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16 changes: 9 additions & 7 deletions CharacterCreation/02_Classes.txt
Original file line number Diff line number Diff line change
Expand Up @@ -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
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Original file line number Diff line number Diff line change
Expand Up @@ -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
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Expand Up @@ -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
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15 changes: 15 additions & 0 deletions Items/04_00_WeaponAttachments.txt
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Expand Up @@ -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) ==

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2 changes: 1 addition & 1 deletion README.md
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@@ -1,6 +1,6 @@
# Compound_X

Version Beta 0.1.6
Version Beta 0.2.0

A fun sci-fi tabletop roleplaying game.

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