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9091a71
Nanites -> Energy in Cloak Rules
Turtlelord26 Jul 29, 2018
d4a2143
Nanites -> Energy in Cloak Modules
Turtlelord26 Jul 29, 2018
b2103a0
Nanites -> Energy in Shields and Utility Equipment
Turtlelord26 Jul 31, 2018
eb8600c
Nanites -> Energy in Basic Rules
Turtlelord26 Jul 31, 2018
8502cb6
Add Battery Pack Items, Add blank Medical Nanites
Turtlelord26 Jul 31, 2018
ea8280a
Removed Batteries from Items.
Turtlelord26 Aug 4, 2018
d1d3e3f
Added Batteries to Hard Point Equipment section.
Turtlelord26 Aug 4, 2018
8e1ab04
Add Built-in Energy to Cloaking Rules
Turtlelord26 Aug 4, 2018
11c883e
Added rule for built-in energy != power source
Turtlelord26 Aug 4, 2018
8b1627e
Added Built-in Energy to Cloak/Utility modules.
Turtlelord26 Aug 4, 2018
2f6ac34
Cloak Rules -
Turtlelord26 Aug 6, 2018
0a32888
Cloaking Rules Updated to Energy System
Turtlelord26 Aug 6, 2018
a99b7a8
Cloak: Added Overheat, Reworked Charge Delay #s
Turtlelord26 Aug 6, 2018
c72bb90
Merge branch 'Turtlelord26-Nanite_Removal_Project-Superbranch' into T…
Turtlelord26 Aug 6, 2018
00328ad
Merge pull request #636 from bleehu/Turtlelord26-Nanite_Removal-Cloak…
Turtlelord26 Aug 6, 2018
3567c16
Merge branch 'Turtlelord26-Nanite_Removal_Project-Superbranch' into T…
Turtlelord26 Aug 6, 2018
cd42fde
Create 05_01_Hard_Point_Equipment.txt
Turtlelord26 Aug 6, 2018
c7e4ddb
Remove Hard Point Equipment from Armor doc
Turtlelord26 Aug 6, 2018
35bfafa
Merge pull request #637 from bleehu/Turtlelord26-Armor_Doc_Diaspora
Turtlelord26 Aug 6, 2018
2695cbc
Merge pull request #634 from bleehu/Turtlelord26-#612-Nanites_to_Energy
Turtlelord26 Aug 8, 2018
9edae92
Reflavored Engineer Resource: Energy->Potential
Turtlelord26 Aug 13, 2018
708dad8
Reflavor Engineer Resource: Energy->Potential Pt 2
Turtlelord26 Aug 13, 2018
3ff3ac2
Typo
Turtlelord26 Aug 13, 2018
37a9e22
Ancient typo
Turtlelord26 Aug 13, 2018
6c552d8
Merge pull request #654 from bleehu/Turtlelord26-Add_Engineer_"Potent…
Turtlelord26 Aug 16, 2018
4a0319a
Medicalize Adrenaline Rush
Turtlelord26 Dec 8, 2018
4099044
Deleted Vestigial Text
Turtlelord26 Dec 8, 2018
4295e0f
Medicalize Aimed Shot
Turtlelord26 Dec 8, 2018
2069cef
Delete Vestigial Text
Turtlelord26 Dec 8, 2018
79fd228
Medicalize Bunker
Turtlelord26 Dec 8, 2018
20fd597
Medicalize Combat Roll
Turtlelord26 Dec 8, 2018
caa2ff6
Medicalize Cover Slide
Turtlelord26 Dec 8, 2018
3b99a35
Medicalize Flash Dance
Turtlelord26 Dec 8, 2018
de460f0
Medicalize Gun Kata
Turtlelord26 Dec 8, 2018
403c554
Medicalize Kata
Turtlelord26 Dec 8, 2018
f4edc5f
Delete Vestigial Text
Turtlelord26 Dec 8, 2018
4c70d17
Medicalize Kip Up
Turtlelord26 Dec 8, 2018
245a059
Medicalize Multi-Target
Turtlelord26 Dec 8, 2018
b440d2d
Medicalize Run 'N Gun
Turtlelord26 Dec 8, 2018
9074a8b
Medicalize Steady Shot
Turtlelord26 Dec 8, 2018
f128ada
Medicalize Twitch and Blur
Turtlelord26 Dec 8, 2018
cf6735f
Merge pull request #737 from bleehu/Turtlelord26-Medicalize_Twitch_&_…
Turtlelord26 Dec 9, 2018
72f4c17
Merge pull request #734 from bleehu/Turtlelord26-Medicalize_Multi-Target
Turtlelord26 Dec 9, 2018
4848d4f
Merge pull request #732 from bleehu/Turtlelord26-Medicalize_Kata
Turtlelord26 Dec 9, 2018
838f4c1
Merge pull request #730 from bleehu/Turtlelord26-Medicalize_Flash_Dance
Turtlelord26 Dec 9, 2018
334a347
Merge pull request #725 from bleehu/Turtlelord26-Medicalize_Adrenalin…
Turtlelord26 Dec 9, 2018
f080aae
Merge pull request #728 from bleehu/Turtlelord26-Medicalize_Combat_Roll
Turtlelord26 Dec 9, 2018
6816122
Merge pull request #726 from bleehu/Turtlelord26-Medicalize_Aimed_Shot
Turtlelord26 Dec 9, 2018
c422285
Merge branch 'Turtlelord26-#611-Active_Feat_Nanite_Removal' into Turt…
Turtlelord26 Dec 10, 2018
fc469a7
Merge pull request #735 from bleehu/Turtlelord26-Medicalize_Run_'N_Gun
Turtlelord26 Dec 10, 2018
64df4c6
Merge branch 'Turtlelord26-#611-Active_Feat_Nanite_Removal' into Turt…
Turtlelord26 Dec 10, 2018
306d945
Merge pull request #733 from bleehu/Turtlelord26-Medicalize_Kip-Up
Turtlelord26 Dec 10, 2018
77844b4
Git weirdness fixing
Turtlelord26 Dec 10, 2018
278a705
Cover Slide Now uses 1 Action (Down from 2)
Turtlelord26 Dec 10, 2018
c4d5aed
Merge branch 'Turtlelord26-#611-Active_Feat_Nanite_Removal' into Turt…
Turtlelord26 Dec 10, 2018
34f8f35
Revert Git weirdness fixing
Turtlelord26 Dec 10, 2018
23478b5
Merge branch 'Turtlelord26-#611-Active_Feat_Nanite_Removal' into Turt…
Turtlelord26 Dec 10, 2018
eaa3de2
Merge pull request #727 from bleehu/Turtlelord26-Medicalize_Bunker
Turtlelord26 Dec 10, 2018
65ff8f3
Merge branch 'Turtlelord26-#611-Active_Feat_Nanite_Removal' into Turt…
Turtlelord26 Dec 10, 2018
86254a2
Merge pull request #736 from bleehu/Turtlelord26-Medicalize_Steady_Shot
Turtlelord26 Dec 10, 2018
97601b7
Cover Slide again requires moving to Cover
Turtlelord26 Dec 10, 2018
8e30f88
Merge pull request #729 from bleehu/Turtlelord26-Medicalize_Cover_Slide
Turtlelord26 Dec 11, 2018
0c42960
Merge branch 'Turtlelord26-#611-Active_Feat_Nanite_Removal' into Turt…
Turtlelord26 Dec 11, 2018
f791f80
Merge pull request #731 from bleehu/Turtlelord26-Medicalize_Gun_Kata
Turtlelord26 Dec 12, 2018
06de385
Merge pull request #739 from bleehu/Turtlelord26-#611-Active_Feat_Nan…
Turtlelord26 Dec 24, 2018
f4899f5
Removed Primary Attributes
Turtlelord26 Dec 30, 2018
060227e
Add rules text to Rests!
Turtlelord26 Dec 30, 2018
c09734a
Add Rest Healing to Leveling Table
Turtlelord26 Dec 30, 2018
882d068
Merge pull request #743 from bleehu/Turtlelord26-Excise_Primary_Attri…
Turtlelord26 Jan 5, 2019
acf7d43
Typography
Turtlelord26 Jan 6, 2019
465d163
Merge pull request #744 from bleehu/Turtlelord26-#621-Medicalize_Resting
Turtlelord26 Jan 6, 2019
ee8b46e
Partial Merge of Feat Rules from Dev
Turtlelord26 Jan 14, 2019
1f65af3
Active Feat Rules Text With Medinites
Turtlelord26 Jan 14, 2019
45cc92d
Rework Nanite Restore
Turtlelord26 Jan 17, 2019
64b13ff
Rework Nanite Pack Consumable
Turtlelord26 Jan 17, 2019
69341d2
Polishing the new Nanite Restore
Turtlelord26 Jan 17, 2019
d9d1c37
Merge pull request #795 from bleehu/Turtlelord26-Nanite_Restoration_S…
Turtlelord26 Jan 25, 2019
4e4c0f2
Merge pull request #784 from bleehu/Turtlelord26-#620-MediNites_&_Act…
Turtlelord26 Jan 31, 2019
8b1109d
Textify Medical Nanites
Turtlelord26 Jan 31, 2019
232262a
Added leveling limit reference to medinite unit
Turtlelord26 Jan 31, 2019
a32f278
Added preliminary Medinite Limit by Level
Turtlelord26 Jan 31, 2019
36e4f1f
Typography and clarity
Turtlelord26 Jan 31, 2019
00343bd
Added medical nanite acquisition rate limit
Turtlelord26 Feb 1, 2019
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158 changes: 133 additions & 25 deletions 01_01_Basic_Rules.txt
Original file line number Diff line number Diff line change
Expand Up @@ -136,15 +136,29 @@ 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. 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
Expand All @@ -161,7 +175,7 @@ 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
Expand Down Expand Up @@ -364,20 +378,6 @@ 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.
Expand Down Expand Up @@ -491,13 +491,37 @@ 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 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. Restores all of a character's Nanites.
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 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
abilities or resources as described in ability, class, and item descriptions.

==============================
RP / Using Skills
Expand Down Expand Up @@ -562,6 +586,90 @@ 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 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:

* Passive Feats
* Active Feats
* Weapon Expertise Feats
* Stat Feats
* Class Feats

Passive Feats:

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:

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:

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. 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:

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:

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
==============================
Expand Down
90 changes: 45 additions & 45 deletions 01_06_Leveling_Up.txt
Original file line number Diff line number Diff line change
Expand Up @@ -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 | 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 |
+-------+----------+-------+------------+------------+---------------+--------------------+----------------------+
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