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5d3b898
Added Flechette Shells
Masterdiekillsu Aug 2, 2018
1f2f2ee
Updated: Flechette Rounds
Masterdiekillsu Aug 10, 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
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
6795905
Added Melee Accuracy Crit-Fail
Turtlelord26 Sep 13, 2018
be7b2d1
Despecified redundant critical rule, plus typo.
Turtlelord26 Sep 14, 2018
b0b8728
Add Thrown Expertise, Update Improv Brawler.
Turtlelord26 Sep 15, 2018
334c946
restyled Gunslinger Class Feats
bleehu Sep 16, 2018
5ee0599
rewrote Assassin 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
43d2433
Merge pull request #686 from bleehu/MH/play-playable/Gunslinger-Class…
bleehu Sep 16, 2018
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48 changes: 34 additions & 14 deletions 01_02_Combat_Rules.txt
Original file line number Diff line number Diff line change
Expand Up @@ -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
Expand Down Expand Up @@ -528,21 +548,20 @@ 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.

**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 =====

Expand Down Expand Up @@ -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 ==

Expand Down Expand Up @@ -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
Expand Down
9 changes: 9 additions & 0 deletions 03_Glossary_of_Terms.txt
Original file line number Diff line number Diff line change
Expand Up @@ -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.

Expand Down
170 changes: 96 additions & 74 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.
* 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
Expand Down Expand Up @@ -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
Expand Down Expand Up @@ -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
Expand All @@ -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.
Expand All @@ -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
Expand Down
37 changes: 31 additions & 6 deletions CharacterCreation/03_Feats.txt
Original file line number Diff line number Diff line change
Expand Up @@ -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:
Expand Down Expand Up @@ -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.
Expand All @@ -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
Expand Down
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