are the -main heroes or villains of this story. Make sure everyone gets a chance to do -the one-liner they want, or to have their moment of glory. - - Either in combat or out, play usually follows this loop: - -1. The GM describes the environment and the situation. Usually the DM will ask "What do you want to do?" -2. The player describes what they want to do -3. The GM checks if that's even a possible thing that can be done. (skip this step if that's obvious) -4. The GM says what kind of roll is needed to see if the player succeeds, if any roll is necessary. -5. The player rolls the dice and adds the numbers as described below. -6. The GM checks the total against the DC and narrates what happens* -7. Then the next player begins their turn. - -*The DC stands for "the Difficulty Challenge", a number that -typically only the GM knows which represents how hard a typical task -is. Then the GM narrates how the action goes depending on if the -player succeeds or fails and by how much. - -============================== -Your Character -============================== - - In Compound X, you control one particular person. This person is your avatar -in the game world. You decide what they say, how they react and what they do -just by telling your Game Master at the appropriate time. But before you can -jump right in and start playing, you need to create a character! This is often -one of the most fun parts of the game! - - Making a character is a slightly involved process that can take a new player -up to two hours to fully flesh out. There are several parts of characters which -are detailed below, but let's list them here briefly before we get into the -nitty-gritty of it. - - If you want some extra guidance after reading through the sections below, -see the 00_New_Player_Walkthrough.txt document in CharacterCreation. Following -its steps will give you a customized, relatively low-complexity character that -will help you learn to play the rest of Compound X. - -Base Stats: - These decide what raw characteristics make up your character, and are -factored into most other decisions you make both in game and for the rest of -character creation. Choosing your stats is a very good way to start making a -character. - -Species/Race: - Is your character a robot? What about a human? Or maybe the catlike aliens -known as Tundari? Different species and races get small bonuses to different -aspects of combat and are liked or disliked by different people in the galaxy -accordingly. - -Class: - Think of this like your job. Are you a sniper, waiting for the perfect shot? -Or are you a pilot who can thread a needle with your starfighter? Or maybe -you're a veteran soldier, who's seen it all. Classes define what armor and -weapons your character can use in combat, as well as certain special abilities -which might help solve puzzles or get you better discounts at stores. Your class -also determines how much money you start with to buy equipment and how many -Nanites you can use at once. - -Nanites: - The evolution of technology brought about the ability to design and control -microscopic machines. Such a powerful advancement assists in all forms of life -in the Compound X universe. Nanites are used to activate powerful abilities such -as sprinting extremely fast, aiming incredibly well, infusing bullets with -electrical energy, and more. - -Skills: - Each character learns things while going through life. Maybe your time in -the military taught you how to navigate using the stars or maybe your time -working at a mechanic's shop made you good at repairing things? Or maybe you're -one of those people who is just naturally good at hacking computers. Picking -these numbers will represent that in the game world. - -Equipment: - Your equipment is made up of your character's weapon, armor and -miscellaneous items. You'll get money to buy them with at the start of the game -and you'll earn more money as you go about your adventures. - -Feats: - Your character will gain special perks as you level up. This could range -from reloading really fast, to having more health to being able to do a fast -combat roll under fire. Tackle these when your character advances to level 3. - -============================== -Base Stats -============================== - - Each player has what are called Base Stats. An average person has a '5' for -each stat, but an average player has a '6'. Base Stats are split into Primary -and Secondary stats. Primary stats are determined by your Base Stat points. -Secondary stats are derived from primary stats. The largest primary stat -associated with a given secondary stat determines the secondary stat's value; -However, if you have a primary stat that is associated with more than one -secondary stat, you may have to choose which secondary stat to contribute to. -These stats are as follows (secondary stat associations are indented): - -Strength: -* Carry Ability -* Movement Speed -Perception: -* None -Fortitude: -* Carry Ability -Charisma: -* Skill Point Gain -Intelligence: -* Skill Point Gain -Dexterity: -* Movement Speed -Luck: -* None - -Secondary Stat Assignment Examples: - Charisma and Intelligence are associated with Skill Point Gain. If you have -5 Charisma and 6 Intelligence, you would have 6 Skill Point Gain. - - Let's now assume you have 6 Strength, 3 Dexterity, and 4 Fortitude. You would -have 3 Movement Speed (from your Dexterity) and 4 Carry Ability (from your Fortitude). -Now, Strength is much higher than both of those, but Strength can't determine both -Movement Speed and Carry Ability so you have to decide whether you want: - -* 3 Movement Speed and 6 Carry Ability, or -* 6 Movement Speed and 4 Carry Ability - - Strength determining Movement Speed is likely to be the better choice, as -Carry Ability doesn't contribute as much to your character (see Secondary Stat -Details, below)and you have a total of 6 + 4 = 10 points in secondary stats -instead of 3 + 6 = 9. - - Usually you can tell a lot about a character just by their base stats. For -instance, a character with 9 strength and 3 intelligence is usually either a -brutish bully or a tough but lovable teddy bear of a person. Where a character -with 10 intelligence and 2 charisma is probably a brilliant nerd who might be -shy or just have a terrible stutter. - - But your raw base stat is rarely used in calculations during the game. To -get the math to work out better, we usually us what is called a 'Stat Bonus'. -Stat bonuses are used very often. They are calculated by one of the two equivalent -equations below (use whichever looks easier to you): - -* Stat Bonus = (4 * Stat) - 20 -* Stat Bonus = (Stat - 5) * 4 - - For instance, if you were trying to lift something heavy, your GM may tell -you to roll a 'Strength Check' and add your 'Strength Bonus'. To do this, you -would roll two 10-sided dice as explained in the Primary Game Mechanic above, -and add your Strength Bonus to that. Let's say that you rolled a 71, and your -Strength Base Stat is a very beefy 8. Then your Strength bonus would be: - - (8 - 5) * 4 = 3 * 4 = 12 - - and the score of your roll would be - - 71 + 12 = 83 - - That's a really high roll! But that may or may not be enough to lift the -object depending on how heavy it is! - -===== Combat Stat Bonus for Ranged and Melee Accuracy ===== - - These bonuses use a table instead of the above Stat Bonus equation, as -combat accuracy rolls are played out on a d10, not a d100 scale. The two -most-used base stats for accuracy rolls are Perception and Dexterity. The -Perception stat affects a ranged weapon's range bracket miss chance, and the -Dexterity stat affects melee miss chance. - -== COMBAT MISS CHANCE BONUSES TABLE == - -+--------+-------------+ -| Stat | Stat Bonus | -+--------+-------------+ -| 1 | -1.5 | -+--------+-------------+ -| 2 | -1 | -+--------+-------------+ -| 3-4 | -0.5 | -+--------+-------------+ -| 5 | 0 | -+--------+-------------+ -| 6-7 | 0.5 | -+--------+-------------+ -| 8-9 | 1 | -+--------+-------------+ -| 10-11 | 1.5 | -+--------+-------------+ -| 12-13 | 2 | -+--------+-------------+ -| 14 | 2.5 | -+--------+-------------+ -| 15 | 3 | -+--------+-------------+ - - Drop any remaining decimal (0.5 or -0.5 becomes 0) -in other words- only use -integers when you are writing down the final miss chances of your weapon(s). For -example, let's say you have a basic SMG with miss chance brackets of 4, 5, and 6. -Assuming you have 6 Perception,your PER bonus is 0.5 and thus, your gun's range -miss chance brackets are: - - (4 - 0.5), (5 - 0.5), (6 - 0.5) = 3.5, 4.5, 5.5 - - If these are your final miss chances, you would have to drop the remainder -and your slightly-above-average perception wouldn't make enough of a difference -to affect your miss chances! - - But let's say you also have a Dot Sight that you can put on your SMG. The -Dot Sight gives a bonus -0.5 range bracket miss chance (among other benefits). -This means you now have the following range brackets: - - (4 - 0.5 - 0.5), (5 - 0.5 - 0.5), (6 - 0.5 - 0.5) = 3, 4, 5 - - Perfect! Now your Perception and Dot Sight bonuses, together, reduce your -range bracket miss chances by 1 point. If you don't have any other bonuses (from -other attachments, feats, or abilities) then you would write down 3, 4, 5 as -your range bracket miss chances. - - If your gun has automatic and/or burst fire, you'd add its associated miss -chances to your range bracket miss chances and separately write down those -numbers (after all bonuses to range bracket miss chance and bonuses to automatic -or burst fire). In other words, if you have a ranged weapon with semi-auto, -burst, and automatic fire modes, then you should write down 3 sets of 3 miss -chances; one set for each of the 3 fire modes. For example, let's now assume -your gun has a burst fire miss chance of 1 and an automatic fire miss -chance of 3, your ranged bracket miss chances should look something like this... - -0-10m, 11-20m, 21-40m range brackets - 3, 4, 5 semi-auto miss chances - 4, 5, 6 burst fire miss chances - 6, 7, 8 automatic fire miss chances - -===== Primary Stat Details ===== - -Strength (STR): - How strong are you? This stat determines how big of a gun you can carry and -how hard you can punch or hit with strength melee weapons. It might also allow -you to solve puzzles with the brute force approach. - - If you have 1 Strength, you are exceptionally weak and your max movement per -2 actions is 2m (unless your Dex is 1) and you cannot wear armor that offers more -than 50% coverage. - -Perception (PER): - Your ability to see, hear, smell and sense the world around you, as well as -to interpret what those sensations indicate. Perception affects your weapon -accuracy and ability to cut through the chaos of battle to stay oriented. A high -perception makes you harder to sneak up on. - - If you have 1 Perception, you are partially blind, only have 1 eye, or -something similar. You cannot use the Investigation or Spotting skills and you have a --20 malus to Insight skill rolls. - -Fortitude (FORT): - How tough are you? Fortitude determines your maximum health, how hard you -are to knock off of your feet, and contributes to your saving throws. - - Your Maximum Health = 50 + 10 * FORT - - If you have 1 Fortitude, you are exceptionally frail. You can't inflict lethal -unarmed damage and your unarmed damage is halved. Also, when you deal melee damage, -you inflict half of the damage on yourself. - -Charisma (CHA): - How good are you at communicating with those around you? Charisma affects a -number of interpersonal skills like haggling and diplomacy. It also contributes -to how hard it is to dominate your will. - - If you have 1 Charisma, you are profoundly unlikable and bad at influencing -and working with others. You cannot assist or be assisted when making skill -checks. - - Furthermore, despite being unlikable, you still have the same psychological -need that all sentient life has, to be social and to be accepted. At least once -between every other encounter, you must socialize with another sentient -character. Doing so requires a charisma check of DC 60. If the character that -you socialize is happy and willing to spend time with you, you may have -advantage on the roll. If the character does not acquiesce to socialize with you, -they are immune to the penalty. If they do acquiesce and you fail, you both must -pay the penalty. The penalty for failing to socialize is to feel isolated and -Lonely. Please see "Lonely" in the conditions list in "01_02_Conditions.txt" - - If you have 6 or more Charisma you gain the feat "Will to Survive". The feat -scales depending on how many points you have in Charisma. Or, if you have 9 or -more Charisma, you get to choose between taking feat "Will to Survive" or feat -"Positional Mastermind". - -Intelligence (INT): - How smart are you? Intelligence determines how quickly you acquire new -skills when you level up and how proficient you are at using some of those -skills. - - If you have 1 Intelligence, let's just say, you aren't particularly smart. -You cannot attempt to use any skill that you do not have Proficiency in (see the -"RP / Using Skills" section). - - If you have 9 or more Intelligence you are exceptionally gifted and gain -additional feats at certain levels; for more information, please see the -"LEVELING-UP TABLE" below. - -Dexterity (DEX): - How nimble are you? Dexterity determines your maximum move speed in combat, -as well as how much damage you do with finesse melee weapons like knives. -Dexterity also contributes to skill checks for doing things with a character's -body like climbing, jumping, or dancing. - - If you have 1 Dexterity, you are especially clumsy or suffer from a -debilitating illness which affects your ability to move swiftly and precisely. -You cannot learn any skills that use Dexterity as the contributing stat (for -example, Sleight of Hand). - -Luck (LUCK): - Some people are just lucky! A GM will often have you roll luck to see if a -door was left unlocked or if you just happened to duck to pick up a coin off the -ground right when an assassin is trying to shoot you in the head. Luck also has -a significant effect on what loot you find in dungeons and your chance to roll a -critical hit. - - If you have 6 Luck or more, you gain feat "Lucky". The feat scales depending -on how many points you have in Luck. - - If you have 1 Luck, it goes without saying, you are very unlucky. At the -start of a combat encounter, roll a d10 and receive a penalty from the Black Cat -table, below. - -===== BLACK CAT TABLE ===== -+-------+---------------------------------------------------------------------------------------+ -| Roll | Effect | -+-------+---------------------------------------------------------------------------------------+ -| 1-2 | Your primary weapon malfunctions/breaks and you cannot use it until DC 60 repaired | -+-------+---------------------------------------------------------------------------------------+ -| 3-4 | You cannot critically hit or critically succeed (in any form) in this encounter | -+-------+---------------------------------------------------------------------------------------+ -| 5-6 | You trip and hurt yourself, take 15 damage and lose three actions from your 1st turn | -+-------+---------------------------------------------------------------------------------------+ -| 7-8 | Mental breakdown, roll DC 75 Will save or gain status effect 'Fear' of enemies | -+-------+---------------------------------------------------------------------------------------+ -| 9-10 | Nothing bad happens... this time | -+-------+---------------------------------------------------------------------------------------+ - - -===== Secondary Stat Details ===== - -Movement Speed: - Your speed in meters, for every two actions. Use (Movement Speed)/2 for one -action (drop the remainder). For more information, see topic "Movement and -Sprinting", below. - -Carry Ability: - Cancels out movement speed penalties. Carry Ability allows you to carry -heavier weapons or heavier armor without slowing you down. If you have 6 Carry -Ability and 6m of movement speed penalties, you end up with no movement speed -penalties. - -Skill Point Gain: - Determines wow many skill points you gain every level. Every time you level up, you -gain skill points according to your "Skill Point Gain". You may gain a maximum of -60 skill points in a single skill. In addition, each time you level up, you may gain a -maximum of 6 points in any one skill by using your Skill Point Gain. Skill gained from -Feats and Class passives counts towards the maximum of 60 points per skill, but not -towards the maximum skill increase per level. - -===== Nanites ===== - - Although not a primary or secondary stat per se, The maximum number of -Nanites you can use at a given time is determined by your character class and an -associated primary stat. Your class may tell you its "Class Primary Attribute" -is Strength. In that case, Strength * 10 is your maximum Nanites. - -More generally: - Your Maximum Nanites = (Your Class's Primary Attribute) * 10 -Some class feats and other abilities can increase the number of Nanites you can -hold and use at a given time. Also, Unlike Health, Nanites regenerate during -combat at a rate of 3 Nanites per turn. - - -===== Assigning Stats to a New Character ===== - - When making a new character, you'll have to assign their Base stats. -This will tell you a lot about your character. When assigning your stats, -no stat can be higher than a 9 before applying racial/species bonuses and -no stat can be lower than a 1 after applying racial/species bonuses. - - Additionally, even after race/species bonuses, feats, equipment, and base stat -bonuses from leveling, no stat can ever be over 15 until your character is -level 15. After level 15, the limit for stat points is 20. The number of -initial base stat points that you have to apply is listed with your Race or -Species. See chapter 1: Races if you haven't yet. - -===== Assigning A Class to your Character ===== - - Most Characters start at level 1 so the Player will choose a Class for that -Character at that time. A Character will only ever have one Class at a time, and -under normal circumstances, cannot change their class once it is picked. - - On occasion (especially for new Players), a character may start at level 0 -with no Class. This is usually for a tutorial mission and a Class is selected -when the Character has completed the tutorial and leveled up to level 1. - -===== Weapon Proficiencies ===== - - Each Class comes with a specific list of Weapon Proficiencies. If your -Character has a proficiency with a type of weapon, then they can use that weapon -in combat and can purchase weapons of that type in the world or during character -creation. If your Character lacks proficiency with a weapon, then they can't -purchase or use a weapon of that type. - - Note that Weapon Proficiency is different from having Proficiency with the -Skill Weapon - [X]. For details on Skill Proficiencies and Weapon SKills, see the -"RP/Using Skills" section or the Skills document. - -===== Armor Proficiencies ===== - - Just like each Class comes with a set of Weapon Proficiencies, it also comes -with a list of Armor Proficiencies. Just like Weapon Proficiencies, if your -class has a Proficiency with a given armor type then they can purchase or wear -that armor type in combat. If your character doesn't have that proficiency, then -they can't. - -============================== -Saving Throws -============================== - - Saving throws are used in dire or critical situations to defend against very -negative effects. - -- Will: defend against a mind affect (Ex: throw off hopelessness after crashing in an escape pod) -- Shock: maintain composure after serious damage (Ex: stay conscious after being shot by a high caliber round) -- Reflex: quickly react to an event (Ex: dodge falling debris, fire at an enemy if they leap from one piece of cover to another) -- Awareness: knowledge and understanding of surroundings (Ex: realizing someone has walked up behind you) - -The equations are as follows: - -- Will: 2*(Cha + Int - 6) Rational: Normally wisdom would be applied, so Will in Compound X is descried as your internal voice motivating you to endure a mental hardship. -- Shock: 2*(Fort + Int - 6) Rational: You need to recognize that you are in shock, and resist its physical effects. -- Reflex: 2*(Per + Dex - 6) Rational: In order to react quickly to an event you need to be able to see it coming. -- Awareness: 2*(Per + Luc - 6) Rational: Line of sight and concentration are integral parts to being able to detect anomalies in the area. - -============================== -Healing Injuries -============================== - - Ouch! you've just been shot! You'd better call for a Doctor or apply a med -kit before you bleed out! "But how do I use a med kit? Or if I'm a Doctor, how -do I stabilize and heal an ally?" I'm glad you asked. The rules are as follows: -The Medicine DC is equal to the damage dealt. On a failed skill check, no healing -occurs. On a success, heal an amount equal to Medicine skill + DC surplus. - - For example, a Player Character is dealt 70 damage. Their Doctor has 25 -skill in medicine. Medic rolls an 86 (after adding their Medicine Skill), so they -heal 25+(86-70) for 41 health healed. - - Individual wounds are healed individually. 3x 20-damage wounds need three -rolls of 21 or higher before they are fully healed. - - For example, a Player Character takes 70 damage. Medic has 25 skill. Medic -rolls an 86 (with Medicine Skill), so they heal 25+(86-70) for 41 Health. Now -the Character still has a 29 damage deficit (70-41), so the medic would need to -roll over a DC of 29 to heal the remaining 29 damage. (The Doctor Cannot overheal -a wound unless otherwise stated). - - Doctors need not use a medic-kit so long as the have their medicine bag (or -equivalent) on their person. If they do not have their medicine bag with them -when they are trying to heal a teammate, they can make the attempt at a +20 DC. - -Using a medic-kit: - - Medic-kit, non-medic user: works as if you are a medic with skill 30. - - Medic-kit, medic user: Works as normal, but add 30 to amount healed. - -============================== -Resting -============================== - -Short Rest: - Taking about an hour, characters can take a Short Rest to rest and recoup -which will restore all the character's Nanites. - -Long Rest: - Taking about eight hours, characters need to rest after a long day of -adventuring. If you choose to stay up all night, you won't be at your best for -the next day. Restores all of a character's Nanites. - -============================== -RP / Using Skills -============================== - - The GM may ask you to roll a certain skill to see if your character can do -something. This may be something like, "Roll Sleight of Hand to see if you can -pick the lock on that door," or it might look like, "Roll Medicine to see if -you can patch up the gaping wound in your chest spewing blood." Anytime you -need to Pass a Skill check, there will be a DC (Difficulty Check) you have to -exceed in order to successfully pass the check. You must roll over the DC to -succeed at a check. The DC does not need to be given out by the GM, but if -a DC seems too high, you have the right to grumble (but seriously, ask your GM if -something seems too difficult. There is usually a reason why tying your shoe -takes a DC of 70% on that particular day, etc). After you have rolled, please -apply any and all relevant skills and Stat Bonuses to a roll, as instructed by your GM. -When rolling Investigation for example, you will likely add your PER Stat Bonus. - - At any time out of combat, you may decide to use one of your skills. If you -are not pressured by imminent or immediate danger, you may "take a 100%" to take as -much time with a task as needed to roll exactly 100 on a skill check, then apply points -from relevant skills and Stat Bonuses. Some checks cannot be passed in this way. Under -normal circumstances for example, you will not be able to pass an Athletics check to -kick down the blast doors of a ship, no matter how much time you take to try. - -When rushed by a time constraint or danger, you can "take a 50%" to take -slightly more time than a 1-action, in-combat check on a task to roll exactly 50 on -a skill check, then apply any skill points and Stat Bonuses. - - If you want to use a skill in combat, see the "Combat: Actions" subsection. - - In many cases, a character can attempt a skill check whether or not they -have invested in learning the skill; however, your GM may decide otherwise, apply -penalties to your roll, raise the DC, ask you to justify why your character can -attempt the roll, or make any other judgement they deem appropriate. - - When leveling up you may gain up to 6 points in any one skill. - - Characters are considered to be Proficient with certain skills, based on -their class and background. When a character is Proficient in a skill, each skill -point they spend in that skill upon leveling up increases that skill by two -instead of one. - - Defenders win ties for opposing rolls. - -============================== -Player Weapon Customization -============================== - - Weapon customization can be done anytime you are in a town, space station, or -other mercantile area. Ask the GM if there are weapon shops or kiosks around, -they should point you to one. From there you can apply upgrades and attachments. - - The GM may tell you specific attachments that are available, or they may say -you can just go about your usual customization. See the Attachments document -for more details on the kinds of attachments you can use, and their restrictions. +<<<<<<< HEAD +============================== +Basic Rules +============================== + + Welcome to Compound X! The game of squad tactics, space exploration and +exciting role playing! On behalf of the development team, thanks for playing and +have fun! + +============================== +Premise +============================== + + The specific time and place of your adventures is up to your Game Master +(often called a GM for short), but all of them take place far in the future +where humans have left earth on their faster-than-light spaceships to explore +dangerous new worlds fraught with friends and foes and all manner of robots and +aliens! + + Will you be the dashing hero? Or perhaps the evil villain plotting galactic +domination? Or maybe a mercenary who's somewhere in between? The choice is +yours and your legend will be told as you play the game! + +============================== +The Primary Game Mechanic +============================== + + You may now be thinking to yourself; "Self-person, we sure can't wait to go +gallivanting through the galaxy doing fantastic things and seeing the beautiful +galaxies! But how would we do that?" Well, yourself doesn't have the answer yet, +but good news! You just found it! + + In Compound X, most things you will do will be accompanied by a 'roll'. That +translates to rolling the dice. Rolling the dice is our way of factoring in +the human (or not human) tendency to do things in a way which isn't perfect. +When you roll high, you do very well. When you roll low, you goof up. But hold +your horses, or kangaroo or what have you. This is a strategy RPG, not a gambling game. +Each roll will have numbers which you will add to or subtract from the one you +get from the dice. This represents how good or bad your particular character is +at doing whatever it is you are attempting to do. What to add when is discussed +in detail below. + + Now, there will be two kinds of rolls your character will be making. +A skill roll, and a combat roll. Skill rolls use two ten-sided die, to represent +a d100, which in turn represents a percentage. One die is designated as the tens +place, and the other die as the ones place. However, in combat, you will use one d10, +which is reflected in a single number system. Most dice sets come with two +D10s, one with a zero after the number on the face, the other without that zero. +In that case, obviously you add the numbers on the face of the dice together to +find out what you rolled. If your dice came from different sets, you must pick +which dice represents the tens place before you roll. i.e. if one die rolls a +40 and the other rolls a 6, you rolled 46%. Alternatively, if you have an orange +die which represents your ten's place and a purple die which represents your one's +place, and you roll an orange 3 and a purple 9 then you rolled 39%. + + It's important to note that you don't have to roll for everything. Your +character probably knows how to do mundane things like brush their teeth, open +an unlocked door, and tie their shoes. It's okay to just do these things, even +in combat. + +Rolling with Advantage: + Sometimes circumstances or the occasional feat may prompt you to make a roll +with Advantage or Disadvantage. In such cases you make the roll twice. With +Advantage you take the better roll, while with Disadvantage you take the worse +roll. Advantage and Disadvantage do not stack with themselves. If you would have +both Advantage and Disadvantage on the same roll, then they cancel each other, +and you just roll once. + +Rolling the Average: + There are certain circumstances and feats which allow for Rolling the Average. +This must be announced before the die are cast. Critical fails or Critical successes +are ignored when Rolling the Average. To do this, roll percentile dice twice, add +the two numbers together, and divide by 2. The resulting number is your roll. + +============================== +Role Playing and Combat +============================== + + Compound X has two main 'modes' if you will: Combat, and Not in Combat. +While in combat, the rules are a little more specific so as to support strategy +and planning. During combat, each player takes their turn in a particular order, +and while you can still make up what you want to do, most actions fall into +pre-existing categories that take a specific amount of time and typically do a +specified amount of damage. More detail on that in the "Combat" section of Basic +Rules. + + Out of combat, turns are a little more fluid. Usually players take their turn +describing what they want to do when each player gets an idea of what to do. If +two players have an idea at the same time, please be courteous and take turns. +It's much easier for the GM to listen to one player at a time. In addition to +taking turns, please also be polite and share the spotlight. You ALL are the +main heroes or villains of this story. Make sure everyone gets a chance to do +the one-liner they want, or to have their moment of glory. + + Either in combat or out, play usually follows this loop: + +1. The GM describes the environment and the situation. Usually the DM will ask "What do you want to do?" +2. The player describes what they want to do +3. The GM checks if that's even a possible thing that can be done. (skip this step if that's obvious) +4. The GM says what kind of roll is needed to see if the player succeeds, if any roll is necessary. +5. The player rolls the dice and adds the numbers as described below. +6. The GM checks the total against the DC and narrates what happens* +7. Then the next player begins their turn. + +*The DC stands for "the Difficulty Challenge", a number that +typically only the GM knows which represents how hard a typical task +is. Then the GM narrates how the action goes depending on if the +player succeeds or fails and by how much. + +============================== +Your Character +============================== + + In Compound X, you control one particular person. This person is your avatar +in the game world. You decide what they say, how they react and what they do +just by telling your Game Master at the appropriate time. But before you can +jump right in and start playing, you need to create a character! This is often +one of the most fun parts of the game! + + Making a character is a slightly involved process that can take a new player +up to two hours to fully flesh out. There are several parts of characters which +are detailed below, but let's list them here briefly before we get into the +nitty-gritty of it. + + If you want some extra guidance after reading through the sections below, +see the 00_New_Player_Walkthrough.txt document in CharacterCreation. Following +its steps will give you a customized, relatively low-complexity character that +will help you learn to play the rest of Compound X. + +Primary Stats: + These decide what raw characteristics make up your character, and are +factored into most other decisions you make both in game and for the rest of +character creation. Choosing your stats is a very good way to start making a +character. + +Secondary Stats: + These stats are derived from your primary stats and determine things like +how fast your character moves and how quickly they learn new skills. When making +a new character, you'll calculate these after picking Primary Stats. + +Stat and Combat Modifiers: + These numbers are calculated from your stats, and are often added to dice +rolls to show how your character's physical and mental abilities affect how well +they perform different tasks. + +Species/Race: + Is your character a robot? What about a human? Or maybe the catlike aliens +known as Tundari? Different species and races get small bonuses to different +aspects of combat and are liked or disliked by different people in the galaxy +accordingly. + +Class: + Think of this like your job. Are you a sniper, waiting for the perfect shot? +Or are you a pilot who can thread a needle with your starfighter? Or maybe +you're a veteran soldier, who's seen it all. Classes define what armor and +weapons your character can use in combat, as well as certain special abilities +which might help solve puzzles or get you better discounts at stores. Your class +also determines how much money you start with to buy equipment. + +Nanites: + Advancements in precision construction and artificial intelligence ability +to design and control micro- and even nanoscopic machines. Such a powerful +advancement assists in all forms of life in the Compound X universe. Medical +nanites protect their hosts from pathogens and toxins, and can be pushed to +briefly enable what would once have been considered superhuman abilities, +like running 40 meters or putting 12 bullets from two revolvers into 12 +bullseyes ... in about six seconds. Other types of nanites are used industrially for +precise construction, or covertly for infiltration. + + Medical nanites are acquired by characters by the unit, either through +purchase or background. They must be specifically tailored to a character's +body to avoid rejection. See their item entries in 07_Items.txt or the rules for +Active Feats below. + +Energy: + Continued evolution of battery technology has allowed the use of extremely +power-hungry equipment by individual combatants and technicians, such as particle +shields and cloaking armor modules. Most devices that consume Energy come with a +built-in supply that can be used only to power the device itself. An exception, +battery packs, can be used to power any device. + +Skills: + Each character learns things while going through life. Maybe your time in +the military taught you how to navigate using the stars or maybe your time +working at a mechanic's shop made you good at repairing things? Or maybe you're +one of those people who is just naturally good at hacking computers. Picking +these numbers will represent that in the game world. + +Equipment: + Your equipment is made up of your character's weapon, armor and +miscellaneous items. You'll get money to buy them with at the start of the game +and you'll earn more money as you go about your adventures. + +Feats: + Your character will gain special perks as you level up. This could range +from reloading really fast, to having more health to being able to do a fast +combat roll under fire. Tackle these when your character advances to level 2. + +============================== +Primary Stats and Secondary Stats +============================== + +===== Primary Stats ===== + +Strength (STR): + How strong are you? This stat determines how big of a gun you can carry and +how hard you can punch or hit with strength melee weapons. It might also allow +you to solve puzzles with the brute force approach. + + If you have 1 Strength, you are exceptionally weak and your max movement per +2 actions is 2m (unless your Dex is 1) and you cannot wear armor that offers more +than 50% coverage. + +Perception (PER): + Your ability to see, hear, smell and sense the world around you, as well as +to interpret what those sensations indicate. Perception affects your weapon +accuracy and ability to cut through the chaos of battle to stay oriented. A high +perception makes you harder to sneak up on. + + If you have 1 Perception, you are partially blind, only have 1 eye, or +something similar. You cannot use the Investigation or Spotting skills and you have a +-20 malus to Insight skill rolls. + +Fortitude (FORT): + How tough are you? Fortitude determines your maximum health, how hard you +are to knock off of your feet, and contributes to your saving throws. + + Your Maximum Health = 50 + 10 * FORT + + If you have 1 Fortitude, you are exceptionally frail. You can't inflict lethal +unarmed damage and your unarmed damage is halved. Also, when you deal melee damage, +you inflict half of the damage on yourself. + +Charisma (CHA): + How good are you at communicating with those around you? Charisma affects a +number of interpersonal skills like haggling and diplomacy. It also contributes +to how hard it is to dominate your will. + + If you have 1 Charisma, you are profoundly unlikable and bad at influencing +and working with others. You cannot assist or be assisted when making skill +checks. + + Furthermore, despite being unlikable, you still have the same psychological +need that all sentient life has, to be social and to be accepted. At least once +between every other encounter, you must socialize with another sentient +character. Doing so requires a charisma check of DC 60. If the character that +you socialize is happy and willing to spend time with you, you may have +advantage on the roll. If the character does not acquiesce to socialize with you, +they are immune to the penalty. If they do acquiesce and you fail, you both must +pay the penalty. The penalty for failing to socialize is to feel isolated and +Lonely. Please see "Lonely" in the conditions list in "01_02_Conditions.txt" + + If you have 6 or more Charisma you gain the feat "Will to Survive". The feat +scales depending on how many points you have in Charisma. Or, if you have 9 or +more Charisma, you get to choose between taking feat "Will to Survive" or feat +"Positional Mastermind". + +Intelligence (INT): + How smart are you? Intelligence determines how quickly you acquire new +skills when you level up and how proficient you are at using some of those +skills. + + If you have 1 Intelligence, let's just say, you aren't particularly smart. +You cannot attempt to use any skill that you do not have Proficiency in (see the +"RP / Using Skills" section). + + If you have 9 or more Intelligence you are exceptionally gifted and gain +additional feats at certain levels; for more information, please see the +"LEVELING-UP TABLE" below. + +Dexterity (DEX): + How nimble are you? Dexterity determines your maximum move speed in combat, +as well as how much damage you do with finesse melee weapons like knives. +Dexterity also contributes to skill checks for doing things with a character's +body like climbing, jumping, or dancing. + + If you have 1 Dexterity, you are especially clumsy or suffer from a +debilitating illness which affects your ability to move swiftly and precisely. +You cannot learn any skills that use Dexterity as the contributing stat (for +example, Sleight of Hand). + +Luck (LUCK): + Some people are just lucky! A GM will often have you roll luck to see if a +door was left unlocked or if you just happened to duck to pick up a coin off the +ground right when an assassin is trying to shoot you in the head. Luck also has +a significant effect on what loot you find in dungeons and your chance to roll a +critical hit. + + If you have 6 Luck or more, you gain feat "Lucky". The feat scales depending +on how many points you have in Luck. + + If you have 1 Luck, it goes without saying, you are very unlucky. At the +start of a combat encounter, roll a d10 and receive a penalty from the Black Cat +table, below. + +===== BLACK CAT TABLE ===== ++-------+---------------------------------------------------------------------------------------+ +| Roll | Effect | ++-------+---------------------------------------------------------------------------------------+ +| 1-2 | Your primary weapon malfunctions/breaks and you cannot use it until DC 60 repaired | ++-------+---------------------------------------------------------------------------------------+ +| 3-4 | You cannot critically hit or critically succeed (in any form) in this encounter | ++-------+---------------------------------------------------------------------------------------+ +| 5-6 | You trip and hurt yourself, take 15 damage and lose three actions from your 1st turn | ++-------+---------------------------------------------------------------------------------------+ +| 7-8 | Mental breakdown, roll DC 75 Will save or gain status effect 'Fear' of enemies | ++-------+---------------------------------------------------------------------------------------+ +| 9-10 | Nothing bad happens... this time | ++-------+---------------------------------------------------------------------------------------+ + +===== Secondary Stats ===== + + Your Character's Secondary stats are each equal to one of your Primary +Stats, but no single Primary Stat can be used for two of your Secondary Stats. + +Movement Speed: + Your Movement Speed is how fast your character can move every two Actions in +combat, measured in meters. Use (Movement Speed)/2 for one Action and drop the +remainder. For more detail on movement in combat, see the "Movement and +Sprinting" topic in the Combat Rules. Your Movment Speed is either equal to your +Strength or your Dexterity. + +Carry Ability: + Your Character's Carry Ability is how much heavy equipment they can lug +around before it starts to slow them down. Each point in Carry Ability negates +1 meter per Action of movement penalty from weapons, armor or other items. If +you have 6 Carry Ability and 6m of movement speed penalties, you end up with no +movement speed penalties and can move your full Movement Speed for every Two +Actions. Your Carry Ability is either equal to your Strength or your Fortitude. + +Skill Point Gain: + Your Character's Skill Point Gain determines how many skill points you gain +every level. Every time you level up, you gain skill points equal to double your +"Skill Point Gain". Your Skill Point Gain should be equal to either your +Intelligence or your Charisma. + +== Secondary Stat Assignment Examples == + Charisma and Intelligence are associated with Skill Point Gain. If you have +5 Charisma and 6 Intelligence, you would have 6 Skill Point Gain. + + Let's now assume you have 6 Strength, 3 Dexterity, and 4 Fortitude. You +could have 3 Movement Speed (from your Dexterity) and 4 Carry Ability (from your +Fortitude). Now, Strength is much higher than both of those, but Strength can't +determine both Movement Speed and Carry Ability so you have to decide whether +you want: + +* 3 Movement Speed and 6 Carry Ability, or +* 6 Movement Speed and 4 Carry Ability + +===== Stat Modifiers ===== + + Usually you can tell a lot about a character just by their Primary Stats. +For instance, a character with 9 strength and 3 intelligence is usually either a +brutish bully or a tough but lovable teddy bear of a person. Where a character +with 10 intelligence and 2 charisma is probably a brilliant nerd who might be +shy or just have a terrible stutter. + + But your raw Primary Stat is rarely used in calculations during the game. To +get the math to work out better, we usually use what is called a 'Stat Modifier'. +Stat Modifiers are used very often. They are calculated by one of the two +equivalent equations below (use whichever looks easier to you): + +* Stat Modifier = (4 * Stat) - 20 +* Stat Modifier = (Stat - 5) * 4 + + For instance, if you were trying to lift something heavy, your GM may tell +you to roll a 'Strength Check' and add your 'Strength Modifier'. To do this, you +would roll two 10-sided dice as explained in the Primary Game Mechanic above, +and add your Strength Modifier to that. Let's say that you rolled a 71, and your +Strength Primary Stat is a very beefy 8. Then your Strength Modifier would be: + + (8 - 5) * 4 = 3 * 4 = 12 + + and the score of your roll would be + + 71 + 12 = 83 + + That's a really high roll! But that may or may not be enough to lift the +object depending on how heavy it is. + + + +===== Nanites ===== + + Although not a primary or secondary stat per se, The maximum number of +Nanites you can use at a given time is determined by your character class and an +associated primary stat. Your class may tell you its "Class Primary Attribute" +is Strength. In that case, Strength * 10 is your maximum Nanites. + +More generally: + Your Maximum Nanites = (Your Class's Primary Attribute) * 10 +Some class feats and other abilities can increase the number of Nanites you can +hold and use at a given time. Also, Unlike Health, Nanites regenerate during +combat at a rate of 3 Nanites per turn. + +============================== +Saving Throws +============================== + + Saving Throws are used in dire or critical situations to defend against very +negative effects. + +- Will: defend against a mind affect (Ex: throw off hopelessness after crashing in an escape pod) +- Shock: maintain composure after serious damage (Ex: stay conscious after being shot by a high caliber round) +- Reflex: React quickly to an event (Ex: dodge falling debris, fire at an enemy if they leap from one piece of cover to another) +- Awareness: Keep apprised of your surroundings (Ex: realizing someone has walked up behind you) + +The equations to calculate your bonuses to Saving Throws are as follows: + +- Will: 2*(Cha + Int - 6) Rational: Normally wisdom would be applied, so Will in Compound X is descried as your internal voice motivating you to endure a mental hardship. +- Shock: 2*(Fort + Int - 6) Rational: You need to recognize that you are in shock, and resist its physical effects. +- Reflex: 2*(Per + Dex - 6) Rational: In order to react quickly to an event you need to be able to see it coming. +- Awareness: 2*(Per + Luc - 6) Rational: Line of sight and concentration are integral parts to being able to detect anomalies in the area. + +============================== +Healing Injuries +============================== + + Ouch! you've just been shot! You'd better call for a Doctor or apply a med +kit before you bleed out! "But how do I use a med kit? Or if I'm a Doctor, how +do I stabilize and heal an ally?" I'm glad you asked. The rules are as follows: +The Medicine DC is equal to the damage dealt. On a failed skill check, no healing +occurs. On a success, heal an amount equal to Medicine skill + DC surplus. + + For example, a Player Character is dealt 70 damage. Their Doctor has 25 +skill in medicine. Medic rolls an 86 (after adding their Medicine Skill), so they +heal 25+(86-70) for 41 health healed. + + Individual wounds are healed individually. 3x 20-damage wounds need three +rolls of 21 or higher before they are fully healed. + + For example, a Player Character takes 70 damage. Medic has 25 skill. Medic +rolls an 86 (with Medicine Skill), so they heal 25+(86-70) for 41 Health. Now +the Character still has a 29 damage deficit (70-41), so the medic would need to +roll over a DC of 29 to heal the remaining 29 damage. (The Doctor Cannot overheal +a wound unless otherwise stated). + + Doctors need not use a medic-kit so long as the have their medicine bag (or +equivalent) on their person. If they do not have their medicine bag with them +when they are trying to heal a teammate, they can make the attempt at a +20 DC. + +Using a medic-kit: + + Medic-kit, non-medic user: works as if you are a medic with skill 30. + + Medic-kit, medic user: Works as normal, but add 30 to amount healed. + +============================== +Resting +============================== + +Short Rest: + Taking about an hour, characters can relax, recuperate, and maintain their +gear to prepare for the activities ahead. + + To gain the benefits of a Short Rest, characters must not undertake any +strenuous activity or significant travel and should not experience significant +interruption. After completing a rest, characters must complete some kind of +strenuous activity before they can recieve the benefits of another Short Rest, and +can only benefit from Short Rests up to three times between Long Rests. + + At the conclusion of the Short Rest, each character with at least one full +set of medical nanites heals 1d10 plus 1d10 health for every 3 class levels they have +(a level 3 character would heal 2d10, and so on). Characters with a partial set of +medical nanites heal 75% of that roll, and characters with no medical nanites heal +half that roll. Short Rests may restore other abilities or resources as described in +ability, class, and item descriptions. + +Long Rest: + Taking about eight hours, characters need to rest after a long day of +adventuring. If you choose to stay up all night, you won't be at your best for +the next day. + + In addition to the activity requirements of a Short Rest, characters taking a +Long Rest must spend at least two-thirds of the time in their particular species' +analogue of the sleep state, unless noted otherwise. Keeping watch does not interrupt +a Long Rest unless it requires patrolling an area. As a general rule, characters can +only benefit from one Long Rest per day, whatever "day" means to them at the time. +Refer to the Exhaustion section for timekeeping rules. + + At the conclusion of a Long Rest, unless circumstances inspire the GM to +rule otherwise, characters are restored to full health. Long Rests may restore other +abilities or resources as described in ability, class, and item descriptions. + +============================== +RP / Using Skills +============================== + + The GM may ask you to roll a certain skill to see if your character can do +something. This may be something like, "Roll Sleight of Hand to see if you can +pick the lock on that door," or it might look like, "Roll Medicine to see if +you can patch up the gaping wound in your chest spewing blood." Anytime you +need to Pass a Skill check, there will be a DC (Difficulty Check) you have to +exceed in order to successfully pass the check. You must roll over the DC to +succeed at a check. The DC does not need to be given out by the GM, but if +a DC seems too high, you have the right to grumble (but seriously, ask your GM if +something seems too difficult. There is usually a reason why tying your shoe +takes a DC of 70% on that particular day, etc). After you have rolled, please +apply any and all relevant skills and Stat Modifiers to a roll, as instructed by your GM. +When rolling Investigation for example, you will likely add your PER Stat Bonus. + + Critical successes occur when your roll on a skill check lands inside your +Critical range (aka your critical chance). For skill checks, the base critical range +is 10, meaning that a roll greater than 90 is a Critical success. Your Luck modifier is +added to your Critical range, increasing or decreasing your critical chance. For example, +if you have a Luck modifier of 12, your Critical range would be 22, and rolls greater +than 78 would result in a Critical success. Rolls that land in the upper half of your +Critical range result in an Extra-Critical success; with a Luck modifier of 12, rolls +greater than 89 would result in an Extra-Critical success. If your Luck modifier is +less than -8, you cannot roll Extra-Critical successes, but rolls of exactly 100 result +in Critical successes. + + In general, if you roll a Critical success on a skill check, add 10 to your +total roll. For an Extra-Critical, add 20. In addition, some abilities and feats may +trigger additional effects when you roll a Critical. + + If you roll a 1, you Critically fail a skill check, meaning that you cannot +succeed at the check, regardless of your total roll after adding skills and Stat +Modifiers. Your GM may also choose to enact additional penalties to the failed check. + + At any time out of combat, you may decide to use one of your skills. If you +are not pressured by imminent or immediate danger, you may "take a 100%" to take as +much time with a task as needed to roll exactly 100 on a skill check, then apply points +from relevant skills and Stat Bonuses. Some checks cannot be passed in this way. Under +normal circumstances for example, you will not be able to pass an Athletics check to +kick down the blast doors of a ship, no matter how much time you take to try. + +When rushed by a time constraint or danger, you can "take a 50%" to take +slightly more time than a 1-action, in-combat check on a task to roll exactly 50 on +a skill check, then apply any skill points and Stat Bonuses. + + If you want to use a skill in combat, see the "Combat: Actions" subsection. + + In many cases, a character can attempt a skill check whether or not they +have invested in learning the skill; however, your GM may decide otherwise, apply +penalties to your roll, raise the DC, ask you to justify why your character can +attempt the roll, or make any other judgement they deem appropriate. + + When leveling up you may gain up to 6 points in any one skill. + + Characters are considered to be Proficient with certain skills, based on +their class and background. When a character is Proficient in a skill, each skill +point they spend in that skill upon leveling up increases that skill by two +instead of one. + + Defenders win ties for opposing rolls. + +============================== +Feats +============================== + + Feat is a collective term for a number of abilities or qualities that your +character can learn through specific training, and will differentiate them from +their peers. As detailed in the character creation guide, level 1 characters do not +start with any feats, but will acquire them either over time as shown on the +leveling table or during special circumstances as described by the feat entry and/or +the GM. Unless otherwise specified, you cannot learn the same feat multiple times. + + There are five kinds of feats: + +* Passive Feats +* Active Feats +* Weapon Expertise Feats +* Stat Feats +* Class Feats + +Passive Feats: + + Characters can learn passive feats through leveling. Passive feats include +static bonuses, special actions, and everything in between. Each feat's description +will detail any restrictions upon its use - there are no constants in this type of +feat. + +Active Feats: + + Characters can learn active feats through leveling. Active feats are +special combat actions that characters can learn to use. In particular, active feats +are actions that characters physically could not normally execute, and thus require +the help of their medical nanites. + + To use an active feat, a character must have at least one functional full unit +of medical nanites (a partial unit is not enough). To use an active feat, a character +must tax one unit of medical nanites, expending much of their energy and leaving the +nanites unable to support the use of another active feat until they can recover. + + Each active feat has a cooldown and a duration. The duration is the number of +actions the character must spend in using the ability. If a character does not have +the relevant actions available, they cannot use that feat at that time. Some feats +with longer durations may be interrupted between your character's turns. Feats with +dynamic cooldowns based on the duration use the time actually spent on the feat, rather +than the time your character may have originally intended. Cooldowns do not start +until a character has finished using a feat. + + If a character has multiple units of medical nanites, they may use additional +active feats without having to wait for the first unit to recover. Cooldowns for +multiple units of medical nanites must be tracked separately. + +Weapon Expertise Feats: + + Weapon Expertise feats are a particular subtype of passive feats, and can be +learned through leveling. Expertise feats represent dedicated training with a +particular class of weapon and follow a particular structure, offering progressively +more bonuses as your character gains skill points in the corresponding weapons skill +(See "06_Skills.txt"). There is one weapon expertise feat per class of weapon. + + Each expertise feat offers a set of six bonuses that are in effect while your +character is using the relevant type of weapon (and only that type of weapon). Each +bonus requires the character to have a number of points in the relevant Weapon skill, +and a new bonus is unlocked every 12 skill points. A character with 0 points in +Weapons - Pistols would gain only one benefit, while a character with 30 points would +have the first three, and one with the maximum 60 points has all six. The feats are +formatted as a list of "X: Benefit", where X is the number of points required in the +corresponding Weapon skill to gain the benefit. + + Weapon Expertise feats require proficiency with the weapon type, but otherwise +have no prerequisites. Melee expertise requires proficiency with any (not all) types +of melee weapon, including Unarmed Strike. By default, all characters are proficient +with Unarmed Strike. + +Primary Stat Feats: + + Characters acquire primary stat feats automatically upon qualifying for them, +i.e. by having a sufficiently high relevant primary stat. This can occur on character +creation or at the levels that grant primary stat points. + +Class Feats: + + Characters learn class feats through leveling, but only when the leveling table +specifies a class feat. Characters can not take non-class feats instead of class feats +or vice-versa. Class Feats are listed in the Classes document. + +============================== +Player Weapon Customization +============================== + + Almost all weapons come with pieces that can be added or swapped out for +more specialized or more expensive pieces that make the weapon more effective. +These special parts are called "Weapon Attachments." You can purchase weapon +attachments at the start of the game when building your characater, or in most +of the trade stations and gun shops in large towns. When you buy an attachment +from a shop, they can put the attachment on for no extra cost. While at a gun +shop or kiosk, you can apply upgrades and attachments yourself as well. When +applying upgrades or customizations at a kiosk or shop, no roll is required. + + Alternatively, you can attempt to add or remove a weapon attachment in the +field. Doing so will require a skill check of DC 60 with the weapon skill that +matches your weapon type. If you succeed, you manage to make the adjustment +in just Two Actions. Otherwise it takes Four Actions. + + There are 8 types of attachments. They are listed below. Unless otherwise +specified, Your weapon cannot hold more than one of each. There are some weapons +that specify that they can't take certain attachments. Any weapon that doesn't +specify as much is assumed to be able to receive any of the listed attachements +except for Total Conversions. Total Conversions are usually only for one +specific class or type of gun. Their descriptions indicate which they go on. + +* Optics +* Lights +* Lower Rails +* Barrels +* Muzzles +* Slings +* Ammo +* Total Conversions + +== Ammo == + + Only extended, magpull, and Drum mags apply to unconventional weapons +(weapons other than bullet-firing.) Total mag price should be calculated by +taking multipliers for extended mags first, then multipliers for special effect, +then magazine accessories like magpulls. Multipliers are multiplied together but +they do not multiply the constant. + + For example, extended mag + poison bullet magazine magazine cost is +(1.3x * 2x + 50) = (2.6x+50) + +== Total Conversions == + + Total conversions only work with the specified weapon. You may only utilize +one weapon conversion at a time. HOWEVER, for conversions relying on switching +out a receiver, you may carry (at max) one additional receiver in order to swap +kits on the go. You must pass 2 Weapons use / knowledge [Weapons] checks in +order to successfully convert your weapon on the go. DC 60. Failure on one check +instantly jams the weapon on first shot. Failure on both checks requires an +additional check. \ No newline at end of file diff --git a/01_02_Combat_Rules.txt b/01_02_Combat_Rules.txt index 4ec3de86..45c93188 100644 --- a/01_02_Combat_Rules.txt +++ b/01_02_Combat_Rules.txt @@ -2,9 +2,81 @@ Combat ============================== - Combat starts when either you or an enemy decides they would like to make an -attack. Each "Player turn" lasts 4-6 seconds, and consists of 4 "Actions" -(described below). + Combat starts when either you or an enemy decides they would like to make an +attack (or as the GM decrees). At that point, all involved characters roll +Initiative to determine the order in which they take turns. Initiative is a d100 +roll that is modified only by Soldier class passive abilities, and higher numbers +go first. The section "Actions", below, has more detail on turns in combat. + +===== Combat Stat Modifiers for Ranged and Melee Accuracy ===== + + These bonuses use a table instead of the more general attribute modifier +equation, as combat accuracy rolls are played out on a d10 scale. Under normal +conditions ranged combat uses the Perception combat modifier as described below. +Melee combat uses Strength, Dexterity, and Fortitude. + +== Combat Stat Modifier Table == + ++--------+-------------+ +| Stat | Stat Bonus | ++--------+-------------+ +| 1 | -1.5 | ++--------+-------------+ +| 2 | -1 | ++--------+-------------+ +| 3-4 | -0.5 | ++--------+-------------+ +| 5 | 0 | ++--------+-------------+ +| 6-7 | 0.5 | ++--------+-------------+ +| 8-9 | 1 | ++--------+-------------+ +| 10-11 | 1.5 | ++--------+-------------+ +| 12-13 | 2 | ++--------+-------------+ +| 14 | 2.5 | ++--------+-------------+ +| 15 | 3 | ++--------+-------------+ + + Drop any remaining decimal (0.5 or -0.5 becomes 0) -in other words- only use +integers when you are writing down the final miss chances of your weapon(s). For +example, let's say you have a basic SMG with miss chance brackets of 4, 5, and 6. +Assuming you have 6 Perception, your PER bonus is 0.5 and thus, your gun's range +miss chance brackets are: + + (4 - 0.5), (5 - 0.5), (6 - 0.5) = 3.5, 4.5, 5.5 + + If these are your final miss chances, you would have to drop the remainder +and your slightly-above-average perception wouldn't make enough of a difference +to affect your miss chances! + + But let's say you also have a Dot Sight that you can put on your SMG. The +Dot Sight gives a bonus -0.5 range bracket miss chance (among other benefits). +This means you now have the following range brackets: + + (4 - 0.5 - 0.5), (5 - 0.5 - 0.5), (6 - 0.5 - 0.5) = 3, 4, 5 + + Perfect! Now your Perception and Dot Sight bonuses, together, reduce your +range bracket miss chances by 1 point. If you don't have any other bonuses (from +other attachments, feats, or abilities) then you would write down 3, 4, 5 as +your range bracket miss chances. + + If your gun has automatic and/or burst fire, you'd add its associated miss +chances to your range bracket miss chances and separately write down those +numbers (after all bonuses to range bracket miss chance and bonuses to automatic +or burst fire). In other words, if you have a ranged weapon with semi-auto, +burst, and automatic fire modes, then you should write down 3 sets of 3 miss +chances; one set for each of the 3 fire modes. For example, let's now assume +your gun has a burst fire miss chance of 1 and an automatic fire miss +chance of 3, your ranged bracket miss chances should look something like this... + +0-10m, 11-20m, 21-40m range brackets + 3, 4, 5 semi-auto miss chances + 4, 5, 6 burst fire miss chances + 6, 7, 8 automatic fire miss chances ===== Miss Chance Limits ===== @@ -44,46 +116,307 @@ is made with a CQB weapon, and the weapon is not already aimed at the target, standard Hip Firing rules apply. Making Melee Attacks: - Melee combat is relatively simple. To hit an enemy player: add your -dexterity combat modifier to a d10 roll plus your combat modifier from your -weapon/attack*. The result must be greater than the opponent's Guard DC: - - (DEX * 4)/10 - - Drop any decimal remainder. If you successfully hit your opponent, you roll -armor as normal (for more details, see below sections "Armor and Getting Hit" -and "Damage Types and Armor Types"). Your damage dealt is often based on a -combination of your DEX and STR. - - NOTE: if you are fighting unarmed, you can (normally) deal full non-lethal -damage or half lethal damage (your choice). Non-lethal damage should be recorded -as a separate (duplicate) health bar. When their non-lethal health bar reaches 0, -the target becomes unconscious/incapacitated. - -*Modifiers from specific weapons or unarmed[x] attacks are listed in the weapons -document. + Melee attackers make accuracy rolls with a d10, increased by strength and +dexterity combat modifiers and their weapon's accuracy modifier. To successfully +hit, the result must be greater than (not equal to) the opponent's Guard roll. +If you successfully hit your opponent, armor applies as normal except as +detailed in the next two topics. + + Defending players roll Guard with a d10 as well, increased by fortitude +and dexterity combat modifiers and their weapon's guard bonus. Guard bonuses are +not usually listed in individual weapon entries (some exceptions exist), but +instead are based on weapon type. See the table below for weapon type Guard +modifiers. A character must be proficient with a weapon to benefit from its +Guard modifier, otherwise it is treated as an improvised melee weapon of the +appropriate size. + + A Guard roll equal to or greater than an attacker's accuracy causes +the attack to miss. One may think of melee attacks as opposed contests of skill, +though no Skill check applies to these attacks and blocks. + ++-----------------+-----------------------------------------+ +| Weapon Type | Guard Modifier | ++-----------------+-----------------------------------------+ +| Unarmed | 0 | ++-----------------+-----------------------------------------+ +| All Melee | Equal to the weapon's Accuracy modifier | ++-----------------+-----------------------------------------+ +| Thrown | As Improvised Melee Weapons | ++-----------------+-----------------------------------------+ +| CQB Guns | +1 | ++-----------------+-----------------------------------------+ +| Non-CQB Guns | As Improvised Melee Weapons | ++-----------------+-----------------------------------------+ +| Delicate Tools* | -2 | ++-----------------+-----------------------------------------+ + +*Includes Doctor Field Applicator, Engineer Extruder, GravTech Projector, +Hacker terminal, and similar devices. Hitting What You Intend: - If you roll 3+ above your miss chance (3+ above the opponent's guard DC), -you ignore the opponent's armor and deal full damage. + If you roll 3 or more above your target's Guard, you may ignore any +armor worn by the target and damage health directly. + +Blunt Force: + Unless otherwise specified, melee weapons have an APL of 0, which +for most weapons would mean they do no damage if they hit armor. Instead, +melee attacks that hit armor still deal the STR mod portion of their damage +directly to the target's health. For example, a One-handed combat sword that +deals 20 + STR mod + DEX mod damage, wielded by a character with a STR mod +of 12, that hits its target's armor would deal no damage to the armor and +12 damage to the target's health. If the sword was a Hybrid weapon and the +attack was a two-handed strike, the health damage would be 18. + +Nonlethal Damage: + By default, melee attacks deal lethal damage, like the vast majority of +guns. This just means that when an attack drops a target to 0 health, they +enter the Bleeding Out state. However, when fighting unarmed or with a melee +weapon that you are proficient with, you may declare a melee attack you have +not yet rolled to be nonlethal. This imposes a -2 accuracy penalty, since you are +imposing constraints upon yourself on where you can strike, but if a nonlethal +attack would reduce a target to 0 health, the target drops to 0 health and becomes +Unconscious instead of becoming Downed and beginning to Bleed Out. The Unconscious +condition ends when the character's health increases above 0. + +Melee Accuracy and Guard Critical Hits: + See "Critical Hits" below for general Critical information. Melee Critical +hits deal extra damage as normal. Critical Guard rolls block all damage from any +non-Extra-critical melee attack. Extra-critical Guard rolls block all damage from +the incoming attack. + + Melee Accuracy rolls may Critically fail in the same way as firearms. +Unless otherwise specified, melee weapons have a Jam range of 2. Should your +melee weapon "jam", it catches on something in the environment at the DM's +discretion, if applicable, and is stuck. Unsticking the weapon requires a +Weapons - Melee check, as a firearm would require the appropriate +Weapons - [X] check. If you pass the DC by at least 30 you do not provoke an +Opportunity Attack. If nothing is available for the weapon to get stuck in, +it is instead dropped. You will always succeed in picking up a dropped weapon +if it is within reach, and may still use the skill check to attempt to avoid +an Opportunity Attack while doing so. + + When using a firearm as an improvised weapon, if you Critically fail an +accuracy check and the weapon is loaded (and cocked, if a single-shot pistol or +bolt-action rifle), then instead of becoming stuck or dropped the weapon +accidentally discharges. Roll 1d10. On a 3-10, the shot travels in a random +direction, striking the first valid target in its path within its range. The +target may avoid taking damage by succeeding on a DC 110 Reflex Save. On a 1-2, +the bullet strikes you, hitting armor if applicable. In either case, you must +pass a DC 40 Reflex save to avoid dropping the firearm. This DC increases to 80 +if you took damage from the accidental discharge. + + Shooting yourself as a result of critical failure does not make use of +the Shooting into a Melee rule, unless you are sharing the same square as +another character, such as during a grapple. + + Guard rolls can never Critically fail. Rolling a 1 on a Guard check +has no special meaning. + +== Improvised Melee Weapons == + + Sometimes you just need to smack somebody with whatever is +available. When using an object not intended as a melee weapon to make a +melee attack, use the stats from the improvised melee weapon of the most +appropriate size: light, one-handed, or two-handed. + + Generally speaking, objects that fit in one hand, like pistols, beer +mugs, improvised knuckles, and objects of similar size, are considered Light. +SMGs, table legs, lengths of cable, most kitchenware, and the like would be +One-handed. Heavier objects like every other class of firearm, chairs, or 2x4s +are Two-handed. + + Improvised Light or One-handed weapons may be thrown up to 5 meters, and +Two-handed ones may be thrown up to 3, though both suffer an additional -2 +Accuracy. Their damage when thrown is the same as when used for melee strikes. + +== Combat Maneuvers == + + In addition to smashing an opponent directly, there are other offensive +actions that characters in melee combat may take. Also, some exotic weapons may +allow these maneuvers to be performed even outside melee: individual weapon +rules take precedence. + + Maneuvers make use of opposed skill checks. Both the actor and defender +will roll a check, which does not have to be the same skill, and whoever rolls +a higher total wins. Defenders win ties. + +The Opposed Maneuver Check: + Most maneuvers make use of the same mildly complex skill opposition, +called the opposed maneuver check. It does not refer to a "maneuver" skill, +but is short for the following instructions. The attacking or acting character +rolls Athletics (STR), and the defender rolls his or her choice of Athletics (STR) +or Acrobatics (DEX). Initiating a grapple, shove, trip, etc. is mostly a matter +of brute strength, but such attempts may be opposed strength for strength or +dodged by superior agility. + + Similarly to Guard rolls, critical successes always defeat rolls of +a lesser critical status and resolve normally against rolls of the same +critical status. At the DM's discretion, where applicable, melee accuracy +critical failure rules may apply to maneuver checks. Grappling: - A character may grapple another character when they are both in melee -distance. Doing so provides the grappled player an Opportunity Attack on the -grappling player. During grappling, both sides roll opposing grapple checks to -see who maintains control. Once you have control you may make a grapple check -to subdue your opponent (by choke-out, pin, or a joint lock). You may also strike -an opponent during grappling, but if the strike fails your opponent may attempt -to gain control of the grapple. - -Kicking/Shoving: - Instead of dealing full damage, a character can try to kick/shove a human sized -opponent to force movement by rolling for a normal unarmed/armed melee attack -with an additional -2 miss penalty against the opponent's Guard DC. If the attack -succeeds, it yields 1/2 the damage it normally would and pushes the target up to -1m for every 5 strength you have. - -===== Actions ===== + Grappling is a maneuver where a character physically grabs another, +attempting to immobilize the target. To initiate a grapple, a character initiates +an opposed maneuver check. If the target wins, the grapple fails and nothing happens. +If the grappler wins, both characters gain the Grappled state, and the attacker +starts with control. + + Characters shooting at a target in the Grappled state may hit both or +either. With wide-effect weapons like flamethrowers or buckshot, the attack may +be made against either target but the damage is divided evenly among the grappled +characters. Attacks with other weapons have a 50% + the shooter's LUCK mod to hit +the intended target, and otherwise hit the other. + + While in the Grappled state, most ranged attacks at range R2 or R3 (based +on the weapon used) against either character have a 50% chance to hit the other, +though shooters may add their LUCK mod to the 50 to hit their chosen target. Wider +effect weapons like flamethrowers and buckshot always evenly divide their damage +among the grappled characters. + + While in the grappled state, the characters are limited in the actions +they can take and can only target each other. The character with control of the +grapple may make Unarmed Strikes, use other combat maneuvers, attempt to Pin, or +disengage. The character without control may make Unarmed Strikes, attempt to +disengage, or attempt to gain control. Each attempt takes one Action. While in a +grapple, the character in control may make 3 Actions per round, the character +that is not in control may make 2. + + While in the Pinned state, a character may only attempt to disengage, and +success will return the character to the grappled state, without control, instead +of releasing the character from the grapple. The character grappling with a Pinned +target may attempt to restrain the target with a further opposed maneuver check and +appropriate tool, such as zip cuffs. Success renders the target helpless (until +they can break the bonds, which depends on the item used, see item descriptions). +Pinned targets are also vulnerable to Knockout and Kill actions: both render the +target Unconscious and reduce them to 0 health, but a successful Kill action +also forces the target to make a death saving throw. Knockout and Kill require two +consecutively won opposed maneuver checks, and targets add their Shock modifier to +their roll when defending against attempts to Kill. If a character restrains, knocks +out, or kills a grappled target, he or she is still engaged in the grapple and must +spend an Action to disengage. + + Grappling-specific actions are described below. + +Pin: The attacker and defender make an opposed maneuver check. If the attacker + wins, the defender gains the Pinned state. +Disengage: Characters in control of a grapple may disengage without rolling. + Otherwise both characters choose one of Athletics (STR) or Acrobatics (DEX) + and roll an opposed check (choices may differ). If the disengager wins, + the grapple ends (and the active character has 3 Actions available this + round). +Gain Control: The involved characters make an opposed maneuver check as if the + acting character was initiating. If successful, that character gains + control of the grapple, affecting the actions available to both characters. + +Shoving: + This maneuver attempts to force the target to move in a particular direction. +The attacker must declare the direction he or she is attempting to move the target, +then they roll an opposed maneuver check. If the attacker wins, both characters move +in the indicated direction a number of meters equal to half the attacker's Strength. +Shoving a grappled target does not end the grapple. Shoved targets to not provoke +opportunity attacks, but shoving attackers might. + +Kicking: + Or whatever appendage your species uses to launch things. Kicking is identical +to Shoving except that only the target is moved, and that the target moves 50% farther +if kicked directly away from the attacker. If a grappled target is successfully kicked, +the grapple ends. Kicked targets do not provoke opportunity attacks, + +Trip: + This maneuver attempts to force the target to the floor. If the attacker wins +an opposed maneuver check, the target gains the prone state. Tripping a grappled +target ends the grapple. + +Disarm: + This maneuver attempts to relieve the target of a carried item or weapon. +The character initiating this maneuver declares a weapon or item the defending +character is wielding. Both attacker and defender choose between Athletics (STR) +and Acrobatics (DEX) (choices may differ) and make an opposed check. Defenders have +Disadvantage on the check if they do not have proficiency with the targeted item +(for this purpose, improvised melee weapons are treated as regular melee weapons +of the appropriate size). If the attacker wins, the defender is forced to drop the +targeted object. + +===== Melee Weapons & Unarmed Fighting ===== + + These weapons/attacks use an 'Accuracy Modifier' instead of +a 'Miss Chance', which is added to your combat dex modifier and +and any relevant feat or skill bonuses to oppose your opponent's +Guard Roll. Melee weapons do not pierce armor, unless otherwise +stated. + + Melee weapons come in one of four size categories. The first +three are Light, One-handed, and Two-handed. Characters start +with proficiency with some number of these based on their class. The +fourth category is Exotic. Acquiring proficiency with Exotic weapons does +not grant access to all Exotic weapons, but rather to a particular type, +such as whips. Exotic proficiencies may rarely be granted by Backgrounds, +and are more commonly acquired by feats. + + When a Two-handed weapon uses a character's STR mod in its damage +calculation and the character's STR mod is positive, that character instead +uses 150% of their STR modifier to calculate damage. For example, if some +two-handed weapon dealt damage equal to 40 + 2xSTR nod and the character +wielding it had a STR mod of -4, each strike would deal 32 = 40 + (-4 * 2) +damage. A character with the same weapon and a STR mod of 12 would deal +76 = 40 + ((12 * 1.5) * 2) = 40 + (18 * 2) damage per strike. + + Some One-handed weapons have the Hybrid size property. Characters +with proficiency with Two-handed melee weapons may make two-handed strikes +with these weapons, which allows them to add their STR modifier as if +the weapon was Two-handed (see the preceeding paragraph). Such a strike +must be declared to be two-handed before rolling to hit, and the character +doing so loses the benefits of any items that require his or her off hand to +function.* + + Unarmed Strike is not a weapon and therefore does not have a +size category. All characters are considered proficient with Unarmed +Strike. Efficacy is an entirely separate issue. + +*As an example, a character with a STR mod of 8 is attacking an enemy with a +hammer of size One-handed - Hybrid that deals 40 + STR mod damage. Before +rolling the attack, the player may declare that the character is making a +two-handed strike, which will increase the damage from 40 + 8 = 48 to +40 + (8 * 1.5) = 40 + 12 = 52. If that character was holding a weapon or +defensive implement in his or her off-hand, that item cannot be used and +it provides no bonuses for one round. + +===== Thrown Weapons ===== + + These weapons work similarly to guns in that attackers add their combat PER +mod to their accuracy, however their range is determined by the attacker's DEX or +STR. Like melee attacks, if you roll a critical hit or 3+ above your Miss Chance, +you ignore the target's armor and deal full damage. Thrown weapons also benefit +from Stealth Attacks (see basic rules). + + Thrown weapons benefit from half the base damage bonuses from Unarmed Combat +feats. + + If you have Weapons - Thrown skill >=20 then all DEX or STR requirements +for Thrown Weapons are reduced by 1. + + All misc thrown weapons have a Reflex Modifier: -10 + + Thrown weapons use the same size categories as Melee weapons for +determining proficiency, though a Two-handed throwing weapon would be +rare indeed. + +===== Grenades ===== + + All grenades require an explosives skill of at least 6 to use. +You can 'cook' a grenade in your hand for 1 action to make it impossible for an +enemy to dodge. + + Gain +2 Accuracy if you are throwing under half of your grenade's max +throwing distance. If you fail your throw within 1 miss chance of the minimum, +roll d4 meters for how off-target the grenade throw is. If you fail your throw +beyond 1 miss chance, roll a d10 instead. + + All grenades have a Reflex Modifier: -10 + +============================== +Actions +============================== During combat, your character has 4 Actions. Actions are used for fighting, movement, items, whimpering, etc. Here is a list of common tasks and their @@ -142,25 +475,38 @@ instead of running, for a +1 movement bonus per action. However, firing your weapon after doing so will cause you to incur a +1 miss chance penalty. The penalty occurs during the actions you sprint, as well as 2 actions afterwards. You can sprint for a number of consecutive Actions equal to your Fortitude. You -can jump horizontally Dex/2 meters, and add 1m if you have a 3m running start. -You can jump vertically Str/3 meters. +can jump horizontally DEX/2 meters, and add 1m if you have a 3m running start. +You can jump vertically STR/3 meters. ===== Other Combat Details ===== Critical Hits: - Critical hits are accuracy rolls that land inside your critical hit range -(aka. crit chance). If you roll a critical hit, your weapon does +20 damage for -that attack (and/or other effects, depending on your abilities). By default, -everyone starts with a critical hit range of "1", meaning, an attack roll of a -10 would be considered a critical hit. But your critical range may not be "1" -because your Luck modifies your critical hit range: (Luck Modifier/10), round -down, is added to your critical hit range. Therefore if you have a Luck stat -of 8, corresponding to a Luck Modifier of 12, then you would have +1 to your -critical hit range and would critically hit on rolls of 9-10. - - Weapons with a high fire rate cannot critically hit (weapons that shoot more -than 1 bullet per Action by default). + + When you perform an Accuracy Roll (while not firing a gun in burst or +automatic mode), you may roll high enough to use your Critical Hit Chance. +Critical Hit Chance is based on your Luck Stat, but can also be modified by +abilities, weapons, attachments, etc. + If your Accuracy Roll is high enough, you activate your Critical Hit Chance. +When this happens, you roll a second d10 to determine if you have landed a Critical +Hit, an Extra-Critical Hit, or, if you have less than average Luck, merely hit your enemy. + + A Critical Hit deals +20 damage and an Extra-Critical Hit deals +30 damage. + + Some abilities or feats have additional effects that trigger when you land +Critical or Extra-Critical Hits. + ++------------+------------------------+--------------------+-------------------------+ +| Luck Stat | Accuracy Roll Required | Critical Hit Roll | Extra Critical Hit Roll | ++------------+------------------------+--------------------+-------------------------+ +| 1 - 3 | 10 | 6 - 10 | n/a | ++------------+------------------------+--------------------+-------------------------+ +| 4 - 6 | 10 | 1 - 5 | 6 - 10 | ++------------+------------------------+--------------------+-------------------------+ +| 7 - 10 | 9-10 | 1 - 5 | 6 - 10 | ++------------+------------------------+--------------------+-------------------------+ +| 11+ | 8-10 | 1 - 5 | 6 - 10 | ++------------+------------------------+--------------------+-------------------------+ Armor and Getting Hit: When a player is defending against a successful enemy hit, they roll @@ -225,11 +571,11 @@ other thrown weapons) have -1 miss chance to hit if 'adequate' aiming time is given (DM's discretion: how rushed you are, or how skilled you are at stealth, etc). Ranged weapon stealth-attacks gain +20 bonus damage. - If you stealth-attack a target in melee, your target has a guard DC of 0. As -normal (see section, "melee combat"), if you roll 3+ above your miss chance (3+ above -the opponent's guard DC), you ignore the opponent's armor and deal full damage. -This signifies that the target gets hit in whatever you deem to be the most vulnerable; -i.e., the head, neck, or the chest (over the heart, etc). + If you stealth-attack a target in melee, your target has a Guard of 0. As +normal (see section, "Melee Combat"), if you roll 3+ above the opponent's Guard, +you ignore the opponent's armor and deal full damage. This signifies that the +target gets hit in whatever you deem to be the most vulnerable; i.e., the head, +neck, or the chest (over the heart, etc). *Base Damage is typically the damage of the weapon without any other character bonuses, but Base Damage can be increased by certain classes and abilities. @@ -237,9 +583,8 @@ bonuses, but Base Damage can be increased by certain classes and abilities. **Increases to 200 max damage at level 10. Flanking: - If you are behind a target, aka flanking, your melee attacks gain +2 bonus -accuracy against their Guard DC. (Ranged attacks don't gain a specific bonus -from flanking.) + If you are behind a target, aka flanking, your melee Accuracy rolls gain a +2 +bonus. Ranged attacks don't gain a specific bonus from flanking. ===== Ranged Combat ===== @@ -304,10 +649,20 @@ miss chance. Lets say your normal ranged miss chance is 2, and the enemy is in full cover, your miss chance is increased by 4, for a final DC of 6. So a roll of 7-10 would be successful. -Gun Jams: - If at any time that you are firing a gun and you roll a weapon accuracy of 1, -roll a second d10. If that second d10 roll is a 1 or 2, the weapon Jams, -necessitating a Weapon - [X] Skill check, DC 60. +== Automatic Firing == + + When rolling for automatic fire, players must roll one d10 for each bullet +fired unless otherwise noted. All dice are rolled at the same time, to keep the game +moving quickly. The dice are read from left to right, and the player cannot switch +the order that the dice fell in. For any roll that has the potential to be a jam, +roll the second d10 for it before rolling the next automatic-fire d10. If the roll +causes a jam, the rest of the automatic-fire d10s are not used. + +== Gun Jams == + If at any time that you are firing a gun and you roll 1 on an accuracy roll, +roll a second d10. If that second d10 roll is equal to or less than the weapon's Jam +Range, the weapon jams, necessitating a Weapon - [X] Skill check, DC 60 that takes +one Action before the weapon can be fired again. Hip Firing: Add 3 to a weapon's miss chance. You cannot use optical attachments in hip @@ -323,7 +678,7 @@ Blind Firing: around cover without looking or putting yourself at risk. You can blind fire while hunkered. Your blind fire miss chance is affected by your base weapon miss chance(s), not affected by attachments unless otherwise noted, reduced by PER -stat combat bonus (as usual), and reduced by LUCK stat combat bonus. It's +stat combat bonus (as usual), and reduced by LUCK combat stat bonus. It's recommended to calculate this separate miss chance and write it down before combat. @@ -355,9 +710,9 @@ sprint or use other movement abilities. Going prone costs 1 Action, and standing up costs 1 Action. Lying flat down on your chest makes you a smaller target and helps you aim better, but also makes you -easier to hit in melee. -1 gun miss chance while prone and -2 melee Guard DC. Being -prone severely limits your movement: 1/2 movement speed while prone, round-up; maximum -2 movement per action. +easier to hit in melee. You gain +1 Accuracy with firearms while prone but suffer -2 to +Guard checks. Being prone severely limits your movement: 1/2 movement speed while prone, +round-up; maximum 2 movement per action. Hunkering costs 1 action, and you cannot fire your weapons except by blind-fire (see Blind Firing, above). Imagine curling up in a ball, to pose the absolute smallest @@ -455,12 +810,12 @@ you, to hit you. Death, Dying, and Downed ============================== - Oh no! You have less than 1 health point left! What now!?! The good news is -you are not* dead yet. But you are doing what's known as "bleeding out". The + Oh no! You have less than 1 health point left! What now!?! The good news is +you are not* dead yet. But you are doing what's known as "Bleeding Out". The first time your character falls below 1 hit point, you get 3 saving throws called Death Saving Throws (or 'DSTs' for short). You roll one saving throw per -turn that you are downed and these DSTs are not modified by any attribute. If you -succeed a DST, (see 'Downed', below) you continue bleeding out; however, you get +turn that you are Downed and these DSTs are not modified by any attribute. If you +succeed a DST, (see 'Downed', below) you continue Bleeding Out; however, you get to roll again next turn. If you fail 3 DSTs, you die. Once you fail a DST, the next time you fall below 1 health point you only get 2 DSTs (2 failed throws and you die). If you failed a DST during the first two times you were downed and @@ -469,9 +824,9 @@ whole encounter without failing a DST. You can have a maximum of 3 saving throws at any one time. Downed: - The state of having less than one Health Point is called being "downed." It -is also sometimes called "bleeding out." They are equivalent. While a character -is downed, they cannot move, cannot stand under their own power, and fall prone + The state of having less than one Health Point is called being "Downed." It +is also sometimes called "Bleeding Out." They are equivalent. While a character +is Downed, they cannot move, cannot stand under their own power, and fall prone if not supported by other means. They cannot speak, but can mumble incomprehensibly. @@ -481,15 +836,162 @@ above. Even if you had 5 health and took 80 damage, when you go down you go to 0 health. Any additional attacks you sustain will push you into negative health. Stabilize: - As an action, a teammate may bring you back up to 1 health point by succeeding -on a DC 80 Medicine skill check to stabilize you. Medicine skill, INT mod, and any -bonuses from medical equipment such as medic-kits are added to the roll. Once stabilized, -you may take actions and speak as normal. - - Don't forget that a recently stabilized character may need to take actions to + As an action, a character may choose an adjacent, Downed character and +attempt to Stabilize them. That character makes DC 80 DEX-based skill check: +Medicine for primarily organic targets, or Repair for primarily mechanical targets. +If successful, the target is revived and now has 1 HP, is no longer Downed, and +may take Actions as normal within the initiative order. A character may be revived +in a single encounter a number of times equal to half their Fort, minimum two. Past +this limit, stabilized characters are Unconscious in addition to the other effects +of Stabilization. Note that most persistent damage effects, like bleeds or burns, +fall off of characters when they are Downed. + + If a character fails a stabilization check, nothing happens. It's just +taking longer to stem the bleeding. On critical success (base Critical range 10), +your excellent care allows you to choose whether the target counts this revival +against their revivals per encounter limit. On critical failure (01-05 before +modifiers), the bleeding (or equivalent) gets worse: the target must immediately +roll an additional Death Save. If the total check is then still high enough to +succeed and the target is still alive, they are then Stabilized as normal. + + Up to one character may assist with a stabilization check. Either involved +character may expend one Medkit (for primarily organic targets) or one Repair Kit +(for primarily mechanical targets) to grant +20 to the Medicine check. Feel free +to scavenge one from the target, they probably won't make a fuss. One kit provides +a bonus to all Stabilization attempts made on the same target in one round. + + Don't forget that a recently stabilized character may need to take actions to retrieve a dropped weapon or stand back up if they have fallen. *Some hazards can reduce you to zero health points and kill you instantly. Some examples are falling several stories, lava baptisms, or having a space station dropped on you. Do not do these things. They are -also known to the state of California to cause cancer. \ No newline at end of file +also known to the state of California to cause cancer. + +============================== +Stacking Up and Clearing Rooms +============================== + + Your character will frequently encounter rooms full of enemies. One common +tactic for safely entering a defended room and neutralizing all of the threats +in it is for the attacking team to line up outside of the entry way and violently +enter the room all at once. That way you can bring to bear all of the lethal +talent of your team all at once rather than entering the "fatal funnel" at a +more vulnerable cadence. The process of lining up and waiting for everyone on +the team to be ready to run in is called "stacking up." The act of entering the +room in this manner is called "breaching," and the subsequent sweep of a room is +called "clearing (a room)." The act of systematically repeating this process on +every room in a structure is called "clearing a building." + + What constitutes a "room" that can be breached and cleared is ultimately +up to your DM, but usually a room that can be cleared is smaller than 20m by +20 meters and has a discrete number of entry points. For example, a spaceship +hangar that is 35m by 18m and has a service door on either side when the hangar +door is shut would allow for stacking up with the DM's permission. That same +hangar with the hangar door open would need to be maneuvered into and fought +over normally since the hangar door is most of one of its walls. Another example +would be that an open-air pagoda probably wouldn't be breach-able because it +lacks any door to stack up on and has no walls. + + What constitutes an "entry point" is also up to the DM. These are usually +unlocked doorways, but can also be skylights to rappel from, windows large +enough to step through once smashed, or chunks of wall that have been blown up. +An area cannot be an entry point if it cannot be moved through by the character +stacked up on it at the time of the breach. A character can only stack up on an +entry point to a room. + + In Compound X, the process of clearing a room follows the three steps listed +below. + +1. Stacking up +2. Breaching +3. Clearing + +===== Stacking Up ===== + + Characters can join a stack up line on any time during their turn. Doing so +immediately ends their turn and the rest of their actions are considered held +for use during clearing. When a character stacks up, they must indicate exactly +one entry point that they will use during the breach. If there is any ambiguity, +they must indicate which room they will storm when the breach occurs. Which room +you are breaching is usually obvious; it's the room on the other side of the +entry point from where your character is stacking up. On the rare occasion that +one door leads to more than one room, a single room must be designated for +clearing. You cannot breach and clear a room that is not attached to the entry +point that you stacked up on. + + If your turn starts and you are already stacked up, you may either leave the +line of the stack up and take your turn normally, or skip your turn to remain in +the stack up line. If you skip your turn in this manner, you will have the same +number of actions during clearing as you would if you stacked up as the first +act of your turn. Stacking up is a Free Action if you are already standing by +the entry point, or as many Actions as it takes to move to the entry point +otherwise. + + Any number of characters can stack up on a given entry point. The order of +the characters in the lineup is important. Players can chose any position in the +stackup order that hasn't yet been taken at the time that they declare their +character will stack up. So the first character to stack up could choose to get +in the middle of the line, and the second character to use their turn to stack +up could stack up in front if they so chose. + +===== Breaching ===== + + Any time a character joins the stack up line, the character in the lead of +the stack may call "breach!" At that time, regular initiative order is +interrupted, and the breach and clear phases occur during the turn of the +character who just got in line. After the clearing has resolved, play resumes +after that character's turn. + + Some weapons, tools or gadgets are commonly used during a breach maneuver. +Examples include breaching charges, tear gas or flashbangs. If these are used, +they take effect first in the breach. Keep in mind that a character using such +a device will need a free hand to do so, and may need to spend one of their +clearing actions to re-draw their weapon. As such, devices are usually used by +the characters in the 3rd or 4th positions. + + Some rooms are defended with booby traps. In the case that a room or entry +point has such perils, they take effect second. + + While devices are being resolved, all attackers and defenders roll a reflex +save to determine the order of combat during the clearing phase. If the +defenders were unaware of the impending breach, then they roll reflex with a +disadvantage and the attackers roll reflex with advantage. + +*Breaching Roll = Reflex Save + Weapon Reflex Mod + any mod from feats + +===== Clearing ===== + + Players take their turn in decending order of breaching roll. In other words, +The character with the highest net reflex roll goes first, the character with +the lowest reflex goes last. Characters on the attacking team (the team that +stacked up) must use an Action to move from their position in the stack line +before they can fire or perform melee attacks. Characters on the attacking team +can take cover at the entry point that they were stacked up on, but doing so +will block the entry point and prevent another character from moving through or +firing at targets past that character. + + The Clearing phase ends when either all members of one team in the room can +no longer fight or the breaching order has been exhausted. Play resumes as +normal after the turn of the last character to stack up after that. + +===== Interrupting a Stackup ===== + + If an enemy approaches or attacks one of the characters in a stack up line +after they have stacked up but before the lead character has called "breach!", +then all of the characters in the stack up are no longer considered to be +stacked up. Instead, they may use one held action as immediate reaction in +initative order, followed by a 'Hit the Dirt' as described above. After that +they must wait until their next turn to stack back up. + +===== Simultaneous Breaches ====== + + If more than one entry point leads to the same room, it is possible to +include all characters stacked up on those entry points in the same +breach-and-clear event. In order for more than one entry point to be +simultaneously breached, the characters stacked up on each must be able to see +each other and/or hear each other (i.e. have radios or another means of remote +communication). To prevent complicating the game, play resolves one breached +room at a time. Two rooms can be breached in synch with each other, but the DM +will pick which room to play first and will resolve the other at the end of the +first room's clearing phase. diff --git a/01_04_Damage_Types_and_Armor_Types.txt b/01_04_Damage_Types_and_Armor_Types.txt index 89d910eb..6dc0c823 100644 --- a/01_04_Damage_Types_and_Armor_Types.txt +++ b/01_04_Damage_Types_and_Armor_Types.txt @@ -8,70 +8,92 @@ some Ballistic, Laser, and melee weapons can deal non-lethal variants. These damage types interact differently with the two types of protection: Armor and Shields. -===== Damage Types ===== - -Ballistic Weapons: - Ballistic weapons are straightforward: they are blocked by armor and ignore -shields. Any damage that defeats armor damages health. - -Plasma Weapons: - Plasma interacts with both armor and shields. Armor's effectiveness is -reduced by 1 APL when hit by plasma. Targets hit with plasma, that pierces armor, -take (stackable) plasma burn. For Shields, Plasma deals half damage to the -shielding, plus inflicts plasma burn and any remaining damage on the wearer -(only if their armor is pierced, of course). - -Laser Weapons: - Lasers are completely blocked by shields, dealing all of their damage to the -shielding. Lasers deal full damage to armored targets; If a player wearing -ballistic armor is hit with a laser, they receive damage as if they weren't -wearing any armor. - -Explosives: - Certain grenades and devices have Explosive (concussive) damage. Explosive -Damage ignores armor and shields (explosive damage is essentially, a crushing -force). Fragmentation grenades are considered ballistic weapons, as their -primary damage delivery method is shrapnel. - -Melee/Melee Weapons: - Melee damage is treated like ballistic damage unless you hit a target's -armor and don't pierce it. If you are fighting a being with body armor, and you -hit the targets armor but don't pierce it, you then deal a special kind of -concussive damage (called blunt damage) that ignores armor but you can only deal -1/2 damage, up to a max of 25 damage. Max of 35 damage if you are using a melee -weapon (like a club, sword, or even hitting them with your gun). +== Common Damage Types == + +Ballistic Damage: + Ballistic damage results from the impact and/or penetration of solid +projectiles, causing physical damage and secondary shock effects to living and +mechanical systems. + + Ballistic damage is dealt first to armor, and then to health. It +bypasses shields. + +Plasma Damage: + Plasma damage is dealt by the impact of a hot and highly charged plasma +projectile and/or spray. It tends to cause large burns to targets' exterior surfaces +and electrical shock throughout. + + Plasma damage is dealt first to shields, then to armor, and then to health, +but shields and armor can only absorb up to half of each plasma attack's damage +(rounded up). A character with armor but no shields (and no other defensive effects) +would always take at least half of a plasma attack's damage to their health. + + Additionally, whenever a character takes Plasma damage to their health, +they gain one instance of Plasma Burn (see Conditions). + + Armor damaged by Plasma loses 1 APL. This effect cannot stack and wears off +after the encounter. + +Laser Damage: + Laser damage is a burn or explosive energy release delivered by a high- +intensity stream of photons, or light. The burns are more localized than those of +Plasma projectiles. + + Laser damage is dealt first to shields, and then to health. It +bypasses armor. + +== Miscellaneous Damage Types == + +Explosive Damage: + Certain grenades and devices deal explosive damage, which is a shockwave +transmitted through any liquid or gaseous medium. Though fragmentation grenades +may seem like explosive weapons, they deal ballistic damage because their +primary damage delivery method is shrapnel. + + Explosive damage is dealt directly to health, bypassing armor and shields. Electric Damage: - Some damage is delivered to characters with a high current and voltage. This + Some damage is dealt to characters with a high current and voltage. This can lead to burns, organ failure, fried circuits and chaotic effects on the nervous or control systems of a given character. This damage does not have any special effect on armor, but certain characters are more prone to electric damage than others, while some characters are more resistant to it. -Fire Damage: - Some damage is inflicted with conflagrations or general combustion. While -this damage usually leaves an ongoing burning effect, this damage type does not -imply that simply by being Fire Damage. Please read a given attack or event -carefully to see if you are simply burned once, or have an ongoing effect as -well. Some characters are more resistant to fire than others. Similarly, some -armor in the game helps mitigate fire damage more effectively than others. + Electric damage is dealt first to shields, and then health. It bypasses +armor. + +Thermal Damage: + Some damage is dealt with conflagrations, general combustion or extreme +cold. While this damage often leaves an ongoing burning effect, this damage +type does not imply that simply by being Thermal Damage. Please read a given +attack or event carefully to see if you are simply burned once, or have an +ongoing effect as well. Some characters are more resistant to Thermal Damage +than others. Similarly, some armor in the game helps mitigate Thermal Damage +more effectively than others as well. + + Thermal damage is dealt first to shields, then armor, and then health. Acid Damage: - Some damage occurs when a substance of a significantly different PH balance + Some damage is dealt when a substance of a significantly different PH balance comes in contact with your player and chemically reacts in an adverse manner. Such cases are usually painful and smell bad. - While taking acid damage doesn't always mean that you have an ongoing + + While taking acid damage doesn't always mean that you have an ongoing effect, read the source of the damage carefully to see if in addition to the one-time damage effect, you also have an ongoing effect to deal with as well. Acid damage can affect armor adversely as well, but that is not implied simply by an attack being labeled with acid damage. Such effects will be listed separately in the attack, trap, etc. + Acid damage is dealt first to armor, and then health. It bypasses shields. + Internal Damage: Internal damage can be sustained from things like parasites, malicious microbots, or simply pushing your character's physical body past its breaking -point. Unless otherwise stated, internal damage always deals full damage and -ignores armor. +point. + + Internal damage is dealt directly to health, bypassing armor and shields. +Unless otherwise stated, it also bypasses all other defensive effects. ===== Protection Types ===== @@ -81,9 +103,10 @@ measure that you will come across. When armor is shot by a ballistic weapon, the armor may reduce or fully block damage before the character's health is damaged. Shields: - CS Shields (or more simply, Shields) are the second type of protective -measure that you will come across. Shields normally protect against Plasma and -Lasers but not against ballistics. + Shields are the second type of protective measure that you will come across. +Shields normally protect against Plasma and Lasers but not against ballistics. + +== Fall Damage == Beyond weapon damage, there are also environmental threats to consider. An important note is on fall damage. A player can fall up to their Dex/2 in @@ -97,4 +120,4 @@ one injury, depending on the severity of the fall. Some examples are below: * Broken ankle(s) * Broken leg(s) * Broken arm(s) in addition to leg(s) -* Broken everything \ No newline at end of file +* Broken everything diff --git a/01_05_Conditions.txt b/01_05_Conditions.txt index 65d7f1d5..f2296353 100644 --- a/01_05_Conditions.txt +++ b/01_05_Conditions.txt @@ -4,92 +4,178 @@ Conditions == Bleeding == - d10/2+1 (drop the remainder) stackable damage per turn. Broken with -Medicine Skill check. DC varies. If you have a bleed condition, seek medical aid -immediately, You CAN Bleed Out, you have been warned. + Bleeding is when a character has sustained damage to the systems of their +anatomy that contian liquids vital to their survival. This can happen to both +biologic targets, who usually leak blood, and to cybernetic targets, who can +leak coolant and lubricant. + + A character that is Bleeding takes d10 / 2 + 1 (drop the remainder) stackable +damage once per round at the beginning of their turn. The Bleeding can be +staunched with Medicine Skill check. The Medicine (Dex) DC to staunch varies; the +cause of the Bleed effect should list it in the effect description. == Burning == - 2d10 damage per turn. Broken with a Maneuver Skill Check. DC 40. -Every 2 turns, the degree of the burn intensifies + A character that is on fire, or has glowing metal on them (such as white +phosphorous) is Burning. Burning is different than a Plasma Burn. For Plasma +Burns, see the "Plasma Burn" Condition. + + A Burning character takes 2d10 damage per stack of Burn per Round at the +beginning of their turn. Most Burning can be extinguished by dousing a character +in a non-flamable liquid, or by that character dropping and rolling. Dropping and +rolling requires one Action to drop Prone and one Action to roll around and put out +the fire. Rolling has a Athletics (Dex) DC of 40 to extinguish flames. + + If Burning is not extinguished for two Rounds, the Burn intensifies by one stack. + + Some burning chemicals, like white phosphorous or most napalms, contain the +oxygen that they need to burn and aren't extinguished with water or rolling +around. These sources of the Burning Condition will explicitly state that they +can't be extinquished via normal means and will need to be neutralized by other +means, such as the Doctor's Purge ability. == Downed == - Your health has fallen below 0. See the "Death and Dying" section in the -Basic Rules Document. + Downed is a state that a character enters when their health has fallen +below 0. See the "Death and Dying" section in the Combat Rules Document. == Disrupted == - You cannot use Nanite abilities, Doctor Procedures, Engineer Processes or -Hacker Exploits. Many similar abilities are also prone to Disruption. If they -are not on this list, consult your GM. + Certain characters have the ability to disrupt their enemies either with +signal jamming, malware or sometimes direct electrical interference. When this +succeeds, it prevents their target from using their more exotic talents. + + A character that is Disrupted cannot use Active Feats, Doctor Procedures, +Engineer Processes or Hacker Exploits. Many similar abilities are also prone to +Disruption. If they are not on this list, consult your GM. == Frozen == - d10 damage per turn. lasts until a source of heat is applied to the wound, -or with Medicine Skill check, DC 50. + Most characters respond poorly to the application of extremely low +temperatures to their anatomy. Biological targets tend to have the water in +their cells solidify into sharp ice in a process known as "Frostbite." +Cybernetic targets on the other hand tend to have their moving parts contract +and wear down while their electrolytic fluid hardens. -== Fear == + A character that is Frozen takes 1d10 damage per round at the beginning of +their turn. The Condition lasts until a source of heat is applied to the wound, +or with Medicine (Dex) Skill check, DC 50. - No actions, except running away form the source of fear, or rolling to -defeat fear. DC 50, Will save. +== Fear (Afraid) == -== Fear, Greater == + Both cybernetic and biologic characters can react to the mental instinct for +self-preservation. This usually happens when presented with the appearance of +certain, agonizing death, though there are certainly other scary things in the +universe. - No actions, except rolling to defeat fear. DC 75, Will save. + A character that is Afraid may take no actions, except moving away from +the source of fear, or taking an action to roll a DC 50 Will Save to defeat Fear. + +== Fear, Greater (Afraid) == + + In rare cases, Fear can become so great as to cause a total mental +overstimulation. In biologic characters, this takes the form of a petrifying +flood of neurochemicals in the brain. Cybernetic characters experience an +exception caused by the overinflation of their fear fuzzy logic field. + + A character experiencing Greater Fear can take no actions, except rolling +a DC 75 Will Save to defeat Fear. After 5 turns, Greater Fear ends regardless of +the character's success or failure on the Will Save. == Lonely == Being Lonely is a condition most commonly contracted from having 1 Charisma and failing to successfully socialize, or by trying and failing to socialize -with an ally who has 1 Charisma. You haven't met Mazlow's Hierarchy of needs, -and this affects your performance. While Lonely, you move 1m slower every two -actions (round down) and take a -5 to skill rolls. +with an ally who has 1 Charisma. A Lonely character hasn't met Mazlow's +Hierarchy of needs, and this affects their performance. + + A Lonely character moves 1m slower every two Actions (round down) and takes +a -5 to skill checks. == Necrosis == - 2d10 +5 damage per turn. Seek medical attention immediately. If left -unhealed for more than a day, the infection spreads 1 foot per day. Medicine DC -75, must be rolled. + Necrosis is a buildup of dead organic tissue in a biologic character, +usually caused by gangrene or biological weapons. Typically, any hair, fur or +scales fall off of the affected area and the flesh underneath turns black and +dies. + + A character aflicted with Necrosis takes 2d10 + 5 damage per Round at the +begining of their turn. If left unhealed for more than a day, the infection +spreads 1 foot per day. A DC 75 Medicine check must be rolled to cure it, +usually by surgically removing the dead tissue and generously applying healing +biofoam. == Pinned Down == - Target pinned (hunkered, no movement) for 2 full turns or until they pass a -Will saving throw at DC of 70, whichever is quicker. + A target that is behind cover and is either pinned by the threat of sniper +fire or a continuous stream of bullets must overcome the psychological instinct +to stay put and not get shot. + + A target that is Pinned must hunker behind their current piece of cover. This +is an Immediate Action, but it costs one Action from the character's next turn. +That character cannot move until they pass a DC 70 Will Save or for 2 full +Rounds, whichever is quicker. == Plasma Burn == - 1d10+1 stackable damage per turn, for 2 turns if the target's armor is -pierced/missed. If the targets armor is hit/pierced, the armor's AP Level is -reduced by 1, permanently (repairable, DC 60% Repair check), not stackable. + Many weapons in the Compound X Universe fire bolts of burning plasma, which +have the tendency to stick to a target and their armor, continuing to do damage +even after the initial impact of the projectile. + + A character that has a Plasma Burn takes 1d10 + 1 Plasma damage per Plasma +Burn Token per round at the beginning of their turn. Each "token" lasts for 2 +turns if the target's armor was pierced or missed. + + If the target's armor is hit or pierced, the armor's Armor Piercing Level is +reduced by 1, permanently (repairable with a DC 60 Repair check). While the damage +from Plasma Burn Tokens is additive, any given set of armor cannot have its APL +reduced by more than 1 regardless of how many plasma shots it has taken. == Poisoned == - d10 damage per turn. After 5 turns, some poisons may induce unconsciousness. -DC 50, Fortitude. Greater / Lesser poison increases damage (+5/-5) and DC -(+25,-10). + Biological characters can have a variety of poisons introduced into their +systems. These poisons typically degrade the overall health of the character +over a period of time. Poisons with additional or different effects will list +them explicitly. Poisons that affect cybernetic characters will list so +explicitly as well. + + A character that is afflicted with poison takes 1d10 Internal damage per +Round at the beginning of their turn. -== Buzzed (drunk) == +== Buzzed (Intoxicated) == Many drinks in the galaxy contain a substance called alcohol. When consuming -these drinks, the effect should list a FORT save to avoid increasing your level -of intoxication. The first level of intoxication is Buzzed. While buzzed, you -gain a +10% to miss with any attack and a temporary -1 to Perception. At the -same time, you get a +1 to charisma and luck. You also take a -20 to skill -checks involving driving, flying or operating heavy machinery. If you fail a -Fort save to prevent increasing your intoxication level while buzzed, you become -hammered. As long as you don't become hammered, being buzzed will wear off in -two hours. - -== Hammered (drunk) == - - While hammered, you take a -30 to accuracy rolls when attacking and a -50 to -skill checks involving driving, flying or operating heavy machinery. You take a -temporary -2 to dex, perception and charisma. If your level of intoxication -increases while you are hammered, you black out and you are now Downed. As long -as you don't black out, being hammered will turn into being buzzed after two +these drinks, the effect should list a Shock Save to avoid increasing the character's +level of intoxication. The first level of intoxication is Buzzed. + + While Buzzed, a character takes a -1 penalty to accuracy with any attack and a +temporary -1 penalty to Perception. At the same time, the character gains a +1 bonus to +Charisma and Luck. You also take a penalty of -20 to Skill checks involving +operating heavy machinery, driving, or flying. If the character fails a Shock Save +to prevent increasing their intoxication level while Buzzed, they lose the +Buzzed Condition and instead are afflicted with the Hammered Condition (See +below). As long as a character doesn't become Hammered, Buzzed will wear off in two hours. +== Hammered (Intoxicated) == + + While Hammered, a character takes a -3 penalty to accuracy rolls when attacking and +a -50 penalty to skill checks involving operating heavy machinery, driving, or flying. +The character takes a temporary -2 penalty to Dexterity, Perception and Charisma. If the +character's level of intoxication increases while Hammered, that character blacks out and +becomes Unconscious for two hours or until the Condition is otherwise healed. As long as a character +doesn't black out, the character's level of intoxication will reduce to Buzzed after two hours. + == Stunned/Paralyzed == - Affected target cannot take actions for the duration. \ No newline at end of file + A Stunned or Paralyzed target cannot take actions for the duration of the +Condition. The DC of the Saving Throw to end the Condition should be listed on +the source of the Stun or Paralysis. + +== Unconscious == + + An Unconscious character cannot take actions for the duration of the Condition, +except to roll Saving Throws against the cause of the Condition. In addition, the +character automatically drops prone and releases their grip on any objects. An Unconscious +character is completely unaware of their suppoundings. The DC of the Saving Throw to end +the Condition, if any, should be listed on the source of the unconsciousness. diff --git a/01_06_Leveling_Up.txt b/01_06_Leveling_Up.txt index b306ae0e..b37af4a2 100644 --- a/01_06_Leveling_Up.txt +++ b/01_06_Leveling_Up.txt @@ -15,48 +15,48 @@ skill points for that level. ===== LEVELING-UP TABLE ===== -+-------+----------+-------+------------+------------+---------------+ -| Level | Skill P. | Feats | Class Feat | Stat Point | Feats (9 INT) | -+-------+----------+-------+------------+------------+---------------+ -| 0 | Given | 0 | | | 0 | -+-------+----------+-------+------------+------------+---------------+ -| 1 | Static | | | | | -+-------+----------+-------+------------+------------+---------------+ -| 2 | 2*Skill | 2 | | | 2 | -+-------+----------+-------+------------+------------+---------------+ -| 3 | Point | | | | | -+-------+----------+-------+------------+------------+---------------+ -| 4 | Gain | 3 | | | 4 | -+-------+----------+-------+------------+------------+---------------+ -| 5 | " | | 1 | +1 | | -+-------+----------+-------+------------+------------+---------------+ -| 6 | " | 4 | | | 5 | -+-------+----------+-------+------------+------------+---------------+ -| 7 | " | | | | | -+-------+----------+-------+------------+------------+---------------+ -| 8 | " | 5 | | | 7 | -+-------+----------+-------+------------+------------+---------------+ -| 9 | " | | | +1 | | -+-------+----------+-------+------------+------------+---------------+ -| 10 | " | 6 | 2 | | 8 | -+-------+----------+-------+------------+------------+---------------+ -| 11 | " | | | | | -+-------+----------+-------+------------+------------+---------------+ -| 12 | " | 7 | | | 10 | -+-------+----------+-------+------------+------------+---------------+ -| 13 | " | | | | | -+-------+----------+-------+------------+------------+---------------+ -| 14 | " | 8 | | | 11 | -+-------+----------+-------+------------+------------+---------------+ -| 15 | " | | 3 | +1 | | -+-------+----------+-------+------------+------------+---------------+ -| 16 | " | 9 | | | 13 | -+-------+----------+-------+------------+------------+---------------+ -| 17 | " | | | | | -+-------+----------+-------+------------+------------+---------------+ -| 18 | " | 10 | | | 14 | -+-------+----------+-------+------------+------------+---------------+ -| 19 | " | | | | | -+-------+----------+-------+------------+------------+---------------+ -| 20 | " | 11 | 4 | +1 | 16 | -+-------+----------+-------+------------+------------+---------------+ ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| Level | Skill P. | Feats | Class Feat | Stat Point | Feats (9 INT) | Short Rest Healing | Medical Nanite Limit | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 0 | Gain | 0 | | | 0 | 1d10 | 1 | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 1 | 2*Skill | | | | | " | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 2 | Point | 2 | | | 2 | " | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 3 | Gain | | | | | 2d10 | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 4 | per | 3 | | | 4 | " | 2 | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 5 | level | | 1 | +1 | | " | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 6 | " | 4 | | | 5 | 3d10 | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 7 | " | | | | | " | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 8 | " | 5 | | | 7 | " | 3 | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 9 | " | | | +1 | | 4d10 | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 10 | " | 6 | 2 | | 8 | " | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 11 | " | | | | | " | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 12 | " | 7 | | | 10 | 5d10 | 4 | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 13 | " | | | | | " | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 14 | " | 8 | | | 11 | " | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 15 | " | | 3 | +1 | | 6d10 | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 16 | " | 9 | | | 13 | " | 5 | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 17 | " | | | | | " | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 18 | " | 10 | | | 14 | 7d10 | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 19 | " | | | | | " | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 20 | " | 11 | 4 | +1 | 16 | " | 6 | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ \ No newline at end of file diff --git a/01_07_Cloaking_Rules.txt b/01_07_Cloaking_Rules.txt index 4bf8a990..af7ed181 100644 --- a/01_07_Cloaking_Rules.txt +++ b/01_07_Cloaking_Rules.txt @@ -6,79 +6,78 @@ Cloaking ===== Cloaking Modules ===== - Expend the cloaking module's "Nanite Activation Cost" to begin cloaking. At -the ending of every turn thereafter, you have to pay a "Nanite Upkeep" cost to -continue cloaking. + To activate a cloaking module, you must expend an amount of Energy, from +the cloak module's built-in power or an external battery, equal to the cloaking +module's Energy Activation Cost. Whenever you end a turn cloaked, you must pay +the module's Energy Upkeep cost or the cloak immediately deactivates. If you +performed no Actions, the Upkeep cost is halved for that turn. - Wearers need only expend Nanites for the "Nanite Upkeep" cost at the end -of a turn that they perform actions. Cloaking requires concentration so when you -are doing nothing but watching, you may cloak for free. + You may remain cloaked for a number of turns equal to your cloak module's +Overheat stat or when you run out of Energy, whichever occurs sooner. When you +decloak, for whatever reason, you must wait a number of actions equal to the +module's "Charge Delay" (listed under the relevant cloaking module's description) +before being able to cloak again. - You can remain cloaked for a number of turns equal to ["Cloak Turns" + your -cloaking module's "Cloak Turn Bonus"] or when you run out of Nanites, whichever -occurs sooner (see table below for "Cloak Turns") . If your cloak time runs out, -you stop cloaking and have to wait a number of actions equal to your "Charge -Delay" (listed under the relevant cloaking module's description) before being -able to cloak again. + Cloaking modules have a built-in Energy supply, the size of which is given +in the statblocks. This Energy recharges fully each Long Rest. ===== Cloaking Detection ===== - If someone/something is looking for you, they must pass a (normally, -perception) check at 'Detect DC' difficulty, modified by your Stealth skill. + If someone/something is looking for you, they must pass a Spotting - PER +check at 'Detect DC' difficulty, modified by your Stealth skill. + While moving, the Detect DC is reduced (listed as 'moving Detect DC' under the relevant cloaking module's description). There is a tell-tale shimmer in the cloak, as the micro-foil has a hard time keeping up with moving environments. Once the wearer has settled down, the micro-foil is able to reproduce the surrounding environment better and will stabilize. - When using a skill (accessing a terminal, fixing something, etc.) use your + When using a skill (accessing a terminal, fixing something, etc.) use your reduced, 'moving Detect DC' as you are diverting your attention. However, once you have performed a combat action, the cloak fizzes out. ===== CLOAKING DURATIONS AND LEVELING BONUSES ===== -+-----------+-------------+-----------+-----------------+ -| Char lv | Cloak Turns | Detect DCs| Shadow Assn turn| -+-----------+-------------+-----------+-----------------+ -| 1* | 3 | - | +1 | -+-----------+-------------+-----------+-----------------+ -| 2* | 3 | - | - | -+-----------+-------------+-----------+-----------------+ -| 3* | 3 | - | - | -+-----------+-------------+-----------+-----------------+ -| 4* | 4 | - | - | -+-----------+-------------+-----------+-----------------+ -| 5 | 4 | +5% | - | -+-----------+-------------+-----------+-----------------+ -| 6 | 4 | - | +2 | -+-----------+-------------+-----------+-----------------+ -| 7 | 5 | - | - | -+-----------+-------------+-----------+-----------------+ -| 8 | 5 | - | - | -+-----------+-------------+-----------+-----------------+ -| 9 | 5 | - | - | -+-----------+-------------+-----------+-----------------+ -| 10 | 6 | +10% | - | -+-----------+-------------+-----------+-----------------+ -| 11 | 6 | - | +3 | -+-----------+-------------+-----------+-----------------+ -| 12 | 6 | - | - | -+-----------+-------------+-----------+-----------------+ -| 13 | 7 | - | - | -+-----------+-------------+-----------+-----------------+ -| 14 | 7 | - | - | -+-----------+-------------+-----------+-----------------+ -| 15 | 7 | +15% | - | -+-----------+-------------+-----------+-----------------+ -| 16 | 8 | - | +4 | -+-----------+-------------+-----------+-----------------+ -| 17 | 8 | - | - | -+-----------+-------------+-----------+-----------------+ -| 18 | 9 | - | - | -+-----------+-------------+-----------+-----------------+ -| 19 | 9 | - | - | -+-----------+-------------+-----------+-----------------+ -| 20 | 10 | +20% | +5 | -+-----------+-------------+-----------+-----------------+ -The Table bonuses are not cumulative. -* For levels 1-4, you may only cloak once per encounter. ++-----------+-----------+-----------------+ +| Char lv | Detect DCs| Shadow Assn turn| ++-----------+-----------+-----------------+ +| 1 | - | +1 | ++-----------+-----------+-----------------+ +| 2 | - | - | ++-----------+-----------+-----------------+ +| 3 | - | - | ++-----------+-----------+-----------------+ +| 4 | - | - | ++-----------+-----------+-----------------+ +| 5 | +5% | - | ++-----------+-----------+-----------------+ +| 6 | - | +2 | ++-----------+-----------+-----------------+ +| 7 | - | - | ++-----------+-----------+-----------------+ +| 8 | - | - | ++-----------+-----------+-----------------+ +| 9 | - | - | ++-----------+-----------+-----------------+ +| 10 | +10% | - | ++-----------+-----------+-----------------+ +| 11 | - | +3 | ++-----------+-----------+-----------------+ +| 12 | - | - | ++-----------+-----------+-----------------+ +| 13 | - | - | ++-----------+-----------+-----------------+ +| 14 | - | - | ++-----------+-----------+-----------------+ +| 15 | +15% | - | ++-----------+-----------+-----------------+ +| 16 | - | +4 | ++-----------+-----------+-----------------+ +| 17 | - | - | ++-----------+-----------+-----------------+ +| 18 | - | - | ++-----------+-----------+-----------------+ +| 19 | - | - | ++-----------+-----------+-----------------+ +| 20 | +20% | +5 | ++-----------+-----------+-----------------+ diff --git a/03_Glossary_of_Terms.txt b/03_Glossary_of_Terms.txt index 96606fb4..424793e5 100644 --- a/03_Glossary_of_Terms.txt +++ b/03_Glossary_of_Terms.txt @@ -51,7 +51,16 @@ D10: A 10-sided Die. See "The Primary Game Mechanic" in the Basic Rules. DM: - Dungeon Master. See Game Master. + Dungeon Master. See Game Master + +Encounter: + An encounter is an arbitrary unit of measure of role playing gameplay. An +encounter is one puzzle, one battle, or one plot-progressing social engagement +with one or more NPCs. + + When measuring a battle encounter, the encounter is the time from making +first stealth attack or rolling initiative to the time that play is no longer +in initiative order. Feat: As your character levels up, they get special perks or bonuses. These are diff --git a/CharacterCreation/00_00_Creating_a_character.txt b/CharacterCreation/00_00_Creating_a_character.txt new file mode 100644 index 00000000..32a290d4 --- /dev/null +++ b/CharacterCreation/00_00_Creating_a_character.txt @@ -0,0 +1,155 @@ +============================== +Creating a Character +============================== + + In Compound X, you control one particular person. This person is your avatar +in the game world. You decide what they say, how they react and what they do +just by telling your Game Master at the appropriate time. But before you can +jump right in and start playing, you need to create a character! This is often +one of the most fun parts of the game! + + Making a character is a slightly involved process that can take a new player +up to two hours to fully flesh out. There are several parts of characters which +are detailed below, but let's list them here briefly before we get into the +nitty-gritty of it. + + If you want some extra guidance after reading through the sections below, +see the 00_New_Player_Walkthrough.txt document in CharacterCreation. Following +its steps will give you a customized, relatively low-complexity character that +will help you learn to play the rest of Compound X. + +===== Pick a Class ===== + + When making a character, you can choose to pick a class first or pick your +species first. Picking your class is usually a simpler decision. See the Classes +Document for the list of available classes and what they can do. + + Once you've picked a class, you cannot change it later. Some popular Role +Playing Games allow characters to multiclass. The core Compound X Rules does +not support multiclassing at this time. + +== Weapon Proficiencies == + + Each Class comes with a specific list of Weapon Proficiencies. If your +Character has a proficiency with a type of weapon, then they can use that weapon +in combat and can purchase weapons of that type in the world or during character +creation. If your Character lacks proficiency with a weapon, then they can't +purchase or use a weapon of that type. + + Note that Weapon Proficiency is different from having Proficiency with the +Skill Weapon - [X]. For details on Skill Proficiencies and Weapon SKills, see the +"RP/Using Skills" section or the Skills document. + +== Armor Proficiencies == + + Just like each Class comes with a set of Weapon Proficiencies, it also comes +with a list of Armor Proficiencies. Just like Weapon Proficiencies, if your +class has a Proficiency with a given armor type then they can purchase or wear +that armor type in combat. If your character doesn't have that proficiency, then +they can't. + +===== Pick a Species ===== + + Check out the Species document for a list of Species and subspecies that +your character could be. Your character must have a species and can only have +one species. + +== Pick a Subspecies == + + Most Species have a few options of Subspecies. Your character doesn't have +to have a subspecies. They can just be a plain old Human or a stock model +Security Drone if you want them to. + +== Species Traits == + + Once you've picked your Species and Subspecies, collect the available traits +from both and pick two of them. These are your Species Traits. + +===== Assign Stat Points ====== + + Each character in Compound X has different stats. That's how we measure how +good a character is at something, or how lucky they are. You'll use these stats +during puzzles and combat to see how your character performs. + + Assigning your stats happens in two steps. The first step is making some +choices about what you want your character's primary and secondary stats to be. +The second step is to do some math to figure out what your modifiers are. +Modifiers are how we make sure that the choices you make about your character +are significant, but you don't have to do the math in the middle of the game. + +== Assigning Primary Stats == + + When making a new character, you'll have to assign their Primary Stats. +This will tell you a lot about your character. Your Species should list how many +total stat points you have to distribute. When assigning your stats, no stat can +be higher than a 9 before applying racial/species bonuses and no stat can be +lower than a 1 after applying racial/species bonuses. + + Additionally, even after race/species bonuses, feats, equipment, and Primary +Stat bonuses from leveling, no stat can ever be over 15 until your character is +level 15. After level 15, the limit for stat points is 20. See chapter 1: Races +if you haven't yet. + +== Assigning Secondary Stats == + + Your secondary stats depend on your Primary Stats. Once you have those, +read the section in Basic Rules about Secondary Stats. Pick how you want them +to go and write them on your sheet. + +== Calculating Stat Modifiers == + + Once you know your Primary stats, it's pretty easy math to find out your +Stat and Combat Modifiers section in Basic Rules. + + Do the same thing with your Combat Stat Modifiers. + +== Calculating Saving Throws == + + Now that you've gotten this far, you're ready to write out your Saving +Throws. + +===== Choosing Skills ===== + + Characters gain points in a wide variety of skills to represent their experience +and expertise in different fields and activities. Every time your character levels up, +they gain skill points equal to double your Skill Point Gain. Assign each skill point to +a skill; see CharacterCreation/06_Skills for details about skills and for a list of +commonly-used skills in Compound X. At level 1, your character will have two times their +Skill Point Gain to assign at will. You may gain a maximum of 60 skill points in a single +skill. In addition, each time you level up, you may gain a maximum of 6 points in any one +skill. Skill gained from Feats, Class passives, Species traits and Background bonuses +counts towards the maximum of 60 points per skill, but not towards the maximum skill +increase per level. + +===== Buy your gear ===== + + Once you have your stats done, you'll know what gear you can carry. So it's +time to get some gear. You can buy your gear in any order you want. + +== Buying Weapons == + + The various weapons documents have lists of weapons and their prices. You +Don't absolutely have to buy a weapon before you go off on an adventure, but +it is highly recommended. Don't forget that your character can't use a weapon +in combat unless they are proficient in that weapon type. Your character's class +will list what weapons they are proficient with. + +== Buying Armor == + + It might be a good idea to wear armor for your adventure. Look at the Armor +Section of the Combat Rules document and the Armors item document to buy the +right one for your character. Remember that your character can't wear armor that +their class doesn't have proficiency for. + +===== Buy Items ===== + + As a last step before you take off on your adventure, you might want to +peruse the items document for miscellaneous items that could be helpful on your +trip. + +===== Feats ===== + + By now, you're probably thinking that you're done making a character. You're +right! Your character gets feats as they level up. If you really enjoy +optimising, you can take a look at the feats list and decide what you're going +to take at later levels. Some of the feats are really cool! diff --git a/CharacterCreation/00_New_Player_Walkthrough.txt b/CharacterCreation/00_01_New_Player_Tips.txt similarity index 100% rename from CharacterCreation/00_New_Player_Walkthrough.txt rename to CharacterCreation/00_01_New_Player_Tips.txt diff --git a/CharacterCreation/01_Species.txt b/CharacterCreation/01_Species.txt index 8abc0fca..32b8ea6c 100644 --- a/CharacterCreation/01_Species.txt +++ b/CharacterCreation/01_Species.txt @@ -127,72 +127,6 @@ creation. This is considered a Class skill. Immune to: poison, cannot be intoxicated. Weakness (Electrical): Electrical damage deals an additional 50% damage. -============================== -Cyborg -============================== - -===== Society ===== - - Cybernetics advanced rapidly over the last 200 years, and it is not -uncommon to see Cyborgs walking amongst crowds. Most of society looks down on -their augmented brethren, and in some places they are outcasts completely. Be -warned if you take this race, you will be discriminated against at some point. - -Type: Enhanced Organic. -Size: Medium -Speed: Normal+ -Starting Stat Points: 40 -Stat Modifiers: See Below - -===== Racial Traits ===== - -== Mechanical Augmentation == - - Pick any three augments (you may take a single augment no more than 2 times, -or a combination of multiple augments. For example Occular Augment and Speed -Geared Fine Motor Controls II might help a melee fighter increase both damage -and hit chance.): - -* Ocular Augmentation: +1 Perception, IR Vision 20m. -* Enhanced Speed: +1 movement. -* Enhanced Strength: +1 STR, metal arms, legs, or both. -* Neural Implant: +1 Intelligence. -* Speed Geared Fine Motor Controls: +1 DEX, no augment to movement speed. -* Skeletal Support Structure: +1 FORT. -* Implanted Weapon: See Below -* Integrated multi-tool: See Below -* Internal Reinforcing: Critical Damage threshold +5, +5 base health. -* External Reinforcing: 5 DR passive, potential for RP abilities. - - Once at level 3, and every 5 levels thereafter a Cyborg may purchase an -additional augment at the cost of $2000. They must see a cybernetics expert to -have this augment installed. - -== Implanted Weapon == - - Pick a pistol from the basic weapons list. This pistol is implanted in a -limb. You may manipulate your limb to use this weapon at the cost of 1 action. -While the weapon is out, that limb does not operate at its normal capacities. -Hands would not grasp, legs would not superbly support you, etc. Subtract the -price of the weapon from your class starting money. The weapon can be upgraded -to another pistol with a DC 25 Biomechanics check, or a DC 50 Mechanics check. -It can be upgraded to any CQB weapon with a DC 50 Biomechanics or DC 75 -Mechanics check. - -== Integrated Multi-tool == - - Your fingers hide a basic toolkit, including low-speed motorized -screwdrivers, soldering iron, wrenches, quantum spanner, toothpick, pliers, -sharp edge, lock pick, etc. - -===== Weaknesses ===== - - Cyborgs share all weaknesses with their base race, generally humans. They -additionally are weak against electric damage taking an extra 50% damage.(10 -damage would become 15). They are also susceptible to hacking, although they -would not come under control, they would merely loose the use of their -augmentations and any affected limbs. DC 80 Hack check. - ============================== Opaleite ============================== diff --git a/CharacterCreation/02_Classes.txt b/CharacterCreation/02_Classes.txt index 2d774f54..efe5c4ba 100644 --- a/CharacterCreation/02_Classes.txt +++ b/CharacterCreation/02_Classes.txt @@ -7,25 +7,18 @@ class feats or regular feats. At level 1 you get to select a class, and receive the class passives. However, you do not select a class feat until level 5. Then, at levels 10, 15, and 20 you can gain another class feat. - For any listed class, if it says "Gain X Skill at 10" that means you get to -add the X skill to your skill list. For more on Skills, see "RP / Using Skills" -Section of Basic Rules.txt. - - ===== SOLDIER ===== You have the blood of a warrior flowing through you. Your sole purpose is to fight until the threat is neutralized. -Class Primary Attribute: Strength Starting Wealth: $3770 + 100*Luck - Passives: -* Gain Skill Weapons - [Choose one] at 10. -* Gain a +15 to Rolls for initiative (You go first more often). -* Gain Feat: Proficiency: Light Melee Weaponry. -* Gain Feat: Proficiency: One-handed Melee Weaponry. +* Gain 10 skill points in Weapons - [Choose one] +* Gain +15 to Rolls for initiative (You go first more often) +* Gain Feat: Proficiency: Light Melee Weaponry +* Gain Feat: Proficiency: One-handed Melee Weaponry Weapon Proficiencies: * Pistols @@ -44,55 +37,76 @@ Skill Proficiencies: * Weapons - [Any] == Class Feats == - ---------------------- - Battle Adrenaline [25 Nanites] - - Significant past training or combat experience has given you honed battle reactions, - adrenaline simply aids your ability to understand and react to the task at hand. - +1 non-attacking action, this turn only. Activate as a free action - during your turn, limit one use per turn and a max of 3 activations per encounter. - | - | - V - Maximum of 6 activations per encounter; costs [20 Nanites] to use. - ---------------------- - Battle Cry / Raise Morale - - You roar to incite courage in your allies. 1 Action. 50% + (CHA mod) chance to - raise allied effectiveness 20% (or +2 if relevant) on each of their next rolls - [including your next roll]. - Allies must be able to hear and understand you to get the bonus. Max 1 successful - use per encounter. - | - | - V - 75% + (CHA mod) success and 30% (or +3) added to next allied rolls. - ---------------------- - Fight Fiercely First - - The Soldier gets an additional +10 to initiative rolls. - In addition, the soldier with this class feat gets a -3 miss chance against enemies - who have not taken a turn yet in combat or whom the soldier has beaten in - reflex roll when room clearing until that character takes a turn after losing the - reflex roll. - | - | - V - The soldier's accuracy bonus effect works on any enemy with a lower initiative until - that enemy has finished their 3rd turn. -====================================== + +Battle Hardened: + + Your body and mind are used to the constant strain of combat. You no longer +recoil quite so much from the horrors of war like a greenhorn and it takes more +to shock you. Your pain tolerance has grown and you are more conscious of your +surroundings. You gain the following: + +* + 8 to your Will Save +* + 8 to your Shock Save +* + 8 to your Reflex Save +* + 8 to your Awareness Save +* + 30 to your maximum health + +Grizzled Veteran: + + You thrive on gunfighting. You love the smell of napalm in the morning. +You've had so much shrappnel in your body that it's gotten homeostatically used +to it. This Feat cannot be taken unless you have "Battle Hardened" and are level +10. You gain the following: + +* An additional +20 to your maximum health +* If you would fail a reload roll, you succeed instead as long as you didn't critically fail + +Raise Morale: + + You roar to incite courage in your allies. The roar takes 1 Action to +complete and requires you to pass a DC 50 Charisma check. If you succeed, you +give allied Characters a +20 on their next skill roll or +2 on their next +attack roll. This includes your next roll. Allies must be able to hear and +understand you to get the bonus. Max 1 successful use per encounter. + +Battle Cry: + + You give a violent yell that spurs you and your teammates on, giving them +the sense that victory is possible. In order for your cry to work, you must pass +a DC 25 Charisma check. If successful, your Battle Cry gives you and your +teammates a +30 on their next skill roll or +3 added to their next attack roll. A +Character must be level 10 and have the "Raise Morale" Class Feat in order to +take this feat. This ability takes 1 Action and can only be used once per +encounter. This ability replaces Raise Morale. + +Fight Fiercely First: + + You gain an additional +10 to initiative rolls. In addition, you get a +3 to +accuracy against enemies who have not taken a turn yet in combat or whom you +have beaten in the reflex roll when room clearing until that character takes a +turn. + +Surpise and Violence of Action: + + The soldier's accuracy bonus effect works on any enemy with a lower +initiative until that enemy has finished their 3rd turn. A Character cannot take +this Class Feat unless they are level 10 and have the "Fight Fiercely First" +Class Feat as well. ===== SPECIALIST ===== + There is always a need for the type of person willing and able to bring the heaviest of fire down upon their enemies. The Specialist will be there when the odds are stacked highest against the forces for good, and he'll be prepared to use heavy force to even those odds. -Class Primary Attribute: Strength Starting Wealth: $4150 + 100*Luck Passives: -* Gain Skill Weapons - Thrown OR Weapons - Explosives at 10. -* Gain Skill Weapons - Heavy at 10. -* Gain Feat: Proficiency: Light Melee Weaponry. +* Gain 10 skill points in Weapons - Thrown OR Weapons - Explosives +* Gain 10 skill points in Weapons - Heavy +* Gain Feat: Proficiency: Light Melee Weaponry Weapon Proficiencies: * Pistols @@ -114,52 +128,55 @@ Skill Proficiencies: * Weapons - Explosive == Class Feats == - ---------------------- - Needs More Dakka [15 Nanites] - - Sometimes, a situation just calls for more bullets. You're good at that. - Make a regular firing action. If firing a weapon semi-automatically, you may fire - an extra shot with a +1 miss chance. Or, if firing a weapon automatically, you may - fire two extra shots with a +1 and +2 miss chance respectively. When using this - ability, you cannot crit. This ability cannot be used with grenade launchers, - rocket launchers, or autocannons. - | - | - V - Your ferocity knows no bounds. Targets fired upon with Needs More Dakka - must make a DC 60 + (Charisma * 8) Shock check. On failure, target is - Pinned Down (see section "Conditions" in the basic rules document). - ---------------------- - Heavier Ordinance Not Required [25 Nanites] - - Your expertise with heavy weapons is sufficient for the task at hand. - Gain -2 Miss Chance and a bonus +25 damage for an attack with any Heavy Weapon. - | - | - V - Your expertise with heavy weapons is overkill for the task at hand. - Gain -3 Miss Chance and a bonus +35 damage for an attack with any Heavy Weapon. - (This miss chance bonus can exceed the minimum -2 ranged miss chance) -====================================== +Blanket Fire: + + You gleefully provide cover fire over a larger area, using tools that are +best suited for such a task. When you take an Action to suppress with a +fully automatic Heavy Weapon, you have a wider area of effect than normal. +Instead of supressing an area of 1 to 3 meters, you suppress an area of 2 to 5 +meters. + +Fire For Effect: + + When you lay down Heavy Suppression, you may choose to fire 14 shots instead +of 10. If you do, you are said to have "Fired For Effect." An enemy that moves +into the open of your Fire For Effect takes 4 automatic hits instead of 2. This +Class Feat cannot be taken unless your character is level 10 and has the +"Blanket Fire" Class Feat already. + +Tender Love and Care: + + You have an almost pathological affection for your large weapon of choice. +You keep it immaculately clean and tuned as well as you can. + + When firing an automatic weapon, the first time each Round that you would +roll a jam you instead only miss. ===== DOCTOR ===== -You know how or why something works [most likely humans / humanoid bodies), -and put that knowledge to good use by supporting your team. -Class Primary Attribute: Dexterity + You know the secrets of life and death. The very continued existence of +those around you depends on whether you strike the right balance between heal +and harm. One errant twitch of your hands could mean the difference between +saving the day or losing a friend. This is what you've been training for for +years. + Starting Wealth: $2670 + 100*Luck Passives: -* Gain Skill Knowledge - Xenology at 5. -* Gain Skill Knowledge - [Choose one] at 5. -* Gain Skill Medicine at 10. -* Gain Feat: Proficiency: Light Melee Weaponry. - - Every level, you gain one skill in both of the "Hippocratic" and -"Malpractice" skill trees. At level 1 you start with an arm mounted needle -launcher, hand held pathogen synthesizer, field dressing applicator and a package -of ten needles. You start each encounter with 200 adrenaline points and will -need to keep track of adrenaline points, needles and contagion points during a -combat scenario. +* Gain 5 skill points in Knowledge - Xenology +* Gain 5 skill points in Knowledge - [Choose one] +* Gain 10 skill points in Medicine +* Gain Feat: Proficiency: Light Melee Weaponry +* Gain Hippocratic Procedure: Patch 'em Up +* Gain Malpractice Procedure: Harmacist Spike + + Every time a Doctor levels up, they gain one skill in both of the +"Hippocratic" and "Malpractice" skill trees. At level 1 you start with an arm +mounted needle launcher, hand held pathogen synthesizer, field dressing +applicator and a package of ten needles. You start each encounter with 200 +adrenaline points and will need to keep track of adrenaline points, needles and +contagion points during a combat scenario. Weapon Proficiencies: * Pistols @@ -177,45 +194,46 @@ Skill Proficiencies: * Medicine == Class Feats == - ---------------------- - Adrenaline Junkie - + + Adrenaline Junkie: + You thrive on the stress of being shot at while trying to save someone's life. - You know that every breath you take could be your last, and one errant twitch - could mean the difference between sending your brother in arms to see his - friends and family or his ancestors. You love it. Your maximum adrenaline is - 600 and you start each encounter with 240 adrenaline points instead of 200. - | - | - V - Adrenaline Addict - - "Nothing in life is so exhilarating as to be shot at without result" ~ Winston Churchill - Any time an enemy shoots at you and misses, gain 10 Adrenaline Points. - ----------------------- - The Harmacist - - Prerequisite: Level 10 - Learn an extra malpractice procedure. -====================================== +You know that every breath you take could be your last, and each frantic motion +could mean the difference between sending your brother in arms to see his +friends and family or his ancestors. You love it. Your maximum adrenaline is +600 and you start each encounter with 240 adrenaline points instead of 200. + + Adrenaline Addict: + + "Nothing in life is so exhilarating as to be shot at without result" ~ +Winston Churchill. Any time an enemy shoots at you and misses, gain 10 +Adrenaline Points. Requires the "Adrenaline Junkie" Doctor Class Feat. + + The Harmacist: + + Learn an extra malpractice procedure. This Class Feat can only be taken by +a level 10 Character. ===== ENGINEER ===== + You solve problems. For instance, you know how to stop some mean mutha-hubbard from tearin' you and your team a structurally superfluous new behind. You know how to fix engines, machines, circuits, you name it. And when you're not busy fixing what other people broke, you get to work on making new stuff. Which some knucklehead will probably, eventually, break too. -Class Primary Attribute: Intelligence Starting Wealth: $2580 + 100*Luck passives: -* Gain Skill Repair at 10. -* Gain Skill Jury-rigging at 10. -* Gain Feat: Proficiency: Light Melee Weaponry. +* Gain 10 skill points in Repair +* Gain 10 skill points in Jury-rigging +* Gain Feat: Proficiency: Light Melee Weaponry * 2 Control Points -* 600 Maximum Energy +* 600 Maximum Potential * 1000 Maximum Material * 10 Maximum Munitions * Start each engagement with 3 munitions -* Start each engagement with 85 + (2 * Int Mod) + (15 * character level) Energy +* Start each engagement with 85 + (2 * Int Mod) + (15 * character level) Potential Every level, you learn one Engineering Process from each of the "Repair" and "Build" skill trees in the Class Specific Documentation Directory. On character @@ -226,7 +244,7 @@ unique to your Class. You also start out with 80 Material. At level 6, the Feat "With Friends Like These . . ." is automatically unlocked. At level 10, your maximum Engineering Materials expands to the below. -* 800 Maximum Energy +* 800 Maximum Potential * 1250 Maximum Material * 12 Maximum Munitions @@ -247,115 +265,109 @@ Skill Proficiencies: * Jury-rigging == Class Feats == - ----------------------- - A little Controlling - + +A little Controlling: + You gain an additional permanent control point - | - | - V - Control Phreak - - You gain an additional permanent control point [max of 5 permanent points] - ---------------------- - Repairman - - you gain a 10% chance to stabilize a crashing robotic ally and a +10% to - repair checks. - | - | - V - Overbuilt - - Any time you build a construction, you may spend 15 Nanites to give that - construction 50 additional health points. - ---------------------- - Power Trip - - You start each engagement with an extra 40 energy - | - | - | - V - Cosmic Power - - In addition to the 40 energy from Power Trip, you start each - engagement with another 30 energy and your maximum energy is - increased by 50. -====================================== + +Control Phreak: + + You gain an additional permanent control point. You have an absolute max of +5 permanent points. + +Repairman: + + You gain a 10% chance to stabilize a crashing robotic ally and a +10% to + +repair checks. + +Overbuilt: + + Any time you build a construct, you may spend 15 Potential to give that +construct 50 additional health points. + +Power Trip: + + You start each engagement with an extra 40 Potential. + +Cosmic Power: + + In addition to the 40 Potential from Power Trip, you start each engagement with +another 30 Potential and your maximum Potential is increased by 50. This Class Feat +requires that a Character be level 10 and have taken "Power Trip" Class Feat. ===== HACKER ===== - You've lived your life in the deepest recesses of the holonet, and have come -out alive and strong. You can figure out how a security system works, hack into -systems, or even hack your allies' Nanites to perform better. + + No system is safe. No lock is secure. No encryption is unbreakable. And +you're the reason why they're not. You're quick-thinking, curious and you have +a habit of getting into places that you shouldn't be and uncovering the secrets +that you shouldn't have seen. You have a mischievous talent for disrupting your +enemy's technology and sometimes even turning it against them. -Class Primary Attribute: Intelligence Starting Wealth: $2750 + 100*Luck Passives: -* Gain Skill Hacking at 10. -* Gain Skill Knowledge - Computers at 10. -* Gain Feat: Proficiency: Light Melee Weaponry. +* Gain 10 skill points in Hacking +* Gain 10 skill points in Knowledge - Computers +* Gain Feat: Proficiency: Light Melee Weaponry + + At level 1, gain a laptop and a smart watch. You can use these to activate +your Exploits. You also gain the Disrupt Exploit at Level 1. You gain the RAT +Exploit at level 2. See the "Character Specific/Hacker Exploits.txt" document +for more information on Hacker Exploits. Weapon Proficiencies: * Pistols -* Submachine Guns. +* Submachine Guns Armor Proficiencies: * Concealed * Recon * Light -* Medium. +* Medium Skill Proficiencies: * Hacking * Knowledge - Computers == Class Feats == - ---------------------- - Exploit weakness - - You have a basic understanding of networks and computers, and can hack your - way into a system with ease, and have accrued many basic hacks onto your thumb - drive belt. +20% against Firewalls. - | - | - V - Your skill and library have grown substantially. +30% against Firewalls, +15% - against Info Nodes and Interaction Nodes. - ---------------------- - Nanite Boosting/Hacking - - You've had some cross-training in the medical field, or maybe you just tried - plugging a cord into your brain. You know how to communicate with Nanites that - are present in friends and enemies. Once per turn, as a free action DC 50 - Knowledge - Nanites grants a +20% to an ally's next roll, or -10% to an opponent. - Touch Effect. - | - | - V - Nanites have almost become second nature to you. DC 50 Knowledge - Nanites - grants a +30% to an ally's next roll, or -20% to an opponent. - Knowledge - Nanites / 2 meters range. -====================================== +Polymorphic Sideshow: + + Your scripts and malware have the ability to mutate their cryptographic +signature. Breaking out of one of your exploits no longer gives a target +immunity to it. + +Blue Team: + + You've broken enough systems to get good at keeping other bad actors out. +Systems that have your scripts, malware or programs in them get a +20 to either +Will Saves or Hacking(INT) rolls to prevent someone else from breaking into them. ===== PILOT ===== + You have a yearning to test the limits of the vehicles you operate. The boundaries of speed and maneuvering were meant to be broken - by you. -Class Primary Attribute: Dexterity Starting Wealth: $2670 + 100*Luck Passives: -* Gain Skill Vehicles - [Choose one] at 10. -* Gain Skill Vehicles - [Choose another] at 10. -* Gain Feat: Proficiency: Light Melee Weaponry. +* Gain 10 skill points in Vehicles - [Choose one] +* Gain 10 skill points in Vehicles - [Choose another] +* Gain Feat: Proficiency: Light Melee Weaponry At level 6, the Feat ". . . Who Needs Nano-Technologies" is automatically unlocked. Weapon Proficiencies: * Pistols * Submachine Guns -* Shotguns. +* Shotguns Armor Proficiencies: * Concealed * Recon * Light -* Medium. +* Medium Skill Proficiencies: * Vehicles - [Choose one] @@ -363,27 +375,83 @@ Skill Proficiencies: * Weapons - General == Class Feats == - ---------------------- - Planes, Trains, Automobiles - - This is sorta familiar to something you once saw, or rode on. Maybe? - Unfamiliar vehicles can be operated [albeit pretty poorly] after you pass - a DC 50 Luck check, or take up to 3 actions examining. - | - | - V - You have flown, operated and driven just about everything there is. Except - that. Make a DC 50 Piloting OR Luck check, or take up to 2 actions examining. - ---------------------- - Extensive training - + +Getaway Driver: + + You have an intuitive understanding of the flow of traffic and the lines of +sight between your vehicle and those you'd rather avoid. Maybe you had a +criminal career in the past, or maybe you just see the road differently then +most. + + Any enemy that targets the vehicle that you are piloting, the passengers in +the vehicle that you are piloting or you whilst you are piloting takes a -2 to +accuracy rolls to hit as long as the vehicle has moved for at least 2 Actions +on your last turn. Furthermore you get a +12 to Stealth (Dex) rolls made to lose +a tail or Piloting (Dex) rolls to make maneuvers in retreating. + +Wheelman: + + You have mastered the zen of the flow of vehicle combat. You don't just know +when to break line of sight to avoid harm, but when to hold her steady so your +teammates can light 'em up. You also have a concerning talent for ending enemy +lives with the blunt force of your bumper. + + Teammates firing from a vehicle that you are piloting get a +1 to accuracy +rolls and negate any existing penalties from chaotic vehicle movement. If you +attempt to make an attack by ramming, crashing, scraping or splattering, you +gain a +2 to hit with the attack roll and any damage to your vehicle from your +attacks is reduced to three quarters. + + This Class Feat requires a Character to be level 10 and to have taken +Getaway Driver before they can take it. + +Boostin' Buggies: + + You have a deep familiarity with a variety of vehicle security systems and +ignitions. + + You gain a +16 to skill checks with Slight of Hand(Dex), Hacking(Int), or +Jury Rig (Dex) to start and control a vehicle that didn't have the keys in it +or you're otherwise not authorized to start. Vehicles that you steal won't +trigger car alarms or other security measures. + +Drive it Like You Stole it: + + You have the habit of disabling the governer along with the car alarm every +time you steal a vehicle. Pushing the vehicle to its limits is really hard on it, +but you're sure insurance will cover it, whomever it belongs to. + + When piloting a vehicle that you've rolled a skill check to start, you have +the option to "Push It". Every time you Push It, the vehicle takes a small +amount of damage at your DM's discretion. Pushing It can have the following +effects. + +* move 15%-20% faster than max speed (round to the most convinient whole number) +* add +16 to a piloting check to maneuver +* deal an extra 25% - 30% damage during a ramming, crashing, scraping or splattering attack (round to most convinient whole number) + + To take this feat, a Character must be level 10 and have taken the "Boostin' +Buggies" Class Feat. + +Extensive training : + Your complete knowledge of makes your operation of it seem easy. - Add 25 to any check concerning your operation, knowledge, or maintenance of the - vehicle. - | - | - V - You are THE guru across the holonets for . Add 50 onto a pertinent - roll about the vehicle. -====================================== +Add 25 to any check concerning your operation, knowledge, or maintenance of the +vehicle. A suggested list of vehicles to chose from is below, but it is not +exhaustive. + +* car/van/truck +* tank +* small boat +* large watercraft +* helicopter +* starfighter +* warship + + Mastery: + + You are THE guru across the galaxy for . Add 50 onto a pertinent +roll about the vehicle. ===== HUNTER ===== @@ -391,14 +459,13 @@ Skill Proficiencies: Expertly trained in manipulating your Nanites to aid in pursuit of a quarry, or in marking enemies for execution. -Class Primary Attribute: Perception Starting Wealth: $3290 + 100*Luck Passives: -* Gain Skill Spotting at 10. -* Gain Skill Survival at 10. -* Gain Feat: Proficiency: Light Melee Weaponry. -* Gain Feat: Proficiency: One-handed Melee Weaponry. +* Gain 10 skill points in Spotting +* Gain 10 skill points in Survival +* Gain Feat: Proficiency: Light Melee Weaponry +* Gain Feat: Proficiency: One-handed Melee Weaponry * Purchase your first primary cloaking module at a $1500 discount * Cloaking's Nanite Activation cost is reduced by 4 after level 3 * Gain Ability "Mark Quarry" Detailed below @@ -428,49 +495,87 @@ Skill Proficiencies: == Class Feats == - ---------------------- - Hunter Vision - Lvl/2 uses per day - Your breathing calms, as time appears to slow down. Your vision turns into - myriad shades of grey. You see a faint path of color representing the trail of - your quarry. +20% to a tracking check, Or take 3 turns to pass the check. - Passively, gain the ability to sense where your Marked Quarry is, within - 10 meters of you. - | - | - V - The Trail becomes bright against a monochrome background of edged shades of - grey. You can see marks and paths that others simply cannot. +50% to a tracking - check, or maximum 2 turns to pass. Passively, gain the ability to sense where your - Marked Quarry is, within 20 meters of you. - ---------------------- - Highlight Quarry - - If your Quarry is marked, for 1 action, you can activate a Marked Quarry's nanites to make them - more visible. All damage dealt to this target is increased by 10. Two uses per encounter, one use - per Quarry. Maximum of Lvl number uses per day. Lasts for the duration of the encounter. - At level 10, all damage dealt to this target is increased by 20 (instead of 10). - ---------------------- - They Never Saw it Coming - - If your Quarry has not seen you for at least 1 turn, your next attack against them does +30 bonus damage. - Triggerable once per Quarry. - Increases to +50 bonus damage at level 10. -====================================== + +Tracker: + As an Action, you can study the position and disposition of a target that +you can see, and indicate it to your Party Members that can communicate with +you, either by being on comms with you (see the headset and similar items in +the "Items/07_Items.txt" document) or that are within 5m of you. Party Members +(including yourself) that shoot at an indicated target get a +1 to accuracy +rolls to hit that target. A target remains indicated until they move, or for +two Rounds, whichever comes first. You also gain 6 skill points in Investigation +when you take this Class Feat. + +Spotter: + Requires that your character be level 10 and have the "Tracker" class feat. +The first time each turn that you track an enemy that you have already tracked +this encounter, you may do so as a Free Action instead of an Action. + For example, let's say a Hunter is fighting an enemy robot and an enemy +soldier. The first turn, the Hunter spends one Action to track the robot. The +second turn, the Hunter spends an Action to track the soldier. The third turn +the Hunter tracks the robot again, but this time it is a Free Action, so the +Hunter still has 4 Actions left on his turn. Continuing his third turn, the +Hunter also tracks soldier. Even though the Hunter already tracked the soldier +before, the hunter has used up his one Free Tracking Action this turn, and +tracking the soldier again costs one Action. + In addition, teammates now get a bonus to the range of rolls which +critically hit on tracked enemies that they hit in accordance to their range and +weapon type. This is accomplished by you calling out weak spots that you see on +the target and describing shooting conditions such as the bullet drop due to +humidity, wind speed and direction, and the coriollis effect making the bullet +swerve. The bonus to critically hit is listed below. Note that if the chance to +critically hit exceeds the chance to hit, it does not increase the chance to +hit; it only garuntees that a hit will be a critical hit. If the increase in +crit range is higher than 10, that means that your teammate may crit on a roll +of 8 or 9, not just a roll of 10. + ++-------+------------+-----------------------------+ +| Range | Crit bonus | Crit bonus with Long Rifles | ++-------+------------+-----------------------------+ +| R1 | 5 | 10 | ++-------+------------+-----------------------------+ +| R2 | 10 | 25 | ++-------+------------+-----------------------------+ +| R3 | 20 | 100 | ++-------+------------+-----------------------------+ + +Pack Hunter (I): + You get a +2 to accuracy rolls shooting at an enemy that is being suppressed +by one of your party members. You also get +2 to melee attack rolls against an +enemy who is adjacent to one of your party members. Teammates who make a melee +attack against an enemy that is adjacent to you also get a +2 to their melee +attack roll. A party member is a character that is controlled by a player other +than a DM who has played more than one encounter with your character. + +Pack Hunter (II): + Requires that your character be level 10 and that you have Pack Hunter (I). +Your bonus for shooting at an enemy suppressed by your party member now includes +a +5% chance to critically hit. The bonus for melee for both you and your +teammates increases to +3. + +Bushwhacker: + You've had enough toothy critters jump out of the brush and try to bite your +head off to be pretty good with shooting things at close range. You gain +advantage on shooting targets with your primary weapon within your weapon's R1 +range bracket. This target must also either be wielding a melee weapon or be a +non-sentient enemy that has melee attack abilities. You also get advantage on +Perception rolls to spot cloaked or sneaking characters. ===== GUNSLINGER ===== Some people hide behind their big boomsticks or fancy science tricks, but you know that the universe doesn't separate sentients by the size of their hardware or how big their brain is. No, there are only two categories that one -falls into: the quick, or the dead. Some gunslingers are fast-talking scoundrels, -rouges and ne'er-do-wells. Some are the soft-spoken, hard-working long arm of -the law. But there is one thing that all gunslingers have in common: they know -their way around a pistol. +falls into: the quick, and the dead. Some gunslingers are fast-talking +scoundrels, rogues and ne'er-do-wells. Some are the soft-spoken, hard-working +long arm of the law. But there is one thing that all gunslingers have in common: +they know their way around a pistol. -Class Primary Attribute: Perception Starting Wealth: $1975 + 100*Luck Passives: -* Gain Skill Acrobatics at 10 -* Gain Skill Weapons - Pistol at 10 +* Gain 10 skill points in Acrobatics. +* Gain 10 skill points in Weapons - Pistols * Gain Feat: Proficiency: Light Melee Weaponry * Gain Feat: Predictive Gun-fighting * Gain 2 Pistol Bonuses @@ -515,34 +620,39 @@ Skill Proficiencies * Acrobatics Feats: - ---------------------- - Heightened Alertness - - Being alert comes with your level of training. Gain 10 Reflex. You cannot be caught - flat-footed (you cannot be penalized for being surprised), but opponents can still - get surprise rounds against you. - ---------------------- - Protective Awareness - Requires a minimum Reflex of 24 - Assiduously observant, you stay aware of any attacks made against you or allies. - Whenever an enemy (that you can see) attempts to make an OPPORTUNITY attack on you - or any allies, within your guns maximum range, you first gain an attack on them. - The first time this ability is triggered on a given turn, it uses your next action. - (But the ability only uses 1 action, even if triggered multiple times -before or during- one of your turns). - ---------------------- - Enhanced Gun-Kata [12 Nanites] - - You are a disciple of the art of close-range gun fighting. For 1 Action, reduce - weapon range to 15m, and negate actions needed for the Aiming, Pumping, and Cocking - of a gun. Treat your gun as if it was a CQB weapon and make 2 separate attacks - with it. If your gun runs out of rounds before your two attacks are done, your - Enhanced Gun Kata ends. - | - | - V - You are a master of close-range gun fighting. Instead of 15m, gun range is - reduced to a max of 30m. If you run out of rounds, you may reload mid-kata - by passing a DC 75 DEX check. If a target dies by one of your attacks, - gain +1 additional attack. - -====================================== + +Heightened Alertness: + Being alert comes with your level of training. Gain 10 Reflex. You cannot be +caught flat-footed (you cannot be penalized for being surprised), but opponents +can still get surprise rounds against you. + +Protective Awareness: + + Requires a minimum Reflex of 24 + + Assiduously observant, you stay aware of any attacks made against you or +allies. Whenever an enemy (that you can see) attempts to make an Opportunity +Attack on you or any allies, within your guns maximum range, you first gain an +attack on them. The first time this ability is triggered on a given turn, it +uses your next action. (But the ability only uses 1 Action, even if triggered +multiple times -before or during- one of your turns). + +Enhanced Gun-Kata: + + You are a disciple of the art of close-range gun fighting. For 1 Turn, +reduce maximum weapon range to 15m, and negate actions needed for the Aiming, +Pumping, and Cocking of a gun. Treat your gun as if it was a CQB weapon and make +2 attacks per Action with it. If your gun runs out of rounds before your turn is +done, your Enhanced Gun Kata ends. This ability can only be used once per +encounter. + +Gun Kata Master: + + You are a master of close-range gun fighting. Instead of 15m, your maximum +gun range is reduced to a max of 30m. If you run out of rounds, you may reload +mid-kata by passing a DC 75 DEX check. If a target is downed by one of your +attacks, gain +1 additional attack this turn. + ===== ASSASSIN ===== The galaxy is a dangerous place for those who would believe their power or @@ -550,29 +660,32 @@ influence are limitless. The assassin lurks in the shadows, either as a lone force of justice, or as part of a larger organization. They have rightfully earned the title of Galaxy's greatest Hand-to-Hand Fighters. -Class Primary Attribute: Dexterity Starting Wealth: $1975 + 100*Luck Passives: -* No penalty for engaging in Grappling maneuvers. -* Gain Skill Weapons - Melee at 10 -* Gain Skill Stealth at 10 -* Gain Feat: Proficiency: Light Melee Weaponry. -* Gain Feat: Proficiency: One-handed Melee Weaponry. -* Gain bonus cloaking time when using other cloaking devices besides the Shadow Cloak. - - Assassins wear a Shadow Cloak, which allows them to become a mere silhouette. -Shadow Cloaks attempt to cloak* the assassin at all times** with a Detect DC of -10 + skill Stealth and a moving Detect DC of 0 + skill Stealth. When in partial -darkness or darker, the Detect and Moving Detect DC increases by 10. In the darkness, -a skilled assassin won't be seen, even when being looked at. However, in daylight, -even the most skilled assassin can be seen if their silhouette is carelessly shown. +* The Assassin may make one additional Action per turn while in a Grapple, but not more than four. +* Gain 10 skill points in Weapons - Melee +* Gain 10 skill points in Stealth +* Gain Feat: Proficiency: Light Melee Weaponry +* Gain Feat: Proficiency: One-handed Melee Weaponry +* Gain bonus cloaking time when using other cloaking devices besides the Shadow Cloak + + Assassins wear a "Shadow Cloak", which allows them to become a mere +silhouette. Shadow Cloaks attempt to cloak* the assassin at all times. While +hidden with the Shadow Cloak, an enemy must pass an Awareness save of DC 10 + +Stealth (Dex) to see the Assassin while the Assassin is still. While the +Assassin is moving, the DC drops to 0 + skill Stealth. The Cloak cannot provide +concealment that keeps up with the swift motions of an Assassin's attacks, and +thus fails until the the start of the Assassin's next turn after the Assassin +attacks. When in partial darkness or darker, the Detect and Moving Detect DC +both increas by 10. Skilled assassin won't be seen in darkness, even when +being looked at. Even the most skilled assassin will be seen in broad daylight +with direct line of sight. + *The Shadow Cloak does not follow typical cloaking rules, it doesn't make you as -invisible as a more powerful cloaking device, but it does allow you to hide in -plain sight. There is no Nanite Activation Cost, Nanite upkeep, or Cloak Turns -as the Shadow Cloak is special item. -**Except when attacking: you must wait until the start of the following turn -before the cloak resumes. +invisible like the more powerful advanced armor cloaking devices, but it does +allow you to hide in plain sight. There is no Nanite Activation Cost, Nanite +upkeep, or Cloak Turns for the Shadow Cloak, as the Shadow Cloak is special item. NOTE: For more information on Cloaking and Cloaking modules, see section, "Cloaking" in the basic rules. @@ -591,51 +704,58 @@ Skill Proficiencies: * Weapons - Melee Feats: - ---------------------- - Shadowy Assassin - - Your Cloak DCs increase by 10. Melee attacks made while in cloaking do not break - your cloaking unless you are observed making the attack. Gain +20 base damage while - you are in cloaking and undetected by your target. - | - | - V - Melee attacks made while in cloaking do not break your cloaking. If you are - observed making the attack, the observer must pass your Moving Cloak DC in order - to observe the attack. +50 maximum damage for stealth attacking. (For more - information, see section "Stealth Attacks" in the Basic Rules document.) - ---------------------- - Azure-Assassin - - At the cost of 15 Nanites, you can summon Nanite-crystal blades. These blades - are as tough as carbide steel, have properties of a VAE knife, but break after - a single use. They can be thrown* or used manually. Blades appear at the users - hand, as if pulling them from nowhere. - *When thrown, use the stats for thrown weapon, 'Carbide Kunai' but still ignore - armor like a VAE weapon. - | - | - V - At the cost of 10 Nanites, your Nanite-Crystal Blades can be summoned. Blades have - +20 base damage, in addition to the properties of a VAE knife. Blades appear at the - users hand, wrist, etc. Blades can also appear with some momentum for RP purposes. -====================================== + +Shadowy Assassin: + + Your Cloak DCs increase by 10. Melee attacks made while in cloaking do not +break your cloaking unless you are observed making the attack. Gain +20 base +damage while you are in cloaking and undetected by your target. + +Grapple Gremlin: + + While in a grapple that you control, you may use One-Handed melee weapons +or pistols normally. Using a pistol to attack your grappled target uses hip fire +rules. When stealthily attacking an enemy in a grapple that you control, you get +a + 24 to Stealth(dex) rolls to keep the attack quiet. + +Grapple Ghost: + + When you succeed on a grapple check against an enemy that wasn't aware of +you, you may make a Grappling Specific Action such as Shoving, Kicking, Disarm, +etc with advantage as a reaction. Victims in a grapple that you control must +pass a DC 80 Shock Save in order to make enough noise for your grapple to be +detected. + + Grapple Ghost requires that a Character be level 10 and have taken Grapple +Gremlin before taking it. + +Et Tu Brute: + You may make a melee attack with a One-Handed or Throwing weapon as a +Reaction at any time as long as the following is true. + +* you have the weapon already drawn +* the target is prone within melee range +* you have not already taken more than one Reaction this Round + + The attack automatically hits. This Class Feat requires that a character be +level 10 in order to take it. ===== MARKSMAN ===== Your expert knowledge of bullet ballistics, feel for physics and keen eyes have given you insight into the art of precision warfare. -Class Primary Attribute: Perception Starting Wealth: $3190 + 100*Luck Passives: -* Gain Skill Weapons - Long Rifles at 10. -* Gain Skill Spotting at 10. -* Gain Feat: Proficiency: Light Melee Weaponry. -* Gain feat "Skilled Overwatch": Held firing actions have +20 bonus damage. +* Gain 10 skill points in Weapons - Long Rifles +* Gain 10 skill points in Spotting +* Gain Feat: Proficiency: Light Melee Weaponry +* Gain feat "Skilled Overwatch": Held firing actions have +20 bonus damage Weapon Proficiencies: * Pistols * Carbines -* Long Rifles. +* Long Rifles Armor Proficiencies: * Concealed @@ -644,67 +764,82 @@ Armor Proficiencies: Skill Profiencies: * Spotting -* Weapons - Long Rifle +* Weapons - Long Rifles == Class Feats == - ---------------------- - Pin Target - If you fire at a target that is in cover, you can choose to "Pin" the target. Only 1 target may be - Pinned by the marksman at a time. If the target attempts to move from cover within a 180 degree field - of view infront of you, you may roll a DC 60 Spotting skill check to hit them, as a free action. You have - a +1 to hit the pinned target with a firing action, for the remainder of the encounter (even if they move - to a new location). If the target moves, it is still considered pinned, and if the target dies or escapes - from the battlefield you may pin a new target. Pin can only be activated by a pinned target once per Marksman - player's turn. Only usable with long-rifles. - | - | - V - Multi-Pin - You can now Pin a maximum of PER/2 (round down) targets at time (you still have to fire at a - target to pin it). +2 to hit a Pinned target (instead of +1). The Multi-Pin ability can be - activated by a pinned target once, per target, per Marksman player's turn. (I.e., 3 Pinned targets can - trigger Multi-Pin once each for a maximum total of 3 triggers before a marksman player's next turn). - ---------------------- - Tech Rounds - Spend 7 Nanites. Choose from the following list of effects, activated on a successful hit: - Gas round: Releases a cloud of gas 3m across centered on the target. Any enemies - inside this cloud take a +1 Miss Chance debuff for their next turn, and 10 Poison damage. - Flash round: A blinding light emanates from the target. All players within a 5m radius - of the target are stunned for 1 turn. - Shock round: Electrifies the target, dealing an additional 10 electrical damage - (paralyzes cybernetics or robotics, DC 60 FORT check to forfeit the first 2 Actions of their turn). - | - | - V - Tech Rounds II - Spend 7 nanites. Choose from the following list of effects, activated on a successful hit: - Thermate round: Target takes 10 burning damage, and 10% off of their Armor Coverage (DC 50 Repair to fix). - Node round: Extend the range of a friendly Engineer's drone control to the hit enemy, extends hacking range, - or allows remote access by a friendly Priest. - Drain round: Half of the damage dealt to health is dealt to the target's Nanite pool. - Seeker round: Increase your crit range by 1. - Denial of Service: Does not deal damage. Half of your standard damage may be used as a bonus% to a friendly Priest's hack -====================================== + +Pin Target: + + If you fire at a target that is in cover, you can choose to "Pin" the target. +Only 1 target may be Pinned by the Marksman at a time. If the target attempts to +move from cover within a 180 degree field of view infront of you, you may roll a +DC 60 Spotting skill check to hit them, as a Free Action. You have a +1 to hit +the pinned target with a firing action, for the remainder of the encounter (even +if they move to a new location). If the target moves, it is still considered +pinned, and if the target dies or escapes from the battlefield you may pin a new +target. Pin can only be activated by a pinned target once per Marksman player's +turn. Only usable with long-rifles. See the "Pinned" Condition in the +"Conditions" document. + +Multi-Pin: + + You can now Pin a maximum of half of your Perception (round down) targets at +a time (you still have to fire at a target to pin it). +2 to hit a Pinned target +(instead of +1). The Multi-Pin ability can be activated by a pinned target only +once per target per Round. + + For example, 3 Pinned targets can trigger Multi-Pin once each for a maximum +total of 3 triggers before a marksman player's next turn). Multipin requires +that a Character be at least level 10 and have taken the Pin Class Feat before +taking it. + +Shoot to Wound: + Instead of hitting the target in their center of mass, you aim for something +that's likely to squirt their vital fluids all over the place. While this will +be much less likely to down the target immediately, it increases their chance +of bleeding out over time. + + At any time before you fire a long rifle, you may declare your intent to +"Shoot to Wound." If you do, you must pass a DC 35 Weapons - Long Rifle(PER) +skill check. If you fail, you fire a regular shot. If you succeed, then your +attack deals 20 less damage and applies 3 Bleed tokens to the target. See +"Bleeding" in the "Conditions" document for more on Bleeding. + +Disrupting Shot: + Instead of hitting the target in their center of mass, you aim for the +equipment that they're using or the stinger of the alien that you're fighting. +It's not as lethal as hitting them where it hurts, but it'll make it harder for +them to do their job. + + At any time before you fire a long rifle, you may declare your intent to +"Fire to Disrupt." If you do, you must pass a DC 45 Weapons - Long Rifles(PER) +skill check. If you fail, you fire a regular shot. If you succeed, you hit the +target where it would disrupt their operations most. The target gains the +"Disrupted" condition until they succeed on a Shock Save of DC 80 or for 3 +Rounds, whichever is first. Then they are able to retrieve or remodulate +whatever you blasted. If you critically succeed, there is a chance that you will +permanently destroy their hardware and they will be disrupted for the remainder +of the encounter, depending on DM discretion. ===== BERSERKER ===== + As an aficionado of the combat arts, you understand how important tactile feedback is. Guns simply don't offer the appropriate amount, which is why you prefer to BEAT YOUR ENEMIES TO DEATH USING YOUR BARE HANDS WHENEVER POSSIBLE!!!!!!!!!!!!!!!!!!!! MORE EXCLAMATION MARKS!!!!!!!!!!!!!!!! -Class Primary Attribute: Strength Starting Wealth: $2170 + 100*Luck Passives: -* Gain Skill Weapons - Melee at 10. -* Gain Skill Athletics at 10. -* Gain Feat Unarmed Combat Training. -* Gain Feat: Proficiency: Light Melee Weaponry. -* Gain Feat: Proficiency: One-handed Melee Weaponry. -* Gain Feat: Proficiency: Two-handed Melee Weaponry. +* Gain 10 skill points in Weapons - Melee +* Gain 10 skill points in Athletics +* Gain Feat Unarmed Combat Training +* Gain Feat: Proficiency: Light Melee Weaponry +* Gain Feat: Proficiency: One-handed Melee Weaponry +* Gain Feat: Proficiency: Two-handed Melee Weaponry Weapon Proficiencies: -* Pistols. +* Pistols Armor Proficiencies: * Concealed @@ -718,26 +853,29 @@ Skill Proficiencies: * Weapons - Melee == Class Feats == - ---------------------- - Blood Rage - - You gain a permanent 30 health. In addition, you deal an extra point of melee - damage for each health point you are missing. If more than a third of your - health is missing, your move speed is 1m per action farther. - | - | - V - You gain an additional, permanent, 30 health. If you are missing more than half - of your health, you gain a +2 accuracy bonus with melee weapons (affects rolling - over the opponents Guard DC). - ---------------------- - Beast Mode - Once per engagement, you give a mighty shout and rush to engage your foes. For - 2 turns, your move speed increases by 1m per Action, you gain +30 bonus melee damage - and you gain 60 temporary HPs which lasts until the end of this effect. - | - | - V - Enemies within [3 * CHA] meters of you when you shout must pass a DC 70 Charisma - check not to target you on their following turn. Instead of 60 HP, you gain a - temporary (40 + 10*FORT) HPs. Beast Mode now last for 3 turns. -====================================== + +Blood Rage: + You gain a permanent 30 health. In addition, you deal an extra point of +melee damage for each health point you are missing. If more than a third of your +health is missing, your move speed is 1m per action farther. + +Blood Rage II: + You gain an additional, permanent, 30 health. If you are missing more than +half of your health, you gain a +2 accuracy bonus with melee weapons (affects +rolling over the opponents Guard DC). Blood Rage II requires that a Character +be level 10 and have taken the "Blood Rage" Class Feat before taking it. + +Beast Mode: + + Once per engagement, you give a mighty shout and rush to engage your foes. +For 2 Rounds, your move speed increases by 1m per Action, you gain +30 bonus +melee damage and you gain 60 temporary HPs which lasts until the end of this +effect. Temporary hit points are lost at the end of the encounter. + +Beast Unleashed: + + Enemies within [3 * CHA] meters of you when you shout must pass a DC 70 +Charisma check not to target you on their following turn. Instead of 60 HP, you +gain a temporary (40 + 10*FORT) HPs. Beast Mode now last for 3 Rounds. Temporary +hit points are lost at the end of the encounter. A Character must be level 10 +and have taken Beast Mode before taking Beast Unleashed. diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 22c0a1cb..88130cc3 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -1,1012 +1,1169 @@ -============================== -Notes -============================== - This document lists the feats available to characters in Compound X. -Feats may be taken on every even level as described in the Basic -Rules document. Passive feats are used freely with no limit -(unless otherwise stated) while active feats require the user to -spend some Nanites, which is specified next to the feat's name. -Unless otherwise specified, you cannot take a feat more than once. - -============================== -Passive Feats -============================== - -== Akimbo == -Prerequisites: - -* Dex 7 -* Level 6 -* Dual Wield feat - - Reduce the miss penalty from dual wielding to +1 miss chance per weapon. -Reduce the reload penalty to 10%. You may fire at more than one target at once -for an additional +2 miss chance penalty. - -== Acquired, Additional Plating == -Prerequisites: - -* Marksman or Gunslinger - - Enables the use of Medium Armor by the listed classes. - -== Acquired, Battle Ready == -Prerequisites: - -* Pilot - - Enables the use of Medium-Heavy Armor by the listed classes. - -== Acquired, Metal Jacket == -Prerequisites: - -* Soldier, Engineer, or Berserker - - Enables the use of Heavy Armor by the listed classes. - -== Acquired, The Clandestine Option == -Prerequisites: - -* Soldier, Specialist, Pilot, or Hunter - - Enables the use of Concealed Armor by the listed classes. - -== Backstab == -Prerequisites: - -* Level 3 -* Assassin - - Any damage dealt to an unaware opponent from behind deals an additional -10 + (Lvl * 2) Base damage. - -== Bulltrue == -Prerequisites: - -* Must have Shotgun training - - If an enemy moves from being at least 4m from you to being less than 3m from -you, and you have a loaded shotgun drawn, you may fire at them as a free -action (negate the pump of your shotgun, if one is necessary). If the target -is bloodied after the attack, they may not make a melee attack against you with -their next action. - -== Combat Expertise [Guns] == -Prerequisites: - -* None - - -1 miss chance with guns. -5% penalty to Skill Checks in combat. - -== Combat Expertise [Melee] == -Prerequisites: - -* None - - (Requirement for Expert Melee Training) -1 miss chance in melee. -5% penalty -to Skill Checks in combat. - -== Combat Expertise [Support] == -Prerequisites: - -* None - - +20% bonus to skill checks for class-related tasks in combat. (If you are a -medic, this would apply to medicine but it wouldn't apply to hacking, etc.). +1 -miss chance with Guns or Melee in combat. - -== Concussive Maintenance == -Prerequisites: - -* 20 skill in Repair OR Engineer class. -* STR 4 - - +20% to Repair check. For 1 action, you may whack something broken to try to -fix it. You can use Concussive Maintenance even after you've already failed to -repair something. You can use concussive maintenance once per target, per -encounter. - -== Conceal Weapon == -Prerequisites: -* None - - Make a stealth check to hide your chosen pistol, shotgun, or SMG on your -person. To succeed, you must pass a DC 19 check. Total roll determines DC for an -enemy to actively search you and find your hidden weapon. - -== Desperate Crawl == -Prerequisites: -* None - - When downed instead of not being able to move you may crawl half of your -move speed or 3m every two actions whichever distance is shorter. You still -cannot speak, and you cannot take any other action. Death saving throws are -not actions, and must be rolled normally. You also get a +10% bonus to Death -Saving Throws - -== Double Tap == -Prerequisites: - -* None - - Whenever your hit falls into crit range, with a max crit range of 3*, fire -another bullet as a free action, foregoing the normal bonus-damage from a crit. -The extra bullet automatically hits the target if your first bullet does, does -not trigger any other effects, and cannot be used to double tap again. Only -usable with Semi-Auto weapons. Not usable with Single-Action Revolvers, Bolt -Action, Pump-Action, Full-Auto weapons, etc. - -*If you have a crit range greater than or equal to 3, only rolls of 8 or more -will trigger Double Tap. One exception: the max crit range of 3 can be increased -to 4 by the feat "Never Tell Me the Odds". If you have a crit range of less than -3, then crit range applies as normal. - -== Dual Wield == -Prerequisites: - -* DEX 6 - - Maybe you've got a bigger corpus collosum and your right brain and left brain -are in higher sync than most people; or maybe you've seen too many John Woo -holomovies. Either way, you've managed to effectively fight using a weapon -in each hand. The weapons must be of the same type, either two pistols, two -smgs, etc. While wielding dual weapons, you may fire both at the same time -at the same target with a +3 miss chance for each weapon. You may not target -more than one target at a time. Reloading while dual wielding adds -20% to the difficulty. Additionally the sum of the strength requirements -must be equal to or less than your strength. - -== Empty the Mag == -Prerequisites: - -* None - - It happens. You aren't quite sure if you can hit your target perhaps, or -maybe you round that corner and are staring down the barrel of an enemy AR-68. -Whatever the case, you need to dump the mag in their face to guarantee your -safety. Roll to pass a DC 30% DEX check. on success, you may fire off the -remainder of your clip or magazine (Applies only to weapons with a semi-automatic -mode, maximum 10 shots). Roll hits for each shot. Using this feat takes -3 actions, and must be completed in the span of one turn. After using -this feat, the user must reload their weapon for it to be effective again. -Can only be used once per encounter, LVL number of times per day. At level 5 -and beyond, can be used twice per encounter. - -== Enhanced Neural Interface == -Prerequisites: - -* INT 3 - - As a free action (in or out of combat) you can use any keyboard, plug into a -terminal, or use a monitor to perform a computer inquiry or operation. -+15% to ONE pertinent skill check (hacking, etc.) while using this feat, -to be chosen at the time of taking this feat. - -== Fish To Water == -Prerequisites: - -* Fort > 2 - - Maybe you took a lot of swimming lessons when you were little, maybe you -were on the college swim team, or maybe your military training had an -emphasis on endurance and core strength developed in the pool. In any case, -you gain 10 skill in swimming and a bonus +15 to checks when holding your -breath. You also ignore movement penalties from wading through deep liquids. -These bonuses increase to 20 skill in swimming and 20 bonus to holding one's -breath after level 7. - -== First Shot Counts == - -Prerequisites: - -* LCK 6 - - When reloading, if your reload roll is higher than an 80 (including any -applicable skills) or if you roll inside your crit range, your first shot is an -automatic critical + 10 bonus damage, for a total of 30 bonus damage and other -possible critical effects. (Instead, if you have Double Tap, you get +10 bonus -damage for each Double Tap bullet). You have to reload a fresh magazine in order -to trigger the bonus again. In other words, you cannot use First Shot Counts -more times in one encounter than the number of fresh magazines you are carrying. -If your weapon damages an area, First Shot Counts does not take effect. - -== Focus Energy == -Prerequisites: - -* None - - Spend 1 Action to increase the effects of a spell or Nanite based -action by 30%, (30% better roll, +30% damage [drop the remainder], up to you.) - -== Four on the Floor == -Prerequisites: - -* Pilot or 20 skill in Vehicles - Ground - - Tires were meant to be balded. You get a +25 to any difficult maneuver with -a land vehicle in which you do not catch air. This works with vehicles that have -treads or some other method of land support as well. - -== Novice Gunsmith == -Prerequisites: - -* None - - Combine up to 2 weapon total conversions. Ask GM about applicability of -desired conversations. - -== Hands of an artist == -Prerequisites: - -* DEX 7 - - You use your DEX modifier instead of your PER modifier for rolls to hit with -ranged weapons. In taking this feat you sacrifice the ability to use PER on -rolls dealing with using a weapon. - -== Improvise Weapon == -Prerequisites: - -* Skill [Melee Combat] at 20 - - You do not take a penalty when using an improvised weapon. Chair legs can be -used as bats, fan blades as swords, etc., etc. - -== Juggler == -Prerequisites: -* DEX 4 or higher - - You are used to throwing and catching things very quickly. It's a neat party -trick and it turns out has some surprising applications in combat. You gain 10 -skill in the DEX skill Performance - Juggling. If you don't have another -weapon drawn when you draw a throwing weapon, you may attempt to juggle that -weapon. If you choose to do so, you must attempt a DC 60 Juggling skill -check. On success, you may draw three of the same type of thrown weapon at -once and use each as if you had drawn them normally. If you fail, you drop one -of the weapons at your feet and launch the other two in random directions. You -also gain a -1 to miss with thrown weapons and a +10 to stealth checks to attack -quietly with thrown weapons. - -== Last Shot Counts == -Prerequisites: - -* PER 5 - - The last shot in every mag deals is an automatic critical + 10 bonus damage, -for a total of 30 bonus damage. If your weapon has a magazine size of 1 or -damages an area, Last Shot Counts does not take effect. - -== Leaf on the wind == -Prerequisites: -* Pilot or 40 skill in Vehicles - Flight OR Space - - You gain a +20% to Vehicles checks in airborne or spaceborne vehicles, and an -additional +20% to unconventional maneuvers in such as well, but you and your vehicle -take double damage for the next three turns after using these bonuses. (any teammates -in such a vehicle do not take double damage) - -== Lucky Blind Fire == -Prerequisites: - -* LCK 7 - - There are always so many bullets flying around, you make a habit of not -peaking your head out and looking at your enemy. And somehow you still hit them -(some of the time). Roll a d10 before any Blind Firing or Hip Firing action. If -the roll is from 6 to 10, Gain -2 miss chance for that firing action; If the -roll is from 1 to 5, nothing happens. - -== Last Stand == -Prerequisites: - -* Level 4 - - Don't die alone. Always bring a friend. When you are downed, you may take up to -three actions on your turn to do one of the following: Draw a one-handed weapon -such as a pistol or SMG, Aim, or fire. You can no longer take any of these -actions if you are below -50 health. - -== Monk == -Prerequisites: - -* Level 7 or higher - - Able to use full damage for lethal strikes with unarmed. - -== Muscle Memory == -Prerequisites: - -* DEX 6 or 15 Weapons - [x] skill - - Negate the pump of a shotgun, cocking of a revolver, or cycling of a bolt -when performing another action besides the aforementioned (besides firing). -(Only applies to the weapons you have at least 15 Weapons - [x] skill in using, -unless you meet the DEX requirement). Gain +5% to reload rolls with the given -weapon. - -== Nanite Concentration == -Prerequisites: - -* Level 5 -* 20 skill in Knowledge - Nanites - - Allows the user to better concentrate on their expenditure of Nanites, -allowing them to achieve one of the following (you must choose one option when -you acquire the feat): - -* +2 turns of cloaking -* Once per turn, +20% (or +2) to a Nanite-related combat-action at a cost of 20 Nanites (ask GM before applying to an action.) -* Once per turn, +20% to a non-combat-action at a cost of 20 Nanites (ask GM before applying to an action.) -* Other, run any ideas by GM. - -== Nanite Absorption == -Prerequisites: - -* 10 skill in Knowledge - Nanites - - Once per turn, if you score a critical hit on a target that has Nanites, -the target loses up to 20 Nanites and you gain the amount lost. - -== Never Tell Me the Odds == -Prerequisites: - -* LCK 4 - Somehow you always aim at the right location, at the right time. +1 Critical -hit range (i.e., +10% Critical Hit chance). - -== Punch Drunk == -Prerequisites: - -* Fort > 3 - - Take a +1 to miss on all attacks when not drunk. Instead of taking a penalty -to accuracy when using melee attacks while intoxicated, you get a -1 to miss -when buzzed and a -2 to miss when hammered. On hits that land while you are -buzzed or hammered, you deal extra damage equal to your strength modifier. These -bonuses only apply to melee attacks. You also get a +10% on rolls to avoid -blacking out. - -== Point-man == -Prerequisites: - -* PER 6 - - Maybe you've been a point-man for a long time, maybe you don't mind the -extra danger, or maybe you just room-clear a lot. Regardless, you are very -good at what you do. - - When clearing a room, add 20 to your reflex roll. - -== Preemptive Strike == -Prerequisites: - -* DEX 7 - - Whenever you are facing someone you are aware of, and they enter into adjacency -with you, you gain a preemptive melee strike against them. - -== Proficiency: Exotic Melee Weaponry == - -Prerequisites: - -* Special, see below. - - Allows a character the ability to use one particular type of Melee weapon -of size Exotic. Choose one common noun that is not a damage type each time you -learn this feat; that noun is the type. You may use any Exotic melee weapon that -includes this common noun in its name. This feat may be learned multiple times. - - If a particular Exotic melee weapon would require two hands to effectively -wield, a character must have Proficiency with two-handed melee weapons to learn this -feat for that weapon type. The same applies to One-handed style and Light-style -exotic weapons, all of which are specified in Exotic weapons' Size stat as a subtype. - -== Proficiency: Light Melee Weaponry == - -Prerequisites: -* None - - Allows a character to use Melee weapons of size Light. - -== Proficiency: One-handed Melee Weaponry == - -Prerequisites: -* Proficiency: Light Melee Weaponry - - Allows a character to use Melee weapons of size One-handed. - -== Proficiency: Two-handed Melee Weaponry == - -Prerequisites: -* Proficiency: One-handed Melee Weaponry - - Allows a character to use Melee weapons of size Two-handed. - -== Quickdraw == -Prerequisites: - -* DEX 5 - - As a free action, draw your chosen weapon(s) into firing position. If you -are holding something, you can drop it and still draw your weapon as a free -action. However, you might not want to drop anything glass. Or any explosives. - -== Rainman == -Prerequisites: - -* CHA <=2 -* INT >=8 - - Your character has something going for them. Gain 1 non-Charisma skill @ 10 -points (or add 10 points to a non-Charisma skill). This skill can exceed the -skill point limit by 10. You may also ask the GM how many bullets each opponent -has left in their weapon. - -== Salty Hashtables == -Prerequisites: - -* Must be a mechanical race - - Your data inputs are sanitized and encrypted, complete with checksums! -Hacking you is 25% harder and you are aware whenever one of your senses is -malfunctioning. - -== Salty Space Dog == -Prerequisites: - -* Pilot or 10 Vehicles - Space skill - - You've been up in the black more times than you can count. You get a +15% to -maintaining your bearings during a hyperspace jump as well as a +15% to stellar -navigation. - -== Signature Move == -Prerequisites: - -* None - - What can you say. When you do what you're good at, you do it well. Come up -with a Name or Motto for your signature move, and you gain +10% toward this -action. HOWEVER, you must shout your Motto or the Name when you perform this -move. And hey, keep this move on the DL unless it is absolutely necessary to -be used. You wouldn't want posers to copy it. (Note: this is an RP'd action -meant to be performed in CQC, not simply aiming your rifle at their head -and squeezing the trigger while shouting "BOOM HEADSHOT!" Please ask for -GM permission when using this feat.) - -== Sixth Sense == -Prerequisites: - -* LCK 6 - - You have uncanny knack for reading situations and making accurate decisions -based off of gut feelings. Gain a skill, Uncanny Insight at 10, and apply it -to situations where you feel like a bit of extra insight might do you or your -team a world of good. This skill is maxed out at 20 points, and is only -upgraded by making good decisions based on this skill, at the discretion of -your GM. - -== Snap Shot == -Prerequisites: - -* PER 6 - - Time slows down slightly around you, or at least your perception is -increased allowing you to process everything around you more quickly for a split -second. When a target is within your weapon's R1 or R2, your miss chance is -reduced by 1 (or 10% if relevant). - -== Social Ninja == -Prerequisites: - -* CHA 7 - - "You just look like you belong here." Unless sneaking past or hiding from -an alert enemy, roll a Deception check in place of a Stealth check. - -== Strong Back == -Prerequisites: - -* STR 4 - - Instead of a secondary weapon, you can carry an additional primary weapon. - -== Pack Mule == -Prerequisites: -* STR 7 -* Strong Back - - You've done a lot of lifting and hauling in your time, allowing you to carry -more than some. In addition to two primary weapons, you can carry another -secondary weapon. - -== Toughness == -Prerequisites: - -* None - - Roll a number of dice equal to your FORT / 5 (round up) + 1 and take the -result in extra hit points, or take the average of the result (1d10 = 5, -2d10 = 10, can be taken twice). If any of your die rolls is a 1 or 2, reroll -the die. - -== Unarmed Combat Training == - -Prerequisites: -* STR 5 and DEX 5 -* Level 5, OR Assassin Class, OR Berserker Class - - Increase base and minimum damage of Unarmed Strike by 20. - - Additionally, once per round after a successful melee strike, -if the target is not wielding a CQB weapon, you may use a reaction to -make a Disarm attempt. Disarm is described under Maneuvers in the Melee -Combat section of the Basic Rules. - -== Unarmed Combat Expertise == - -Prerequisites: -* Unarmed Combat Training -* STR 6 and DEX 6 -* Level 10, OR Assassin Class and Level 5, OR Berserker Class and level 5 - - Increase base and minimum damage of Unarmed Strike by an additional 20. - - Disarm attempts made with Unarmed Combat Training may be made -against CQB guns and Two-Handed melee weapons. - -== Unarmed Combat Mastery == - -Prerequisites: -* Unarmed Combat Expertise -* STR 7 and DEX 7 -* Level 15, OR Assassin Class and Level 10, OR Berserker Class and Level 10 - - Increase base and minimum damage of Unarmed Strike by an additional 20. - - Whenever you would make a Disarm attempt with Unarmed Combat -Training, you may instead make a Trip, Shove, or Grapple attempt. (These -are also described under Maneuvers in the Melee Combat section of the -Basic Rules). - -== Unarmed Combat Grand Mastery == - -Prerequisites: -* Unarmed Combat Mastery -* STR 7 and DEX 7 -* Level 15 -* Assassin Class or Berserker Class - - Increase base and minimum damage of Unarmed Strike by an additional 20. - - Whenever you succeed in a disarm attempt against a CQB weapon while -unarmed, you may use your next action to strike the target with his or her own -weapon before it falls to the ground. Disregard any proficiency requirements -for the weapon during this action. Hip-firing penalties apply to guns fired -with this feat. - -== Upgrade == -Prerequisites: - -* None - - Roll a number of dice equal to your INT / 5 (round up) + 1 and take the -result in extra Nanites, or take the average of the result (1d10 = 5, 2d10 = 10, -can be taken twice). If any of your die rolls is a 1 or 2, reroll the die. - -== Unconventional Warfare == -Prerequisites: - -* Any stat > 9, combat style must primarily use this stat. - - You are trained in the art of combative tossing, or some other obscure -fighting technique. - -== Unlocked, Boomstick == -Prerequisites: - -* Must be a Gunslinger - - Enables the use of shotguns by Gunslingers. -Note: Gunslingers can use their class feats with shotguns. - -== Unlocked, Spray and Pray == -Prerequisites: - -* Engineer - - Enables the use of SMGs by the Engineer class. - -== Unlocked, Small Arms Shipment == -Prerequisites: - -* Must be a Marksman, Doctor or Hacker - - Enables the use of Carbines by the listed classes. - -== Very Normal == -Prerequisites: - -* CHA 5 - - Any time that someone would be suspicious of your actions, they will be less -likely to think twice about what you are doing. Increase your Deception skill by 15 -and Persuasion skill by 10. - -== Ward == -Prerequisites: - -* DEX 10, or -* Level 8 Assassin or -* Level 8 Berserker. - - +15% armor coverage when your melee weapon is equipped in your hands. -(If you have no armor equipped, this feat grants you AP level 1 protection -with 15% coverage) - -== Investor == -Prerequisites: - -* Level 5 -* LUK 5 -* INT 5 - - You like to do a little investing in your free time. This feat can only -be taken once. Investor can be used twice, but only once every 5 levels. -(Roll a d10 + Luck level) x 125. Gain this value in credits. - -== Weapon Familiarization == -Prerequisites: - -* INT 7 -* 10 skill in Weapons - [x] - - - Remove 1.5 ranged miss chance from any one weapon model. If you spend 30 hours -studying/using/practicing with a different gun (that you have at least 10 -Weapons - [x] skill in using), you can change which gun you are most familiar -with -- which moves the bonus from the previous gun model, to the one you are -now working with. This feat can only be taken once per weapon. - -*where x is the weapon type that the weapon falls under. - - -============================== -Weapon Skill Trees: -============================== - - All Weapon Skill Tree Feats require 1 Feat to unlock the specific -proficiency skill @ 10, then apply skill points to unlock the rest of the -bonuses. Max skill is 40. Bonuses ONLY APPLY to weapons in their respective -weapon class. All Weapon Skill Tree Feats do not have a prerequisite other than -having Proficiency with the weapon type in question. - -== Proficient: Pistols == - Skill @ - -10: Pistol Proficient. +5m to ranges R1 & R2 -15: -10% reload miss chance -20: +10% stealth when firing pistols -25: Pistol Expert. -0.5 miss chance @ all ranges -30: +10m to range R3 -40: Pistol Master. +20% Base damage; Gain feat "Pistol Quickdraw" - (which is feat "Quickdraw" that is only usable with pistols) - *If you have feat "Quickdraw" in addition to "Pistol Quickdraw", - negate the action to aim when drawing your pistol(s). When holstering - your pistols after drawing, you must use an action to holster. - -== Proficient: Submachine Guns == - Skill @ - -10: SMG Proficient. +5m to all range brackets -15: -10% reload miss chance -20: +5 Gun Reflex -25: SMG Expert. -0.5 miss chance @ all ranges -30: -0.5 miss chance when firing in fully-automatic or burst -40: SMG Master. +10% Base damage; Gain feat "The Split": when firing automatic - or burst, you can choose to pay 5 Nanites and fire half your bullets - at two different targets in front of you, within 10m of each other. - -== Proficient: Shotguns == - Skill @ - -10: Shotgun Proficient. +10m to range R3 -15: -15% reload miss chance -20: +5 Gun Reflex -25: Shotgun Expert. -0.5 miss chance @ all ranges -30: +10% perception checks for awareness within 25m. -40: Shotgun Master. +10% Base damage; Gain Active feat "I'm Used to Close Range": If you - hit an enemy with buckshot, you can pay 10 Nanites for that attack action to miss - or hit armor (your choice) if the target has less than 100% armor coverage. - -== Proficient: Carbines == - Skill @ - -10: Carbine Proficient. +5m to range R1, +10m to R2 & R3 -15: -10% reload miss chance -20: +5 Gun Reflex -25: Carbine Expert. -0.5 miss chance @ all ranges -30: You can choose to have +5% chance to miss armor when in single fire mode (doesn't apply to 100% coverage armor) -40: Carbine Master. +10% Base damage; Gain feat "Make it count": When in single - fire mode, +1 crit range (+10% chance to Crit). - -== Proficient: Automatic Rifles == - Skill @ - -10: Automatic Rifle Proficient. +5m to range R1, +10m to R2 & R3 -15: -10% reload miss chance -20: Automatic Rifles no longer jam -25: Automatic Rifle Expert. -0.5 miss chance @ all ranges -30: -0.5 miss chance when firing in fully-automatic or burst -40: Automatic Rifle Master. +10% Base damage; Gain feat "Offensive Expert": Spend - 10 Nanites to gain -2 miss chance for a fully-automatic firing action, - usable once per turn. This ability can let you exceed the minimum 1 miss - chance for automatic firing. - -== Proficient: Long Rifles == - Skill @ - -10: Long Rifle Proficient. -5m to minimum range, +10% meters to R2 & R3 -15: -10% reload miss chance -20: +10% to perception checks to spot enemies beyond your long rifle's R2 range -25: Long Rifle Expert. -0.5 miss chance @ all ranges -30: Gain feat "Beware the Wrath of a Patient Man": shots fired as a held reaction have a -1 miss chance. -40: Long Rifle Master. +10% Base damage; Gain feat "Practiced Precision": DC 75% dexterity or sniper skill - check to negate the action for changing your aim from one target to another in front of you - (1 successful negation per turn). - -== Proficient: Heavy Weapons == - Skill @ - -10: Heavy Weapon Proficient. +5m to range R2 & R3 -15: -10% reload miss chance -20: +1m radius to your Suppression Area of Effect -25: Heavy Weapon Expert. -0.5 miss chance @ all ranges -30: Heavy Weapons no longer jam -40: Heavy Weapon Master. +10% Base damage; Gain feat "Effective Fire": when a - target is suppressed by your heavy weapon, they must make a DC 62% - Shock save. On failure, they lose two actions at the start of their - next turn. - -== Proficient: Explosives == - Skill @ - -10: Explosives Proficient. +10% explosives use -15: -10% reload miss chance (grenade launchers, rocket launchers, etc.) -20: +5m to all range brackets for explosive launchers (grenade launchers, etc.) -25: Explosives Expert. -0.5 miss chance @ all ranges (grenades, rocket launchers, etc.) -30: +10% to charisma rolls for intimidation when holding any explosive/launcher -40: Explosives Master. +15% Base damage, Gain feat "Get Down!": Allies in blast radius - may make a DC 60 Reflex save to take half damage (before armor) from friendly fire. - -============================== -Active Feats -============================== - -== Adrenaline Rush [4*X Nanites] == -Prerequisites: - -* None - - During a move action, +1 movement speed per X (up to a max of +10 movement), -for that action only. This feat can only be used once per turn. -Adrenaline Rush can be taken again to reduce the Nanite cost to 2*X. - -== Aimed Shot [8 Nanites] == -Prerequisites: - -* PER 6 - - Use your Nanites during an Aim action to help you more carefully aim at the target. -Automatically critical hit on your next shot, if you hit. This is akin to seeing -a chink in armor and aiming for it, or shooting a target's arm so they cannot use their -weapon, etc. - -== Bunker [25 Nanites] == -Prerequisites: - -* Hacker or -* Knowledge - Nanites at 40 - - Add +3 miss chance to a piece of cover for 4 turns. - -== Combat Roll [30 Nanites] == -Prerequisites: - -* DEX 5 - - Move 6m in one action, no more, no less. Enemies attacking you have a +2 -miss chance and a -20% penalty to reflex rolls when attacking you during the -roll and for the turn after you use this feat, and you have a +2 miss chance for -the action after this feat ends. If this malus would not run out until after -this turn, its effect wraps, around to the beginning of your next turn. Cannot -be used in concert with Run 'N' Gun. - -== Cover Slide [15 Nanites] == -Prerequisites: - -* DEX 4 - - Move up to your speed and end next to a barrier behind which you can take -cover. You hunker or go prone behind that cover as a free action. Cannot -be used in concert with Run 'N' Gun. - -== Flash Dance [10*X Nanites] == -Prerequisites: - -* Level 3 - - For 2 Actions, the user can make Lvl/2 (round up) number of attacks, up to a -max of 6, with their melee weapon(s). The attacks must take place within a 5m -space, rolling for each strike, where X is the number of attacks. All bonuses -that would normally apply to a standard attack still apply. (Note: Flash Dance -can trigger Bulltrue and Preemptive Strike) - -== Gun Kata [30 Nanites] == -Prerequisites: - -* Level 10 - - For 1 Action, reduce weapon range to 15m, and negate actions needed for -Aiming, Pumping, and Cocking of a gun. Treat your gun as if it was a CQB weapon. -After a successful hit, you may roll for an additional hit on any target within -the 15m range, for up to 3 rounds fired. If you miss a shot or your gun runs out -of rounds, your Gun Kata ends. - -== Kata [Minimum 5 Nanites] == -Prerequisites: - -* Level 10 - - Whenever you land a successful melee hit against someone, you may roll for X -additional attacks, where X is your Nanites spent/5. Each additional attack has a -compounding +2 miss chance. (A 10th level character making their 3rd strike in a -row would be rolling at +4 miss chance). - -== Multi-Target [13*X Nanites] == -Prerequisites: - -* DEX 6 -* PER 6 - - For 2 Actions, concentrate on up to Level+1 number of targets, where X is -the number of targets. Or concentrate 1 action to target Level/2(round up) -Targets. You may Roll to-hit your first target in order to determine if you hit -all of these targets. If you fail the roll, then you may roll again to hit your -first target normally. - -== Run 'N' Gun [10 Nanites] == -Prerequisites: - -* PER 7 -* DEX 7 -* or Soldier Class -* or Specialist Class - - For 1 Action, you may move at half speed while firing. +1 Miss Chance. If -you don't Aim before using this feat, you must Hip Fire. If this feat is -performed while sprinting, half your movement speed before you add the +1m -per-action from sprinting. The Miss Chance penalties stack for consecutive uses -of Run 'N' Gun. - -== Steady Shot [5 Nanites] == -Prerequisites: - -* PER 7 - - Take 1 Action to breath slowly and line up your shot. -1 Ranged Miss Chance -and +10m to the weapon's largest range bracket for each level of Steady Shot taken. -Miss Chance can go below the -2 minimum range (See section "Combat:" in the basic -rules document). You must be aiming at the target before you can use this feat. -Maximum 4 levels. - -== Twitch [7 Nanites] == -Prerequisites: - -* Level 3 -* Proficient in SMGs or Pistols -* DEX 7 - - You may aim at an enemy as a free action instead of one action. Only works -with CQB weapons. +2 miss chance with the aimed weapon(s). - -== Blur [11 Nanites] == -Prerequisites: - -* Level 10 -* Twitch - - You may aim at an enemy as a free action instead of one action. Only -works with CQB weapons. No Miss Chance penalty. - -============================== -Primary Stat Bonus Feats -============================== - These feats cannot be bought. They are granted -for free if you fulfill their prerequisites. - -== Lucky == -Prerequisites: - -* Luck 6 - - Good things predictably happen to you. - -Luck = 6: - You can choose to reroll a check, save, or attack once per long rest. You -may only reroll once for a given action and you must keep the second result. - -Luck = 7: - You can choose to reroll a check, save, or attack twice per long rest. You -may only reroll once for a given action and you must keep the second result. - -Luck = 8: - You can choose to roll a check, save, or attack with advantage twice per -long rest. - -Luck = 9: - You can choose to roll a check, save, or attack with advantage three times -per long rest. - -Luck = 10: - You may choose to reroll a check, save, or attack four times per long rest. -You may reroll an action multiple times and choose which roll to keep. - -Luck = 12: - You may choose to reroll a check, save, or attack four times per long rest. -Your rerolls may have either a +10% or -10% bonus. You may reroll an action -multiple times and choose which roll to keep. - -Luck = 15: - You may choose to reroll a check, save, or attack four times per long rest. -Your rerolls may have either a +20% or -20% bonus. You may reroll an action -multiple times and choose which roll to keep. - -== Positional Mastermind == -Prerequisites: - -* Mutually Exclusive with Will to Survive -* Charisma 9 - - You have incredible understanding of how beings in your universe perceive -and react to their environments, allowing you to feint and position yourself in -cover better. If you have 9 or more Charisma, any LIVING ENEMY (i.e. non-robotic -enemy) targeting you gets a +1 miss chance penalty when you have any kind of -defense bonus from cover. If you have 12 or more Charisma, ANY ENEMY targeting -you gets a +1 miss chance penalty when you have any kind of defense bonus from -cover. - -== Will to Survive == -Prerequisites: - -* Mutually Exclusive with Positional Mastermind -* Charisma 6 - - You are convinced that you will survive no matter the hardship. does not -purge debuffs unless you have 14 Charisma* - -Charisma = 6: - Once per encounter, once per turn if you aren't knocked out, as an immediate -reaction to being at or below half health, roll 1d10. If <= 5, heal one wound -up for up to +15 hitpoints. If >5 heal one wound for up to +20 hitpoints. - -Charisma = 8: - Twice per encounter, once per turn if you aren't knocked out, as an immediate -reaction to being at or below half health, roll 1d10. If <= 5, heal one wound -up for up to +15 hitpoints. If >5 heal one wound for up to +20 hitpoints. - -Charisma = 10: - Twice per encounter, once per turn if you aren't knocked out, as an immediate -reaction to being at or below half health, roll 1d10. If <= 5, heal one wound -up for up to +20 hitpoints. If >5 heal one wound for up to +30 hitpoints. - -Charisma = 12: - Twice per encounter, once per turn if you aren't knocked out, as an immediate -reaction to being at or below half health, roll 1d10. If <= 5, heal one wound -up for up to +25 hitpoints. If >5 heal one wound for up to +40 hitpoints. - -Charisma = 14: - Twice per encounter, once per turn if you aren't knocked out, as an immediate -reaction to being at or below half health, roll 1d10. If <= 5, heal one wound -up for up to +25 hitpoints. If >5 heal one wound for up to +40 hitpoints. In -addition, purge 1 damage-over-time debuff (such as Plasma Burn or Poison). +============================== +Notes +============================== + + This document lists the feats available to characters in Compound X. + +============================== +Passive Feats +============================== + +== Akimbo == +Prerequisites: + +* Dex 7 +* Level 6 +* Dual Wield feat + + Reduce the miss penalty from dual wielding to -1 accuracy per weapon. +Reduce the reload penalty to 10%. You may fire at more than one target at once +for an additional -2 accuracy penalty. + +== Acquired, Additional Plating == +Prerequisites: + +* Marksman or Gunslinger + + Enables the use of Medium Armor by the listed classes. + +== Acquired, Battle Ready == +Prerequisites: + +* Pilot + + Enables the use of Medium-Heavy Armor by the listed classes. + +== Acquired, Metal Jacket == +Prerequisites: + +* Soldier, Engineer, or Berserker + + Enables the use of Heavy Armor by the listed classes. + +== Acquired, The Clandestine Option == +Prerequisites: + +* Soldier, Specialist, Pilot, or Hunter + + Enables the use of Concealed Armor by the listed classes. + +== Backstab == +Prerequisites: + +* Level 3 +* Assassin + + Any damage dealt to an unaware opponent from behind deals an additional +10 + (Lvl * 2) Base damage. + +== Bulltrue == +Prerequisites: + +* Must have Shotgun training + + If an enemy moves from being at least 4m from you to being less than 3m from +you, and you have a loaded shotgun drawn, you may fire at them as a free +action (negate the pump of your shotgun, if one is necessary). If the target +is bloodied after the attack, they may not make a melee attack against you with +their next action. + +== Combat Expertise [Guns] == +Prerequisites: + +* None + + +1 accuracy with guns. -5% penalty to Skill Checks in combat. + +== Combat Expertise [Melee] == +Prerequisites: + +* None + + (Requirement for Expert Melee Training) +1 accuracy in melee. -5% penalty +to Skill Checks in combat. + +== Combat Expertise [Support] == +Prerequisites: + +* None + + +20% bonus to skill checks for class-related tasks in combat. (If you are a +medic, this would apply to medicine but it wouldn't apply to hacking, etc.). -1 accuracy with Guns or Melee in combat. + +== Concussive Maintenance == +Prerequisites: + +* 20 skill in Repair OR Engineer class. +* STR 4 + + +20% to Repair check. For 1 action, you may whack something broken to try to +fix it. You can use Concussive Maintenance even after you've already failed to +repair something. You can use concussive maintenance once per target, per +encounter. + +== Conceal Weapon == +Prerequisites: +* None + + Make a stealth check to hide your chosen pistol, shotgun, or SMG on your +person. To succeed, you must pass a DC 19 check. Total roll determines DC for an +enemy to actively search you and find your hidden weapon. + +== Desperate Crawl == +Prerequisites: +* None + + When downed instead of not being able to move you may crawl half of your +move speed or 3m every two actions whichever distance is shorter. You still +cannot speak, and you cannot take any other action. Death saving throws are +not actions, and must be rolled normally. You also get a +10% bonus to Death +Saving Throws + +== Double Tap == +Prerequisites: + +* None + + Whenever your hit falls into critical hit range*, fire another bullet as a +free action, foregoing the normal bonus-damage from a critical hit. The extra +bullet automatically hits the target if your first bullet does. But the extra +bullet does not trigger any other effects and cannot be used to double tap +again. This feat only works with Semi-Auto weapons. It cannot be used with +Single-Action Revolvers, Bolt Action, Pump-Action, Full-Auto weapons, etc. + +*If you have a critical hit range greater than or equal to 3, only rolls of 8 or +more will trigger Double Tap. One exception: the max critical hit range of 3 can +be increased to 4 by the feat "Never Tell Me the Odds". If you have a critical +hit range of less than 3, then critical hit range applies normally. + +== Dual Wield == +Prerequisites: + +* DEX 6 + + Maybe you've got a bigger corpus collosum and your right brain and left brain +are in higher sync than most people; or maybe you've seen too many John Woo +holomovies. Either way, you've managed to effectively fight using a weapon +in each hand. + + The weapons must be of the same type, either two pistols, two smgs, two light +or one-handed melee weapons, etc. Additionally the sum of the strength requirements +must be equal to or less than your Carry Strength. While Dual Weilding, you cannot +take the grapple Action nor the Disarm Action. Any time you would attack with a +reaction or if an ability of yours or an ally's would give you a free attack, you +may only attack with one of your dual wielded weapons, but you may pick which one +to use. + + While wielding two guns, you may fire both at the same time at the same target +with a -3 accuracy for each weapon. You may not target more than one target at +a time. Reloading while dual wielding adds 20 to the difficulty of the reload. + + While dual wielding two melee weapons you may make a melee attack with each +as normal in the same Action, with a -2 to your melee accuracy for each. If you +are attacked with a melee attack, you may only use one of your melee weapon's +accuracies as a bonus to your defense. You do get to pick which weapon you would +like to use to defend though. + + In addition, this feat lets you take the 'Dual Guard' Action as the last +Action of your turn so long as you are weilding two melee weapons. If you do so, +you spend a whole turn "putting up your dukes" and preparing to block attacks +with both weapons. Mechanically, this gives you the guard bonus from both weapons +as well as an extra +2 to your guard DC for having two weapons to block with. + +== Empty the Mag == +Prerequisites: + +* None + + It happens. You aren't quite sure if you can hit your target perhaps, or +maybe you round that corner and are staring down the barrel of an enemy AR-68. +Whatever the case, you need to dump the mag in their face to guarantee your +safety. Roll to pass a DC 30% DEX check. on success, you may fire off the +remainder of your clip or magazine (Applies only to weapons with a semi-automatic +mode, maximum 10 shots). Roll hits for each shot. Using this feat takes +3 actions, and must be completed in the span of one turn. After using +this feat, the user must reload their weapon for it to be effective again. +Can only be used once per encounter, LVL number of times per day. At level 5 +and beyond, can be used twice per encounter. + +== Enhanced Neural Interface == +Prerequisites: + +* INT 3 + + As a free action (in or out of combat) you can use any keyboard, plug into a +terminal, or use a monitor to perform a computer inquiry or operation. ++15% to ONE pertinent skill check (hacking, etc.) while using this feat, +to be chosen at the time of taking this feat. + +== Fish To Water == +Prerequisites: + +* Fort > 2 + + Maybe you took a lot of swimming lessons when you were little, maybe you +were on the college swim team, or maybe your military training had an +emphasis on endurance and core strength developed in the pool. In any case, +you gain 10 skill in swimming and a bonus +15 to checks when holding your +breath. You also ignore movement penalties from wading through deep liquids. +These bonuses increase to 20 skill in swimming and 20 bonus to holding one's +breath after level 7. + +== First Shot Counts == + +Prerequisites: + +* LCK 6 + + When reloading, if your reload roll is higher than an 80 (including any +applicable skills) or if you roll inside your critical success range, then your +first shot is an automatic critical hit + 10 bonus damage, for a total of 30 +bonus damage and other possible critical effects. + + (Instead, if you have Double Tap, you get +10 bonus damage for each Double +Tap bullet). You have to reload a fresh magazine in order to trigger the bonus +again. In other words, you cannot use First Shot Counts more times in one +encounter than the number of fresh magazines you are carrying. If your weapon +damages an area, First Shot Counts does not take effect. + +== Four on the Floor == +Prerequisites: + +* Pilot or 20 skill in Vehicles - Ground + + Tires were meant to be balded. You get a +25 to any difficult maneuver with +a land vehicle in which you do not catch air. This works with vehicles that have +treads or some other method of land support as well. + +== Novice Gunsmith == +Prerequisites: + +* None + + Combine up to 2 weapon total conversions. Ask GM about applicability of +desired conversations. + +== Hands of an artist == +Prerequisites: + +* DEX 7 + + You use your DEX modifier instead of your PER modifier for rolls to hit with +ranged weapons. In taking this feat you sacrifice the ability to use PER on +rolls dealing with using a weapon. + +== Improvisational Brawler == +Prerequisites: +* Melee Expertise + + The benefits of the Melee Expertise and Thrown Expertise feats now also +apply to Improvised Melee and Thrown Weapons, respectively. + +== Improvise Weapon == +Prerequisites: + +* Skill [Melee Combat] at 20 + + You do not take a penalty when using an improvised weapon. Chair legs can be +used as bats, fan blades as swords, etc., etc. + +== Juggler == +Prerequisites: +* DEX 4 or higher + + You are used to throwing and catching things very quickly. It's a neat party +trick and it turns out has some surprising applications in combat. You gain 10 +skill in the DEX skill Performance - Juggling. If you don't have another +weapon drawn when you draw a throwing weapon, you may attempt to juggle that +weapon. If you choose to do so, you must attempt a DC 60 Juggling skill +check. On success, you may draw three of the same type of thrown weapon at +once and use each as if you had drawn them normally. If you fail, you drop one +of the weapons at your feet and launch the other two in random directions. You +also gain a +1 to accuracy with thrown weapons and a +10 to stealth checks to attack +quietly with thrown weapons. + +== Last Shot Counts == +Prerequisites: + +* PER 5 + + The last shot in every mag deals is an automatic critical + 10 bonus damage, +for a total of 30 bonus damage. If your weapon has a magazine size of 1 or +damages an area, Last Shot Counts does not take effect. + +== Leaf on the wind == +Prerequisites: +* Pilot or 40 skill in Vehicles - Flight OR Space + + You gain a +20% to Vehicles checks in airborne or spaceborne vehicles, and an +additional +20% to unconventional maneuvers in such as well, but you and your vehicle +take double damage for the next three turns after using these bonuses. (any teammates +in such a vehicle do not take double damage) + +== Lucky Blind Fire == +Prerequisites: + +* LCK 7 + + There are always so many bullets flying around, you make a habit of not +peaking your head out and looking at your enemy. And somehow you still hit them +(some of the time). Roll a d10 before any Blind Firing or Hip Firing action. If +the roll is from 6 to 10, Gain +2 accuracy for that firing action; If the +roll is from 1 to 5, nothing happens. + +== Last Stand == +Prerequisites: + +* Level 4 + + Don't die alone. Always bring a friend. When you are downed, you may take up to +three actions on your turn to do one of the following: Draw a one-handed weapon +such as a pistol or SMG, Aim, or fire. You can no longer take any of these +actions if you are below -50 health. + +== Monk == +Prerequisites: + +* Level 7 or higher + + Able to use full damage for lethal strikes with unarmed. + +== Muscle Memory == +Prerequisites: + +* DEX 6 or 15 Weapons - [x] skill + + Negate the pump of a shotgun, cocking of a revolver, or cycling of a bolt +when performing another action besides the aforementioned (besides firing). +(Only applies to the weapons you have at least 15 Weapons - [x] skill in using, +unless you meet the DEX requirement). Gain +5% to reload rolls with the given +weapon. + +== Never Tell Me the Odds == +Prerequisites: + +* LCK 4 + Somehow you always aim at the right location, at the right time. +1 Critical +hit range (i.e., +10% Critical Hit chance). + +== Punch Drunk == +Prerequisites: + +* Fort > 3 + + Take a -1 accuracy on all attacks when not drunk. Instead of taking a penalty +to accuracy when using melee attacks while intoxicated, you get a +1 accuracy +when buzzed and a +2 accuracy when hammered. On hits that land while you are +buzzed or hammered, you deal extra damage equal to your strength modifier. These +bonuses only apply to melee attacks. You also get a +10% on rolls to avoid +blacking out. + +== Point-man == +Prerequisites: + +* PER 6 + + Maybe you've been a point-man for a long time, maybe you don't mind the +extra danger, or maybe you just room-clear a lot. Regardless, you are very +good at what you do. + + When clearing a room, add 20 to your reflex roll. + +== Preemptive Strike == +Prerequisites: + +* DEX 7 + + Whenever you are facing someone you are aware of, and they enter into adjacency +with you, you gain a preemptive melee strike against them. + +== Proficiency: Exotic Melee Weaponry == + +Prerequisites: + +* Special, see below. + + Allows a character the ability to use one particular type of Melee weapon +of size Exotic. Choose one common noun that is not a damage type each time you +learn this feat; that noun is the type. You may use any Exotic melee weapon that +includes this common noun in its name. This feat may be learned multiple times. + + If a particular Exotic melee weapon would require two hands to effectively +wield, a character must have Proficiency with two-handed melee weapons to learn this +feat for that weapon type. The same applies to One-handed style and Light-style +exotic weapons, all of which are specified in Exotic weapons' Size stat as a subtype. + +== Proficiency: Light Melee Weaponry == + +Prerequisites: +* None + + Allows a character to use Melee weapons of size Light. + +== Proficiency: One-handed Melee Weaponry == + +Prerequisites: +* Proficiency: Light Melee Weaponry + + Allows a character to use Melee weapons of size One-handed. + +== Proficiency: Two-handed Melee Weaponry == + +Prerequisites: +* Proficiency: One-handed Melee Weaponry + + Allows a character to use Melee weapons of size Two-handed. + +== Quickdraw == +Prerequisites: + +* DEX 5 + + As a free action, draw your chosen weapon(s) into firing position. If you +are holding something, you can drop it and still draw your weapon as a free +action. However, you might not want to drop anything glass. Or any explosives. + +== Rainman == +Prerequisites: + +* CHA <=2 +* INT >=8 + + Your character has something going for them. Gain 1 non-Charisma skill @ 10 +points (or add 10 points to a non-Charisma skill). This skill can exceed the +skill point limit by 10. You may also ask the GM how many bullets each opponent +has left in their weapon. + +== Return To Sender == +Prerequisites: + +* REF > 11 + + If a grenade is thrown at your character and you succeed at making the +Reflex save, you may choose to activate this feat instead of diving out of the +way. If you activate this feat, you attempt to kick the grenade back at the +character that threw it. First, attempt a luck roll of DC 15. If you fail, the +grenade goes off with you standing right next to it. If you succeed, roll a d10 +as if you had thrown the grenade yourself with a -2 penalty since you're +kicking, not throwing. The grenade is considered "cooked" wherever it lands +after being kicked. This means that the enemy characters don't get the same +chance to make a Reflex Save. + +== Salty Hashtables == +Prerequisites: + +* Must be a mechanical race + + Your data inputs are sanitized and encrypted, complete with checksums! +Hacking you is 25% harder and you are aware whenever one of your senses is +malfunctioning. + +== Salty Space Dog == +Prerequisites: + +* Pilot or 10 Vehicles - Space skill + + You've been up in the black more times than you can count. Add 15 to Saving +Throws to maintain your bearings during a hyperspace jump and gain 15 Skill Points +in Navigation - Space. + +== Signature Move == +Prerequisites: + +* None + + What can you say. When you do what you're good at, you do it well. Come up +with a Name or Motto for your signature move, and you gain +10% toward this +action. HOWEVER, you must shout your Motto or the Name when you perform this +move. And hey, keep this move on the DL unless it is absolutely necessary to +be used. You wouldn't want posers to copy it. (Note: this is an RP'd action +meant to be performed in CQC, not simply aiming your rifle at their head +and squeezing the trigger while shouting "BOOM HEADSHOT!" Please ask for +GM permission when using this feat.) + +== Sixth Sense == +Prerequisites: + +* LCK 6 + + You have uncanny knack for reading situations and making accurate decisions +based off of gut feelings. Gain a skill, Uncanny Insight at 10, and apply it +to situations where you feel like a bit of extra insight might do you or your +team a world of good. This skill is maxed out at 20 points, and is only +upgraded by making good decisions based on this skill, at the discretion of +your GM. + +== Snap Shot == +Prerequisites: + +* PER 6 + + Time slows down slightly around you, or at least your perception is +increased allowing you to process everything around you more quickly for a split +second. When a target is within your weapon's R1 or R2, your miss chance is +reduced by 1 (or 10% if relevant). + +== Social Ninja == +Prerequisites: + +* CHA 7 + + "You just look like you belong here." Unless sneaking past or hiding from +an alert enemy, roll a Deception check in place of a Stealth check. + +== Strong Back == +Prerequisites: + +* STR 4 + + Instead of a secondary weapon, you can carry an additional primary weapon. + +== Pack Mule == +Prerequisites: +* STR 7 +* Strong Back + + You've done a lot of lifting and hauling in your time, allowing you to carry +more than some. In addition to two primary weapons, you can carry another +secondary weapon. + +== Toughness == +Prerequisites: + +* None + + Roll a number of dice equal to your FORT / 5 (round up) + 1 and take the +result in extra hit points, or take the average of the result (1d10 = 5, +2d10 = 10, can be taken twice). If any of your die rolls is a 1 or 2, reroll +the die. + +== Unarmed Combat Training == + +Prerequisites: +* STR 5 and DEX 5 +* Level 5, OR Assassin Class, OR Berserker Class + + Increase base and minimum damage of Unarmed Strike by 20. + + Additionally, once per round after a successful melee strike, +if the target is not wielding a CQB weapon, you may use a reaction to +make a Disarm attempt. Disarm is described under Maneuvers in the Melee +Combat section of the Basic Rules. + +== Unarmed Combat Expertise == + +Prerequisites: +* Unarmed Combat Training +* STR 6 and DEX 6 +* Level 10, OR Assassin Class and Level 5, OR Berserker Class and level 5 + + Increase base and minimum damage of Unarmed Strike by an additional 20. + + Disarm attempts made with Unarmed Combat Training may be made +against CQB guns and Two-Handed melee weapons. + +== Unarmed Combat Mastery == + +Prerequisites: +* Unarmed Combat Expertise +* STR 7 and DEX 7 +* Level 15, OR Assassin Class and Level 10, OR Berserker Class and Level 10 + + Increase base and minimum damage of Unarmed Strike by an additional 20. + + Whenever you would make a Disarm attempt with Unarmed Combat +Training, you may instead make a Trip, Shove, or Grapple attempt. (These +are also described under Maneuvers in the Melee Combat section of the +Basic Rules). + +== Unarmed Combat Grand Mastery == + +Prerequisites: +* Unarmed Combat Mastery +* STR 7 and DEX 7 +* Level 15 +* Assassin Class or Berserker Class + + Increase base and minimum damage of Unarmed Strike by an additional 20. + + Whenever you succeed in a disarm attempt against a CQB weapon while +unarmed, you may use your next action to strike the target with his or her own +weapon before it falls to the ground. Disregard any proficiency requirements +for the weapon during this action. Hip-firing penalties apply to guns fired +with this feat. + +== Upgrade == +Prerequisites: + +* None + + Roll a number of dice equal to your INT / 5 (round up) + 1 and take the +result in extra Nanites, or take the average of the result (1d10 = 5, 2d10 = 10, +can be taken twice). If any of your die rolls is a 1 or 2, reroll the die. + +== Unconventional Warfare == +Prerequisites: + +* Any stat > 9, combat style must primarily use this stat. + + You are trained in the art of combative tossing, or some other obscure +fighting technique. + +== Unlocked, Boomstick == +Prerequisites: + +* Must be a Gunslinger + + Enables the use of shotguns by Gunslingers. +Note: Gunslingers can use their class feats with shotguns. + +== Unlocked, Spray and Pray == +Prerequisites: + +* Engineer + + Enables the use of SMGs by the Engineer class. + +== Unlocked, Small Arms Shipment == +Prerequisites: + +* Must be a Marksman, Doctor or Hacker + + Enables the use of Carbines by the listed classes. + +== Very Normal == +Prerequisites: + +* CHA 5 + + Any time that someone would be suspicious of your actions, they will be less +likely to think twice about what you are doing. Increase your Deception skill by 15 +and Persuasion skill by 10. + +== Ward == +Prerequisites: + +* DEX 10, or +* Level 8 Assassin or +* Level 8 Berserker. + + +15% armor coverage when your melee weapon is equipped in your hands. +(If you have no armor equipped, this feat grants you AP level 1 protection +with 15% coverage) + +== Investor == +Prerequisites: + +* Level 5 +* LUK 5 +* INT 5 + + You like to do a little investing in your free time. This feat can only +be taken once. Investor can be used twice, but only once every 5 levels. +(Roll a d10 + Luck level) x 125. Gain this value in credits. + +== Weapon Familiarization == +Prerequisites: + +* INT 7 +* 10 skill in Weapons - [x] + + + Gain 1.5 accuracy from any one weapon model. If you spend 30 hours +studying/using/practicing with a different gun (that you have at least 10 +Weapons - [x] skill in using), you can change which gun you are most familiar +with -- which moves the bonus from the previous gun model, to the one you are +now working with. This feat can only be taken once per weapon. + +*where x is the weapon type that the weapon falls under. + + +============================== +Weapon Expertise Feats: +============================== + +== Pistol Expertise == + +0: +5m to ranges R1 & R2. If this would cause R2 to be greater than R3, + also set R3 equal to the new R2. +12: May use Weapons - Pistol (Int) in place of Stealth for checks made to prevent + enemies from noticing your Pistol fire. +24: Reduce the Reload check penalty imposed by the Dual-Wield / Akimbo feats + by 10 when dual-wielding pistols. +36: +1 to Accuracy rolls at all ranges. +48: +10m to range R3. +60: +10% Base damage. If you succeed on an Accuracy roll by at least 3 or score + an Extra-Critical, treat the enemy's armor as having APL 0 for that attack. + +== Submachine Gun Expertise == + +0: +5m to ranges R1 & R2. If this would cause R2 to be greater than R3, + also set R3 equal to the new R2. +12: May use Weapons - SMG (Cha) in place of Intimidate for checks to intimidate + a target you are suppressing with an SMG. +24: +10 Gun Reflex to one SMG you are wielding. +36: +2 to Accuracy rolls at all ranges while firing automatically (not burst). +48: +15m to range R3 while firing semi-automatically. +60: +10% Base damage. While suppressing an enemy, if you are shot at, after + the first Action of fire you may spend a reaction to duck behind cover + within 5m. This ends your suppression. + +== Shotgun Expertise == + +0: +5m to range R1. If this would cause R1 to be greater than R2, + also set R2 equal to the new R1. +12: May use Weapons - Shotgun (Dex) in place of Acrobatics for checks to execute + a physical maneuver following violent entry of a room. +24: If you succeed a reload check by at least 20, reduce the time taken to + reload by one Action, stacking with other reductions (such as from + critical success), to a minimum of one Action. +36: Negate the hip-firing Accuracy penalty against enemies within R1 while + firing spreading shot. +48: +10m to range R2. If this would cause R2 to be greater than R3, + also set R3 equal to the new R3. +60: +10% Base damage. If you hit armor with a higher APL than your shotgun, + you deal half damage to its AS instead of no damage (and full damage + to health if you deplete the AS). + +== Carbine Expertise == + +0: +10m to range R2. If this would cause R2 to be greater than R3, + also increase R3 to match the new R2. +12: May use Weapons - Carbine (Dex) in place of Acrobatics on checks to maintain + balance and negate combat penalties associated with being on board a moving + vehicle or mount. +24: +25 Weapon Reflex while onboard a moving vehicle or mount and for 3 rounds + after disembarking. +10 Weapon Reflex at other times. +36: +1 Accuracy to ranges R1 and R2 while firing while benefiting from cover + of any kind against your target. +48: +10m to range R1, +5m to range R3 +60: +10% Base damage. For up to one Action per round you may fire your carbine one-handed with + a -2 Accuracy penalty and double any burst or automatic fire Accuracy penalty. Any foregrips or + other attachments requiring the second hand do not provide their benefits during the + Action, but your offhand is free to do something else. If you have taken aim at a target, + you must succeed on a DC 100 Weapons - Carbine check to maintain that aim during and + through the Action. + +== Assault/Battle Rifle Expertise == + +0: +10m to range R2. If this would cause R2 to be greater than R3, + also increase R3 to match the new R2. +12: May use Weapons - Assault/Battle Rifle in place of Spotting when + looking through your rifle's scope (warning, takes longer than + wider field-of-view optics). +24: Halve the jam chance (applies after additive modifiers, round + down, may be zero) of your assault/battle rifle for the first 3 + rounds of its use per combat, once per short rest (i.e. maintenance + & cleaning oportunity). +36: +1 Accuracy while both you and your target are benefiting from + cover bonuses against each other. +48: +5m to range R1, +10m to range R3. +60: +10% Base damage; You may critically hit as normal while firing in + burst mode, and may critically hit with half your normal critical + range while firing in automatic mode. + +== Long Rifle Expertise == + +0: +10% to range R3. +12: May use Weapons - Long Rifle (STR) in place of Athletics in order to get to hard-to-reach + places, like towers or treetops, that can serve as sniper nests. +24: While prone, benefiting from at least light cover, and able to see at least one enemy, + gain an additional +1 cover bonus. +36: Gain a stacking +0.5 Accuracy each time you consecutively spend an action shooting a + single target without losing line of sight to it. +48: Halve any minimum range associated with your long rifle and attachments, to a max reduction + of 5m. +60: +10% Base damage. Increase by 50% any numerical benefits of specialty ammunition you fire + (does not affect Marksman Tech Rounds feats). + +== Heavy Weapon Expertise == + + Heavy Weapon Expertise does not include Grenade Launchers or Rocket Launchers. + +0: +5m to range R2. If this would cause R2 to be greater than R3, + also increase R3 to match the new R2. +12: May use Weapons - Heavy (Cha) in place of Intimidate when out + of combat while brandishing a bigger weapon than the target. +24: Heavy weapons no longer recieve the Accuracy penalty associated + with being improvised melee weapons while being used as melee weapons + (They still receive a Guard penalty). +36: +1 Accuracy to consecutive firing Actions after the first (non-stacking) and + to attacks triggered by Suppression Actions. +48: +10m to Range R3. +60: Machine Guns when autofiring, Flamethrowers, Lightning Guns, Antimaterial + Guns firing explosive shot, etc. can be fired at 1m radius areas instead + of a particular target, hitting every possible target in the area automatically + unless they succeed on a Reflex save with DC equal to your weapon accuracy + minus applicable cover bonuses, multiplied by 10. Autofire weapons can only + hit as many targets as they fire bullets. + +== Explosives Expertise == + + Explosives Expertise applies to hand grenades, emplaced explosives, +grenade launchers, rocket launchers, and artillery, but not to explosive ammo of +other weapons or class abilities. Does apply to Engineer mortars. + +0: +10m to range R2. If this would cause R2 to be greater than R3, + also increase R3 to match the new R2. +12: May use Weapons - Explosives (Int) in place of Knowledge checks when analyzing + structural integrity/weaknesses of mechanical systems, such as structures, + vehicles, or robots. +24: Reduce the critical failure chance for cooking hand grenades and setting + anti-tamper explosives add-ons to 2%. +36: Reduce Accuracy penalties for indirect fire by 2. +48: +5m to range R1. If this would cause R1 to be greater than R2, + also set R2 equal to the new R1. +60: +10% Base damage. Other characters make Shock, Reflex, and Will saves associated + with your explosives with Disadvantage. + +== Melee Expertise == + + Applies to melee weapons that the user has Proficiency with and to Unarmed Strike. +Does not apply to Improvised weapons. Reminder: combat-related bonuses are only in effect +while you are wielding an appropriate weapon. + +0: +1 Move Speed while using the Charge action with intent to engage an enemy in + Melee Combat. +12: May use Weapons - Melee (Str/Dex) in place of Acrobatics or Athletics on + maneuver checks to defend against Grapple, Disarm, or Trip attempts, or to gain + control of or escape an ongoing Grappled state. +24: While wielding a Light or One-handed non-Hybrid weapon, whenever an enemy attacks + you in Melee Combat and ties your Guard, you may make a melee attack against that + enemy as a Reaction. + While wielding a Hybrid or Two-handed weapon, at the start of each of your turns + you may choose to gain +2 to melee Accuracy checks and take -2 to Guard checks + until the start of your next turn. + If dual-wielding a Hybrid weapon and a Light or One-handed weapon, you may only + use one of these effects in a given round, but may choose which. +36: +1 Accuracy while engaged with a target wielding a melee weapon (including + unarmed targets). +48: +1 Guard while engaged with a target wielding a melee weapon (including + unarmed targets). +60: +10% Base damage. Gain +0.5 Critical Hit range whenever you hit an enemy but + do not score a Critical Hit. This bonus resets if you score a Critical Hit, + are stunned or knocked prone, or spend 1 round out of Melee Combat. + +== Thrown Expertise == + + Applies to throwing weapons and large-projectile weapons like bows, javelins, +and harpoon launchers that the user has proficiency with. Does not apply to Improvised +throwing weapons. + +0: +5m to ranges R1 and R2. +12: May use Weapons - Thrown in place of Perform (Dex) when making displays of + juggling or other performances that involve throwing as an important component. +24: When attacking with throwing weapons, before rolling Accuracy, you may declare the + attack to be Disabling. Such attacks deal one third damage, but if they damage + health then the projectile lodges in the target's armor or person. Characters + take 2d10 damage of the weapon's damage type for each lodged projectile whenever + they spend more than 2 Actions moving (including crouching/standing, but not + attacking) in a single turn. Up to two lodged projectiles may be removed as an + Action. +36: When attacking an armored target at range, their armor has 10 less coverage + against your attacks. + /* When attacking an armored target at range, their armor coverage range is + reduced by 1 {Static Armor} */ +48: +10m to throwing weapons' farthest range bracket. +60: +10% Base damage. If you spend at least 2 Actions making ranged attacks with + a throwing weapon in a single turn, you may make an additional attack with + a similar throwing weapon as a Reaction. + +============================== +Active Feats +============================== + +== Adrenaline Rush == + +Prerequisites: + +* None + +Cooldown: X Rounds, max 2 +Duration: Free Action + + During your next move action this turn, you may an additional 4 * X meters. + +== Aimed Shot == + +Prerequisites: + +* PER 6 + +Cooldown: 1 Round +Duration: Free Action + + On your next ranged attack against a target that you have aimed at, if it hits, +deal an extra 10 damage. That attack is considered a critical hit if it would not otherwise +be. This is akin to seeing a chink in armor and aiming for it. + +== Combat Roll == + +Prerequisites: + +* DEX 5 + +Cooldown: 3 Rounds +Duration: 1 Action + + Move 6m in one action, no more, no less. Enemies attacking you have a -2 +accuracy and a -20% penalty to reflex rolls when attacking you during the roll and +until your next turn, and you have a -2 accuracy for the action after this feat +ends (which can be the first action of your next turn). Combat Roll cannot be used +in concert with Run 'N' Gun. + +== Cover Slide == + +Prerequisites: + +* DEX 4 + +Cooldown: 1 Round +Duration: 1 Action + + Choose a location up to your movement speed in meters away that contains +something solid enough to stop your headlong slide. You move to that location and +either go prone or hunker somewhere in that square (you choose). Attacks made +against you during the use of Cover Slide have -1 Accuracy. Cover Slide cannot be +used at the same time as Run 'N' Gun. + +== Duck, Bob and Weave == + +Prerequisites: + +* Dex 4 + +Cooldown: 1 Round +Duration: 1 Action (See Below) + + As the last Action on your turn, you may move half of your Move Speed, +bouncing erratically along your path. When you do so, you are considered to be +in light cover from all sides, owing to the difficulty that the enemy has in +attempting to keep you in their sights. This light cover does not stack with +other cover. When using Duck, Bob and Weave, your character must end their turn +at least their Move Speed from where they started their turn. You cannot Duck, +Bob and Weave if your movement is constrained by a condition or other effect. + +== Flash Dance == + +Prerequisites: + +* Level 3 + +Cooldown: 2 * X + 1 Rounds +Duration: 2 * X Actions, up to X = 3 + + For the duration of Flash Dance, every 2 Actions you may instead make a +number of Melee Attacks, Trip, Disarm, or Kick attempts equal to your level divided +by 2 (rounding up), to a maximum of 6. These actions have a range of 2m. Roll +separately for each act. All bonuses that would normally apply to a standard attack +still apply. (Note: Flash Dance can trigger Bulltrue and Preemptive Strike). If you +are stunned or rendered unconscious, Flash Dance ends immediately. + +== Gun Kata == + +Prerequisites: + +* Level 10 + +Cooldown: X + 1 Rounds +Duration: X Reactions + + Whenever you hit an enemy with a ranged firearm attack, you may use Gun +Kata to make X additional attacks as Reactions. These attacks must target enemies +within 15m and within a 45 degree cone centered on the initial target. Each attack +has a compounding -2 accuracy. (A character making their 3rd strike in a row would +be rolling at -4 accuracy). A character cannot use more Reactions in a round than +they have. If you are stunned, unconscious, miss a shot, or your gun runs out of +rounds, Gun Kata ends. + +== Kata == + +Prerequisites: + +* Level 10 + +Cooldown: X + 1 Rounds +Duration: X Reactions + + Whenever you hit an enemy with a melee attack, Kick, Disarm, or Trip, +you may make X additional melee attacks, Kicks, Disarms, and/or Trips against +that enemy as Reactions. Each attack has a compounding -2 accuracy or -20 to its +Maneuver check (A character making their 3rd strike in a row would be rolling at +-4 accuracy or with a -40 to their Maneuver check). A character cannot use more +Reactions in a round than they have. If you are stunned or unconscious, Kata ends. + +== Kip-up == + +Prerequisites: + +* DEX 6 +* STR 5 + +Cooldown: See Below +Duration: Free Action + + A Kip-up is a gymnastic maneuver in which a character lying on the ground +curls up and then kicks up and out into the air, using the resulting momentum to +jump from their back straight to their feet. This kick does not work well as a +melee attack; the momentum is used to move the kicker rather than to impart +impact unto a target. + + You jump up from the prone to the standing position. This action cannot +be taken to go straight from prone to crouched. Further, if you would crouch +this turn, the normally Free Action of going from standing to crouched costs +an Action. You cannot kip-up while wearing Heavy, Full, or Power Armor, or in +a microgravitic environment. + + Kip-up may be used without a cooldown once every 3 rounds. Kipping Up +less than 3 Rounds after your last one incurs a 3 Round cooldown. + +== Run 'N' Gun == + +Prerequisites: + +* PER 7 +* DEX 7 +* or Soldier Class +* or Specialist Class + +Cooldown: X / 2 Rounds, min 1 +Duration: X Actions, maximum 4 + + You move at half speed while firing your firearm. Each attack has a cumulative +-1 Accuracy penalty but can benefit from a previous Aim action (otherwise Hip Fire +rules apply as normal). You may use this feat in combination with sprinting; if you +do, halve your movement speed before you add sprinting modifiers. + +== Steady Shot == + +Prerequisites: + +* PER 7 + +Cooldown: None +Duration: 1 Action + + Take a second to breathe slowly and line up your shot. On your next ranged +attack this turn against a target you are aimed at, you gain +1 Accuracy and +10m +to the weapon's largest range bracket. Miss Chance can go below the -2 minimum +(see section "Combat:" in the basic rules document). + + Steady Shot may be taken multiple times, up to a maximum of 4; the bonuses stack. + +== Twitch == + +Prerequisites: + +* Level 3 +* Proficient in SMGs or Pistols +* DEX 7 + +Cooldown: None +Duration: Free Action + + While wielding a CQB firearm, you may aim as a free action instead of an +action. If you do, your next two attacks with that weapon have -2 accuracy. + +== Blur == + +Prerequisites: + +* Level 10 +* Twitch + +Cooldown: 1 Round +Duration: Free Action + + While wielding a CQB firearm, you may aim as a free action instead of an action. + +============================== +Primary Stat Bonus Feats +============================== + These feats cannot be bought. They are granted +for free if you fulfill their prerequisites. + +== Lucky == +Prerequisites: + +* Luck 6 + + Good things predictably happen to you. + +Luck = 6: + You can choose to reroll a check, save, or attack once per long rest. You +may only reroll once for a given action and you must keep the second result. + +Luck = 7: + You can choose to reroll a check, save, or attack twice per long rest. You +may only reroll once for a given action and you must keep the second result. + +Luck = 8: + You can choose to roll a check, save, or attack with advantage twice per +long rest. + +Luck = 9: + You can choose to roll a check, save, or attack with advantage three times +per long rest. + +Luck = 10: + You may choose to reroll a check, save, or attack four times per long rest. +You may reroll an action multiple times and choose which roll to keep. + +Luck = 12: + You may choose to reroll a check, save, or attack four times per long rest. +Your rerolls may have either a +10% or -10% bonus. You may reroll an action +multiple times and choose which roll to keep. + +Luck = 15: + You may choose to reroll a check, save, or attack four times per long rest. +Your rerolls may have either a +20% or -20% bonus. You may reroll an action +multiple times and choose which roll to keep. + +== Positional Mastermind == +Prerequisites: + +* Mutually Exclusive with Will to Survive +* Charisma 9 + + You have incredible understanding of how beings in your universe perceive +and react to their environments, allowing you to feint and position yourself in +cover better. If you have 9 or more Charisma, any LIVING ENEMY (i.e. non-robotic +enemy) targeting you gets a -1 accuracy penalty when you have any kind of +defense bonus from cover. If you have 12 or more Charisma, ANY ENEMY targeting +you gets a -1 accuracy penalty when you have any kind of defense bonus from +cover. + +== Will to Survive == +Prerequisites: + +* Mutually Exclusive with Positional Mastermind +* Charisma 6 + + You are convinced that you will survive no matter the hardship. does not +purge debuffs unless you have 14 Charisma* + +Charisma = 6: + Once per encounter, once per turn if you aren't knocked out, as an immediate +reaction to being at or below half health, roll 1d10. If <= 5, heal one wound +up for up to +15 hitpoints. If >5 heal one wound for up to +20 hitpoints. + +Charisma = 8: + Twice per encounter, once per turn if you aren't knocked out, as an immediate +reaction to being at or below half health, roll 1d10. If <= 5, heal one wound +up for up to +15 hitpoints. If >5 heal one wound for up to +20 hitpoints. + +Charisma = 10: + Twice per encounter, once per turn if you aren't knocked out, as an immediate +reaction to being at or below half health, roll 1d10. If <= 5, heal one wound +up for up to +20 hitpoints. If >5 heal one wound for up to +30 hitpoints. + +Charisma = 12: + Twice per encounter, once per turn if you aren't knocked out, as an immediate +reaction to being at or below half health, roll 1d10. If <= 5, heal one wound +up for up to +25 hitpoints. If >5 heal one wound for up to +40 hitpoints. + +Charisma = 14: + Twice per encounter, once per turn if you aren't knocked out, as an immediate +reaction to being at or below half health, roll 1d10. If <= 5, heal one wound +up for up to +25 hitpoints. If >5 heal one wound for up to +40 hitpoints. In +addition, purge 1 damage-over-time debuff (such as Plasma Burn or Poison). diff --git a/CharacterCreation/Class-Specific Documentation/Doctor Procedure Tree - Malpractice.png b/CharacterCreation/Class-Specific Documentation/Doctor Procedure Tree - Malpractice.png index 3b18de3e..da711653 100644 Binary files a/CharacterCreation/Class-Specific Documentation/Doctor Procedure Tree - Malpractice.png and b/CharacterCreation/Class-Specific Documentation/Doctor Procedure Tree - Malpractice.png differ diff --git a/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt b/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt index cb2474c9..93f556ba 100644 --- a/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt +++ b/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt @@ -101,6 +101,81 @@ payload of your choice. At level 10, has AP level 6 instead. At level 15, has AP level 8 and deals 65 damage. At level 20, ignores physical armor and deals 80 damage. +== Poison: Pho-Ox == + +Adrenaline Cost: 30 Points +Contagion Cost: 1 Contagion +Duration: 10 Rounds +Range: Payload (use in combination with other Proceeedures) + + This dichloroformaldoxime derivative is known as a "Nettle Agent" which +means that only extremely high doses will kill. Some might call that mercy, +while those it has been used on know better. Organics exposed to either the +liquid (which is a dull amber color with an oily texture) or the vapor almost +immediately break out in hives, itch all over, serious eye irritation and +coughing fits. Extended or concentrated exposure can lead to patches of skin +dying and falling off, blindness and lung scarring. Most species can recover +from mild exposure in a day or two without medical treatment. Long term exposure +can be treated easily with modern medical techniques. Pho-Ox is also one of the +few biochemical agents known to significantly corrode metal. Pho-Ox is entirely +organic; it cannot be detected by security systems that search for synthetic +pathogens. + + When a target is hit with Pho-Ox, they roll a Shock save against a DC of 70. +If they succeed, they do not increase their dose level. If they fail, their +dose level is increased by 1. If their dose level is at a 1 or a 2, they may +make a Shock save of DC 80 at the begining of their turn to reduce the dose +level by one. Every time the dose level is increased beyond 6, the target makes +a Shock Save of DC 110 instead of 70. If they succeed, they maintain their dose +level. If they fail, they fall unconsious (but not bleeding out) and will not +wake on their own for 8 + 1d10 hours. Non-organic targets affected by Pho-Ox do +not take any penalties to accuracy or move speed, but instead take only damage +at the start of their turn. Targets that are wearing a gas mask, but have any +exposed biology or unarmored cybernetics are affected by this even if a +deployment method says they wouldn't be. Pho-Ox can be rapidly cured in the +field by most combat medics. + + The effects on biologic targets are as follows. Acc Penalties are Accuracy +penalties, and these are also applied to attacks with melee weapons. Move +Penalties are given per action. Damage is applied at the start of the target's +turn after they have made a saving throw if they are able (if the target's dose +level is 1 or 2). + ++---------+-------------+--------------+---------+ +| Dose lv | Acc Penalty | Move Penalty | Damage | ++---------+-------------+--------------+---------+ +| 1 | -1 | 0 | 10 | ++---------+-------------+--------------+---------+ +| 2 | -1 | -1 | 15 | ++---------+-------------+--------------+---------+ +| 3 | -1 | -1 | 15 | ++---------+-------------+--------------+---------+ +| 4 | -2 | -1 | 20 | ++---------+-------------+--------------+---------+ +| 5 | -2 | -2 | 25 | ++---------+-------------+--------------+---------+ +| 6 | -3 | -2 | 25 | ++---------+-------------+--------------+---------+ + + +The effects for cybernetic targets are listed below. + ++------------+-------------------------+ +| Dose Level | Damage at start of turn | ++------------+-------------------------+ +| 1 | 20 | ++------------+-------------------------+ +| 2 | 25 | ++------------+-------------------------+ +| 3 | 35 | ++------------+-------------------------+ +| 4 | 50 | ++------------+-------------------------+ +| 5 | 55 | ++------------+-------------------------+ +| 6 | 55 | ++------------+-------------------------+ + ==Poison: Mild Hallucinogen == Adrenaline Cost:20 Points Contagion Cost: 1 Contagion @@ -258,6 +333,7 @@ Adrenaline Cost: 80 Points Contagion Cost: 1 Contagion Duration: 20 turns Range: Payload (use in combination with other powers) + The biologic agent eats away at the target's flesh and biologic parts at an astonishing rate. The target takes 3d10 damage per turn for the duration of their affliction. They can be cured by decontamination devices or specially @@ -265,6 +341,27 @@ trained doctors. Targets that are wearing a gas mask, but have any exposed biology are affected by this even if a deployment method says they wouldn't. Use of biologic weapons are severely frowned upon in most civilized regions of space. + +== Neural Afibrillator == + +Adrenaline Cost: 50 Points +Needle Cost: 1 Needle +Duration: 2 Actions +Range: 40 m +Miss Chance: 2 +APL: 3 +Damage on hit: 30 + + The Neural Afibrillator is a small module that fits into a needle to deliver +electric shocks. Its indended purpose is for nerual-electric muscle stimulation, +used in electrotherapy for physical therapy. But after you've tweaked it to +shock in a pseudo-random pattern and direction, it mostly just hurts a bit and +causes unpredictable muscle spasms and radically confuses medical nanites. + + Enemies that lose health points to this attack must attempt a DC 90 Shock +Save. On failure, they recieve 40 electric damage and have the Disrupted +Condition for 4 Rounds. On success, they take 20 Electric damage. + ==Biopsy == Adrenaline Cost: 40 Points Needle Cost: 1 Needle @@ -703,12 +800,12 @@ Effect: Target gets a 30 point capacitive shield for the duration of the engagement. This trick works on any race of ally. ==Nanite Restore == -Adrenaline Reward: n/4 +Adrenaline Reward: 10 Points Range: Touch -Action: Free Action -Effect: Transfer n number of Adrenaline points from the Doc to the -patient. If This trick is used on another doctor, no adrenaline points are -earned. +Action: 1 Action +Effect: Choose 1. Remove up to 3 Rounds of cooldown from one unit of +Medical Nanites owned by the target, or the cooldown of the target's next active +feat before your next turn is reduced by up to 3 Rounds, to a minimum of zero. ==Illegal Steroid == Adrenaline Reward: 40 Points diff --git a/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt b/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt index 1a3ef5a1..0043e05f 100644 --- a/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt +++ b/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt @@ -8,25 +8,30 @@ battlefield or between engagements under more calm circumstances. Processes are divided into two categories; Repair Processes and Build Processes. Typically, a Repair Process is any process which heals or buffs a -teammate. Repair Processes typically accrue building materials like Energy and +teammate. Repair Processes typically accrue resources like Potential and Material. Build Processes typically increase an engineer's combat effectiveness through the deployment of drones or mounted weapons. Build Processes typically -expend building materials like Energy and Materials. +expend resources like Potential and Material. Every time an Engineer levels up, they get one new Process from each of the Build and Repair Process categories. Unlocking a Process requires having unlocked the Process below it on the Process Tree. Please see the "Engineer Process Tree - Repair.png" for dependencies. -Energy: - Most procedures that an engineer can perform in the field requires the -expenditure of a non-trivial amount of energy. During combat, an engineer may -overcharge their standard issue batteries as outlined in the Engineer section of -the 02_classes.txt document. When not in combat, energy is vented from the -batteries down to their safe storage limit. If the batteries were to remain -overcharged for longer than the duration of an encounter, they would burn out or -burn up and explode depending on the limit. The max limit and safe storage limit -are outlined in the "02_classes.txt" document in Character Creation. +Potential: + Engineers maintain a swarm of constructor nanites with the relatively rare +capability of working outside a defined, limited environment. These nanites +form a distributed artificial intelligence network capable of rapid processing, +intelligent decision-making, etc. These capabilities are collectively referred to +as the swarm's Potential. Engineers gain Potential as their nanites become more +distributed via Repair processes, and spend Potential to execute Build Processes +at what most factories would consider breakneck speeds. Partly due to size +constraints and partly as a safeguard against grey goo plagues*, these nanites' +intelligence matrices are energy based and non-persistent. While in combat an +Engineer overclocks the Nanites by building potential, but once the situation is +over the nanites need to cool down to their nominal level of Potential to avoid +slagging themselves. Maximums in and out of combat are listed in the +"02_classes.txt" document in Character Creation. Materials: An engineer will often use an extruder or 3D printer in the field to @@ -40,7 +45,8 @@ encounters and over small rests. Munitions: Munitions are used in the engineer's extruder to print more ... active components. Due to regulations munitions extrusion material is not retained -between combat encounters. +between combat encounters - the design has a fundamental instability that +causes the generated munitions to break down harmlessly. Network Motes: Any repair process that an engineer uses on a cybernetic ally (even if that @@ -49,6 +55,12 @@ process doesn't specify that it can only be used on cybernetic allies) leaves a the build tree, the range of the drone is taken from the nearest network mote or the engineer that deployed it. +*Grey goo plague refers to an instance of uncontrolled nanomachine reproduction, +usually the result of some safeguard breaking down. Such cancerous nanomachines +would scavenge whatever material they can find to build more of themselves and +their population would grow exponentially. In theory, a grey goo could wipe out +an entire planetary biosphere. + ============================== Repair Tree ============================== @@ -56,7 +68,7 @@ Repair Tree ===== Cyberphysical ===== == Reboot == -Energy Gain:65 +Potential Gain:65 Action: 1 Action Duration: N/A Range: Touch @@ -67,7 +79,7 @@ then heal them. Not a quiet procedure; detectable within 40m by a perception check of 30. == Data Scrub == -Energy Gain: 35 +Potential Gain: 35 Action: 1 Action Duration: N/A Range: Touch @@ -76,20 +88,20 @@ Range: Touch The engineer makes a repair check opposed by half of the hacker's hack check or dominator's domination check. If the engineer wins, the ally or system is scrubbed and the system control returns to normal. The engineer only receives -Energy for successful scrubs. Be aware that engineers are the only class with +Potential for successful scrubs. Be aware that engineers are the only class with this Process, but not the only class that can scrub a hacked target. == Restore Armor == -Energy Gain: 50 +Potential Gain: 50 Action: 2 Actions Duration: Almost Instant Range: Touch - You tinker with your ally's armor and mend it. Undo any Debuffs on + You tinker with your ally's armor and mend it. Undo any debuffs on your ally's armor such as sundering, battle damage, etc. == Percussive Maintenance == -Energy Gain: 30 +Potential Gain: 30 Action: 1 Action Duration: Almost Instant Range: Touch @@ -98,13 +110,13 @@ Range: Touch deal 10 blunt melee damage to it. Roll luck modifier, with a DC of 1.5 x target's total damage after wrench hit. Add to that DC 10 for each minor status effect and 15 for each major status effect, at the GM's discretion. If The DC is -passed, Fix all minor status effects, one major status effect, or heal one +passed, fix all minor status effects, one major status effect, or heal one wound. This process may only be performed on cybernetic allies, turrets, vehicles or as an RP event. Not to be confused with the Concussive Maintenance Feat. == Defrag == -Energy Gain:15 +Potential Gain:15 Action: 1 Action Duration: Until First Use Range: Touch @@ -115,19 +127,19 @@ your ally continues on their way. Your ally gets a +5% bonus to their next RP roll. == Actuator Overdrive == -Energy Gain:20 +Potential Gain:20 Action: 1 Action Duration: engagement Range: Touch For the duration of an engagement, an ally moves 3m per action more. Ally movement has an absolute cap of 14m per action, even if some other effect -would make it higher. A player may not be overdrived/overclocked more than +would make it higher. A player may not be overdriven/overclocked more than once per engagement. Only works on cybernetic allies. == Discrete Overclock == -Energy Gain:20 +Potential Gain:20 Action: 1 Action Duration: Engagement Range: Touch @@ -137,7 +149,7 @@ also get a +15 to reloading weapons quickly and a +10 to perception checks. Cannot Overclock an Ally more than once per engagement. == Network Targeting == -Energy Gain:20 +Potential Gain:20 Action: 1 Action Duration: Until First Use Range: Touch @@ -150,7 +162,7 @@ drone, robot and turret that is also looking at that target. This effect may be blocked with a hacking attack at DC 20. == System Overclock == -Energy Gain:35 +Potential Gain:35 Action: 1 Action Duration: Engagement Range: Touch @@ -160,7 +172,7 @@ They also get a +35 to reloading weapons quickly and a +10 to perception checks, but take 20 Internal Damage from system overheat. == Colocation Processing == -Energy Gain:20 +Potential Gain:20 Action: 1 Action Duration: Until First Use Range: 6m @@ -171,7 +183,7 @@ ally makes a lockpick, hacking, explosives, repair, heal, or tracking check, they get a +15 to it. == Regression Override == -Energy Gain:60 +Potential Gain:60 Action: 1 Action Duration: 8 Turns Range: Touch @@ -179,7 +191,7 @@ Range: Touch You temporarily disable your cybernetic ally's regression process, the part of their personality program that slows down to triple check the results of their actions. This sends them into a rage mode. They still know -friend from foe, and they still have a jenky understanding of their higher- +friend from foe, and they still have a janky understanding of their higher- order skills like lockpicking, hacking, or social finesse, but they have no fear, no pain, no remorse and no hesitation for about half of a minute. Your ally Cannot feel shock during this duration, and cannot be repaired (they @@ -195,13 +207,13 @@ Damage of wear and tear. An Engineer can only perform a Regression Override once per Encounter. Regression Overrides do not stack. == System Restore == -Energy Gain:35 +Potential Gain:35 Action: 2 Actions Duration: Permanent Range: Touch - Can only be used on a cybernetic subject who's primary data center is still -intact that has "bled out" less than 8 turns ago. The Engineer makes a DC 60 + Can only be used on a cybernetic subject whose primary data center is still +intact that has "bled out" less than 8 Rounds ago. The Engineer makes a DC 60 Repair check. If successful, the subject is now "bleeding out". If the subject is saved, they get the feat "Refurbished". Characters with the "Refurbished" feat have a permanent -1 to Intelligence and can never again be revived with @@ -210,7 +222,7 @@ System Restore. ===== Material/Mechanic ===== == Duct Tape == -Energy Gain:40 +Potential Gain:40 Action: 1 Action Duration: N/A Range: Touch @@ -220,7 +232,7 @@ healed. This trick only works on cybernetic allies, non-sentient robots and machinery. == Weapon Tuning == -Energy Gain:20 +Potential Gain:20 Action: 1 Action Duration: engagement Range: Touch @@ -232,19 +244,19 @@ almost definitely unalign what you've done by the end of the engagement, but hopefully your efforts will help keep your ally alive until then. == Vehicle Repair == -Energy Gain:40 +Potential Gain:40 Action: 4 Actions Duration: almost instant Range: Touch You pull out your tools and quickly repair the damage to a friendly vehicle. It gains 1 vehicle health. While this power is not required to repair -vehicles, it does add a Nanite reward for doing so. It also increases the +vehicles, it does add a Potential reward for doing so. It also increases the effect and may reduce the time taken to repair. == Multisys Repair == -Energy Gain:30*n +Potential Gain:30*n Action: 1 Action Duration: N/A Range: Touch @@ -254,7 +266,7 @@ the number of wounds that the cybernetic ally has. This trick only works on cybernetic beings or machines. == Micro Assembler == -Energy Gain:50 +Potential Gain:50 Action: 1 Action Duration: 8 turns Range: Touch @@ -267,7 +279,7 @@ vulnerable to hack checks at a DC of 50. A hacked micro assembler reveals its location and may deal 5 Internal Damage per turn. == Engine Tuning == -Energy Gain:50 +Potential Gain:50 Action: 6 Actions Duration: Almost Instant Range: Touch @@ -276,11 +288,11 @@ Range: Touch clean the spark plug, dial in the cylinder timing and add your own special sauce to the engine's fuel injector. It will now run at 125% power, and it has full health. Effect may vary by RP. See GM for details. While this power is not -required to boost the effect of a vehicle, it now rewards you in Energy for +required to boost the effect of a vehicle, it now rewards you in Potential for doing so and increases your effectiveness at doing so. == Boilerplate Handiwork == -Energy Gain: 20 Energy +Potential Gain: 20 Potential Material Cost: 20 Material Action: 1 Action Duration: Permanent @@ -292,7 +304,7 @@ down by 1m per action. This effect lasts until that 40 health has been destroyed, or until the engineer takes it off and discards it. == Zero Friction Covalent == -Energy Gain:20 +Potential Gain:20 Action: 1 Action Duration: Until next melee hit Range: Touch @@ -305,7 +317,7 @@ own weapon and the effect only lasts until the next hit. Cannot be used on a weapon more than once at a time. == Sup it Up == -Energy Gain:80 +Potential Gain:80 Action: 12 Actions Duration: 8 turns Range: Touch @@ -319,7 +331,7 @@ include but are not limited to: * adding stabilized chassis for improved accuracy when fired from == Ceramic Catalyst == -Energy Gain: 15 Energy +Potential Gain: 15 Potential Action: 2 Actions Duration: 10 turns or 2 hits Range: Touch @@ -334,26 +346,27 @@ ceramic catalyst on themselves. Ceramic Catalyst decays after exposure to elements for ten turns or three hits, whichever happens first. == Microbot Swarm == -Energy Gain:40 * n +Potential Gain:40 * n Action: 1 Action Duration: 8 turns Range: 4m radius You release a swarm of spider-like micro repair bots that repair -cybernetic allies for 8 turns before running out of power. The microbots are -able to heal 15 health per turn. The microbots burn up if one of their subjects -is affected by plasma burn. For this, the Engineer gains 40 * n Energy, where n -is the number of allies affected. The Engineer can only perform this once per -engagement. A Microassembler uses wireless cloud calculation to stay small, -but on-blueprint. As such, it is vulnerable to hack checks at a DC of 50. A -hacked micro assembler reveals its location and may deal 5 Internal Damage per +cybernetic allies for 8 Rounds before running out of power. The microbots are +able to heal 15 health per Round at the end of the ally's Turn. The microbots +burn up if one of their subjects is affected by plasma burn. For this, the +Engineer gains 40 * n Potential, where n is the number of allies affected. The +Engineer can only perform this once per engagement. A Microassembler uses +wireless cloud calculation to stay small, but on-blueprint. As such, it is +vulnerable to hack checks at a DC of 50. A hacked micro assembler reveals its +location and may deal 5 Internal Damage per Round at the end of the hacker's turn. The microbot swarm director automatically detects disobedient microbots and notifies the Engineer. ===== Optronic/Cycotonic ===== == Repulsor Recharge == -Energy Gain: 20 Energy +Potential Gain: 20 Potential Action: 1 Action Duration: Immediate Range: Touch @@ -363,7 +376,7 @@ charge an ally's shields over their max value. An Engineer cannot recharge their own shields. == Sensory Fuse == -Energy Gain: 10 Energy +Potential Gain: 10 Potential Action: 1 Action Duration: Until fuse pops Range: Touch @@ -375,7 +388,7 @@ hand to install, so an engineer cannot install one in themselves. == B-Filter Buffer == -Energy Gain: 15 Energy +Potential Gain: 15 Potential Action: 1 Action Duration: For one visual perception check Range: Touch @@ -387,7 +400,7 @@ a disposable one-time use paracrystal network that degrades after a time for optimal efficiency. Increases ally's visual perception by 10%. == Repulsor Overcharge == -Energy Gain: 25 Energy +Potential Gain: 25 Potential Action: 1 Action Duration: Immediate Range: Touch @@ -397,7 +410,7 @@ an ally's shields to up to 30 points above their maximum. Shields will normalize down to their maximum after ten turns. == Refractory Spray == -Energy Gain: 15 Energy +Potential Gain: 15 Potential Material Cost: 15 Material Action: 2 Actions Duration: Immediate @@ -409,24 +422,26 @@ laser hit by 45 damage. It also prevents the first damage-over-time effect from that hit (such as plasma burn), if it has one. Looks kinda like sticky glitter. Gives an ally affected by Refractory spray a -20 penalty to visual stealth rolls. Refractory Spray can be detected by metal detectors. Refractory Spray -loses cohesion after ten turns or burns up if hit by an energy attack. +loses cohesion after ten Rounds or burns up if hit by a plasma or laser attack. At level 10, you learn how to apply the spray more evenly and to apply it more liberally to areas that you have seen get hit more often. As such, you are able to stop 80 points of VAE or plasma damage or 60 points of laser damage. == Tune Laser == -Energy Gain: 30 Energy +Potential Gain: 30 Potential Action: 2 Actions Duration: 5 Turns Range: Touch You dial in the potentiometers and realign the focusing crystals. Your ally's laser weapon deals an extra 20 points of damage per hit and has a -1 to -miss (To a minimum to-miss of -0 when target is in light cover). +miss (To a minimum to-miss of -0 when target is in light cover). These +adjustments will likely lose precision after 5 Rounds of combat, and the weapon +will return to the state it was in before tuning. == MoCap Augmentation == -Energy Gain: 20 Energy +Potential Gain: 20 Potential Action: 2 Actions Duration: Immediate Range: Touch @@ -440,29 +455,29 @@ active take a -40 to perception checks at ranges beyond 50m. Since this is less than ideal in non-combat scenarios, you've set it to wear off after ten turns. == Repulsor Projection == -Energy Gain: 10 Energy +Potential Gain: 10 Potential Action: 1 Action Duration: Immediate Range: 10m Recharges an ally's shield by 40 points. May not be used to charge a shield -above it's maximum capacity. An engineer may not charge their own shields. +above its maximum capacity. An engineer may not charge their own shields. == Repulsor Hypercharge == -Energy Gain: 40 Energy +Potential Gain: 40 Potential Action: 2 Actions Duration: Immediate Range: Touch Recharges an ally's shield by 85 points. May be used to charge an ally's shields up to 60 points above their maximum. Shields will normalize down to -their maximum by 5 points per turn at the beginning of that player's turn. -Hypercharged shields make a distinctive crackling noise; players who's shields +their maximum by 5 points per Round at the beginning of that player's turn. +Hypercharged shields make a distinctive crackling noise; players whose shields are Hypercharged take a -20 to stealth rolls. An Engineer cannot Hypercharge their own shields. == Broadcast Repulsion == -Energy Gain: 15 * n Energy, where n is the number of shields affected +Potential Gain: 15 * n Potential, where n is the number of shields affected Action: 2 Actions Duration: Immediate Range: 8m radius centered on engineer @@ -474,7 +489,7 @@ sets a 10 blunt force damage per turn for 4 turns to any enemies in the area of effect as well. A feedback wave ends the Engineer's turn immediately. == Plasma Lacer == -Energy Gain: 20 Energy and 1 Munitions +Potential Gain: 20 Potential and 1 Munitions Action: 2 Actions Duration: 10 Shots Range: Touch @@ -512,7 +527,7 @@ Accuracy Modifier. IO Ports: Most Drones (and a couple of static buildings) will have IO ports. Think of -IO Ports as slots that you can add things to to upgrade your Drone or Building. +IO Ports as slots that you can add things to upgrade your Drone or Building. These upgrades are called Peripherals. If a drone doesn't have an empty IO Port left, then you cannot add another Peripheral to that Drone. Drones cannot dynamically allocate IO ports between more than their capacity. Another way of @@ -527,7 +542,7 @@ for Input/Output Ports. == Dragonfly == Type: Drone -Construction Cost: 30 Energy, 40 material +Construction Cost: 30 Potential, 40 material Control Point Cost: 1 point Build Time: 4 Actions Modular I/O ports: 1 port @@ -540,7 +555,7 @@ Disrupt DC: 30 Pwn DC: 70 The dragonfly is a small, light, fast flying drone that stays close -to it's deployer. Unlike most drones, it cannot use external network motes to +to its deployer. Unlike most drones, it cannot use external network motes to increase its range. It's onboard sensor network gives it's deployer a +6 to perception rolls. It's landing gear can also grasp and carry objects weighing less than 8kg. Powered by a Li+ battery, will almost never explode when @@ -555,7 +570,7 @@ occupied, but does not reimburse its construction cost. == KRO-W5 == Type: Drone -Construction Cost: 45 Energy, 50 Material +Construction Cost: 45 Potential, 50 Material Control Point Cost: 1 point Build Time: 6 Actions Modular I/O ports: 3 ports @@ -586,7 +601,7 @@ occupied, but does not reimburse its construction cost. == PD-5 Scout Bot == Type: Drone -Construction Cost: 50 Energy, 60 Material +Construction Cost: 50 Potential, 60 Material Control Point Cost: 1 point Build Time: 6 Actions Modular I/O ports: 5 ports @@ -606,7 +621,7 @@ Natural AP Strength: 80 This small bipedal drone comes equipped with a distributed computing NIC card for improved performance in large packs. The PD-5 also comes standard with a biometric sharp grasping claws and a tail that adapts procedurally to maintain -balance at high speeds as well as significantly more capacity for peripherals +balance at high speeds as well as significantly more capacity for peripherals than its flying brethren. The grasping claws may make melee attacks with a Melee Miss Chance of 4 for 40 damage. PD-5 bots take a -2 Miss Chance for each other friendly PD-5 within 6m due to their distributed network architecture, but if @@ -622,7 +637,7 @@ occupied, but does not reimburse its construction cost. == Con-D0R == Type: Drone -Construction Cost: 60 Energy, 30 Material +Construction Cost: 60 Potential, 30 Material Control Point Cost: 1 point Build Time: 6 Actions Modular I/O ports: 4 ports @@ -634,7 +649,7 @@ Size: 1m x .6m x .8m Disrupt DC: 40 Pwn DC: 80 - The reCON Direct zero Robot is right where you need it to be. Or if not, + The reCON Direct Zero Robot is right where you need it to be. Or if not, It'll be there extremely soon. While it lacks a little in armor, it is the fastest drone available and carries a decent payload of peripherals. Unfortunately, its long range carrier wave makes it a little more prone to @@ -648,7 +663,7 @@ occupied, but does not reimburse its construction cost. == Cerberus Attack Drone == Type: Drone -Construction Cost: 110 Energy, 90 Material +Construction Cost: 110 Potential, 90 Material Control Point Cost: 2 points Build Time: 8 Actions Modular I/O ports: 9 ports @@ -663,8 +678,8 @@ Pwn DC: 70 Cerberus attack drones are large, heavily armored and armed battlefield behemoths that move slowly but pack a nasty bite. Powered by an uberfuel that tends to explode in a 3m radius when destroyed. Any entity caught in the blast -takes 3 burn tokens and 50 fire damage. They move slowly and have trouble with -stairs, but their turret can quickly turn and fire. See the table below for +takes 3 burn tokens and 50 Thermal Damage. They move slowly and have trouble +with stairs, but their turret can quickly turn and fire. See the table below for stats on the armor of the drone when built by Engineers of different levels. One anti-vehicle hit will down them however. The Cerberus is large enough for a player to take partial cover behind. See the table below for stats on the main @@ -702,7 +717,7 @@ Reflex Modifier: -35 == Titan Multipurpose Drone == Type: Drone -Construction Cost: 270 Energy, 150 Material +Construction Cost: 270 Potential, 150 Material Control Point Cost: 4 points Build Time: 8 Actions Modular I/O ports: 13 ports @@ -727,7 +742,7 @@ occupied, but does not reimburse its construction cost. == Peripheral: popgun == Type: Peripheral -Construction Cost: 10 Energy, 10 Material, 1 Munitions +Construction Cost: 10 Potential, 10 Material, 1 Munitions Build Time: 2 Actions Modular I/O ports: Uses 1 port Ammo: Holds 20 shots @@ -744,15 +759,16 @@ Drone Health: +15 +-------+-----+-----+-----+ A simple 9mm repeater module bolted to the universal adapter ports on a -drone. Reloading takes 2 Actions, but always succeeds and never crits. Drones -reload with perfect consistency. Additional ammo available as a separate -peripheral. As a unique ability, may have red lasers or suppressors added. +drone. Reloading takes 2 Actions, but always succeeds and never hits +critically. Drones reload with perfect consistency. Additional ammo available +as a separate peripheral. As a unique ability, may have red lasers or +suppressors added. Attachments added to a drone are returned when the drone is reclaimed. == Peripheral: Ammo == Type: Peripheral -Construction Cost: 10 Energy, 1 Munitions +Construction Cost: 10 Potential, 1 Munitions Build Time: 2 Actions Modular I/O ports: Uses 1 port Ammo: Holds 3 full refills. @@ -763,7 +779,7 @@ of other drones. Also adds 30 health to a drone. == Peripheral: Tazer == Type: Peripheral -Construction Cost: 50 Energy, 20 Material +Construction Cost: 50 Potential, 20 Material Build Time: 2 Actions Modular I/O ports: Uses 1 port Ammo: Holds 4 shots @@ -787,7 +803,7 @@ losing 3 Actions on their following turn. == Peripheral: Armor == Type: Peripheral -Construction Cost: 10 Energy, 30 Material +Construction Cost: 10 Potential, 30 Material Build Time: 2 Actions Modular I/O ports: Uses 1 port Coverage: +50% @@ -811,7 +827,7 @@ allows armor diagnostics and triggering of reactive ballistic cells. == Peripheral: Shield Capacitor == Type: Peripheral -Construction Cost: 35 Energy, 10 Material +Construction Cost: 35 Potential, 10 Material Build Time: 2 Actions Modular I/O ports: Uses 2 ports Capacity: 80 points @@ -823,7 +839,7 @@ pulse frequency. Glows a neon color, -20 to drone stealth checks. == Peripheral: Minigun == Type: Peripheral -Construction Cost: 40 Energy, 40 Material +Construction Cost: 40 Potential, 40 Material Build Time: 4 Actions Modular I/O ports: Uses 3 ports Ammo: Holds 60 shots @@ -844,11 +860,11 @@ unlocked antennae and shield capacitor peripherals. == Peripheral: Flamethrower == Type: Peripheral -Construction Cost: 30 Energy, 30 Material, 1 Munitions +Construction Cost: 30 Potential, 30 Material, 1 Munitions Build Time: 3 Actions Modular I/O Ports: Uses 2 Ports Ammo: Holds 4 units of 2 Liters of Naphitic Gel. -Damage: 75 Fire Damage +Damage: 75 Thermal Damage Suppression Level: Medium +-------+-----+-----+-----+ @@ -863,18 +879,18 @@ apply 1 x Burning @ DC70% to remove. Apply 1 x Fear on hit. == Peripheral: Antennae == Type: Peripheral -Construction Cost: 10 Energy, 15 Material +Construction Cost: 10 Potential, 15 Material Build Time: 4 Action Range: +10m - A multiphasic antennae, DSP module and strong amplifier allows your drones + A multiphasic antennae, DSP module, and strong amplifier allow your drones to extend their service range. Multiple channels of transmission make your drones easier to detect electronically, but harder to Pwn. +20 DC to enemy Pwn attempts. == Peripheral: Flack Cannon == Type: Peripheral -Construction Cost: 60 Energy, 40 Material and 1 Munitions +Construction Cost: 60 Potential, 40 Material and 1 Munitions Build Time: 2 Actions Modular I/O ports: Uses 3 ports Ammo: Holds 8 shots @@ -896,7 +912,7 @@ door by 65. If the DC becomes 0, the door is blown open. == Peripheral: Rockets == Type: Peripheral -Construction Cost: 80 Energy, 2 Munitions and 40 Material +Construction Cost: 80 Potential, 2 Munitions and 40 Material Build Time: 2 Actions Modular I/O ports: Uses 1 port Ammo: Holds 8 shots @@ -918,7 +934,7 @@ hunter marks don't stack. 2 rocket hits count as an anti-vehicle hit. At level == Peripheral: Network Security Module == Type: Peripheral -Construction Cost: 15 Energy and 10 Material +Construction Cost: 15 Potential and 10 Material Build Time: 2 Actions Modular I/O ports: Uses 1 port Hacking resistance: 20% @@ -934,7 +950,7 @@ the NSM. == Insta-Cover == Type: Structure -Build Cost: 5 Energy and 25 Material +Build Cost: 5 Potential and 25 Material Build Time: 2 Actions Duration: Permanent Health: 2 Vehicle Health @@ -946,7 +962,7 @@ bullets. This gives partial cover for 2 meters in one direction. == Barbed Wire == Type: Structure -Build Cost: 5 Energy and 15 Material +Build Cost: 5 Potential and 15 Material Build Time: 1 Action Duration: Permanent Health: 60 health points; immune to bullets but not to slashing weapons. @@ -962,7 +978,7 @@ most vehicles, but it can pop tires. == Adaptive Gun Mount == Type: Structure -Build Cost: 5 Energy and 15 Material +Build Cost: 5 Potential and 15 Material Build Time: 2 Actions Duration: Permanent Health: 46 health @@ -970,14 +986,14 @@ Size: .5m x .5m x .1m You set up a recoil-dampening weapon stand that grants partial cover and a +1 accuracy bonus to whomever sets up here. Will fit in windows, -off the back of a truck, etc. Adheres to a solid, flat surface. Engineer who -built it gets 10 Energy every time an ally hits a target using their gun mount. -There is no energy reward for an engineer using their own mount. +off the back of a truck, etc. Adheres to a solid, flat surface. The Engineer who +built it gets 10 Potential every time an ally hits a target using their gun mount. +There is no Potential reward for an engineer using their own mount. == Gun Emplacement == Type: Structure -Construction Cost: 40 Energy, 1 Munitions and 40 Material +Construction Cost: 40 Potential, 1 Munitions and 40 Material Build Time: 2 Actions Duration: Permanent Health: 1 vehicle health @@ -999,17 +1015,17 @@ This weapon can be ripped off of its emplacement by a character that has 8 strength or more. When ripped off, the gun has an additional +1 chance to miss. If the gun is fired four times, with four consecutive Actions, the shooter gets a free fifth shot. Every hit that an ally (not you) makes with a -turret that you placed gives you 30 Energy. +turret that you placed gives you 30 Potential. == Snare == Type: Trap -Construction Cost: 5 Energy and 5 Material +Construction Cost: 5 Potential and 5 Material Build Time: 1 Action Disarm DC: 30% Damage: 0 points Range: 1 particular square meter - DC 20 + (20 * Engineer character Level) for an enemy to spot with a max of + DC 20 + (20 * Engineer character Level) for an enemy to spot with a max of 90. When a character steps on a snare, their movement ends. They may not move until they pass a DC 60 Fortitude check. An additional fortitude check may be made at the cost of 1 action. If the engineer who made this is at least level 5 @@ -1021,7 +1037,7 @@ friendly characters. == ASPRO-S system == Type: Structure -Construction Cost: 30 Energy, 1 Munitions and 15 Material +Construction Cost: 30 Potential, 1 Munitions and 15 Material Build Time: 4 Actions Duration: Permanent Health: 50 @@ -1044,7 +1060,7 @@ unable to stop further ordnance. == Sentry == Type: Structure -Construction Cost: 30 Energy, 40 Material and 1 Munitions +Construction Cost: 30 Potential, 40 Material and 1 Munitions Build Time: 4 Actions Duration: Permanent Health: 120 @@ -1066,7 +1082,7 @@ any flat surface that is strong enough to support its weight. == Claymore == Type: Trap -Construction Cost: 10 Energy and 1 Munition +Construction Cost: 10 Potential and 1 Munition Build Time: 1 Action Disarm DC: 60% Damage: 110 points (explosive) @@ -1077,7 +1093,7 @@ may affix a claymore to any hard, flat surface. == Scavenge == Type: Action -Energy Cost: 20 +Potential Cost: 20 Scrap Time: 2 Actions Range: Touch @@ -1092,7 +1108,7 @@ be incompatible with your microassembler. == Light Mortar == Type: Structure -Construction Cost:65 Energy, 45 Material and 1 Munitions +Construction Cost:65 Potential, 45 Material and 1 Munitions Build Time: 8 Actions Duration: Permanent Health: 1 vehicle health @@ -1105,12 +1121,12 @@ hit target with a chance to miss of 3. One shell "clip" takes 2 actions to reload. 130m range with a high arc. Ignores cover penalties if the shell comes straight down on top of the target. Successful hits have a 30% chance to daze the target. Every hit that an ally (not you) makes with a mortar that you placed -gives you 40 Energy. Each emplacement comes with ten shells and may be refilled -at a cost of 100 Energy. +gives you 40 Potential. Each emplacement comes with ten shells and may be refilled +at a cost of 100 Potential. == IED == Type: Trap -Construction Cost: 20 Energy, 15 Material and 1 Munition +Construction Cost: 20 Potential, 15 Material and 1 Munition Build Time: 1 Action Disarm DC: 80% Damage: 180 explosive damage or 3 vehicle damage @@ -1130,7 +1146,7 @@ Stealth(CHA) to conceal it! == Chain Sentry == Type: Structure -Build Cost: 60 Energy, 35 Material and 1 Munitions +Build Cost: 60 Potential, 35 Material and 1 Munitions Build Time: 6 actions Duration: Permanent Health: 1 Vehicle health @@ -1155,12 +1171,12 @@ The stats above are for the combined chainguns. They may not be fired independently. Turns slowly; to change targets more than 90 degrees takes 2 actions. Uses visible spectrum target identification. - Even though Chain sentries fires 8 bullets per action, only two bullets + Even though Chain Sentries fire 8 bullets per action, only two bullets every burst proc any per-bullet effects. == Reverse engineer == Type: Action -Energy Cost: 40 Energy +Potential Cost: 40 Potential Damage: 80 Melee Damage Scrap Time: 2 Actions Range: Touch @@ -1173,7 +1189,7 @@ an enemy Detachment Security Drone would be worth about 120 Material. == Heavy Mortar == Type: Structure -Construction Cost: 90 Energy, 60 Material and 2 Munitions +Construction Cost: 90 Potential, 60 Material and 2 Munitions Build Time: 8 Actions Duration: Permanent Health: 1 vehicle health @@ -1186,12 +1202,12 @@ radius around a hit target with a chance to miss of 3. Three shell "clip" with a 2 action reload time. 300m range with a high arc. Ignores cover penalties if the shell comes straight down on top of the target. Successful hits have a 30% chance to daze the target. Every hit that an ally (not you) makes with a -mortar that you placed gives you 40 Energy. Each emplacement comes with +mortar that you placed gives you 40 Potential. Each emplacement comes with ten shells and may be refilled at a cost of 80 Material. 50m minimum range. == Remote ANFO == Type: Trap -Construction Cost: 15 Energy and 3 Munitions +Construction Cost: 15 Potential and 3 Munitions Build Time: 1 Action Disarm DC: 80% Damage: 250 explosive damage or 4 vehicle damage @@ -1200,8 +1216,8 @@ Range: 6m radius "um... sir, should you be... are you cleared to have that?" Won't detonate if shot. Even with plasma. And, boy does this sucker pack a punch. DC of 30 to hack it and set it off early. Setting one gives you a remote that can easily be -held in an off hand, even if using a 2 handed weapon. If a teammate detonates -the ANFO, the engineer that set it gains 10 Energy. Anyone within 9m radius of +held in an offhand, even if using a 2 handed weapon. If a teammate detonates +the ANFO, the engineer that set it gains 10 Potential. Anyone within 9m radius of the blast gets an "ears are ringing" status effect which gives a -90% to perception checks based on sound for three turns. Remote ANFO comes in a sticky bundle and will cling to any shaped hard surface. It will even cling to the @@ -1209,7 +1225,7 @@ wings of dropships during reentry. == Rocket Sentry == Type: Structure -Build Cost: 80 energy, 60 Material and 2 Munitions +Build Cost: 80 Potential, 60 Material and 2 Munitions Build Time: 6 Actions Duration: Permanent Health: 2 Vehicle Health @@ -1239,7 +1255,7 @@ hunter marks don't stack. 2 rocket hits count as an anti-vehicle hit. == Bubble Shield == Type: Structure -Construction Cost: 60 energy and 10 Material +Construction Cost: 60 Potential and 10 Material Build Time: 2 Actions Duration: 30 rounds or end of encounter Health: 30 @@ -1249,12 +1265,12 @@ Size: 1m x 1m x 1m shield that nobody can shoot through, but anyone can walk through or melee through. The shield will stop 120 damage per turn or one vehicle damage before popping. Once a shield has popped, it will need to be repaired at a cost -of 20 Energy and 2 actions. Cannot be repaired more than twice. +of 20 Potential and 2 actions. Cannot be repaired more than twice. == Entrench == Type: Structure -Build Cost: 40 Energy and 10 Material +Build Cost: 40 Potential and 10 Material Build Time: 8 Actions Duration: Permanent Health: 4 Vehicle Health @@ -1270,7 +1286,7 @@ of good cover for 360 degrees. == Spotter == Type: Drone -Build Cost: 30 Energy and 20 Material +Build Cost: 30 Potential and 20 Material Build Time: 2 Actions Duration: Permanent Health: 40 Points @@ -1294,26 +1310,26 @@ many similar models, the spotter drone is quite stealthy. == Darknet Processor == Type: Structure -Build Cost: 20 Energy and 5 Material +Build Cost: 20 Potential and 5 Material Build Time: 4 Actions Duration: Permanent Health: 80 points Size: .75 x .75. .5 (base) antennae is adjustable - You didn't exactly understand what your Priest was saying about what was in + You didn't exactly understand what your Hacker was saying about what was in this thing, but you could tell he was quite excited. Something about hexadecimal core processor, radio and wireless peripherals, embedded botnet, altera SHIELD encryption accelerator, digital signal processor, signal triangulator and all -wrapped up with a web application firewall. Allows any Priest within 8m of the +wrapped up with a web application firewall. Allows any Hacker within 8m of the station to make wireless hacking checks with a +20 to rolls. Gives friendly drones in range a +10 to resist being hacked. Also provides four friendly network nodes, all isolated by separate firewalls. The engineer who deployed -this gets 10 Energy for each system disrupted and 20 Energy for each system -pwned using this antennae. +this gets 10 Potential for each system disrupted and 20 Potential for each system +pwned using this antenna. == Noisy Cricket == Type: Disposable munition system -Build Cost: 30 Energy, 25 Material and 2 Munitions +Build Cost: 30 Potential, 25 Material and 2 Munitions Build Time: 2 Actions Duration: until it runs out of ammo Range: 60m @@ -1335,13 +1351,13 @@ You hand an allied gunslinger a little sidearm that has been your pet project for a while. Ignores shields. After every shot, the player who fired it rolls luck. If they roll over 80 (modified), all enemies who took damage have their shields wink out due to EMP. If they roll under 10, their shields and any nearby -allies within 5m of them lose their shields due to EMP. Does not effect the +allies within 5m of them lose their shields due to EMP. Does not affect the function of drones or robots. Every enemy hit with the noisy cricket gives 30 -Energy to the engineer who built it. +Potential to the engineer who built it. == Overshield Inductor == Type: Drone -Build Cost: 40 Energy and 15 Material +Build Cost: 40 Potential and 15 Material Build Time: 2 Actions Duration: Permanent Health: 20 Points @@ -1354,11 +1370,11 @@ heals any damage to your teammate's shields by 20 points at the end of your teammate's turn every turn. It's not really quiet though, so the teammate that the drone is following cannot score stealth rolls above 70. For every 20 points (including the first 40 of over-heal) of shield strength that the drone heals, -the engineer who built it gets 15 Energy in return. +the engineer who built it gets 15 Potential in return. == Pointer == Type: Drone -Construction Cost: 40 Energy and 40 Material +Construction Cost: 40 Potential and 40 Material Control Point Cost: 0 points Build Time: 4 Actions Modular I/O ports: 2 ports @@ -1387,7 +1403,7 @@ fire while pointing. Pointers are not quiet and cap stealth scores at 80. == Medic Drone == Type: Drone -Build Cost: 40 Energy and 40 Material +Build Cost: 40 Potential and 40 Material Build Time: 2 Actions Duration: Permanent Health: 20 Points @@ -1400,13 +1416,13 @@ one particular medic and speeds up all Hippocratic procedures to 1 action (no effect if an action would be just one action or faster anyway). It also adds a +15 to medical skill checks and adds a +15 to perception checks made by that medic. The medic drone does not cost any control points. The engineer who -deployed the medic drone is able to reclaim 10 Energy every time the medic uses +deployed the medic drone is able to reclaim 10 Potential every time the medic uses the drone to heal something. Medic drones are not quiet and limit a medic to a stealth score of 75 while active. == BFG == Type: Disposable munition system -Build Cost: 60 Energy, 40 Material and 1 Munition +Build Cost: 60 Potential, 40 Material and 1 Munition Build Time: 2 Actions Duration: until it runs out of ammo Clip: 4 Ni U Rods @@ -1419,27 +1435,27 @@ Damage: 120 explosive damage, ignores armor. +-------+------+------+-----+ You assemble a large antimatter slug impeller on the ground and instruct -your weapons specialist to pick it up and use it until the cannister runs out. +your weapons specialist to pick it up and use it until the canister runs out. You explain that he shouldn't drop it, but don't break his brain with the -physics behind it. The Engineer that deploys this gets 30 Energy per hit with +physics behind it. The Engineer that deploys this gets 30 Potential per hit with this weapon. == Cloaking Capacitor == Type: Wearable -Build Cost: 30 Energy and 25 Material +Build Cost: 30 Potential and 25 Material Build Time: 2 Actions Duration: Permanent Health: 40 Points Size: .5m x .5m x .3m you attach a Nanite capacitor to your teammate's cloaking armor, which -allows it to maintain a cloak for 2 more turns. The engineer who deploys this -gets 50 Energy in return. A cloaking capacitor is detectable by detect high +allows it to maintain a cloak for 2 more Rounds. The engineer who deploys this +gets 50 Potential in return. A cloaking capacitor is detectable by detect high tech rolls above a 1. == Defender == Type: Drone -Construction Cost: 45 Energy and 45 Material +Construction Cost: 45 Potential and 45 Material Control Point Cost: 0 points Build Time: 6 Actions Modular I/O ports: 3 ports diff --git a/CharacterCreation/Class-Specific Documentation/Hacker Exploits.txt b/CharacterCreation/Class-Specific Documentation/Hacker Exploits.txt new file mode 100644 index 00000000..3cfb5c75 --- /dev/null +++ b/CharacterCreation/Class-Specific Documentation/Hacker Exploits.txt @@ -0,0 +1,43 @@ +============================== +Hacker Exploits +============================== + + Hackers use a number of techniques called "Exploits" to cause mischief on +the modern digital battlefield. An Exploit can only be used on a target that has +a matching "Vulnerability" to that Exploit. + +===== Disrupt ===== + +Duration: 1 Action +DC: Listed on target +Range: 20m + + You use your scripts to cause a process in the target to "hang" or to pause +infinitely. Depending on the target, this may cause a communication system to +emit static instead of a teammate's voice or to prevent automated turrets from +firing. + + Most high-tech items have a Disrupt DC listed on them along with specific +instructions as to what happens to them if they are disrupted. A Character that +is affected by the Disrupt Exploit gains the Disrupted Condition. See the +"Conditions" document for more information. + +===== RAT ===== + +Duration: 2 Actions +DC: Listed on target +Range: 20m + + You deploy a type of malware called a Remote Access Tool, or RAT for short. +The RAT attempts to "PWN" (pronounced "/pōn/", rhymes with throne) its target. +A pwned target is under the control of the hacker until the malware is removed. + + Most high-tech items have a PWN DC listed on them, along with instructions +as to what happens when the item is pwned. If not listed, a pwned target is +under the direct control of the Hacker. The Hacker must use 1 Action to direct +any pwned targets on the Hacker's turn. When the Hacker does this, the target +can make up to 3 Actions on behalf of the Hacker during the Hacker's turn. If +the target is a sentient cybernetic Character, they may make a Will Save opposed +by the Hacker's Hacking(Intelligence) Check to break free of the PWN. A +Cybernetic Character that has broken a PWN is immune to it for the rest of the +encounter. diff --git a/CharacterCreation/Class-Specific Documentation/Hunters_Dog.txt b/CharacterCreation/Class-Specific Documentation/Hunters_Dog.txt new file mode 100644 index 00000000..19abceb7 --- /dev/null +++ b/CharacterCreation/Class-Specific Documentation/Hunters_Dog.txt @@ -0,0 +1,67 @@ +============================== +Hunter's Dog Rules and Stats +============================== + + +===== Dog Rules ===== + + The Dog cannot use weapons, armor nor non-food items. + + The Dog is smaller than most combatants and moves very quickly. If the Dog +has moved at least 8m on their last turn, they are considered to be in partial +cover from all angles. + + The Dog has no guard in melee. Instead, up to four times per round the dog +may roll a reflex save of DC 70 to dodge a melee attack. + +===== Dog Stats ===== + +Health: 80 +Strength: 4 +Perception: 12 +Fortitude: 3 +Charisma: 8 +Intelligence: 2 +Dexterity: 12 +Luck: 5 + +Awareness: 22 +Will: 10 +Reflex: 36 +Shock: -2 + +Move Speed Per Action: 6 +Death Saving Throws: 3 +Nanites: 0 + + The Dog has a +(level x 4) bonus to Investigation Checks and Awareness Saves +that their sense of smell can help with. + + The Dog can use tricks like "lay down," "shake," "fetch," or "chase your +tail" to charm or distract characters in the area. When they do, the target must +succeed on a Will save opposed by the dog's Performance (Cha) roll. + + The Dog's primary weapon is their bite. Their melee roll is +6 + (level/4) + roll. On a successful hit, the target is grappled with the Dog +in control, and the target must make a Shock Save of DC 76. If the target +succeeds on the shock save, they stay standing with the Dog in control of the +grapple. If they fail the Shock Save, the target is knocked prone also with the +dog in control of the grapple. + + Every time the Dog makes a melee attack while it is in control of a +grapple, it deals 60 damage. Dog attacks usually involve the dog either making +subsequent bites, and/or shaking their head viciously to shred what they're +currently biting on to ribbons. + +===== Notes on Role-Playing A Dog ===== + +== Projecting == + +In testing, we have found that players who love animals (sometimes beloved +animals who have passed on) sometimes play a hunter in order to project complex +feelings onto their pretend pet as catharsis. This may lead to unforeseen hurt +feelings if the pretend pet is damaged, killed or is interacted with in an way +that the player didn't expect during role play. It is left as a choice between +the DM and the player if this kind of play is encouraged or discouraged. We do +however strongly recommend having a discussion between the DM and that player +about cognitive projection prior to playing a Hunter with a dog. \ No newline at end of file diff --git a/CharacterCreation/Class-Specific Documentation/Tome of Spells.txt b/CharacterCreation/Class-Specific Documentation/Tome of Spells.txt deleted file mode 100644 index 220e33b6..00000000 --- a/CharacterCreation/Class-Specific Documentation/Tome of Spells.txt +++ /dev/null @@ -1,183 +0,0 @@ -/*============================================================================= - * Tome of Spells - * For a 1 action spell to be cast, the caster must pass a DC equal to the - * Nanites spent on the spell, max 100. For paladins, the DC is instead 5* the - * favor cost of the spell. For example, Sword of Righteousness has a Cast DC - * of 60 (5 * 12 favor). The DC must be passed before any nanites are spent, - * so if the DC is failed, no Nanites are lost. - * - *===========================================================================*/ - //Level 1: - Detect High-Magic [10]: Detect any highly advanced technology in the - immediate area. Works like a sixth sense in terms of range and - strength. Potential uses include sensing what the most powerful piece - of tech is, relative tech strengths of multiple objects, or discerning - possible manufacturer of tech. - //dev note: "works like sixth sense" ... which is how exactly? Or where would one look this up? - //Level 3: - Dispell - //Level 5: - - //Level 7: - - //Level 9: - - //Level 11: - - //Level 13: - - //Level 15: - - //Level 17: - - //Level 19: - -//============================== -// Paladin Spells & Prayers -//============================== - Prayers take 2 Actions to complete and any nanites spent on them are - lost until the effects of the prayer wear off. Spells are 1 Action to - cast and remove the listed amount of nanites once cast. By default, spells - are not affected by cover unless explicitly stated in the description. - Aura Effect: All characters within Cha meters (or as noted) are affected, - regardless of cover. - Area of Effect: All characters in a Cha meter diameter are affected, but - cover may affect the spell depending on the description. This area can be - up to Cha+ meters away. - Personal Effect: Affects the caster. - Ranged Effect: Cha+ meter range. - Touch Effect: Paladin must make contact with target to cast spell. - Weapon Augment: Affects a weapon (Mellee or Ranged but NOT Improvised) - within Cha meters. - //-------------------- - // Spells - //-------------------- - - {2} Lay on Hands: [15] - | Touch Effect: Restore 20 HP to an ally or stabilize them. - | - V - {4} Cure Light Wounds: [29] - | Touch Effect: Restore 30 HP to an ally. Heals a small wound. (less - | than 40 damage sustained from a single source). - | - V - {8} Cure Moderate Wounds: [43] - | Touch Effect: Restore 50 HP to an ally. Heals a moderate wound. - | (less than 60 damage sustained from a single source). - | - V - {12} Divine Blessing: [72] - | Touch Effect: Restore 90 HP to an ally. Heals a heavy wound and - | revives ally. (Less than 90 damage sustained from a single source). - | - V - {20} Divine Intervention: [126] - Touch Effect: Restores an ally from the brink of death. If an ally's - health drops below 0 during the encounter and would normally - perish, so long as this spell is used during the same encounter - they will be revived to 1/4 of their max HP. - - - {5} Holy Blade: [22] - | Ranged Spell: + 5 damage on ally's weapon for 3 turns. - | - V - {12} Sword of Righteousness: [86] - +15 damage for the remainder of the encounter. Can only be used - when facing Evil characters. - - {5} Divine Armour: [22] - Ranged Spell: +60 Armor Points to an ally's armour, single use. - - {5} Righteous Fury: [14] - | Personal Effect: Cannot take cover for 5 turns. +20 Armor Points and +10 - | damage for 3 turns. - | - V - {10} Righteous Rage: [29] - Cannot take cover for 5 turns. +30 Armor Points, +15 damage, - and +1m movement per Action for 4 turns. - - {2} Piercing Blow: [7] - Weapon Augment: Target is Pinned Down. - - {8} Bullet Ward: [43] - Aura Effect: All allies within 2*Cha meters gain +10 Armor Points for 4 turns. - - //Good Unique - {5} Wall of Protection: [36] - Summon a wall 2m tall, 3m wide and .25m thick. Provides Full - cover. Each 1m x 1m chunk has 70 health. The wall can be summoned - on any empty squares or squares only occupied by medium sized - characters within Cha meters of the caster. - - {5} Crimson Flame: [18] - | Weapon Augment: You imbue an ally's or your own weapon with divine - | energy. +20 damage, single attack. Inflicts 1x Burning. - | - V - {10} Violet Flame: [32] - | +40 damage, single attack. Inflicts 1x Burning. - | - V - {15} Blue Flame: [47] - +60 damage, single attack. Inflicts 1x Burning. - - //Neutral Unique - {5} Negate Attack: [36] - | Ranged Effect: Negate 70 damage from an attack coming at an ally - | within CHA # of meters range. - | - V - {10} Redirect Attack: [47] - Negate 70 damage from an attack targeting an ally within CHA # of meters - range and choose a target within CHA+ m range to take the damage. - //Evil Unique - - //-------------------- - // Prayers - //-------------------- - {8} Prayer of Vengeance: [32] - Personal Effect: When a team member gains the Downed condition, - you gain +10 Armor Points and +10 damage for the next 4 turns. - - {10} Prayer of Meditation: [0] - Personal Effect: Take 4 actions to Pray. Regain 40 Nanites. - - {25} Prayer of Sorrow: [108] - Weapon Augment: You imbue your own weapon with divine energy. - +200 damage, single attack. After the attack, take 200 damage and - gain the Downed condition. - - {} Prayer: [] - - {} : [] - - {} Prayer: [] - - {} : [] - //Good Unique - {15} Prayer of Peace: [72] - Area of effect, CHA meter diameter centered on caster: Targets - caught within the effect cannot attack for 3 turns. Affectees gain - a penalty attack on anyone who attacks them while they are - stunned, except if the attacker is in stealth or out of sight. - Paladins cannot use this prayer with the intent of an ally to - attack the stunned opponents. - - //Neutral Unique - {15} Prayer of Silence: [144] - Aura Effect: Drain 100 Nanites from each character within CHA - meters of you. Any deficiency takes damage instead, and the - Paladin gains only the amount of nanites held by the target at - the time the prayer takes effect. - - {10} Prayer of Solitude: [58] - Touch Effect: target is incapacitated, trapped in a mental prison - for CHA/2 turns. Will Save DC 60 + CHA+ on cast. Nanites spent on - this prayer are lost until the prayer completes. - - //Evil Unique - {15} Prayer of Halting: [29] - Ranged Effect: Target loses any Nanite-Based abilities for 3 turns. diff --git a/Items/04_00_WeaponAttachments.txt b/Items/04_00_WeaponAttachments.txt index b5284c6c..c6abb376 100644 --- a/Items/04_00_WeaponAttachments.txt +++ b/Items/04_00_WeaponAttachments.txt @@ -585,6 +585,21 @@ biologic targets and armor. by each shot by 20 points, but if the round hits the health pool of a cybernetic target, it deals an extra 45 damage. +== Flechette Shells ($2.5 x mag cost) == + + Flechette (Fle - shet) shells are a shotgun only spreading shot, which contains +flight sustaining, titanium alloy darts. They are quite effective at weakening flesh +and circuitry, and can pierce through materials to reach its target. These particular +type of pointed bits are great at travelling short distances, but lose trajectory +the greater the distance. + +When using Flechette shells, increase damage 40% when shots pierce or miss armor. +When in use, the APL of weapon is increased by 1. Gain +10m to R1, -5m to R2, and a -10m to R3. +All damage dealt to armor with these rounds deal 50% damage. Because of the range modifiers, R1 +holds priority over the other brakets. For example, if R1 becomes 20m, and R2 becomes 15m, then +R1 is what will be used, and R2 will be disrarded entirely. If R3 does this as well, then R1 or +R2 will be used in its place, depending on which range R3 overlaps with. If any of the range +brackets are the same, the lowest bracket will be used. Ex: R1 instead of R2/R3, R2 instead of R3. == Shredder Rounds ($2 x mag cost) == @@ -610,6 +625,17 @@ and you roll a crit when using Vorpal rounds, your gun deals 80 + 10 (for crit) + 8 (Vorpal damage) = 98. If you scored an extra-crit with the same weapon, you'd do 80 + 20 (extra crit damage) + 16 = 116 damage. +== Naphoxic Gel ($1.5 x mag cost) == + + Naphitic gel with small oxygen capsules dispersed inside. Standard flame thrower +gel requires atmospheric oxygen to burn, and as such cannot be used in a vacuum. +Naphoxic gel can be burnt in any environment, including space and underwater. +While in atmospheres with oxygen, it burns hotter than normal gel. The added oxygen +in the tank reduces its overall fuel capacity. + + Ammo Capacity: -20% (rounded down) + Base Damage: +10% (in atmosphere) + ============================== Total Conversions ============================== diff --git a/Items/04_01_Melee_&_Thrown_Weapons.txt b/Items/04_01_Melee_&_Thrown_Weapons.txt index ec471559..e0e0bef2 100644 --- a/Items/04_01_Melee_&_Thrown_Weapons.txt +++ b/Items/04_01_Melee_&_Thrown_Weapons.txt @@ -1,43 +1,68 @@ ============================== -MELEE WEAPONS & UNARMED FIGHTING +Unarmed Strike ============================== - These weapons/attacks use an 'Accuracy Modifier' instead of -a 'Miss Chance'. This modifier is added to your combat dex modifier and -and any relevant skill(s) to help you beat your opponent's guard DC. -Melee weapons don't normally pierce armor, unless they state otherwise. +== Unarmed Strike == + +Damage: 20 + STR mod + DEX mod Ballistic, minimum 10 +Range: Adjacent (1m) +Accuracy Modifier: 0 + + Some species may have anatomies that allow for exotic damage types, +like Electric or Internal, on their Unarmed Strikes. DM discretion applies. ============================== -UNARMED +Improvised Weapons ============================== -== Unarmed Strike == +== Improvised Light Weapon == -Damage: 20 + STR mod + DEX mod, minimum 10 +Damage: 30 + STR mod + DEX mod Ballistic, minimum 10 Range: Adjacent (1m) Accuracy Modifier: -2 DEX Requirement: 2 + Some improvised weapons may have alternate damage types, at the DM's +discretion. + +== Improvised One-handed Weapon == + +Damage: 50 + STR mod Ballistic +Range: Adjacent (1m) +Accuracy Modifier: 1 + + Some improvised weapons may have alternate damage types, at the DM's +discretion. + +== Improvised Two-handed Weapon == + +Damage: 50 + 2*STR mod Ballistic +Range: Adjacent (1m) +Accuracy Modifier: -1 + + Some improvised weapons may have alternate damage types, at the DM's +discretion. This weapon has a Guard modifier of +1. + ============================== -MELEE WEAPONS +Melee Weapons ============================== -===== LEVEL 1 REQUIREMENT WEAPONS ===== +===== Level 1 Requirement Weapons ===== == Eliazar Plasma Torch $240 == -Damage: 30 + 2x Plasma Burn +Damage: 30 Fire + 2x Burn Size: Light Range: Adjacent (1m) Accuracy Modifier: +1 -STR Requirement: 3 +STR Requirement: 3 Plasma. Can quickly repair vehicles with welding materials, seal/cut through moderate doors, and make temporary cover. -40% stealth for being quiet on stealth attacks. == Gurber G1 Combat Knife $315 == -Damage: 40 + STR + 2*DEX + 1xBleed +Damage: 34 + 2*DEX mod Ballistic + 1xBleed Size: Light Range: Adjacent (1m) Accuracy Modifier: +1 @@ -45,17 +70,29 @@ DEX Requirement: 3 == Gurber GS101 Combat Sword $680 == -Damage: 50 + 2*STR + 2*DEX + 1xBleed +Damage: 54 + 2*STR mod + 1*DEX mod Ballistic + 1xBleed Size: One-handed -Range: 2m +Range: Adjacent (1m) Accuracy Modifier: +2 DEX Requirement: 4 -===== LEVEL 5 REQUIREMENT WEAPONS ===== +== Whackbush Arms Mark 14 C-Fiber 6ft Hunting Spear $820 == + +Damage: 40 + 3*STR mod + 1*DEX mod Ballistic +Size: Two-handed +Range: Adjacent (1m) +Accuracy Modifier: +2 +DEX Requirement: 2 + + If you down an enemy with this weapon without a critical hit, +you must spend an Action to remove it from the target before you can +attack with it again. + +===== Level 5 Requirement Weapons ===== == Guri Grabber Knife $470 == -Damage: 30 + STR + 2*DEX + 1xBleed +Damage: 24 + 2*DEX mod Ballistic + 1xBleed Size: Light Range: Adjacent (1m) Accuracy Modifier: +1 @@ -67,7 +104,7 @@ grappling checks. Whenever you roll a successful grappling check, you may deal == Guri Carbon Whip $560 == -Damage: 30 + 3*STR + 2*DEX +Damage: 50 + 2*DEX mod Ballistic Size: Exotic - One-handed Range: 3m Accuracy Modifier: +1 @@ -80,7 +117,7 @@ must have [Trained] or [Expert] to use their respective rules). == SPECO SP10 VAE Combat Knife $640 == -Damage: 45 + STR + 2*DEX + 1xBleed +Damage: 34 + 2*DEX mod Ballistic + 1xBleed Size: Light Range: Adjacent (1m) Accuracy Modifier: +1 @@ -90,7 +127,7 @@ DEX Requirement: 4 == SPECO SPC50 VAE Circular Saw $695 == -Damage: 55 + STR + 1xBleed +Damage: 55 Ballistic + 1xBleed Size: Two-handed Range: Adjacent (1m) Accuracy Modifier: +1 @@ -102,33 +139,31 @@ this weapon. == SPECO SP30 VAE Combat Sword $1245 == -Damage: 55 + 2*STR + 2*DEX + 1xBleed +Damage: 56 + 2*STR mod + 1*DEX mod Ballistic + 1xBleed Size: One-handed -Range: 2m +Range: Adjacent (1m) Accuracy Modifier: +2 DEX Requirement: 6 Voltage Aligned Edge; ignores standard armor -===== LEVEL 10 REQUIREMENT WEAPONS ===== +===== Level 10 Requirement Weapons ===== == Eliazar E500 Assisted-Sledgehammer $811 == -Damage: 50 + 6*STR +Damage: 32 + 6*STR mod Ballistic, minimum 20 Size: Two-handed -Range: 2m +Range: Adjacent (1m) Accuracy Modifier: +0 STR Requirement: 6 - Considered concussive (explosive) damage. Hits armor points -before physical damage if the target's armor has defense against explosive (i.e. -concussive) damage. If armor roll is greater than 50%, target rolls a DC 50% -fort save for a broken limb of your choice. -20% stealth rolls for being quiet -on stealth attacks. Reduces door-breaking DC by 30% per hit. + If armor roll is greater than 50, target rolls a DC 50 Fort save +for a broken limb of your choice. -20 to stealth rolls for being quiet +on stealth attacks. Reduces the DC to break down a door by 30 per hit. == Eliazar E5500 Power Fist $880 == -Damage: 50 + 5*STR +Damage: 10 + 5*STR mod Ballistic, minimum 20 Size: Light Range: Adjacent (1m) Accuracy Modifier: +1 @@ -142,9 +177,9 @@ door-breaking DC by 45% per hit. == Muzashi VAE Katana $1354 == -Damage: 60 + STR + 3*DEX + 2xBleed +Damage: 56 + 2*STR mod + DEX mod Ballistic + 2xBleed Size: One-handed - Hybrid -Range: 2m +Range: Adjacent (1m) Accuracy Modifier: +2 DEX Requirement: 6 @@ -152,45 +187,27 @@ DEX Requirement: 6 == Eliazar Plasma Sword $987 == -Damage: 50 + STR + 2*DEX + 3xPlasma Burn +Damage: 56 + 2*STR mod + DEX mod Plasma + 2xPlasma Burn Size: One-handed -Range: 2m +Range: Adjacent (1m) Accuracy Modifier: +2 DEX Requirement: 4 Plasma effect reduces armor by 1 level as usual, but this effect applies -during the sword hit (instead of after). If the target has a standard -(non-Nanite) shield, all plasma burn is canceled, the shield takes 30 damage and +during the sword hit (instead of after). If the target has a standard shield, +all plasma burn is canceled, the shield takes 30 damage and the plasma sword passes through the shield. ============================== -THROWN WEAPONS +Throwing Weapons ============================== - These weapons work similarly to guns. However your range is determined by -your DEX or STR and your miss chance is reduced by your [Combat PER Mod] + [1 -for every 10 Thrown Weapon Skill]. Like melee attacks, if you roll a Crit or 3+ -above your Miss Chance, you ignore the target's armor and deal full damage. Misc -thrown weapons also benefit from Stealth Attacks (see basic rules). - - If you have Hand-to-Hand trained, +10 base damage for all misc thrown -weapons. Instead, if you have Hand-to-Hand Expert, +20 base damage for all misc -thrown weapons. - - Also, If you have melee combat skill >=20 then all DEX or STR requirements -for Misc. Thrown Weapons are reduced by 1. - - All misc thrown weapons have a Reflex Modifier: -10 - - (When dividing Thrown Weapon Skill, drop the remainder) - - -===== LEVEL 1 REQUIREMENT WEAPONS ===== +===== Level 1 Requirement Weapons ===== == Gurber Throwing Knife $80 == -Damage: 15 + STR + DEX + [Thrown Weapon Skill]/2 + 1xBleed +Damage: 34 + 2*DEX mod Ballistic + 1xBleed Size: Light DEX Requirement: 5 AP Level: 2 @@ -202,11 +219,11 @@ AP Level: 2 For melee, 15+STR+2*DEX+1xBleed, +1 melee accuracy. 2 per Secondary Ammo Slot. -===== LEVEL 5 REQUIREMENT WEAPONS ===== +===== Level 5 Requirement Weapons ===== == EAL Tactical Throwing Axe $160 == -Damage: 25 + 3*STR + DEX + [Thrown Weapon Skill]/2 + 1xBleed +Damage: 44 + STR mod + DEX mod Ballistic + 1xBleed Size: Light STR Requirement: 5 AP Level: 3 @@ -219,11 +236,11 @@ AP Level: 3 For melee, 40 + 2 * STR + DEX + 1 x Bleed, +1 melee accuracy. 1 per Secondary Ammo Slot. -===== LEVEL 10 REQUIREMENT WEAPONS ===== +===== Level 10 Requirement Weapons ===== == Carbide Kunai $120 == -Damage: 25 + STR + DEX + [Thrown Weapon Skill]/2 + 1xBleed +Damage: 34 + 2*DEX mod Ballistic + 1xBleed Size: Light DEX Requirement: 6 AP Level: 4 @@ -238,7 +255,7 @@ When thrown, +30% to stealth rolls to hide the attack. == Plasma Catalyst Kunai $160 == -Damage: 10 + STR + DEX + [Thrown Weapon Skill]/2 + 3xPlasma Burn +Damage: 34 + 2*DEX mod Plasma + 3xPlasma Burn Size: Light DEX Requirement: 6 AP Level: 5 @@ -252,27 +269,14 @@ AP Level: 5 Ammo Slot. ============================== -GRENADES +Grenades ============================== - All grenades require an explosives skill of at least 10 to use. -Targets can roll a luck or perception check at DC 60+[your explosives skill]% in -order to dodge/attempt to jump out of the way. You can 'cook' a grenade in your -hand for 1 action to make it impossible for an enemy to dodge. - - Gain -2 miss chance if you are throwing under half of your grenade's max -throwing distance. If you fail your throw within 1 miss chance of the minimum, -roll d4 meters for how off-target the grenade throw is. If you fail your throw -beyond 1 miss chance, roll a d10 instead. - - All grenades have a Reflex Modifier: -10 - - -===== LEVEL 1 REQUIREMENT WEAPONS ===== +===== Level 1 Requirement Weapons ===== == ECSC Smoke Grenade $50 == -Damage: D10 burn damage to exact spot of impact +Damage: D10 Thermal Damage to exact spot of impact Ranged Miss Chance (to land where intended): 5 out to 10+[DEX or STR]*2 meters Armor Piercing Level: 0 @@ -287,7 +291,7 @@ all the way through the smoke. Smoke lasts for 12 turns or 2 minutes. == ECSC CID Chemical Incapacitation Device (Gas grenade) $50 == -Damage: D10 burn damage to exact spot of impact +Damage: D10 Thermal Damage to exact spot of impact Ranged Miss Chance (to land where intended): 5 out to 7+[DEX or STR]*2 meters Armor Piercing Level: 0 @@ -300,7 +304,7 @@ and coughing for 6 turns. Gas cloud persists for 2 turns after initial detonatio == RMM Flash-Bang Distraction and Clearing Device $50 == -Damage: D10 burn damage to exact spot of impact +Damage: D10 Thermal Damage to exact spot of impact Ranged Miss Chance (to land where intended): 6 out to 10+[DEX or STR]*2 meters Armor Piercing Level: 0 @@ -311,7 +315,7 @@ radius. == ECSC Fragmentation Grenade $90 == -Damage: D10 burn damage to exact spot of impact +Damage: D10 Thermal Damage to exact spot of impact Ranged Miss Chance (to land where intended): 5 out to 10+[DEX or STR]*2 meters Armor Piercing Level: 1 @@ -335,11 +339,11 @@ resist stun for 1 turn. Can destroy a 3 meter radius of concrete or a 1m radius of steel. Jury-rigging can make the explosive throwable (after set-up) with a 5 miss chance out to 5+[DEX or STR] meters. -===== LEVEL 5 REQUIREMENT WEAPONS ===== +===== Level 5 Requirement Weapons ===== == RMM Frag+ Grenade $140 == -Damage: D10 burn damage to exact spot of impact +Damage: D10 Thermal Damage to exact spot of impact Ranged Miss Chance (to land where intended): 5 out to 10+[DEX or STR]*2 meters Armor Piercing Level: 2 @@ -351,7 +355,7 @@ must damage health to cause Bleed. == Frontier Chemical Grenade $70 == -Damage: D10 burn damage to exact spot of impact +Damage: D10 Thermal Damage to exact spot of impact Ranged Miss Chance (to land where intended): 5 out to 10+[DEX or STR]*2 meters Armor Piercing Level: n/a @@ -360,18 +364,23 @@ Damage per turn in the cloud. All Poison Damage is negated by use of a gas mask. == RMM HiEx Grenade $285 == -Damage: D10 burn damage to exact spot of impact +Damage: D10 Thermal Damage to exact spot of impact Ranged Miss Chance (to land where intended): 5 out to 10+[DEX or STR]*2 meters Armor Piercing Level: n/a 2x inner blast radius when indoors. 120 explosive damage within a 2m radius, 60 explosive within a 5m radius. -===== LEVEL 10 REQUIREMENT WEAPONS ===== + Each character in the radius of a HiEx Grenade's range when it goes off may +make a Reflex Save of DC 130. If they succeed, they may dive prone up to their +speed for one action in the direction of their choice. Choosing to do so comes +at the cost of one action on their next turn. + +===== Level 10 Requirement Weapons ===== == Frontier Plasma Grenade FP-G5 $360 == -Damage: D10 burn damage to exact spot of impact +Damage: D10 Thermal Damage to exact spot of impact Ranged Miss Chance (to land where intended): 5 out to 10+[DEX or STR]*2 meters Armor Piercing Level: 6 diff --git a/Items/04_06_MachineGuns_HeavyWeps_&_RocketLaunchers.txt b/Items/04_06_MachineGuns_HeavyWeps_&_RocketLaunchers.txt index 4a1c576e..3e94305a 100644 --- a/Items/04_06_MachineGuns_HeavyWeps_&_RocketLaunchers.txt +++ b/Items/04_06_MachineGuns_HeavyWeps_&_RocketLaunchers.txt @@ -96,7 +96,7 @@ Movement Speed Penalty: -2m * 2 out to 15m * 4 out to 45m * 5 out to 80m - + ==Matthews Model 240-B $4450 == Damage: 105 Ballistic @@ -299,6 +299,37 @@ listed value when used in this gun. 2 action reload time. * 4 out to 40m * 5 out to 100m +==Frontier Flame Thrower FLMR-B $3880 == + +Damage: 80 Fire +Mag Size: 8 units of 6 liters, Naphitic Gel. $320 per magazine +Reload DC: 50 +Fire Modes: Semi +Armor Piercing Level: n/a +Reflex Modifier: -20 +Suppression Level: Medium +Movement Speed Penalty: -2m + + This flame thrower fires a wide spread of flaming gel, hitting the target +space as well as each adjacent space visible to the wielder. The flaming gel +continues to burn for one round of turns. + Catches flammable objects on fire. Not affected by armor, unless target is +100% sealed. Any targets that took damage apply 1 x Burning @ DC70% to remove. +Apply 1 x Fear on hit. No optics or barrel attachments. + When the flame hits its target space, anybody who takes a step into a +space that has flame on it or begins their turn in one must make a DC60 DEX roll +to avoid taking damage from lingering flame on the ground. Failing this roll +deals 30 damage and 1 x Burning @ DC70% to remove. + + Ranged Miss Chance + +* 2 out to 10m +* 5 out to 15m +* 6 out to 20m + + The Frontier Flame Thrower FLMR-B has large magazines that take up 2 magazine +slots. + ==Anvil Arms XM-500 Minigun $4477 == Damage: 50 Ballistic diff --git a/Items/05_01_Hard_Point_Equipment.txt b/Items/05_01_Hard_Point_Equipment.txt new file mode 100644 index 00000000..d153de45 --- /dev/null +++ b/Items/05_01_Hard_Point_Equipment.txt @@ -0,0 +1,242 @@ +============================== +Hard Point Equipment +============================== + +===== Shield Generators ===== + +== Level 1 Requirement == + +A-Class Proton Shield: + +Primary Module Cost: 2310 +Prim Module Hard Pts: 1 +Shield Strength: 120 +Shield Restart Time: 1 Turn +Recharge Rate / Turn: 50 +Fast Recharge Energy: 14 + +Secondary Module Cost: 810 +Sec Module Hard Pts: 1 +Secondary Module Benefit: Either provides +60 Shield Strength +OR +60 Recharge Rate, +4 Fast Recharge cost per Secondary. +Decided on purchase. + +== Level 5 Requirement == + +HiCap A-Class Proton Shield: + +Primary Module Cost: 2410 +Prim Module Hard Pts: 2 +Shield Strength: 180 +Shield Restart Time: 1 Turn +Recharge Rate / Turn: 30 +Fast Recharge Energy: 36 + +Secondary Module Cost: 840 +Sec Module Hard Pts: 1 +Secondary Module Benefit: Provides +70 Shield Strength +and +10 Recharge Rate, +4 Fast Recharge cost per secondary. + +B-Class Electron Shield: + +Primary Module Cost: 3600 +Prim Module Hard Pts: 1 +Shield Strength: 100 +Shield Restart Time: n/a; restarts at the start of every turn if depleted +Recharge Rate / Turn: 50 +Fast Recharge Energy: n/a; cannot fast recharge + +Secondary Module Cost: 1320 +Sec Module Hard Pts: 1 +Secondary Module Benefit: Either provides +50 Shield Strength +or +50 Recharge Rate. Decided on purchase. + +== Level 10 Requirement == + +HiCap B-Class Electron Shield: + +Primary Module Cost: 4210 +Prim Module Hard Pts: 2 +Shield Strength: 150 +Shield Restart Time: n/a; restarts at the start of every turn if depleted +Recharge Rate / Turn: 30 +Fast Recharge Energy: 25 + +Secondary Module Cost: 1470 +Sec Module Hard Pts: 1 +Secondary Module Benefit: Either provides +50 Shield Strength +or +30 Recharge Rate, +5 Fast Recharge cost per secondary. +Decided on purchase. + + +===== Cloaking Equipment ===== + + Please see the Cloaking Rules document for details of use. +You must have proficiency with Stealth Armor, and +you cannot use more than 1 Cloaking primary module at +one time. + +== Level 1 Requirement == + +Mk1 Microfoil Cloaker: + +Primary Module Cost: 2000 +Prim Module Hard Pts: 1 +Detect DC: 75 +Moving Detect DC: 50 +Overheat: 3 Rounds +Charge Delay: Encounter +Energy Activation Cost: 7 +Energy Upkeep: 7 +Built-in Energy: 50 + +Secondary Module Cost: 800 +Sec Module Hard Pts: 1 +Secondary Module Benefit: Provides +1 Overheat, +-1 Energy Upkeep, per secondary module + +== Level 5 Requirement == + +Mk1 Passive Camouflage Module: + +Primary Module Cost: 2500 +Prim Module Hard Pts: 1 +Detect DC: 25 +Moving Detect DC: 0 +Overheat: None +Charge Delay: 0 Actions; Attempts to passively camouflage you, at all times, while active. +Energy Activation Cost: 7 +Energy Upkeep: 5 +Built-in Energy: 45 + +Secondary Module Cost: 1000 +Sec Module Hard Pts: 1 +Secondary Module Benefit: Max of 2 secondary modules. ++5 Detect DCs, -1 Energy Activation Cost, -1 Energy Upkeep, +per secondary module. + + Unlike most Cloaking modules, the Passive +Camouflage Module's Cloak does not fail when +you attack. + +Mk2 Advanced Microfoil Cloaker: + +Primary Module Cost: 2750 +Prim Module Hard Pts: 2 +Detect DC: 100 +Moving Detect DC: 75 +Overheat: 5 Rounds +Charge Delay: 2 Rounds +Energy Activation Cost: 13 +Energy Upkeep: 8 +Built-in Energy: 60 + +Secondary Module Cost: 1100 +Sec Module Hard Pts: 1 +Secondary Module Benefit: Provides -3 Detect DCs, +-1 Charge Delay Actions, -3 Energy Activation Cost, +-1 Energy Upkeep, per secondary module. + +== Level 10 Requirement == + +Mk3 Experimental Body Cloaker: + +Primary Module Cost: 3520 +Prim Module Hard Pts: 2 +Detect DC: 100 +Moving Detect DC: 75 +Overheat: 10 Rounds +Charge Delay: 1 Round +Energy Activation Cost: 35 +Energy Upkeep: 3 +Built-in Energy: 55 + +Secondary Module Cost: 1408 +Sec Module Hard Pts: 1 +Secondary Module Benefit: -12 Energy Activation Cost, +-1 Charge Delay Actions, per secondary module. + + +===== Utility Hard Point Equipment ===== + + +== Level 1 Requirement == + +Explosives Carrier: + +Primary Module Cost: 375 +Explosives Skill Req: 10 +Prim Module Hard Pts: 1 + + Only attaches to Chest and Leg +Hard Points. Carries 3 additional rockets/explosives for +chest Hard Points; only 2 additional for leg Hard Points. + +Secondary Module Cost: n/a +Sec Module Hard Pts: n/a + +MoS Mobility (Grapple) System: + +Primary Module Cost: 1875 +Athletics Skill Req: 15 +Prim Module Hard Pts: 1 + + Only usable on Arm or Chest Hard +Points. 1 Action to fire a grapple. Grapples to any hard & +smooth surface within 10m. 2 built in ropes (reloadable). +You can scale the rope at 3 meters per action as a free action, +but scaling uses an arm if mounted on an arm Hard Point. Very +slight motor noise to move on a grapple line. + +Secondary Module Cost: n/a +Sec Module Hard Pts: n/a + +== Level 5 Requirement == + +Class M Point Defense System: + +Primary Module Cost: 1500 +Electronics Skill Req: 10 +Prim Module Hard Pts: 1 +Energy Activation Cost: 10 +Built-in Energy: 40 + + 40% chance to hit, as an immediate reaction +to a fast-moving enemy explosive that comes within your line-of-sight +and within a 5 meter radius of you, you can roll to eliminate one +grenade, once per (your) turn. + +Secondary Module Cost: 1125 +Sec Module Hard Pts: 1 +Secondary Module Benefit: +60% chance to hit (max 100%), ++3 meter radius, +5 Energy Activation cost, per secondary module. + +===== Battery Packs ===== + +== Level 1 Requirement == + +Basic Personal Battery Pack ($400): + An external Energy storage device. May be tapped to power other equipment. + +Hard Points Required: 1 +Maximum Energy: 20 +Short Rest Recharge: 0 +Long Rest Recharge: 20 + +Basic Military-grade Battery Pack ($650): + An external Energy storage device. May be tapped to power other equipment. + +Hard Points Required: 1 +Maximum Energy: 35 +Short Rest Recharge: 0 +Long Rest Recharge: 30 + +== Level 5 Requirement == + +Basic Military-grade Specialist Battery Pack ($850): + An external energy storage device. May be tapped to power other equipment. + +Hard Points Required: 1 +Maximum Energy: 35 +Short Rest Recharge: 15 +Long Rest Recharge: 35 diff --git a/Items/05_Armors.txt b/Items/05_Armors.txt index 612a1b9d..abb01b5e 100644 --- a/Items/05_Armors.txt +++ b/Items/05_Armors.txt @@ -1,6 +1,7 @@ ============================== NOTES ============================== + This document lists the Armor and Rig equipment available to characters in standard campaigns. @@ -65,6 +66,7 @@ lighter Armor Rigs cannot hold Armor Materials, designated by "(*No Armor*)". Th only provide more Mag Space or more Hard Points; they don't provide additional Armor Coverage. ===== I RECON ARMOR RIGS ===== + Tactical Vest system with armor underneath. == STANDARD RIGS == @@ -449,214 +451,4 @@ AS (Armor Strength): 120 Cost For Chest Armor: 4820 Cost For Arm or Leg Armor: 2900 APL (Armor Piercing Level): 10 -AS (Armor Strength): 130 - -============================== -SHIELD GENERATORS -============================== - Shields cover the wearer with a transparent field which blocks -100% of incoming Laser damage, and 50% of Plasma weapon damage, -as long as the Shield isn't drained of its "Shield Strength". -Traditionally, a Shield unit consists of a generator pack which -is generally the size of a small backpack, and some field -stabilizers that extend the field over the body. Once the -Shield's capacitor units are exhausted, the Shield breaks and -needs a while to recharge. If the user maintains their Shield -without letting it break, they can avoid the costly recharge time. -For more information, please see section "Shields" in the -Basic Rules document. - -===== LEVEL 1 REQUIREMENT ===== - ----- A-Class Electron Shield ---- -Primary Module Cost: 2310 -Prim Module Hard Pts: 1 -Shield Strength: 120 -Shield Restart Time: 1 Turn -Recharge Rate / Turn: 50 -Fast Recharge Nanites: 14 - -Secondary Module Cost: 810 -Sec Module Hard Pts: 1 -Secondary Module Benefit: Either provides +60 Shield Strength -OR +60 Recharge Rate, +4 Fast Recharge cost per Secondary. -Decided on purchase. - -===== LEVEL 5 REQUIREMENT ===== - ----- HiCap A-Class Electron Shield ---- -Primary Module Cost: 2410 -Prim Module Hard Pts: 2 -Shield Strength: 180 -Shield Restart Time: 1 Turn -Recharge Rate / Turn: 30 -Fast Recharge Nanites: 36 - -Secondary Module Cost: 840 -Sec Module Hard Pts: 1 -Secondary Module Benefit: Provides +70 Shield Strength -and +10 Recharge Rate, +4 Fast Recharge cost per secondary. - ----- B-Class Magnetic Shield ---- -Primary Module Cost: 3600 -Prim Module Hard Pts: 1 -Shield Strength: 100 -Shield Restart Time: n/a; restarts at the start of every turn if depleted -Recharge Rate / Turn: 50 -Fast Recharge Nanites: n/a; cannot fast recharge - -Secondary Module Cost: 1320 -Sec Module Hard Pts: 1 -Secondary Module Benefit: Either provides +50 Shield Strength -or +50 Recharge Rate. Decided on purchase. - -===== LEVEL 10 REQUIREMENT ===== - ----- C-Class Self Sustained Nanite (SSN) Shield ---- -Primary Module Cost: 4210 -Prim Module Hard Pts: 2 -Shield Strength: 100 -Shield Restart Time: 1 Turn -Recharge Rate / Turn: 50 -Fast Recharge Nanites: 32 - -Secondary Module Cost: 1470 -Sec Module Hard Pts: 1 -Secondary Module Benefit: Either provides +50 Shield Strength -or +50 Recharge Rate, +4 Fast Recharge cost per secondary. -Decided on purchase. - -- Nanite Shields block all forms of damage. - -===================================== -CLOAKING EQUIPMENT -===================================== - Ever wanted to be invisible? Please see section -"Cloaking" at the bottom of the Basic Rules document. -You must have proficiency with Stealth Armor, and -you cannot use more than 1 Cloaking primary module at -one time. - -===== LEVEL 1 REQUIREMENT ===== - ----- Mk1 Microfoil Cloaker ---- -Primary Module Cost: 2000 -Stealth Skill Required: 10 -Prim Module Hard Pts: 1 -Detect DC: 75 -Moving Detect DC: 50 -Cloak Turn Bonus: +0 -Charge Delay: 3 Actions -Nanite Activation Cost: 7 -Nanite Upkeep: 7 - -Secondary Module Cost: 800 -Sec Module Hard Pts: 1 -Secondary Module Benefit: Provides +1 Cloak Turn -Bonus, -1 Nanite Upkeep, per secondary module - -===== LEVEL 5 REQUIREMENT ===== - ----- Mk1 Passive Camouflage Module ---- -Primary Module Cost: 2500 -Stealth Skill Required: 10 -Prim Module Hard Pts: 1 -Detect DC: 25 -Moving Detect DC: 0 -Cloak Turn Bonus: +Infinite -Charge Delay: 0 Actions; Attempts to passively camouflage you, at all times, while active. -Nanite Activation Cost: 7 -Nanite Upkeep: 5 - -Secondary Module Cost: 1000 -Sec Module Hard Pts: 1 -Secondary Module Benefit: Max of 2 secondary modules. -+5 Detect DCs, -1 Nanite Activation Cost, -1 Nanite Upkeep, -per secondary module. - -- Unlike most Cloaking modules, the Passive - Camouflage Module's Cloak does not fail when - you attack. - ----- Mk2 Advanced Microfoil Cloaker ---- -Primary Module Cost: 2750 -Stealth Skill Required: 15 -Prim Module Hard Pts: 2 -Detect DC: 100 -Moving Detect DC: 75 -Cloak Turn Bonus: +0 -Charge Delay: 3 Actions -Nanite Activation Cost: 13 -Nanite Upkeep: 8 - -Secondary Module Cost: 1100 -Sec Module Hard Pts: 1 -Secondary Module Benefit: Provides -3 Detect DCs, --1 Charge Delay Actions, -3 Nanite Activation Cost, --1 Nanite Upkeep, per secondary module. - -===== LEVEL 10 REQUIREMENT ===== - ----- Mk3 Experimental Body Cloaker ---- -Primary Module Cost: 3520 -Stealth Skill Required: 25 -Prim Module Hard Pts: 2 -Detect DC: 100 -Moving Detect DC: 75 -Cloak Turn Bonus: +4 -Charge Delay: 3 Actions -Nanite Activation Cost: 35 -Nanite Upkeep: 3 - -Secondary Module Cost: 1408 -Sec Module Hard Pts: 1 -Secondary Module Benefit: -12 Nanite Activation Cost, --1 Charge Delay Actions, per secondary module. - -============================== -UTILITY HARD POINT EQUIPMENT -============================== - -===== LEVEL 1 REQUIREMENT ===== - ----- Explosives Carrier ---- -Primary Module Cost: 375 -Explosives Skill Req: 10 -Prim Module Hard Pts: 1 -Description: Only attaches to Chest and Leg -Hard Points. Carries 3 additional rockets/explosives for -chest Hard Points; only 2 additional for leg Hard Points. - -Secondary Module Cost: n/a -Sec Module Hard Pts: n/a - ----- MoS Mobility (Grapple) System ---- -Primary Module Cost: 1875 -Athletics Skill Req: 15 -Prim Module Hard Pts: 1 -Description: *Only usable on Arm or Chest Hard -Points. 1 Action to fire a grapple. Grapples to any hard & -smooth surface within 10m. 2 built in ropes (reloadable). -You can scale the rope at 3 meters per action as a free action, -but scaling uses an arm if mounted on an arm Hard Point. Very -slight motor noise to move on a grapple line. - -Secondary Module Cost: n/a -Sec Module Hard Pts: n/a - -===== LEVEL 5 REQUIREMENT ===== - ----- Class M Point Defense System ---- -Primary Module Cost: 1500 -Electronics Skill Req: 10 -Prim Module Hard Pts: 1 -Nanite Activation Cost: 10 -Description: 40% chance to hit, as an immediate reaction -to a fast-moving enemy explosive that comes within your line-of-sight -and within a 5 meter radius of you, you can roll to eliminate one -grenade, once per (your) turn. - -Secondary Module Cost: 1125 -Sec Module Hard Pts: 1 -Secondary Module Benefit: +60% chance to hit (max 100%), -+3 meter radius, +5 Nanite Active cost, per secondary module. +AS (Armor Strength): 130 \ No newline at end of file diff --git a/Items/07_Items.txt b/Items/07_Items.txt index 367017ea..f1bfd74e 100644 --- a/Items/07_Items.txt +++ b/Items/07_Items.txt @@ -32,12 +32,35 @@ Engineer processes; i.e., a Gunslinger who buys an extruder can't construct IEDs with it. 3D image builder, Static ($650): - A 3m^3 framework that will build a rudimentary 3d image of whatever is + A 3m^3 framework that will build a rudimentary 3d image of whatever is inside it, exportable to a portable device. 3D image builder, Portable ($800): Builds a 3D image of what its being pointed at, will need to see the object from multiple angles to capture the whole object. Up to 20m^3 of space. + +Medical Nanites Booster Shot ($400): + A partial unit of Medical Nanites. The booster shot is a standard +medical procedure on more affluent worlds, like a vaccine, and provides +resistance to and faster healing from disease and injury. Characters with a +nanite booster shot gain +10 to Shock saves and benefit from faster healing +during Short Rests (see Resting in the Basic Rules). + Additional boosters after the first have no effect. A booster shot +may be upgraded to a Medical Nanites Unit (see below) at a cost of $700. + +Medical Nanites Unit ($1000): + One unit of Medical Nanites. Having at least one unit of Medical Nanites +provides all the benefits of a booster shot (see above), with even more potent +rest healing. Additionally, full units of medical nanites can be harnessed to +execute Active Feats (see Feats in the Basic Rules). + Additional units after the first do not provide more healing or increase +the save bonus, but may be used to execute more active feats in shorter time +frames. The maximum number of Units a character can have at once is related to +their level - see the leveling table. + Reputable physicians will not administer additional units of medical +nanites unless the previous one has had at least 3 weeks of time to assimilate. +Failure to observe this limit will cause severe health problems as the different +batches of nanites identify each other as foreign invaders and wreak havoc. ============================== Wearables @@ -103,7 +126,8 @@ in the following colors. * Blacklight ($2 extra) Nanite Pack ($100): - Restores 2d10 + 20 nanites. + As an Action with range Touch, remove up to 2 Rounds of cooldown from one unit +of Medical Nanites owned by the target. Permanent Marker ($2): MarkAll(tm) permanent marking pen of one of the following colors. @@ -189,7 +213,7 @@ DC to hack without skill points: 80 Road Flare ($15): A phosphorus red stick with a strike pad at the end. Will put off soft red light for 5m in every direction for about an hour. Burns in rain, mud, even -burns underwater. Don't touch the end or you'll take 10 fire damage. +burns underwater. Don't touch the end or you'll take 10 Thermal Damage. Comfy Bed Roll ($55): An insulated and padded bedroll. Great for missions which last more than a diff --git a/README.md b/README.md index 91274cd7..076fbdf2 100644 --- a/README.md +++ b/README.md @@ -1,6 +1,6 @@ # Compound_X -Version Beta 0.1.3 +Version Beta 0.2.3 A fun sci-fi tabletop roleplaying game.