diff --git a/CharacterCreation/02_Classes.txt b/CharacterCreation/02_Classes.txt index 6e8b4b82..9263d6e0 100644 --- a/CharacterCreation/02_Classes.txt +++ b/CharacterCreation/02_Classes.txt @@ -154,13 +154,15 @@ Passives: * Gain Skill Knowledge - [Choose one] at 5. * Gain Skill Medicine at 10. * Gain Feat: Proficiency: Light Melee Weaponry. - - Every level, you gain one skill in both of the "Hippocratic" and -"Malpractice" skill trees. At level 1 you start with an arm mounted needle -launcher, hand held pathogen synthesizer, field dressing applicator and a package -of ten needles. You start each encounter with 200 adrenaline points and will -need to keep track of adrenaline points, needles and contagion points during a -combat scenario. +* Gain Hippocratic Procedure: Patch 'em Up +* Gain Malpractice Procedure: Harmacist Spike + + Every time a Doctor levels up, they gain one skill in both of the +"Hippocratic" and "Malpractice" skill trees. At level 1 you start with an arm +mounted needle launcher, hand held pathogen synthesizer, field dressing +applicator and a package of ten needles. You start each encounter with 200 +adrenaline points and will need to keep track of adrenaline points, needles and +contagion points during a combat scenario. Weapon Proficiencies: * Pistols diff --git a/CharacterCreation/Class-Specific Documentation/Doctor Procedure Tree - Malpractice.png b/CharacterCreation/Class-Specific Documentation/Doctor Procedure Tree - Malpractice.png index 3b18de3e..5cfbcafa 100644 Binary files a/CharacterCreation/Class-Specific Documentation/Doctor Procedure Tree - Malpractice.png and b/CharacterCreation/Class-Specific Documentation/Doctor Procedure Tree - Malpractice.png differ diff --git a/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt b/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt index 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 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 diff --git a/Items/04_00_WeaponAttachments.txt b/Items/04_00_WeaponAttachments.txt index 7580f5ff..fede9ba3 100644 --- a/Items/04_00_WeaponAttachments.txt +++ b/Items/04_00_WeaponAttachments.txt @@ -653,6 +653,21 @@ biologic targets and armor. by each shot by 20 points, but if the round hits the health pool of a cybernetic target, it deals an extra 45 damage. +== Flechette Shells ($2.5 x mag cost) == + + Flechette (Fle - shet) shells are a shotgun only spreading shot, which contains +flight sustaining, titanium alloy darts. They are quite effective at weakening flesh +and circuitry, and can pierce through materials to reach its target. These particular +type of pointed bits are great at travelling short distances, but lose trajectory +the greater the distance. + +When using Flechette shells, increase damage 40% when shots pierce or miss armor. +When in use, the APL of weapon is increased by 1. Gain +10m to R1, -5m to R2, and a -10m to R3. +All damage dealt to armor with these rounds deal 50% damage. Because of the range modifiers, R1 +holds priority over the other brakets. For example, if R1 becomes 20m, and R2 becomes 15m, then +R1 is what will be used, and R2 will be disrarded entirely. If R3 does this as well, then R1 or +R2 will be used in its place, depending on which range R3 overlaps with. If any of the range +brackets are the same, the lowest bracket will be used. Ex: R1 instead of R2/R3, R2 instead of R3. == Shredder Rounds ($2 x mag cost) == 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.