From 9091a71a28ce17be465511ae738ff9f15b3ea20b Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sat, 28 Jul 2018 18:46:34 -0700 Subject: [PATCH 001/147] Nanites -> Energy in Cloak Rules Flavor reasons, replaced zero upkeep for still cloak with reduced upkeep. --- 01_07_Cloaking_Rules.txt | 17 +++++++---------- 1 file changed, 7 insertions(+), 10 deletions(-) diff --git a/01_07_Cloaking_Rules.txt b/01_07_Cloaking_Rules.txt index 4bf8a990..ea1671b6 100644 --- a/01_07_Cloaking_Rules.txt +++ b/01_07_Cloaking_Rules.txt @@ -6,16 +6,13 @@ 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. - - 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. + Expend the cloaking module's "Energy Activation Cost" to begin cloaking. At +the ending of every turn thereafter, you have to pay an "Energy Upkeep" cost to +continue cloaking. If a character performs no Action except passive observation +and quiet communication, their upkeep for the turn is halved. 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 +cloaking module's "Cloak Turn Bonus"] or when you run out of Energy, 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 @@ -23,8 +20,8 @@ able to cloak again. ===== 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. From d4a2143138379be0061cde00c1aa68834183e71d Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sat, 28 Jul 2018 18:52:25 -0700 Subject: [PATCH 002/147] Nanites -> Energy in Cloak Modules --- Items/05_Armors.txt | 26 +++++++++++++------------- 1 file changed, 13 insertions(+), 13 deletions(-) diff --git a/Items/05_Armors.txt b/Items/05_Armors.txt index db4bb438..f52780f6 100644 --- a/Items/05_Armors.txt +++ b/Items/05_Armors.txt @@ -469,13 +469,13 @@ Detect DC: 75 Moving Detect DC: 50 Cloak Turn Bonus: +0 Charge Delay: 3 Actions -Nanite Activation Cost: 7 -Nanite Upkeep: 7 +Energy Activation Cost: 7 +Energy 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 +Bonus, -1 Energy Upkeep, per secondary module ===== LEVEL 5 REQUIREMENT ===== @@ -487,13 +487,13 @@ 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 +Energy Activation Cost: 7 +Energy 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, ++5 Detect DCs, -1 Energy Activation Cost, -1 Energy Upkeep, per secondary module. - Unlike most Cloaking modules, the Passive @@ -508,14 +508,14 @@ Detect DC: 100 Moving Detect DC: 75 Cloak Turn Bonus: +0 Charge Delay: 3 Actions -Nanite Activation Cost: 13 -Nanite Upkeep: 8 +Energy Activation Cost: 13 +Energy 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. +-1 Charge Delay Actions, -3 Energy Activation Cost, +-1 Energy Upkeep, per secondary module. ===== LEVEL 10 REQUIREMENT ===== @@ -527,12 +527,12 @@ Detect DC: 100 Moving Detect DC: 75 Cloak Turn Bonus: +4 Charge Delay: 3 Actions -Nanite Activation Cost: 35 -Nanite Upkeep: 3 +Energy Activation Cost: 35 +Energy Upkeep: 3 Secondary Module Cost: 1408 Sec Module Hard Pts: 1 -Secondary Module Benefit: -12 Nanite Activation Cost, +Secondary Module Benefit: -12 Energy Activation Cost, -1 Charge Delay Actions, per secondary module. ============================== From b2103a0bf0ffed35b663b9be4999535053a403fd Mon Sep 17 00:00:00 2001 From: James Talbott Date: Mon, 30 Jul 2018 18:38:30 -0700 Subject: [PATCH 003/147] Nanites -> Energy in Shields and Utility Equipment Also reflavored the shield names, and removed the "nanite shield" as a thing that exists. Applied corresponding buffs to the level 10 shield's stats. Changes to the level 10 shield are functional. --- Items/05_Armors.txt | 28 +++++++++++++--------------- 1 file changed, 13 insertions(+), 15 deletions(-) diff --git a/Items/05_Armors.txt b/Items/05_Armors.txt index f52780f6..20aaa76c 100644 --- a/Items/05_Armors.txt +++ b/Items/05_Armors.txt @@ -390,13 +390,13 @@ SHIELD GENERATORS ===== LEVEL 1 REQUIREMENT ===== ----- A-Class Electron Shield ---- +---- 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 Nanites: 14 +Fast Recharge Energy: 14 Secondary Module Cost: 810 Sec Module Hard Pts: 1 @@ -406,26 +406,26 @@ Decided on purchase. ===== LEVEL 5 REQUIREMENT ===== ----- HiCap A-Class Electron Shield ---- +---- 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 Nanites: 36 +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 Magnetic Shield ---- +---- 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 Nanites: n/a; cannot fast recharge +Fast Recharge Energy: n/a; cannot fast recharge Secondary Module Cost: 1320 Sec Module Hard Pts: 1 @@ -434,13 +434,13 @@ or +50 Recharge Rate. Decided on purchase. ===== LEVEL 10 REQUIREMENT ===== ----- C-Class Self Sustained Nanite (SSN) Shield ---- +---- HiCap B-Class Electron 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 +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 @@ -448,8 +448,6 @@ 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 ===================================== @@ -572,7 +570,7 @@ Sec Module Hard Pts: n/a Primary Module Cost: 1500 Electronics Skill Req: 10 Prim Module Hard Pts: 1 -Nanite Activation Cost: 10 +Energy 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 @@ -581,4 +579,4 @@ 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. ++3 meter radius, +5 Energy Activation cost, per secondary module. From eb8600c8969522f5fd10e1c7d863b30f7a0ed6ce Mon Sep 17 00:00:00 2001 From: James Talbott Date: Mon, 30 Jul 2018 19:28:30 -0700 Subject: [PATCH 004/147] Nanites -> Energy in Basic Rules Additionally laid the groundwork for Medical Nanites. Introduced new issues: -need item entries for medical nanites (and rules for unit quantity restriction by level, probably as a column in the leveling table), -need to expand rules on feats to include active feats and medical nanites. -need to fill out effects of short and long rests. --- 01_01_Basic_Rules.txt | 48 +++++++++++++++++++++---------------------- 1 file changed, 23 insertions(+), 25 deletions(-) diff --git a/01_01_Basic_Rules.txt b/01_01_Basic_Rules.txt index 6f0a6e5a..100f1184 100644 --- a/01_01_Basic_Rules.txt +++ b/01_01_Basic_Rules.txt @@ -136,15 +136,28 @@ 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. +also determines how much money you start with to buy equipment. 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. + 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. Some oft he more technical classes have built-in +Energy storage, others may acquire it by purchasing Battery Pack items. Skills: Each character learns things while going through life. Maybe your time in @@ -161,7 +174,7 @@ 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. +combat roll under fire. Tackle these when your character advances to level 2. ============================== Base Stats @@ -364,20 +377,6 @@ 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". -===== 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. @@ -491,13 +490,12 @@ 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. + Taking about an hour, characters can take a Short Rest to rest. 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. +the next day. ============================== RP / Using Skills From 8502cb62fa5d43fcbaa1e5fde633efb319747a9d Mon Sep 17 00:00:00 2001 From: James Talbott Date: Mon, 30 Jul 2018 19:40:05 -0700 Subject: [PATCH 005/147] Add Battery Pack Items, Add blank Medical Nanites New Issue: need limits on the number of batteries a character can carry. Or are they armor hard point items? Prices extremely preliminary --- Items/07_Items.txt | 35 +++++++++++++++++++++++++++++++++++ 1 file changed, 35 insertions(+) diff --git a/Items/07_Items.txt b/Items/07_Items.txt index 1b9f8634..dfef7e2b 100644 --- a/Items/07_Items.txt +++ b/Items/07_Items.txt @@ -39,6 +39,41 @@ inside it, exportable to a portable device. 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 Unit ($): + One unit of Medical Nanites. + +Medical Nanites Booster Shot ($): + Half a unit of Medical Nanites. + +============================== +Battery Packs +============================== + +===== LEVEL 1 REQUIREMENT ===== + +Basic Personal Battery Pack ($400): + An external Energy storage device. May be tapped to power other equipment. + +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. + +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. + +Maximum Energy: 35 +Short Rest Recharge: 15 +Long Rest Recharge: 35 + ============================== Wearables ============================== From 5d3b898a5925a9a3f4c0887302cbb0cab5c6c092 Mon Sep 17 00:00:00 2001 From: Masterdiekillsu Date: Wed, 1 Aug 2018 19:36:04 -0700 Subject: [PATCH 006/147] Added Flechette Shells High powered Shotgun only Ammo has been added! --- Items/04_00_WeaponAttachments.txt | 17 +++++++++++++++++ 1 file changed, 17 insertions(+) diff --git a/Items/04_00_WeaponAttachments.txt b/Items/04_00_WeaponAttachments.txt index aa4bb3d3..a79832c4 100644 --- a/Items/04_00_WeaponAttachments.txt +++ b/Items/04_00_WeaponAttachments.txt @@ -601,6 +601,23 @@ 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 (Fla-ch-ette) shells are a shotgun only ammo type, which contain +many flight sustaining, small, deadly, sharp pointed bits of a titanium alloy. +They are quite effective at rendering flesh and circuitry to a greater weakened state, +and can pierce through materials to ensure the target is reached. These particular type +of pointed bits are great at travelling greater distances, even while inside a target, +having greater chance to hit something vital, causing great pain/malfunctions. + +When using Flechette shells, increase damage 40% when shots pierce or miss armor. APL +of all guns ammo is used in is increased by 1. All range brackets gain a 5m increase, +except R1, which gains a 10m increase. Upon doing damage greater than 80, the target +must pass a shock save of DC60 to not letthe severe pain effect them. Upon failing +the save, target is inflicted with severe pain/ circuit damage and takes a -1 to all +accuracy rolls. This lasts untilwound is healed or they are dead. If the shot fails +to pierce armor but hits it, reduce damage dealt by 50%, then reduce further by +(5* (the difference in APL+1)). == Shredder Rounds ($2 x mag cost) == From ea8280a1de330c0286be67f7667fc5ab02cbd85e Mon Sep 17 00:00:00 2001 From: James Talbott Date: Fri, 3 Aug 2018 23:22:58 -0700 Subject: [PATCH 007/147] Removed Batteries from Items. --- Items/07_Items.txt | 29 ----------------------------- 1 file changed, 29 deletions(-) diff --git a/Items/07_Items.txt b/Items/07_Items.txt index dfef7e2b..b5250296 100644 --- a/Items/07_Items.txt +++ b/Items/07_Items.txt @@ -45,35 +45,6 @@ Medical Nanites Unit ($): Medical Nanites Booster Shot ($): Half a unit of Medical Nanites. -============================== -Battery Packs -============================== - -===== LEVEL 1 REQUIREMENT ===== - -Basic Personal Battery Pack ($400): - An external Energy storage device. May be tapped to power other equipment. - -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. - -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. - -Maximum Energy: 35 -Short Rest Recharge: 15 -Long Rest Recharge: 35 - ============================== Wearables ============================== From d1d3e3f42bae05f622f101691968437fea70bdea Mon Sep 17 00:00:00 2001 From: James Talbott Date: Fri, 3 Aug 2018 23:23:00 -0700 Subject: [PATCH 008/147] Added Batteries to Hard Point Equipment section. --- Items/05_Armors.txt | 32 ++++++++++++++++++++++++++++++++ 1 file changed, 32 insertions(+) diff --git a/Items/05_Armors.txt b/Items/05_Armors.txt index 20aaa76c..acb19e9a 100644 --- a/Items/05_Armors.txt +++ b/Items/05_Armors.txt @@ -580,3 +580,35 @@ 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 From 8e1ab04261e9d69212320dc67c63f5e7d42f8931 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Fri, 3 Aug 2018 23:54:29 -0700 Subject: [PATCH 009/147] Add Built-in Energy to Cloaking Rules --- 01_07_Cloaking_Rules.txt | 3 +++ 1 file changed, 3 insertions(+) diff --git a/01_07_Cloaking_Rules.txt b/01_07_Cloaking_Rules.txt index ea1671b6..a5d521ad 100644 --- a/01_07_Cloaking_Rules.txt +++ b/01_07_Cloaking_Rules.txt @@ -18,6 +18,9 @@ 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 Spotting - PER From 11c883ec13d9c91c200272da8203abdde38597da Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sat, 4 Aug 2018 00:03:16 -0700 Subject: [PATCH 010/147] Added rule for built-in energy != power source Balance concerns. --- 01_01_Basic_Rules.txt | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/01_01_Basic_Rules.txt b/01_01_Basic_Rules.txt index 100f1184..aaec3c51 100644 --- a/01_01_Basic_Rules.txt +++ b/01_01_Basic_Rules.txt @@ -156,8 +156,9 @@ 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. Some oft he more technical classes have built-in -Energy storage, others may acquire it by purchasing Battery Pack items. +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 From 8b1627e1295614fbf2c572fe58d841dc83051112 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sat, 4 Aug 2018 00:04:01 -0700 Subject: [PATCH 011/147] Added Built-in Energy to Cloak/Utility modules. Also removed Stealth skill requirement from cloak modules. Outdated after removal of skills@10@lv1. --- Items/05_Armors.txt | 18 +++++++++++------- 1 file changed, 11 insertions(+), 7 deletions(-) diff --git a/Items/05_Armors.txt b/Items/05_Armors.txt index acb19e9a..fdd95f56 100644 --- a/Items/05_Armors.txt +++ b/Items/05_Armors.txt @@ -1,10 +1,12 @@ ============================== Armor Rigs, Armor Plates and Advanced Armor ============================== + This document lists the Armor and Rig equipment available to characters in standard campaigns. ===== I RECON ARMOR RIGS ===== + Tactical Vest system with armor underneath. == STANDARD RIGS == @@ -445,14 +447,15 @@ Fast Recharge Energy: 25 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. +or +30 Recharge Rate, +5 Fast Recharge cost per secondary. Decided on purchase. ===================================== CLOAKING EQUIPMENT ===================================== - Ever wanted to be invisible? Please see section -"Cloaking" at the bottom of the Basic Rules document. + + Ever wanted to be invisible? 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. @@ -461,7 +464,6 @@ one time. ---- Mk1 Microfoil Cloaker ---- Primary Module Cost: 2000 -Stealth Skill Required: 10 Prim Module Hard Pts: 1 Detect DC: 75 Moving Detect DC: 50 @@ -469,6 +471,7 @@ Cloak Turn Bonus: +0 Charge Delay: 3 Actions Energy Activation Cost: 7 Energy Upkeep: 7 +Built-in Energy: 50 Secondary Module Cost: 800 Sec Module Hard Pts: 1 @@ -479,7 +482,6 @@ Bonus, -1 Energy Upkeep, per secondary module ---- Mk1 Passive Camouflage Module ---- Primary Module Cost: 2500 -Stealth Skill Required: 10 Prim Module Hard Pts: 1 Detect DC: 25 Moving Detect DC: 0 @@ -487,6 +489,7 @@ Cloak Turn Bonus: +Infinite 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 @@ -500,7 +503,6 @@ per secondary module. ---- Mk2 Advanced Microfoil Cloaker ---- Primary Module Cost: 2750 -Stealth Skill Required: 15 Prim Module Hard Pts: 2 Detect DC: 100 Moving Detect DC: 75 @@ -508,6 +510,7 @@ Cloak Turn Bonus: +0 Charge Delay: 3 Actions Energy Activation Cost: 13 Energy Upkeep: 8 +Built-in Energy: 60 Secondary Module Cost: 1100 Sec Module Hard Pts: 1 @@ -519,7 +522,6 @@ Secondary Module Benefit: Provides -3 Detect DCs, ---- Mk3 Experimental Body Cloaker ---- Primary Module Cost: 3520 -Stealth Skill Required: 25 Prim Module Hard Pts: 2 Detect DC: 100 Moving Detect DC: 75 @@ -527,6 +529,7 @@ Cloak Turn Bonus: +4 Charge Delay: 3 Actions Energy Activation Cost: 35 Energy Upkeep: 3 +Built-in Energy: 55 Secondary Module Cost: 1408 Sec Module Hard Pts: 1 @@ -571,6 +574,7 @@ Primary Module Cost: 1500 Electronics Skill Req: 10 Prim Module Hard Pts: 1 Energy Activation Cost: 10 +Built-in Energy: 40 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 From 2f6ac3413f77cee5542f67f5f53080ab640832b8 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sun, 5 Aug 2018 18:34:39 -0700 Subject: [PATCH 012/147] Cloak Rules - --- 01_07_Cloaking_Rules.txt | 26 +++++++++++--------------- 1 file changed, 11 insertions(+), 15 deletions(-) diff --git a/01_07_Cloaking_Rules.txt b/01_07_Cloaking_Rules.txt index 4bf8a990..5a13b289 100644 --- a/01_07_Cloaking_Rules.txt +++ b/01_07_Cloaking_Rules.txt @@ -6,24 +6,20 @@ 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. + Expend the cloaking module's Energy Activation Cost to activate a cloaking +module. 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 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. + 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. hen 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. ===== Cloaking Detection ===== - If someone/something is looking for you, they must pass a (normally, + If someone/something is looking for you, they must pass a (normally, perception) 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 @@ -31,7 +27,7 @@ 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. From 0a32888e8119a3c66b1f042c5aea84a549b7fe05 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sun, 5 Aug 2018 18:41:52 -0700 Subject: [PATCH 013/147] Cloaking Rules Updated to Energy System Nanites -> Energy Cloak Turns stat removed Added Overheat stat: a cloak turns stat based on the equipment instead of the player level. Removed 1 cloak per turn restriciton to lv 1-4, that can be on modules with Overheat stat. --- 01_07_Cloaking_Rules.txt | 115 +++++++++++++++++++-------------------- 1 file changed, 55 insertions(+), 60 deletions(-) diff --git a/01_07_Cloaking_Rules.txt b/01_07_Cloaking_Rules.txt index 4bf8a990..896475cc 100644 --- a/01_07_Cloaking_Rules.txt +++ b/01_07_Cloaking_Rules.txt @@ -6,24 +6,21 @@ 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, 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 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. + 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. hen 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. ===== Cloaking Detection ===== - If someone/something is looking for you, they must pass a (normally, + If someone/something is looking for you, they must pass a (normally, perception) 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 @@ -31,54 +28,52 @@ 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 | ++-----------+-----------+-----------------+ From a99b7a817e8d363705417906b991d0377115e712 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sun, 5 Aug 2018 18:49:40 -0700 Subject: [PATCH 014/147] Cloak: Added Overheat, Reworked Charge Delay #s --- Items/05_Armors.txt | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) diff --git a/Items/05_Armors.txt b/Items/05_Armors.txt index db4bb438..3c9d3058 100644 --- a/Items/05_Armors.txt +++ b/Items/05_Armors.txt @@ -467,15 +467,15 @@ Stealth Skill Required: 10 Prim Module Hard Pts: 1 Detect DC: 75 Moving Detect DC: 50 -Cloak Turn Bonus: +0 -Charge Delay: 3 Actions +Overheat: 3 Rounds +Charge Delay: Encounter 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 +Secondary Module Benefit: Provides +1 Overheat, +-1 Nanite Upkeep, per secondary module ===== LEVEL 5 REQUIREMENT ===== @@ -485,7 +485,7 @@ Stealth Skill Required: 10 Prim Module Hard Pts: 1 Detect DC: 25 Moving Detect DC: 0 -Cloak Turn Bonus: +Infinite +Overheat: None Charge Delay: 0 Actions; Attempts to passively camouflage you, at all times, while active. Nanite Activation Cost: 7 Nanite Upkeep: 5 @@ -506,8 +506,8 @@ Stealth Skill Required: 15 Prim Module Hard Pts: 2 Detect DC: 100 Moving Detect DC: 75 -Cloak Turn Bonus: +0 -Charge Delay: 3 Actions +Overheat: 5 Rounds +Charge Delay: 2 Rounds Nanite Activation Cost: 13 Nanite Upkeep: 8 @@ -525,8 +525,8 @@ Stealth Skill Required: 25 Prim Module Hard Pts: 2 Detect DC: 100 Moving Detect DC: 75 -Cloak Turn Bonus: +4 -Charge Delay: 3 Actions +Overheat: 10 Rounds +Charge Delay: 1 Round Nanite Activation Cost: 35 Nanite Upkeep: 3 From cd42fde98b635eb2a7432027aa14d770ac098f81 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sun, 5 Aug 2018 20:39:01 -0700 Subject: [PATCH 015/147] Create 05_01_Hard_Point_Equipment.txt These items moved directly out of Armors.txt without change. Restyled for better parsing. --- Items/05_01_Hard_Point_Equipment.txt | 242 +++++++++++++++++++++++++++ 1 file changed, 242 insertions(+) create mode 100644 Items/05_01_Hard_Point_Equipment.txt 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 From c7e4ddbc3d26c3113b733b06bffb35af13647d70 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sun, 5 Aug 2018 20:39:22 -0700 Subject: [PATCH 016/147] Remove Hard Point Equipment from Armor doc --- Items/05_Armors.txt | 231 -------------------------------------------- 1 file changed, 231 deletions(-) diff --git a/Items/05_Armors.txt b/Items/05_Armors.txt index 9b75d1f3..2b795c5d 100644 --- a/Items/05_Armors.txt +++ b/Items/05_Armors.txt @@ -385,234 +385,3 @@ Cost For Chest Armor: 4820 Cost For Arm or Leg Armor: 2900 APL (Armor Piercing Level): 10 AS (Armor Strength): 130 - -============================== -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 -===================================== - - Ever wanted to be invisible? 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 -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 -Energy Activation Cost: 10 -Built-in Energy: 40 -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 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 From 1f2f2ee3426d1781ce08a74ff954d3ee95d9626a Mon Sep 17 00:00:00 2001 From: Masterdiekillsu Date: Thu, 9 Aug 2018 18:16:23 -0700 Subject: [PATCH 017/147] Updated: Flechette Rounds A number of changes have been made. -Word use and language has been changed to reflect ease of reading. -Weapon pronunciation has been altered. -Range brackets have been given a debuff to encourage close range fighting -The additional armor hit penalty has been removed for ease of number crunching and to help balance the weapon. --- Items/04_00_WeaponAttachments.txt | 24 +++++++++--------------- 1 file changed, 9 insertions(+), 15 deletions(-) diff --git a/Items/04_00_WeaponAttachments.txt b/Items/04_00_WeaponAttachments.txt index a79832c4..c02357d5 100644 --- a/Items/04_00_WeaponAttachments.txt +++ b/Items/04_00_WeaponAttachments.txt @@ -603,21 +603,15 @@ target, it deals an extra 45 damage. == Flechette Shells ($2.5 x mag cost) == - Flechette (Fla-ch-ette) shells are a shotgun only ammo type, which contain -many flight sustaining, small, deadly, sharp pointed bits of a titanium alloy. -They are quite effective at rendering flesh and circuitry to a greater weakened state, -and can pierce through materials to ensure the target is reached. These particular type -of pointed bits are great at travelling greater distances, even while inside a target, -having greater chance to hit something vital, causing great pain/malfunctions. - -When using Flechette shells, increase damage 40% when shots pierce or miss armor. APL -of all guns ammo is used in is increased by 1. All range brackets gain a 5m increase, -except R1, which gains a 10m increase. Upon doing damage greater than 80, the target -must pass a shock save of DC60 to not letthe severe pain effect them. Upon failing -the save, target is inflicted with severe pain/ circuit damage and takes a -1 to all -accuracy rolls. This lasts untilwound is healed or they are dead. If the shot fails -to pierce armor but hits it, reduce damage dealt by 50%, then reduce further by -(5* (the difference in APL+1)). + Flechette (Fle - shet) shells are a shotgun only spreading shot, which contains +flight sustaining, titanium alloy shrapnel. They are quite effective at rendering flesh +and circuitry to a greater weakened state, and can pierce through materials to ensure +the target is reached. These particular type of pointed bits are great at travelling short +distances, but looses 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. +If the shot fails to pierce armor but hits it, reduce damage dealt by 50%. == Shredder Rounds ($2 x mag cost) == From 7c84e6025baa3275e6c7886d4f11414a2f46c5bc Mon Sep 17 00:00:00 2001 From: Sarah Slater Date: Sun, 12 Aug 2018 18:18:37 -0700 Subject: [PATCH 018/147] Rewrote Critical Hit Rules There are now charts! And Terminology! And best of all! No Math! --- 01_02_Combat_Rules.txt | 58 ++++++++++++++++++++++++++++-------------- 1 file changed, 39 insertions(+), 19 deletions(-) diff --git a/01_02_Combat_Rules.txt b/01_02_Combat_Rules.txt index 11909f1b..a2e50715 100644 --- a/01_02_Combat_Rules.txt +++ b/01_02_Combat_Rules.txt @@ -444,25 +444,45 @@ 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. critical chance). The base critical hit range is 1, meaning an Accuracy roll of -10 is a critical hit. 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. Negative Luck modifiers -do not reduce Critical Hit range. - - When your Accuracy roll lands in the upper half of your Critical Hit range, -it is referred to as an Extra-Critical Hit. When the range is odd, it may be necessary -to roll a confirmation D10 to determine which kind of crit you score. Example: If you -have a Critical range of 1 and roll a 10, you would roll another D10 and score a -Critical hit on 1-5 or an Extra-Critical on 6-10. - - Regular Critical Hits deal +20 damage, while Extra-Criticals deal +30 damage. -Some abilities or feats have additional effects that trigger when you score Criticals -or Extra-Criticals. - - You cannot score Critical Hits while firing a gun in burst or automatic mode. + + 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. + ++------------+------------------+---------------------------------------+ +| Luck Stat | Base Crit Range | Accuracy Roll for Critical Hit Chance | ++------------+------------------+---------------------------------------+ +| 1 - 3 | -1 | 10 | ++------------+------------------+---------------------------------------+ +| 4 - 6 | 0 | 10 | ++------------+------------------+---------------------------------------+ +| 7 - 10 | +1 | 9-10 | ++------------+------------------+---------------------------------------+ +| 10+ | +2 | 8-10 | ++------------+------------------+---------------------------------------+ + + 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 performed 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, while an Extra-Critical Hit deals +30 damage. + + Some abilities or feats have additional effects that trigger when you score +Critical or Extra-Critical Hits. + ++-----------------+--------------------+-------------------------+ +| Base Crit Range | Critical Hit Roll | Extra Critical Hit Roll | ++-----------------+--------------------+-------------------------+ +| -1 | 5 - 9 | 10 | ++-----------------+--------------------+-------------------------+ +| 0 | 2 - 5 | 6 - 10 | ++-----------------+--------------------+-------------------------+ +| +1 | 1 - 3 | 4 - 10 | ++-----------------+--------------------+-------------------------+ +| +2 | 1 | 2 - 10 | ++-----------------+--------------------+-------------------------+ + Armor and Getting Hit: When a player is defending against a successful enemy hit, they roll From 9edae929d44df76d681915fab42a3168ceb0898d Mon Sep 17 00:00:00 2001 From: James Talbott Date: Mon, 13 Aug 2018 10:33:12 -0700 Subject: [PATCH 019/147] Reflavored Engineer Resource: Energy->Potential Now does not conflict with Energy resource for shields/cloaks. Scope crept to add a bit more flavor to the munitions not lasting between combats, some sp/grammar fixes. --- .../Engineer Processes.txt | 281 +++++++++--------- 1 file changed, 147 insertions(+), 134 deletions(-) diff --git a/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt b/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt index e39b0470..4d5c3192 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 Rounds 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 jerky 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 @@ -195,12 +207,12 @@ 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 + 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" @@ -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 nanite 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 Rounds Range: Touch @@ -268,7 +280,7 @@ location and may deal 5 Internal Damage per Round at the end of the hacker's turn. == Engine Tuning == -Energy Gain:50 +Potential Gain:50 Action: 6 Actions Duration: Almost Instant Range: Touch @@ -277,11 +289,11 @@ 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 @@ -293,7 +305,7 @@ 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 @@ -306,7 +318,7 @@ 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: Permanent Range: Touch @@ -320,7 +332,7 @@ 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 Rounds or 2 hits Range: Touch @@ -335,7 +347,7 @@ ceramic catalyst on themselves. Ceramic Catalyst decays after exposure to elements for ten Rounds or three hits, whichever happens first. == Microbot Swarm == -Energy Gain:40 * n +Potential Gain:40 * n Action: 1 Action Duration: 8 Rounds Range: 4m radius @@ -344,7 +356,7 @@ Range: 4m radius 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 Energy, where n is the number of allies affected. 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 @@ -355,7 +367,7 @@ and notifies the Engineer, but cannot stop the damage from happening. ===== Optronic/Cycotonic ===== == Repulsor Recharge == -Energy Gain: 20 Energy +Potential Gain: 20 Potential Action: 1 Action Duration: Immediate Range: Touch @@ -365,7 +377,7 @@ 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 @@ -377,7 +389,7 @@ 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 @@ -389,7 +401,7 @@ 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 @@ -399,7 +411,7 @@ an ally's shields to up to 30 points above their maximum. Shields will normalize down to their maximum after ten Rounds. == Refractory Spray == -Energy Gain: 15 Energy +Potential Gain: 15 Potential Material Cost: 15 Material Action: 2 Actions Duration: Immediate @@ -411,14 +423,14 @@ 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 Rounds 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 Rounds Range: Touch @@ -426,11 +438,11 @@ 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). These -adjustments will likely lose precesion after 5 Rounds of combat, and the weapon +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 @@ -444,16 +456,16 @@ 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 Rounds. == 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 @@ -461,12 +473,12 @@ 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 Round at the beginning of that player's turn. -Hypercharged shields make a distinctive crackling noise; players who's shields +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 @@ -478,7 +490,7 @@ sets a 10 blunt force damage per Round 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 @@ -516,7 +528,7 @@ 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 @@ -531,7 +543,7 @@ 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 @@ -544,7 +556,7 @@ 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 @@ -559,7 +571,7 @@ 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 @@ -590,7 +602,7 @@ 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 @@ -610,7 +622,7 @@ 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 @@ -626,7 +638,7 @@ 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 @@ -638,7 +650,7 @@ 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 @@ -652,7 +664,7 @@ 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 @@ -706,7 +718,7 @@ 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 @@ -732,7 +744,7 @@ 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 @@ -749,15 +761,16 @@ 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. @@ -768,7 +781,7 @@ 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 @@ -792,7 +805,7 @@ 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% @@ -816,7 +829,7 @@ 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 @@ -828,7 +841,7 @@ 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 @@ -849,7 +862,7 @@ 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. @@ -868,18 +881,18 @@ 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 @@ -901,7 +914,7 @@ 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 @@ -923,7 +936,7 @@ 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% @@ -939,7 +952,7 @@ 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 @@ -951,7 +964,7 @@ 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. @@ -967,7 +980,7 @@ 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 @@ -975,14 +988,14 @@ 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 @@ -1004,17 +1017,17 @@ 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 @@ -1026,7 +1039,7 @@ 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 @@ -1049,7 +1062,7 @@ 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 @@ -1071,7 +1084,7 @@ 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) @@ -1082,7 +1095,7 @@ may affix a claymore to any hard, flat surface. == Scavenge == Type: Action -Energy Cost: 20 +Potential Cost: 20 Scrap Time: 2 Actions Range: Touch @@ -1097,7 +1110,7 @@ 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 @@ -1110,12 +1123,12 @@ 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 @@ -1135,7 +1148,7 @@ 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 @@ -1160,12 +1173,12 @@ 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 @@ -1178,7 +1191,7 @@ 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 @@ -1191,12 +1204,12 @@ 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 @@ -1205,8 +1218,8 @@ 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 Rounds. Remote ANFO comes in a sticky bundle and will cling to any shaped hard surface. It will even cling to the @@ -1214,7 +1227,7 @@ 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 @@ -1244,7 +1257,7 @@ 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 @@ -1254,12 +1267,12 @@ 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 Round 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 @@ -1275,7 +1288,7 @@ 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 @@ -1299,26 +1312,26 @@ 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 @@ -1340,13 +1353,13 @@ 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 @@ -1359,11 +1372,11 @@ heals any damage to your teammate's shields by 20 points at the end of your teammate's turn every Round. 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 @@ -1392,7 +1405,7 @@ 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 @@ -1405,13 +1418,13 @@ 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 @@ -1424,14 +1437,14 @@ 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 @@ -1439,12 +1452,12 @@ 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 Rounds. The engineer who deploys this -gets 50 Energy in return. A cloaking capacitor is detectable by detect high +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 From 708dad85ef1c2517fe5a745536980ae79d2e0240 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Mon, 13 Aug 2018 10:37:17 -0700 Subject: [PATCH 020/147] Reflavor Engineer Resource: Energy->Potential Pt 2 Scope crept to try and fix Overbuilt, please review this. --- CharacterCreation/02_Classes.txt | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/CharacterCreation/02_Classes.txt b/CharacterCreation/02_Classes.txt index 2e465814..2bd5df47 100644 --- a/CharacterCreation/02_Classes.txt +++ b/CharacterCreation/02_Classes.txt @@ -212,11 +212,11 @@ passives: * Gain Skill Jury-rigging at 10. * 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 @@ -227,7 +227,7 @@ 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 @@ -264,18 +264,18 @@ Skill Proficiencies: | V Overbuilt - - Any time you build a construction, you may spend 15 Nanites to give that - construction 50 additional health points. + 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 energy + You start each engagement with an extra 40 Potential | | | 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 + 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. ====================================== From 3ff3ac2f1f9460297f3d21ff4d51ee075d723054 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Mon, 13 Aug 2018 10:39:45 -0700 Subject: [PATCH 021/147] Typo --- .../Class-Specific Documentation/Engineer Processes.txt | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt b/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt index 4d5c3192..b800c0e8 100644 --- a/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt +++ b/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt @@ -191,7 +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 jerky 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 From 37a9e226a749e7a4691078174b9ae7bb41cd48f5 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Mon, 13 Aug 2018 10:40:40 -0700 Subject: [PATCH 022/147] Ancient typo Wasn't caught by my find&replace. --- .../Class-Specific Documentation/Engineer Processes.txt | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt b/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt index b800c0e8..b548db33 100644 --- a/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt +++ b/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt @@ -251,7 +251,7 @@ 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. From 8dd635c1b9c43fe16483404b28de26f183f081be Mon Sep 17 00:00:00 2001 From: Sarah Slater Date: Thu, 16 Aug 2018 14:30:59 -0700 Subject: [PATCH 023/147] Condensed tables into one Fixed the things! --- 01_02_Combat_Rules.txt | 38 ++++++++++++++------------------------ 1 file changed, 14 insertions(+), 24 deletions(-) diff --git a/01_02_Combat_Rules.txt b/01_02_Combat_Rules.txt index a2e50715..7c1e8f1c 100644 --- a/01_02_Combat_Rules.txt +++ b/01_02_Combat_Rules.txt @@ -449,19 +449,6 @@ Critical Hits: 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. - -+------------+------------------+---------------------------------------+ -| Luck Stat | Base Crit Range | Accuracy Roll for Critical Hit Chance | -+------------+------------------+---------------------------------------+ -| 1 - 3 | -1 | 10 | -+------------+------------------+---------------------------------------+ -| 4 - 6 | 0 | 10 | -+------------+------------------+---------------------------------------+ -| 7 - 10 | +1 | 9-10 | -+------------+------------------+---------------------------------------+ -| 10+ | +2 | 8-10 | -+------------+------------------+---------------------------------------+ - 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 performed a Critical Hit, an Extra-Critical Hit, or, if you have less than average Luck, merely hit your enemy. @@ -471,17 +458,20 @@ Hit, an Extra-Critical Hit, or, if you have less than average Luck, merely hit y Some abilities or feats have additional effects that trigger when you score Critical or Extra-Critical Hits. -+-----------------+--------------------+-------------------------+ -| Base Crit Range | Critical Hit Roll | Extra Critical Hit Roll | -+-----------------+--------------------+-------------------------+ -| -1 | 5 - 9 | 10 | -+-----------------+--------------------+-------------------------+ -| 0 | 2 - 5 | 6 - 10 | -+-----------------+--------------------+-------------------------+ -| +1 | 1 - 3 | 4 - 10 | -+-----------------+--------------------+-------------------------+ -| +2 | 1 | 2 - 10 | -+-----------------+--------------------+-------------------------+ + ++------------+------------------------+--------------------+-------------------------+ +| 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: From 690f794b960cdae75ebdf51b6d1022b6d3fb497b Mon Sep 17 00:00:00 2001 From: Bleehu Date: Thu, 16 Aug 2018 18:26:26 -0700 Subject: [PATCH 024/147] added awareness stat for hunter dog --- CharacterCreation/Class-Specific Documentation/Hunters_Dog.txt | 3 +++ 1 file changed, 3 insertions(+) diff --git a/CharacterCreation/Class-Specific Documentation/Hunters_Dog.txt b/CharacterCreation/Class-Specific Documentation/Hunters_Dog.txt index 58b32b80..19abceb7 100644 --- a/CharacterCreation/Class-Specific Documentation/Hunters_Dog.txt +++ b/CharacterCreation/Class-Specific Documentation/Hunters_Dog.txt @@ -24,9 +24,12 @@ 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 From 34ce48a71dc22fae075eb3d45be37b9d54fc2101 Mon Sep 17 00:00:00 2001 From: Bleehu Date: Tue, 21 Aug 2018 00:12:01 -0700 Subject: [PATCH 025/147] Added Pho-Ox Added the poison Pho-Ox, a Nettle Agent. This is based on the real-life organic chemical weapon, Phosgene oxime which, fun fact as opposed to VX gas is abrieviated as CX! This chemical is actually corosive to metal, but in this ability I've radically exagerated how much damage pouring it into a robot would do with the conciet that this is an unspecified derivative of Phosgene Oxime, not the chemical itself. This poison is to be unlocked at level 3 as an alternative to Harmasist Spike. modified: Doctor Procedures.txt --- .../Doctor Procedures.txt | 75 +++++++++++++++++++ 1 file changed, 75 insertions(+) diff --git a/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt b/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt index 3ac61619..4d1e4ac9 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 From 1717eb0ac3b8b1a0257cfdd7a9f9667fe1218cf8 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Wed, 5 Sep 2018 18:08:30 -0700 Subject: [PATCH 026/147] Reference Jam Range in jamming rules. --- 01_02_Combat_Rules.txt | 10 +++++++--- 1 file changed, 7 insertions(+), 3 deletions(-) diff --git a/01_02_Combat_Rules.txt b/01_02_Combat_Rules.txt index 8d8a0384..75b1853c 100644 --- a/01_02_Combat_Rules.txt +++ b/01_02_Combat_Rules.txt @@ -619,9 +619,13 @@ roll the second d10 for it before rolling the next automatic-fire d10. If the ro 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 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. + 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 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 beofre the weapon can be fired again. + + Melee weapons do not jam unless otherwise specified in their descriptions. +Rolling a 1 has no special meaning for attacks with such weapons. == Hip Firing == From 8eae57652f6726f941acc0a090deb9dbc5035d68 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Wed, 5 Sep 2018 18:11:39 -0700 Subject: [PATCH 027/147] Purge vestigial Guard DC references. --- 01_02_Combat_Rules.txt | 11 +++++------ 1 file changed, 5 insertions(+), 6 deletions(-) diff --git a/01_02_Combat_Rules.txt b/01_02_Combat_Rules.txt index 75b1853c..30a42278 100644 --- a/01_02_Combat_Rules.txt +++ b/01_02_Combat_Rules.txt @@ -528,9 +528,9 @@ 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. + 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). @@ -540,9 +540,8 @@ 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 ===== From 86a093dac49e28f87c98d58bcff896047b792ce9 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Wed, 5 Sep 2018 18:13:35 -0700 Subject: [PATCH 028/147] Vestigial Guard DC pruge pt 2 --- 01_02_Combat_Rules.txt | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/01_02_Combat_Rules.txt b/01_02_Combat_Rules.txt index 30a42278..49d92735 100644 --- a/01_02_Combat_Rules.txt +++ b/01_02_Combat_Rules.txt @@ -684,7 +684,7 @@ 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 +easier to hit in melee. -1 gun miss chance while prone and -2 melee Guard. Being prone severely limits your movement: 1/2 movement speed while prone, round-up; maximum 2 movement per action. From 2328ffecd23e9865cc70bf3473acc1e1159121eb Mon Sep 17 00:00:00 2001 From: James Talbott Date: Wed, 5 Sep 2018 18:29:35 -0700 Subject: [PATCH 029/147] Add explicit melee and guard crit rules. --- 01_02_Combat_Rules.txt | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/01_02_Combat_Rules.txt b/01_02_Combat_Rules.txt index 49d92735..89cf50fa 100644 --- a/01_02_Combat_Rules.txt +++ b/01_02_Combat_Rules.txt @@ -186,6 +186,13 @@ and becomes Unconscious (and does not gain the Bleeding Out condition). A target reduced to exactly 1 health by a nonlethal attack does not fall Unconscious. 1 is not 0. +Melee Accuracy and Guard Critical Hits: + See "Critical Hits" below for general Critical information. As normal, +a Critical Accuracy roll gives its attack +20 damage, or +30 on an Extra-critical. +Critical Guard rolls block all damage from any non-Extra-critical melee attack. +Extra-critical Guard rolls block all damage from the incoming attack. Neither +melee Accuracy nor Guard rolls can Critically fail. + == Combat Maneuvers == In addition to smashing an opponent directly, there are other offensive From f25495821c8e2b81ed240a33eaf4e96a20cfcfdf Mon Sep 17 00:00:00 2001 From: Bleehu Date: Thu, 6 Sep 2018 13:27:47 -0700 Subject: [PATCH 030/147] added explicit grant of level 1 procedures to medic modified: 02_Classes.txt --- CharacterCreation/02_Classes.txt | 2 ++ 1 file changed, 2 insertions(+) diff --git a/CharacterCreation/02_Classes.txt b/CharacterCreation/02_Classes.txt index 6e8b4b82..42018c49 100644 --- a/CharacterCreation/02_Classes.txt +++ b/CharacterCreation/02_Classes.txt @@ -154,6 +154,8 @@ Passives: * Gain Skill Knowledge - [Choose one] at 5. * Gain Skill Medicine at 10. * Gain Feat: Proficiency: Light Melee Weaponry. +* Gain Hippocratic Procedure: Patch 'em Up +* Gain Malpractice Procedure: Harmasist Spike 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 From c78c171faddef2ef7d81eb37bdadf1dfef619e36 Mon Sep 17 00:00:00 2001 From: Mike Date: Thu, 6 Sep 2018 13:50:45 -0700 Subject: [PATCH 031/147] added Pho-Ox to Malpractice tree, re-arranged starting procedures. --- .../Doctor Procedure Tree - Malpractice.png | Bin 121706 -> 85534 bytes 1 file changed, 0 insertions(+), 0 deletions(-) diff --git a/CharacterCreation/Class-Specific Documentation/Doctor Procedure Tree - Malpractice.png b/CharacterCreation/Class-Specific Documentation/Doctor Procedure Tree - Malpractice.png index 3b18de3e26d104208528f9a879ba7845b5f790bd..5cfbcafae84f33367460b62bc0d7f7df5cfe6343 100644 GIT binary patch literal 85534 zcmeGEWmME%_XiHs3_Y|oL$^vuh{RAsNq0$?fTWa242^_j6BiMh}%&A z(Cd<%H^7IuUdrkUxbuYA6ga{Otem{yBN{ISLoXdSJFmNz9=2$AEFE3F1YB*sn1uzd z2nb%?Vs=bLL%VQMmY3D_HD5mq(9|<%K6v227))w%BL^YRLU;L+aE@#SM`1NtUQ%Hr zqEm56fO&4=WpEdJ6?t-D#*D}9V~6AH2b&WN4O5&6y;aUr8lT*r@MQ8_RL<1S)ZR4V 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Some extra details were added, and those will probably need to be reviewed for flow and how it fits with the item description. We're almost there --- Items/04_00_WeaponAttachments.txt | 14 +++++++++----- 1 file changed, 9 insertions(+), 5 deletions(-) diff --git a/Items/04_00_WeaponAttachments.txt b/Items/04_00_WeaponAttachments.txt index c02357d5..960b5f09 100644 --- a/Items/04_00_WeaponAttachments.txt +++ b/Items/04_00_WeaponAttachments.txt @@ -604,14 +604,18 @@ 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 shrapnel. They are quite effective at rendering flesh -and circuitry to a greater weakened state, and can pierce through materials to ensure -the target is reached. These particular type of pointed bits are great at travelling short -distances, but looses trajectory the greater the distance. +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. -If the shot fails to pierce armor but hits it, reduce damage dealt by 50%. +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) == From cc20bd7064068d951ef2b9a560337d40300a3f28 Mon Sep 17 00:00:00 2001 From: Bleehu Date: Thu, 6 Sep 2018 17:28:42 -0700 Subject: [PATCH 033/147] added Neural Afib ability to replace pasteurize modified: Class-Specific Documentation/Doctor Procedures.txt --- .../Doctor Procedures.txt | 22 +++++++++++++++++++ 1 file changed, 22 insertions(+) diff --git a/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt b/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt index 4d1e4ac9..67eef7e7 100644 --- a/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt +++ b/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt @@ -333,6 +333,7 @@ Adrenaline Cost: 80 Points Contagion Cost: 1 Contagion Duration: 20 Rounds 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 Round on their turn for the duration of their affliction. They can be cured by decontamination devices or @@ -341,6 +342,27 @@ 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 Afibulator == + +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 Afibulator 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 From 9cacd454b62dc4d6120808a4b3760dd86041d2c4 Mon Sep 17 00:00:00 2001 From: Bleehu Date: Fri, 7 Sep 2018 08:48:21 -0700 Subject: [PATCH 034/147] minor spelling fixes to doctor class description modified: 02_Classes.txt --- CharacterCreation/02_Classes.txt | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/CharacterCreation/02_Classes.txt b/CharacterCreation/02_Classes.txt index 42018c49..9263d6e0 100644 --- a/CharacterCreation/02_Classes.txt +++ b/CharacterCreation/02_Classes.txt @@ -155,14 +155,14 @@ Passives: * Gain Skill Medicine at 10. * Gain Feat: Proficiency: Light Melee Weaponry. * Gain Hippocratic Procedure: Patch 'em Up -* Gain Malpractice Procedure: Harmasist Spike - - 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 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 From 679590582d6110cdd1849ed4fc61fcb55f1f649d Mon Sep 17 00:00:00 2001 From: James Talbott Date: Wed, 12 Sep 2018 23:42:07 -0700 Subject: [PATCH 035/147] Added Melee Accuracy Crit-Fail Aimed at addressing Weapons - Melee skill use concerns. --- 01_02_Combat_Rules.txt | 20 +++++++++++++++----- 1 file changed, 15 insertions(+), 5 deletions(-) diff --git a/01_02_Combat_Rules.txt b/01_02_Combat_Rules.txt index 89cf50fa..9904d80e 100644 --- a/01_02_Combat_Rules.txt +++ b/01_02_Combat_Rules.txt @@ -190,8 +190,21 @@ Melee Accuracy and Guard Critical Hits: See "Critical Hits" below for general Critical information. As normal, a Critical Accuracy roll gives its attack +20 damage, or +30 on an Extra-critical. Critical Guard rolls block all damage from any non-Extra-critical melee attack. -Extra-critical Guard rolls block all damage from the incoming attack. Neither -melee Accuracy nor Guard rolls can Critically fail. +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, except that if you pass the DC by +at least 30 you do not provoke an Opportunity Attack. Should nothing be +available for the weapon to get stuck in, it is instead dropped, but the +skill check may still be used to attempt to avoid an Opportunity Attack for +picking it up (you will always succeed in picking it up if it's still within +reach). + + Guard rolls can never Critically fail. Rolling a 1 on a Guard check +has no special meaning. == Combat Maneuvers == @@ -630,9 +643,6 @@ roll a second d10. If that second d10 roll equal to or less than the weapon's Ja Range, the weapon jams, necessitating a Weapon - [X] Skill check, DC 60 that takes one Action beofre the weapon can be fired again. - Melee weapons do not jam unless otherwise specified in their descriptions. -Rolling a 1 has no special meaning for attacks with such weapons. - == Hip Firing == Add 3 to a weapon's miss chance. You cannot use optical attachments in hip From be7b2d1caa2157222a9c76c6b28b9d7b82408ed8 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Fri, 14 Sep 2018 14:34:55 -0700 Subject: [PATCH 036/147] Despecified redundant critical rule, plus typo. --- 01_02_Combat_Rules.txt | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/01_02_Combat_Rules.txt b/01_02_Combat_Rules.txt index 9904d80e..2a6d0355 100644 --- a/01_02_Combat_Rules.txt +++ b/01_02_Combat_Rules.txt @@ -187,10 +187,10 @@ and becomes Unconscious (and does not gain the Bleeding Out condition). fall Unconscious. 1 is not 0. Melee Accuracy and Guard Critical Hits: - See "Critical Hits" below for general Critical information. As normal, -a Critical Accuracy roll gives its attack +20 damage, or +30 on an Extra-critical. -Critical Guard rolls block all damage from any non-Extra-critical melee attack. -Extra-critical Guard rolls block all damage from the incoming attack. + 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 @@ -641,7 +641,7 @@ causes a jam, the rest of the automatic-fire d10s are not used. 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 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 beofre the weapon can be fired again. +one Action before the weapon can be fired again. == Hip Firing == From 9131ad27e9e0a00160e1bcfa8cff1527d744843d Mon Sep 17 00:00:00 2001 From: James Talbott Date: Fri, 14 Sep 2018 15:24:43 -0700 Subject: [PATCH 037/147] Add Improvised Melee Weapons. Scope Crept to de-caps lock all the headers. --- Items/04_01_Melee_&_Thrown_Weapons.txt | 66 ++++++++++++++++++-------- 1 file changed, 45 insertions(+), 21 deletions(-) diff --git a/Items/04_01_Melee_&_Thrown_Weapons.txt b/Items/04_01_Melee_&_Thrown_Weapons.txt index 17826278..a92bb181 100644 --- a/Items/04_01_Melee_&_Thrown_Weapons.txt +++ b/Items/04_01_Melee_&_Thrown_Weapons.txt @@ -1,12 +1,5 @@ ============================== -MELEE & THROWN WEAPONS -============================== - - These are the melee and throwing weapons available for sale around most of -the galaxy. - -============================== -UNARMED +Unarmed Strike ============================== == Unarmed Strike == @@ -19,10 +12,41 @@ Accuracy Modifier: 0 like Electric or Internal, on their Unarmed Strikes. DM discretion applies. ============================== -MELEE WEAPONS +Improvised Weapons ============================== -===== LEVEL 1 REQUIREMENT WEAPONS ===== +== Improvised Light Weapon == + +Damage: 30 + STR mod + DEX mod Ballistic, minimum 10 +Range: Adjacent (1m) +Accuracy Modifier: 0 + + 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 +============================== + +===== Level 1 Requirement Weapons ===== == Eliazar General-Purpose Welding Torch $170 == @@ -30,7 +54,7 @@ Damage: 30 Fire + 2x Burn Size: Light Range: Adjacent (1m) Accuracy Modifier: +1 -STR Requirement: 3 +STR Requirement: 3 A vital tool for structural repairs - good for sealing or cutting metal surfaces or slagging mechanisms like locks. Takes about 1 hour to @@ -53,7 +77,7 @@ Range: Adjacent (1m) Accuracy Modifier: +2 DEX Requirement: 4 -===== LEVEL 5 REQUIREMENT WEAPONS ===== +===== Level 5 Requirement Weapons ===== == Eliazar Plasma Torch $240 == @@ -124,7 +148,7 @@ DEX Requirement: 6 Voltage Aligned Edge; ignores standard armor -===== LEVEL 10 REQUIREMENT WEAPONS ===== +===== Level 10 Requirement Weapons ===== == Eliazar E500 Assisted-Sledgehammer $811 == @@ -176,10 +200,10 @@ the plasma sword passes through the shield. ============================== -THROWN WEAPONS +Throwing Weapons ============================== -===== LEVEL 1 REQUIREMENT WEAPONS ===== +===== Level 1 Requirement Weapons ===== == Gurber Throwing Knife $80 == @@ -196,7 +220,7 @@ Armor Piercing Level: 2 May be used for melee strikes with a -1 Accuracy penalty. Can carry 2 per Secondary Ammo Slot. -===== LEVEL 5 REQUIREMENT WEAPONS ===== +===== Level 5 Requirement Weapons ===== == EAL Tactical Throwing Axe $160 == @@ -213,7 +237,7 @@ Armor Piercing Level: 3 May be used for melee strikes with a -1 Accuracy penalty. Can carry 1 per Secondary Ammo Slot. -===== LEVEL 10 REQUIREMENT WEAPONS ===== +===== Level 10 Requirement Weapons ===== == Carbide Kunai $120 == @@ -247,10 +271,10 @@ Armor Piercing Level: 5 Can carry 3 per Secondary Ammo Slot. ============================== -GRENADES +Grenades ============================== -===== LEVEL 1 REQUIREMENT WEAPONS ===== +===== Level 1 Requirement Weapons ===== == ECSC Smoke Grenade $50 == @@ -355,7 +379,7 @@ make a Reflex Save of DC 110. 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 5 REQUIREMENT WEAPONS ===== +===== Level 5 Requirement Weapons ===== == RMM Frag+ Grenade $140 == @@ -409,7 +433,7 @@ 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 ===== +===== Level 10 Requirement Weapons ===== == Frontier Plasma Grenade FP-G5 $360 == From e4bb3ac8dc65d3198fd907100d06eedd2349978e Mon Sep 17 00:00:00 2001 From: James Talbott Date: Fri, 14 Sep 2018 15:54:08 -0700 Subject: [PATCH 038/147] Rules Support Added for Improvised Weapons --- 01_02_Combat_Rules.txt | 18 +++++++++++++++++- 1 file changed, 17 insertions(+), 1 deletion(-) diff --git a/01_02_Combat_Rules.txt b/01_02_Combat_Rules.txt index 2a6d0355..5e1561ef 100644 --- a/01_02_Combat_Rules.txt +++ b/01_02_Combat_Rules.txt @@ -151,7 +151,7 @@ though no Skill check applies to these attacks and blocks. +-----------------+-----------------------------------------+ | CQB Guns | +1 | +-----------------+-----------------------------------------+ -| Non-CQB Guns | -1 | +| Non-CQB Guns | As Improvised Melee Weapons | +-----------------+-----------------------------------------+ | Delicate Tools* | -2 | +-----------------+-----------------------------------------+ @@ -206,6 +206,22 @@ reach). 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, 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 From bafb757e4f933ca61af91df73c5fe5dceca732b4 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Fri, 14 Sep 2018 16:03:17 -0700 Subject: [PATCH 039/147] Added special crit-fail for firearm improv weapons --- 01_02_Combat_Rules.txt | 9 +++++++++ 1 file changed, 9 insertions(+) diff --git a/01_02_Combat_Rules.txt b/01_02_Combat_Rules.txt index 5e1561ef..ebbd4f86 100644 --- a/01_02_Combat_Rules.txt +++ b/01_02_Combat_Rules.txt @@ -222,6 +222,15 @@ objects like every other class of firearm, chairs, or 2x4s are Two-handed. 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. + 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 the usual effects the weapon 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. Additionally, 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. + == Combat Maneuvers == In addition to smashing an opponent directly, there are other offensive From b0b872870637f34b07b2c80a3376e0e820535a77 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sat, 15 Sep 2018 13:24:43 -0700 Subject: [PATCH 040/147] Add Thrown Expertise, Update Improv Brawler. Improv brawler now applies to thrown expertise and improv thrown weapons. Seems unneccesary to have two different feats for those effects. --- CharacterCreation/03_Feats.txt | 37 ++++++++++++++++++++++++++++------ 1 file changed, 31 insertions(+), 6 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 4ac8c5c8..72584e45 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -264,8 +264,8 @@ rolls dealing with using a weapon. Prerequisites: * Melee Expertise - The benefits of the Melee Expertise feat now also apply to Improvised Melee -Weapons. + The benefits of the Melee Expertise and Thrown Expertise feats now also +apply to Improvised Melee and Thrown Weapons, respectively. == Improvise Weapon == Prerequisites: @@ -849,9 +849,9 @@ other weapons or class abilities. Does apply to Engineer mortars. == Melee Expertise == - Applies to Melee Weapons that the user has Proficiency with and to Unarmed Strike. -Does not apply to Improvised weapons. Reminder: these bonuses are only in effect while -you are wielding an appropriate weapon. + 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. @@ -872,7 +872,32 @@ you are wielding an appropriate weapon. 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 spend 1 round out of Melee Combat. + 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 - Melee in place of Perform (Dex) when making displays of + juggling or other performances that involve throwing as an important component. +24: When attacking with thrown 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 thrown 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 + that weapon as a Reaction. ============================== Active Feats From 8070cb0e6dcc1f599fd697edc8c269d753425317 Mon Sep 17 00:00:00 2001 From: Bleehu Date: Sat, 15 Sep 2018 14:32:26 -0700 Subject: [PATCH 041/147] added flavor text to conditions and changed descriptions to full sentences in the third person. modified: 01_05_Conditions.txt --- 01_05_Conditions.txt | 160 +++++++++++++++++++++++++++++++------------ 1 file changed, 118 insertions(+), 42 deletions(-) diff --git a/01_05_Conditions.txt b/01_05_Conditions.txt index 65d7f1d5..a908b4ce 100644 --- a/01_05_Conditions.txt +++ b/01_05_Conditions.txt @@ -4,92 +4,168 @@ 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. But this can happen to cybernetic +characters as well 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 beggening of their turn. Broken with Medicine Skill +check. The Save DC to stop 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 further below. + + A Burning character takes 2d10 damage per round at the beggeining of their +turn. Most burning can be extinguished by dousing a character in a non-flamable +liquid, or by that character dropping and rolling. One Action to drop, One +Action to Roll around and put out the fire. Rolling has a Dex(Athletics) DC 40 +to extinguish flames. + + Every 2 turns that the burning is not extinguished, the degree of 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 put out with 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 enteres 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 interfereance. When this +succeeds, it prevents their target from using their more exotic talents. + + A Character that is Disrupted 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. == 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. + + A Character that is Fronzen takes d10 damage per round at the beggining of +their turn. The Condition lasts until a source of heat is applied to the wound, +or with Dexterity(Medicine) Skill check, DC 50. == Fear == - No actions, except running away form the source of fear, or rolling to -defeat fear. DC 50, Will save. + 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. + + A Character that has the Fear Condition may take no actions, except running +away form the source of fear, or taking an action to roll to defeat fear. DC 50, +Will Save. == Fear, Greater == - No actions, except rolling to defeat fear. DC 75, Will save. + 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 experienceing Greater Fear can take no actions, except rolling +to defeat fear. DC 75, 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. + + While Lonely, they move 1m slower every two actions (round down) and take a +-5 to skill rolls. == Necrosis == - 2d10 +5 damage per turn. Seek medical attention immediately. If left + 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 turn. If left unhealed for more than a day, the infection spreads 1 foot per day. Medicine DC -75, must be rolled. +75, 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 is hunkered and cannot move for 2 full Rounds or +until they pass a Will saving throw at DC of 70, 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 tendancy 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 beggening of their turn. Each "token" lasts for 2 +turns if the target's armor was pierced or missed. + + If the targets armor is hit/pierced, the armor's AP Level is reduced by 1, +permanently (repairable, DC 60% Repair check). While the damage from burn tokens +is addative, any given set of armor cannot have its APL reduced by more than +one 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 a d10 internal damage per +Round at the beggining of their turn. == Buzzed (drunk) == 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. +of intoxication. The first level of intoxication is Buzzed. + + While buzzed, a Character gains a +1 to miss with any attack and a temporary +-1 to Perception. At the same time, the Character gets a +1 to charisma and luck. +You also take a -20 to skill checks involving driving, flying or operating heavy +machinery. If the Character fails a Fort save to prevent increasing their +intoxication level while Buzzed, they lose the Buzzed Condition and instead are +aflicted with the Hammered Condition (See below). As long as they 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 -hours. + While Hammered, a Character takes a -3 to accuracy rolls when attacking and +a -50 to skill checks involving driving, flying or operating heavy machinery. +The Character takes a temporary -2 to dex, perception and charisma. If the +Character's level of intoxication increases while you are Hammered, that +Character blacks out and is now Downed, but not Bleeding Out. As long as a +Character doesn't black out, being Hammered will turn into being 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 their +Condition. The DC of the Saving Throw to end the Condition should be listed on +the source of the stun or paralysis. \ No newline at end of file From 77e12807a95cfcdf2cc8796c96351113d0795b65 Mon Sep 17 00:00:00 2001 From: Bleehu Date: Sat, 15 Sep 2018 14:41:06 -0700 Subject: [PATCH 042/147] Changed style of Doctor Class Feats and added flavor text to the Doctor class modified: 02_Classes.txt --- CharacterCreation/02_Classes.txt | 43 ++++++++++++++++++-------------- 1 file changed, 24 insertions(+), 19 deletions(-) diff --git a/CharacterCreation/02_Classes.txt b/CharacterCreation/02_Classes.txt index 9263d6e0..fba6853e 100644 --- a/CharacterCreation/02_Classes.txt +++ b/CharacterCreation/02_Classes.txt @@ -143,8 +143,11 @@ Skill Proficiencies: ===== DOCTOR ===== -You know how or why something works [most likely humans / humanoid bodies), -and put that knowledge to good use by supporting your team. + + You know the secrets of life and death. The very continued existance of +those around you depend on you striking 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. Class Primary Attribute: Dexterity Starting Wealth: $2670 + 100*Luck @@ -180,26 +183,28 @@ 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 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. + + 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 From 5a1c1b22a44259d1cbb40d4c9faaee02b5f41190 Mon Sep 17 00:00:00 2001 From: Bleehu Date: Sat, 15 Sep 2018 15:21:13 -0700 Subject: [PATCH 043/147] restyled Soldier Class Feats and removed Battle Adrenaline, added Battle Hardened and Grizzled Veteran. Simpler to play, and adds tanky-ness to the Soldier class in accordance with design docs. Also removes another instance of old-instance nanites. --- CharacterCreation/02_Classes.txt | 88 ++++++++++++++++++++------------ 1 file changed, 54 insertions(+), 34 deletions(-) diff --git a/CharacterCreation/02_Classes.txt b/CharacterCreation/02_Classes.txt index 9263d6e0..3705b7b4 100644 --- a/CharacterCreation/02_Classes.txt +++ b/CharacterCreation/02_Classes.txt @@ -44,40 +44,60 @@ 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 concious of your +surroundings. You get 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 + +Raise Morale: + + You roar to incite courage in your allies. 1 Action. 50% + (CHA mod) chance +to 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. DC 25 - CHA mod to be successful. 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 andcan only be used once per encounter. This ability replaces +Raise Morale. + +Fight Fiercely First: + + You get an additional +10 to initiative rolls. In addition, you get a -3 +miss chance 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 ===== From 503d28462f3c82ad19be68fd81dd0592ef81d08b Mon Sep 17 00:00:00 2001 From: Bleehu Date: Sat, 15 Sep 2018 16:12:39 -0700 Subject: [PATCH 044/147] rewrote Specialist Class Feats existing feats were of the old nanite aesthetic. --- CharacterCreation/02_Classes.txt | 50 +++++++++++++++----------------- 1 file changed, 24 insertions(+), 26 deletions(-) diff --git a/CharacterCreation/02_Classes.txt b/CharacterCreation/02_Classes.txt index 9263d6e0..10d36bdb 100644 --- a/CharacterCreation/02_Classes.txt +++ b/CharacterCreation/02_Classes.txt @@ -81,6 +81,7 @@ Skill Proficiencies: ===== 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 @@ -114,33 +115,30 @@ 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 score critical hits. 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 a suppressive fire action 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 pathalogical 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), From 1018064f03a8a7dc06fb5ab28a049a910b95c7e2 Mon Sep 17 00:00:00 2001 From: Bleehu Date: Sat, 15 Sep 2018 16:17:03 -0700 Subject: [PATCH 045/147] restyled Engineer Class Feats. --- CharacterCreation/02_Classes.txt | 54 ++++++++++++++++---------------- 1 file changed, 27 insertions(+), 27 deletions(-) diff --git a/CharacterCreation/02_Classes.txt b/CharacterCreation/02_Classes.txt index 9263d6e0..417efe1c 100644 --- a/CharacterCreation/02_Classes.txt +++ b/CharacterCreation/02_Classes.txt @@ -250,36 +250,36 @@ 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 - + +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. - | - | - V - Overbuilt - +repair checks. + +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. -====================================== +construction 50 additional health points. + +Power Trip: + + You start each engagement with an extra 40 energy. + +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. 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 From 8e3e0f719fbce9b09ab8b8c78fb5173eaa1ad038 Mon Sep 17 00:00:00 2001 From: Bleehu Date: Sat, 15 Sep 2018 17:00:12 -0700 Subject: [PATCH 046/147] rewrote Hacker Class description and feats added `Characters/Class-Specific/Hacker Exploits.txt` This is not meant to be a long-term rewrite of the class, but instead a formalizing of the existing hand-wavy makeshift system in place already. This is why we are missing numbers for disrupting weapons, cameras or enemy security drones for instance. modified: 02_Classes.txt new file: Class-Specific Documentation/Hacker Exploits.txt --- CharacterCreation/02_Classes.txt | 49 +++++++++---------- .../Hacker Exploits.txt | 43 ++++++++++++++++ 2 files changed, 65 insertions(+), 27 deletions(-) create mode 100644 CharacterCreation/Class-Specific Documentation/Hacker Exploits.txt diff --git a/CharacterCreation/02_Classes.txt b/CharacterCreation/02_Classes.txt index 9263d6e0..b62b7574 100644 --- a/CharacterCreation/02_Classes.txt +++ b/CharacterCreation/02_Classes.txt @@ -282,9 +282,12 @@ Skill Proficiencies: ====================================== ===== 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 @@ -294,6 +297,11 @@ Passives: * Gain Skill Knowledge - Computers at 10. * 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. @@ -309,31 +317,18 @@ Skill Proficiencies: * 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 diff --git a/CharacterCreation/Class-Specific Documentation/Hacker Exploits.txt b/CharacterCreation/Class-Specific Documentation/Hacker Exploits.txt new file mode 100644 index 00000000..d03e74bf --- /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 "puh-own") 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. \ No newline at end of file From 00f361aa58d258d74bb21d2d75aa6220a7f37e5b Mon Sep 17 00:00:00 2001 From: Bleehu Date: Sat, 15 Sep 2018 17:38:17 -0700 Subject: [PATCH 047/147] rewrote Pilot Class Feats And restyled them as well modified: 02_Classes.txt --- CharacterCreation/02_Classes.txt | 97 +++++++++++++++++++++++++------- 1 file changed, 77 insertions(+), 20 deletions(-) diff --git a/CharacterCreation/02_Classes.txt b/CharacterCreation/02_Classes.txt index 9263d6e0..00bb1308 100644 --- a/CharacterCreation/02_Classes.txt +++ b/CharacterCreation/02_Classes.txt @@ -336,6 +336,7 @@ Skill Proficiencies: ===== 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. @@ -366,27 +367,83 @@ 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 +Jerry 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 ===== From 334c946160e2f4ade925483c5e79cca18a737515 Mon Sep 17 00:00:00 2001 From: Bleehu Date: Sat, 15 Sep 2018 17:48:53 -0700 Subject: [PATCH 048/147] restyled Gunslinger Class Feats modified: 02_Classes.txt --- CharacterCreation/02_Classes.txt | 65 +++++++++++++++++--------------- 1 file changed, 35 insertions(+), 30 deletions(-) diff --git a/CharacterCreation/02_Classes.txt b/CharacterCreation/02_Classes.txt index 9263d6e0..bf012413 100644 --- a/CharacterCreation/02_Classes.txt +++ b/CharacterCreation/02_Classes.txt @@ -530,10 +530,10 @@ Perception rolls to spot cloaked or sneaking characters. 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 @@ -585,34 +585,39 @@ 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 + +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 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, 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. +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 this turn. -====================================== ===== ASSASSIN ===== The galaxy is a dangerous place for those who would believe their power or From 5ee0599a0fbb77627911879138a08341923e2f56 Mon Sep 17 00:00:00 2001 From: Bleehu Date: Sat, 15 Sep 2018 18:43:56 -0700 Subject: [PATCH 049/147] rewrote Assassin Class Feats in order to remove the old nanite aesthetic and to take much better advantage of the new melee rules. modified: 02_Classes.txt --- CharacterCreation/02_Classes.txt | 91 +++++++++++++++++++------------- 1 file changed, 53 insertions(+), 38 deletions(-) diff --git a/CharacterCreation/02_Classes.txt b/CharacterCreation/02_Classes.txt index bf012413..d04f4022 100644 --- a/CharacterCreation/02_Classes.txt +++ b/CharacterCreation/02_Classes.txt @@ -636,18 +636,22 @@ Passives: * 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. + 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. In the darkness, a skilled assassin won't be seen, even when +being looked at. In daylight however, even the most skilled assassin can be seen +if their silhouette is carelessly shown. + *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. @@ -666,33 +670,44 @@ 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. While in a grapple that you control, you get two Actions +instead of only one. 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. So long as you control the grapple, you may make up to Three Actions +per turn, but at least one of them cannot be attacking the victim that you are +grappling. + + 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 From bacbf1cf6ce59ef86e647e23df269f46f195614a Mon Sep 17 00:00:00 2001 From: Bleehu Date: Sat, 15 Sep 2018 19:11:07 -0700 Subject: [PATCH 050/147] rewrote Marksman Class Feats the old ones were out of aesthetic. The new Marksman class abilties lean into their role at eleminating key targets such as enemy medics, hackers, etc. modified: 02_Classes.txt --- CharacterCreation/02_Classes.txt | 91 +++++++++++++++++++------------- 1 file changed, 53 insertions(+), 38 deletions(-) diff --git a/CharacterCreation/02_Classes.txt b/CharacterCreation/02_Classes.txt index 9263d6e0..b0a4b9af 100644 --- a/CharacterCreation/02_Classes.txt +++ b/CharacterCreation/02_Classes.txt @@ -717,44 +717,59 @@ Skill Profiencies: * Weapons - Long Rifle == 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 critical hit 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 From 47d7be33cdda3714619a779d8f883878df86a919 Mon Sep 17 00:00:00 2001 From: Bleehu Date: Sat, 15 Sep 2018 19:16:58 -0700 Subject: [PATCH 051/147] restyled Berserker Class Feats modified: 02_Classes.txt --- CharacterCreation/02_Classes.txt | 49 +++++++++++++++++--------------- 1 file changed, 26 insertions(+), 23 deletions(-) diff --git a/CharacterCreation/02_Classes.txt b/CharacterCreation/02_Classes.txt index 9263d6e0..58eac1f3 100644 --- a/CharacterCreation/02_Classes.txt +++ b/CharacterCreation/02_Classes.txt @@ -757,6 +757,7 @@ Skill Profiencies: ====================================== ===== 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 @@ -788,26 +789,28 @@ 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 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. - | - | - 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 Rounds. -====================================== +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. From d9c81910f1a86235c857f3cc2a5b8aec7f8e541d Mon Sep 17 00:00:00 2001 From: Bleehu Date: Sat, 15 Sep 2018 19:23:59 -0700 Subject: [PATCH 052/147] added entry in the glossary for Encounter modified: 03_Glossary_of_Terms.txt --- 03_Glossary_of_Terms.txt | 9 +++++++++ 1 file changed, 9 insertions(+) diff --git a/03_Glossary_of_Terms.txt b/03_Glossary_of_Terms.txt index 19081c17..49cce65c 100644 --- a/03_Glossary_of_Terms.txt +++ b/03_Glossary_of_Terms.txt @@ -53,6 +53,15 @@ limited by turns with certain amounts of Actions. See Basic Rules.txt section == D10 == A 10-sided Die. See "The Primary Game Mechanic" in the Basic Rules. +== 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 iniative to the time that play is no longer done +in iniative order. + == DM == Dungeon Master. See Game Master. From eb25c06a863caf2457797fdeab7cb9f9843b8f8a Mon Sep 17 00:00:00 2001 From: Bleehu Date: Sat, 15 Sep 2018 19:42:10 -0700 Subject: [PATCH 053/147] With the release of melee 2.1, let's call this a major release! modified: README.md --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index 418a64ab..53bd0904 100644 --- a/README.md +++ b/README.md @@ -1,6 +1,6 @@ # Compound_X -Version Beta 0.1.6 +Version Beta 0.2.0 A fun sci-fi tabletop roleplaying game. From 84b6fbbf4420585f58dac1d28da94f6042802a18 Mon Sep 17 00:00:00 2001 From: Bleehu Date: Sat, 15 Sep 2018 21:41:18 -0700 Subject: [PATCH 054/147] spelling corrections in glossary --- 03_Glossary_of_Terms.txt | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/03_Glossary_of_Terms.txt b/03_Glossary_of_Terms.txt index 49cce65c..03034cc4 100644 --- a/03_Glossary_of_Terms.txt +++ b/03_Glossary_of_Terms.txt @@ -59,8 +59,8 @@ 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 iniative to the time that play is no longer done -in iniative order. +first stealth attack or rolling initiative to the time that play is no longer +in initiative order. == DM == Dungeon Master. See Game Master. From 5111eed7e7c3380d1977667fba84cb292e69b076 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sat, 15 Sep 2018 22:46:43 -0700 Subject: [PATCH 055/147] Clarity and Typographical Review Notes --- 01_02_Combat_Rules.txt | 28 ++++++++++++++-------------- 1 file changed, 14 insertions(+), 14 deletions(-) diff --git a/01_02_Combat_Rules.txt b/01_02_Combat_Rules.txt index 2a6d0355..669b7561 100644 --- a/01_02_Combat_Rules.txt +++ b/01_02_Combat_Rules.txt @@ -196,12 +196,12 @@ the incoming attack. 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, except that if you pass the DC by -at least 30 you do not provoke an Opportunity Attack. Should nothing be -available for the weapon to get stuck in, it is instead dropped, but the -skill check may still be used to attempt to avoid an Opportunity Attack for -picking it up (you will always succeed in picking it up if it's still within -reach). +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, may still use the skill check to attempt to avoid an +Opportunity Attack while doing so. Guard rolls can never Critically fail. Rolling a 1 on a Guard check has no special meaning. @@ -549,10 +549,10 @@ 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 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). +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. @@ -639,7 +639,7 @@ 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 equal to or less than the weapon's Jam +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. @@ -701,9 +701,9 @@ 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. 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 From 3a9a14e4e026a58cc815ab31db40bc0e5a8bb819 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sat, 15 Sep 2018 23:08:53 -0700 Subject: [PATCH 056/147] Clarity Review Updates --- CharacterCreation/03_Feats.txt | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 72584e45..91bfc403 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -881,9 +881,9 @@ and harpoon launchers that the user has proficiency with. Does not apply to Impr throwing weapons. 0: +5m to ranges R1 and R2. -12: May use Weapons - Melee in place of Perform (Dex) when making displays of +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 thrown weapons, before rolling Accuracy, you may declare the +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 @@ -894,10 +894,10 @@ throwing weapons. against your attacks. /* When attacking an armored target at range, their armor coverage range is reduced by 1 {Static Armor} */ -48: +10m to thrown weapons' farthest range bracket. +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 - that weapon as a Reaction. + a similar throwing weapon as a Reaction. ============================== Active Feats From bcd5d8f5ab7d0e5612e2759a031cb33958d9b631 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sat, 15 Sep 2018 23:44:48 -0700 Subject: [PATCH 057/147] Clarity Review Updates --- 01_02_Combat_Rules.txt | 18 ++++++++++-------- 1 file changed, 10 insertions(+), 8 deletions(-) diff --git a/01_02_Combat_Rules.txt b/01_02_Combat_Rules.txt index ebbd4f86..a36ea06e 100644 --- a/01_02_Combat_Rules.txt +++ b/01_02_Combat_Rules.txt @@ -215,8 +215,9 @@ 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, and the like would be One-handed. Heavier -objects like every other class of firearm, chairs, or 2x4s are Two-handed. +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 @@ -224,12 +225,13 @@ Accuracy. Their damage when thrown is the same as when used for melee strikes. 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 the usual effects the weapon 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. Additionally, 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. +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. == Combat Maneuvers == From 572483e67e9a92c7b1117fea5432053445e3d825 Mon Sep 17 00:00:00 2001 From: Bleehu Date: Sun, 16 Sep 2018 11:41:37 -0700 Subject: [PATCH 058/147] spelling and grammar fixes for Soldier class feats --- CharacterCreation/02_Classes.txt | 27 ++++++++++++++------------- 1 file changed, 14 insertions(+), 13 deletions(-) diff --git a/CharacterCreation/02_Classes.txt b/CharacterCreation/02_Classes.txt index 3705b7b4..9a3d9753 100644 --- a/CharacterCreation/02_Classes.txt +++ b/CharacterCreation/02_Classes.txt @@ -49,8 +49,8 @@ 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 concious of your -surroundings. You get the following: +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 @@ -63,32 +63,33 @@ 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. +10. You gain the following: * An additional +20 to your maximum health * If you would fail a reload roll, you succeed instead Raise Morale: - You roar to incite courage in your allies. 1 Action. 50% + (CHA mod) chance -to give allied Characters a +20 on their next skill roll or +2 on their next + 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. DC 25 - CHA mod to be successful. 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 andcan only be used once per encounter. This ability replaces -Raise Morale. +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 get an additional +10 to initiative rolls. In addition, you get a -3 -miss chance against enemies who have not taken a turn yet in combat or whom you + 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. From 078fc3950cef4c40ccded2a7f46c0d9834c6883f Mon Sep 17 00:00:00 2001 From: Bleehu Date: Sun, 16 Sep 2018 11:48:24 -0700 Subject: [PATCH 059/147] spelling in Pilot Class feats modified: CharacterCreation/02_Classes.txt --- CharacterCreation/02_Classes.txt | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/CharacterCreation/02_Classes.txt b/CharacterCreation/02_Classes.txt index 00bb1308..09d71d47 100644 --- a/CharacterCreation/02_Classes.txt +++ b/CharacterCreation/02_Classes.txt @@ -378,7 +378,7 @@ 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 +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: @@ -403,7 +403,7 @@ Boostin' Buggies: ignitions. You gain a +16 to skill checks with Slight of Hand(Dex), Hacking(Int), or -Jerry Rig(Dex) to start and control a vehicle that didn't have the keys in it +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. From e84968ecaa23e5c9fe02acab1f55df063559780f Mon Sep 17 00:00:00 2001 From: Bleehu Date: Sun, 16 Sep 2018 11:53:13 -0700 Subject: [PATCH 060/147] spelling corrections in specialist class feats --- CharacterCreation/02_Classes.txt | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/CharacterCreation/02_Classes.txt b/CharacterCreation/02_Classes.txt index 10d36bdb..9d668ba8 100644 --- a/CharacterCreation/02_Classes.txt +++ b/CharacterCreation/02_Classes.txt @@ -119,7 +119,7 @@ Skill Proficiencies: Blanket Fire: You gleefully provide cover fire over a larger area, using tools that are -best suited for such a task. When you take a suppressive fire action with a +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. @@ -134,10 +134,10 @@ Class Feat cannot be taken unless your character is level 10 and has the Tender Love and Care: - You have an almost pathalogical affection for your large weapon of choice. + 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 + When firing an automatic weapon, the first time each Round that you would roll a jam you instead only miss. ===== DOCTOR ===== From 6e938ea39dffc0a15a7a84009514faa5cdba4887 Mon Sep 17 00:00:00 2001 From: Bleehu Date: Sun, 16 Sep 2018 12:01:41 -0700 Subject: [PATCH 061/147] Grammar/spelling in Doc class feats --- CharacterCreation/02_Classes.txt | 11 ++++++----- 1 file changed, 6 insertions(+), 5 deletions(-) diff --git a/CharacterCreation/02_Classes.txt b/CharacterCreation/02_Classes.txt index fba6853e..be0566d2 100644 --- a/CharacterCreation/02_Classes.txt +++ b/CharacterCreation/02_Classes.txt @@ -144,10 +144,11 @@ Skill Proficiencies: ===== DOCTOR ===== - You know the secrets of life and death. The very continued existance of -those around you depend on you striking 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. + 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. Class Primary Attribute: Dexterity Starting Wealth: $2670 + 100*Luck @@ -187,7 +188,7 @@ Skill Proficiencies: 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 +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. From 06a98a7ab2a9a36e75303130ccf2d04ec11c4ff5 Mon Sep 17 00:00:00 2001 From: Bleehu Date: Sun, 16 Sep 2018 12:36:11 -0700 Subject: [PATCH 062/147] spelling and grammar in conditions modified: 01_05_Conditions.txt --- 01_05_Conditions.txt | 62 +++++++++++++++++++++++--------------------- 1 file changed, 32 insertions(+), 30 deletions(-) diff --git a/01_05_Conditions.txt b/01_05_Conditions.txt index a908b4ce..9d2504bc 100644 --- a/01_05_Conditions.txt +++ b/01_05_Conditions.txt @@ -6,13 +6,13 @@ Conditions 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. But this can happen to cybernetic -characters as well who can leak coolant and lubricant. +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 beggening of their turn. Broken with Medicine Skill -check. The Save DC to stop varies; the cause of the bleed effect should list it -in the effect description. +damage once per round at the beggining of their turn. The bleeding can be +staunched with Medicine Skill check. The Medicine (Dex) DC to stop varies; the +cause of the bleed effect should list it in the effect description. == Burning == @@ -20,7 +20,7 @@ in the effect description. phosphorous) is burning. Burning is different than a Plasma Burn. For Plasma Burns, see the "Plasma Burn" Condition further below. - A Burning character takes 2d10 damage per round at the beggeining of their + A Burning character takes 2d10 damage per round at the beggining of their turn. Most burning can be extinguished by dousing a character in a non-flamable liquid, or by that character dropping and rolling. One Action to drop, One Action to Roll around and put out the fire. Rolling has a Dex(Athletics) DC 40 @@ -58,9 +58,9 @@ 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. - A Character that is Fronzen takes d10 damage per round at the beggining of + A Character that is Frozen takes d10 damage per round at the beggining of their turn. The Condition lasts until a source of heat is applied to the wound, -or with Dexterity(Medicine) Skill check, DC 50. +or with Medicine (Dex) Skill check, DC 50. == Fear == @@ -69,8 +69,8 @@ self-preservation. This usually happens when presented with the appearance of certain, agonizing death. Though there are certainly other scary things in the universe. - A Character that has the Fear Condition may take no actions, except running -away form the source of fear, or taking an action to roll to defeat fear. DC 50, + A Character that has the Fear Condition may take no actions, except moving +away from the source of fear, or taking an action to roll to defeat fear. DC 50, Will Save. == Fear, Greater == @@ -90,7 +90,7 @@ and failing to successfully socialize, or by trying and failing to socialize with an ally who has 1 Charisma. A Lonely Character hasn't met Mazlow's Hierarchy of needs, and this affects their performance. - While Lonely, they move 1m slower every two actions (round down) and take a + A Lonely Character moves 1m slower every two Actions (round down) and take a -5 to skill rolls. == Necrosis == @@ -100,10 +100,11 @@ 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 turn. If left -unhealed for more than a day, the infection spreads 1 foot per day. Medicine DC -75, must be rolled to cure it, usually by surgically removing the dead tissue -and generously applying healing biofoam. + A Character aflicted with Necrosis takes 2d10 +5 damage per Round at the +beggining of their turn. If left unhealed for more than a day, the infection +spreads 1 foot per day. A Medicine check of DC 75 must be rolled to cure it, +usually by surgically removing the dead tissue and generously applying healing +biofoam. == Pinned Down == @@ -112,7 +113,7 @@ fire or a continuous stream of bullets must overcome the psychological instinct to stay put and not get shot. A target that is pinned is hunkered and cannot move for 2 full Rounds or -until they pass a Will saving throw at DC of 70, whichever is quicker. +until they pass a DC 70 Will Save, whichever is quicker. == Plasma Burn == @@ -121,13 +122,13 @@ have the tendancy 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 beggening of their turn. Each "token" lasts for 2 +Burn Token per round at the beggining of their turn. Each "token" lasts for 2 turns if the target's armor was pierced or missed. - If the targets armor is hit/pierced, the armor's AP Level is reduced by 1, -permanently (repairable, DC 60% Repair check). While the damage from burn tokens -is addative, any given set of armor cannot have its APL reduced by more than -one regardless of how many plasma shots it has taken. + If the targets armor is hit/pierced, the armor's Armor Piercing Level is +reduced by 1, permanently (repairable, DC 60% Repair check). While the damage +from burn tokens is addative, any given set of armor cannot have its APL reduced +by more than one regardless of how many plasma shots it has taken. == Poisoned == @@ -146,19 +147,20 @@ Round at the beggining of their turn. 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, a Character gains a +1 to miss with any attack and a temporary --1 to Perception. At the same time, the Character gets a +1 to charisma and luck. -You also take a -20 to skill checks involving driving, flying or operating heavy -machinery. If the Character fails a Fort save to prevent increasing their -intoxication level while Buzzed, they lose the Buzzed Condition and instead are -aflicted with the Hammered Condition (See below). As long as they don't become -Hammered, being Buzzed will wear off in two hours. + While buzzed, a Character gains a -1 to accuracy with any attack and a +temporary -1 to Perception. At the same time, the Character gets a +1 to +Charisma and Luck. You also take a penalty of -20 to skill checks involving +driving, flying or operating heavy machinery. If the Character fails a Fort save +to prevent increasing their intoxication level while Buzzed, they lose the +Buzzed Condition and instead are aflicted with the Hammered Condition (See +below). As long as they don't become Hammered, being Buzzed will wear off in two +hours. == Hammered (drunk) == While Hammered, a Character takes a -3 to accuracy rolls when attacking and a -50 to skill checks involving driving, flying or operating heavy machinery. -The Character takes a temporary -2 to dex, perception and charisma. If the +The Character takes a temporary -2 to Dexterity, Perception and Charisma. If the Character's level of intoxication increases while you are Hammered, that Character blacks out and is now Downed, but not Bleeding Out. As long as a Character doesn't black out, being Hammered will turn into being Buzzed after @@ -166,6 +168,6 @@ two hours. == Stunned/Paralyzed == - A Stunned or Paralyzed target cannot take actions for the duration of their + 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. \ No newline at end of file From 3f08878c6e781f0365f6584f841c1712ecbec40d Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sun, 16 Sep 2018 13:37:50 -0700 Subject: [PATCH 063/147] Pwn pronunciation guide Files Changed: Hacker Exploits.txt --- .../Class-Specific Documentation/Hacker Exploits.txt | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/CharacterCreation/Class-Specific Documentation/Hacker Exploits.txt b/CharacterCreation/Class-Specific Documentation/Hacker Exploits.txt index d03e74bf..3cfb5c75 100644 --- a/CharacterCreation/Class-Specific Documentation/Hacker Exploits.txt +++ b/CharacterCreation/Class-Specific Documentation/Hacker Exploits.txt @@ -29,8 +29,8 @@ 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 "puh-own") its target. A pwned target is -under the control of the hacker until the malware is removed. +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 @@ -40,4 +40,4 @@ 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. \ No newline at end of file +encounter. 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zNW2%doNoMXmknD-z3zL=N7ok}4c*~ExHztqLq8q9Yj)&TVgST~j-zfq`t(-d^!1G= zKp8L34jkahcvtramq%JY5zHxT796Xp0zkVFG?aXOQ|NnM43bKFi8h1u+P9BxP5Iw8 z^c)`o%28(77iR|YyxYl6t#JfJL1&wOdky$7$U~Kh;SBen0|zNU`s_L1{5HY!mb?dp z>5;JBM3Z^kt&*hsbWWazH$mMS(FtjW0YfvZH^ogt3(i4yctvbgd zo=2LQv97M4vQ6ealoz8Jt5*t(P)mlU%^gZniwwc#oY->HRn@n;q@&Tx!2U`|K{Rro z8*E5Ey^x-e+XjO`jWfjUO63Jd0{1-DU+xJV50~n=<>pFW_dWa$?At;Cf@7pS0JN;D z+lfVK(u`-G-@)yR=mf;=pk5pA3pxNL^B*%HPrZ&&)#b&rphbpxbd)0kR<`i2pX)=} zWr#PpH%mY8HP-59 Date: Sun, 16 Sep 2018 19:54:02 -0700 Subject: [PATCH 065/147] Update 01_02_Combat_Rules.txt --- 01_02_Combat_Rules.txt | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/01_02_Combat_Rules.txt b/01_02_Combat_Rules.txt index 7c1e8f1c..a6c3330b 100644 --- a/01_02_Combat_Rules.txt +++ b/01_02_Combat_Rules.txt @@ -450,12 +450,12 @@ 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 performed a Critical +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, while an Extra-Critical Hit deals +30 damage. + 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 score + Some abilities or feats have additional effects that trigger when you land Critical or Extra-Critical Hits. From 4759e26325ec6ccc5bc8bc38055277d652fd3442 Mon Sep 17 00:00:00 2001 From: Bleehu Date: Mon, 24 Sep 2018 17:56:05 -0700 Subject: [PATCH 066/147] added a how-to doc for making characters modified: 01_01_Basic_Rules.txt new file: CharacterCreation/00_00_Creating_a_character.txt renamed: CharacterCreation/00_New_Player_Walkthrough.txt -> CharacterCreation/00_01_New_Player_Tips.txt --- 01_01_Basic_Rules.txt | 58 ------- .../00_00_Creating_a_character.txt | 155 ++++++++++++++++++ ...kthrough.txt => 00_01_New_Player_Tips.txt} | 0 3 files changed, 155 insertions(+), 58 deletions(-) create mode 100644 CharacterCreation/00_00_Creating_a_character.txt rename CharacterCreation/{00_New_Player_Walkthrough.txt => 00_01_New_Player_Tips.txt} (100%) diff --git a/01_01_Basic_Rules.txt b/01_01_Basic_Rules.txt index d56fe887..fe0efd24 100644 --- a/01_01_Basic_Rules.txt +++ b/01_01_Basic_Rules.txt @@ -377,64 +377,6 @@ More generally: 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. - -============================== -Creating a New Character -============================== - - When making a new character, you'll have to assign their Primary 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 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. 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. - -===== Assigning Skills to a Character ===== - - 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. ============================== Saving Throws 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 From 6bf64bb9afcec275d68b0464c95118ec585aa45f Mon Sep 17 00:00:00 2001 From: AShrubbery Date: Tue, 25 Sep 2018 15:40:43 -0700 Subject: [PATCH 067/147] Add AoE Flamethrower Added a second flamethrower with AoE --- ...achineGuns_HeavyWeps_&_RocketLaunchers.txt | 26 +++++++++++++++++++ 1 file changed, 26 insertions(+) diff --git a/Items/04_06_MachineGuns_HeavyWeps_&_RocketLaunchers.txt b/Items/04_06_MachineGuns_HeavyWeps_&_RocketLaunchers.txt index 7af469e3..42a26381 100644 --- a/Items/04_06_MachineGuns_HeavyWeps_&_RocketLaunchers.txt +++ b/Items/04_06_MachineGuns_HeavyWeps_&_RocketLaunchers.txt @@ -94,6 +94,32 @@ Movement Speed Penalty: -2m * 4 out to 45m * 5 out to 80m +==Frontier Flame Thrower FLMR-B $3880 == + +Damage: 80 Special +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. + 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. + + 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. + ==Matthews Model 240-B $4450 == Damage: 105 Ballistic From d329cb05c26ec0af341d8e60b4fbc93d125460f5 Mon Sep 17 00:00:00 2001 From: AShrubbery Date: Tue, 25 Sep 2018 17:03:11 -0700 Subject: [PATCH 068/147] Revise Flamethrower AoE Added flame on ground rules. Moved weapon to the correct section. --- ...achineGuns_HeavyWeps_&_RocketLaunchers.txt | 57 ++++++++++--------- 1 file changed, 31 insertions(+), 26 deletions(-) diff --git a/Items/04_06_MachineGuns_HeavyWeps_&_RocketLaunchers.txt b/Items/04_06_MachineGuns_HeavyWeps_&_RocketLaunchers.txt index 42a26381..8554430d 100644 --- a/Items/04_06_MachineGuns_HeavyWeps_&_RocketLaunchers.txt +++ b/Items/04_06_MachineGuns_HeavyWeps_&_RocketLaunchers.txt @@ -93,32 +93,6 @@ Movement Speed Penalty: -2m * 2 out to 15m * 4 out to 45m * 5 out to 80m - -==Frontier Flame Thrower FLMR-B $3880 == - -Damage: 80 Special -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. - 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. - - 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. ==Matthews Model 240-B $4450 == @@ -320,6 +294,37 @@ 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 From 4d887ca59a602b196a359446735587660649687c Mon Sep 17 00:00:00 2001 From: AShrubbery Date: Fri, 28 Sep 2018 12:40:52 -0700 Subject: [PATCH 069/147] Add vacuum flame thrower fuel --- Items/04_00_WeaponAttachments.txt | 11 +++++++++++ 1 file changed, 11 insertions(+) diff --git a/Items/04_00_WeaponAttachments.txt b/Items/04_00_WeaponAttachments.txt index fede9ba3..d02f6154 100644 --- a/Items/04_00_WeaponAttachments.txt +++ b/Items/04_00_WeaponAttachments.txt @@ -694,6 +694,17 @@ using Vorpal rounds, your gun deals 80 + 20 (for Critical) + 8 (Vorpal damage) = If your roll an Extra Critical Hit, you would deal 80 + 30(for Extra Critical) + 24 (Vorpal Damage) = 134 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 ============================== From b969a2dfbd9726413fcc30066f111a7da4c88f2c Mon Sep 17 00:00:00 2001 From: Bleehu Date: Mon, 8 Oct 2018 08:24:32 -0700 Subject: [PATCH 070/147] spelling Afibrillator modified: CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt --- .../Class-Specific Documentation/Doctor Procedures.txt | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt b/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt index 67eef7e7..3173f316 100644 --- a/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt +++ b/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt @@ -343,7 +343,7 @@ wouldn't. Use of biologic weapons are severely frowned upon in most civilized regions of space. -== Neural Afibulator == +== Neural Afibrillator == Adrenaline Cost: 50 Points Needle Cost: 1 Needle @@ -353,7 +353,7 @@ Miss Chance: 2 APL: 3 Damage on hit: 30 - The Neural Afibulator is a small module that fits into a needle to deliver + 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 From 1e89af9433b2790c5306964ba763c7f40654e19e Mon Sep 17 00:00:00 2001 From: Bleehu Date: Mon, 8 Oct 2018 08:48:23 -0700 Subject: [PATCH 071/147] some grammar and rules clarification. modified: CharacterCreation/02_Classes.txt --- CharacterCreation/02_Classes.txt | 24 ++++++++++++------------ 1 file changed, 12 insertions(+), 12 deletions(-) diff --git a/CharacterCreation/02_Classes.txt b/CharacterCreation/02_Classes.txt index d04f4022..d3d46a0a 100644 --- a/CharacterCreation/02_Classes.txt +++ b/CharacterCreation/02_Classes.txt @@ -596,8 +596,8 @@ 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 +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). @@ -605,18 +605,18 @@ 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 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 +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, 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 this turn. + 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 ===== @@ -644,9 +644,9 @@ 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. In the darkness, a skilled assassin won't be seen, even when -being looked at. In daylight however, even the most skilled assassin can be seen -if their silhouette is carelessly shown. +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 like the more powerful advanced armor cloaking devices, but it does From 0f0b22552b0d1f98b4c262520d17a8375e97066d Mon Sep 17 00:00:00 2001 From: Bleehu Date: Wed, 31 Oct 2018 18:57:13 -0700 Subject: [PATCH 072/147] version number bump modified: README.md --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index 53bd0904..e1c079f7 100644 --- a/README.md +++ b/README.md @@ -1,6 +1,6 @@ # Compound_X -Version Beta 0.2.0 +Version Beta 0.2.1 A fun sci-fi tabletop roleplaying game. From c764bb127e57c51ecd2a807f581d77f13194666d Mon Sep 17 00:00:00 2001 From: bleehu Date: Wed, 31 Oct 2018 19:16:20 -0700 Subject: [PATCH 073/147] Added requested spaces added spaces between skill and stat in pilot class feats --- CharacterCreation/02_Classes.txt | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/CharacterCreation/02_Classes.txt b/CharacterCreation/02_Classes.txt index 09d71d47..bad3b6a3 100644 --- a/CharacterCreation/02_Classes.txt +++ b/CharacterCreation/02_Classes.txt @@ -379,7 +379,7 @@ most. 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. +a tail or Piloting (Dex) rolls to make maneuvers in retreating. Wheelman: @@ -403,7 +403,7 @@ Boostin' Buggies: 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 +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. From 20ed2f1ef14fff60c004a0846d625f28dce9bdf2 Mon Sep 17 00:00:00 2001 From: bleehu Date: Wed, 31 Oct 2018 19:18:42 -0700 Subject: [PATCH 074/147] added addendum to Grizzled Vetran As per RoseB's request, we've excluded crit fails from being overridden by the Grizzled veteran feat. --- CharacterCreation/02_Classes.txt | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/CharacterCreation/02_Classes.txt b/CharacterCreation/02_Classes.txt index 9a3d9753..dc81f944 100644 --- a/CharacterCreation/02_Classes.txt +++ b/CharacterCreation/02_Classes.txt @@ -66,7 +66,7 @@ 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 +* If you would fail a reload roll, you succeed instead as long as you didn't critically fail Raise Morale: From 19586310f0bcd58ed032b78b0f767c9a2ca860d2 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Thu, 1 Nov 2018 14:00:28 -0700 Subject: [PATCH 075/147] Clarity, Consistency, and Prose in Damage Types Cleaning up, adding prose, and template consistency. Added explicit defensive rules to all damage types, and restyled BPL into damage types instead of weapon types, which really doesn't change anything but is more consistent. That last bit is from #492. New Issue, but Fall damage really could move elsewhere, since nothing *deals* fall damage, characters only suffer it. Also New Issue: the sections on shield and armor are redundant if these changes go through, and can be deleted. One functional change: Added shield bypass property to Acid damage, since shields probably only block high-energy low-mass forms of attack. --- 01_04_Damage_Types_and_Armor_Types.txt | 116 +++++++++++++++---------- 1 file changed, 70 insertions(+), 46 deletions(-) diff --git a/01_04_Damage_Types_and_Armor_Types.txt b/01_04_Damage_Types_and_Armor_Types.txt index d16563e5..14d395e4 100644 --- a/01_04_Damage_Types_and_Armor_Types.txt +++ b/01_04_Damage_Types_and_Armor_Types.txt @@ -4,81 +4,89 @@ Damage Types and Armor Types ===== Damage Types ===== -== Weapon 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 -(assuming their armor is pierced). - -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. - -== 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 -meters before needing to roll an acrobatics check. If the surface they are -landing on is somehow fouled, the GM may require the player to roll an -acrobatics check when landing from any height at their discretion. On a failed -roll, take damage equal to 2 times the height fallen. The player also incurs -one injury, depending on the severity of the fall. Some examples are below: - -* Sprained ankle(s) -* Broken ankle(s) -* Broken leg(s) -* Broken arm(s) in addition to leg(s) -* Broken everything - -== Other Damage Types == - -Explosives: - Certain grenades and devices deal Explosive damage, which ignores armor and -shields (explosive damage is essentially a crushing force). Though they may seem +== 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 energy transfer to the target from a high-energy +plasma projectile and/or spray. + + 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. + + Laser damage is dealth 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 they may seem like explosive weapons, fragmentation grenades 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 dealt 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. + Electric damage is dealt first to shields, and then health. It bypasses +armor. + Fire Damage: - Some damage is dealt with conflagrations or general combustion. While + Some damage is dealt 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. + Fire damage is dealt first to shields, then armor, and then health. + Acid Damage: - Some damage is dealt 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 taken 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 ===== @@ -93,3 +101,19 @@ examples of armor that you can buy, see the /items/Armor section. Shields: 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 +meters before needing to roll an acrobatics check. If the surface they are +landing on is somehow fouled, the GM may require the player to roll an +acrobatics check when landing from any height at their discretion. On a failed +roll, take damage equal to 2 times the height fallen. The player also incurs +one injury, depending on the severity of the fall. Some examples are below: + +* Sprained ankle(s) +* Broken ankle(s) +* Broken leg(s) +* Broken arm(s) in addition to leg(s) +* Broken everything From 9df9b107af418c0f3b55de04536cbfac1b510e83 Mon Sep 17 00:00:00 2001 From: Bleehu Date: Thu, 1 Nov 2018 21:51:48 -0700 Subject: [PATCH 076/147] deprecated the unbalanced cyborg species modified: CharacterCreation/01_Species.txt --- CharacterCreation/01_Species.txt | 66 -------------------------------- 1 file changed, 66 deletions(-) diff --git a/CharacterCreation/01_Species.txt b/CharacterCreation/01_Species.txt index edd6c4d8..d79155ff 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 ============================== From f3561fe26477d094282886262defbcc53f37b751 Mon Sep 17 00:00:00 2001 From: Bleehu Date: Thu, 1 Nov 2018 21:51:48 -0700 Subject: [PATCH 077/147] deprecated the unbalanced cyborg species modified: CharacterCreation/01_Species.txt --- CharacterCreation/01_Species.txt | 66 -------------------------------- 1 file changed, 66 deletions(-) diff --git a/CharacterCreation/01_Species.txt b/CharacterCreation/01_Species.txt index edd6c4d8..d79155ff 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 ============================== From e316c5775bd26a691997792cb7356c9b698a7f2b Mon Sep 17 00:00:00 2001 From: James Talbott Date: Thu, 1 Nov 2018 23:44:30 -0700 Subject: [PATCH 078/147] Minor prose updates to plasma, typography --- 01_04_Damage_Types_and_Armor_Types.txt | 10 ++++++---- 1 file changed, 6 insertions(+), 4 deletions(-) diff --git a/01_04_Damage_Types_and_Armor_Types.txt b/01_04_Damage_Types_and_Armor_Types.txt index 14d395e4..7f8567da 100644 --- a/01_04_Damage_Types_and_Armor_Types.txt +++ b/01_04_Damage_Types_and_Armor_Types.txt @@ -15,8 +15,9 @@ mechanical systems. bypasses shields. Plasma Damage: - Plasma damage is dealt by energy transfer to the target from a high-energy -plasma projectile and/or spray. + 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 @@ -31,9 +32,10 @@ after the encounter. Laser Damage: Laser damage is a burn or explosive energy release delivered by a high- -intensity stream of photons, or light. +intensity stream of photons, or light. The burns are more localized than those of +Plasma projectiles. - Laser damage is dealth first to shields, and then to health. It + Laser damage is dealt first to shields, and then to health. It bypasses armor. == Miscellaneous Damage Types == From ba9ef757c8dc704d2f226bd09675641c95fce7f9 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Fri, 2 Nov 2018 10:24:30 -0700 Subject: [PATCH 079/147] Further review typography --- 01_04_Damage_Types_and_Armor_Types.txt | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/01_04_Damage_Types_and_Armor_Types.txt b/01_04_Damage_Types_and_Armor_Types.txt index 7f8567da..663b4987 100644 --- a/01_04_Damage_Types_and_Armor_Types.txt +++ b/01_04_Damage_Types_and_Armor_Types.txt @@ -41,9 +41,9 @@ 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 they may seem -like explosive weapons, fragmentation grenades deal ballistic damage because their + 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. From 4f28aea241d67b85584424febc60cf09b64bbdbb Mon Sep 17 00:00:00 2001 From: Bleehu Date: Sat, 3 Nov 2018 15:06:18 -0700 Subject: [PATCH 080/147] more spelling and grammar for conditions prose modified: 01_05_Conditions.txt --- 01_05_Conditions.txt | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/01_05_Conditions.txt b/01_05_Conditions.txt index 9d2504bc..9dde2b86 100644 --- a/01_05_Conditions.txt +++ b/01_05_Conditions.txt @@ -90,8 +90,8 @@ and failing to successfully socialize, or by trying and failing to socialize 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 take a --5 to skill rolls. + A Lonely Character moves 1m slower every two Actions (round down) and takes +a -5 to skill rolls. == Necrosis == @@ -101,7 +101,7 @@ 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 -beggining of their turn. If left unhealed for more than a day, the infection +begining of their turn. If left unhealed for more than a day, the infection spreads 1 foot per day. A Medicine check of DC 75 must be rolled to cure it, usually by surgically removing the dead tissue and generously applying healing biofoam. @@ -127,7 +127,7 @@ turns if the target's armor was pierced or missed. If the targets armor is hit/pierced, the armor's Armor Piercing Level is reduced by 1, permanently (repairable, DC 60% Repair check). While the damage -from burn tokens is addative, any given set of armor cannot have its APL reduced +from burn tokens is additive, any given set of armor cannot have its APL reduced by more than one regardless of how many plasma shots it has taken. == Poisoned == From 0337027c533b804d766fe76972ddfcb9bc1feab3 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sun, 4 Nov 2018 14:32:06 -0800 Subject: [PATCH 081/147] Adding the Whackbush Arms Spear, a lv 1 2-h weapon Price is pretty arbitrary. Damage numbers come out to 84 with 7Str and 7Dex and 120 with 9Str and 7Dex. solves the gripe portion of #711 --- Items/04_01_Melee_&_Thrown_Weapons.txt | 12 ++++++++++++ 1 file changed, 12 insertions(+) diff --git a/Items/04_01_Melee_&_Thrown_Weapons.txt b/Items/04_01_Melee_&_Thrown_Weapons.txt index a92bb181..4f0db04b 100644 --- a/Items/04_01_Melee_&_Thrown_Weapons.txt +++ b/Items/04_01_Melee_&_Thrown_Weapons.txt @@ -77,6 +77,18 @@ Range: Adjacent (1m) Accuracy Modifier: +2 DEX Requirement: 4 +== 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 ===== == Eliazar Plasma Torch $240 == From aed99b5453c2c0203f7409f83d7534d3edf74538 Mon Sep 17 00:00:00 2001 From: Bleehu Date: Sun, 4 Nov 2018 14:58:24 -0800 Subject: [PATCH 082/147] grammar and spelling in new prose-full conditions modified: 01_05_Conditions.txt --- 01_05_Conditions.txt | 26 +++++++++++++------------- 1 file changed, 13 insertions(+), 13 deletions(-) diff --git a/01_05_Conditions.txt b/01_05_Conditions.txt index 9dde2b86..b9befca9 100644 --- a/01_05_Conditions.txt +++ b/01_05_Conditions.txt @@ -10,7 +10,7 @@ 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 beggining of their turn. The bleeding can be +damage once per round at the beginning of their turn. The bleeding can be staunched with Medicine Skill check. The Medicine (Dex) DC to stop varies; the cause of the bleed effect should list it in the effect description. @@ -20,16 +20,16 @@ cause of the bleed effect should list it in the effect description. phosphorous) is burning. Burning is different than a Plasma Burn. For Plasma Burns, see the "Plasma Burn" Condition further below. - A Burning character takes 2d10 damage per round at the beggining of their + A Burning character takes 2d10 damage 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. One Action to drop, One Action to Roll around and put out the fire. Rolling has a Dex(Athletics) DC 40 to extinguish flames. - Every 2 turns that the burning is not extinguished, the degree of the burn -intensifies by one stack. + Every 2 turns that the burning is not extinguished, the burn intensifies by +one stack. - Some burning chemicals, like white phosphorous or most napalms contain the + 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 put out with normal means and will need to be neutralized by other @@ -43,7 +43,7 @@ below 0. See the "Death and Dying" section in the Combat Rules Document. == Disrupted == Certain Characters have the ability to disrupt their enemies either with -signal jamming, malware or sometimes direct electrical interfereance. When this +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 Nanite abilities, Doctor Procedures, @@ -58,7 +58,7 @@ 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. - A Character that is Frozen takes d10 damage per round at the beggining of + A Character that is Frozen takes d10 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. @@ -66,7 +66,7 @@ or with Medicine (Dex) Skill check, DC 50. 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 +certain, agonizing death, though there are certainly other scary things in the universe. A Character that has the Fear Condition may take no actions, except moving @@ -81,7 +81,7 @@ flood of neurochemicals in the brain. Cybernetic Characters experience an exception caused by the overinflation of their fear fuzzy logic field. A Character experienceing Greater Fear can take no actions, except rolling -to defeat fear. DC 75, Will save. +to defeat fear. DC 75, Will save or 5 turns, whichever happens first. == Lonely == @@ -118,11 +118,11 @@ until they pass a DC 70 Will Save, whichever is quicker. == Plasma Burn == Many weapons in the Compound X Universe fire bolts of burning plasma, which -have the tendancy to stick to a target and their armor, continuing to do damage +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 beggining of their turn. Each "token" lasts for 2 +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 targets armor is hit/pierced, the armor's Armor Piercing Level is @@ -138,8 +138,8 @@ 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 a d10 internal damage per -Round at the beggining of their turn. + A Character that is afflicted with poison takes 1d10 internal damage per +Round at the beginning of their turn. == Buzzed (drunk) == From d2392137fd213136bc4e5008566e35fd36de9c5d Mon Sep 17 00:00:00 2001 From: Bleehu Date: Sun, 4 Nov 2018 15:14:40 -0800 Subject: [PATCH 083/147] added burns stack modified: 01_05_Conditions.txt --- 01_05_Conditions.txt | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/01_05_Conditions.txt b/01_05_Conditions.txt index b9befca9..0245562c 100644 --- a/01_05_Conditions.txt +++ b/01_05_Conditions.txt @@ -20,11 +20,11 @@ cause of the bleed effect should list it in the effect description. phosphorous) is burning. Burning is different than a Plasma Burn. For Plasma Burns, see the "Plasma Burn" Condition further below. - A Burning character takes 2d10 damage 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. One Action to drop, One -Action to Roll around and put out the fire. Rolling has a Dex(Athletics) DC 40 -to extinguish flames. + A Burning character takes 2d10 damage per stack of burn 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. One Action +to drop, One Action to Roll around and put out the fire. Rolling has a +Dex (Athletics) DC 40 to extinguish flames. Every 2 turns that the burning is not extinguished, the burn intensifies by one stack. From 09afbe0da361072d8a7708e809b6146c3b6e0aae Mon Sep 17 00:00:00 2001 From: Bleehu Date: Sun, 4 Nov 2018 15:16:23 -0800 Subject: [PATCH 084/147] per round --- 01_05_Conditions.txt | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/01_05_Conditions.txt b/01_05_Conditions.txt index 0245562c..8a3252d1 100644 --- a/01_05_Conditions.txt +++ b/01_05_Conditions.txt @@ -20,7 +20,7 @@ cause of the bleed effect should list it in the effect description. phosphorous) is burning. Burning is different than a Plasma Burn. For Plasma Burns, see the "Plasma Burn" Condition further below. - A Burning character takes 2d10 damage per stack of burn round at the + 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. One Action to drop, One Action to Roll around and put out the fire. Rolling has a From 387dc7d565fa65b3edc0d0033ce9d92a6d431a78 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Mon, 12 Nov 2018 10:58:02 -0800 Subject: [PATCH 085/147] Add Critical rules to maneuver checks. #716 It's unusual for a skill check, but in line with the other combat rolls. Also I kinda want someone to accidentally discharge a pistol while grappling and trigger the shooting-into-a-melee rule *on themselves*. --- 01_02_Combat_Rules.txt | 31 ++++++++++++++++++------------- 1 file changed, 18 insertions(+), 13 deletions(-) diff --git a/01_02_Combat_Rules.txt b/01_02_Combat_Rules.txt index 426143eb..b33fb85b 100644 --- a/01_02_Combat_Rules.txt +++ b/01_02_Combat_Rules.txt @@ -200,8 +200,18 @@ 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, may still use the skill check to attempt to avoid an -Opportunity Attack while doing so. +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. Guard rolls can never Critically fail. Rolling a 1 on a Guard check has no special meaning. @@ -223,16 +233,6 @@ are Two-handed. 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. - 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. - == Combat Maneuvers == In addition to smashing an opponent directly, there are other offensive @@ -253,6 +253,11 @@ or DEX-Acrobatics. 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: Grappling is a maneuver where a character physically grabs another, attempting to immobilize the target. To initiate a grapple, a character initiates @@ -335,7 +340,7 @@ Disadvantage on the check if they do not have proficiency with the targeted item of the appropriate size). If the attacker wins, the defender is forced to drop the targeted object. -===== MELEE WEAPONS & UNARMED FIGHTING ===== +===== 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 From c3fd4583ca556baa7cd40b9d7a4eced4d0bdaa4e Mon Sep 17 00:00:00 2001 From: James Talbott Date: Mon, 12 Nov 2018 11:06:22 -0800 Subject: [PATCH 086/147] Specified where Shooting into a melee applies For critical failure with loaded firearm as improvised melee weapon. --- 01_02_Combat_Rules.txt | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/01_02_Combat_Rules.txt b/01_02_Combat_Rules.txt index b33fb85b..3b275a5d 100644 --- a/01_02_Combat_Rules.txt +++ b/01_02_Combat_Rules.txt @@ -213,6 +213,10 @@ 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. From 353b849348a61dcd3ad7414052c7830945fb248d Mon Sep 17 00:00:00 2001 From: Bleehu Date: Thu, 6 Dec 2018 17:24:00 -0800 Subject: [PATCH 087/147] Issue 704: Grappling Actions Reducedt the penalty of actions per round on characters in a grapple. This should fix issue #704. modified: ../01_02_Combat_Rules.txt modified: 02_Classes.txt --- 01_02_Combat_Rules.txt | 11 ++++++----- CharacterCreation/02_Classes.txt | 9 +++------ 2 files changed, 9 insertions(+), 11 deletions(-) diff --git a/01_02_Combat_Rules.txt b/01_02_Combat_Rules.txt index 426143eb..731faeea 100644 --- a/01_02_Combat_Rules.txt +++ b/01_02_Combat_Rules.txt @@ -273,11 +273,12 @@ 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, can only target each other, and may use only one Action per round. -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 effort takes one Action. +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 try 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 diff --git a/CharacterCreation/02_Classes.txt b/CharacterCreation/02_Classes.txt index 866714a8..c3e3e093 100644 --- a/CharacterCreation/02_Classes.txt +++ b/CharacterCreation/02_Classes.txt @@ -706,7 +706,7 @@ Class Primary Attribute: Dexterity Starting Wealth: $1975 + 100*Luck Passives: -* No penalty for engaging in Grappling maneuvers. +* The Assassin may make one additional Action when in a Grapple. * Gain Skill Weapons - Melee at 10 * Gain Skill Stealth at 10 * Gain Feat: Proficiency: Light Melee Weaponry. @@ -757,8 +757,7 @@ 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. While in a grapple that you control, you get two Actions -instead of only one. Using a pistol to attack your grappled target uses hip fire +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. @@ -768,9 +767,7 @@ Grapple Ghost: 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. So long as you control the grapple, you may make up to Three Actions -per turn, but at least one of them cannot be attacking the victim that you are -grappling. +detected. Grapple Ghost requires that a Character be level 10 and have taken Grapple Gremlin before taking it. From 4a0319ad3fed30ed84f73314a665a0dd04943955 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Fri, 7 Dec 2018 23:21:38 -0800 Subject: [PATCH 088/147] Medicalize Adrenaline Rush Some functional change to adrenaline rush during the conversion. Now only gives either +4 of +8 instead of anything between +1 and +10. Also removed the take-the-feat-twice-to-halve-the-cost, but I could be persuaded to restore that. --- CharacterCreation/03_Feats.txt | 11 +++++++++++ 1 file changed, 11 insertions(+) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 48950957..04d5d71e 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -904,6 +904,17 @@ Prerequisites: 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. +== 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 [8 Nanites] == Prerequisites: From 40990449672bab0abf3cfdba917c789d3aa9a953 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Fri, 7 Dec 2018 23:23:14 -0800 Subject: [PATCH 089/147] Deleted Vestigial Text --- CharacterCreation/03_Feats.txt | 9 --------- 1 file changed, 9 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 04d5d71e..326c3ba2 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -895,15 +895,6 @@ you are wielding an appropriate weapon. 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. - == Adrenaline Rush == Prerequisites: From 4295e0f97dc25a740d30243008884c6c2ef2f523 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Fri, 7 Dec 2018 23:25:43 -0800 Subject: [PATCH 090/147] Medicalize Aimed Shot No functional changes, only the new costs. --- CharacterCreation/03_Feats.txt | 14 ++++++++++++++ 1 file changed, 14 insertions(+) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 48950957..283c1829 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -914,6 +914,20 @@ 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. +== 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. + + == Bunker [25 Nanites] == Prerequisites: From 2069cef17332342adf26149c9801bf0c7bed2c60 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Fri, 7 Dec 2018 23:26:37 -0800 Subject: [PATCH 091/147] Delete Vestigial Text Next feat I'll remember --- CharacterCreation/03_Feats.txt | 10 ---------- 1 file changed, 10 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 283c1829..a37855b9 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -904,16 +904,6 @@ Prerequisites: 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. - == Aimed Shot == Prerequisites: From 79fd2286b46aea5928d3ff0d5bdfe67037d97f25 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Fri, 7 Dec 2018 23:28:36 -0800 Subject: [PATCH 092/147] Medicalize Bunker Bunker only works with nanite space magic, and I am considering it as out-of-aesthetic. --- CharacterCreation/03_Feats.txt | 8 -------- 1 file changed, 8 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 48950957..d39643f6 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -914,14 +914,6 @@ 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 accuracy to a piece of cover for 4 turns. - == Combat Roll [30 Nanites] == Prerequisites: From 20fd5978663b5b937b10bff0194c593f59f16b89 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Fri, 7 Dec 2018 23:35:24 -0800 Subject: [PATCH 093/147] Medicalize Combat Roll No functional changes. Some rephrasing. --- CharacterCreation/03_Feats.txt | 15 +++++++++------ 1 file changed, 9 insertions(+), 6 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 48950957..866f7754 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -922,17 +922,20 @@ Prerequisites: Add -3 accuracy to a piece of cover for 4 turns. -== Combat Roll [30 Nanites] == +== 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 for the turn after you use this feat, and you have a -2 accuracy 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. +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 [15 Nanites] == Prerequisites: From caa2ff68fa21e52cb9ed2f19ee889d90864f1315 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Fri, 7 Dec 2018 23:43:57 -0800 Subject: [PATCH 094/147] Medicalize Cover Slide Some functional changes here. * Now does not require that you end in a space with cover, to make tracking easier for the DM. * Now consumes two actions instead of one, to avoid slapping a huge cooldown on it. * Now gives an evasion bonus to compensate for the above. Useful for dodging readied shots and light suppression when moving between covers. General note on Active Feats with a cooldown of None: I gave this to a few of them, generally because I'm not concerned about multiple uses per round (in the case of cover slide, it would be really hard to do so at all. The intention is that the Cooldown: None feats still require you to have a unit of medi nanites available and off cooldown., it just doesn't then send them into any remission. --- CharacterCreation/03_Feats.txt | 13 +++++++++---- 1 file changed, 9 insertions(+), 4 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 48950957..8dc269dd 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -934,14 +934,19 @@ 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] == +== Cover Slide == + 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. +Cooldown: None +Duration: 2 Actions + + You move up to your speed in meters and become prone. If you have a cover +bonus in your new location, you may hunker instead of going prone. 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. == Flash Dance [10*X Nanites] == Prerequisites: From 3b99a35b8754513c777073867e68a7763694b613 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Fri, 7 Dec 2018 23:50:32 -0800 Subject: [PATCH 095/147] Medicalize Flash Dance Spin to win? Hoo-kay, I tried to fix this one while I was in here. Here's what I changes: * Now has a duration between 2 and 6 actions, instead of 1 action. Cooldown scales to duration. * Range of flash dance reduced from '"a 5m space" that you could be adjacent to' to a 2m radius centered on the user * In compensation for the range nerf, I've allowed the use of several combat maneuvers in addition to attacks. I specifically left out the ones that require the user to move, and also grapple because that would end the flash dance. * added explicit flash dance termination due to stun. --- CharacterCreation/03_Feats.txt | 17 +++++++++++------ 1 file changed, 11 insertions(+), 6 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 48950957..4acfbcd1 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -943,16 +943,21 @@ Prerequisites: 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] == +== Flash Dance == + 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) +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 [30 Nanites] == Prerequisites: From de460f01f8751e114ca324729e250347f43385b1 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Fri, 7 Dec 2018 23:56:52 -0800 Subject: [PATCH 096/147] Medicalize Gun Kata Made a couple changes. * Now consumes Reactions instead of being an Action. I did this to mirror Kata. * Now limits targets to a 45 degree cone, to compensate for the improved action economy * Added explicit termination on stun * Dropped the CQB function, because it doesn't seem like it does very much. If you need your gun to be CQB and it isn't already, you aren't going to get the first shot off to trigger Gun Kata in the first place, right? --- CharacterCreation/03_Feats.txt | 16 +++++++++++----- 1 file changed, 11 insertions(+), 5 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 48950957..48f2f095 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -955,15 +955,21 @@ 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. +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 [Minimum 5 Nanites] == Prerequisites: From 403c55413e3ac9eba09be175d9a330ea0faf481b Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sat, 8 Dec 2018 00:01:17 -0800 Subject: [PATCH 097/147] Medicalize Kata Changes: * Now consumes Reactions instead of granting implied free action attacks. * Now supports some combat maneuvers in addition to attacks, mirroring new Flash Dance. --- CharacterCreation/03_Feats.txt | 16 ++++++++++++++++ 1 file changed, 16 insertions(+) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 48950957..be243708 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -975,6 +975,22 @@ additional attacks, where X is your Nanites spent/5. Each additional attack has compounding -2 accuracy. (A 10th level character making their 3rd strike in a row would be rolling at -4 accuracy). +== 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 [15 Nanites] == Prerequisites: From f4edc5f6035df4d52043b44436eb2e249e4661e3 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sat, 8 Dec 2018 00:01:58 -0800 Subject: [PATCH 098/147] Delete Vestigial Text Curses --- CharacterCreation/03_Feats.txt | 10 ---------- 1 file changed, 10 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index be243708..f72417d1 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -965,16 +965,6 @@ 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 accuracy. (A 10th level character making their 3rd strike in a -row would be rolling at -4 accuracy). - == Kata == Prerequisites: From 4c70d17ce88cb2ea9fa989430a97e6ad7526e34b Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sat, 8 Dec 2018 00:10:37 -0800 Subject: [PATCH 099/147] Medicalize Kip Up An interesting one, to be sure. Had to preserve the unique cooldown structure, because it's great. Changelog: * Now cannot kip up in microgravity. Because you don't need a feat to do that. * Now also cannot kip up in power armor. It doesn't exist yet, but one day... (I'm, sure we'll make a module that lets the power armor kip up, but we can call it Powered Kip Up or something) * The 3 round cooldown is harsher than I would normally apply, but I think that it will help with tracking. This feat has more than its fair share of tracking complexity already. --- CharacterCreation/03_Feats.txt | 20 ++++++++++++-------- 1 file changed, 12 insertions(+), 8 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 48950957..bbba3cdb 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -975,26 +975,30 @@ additional attacks, where X is your Nanites spent/5. Each additional attack has compounding -2 accuracy. (A 10th level character making their 3rd strike in a row would be rolling at -4 accuracy). -== Kip-up [15 Nanites] == +== 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 may jump up from the prone to the standing position as a Free Action. -This action cannot be taken to go straight from prone to crouched. Further, if -the transition from prone to standing to crouched is taken, the normally Free -Action of going from standing to crouched costs an Action. The kip-up cannot be -attempted with Heavy or Full Armor on. The kip-up can only be done once every -three rounds, but doesn't cost any nanites to do. The Three-round cooldown can -be ignored once per round by paying the nanite cost. + 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. == Multi-Target [13*X Nanites] == Prerequisites: From 245a0593d7a552bc620e84478e293d01a8188de9 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sat, 8 Dec 2018 00:21:27 -0800 Subject: [PATCH 100/147] Medicalize Multi-Target I can't figure out a flavor for this feat that isn't nanite-magic-out-of-aesthetic or redundant with gun kata. So I'm calling it out-of-aesthetic. --- CharacterCreation/03_Feats.txt | 13 ------------- 1 file changed, 13 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 48950957..de927f33 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -995,19 +995,6 @@ attempted with Heavy or Full Armor on. The kip-up can only be done once every three rounds, but doesn't cost any nanites to do. The Three-round cooldown can be ignored once per round by paying the nanite cost. - -== 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: From b440d2d618a4c358199a568a7d754bb2afd17a0c Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sat, 8 Dec 2018 00:25:24 -0800 Subject: [PATCH 101/147] Medicalize Run 'N Gun Wording changes, mostly ordering. Ever so slightly significant change in that Running and Gunning for 3 actions is now one use of the feat instead of 3 uses, but that made the cooldown a lot less snarly. --- CharacterCreation/03_Feats.txt | 16 ++++++++++------ 1 file changed, 10 insertions(+), 6 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 48950957..bf782784 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -1008,7 +1008,8 @@ 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] == +== Run 'N' Gun == + Prerequisites: * PER 7 @@ -1016,11 +1017,14 @@ Prerequisites: * or Soldier Class * or Specialist Class - For 1 Action, you may move at half speed while firing. -1 to accuracy. 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. +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 [5 Nanites] == Prerequisites: From 9074a8bc72ef63e195446d78d105270e0b09aee9 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sat, 8 Dec 2018 00:32:20 -0800 Subject: [PATCH 102/147] Medicalize Steady Shot Slight functional change in that you can use Steady Shot and then Aim, but it made the wording a lot cleaner I think. --- CharacterCreation/03_Feats.txt | 17 +++++++++++------ 1 file changed, 11 insertions(+), 6 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 48950957..972f1b6d 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -1022,16 +1022,21 @@ 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] == +== Steady Shot == + Prerequisites: * PER 7 - Take 1 Action to breath slowly and line up your shot. +1 Ranged accuracy -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. +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 [7 Nanites] == Prerequisites: From f128adafc1fbbb5a53a6cfb7017b85928d2b41d5 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sat, 8 Dec 2018 00:35:24 -0800 Subject: [PATCH 103/147] Medicalize Twitch and Blur Twitch's accuracy penalty now has a duration, so you can't stack up a -5000 Accuracy over the course of a campaign. MIN_INTEGER and all that. Now also allows aim at non-enemies. Other than that, no functional changes. --- CharacterCreation/03_Feats.txt | 19 +++++++++++++------ 1 file changed, 13 insertions(+), 6 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 48950957..8c7af153 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -1033,24 +1033,31 @@ Miss Chance can go below the -2 minimum range (See section "Combat:" in the basi rules document). You must be aiming at the target before you can use this feat. Maximum 4 levels. -== Twitch [7 Nanites] == +== Twitch == + 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 accuracy with the aimed weapon(s). +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 == -== 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. +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 From 77844b40398871153aafd30c0cfcc9119c6d84fc Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sun, 9 Dec 2018 22:56:59 -0800 Subject: [PATCH 104/147] Git weirdness fixing merge commit artefacts like dead feats reanimating. --- CharacterCreation/03_Feats.txt | 10 ---------- 1 file changed, 10 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index c3c8da0b..80754c02 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -919,15 +919,6 @@ Duration: Free Action 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. - -== Bunker [25 Nanites] == -Prerequisites: - -* Hacker or -* Knowledge - Nanites at 40 - - Add -3 accuracy to a piece of cover for 4 turns. - == Combat Roll == Prerequisites: @@ -1037,7 +1028,6 @@ Duration: X Actions, maximum 4 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 [5 Nanites] == Prerequisites: From 278a7052a780c9576806d08df9d3563d4a09613d Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sun, 9 Dec 2018 23:00:33 -0800 Subject: [PATCH 105/147] Cover Slide Now uses 1 Action (Down from 2) Gains a cooldown to prevent nyoom abuse. --- CharacterCreation/03_Feats.txt | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 8dc269dd..3189b81b 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -940,13 +940,13 @@ Prerequisites: * DEX 4 -Cooldown: None -Duration: 2 Actions +Cooldown: 1 Round +Duration: 1 Action - You move up to your speed in meters and become prone. If you have a cover -bonus in your new location, you may hunker instead of going prone. 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. + You move up to your movement speed in meters and become prone. If you +have a cover bonus in your new location, you may hunker instead of going prone. +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. == Flash Dance [10*X Nanites] == Prerequisites: From 34f8f3593986d693ca82e72f73e472d4ba25e0e8 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Mon, 10 Dec 2018 10:04:18 -0800 Subject: [PATCH 106/147] Revert Git weirdness fixing Reverts 77844b40398871153aafd30c0cfcc9119c6d84fc because we hadn't actually killed that one yet... shwoops --- CharacterCreation/03_Feats.txt | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 80754c02..6b780fd7 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -919,6 +919,12 @@ Duration: Free Action 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. +== Bunker [25 Nanites] == +Prerequisites: + * Hacker or +* Knowledge - Nanites at 40 + Add -3 accuracy to a piece of cover for 4 turns. + == Combat Roll == Prerequisites: From 97601b7d4ec9b16d4a41e51f9f4b6c019b13bc70 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Mon, 10 Dec 2018 10:18:22 -0800 Subject: [PATCH 107/147] Cover Slide again requires moving to Cover --- CharacterCreation/03_Feats.txt | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 82be3afb..9b6a27a8 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -943,10 +943,11 @@ Prerequisites: Cooldown: 1 Round Duration: 1 Action - You move up to your movement speed in meters and become prone. If you -have a cover bonus in your new location, you may hunker instead of going prone. -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. + 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. == Flash Dance == From ac66267e6b9d5183e02a6c499b5d469e80bc00ba Mon Sep 17 00:00:00 2001 From: Bleehu Date: Thu, 27 Dec 2018 17:46:23 -0800 Subject: [PATCH 108/147] added breach and clear rules This should complete issue #722 modified: 01_02_Combat_Rules.txt --- 01_02_Combat_Rules.txt | 139 ++++++++++++++++++++++++++++++++++++++--- 1 file changed, 132 insertions(+), 7 deletions(-) diff --git a/01_02_Combat_Rules.txt b/01_02_Combat_Rules.txt index 3b275a5d..295fef73 100644 --- a/01_02_Combat_Rules.txt +++ b/01_02_Combat_Rules.txt @@ -5,16 +5,16 @@ Combat 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. +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. As described below, -under normal conditions, ranged combat uses the Perception combat modifier, while -melee combat uses Strength, Dexterity, and Fortitude. +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 == @@ -45,7 +45,7 @@ melee combat uses Strength, Dexterity, and Fortitude. 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 +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 @@ -999,3 +999,128 @@ retrieve a dropped weapon or stand back up if they have fallen. 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. + +============================== +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. + + 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 or firing +through the entry point unless they are firing at that character. + + The Clearing phase ends when either all 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 their held actions as immediate reactions in +initative order and 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. From f4899f57fddb047d2313abe34f28d96428345faa Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sat, 29 Dec 2018 23:22:09 -0800 Subject: [PATCH 109/147] Removed Primary Attributes Vestigial with the removal of the nanite bar. --- CharacterCreation/02_Classes.txt | 12 ------------ 1 file changed, 12 deletions(-) diff --git a/CharacterCreation/02_Classes.txt b/CharacterCreation/02_Classes.txt index 2bd5df47..51a7d1ef 100644 --- a/CharacterCreation/02_Classes.txt +++ b/CharacterCreation/02_Classes.txt @@ -17,10 +17,8 @@ Section of Basic Rules.txt. 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). @@ -86,7 +84,6 @@ 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: @@ -146,7 +143,6 @@ Skill Proficiencies: 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 Starting Wealth: $2670 + 100*Luck Passives: @@ -204,7 +200,6 @@ 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: @@ -284,7 +279,6 @@ Skill Proficiencies: 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. -Class Primary Attribute: Intelligence Starting Wealth: $2750 + 100*Luck Passives: @@ -337,7 +331,6 @@ Skill Proficiencies: 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: @@ -392,7 +385,6 @@ 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: @@ -466,7 +458,6 @@ 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. -Class Primary Attribute: Perception Starting Wealth: $1975 + 100*Luck Passives: @@ -551,7 +542,6 @@ 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: @@ -624,7 +614,6 @@ Feats: 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: @@ -693,7 +682,6 @@ 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: From 060227e8d4a31024b7bdd375d099d4af8f71435b Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sat, 29 Dec 2018 23:56:55 -0800 Subject: [PATCH 110/147] Add rules text to Rests! #621 We have definitions, conditions, and benefits! Slight production sin in Long Rest where I refer to "Exhaustion Rules" that don't exist yet. Mea Culpa. --- 01_01_Basic_Rules.txt | 27 ++++++++++++++++++++++++++- 1 file changed, 26 insertions(+), 1 deletion(-) diff --git a/01_01_Basic_Rules.txt b/01_01_Basic_Rules.txt index aaec3c51..d763a56f 100644 --- a/01_01_Basic_Rules.txt +++ b/01_01_Basic_Rules.txt @@ -491,13 +491,38 @@ Resting ============================== Short Rest: - Taking about an hour, characters can take a Short Rest to 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 rules 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 ============================== From c09734a9719bb8a51fc36ad95858be58d7e92888 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sun, 30 Dec 2018 00:00:13 -0800 Subject: [PATCH 111/147] Add Rest Healing to Leveling Table --- 01_06_Leveling_Up.txt | 90 +++++++++++++++++++++---------------------- 1 file changed, 45 insertions(+), 45 deletions(-) diff --git a/01_06_Leveling_Up.txt b/01_06_Leveling_Up.txt index e9ca85c1..3c313faa 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 | Gain | 0 | | | 0 | -+-------+----------+-------+------------+------------+---------------+ -| 1 | 2*Skill | | | | | -+-------+----------+-------+------------+------------+---------------+ -| 2 | Point | 2 | | | 2 | -+-------+----------+-------+------------+------------+---------------+ -| 3 | Gain | | | | | -+-------+----------+-------+------------+------------+---------------+ -| 4 | per | 3 | | | 4 | -+-------+----------+-------+------------+------------+---------------+ -| 5 | level | | 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 | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 0 | Gain | 0 | | | 0 | 1d10 | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 1 | 2*Skill | | | | | " | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 2 | Point | 2 | | | 2 | " | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 3 | Gain | | | | | 2d10 | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 4 | per | 3 | | | 4 | " | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 5 | level | | 1 | +1 | | " | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 6 | " | 4 | | | 5 | 3d10 | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 7 | " | | | | | " | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 8 | " | 5 | | | 7 | " | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 9 | " | | | +1 | | 4d10 | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 10 | " | 6 | 2 | | 8 | " | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 11 | " | | | | | " | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 12 | " | 7 | | | 10 | 5d10 | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 13 | " | | | | | " | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 14 | " | 8 | | | 11 | " | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 15 | " | | 3 | +1 | | 6d10 | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 16 | " | 9 | | | 13 | " | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 17 | " | | | | | " | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 18 | " | 10 | | | 14 | 7d10 | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 19 | " | | | | | " | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 20 | " | 11 | 4 | +1 | 16 | " | ++-------+----------+-------+------------+------------+---------------+--------------------+ From 906a056ea30f7c726c243fa4ada864b66a73d6af Mon Sep 17 00:00:00 2001 From: Bleehu Date: Fri, 4 Jan 2019 22:44:56 -0800 Subject: [PATCH 112/147] fixes from review of breach and clear --- 01_02_Combat_Rules.txt | 19 +++++++++++-------- 1 file changed, 11 insertions(+), 8 deletions(-) diff --git a/01_02_Combat_Rules.txt b/01_02_Combat_Rules.txt index 295fef73..dcc995ae 100644 --- a/01_02_Combat_Rules.txt +++ b/01_02_Combat_Rules.txt @@ -1056,7 +1056,9 @@ point that you stacked up on. 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. +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 @@ -1098,20 +1100,21 @@ 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 or firing -through the entry point unless they are firing at that character. +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 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. + 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 their held actions as immediate reactions in -initative order and must wait until their next turn to stack back up. +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 ====== From acf7d43cb8c29ffd7f462fb279b689a44a222b74 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sat, 5 Jan 2019 21:40:13 -0800 Subject: [PATCH 113/147] Typography --- 01_01_Basic_Rules.txt | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/01_01_Basic_Rules.txt b/01_01_Basic_Rules.txt index d763a56f..a1b60048 100644 --- a/01_01_Basic_Rules.txt +++ b/01_01_Basic_Rules.txt @@ -517,7 +517,7 @@ 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 rules for timekeeping rules. +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 From 266e88c66799f782cc8e914117ad6defb75d15f0 Mon Sep 17 00:00:00 2001 From: bleehu Date: Wed, 9 Jan 2019 20:53:48 -0800 Subject: [PATCH 114/147] Updated combat rules with prose correction As suggested by RoseB in Issue-704 PR --- 01_02_Combat_Rules.txt | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/01_02_Combat_Rules.txt b/01_02_Combat_Rules.txt index 731faeea..cc49646c 100644 --- a/01_02_Combat_Rules.txt +++ b/01_02_Combat_Rules.txt @@ -276,7 +276,7 @@ among the grappled characters. 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 try takes one Action. While in a +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. From d2935bb94604e76ce8a263e862c348a8b7e15d0c Mon Sep 17 00:00:00 2001 From: Bleehu Date: Wed, 9 Jan 2019 21:56:04 -0800 Subject: [PATCH 115/147] pruned extra files --- CharacterCreation/01_01_Species_Human | 155 ------------------- CharacterCreation/01_03_Species_Tundari | 193 ------------------------ 2 files changed, 348 deletions(-) delete mode 100644 CharacterCreation/01_01_Species_Human delete mode 100644 CharacterCreation/01_03_Species_Tundari diff --git a/CharacterCreation/01_01_Species_Human b/CharacterCreation/01_01_Species_Human deleted file mode 100644 index 5692d738..00000000 --- a/CharacterCreation/01_01_Species_Human +++ /dev/null @@ -1,155 +0,0 @@ -============================== -Humans -============================== - -===== Society ===== - - Humans originated on the planet Earth in the Sol system. They have been -exploring space to some degree for almost 800 years, settling their own Terran -Empire after the catastrophic events that changed the Earth. - - In general, adult humans range from 5’ to 6’5”. They can be larger or -smaller, but individuals of those types are generally rare. - - They are an incredibly prolific and opportunistic species, having -completely terraformed and colonized over half a dozen planets and their -respective moons. With many more Terran planets on the rise, they already dwarf -the small Opalite and Tundari civilizations. - - Humans are very culturally dissimilar to each other. Even more so than -most other species, most likely due to their rapid expansion. As such, it is -impossible to pick out the cultural traits that influence humans as a whole. -Central government is important to the large groups of humans, though smaller -factions and settlements on the rim of their empire do not seem to care about -the rules and regulations of their governing powers. - -Types: -* Biological -* Mammalian -* Warm-blooded -* Omnivorous - -===== Language: Various ===== - - Most humans speak what is known as Terran Common. In addition, humans -have countless different languages that they use to communicate with others of -their peers. The majority of humans speak multiple languages, whether alien or -domestic. Humans are very good at repeating sounds that are initially unnatural -to them. The language centers of their brains are highly developed and -well-used. - - Terran Common, Eastern Common, Westlich, and Mandar are the most common -human languages. - - [Humans gain 1 additional language and pick up new languages at twice -the normal rate] - - -===== Names ===== - - Humans can be named in as many ways as there are Terran languages. -Usually, these names have some significant meaning to the parents, but that is -not always the case. There is no standard of naming that is generally agreed -upon. - -== Human Name Examples == - -* Matthew Kesler -* Lupita Ugara -* Tomoyo Usagi - -===== Available Traits ===== - -Pitching Arm: - All humans have the inherent bone and muscle structure necessary for -extremely accurate throwing. Not all humans practice this technique, but you -are one who has mastered this seemingly simple aspect of your anatomy. -[Negates the aiming action necessary to throw accurately] - -Stubborn: - All Humans have a hardiness to them that cannot always be explained -by logic. Some humans are just plain hard to kill, for no other apparent -reason than they just refuse to die. -[Roll Advantage on Death Saving Throws] - - -============================== -Human Sub-Species -============================== - -===== Terrans ===== - -Size: Medium -Home System: Kepler - -Appearance: - Heavily resembling the historic humans, there is little variation -from even 20th century humans in this pool. The Terrans left Sol behind in -the 24th Century, forming a new colony in the Kepler system. - - -== Available Traits == - -Very Normal: - Blending in has always come early to you. People tend to trust you. -You seem to belong no matter where you find yourself. -[Advantage on Persuade & Deceive ] - -Sixth Sense: - Colloquially often known as the ‘gut’ instinct, sixth sense is that -feeling that many Terrans get when they feel something is off. There are -different levels of Sixth Sense, and many function in different ways. Some -Terrans get goosebumps, while others experience a hair-raising feeling; it -can be very hard to get anything past Humans with this sense tuned. -[Grants you an extra sense. DM’s discretion for application] - - - -===== Eastern Earthlings ===== - -Size: Small/Medium -Home System: Sol - - Inhabiting the areas of Earth east of the equator, these humans -have adapted to the humid, swampy heat of their half of the planet. Small -and lean, these humans rarely reach over 5’ in height, and are much lighter -than their Terran counterparts. As the new earth conditions have stabilized, -these humans have been beginning to rebuild some sense of agriculture, but -only recently have they ceased their nomadic patterns. - -== Available Traits == - -Endurance: - Generations of Nomadic behavior have made moving long distances -easy for those of Eastern Earthling descent. -[First 2 Actions Sprinting are free of penalty. 1 Recovery Action required -for every 2 Sprinting Actions] - - - -===== Western Earthlings ===== - -Size: Large -Home System: Sol - - Living as close to the equator as they dare, these humans are -confined to the western edge of the geostorm center. Some have spread further -west, but most do not like the absence of sunlight. As their climate tends to -be cold to freezing, these Earthlings are larger overall than their Terran -counterparts. - -[Low-Light Vision] - -== Available Traits == - -Quick Constriction: - Living in an area ravaged by lighting storms, these humans have -developed rapid pupil constriction and dilation. This increases their -resistance to not only lightning blasts, but to flash-bangs. -[Effects from flash-bangs (and related implements) halved] - -Frost-Free: - The hardy life lived by your people has encouraged an innate -resistance to cold -[Take half-damage from cold. Roll advantage on any adverse effects related to -cold (sluggishness, frostbite, etc)] diff --git a/CharacterCreation/01_03_Species_Tundari b/CharacterCreation/01_03_Species_Tundari deleted file mode 100644 index 484bfb52..00000000 --- a/CharacterCreation/01_03_Species_Tundari +++ /dev/null @@ -1,193 +0,0 @@ -============================== -Tundari -============================== - -===== Society ===== - - The Tundari are a species of obligate carnivores from the planet Tundaar. Physically, -they span a wide size range, from the Chi’mau, who can range from 3’6” to 5’ and -85-130 lbs to the Sang’mau, at 6’ to 7’ and up to 400 lbs, and every size in-between. -Like humans, body types persist in many forms. - - A sleek coat of fur covers these people, ranging widely in color and pattern. It -tends to grow short and fine over the majority of the body, however, the face, head, -neck, and joints have been known to grow hair that is longer and coarser, having a -mane or scruff-like quality about it. - - As many cultures mark themselves with tattoos, the Tundari also have their own method -of skin-marking. Some outliers will dye their fur, but that is generally frowned upon -by much of Tundari society. The traditional method of marking is called Aranga, -though many ranchers will would recognize the method as very similar to the freeze- -branding they mark livestock with. Aranga, however, is far more intricate that simple -freeze-branding. - - As a carnivorous species, they have large, forward, wide-set eyes, clawed limbs and -large, sharp teeth. Their ears sprout from closer to the top of their heads than the -sides, and can be triangular or round. -They are considered a hardy species, but have not adapted well to fight off poisons -or foreign contaminants. They are diurnal, and have low-light eyesight, but can -also see well in daylight. - - Culturally and economically, the clans on the Tunadri homeworld have an instated -breeding season once every four years. Cubs born outside of this season are not -harmed, but their parents are firmly reprimanded for the first, and drastic measures -may be taken if a single family has multiple children outside of the typical breeding -times. Rather than the byproduct of a controlling government, these mandates came -into effect nearly four-hundred years prior. As infant mortality rates decreased, the -population increased far more rapidly than their ecosystem could handle. They have -kept their population stable for the last three centuries, and no one seems inclined -to change their ways. Space exploration and colonization have begun to change that, -but many colonists still ascribe to the old mandates. - -Types: -* Biological -* Mammalian -* Warm-blooded -* Carnivorous - -Weakness to Poisons/Contagions: - Your saves to avoid being infected by a poison or afflicted by a contagion are -rolled with Disadvantage. This applies only to initial rolls for a particular toxin, not -subsequent rolls regarding complications or recovery. - - -===== Language: Tuunra ===== - - While different clans have their own unique dialects, they are similar enough that -they can be understood well by all. Tuunra features drawn-out vowels, soft consonants, -and sounds such as clicks, chirps, trills, and a low rumbling that is nearly inaudible -to humans. There is another integral part of Tuunra that many species do not pick up -on, and that is an intricate system of body language that involves both tail and ears. -A Tundari that has lost their tail may have great difficulty getting their point across -to others of their species. - - Tundari can communicate basic ideas and general instructions noiselessly. - -===== Names ===== - - First names range very much as humans, as far as origin. Often having some significance -with the family, first names are fairly arbitrary in much of Tundari society. Tribe and -clan names are held the most important, and as such, are always listed first. -Some Tundari have been exiled, lost their clan names, or adopted their own. Others have -adopted names from the other cultures they now live in. - -== Tuunra Name Examples == - -* Rra’Igri Chi’ro -* Sang’Aal Meari -* Chi’Mer Brea -* Chi’Krou Amri -* A’rhe Gaur - -===== Available Traits ===== - -Clawed: - Already equipped with built-in weapons, the large claws on your forelimbs give you an -advantage in hand-to-hand combat. -[Increased Damage for Hand-to-Hand] - -Soft-footed: - An ambush predator, you are built for sneaking up on those around you. You know how to -handle your weight and use the knowledge passed down by generations of hunters to keep -your presence a secret. -[Stealth Rolls may be Averaged] - -Prehensile Tail: - You have spent a long time using your tail to do more than just talk with. You can grab -onto items, use it to aid in climbing, or even hang from it. -[Tail has ½ the carrying capacity of an arm when upright. Full when hanging/dangling] - - Note: Tails cannot bear the hanging weight of a Large individual. - -Toothed: - As a predatory species, you have the customary long teeth that frighten many. -To you, they are commonplace, but to many others, they are far from ordinary. -[Gain Advantage on Intimidation Rolls toward and against Biological beings] - -============================== -Tundari Clans -============================== - -===== Rra’mau ===== - -Size: Medium/Large -Favored Terrain: Plains - -Appearance: - These clans tend to have coats that range from tawny to sorrel. They are -leaner than the Sang’mau, as a whole. - -Tribe: - The most social of all the clans, Rra’mau is the face for intergalactic trade, -policies, and general hospitality to outsiders. While the clans all meet together to -decide these policies beforehand, (usually) for the betterment of the species, Rra’mau -merely figure-head the process to outsiders. - -== Available Traits == - -Hind-Claws: - Digging into the ground with the large claws present on your hind-limbs spurs your -ability to run much faster than your peers. [Round movement speed calculations up] - - -Wide-faced: - Many species seem to be drawn to your large eyes. You aren’t certain why, but it gives -you an advantage when attempting to persuade or charm members of other biological species. -[Persuade at Advantage once per individual] - - - -===== Sang’mau ===== - -Size: Large -Favored Terrain: Forest/Jungle - -Appearance: - Coat range from black to tawny to brighter colors such as orange and red. -These tundari are larger, more powerful hunters than their cousins, relying more on brute -strength and ambushing than on speed. While the trees on Tundaar well supported the weight -of these people, it is hard to find natural equivalents on other planets. - -Tribe: - Another very social clan, the Sang’mau were deemed too frightening to be the best -negotiators after first contact with the Terrans, when the visiting diplomat fainted at -the mere sight. More commonplace now, this clan tends to stay out of the direct Terran- -Tundari diplomacy. - -== Available Traits == - -Climbing: - A long tail and a lack of fear for heights allows climbing to come very naturally to you. -[Gain Advantage on STR-Athletics Checks when Climbing] - -Powerful: - Large, developed muscles allow you to carry more and hit harder. -[Active Carry Penalties reduced. More Damage for Hand-to-Hand] - - - -===== Chi’mau ===== - -Size: Small -Favored Terrain: Urban/Rocky - -Appearance: - Coats range from a red-tawny to grey and black. These Tundari are the smallest -in both size and number of the large clans. They are more solitary than either of the larger -clans. - -Swimmer: - You are an expert at swimming. A thick coat of fur protects you from the chill of -the water, and you can hold your breath for quite some time. - -== Available Traits == - - -Climbing: - A long tail and a lack of fear for heights allows climbing to come very naturally to you. -[Gain Advantage on DEX-Acrobatics Checks when Climbing] - -Survivalist: - Being out by yourself often requires quick ingenuity and hardiness. -[Gain Proficiency in Jury-Rigging] - From f89e1fbe016728b4e0349dedd53790cfdf656e00 Mon Sep 17 00:00:00 2001 From: Bleehu Date: Wed, 9 Jan 2019 22:00:33 -0800 Subject: [PATCH 116/147] bumped version number to 0.2.2 --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index e1c079f7..805f79bc 100644 --- a/README.md +++ b/README.md @@ -1,6 +1,6 @@ # Compound_X -Version Beta 0.2.1 +Version Beta 0.2.2 A fun sci-fi tabletop roleplaying game. From bac07d118a7c3640fd4aba329825bc9b4c82637e Mon Sep 17 00:00:00 2001 From: James Talbott Date: Wed, 9 Jan 2019 22:25:06 -0800 Subject: [PATCH 117/147] Wording Minutiae --- CharacterCreation/02_Classes.txt | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/CharacterCreation/02_Classes.txt b/CharacterCreation/02_Classes.txt index c3e3e093..e4f2fed3 100644 --- a/CharacterCreation/02_Classes.txt +++ b/CharacterCreation/02_Classes.txt @@ -706,7 +706,7 @@ Class Primary Attribute: Dexterity Starting Wealth: $1975 + 100*Luck Passives: -* The Assassin may make one additional Action when in a Grapple. +* The Assassin may make one additional Action per turn while in a Grapple. * Gain Skill Weapons - Melee at 10 * Gain Skill Stealth at 10 * Gain Feat: Proficiency: Light Melee Weaponry. From a8a5e68ba2201bedd47625ca469b48bf46c47a74 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Wed, 9 Jan 2019 22:27:32 -0800 Subject: [PATCH 118/147] Specify boundary condition --- CharacterCreation/02_Classes.txt | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/CharacterCreation/02_Classes.txt b/CharacterCreation/02_Classes.txt index e4f2fed3..35a38c29 100644 --- a/CharacterCreation/02_Classes.txt +++ b/CharacterCreation/02_Classes.txt @@ -706,7 +706,7 @@ Class Primary Attribute: Dexterity Starting Wealth: $1975 + 100*Luck Passives: -* The Assassin may make one additional Action per turn while in a Grapple. +* The Assassin may make one additional Action per turn while in a Grapple, but not more than four. * Gain Skill Weapons - Melee at 10 * Gain Skill Stealth at 10 * Gain Feat: Proficiency: Light Melee Weaponry. From f9f4abf221b9d92b7722b7ccfb932fa91bdf3931 Mon Sep 17 00:00:00 2001 From: rosebrallier <32423723+rosebrallier@users.noreply.github.com> Date: Wed, 9 Jan 2019 23:50:08 -0800 Subject: [PATCH 119/147] Update Salty Spacedog (#749) --- CharacterCreation/03_Feats.txt | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 91bfc403..2a543493 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -494,9 +494,9 @@ 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. + 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: From ee8b46eaed7ad0b1a1f3527e0a1bdc5de327a494 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Mon, 14 Jan 2019 00:14:10 -0800 Subject: [PATCH 120/147] Partial Merge of Feat Rules from Dev Moved text from dev into the nanite superbranch in preparation for altering it. --- 01_01_Basic_Rules.txt | 66 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 66 insertions(+) diff --git a/01_01_Basic_Rules.txt b/01_01_Basic_Rules.txt index a1b60048..9fafa091 100644 --- a/01_01_Basic_Rules.txt +++ b/01_01_Basic_Rules.txt @@ -586,6 +586,72 @@ 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 over time as shown on the leveling table. +Unless otherwise specified, you cannot take the same feat multiple times. + + There are five kinds of feats: + +* Passive Feats +* Active Feats +* Weapon Expertise Feats +* Stat Feats +* Class Feats + +Passive Feats: + + When you take a feat, you may take a passive feat. Passive Feats are used +freely with no limit unless otherwise stated. They often give bonuses to skills +or to rolls for certain actions. + +Active Feats: + + When you take a feat, you may decide to take an Active Feat. An Active Feat +gives your character the option of taking certain actions that they otherwise +couldn't, usually in combat. Active feats cost a certain amount of Nanites to +execute, and if your character doesn't have enough nanites, then they can't take +that action until they get some more. + +Weapon Expertise Feats: + + When you take a feat, you may decide to take a Weapon Expertise Feat. Weapon +Expertise Feats are a special kind of passive feat, that get better as you +increase your skill with a particular kind of weapon group. + + These feats represent dedicated training with a particular class of weapon, +and offer bonuses based on the relevant Weapons skill (Weapon skills are listed +in "06_Skills.txt"). Each feat offers a set of bonuses related to using that type of +weapon (and only that type of weapon), and each bonus requires the character to have +a number of points in the relevant Weapon skill. A character with 0 points in +Weapons - Pistols would gain only one benefit, while a character with 60 points +would benefit from them all. 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. Note that as all characters are proficient with Unarmed +Strike, Melee Expertise effectively has no prerequisite. + +Primary Stat Feats: + + Stat Feats are special and cannot be taken when you get a feat like Active, +Passive, or Weapon Expertise Feats. Instead, they are immediately unlocked when +you fulfill their stat requirement. + +Class Feats: + + On certain levels, you will unlock a Class Feat instead of a Regular Feat. +You cannot take a Class Feat when you get a regular Feat, nor can you forego +your Class Feat in favor of an Active or Passive feat. You can only unlock one +Class Feat at a time. Class Feats are listed in the Classes document under the +appropriate class. + ============================== Player Weapon Customization ============================== From 1f65af3abf04cba6b8b62f62b24efa630b3ca428 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Mon, 14 Jan 2019 00:48:33 -0800 Subject: [PATCH 121/147] Active Feat Rules Text With Medinites And prose alterations to the other feat categories. --- 01_01_Basic_Rules.txt | 84 ++++++++++++++++++++++++++----------------- 1 file changed, 51 insertions(+), 33 deletions(-) diff --git a/01_01_Basic_Rules.txt b/01_01_Basic_Rules.txt index 9fafa091..269e455b 100644 --- a/01_01_Basic_Rules.txt +++ b/01_01_Basic_Rules.txt @@ -593,8 +593,9 @@ 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 over time as shown on the leveling table. -Unless otherwise specified, you cannot take the same feat multiple times. +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: @@ -606,51 +607,68 @@ Unless otherwise specified, you cannot take the same feat multiple times. Passive Feats: - When you take a feat, you may take a passive feat. Passive Feats are used -freely with no limit unless otherwise stated. They often give bonuses to skills -or to rolls for certain actions. + 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: - When you take a feat, you may decide to take an Active Feat. An Active Feat -gives your character the option of taking certain actions that they otherwise -couldn't, usually in combat. Active feats cost a certain amount of Nanites to -execute, and if your character doesn't have enough nanites, then they can't take -that action until they get some more. + 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: - When you take a feat, you may decide to take a Weapon Expertise Feat. Weapon -Expertise Feats are a special kind of passive feat, that get better as you -increase your skill with a particular kind of weapon group. - - These feats represent dedicated training with a particular class of weapon, -and offer bonuses based on the relevant Weapons skill (Weapon skills are listed -in "06_Skills.txt"). Each feat offers a set of bonuses related to using that type of -weapon (and only that type of weapon), and each bonus requires the character to have -a number of points in the relevant Weapon skill. A character with 0 points in -Weapons - Pistols would gain only one benefit, while a character with 60 points -would benefit from them all. 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 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. Note that as all characters are proficient with Unarmed -Strike, Melee Expertise effectively has no prerequisite. +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: - Stat Feats are special and cannot be taken when you get a feat like Active, -Passive, or Weapon Expertise Feats. Instead, they are immediately unlocked when -you fulfill their stat requirement. + 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: - On certain levels, you will unlock a Class Feat instead of a Regular Feat. -You cannot take a Class Feat when you get a regular Feat, nor can you forego -your Class Feat in favor of an Active or Passive feat. You can only unlock one -Class Feat at a time. Class Feats are listed in the Classes document under the -appropriate class. + 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 From c15decf3ee1905dc6522f097c732461af7b585b2 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Mon, 14 Jan 2019 10:27:51 -0800 Subject: [PATCH 122/147] Nanite Aesthetic terminology in Disrupted Convert "nanite abilities" to "active feats", since those are the only nanite abilities left once the nanite superbranch merges. I'm making this change in dev instead of there because the updated flavor text postdates the superbranch's creation and it has enough merge conflicts already. --- 01_05_Conditions.txt | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/01_05_Conditions.txt b/01_05_Conditions.txt index 8a3252d1..41d03d56 100644 --- a/01_05_Conditions.txt +++ b/01_05_Conditions.txt @@ -46,7 +46,7 @@ below 0. See the "Death and Dying" section in the Combat Rules Document. 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 Nanite abilities, Doctor Procedures, + 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. @@ -170,4 +170,4 @@ two hours. 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. \ No newline at end of file +the source of the stun or paralysis. From 2af2f3424a65e22032f0794518dffa7206cf3f0c Mon Sep 17 00:00:00 2001 From: James Talbott Date: Mon, 14 Jan 2019 23:01:22 -0800 Subject: [PATCH 123/147] Delete Nanite Absorption per #721 I can think of no way to keep nanite siphoning in-aesthetic. --- CharacterCreation/03_Feats.txt | 8 -------- 1 file changed, 8 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 2a543493..1ef8eaaf 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -361,14 +361,6 @@ you acquire the feat): * 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: From f4d5177ae604d08151d8a0a13851a215201812ca Mon Sep 17 00:00:00 2001 From: James Talbott Date: Mon, 14 Jan 2019 23:04:12 -0800 Subject: [PATCH 124/147] Delete Nanite Concentration While this one is more possible to keep in-aesthetic, I find the idea of using a feat to enhance the effects of other active feats to be of questionable value and a balance nightmare. --- CharacterCreation/03_Feats.txt | 15 --------------- 1 file changed, 15 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 2a543493..2a92d183 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -346,21 +346,6 @@ 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: From c47a32172271974fbd86479b8df469c32e5e8871 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Mon, 14 Jan 2019 23:07:01 -0800 Subject: [PATCH 125/147] Delete Focus Energy per #719 This is very space magic, and like nanite concentration, a balance nightmare. I like deleting it. We can write new feats that know how nanites work now. --- CharacterCreation/03_Feats.txt | 8 -------- 1 file changed, 8 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 2a543493..1bfab984 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -226,14 +226,6 @@ 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: From 45cc92d92910d732377d2ed068d5b26fd1875882 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Wed, 16 Jan 2019 23:12:57 -0800 Subject: [PATCH 126/147] Rework Nanite Restore #262 Provisional testing. If it proves too much of a balancing chore re. active feats, this can be reconsidered. --- .../Class-Specific Documentation/Doctor Procedures.txt | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt b/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt index 3ac61619..e174916d 100644 --- a/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt +++ b/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt @@ -705,12 +705,12 @@ 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. Either the target has one unit of medical nanites +immediately refreshed, or the target's next active feat before your next turn +has no cooldown. ==Illegal Steroid == Adrenaline Reward: 40 Points From 64b13ff2fb9dac9133578e95ff2903c4b63ed5d5 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Wed, 16 Jan 2019 23:16:46 -0800 Subject: [PATCH 127/147] Rework Nanite Pack Consumable #613 As the procedure, provisional on testing and not being a balance headache. --- Items/07_Items.txt | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/Items/07_Items.txt b/Items/07_Items.txt index b5250296..da69187e 100644 --- a/Items/07_Items.txt +++ b/Items/07_Items.txt @@ -123,7 +123,8 @@ 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. From 69341d26c0501dd208c31ea54796b860809e64d3 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Wed, 16 Jan 2019 23:21:29 -0800 Subject: [PATCH 128/147] Polishing the new Nanite Restore Now with boundary conditions that double as development knobs. --- .../Class-Specific Documentation/Doctor Procedures.txt | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt b/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt index e174916d..8da75910 100644 --- a/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt +++ b/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt @@ -708,9 +708,9 @@ the engagement. This trick works on any race of ally. Adrenaline Reward: 10 Points Range: Touch Action: 1 Action -Effect: Choose 1. Either the target has one unit of medical nanites -immediately refreshed, or the target's next active feat before your next turn -has no cooldown. +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 From 007d7a00ef5a4ca9e346d5444a971e13208a6fdc Mon Sep 17 00:00:00 2001 From: Bleehu Date: Mon, 21 Jan 2019 13:37:20 -0800 Subject: [PATCH 129/147] chanced Fire Damage to Thermal Damage modified: 01_04_Damage_Types_and_Armor_Types.txt modified: CharacterCreation/Class-Specific Documentation/Engineer Processes.txt modified: Items/04_01_Melee_&_Thrown_Weapons.txt modified: Items/07_Items.txt --- 01_04_Damage_Types_and_Armor_Types.txt | 19 ++++++++++--------- .../Engineer Processes.txt | 6 +++--- Items/04_01_Melee_&_Thrown_Weapons.txt | 16 ++++++++-------- Items/07_Items.txt | 2 +- 4 files changed, 22 insertions(+), 21 deletions(-) diff --git a/01_04_Damage_Types_and_Armor_Types.txt b/01_04_Damage_Types_and_Armor_Types.txt index 663b4987..6a906583 100644 --- a/01_04_Damage_Types_and_Armor_Types.txt +++ b/01_04_Damage_Types_and_Armor_Types.txt @@ -58,15 +58,16 @@ damage than others, while some characters are more resistant to it. Electric damage is dealt first to shields, and then health. It bypasses armor. -Fire Damage: - Some damage is dealt 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. - - Fire damage is dealt first to shields, then armor, and then health. +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 is dealt when a substance of a significantly different PH balance diff --git a/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt b/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt index e39b0470..22dafcd5 100644 --- a/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt +++ b/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt @@ -667,8 +667,8 @@ 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 @@ -853,7 +853,7 @@ Construction Cost: 30 Energy, 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 +-------+-----+-----+-----+ diff --git a/Items/04_01_Melee_&_Thrown_Weapons.txt b/Items/04_01_Melee_&_Thrown_Weapons.txt index 4f0db04b..66b2cdd8 100644 --- a/Items/04_01_Melee_&_Thrown_Weapons.txt +++ b/Items/04_01_Melee_&_Thrown_Weapons.txt @@ -290,7 +290,7 @@ Grenades == ECSC Smoke Grenade $50 == -Damage: D10 fire 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 Reflex Modifier: -10 @@ -313,7 +313,7 @@ at the cost of one action on their next turn. == ECSC CID Chemical Incapacitation Device (Gas grenade) $50 == -Damage: D10 fire 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 Reflex Modifier: -10 @@ -334,7 +334,7 @@ at the cost of one action on their next turn. == RMM Flash-Bang Distraction and Clearing Device $50 == -Damage: D10 fire 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 Reflex Modifier: -10 @@ -353,7 +353,7 @@ investigation checks. == ECSC Fragmentation Grenade $90 == -Damage: D10 fire 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 Reflex Modifier: -10 @@ -395,7 +395,7 @@ at the cost of one action on their next turn. == RMM Frag+ Grenade $140 == -Damage: D10 fire 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 Reflex Modifier: -10 @@ -414,7 +414,7 @@ at the cost of one action on their next turn. == Frontier Chemical Grenade $70 == -Damage: D10 fire 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 Reflex Modifier: -10 @@ -431,7 +431,7 @@ at the cost of one action on their next turn. == RMM HiEx Grenade $285 == -Damage: D10 fire 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 Reflex Modifier: -10 @@ -449,7 +449,7 @@ at the cost of one action on their next turn. == Frontier Plasma Grenade FP-G5 $360 == -Damage: D10 fire 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 Reflex Modifier: -10 diff --git a/Items/07_Items.txt b/Items/07_Items.txt index 31a0c49a..064dec7e 100644 --- a/Items/07_Items.txt +++ b/Items/07_Items.txt @@ -228,7 +228,7 @@ To hack, pass a DC 80 Hacking check. 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. Datapad ($130): A handheld device with a screen and keypad. Used to record From 8b1109d3ac5a3ebf093cc9156bd84872bef3112c Mon Sep 17 00:00:00 2001 From: James Talbott Date: Thu, 31 Jan 2019 11:39:01 -0800 Subject: [PATCH 130/147] Textify Medical Nanites #619 They now have built-in benefits (minor Shock save bonus added to the already-existing rest healing), and link you to relevant rest and feat rules. Provided explicit pathway to upgrade from the booster to the full unit. --- Items/07_Items.txt | 21 ++++++++++++++++----- 1 file changed, 16 insertions(+), 5 deletions(-) diff --git a/Items/07_Items.txt b/Items/07_Items.txt index da69187e..b4c2a74a 100644 --- a/Items/07_Items.txt +++ b/Items/07_Items.txt @@ -38,12 +38,23 @@ inside it, exportable to a portable device. 3D image builder, Portable ($800): Builds a 3D image of what its being pointed at, will need to see the object from multiple angles to capture the whole object. Up to 20m^3 of space. - -Medical Nanites Unit ($): - One unit of Medical Nanites. -Medical Nanites Booster Shot ($): - Half a unit of Medical Nanites. +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 full 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 save +bonus, but may be used to execute more active feats in shorter time frames. ============================== Wearables From 232262a0b523d78f57e80fc2137a285ade94281e Mon Sep 17 00:00:00 2001 From: James Talbott Date: Thu, 31 Jan 2019 11:41:36 -0800 Subject: [PATCH 131/147] Added leveling limit reference to medinite unit --- Items/07_Items.txt | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/Items/07_Items.txt b/Items/07_Items.txt index b4c2a74a..cbb36d85 100644 --- a/Items/07_Items.txt +++ b/Items/07_Items.txt @@ -54,7 +54,9 @@ 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 save -bonus, but may be used to execute more active feats in shorter time frames. +bonus, but may be used to execute more active feats in shorter time frames. The +number of Units a character can have at once is related to their level, see the +leveling table. ============================== Wearables From a32f278ac2c4952b25c14c0731b73a206371ce31 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Thu, 31 Jan 2019 11:44:41 -0800 Subject: [PATCH 132/147] Added preliminary Medinite Limit by Level --- 01_06_Leveling_Up.txt | 90 +++++++++++++++++++++---------------------- 1 file changed, 45 insertions(+), 45 deletions(-) diff --git a/01_06_Leveling_Up.txt b/01_06_Leveling_Up.txt index 3c313faa..b7dfe5bf 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) | Short Rest Healing | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 0 | Gain | 0 | | | 0 | 1d10 | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 1 | 2*Skill | | | | | " | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 2 | Point | 2 | | | 2 | " | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 3 | Gain | | | | | 2d10 | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 4 | per | 3 | | | 4 | " | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 5 | level | | 1 | +1 | | " | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 6 | " | 4 | | | 5 | 3d10 | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 7 | " | | | | | " | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 8 | " | 5 | | | 7 | " | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 9 | " | | | +1 | | 4d10 | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 10 | " | 6 | 2 | | 8 | " | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 11 | " | | | | | " | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 12 | " | 7 | | | 10 | 5d10 | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 13 | " | | | | | " | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 14 | " | 8 | | | 11 | " | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 15 | " | | 3 | +1 | | 6d10 | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 16 | " | 9 | | | 13 | " | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 17 | " | | | | | " | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 18 | " | 10 | | | 14 | 7d10 | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 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 | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ From 36e4f1fc27ff5bb2632caa5520d4a053396b93c2 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Thu, 31 Jan 2019 15:05:01 -0800 Subject: [PATCH 133/147] Typography and clarity --- Items/07_Items.txt | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/Items/07_Items.txt b/Items/07_Items.txt index cbb36d85..347087da 100644 --- a/Items/07_Items.txt +++ b/Items/07_Items.txt @@ -32,7 +32,7 @@ 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): @@ -46,17 +46,17 @@ 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 full unit (see below) at a cost of $700. +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 save -bonus, but may be used to execute more active feats in shorter time frames. The -number of Units a character can have at once is related to their level, see the -leveling table. + 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. ============================== Wearables From 727b939925dd1e85835c3afe1460f6f7e53a3bbb Mon Sep 17 00:00:00 2001 From: rosebrallier <32423723+rosebrallier@users.noreply.github.com> Date: Thu, 31 Jan 2019 17:55:07 -0800 Subject: [PATCH 134/147] Capitalization in Conditions -Capitalized uncapitalized Conditions -Fixed some spelling, grammar, and awkward wording/sen struct -Continued my crusade to consistently notate Skill checks -Look, I don't care if "Character" is in our Glossary. It's weird to capitalize a wholly universal term that we use in exactly the same way as every other type of media in the world /endrant -Changed d10 to 1d10 on the philosophy that d10 is the dice type, 1d10 is a) clear that that we're rolling one die and b) consistent with how we notate rolling multiple dice -Slightly buffed Pinned to force a Pinned character to hunker, rather than implying that becoming Pinned causes a character to hunker as a free action -Fixed an instance of the nonexistent Fort save -Swapped "drunk" with "Intoxicated" to allow room to include non-alcoholic intoxicating substances in a future patch to Buzzed and Hammered -Changed the result of blacking out from Downed to Stunned b/c I don't think we want someone to insta-die b/c they got punched while blacked out and died b/c they were Downed and so had 0 hp. Gave the Stun a 2 hr duration b/c that's how long the other intoxication effects last. NOTE: Need to specify what happens when the Stun wears off. Also, I really should get around to writing Unconscious, b/c it can have the added effect of the character physically collapsing. -Explicitly added Afraid as referencing the same Condition as Fear. Idk how to to incorporate that into Greater Fear, but that's a problem for Future Me. (Greater Afraid. -snort-) --- 01_05_Conditions.txt | 128 +++++++++++++++++++++---------------------- 1 file changed, 63 insertions(+), 65 deletions(-) diff --git a/01_05_Conditions.txt b/01_05_Conditions.txt index 41d03d56..f14cb6a2 100644 --- a/01_05_Conditions.txt +++ b/01_05_Conditions.txt @@ -9,100 +9,99 @@ 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 stop varies; the -cause of the bleed effect should list it in the effect description. + 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 == 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 further below. +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. One Action -to drop, One Action to Roll around and put out the fire. Rolling has a -Dex (Athletics) DC 40 to extinguish flames. + 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. - Every 2 turns that the burning is not extinguished, the burn intensifies by -one stack. + 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 put out with normal means and will need to be neutralized by other +can't be extinquished via normal means and will need to be neutralized by other means, such as the Doctor's Purge ability. == Downed == - Downed is a state that a character enteres when their health has fallen + 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 == - Certain Characters have the ability to disrupt their enemies either with + 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, + 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 == - Most Characters respond poorly to the application of extremely low + 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. - A Character that is Frozen takes d10 damage per round at the beginning of + 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. -== Fear == +== Fear (Afraid) == - Both cybernetic and biologic Characters can react to the mental instinct for + 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. - A Character that has the Fear Condition may take no actions, except moving -away from the source of fear, or taking an action to roll to defeat fear. DC 50, -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 == +== 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 + 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 experienceing Greater Fear can take no actions, except rolling -to defeat fear. DC 75, Will save or 5 turns, whichever happens first. + 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. A Lonely Character hasn't met Mazlow's +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 rolls. + A Lonely character moves 1m slower every two Actions (round down) and takes +a -5 to Skill checks. == Necrosis == - Necrosis is a buildup of dead organic tissue in a biologic Character, + 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 + 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 Medicine check of DC 75 must be rolled to cure it, +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. @@ -112,8 +111,8 @@ biofoam. fire or a continuous stream of bullets must overcome the psychological instinct to stay put and not get shot. - A target that is pinned is hunkered and cannot move for 2 full Rounds or -until they pass a DC 70 Will Save, whichever is quicker. + A target that is Pinned must hunker and cannot move until they pass a DC +70 Will Save or for 2 full Rounds, whichever is quicker. == Plasma Burn == @@ -121,53 +120,52 @@ until they pass a DC 70 Will Save, whichever is quicker. 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 + 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 targets armor is hit/pierced, the armor's Armor Piercing Level is -reduced by 1, permanently (repairable, DC 60% Repair check). While the damage -from burn tokens is additive, any given set of armor cannot have its APL reduced -by more than one regardless of how many plasma shots it has taken. + 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 == - Biological Characters can have a variety of poisons introduced into their -systems. These poisons typically degrade the overall health of the Character + 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 +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 + 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. +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 gains a -1 to accuracy with any attack and a -temporary -1 to Perception. At the same time, the Character gets a +1 to -Charisma and Luck. You also take a penalty of -20 to skill checks involving -driving, flying or operating heavy machinery. If the Character fails a Fort save + 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 aflicted with the Hammered Condition (See -below). As long as they don't become Hammered, being Buzzed will wear off in two +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 (drunk) == +== Hammered (Intoxicated) == - While Hammered, a Character takes a -3 to accuracy rolls when attacking and -a -50 to skill checks involving driving, flying or operating heavy machinery. -The Character takes a temporary -2 to Dexterity, Perception and Charisma. If the -Character's level of intoxication increases while you are Hammered, that -Character blacks out and is now Downed, but not Bleeding Out. As long as a -Character doesn't black out, being Hammered will turn into being Buzzed after -two hours. + 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 +is Stunned 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 == 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. +the source of the Stun or Paralysis. From 00343bd2c942de9beb46b88309fd64db3e5db9e0 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Thu, 31 Jan 2019 19:54:22 -0800 Subject: [PATCH 135/147] Added medical nanite acquisition rate limit --- Items/07_Items.txt | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/Items/07_Items.txt b/Items/07_Items.txt index 347087da..1f51e879 100644 --- a/Items/07_Items.txt +++ b/Items/07_Items.txt @@ -57,6 +57,10 @@ execute Active Feats (see Feats in the Basic Rules). 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 From cf6787f3d4cd45def7e24c454796141459491728 Mon Sep 17 00:00:00 2001 From: rosebrallier <32423723+rosebrallier@users.noreply.github.com> Date: Thu, 31 Jan 2019 22:45:18 -0800 Subject: [PATCH 136/147] minor typography --- 01_05_Conditions.txt | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/01_05_Conditions.txt b/01_05_Conditions.txt index f14cb6a2..663e7b4f 100644 --- a/01_05_Conditions.txt +++ b/01_05_Conditions.txt @@ -9,7 +9,7 @@ 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 + 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. @@ -90,7 +90,7 @@ 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. +a -5 to skill checks. == Necrosis == @@ -149,7 +149,7 @@ 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 +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 @@ -158,7 +158,7 @@ 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. +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 is Stunned for two hours or until the Condition is otherwise healed. As long as a character From 933da8f34025d4ec719c411a408ce1cba9256730 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Thu, 31 Jan 2019 23:02:34 -0800 Subject: [PATCH 137/147] Hunkering during Pinned now has action text @rosebrallier Reviewed and approves. --- 01_05_Conditions.txt | 14 ++++++++------ 1 file changed, 8 insertions(+), 6 deletions(-) diff --git a/01_05_Conditions.txt b/01_05_Conditions.txt index 663e7b4f..452c2c30 100644 --- a/01_05_Conditions.txt +++ b/01_05_Conditions.txt @@ -9,7 +9,7 @@ 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 + 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. @@ -90,7 +90,7 @@ 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. +a -5 to Skill checks. == Necrosis == @@ -111,8 +111,10 @@ biofoam. 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 and cannot move until they pass a DC -70 Will Save or for 2 full Rounds, whichever is quicker. + 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 == @@ -149,7 +151,7 @@ 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 +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 @@ -158,7 +160,7 @@ 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. +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 is Stunned for two hours or until the Condition is otherwise healed. As long as a character From 909a46689f83cf9d3425cb8944733ce4cd7e2239 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Thu, 31 Jan 2019 23:04:43 -0800 Subject: [PATCH 138/147] Redone typography Payment for the sins of concurrent editing. --- 01_05_Conditions.txt | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/01_05_Conditions.txt b/01_05_Conditions.txt index 452c2c30..0aed6cd2 100644 --- a/01_05_Conditions.txt +++ b/01_05_Conditions.txt @@ -9,7 +9,7 @@ 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 + 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. @@ -90,7 +90,7 @@ 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. +a -5 to skill checks. == Necrosis == @@ -151,7 +151,7 @@ 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 +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 @@ -160,7 +160,7 @@ 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. +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 is Stunned for two hours or until the Condition is otherwise healed. As long as a character From 284dcea3be457b8c924d72bbc7a7355e6384c32c Mon Sep 17 00:00:00 2001 From: rosebrallier <32423723+rosebrallier@users.noreply.github.com> Date: Thu, 31 Jan 2019 23:42:43 -0800 Subject: [PATCH 139/147] Unconscious condition Also updated blacking out to result in Unconsciousness rather than Stun --- 01_05_Conditions.txt | 10 +++++++++- 1 file changed, 9 insertions(+), 1 deletion(-) diff --git a/01_05_Conditions.txt b/01_05_Conditions.txt index 0aed6cd2..d49c48a3 100644 --- a/01_05_Conditions.txt +++ b/01_05_Conditions.txt @@ -163,7 +163,7 @@ hours. 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 -is Stunned for two hours or until the Condition is otherwise healed. As long as a character +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 == @@ -171,3 +171,11 @@ doesn't black out, the character's level of intoxication will reduce to Buzzed a 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. The DC +of the Saving Throw to end the Condition, if any, should be listed on the source of +the unconsciousness. From 2ba6ccce1affe6dbf298b75569a386718f4e3b30 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sun, 3 Feb 2019 14:41:24 -0800 Subject: [PATCH 140/147] Deleted old feat text ooooops, how'd I leave that in there?? --- 01_01_Basic_Rules.txt | 68 +------------------------------------------ 1 file changed, 1 insertion(+), 67 deletions(-) diff --git a/01_01_Basic_Rules.txt b/01_01_Basic_Rules.txt index fea4f096..b9f83cc1 100644 --- a/01_01_Basic_Rules.txt +++ b/01_01_Basic_Rules.txt @@ -411,72 +411,6 @@ The equations to calculate your bonuses to Saving Throws are as follows: - 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. -============================== -Feats -============================== - - As your character levels up and gets better at what they do, they develop -certain talents and abilities that help them differentiate themselves from their -peers. These special tallents and abilities are called "Feats". See the -"Leveling Up Rules" table to see how many feats you get at which levels. Unless -otherwise specified, you cannot take a feat more than once. - - There are five kinds of feats, detailed below; - -* Passive Feats -* Active Feats -* Weapon Expertise Feats -* Stat Feats -* Class Feats - -Passive Feats: - - When you take a feat, you may take a passive feat. Passive Feats are used -freely with no limit unless otherwise stated. They often give bonuses to skills -or to rolls for certain actions. - -Active Feats: - - When you take a feat, you may decide to take an Active Feat. An Active Feat -gives your character the option of taking certain actions that they otherwise -couldn't, usually in combat. Active feats cost a certain amount of Nanites to -execute, and if your character doesn't have enough nanites, then they can't take -that action until they get some more. - -Weapon Expertise Feats: - - When you take a feat, you may decide to take a Weapon Expertise Feat. Weapon -Expertise Feats are a special kind of passive feat, that get better as you -increase your skill with a particular kind of weapon group. - - These feats represent dedicated training with a particular class of weapon, -and offer bonuses based on the relevant Weapons skill (Weapon skills are listed -in "06_Skills.txt"). Each feat offers a set of bonuses related to using that type of -weapon (and only that type of weapon), and each bonus requires the character to have -a number of points in the relevant Weapon skill. A character with 0 points in -Weapons - Pistols would gain only one benefit, while a character with 60 points -would benefit from them all. 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. Note that as all characters are proficient with Unarmed -Strike, Melee Expertise effectively has no prerequisite. - -Primary Stat Feats: - - Stat Feats are special and cannot be taken when you get a feat like Active, -Passive, or Weapon Expertise Feats. Instead, they are immediately unlocked when -you fulfill their stat requirement. - -Class Feats: - - On certain levels, you will unlock a Class Feat instead of a Regular Feat. -You cannot take a Class Feat when you get a regular Feat, nor can you forego -your Class Feat in favor of an Active or Passive feat. You can only unlock one -Class Feat at a time. Class Feats are listed in the Classes document under the -appropriate class. - ============================== Healing Injuries ============================== @@ -747,4 +681,4 @@ 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 +additional check. From 159a4f09868b74a24564ac0d4b192185ce5b955a Mon Sep 17 00:00:00 2001 From: rosebrallier <32423723+rosebrallier@users.noreply.github.com> Date: Tue, 5 Feb 2019 19:16:43 -0800 Subject: [PATCH 141/147] Update 01_05_Conditions.txt Added unaware --- 01_05_Conditions.txt | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/01_05_Conditions.txt b/01_05_Conditions.txt index d49c48a3..f2296353 100644 --- a/01_05_Conditions.txt +++ b/01_05_Conditions.txt @@ -176,6 +176,6 @@ the source of the Stun or Paralysis. 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. The DC -of the Saving Throw to end the Condition, if any, should be listed on the source of -the unconsciousness. +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. From 9ee56b8a8b12260b089830a9a75ec0cf7598633c Mon Sep 17 00:00:00 2001 From: rosebrallier <32423723+rosebrallier@users.noreply.github.com> Date: Tue, 5 Feb 2019 19:41:32 -0800 Subject: [PATCH 142/147] Update 01_02_Combat_Rules.txt Edited Nonlethal to account for official Unconscious condition. Capitalized a few instances of Unconscious throughout the doc And fixed an instance of "do damage" Scope creep- fixed skills typography in Maneuvers More Scope creep- fixed some typography for skills and stats --- 01_02_Combat_Rules.txt | 56 ++++++++++++++++++++---------------------- 1 file changed, 27 insertions(+), 29 deletions(-) diff --git a/01_02_Combat_Rules.txt b/01_02_Combat_Rules.txt index 0f939162..7940ddf0 100644 --- a/01_02_Combat_Rules.txt +++ b/01_02_Combat_Rules.txt @@ -174,17 +174,15 @@ of 12, that hits its target's armor would deal no damage to the armor and attack was a two-handed strike, the health damage would be 18. Nonlethal Damage: - By default, melee attacks do lethal damage, like the vast majority of + 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 instead drops to 1 health -and becomes Unconscious (and does not gain the Bleeding Out condition). - - A target reduced to exactly 1 health by a nonlethal attack does not -fall Unconscious. 1 is not 0. +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 @@ -252,8 +250,8 @@ 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 STR-Athletics, and the defender rolls his or her choice of STR-Athletics -or DEX-Acrobatics. Initiating a grapple, shove, trip, etc. is mostly a matter +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. @@ -272,7 +270,7 @@ 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 LUC mod to hit +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 @@ -295,20 +293,20 @@ of releasing the character from the grapple. The character grappling with a Pinn 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 him or her to 1 health, but a successful kill action +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 additionally 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 grappled and -must spend an Action to disengage. +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 STR-Athletics or DEX-Acrobatics + 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). @@ -338,8 +336,8 @@ 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 STR-Athletics -and DEX-Acrobatics (choices may differ) and make an opposed check. Defenders have +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 @@ -495,8 +493,8 @@ 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 ===== @@ -706,7 +704,7 @@ scope), and you fire inside that distance, you are forced to hip fire. 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. @@ -944,11 +942,11 @@ 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 +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 @@ -957,9 +955,9 @@ 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. @@ -970,12 +968,12 @@ health. Any additional attacks you sustain will push you into negative health. Stabilize: 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: +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 +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. From b147e55c19b8984a7729b8fee428f47dc4f90eeb Mon Sep 17 00:00:00 2001 From: rosebrallier <32423723+rosebrallier@users.noreply.github.com> Date: Tue, 5 Feb 2019 20:19:06 -0800 Subject: [PATCH 143/147] Class_Skill_Point_Clarity.txt -Deleted extraneous note about gaining skills via class -Changed structure of skill point grants via class -Deleted a bunch of unnecessary periods --- CharacterCreation/02_Classes.txt | 105 +++++++++++++++---------------- 1 file changed, 50 insertions(+), 55 deletions(-) diff --git a/CharacterCreation/02_Classes.txt b/CharacterCreation/02_Classes.txt index 35a38c29..64096850 100644 --- a/CharacterCreation/02_Classes.txt +++ b/CharacterCreation/02_Classes.txt @@ -7,11 +7,6 @@ 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 @@ -22,10 +17,10 @@ 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 a +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 @@ -112,9 +107,9 @@ 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 @@ -173,10 +168,10 @@ Class Primary Attribute: Dexterity 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. +* 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 @@ -235,9 +230,9 @@ 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 * 1000 Maximum Material @@ -318,9 +313,9 @@ 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 @@ -329,13 +324,13 @@ for more information on Hacker Exploits. Weapon Proficiencies: * Pistols -* Submachine Guns. +* Submachine Guns Armor Proficiencies: * Concealed * Recon * Light -* Medium. +* Medium Skill Proficiencies: * Hacking @@ -364,22 +359,22 @@ 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] @@ -481,10 +476,10 @@ 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 * At Level 3, gain an Attack Dog, detailed below @@ -544,7 +539,7 @@ 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 get 6 skill points in Investigation +two Rounds, whichever comes first. You also gain 6 skill points in Investigation when you take this Class Feat. Spotter: @@ -616,8 +611,8 @@ 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 @@ -707,16 +702,16 @@ Starting Wealth: $1975 + 100*Luck Passives: * The Assassin may make one additional Action per turn while in a Grapple, but not more than four. -* 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. +* 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 +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 @@ -791,15 +786,15 @@ 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 @@ -808,7 +803,7 @@ Armor Proficiencies: Skill Profiencies: * Spotting -* Weapons - Long Rifle +* Weapons - Long Rifles == Class Feats == @@ -876,15 +871,15 @@ 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 From 6183dc7045450e75aaba3bba3d21215a02cd03a3 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Wed, 6 Feb 2019 14:40:03 -0800 Subject: [PATCH 144/147] Typography Missed one doubled space from the merge conflict resolution commit. --- CharacterCreation/03_Feats.txt | 1 - 1 file changed, 1 deletion(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index ac3ee2ef..c5e19d0f 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -991,7 +991,6 @@ 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 From fbbc2d12f8ba8c0ad4ab1974f575d3c3f3759eb9 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Wed, 6 Feb 2019 14:44:58 -0800 Subject: [PATCH 145/147] Reintroduce Duck, Bob, and Weave With new mechanics. One formatting change I missed in merge resolution commits. --- CharacterCreation/03_Feats.txt | 19 ++++++++++++++++++- 1 file changed, 18 insertions(+), 1 deletion(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index ffa28073..a08591aa 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -957,6 +957,23 @@ 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: @@ -973,7 +990,7 @@ separately for each act. All bonuses that would normally apply to a standard att still apply. (Note: Flash Dance can trigger Bulltrue and Preemptive Strike). If you are stunned or rendered unconscious, Flash Dance ends immediately. -== Gun Kata [30 Nanites] == +== Gun Kata == Prerequisites: From 859ffe46d5f0e1b199dd31531501c6a5667a190e Mon Sep 17 00:00:00 2001 From: rosebrallier <32423723+rosebrallier@users.noreply.github.com> Date: Wed, 6 Feb 2019 16:17:21 -0800 Subject: [PATCH 146/147] Update 02_Classes.txt Removed: -Copy-pasta artifacts -one extraneous article --- CharacterCreation/02_Classes.txt | 44 ++++++++++++++++---------------- 1 file changed, 22 insertions(+), 22 deletions(-) diff --git a/CharacterCreation/02_Classes.txt b/CharacterCreation/02_Classes.txt index 64096850..672b63f6 100644 --- a/CharacterCreation/02_Classes.txt +++ b/CharacterCreation/02_Classes.txt @@ -18,7 +18,7 @@ Starting Wealth: $3770 + 100*Luck Passives: * Gain 10 skill points in Weapons - [Choose one] -* Gain a +15 to Rolls for initiative (You go first more often) +* Gain +15 to Rolls for initiative (You go first more often) * Gain Feat: Proficiency: Light Melee Weaponry * Gain Feat: Proficiency: One-handed Melee Weaponry @@ -107,8 +107,8 @@ Class Primary Attribute: Strength Starting Wealth: $4150 + 100*Luck Passives: -* Gain 10 skill points in Weapons - Thrown OR Weapons - Explosives -* Gain 10 skill points in Weapons - Heavy +* 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: @@ -168,9 +168,9 @@ Class Primary Attribute: Dexterity Starting Wealth: $2670 + 100*Luck Passives: -* Gain 5 skill points in Knowledge - Xenology -* Gain 5 skill points in Knowledge - [Choose one] -* Gain 10 skill points in Medicine +* 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 @@ -230,8 +230,8 @@ Class Primary Attribute: Intelligence Starting Wealth: $2580 + 100*Luck passives: -* Gain 10 skill points in Repair -* Gain 10 skill points in Jury-rigging +* 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 @@ -313,8 +313,8 @@ Class Primary Attribute: Intelligence Starting Wealth: $2750 + 100*Luck Passives: -* Gain 10 skill points in Hacking -* Gain 10 skill points in Knowledge - Computers +* 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 @@ -359,8 +359,8 @@ Class Primary Attribute: Dexterity Starting Wealth: $2670 + 100*Luck Passives: -* Gain 10 skill points in Vehicles - [Choose one] -* Gain 10 skill points in Vehicles - [Choose another] +* 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. @@ -476,8 +476,8 @@ Class Primary Attribute: Perception Starting Wealth: $3290 + 100*Luck Passives: -* Gain 10 skill points in Spotting -* Gain 10 skill points in Survival +* 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 @@ -611,8 +611,8 @@ Class Primary Attribute: Perception Starting Wealth: $1975 + 100*Luck Passives: -* Gain 10 skill points in Acrobatics. -* Gain 10 skill points in Weapons - Pistols +* 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 @@ -702,8 +702,8 @@ Starting Wealth: $1975 + 100*Luck Passives: * 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 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 @@ -786,8 +786,8 @@ Class Primary Attribute: Perception Starting Wealth: $3190 + 100*Luck Passives: -* Gain 10 skill points in Weapons - Long Rifles -* Gain 10 skill points in Spotting +* 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 @@ -871,8 +871,8 @@ Class Primary Attribute: Strength Starting Wealth: $2170 + 100*Luck Passives: -* Gain 10 skill points in Weapons - Melee -* Gain 10 skill points in Athletics +* 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 From e4506f25cb7e10774d691dd273825a60d1b12aef Mon Sep 17 00:00:00 2001 From: Bleehu Date: Wed, 13 Feb 2019 18:50:56 -0800 Subject: [PATCH 147/147] bumped version number to 0.2.3 --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index 805f79bc..076fbdf2 100644 --- a/README.md +++ b/README.md @@ -1,6 +1,6 @@ # Compound_X -Version Beta 0.2.2 +Version Beta 0.2.3 A fun sci-fi tabletop roleplaying game.