Character Creation

The d10 Core System
By Adam Lese, aka Alturiigo



First, A Foreword
This is written to be read with a basic understanding of how pen and paper role playing systems work.  Also, due to a lack of extensive beta testing, it’s best to be used by experienced GM’s who have an understanding of the fundamental mechanics of RPG systems and how to tailor the system for their game.  The system was designed to facilitate the stories and settings I wanted to share, and borrows from my own experience in playing table-top rpg’s.  A major influence and reference was the d20-based Dungeons & Dragons System(v3,3.5) by Wizards of the Coast, and Shadowrun by FASA, Fantasy Productions, and Catalyst Game Labs.
The variant settings for the system are: “Future d10: The Visceroth Cluster” - Sci-Fi, “The Wilderlands” - Grim Fantasy, and “z10 Apocalypse: The StoneBridge Residents” - modern Zombie Apocalypse.  The system began as a way to tell the story of StoneBridge and play a zombie-rpg with my friends, and I had ideas for a game centered around developing a colony to survive the apocalypse.  It didn’t last, and a while later I repurposed the system to make a Sci-Fi adventure, taking a player on a crew-building, relic-hunting adventure on mysterious planets.  I kept working on the setting and stories to populate it, so the Visceroth Cluster has quite a bit of setting now.  The Wilderlands is a grim fantasy variant, set in a world that is almost over-sized for humans, and the only reason they still haven’t been wiped out is persistence and the ability of some to wield extraordinary power to fight off the beasts and monsters of the Wilder.  Even with some having great abilities, life is hard-fought in The WIlderlands.
 I’ve spent a bit of time working on these, but there’s too much there to tell every story or fill in every detail.  Some of the best parts of every story is not knowing, and I like the idea of leaving space for future players and GM’s to write their own stories.




The d10 Core System is a roleplaying system based solely on the use of a 10-sided dice, also known as the Percent Die in a d20 dice set.  The game uses contested rolls and skill checks, with modifiers from attributes, skills, and abilities, as well as penalties for various factors.  The system was designed for three variant settings: Fantasy, modern Zombie Apocalypse, and Sci-Fi.  While much of the core mechanics and skills carry over, there are bits which are limited to each setting.
Let’s start with character creation: A character’s information is comprised of ATTRIBUTES, SKILLS, ABILITIES & TRAITS, and any other background or aesthetic information you would like to include.  When creating a character, a certain number of starting points are assigned.  There’s a lot to get into if you’ve never created a character before, but if you have, most of this should hopefully seem familiar or easy to understand.  Before going into aspects of the various settings, we’ll go over those three major character facets and what they mean to you as an adventurer.
A suggested starting amount for characters is 12 to 15 points to spend amongst Attributes, 15 to 20 points to spend on Skills, and 20 points for Abilities and Traits.  After character creation, these things can be purchased using experience points(xp).  After you look through and start making your character, check back here for how many points you get to spend.

Attributes
Attributes are a character’s physical and mental capabilities, ranging from 1 to 6.  Raising a skill from 5 to 6 costs 5 extra xp(17 toal), and Attributes may not be 6 at creation.  Ideally, a character should not have any given Attribute above 3 at creation(GM Discretion).  The Attributes used in the d10 Core System are STRENGTH, DEXTERITY, CONSTITUTION, INTELLIGENCE, PERCEPTION, and CHARISMA.
Strength(STR) is used to determine carrying capacity, governs many physical skills such as swimming, climbing, melee weapons, and represents the character’s physical prowess.
Dexterity(DEX) is used for most ranged combat skills, as well as skills such as dodge, gymnastics, and stealth.  Dexterity is a measure of a character’s quickness and agility, and is used for Reflex checks.
Constitution(CON) is a character’s physical stamina and hardiness, contributing to the character’s health points as well as Fortitude checks.
Intelligence(INT) governs knowledge skills and many technical skills, and in a level based system determines the number of skill points earned each level.
Perception(PER) is a character’s mental awareness and resilience, treated similar to Wisdom in many other RPG systems.  It pertains to skills like notice and navigate, as well as Will checks.
Charisma(CHA) is a measure of the character’s social skills and how they carry themselves.  It governs social skills, like persuade, bluff, barter, and many more.

Derived Stats
HP = 10 + (CON x 2) The character’s health points, a measure of their overall health and ability to sustain damage.  The Toughness perk adds 3 health points to the character’s maximum, and armor and shields can help absorb damage before health is lost.
FORTITUDE = CON + MISC, A measure of the character’s physical resilience, used to resist fatigue and other physical stress.  
REFLEX = DEX + MISC, A measure of the character’s reflexes, used to avoid danger and react to a surprise.
WILL = PER + MISC, A measure of the character’s mental resilience, used to resist mental fatigue and impairment.
INITIATIVE = DEX + MISC The character’s speed to reacting to combat, measured by the character’s Dexterity.
Additional Stats
POWER POOL = 5 + PER, used for Nanite Casters in Future d10
SPIRIT POOL = 5 + (Attr x 2), used for Wilderlands characters
STRESS LEVEL = 10 + PER, used to track Stress damage
CARRYING CAPACITY How much the character can carry, with an encumbrance penalty of -1(and -10ft/turn movement) for greater than a light load.  A light load is Strength x 30 lbs, and max load is (Strength x 3) x 30 lbs.
SPEED This is how far a character can move in a standard action or turn, and is calculated by (Strength + Dexterity) x 5 feet/standard action.(Note: The Speed stat is mostly used as a reference for run checks, turn-based movement is generally short or long[sprinting that turn].  GM should decide how much time is put into micro-managing movement.)

Skills
Skills are just that, the things a character has learned and uses to accomplish their tasks.  There can be countless skills used in an RPG, and a GM should feel free to develop their own skills if they find given ones to be unfitting.  Each skill is governed by a specific attribute, and in a few rare cases two attributes may apply, so it is the GM’s discretion as to which to use, as well as which seems most appropriate in that instance.  For example, when running a short distance, Dexterity should govern a Run skill check, but for running a great distance, Constitution would be the related Attribute.  There are two general sets of combat-oriented skills, one for Wilderlands and one for gun-play.

  • COMBAT SKILLS(Gun-play)
    • Unarmed(STR)
    • Melee Weapons(STR)
    • Exotic Weapon(STR or DEX)
    • Pistols(DEX)
    • Automatics(DEX)
    • Shotguns(DEX)
    • Longarms(DEX)
    • Heavy Weapons(STR or DEX)
    • Gunnery(STR or DEX)
    • Nanite Usage(PER)

  • COMBAT SKILLS(Wilderlands)
    • Unarmed(STR)
    • Light Bladed(STR/DEX)
    • Light Bashing(STR)
    • Light Ranged(DEX)
    • Medium Bladed(STR/DEX)
    • Medium Bashing(STR)
    • Medium Ranged(DEX)
    • Heavy Melee(STR)
    • Heavy Ranged(STR)

  • SOCIAL SKILLS
    • Barter(CHA)
    • Bluff(CHA)
    • Con(CHA)
    • Etiquette(CHA)
    • Gather Information(CHA or PER)
    • Interrogate(CHA)
    • Intimidate(CHA)
    • Persuade(CHA)
    • Seduce(CHA)

  • PROFESSION SKILLS
    • Chemistry/Alchemy(INT)
    • Craft(Subcategory)(INT)
    • Demolitions(INT)
    • First Aid(INT)
    • Medicine(INT)
    • Repair(INT)
    • Sabotage(INT)

  • STEALTH/ROGUE SKILLS
    • Disguise(PER)
    • Escape Artist(DEX)
    • Forgery(INT)
    • Notice(PER)
    • Shadowing(PER)
    • Sleight of Hand(DEX)
    • Stealth(PER)

  • MOVEMENT/AWARENESS SKILLS
    • Climbing(STR)
    • Gymnastics(DEX)
    • Navigate(PER)
    • Running(DEX or STR)
    • Search(INT)
    • Notice(PER)
    • Swim(STR)

  • Firearms Skills
These are some of the rules pertaining to firearms skills and how to use them in combat.  Almost always governed by the Dexterity attribute. The general firearm skills are: Pistols(Dex), Automatics(Dex), Longarms(Dex), Shotguns(Dex), and Heavy Weapons(Str)

OVERAGE: Contested or static, 3(this means that for every three points in difference, and overage point is awarded), +1 Damage(for every overage point, and extra point of damage is applied to the attack)

Guns can be fired in multiple modes, from Single-shot, to Semi-Automatic, Burst-Fire, and Full-Auto(SS/SA/BF/FA).  For a single-shot weapon, it can only be fired once in a turn, or until a specific action has been performed(pulling a bolt, pumping a shotgun).  
Semi-automatic can be fired once per standard action, with a recoil penalty applying to any shot after the first in a round.  
Burst-fire is a short burst of three-shots,  giving +1 to hit and +3 Damage.  Three rounds are consumed each time the trigger is pulled.  
Full-Auto can be fired in two ways, a narrow burst or a wide burst.  For a wide burst, it gives +6 to hit, and +4 Damage, and in a narrow burst there is no bonus to hit, but the overage bonus is quadrupled(meaning that if you really kept it on target, you’ll do a lot of damage).

Scan_20161205 (5).pngTo Aim(as an action), it delays your shot 4 standard actions(2 turns) in the initiative stack, but gives a +1 bonus to the Attack Roll upon success. The Overage in an Aim check is directly applied to the attack roll, at an Overage Rate of 2, and an Overage Level of 1.  So the better the character is at aiming, the better chances they will hit.
To aim for a head, it’s a -3 penalty, and a -2 penalty to aim for a limb.  Other penalties include a -4 penalty for running while shooting, and various other conditions that can affect sight and gunfire such as cover and smoke.  For every 30 feet in distance between the target and the shooter, a -1 penalty can be added for range.

  • Unarmed Skill
A character’s skill in brawling and unarmed combat, from street-fighting to martial arts.  This skill is generally governed by strength.
OVERAGE: Contested or Static, 2, +2 Damage(stun)
Understanding Mechanics: For Unarmed, the Overage Rate of 2 instead of 3 is intended to express the specialization of unarmed combat and martial arts.  To try to express this, an Unarmed combatant will yield better results for exceeding their checks.

Using fists does stun damage, which will knock a character unconscious once
they take their max hp worth in damage.  The damage is 1p + STR(STUN)
There are several perks/qualities that improve a character’s unarmed potential.

  • Melee Weapons Skill
This is how well the character uses things like stun batons, bats, filament swords, and various other melee fighting implements.  This skill modified by Strength.
OVERAGE: Contested or Static, 3, +1 Damage

  • Social Skills
Barter(CHA):
The character’s ability to get a deal or haggle prices, as well as know if they are getting ripped off.
OVERAGE: Contested, 2, +5% cost in favor of character
Understanding Mechanics: For Barter, the Overage Rate of 2 instead of 3 is intended to express the specialization.  It is similar to Persuade, but more specific and may thus apply to fewer situations.  It is in part as a trade-off, but also intends to make it more effective for someone highly skilled in the specific task, who may often far exceed a check.  Barter is there for a reason, if they want to Persuade, maybe make the check higher for that since it’s less specific.

Bluff(CHA):
How skilled a character is at telling a lie or misleading someone.
OVERAGE: Contested, 3, Special*

Con(CHA):
The character’s ability to fool or trick someone with a con, often can also be forgone for simply Bluff.
OVERAGE: Contested, 2, Special*

Etiquette(CHA):
How well the character knows the social procedures and can play the part, like trying to work undercover or interact with diplomats.
OVERAGE: Contested or Static, 2, Special*

Gather Information(CHA or PER):
The character’s skill at seeking out information, whether by asking around subtly or paying attention to clues and indicators around them.
OVERAGE: Static, 3, Special*

Interrogate(CHA):
This skill pertains to the character’s ability to get information out of an individual or small group, with or without them realizing it.
OVERAGE: Contested, 3, Special*

Intimidate(CHA):
The character’s ability to influence an individual or small group through force of will or power.
OVERAGE: Contested, 3, Special*

Persuade(CHA):
How well the character can convince another to see things their way, or get them to go along with a plan or idea.
OVERAGE: Contested, 3, Special*

Seduce(CHA):
The character’s ability to use their charm or sexuality to influence others.
OVERAGE: Contested, 2, Special*

*Social skills tend not to have numeric results, so it is up to the GM how to apply overage bonuses.  It can be more information, a greater influence, or being less obvious in your tactics, or really whatever the GM sees fit.

  • Professional Skills
Chemistry(INT)/Alchemy(INT):
The character’s skill at determining the chemical makeup of something, or making various chemical substances such as narcotics or special crafting components.
OVERAGE: Static, 2, +1 Success towards Threshold**

Craft(Subcategory)(INT):
How well the character can make things from raw materials or components, and their skill in reading and using schematics.
OVERAGE: Static, 3, +1 Success towards Threshold**

Demolitions(INT):
A measurement of the character’s skills with explosives, such as their ability to plant and arm them, as well as disarm them.  Also governs ability to place explosives for most impact.
OVERAGE: Static, 3, +1 Success towards Threshold**, or +10% damage

First Aid(INT):
The character’s ability to treat minor wounds and perform basic first aid, such as on the battlefield.  A character must have a first aid kit with supplies to be able to attempt to mend a wound.  A first aid check is made against 3 + damage(hp lost), and heals 1 hp for a success.
OVERAGE: Static, 3, +1 HP Recovered

Medicine(INT):
The character’s knowledge or medicine and medical procedures, such as surgery and cybernetic surgery.  Also pertains to their ability to diagnose medical conditions or identify medicines.
OVERAGE: Static, 2, +1 Success towards Threshold**

Repair(INT):
The character’s ability to repair something that is broken, either by restoring it to its original condition, or jury-rigging it back together using applicable parts or components.
OVERAGE: Static, 3, +1 Success towards Threshold**

Sabotage(INT):
The character’s skill at making a machine or piece of equipment malfunction, such as rigging a vehicle to explode once it’s turned on, or a gun to jam or short out.
OVERAGE: Static, 3, +1 Success towards Threshold**, or +10% damage

*Professional skills can vary as to what the benefit is, so increasing it can be difficult to judge.  GM’s should use their best discretion.  Overages for hacking a turret might be +1 to targeting, or where as other hacking or computer overages might be best applied to less time taken on the task.  An Overage on crafting an object may improve the quality of the final product if achieved on the final check, or maybe an Overage for Alchemy extends the duration or adds an effect.

  • Stealth/Rogue Skills
Disguise(PER):
A character’s ability to make themselves appear as someone else, or just simply appear differently. Character rolls upon attempt to set a Disguise level.  Opponents would roll against the value
OVERAGE: When applicable, Overage Rate is 2, Overage Level is special

Escape Artist(DEX):
A measurement of how well the character can get out of cuff, being tied, or a tight situation.  The check is made against a value given by the strength of the bindings, and the skill with which the character was bound.  
OVERAGE: Contested or Static, 3, +1 Success towards Threshold**

Forgery(INT):
The character’s ability to replicate or create fake documents, and have them pass as legitimate copies or originals.  GM’s need to determine how difficult it is to forge something, best done by setting a DC of 5 + (value of difficulty).
OVERAGE: Static, 3, +1 to Resist being discovered

Lockpicking(DEX):
The character’s ability to be able to pick a lock open, difficulty should be based on the complexity of the lock(DC 8+ Complexity)
OVERAGE: Static, 3, +1 Success towards Threshold**

Notice(PER):
How well the character notices things going on around them, different from actually searching for something.  This is a character’s awareness of their surroundings, such as the ability to notice something out of place, or a hidden door or panel.
OVERAGE: Static, 3, Special(GM’s discretion)

Shadowing(PER):
The character’s ability to follow or tail an individual or target.  It is a contested roll, that if the character succeeds at they remain undetected or unsuspected.
OVERAGE: Contested, 3, +1 to subsequent Shadowing Check

Sleight of Hand(DEX):
The character’s ability to pick someone’s pocket, or slip something in, as well as their ability to make use of their hands without being noticed.  This might also be used to quickly hide something from sight as well.
OVERAGE: Contested or Static, 3, +1 to Resist being Noticed

Stealth(DEX):
A measurement of how well the character can move and perform simple actions without being noticed, seen, or heard.
OVERAGE: Contested or Static, 3, +1 to subsequent Stealth Check, or +5ft distance traveled

**Some skills involve tasks that are performed over longer periods of time than a single turn, which often requires multiple Skill Checks.  The time and effort required determines the Threshold, or number of successes needed to complete the task.  Making a small but difficult to craft item can have a smaller Threshold than something that is simple to craft but requires a lot of labor; the Difficulty of the Skill Checks would represent the increased difficulty of the task itself.

  • Movement/Awareness Skills
Climbing(STR):
The character’s skill at scaling walls and climbing obstacles.  The difficulty is 5 +1 per additional 5 ft past 5.  Modifiers can be added or penalties given due to surfaces or other factors.
OVERAGE: Static, 2, +5ft traveled

Dodge(DEX):
This skill is the character’s ability to avoid an attack, such as diving for cover or falling prone.  When making a dodge attempt, it uses the next available standard action of the character, and can only be done once between turns.
OVERAGE: Contested, 2, +1 to Standing DC against subsequent attacks until next action


Gymnastics(DEX):
The character’s ability to jump and maneuver over terrain.  The DC of a jump is 5 + 1 /5 ft(so a minimum of 6).  It can also be used in combat in place of a dodge check, using the next available standard action, unless at least one overage point is awarded.
OVERAGE: Static or Contested, 3, +5 ft jumped, or +5 ft movement next action(after 1st overage point)

Navigate(PER):
This skill pertains to how well a character can read a map or find their way around.  It’s a useful skill for pilots or people who have to get around a bustling city.
OVERAGE: Static, 2,  -5% Travel Time



Running(STR or DEX):
The character’s ability to sprint or run, both short and long distances.  It is made as a check against a DC of 5, with overage points going towards distance traveled.  It the DC of 5 is met, it means an additional 5 ft is traveled per standard action that turn.
OVERAGE: Static or Contested, 3, + 5 ft traveled per standard action

Search(INT or PER):
The character’s ability at looking for a specific thing, picking someone out of a crowd, or finding something in a room.  It can be difficult to apply an overage system, so the GM should use their discretion.
OVERAGE: Static or Contested, 3, Special


Swim(STR):
The character’s ability to move through water, made against a DC of 8, with modifiers or penalties based on the state of the water or equipped items.
OVERAGE: Static or Contested, 2, +5 ft traveled per standard action

Abilities & Traits
Abilities and Traits make up a lot of the extra bits that create a unique character, things not covered by Attributes or Skills.  Maybe they’re quick at drawing their weapon, or trained to run distances without getting tired.  Maybe they’ve spent a lot of their life getting into brawls, or skulking in the shadows, and now know their way around them with greater aptitude.  The Wilderlands variant is the only one that has a requirement/class system in place, so the options are there to make a character as varied or specific as you’d like.

The Overage System
There’s a difference between just hitting your target, and really nailing it.  While most damage in this system is a static number, the results won’t always be.  When rolling the die, you may end up with a result that exceeds your target, possibly by a few points; so what happens then?
To calculate the effects for exceeding your target, first you need to determine the skill used.  This will allow you to find the Overage Rate and Overage Level, which are listed in the skill descriptions.  For most skills, the Overage Rate is 3, and the Overage Level varies by task.  This means that for every 3 points(the Overage Rate) that you exceed your target, you gain an Overage Level.  For example, when firing a weapon and exceeding the target by 6 points(16 vs. 10), you would have gained 2 Overage Levels, which would result in 2 extra damage.

Taking Action
Players are going to be having their characters perform all sorts of tasks and stunts, so how do you know what happens, or what to even do?  That’s where the dice come in, but probably more importantly, your ability to imagine your character doing it.  For the dice, we’ll cover that here and give you an idea of what you can do.
As in life, when you do anything you’re making an attempt, which is either successful or unsuccessful(or somewhere in between).  Your attributes, skills, and traits/abilities all help or hinder you in accomplishing your task.  Die Checks work more or less the same way, with the die providing a sort of random chance that feels inherent in life.  The more difficult something is, the higher the target number is, representing a low chance for success.  If you’re rolling a 10-sided die, and you need to get a 10, the chance you’ll succeed is 10%.

Some things to keep in mind about Die Checks:
-The target represents how difficult a task is
-Add appropriate modifiers(Attributes, Skills, Traits, situational modifiers)
-Targets can be above 10, this is representative of a task or action which requires talents/skills to perform
-Storytelling should be equally important, don’t let the dice tell the whole story(they can’t)

Actions, Turns, and Rounds
When a character gets to act, it’s their Turn.  A Turn is made up of either one Full Action, or two Standard Actions.  When each character involved has had their Turn, it moves to the next Round of Turns.  The Initiative Stack is used to determine the order of characters in the Round, most often using the Initiative Stack from the previous round, including changes from delayed actions or newcomers.

Initiative and The Stack
Once the involved characters have rolled their Initiative rolls, a sort of order has been made, from highest to lowest.  This order, or list or actions, is referred to as the Initiative Stack.  The stack is essentially a repeating list of names, in the order of Initiative, and can be written that way to manage combat.  Characters can also choose to delay their actions, which would also change their positions in the stack(unless the have the Combat Sense Trait).  If a character delays their action to act upon another character, such as to wait for someone to exit cover, their position would be treated as higher than the person they acted upon, but on the same level.  So if you wait to act on someone who got an 8 for their Initiative roll, your position is now at 8 in the Initiative Stack, but before them.  Other actions such as Aiming can delay an action, changing the position in the stack.  
The idea is that the act of delaying your action, by aiming or waiting, is delaying the point which you react from.  The Combat Senses Perk is meant to represent that the character does not lose their reactions while delaying their own action, thus maintaining their position in the Initiative Stack.

Dodge, Cover, and Standing DC
You won’t always hit your target, as well as the target won’t always be the same.  To determine what your Roll Target is, you need to figure out if your roll is Static or Contested.  This simply means if you are rolling against a number(Static), or another roll(Contested).
A Static Target for an Attack is the Standing DC.  If the target is not actively dodging, this would be the value used to calculate the Roll Target.  The Standing DC of a target is 5, but you would also add appropriate modifiers.  Dexterity would add to this value, as well as other factors such as size or movement speed.  Situational modifiers can be applied either to the Standing DC positively to increase the difficulty, or as a penalty to the attack(such as rain, wind, poor lighting, etc.).
If the target of the attack is actively dodging(via the Dodge or Gymnastics skills) the attack, the roll would be Contested, and both parties would roll.  In most situations, the GM should apply situational modifiers to the NPC.  The character with the higher result succeeds, in either attacking or dodging.  Most characters are only able to dodge once in a round.
Half cover gives a +2 bonus to Standing DC and Dodge attempts and ¾ cover gives a +3 bonus to Standing DC and dodge attempts.  If the character stays behind cover then opponents have no line of sight on them, and thus can not attack them(directly).





The Visceroth Cluster
A d10 Pen & Paper RolePlaying
System and Setting
d10_Lynn_Moruul(2).jpg


The Visceroth Cluster is the setting for the Sci-Fi variant of the d10 System, and is a group of four star systems which hold not only human life, but other sentient species as well.  The year is approximately 2720 Terran Equivalency, and Warpshot technology has helped humans shoot across the stars to a distant star cluster with some habitable planets.  After years of colonization and independent growth, planetary governments have formed, and even a Cluster Coalition.  The costs and investments required to operate on a stellar level saw a rise in Mega-Corporations, companies with massive economic influence on multiple planets.  
The influence of Mega-Corporations and varied beliefs in governance and societal rules have caused many struggles between various political and corporate factions, most recently and notably the Cluster Wars, a series of conflicts over a debris field containing vast resources in “unclaimed” territory.  Humans have not only struggled to live peacefully with each other, but have had trouble navigating the new territory of peace and understanding with alien species, especially since being the “aliens” themselves.
Though the sky may not be the limit, your credits and fuel-reserves certainly will be.  With technology that can help you do almost anything and go anywhere, the harder part can be finding the finances to go about your business.  Despite the expanse covered by humanity, jobs are one of the more valuable commodities.  Making credits can be difficult for those outside of corporate affairs, and the number of freelancers and mercenaries looking for work has lead to the formation of many job boards and mercenary companies.
As the prevalence of mercenary companies grew, many sought work through these companies as their professions.  Some companies have worked hard to keep their books clean, while others are known for rougher reputation.  As the more advanced sentient races aside from humans, the Kites of Selenar and Aspir of Charybdis have their own mercenary companies that have gained some renown. The popularity of the mercenary concept has seen the more recent rise of the Cluster Combat Tournament, a bi-annual event which pits major companies against each other in various simulated combat events.  This is not only a time for the company to “advertise” their talent, but also to get a gauge on the competition and generate revenue.
There is a massive space-colony that serves as a pitstop between the four star systems called Port, and it helps direct the flow of traffic through the Warpshot hubs - large structures which help facilitate safe and quick travel between systems by warping space and time.  The structures help stabilize and direct the effect, allowing ships without the required power the ability to use the phenomenon.  Many live here and keep it running, making it a hub of information and trade.

Character Creation
Did you finally leave home and sign up with a mercenary company to follow your dream to the stars?  Maybe you found a shipping company that was willing to take on a new pilot, or someone looking for a good mechanic?  Perhaps your character joined the Defense Force or InterStellar Police Force following their childhood dream to protect, or joined the shady branches of the Syndicate or the like and prefers to laugh at the law.  Maybe you’re just someone out there chasing something, and no matter what, you’re going to find a way.  However you find yourself in the Visceroth Cluster, there’s worlds of possibilities ahead.

This is uses the d10 System Core, but includes Skills, Abilities, and Traits limited to the setting. An overview of the core mechanics such as Attributes and Derived Stats can be found at the beginning of this rulebook. One of the more setting-specific mechanics is the Nanite Casting, which plays the role of tech-magic for the setting.  Nanite Users are able to produce and manipulate nano-sized-particle clouds for various effect, from fiery explosions and bursts of electricity, to mending or sound-dampening effects.

An Overview Of Skills - Below is a list of some basic Skills for Future d10, with the governing attribute listed in parentheses after the skill.  The Skill descriptions also cover the Overage Rates and Overage Levels for various skills, should you choose to implement the Overage System.

  • COMBAT SKILLS
    • Unarmed(STR)
    • Melee Weapons(STR)
    • Exotic Weapon(STR or DEX)
    • Pistols(DEX)
    • Automatics(DEX)
    • Shotguns(DEX)
    • Longarms(DEX)
    • Heavy Weapons(STR or DEX)
    • Gunnery(STR or DEX)
    • Nanite Usage(PER)

  • SOCIAL SKILLS
    • Barter(CHA)
    • Bluff(CHA)
    • Con(CHA)
    • Etiquette(CHA)
    • Gather Information(CHA or PER)
    • Interrogate(CHA)
    • Intimidate(CHA)
    • Persuade(CHA)
    • Seduce(CHA)

  • TECH/MED SKILLSd10Chars 002 (2).jpg
    • Computers(INT)
    • Chemistry(INT)
    • Craft(Subcategory)(INT)
    • Demolitions(INT)
    • Electronics(INT)
    • First Aid(INT)
    • Hacking(INT)
    • Mechanic(INT)
    • Medicine(INT)
    • Repair(INT)
    • Sabotage(INT)
    • Nanite Usage(PER)
Scan_20161205.png
  • STEALTH/ROGUE SKILLS
    • Disguise(PER)
    • Escape Artist(DEX)
    • Forgery(INT)
    • Notice(PER)
    • Shadowing(PER)
    • Sleight of Hand(DEX)
    • Stealth(PER)

  • MOVEMENT/AWARENESS SKILLS
    • Climbing(STR)
    • Gymnastics(DEX)
    • Navigate(PER)
    • Pilot(Subcategory)(DEX)
    • Running(DEX or STR)
    • Search(INT)
    • Notice(PER)
    • Swim(STR)




Firearms Skills
These are some of the rules pertaining to firearms skills and how to use them in combat.  Almost always governed by the Dexterity attribute. The general firearm skills are: Pistols(Dex), Automatics(Dex), Longarms(Dex), Shotguns(Dex), and Heavy Weapons(Str)

OVERAGE: Contested or static, 3(this means that for every three points in difference, and overage point is awarded), +1 Damage(for every overage point, and extra point of damage is applied to the attack)

Guns can be fired in multiple modes, from Single-shot, to Semi-Automatic, Burst-Fire, and Full-Auto(SS/SA/BF/FA).  For a single-shot weapon, it can only be fired once in a turn, or until a specific action has been performed(pulling a bolt, pumping a shotgun).  
Semi-automatic can be fired once per standard action, with a recoil penalty applying to any shot after the first in a round.  
Burst-fire is a short burst of three-shots,  giving +1 to hit and +3 Damage.  Three rounds are consumed each time the trigger is pulled.  
Full-Auto can be fired in two ways, a narrow burst or a wide burst.  For a wide burst, it gives +6 to hit, and +4 Damage, and in a narrow burst there is no bonus to hit, but the overage bonus is quadrupled(meaning that if you really kept it on target, you’ll do a lot of damage).

To Aim(as an action), it delays your shot 4 standard actions(2 turns) in the initiative stack, but gives a +1 bonus to the Attack Roll upon success. The Overage in an Aim check is directly applied to the attack roll, at an Overage Rate of 2, and an Overage Level of 1.  So the better the character is at aiming, the better chances they will hit.
To aim for a head, it’s a -3 penalty, and a -2 penalty to aim for a limb.  Other penalties include a -4 penalty for running while shooting, and various other conditions that can affect sight and gunfire such as cover and smoke.  For every 30 feet in distance between the target and the shooter, a -1 penalty can be added for range.

Unarmed Skill
A character’s skill in brawling and unarmed combat, from street-fighting to martial arts.  This skill is generally governed by strength.
OVERAGE: Contested or Static, 3, +2 Damage(stun)

Using fists does stun damage, which will knock a character unconscious once
they take their max hp worth in damage.  The damage is 1p + STR(STUN)
There are several perks/qualities that improve a character’s unarmed potential.

Melee Weapons Skill
This is how well the character uses things like stun batons, bats, filament swords, and various other melee fighting implements.  This skill modified by Strength.
OVERAGE: Contested or Static, 3, +1 Damage

Computers(INT):
The character’s technical skill and knowledge of computers, from doing data searches to manipulating their use(similar to the hack skill, but more general).
OVERAGE: Static or Contested, 3, Special*

Electronics(INT):
A somewhat redundant skill with Computers and Repair, this skill more specifically governs the use of electronics and their repair, both as tools and components.
OVERAGE: Static, 2, Special*

Hacking(INT):
The character’s ability to break through firewalls and manipulate programming, Hacking can be used to take control of turrets or automated defenses, or break through electronic locks.  It can also be used to short electronic or computer systems.  It is against a DC of the Firewall Value + 8, or against another hacker or active defense system.
OVERAGE: Contested or Static, 3, Special*

Mechanic(INT):
Another of those some-what redundant skills, Mechanic is a more specific application of the repair skill, pertaining mostly to vehicles or other primarily mechanical devices or objects.  It can be used as a craft skill or a repair skill, but has a more limited range of use.
OVERAGE: Static, 2, +1 Success towards Threshold**

Pilot(Subcategory)(DEX):
This is the skill governing the piloting of ground craft or spacecraft.  There are many subcategories, and skill points must be purchased in a specific one to be proficient with the type of craft. There are Ground Craft, Personal Craft, Spacecraft, and Cruisers.  Overage awards can vary based on what the check is being used for.  Possible awards may be increased speed or distance traveled, or bonuses against incoming fire.
OVERAGE: Contested or Static, 3, Special

This covers most of the basic skills needed to run a future setting, with the exclusion of the Nanite Usage Skill, which will be shown in more depth later.  GM’s should feel free to add or remove any skills they see fit, as a game should be tailored to the play that is desired.

Now we move on to the largest mechanic of character creation, the Abilites and Traits.  Also referred to as perks, they are beneficial abilities and traits, and help make up the fundamentals of a character, as well as the flavor.  They have been grouped into trees, with some of the abilities overlapping.  They are assigned a ranking, so often to purchase a perk of a higher rank, you must have previously purchased a perk of lower rank in that tree.  The GM should feel free to remove the tree restrictions and just use a prerequisite system.  Abilities cost various amounts of XP, based on their rank.  It’s 5 XP per rank, and 20 XP is the highest it goes(so far).  A player can design a character specifically using only one tree and still make a viable character, or can pick and choose over various trees to make what-ever character they want, and still design a character who can stand up to play.

Abilities/Traits
Character Tree:
Ambidextrous(1) This trait allows the character to use a weapon or implement in their off-hand without suffering a penalty
Multi-Tasker(2) This trait allows the character to focus on two things at once, such as firing two weapons at two different targets.  Suggest a -2 penalty for doing so still.
Disease Resistant(1) This trait grants the character a +1 bonus to resist contracting a disease.
Focused(2) This trait gives the character a +1 bonus towards tasks to achieve their goal.  GM’s should determine what this can be applied to.
Locked and Loaded(1) This trait reduces the carried weight of equipped items by 25%, or 20lbs(GM’s discretion).
Lucky(2) The character is unnaturally lucky, and once per day or session, they may reroll a check.
Off-Worlder(1) Having not grown up on a planet, the character does not suffer the -1 penalty of disorientation in zero-gravity.
Quick Healer(2) The character heals twice their CON in HP for every 8 hours rested(compared to just healing their CON/8 hrs).

Reflex Tree:
Critical Timing(2) This ability allows the character to make a reflex check to perform a context specific action.  This is more of a story-telling device perk, but represents the character’s ability to be aware of their environment and interact with it critically.
Deft(1) Grants the character a +1 bonus to their Standing DC
Dodge Attack(3) Upon a successful dodge attempt in combat, the character may make a counter attack as a free action(requires Quick Attack)
Reflex Attack(3) The character may make a reflex check to attempt to perform a free-action attack(requires Quick Attack) in rebuttal or prevention.  Used well to allow players to attempt to save another player in combat.
Quick Attack(2) Allows the character to make one free-action attack per round.
Quick Draw(1) The character is able to draw their weapon as a free-action.
Quick Reflexes(1) The character has a +2 bonus towards Reflex checks.
Nimble Hands(2) The character can perform simple actions with their hands much quicker, reloading as a free-action, loading DEX/standard action of shotgun shells, lockpicking and other similar tasks are sped up as well.

Fortitude Tree:
Endurance(1) +1 Bonus to Resist Fatigue
Fight For Life(1) When the character’s HP falls below zero, they are still conscious and can crawl at a max speed of 10 ft per turn.  Bleed-out still occurs until -10 HP, which is death.
Great Fortitude(1) +2 bonus to Fortitude checks
High Pain Tolerance(2) Negates -1 penalty from pain
Will to Live(2) Not only is the character conscious after zero HP, they can still stand and fight, but bleed-out occurs.  Requires Fight For Life
Packmule(1) The character’s Light Load and Max Load are increased by 30 lbs.
Toughness(1) Grants the character three additional HP, and can be taken up to three times.

Will Tree:
Adaptable(1) The character resists the mental penalty(-1) from adverse conditions and situations.
Focused(2) See Character Tree
Critical Timing(2) See Reflex Tree
Iron Will(1) +2 Bonus towards Will checks
Keen Eye(1) +1 Bonus to Notice and Search
Nerves of Steel(1) +2 Bonus to Resist being Intimidated or Resist Stress
Situational Awareness(2) +2 Bonus to Notice
Photographic Memory(1) + 4 Bonus to recalling a detail, or the ability to forego a check(GM Discretion).

Initiative Tree:
Combat Intuition(2) The character cannot be caught unaware or flat-footed in combat.
Combat Reflexes(1) The character can make an Attack of Opportunity on someone before them in the Initiative Stack.
Combat Sense(2) The character does not lose or lower their stack position when delaying actions.
Critical Action(3) Upon getting a critical, the character gets an extra standard action.
Improved Initiative(1) +3 Bonus to Initiative
Initiative Expert(4) Reduces the Initiative Overage Rate to 3, and Overages result in extra actions.
Opportunist(3) Character can make up to their Dexterity in Attacks of Opportunity in a round(normally limited to one).

Movement Tree:
Athletic(1) +1 to Running and Gymnastics
Bullrush(1) This ability allows the character to make a run check to rush an opponent, conferring overages from the run check to the attack roll.
Running Shot(2) The -3 penalty for shooting on the move is reduced to -1
Juke(1) The character can make a gymnastics or dodge roll to avoid an attack of opportunity provoked by their movement.
Combat Mobility(2) The character does not provoke attacks of opportunity from moving in combat.
Great Leap(1) This increases the character’s horizontal jumping maximum by 5 ft and vertical by 3 ft(Horizontal max is height x 2, vertical is height x 1.5)  So a 6 foot character could jump to grab a 15 foot ledge instead of just a 12 foot ledge.  Overages on a jump check also add to maximum distance.
Light Foot(2) Dexterity is used for the run skill, and reduces the penalty for running while in stealth by 1.
Unstoppable Sprint(3) The character is able to maintain a sprint over almost any terrain, spanning gaps of 20 ft horizontally and 15 ft vertically.  This is essentially the ability to free-run.

Critical Tree:
Safe Handler(2) Critical Failures for the character are harmless(limit up to the GM).
Critical Action(3) See Initiative Tree
Critical Timing(2) See Reflex Tree
Improved Criticals(3) Critical hits are now x4 instead of x3.
Natural Criticals(3) The character is considered to have rolled a critical on a 9 as well as a 10.
Quick Finish(2) A critical attack that ends in the death of the opponent is treated as a free-action.

Melee Tree:
Brawler(1) +1 Bonus to Melee and Unarmed skills
Disarm(2) Character can make a contested Melee or Unarmed check as a standard action to disarm an opponent.
Finesse(1) The character may use their Dexterity for attack rolls with Melee or Unarmed attacks.
Heavy Handed(2) The character does +2 Damage in Melee
Knockdown(2) The character may make an attack as a standard action to knock an opponent to the ground(damage is halved).
Strong Grip(1) The character considers a weapon to be one step lighter for determining the ability to wield it in a single-hand.  They can wield a two-handed(heavy) weapon in a single hand without penalty as though it were a medium weapon, or can wield two medium weapons as though they were light weapons.
Improvise Weapon(1) Removes the -2 penalty for using an improvised weapon.
Sweep Attack(2)  The character can make a melee or unarmed attack that has a chance to hit two of the spaces in front of them.
Parry(2) The character may make a melee or unarmed attack as a parry to an opponent’s attack.
Riposte(3) If the character succeeds in a parry attempt, they may make a counter-attack.
Melee Expert(3) The overage for the Melee skill is lowered by 1.
Melee Specialist(3) The overage bonus for Melee checks is increased by 1.

Unarmed Tree:
Brawler(1) See Melee Tree
Disarm(2) See Melee Tree
Finesse(1) See Melee Tree
Flurry(2) The character may make an extra unarmed attack if both standard actions were used to attack a single target, and the extra attack is against that same target.
Grappler(1) The character receives a +2 bonus towards grappling an opponent.
Take-Down(2) Once an opponent is grappled, the character can attempt to take an opponent to the ground with a strength check, receiving a +3 bonus.
Iron-Fisted(2) The character does physical damage with unarmed attacks instead of stun damage.
Lead-Fisted(3) The strength bonus added to damage for unarmed attacks is doubled.
Unarmed Expert(3) The overage rate for the Unarmed skill is reduced by 1.
Unarmed Specialist(3) The overage bonus for Unarmed attacks is increased by 2.

Pistols Tree:
Dual-Wielding(2) Requires Ambidexterity and removes the remaining -2 penalty for using two firearms at once(they must still be considered light weapons).  The Strong Grip Trait would allow a character with this ability to wield two rifles or medium-sized longarms without penalty.
Double Tap(1) When using a pistol equipped with a hair trigger, each shot can be dealt as a double tap, using two rounds and doing 3 more damage.
Pistol Club(1) The character can make a melee attack with a pistol without suffering a penalty for it being an improvised weapon.
Draw Attack(2) The character may draw and fire their pistol as a free-action.
Pistols Expert(3) Reduces the overage rate for the Pistols skill by 1.
Pistols Specialist(3) Increases the overage bonus on pistol attacks by 1.

Automatics Tree:
Covering Fire(1) The character expends a full-auto burst(two standard actions) to give opponents a -2 penalty to attack rolls.
Firm Grip(1) The recoil from automatic fire is reduced by 1.
Suppressing Fire(2) The character expends a full-auto burst against an opponent in cover, the opponent does not receive attacks of opportunity, and if they attack they receive 3 damage.
Wide Sweep(2) The character can target two opponents within 5 feet of each other and make a single full-auto attack against both of them.
Withering Fire(2) For each subsequent attack against an armored opponent, the AP rating of the attack gets better(+1 for Burst-Fire and +2 for Full-Auto).
Automatics Expert(3) Reduces the overage rate for the Automatics skill by 1.
Automatics Specialist(3) Increases the overage bonus on automatics attacks by 1.

Shotgun Tree:
Slam-fire(1) The character can fire a shotgun using a slam-fire technique and treat it as two standard action shots, suffering the recoil penalty on the second shot.
Firm Grip(1) The recoil from shotgun fire is reduced by 1.
Stagger(1) The character knows how to stagger opponents as they hit with a shotgun, staggered opponents receive a -2 penalty on their next action(or -5 ft movement).
Knock-down(2) When the character fires at an opponent within 20 ft and has the Stagger ability, if the opponent is hit they must make a Strength check against the damage(calculated before armor-reduction) or fall prone.
Nimble Hands(2) When reloading a shell-fed shotgun(or similar instance), the character may load in shells up to their dexterity in a single action.
Sweep-shot(2) With a widened choke or sawed off shotgun, the character may attack two adjacent opponents within 15 ft as a single attack.
Double-Shot(3) An impressive increase of the Slam-fire technique, the character can essentially “double-tap” a shotgun.  This attack can not be used for two consecutive actions.
Shotgun Expert(3) Reduces the overage rate for the Shotguns skill by 1.
Shotgun Specialist(3) Increases the overage bonus on shotgun attacks by 1.

Longarms Tree:
Dead Eye(1) The character’s lethal eye gives them a +2 bonus to aim checks.
Long Shot(1) The range penalty for longarms is calculated for every 50 ft instead of every 40 ft.
Corrective Eye(2) Negates 2 points of penalty due to environmental circumstance.
Sustained Aim(2) The character can sustain the aim check for multiple standard actions, giving an additional +1 bonus to the attack roll(up to 3).
Selective Targeting(2) Reduces the penalty for targeting a limb or head by 1.
Crippling Shot(2) The character can attempt to cripple a limb or wound a target, declaring the special attack and targeting the specific body part.  A success gives a -1 Pain penalty, as well as for arms negate use, and legs halve movement rates.  A gut-shot causes bleed-out.
Longarms Expert(3) The Overage Rate for the Longarms skill is reduced by 1.
Longarms Specialist(3) Increases the Overage Level on longarm attacks by 1.

Heavy Weapons Tree:
Firm Grip(1) Reduces the recoil penalty from automatic fire by 1.
Steady Hold(2) Negates up to three points or recoil penalty from automatic fire.
Locked and Loaded(1) See Character Tree.
Suppressing Fire(2) See Automatics Tree.
Withering Fire(2) See Automatics Tree.
Wide Sweep(2) See Automatics Tree.
Covering Fire(1) See Automatics Tree.
Bankshot(2) When using a weapon such as a grenade launcher(not using impact grenades), the character can attempt to bank the shot off of a viable surface, reducing the penalty to a -2.(Standard -4 or -5)
Long Arc(2) The maximum range of launched munitions is multiplied by 1.5.
Conservationalist(3) The amount of ammunition consumed by Full-Auto Bursts is reduced by 2.
Heavy Weapons Expert(3) The overage rate of the Heavy Weapons skill is reduced by 1.
Gunnery Expert(3) The overage rate of the Gunnery skill is reduced by 1.

Combat Tree:
Strong Grip(1) See Melee Tree
Finesse(1) See Melee Tree
Quick Draw(1) See Reflex Tree
Running Shot(2) See Movement Tree
Combat Mobility(2) See Movement Tree
Blindfire(2) The penalty for blindfire is reduced from -6 to -3.
Fight for Life(1) See Fortitude Tree

Aim Tree:
Dead Eye(1) The character receives a +2 bonus on Aim checks.
Steady Aim(1) The penalty for firing against a moving target is reduced by 1.
Quick Aim(3) The character may aim and fire as a full action(two standard actions).
Sustained Aim(2) See Longarms Tree
Careful Aim(2) The character no longer risks hitting an ally or party member when aiming into close quarters combat(Individuals within 5 ft).
Selective Targeting(2) See Longarms Tree

d10Chars 002 (2).jpgTech Tree:
Defensive Hacking(2) Character receives a +2 bonus against “back-hacks” or counter-hacks.
Binary(Language)(1) Allows the character to understand binary language, also allowing them to understand most droid communications.
Tech-Savvy(1) The character receives a +1 bonus to Computers and Electronics.

Expedient Skill(2) The time taken for each skill use is halved(A hacking attempt is a full action, Expedient Hacking reduces it to a standard action).
Skill Expert(3) The overage rate for the selected skill(Computers, Hacking, Electronics, Repair, Craft) is reduced by 1.
Skill Specialty(1) The selected skill receives a +2 bonus(limited to non-combat skills).
Skill Specialist(3) The character may “take 5”(instead of rolling, the player simply accepts a 5 as the die result) on a roll for the selected skill, even in combat or stressful situations.

Stealth Tree:
Sneaky(1) The character receives a +1 bonus to Stealth.
Pilfer(2) The character receives a +2 bonus on attempts to use Sleight of Hand to pick someone’s pocket(or equipment within reason).
Tracker(1) The character may use the Shadowing skill to track a character down.
Living Shadow(3) Even in a crowded place, the character can slip from sight.  As long as there is usable cover within 10 ft of the character, they may make a stealth attempt as a free action.
Light Foot(2) The character uses the Dexterity skill for Running attempts, and receives a +1 bonus to Stealth.
Gentle Touch(1) The character has a +2 bonus to avoid setting off motion sensitive traps/sensors.
Ghost Step(2) The character has only a 10% chance to activate floor or ground-based traps and sensors.
Silent Kill(3) If the character gets within 5 feet of an opponent who is unaware, and they have the means(can snap a neck, a really good silencer), they can make an attack that is silent and quietly set down the body(not break stealth).
Stealth Expert(3) The overage rate for the Stealth skill is reduced by 1.
Stealth Specialist(3) The character may take 5 on a Stealth check in combat or stressful situations.

Scholar Tree:
Assess/Diagnose(2) The character can use a skill to diagnose a problem, and receives a +2 bonus when doing so.  Medicine or a specific Knowledge can allow someone to diagnose a disease or medical condition, and a Repair can be used to determine what a broken device or vehicle needs.
Educated(1) The character receives 4 points to spend on Knowledge Skills
Confer(2) The character may confer or give their Knowledge bonus to another character who is making a similar Knowledge check.
Study(1) The character can spend an hour studying receiving a +1 bonus to that Knowledge skill for 4 hours.  If the character studies for 4 hours, they receive a +2 bonus for 2 days..
Multi-Lingual(Language)(1) For every time the character takes this trait, they may add another fluent language to their spoken languages beside their native language.
Expedient Skill(2) See Tech Tree, also applies to skills like Medicine and First Aid.
Well-Studied(2) The character receives a + 1 bonus to three Knowledge skills.
Skill Specialty(1) The selected skill receives a +2 bonus(non-combat skills).
Collaborative Study(2) When using the same Knowledge skill, multiple characters may pool their skills modifiers and make a single check.
Train/Prepare(3) The character may give a temporary training boost to another character, making a Knowledge check against 12 with overages going towards the bonus.  The boost is 1(+1 per overage), and applies to whatever skill relates to the Knowledge skill.
Tangential Link(3) The character receives a +1 synergy bonus from each and all other knowledge skills.

Demolitions Tree:
Gentle Touch(1) The same as the in the Stealth Tree, reduces chances or setting off a mine or bomb when disarming it.
Steady Hands(1) The character receives a +1 bonus to disarm attempts.
Efficient Use(2) The amount of explosives needed is lessened, still giving the same damage effect.
Controlled Use(2) The character knows how to limit collateral damage, reducing the range of the explosion by 5 ft but increasing the damage by 5 points.
Optimal Eye(2) The character can identify the best place to use explosives, giving a +2 bonus to the roll for calculating damage effect.
Careful Hands(2) The character does not treat a critical failure(rolling a 1) as an automatic failure.
Nimble Hands(2) The time taken for each Demolitions check is reduced from a full action to a standard action.
Duck and Cover(3) The character has a +2 bonus to reflex checks against explosions, and receives half damage even on a failure.
Demolitions Expert(3) The overage rate for the Demolitions skill is reduced by 1.

Craftsman Tree:
Skill Specialty(1) The selected skill receives a +2 bonus(non-combat skills).
Expedient Crafter(2) Each crafting attempt takes half the required time.
Efficient Crafter(2) The amount of required components to craft something is reduced by 25%.
Jury-Rigger(2) The character can improvise similar parts(and some dissimilar parts) to repair something.
Improvise Tools(1) The character may use non-standard implements to accomplish a task requiring tools.
Modification Expert(2) The character can remove or apply most  weapon modifications as a standard action, and receives a +2 bonus on crafting checks involving modifying a weapon or vehicle.
Reverse Engineering(2) The character may make a Repair or Mechanic check to craft a schematic for a pre-existing device or vehicle.
Skill Expert(3) Reduces the overage rate for the selected skill by 1.
Skill Specialist(3) See Tech Tree.

Speech Tree:
Born Liar(1) Character receives a +2 bonus on Bluff checks.
Born Leader(2) The character can have an additional active party member(stacks with Leadership), and receives a +2 bonus to persuade checks.
Silver Tongue(1) The character receives a +1 bonus to Speech checks.
Bolster(2) The character can make a Persuade or Intimidate check against 10(Overage gives additional +1 bonus) to give an ally a +1 Morale bonus for 5 rounds(approximately 20 full actions).
Imposing Figure(1) The character receives a +2 bonus on Intimidate checks.
Leadership(2) The character can have an additional active party member and a +2 bonus to Will checks.
Irresistible(1) The character receives a +2 bonus on Seduce checks.
Merchant(2) The character receives a +1 bonus on Barter checks, and gets a 5% price swing in their favor on nearly all transactions.
Overbearing Personality(1) The character receives a +1 bonus to Persuade and Con checks.
Well-Spoken(1) The character receives a +2 bonus on Etiquette checks.
Skill Expert(3) Reduces the overage rate for the selected skill by 1.

Defender Tree:
Deft(1) Character receives a +1 bonus to Standing DC.
Evasion(2) If the character succeeds a reflex check, they take no damage.
Parry(2) The character may use a melee or unarmed attack as a defense roll.
Riposte(3) If the character succeeds at a Parry attempt, they may make a counter-attack.
Combat Sense(2) The character does not lose or lower their stack position when using a delayed action.
Improved Evasion(3) Even if the character fails a reflex check, they only take half damage.
Shield Other(2) The character may designate someone as their charge, and as long as they are within 5 ft of them they take 3 of the damage their charge would otherwise receive.
Combat Mobility(2) The character does not provoke attacks of opportunity from movement.
Dodge Attack(3) Upon a successful dodge attempt, the character may make a free action counter-attack(requires Quick Attack).
Reflex Attack(3) The character may make a reflex check to attempt to perform a free-action attack(requires Quick Attack) in rebuttal or prevention.  Used well to allow players to attempt to save another player in combat.

Nanite Tree:
Scan_20161204.pngNote: The Nanite Usage system is the in-game mechanic for “tech magic”, and the base Trait to unlock it represents the character’s investment in the cybernetic augmentation required to use Nanite technology.  The character’s body helps control the production of a nanite pool, used to cast various effects from a port, often implanted in the palm or wrist.  Characters can augment their ability to store more nanites, regenerate them faster, and spend them in greater amounts or more efficiently.  Some of these changes may be thought of as cybernetic additions, or as the character adapting to their use more and more, this is mostly a flavor decision.
A Nanite User “casts” programmed clusters of nanites to perform specific commands or reactions, using stored nanites from what is referred to as a Power Pool.  A character’s Power Pool starts at 5, and goes up by the character’s Perception(as a representation of the host’s ability to interact with the pool.  A character can spend at most 3 points from their Power Pool in a given round, though this can be increased with various gear and Trait improvements.  The baseline regeneration rate is 1 Power Point each turn, given no Power Points were spent.
Power Pool(max) = 5 + PER + MISC
Power Points/Rounds = 3 + MISC
Power Point Regen = 1/Turn(w/o spending PP)
Nanite Usage(PER) - Skill This skill governs the use of Nanite Casting in general, mostly used in combat.  Much like other combat skills, the Overage Rate is 3, and the Overage Rate tends to be 1 Damage, or an equivalent increase(+1m radius,+1 Turn, etc) to action.

Nanite User(2) Enables the character to use Nanite Casting technology via a cybernetic implant, and supplies them with said implant.  This Trait is required to make use of the other Traits and Abilities in this tree.
Nanite Reserves(1) Gives the character an additional 3 points to their maximum Power Pool, and can be taken up to three times.
Open Channels(1/2) Allows the character to spend 1 additional Power Point in a single round, and can be purchased again for 10xp(in addition to the original 5xp) to increase the effect by 1, for a total of 5 Power Points max each round.
Nano-Font(3) The character regenerates Power Points, regardless of whether they spent any that turn.
Rapid Restore(2/3) The character regenerates an additional Power Point each time they would “naturally” regenerate a Power Point. Something that may recover Power Points would not be the same as regenerating them.
Efficient Channels(2/3) Any time the character would spend points from their Power Pool, they may spend 1 fewer PP, but no less than 1 PP may be spent.  Taking the Trait an additional time for 15 more xp allows the character to reduce the cost to 0 PP, effectively suggesting it costs a negligible amount.

Tactical Tree:
Note: The Tactics System is an add-on system designed for use with an NPC party system, and is used for play more geared around tactics and heavy combat play.  Every little bit you add to combat tends to slow down gameplay, so consider this in which add-ons you implement.
Tactician(1) The character may learn and practice party tactics, giving the party various bonuses.  This allows the character one active tactic at a time.  Tactics are listed with an *.
Improved Coordination(2) Allows for a second active tactic.
Leadership(2) See Speech Tree.
Improved Command(3) Allows for an additional active party member.
Opportunist(3)  Character can make up to their Dexterity in Attacks of Opportunity in a round(normally limited to one).
Tactics Expert(3) Increases the modifiers for tactics by 1.
Bolster(2) The character can make a Persuade or Intimidate check against 10(Overage gives additional +1 bonus) to give an ally a +1 Morale bonus for 5 rounds(approximately 20 full actions).
Aggressive/Defensive*(1) Two opposing tactics(opposing tactics can not both be active at the same time), Aggressive gives a +1 bonus to attack rolls and a -1 penalty to Standing DC.  Defensive gives a +1 bonus to Standing DC but a -1 penalty to attack rolls.
Maneuver/Attrition*(2) Maneuver gives the active party +5 ft movement per standard action, and Attrition grants the active party +1 damage and +1AP.
Assault/Infiltrate*(2) Assault gives the active party +1 to attack rolls and damage, and the Infiltrate tactic gives +2 to Stealth checks
Recon/Weapons Free*(2) Recon grants the party a +1 bonus to Search, Notice, and Aim checks, Weapons free gives a +2 bonus to attack rolls.


From here we should take a moment to talk about the mechanics of some of what you just read, and help add some context.  For Future d10, there’s likely to be a lot of gun-play and action, so getting familiar with it and finding a balance with the rules can help you avoid losing that action in a storm of numbers and mechanics.
Some things to keep in mind about Die Checks:
-The target represents how difficult a task is
-Add appropriate modifiers(Attributes, Skills, Traits, situational modifiers)
-Targets can be above 10, this is representative of a task or action which requires talents/skills to perform
-Storytelling should be equally important, don’t let the dice tell the whole story(they can’t)

A Look At Some Combat
As previously stated, d10 operates on contested rolls and skill checks.  So to begin combat, first decide who all is involved in the combat and make an Initiative Roll.  These characters all roll a d10, add their Initiative modifier, and tell the GM the final result.  The order goes from the highest initiative score to the lowest, ties go to the character with the highest initiative modifier.

The first character wants to shoot at one of the enemies, so he draws his rifle.(he doesn’t have Quick Draw, so it takes a standard action.  He now fires his weapon as a burst, making an Attack Roll. The character once again rolls the d10, adding their Automatics Skill and Dexterity to the die result.  He rolls a 6, has 3 dexterity, a skill of 4, and +1 for burst fire.  So his result is a 14.  The opponent doesn’t attempt to dodge, so the attack roll is compared to his Standing DC(which is 5 + DEX), so 7.
He is 7 points over the opponent’s total, and the firearms overage rate is three.  So he does 2 additional damage.  Burst fire does an additional 3 damage, and his rifle does a base damage of 5p(Physical).  So his attack does 10 damage.  The opponent is wearing an Evo-Suit with a Kevlar Underlay, resisting 1p(Physical) Damage.  He deals 9 damage to the opponent.

Dodge, Cover, and Standing DC
You won’t always hit your target, as well as the target won’t always be the same.  To determine what your Roll Target is, you need to figure out if your roll is Static or Contested.  This simply means if you are rolling against a number(Static), or another roll(Contested).
A Static Target for an Attack is the Standing DC.  If the target is not actively dodging, this would be the value used to calculate the Roll Target.  The Standing DC of a target is 5, but you would also add appropriate modifiers.  Dexterity would add to this value, as well as other factors such as size or movement speed.  Situational modifiers can be applied either to the Standing DC positively to increase the difficulty, or as a penalty to the attack(such as rain, wind, poor lighting, etc.).
If the target of the attack is actively dodging(via the Dodge or Gymnastics skills) the attack, the roll would be Contested, and both parties would roll.  In most situations, the GM should apply situational modifiers to the NPC.  The character with the higher result succeeds, in either attacking or dodging.  Most characters are only able to dodge once in a round.
Half cover gives a +2 bonus to Standing DC and Dodge attempts and ¾ cover gives a +3 bonus to Standing DC and dodge attempts.  If the character stays behind cover then opponents have no line of sight on them, and thus can not attack them(directly).

The Nanite Caster and the Tech Glove are both ranged devices used in combat.  The device itself will have a maximum range, and Tech Gloves also have a value for Signal Strength.
A Nanite Caster has a cybernetic implant that is a gland and biofactory for nanites(nano-robots).  A Caster Gauntlet lets them emit or launch the nanites onto a target, then triggering whatever effect they were purposed to do.  The effects for Nanites can vary, causing burns, shocks, dampening sounds, an energy blast, affecting gravity, emitting toxins, resuscitation, detonations, and whatever else the GM can find applicable.
Tech Gloves can be used to hack nearby turrets and computer devices, as well as manipulate circuitry within range.  An energy weapon can be overheated for example, jamming the firearm until the user corrects it.  In the example of hacking a turret, overages for the hacking attempt may be applied to the attack rolls of the turret.  Shielding could be shorted as another example of a Tech Glove’s use.

If you can think it, you can do it-  Just determine which Attribute is related to the task, if any skills govern that task, and consider if there might be any other situational modifiers.  If the player can convince the GM that their character might have what it takes to pull something off, they should be able to try.  Characters might have a hard time trying anything without the right gear and equipment, which is its own realm within the Visceroth Cluster.









Equipment and Gear
In the Visceroth Cluster, the market is dominated by ten mega-corporations, which in turn own subsidiary companies in addition to providing their own goods and services.  Time has allowed for technology to improve, and new challenges and opportunities have helped encourage new and interesting equipment and technology, as well as available gainful possibilities.  Here is a look at some of the Mega-Corps, as well as some of the goods characters in the Cluster might find of use.

Stansis
  • General Goods
  • Evo-Suits
  • Colonies
  • Space Stations
  • Energy Firearms
  • Comms Systems
  • Satellites

Draskel
  • Light Ship Engines
  • Energy Weapons
  • Small Electronics
  • R&D(Electronics, Energy Weapons)
  • Satellites
  • Shield Systems

Hughes
  • Mid - Heavy Ships
  • Groundcraft
  • Industrial Machinery
  • Construction
  • Drive Trains

Prometheus
  • Carriers/Cruisers
  • Large Ships
  • Navigation Computers
  • Nanite Gauntlets and Technology
  • Ship-based Shield Systems

Micron Systems
  • Small Electronics
  • Computer Systems
  • Droids and R+D
  • Comms Systems

Blugoss
  • Evo-Suits
  • Cruisers
  • Medical Equipment and R&D
  • Health Care
  • Shield Systems

Maritech
  • Cargo Ships and Freighters
  • Evo-Suits
  • General Goods
  • Comms Systems

Connasin
  • Reactor Core Engines
  • Freighters
  • Life Support Systems
  • Comms Systems
  • Satellites
  • Groundcraft

Intellitron
  • Droids and General R+D
  • Small Electronics
  • Computer Systems
  • Nanite Manipulators and Technology

Augstrom
  • Industrial Droids and Machinery
  • Carrier and Cruiser Engines
  • Firearms(Ballistic)
  • Shield Units
  • Groundcraft

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