diff --git a/01_02_Combat_Rules.txt b/01_02_Combat_Rules.txt index 8d8a0384..669b7561 100644 --- a/01_02_Combat_Rules.txt +++ b/01_02_Combat_Rules.txt @@ -186,6 +186,26 @@ 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. Melee Critical +hits deal extra damage as normal. Critical Guard rolls block all damage from any +non-Extra-critical melee attack. Extra-critical Guard rolls block all damage from +the incoming attack. + + Melee Accuracy rolls may Critically fail in the same way as firearms. +Unless otherwise specified, melee weapons have a Jam range of 2. Should your +melee weapon "jam", it catches on something in the environment at the DM's +discretion, if applicable, and is stuck. Unsticking the weapon requires a +Weapons - Melee check, as a firearm would require the appropriate +Weapons - [X] check. If you pass the DC by at least 30 you do not provoke an +Opportunity Attack. If nothing is available for the weapon to get stuck in, +it is instead dropped. You will always succeed in picking up a dropped weapon +if it is within reach, 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. + == Combat Maneuvers == In addition to smashing an opponent directly, there are other offensive @@ -528,11 +548,11 @@ other thrown weapons) have -1 miss chance to hit if 'adequate' aiming time is given (DM's discretion: how rushed you are, or how skilled you are at stealth, etc). Ranged weapon stealth-attacks gain +20 bonus damage. - If you stealth-attack a target in melee, your target has a guard DC of 0. As -normal (see section, "melee combat"), if you roll 3+ above your miss chance (3+ above -the opponent's guard DC), you ignore the opponent's armor and deal full damage. -This signifies that the target gets hit in whatever you deem to be the most vulnerable; -i.e., the head, neck, or the chest (over the heart, etc). + If you stealth-attack a target in melee, your target has a Guard of 0. As +normal (see section, "Melee Combat"), if you roll 3+ above the opponent's Guard, +you ignore the opponent's armor and deal full damage. This signifies that the +target gets hit in whatever you deem to be the most vulnerable; i.e., the head, +neck, or the chest (over the heart, etc). *Base Damage is typically the damage of the weapon without any other character bonuses, but Base Damage can be increased by certain classes and abilities. @@ -540,9 +560,8 @@ 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 ===== @@ -619,9 +638,10 @@ 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 is equal to or less than the weapon's Jam +Range, the weapon jams, necessitating a Weapon - [X] Skill check, DC 60 that takes +one Action before the weapon can be fired again. == Hip Firing == @@ -681,9 +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 DC. Being -prone severely limits your movement: 1/2 movement speed while prone, round-up; maximum -2 movement per action. +easier to hit in melee. You gain +1 Accuracy with firearms while prone but suffer -2 to +Guard checks. Being prone severely limits your movement: 1/2 movement speed while prone, +round-up; maximum 2 movement per action. Hunkering costs 1 action, and you cannot fire your weapons except by blind-fire (see Blind Firing, above). Imagine curling up in a ball, to pose the absolute smallest diff --git a/03_Glossary_of_Terms.txt b/03_Glossary_of_Terms.txt index 19081c17..03034cc4 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 initiative to the time that play is no longer +in initiative order. + == DM == Dungeon Master. See Game Master. diff --git a/CharacterCreation/02_Classes.txt b/CharacterCreation/02_Classes.txt index 6e8b4b82..d04f4022 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. +* Gain Hippocratic Procedure: Patch 'em Up +* Gain Malpractice Procedure: Harmacist 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. + 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 @@ -528,10 +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 @@ -583,34 +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 @@ -629,18 +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. @@ -659,33 +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 diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 4ac8c5c8..91bfc403 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 - Thrown in place of Perform (Dex) when making displays of + juggling or other performances that involve throwing as an important component. +24: When attacking with throwing weapons, before rolling Accuracy, you may declare the + attack to be Disabling. Such attacks deal one third damage, but if they damage + health then the projectile lodges in the target's armor or person. Characters + take 2d10 damage of the weapon's damage type for each lodged projectile whenever + they spend more than 2 Actions moving (including crouching/standing, but not + attacking) in a single turn. Up to two lodged projectiles may be removed as an + Action. +36: When attacking an armored target at range, their armor has 10 less coverage + against your attacks. + /* When attacking an armored target at range, their armor coverage range is + reduced by 1 {Static Armor} */ +48: +10m to throwing weapons' farthest range bracket. +60: +10% Base damage. If you spend at least 2 Actions making ranged attacks with + a throwing weapon in a single turn, you may make an additional attack with + a similar throwing weapon as a Reaction. ============================== Active Feats 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.