Skip to content
Open
Show file tree
Hide file tree
Changes from all commits
Commits
Show all changes
238 commits
Select commit Hold shift + click to select a range
9091a71
Nanites -> Energy in Cloak Rules
Turtlelord26 Jul 29, 2018
d4a2143
Nanites -> Energy in Cloak Modules
Turtlelord26 Jul 29, 2018
b2103a0
Nanites -> Energy in Shields and Utility Equipment
Turtlelord26 Jul 31, 2018
eb8600c
Nanites -> Energy in Basic Rules
Turtlelord26 Jul 31, 2018
8502cb6
Add Battery Pack Items, Add blank Medical Nanites
Turtlelord26 Jul 31, 2018
5d3b898
Added Flechette Shells
Masterdiekillsu Aug 2, 2018
ea8280a
Removed Batteries from Items.
Turtlelord26 Aug 4, 2018
d1d3e3f
Added Batteries to Hard Point Equipment section.
Turtlelord26 Aug 4, 2018
8e1ab04
Add Built-in Energy to Cloaking Rules
Turtlelord26 Aug 4, 2018
11c883e
Added rule for built-in energy != power source
Turtlelord26 Aug 4, 2018
8b1627e
Added Built-in Energy to Cloak/Utility modules.
Turtlelord26 Aug 4, 2018
2f6ac34
Cloak Rules -
Turtlelord26 Aug 6, 2018
0a32888
Cloaking Rules Updated to Energy System
Turtlelord26 Aug 6, 2018
a99b7a8
Cloak: Added Overheat, Reworked Charge Delay #s
Turtlelord26 Aug 6, 2018
c72bb90
Merge branch 'Turtlelord26-Nanite_Removal_Project-Superbranch' into T…
Turtlelord26 Aug 6, 2018
00328ad
Merge pull request #636 from bleehu/Turtlelord26-Nanite_Removal-Cloak…
Turtlelord26 Aug 6, 2018
3567c16
Merge branch 'Turtlelord26-Nanite_Removal_Project-Superbranch' into T…
Turtlelord26 Aug 6, 2018
cd42fde
Create 05_01_Hard_Point_Equipment.txt
Turtlelord26 Aug 6, 2018
c7e4ddb
Remove Hard Point Equipment from Armor doc
Turtlelord26 Aug 6, 2018
35bfafa
Merge pull request #637 from bleehu/Turtlelord26-Armor_Doc_Diaspora
Turtlelord26 Aug 6, 2018
2695cbc
Merge pull request #634 from bleehu/Turtlelord26-#612-Nanites_to_Energy
Turtlelord26 Aug 8, 2018
1f2f2ee
Updated: Flechette Rounds
Masterdiekillsu Aug 10, 2018
7c84e60
Rewrote Critical Hit Rules
Reveraine Aug 13, 2018
9edae92
Reflavored Engineer Resource: Energy->Potential
Turtlelord26 Aug 13, 2018
708dad8
Reflavor Engineer Resource: Energy->Potential Pt 2
Turtlelord26 Aug 13, 2018
3ff3ac2
Typo
Turtlelord26 Aug 13, 2018
37a9e22
Ancient typo
Turtlelord26 Aug 13, 2018
8dd635c
Condensed tables into one
Reveraine Aug 16, 2018
6c552d8
Merge pull request #654 from bleehu/Turtlelord26-Add_Engineer_"Potent…
Turtlelord26 Aug 16, 2018
690f794
added awareness stat for hunter dog
bleehu Aug 17, 2018
34ce48a
Added Pho-Ox
bleehu Aug 21, 2018
98e9683
Merge pull request #661 from bleehu/MH/Issue-655/Dog-Awareness
bleehu Aug 21, 2018
3442ed1
Merge pull request #665 from bleehu/MH/Issue-561/level-3-medic
bleehu Aug 21, 2018
1717eb0
Reference Jam Range in jamming rules.
Turtlelord26 Sep 6, 2018
8eae576
Purge vestigial Guard DC references.
Turtlelord26 Sep 6, 2018
86a093d
Vestigial Guard DC pruge pt 2
Turtlelord26 Sep 6, 2018
2328ffe
Add explicit melee and guard crit rules.
Turtlelord26 Sep 6, 2018
f254958
added explicit grant of level 1 procedures to medic
bleehu Sep 6, 2018
c78c171
added Pho-Ox to Malpractice tree, re-arranged starting procedures.
bleehu Sep 6, 2018
a501929
Updated nitpicks
Masterdiekillsu Sep 6, 2018
1465e6a
Merge pull request #628 from bleehu/NY-Flechette-rounds
Masterdiekillsu Sep 6, 2018
cc20bd7
added Neural Afib ability to replace pasteurize
bleehu Sep 7, 2018
9cacd45
minor spelling fixes to doctor class description
bleehu Sep 7, 2018
7b16676
Merge pull request #668 from bleehu/MH/Issue-564/medic-pass
bleehu Sep 7, 2018
be2d628
Merge branch 'R_C' into MH/version-bump/0.1.6-to-R_C
Turtlelord26 Sep 10, 2018
9a43fef
Merge pull request #677 from bleehu/MH/version-bump/0.1.6-to-R_C
bleehu Sep 10, 2018
6795905
Added Melee Accuracy Crit-Fail
Turtlelord26 Sep 13, 2018
be7b2d1
Despecified redundant critical rule, plus typo.
Turtlelord26 Sep 14, 2018
9131ad2
Add Improvised Melee Weapons.
Turtlelord26 Sep 14, 2018
e4bb3ac
Rules Support Added for Improvised Weapons
Turtlelord26 Sep 14, 2018
bafb757
Added special crit-fail for firearm improv weapons
Turtlelord26 Sep 14, 2018
b0b8728
Add Thrown Expertise, Update Improv Brawler.
Turtlelord26 Sep 15, 2018
8070cb0
added flavor text to conditions
bleehu Sep 15, 2018
77e1280
Changed style of Doctor Class Feats
bleehu Sep 15, 2018
5a1c1b2
restyled Soldier Class Feats
bleehu Sep 15, 2018
503d284
rewrote Specialist Class Feats
bleehu Sep 15, 2018
1018064
restyled Engineer Class Feats.
bleehu Sep 15, 2018
8e3e0f7
rewrote Hacker Class description and feats
bleehu Sep 16, 2018
00f361a
rewrote Pilot Class Feats
bleehu Sep 16, 2018
334c946
restyled Gunslinger Class Feats
bleehu Sep 16, 2018
5ee0599
rewrote Assassin Class Feats
bleehu Sep 16, 2018
bacbf1c
rewrote Marksman Class Feats
bleehu Sep 16, 2018
47d7be3
restyled Berserker Class Feats
bleehu Sep 16, 2018
d9c8191
added entry in the glossary for Encounter
bleehu Sep 16, 2018
eb25c06
With the release of melee 2.1, let's call this a major release!
bleehu Sep 16, 2018
84b6fbb
spelling corrections in glossary
bleehu Sep 16, 2018
9208a63
Merge pull request #690 from bleehu/MH/Glossary/encounter
bleehu Sep 16, 2018
5523b76
Merge pull request #691 from bleehu/MH/version-bump/0.1.7-to-dev
bleehu Sep 16, 2018
5111eed
Clarity and Typographical Review Notes
Turtlelord26 Sep 16, 2018
3ea012d
Merge pull request #667 from bleehu/Turtlelord26-#591-Melee_2.1_Criti…
Turtlelord26 Sep 16, 2018
3a9a14e
Clarity Review Updates
Turtlelord26 Sep 16, 2018
bea8322
Merge pull request #678 from bleehu/Turtlelord26-#368-Throwing_Expertise
Turtlelord26 Sep 16, 2018
bcd5d8f
Clarity Review Updates
Turtlelord26 Sep 16, 2018
43d2433
Merge pull request #686 from bleehu/MH/play-playable/Gunslinger-Class…
bleehu Sep 16, 2018
4320e61
Merge pull request #689 from bleehu/MH/play-playable/Berserker-Class-…
bleehu Sep 16, 2018
75c7fa9
Merge pull request #688 from bleehu/MH/play-playable/Marksman-Class-F…
bleehu Sep 16, 2018
4aca500
Merge pull request #685 from bleehu/MH/play-playable/Hacker-Class-Feats
bleehu Sep 16, 2018
3068b40
Merge pull request #684 from bleehu/MH/play-playable/Engineer-Class-F…
bleehu Sep 16, 2018
572483e
spelling and grammar fixes
bleehu Sep 16, 2018
078fc39
spelling in Pilot Class feats
bleehu Sep 16, 2018
e84968e
spelling corrections in specialist class feats
bleehu Sep 16, 2018
801b4e5
Merge pull request #682 from bleehu/MH/play-playable/Specialist-Class…
bleehu Sep 16, 2018
6e938ea
Grammar/spelling in Doc class feats
bleehu Sep 16, 2018
ef6e308
Merge pull request #680 from bleehu/MH/play-playable/Doc-Class-Feats
bleehu Sep 16, 2018
06a98a7
spelling and grammar in conditions
bleehu Sep 16, 2018
2ae851a
Merge pull request #693 from bleehu/Turtlelord26-#367-Improvised_Mele…
Turtlelord26 Sep 16, 2018
3f08878
Pwn pronunciation guide
Turtlelord26 Sep 16, 2018
dbc89d3
Swapped Pasteurize for Neural Afib in Doctor Tree image
bleehu Sep 16, 2018
8fbc50e
Merge branch 'dev' into MH/Issue-264/replace-pasteurize
bleehu Sep 16, 2018
94524f3
Update 01_02_Combat_Rules.txt
Reveraine Sep 17, 2018
2bcc78b
Merge pull request #653 from bleehu/Critical-Hit-Rules
Reveraine Sep 17, 2018
4759e26
added a how-to doc for making characters
bleehu Sep 25, 2018
d826d08
Merge pull request #698 from bleehu/MH/new-character-doc/create
bleehu Sep 25, 2018
6bf64bb
Add AoE Flamethrower
dfuchs2 Sep 25, 2018
d329cb0
Revise Flamethrower AoE
dfuchs2 Sep 26, 2018
affbc3f
Merge pull request #699 from bleehu/dfuchs2-Flamethrower_AoE
dfuchs2 Sep 26, 2018
4d887ca
Add vacuum flame thrower fuel
dfuchs2 Sep 28, 2018
0858146
Merge pull request #701 from bleehu/dfuchs2-vacuum_fuel
dfuchs2 Sep 28, 2018
b969a2d
spelling Afibrillator
bleehu Oct 8, 2018
ecc774d
Merge pull request #669 from bleehu/MH/Issue-264/replace-pasteurize
bleehu Oct 8, 2018
1e89af9
some grammar and rules clarification.
bleehu Oct 8, 2018
3550c9a
Merge pull request #702 from bleehu/MH/play-playable/Gunslinger-Class…
bleehu Oct 20, 2018
2aa7d94
Merge pull request #697 from bleehu/Turtlelord26-pwn_pronounce
Turtlelord26 Oct 20, 2018
0f0b225
version number bump
bleehu Nov 1, 2018
c764bb1
Added requested spaces
bleehu Nov 1, 2018
4a61c81
Merge pull request #687 from bleehu/MH/play-playable/Pilot-Class-Feats
bleehu Nov 1, 2018
20ed2f1
added addendum to Grizzled Vetran
bleehu Nov 1, 2018
79eb265
Merge pull request #683 from bleehu/MH/play-playable/Soldier-Class-Feats
bleehu Nov 1, 2018
bf651f5
Merge pull request #692 from bleehu/MH/version-bump/0.1.7-to-RC
Turtlelord26 Nov 1, 2018
1958631
Clarity, Consistency, and Prose in Damage Types
Turtlelord26 Nov 1, 2018
68efa9b
Merge pull request #705 from bleehu/MH/version-2.1/to-R_C
bleehu Nov 2, 2018
9df9b10
deprecated the unbalanced cyborg species
bleehu Nov 2, 2018
f3561fe
deprecated the unbalanced cyborg species
bleehu Nov 2, 2018
e316c57
Minor prose updates to plasma, typography
Turtlelord26 Nov 2, 2018
ba9ef75
Further review typography
Turtlelord26 Nov 2, 2018
d50f9ca
Merge pull request #707 from bleehu/Turtlelord26-Damage_Types_Readabi…
Turtlelord26 Nov 2, 2018
efb5956
Merge pull request #708 from bleehu/MH/deprecate/cyborg
bleehu Nov 3, 2018
6392d81
Merge pull request #709 from bleehu/MH/hotfix/deprecate-cyborg
bleehu Nov 3, 2018
9d116bd
Merge branch 'dev' into MH/play-playable/conditions
bleehu Nov 3, 2018
4f28aea
more spelling and grammar for conditions prose
bleehu Nov 3, 2018
0337027
Adding the Whackbush Arms Spear, a lv 1 2-h weapon
Turtlelord26 Nov 4, 2018
aed99b5
grammar and spelling in new prose-full conditions
bleehu Nov 4, 2018
d239213
added burns stack
bleehu Nov 4, 2018
09afbe0
per round
bleehu Nov 4, 2018
2c6ef1a
Merge pull request #712 from bleehu/Turtlelord26-#711-Level_1_Spear_W…
Turtlelord26 Nov 4, 2018
27591fe
Merge pull request #679 from bleehu/MH/play-playable/conditions
bleehu Nov 4, 2018
194a868
Merge pull request #706 from bleehu/MH/version-2.1/to-R_C
bleehu Nov 10, 2018
387dc7d
Add Critical rules to maneuver checks.
Turtlelord26 Nov 12, 2018
c3fd458
Specified where Shooting into a melee applies
Turtlelord26 Nov 12, 2018
7d91cbe
Merge pull request #717 from bleehu/Turtlelord26-#716-Add_Maneuver_Cr…
Turtlelord26 Nov 13, 2018
353b849
Issue 704: Grappling Actions
bleehu Dec 7, 2018
4a0319a
Medicalize Adrenaline Rush
Turtlelord26 Dec 8, 2018
4099044
Deleted Vestigial Text
Turtlelord26 Dec 8, 2018
4295e0f
Medicalize Aimed Shot
Turtlelord26 Dec 8, 2018
2069cef
Delete Vestigial Text
Turtlelord26 Dec 8, 2018
79fd228
Medicalize Bunker
Turtlelord26 Dec 8, 2018
20fd597
Medicalize Combat Roll
Turtlelord26 Dec 8, 2018
caa2ff6
Medicalize Cover Slide
Turtlelord26 Dec 8, 2018
3b99a35
Medicalize Flash Dance
Turtlelord26 Dec 8, 2018
de460f0
Medicalize Gun Kata
Turtlelord26 Dec 8, 2018
403c554
Medicalize Kata
Turtlelord26 Dec 8, 2018
f4edc5f
Delete Vestigial Text
Turtlelord26 Dec 8, 2018
4c70d17
Medicalize Kip Up
Turtlelord26 Dec 8, 2018
245a059
Medicalize Multi-Target
Turtlelord26 Dec 8, 2018
b440d2d
Medicalize Run 'N Gun
Turtlelord26 Dec 8, 2018
9074a8b
Medicalize Steady Shot
Turtlelord26 Dec 8, 2018
f128ada
Medicalize Twitch and Blur
Turtlelord26 Dec 8, 2018
cf6735f
Merge pull request #737 from bleehu/Turtlelord26-Medicalize_Twitch_&_…
Turtlelord26 Dec 9, 2018
72f4c17
Merge pull request #734 from bleehu/Turtlelord26-Medicalize_Multi-Target
Turtlelord26 Dec 9, 2018
4848d4f
Merge pull request #732 from bleehu/Turtlelord26-Medicalize_Kata
Turtlelord26 Dec 9, 2018
838f4c1
Merge pull request #730 from bleehu/Turtlelord26-Medicalize_Flash_Dance
Turtlelord26 Dec 9, 2018
334a347
Merge pull request #725 from bleehu/Turtlelord26-Medicalize_Adrenalin…
Turtlelord26 Dec 9, 2018
f080aae
Merge pull request #728 from bleehu/Turtlelord26-Medicalize_Combat_Roll
Turtlelord26 Dec 9, 2018
6816122
Merge pull request #726 from bleehu/Turtlelord26-Medicalize_Aimed_Shot
Turtlelord26 Dec 9, 2018
c422285
Merge branch 'Turtlelord26-#611-Active_Feat_Nanite_Removal' into Turt…
Turtlelord26 Dec 10, 2018
fc469a7
Merge pull request #735 from bleehu/Turtlelord26-Medicalize_Run_'N_Gun
Turtlelord26 Dec 10, 2018
64df4c6
Merge branch 'Turtlelord26-#611-Active_Feat_Nanite_Removal' into Turt…
Turtlelord26 Dec 10, 2018
306d945
Merge pull request #733 from bleehu/Turtlelord26-Medicalize_Kip-Up
Turtlelord26 Dec 10, 2018
77844b4
Git weirdness fixing
Turtlelord26 Dec 10, 2018
278a705
Cover Slide Now uses 1 Action (Down from 2)
Turtlelord26 Dec 10, 2018
c4d5aed
Merge branch 'Turtlelord26-#611-Active_Feat_Nanite_Removal' into Turt…
Turtlelord26 Dec 10, 2018
34f8f35
Revert Git weirdness fixing
Turtlelord26 Dec 10, 2018
23478b5
Merge branch 'Turtlelord26-#611-Active_Feat_Nanite_Removal' into Turt…
Turtlelord26 Dec 10, 2018
eaa3de2
Merge pull request #727 from bleehu/Turtlelord26-Medicalize_Bunker
Turtlelord26 Dec 10, 2018
65ff8f3
Merge branch 'Turtlelord26-#611-Active_Feat_Nanite_Removal' into Turt…
Turtlelord26 Dec 10, 2018
86254a2
Merge pull request #736 from bleehu/Turtlelord26-Medicalize_Steady_Shot
Turtlelord26 Dec 10, 2018
97601b7
Cover Slide again requires moving to Cover
Turtlelord26 Dec 10, 2018
8e30f88
Merge pull request #729 from bleehu/Turtlelord26-Medicalize_Cover_Slide
Turtlelord26 Dec 11, 2018
0c42960
Merge branch 'Turtlelord26-#611-Active_Feat_Nanite_Removal' into Turt…
Turtlelord26 Dec 11, 2018
f791f80
Merge pull request #731 from bleehu/Turtlelord26-Medicalize_Gun_Kata
Turtlelord26 Dec 12, 2018
06de385
Merge pull request #739 from bleehu/Turtlelord26-#611-Active_Feat_Nan…
Turtlelord26 Dec 24, 2018
ac66267
added breach and clear rules
bleehu Dec 28, 2018
f4899f5
Removed Primary Attributes
Turtlelord26 Dec 30, 2018
060227e
Add rules text to Rests!
Turtlelord26 Dec 30, 2018
c09734a
Add Rest Healing to Leveling Table
Turtlelord26 Dec 30, 2018
906a056
fixes from review of breach and clear
bleehu Jan 5, 2019
882d068
Merge pull request #743 from bleehu/Turtlelord26-Excise_Primary_Attri…
Turtlelord26 Jan 5, 2019
cbc88aa
Merge pull request #742 from bleehu/MH/Issue-722/breach-n-clear
bleehu Jan 5, 2019
acf7d43
Typography
Turtlelord26 Jan 6, 2019
465d163
Merge pull request #744 from bleehu/Turtlelord26-#621-Medicalize_Resting
Turtlelord26 Jan 6, 2019
266e88c
Updated combat rules with prose correction
bleehu Jan 10, 2019
cd26f37
Merge pull request #724 from bleehu/MH/Issue-704/grapple-actions
bleehu Jan 10, 2019
d2935bb
pruned extra files
bleehu Jan 10, 2019
f89e1fb
bumped version number to 0.2.2
bleehu Jan 10, 2019
bac07d1
Wording Minutiae
Turtlelord26 Jan 10, 2019
a8a5e68
Specify boundary condition
Turtlelord26 Jan 10, 2019
4359e8d
Merge pull request #752 from bleehu/Turtlelord26-Assassin_Grapple_Pas…
Turtlelord26 Jan 10, 2019
f9f4abf
Update Salty Spacedog (#749)
rosebrallier Jan 10, 2019
ee8b46e
Partial Merge of Feat Rules from Dev
Turtlelord26 Jan 14, 2019
1f65af3
Active Feat Rules Text With Medinites
Turtlelord26 Jan 14, 2019
c15decf
Nanite Aesthetic terminology in Disrupted
Turtlelord26 Jan 14, 2019
520c610
Merge pull request #785 from bleehu/Turtlelord26-Disrupted-Nanite_Abi…
Turtlelord26 Jan 15, 2019
2af2f34
Delete Nanite Absorption
Turtlelord26 Jan 15, 2019
f4d5177
Delete Nanite Concentration
Turtlelord26 Jan 15, 2019
c47a321
Delete Focus Energy
Turtlelord26 Jan 15, 2019
1fef256
Merge pull request #787 from bleehu/Turtlelord26-delete_Nanite_Concen…
Turtlelord26 Jan 16, 2019
c74ac09
Merge pull request #788 from bleehu/Turtlelord26-#719-Delete_Focus_En…
Turtlelord26 Jan 16, 2019
3e4fe16
Merge branch 'Turtlelord26-Nanite_Removal_Individual_Feat_Updates-Sub…
Turtlelord26 Jan 16, 2019
afc397d
Merge pull request #786 from bleehu/Turtlelord26-#721-delete_Nanite_A…
Turtlelord26 Jan 16, 2019
909b9ad
Merge pull request #751 from bleehu/MH/Version-0.2.2/RC
bleehu Jan 16, 2019
5db0a71
Merge pull request #750 from bleehu/MH/Version-0.2.2/RC
bleehu Jan 16, 2019
45cc92d
Rework Nanite Restore
Turtlelord26 Jan 17, 2019
64b13ff
Rework Nanite Pack Consumable
Turtlelord26 Jan 17, 2019
69341d2
Polishing the new Nanite Restore
Turtlelord26 Jan 17, 2019
007d7a0
chanced Fire Damage to Thermal Damage
bleehu Jan 21, 2019
2a78e86
Merge pull request #797 from bleehu/MH/Issue-758/thermal-damage
bleehu Jan 25, 2019
d9d1c37
Merge pull request #795 from bleehu/Turtlelord26-Nanite_Restoration_S…
Turtlelord26 Jan 25, 2019
4e4c0f2
Merge pull request #784 from bleehu/Turtlelord26-#620-MediNites_&_Act…
Turtlelord26 Jan 31, 2019
8b1109d
Textify Medical Nanites
Turtlelord26 Jan 31, 2019
232262a
Added leveling limit reference to medinite unit
Turtlelord26 Jan 31, 2019
a32f278
Added preliminary Medinite Limit by Level
Turtlelord26 Jan 31, 2019
36e4f1f
Typography and clarity
Turtlelord26 Jan 31, 2019
727b939
Capitalization in Conditions
rosebrallier Feb 1, 2019
00343bd
Added medical nanite acquisition rate limit
Turtlelord26 Feb 1, 2019
dd8d6e3
Merge pull request #802 from bleehu/Turtlelord26-Medical_Nanite_Items
Turtlelord26 Feb 1, 2019
cf6787f
minor typography
rosebrallier Feb 1, 2019
97a2e44
Merge branch 'dev' into Turtlelord26-Nanite_Removal_Project-Superbranch
Turtlelord26 Feb 1, 2019
933da8f
Hunkering during Pinned now has action text
Turtlelord26 Feb 1, 2019
909a466
Redone typography
Turtlelord26 Feb 1, 2019
f1201dd
Merge pull request #803 from bleehu/rb-conditions-patch
rosebrallier Feb 1, 2019
284dcea
Unconscious condition
rosebrallier Feb 1, 2019
2ba6ccc
Deleted old feat text
Turtlelord26 Feb 3, 2019
159a4f0
Update 01_05_Conditions.txt
rosebrallier Feb 6, 2019
9ee56b8
Update 01_02_Combat_Rules.txt
rosebrallier Feb 6, 2019
29d1a0b
Merge pull request #808 from bleehu/rb-unconscious
rosebrallier Feb 6, 2019
b147e55
Class_Skill_Point_Clarity.txt
rosebrallier Feb 6, 2019
2b86939
Merge pull request #804 from bleehu/Turtlelord26-Nanite_Removal_Proje…
Turtlelord26 Feb 6, 2019
47a188e
Merge branch 'dev' into Turtlelord26-Nanite_Removal_Individual_Feat_U…
Turtlelord26 Feb 6, 2019
6183dc7
Typography
Turtlelord26 Feb 6, 2019
fbbc2d1
Reintroduce Duck, Bob, and Weave
Turtlelord26 Feb 6, 2019
859ffe4
Update 02_Classes.txt
rosebrallier Feb 7, 2019
4c53f8d
Merge pull request #812 from bleehu/rb-skill-class-clarity
rosebrallier Feb 7, 2019
e44e646
Merge pull request #813 from bleehu/Turtlelord26-Nanite_Removal_Indiv…
Turtlelord26 Feb 7, 2019
a5e1022
Merge pull request #814 from bleehu/Turtlelord26-Restore_DuckBobWeave…
Turtlelord26 Feb 8, 2019
e4506f2
bumped version number to 0.2.3
bleehu Feb 14, 2019
2105463
Merge branch 'R_C' into MH/version-0.2.3/bump
Turtlelord26 Mar 2, 2019
08e5e97
Merge pull request #818 from bleehu/MH/version-0.2.3/bump
bleehu Mar 2, 2019
af7e5bd
Merge branch 'play' into MH/version2.3/to_play
bleehu Apr 13, 2019
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
1,303 changes: 685 additions & 618 deletions 01_01_Basic_Rules.txt

Large diffs are not rendered by default.

668 changes: 585 additions & 83 deletions 01_02_Combat_Rules.txt

Large diffs are not rendered by default.

119 changes: 71 additions & 48 deletions 01_04_Damage_Types_and_Armor_Types.txt
Original file line number Diff line number Diff line change
Expand Up @@ -8,70 +8,92 @@ some Ballistic, Laser, and melee weapons can deal non-lethal variants. These
damage types interact differently with the two types of protection: Armor and
Shields.

===== Damage Types =====

Ballistic Weapons:
Ballistic weapons are straightforward: they are blocked by armor and ignore
shields. Any damage that defeats armor damages health.

Plasma Weapons:
Plasma interacts with both armor and shields. Armor's effectiveness is
reduced by 1 APL when hit by plasma. Targets hit with plasma, that pierces armor,
take (stackable) plasma burn. For Shields, Plasma deals half damage to the
shielding, plus inflicts plasma burn and any remaining damage on the wearer
(only if their armor is pierced, of course).

Laser Weapons:
Lasers are completely blocked by shields, dealing all of their damage to the
shielding. Lasers deal full damage to armored targets; If a player wearing
ballistic armor is hit with a laser, they receive damage as if they weren't
wearing any armor.

Explosives:
Certain grenades and devices have Explosive (concussive) damage. Explosive
Damage ignores armor and shields (explosive damage is essentially, a crushing
force). Fragmentation grenades are considered ballistic weapons, as their
primary damage delivery method is shrapnel.

Melee/Melee Weapons:
Melee damage is treated like ballistic damage unless you hit a target's
armor and don't pierce it. If you are fighting a being with body armor, and you
hit the targets armor but don't pierce it, you then deal a special kind of
concussive damage (called blunt damage) that ignores armor but you can only deal
1/2 damage, up to a max of 25 damage. Max of 35 damage if you are using a melee
weapon (like a club, sword, or even hitting them with your gun).
== Common Damage Types ==

Ballistic Damage:
Ballistic damage results from the impact and/or penetration of solid
projectiles, causing physical damage and secondary shock effects to living and
mechanical systems.

Ballistic damage is dealt first to armor, and then to health. It
bypasses shields.

Plasma Damage:
Plasma damage is dealt by the impact of a hot and highly charged plasma
projectile and/or spray. It tends to cause large burns to targets' exterior surfaces
and electrical shock throughout.

Plasma damage is dealt first to shields, then to armor, and then to health,
but shields and armor can only absorb up to half of each plasma attack's damage
(rounded up). A character with armor but no shields (and no other defensive effects)
would always take at least half of a plasma attack's damage to their health.

Additionally, whenever a character takes Plasma damage to their health,
they gain one instance of Plasma Burn (see Conditions).

Armor damaged by Plasma loses 1 APL. This effect cannot stack and wears off
after the encounter.

Laser Damage:
Laser damage is a burn or explosive energy release delivered by a high-
intensity stream of photons, or light. The burns are more localized than those of
Plasma projectiles.

Laser damage is dealt first to shields, and then to health. It
bypasses armor.

== Miscellaneous Damage Types ==

Explosive Damage:
Certain grenades and devices deal explosive damage, which is a shockwave
transmitted through any liquid or gaseous medium. Though fragmentation grenades
may seem like explosive weapons, they deal ballistic damage because their
primary damage delivery method is shrapnel.

Explosive damage is dealt directly to health, bypassing armor and shields.

Electric Damage:
Some damage is delivered to characters with a high current and voltage. This
Some damage is dealt to characters with a high current and voltage. This
can lead to burns, organ failure, fried circuits and chaotic effects on the
nervous or control systems of a given character. This damage does not have any
special effect on armor, but certain characters are more prone to electric
damage than others, while some characters are more resistant to it.

Fire Damage:
Some damage is inflicted with conflagrations or general combustion. While
this damage usually leaves an ongoing burning effect, this damage type does not
imply that simply by being Fire Damage. Please read a given attack or event
carefully to see if you are simply burned once, or have an ongoing effect as
well. Some characters are more resistant to fire than others. Similarly, some
armor in the game helps mitigate fire damage more effectively than others.
Electric damage is dealt first to shields, and then health. It bypasses
armor.

Thermal Damage:
Some damage is dealt with conflagrations, general combustion or extreme
cold. While this damage often leaves an ongoing burning effect, this damage
type does not imply that simply by being Thermal Damage. Please read a given
attack or event carefully to see if you are simply burned once, or have an
ongoing effect as well. Some characters are more resistant to Thermal Damage
than others. Similarly, some armor in the game helps mitigate Thermal Damage
more effectively than others as well.

Thermal damage is dealt first to shields, then armor, and then health.

Acid Damage:
Some damage occurs when a substance of a significantly different PH balance
Some damage is dealt when a substance of a significantly different PH balance
comes in contact with your player and chemically reacts in an adverse manner.
Such cases are usually painful and smell bad.
While taking acid damage doesn't always mean that you have an ongoing

While taking acid damage doesn't always mean that you have an ongoing
effect, read the source of the damage carefully to see if in addition to the
one-time damage effect, you also have an ongoing effect to deal with as well.
Acid damage can affect armor adversely as well, but that is not implied simply
by an attack being labeled with acid damage. Such effects will be listed
separately in the attack, trap, etc.

Acid damage is dealt first to armor, and then health. It bypasses shields.

Internal Damage:
Internal damage can be sustained from things like parasites, malicious
microbots, or simply pushing your character's physical body past its breaking
point. Unless otherwise stated, internal damage always deals full damage and
ignores armor.
point.

Internal damage is dealt directly to health, bypassing armor and shields.
Unless otherwise stated, it also bypasses all other defensive effects.

===== Protection Types =====

Expand All @@ -81,9 +103,10 @@ measure that you will come across. When armor is shot by a ballistic weapon, the
armor may reduce or fully block damage before the character's health is damaged.

Shields:
CS Shields (or more simply, Shields) are the second type of protective
measure that you will come across. Shields normally protect against Plasma and
Lasers but not against ballistics.
Shields are the second type of protective measure that you will come across.
Shields normally protect against Plasma and Lasers but not against ballistics.

== Fall Damage ==

Beyond weapon damage, there are also environmental threats to consider. An
important note is on fall damage. A player can fall up to their Dex/2 in
Expand All @@ -97,4 +120,4 @@ one injury, depending on the severity of the fall. Some examples are below:
* Broken ankle(s)
* Broken leg(s)
* Broken arm(s) in addition to leg(s)
* Broken everything
* Broken everything
184 changes: 135 additions & 49 deletions 01_05_Conditions.txt
Original file line number Diff line number Diff line change
Expand Up @@ -4,92 +4,178 @@ Conditions

== Bleeding ==

d10/2+1 (drop the remainder) stackable damage per turn. Broken with
Medicine Skill check. DC varies. If you have a bleed condition, seek medical aid
immediately, You CAN Bleed Out, you have been warned.
Bleeding is when a character has sustained damage to the systems of their
anatomy that contian liquids vital to their survival. This can happen to both
biologic targets, who usually leak blood, and to cybernetic targets, who can
leak coolant and lubricant.

A character that is Bleeding takes d10 / 2 + 1 (drop the remainder) stackable
damage once per round at the beginning of their turn. The Bleeding can be
staunched with Medicine Skill check. The Medicine (Dex) DC to staunch varies; the
cause of the Bleed effect should list it in the effect description.

== Burning ==

2d10 damage per turn. Broken with a Maneuver Skill Check. DC 40.
Every 2 turns, the degree of the burn intensifies
A character that is on fire, or has glowing metal on them (such as white
phosphorous) is Burning. Burning is different than a Plasma Burn. For Plasma
Burns, see the "Plasma Burn" Condition.

A Burning character takes 2d10 damage per stack of Burn per Round at the
beginning of their turn. Most Burning can be extinguished by dousing a character
in a non-flamable liquid, or by that character dropping and rolling. Dropping and
rolling requires one Action to drop Prone and one Action to roll around and put out
the fire. Rolling has a Athletics (Dex) DC of 40 to extinguish flames.

If Burning is not extinguished for two Rounds, the Burn intensifies by one stack.

Some burning chemicals, like white phosphorous or most napalms, contain the
oxygen that they need to burn and aren't extinguished with water or rolling
around. These sources of the Burning Condition will explicitly state that they
can't be extinquished via normal means and will need to be neutralized by other
means, such as the Doctor's Purge ability.

== Downed ==

Your health has fallen below 0. See the "Death and Dying" section in the
Basic Rules Document.
Downed is a state that a character enters when their health has fallen
below 0. See the "Death and Dying" section in the Combat Rules Document.

== Disrupted ==

You cannot use Nanite abilities, Doctor Procedures, Engineer Processes or
Hacker Exploits. Many similar abilities are also prone to Disruption. If they
are not on this list, consult your GM.
Certain characters have the ability to disrupt their enemies either with
signal jamming, malware or sometimes direct electrical interference. When this
succeeds, it prevents their target from using their more exotic talents.

A character that is Disrupted cannot use Active Feats, Doctor Procedures,
Engineer Processes or Hacker Exploits. Many similar abilities are also prone to
Disruption. If they are not on this list, consult your GM.

== Frozen ==

d10 damage per turn. lasts until a source of heat is applied to the wound,
or with Medicine Skill check, DC 50.
Most characters respond poorly to the application of extremely low
temperatures to their anatomy. Biological targets tend to have the water in
their cells solidify into sharp ice in a process known as "Frostbite."
Cybernetic targets on the other hand tend to have their moving parts contract
and wear down while their electrolytic fluid hardens.

== Fear ==
A character that is Frozen takes 1d10 damage per round at the beginning of
their turn. The Condition lasts until a source of heat is applied to the wound,
or with Medicine (Dex) Skill check, DC 50.

No actions, except running away form the source of fear, or rolling to
defeat fear. DC 50, Will save.
== Fear (Afraid) ==

== Fear, Greater ==
Both cybernetic and biologic characters can react to the mental instinct for
self-preservation. This usually happens when presented with the appearance of
certain, agonizing death, though there are certainly other scary things in the
universe.

No actions, except rolling to defeat fear. DC 75, Will save.
A character that is Afraid may take no actions, except moving away from
the source of fear, or taking an action to roll a DC 50 Will Save to defeat Fear.

== Fear, Greater (Afraid) ==

In rare cases, Fear can become so great as to cause a total mental
overstimulation. In biologic characters, this takes the form of a petrifying
flood of neurochemicals in the brain. Cybernetic characters experience an
exception caused by the overinflation of their fear fuzzy logic field.

A character experiencing Greater Fear can take no actions, except rolling
a DC 75 Will Save to defeat Fear. After 5 turns, Greater Fear ends regardless of
the character's success or failure on the Will Save.

== Lonely ==

Being Lonely is a condition most commonly contracted from having 1 Charisma
and failing to successfully socialize, or by trying and failing to socialize
with an ally who has 1 Charisma. You haven't met Mazlow's Hierarchy of needs,
and this affects your performance. While Lonely, you move 1m slower every two
actions (round down) and take a -5 to skill rolls.
with an ally who has 1 Charisma. A Lonely character hasn't met Mazlow's
Hierarchy of needs, and this affects their performance.

A Lonely character moves 1m slower every two Actions (round down) and takes
a -5 to skill checks.

== Necrosis ==

2d10 +5 damage per turn. Seek medical attention immediately. If left
unhealed for more than a day, the infection spreads 1 foot per day. Medicine DC
75, must be rolled.
Necrosis is a buildup of dead organic tissue in a biologic character,
usually caused by gangrene or biological weapons. Typically, any hair, fur or
scales fall off of the affected area and the flesh underneath turns black and
dies.

A character aflicted with Necrosis takes 2d10 + 5 damage per Round at the
begining of their turn. If left unhealed for more than a day, the infection
spreads 1 foot per day. A DC 75 Medicine check must be rolled to cure it,
usually by surgically removing the dead tissue and generously applying healing
biofoam.

== Pinned Down ==

Target pinned (hunkered, no movement) for 2 full turns or until they pass a
Will saving throw at DC of 70, whichever is quicker.
A target that is behind cover and is either pinned by the threat of sniper
fire or a continuous stream of bullets must overcome the psychological instinct
to stay put and not get shot.

A target that is Pinned must hunker behind their current piece of cover. This
is an Immediate Action, but it costs one Action from the character's next turn.
That character cannot move until they pass a DC 70 Will Save or for 2 full
Rounds, whichever is quicker.

== Plasma Burn ==

1d10+1 stackable damage per turn, for 2 turns if the target's armor is
pierced/missed. If the targets armor is hit/pierced, the armor's AP Level is
reduced by 1, permanently (repairable, DC 60% Repair check), not stackable.
Many weapons in the Compound X Universe fire bolts of burning plasma, which
have the tendency to stick to a target and their armor, continuing to do damage
even after the initial impact of the projectile.

A character that has a Plasma Burn takes 1d10 + 1 Plasma damage per Plasma
Burn Token per round at the beginning of their turn. Each "token" lasts for 2
turns if the target's armor was pierced or missed.

If the target's armor is hit or pierced, the armor's Armor Piercing Level is
reduced by 1, permanently (repairable with a DC 60 Repair check). While the damage
from Plasma Burn Tokens is additive, any given set of armor cannot have its APL
reduced by more than 1 regardless of how many plasma shots it has taken.

== Poisoned ==

d10 damage per turn. After 5 turns, some poisons may induce unconsciousness.
DC 50, Fortitude. Greater / Lesser poison increases damage (+5/-5) and DC
(+25,-10).
Biological characters can have a variety of poisons introduced into their
systems. These poisons typically degrade the overall health of the character
over a period of time. Poisons with additional or different effects will list
them explicitly. Poisons that affect cybernetic characters will list so
explicitly as well.

A character that is afflicted with poison takes 1d10 Internal damage per
Round at the beginning of their turn.

== Buzzed (drunk) ==
== Buzzed (Intoxicated) ==

Many drinks in the galaxy contain a substance called alcohol. When consuming
these drinks, the effect should list a FORT save to avoid increasing your level
of intoxication. The first level of intoxication is Buzzed. While buzzed, you
gain a +10% to miss with any attack and a temporary -1 to Perception. At the
same time, you get a +1 to charisma and luck. You also take a -20 to skill
checks involving driving, flying or operating heavy machinery. If you fail a
Fort save to prevent increasing your intoxication level while buzzed, you become
hammered. As long as you don't become hammered, being buzzed will wear off in
two hours.

== Hammered (drunk) ==

While hammered, you take a -30 to accuracy rolls when attacking and a -50 to
skill checks involving driving, flying or operating heavy machinery. You take a
temporary -2 to dex, perception and charisma. If your level of intoxication
increases while you are hammered, you black out and you are now Downed. As long
as you don't black out, being hammered will turn into being buzzed after two
these drinks, the effect should list a Shock Save to avoid increasing the character's
level of intoxication. The first level of intoxication is Buzzed.

While Buzzed, a character takes a -1 penalty to accuracy with any attack and a
temporary -1 penalty to Perception. At the same time, the character gains a +1 bonus to
Charisma and Luck. You also take a penalty of -20 to Skill checks involving
operating heavy machinery, driving, or flying. If the character fails a Shock Save
to prevent increasing their intoxication level while Buzzed, they lose the
Buzzed Condition and instead are afflicted with the Hammered Condition (See
below). As long as a character doesn't become Hammered, Buzzed will wear off in two
hours.

== Hammered (Intoxicated) ==

While Hammered, a character takes a -3 penalty to accuracy rolls when attacking and
a -50 penalty to skill checks involving operating heavy machinery, driving, or flying.
The character takes a temporary -2 penalty to Dexterity, Perception and Charisma. If the
character's level of intoxication increases while Hammered, that character blacks out and
becomes Unconscious for two hours or until the Condition is otherwise healed. As long as a character
doesn't black out, the character's level of intoxication will reduce to Buzzed after two hours.

== Stunned/Paralyzed ==

Affected target cannot take actions for the duration.
A Stunned or Paralyzed target cannot take actions for the duration of the
Condition. The DC of the Saving Throw to end the Condition should be listed on
the source of the Stun or Paralysis.

== Unconscious ==

An Unconscious character cannot take actions for the duration of the Condition,
except to roll Saving Throws against the cause of the Condition. In addition, the
character automatically drops prone and releases their grip on any objects. An Unconscious
character is completely unaware of their suppoundings. The DC of the Saving Throw to end
the Condition, if any, should be listed on the source of the unconsciousness.
Loading