From 9091a71a28ce17be465511ae738ff9f15b3ea20b Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sat, 28 Jul 2018 18:46:34 -0700 Subject: [PATCH 01/53] Nanites -> Energy in Cloak Rules Flavor reasons, replaced zero upkeep for still cloak with reduced upkeep. --- 01_07_Cloaking_Rules.txt | 17 +++++++---------- 1 file changed, 7 insertions(+), 10 deletions(-) diff --git a/01_07_Cloaking_Rules.txt b/01_07_Cloaking_Rules.txt index 4bf8a990..ea1671b6 100644 --- a/01_07_Cloaking_Rules.txt +++ b/01_07_Cloaking_Rules.txt @@ -6,16 +6,13 @@ Cloaking ===== Cloaking Modules ===== - Expend the cloaking module's "Nanite Activation Cost" to begin cloaking. At -the ending of every turn thereafter, you have to pay a "Nanite Upkeep" cost to -continue cloaking. - - Wearers need only expend Nanites for the "Nanite Upkeep" cost at the end -of a turn that they perform actions. Cloaking requires concentration so when you -are doing nothing but watching, you may cloak for free. + Expend the cloaking module's "Energy Activation Cost" to begin cloaking. At +the ending of every turn thereafter, you have to pay an "Energy Upkeep" cost to +continue cloaking. If a character performs no Action except passive observation +and quiet communication, their upkeep for the turn is halved. You can remain cloaked for a number of turns equal to ["Cloak Turns" + your -cloaking module's "Cloak Turn Bonus"] or when you run out of Nanites, whichever +cloaking module's "Cloak Turn Bonus"] or when you run out of Energy, whichever occurs sooner (see table below for "Cloak Turns") . If your cloak time runs out, you stop cloaking and have to wait a number of actions equal to your "Charge Delay" (listed under the relevant cloaking module's description) before being @@ -23,8 +20,8 @@ able to cloak again. ===== Cloaking Detection ===== - If someone/something is looking for you, they must pass a (normally, -perception) check at 'Detect DC' difficulty, modified by your Stealth skill. + If someone/something is looking for you, they must pass a Spotting - PER +check at 'Detect DC' difficulty, modified by your Stealth skill. While moving, the Detect DC is reduced (listed as 'moving Detect DC' under the relevant cloaking module's description). There is a tell-tale shimmer in the cloak, as the micro-foil has a hard time keeping up with moving environments. From d4a2143138379be0061cde00c1aa68834183e71d Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sat, 28 Jul 2018 18:52:25 -0700 Subject: [PATCH 02/53] Nanites -> Energy in Cloak Modules --- Items/05_Armors.txt | 26 +++++++++++++------------- 1 file changed, 13 insertions(+), 13 deletions(-) diff --git a/Items/05_Armors.txt b/Items/05_Armors.txt index db4bb438..f52780f6 100644 --- a/Items/05_Armors.txt +++ b/Items/05_Armors.txt @@ -469,13 +469,13 @@ Detect DC: 75 Moving Detect DC: 50 Cloak Turn Bonus: +0 Charge Delay: 3 Actions -Nanite Activation Cost: 7 -Nanite Upkeep: 7 +Energy Activation Cost: 7 +Energy Upkeep: 7 Secondary Module Cost: 800 Sec Module Hard Pts: 1 Secondary Module Benefit: Provides +1 Cloak Turn -Bonus, -1 Nanite Upkeep, per secondary module +Bonus, -1 Energy Upkeep, per secondary module ===== LEVEL 5 REQUIREMENT ===== @@ -487,13 +487,13 @@ Detect DC: 25 Moving Detect DC: 0 Cloak Turn Bonus: +Infinite Charge Delay: 0 Actions; Attempts to passively camouflage you, at all times, while active. -Nanite Activation Cost: 7 -Nanite Upkeep: 5 +Energy Activation Cost: 7 +Energy Upkeep: 5 Secondary Module Cost: 1000 Sec Module Hard Pts: 1 Secondary Module Benefit: Max of 2 secondary modules. -+5 Detect DCs, -1 Nanite Activation Cost, -1 Nanite Upkeep, ++5 Detect DCs, -1 Energy Activation Cost, -1 Energy Upkeep, per secondary module. - Unlike most Cloaking modules, the Passive @@ -508,14 +508,14 @@ Detect DC: 100 Moving Detect DC: 75 Cloak Turn Bonus: +0 Charge Delay: 3 Actions -Nanite Activation Cost: 13 -Nanite Upkeep: 8 +Energy Activation Cost: 13 +Energy Upkeep: 8 Secondary Module Cost: 1100 Sec Module Hard Pts: 1 Secondary Module Benefit: Provides -3 Detect DCs, --1 Charge Delay Actions, -3 Nanite Activation Cost, --1 Nanite Upkeep, per secondary module. +-1 Charge Delay Actions, -3 Energy Activation Cost, +-1 Energy Upkeep, per secondary module. ===== LEVEL 10 REQUIREMENT ===== @@ -527,12 +527,12 @@ Detect DC: 100 Moving Detect DC: 75 Cloak Turn Bonus: +4 Charge Delay: 3 Actions -Nanite Activation Cost: 35 -Nanite Upkeep: 3 +Energy Activation Cost: 35 +Energy Upkeep: 3 Secondary Module Cost: 1408 Sec Module Hard Pts: 1 -Secondary Module Benefit: -12 Nanite Activation Cost, +Secondary Module Benefit: -12 Energy Activation Cost, -1 Charge Delay Actions, per secondary module. ============================== From b2103a0bf0ffed35b663b9be4999535053a403fd Mon Sep 17 00:00:00 2001 From: James Talbott Date: Mon, 30 Jul 2018 18:38:30 -0700 Subject: [PATCH 03/53] Nanites -> Energy in Shields and Utility Equipment Also reflavored the shield names, and removed the "nanite shield" as a thing that exists. Applied corresponding buffs to the level 10 shield's stats. Changes to the level 10 shield are functional. --- Items/05_Armors.txt | 28 +++++++++++++--------------- 1 file changed, 13 insertions(+), 15 deletions(-) diff --git a/Items/05_Armors.txt b/Items/05_Armors.txt index f52780f6..20aaa76c 100644 --- a/Items/05_Armors.txt +++ b/Items/05_Armors.txt @@ -390,13 +390,13 @@ SHIELD GENERATORS ===== LEVEL 1 REQUIREMENT ===== ----- A-Class Electron Shield ---- +---- A-Class Proton Shield ---- Primary Module Cost: 2310 Prim Module Hard Pts: 1 Shield Strength: 120 Shield Restart Time: 1 Turn Recharge Rate / Turn: 50 -Fast Recharge Nanites: 14 +Fast Recharge Energy: 14 Secondary Module Cost: 810 Sec Module Hard Pts: 1 @@ -406,26 +406,26 @@ Decided on purchase. ===== LEVEL 5 REQUIREMENT ===== ----- HiCap A-Class Electron Shield ---- +---- HiCap A-Class Proton Shield ---- Primary Module Cost: 2410 Prim Module Hard Pts: 2 Shield Strength: 180 Shield Restart Time: 1 Turn Recharge Rate / Turn: 30 -Fast Recharge Nanites: 36 +Fast Recharge Energy: 36 Secondary Module Cost: 840 Sec Module Hard Pts: 1 Secondary Module Benefit: Provides +70 Shield Strength and +10 Recharge Rate, +4 Fast Recharge cost per secondary. ----- B-Class Magnetic Shield ---- +---- B-Class Electron Shield ---- Primary Module Cost: 3600 Prim Module Hard Pts: 1 Shield Strength: 100 Shield Restart Time: n/a; restarts at the start of every turn if depleted Recharge Rate / Turn: 50 -Fast Recharge Nanites: n/a; cannot fast recharge +Fast Recharge Energy: n/a; cannot fast recharge Secondary Module Cost: 1320 Sec Module Hard Pts: 1 @@ -434,13 +434,13 @@ or +50 Recharge Rate. Decided on purchase. ===== LEVEL 10 REQUIREMENT ===== ----- C-Class Self Sustained Nanite (SSN) Shield ---- +---- HiCap B-Class Electron Shield ---- Primary Module Cost: 4210 Prim Module Hard Pts: 2 -Shield Strength: 100 -Shield Restart Time: 1 Turn -Recharge Rate / Turn: 50 -Fast Recharge Nanites: 32 +Shield Strength: 150 +Shield Restart Time: n/a; restarts at the start of every turn if depleted +Recharge Rate / Turn: 30 +Fast Recharge Energy: 25 Secondary Module Cost: 1470 Sec Module Hard Pts: 1 @@ -448,8 +448,6 @@ Secondary Module Benefit: Either provides +50 Shield Strength or +50 Recharge Rate, +4 Fast Recharge cost per secondary. Decided on purchase. -- Nanite Shields block all forms of damage. - ===================================== CLOAKING EQUIPMENT ===================================== @@ -572,7 +570,7 @@ Sec Module Hard Pts: n/a Primary Module Cost: 1500 Electronics Skill Req: 10 Prim Module Hard Pts: 1 -Nanite Activation Cost: 10 +Energy Activation Cost: 10 Description: 40% chance to hit, as an immediate reaction to a fast-moving enemy explosive that comes within your line-of-sight and within a 5 meter radius of you, you can roll to eliminate one @@ -581,4 +579,4 @@ grenade, once per (your) turn. Secondary Module Cost: 1125 Sec Module Hard Pts: 1 Secondary Module Benefit: +60% chance to hit (max 100%), -+3 meter radius, +5 Nanite Active cost, per secondary module. ++3 meter radius, +5 Energy Activation cost, per secondary module. From eb8600c8969522f5fd10e1c7d863b30f7a0ed6ce Mon Sep 17 00:00:00 2001 From: James Talbott Date: Mon, 30 Jul 2018 19:28:30 -0700 Subject: [PATCH 04/53] Nanites -> Energy in Basic Rules Additionally laid the groundwork for Medical Nanites. Introduced new issues: -need item entries for medical nanites (and rules for unit quantity restriction by level, probably as a column in the leveling table), -need to expand rules on feats to include active feats and medical nanites. -need to fill out effects of short and long rests. --- 01_01_Basic_Rules.txt | 48 +++++++++++++++++++++---------------------- 1 file changed, 23 insertions(+), 25 deletions(-) diff --git a/01_01_Basic_Rules.txt b/01_01_Basic_Rules.txt index 6f0a6e5a..100f1184 100644 --- a/01_01_Basic_Rules.txt +++ b/01_01_Basic_Rules.txt @@ -136,15 +136,28 @@ Or are you a pilot who can thread a needle with your starfighter? Or maybe you're a veteran soldier, who's seen it all. Classes define what armor and weapons your character can use in combat, as well as certain special abilities which might help solve puzzles or get you better discounts at stores. Your class -also determines how much money you start with to buy equipment and how many -Nanites you can use at once. +also determines how much money you start with to buy equipment. Nanites: - The evolution of technology brought about the ability to design and control -microscopic machines. Such a powerful advancement assists in all forms of life -in the Compound X universe. Nanites are used to activate powerful abilities such -as sprinting extremely fast, aiming incredibly well, infusing bullets with -electrical energy, and more. + Advancements in precision construction and artificial intelligence ability +to design and control micro- and even nanoscopic machines. Such a powerful +advancement assists in all forms of life in the Compound X universe. Medical +nanites protect their hosts from pathogens and toxins, and can be pushed to +briefly enable what would once have been considered superhuman abilities, +like running 40 meters or putting 12 bullets from two revolvers into 12 +bullseyes ... in about six seconds. Other types of nanites are used industrially for +precise construction, or covertly for infiltration. + + Medical nanites are acquired by characters by the unit, either through +purchase or background. They must be specifically tailored to a character's +body to avoid rejection. See their item entries in 07_Items.txt or the rules for +Active Feats below. + +Energy: + Continued evolution of battery technology has allowed the use of extremely +power-hungry equipment by individual combatants and technicians, such as particle +shields and cloaking armor modules. Some oft he more technical classes have built-in +Energy storage, others may acquire it by purchasing Battery Pack items. Skills: Each character learns things while going through life. Maybe your time in @@ -161,7 +174,7 @@ and you'll earn more money as you go about your adventures. Feats: Your character will gain special perks as you level up. This could range from reloading really fast, to having more health to being able to do a fast -combat roll under fire. Tackle these when your character advances to level 3. +combat roll under fire. Tackle these when your character advances to level 2. ============================== Base Stats @@ -364,20 +377,6 @@ Skill Point Gain: Determines how many skill points you gain every level. Every time you level up, you gain skill points equal to double your "Skill Point Gain". -===== Nanites ===== - - Although not a primary or secondary stat per se, The maximum number of -Nanites you can use at a given time is determined by your character class and an -associated primary stat. Your class may tell you its "Class Primary Attribute" -is Strength. In that case, Strength * 10 is your maximum Nanites. - -More generally: - Your Maximum Nanites = (Your Class's Primary Attribute) * 10 -Some class feats and other abilities can increase the number of Nanites you can -hold and use at a given time. Also, Unlike Health, Nanites regenerate during -combat at a rate of 3 Nanites per turn. - - ===== Assigning Stats to a New Character ===== When making a new character, you'll have to assign their Base stats. @@ -491,13 +490,12 @@ Resting ============================== Short Rest: - Taking about an hour, characters can take a Short Rest to rest and recoup -which will restore all the character's Nanites. + Taking about an hour, characters can take a Short Rest to rest. Long Rest: Taking about eight hours, characters need to rest after a long day of adventuring. If you choose to stay up all night, you won't be at your best for -the next day. Restores all of a character's Nanites. +the next day. ============================== RP / Using Skills From 8502cb62fa5d43fcbaa1e5fde633efb319747a9d Mon Sep 17 00:00:00 2001 From: James Talbott Date: Mon, 30 Jul 2018 19:40:05 -0700 Subject: [PATCH 05/53] Add Battery Pack Items, Add blank Medical Nanites New Issue: need limits on the number of batteries a character can carry. Or are they armor hard point items? Prices extremely preliminary --- Items/07_Items.txt | 35 +++++++++++++++++++++++++++++++++++ 1 file changed, 35 insertions(+) diff --git a/Items/07_Items.txt b/Items/07_Items.txt index 1b9f8634..dfef7e2b 100644 --- a/Items/07_Items.txt +++ b/Items/07_Items.txt @@ -39,6 +39,41 @@ inside it, exportable to a portable device. Builds a 3D image of what its being pointed at, will need to see the object from multiple angles to capture the whole object. Up to 20m^3 of space. +Medical Nanites Unit ($): + One unit of Medical Nanites. + +Medical Nanites Booster Shot ($): + Half a unit of Medical Nanites. + +============================== +Battery Packs +============================== + +===== LEVEL 1 REQUIREMENT ===== + +Basic Personal Battery Pack ($400): + An external Energy storage device. May be tapped to power other equipment. + +Maximum Energy: 20 +Short Rest Recharge: 0 +Long Rest Recharge: 20 + +Basic Military-grade Battery Pack ($650): + An external Energy storage device. May be tapped to power other equipment. + +Maximum Energy: 35 +Short Rest Recharge: 0 +Long Rest Recharge: 30 + +===== LEVEL 5 REQUIREMENT ===== + +Basic Military-grade Specialist Battery Pack ($850): + An external energy storage device. May be tapped to power other equipment. + +Maximum Energy: 35 +Short Rest Recharge: 15 +Long Rest Recharge: 35 + ============================== Wearables ============================== From ea8280a1de330c0286be67f7667fc5ab02cbd85e Mon Sep 17 00:00:00 2001 From: James Talbott Date: Fri, 3 Aug 2018 23:22:58 -0700 Subject: [PATCH 06/53] Removed Batteries from Items. --- Items/07_Items.txt | 29 ----------------------------- 1 file changed, 29 deletions(-) diff --git a/Items/07_Items.txt b/Items/07_Items.txt index dfef7e2b..b5250296 100644 --- a/Items/07_Items.txt +++ b/Items/07_Items.txt @@ -45,35 +45,6 @@ Medical Nanites Unit ($): Medical Nanites Booster Shot ($): Half a unit of Medical Nanites. -============================== -Battery Packs -============================== - -===== LEVEL 1 REQUIREMENT ===== - -Basic Personal Battery Pack ($400): - An external Energy storage device. May be tapped to power other equipment. - -Maximum Energy: 20 -Short Rest Recharge: 0 -Long Rest Recharge: 20 - -Basic Military-grade Battery Pack ($650): - An external Energy storage device. May be tapped to power other equipment. - -Maximum Energy: 35 -Short Rest Recharge: 0 -Long Rest Recharge: 30 - -===== LEVEL 5 REQUIREMENT ===== - -Basic Military-grade Specialist Battery Pack ($850): - An external energy storage device. May be tapped to power other equipment. - -Maximum Energy: 35 -Short Rest Recharge: 15 -Long Rest Recharge: 35 - ============================== Wearables ============================== From d1d3e3f42bae05f622f101691968437fea70bdea Mon Sep 17 00:00:00 2001 From: James Talbott Date: Fri, 3 Aug 2018 23:23:00 -0700 Subject: [PATCH 07/53] Added Batteries to Hard Point Equipment section. --- Items/05_Armors.txt | 32 ++++++++++++++++++++++++++++++++ 1 file changed, 32 insertions(+) diff --git a/Items/05_Armors.txt b/Items/05_Armors.txt index 20aaa76c..acb19e9a 100644 --- a/Items/05_Armors.txt +++ b/Items/05_Armors.txt @@ -580,3 +580,35 @@ Secondary Module Cost: 1125 Sec Module Hard Pts: 1 Secondary Module Benefit: +60% chance to hit (max 100%), +3 meter radius, +5 Energy Activation cost, per secondary module. + +============================== +Battery Packs +============================== + +===== LEVEL 1 REQUIREMENT ===== + +Basic Personal Battery Pack ($400): + An external Energy storage device. May be tapped to power other equipment. + +Hard Points Required: 1 +Maximum Energy: 20 +Short Rest Recharge: 0 +Long Rest Recharge: 20 + +Basic Military-grade Battery Pack ($650): + An external Energy storage device. May be tapped to power other equipment. + +Hard Points Required: 1 +Maximum Energy: 35 +Short Rest Recharge: 0 +Long Rest Recharge: 30 + +===== LEVEL 5 REQUIREMENT ===== + +Basic Military-grade Specialist Battery Pack ($850): + An external energy storage device. May be tapped to power other equipment. + +Hard Points Required: 1 +Maximum Energy: 35 +Short Rest Recharge: 15 +Long Rest Recharge: 35 From 8e1ab04261e9d69212320dc67c63f5e7d42f8931 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Fri, 3 Aug 2018 23:54:29 -0700 Subject: [PATCH 08/53] Add Built-in Energy to Cloaking Rules --- 01_07_Cloaking_Rules.txt | 3 +++ 1 file changed, 3 insertions(+) diff --git a/01_07_Cloaking_Rules.txt b/01_07_Cloaking_Rules.txt index ea1671b6..a5d521ad 100644 --- a/01_07_Cloaking_Rules.txt +++ b/01_07_Cloaking_Rules.txt @@ -18,6 +18,9 @@ you stop cloaking and have to wait a number of actions equal to your "Charge Delay" (listed under the relevant cloaking module's description) before being able to cloak again. + Cloaking modules have a built-in Energy supply, the size of which is given +in the statblocks. This Energy recharges fully each Long Rest. + ===== Cloaking Detection ===== If someone/something is looking for you, they must pass a Spotting - PER From 11c883ec13d9c91c200272da8203abdde38597da Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sat, 4 Aug 2018 00:03:16 -0700 Subject: [PATCH 09/53] Added rule for built-in energy != power source Balance concerns. --- 01_01_Basic_Rules.txt | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/01_01_Basic_Rules.txt b/01_01_Basic_Rules.txt index 100f1184..aaec3c51 100644 --- a/01_01_Basic_Rules.txt +++ b/01_01_Basic_Rules.txt @@ -156,8 +156,9 @@ Active Feats below. Energy: Continued evolution of battery technology has allowed the use of extremely power-hungry equipment by individual combatants and technicians, such as particle -shields and cloaking armor modules. Some oft he more technical classes have built-in -Energy storage, others may acquire it by purchasing Battery Pack items. +shields and cloaking armor modules. Most devices that consume Energy come with a +built-in supply that can be used only to power the device itself. An exception, +battery packs, can be used to power any device. Skills: Each character learns things while going through life. Maybe your time in From 8b1627e1295614fbf2c572fe58d841dc83051112 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sat, 4 Aug 2018 00:04:01 -0700 Subject: [PATCH 10/53] Added Built-in Energy to Cloak/Utility modules. Also removed Stealth skill requirement from cloak modules. Outdated after removal of skills@10@lv1. --- Items/05_Armors.txt | 18 +++++++++++------- 1 file changed, 11 insertions(+), 7 deletions(-) diff --git a/Items/05_Armors.txt b/Items/05_Armors.txt index acb19e9a..fdd95f56 100644 --- a/Items/05_Armors.txt +++ b/Items/05_Armors.txt @@ -1,10 +1,12 @@ ============================== Armor Rigs, Armor Plates and Advanced Armor ============================== + This document lists the Armor and Rig equipment available to characters in standard campaigns. ===== I RECON ARMOR RIGS ===== + Tactical Vest system with armor underneath. == STANDARD RIGS == @@ -445,14 +447,15 @@ Fast Recharge Energy: 25 Secondary Module Cost: 1470 Sec Module Hard Pts: 1 Secondary Module Benefit: Either provides +50 Shield Strength -or +50 Recharge Rate, +4 Fast Recharge cost per secondary. +or +30 Recharge Rate, +5 Fast Recharge cost per secondary. Decided on purchase. ===================================== CLOAKING EQUIPMENT ===================================== - Ever wanted to be invisible? Please see section -"Cloaking" at the bottom of the Basic Rules document. + + Ever wanted to be invisible? Please see the +Cloaking Rules document for details of use. You must have proficiency with Stealth Armor, and you cannot use more than 1 Cloaking primary module at one time. @@ -461,7 +464,6 @@ one time. ---- Mk1 Microfoil Cloaker ---- Primary Module Cost: 2000 -Stealth Skill Required: 10 Prim Module Hard Pts: 1 Detect DC: 75 Moving Detect DC: 50 @@ -469,6 +471,7 @@ Cloak Turn Bonus: +0 Charge Delay: 3 Actions Energy Activation Cost: 7 Energy Upkeep: 7 +Built-in Energy: 50 Secondary Module Cost: 800 Sec Module Hard Pts: 1 @@ -479,7 +482,6 @@ Bonus, -1 Energy Upkeep, per secondary module ---- Mk1 Passive Camouflage Module ---- Primary Module Cost: 2500 -Stealth Skill Required: 10 Prim Module Hard Pts: 1 Detect DC: 25 Moving Detect DC: 0 @@ -487,6 +489,7 @@ Cloak Turn Bonus: +Infinite Charge Delay: 0 Actions; Attempts to passively camouflage you, at all times, while active. Energy Activation Cost: 7 Energy Upkeep: 5 +Built-in Energy: 45 Secondary Module Cost: 1000 Sec Module Hard Pts: 1 @@ -500,7 +503,6 @@ per secondary module. ---- Mk2 Advanced Microfoil Cloaker ---- Primary Module Cost: 2750 -Stealth Skill Required: 15 Prim Module Hard Pts: 2 Detect DC: 100 Moving Detect DC: 75 @@ -508,6 +510,7 @@ Cloak Turn Bonus: +0 Charge Delay: 3 Actions Energy Activation Cost: 13 Energy Upkeep: 8 +Built-in Energy: 60 Secondary Module Cost: 1100 Sec Module Hard Pts: 1 @@ -519,7 +522,6 @@ Secondary Module Benefit: Provides -3 Detect DCs, ---- Mk3 Experimental Body Cloaker ---- Primary Module Cost: 3520 -Stealth Skill Required: 25 Prim Module Hard Pts: 2 Detect DC: 100 Moving Detect DC: 75 @@ -527,6 +529,7 @@ Cloak Turn Bonus: +4 Charge Delay: 3 Actions Energy Activation Cost: 35 Energy Upkeep: 3 +Built-in Energy: 55 Secondary Module Cost: 1408 Sec Module Hard Pts: 1 @@ -571,6 +574,7 @@ Primary Module Cost: 1500 Electronics Skill Req: 10 Prim Module Hard Pts: 1 Energy Activation Cost: 10 +Built-in Energy: 40 Description: 40% chance to hit, as an immediate reaction to a fast-moving enemy explosive that comes within your line-of-sight and within a 5 meter radius of you, you can roll to eliminate one From 2f6ac3413f77cee5542f67f5f53080ab640832b8 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sun, 5 Aug 2018 18:34:39 -0700 Subject: [PATCH 11/53] Cloak Rules - --- 01_07_Cloaking_Rules.txt | 26 +++++++++++--------------- 1 file changed, 11 insertions(+), 15 deletions(-) diff --git a/01_07_Cloaking_Rules.txt b/01_07_Cloaking_Rules.txt index 4bf8a990..5a13b289 100644 --- a/01_07_Cloaking_Rules.txt +++ b/01_07_Cloaking_Rules.txt @@ -6,24 +6,20 @@ Cloaking ===== Cloaking Modules ===== - Expend the cloaking module's "Nanite Activation Cost" to begin cloaking. At -the ending of every turn thereafter, you have to pay a "Nanite Upkeep" cost to -continue cloaking. + Expend the cloaking module's Energy Activation Cost to activate a cloaking +module. Whenever you end a turn cloaked, you must pay the module's Energy Upkeep +cost or the cloak immediately deactivates. If you performed no Actions, the Upkeep +cost is halved for that turn. - Wearers need only expend Nanites for the "Nanite Upkeep" cost at the end -of a turn that they perform actions. Cloaking requires concentration so when you -are doing nothing but watching, you may cloak for free. - - You can remain cloaked for a number of turns equal to ["Cloak Turns" + your -cloaking module's "Cloak Turn Bonus"] or when you run out of Nanites, whichever -occurs sooner (see table below for "Cloak Turns") . If your cloak time runs out, -you stop cloaking and have to wait a number of actions equal to your "Charge -Delay" (listed under the relevant cloaking module's description) before being -able to cloak again. + You may remain cloaked for a number of turns equal to your cloak module's +Overheat stat or when you run out of Energy, whichever occurs sooner. hen you +decloak, for whatever reason, you must wait a number of actions equal to the +module's "Charge Delay" (listed under the relevant cloaking module's description) +before being able to cloak again. ===== Cloaking Detection ===== - If someone/something is looking for you, they must pass a (normally, + If someone/something is looking for you, they must pass a (normally, perception) check at 'Detect DC' difficulty, modified by your Stealth skill. While moving, the Detect DC is reduced (listed as 'moving Detect DC' under the relevant cloaking module's description). There is a tell-tale shimmer in the @@ -31,7 +27,7 @@ cloak, as the micro-foil has a hard time keeping up with moving environments. Once the wearer has settled down, the micro-foil is able to reproduce the surrounding environment better and will stabilize. - When using a skill (accessing a terminal, fixing something, etc.) use your + When using a skill (accessing a terminal, fixing something, etc.) use your reduced, 'moving Detect DC' as you are diverting your attention. However, once you have performed a combat action, the cloak fizzes out. From 0a32888e8119a3c66b1f042c5aea84a549b7fe05 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sun, 5 Aug 2018 18:41:52 -0700 Subject: [PATCH 12/53] Cloaking Rules Updated to Energy System Nanites -> Energy Cloak Turns stat removed Added Overheat stat: a cloak turns stat based on the equipment instead of the player level. Removed 1 cloak per turn restriciton to lv 1-4, that can be on modules with Overheat stat. --- 01_07_Cloaking_Rules.txt | 115 +++++++++++++++++++-------------------- 1 file changed, 55 insertions(+), 60 deletions(-) diff --git a/01_07_Cloaking_Rules.txt b/01_07_Cloaking_Rules.txt index 4bf8a990..896475cc 100644 --- a/01_07_Cloaking_Rules.txt +++ b/01_07_Cloaking_Rules.txt @@ -6,24 +6,21 @@ Cloaking ===== Cloaking Modules ===== - Expend the cloaking module's "Nanite Activation Cost" to begin cloaking. At -the ending of every turn thereafter, you have to pay a "Nanite Upkeep" cost to -continue cloaking. + To activate a cloaking module, you must expend an amount of Energy, +from the cloak module's built-in power or an external battery, the cloaking +module's Energy Activation Cost. Whenever you end a turn cloaked, you must pay +the module's Energy Upkeep cost or the cloak immediately deactivates. If you +performed no Actions, the Upkeep cost is halved for that turn. - Wearers need only expend Nanites for the "Nanite Upkeep" cost at the end -of a turn that they perform actions. Cloaking requires concentration so when you -are doing nothing but watching, you may cloak for free. - - You can remain cloaked for a number of turns equal to ["Cloak Turns" + your -cloaking module's "Cloak Turn Bonus"] or when you run out of Nanites, whichever -occurs sooner (see table below for "Cloak Turns") . If your cloak time runs out, -you stop cloaking and have to wait a number of actions equal to your "Charge -Delay" (listed under the relevant cloaking module's description) before being -able to cloak again. + You may remain cloaked for a number of turns equal to your cloak module's +Overheat stat or when you run out of Energy, whichever occurs sooner. hen you +decloak, for whatever reason, you must wait a number of actions equal to the +module's "Charge Delay" (listed under the relevant cloaking module's description) +before being able to cloak again. ===== Cloaking Detection ===== - If someone/something is looking for you, they must pass a (normally, + If someone/something is looking for you, they must pass a (normally, perception) check at 'Detect DC' difficulty, modified by your Stealth skill. While moving, the Detect DC is reduced (listed as 'moving Detect DC' under the relevant cloaking module's description). There is a tell-tale shimmer in the @@ -31,54 +28,52 @@ cloak, as the micro-foil has a hard time keeping up with moving environments. Once the wearer has settled down, the micro-foil is able to reproduce the surrounding environment better and will stabilize. - When using a skill (accessing a terminal, fixing something, etc.) use your + When using a skill (accessing a terminal, fixing something, etc.) use your reduced, 'moving Detect DC' as you are diverting your attention. However, once you have performed a combat action, the cloak fizzes out. ===== CLOAKING DURATIONS AND LEVELING BONUSES ===== -+-----------+-------------+-----------+-----------------+ -| Char lv | Cloak Turns | Detect DCs| Shadow Assn turn| -+-----------+-------------+-----------+-----------------+ -| 1* | 3 | - | +1 | -+-----------+-------------+-----------+-----------------+ -| 2* | 3 | - | - | -+-----------+-------------+-----------+-----------------+ -| 3* | 3 | - | - | -+-----------+-------------+-----------+-----------------+ -| 4* | 4 | - | - | -+-----------+-------------+-----------+-----------------+ -| 5 | 4 | +5% | - | -+-----------+-------------+-----------+-----------------+ -| 6 | 4 | - | +2 | -+-----------+-------------+-----------+-----------------+ -| 7 | 5 | - | - | -+-----------+-------------+-----------+-----------------+ -| 8 | 5 | - | - | -+-----------+-------------+-----------+-----------------+ -| 9 | 5 | - | - | -+-----------+-------------+-----------+-----------------+ -| 10 | 6 | +10% | - | -+-----------+-------------+-----------+-----------------+ -| 11 | 6 | - | +3 | -+-----------+-------------+-----------+-----------------+ -| 12 | 6 | - | - | -+-----------+-------------+-----------+-----------------+ -| 13 | 7 | - | - | -+-----------+-------------+-----------+-----------------+ -| 14 | 7 | - | - | -+-----------+-------------+-----------+-----------------+ -| 15 | 7 | +15% | - | -+-----------+-------------+-----------+-----------------+ -| 16 | 8 | - | +4 | -+-----------+-------------+-----------+-----------------+ -| 17 | 8 | - | - | -+-----------+-------------+-----------+-----------------+ -| 18 | 9 | - | - | -+-----------+-------------+-----------+-----------------+ -| 19 | 9 | - | - | -+-----------+-------------+-----------+-----------------+ -| 20 | 10 | +20% | +5 | -+-----------+-------------+-----------+-----------------+ -The Table bonuses are not cumulative. -* For levels 1-4, you may only cloak once per encounter. ++-----------+-----------+-----------------+ +| Char lv | Detect DCs| Shadow Assn turn| ++-----------+-----------+-----------------+ +| 1 | - | +1 | ++-----------+-----------+-----------------+ +| 2 | - | - | ++-----------+-----------+-----------------+ +| 3 | - | - | ++-----------+-----------+-----------------+ +| 4 | - | - | ++-----------+-----------+-----------------+ +| 5 | +5% | - | ++-----------+-----------+-----------------+ +| 6 | - | +2 | ++-----------+-----------+-----------------+ +| 7 | - | - | ++-----------+-----------+-----------------+ +| 8 | - | - | ++-----------+-----------+-----------------+ +| 9 | - | - | ++-----------+-----------+-----------------+ +| 10 | +10% | - | ++-----------+-----------+-----------------+ +| 11 | - | +3 | ++-----------+-----------+-----------------+ +| 12 | - | - | ++-----------+-----------+-----------------+ +| 13 | - | - | ++-----------+-----------+-----------------+ +| 14 | - | - | ++-----------+-----------+-----------------+ +| 15 | +15% | - | ++-----------+-----------+-----------------+ +| 16 | - | +4 | ++-----------+-----------+-----------------+ +| 17 | - | - | ++-----------+-----------+-----------------+ +| 18 | - | - | ++-----------+-----------+-----------------+ +| 19 | - | - | ++-----------+-----------+-----------------+ +| 20 | +20% | +5 | ++-----------+-----------+-----------------+ From a99b7a817e8d363705417906b991d0377115e712 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sun, 5 Aug 2018 18:49:40 -0700 Subject: [PATCH 13/53] Cloak: Added Overheat, Reworked Charge Delay #s --- Items/05_Armors.txt | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) diff --git a/Items/05_Armors.txt b/Items/05_Armors.txt index db4bb438..3c9d3058 100644 --- a/Items/05_Armors.txt +++ b/Items/05_Armors.txt @@ -467,15 +467,15 @@ Stealth Skill Required: 10 Prim Module Hard Pts: 1 Detect DC: 75 Moving Detect DC: 50 -Cloak Turn Bonus: +0 -Charge Delay: 3 Actions +Overheat: 3 Rounds +Charge Delay: Encounter Nanite Activation Cost: 7 Nanite Upkeep: 7 Secondary Module Cost: 800 Sec Module Hard Pts: 1 -Secondary Module Benefit: Provides +1 Cloak Turn -Bonus, -1 Nanite Upkeep, per secondary module +Secondary Module Benefit: Provides +1 Overheat, +-1 Nanite Upkeep, per secondary module ===== LEVEL 5 REQUIREMENT ===== @@ -485,7 +485,7 @@ Stealth Skill Required: 10 Prim Module Hard Pts: 1 Detect DC: 25 Moving Detect DC: 0 -Cloak Turn Bonus: +Infinite +Overheat: None Charge Delay: 0 Actions; Attempts to passively camouflage you, at all times, while active. Nanite Activation Cost: 7 Nanite Upkeep: 5 @@ -506,8 +506,8 @@ Stealth Skill Required: 15 Prim Module Hard Pts: 2 Detect DC: 100 Moving Detect DC: 75 -Cloak Turn Bonus: +0 -Charge Delay: 3 Actions +Overheat: 5 Rounds +Charge Delay: 2 Rounds Nanite Activation Cost: 13 Nanite Upkeep: 8 @@ -525,8 +525,8 @@ Stealth Skill Required: 25 Prim Module Hard Pts: 2 Detect DC: 100 Moving Detect DC: 75 -Cloak Turn Bonus: +4 -Charge Delay: 3 Actions +Overheat: 10 Rounds +Charge Delay: 1 Round Nanite Activation Cost: 35 Nanite Upkeep: 3 From cd42fde98b635eb2a7432027aa14d770ac098f81 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sun, 5 Aug 2018 20:39:01 -0700 Subject: [PATCH 14/53] Create 05_01_Hard_Point_Equipment.txt These items moved directly out of Armors.txt without change. Restyled for better parsing. --- Items/05_01_Hard_Point_Equipment.txt | 242 +++++++++++++++++++++++++++ 1 file changed, 242 insertions(+) create mode 100644 Items/05_01_Hard_Point_Equipment.txt diff --git a/Items/05_01_Hard_Point_Equipment.txt b/Items/05_01_Hard_Point_Equipment.txt new file mode 100644 index 00000000..d153de45 --- /dev/null +++ b/Items/05_01_Hard_Point_Equipment.txt @@ -0,0 +1,242 @@ +============================== +Hard Point Equipment +============================== + +===== Shield Generators ===== + +== Level 1 Requirement == + +A-Class Proton Shield: + +Primary Module Cost: 2310 +Prim Module Hard Pts: 1 +Shield Strength: 120 +Shield Restart Time: 1 Turn +Recharge Rate / Turn: 50 +Fast Recharge Energy: 14 + +Secondary Module Cost: 810 +Sec Module Hard Pts: 1 +Secondary Module Benefit: Either provides +60 Shield Strength +OR +60 Recharge Rate, +4 Fast Recharge cost per Secondary. +Decided on purchase. + +== Level 5 Requirement == + +HiCap A-Class Proton Shield: + +Primary Module Cost: 2410 +Prim Module Hard Pts: 2 +Shield Strength: 180 +Shield Restart Time: 1 Turn +Recharge Rate / Turn: 30 +Fast Recharge Energy: 36 + +Secondary Module Cost: 840 +Sec Module Hard Pts: 1 +Secondary Module Benefit: Provides +70 Shield Strength +and +10 Recharge Rate, +4 Fast Recharge cost per secondary. + +B-Class Electron Shield: + +Primary Module Cost: 3600 +Prim Module Hard Pts: 1 +Shield Strength: 100 +Shield Restart Time: n/a; restarts at the start of every turn if depleted +Recharge Rate / Turn: 50 +Fast Recharge Energy: n/a; cannot fast recharge + +Secondary Module Cost: 1320 +Sec Module Hard Pts: 1 +Secondary Module Benefit: Either provides +50 Shield Strength +or +50 Recharge Rate. Decided on purchase. + +== Level 10 Requirement == + +HiCap B-Class Electron Shield: + +Primary Module Cost: 4210 +Prim Module Hard Pts: 2 +Shield Strength: 150 +Shield Restart Time: n/a; restarts at the start of every turn if depleted +Recharge Rate / Turn: 30 +Fast Recharge Energy: 25 + +Secondary Module Cost: 1470 +Sec Module Hard Pts: 1 +Secondary Module Benefit: Either provides +50 Shield Strength +or +30 Recharge Rate, +5 Fast Recharge cost per secondary. +Decided on purchase. + + +===== Cloaking Equipment ===== + + Please see the Cloaking Rules document for details of use. +You must have proficiency with Stealth Armor, and +you cannot use more than 1 Cloaking primary module at +one time. + +== Level 1 Requirement == + +Mk1 Microfoil Cloaker: + +Primary Module Cost: 2000 +Prim Module Hard Pts: 1 +Detect DC: 75 +Moving Detect DC: 50 +Overheat: 3 Rounds +Charge Delay: Encounter +Energy Activation Cost: 7 +Energy Upkeep: 7 +Built-in Energy: 50 + +Secondary Module Cost: 800 +Sec Module Hard Pts: 1 +Secondary Module Benefit: Provides +1 Overheat, +-1 Energy Upkeep, per secondary module + +== Level 5 Requirement == + +Mk1 Passive Camouflage Module: + +Primary Module Cost: 2500 +Prim Module Hard Pts: 1 +Detect DC: 25 +Moving Detect DC: 0 +Overheat: None +Charge Delay: 0 Actions; Attempts to passively camouflage you, at all times, while active. +Energy Activation Cost: 7 +Energy Upkeep: 5 +Built-in Energy: 45 + +Secondary Module Cost: 1000 +Sec Module Hard Pts: 1 +Secondary Module Benefit: Max of 2 secondary modules. ++5 Detect DCs, -1 Energy Activation Cost, -1 Energy Upkeep, +per secondary module. + + Unlike most Cloaking modules, the Passive +Camouflage Module's Cloak does not fail when +you attack. + +Mk2 Advanced Microfoil Cloaker: + +Primary Module Cost: 2750 +Prim Module Hard Pts: 2 +Detect DC: 100 +Moving Detect DC: 75 +Overheat: 5 Rounds +Charge Delay: 2 Rounds +Energy Activation Cost: 13 +Energy Upkeep: 8 +Built-in Energy: 60 + +Secondary Module Cost: 1100 +Sec Module Hard Pts: 1 +Secondary Module Benefit: Provides -3 Detect DCs, +-1 Charge Delay Actions, -3 Energy Activation Cost, +-1 Energy Upkeep, per secondary module. + +== Level 10 Requirement == + +Mk3 Experimental Body Cloaker: + +Primary Module Cost: 3520 +Prim Module Hard Pts: 2 +Detect DC: 100 +Moving Detect DC: 75 +Overheat: 10 Rounds +Charge Delay: 1 Round +Energy Activation Cost: 35 +Energy Upkeep: 3 +Built-in Energy: 55 + +Secondary Module Cost: 1408 +Sec Module Hard Pts: 1 +Secondary Module Benefit: -12 Energy Activation Cost, +-1 Charge Delay Actions, per secondary module. + + +===== Utility Hard Point Equipment ===== + + +== Level 1 Requirement == + +Explosives Carrier: + +Primary Module Cost: 375 +Explosives Skill Req: 10 +Prim Module Hard Pts: 1 + + Only attaches to Chest and Leg +Hard Points. Carries 3 additional rockets/explosives for +chest Hard Points; only 2 additional for leg Hard Points. + +Secondary Module Cost: n/a +Sec Module Hard Pts: n/a + +MoS Mobility (Grapple) System: + +Primary Module Cost: 1875 +Athletics Skill Req: 15 +Prim Module Hard Pts: 1 + + Only usable on Arm or Chest Hard +Points. 1 Action to fire a grapple. Grapples to any hard & +smooth surface within 10m. 2 built in ropes (reloadable). +You can scale the rope at 3 meters per action as a free action, +but scaling uses an arm if mounted on an arm Hard Point. Very +slight motor noise to move on a grapple line. + +Secondary Module Cost: n/a +Sec Module Hard Pts: n/a + +== Level 5 Requirement == + +Class M Point Defense System: + +Primary Module Cost: 1500 +Electronics Skill Req: 10 +Prim Module Hard Pts: 1 +Energy Activation Cost: 10 +Built-in Energy: 40 + + 40% chance to hit, as an immediate reaction +to a fast-moving enemy explosive that comes within your line-of-sight +and within a 5 meter radius of you, you can roll to eliminate one +grenade, once per (your) turn. + +Secondary Module Cost: 1125 +Sec Module Hard Pts: 1 +Secondary Module Benefit: +60% chance to hit (max 100%), ++3 meter radius, +5 Energy Activation cost, per secondary module. + +===== Battery Packs ===== + +== Level 1 Requirement == + +Basic Personal Battery Pack ($400): + An external Energy storage device. May be tapped to power other equipment. + +Hard Points Required: 1 +Maximum Energy: 20 +Short Rest Recharge: 0 +Long Rest Recharge: 20 + +Basic Military-grade Battery Pack ($650): + An external Energy storage device. May be tapped to power other equipment. + +Hard Points Required: 1 +Maximum Energy: 35 +Short Rest Recharge: 0 +Long Rest Recharge: 30 + +== Level 5 Requirement == + +Basic Military-grade Specialist Battery Pack ($850): + An external energy storage device. May be tapped to power other equipment. + +Hard Points Required: 1 +Maximum Energy: 35 +Short Rest Recharge: 15 +Long Rest Recharge: 35 From c7e4ddbc3d26c3113b733b06bffb35af13647d70 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sun, 5 Aug 2018 20:39:22 -0700 Subject: [PATCH 15/53] Remove Hard Point Equipment from Armor doc --- Items/05_Armors.txt | 231 -------------------------------------------- 1 file changed, 231 deletions(-) diff --git a/Items/05_Armors.txt b/Items/05_Armors.txt index 9b75d1f3..2b795c5d 100644 --- a/Items/05_Armors.txt +++ b/Items/05_Armors.txt @@ -385,234 +385,3 @@ Cost For Chest Armor: 4820 Cost For Arm or Leg Armor: 2900 APL (Armor Piercing Level): 10 AS (Armor Strength): 130 - -============================== -SHIELD GENERATORS -============================== - -===== LEVEL 1 REQUIREMENT ===== - ----- A-Class Proton Shield ---- -Primary Module Cost: 2310 -Prim Module Hard Pts: 1 -Shield Strength: 120 -Shield Restart Time: 1 Turn -Recharge Rate / Turn: 50 -Fast Recharge Energy: 14 - -Secondary Module Cost: 810 -Sec Module Hard Pts: 1 -Secondary Module Benefit: Either provides +60 Shield Strength -OR +60 Recharge Rate, +4 Fast Recharge cost per Secondary. -Decided on purchase. - -===== LEVEL 5 REQUIREMENT ===== - ----- HiCap A-Class Proton Shield ---- -Primary Module Cost: 2410 -Prim Module Hard Pts: 2 -Shield Strength: 180 -Shield Restart Time: 1 Turn -Recharge Rate / Turn: 30 -Fast Recharge Energy: 36 - -Secondary Module Cost: 840 -Sec Module Hard Pts: 1 -Secondary Module Benefit: Provides +70 Shield Strength -and +10 Recharge Rate, +4 Fast Recharge cost per secondary. - ----- B-Class Electron Shield ---- -Primary Module Cost: 3600 -Prim Module Hard Pts: 1 -Shield Strength: 100 -Shield Restart Time: n/a; restarts at the start of every turn if depleted -Recharge Rate / Turn: 50 -Fast Recharge Energy: n/a; cannot fast recharge - -Secondary Module Cost: 1320 -Sec Module Hard Pts: 1 -Secondary Module Benefit: Either provides +50 Shield Strength -or +50 Recharge Rate. Decided on purchase. - -===== LEVEL 10 REQUIREMENT ===== - ----- HiCap B-Class Electron Shield ---- -Primary Module Cost: 4210 -Prim Module Hard Pts: 2 -Shield Strength: 150 -Shield Restart Time: n/a; restarts at the start of every turn if depleted -Recharge Rate / Turn: 30 -Fast Recharge Energy: 25 - -Secondary Module Cost: 1470 -Sec Module Hard Pts: 1 -Secondary Module Benefit: Either provides +50 Shield Strength -or +30 Recharge Rate, +5 Fast Recharge cost per secondary. -Decided on purchase. - -===================================== -CLOAKING EQUIPMENT -===================================== - - Ever wanted to be invisible? Please see the -Cloaking Rules document for details of use. -You must have proficiency with Stealth Armor, and -you cannot use more than 1 Cloaking primary module at -one time. - -===== LEVEL 1 REQUIREMENT ===== - ----- Mk1 Microfoil Cloaker ---- -Primary Module Cost: 2000 -Prim Module Hard Pts: 1 -Detect DC: 75 -Moving Detect DC: 50 -Overheat: 3 Rounds -Charge Delay: Encounter -Energy Activation Cost: 7 -Energy Upkeep: 7 -Built-in Energy: 50 - -Secondary Module Cost: 800 -Sec Module Hard Pts: 1 -Secondary Module Benefit: Provides +1 Overheat, --1 Energy Upkeep, per secondary module - -===== LEVEL 5 REQUIREMENT ===== - ----- Mk1 Passive Camouflage Module ---- -Primary Module Cost: 2500 -Prim Module Hard Pts: 1 -Detect DC: 25 -Moving Detect DC: 0 -Overheat: None -Charge Delay: 0 Actions; Attempts to passively camouflage you, at all times, while active. -Energy Activation Cost: 7 -Energy Upkeep: 5 -Built-in Energy: 45 - -Secondary Module Cost: 1000 -Sec Module Hard Pts: 1 -Secondary Module Benefit: Max of 2 secondary modules. -+5 Detect DCs, -1 Energy Activation Cost, -1 Energy Upkeep, -per secondary module. - -- Unlike most Cloaking modules, the Passive - Camouflage Module's Cloak does not fail when - you attack. - ----- Mk2 Advanced Microfoil Cloaker ---- -Primary Module Cost: 2750 -Prim Module Hard Pts: 2 -Detect DC: 100 -Moving Detect DC: 75 -Overheat: 5 Rounds -Charge Delay: 2 Rounds -Energy Activation Cost: 13 -Energy Upkeep: 8 -Built-in Energy: 60 - -Secondary Module Cost: 1100 -Sec Module Hard Pts: 1 -Secondary Module Benefit: Provides -3 Detect DCs, --1 Charge Delay Actions, -3 Energy Activation Cost, --1 Energy Upkeep, per secondary module. - -===== LEVEL 10 REQUIREMENT ===== - ----- Mk3 Experimental Body Cloaker ---- -Primary Module Cost: 3520 -Prim Module Hard Pts: 2 -Detect DC: 100 -Moving Detect DC: 75 -Overheat: 10 Rounds -Charge Delay: 1 Round -Energy Activation Cost: 35 -Energy Upkeep: 3 -Built-in Energy: 55 - -Secondary Module Cost: 1408 -Sec Module Hard Pts: 1 -Secondary Module Benefit: -12 Energy Activation Cost, --1 Charge Delay Actions, per secondary module. - -============================== -UTILITY HARD POINT EQUIPMENT -============================== - -===== LEVEL 1 REQUIREMENT ===== - ----- Explosives Carrier ---- -Primary Module Cost: 375 -Explosives Skill Req: 10 -Prim Module Hard Pts: 1 -Description: Only attaches to Chest and Leg -Hard Points. Carries 3 additional rockets/explosives for -chest Hard Points; only 2 additional for leg Hard Points. - -Secondary Module Cost: n/a -Sec Module Hard Pts: n/a - ----- MoS Mobility (Grapple) System ---- -Primary Module Cost: 1875 -Athletics Skill Req: 15 -Prim Module Hard Pts: 1 -Description: *Only usable on Arm or Chest Hard -Points. 1 Action to fire a grapple. Grapples to any hard & -smooth surface within 10m. 2 built in ropes (reloadable). -You can scale the rope at 3 meters per action as a free action, -but scaling uses an arm if mounted on an arm Hard Point. Very -slight motor noise to move on a grapple line. - -Secondary Module Cost: n/a -Sec Module Hard Pts: n/a - -===== LEVEL 5 REQUIREMENT ===== - ----- Class M Point Defense System ---- -Primary Module Cost: 1500 -Electronics Skill Req: 10 -Prim Module Hard Pts: 1 -Energy Activation Cost: 10 -Built-in Energy: 40 -Description: 40% chance to hit, as an immediate reaction -to a fast-moving enemy explosive that comes within your line-of-sight -and within a 5 meter radius of you, you can roll to eliminate one -grenade, once per (your) turn. - -Secondary Module Cost: 1125 -Sec Module Hard Pts: 1 -Secondary Module Benefit: +60% chance to hit (max 100%), -+3 meter radius, +5 Energy Activation cost, per secondary module. - -============================== -Battery Packs -============================== - -===== LEVEL 1 REQUIREMENT ===== - -Basic Personal Battery Pack ($400): - An external Energy storage device. May be tapped to power other equipment. - -Hard Points Required: 1 -Maximum Energy: 20 -Short Rest Recharge: 0 -Long Rest Recharge: 20 - -Basic Military-grade Battery Pack ($650): - An external Energy storage device. May be tapped to power other equipment. - -Hard Points Required: 1 -Maximum Energy: 35 -Short Rest Recharge: 0 -Long Rest Recharge: 30 - -===== LEVEL 5 REQUIREMENT ===== - -Basic Military-grade Specialist Battery Pack ($850): - An external energy storage device. May be tapped to power other equipment. - -Hard Points Required: 1 -Maximum Energy: 35 -Short Rest Recharge: 15 -Long Rest Recharge: 35 From 9edae929d44df76d681915fab42a3168ceb0898d Mon Sep 17 00:00:00 2001 From: James Talbott Date: Mon, 13 Aug 2018 10:33:12 -0700 Subject: [PATCH 16/53] Reflavored Engineer Resource: Energy->Potential Now does not conflict with Energy resource for shields/cloaks. Scope crept to add a bit more flavor to the munitions not lasting between combats, some sp/grammar fixes. --- .../Engineer Processes.txt | 281 +++++++++--------- 1 file changed, 147 insertions(+), 134 deletions(-) diff --git a/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt b/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt index e39b0470..4d5c3192 100644 --- a/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt +++ b/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt @@ -8,25 +8,30 @@ battlefield or between engagements under more calm circumstances. Processes are divided into two categories; Repair Processes and Build Processes. Typically, a Repair Process is any process which heals or buffs a -teammate. Repair Processes typically accrue building materials like Energy and +teammate. Repair Processes typically accrue resources like Potential and Material. Build Processes typically increase an engineer's combat effectiveness through the deployment of drones or mounted weapons. Build Processes typically -expend building materials like Energy and Materials. +expend resources like Potential and Material. Every time an Engineer levels up, they get one new Process from each of the Build and Repair Process categories. Unlocking a Process requires having unlocked the Process below it on the Process Tree. Please see the "Engineer Process Tree - Repair.png" for dependencies. -Energy: - Most procedures that an engineer can perform in the field requires the -expenditure of a non-trivial amount of energy. During combat, an engineer may -overcharge their standard issue batteries as outlined in the Engineer section of -the 02_classes.txt document. When not in combat, energy is vented from the -batteries down to their safe storage limit. If the batteries were to remain -overcharged for longer than the duration of an encounter, they would burn out or -burn up and explode depending on the limit. The max limit and safe storage limit -are outlined in the "02_classes.txt" document in Character Creation. +Potential: + Engineers maintain a swarm of constructor nanites with the relatively rare +capability of working outside a defined, limited environment. These nanites +form a distributed artificial intelligence network capable of rapid processing, +intelligent decision-making, etc. These capabilities are collectively referred to +as the swarm's Potential. Engineers gain Potential as their nanites become more +distributed via Repair processes, and spend Potential to execute Build Processes +at what most factories would consider breakneck speeds. Partly due to size +constraints and partly as a safeguard against grey goo plagues*, these nanites' +intelligence matrices are energy based and non-persistent. While in combat an +Engineer overclocks the Nanites by building potential, but once the situation is +over the nanites need to cool down to their nominal level of Potential to avoid +slagging themselves. Maximums in and out of combat are listed in the +"02_classes.txt" document in Character Creation. Materials: An engineer will often use an extruder or 3D printer in the field to @@ -40,7 +45,8 @@ encounters and over small rests. Munitions: Munitions are used in the engineer's extruder to print more ... active components. Due to regulations munitions extrusion material is not retained -between combat encounters. +between combat encounters - the design has a fundamental instability that +causes the generated munitions to break down harmlessly. Network Motes: Any repair process that an engineer uses on a cybernetic ally (even if that @@ -49,6 +55,12 @@ process doesn't specify that it can only be used on cybernetic allies) leaves a the build tree, the range of the drone is taken from the nearest network mote or the engineer that deployed it. +*Grey goo plague refers to an instance of uncontrolled nanomachine reproduction, +usually the result of some safeguard breaking down. Such cancerous nanomachines +would scavenge whatever material they can find to build more of themselves and +their population would grow exponentially. In theory, a grey goo could wipe out +an entire planetary biosphere. + ============================== Repair Tree ============================== @@ -56,7 +68,7 @@ Repair Tree ===== Cyberphysical ===== == Reboot == -Energy Gain:65 +Potential Gain:65 Action: 1 Action Duration: N/A Range: Touch @@ -67,7 +79,7 @@ then heal them. Not a quiet procedure; detectable within 40m by a perception check of 30. == Data Scrub == -Energy Gain: 35 +Potential Gain: 35 Action: 1 Action Duration: N/A Range: Touch @@ -76,20 +88,20 @@ Range: Touch The engineer makes a repair check opposed by half of the hacker's hack check or dominator's domination check. If the engineer wins, the ally or system is scrubbed and the system control returns to normal. The engineer only receives -Energy for successful scrubs. Be aware that engineers are the only class with +Potential for successful scrubs. Be aware that engineers are the only class with this Process, but not the only class that can scrub a hacked target. == Restore Armor == -Energy Gain: 50 +Potential Gain: 50 Action: 2 Actions Duration: Almost Instant Range: Touch - You tinker with your ally's armor and mend it. Undo any Debuffs on + You tinker with your ally's armor and mend it. Undo any debuffs on your ally's armor such as sundering, battle damage, etc. == Percussive Maintenance == -Energy Gain: 30 +Potential Gain: 30 Action: 1 Action Duration: Almost Instant Range: Touch @@ -98,13 +110,13 @@ Range: Touch deal 10 blunt melee damage to it. Roll luck modifier, with a DC of 1.5 x target's total damage after wrench hit. Add to that DC 10 for each minor status effect and 15 for each major status effect, at the GM's discretion. If The DC is -passed, Fix all minor status effects, one major status effect, or heal one +passed, fix all minor status effects, one major status effect, or heal one wound. This process may only be performed on cybernetic allies, turrets, vehicles or as an RP event. Not to be confused with the Concussive Maintenance Feat. == Defrag == -Energy Gain:15 +Potential Gain:15 Action: 1 Action Duration: Until First Use Range: Touch @@ -115,19 +127,19 @@ your ally continues on their way. Your ally gets a +5% bonus to their next RP roll. == Actuator Overdrive == -Energy Gain:20 +Potential Gain:20 Action: 1 Action Duration: engagement Range: Touch For the duration of an engagement, an ally moves 3m per action more. Ally movement has an absolute cap of 14m per action, even if some other effect -would make it higher. A player may not be overdrived/overclocked more than +would make it higher. A player may not be overdriven/overclocked more than once per engagement. Only works on cybernetic allies. == Discrete Overclock == -Energy Gain:20 +Potential Gain:20 Action: 1 Action Duration: Engagement Range: Touch @@ -137,7 +149,7 @@ also get a +15 to reloading weapons quickly and a +10 to perception checks. Cannot Overclock an Ally more than once per engagement. == Network Targeting == -Energy Gain:20 +Potential Gain:20 Action: 1 Action Duration: Until First Use Range: Touch @@ -150,7 +162,7 @@ drone, robot and turret that is also looking at that target. This effect may be blocked with a hacking attack at DC 20. == System Overclock == -Energy Gain:35 +Potential Gain:35 Action: 1 Action Duration: Engagement Range: Touch @@ -160,7 +172,7 @@ They also get a +35 to reloading weapons quickly and a +10 to perception checks, but take 20 Internal Damage from system overheat. == Colocation Processing == -Energy Gain:20 +Potential Gain:20 Action: 1 Action Duration: Until First Use Range: 6m @@ -171,7 +183,7 @@ ally makes a lockpick, hacking, explosives, repair, heal, or tracking check, they get a +15 to it. == Regression Override == -Energy Gain:60 +Potential Gain:60 Action: 1 Action Duration: 8 Rounds Range: Touch @@ -179,7 +191,7 @@ Range: Touch You temporarily disable your cybernetic ally's regression process, the part of their personality program that slows down to triple check the results of their actions. This sends them into a rage mode. They still know -friend from foe, and they still have a jenky understanding of their higher- +friend from foe, and they still have a jerky understanding of their higher- order skills like lockpicking, hacking, or social finesse, but they have no fear, no pain, no remorse and no hesitation for about half of a minute. Your ally Cannot feel shock during this duration, and cannot be repaired (they @@ -195,12 +207,12 @@ Damage of wear and tear. An Engineer can only perform a Regression Override once per Encounter. Regression Overrides do not stack. == System Restore == -Energy Gain:35 +Potential Gain:35 Action: 2 Actions Duration: Permanent Range: Touch - Can only be used on a cybernetic subject who's primary data center is still + Can only be used on a cybernetic subject whose primary data center is still intact that has "bled out" less than 8 Rounds ago. The Engineer makes a DC 60 Repair check. If successful, the subject is now "bleeding out". If the subject is saved, they get the feat "Refurbished". Characters with the "Refurbished" @@ -210,7 +222,7 @@ System Restore. ===== Material/Mechanic ===== == Duct Tape == -Energy Gain:40 +Potential Gain:40 Action: 1 Action Duration: N/A Range: Touch @@ -220,7 +232,7 @@ healed. This trick only works on cybernetic allies, non-sentient robots and machinery. == Weapon Tuning == -Energy Gain:20 +Potential Gain:20 Action: 1 Action Duration: engagement Range: Touch @@ -232,19 +244,19 @@ almost definitely unalign what you've done by the end of the engagement, but hopefully your efforts will help keep your ally alive until then. == Vehicle Repair == -Energy Gain:40 +Potential Gain:40 Action: 4 Actions Duration: almost instant Range: Touch You pull out your tools and quickly repair the damage to a friendly vehicle. It gains 1 vehicle health. While this power is not required to repair -vehicles, it does add a Nanite reward for doing so. It also increases the +vehicles, it does add a nanite reward for doing so. It also increases the effect and may reduce the time taken to repair. == Multisys Repair == -Energy Gain:30*n +Potential Gain:30*n Action: 1 Action Duration: N/A Range: Touch @@ -254,7 +266,7 @@ the number of wounds that the cybernetic ally has. This trick only works on cybernetic beings or machines. == Micro Assembler == -Energy Gain:50 +Potential Gain:50 Action: 1 Action Duration: 8 Rounds Range: Touch @@ -268,7 +280,7 @@ location and may deal 5 Internal Damage per Round at the end of the hacker's turn. == Engine Tuning == -Energy Gain:50 +Potential Gain:50 Action: 6 Actions Duration: Almost Instant Range: Touch @@ -277,11 +289,11 @@ Range: Touch clean the spark plug, dial in the cylinder timing and add your own special sauce to the engine's fuel injector. It will now run at 125% power, and it has full health. Effect may vary by RP. See GM for details. While this power is not -required to boost the effect of a vehicle, it now rewards you in Energy for +required to boost the effect of a vehicle, it now rewards you in Potential for doing so and increases your effectiveness at doing so. == Boilerplate Handiwork == -Energy Gain: 20 Energy +Potential Gain: 20 Potential Material Cost: 20 Material Action: 1 Action Duration: Permanent @@ -293,7 +305,7 @@ down by 1m per action. This effect lasts until that 40 health has been destroyed, or until the engineer takes it off and discards it. == Zero Friction Covalent == -Energy Gain:20 +Potential Gain:20 Action: 1 Action Duration: Until next melee hit Range: Touch @@ -306,7 +318,7 @@ own weapon and the effect only lasts until the next hit. Cannot be used on a weapon more than once at a time. == Sup it Up == -Energy Gain:80 +Potential Gain:80 Action: 12 Actions Duration: Permanent Range: Touch @@ -320,7 +332,7 @@ include but are not limited to: * adding stabilized chassis for improved accuracy when fired from == Ceramic Catalyst == -Energy Gain: 15 Energy +Potential Gain: 15 Potential Action: 2 Actions Duration: 10 Rounds or 2 hits Range: Touch @@ -335,7 +347,7 @@ ceramic catalyst on themselves. Ceramic Catalyst decays after exposure to elements for ten Rounds or three hits, whichever happens first. == Microbot Swarm == -Energy Gain:40 * n +Potential Gain:40 * n Action: 1 Action Duration: 8 Rounds Range: 4m radius @@ -344,7 +356,7 @@ Range: 4m radius cybernetic allies for 8 Rounds before running out of power. The microbots are able to heal 15 health per Round at the end of the ally's Turn. The microbots burn up if one of their subjects is affected by plasma burn. For this, the -Engineer gains 40 * n Energy, where n is the number of allies affected. The +Engineer gains 40 * n Potential, where n is the number of allies affected. The Engineer can only perform this once per engagement. A Microassembler uses wireless cloud calculation to stay small, but on-blueprint. As such, it is vulnerable to hack checks at a DC of 50. A hacked micro assembler reveals its @@ -355,7 +367,7 @@ and notifies the Engineer, but cannot stop the damage from happening. ===== Optronic/Cycotonic ===== == Repulsor Recharge == -Energy Gain: 20 Energy +Potential Gain: 20 Potential Action: 1 Action Duration: Immediate Range: Touch @@ -365,7 +377,7 @@ charge an ally's shields over their max value. An Engineer cannot recharge their own shields. == Sensory Fuse == -Energy Gain: 10 Energy +Potential Gain: 10 Potential Action: 1 Action Duration: Until fuse pops Range: Touch @@ -377,7 +389,7 @@ hand to install, so an engineer cannot install one in themselves. == B-Filter Buffer == -Energy Gain: 15 Energy +Potential Gain: 15 Potential Action: 1 Action Duration: For one visual perception check Range: Touch @@ -389,7 +401,7 @@ a disposable one-time use paracrystal network that degrades after a time for optimal efficiency. Increases ally's visual perception by 10%. == Repulsor Overcharge == -Energy Gain: 25 Energy +Potential Gain: 25 Potential Action: 1 Action Duration: Immediate Range: Touch @@ -399,7 +411,7 @@ an ally's shields to up to 30 points above their maximum. Shields will normalize down to their maximum after ten Rounds. == Refractory Spray == -Energy Gain: 15 Energy +Potential Gain: 15 Potential Material Cost: 15 Material Action: 2 Actions Duration: Immediate @@ -411,14 +423,14 @@ laser hit by 45 damage. It also prevents the first damage-over-time effect from that hit (such as plasma burn), if it has one. Looks kinda like sticky glitter. Gives an ally affected by Refractory spray a -20 penalty to visual stealth rolls. Refractory Spray can be detected by metal detectors. Refractory Spray -loses cohesion after ten Rounds or burns up if hit by an energy attack. +loses cohesion after ten Rounds or burns up if hit by a plasma or laser attack. At level 10, you learn how to apply the spray more evenly and to apply it more liberally to areas that you have seen get hit more often. As such, you are able to stop 80 points of VAE or plasma damage or 60 points of laser damage. == Tune Laser == -Energy Gain: 30 Energy +Potential Gain: 30 Potential Action: 2 Actions Duration: 5 Rounds Range: Touch @@ -426,11 +438,11 @@ Range: Touch You dial in the potentiometers and realign the focusing crystals. Your ally's laser weapon deals an extra 20 points of damage per hit and has a -1 to miss (To a minimum to-miss of -0 when target is in light cover). These -adjustments will likely lose precesion after 5 Rounds of combat, and the weapon +adjustments will likely lose precision after 5 Rounds of combat, and the weapon will return to the state it was in before tuning. == MoCap Augmentation == -Energy Gain: 20 Energy +Potential Gain: 20 Potential Action: 2 Actions Duration: Immediate Range: Touch @@ -444,16 +456,16 @@ active take a -40 to perception checks at ranges beyond 50m. Since this is less than ideal in non-combat scenarios, you've set it to wear off after ten Rounds. == Repulsor Projection == -Energy Gain: 10 Energy +Potential Gain: 10 Potential Action: 1 Action Duration: Immediate Range: 10m Recharges an ally's shield by 40 points. May not be used to charge a shield -above it's maximum capacity. An engineer may not charge their own shields. +above its maximum capacity. An engineer may not charge their own shields. == Repulsor Hypercharge == -Energy Gain: 40 Energy +Potential Gain: 40 Potential Action: 2 Actions Duration: Immediate Range: Touch @@ -461,12 +473,12 @@ Range: Touch Recharges an ally's shield by 85 points. May be used to charge an ally's shields up to 60 points above their maximum. Shields will normalize down to their maximum by 5 points per Round at the beginning of that player's turn. -Hypercharged shields make a distinctive crackling noise; players who's shields +Hypercharged shields make a distinctive crackling noise; players whose shields are Hypercharged take a -20 to stealth rolls. An Engineer cannot Hypercharge their own shields. == Broadcast Repulsion == -Energy Gain: 15 * n Energy, where n is the number of shields affected +Potential Gain: 15 * n Potential, where n is the number of shields affected Action: 2 Actions Duration: Immediate Range: 8m radius centered on engineer @@ -478,7 +490,7 @@ sets a 10 blunt force damage per Round for 4 turns to any enemies in the area of effect as well. A feedback wave ends the Engineer's turn immediately. == Plasma Lacer == -Energy Gain: 20 Energy and 1 Munitions +Potential Gain: 20 Potential and 1 Munitions Action: 2 Actions Duration: 10 Shots Range: Touch @@ -516,7 +528,7 @@ Accuracy Modifier. IO Ports: Most Drones (and a couple of static buildings) will have IO ports. Think of -IO Ports as slots that you can add things to to upgrade your Drone or Building. +IO Ports as slots that you can add things to upgrade your Drone or Building. These upgrades are called Peripherals. If a drone doesn't have an empty IO Port left, then you cannot add another Peripheral to that Drone. Drones cannot dynamically allocate IO ports between more than their capacity. Another way of @@ -531,7 +543,7 @@ for Input/Output Ports. == Dragonfly == Type: Drone -Construction Cost: 30 Energy, 40 material +Construction Cost: 30 Potential, 40 material Control Point Cost: 1 point Build Time: 4 Actions Modular I/O ports: 1 port @@ -544,7 +556,7 @@ Disrupt DC: 30 Pwn DC: 70 The dragonfly is a small, light, fast flying drone that stays close -to it's deployer. Unlike most drones, it cannot use external network motes to +to its deployer. Unlike most drones, it cannot use external network motes to increase its range. It's onboard sensor network gives it's deployer a +6 to perception rolls. It's landing gear can also grasp and carry objects weighing less than 8kg. Powered by a Li+ battery, will almost never explode when @@ -559,7 +571,7 @@ occupied, but does not reimburse its construction cost. == KRO-W5 == Type: Drone -Construction Cost: 45 Energy, 50 Material +Construction Cost: 45 Potential, 50 Material Control Point Cost: 1 point Build Time: 6 Actions Modular I/O ports: 3 ports @@ -590,7 +602,7 @@ occupied, but does not reimburse its construction cost. == PD-5 Scout Bot == Type: Drone -Construction Cost: 50 Energy, 60 Material +Construction Cost: 50 Potential, 60 Material Control Point Cost: 1 point Build Time: 6 Actions Modular I/O ports: 5 ports @@ -610,7 +622,7 @@ Natural AP Strength: 80 This small bipedal drone comes equipped with a distributed computing NIC card for improved performance in large packs. The PD-5 also comes standard with a biometric sharp grasping claws and a tail that adapts procedurally to maintain -balance at high speeds as well as significantly more capacity for peripherals +balance at high speeds as well as significantly more capacity for peripherals than its flying brethren. The grasping claws may make melee attacks with a Melee Miss Chance of 4 for 40 damage. PD-5 bots take a -2 Miss Chance for each other friendly PD-5 within 6m due to their distributed network architecture, but if @@ -626,7 +638,7 @@ occupied, but does not reimburse its construction cost. == Con-D0R == Type: Drone -Construction Cost: 60 Energy, 30 Material +Construction Cost: 60 Potential, 30 Material Control Point Cost: 1 point Build Time: 6 Actions Modular I/O ports: 4 ports @@ -638,7 +650,7 @@ Size: 1m x .6m x .8m Disrupt DC: 40 Pwn DC: 80 - The reCON Direct zero Robot is right where you need it to be. Or if not, + The reCON Direct Zero Robot is right where you need it to be. Or if not, It'll be there extremely soon. While it lacks a little in armor, it is the fastest drone available and carries a decent payload of peripherals. Unfortunately, its long range carrier wave makes it a little more prone to @@ -652,7 +664,7 @@ occupied, but does not reimburse its construction cost. == Cerberus Attack Drone == Type: Drone -Construction Cost: 110 Energy, 90 Material +Construction Cost: 110 Potential, 90 Material Control Point Cost: 2 points Build Time: 8 Actions Modular I/O ports: 9 ports @@ -706,7 +718,7 @@ Reflex Modifier: -35 == Titan Multipurpose Drone == Type: Drone -Construction Cost: 270 Energy, 150 Material +Construction Cost: 270 Potential, 150 Material Control Point Cost: 4 points Build Time: 8 Actions Modular I/O ports: 13 ports @@ -732,7 +744,7 @@ occupied, but does not reimburse its construction cost. == Peripheral: popgun == Type: Peripheral -Construction Cost: 10 Energy, 10 Material, 1 Munitions +Construction Cost: 10 Potential, 10 Material, 1 Munitions Build Time: 2 Actions Modular I/O ports: Uses 1 port Ammo: Holds 20 shots @@ -749,15 +761,16 @@ Drone Health: +15 +-------+-----+-----+-----+ A simple 9mm repeater module bolted to the universal adapter ports on a -drone. Reloading takes 2 Actions, but always succeeds and never crits. Drones -reload with perfect consistency. Additional ammo available as a separate -peripheral. As a unique ability, may have red lasers or suppressors added. +drone. Reloading takes 2 Actions, but always succeeds and never hits +critically. Drones reload with perfect consistency. Additional ammo available +as a separate peripheral. As a unique ability, may have red lasers or +suppressors added. Attachments added to a drone are returned when the drone is reclaimed. == Peripheral: Ammo == Type: Peripheral -Construction Cost: 10 Energy, 1 Munitions +Construction Cost: 10 Potential, 1 Munitions Build Time: 2 Actions Modular I/O ports: Uses 1 port Ammo: Holds 3 full refills. @@ -768,7 +781,7 @@ of other drones. Also adds 30 health to a drone. == Peripheral: Tazer == Type: Peripheral -Construction Cost: 50 Energy, 20 Material +Construction Cost: 50 Potential, 20 Material Build Time: 2 Actions Modular I/O ports: Uses 1 port Ammo: Holds 4 shots @@ -792,7 +805,7 @@ losing 3 Actions on their following turn. == Peripheral: Armor == Type: Peripheral -Construction Cost: 10 Energy, 30 Material +Construction Cost: 10 Potential, 30 Material Build Time: 2 Actions Modular I/O ports: Uses 1 port Coverage: +50% @@ -816,7 +829,7 @@ allows armor diagnostics and triggering of reactive ballistic cells. == Peripheral: Shield Capacitor == Type: Peripheral -Construction Cost: 35 Energy, 10 Material +Construction Cost: 35 Potential, 10 Material Build Time: 2 Actions Modular I/O ports: Uses 2 ports Capacity: 80 points @@ -828,7 +841,7 @@ pulse frequency. Glows a neon color, -20 to drone stealth checks. == Peripheral: Minigun == Type: Peripheral -Construction Cost: 40 Energy, 40 Material +Construction Cost: 40 Potential, 40 Material Build Time: 4 Actions Modular I/O ports: Uses 3 ports Ammo: Holds 60 shots @@ -849,7 +862,7 @@ unlocked antennae and shield capacitor peripherals. == Peripheral: Flamethrower == Type: Peripheral -Construction Cost: 30 Energy, 30 Material, 1 Munitions +Construction Cost: 30 Potential, 30 Material, 1 Munitions Build Time: 3 Actions Modular I/O Ports: Uses 2 Ports Ammo: Holds 4 units of 2 Liters of Naphitic Gel. @@ -868,18 +881,18 @@ apply 1 x Burning @ DC70% to remove. Apply 1 x Fear on hit. == Peripheral: Antennae == Type: Peripheral -Construction Cost: 10 Energy, 15 Material +Construction Cost: 10 Potential, 15 Material Build Time: 4 Action Range: +10m - A multiphasic antennae, DSP module and strong amplifier allows your drones + A multiphasic antennae, DSP module, and strong amplifier allow your drones to extend their service range. Multiple channels of transmission make your drones easier to detect electronically, but harder to Pwn. +20 DC to enemy Pwn attempts. == Peripheral: Flack Cannon == Type: Peripheral -Construction Cost: 60 Energy, 40 Material and 1 Munitions +Construction Cost: 60 Potential, 40 Material and 1 Munitions Build Time: 2 Actions Modular I/O ports: Uses 3 ports Ammo: Holds 8 shots @@ -901,7 +914,7 @@ door by 65. If the DC becomes 0, the door is blown open. == Peripheral: Rockets == Type: Peripheral -Construction Cost: 80 Energy, 2 Munitions and 40 Material +Construction Cost: 80 Potential, 2 Munitions and 40 Material Build Time: 2 Actions Modular I/O ports: Uses 1 port Ammo: Holds 8 shots @@ -923,7 +936,7 @@ hunter marks don't stack. 2 rocket hits count as an anti-vehicle hit. At level == Peripheral: Network Security Module == Type: Peripheral -Construction Cost: 15 Energy and 10 Material +Construction Cost: 15 Potential and 10 Material Build Time: 2 Actions Modular I/O ports: Uses 1 port Hacking resistance: 20% @@ -939,7 +952,7 @@ the NSM. == Insta-Cover == Type: Structure -Build Cost: 5 Energy and 25 Material +Build Cost: 5 Potential and 25 Material Build Time: 2 Actions Duration: Permanent Health: 2 Vehicle Health @@ -951,7 +964,7 @@ bullets. This gives partial cover for 2 meters in one direction. == Barbed Wire == Type: Structure -Build Cost: 5 Energy and 15 Material +Build Cost: 5 Potential and 15 Material Build Time: 1 Action Duration: Permanent Health: 60 health points; immune to bullets but not to slashing weapons. @@ -967,7 +980,7 @@ most vehicles, but it can pop tires. == Adaptive Gun Mount == Type: Structure -Build Cost: 5 Energy and 15 Material +Build Cost: 5 Potential and 15 Material Build Time: 2 Actions Duration: Permanent Health: 46 health @@ -975,14 +988,14 @@ Size: .5m x .5m x .1m You set up a recoil-dampening weapon stand that grants partial cover and a +1 accuracy bonus to whomever sets up here. Will fit in windows, -off the back of a truck, etc. Adheres to a solid, flat surface. Engineer who -built it gets 10 Energy every time an ally hits a target using their gun mount. -There is no energy reward for an engineer using their own mount. +off the back of a truck, etc. Adheres to a solid, flat surface. The Engineer who +built it gets 10 Potential every time an ally hits a target using their gun mount. +There is no Potential reward for an engineer using their own mount. == Gun Emplacement == Type: Structure -Construction Cost: 40 Energy, 1 Munitions and 40 Material +Construction Cost: 40 Potential, 1 Munitions and 40 Material Build Time: 2 Actions Duration: Permanent Health: 1 vehicle health @@ -1004,17 +1017,17 @@ This weapon can be ripped off of its emplacement by a character that has 8 strength or more. When ripped off, the gun has an additional +1 chance to miss. If the gun is fired four times, with four consecutive Actions, the shooter gets a free fifth shot. Every hit that an ally (not you) makes with a -turret that you placed gives you 30 Energy. +turret that you placed gives you 30 Potential. == Snare == Type: Trap -Construction Cost: 5 Energy and 5 Material +Construction Cost: 5 Potential and 5 Material Build Time: 1 Action Disarm DC: 30% Damage: 0 points Range: 1 particular square meter - DC 20 + (20 * Engineer character Level) for an enemy to spot with a max of + DC 20 + (20 * Engineer character Level) for an enemy to spot with a max of 90. When a character steps on a snare, their movement ends. They may not move until they pass a DC 60 Fortitude check. An additional fortitude check may be made at the cost of 1 action. If the engineer who made this is at least level 5 @@ -1026,7 +1039,7 @@ friendly characters. == ASPRO-S system == Type: Structure -Construction Cost: 30 Energy, 1 Munitions and 15 Material +Construction Cost: 30 Potential, 1 Munitions and 15 Material Build Time: 4 Actions Duration: Permanent Health: 50 @@ -1049,7 +1062,7 @@ unable to stop further ordnance. == Sentry == Type: Structure -Construction Cost: 30 Energy, 40 Material and 1 Munitions +Construction Cost: 30 Potential, 40 Material and 1 Munitions Build Time: 4 Actions Duration: Permanent Health: 120 @@ -1071,7 +1084,7 @@ any flat surface that is strong enough to support its weight. == Claymore == Type: Trap -Construction Cost: 10 Energy and 1 Munition +Construction Cost: 10 Potential and 1 Munition Build Time: 1 Action Disarm DC: 60% Damage: 110 points (explosive) @@ -1082,7 +1095,7 @@ may affix a claymore to any hard, flat surface. == Scavenge == Type: Action -Energy Cost: 20 +Potential Cost: 20 Scrap Time: 2 Actions Range: Touch @@ -1097,7 +1110,7 @@ be incompatible with your microassembler. == Light Mortar == Type: Structure -Construction Cost:65 Energy, 45 Material and 1 Munitions +Construction Cost:65 Potential, 45 Material and 1 Munitions Build Time: 8 Actions Duration: Permanent Health: 1 vehicle health @@ -1110,12 +1123,12 @@ hit target with a chance to miss of 3. One shell "clip" takes 2 actions to reload. 130m range with a high arc. Ignores cover penalties if the shell comes straight down on top of the target. Successful hits have a 30% chance to daze the target. Every hit that an ally (not you) makes with a mortar that you placed -gives you 40 Energy. Each emplacement comes with ten shells and may be refilled -at a cost of 100 Energy. +gives you 40 Potential. Each emplacement comes with ten shells and may be refilled +at a cost of 100 Potential. == IED == Type: Trap -Construction Cost: 20 Energy, 15 Material and 1 Munition +Construction Cost: 20 Potential, 15 Material and 1 Munition Build Time: 1 Action Disarm DC: 80% Damage: 180 explosive damage or 3 vehicle damage @@ -1135,7 +1148,7 @@ Stealth(CHA) to conceal it! == Chain Sentry == Type: Structure -Build Cost: 60 Energy, 35 Material and 1 Munitions +Build Cost: 60 Potential, 35 Material and 1 Munitions Build Time: 6 actions Duration: Permanent Health: 1 Vehicle health @@ -1160,12 +1173,12 @@ The stats above are for the combined chainguns. They may not be fired independently. Turns slowly; to change targets more than 90 degrees takes 2 actions. Uses visible spectrum target identification. - Even though Chain sentries fires 8 bullets per action, only two bullets + Even though Chain Sentries fire 8 bullets per action, only two bullets every burst proc any per-bullet effects. == Reverse engineer == Type: Action -Energy Cost: 40 Energy +Potential Cost: 40 Potential Damage: 80 Melee Damage Scrap Time: 2 Actions Range: Touch @@ -1178,7 +1191,7 @@ an enemy Detachment Security Drone would be worth about 120 Material. == Heavy Mortar == Type: Structure -Construction Cost: 90 Energy, 60 Material and 2 Munitions +Construction Cost: 90 Potential, 60 Material and 2 Munitions Build Time: 8 Actions Duration: Permanent Health: 1 vehicle health @@ -1191,12 +1204,12 @@ radius around a hit target with a chance to miss of 3. Three shell "clip" with a 2 action reload time. 300m range with a high arc. Ignores cover penalties if the shell comes straight down on top of the target. Successful hits have a 30% chance to daze the target. Every hit that an ally (not you) makes with a -mortar that you placed gives you 40 Energy. Each emplacement comes with +mortar that you placed gives you 40 Potential. Each emplacement comes with ten shells and may be refilled at a cost of 80 Material. 50m minimum range. == Remote ANFO == Type: Trap -Construction Cost: 15 Energy and 3 Munitions +Construction Cost: 15 Potential and 3 Munitions Build Time: 1 Action Disarm DC: 80% Damage: 250 explosive damage or 4 vehicle damage @@ -1205,8 +1218,8 @@ Range: 6m radius "um... sir, should you be... are you cleared to have that?" Won't detonate if shot. Even with plasma. And, boy does this sucker pack a punch. DC of 30 to hack it and set it off early. Setting one gives you a remote that can easily be -held in an off hand, even if using a 2 handed weapon. If a teammate detonates -the ANFO, the engineer that set it gains 10 Energy. Anyone within 9m radius of +held in an offhand, even if using a 2 handed weapon. If a teammate detonates +the ANFO, the engineer that set it gains 10 Potential. Anyone within 9m radius of the blast gets an "ears are ringing" status effect which gives a -90% to perception checks based on sound for three Rounds. Remote ANFO comes in a sticky bundle and will cling to any shaped hard surface. It will even cling to the @@ -1214,7 +1227,7 @@ wings of dropships during reentry. == Rocket Sentry == Type: Structure -Build Cost: 80 energy, 60 Material and 2 Munitions +Build Cost: 80 Potential, 60 Material and 2 Munitions Build Time: 6 Actions Duration: Permanent Health: 2 Vehicle Health @@ -1244,7 +1257,7 @@ hunter marks don't stack. 2 rocket hits count as an anti-vehicle hit. == Bubble Shield == Type: Structure -Construction Cost: 60 energy and 10 Material +Construction Cost: 60 Potential and 10 Material Build Time: 2 Actions Duration: 30 rounds or end of encounter Health: 30 @@ -1254,12 +1267,12 @@ Size: 1m x 1m x 1m shield that nobody can shoot through, but anyone can walk through or melee through. The shield will stop 120 damage per Round or one vehicle damage before popping. Once a shield has popped, it will need to be repaired at a cost -of 20 Energy and 2 actions. Cannot be repaired more than twice. +of 20 Potential and 2 actions. Cannot be repaired more than twice. == Entrench == Type: Structure -Build Cost: 40 Energy and 10 Material +Build Cost: 40 Potential and 10 Material Build Time: 8 Actions Duration: Permanent Health: 4 Vehicle Health @@ -1275,7 +1288,7 @@ of good cover for 360 degrees. == Spotter == Type: Drone -Build Cost: 30 Energy and 20 Material +Build Cost: 30 Potential and 20 Material Build Time: 2 Actions Duration: Permanent Health: 40 Points @@ -1299,26 +1312,26 @@ many similar models, the spotter drone is quite stealthy. == Darknet Processor == Type: Structure -Build Cost: 20 Energy and 5 Material +Build Cost: 20 Potential and 5 Material Build Time: 4 Actions Duration: Permanent Health: 80 points Size: .75 x .75. .5 (base) antennae is adjustable - You didn't exactly understand what your Priest was saying about what was in + You didn't exactly understand what your Hacker was saying about what was in this thing, but you could tell he was quite excited. Something about hexadecimal core processor, radio and wireless peripherals, embedded botnet, altera SHIELD encryption accelerator, digital signal processor, signal triangulator and all -wrapped up with a web application firewall. Allows any Priest within 8m of the +wrapped up with a web application firewall. Allows any Hacker within 8m of the station to make wireless hacking checks with a +20 to rolls. Gives friendly drones in range a +10 to resist being hacked. Also provides four friendly network nodes, all isolated by separate firewalls. The engineer who deployed -this gets 10 Energy for each system disrupted and 20 Energy for each system -pwned using this antennae. +this gets 10 Potential for each system disrupted and 20 Potential for each system +pwned using this antenna. == Noisy Cricket == Type: Disposable munition system -Build Cost: 30 Energy, 25 Material and 2 Munitions +Build Cost: 30 Potential, 25 Material and 2 Munitions Build Time: 2 Actions Duration: until it runs out of ammo Range: 60m @@ -1340,13 +1353,13 @@ You hand an allied gunslinger a little sidearm that has been your pet project for a while. Ignores shields. After every shot, the player who fired it rolls luck. If they roll over 80 (modified), all enemies who took damage have their shields wink out due to EMP. If they roll under 10, their shields and any nearby -allies within 5m of them lose their shields due to EMP. Does not effect the +allies within 5m of them lose their shields due to EMP. Does not affect the function of drones or robots. Every enemy hit with the noisy cricket gives 30 -Energy to the engineer who built it. +Potential to the engineer who built it. == Overshield Inductor == Type: Drone -Build Cost: 40 Energy and 15 Material +Build Cost: 40 Potential and 15 Material Build Time: 2 Actions Duration: Permanent Health: 20 Points @@ -1359,11 +1372,11 @@ heals any damage to your teammate's shields by 20 points at the end of your teammate's turn every Round. It's not really quiet though, so the teammate that the drone is following cannot score stealth rolls above 70. For every 20 points (including the first 40 of over-heal) of shield strength that the drone heals, -the engineer who built it gets 15 Energy in return. +the engineer who built it gets 15 Potential in return. == Pointer == Type: Drone -Construction Cost: 40 Energy and 40 Material +Construction Cost: 40 Potential and 40 Material Control Point Cost: 0 points Build Time: 4 Actions Modular I/O ports: 2 ports @@ -1392,7 +1405,7 @@ fire while pointing. Pointers are not quiet and cap stealth scores at 80. == Medic Drone == Type: Drone -Build Cost: 40 Energy and 40 Material +Build Cost: 40 Potential and 40 Material Build Time: 2 Actions Duration: Permanent Health: 20 Points @@ -1405,13 +1418,13 @@ one particular medic and speeds up all Hippocratic procedures to 1 action (no effect if an action would be just one action or faster anyway). It also adds a +15 to medical skill checks and adds a +15 to perception checks made by that medic. The medic drone does not cost any control points. The engineer who -deployed the medic drone is able to reclaim 10 Energy every time the medic uses +deployed the medic drone is able to reclaim 10 Potential every time the medic uses the drone to heal something. Medic drones are not quiet and limit a medic to a stealth score of 75 while active. == BFG == Type: Disposable munition system -Build Cost: 60 Energy, 40 Material and 1 Munition +Build Cost: 60 Potential, 40 Material and 1 Munition Build Time: 2 Actions Duration: until it runs out of ammo Clip: 4 Ni U Rods @@ -1424,14 +1437,14 @@ Damage: 120 explosive damage, ignores armor. +-------+------+------+-----+ You assemble a large antimatter slug impeller on the ground and instruct -your weapons specialist to pick it up and use it until the cannister runs out. +your weapons specialist to pick it up and use it until the canister runs out. You explain that he shouldn't drop it, but don't break his brain with the -physics behind it. The Engineer that deploys this gets 30 Energy per hit with +physics behind it. The Engineer that deploys this gets 30 Potential per hit with this weapon. == Cloaking Capacitor == Type: Wearable -Build Cost: 30 Energy and 25 Material +Build Cost: 30 Potential and 25 Material Build Time: 2 Actions Duration: Permanent Health: 40 Points @@ -1439,12 +1452,12 @@ Size: .5m x .5m x .3m you attach a Nanite capacitor to your teammate's cloaking armor, which allows it to maintain a cloak for 2 more Rounds. The engineer who deploys this -gets 50 Energy in return. A cloaking capacitor is detectable by detect high +gets 50 Potential in return. A cloaking capacitor is detectable by detect high tech rolls above a 1. == Defender == Type: Drone -Construction Cost: 45 Energy and 45 Material +Construction Cost: 45 Potential and 45 Material Control Point Cost: 0 points Build Time: 6 Actions Modular I/O ports: 3 ports From 708dad85ef1c2517fe5a745536980ae79d2e0240 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Mon, 13 Aug 2018 10:37:17 -0700 Subject: [PATCH 17/53] Reflavor Engineer Resource: Energy->Potential Pt 2 Scope crept to try and fix Overbuilt, please review this. --- CharacterCreation/02_Classes.txt | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/CharacterCreation/02_Classes.txt b/CharacterCreation/02_Classes.txt index 2e465814..2bd5df47 100644 --- a/CharacterCreation/02_Classes.txt +++ b/CharacterCreation/02_Classes.txt @@ -212,11 +212,11 @@ passives: * Gain Skill Jury-rigging at 10. * Gain Feat: Proficiency: Light Melee Weaponry. * 2 Control Points -* 600 Maximum Energy +* 600 Maximum Potential * 1000 Maximum Material * 10 Maximum Munitions * Start each engagement with 3 munitions -* Start each engagement with 85 + (2 * Int Mod) + (15 * character level) Energy +* Start each engagement with 85 + (2 * Int Mod) + (15 * character level) Potential Every level, you learn one Engineering Process from each of the "Repair" and "Build" skill trees in the Class Specific Documentation Directory. On character @@ -227,7 +227,7 @@ unique to your Class. You also start out with 80 Material. At level 6, the Feat "With Friends Like These . . ." is automatically unlocked. At level 10, your maximum Engineering Materials expands to the below. -* 800 Maximum Energy +* 800 Maximum Potential * 1250 Maximum Material * 12 Maximum Munitions @@ -264,18 +264,18 @@ Skill Proficiencies: | V Overbuilt - - Any time you build a construction, you may spend 15 Nanites to give that - construction 50 additional health points. + Any time you build a construct, you may spend 15 Potential to give that + construct 50 additional health points. ---------------------- Power Trip - - You start each engagement with an extra 40 energy + You start each engagement with an extra 40 Potential | | | V Cosmic Power - - In addition to the 40 energy from Power Trip, you start each - engagement with another 30 energy and your maximum energy is + In addition to the 40 Potential from Power Trip, you start each + engagement with another 30 Potential and your maximum Potential is increased by 50. ====================================== From 3ff3ac2f1f9460297f3d21ff4d51ee075d723054 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Mon, 13 Aug 2018 10:39:45 -0700 Subject: [PATCH 18/53] Typo --- .../Class-Specific Documentation/Engineer Processes.txt | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt b/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt index 4d5c3192..b800c0e8 100644 --- a/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt +++ b/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt @@ -191,7 +191,7 @@ Range: Touch You temporarily disable your cybernetic ally's regression process, the part of their personality program that slows down to triple check the results of their actions. This sends them into a rage mode. They still know -friend from foe, and they still have a jerky understanding of their higher- +friend from foe, and they still have a janky understanding of their higher- order skills like lockpicking, hacking, or social finesse, but they have no fear, no pain, no remorse and no hesitation for about half of a minute. Your ally Cannot feel shock during this duration, and cannot be repaired (they From 37a9e226a749e7a4691078174b9ae7bb41cd48f5 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Mon, 13 Aug 2018 10:40:40 -0700 Subject: [PATCH 19/53] Ancient typo Wasn't caught by my find&replace. --- .../Class-Specific Documentation/Engineer Processes.txt | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt b/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt index b800c0e8..b548db33 100644 --- a/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt +++ b/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt @@ -251,7 +251,7 @@ Range: Touch You pull out your tools and quickly repair the damage to a friendly vehicle. It gains 1 vehicle health. While this power is not required to repair -vehicles, it does add a nanite reward for doing so. It also increases the +vehicles, it does add a Potential reward for doing so. It also increases the effect and may reduce the time taken to repair. From 4a0319ad3fed30ed84f73314a665a0dd04943955 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Fri, 7 Dec 2018 23:21:38 -0800 Subject: [PATCH 20/53] Medicalize Adrenaline Rush Some functional change to adrenaline rush during the conversion. Now only gives either +4 of +8 instead of anything between +1 and +10. Also removed the take-the-feat-twice-to-halve-the-cost, but I could be persuaded to restore that. --- CharacterCreation/03_Feats.txt | 11 +++++++++++ 1 file changed, 11 insertions(+) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 48950957..04d5d71e 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -904,6 +904,17 @@ Prerequisites: for that action only. This feat can only be used once per turn. Adrenaline Rush can be taken again to reduce the Nanite cost to 2*X. +== Adrenaline Rush == + +Prerequisites: + +* None + +Cooldown: X Rounds, max 2 +Duration: Free Action + + During your next move action this turn, you may an additional 4 * X meters. + == Aimed Shot [8 Nanites] == Prerequisites: From 40990449672bab0abf3cfdba917c789d3aa9a953 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Fri, 7 Dec 2018 23:23:14 -0800 Subject: [PATCH 21/53] Deleted Vestigial Text --- CharacterCreation/03_Feats.txt | 9 --------- 1 file changed, 9 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 04d5d71e..326c3ba2 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -895,15 +895,6 @@ you are wielding an appropriate weapon. Active Feats ============================== -== Adrenaline Rush [4*X Nanites] == -Prerequisites: - -* None - - During a move action, +1 movement speed per X (up to a max of +10 movement), -for that action only. This feat can only be used once per turn. -Adrenaline Rush can be taken again to reduce the Nanite cost to 2*X. - == Adrenaline Rush == Prerequisites: From 4295e0f97dc25a740d30243008884c6c2ef2f523 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Fri, 7 Dec 2018 23:25:43 -0800 Subject: [PATCH 22/53] Medicalize Aimed Shot No functional changes, only the new costs. --- CharacterCreation/03_Feats.txt | 14 ++++++++++++++ 1 file changed, 14 insertions(+) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 48950957..283c1829 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -914,6 +914,20 @@ Automatically critical hit on your next shot, if you hit. This is akin to seeing a chink in armor and aiming for it, or shooting a target's arm so they cannot use their weapon, etc. +== Aimed Shot == + +Prerequisites: + +* PER 6 + +Cooldown: 1 Round +Duration: Free Action + + On your next ranged attack against a target that you have aimed at, if it hits, +deal an extra 10 damage. That attack is considered a critical hit if it would not otherwise +be. This is akin to seeing a chink in armor and aiming for it. + + == Bunker [25 Nanites] == Prerequisites: From 2069cef17332342adf26149c9801bf0c7bed2c60 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Fri, 7 Dec 2018 23:26:37 -0800 Subject: [PATCH 23/53] Delete Vestigial Text Next feat I'll remember --- CharacterCreation/03_Feats.txt | 10 ---------- 1 file changed, 10 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 283c1829..a37855b9 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -904,16 +904,6 @@ Prerequisites: for that action only. This feat can only be used once per turn. Adrenaline Rush can be taken again to reduce the Nanite cost to 2*X. -== Aimed Shot [8 Nanites] == -Prerequisites: - -* PER 6 - - Use your Nanites during an Aim action to help you more carefully aim at the target. -Automatically critical hit on your next shot, if you hit. This is akin to seeing -a chink in armor and aiming for it, or shooting a target's arm so they cannot use their -weapon, etc. - == Aimed Shot == Prerequisites: From 79fd2286b46aea5928d3ff0d5bdfe67037d97f25 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Fri, 7 Dec 2018 23:28:36 -0800 Subject: [PATCH 24/53] Medicalize Bunker Bunker only works with nanite space magic, and I am considering it as out-of-aesthetic. --- CharacterCreation/03_Feats.txt | 8 -------- 1 file changed, 8 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 48950957..d39643f6 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -914,14 +914,6 @@ Automatically critical hit on your next shot, if you hit. This is akin to seeing a chink in armor and aiming for it, or shooting a target's arm so they cannot use their weapon, etc. -== Bunker [25 Nanites] == -Prerequisites: - -* Hacker or -* Knowledge - Nanites at 40 - - Add -3 accuracy to a piece of cover for 4 turns. - == Combat Roll [30 Nanites] == Prerequisites: From 20fd5978663b5b937b10bff0194c593f59f16b89 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Fri, 7 Dec 2018 23:35:24 -0800 Subject: [PATCH 25/53] Medicalize Combat Roll No functional changes. Some rephrasing. --- CharacterCreation/03_Feats.txt | 15 +++++++++------ 1 file changed, 9 insertions(+), 6 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 48950957..866f7754 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -922,17 +922,20 @@ Prerequisites: Add -3 accuracy to a piece of cover for 4 turns. -== Combat Roll [30 Nanites] == +== Combat Roll == + Prerequisites: * DEX 5 +Cooldown: 3 Rounds +Duration: 1 Action + Move 6m in one action, no more, no less. Enemies attacking you have a -2 -accuracy and a -20% penalty to reflex rolls when attacking you during the -roll and for the turn after you use this feat, and you have a -2 accuracy for -the action after this feat ends. If this malus would not run out until after -this turn, its effect wraps, around to the beginning of your next turn. Cannot -be used in concert with Run 'N' Gun. +accuracy and a -20% penalty to reflex rolls when attacking you during the roll and +until your next turn, and you have a -2 accuracy for the action after this feat +ends (which can be the first action of your next turn). Combat Roll cannot be used +in concert with Run 'N' Gun. == Cover Slide [15 Nanites] == Prerequisites: From caa2ff68fa21e52cb9ed2f19ee889d90864f1315 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Fri, 7 Dec 2018 23:43:57 -0800 Subject: [PATCH 26/53] Medicalize Cover Slide Some functional changes here. * Now does not require that you end in a space with cover, to make tracking easier for the DM. * Now consumes two actions instead of one, to avoid slapping a huge cooldown on it. * Now gives an evasion bonus to compensate for the above. Useful for dodging readied shots and light suppression when moving between covers. General note on Active Feats with a cooldown of None: I gave this to a few of them, generally because I'm not concerned about multiple uses per round (in the case of cover slide, it would be really hard to do so at all. The intention is that the Cooldown: None feats still require you to have a unit of medi nanites available and off cooldown., it just doesn't then send them into any remission. --- CharacterCreation/03_Feats.txt | 13 +++++++++---- 1 file changed, 9 insertions(+), 4 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 48950957..8dc269dd 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -934,14 +934,19 @@ the action after this feat ends. If this malus would not run out until after this turn, its effect wraps, around to the beginning of your next turn. Cannot be used in concert with Run 'N' Gun. -== Cover Slide [15 Nanites] == +== Cover Slide == + Prerequisites: * DEX 4 - Move up to your speed and end next to a barrier behind which you can take -cover. You hunker or go prone behind that cover as a free action. Cannot -be used in concert with Run 'N' Gun. +Cooldown: None +Duration: 2 Actions + + You move up to your speed in meters and become prone. If you have a cover +bonus in your new location, you may hunker instead of going prone. Attacks made +against you during the use of Cover Slide have -1 Accuracy. Cover Slide cannot be +used at the same time as Run 'N' Gun. == Flash Dance [10*X Nanites] == Prerequisites: From 3b99a35b8754513c777073867e68a7763694b613 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Fri, 7 Dec 2018 23:50:32 -0800 Subject: [PATCH 27/53] Medicalize Flash Dance Spin to win? Hoo-kay, I tried to fix this one while I was in here. Here's what I changes: * Now has a duration between 2 and 6 actions, instead of 1 action. Cooldown scales to duration. * Range of flash dance reduced from '"a 5m space" that you could be adjacent to' to a 2m radius centered on the user * In compensation for the range nerf, I've allowed the use of several combat maneuvers in addition to attacks. I specifically left out the ones that require the user to move, and also grapple because that would end the flash dance. * added explicit flash dance termination due to stun. --- CharacterCreation/03_Feats.txt | 17 +++++++++++------ 1 file changed, 11 insertions(+), 6 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 48950957..4acfbcd1 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -943,16 +943,21 @@ Prerequisites: cover. You hunker or go prone behind that cover as a free action. Cannot be used in concert with Run 'N' Gun. -== Flash Dance [10*X Nanites] == +== Flash Dance == + Prerequisites: * Level 3 - For 2 Actions, the user can make Lvl/2 (round up) number of attacks, up to a -max of 6, with their melee weapon(s). The attacks must take place within a 5m -space, rolling for each strike, where X is the number of attacks. All bonuses -that would normally apply to a standard attack still apply. (Note: Flash Dance -can trigger Bulltrue and Preemptive Strike) +Cooldown: 2 * X + 1 Rounds +Duration: 2 * X Actions, up to X = 3 + + For the duration of Flash Dance, every 2 Actions you may instead make a +number of Melee Attacks, Trip, Disarm, or Kick attempts equal to your level divided +by 2 (rounding up), to a maximum of 6. These actions have a range of 2m. Roll +separately for each act. All bonuses that would normally apply to a standard attack +still apply. (Note: Flash Dance can trigger Bulltrue and Preemptive Strike). If you +are stunned or rendered unconscious, Flash Dance ends immediately. == Gun Kata [30 Nanites] == Prerequisites: From de460f01f8751e114ca324729e250347f43385b1 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Fri, 7 Dec 2018 23:56:52 -0800 Subject: [PATCH 28/53] Medicalize Gun Kata Made a couple changes. * Now consumes Reactions instead of being an Action. I did this to mirror Kata. * Now limits targets to a 45 degree cone, to compensate for the improved action economy * Added explicit termination on stun * Dropped the CQB function, because it doesn't seem like it does very much. If you need your gun to be CQB and it isn't already, you aren't going to get the first shot off to trigger Gun Kata in the first place, right? --- CharacterCreation/03_Feats.txt | 16 +++++++++++----- 1 file changed, 11 insertions(+), 5 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 48950957..48f2f095 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -955,15 +955,21 @@ that would normally apply to a standard attack still apply. (Note: Flash Dance can trigger Bulltrue and Preemptive Strike) == Gun Kata [30 Nanites] == + Prerequisites: * Level 10 - For 1 Action, reduce weapon range to 15m, and negate actions needed for -Aiming, Pumping, and Cocking of a gun. Treat your gun as if it was a CQB weapon. -After a successful hit, you may roll for an additional hit on any target within -the 15m range, for up to 3 rounds fired. If you miss a shot or your gun runs out -of rounds, your Gun Kata ends. +Cooldown: X + 1 Rounds +Duration: X Reactions + + Whenever you hit an enemy with a ranged firearm attack, you may use Gun +Kata to make X additional attacks as Reactions. These attacks must target enemies +within 15m and within a 45 degree cone centered on the initial target. Each attack +has a compounding -2 accuracy. (A character making their 3rd strike in a row would +be rolling at -4 accuracy). A character cannot use more Reactions in a round than +they have. If you are stunned, unconscious, miss a shot, or your gun runs out of +rounds, Gun Kata ends. == Kata [Minimum 5 Nanites] == Prerequisites: From 403c55413e3ac9eba09be175d9a330ea0faf481b Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sat, 8 Dec 2018 00:01:17 -0800 Subject: [PATCH 29/53] Medicalize Kata Changes: * Now consumes Reactions instead of granting implied free action attacks. * Now supports some combat maneuvers in addition to attacks, mirroring new Flash Dance. --- CharacterCreation/03_Feats.txt | 16 ++++++++++++++++ 1 file changed, 16 insertions(+) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 48950957..be243708 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -975,6 +975,22 @@ additional attacks, where X is your Nanites spent/5. Each additional attack has compounding -2 accuracy. (A 10th level character making their 3rd strike in a row would be rolling at -4 accuracy). +== Kata == + +Prerequisites: + +* Level 10 + +Cooldown: X + 1 Rounds +Duration: X Reactions + + Whenever you hit an enemy with a melee attack, Kick, Disarm, or Trip, +you may make X additional melee attacks, Kicks, Disarms, and/or Trips against +that enemy as Reactions. Each attack has a compounding -2 accuracy or -20 to its +Maneuver check (A character making their 3rd strike in a row would be rolling at +-4 accuracy or with a -40 to their Maneuver check). A character cannot use more +Reactions in a round than they have. If you are stunned or unconscious, Kata ends. + == Kip-up [15 Nanites] == Prerequisites: From f4edc5f6035df4d52043b44436eb2e249e4661e3 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sat, 8 Dec 2018 00:01:58 -0800 Subject: [PATCH 30/53] Delete Vestigial Text Curses --- CharacterCreation/03_Feats.txt | 10 ---------- 1 file changed, 10 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index be243708..f72417d1 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -965,16 +965,6 @@ After a successful hit, you may roll for an additional hit on any target within the 15m range, for up to 3 rounds fired. If you miss a shot or your gun runs out of rounds, your Gun Kata ends. -== Kata [Minimum 5 Nanites] == -Prerequisites: - -* Level 10 - - Whenever you land a successful melee hit against someone, you may roll for X -additional attacks, where X is your Nanites spent/5. Each additional attack has a -compounding -2 accuracy. (A 10th level character making their 3rd strike in a -row would be rolling at -4 accuracy). - == Kata == Prerequisites: From 4c70d17ce88cb2ea9fa989430a97e6ad7526e34b Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sat, 8 Dec 2018 00:10:37 -0800 Subject: [PATCH 31/53] Medicalize Kip Up An interesting one, to be sure. Had to preserve the unique cooldown structure, because it's great. Changelog: * Now cannot kip up in microgravity. Because you don't need a feat to do that. * Now also cannot kip up in power armor. It doesn't exist yet, but one day... (I'm, sure we'll make a module that lets the power armor kip up, but we can call it Powered Kip Up or something) * The 3 round cooldown is harsher than I would normally apply, but I think that it will help with tracking. This feat has more than its fair share of tracking complexity already. --- CharacterCreation/03_Feats.txt | 20 ++++++++++++-------- 1 file changed, 12 insertions(+), 8 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 48950957..bbba3cdb 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -975,26 +975,30 @@ additional attacks, where X is your Nanites spent/5. Each additional attack has compounding -2 accuracy. (A 10th level character making their 3rd strike in a row would be rolling at -4 accuracy). -== Kip-up [15 Nanites] == +== Kip-up == + Prerequisites: * DEX 6 * STR 5 +Cooldown: See Below +Duration: Free Action + A Kip-up is a gymnastic maneuver in which a character lying on the ground curls up and then kicks up and out into the air, using the resulting momentum to jump from their back straight to their feet. This kick does not work well as a melee attack; the momentum is used to move the kicker rather than to impart impact unto a target. - You may jump up from the prone to the standing position as a Free Action. -This action cannot be taken to go straight from prone to crouched. Further, if -the transition from prone to standing to crouched is taken, the normally Free -Action of going from standing to crouched costs an Action. The kip-up cannot be -attempted with Heavy or Full Armor on. The kip-up can only be done once every -three rounds, but doesn't cost any nanites to do. The Three-round cooldown can -be ignored once per round by paying the nanite cost. + You jump up from the prone to the standing position. This action cannot +be taken to go straight from prone to crouched. Further, if you would crouch +this turn, the normally Free Action of going from standing to crouched costs +an Action. You cannot kip-up while wearing Heavy, Full, or Power Armor, or in +a microgravitic environment. + Kip-up may be used without a cooldown once every 3 rounds. Kipping Up +less than 3 Rounds after your last one incurs a 3 Round cooldown. == Multi-Target [13*X Nanites] == Prerequisites: From 245a0593d7a552bc620e84478e293d01a8188de9 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sat, 8 Dec 2018 00:21:27 -0800 Subject: [PATCH 32/53] Medicalize Multi-Target I can't figure out a flavor for this feat that isn't nanite-magic-out-of-aesthetic or redundant with gun kata. So I'm calling it out-of-aesthetic. --- CharacterCreation/03_Feats.txt | 13 ------------- 1 file changed, 13 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 48950957..de927f33 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -995,19 +995,6 @@ attempted with Heavy or Full Armor on. The kip-up can only be done once every three rounds, but doesn't cost any nanites to do. The Three-round cooldown can be ignored once per round by paying the nanite cost. - -== Multi-Target [13*X Nanites] == -Prerequisites: - -* DEX 6 -* PER 6 - - For 2 Actions, concentrate on up to Level+1 number of targets, where X is -the number of targets. Or concentrate 1 action to target Level/2(round up) -Targets. You may Roll to-hit your first target in order to determine if you hit -all of these targets. If you fail the roll, then you may roll again to hit your -first target normally. - == Run 'N' Gun [10 Nanites] == Prerequisites: From b440d2d618a4c358199a568a7d754bb2afd17a0c Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sat, 8 Dec 2018 00:25:24 -0800 Subject: [PATCH 33/53] Medicalize Run 'N Gun Wording changes, mostly ordering. Ever so slightly significant change in that Running and Gunning for 3 actions is now one use of the feat instead of 3 uses, but that made the cooldown a lot less snarly. --- CharacterCreation/03_Feats.txt | 16 ++++++++++------ 1 file changed, 10 insertions(+), 6 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 48950957..bf782784 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -1008,7 +1008,8 @@ Targets. You may Roll to-hit your first target in order to determine if you hit all of these targets. If you fail the roll, then you may roll again to hit your first target normally. -== Run 'N' Gun [10 Nanites] == +== Run 'N' Gun == + Prerequisites: * PER 7 @@ -1016,11 +1017,14 @@ Prerequisites: * or Soldier Class * or Specialist Class - For 1 Action, you may move at half speed while firing. -1 to accuracy. If -you don't Aim before using this feat, you must Hip Fire. If this feat is -performed while sprinting, half your movement speed before you add the +1m -per-action from sprinting. The Miss Chance penalties stack for consecutive uses -of Run 'N' Gun. +Cooldown: X / 2 Rounds, min 1 +Duration: X Actions, maximum 4 + + You move at half speed while firing your firearm. Each attack has a cumulative +-1 Accuracy penalty but can benefit from a previous Aim action (otherwise Hip Fire +rules apply as normal). You may use this feat in combination with sprinting; if you +do, halve your movement speed before you add sprinting modifiers. + == Steady Shot [5 Nanites] == Prerequisites: From 9074a8bc72ef63e195446d78d105270e0b09aee9 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sat, 8 Dec 2018 00:32:20 -0800 Subject: [PATCH 34/53] Medicalize Steady Shot Slight functional change in that you can use Steady Shot and then Aim, but it made the wording a lot cleaner I think. --- CharacterCreation/03_Feats.txt | 17 +++++++++++------ 1 file changed, 11 insertions(+), 6 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 48950957..972f1b6d 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -1022,16 +1022,21 @@ performed while sprinting, half your movement speed before you add the +1m per-action from sprinting. The Miss Chance penalties stack for consecutive uses of Run 'N' Gun. -== Steady Shot [5 Nanites] == +== Steady Shot == + Prerequisites: * PER 7 - Take 1 Action to breath slowly and line up your shot. +1 Ranged accuracy -and +10m to the weapon's largest range bracket for each level of Steady Shot taken. -Miss Chance can go below the -2 minimum range (See section "Combat:" in the basic -rules document). You must be aiming at the target before you can use this feat. -Maximum 4 levels. +Cooldown: None +Duration: 1 Action + + Take a second to breathe slowly and line up your shot. On your next ranged +attack this turn against a target you are aimed at, you gain +1 Accuracy and +10m +to the weapon's largest range bracket. Miss Chance can go below the -2 minimum +(see section "Combat:" in the basic rules document). + + Steady Shot may be taken multiple times, up to a maximum of 4; the bonuses stack. == Twitch [7 Nanites] == Prerequisites: From f128adafc1fbbb5a53a6cfb7017b85928d2b41d5 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sat, 8 Dec 2018 00:35:24 -0800 Subject: [PATCH 35/53] Medicalize Twitch and Blur Twitch's accuracy penalty now has a duration, so you can't stack up a -5000 Accuracy over the course of a campaign. MIN_INTEGER and all that. Now also allows aim at non-enemies. Other than that, no functional changes. --- CharacterCreation/03_Feats.txt | 19 +++++++++++++------ 1 file changed, 13 insertions(+), 6 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 48950957..8c7af153 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -1033,24 +1033,31 @@ Miss Chance can go below the -2 minimum range (See section "Combat:" in the basi rules document). You must be aiming at the target before you can use this feat. Maximum 4 levels. -== Twitch [7 Nanites] == +== Twitch == + Prerequisites: * Level 3 * Proficient in SMGs or Pistols * DEX 7 - You may aim at an enemy as a free action instead of one action. Only works -with CQB weapons. -2 accuracy with the aimed weapon(s). +Cooldown: None +Duration: Free Action + + While wielding a CQB firearm, you may aim as a free action instead of an +action. If you do, your next two attacks with that weapon have -2 accuracy. + +== Blur == -== Blur [11 Nanites] == Prerequisites: * Level 10 * Twitch - You may aim at an enemy as a free action instead of one action. Only -works with CQB weapons. No Miss Chance penalty. +Cooldown: 1 Round +Duration: Free Action + + While wielding a CQB firearm, you may aim as a free action instead of an action. ============================== Primary Stat Bonus Feats From 77844b40398871153aafd30c0cfcc9119c6d84fc Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sun, 9 Dec 2018 22:56:59 -0800 Subject: [PATCH 36/53] Git weirdness fixing merge commit artefacts like dead feats reanimating. --- CharacterCreation/03_Feats.txt | 10 ---------- 1 file changed, 10 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index c3c8da0b..80754c02 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -919,15 +919,6 @@ Duration: Free Action deal an extra 10 damage. That attack is considered a critical hit if it would not otherwise be. This is akin to seeing a chink in armor and aiming for it. - -== Bunker [25 Nanites] == -Prerequisites: - -* Hacker or -* Knowledge - Nanites at 40 - - Add -3 accuracy to a piece of cover for 4 turns. - == Combat Roll == Prerequisites: @@ -1037,7 +1028,6 @@ Duration: X Actions, maximum 4 rules apply as normal). You may use this feat in combination with sprinting; if you do, halve your movement speed before you add sprinting modifiers. - == Steady Shot [5 Nanites] == Prerequisites: From 278a7052a780c9576806d08df9d3563d4a09613d Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sun, 9 Dec 2018 23:00:33 -0800 Subject: [PATCH 37/53] Cover Slide Now uses 1 Action (Down from 2) Gains a cooldown to prevent nyoom abuse. --- CharacterCreation/03_Feats.txt | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 8dc269dd..3189b81b 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -940,13 +940,13 @@ Prerequisites: * DEX 4 -Cooldown: None -Duration: 2 Actions +Cooldown: 1 Round +Duration: 1 Action - You move up to your speed in meters and become prone. If you have a cover -bonus in your new location, you may hunker instead of going prone. Attacks made -against you during the use of Cover Slide have -1 Accuracy. Cover Slide cannot be -used at the same time as Run 'N' Gun. + You move up to your movement speed in meters and become prone. If you +have a cover bonus in your new location, you may hunker instead of going prone. +Attacks made against you during the use of Cover Slide have -1 Accuracy. Cover +Slide cannot be used at the same time as Run 'N' Gun. == Flash Dance [10*X Nanites] == Prerequisites: From 34f8f3593986d693ca82e72f73e472d4ba25e0e8 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Mon, 10 Dec 2018 10:04:18 -0800 Subject: [PATCH 38/53] Revert Git weirdness fixing Reverts 77844b40398871153aafd30c0cfcc9119c6d84fc because we hadn't actually killed that one yet... shwoops --- CharacterCreation/03_Feats.txt | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 80754c02..6b780fd7 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -919,6 +919,12 @@ Duration: Free Action deal an extra 10 damage. That attack is considered a critical hit if it would not otherwise be. This is akin to seeing a chink in armor and aiming for it. +== Bunker [25 Nanites] == +Prerequisites: + * Hacker or +* Knowledge - Nanites at 40 + Add -3 accuracy to a piece of cover for 4 turns. + == Combat Roll == Prerequisites: From 97601b7d4ec9b16d4a41e51f9f4b6c019b13bc70 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Mon, 10 Dec 2018 10:18:22 -0800 Subject: [PATCH 39/53] Cover Slide again requires moving to Cover --- CharacterCreation/03_Feats.txt | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 82be3afb..9b6a27a8 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -943,10 +943,11 @@ Prerequisites: Cooldown: 1 Round Duration: 1 Action - You move up to your movement speed in meters and become prone. If you -have a cover bonus in your new location, you may hunker instead of going prone. -Attacks made against you during the use of Cover Slide have -1 Accuracy. Cover -Slide cannot be used at the same time as Run 'N' Gun. + Choose a location up to your movement speed in meters away that contains +something solid enough to stop your headlong slide. You move to that location and +either go prone or hunker somewhere in that square (you choose). Attacks made +against you during the use of Cover Slide have -1 Accuracy. Cover Slide cannot be +used at the same time as Run 'N' Gun. == Flash Dance == From f4899f57fddb047d2313abe34f28d96428345faa Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sat, 29 Dec 2018 23:22:09 -0800 Subject: [PATCH 40/53] Removed Primary Attributes Vestigial with the removal of the nanite bar. --- CharacterCreation/02_Classes.txt | 12 ------------ 1 file changed, 12 deletions(-) diff --git a/CharacterCreation/02_Classes.txt b/CharacterCreation/02_Classes.txt index 2bd5df47..51a7d1ef 100644 --- a/CharacterCreation/02_Classes.txt +++ b/CharacterCreation/02_Classes.txt @@ -17,10 +17,8 @@ Section of Basic Rules.txt. You have the blood of a warrior flowing through you. Your sole purpose is to fight until the threat is neutralized. -Class Primary Attribute: Strength Starting Wealth: $3770 + 100*Luck - Passives: * Gain Skill Weapons - [Choose one] at 10. * Gain a +15 to Rolls for initiative (You go first more often). @@ -86,7 +84,6 @@ heaviest of fire down upon their enemies. The Specialist will be there when the odds are stacked highest against the forces for good, and he'll be prepared to use heavy force to even those odds. -Class Primary Attribute: Strength Starting Wealth: $4150 + 100*Luck Passives: @@ -146,7 +143,6 @@ Skill Proficiencies: You know how or why something works [most likely humans / humanoid bodies), and put that knowledge to good use by supporting your team. -Class Primary Attribute: Dexterity Starting Wealth: $2670 + 100*Luck Passives: @@ -204,7 +200,6 @@ behind. You know how to fix engines, machines, circuits, you name it. And when you're not busy fixing what other people broke, you get to work on making new stuff. Which some knucklehead will probably, eventually, break too. -Class Primary Attribute: Intelligence Starting Wealth: $2580 + 100*Luck passives: @@ -284,7 +279,6 @@ Skill Proficiencies: out alive and strong. You can figure out how a security system works, hack into systems, or even hack your allies' Nanites to perform better. -Class Primary Attribute: Intelligence Starting Wealth: $2750 + 100*Luck Passives: @@ -337,7 +331,6 @@ Skill Proficiencies: You have a yearning to test the limits of the vehicles you operate. The boundaries of speed and maneuvering were meant to be broken - by you. -Class Primary Attribute: Dexterity Starting Wealth: $2670 + 100*Luck Passives: @@ -392,7 +385,6 @@ Skill Proficiencies: Expertly trained in manipulating your Nanites to aid in pursuit of a quarry, or in marking enemies for execution. -Class Primary Attribute: Perception Starting Wealth: $3290 + 100*Luck Passives: @@ -466,7 +458,6 @@ 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. -Class Primary Attribute: Perception Starting Wealth: $1975 + 100*Luck Passives: @@ -551,7 +542,6 @@ influence are limitless. The assassin lurks in the shadows, either as a lone force of justice, or as part of a larger organization. They have rightfully earned the title of Galaxy's greatest Hand-to-Hand Fighters. -Class Primary Attribute: Dexterity Starting Wealth: $1975 + 100*Luck Passives: @@ -624,7 +614,6 @@ Feats: Your expert knowledge of bullet ballistics, feel for physics and keen eyes have given you insight into the art of precision warfare. -Class Primary Attribute: Perception Starting Wealth: $3190 + 100*Luck Passives: @@ -693,7 +682,6 @@ feedback is. Guns simply don't offer the appropriate amount, which is why you prefer to BEAT YOUR ENEMIES TO DEATH USING YOUR BARE HANDS WHENEVER POSSIBLE!!!!!!!!!!!!!!!!!!!! MORE EXCLAMATION MARKS!!!!!!!!!!!!!!!! -Class Primary Attribute: Strength Starting Wealth: $2170 + 100*Luck Passives: From 060227e8d4a31024b7bdd375d099d4af8f71435b Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sat, 29 Dec 2018 23:56:55 -0800 Subject: [PATCH 41/53] Add rules text to Rests! #621 We have definitions, conditions, and benefits! Slight production sin in Long Rest where I refer to "Exhaustion Rules" that don't exist yet. Mea Culpa. --- 01_01_Basic_Rules.txt | 27 ++++++++++++++++++++++++++- 1 file changed, 26 insertions(+), 1 deletion(-) diff --git a/01_01_Basic_Rules.txt b/01_01_Basic_Rules.txt index aaec3c51..d763a56f 100644 --- a/01_01_Basic_Rules.txt +++ b/01_01_Basic_Rules.txt @@ -491,13 +491,38 @@ Resting ============================== Short Rest: - Taking about an hour, characters can take a Short Rest to rest. + Taking about an hour, characters can relax, recuperate, and maintain their +gear to prepare for the activities ahead. + + To gain the benefits of a Short Rest, characters must not undertake any +strenuous activity or significant travel and should not experience significant +interruption. After completing a rest, characters must complete some kind of +strenuous activity before they can recieve the benefits of another Short Rest, and +can only benefit from Short Rests up to three times between Long Rests. + + At the conclusion of the Short Rest, each character with at least one full +set of medical nanites heals 1d10 plus 1d10 health for every 3 class levels they have +(a level 3 character would heal 2d10, and so on). Characters with a partial set of +medical nanites heal 75% of that roll, and characters with no medical nanites heal +half that roll. Short Rests may restore other abilities or resources as described in +ability, class, and item descriptions. Long Rest: Taking about eight hours, characters need to rest after a long day of adventuring. If you choose to stay up all night, you won't be at your best for the next day. + In addition to the activity requirements of a Short Rest, characters taking a +Long Rest must spend at least two-thirds of the time in their particular species' +analogue of the sleep state, unless noted otherwise. Keeping watch does not interrupt +a Long Rest unless it requires patrolling an area. As a general rule, characters can +only benefit from one Long Rest per day, whatever "day" means to them at the time. +Refer to the Exhaustion rules for timekeeping rules. + + At the conclusion of a Long Rest, unless circumstances inspire the GM to +rule otherwise, characters are restored to full health. Long Rests may restore other +abilities or resources as described in ability, class, and item descriptions. + ============================== RP / Using Skills ============================== From c09734a9719bb8a51fc36ad95858be58d7e92888 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sun, 30 Dec 2018 00:00:13 -0800 Subject: [PATCH 42/53] Add Rest Healing to Leveling Table --- 01_06_Leveling_Up.txt | 90 +++++++++++++++++++++---------------------- 1 file changed, 45 insertions(+), 45 deletions(-) diff --git a/01_06_Leveling_Up.txt b/01_06_Leveling_Up.txt index e9ca85c1..3c313faa 100644 --- a/01_06_Leveling_Up.txt +++ b/01_06_Leveling_Up.txt @@ -15,48 +15,48 @@ skill points for that level. ===== LEVELING-UP TABLE ===== -+-------+----------+-------+------------+------------+---------------+ -| Level | Skill P. | Feats | Class Feat | Stat Point | Feats (9 INT) | -+-------+----------+-------+------------+------------+---------------+ -| 0 | Gain | 0 | | | 0 | -+-------+----------+-------+------------+------------+---------------+ -| 1 | 2*Skill | | | | | -+-------+----------+-------+------------+------------+---------------+ -| 2 | Point | 2 | | | 2 | -+-------+----------+-------+------------+------------+---------------+ -| 3 | Gain | | | | | -+-------+----------+-------+------------+------------+---------------+ -| 4 | per | 3 | | | 4 | -+-------+----------+-------+------------+------------+---------------+ -| 5 | level | | 1 | +1 | | -+-------+----------+-------+------------+------------+---------------+ -| 6 | " | 4 | | | 5 | -+-------+----------+-------+------------+------------+---------------+ -| 7 | " | | | | | -+-------+----------+-------+------------+------------+---------------+ -| 8 | " | 5 | | | 7 | -+-------+----------+-------+------------+------------+---------------+ -| 9 | " | | | +1 | | -+-------+----------+-------+------------+------------+---------------+ -| 10 | " | 6 | 2 | | 8 | -+-------+----------+-------+------------+------------+---------------+ -| 11 | " | | | | | -+-------+----------+-------+------------+------------+---------------+ -| 12 | " | 7 | | | 10 | -+-------+----------+-------+------------+------------+---------------+ -| 13 | " | | | | | -+-------+----------+-------+------------+------------+---------------+ -| 14 | " | 8 | | | 11 | -+-------+----------+-------+------------+------------+---------------+ -| 15 | " | | 3 | +1 | | -+-------+----------+-------+------------+------------+---------------+ -| 16 | " | 9 | | | 13 | -+-------+----------+-------+------------+------------+---------------+ -| 17 | " | | | | | -+-------+----------+-------+------------+------------+---------------+ -| 18 | " | 10 | | | 14 | -+-------+----------+-------+------------+------------+---------------+ -| 19 | " | | | | | -+-------+----------+-------+------------+------------+---------------+ -| 20 | " | 11 | 4 | +1 | 16 | -+-------+----------+-------+------------+------------+---------------+ ++-------+----------+-------+------------+------------+---------------+--------------------+ +| Level | Skill P. | Feats | Class Feat | Stat Point | Feats (9 INT) | Short Rest Healing | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 0 | Gain | 0 | | | 0 | 1d10 | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 1 | 2*Skill | | | | | " | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 2 | Point | 2 | | | 2 | " | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 3 | Gain | | | | | 2d10 | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 4 | per | 3 | | | 4 | " | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 5 | level | | 1 | +1 | | " | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 6 | " | 4 | | | 5 | 3d10 | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 7 | " | | | | | " | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 8 | " | 5 | | | 7 | " | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 9 | " | | | +1 | | 4d10 | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 10 | " | 6 | 2 | | 8 | " | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 11 | " | | | | | " | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 12 | " | 7 | | | 10 | 5d10 | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 13 | " | | | | | " | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 14 | " | 8 | | | 11 | " | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 15 | " | | 3 | +1 | | 6d10 | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 16 | " | 9 | | | 13 | " | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 17 | " | | | | | " | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 18 | " | 10 | | | 14 | 7d10 | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 19 | " | | | | | " | ++-------+----------+-------+------------+------------+---------------+--------------------+ +| 20 | " | 11 | 4 | +1 | 16 | " | ++-------+----------+-------+------------+------------+---------------+--------------------+ From acf7d43cb8c29ffd7f462fb279b689a44a222b74 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Sat, 5 Jan 2019 21:40:13 -0800 Subject: [PATCH 43/53] Typography --- 01_01_Basic_Rules.txt | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/01_01_Basic_Rules.txt b/01_01_Basic_Rules.txt index d763a56f..a1b60048 100644 --- a/01_01_Basic_Rules.txt +++ b/01_01_Basic_Rules.txt @@ -517,7 +517,7 @@ Long Rest must spend at least two-thirds of the time in their particular species analogue of the sleep state, unless noted otherwise. Keeping watch does not interrupt a Long Rest unless it requires patrolling an area. As a general rule, characters can only benefit from one Long Rest per day, whatever "day" means to them at the time. -Refer to the Exhaustion rules for timekeeping rules. +Refer to the Exhaustion section for timekeeping rules. At the conclusion of a Long Rest, unless circumstances inspire the GM to rule otherwise, characters are restored to full health. Long Rests may restore other From ee8b46eaed7ad0b1a1f3527e0a1bdc5de327a494 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Mon, 14 Jan 2019 00:14:10 -0800 Subject: [PATCH 44/53] Partial Merge of Feat Rules from Dev Moved text from dev into the nanite superbranch in preparation for altering it. --- 01_01_Basic_Rules.txt | 66 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 66 insertions(+) diff --git a/01_01_Basic_Rules.txt b/01_01_Basic_Rules.txt index a1b60048..9fafa091 100644 --- a/01_01_Basic_Rules.txt +++ b/01_01_Basic_Rules.txt @@ -586,6 +586,72 @@ instead of one. Defenders win ties for opposing rolls. +============================== +Feats +============================== + + Feat is a collective term for a number of abilities or qualities that your +character can learn through specific training, and will differentiate them from +their peers. As detailed in the character creation guide, level 1 characters do not +start with any feats, but will acquire them over time as shown on the leveling table. +Unless otherwise specified, you cannot take the same feat multiple times. + + There are five kinds of feats: + +* Passive Feats +* Active Feats +* Weapon Expertise Feats +* Stat Feats +* Class Feats + +Passive Feats: + + When you take a feat, you may take a passive feat. Passive Feats are used +freely with no limit unless otherwise stated. They often give bonuses to skills +or to rolls for certain actions. + +Active Feats: + + When you take a feat, you may decide to take an Active Feat. An Active Feat +gives your character the option of taking certain actions that they otherwise +couldn't, usually in combat. Active feats cost a certain amount of Nanites to +execute, and if your character doesn't have enough nanites, then they can't take +that action until they get some more. + +Weapon Expertise Feats: + + When you take a feat, you may decide to take a Weapon Expertise Feat. Weapon +Expertise Feats are a special kind of passive feat, that get better as you +increase your skill with a particular kind of weapon group. + + These feats represent dedicated training with a particular class of weapon, +and offer bonuses based on the relevant Weapons skill (Weapon skills are listed +in "06_Skills.txt"). Each feat offers a set of bonuses related to using that type of +weapon (and only that type of weapon), and each bonus requires the character to have +a number of points in the relevant Weapon skill. A character with 0 points in +Weapons - Pistols would gain only one benefit, while a character with 60 points +would benefit from them all. The feats are formatted as a list of "X: Benefit", +where X is the number of points required in the corresponding Weapon skill to +gain the benefit. + + Weapon Expertise feats require proficiency with the weapon type, but otherwise +have no prerequisites. Note that as all characters are proficient with Unarmed +Strike, Melee Expertise effectively has no prerequisite. + +Primary Stat Feats: + + Stat Feats are special and cannot be taken when you get a feat like Active, +Passive, or Weapon Expertise Feats. Instead, they are immediately unlocked when +you fulfill their stat requirement. + +Class Feats: + + On certain levels, you will unlock a Class Feat instead of a Regular Feat. +You cannot take a Class Feat when you get a regular Feat, nor can you forego +your Class Feat in favor of an Active or Passive feat. You can only unlock one +Class Feat at a time. Class Feats are listed in the Classes document under the +appropriate class. + ============================== Player Weapon Customization ============================== From 1f65af3abf04cba6b8b62f62b24efa630b3ca428 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Mon, 14 Jan 2019 00:48:33 -0800 Subject: [PATCH 45/53] Active Feat Rules Text With Medinites And prose alterations to the other feat categories. --- 01_01_Basic_Rules.txt | 84 ++++++++++++++++++++++++++----------------- 1 file changed, 51 insertions(+), 33 deletions(-) diff --git a/01_01_Basic_Rules.txt b/01_01_Basic_Rules.txt index 9fafa091..269e455b 100644 --- a/01_01_Basic_Rules.txt +++ b/01_01_Basic_Rules.txt @@ -593,8 +593,9 @@ Feats Feat is a collective term for a number of abilities or qualities that your character can learn through specific training, and will differentiate them from their peers. As detailed in the character creation guide, level 1 characters do not -start with any feats, but will acquire them over time as shown on the leveling table. -Unless otherwise specified, you cannot take the same feat multiple times. +start with any feats, but will acquire them either over time as shown on the +leveling table or during special circumstances as described by the feat entry and/or +the GM. Unless otherwise specified, you cannot learn the same feat multiple times. There are five kinds of feats: @@ -606,51 +607,68 @@ Unless otherwise specified, you cannot take the same feat multiple times. Passive Feats: - When you take a feat, you may take a passive feat. Passive Feats are used -freely with no limit unless otherwise stated. They often give bonuses to skills -or to rolls for certain actions. + Characters can learn passive feats through leveling. Passive feats include +static bonuses, special actions, and everything in between. Each feat's description +will detail any restrictions upon its use - there are no constants in this type of +feat. Active Feats: - When you take a feat, you may decide to take an Active Feat. An Active Feat -gives your character the option of taking certain actions that they otherwise -couldn't, usually in combat. Active feats cost a certain amount of Nanites to -execute, and if your character doesn't have enough nanites, then they can't take -that action until they get some more. + Characters can learn active feats through leveling. Active feats are +special combat actions that characters can learn to use. In particular, active feats +are actions that characters physically could not normally execute, and thus require +the help of their medical nanites. + + To use an active feat, a character must have at least one functional full unit +of medical nanites (a partial unit is not enough). To use an active feat, a character +must tax one unit of medical nanites, expending much of their energy and leaving the +nanites unable to support the use of another active feat until they can recover. + + Each active feat has a cooldown and a duration. The duration is the number of +actions the character must spend in using the ability. If a character does not have +the relevant actions available, they cannot use that feat at that time. Some feats +with longer durations may be interrupted between your character's turns. Feats with +dynamic cooldowns based on the duration use the time actually spent on the feat, rather +than the time your character may have originally intended. Cooldowns do not start +until a character has finished using a feat. + + If a character has multiple units of medical nanites, they may use additional +active feats without having to wait for the first unit to recover. Cooldowns for +multiple units of medical nanites must be tracked separately. Weapon Expertise Feats: - When you take a feat, you may decide to take a Weapon Expertise Feat. Weapon -Expertise Feats are a special kind of passive feat, that get better as you -increase your skill with a particular kind of weapon group. - - These feats represent dedicated training with a particular class of weapon, -and offer bonuses based on the relevant Weapons skill (Weapon skills are listed -in "06_Skills.txt"). Each feat offers a set of bonuses related to using that type of -weapon (and only that type of weapon), and each bonus requires the character to have -a number of points in the relevant Weapon skill. A character with 0 points in -Weapons - Pistols would gain only one benefit, while a character with 60 points -would benefit from them all. The feats are formatted as a list of "X: Benefit", -where X is the number of points required in the corresponding Weapon skill to -gain the benefit. + Weapon Expertise feats are a particular subtype of passive feats, and can be +learned through leveling. Expertise feats represent dedicated training with a +particular class of weapon and follow a particular structure, offering progressively +more bonuses as your character gains skill points in the corresponding weapons skill +(See "06_Skills.txt"). There is one weapon expertise feat per class of weapon. + + Each expertise feat offers a set of six bonuses that are in effect while your +character is using the relevant type of weapon (and only that type of weapon). Each +bonus requires the character to have a number of points in the relevant Weapon skill, +and a new bonus is unlocked every 12 skill points. A character with 0 points in +Weapons - Pistols would gain only one benefit, while a character with 30 points would +have the first three, and one with the maximum 60 points has all six. The feats are +formatted as a list of "X: Benefit", where X is the number of points required in the +corresponding Weapon skill to gain the benefit. Weapon Expertise feats require proficiency with the weapon type, but otherwise -have no prerequisites. Note that as all characters are proficient with Unarmed -Strike, Melee Expertise effectively has no prerequisite. +have no prerequisites. Melee expertise requires proficiency with any (not all) types +of melee weapon, including Unarmed Strike. By default, all characters are proficient +with Unarmed Strike. Primary Stat Feats: - Stat Feats are special and cannot be taken when you get a feat like Active, -Passive, or Weapon Expertise Feats. Instead, they are immediately unlocked when -you fulfill their stat requirement. + Characters acquire primary stat feats automatically upon qualifying for them, +i.e. by having a sufficiently high relevant primary stat. This can occur on character +creation or at the levels that grant primary stat points. Class Feats: - On certain levels, you will unlock a Class Feat instead of a Regular Feat. -You cannot take a Class Feat when you get a regular Feat, nor can you forego -your Class Feat in favor of an Active or Passive feat. You can only unlock one -Class Feat at a time. Class Feats are listed in the Classes document under the -appropriate class. + Characters learn class feats through leveling, but only when the leveling table +specifies a class feat. Characters can not take non-class feats instead of class feats +or vice-versa. Class Feats are listed in the Classes document. ============================== Player Weapon Customization From 45cc92d92910d732377d2ed068d5b26fd1875882 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Wed, 16 Jan 2019 23:12:57 -0800 Subject: [PATCH 46/53] Rework Nanite Restore #262 Provisional testing. If it proves too much of a balancing chore re. active feats, this can be reconsidered. --- .../Class-Specific Documentation/Doctor Procedures.txt | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt b/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt index 3ac61619..e174916d 100644 --- a/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt +++ b/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt @@ -705,12 +705,12 @@ Effect: Target gets a 30 point capacitive shield for the duration of the engagement. This trick works on any race of ally. ==Nanite Restore == -Adrenaline Reward: n/4 +Adrenaline Reward: 10 Points Range: Touch -Action: Free Action -Effect: Transfer n number of Adrenaline points from the Doc to the -patient. If This trick is used on another doctor, no adrenaline points are -earned. +Action: 1 Action +Effect: Choose 1. Either the target has one unit of medical nanites +immediately refreshed, or the target's next active feat before your next turn +has no cooldown. ==Illegal Steroid == Adrenaline Reward: 40 Points From 64b13ff2fb9dac9133578e95ff2903c4b63ed5d5 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Wed, 16 Jan 2019 23:16:46 -0800 Subject: [PATCH 47/53] Rework Nanite Pack Consumable #613 As the procedure, provisional on testing and not being a balance headache. --- Items/07_Items.txt | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/Items/07_Items.txt b/Items/07_Items.txt index b5250296..da69187e 100644 --- a/Items/07_Items.txt +++ b/Items/07_Items.txt @@ -123,7 +123,8 @@ in the following colors. * Blacklight ($2 extra) Nanite Pack ($100): - Restores 2d10 + 20 nanites. + As an Action with range Touch, remove up to 2 Rounds of cooldown from one unit +of Medical Nanites owned by the target. Permanent Marker ($2): MarkAll(tm) permanent marking pen of one of the following colors. From 69341d26c0501dd208c31ea54796b860809e64d3 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Wed, 16 Jan 2019 23:21:29 -0800 Subject: [PATCH 48/53] Polishing the new Nanite Restore Now with boundary conditions that double as development knobs. --- .../Class-Specific Documentation/Doctor Procedures.txt | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt b/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt index e174916d..8da75910 100644 --- a/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt +++ b/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt @@ -708,9 +708,9 @@ the engagement. This trick works on any race of ally. Adrenaline Reward: 10 Points Range: Touch Action: 1 Action -Effect: Choose 1. Either the target has one unit of medical nanites -immediately refreshed, or the target's next active feat before your next turn -has no cooldown. +Effect: Choose 1. Remove up to 3 Rounds of cooldown from one unit of +Medical Nanites owned by the target, or the cooldown of the target's next active +feat before your next turn is reduced by up to 3 Rounds, to a minimum of zero. ==Illegal Steroid == Adrenaline Reward: 40 Points From 8b1109d3ac5a3ebf093cc9156bd84872bef3112c Mon Sep 17 00:00:00 2001 From: James Talbott Date: Thu, 31 Jan 2019 11:39:01 -0800 Subject: [PATCH 49/53] Textify Medical Nanites #619 They now have built-in benefits (minor Shock save bonus added to the already-existing rest healing), and link you to relevant rest and feat rules. Provided explicit pathway to upgrade from the booster to the full unit. --- Items/07_Items.txt | 21 ++++++++++++++++----- 1 file changed, 16 insertions(+), 5 deletions(-) diff --git a/Items/07_Items.txt b/Items/07_Items.txt index da69187e..b4c2a74a 100644 --- a/Items/07_Items.txt +++ b/Items/07_Items.txt @@ -38,12 +38,23 @@ inside it, exportable to a portable device. 3D image builder, Portable ($800): Builds a 3D image of what its being pointed at, will need to see the object from multiple angles to capture the whole object. Up to 20m^3 of space. - -Medical Nanites Unit ($): - One unit of Medical Nanites. -Medical Nanites Booster Shot ($): - Half a unit of Medical Nanites. +Medical Nanites Booster Shot ($400): + A partial unit of Medical Nanites. The booster shot is a standard +medical procedure on more affluent worlds, like a vaccine, and provides +resistance to and faster healing from disease and injury. Characters with a +nanite booster shot gain +10 to Shock saves and benefit from faster healing +during Short Rests (see Resting in the Basic Rules). + Additional boosters after the first have no effect. A booster shot +may be upgraded to a full unit (see below) at a cost of $700. + +Medical Nanites Unit ($1000): + One unit of Medical Nanites. Having at least one unit of Medical Nanites +provides all the benefits of a booster shot (see above), with even more potent +rest healing. Additionally, full units of medical nanites can be harnessed to +execute Active Feats (see Feats in the Basic Rules). + Additional units after the first do not provide more healing or save +bonus, but may be used to execute more active feats in shorter time frames. ============================== Wearables From 232262a0b523d78f57e80fc2137a285ade94281e Mon Sep 17 00:00:00 2001 From: James Talbott Date: Thu, 31 Jan 2019 11:41:36 -0800 Subject: [PATCH 50/53] Added leveling limit reference to medinite unit --- Items/07_Items.txt | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/Items/07_Items.txt b/Items/07_Items.txt index b4c2a74a..cbb36d85 100644 --- a/Items/07_Items.txt +++ b/Items/07_Items.txt @@ -54,7 +54,9 @@ provides all the benefits of a booster shot (see above), with even more potent rest healing. Additionally, full units of medical nanites can be harnessed to execute Active Feats (see Feats in the Basic Rules). Additional units after the first do not provide more healing or save -bonus, but may be used to execute more active feats in shorter time frames. +bonus, but may be used to execute more active feats in shorter time frames. The +number of Units a character can have at once is related to their level, see the +leveling table. ============================== Wearables From a32f278ac2c4952b25c14c0731b73a206371ce31 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Thu, 31 Jan 2019 11:44:41 -0800 Subject: [PATCH 51/53] Added preliminary Medinite Limit by Level --- 01_06_Leveling_Up.txt | 90 +++++++++++++++++++++---------------------- 1 file changed, 45 insertions(+), 45 deletions(-) diff --git a/01_06_Leveling_Up.txt b/01_06_Leveling_Up.txt index 3c313faa..b7dfe5bf 100644 --- a/01_06_Leveling_Up.txt +++ b/01_06_Leveling_Up.txt @@ -15,48 +15,48 @@ skill points for that level. ===== LEVELING-UP TABLE ===== -+-------+----------+-------+------------+------------+---------------+--------------------+ -| Level | Skill P. | Feats | Class Feat | Stat Point | Feats (9 INT) | Short Rest Healing | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 0 | Gain | 0 | | | 0 | 1d10 | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 1 | 2*Skill | | | | | " | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 2 | Point | 2 | | | 2 | " | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 3 | Gain | | | | | 2d10 | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 4 | per | 3 | | | 4 | " | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 5 | level | | 1 | +1 | | " | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 6 | " | 4 | | | 5 | 3d10 | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 7 | " | | | | | " | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 8 | " | 5 | | | 7 | " | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 9 | " | | | +1 | | 4d10 | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 10 | " | 6 | 2 | | 8 | " | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 11 | " | | | | | " | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 12 | " | 7 | | | 10 | 5d10 | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 13 | " | | | | | " | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 14 | " | 8 | | | 11 | " | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 15 | " | | 3 | +1 | | 6d10 | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 16 | " | 9 | | | 13 | " | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 17 | " | | | | | " | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 18 | " | 10 | | | 14 | 7d10 | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 19 | " | | | | | " | -+-------+----------+-------+------------+------------+---------------+--------------------+ -| 20 | " | 11 | 4 | +1 | 16 | " | -+-------+----------+-------+------------+------------+---------------+--------------------+ ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| Level | Skill P. | Feats | Class Feat | Stat Point | Feats (9 INT) | Short Rest Healing | Medical Nanite Limit | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 0 | Gain | 0 | | | 0 | 1d10 | 1 | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 1 | 2*Skill | | | | | " | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 2 | Point | 2 | | | 2 | " | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 3 | Gain | | | | | 2d10 | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 4 | per | 3 | | | 4 | " | 2 | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 5 | level | | 1 | +1 | | " | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 6 | " | 4 | | | 5 | 3d10 | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 7 | " | | | | | " | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 8 | " | 5 | | | 7 | " | 3 | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 9 | " | | | +1 | | 4d10 | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 10 | " | 6 | 2 | | 8 | " | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 11 | " | | | | | " | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 12 | " | 7 | | | 10 | 5d10 | 4 | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 13 | " | | | | | " | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 14 | " | 8 | | | 11 | " | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 15 | " | | 3 | +1 | | 6d10 | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 16 | " | 9 | | | 13 | " | 5 | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 17 | " | | | | | " | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 18 | " | 10 | | | 14 | 7d10 | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 19 | " | | | | | " | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 20 | " | 11 | 4 | +1 | 16 | " | 6 | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ From 36e4f1fc27ff5bb2632caa5520d4a053396b93c2 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Thu, 31 Jan 2019 15:05:01 -0800 Subject: [PATCH 52/53] Typography and clarity --- Items/07_Items.txt | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/Items/07_Items.txt b/Items/07_Items.txt index cbb36d85..347087da 100644 --- a/Items/07_Items.txt +++ b/Items/07_Items.txt @@ -32,7 +32,7 @@ Engineer processes; i.e., a Gunslinger who buys an extruder can't construct IEDs with it. 3D image builder, Static ($650): - A 3m^3 framework that will build a rudimentary 3d image of whatever is + A 3m^3 framework that will build a rudimentary 3d image of whatever is inside it, exportable to a portable device. 3D image builder, Portable ($800): @@ -46,17 +46,17 @@ resistance to and faster healing from disease and injury. Characters with a nanite booster shot gain +10 to Shock saves and benefit from faster healing during Short Rests (see Resting in the Basic Rules). Additional boosters after the first have no effect. A booster shot -may be upgraded to a full unit (see below) at a cost of $700. +may be upgraded to a Medical Nanites Unit (see below) at a cost of $700. Medical Nanites Unit ($1000): One unit of Medical Nanites. Having at least one unit of Medical Nanites provides all the benefits of a booster shot (see above), with even more potent rest healing. Additionally, full units of medical nanites can be harnessed to execute Active Feats (see Feats in the Basic Rules). - Additional units after the first do not provide more healing or save -bonus, but may be used to execute more active feats in shorter time frames. The -number of Units a character can have at once is related to their level, see the -leveling table. + Additional units after the first do not provide more healing or increase +the save bonus, but may be used to execute more active feats in shorter time +frames. The maximum number of Units a character can have at once is related to +their level - see the leveling table. ============================== Wearables From 00343bd2c942de9beb46b88309fd64db3e5db9e0 Mon Sep 17 00:00:00 2001 From: James Talbott Date: Thu, 31 Jan 2019 19:54:22 -0800 Subject: [PATCH 53/53] Added medical nanite acquisition rate limit --- Items/07_Items.txt | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/Items/07_Items.txt b/Items/07_Items.txt index 347087da..1f51e879 100644 --- a/Items/07_Items.txt +++ b/Items/07_Items.txt @@ -57,6 +57,10 @@ execute Active Feats (see Feats in the Basic Rules). the save bonus, but may be used to execute more active feats in shorter time frames. The maximum number of Units a character can have at once is related to their level - see the leveling table. + Reputable physicians will not administer additional units of medical +nanites unless the previous one has had at least 3 weeks of time to assimilate. +Failure to observe this limit will cause severe health problems as the different +batches of nanites identify each other as foreign invaders and wreak havoc. ============================== Wearables