I'd like to take a moment to discuss balance of game play and mechanics, and how that relates to some of the system. I gave two sets of starting build points, and I've always used the second set. This gives the character more points, thus more character direction in the build. The problem is that the character can be decently skilled and blow through low-level enemies early on. The plus side is that this makes combat for random encounters and grunt enemies very quick, and gives the character a chance to succeed brilliantly at what the player envisions. Lieutenant-level enemies(mini-boss), or Boss-type characters are then built to give the player that struggle that every player needs to feel accomplished.
GM's may want to limit the max numbers a starting character can spend in a skill, possibly to 3 or 4. Another things to watch out for is everyone making a "dex-tank", especially considering that Dexterity is the attribute related to most or all firearms skills. One thing a GM can do is apply a Strength requirement on heavier guns, or suffer a -1 or -2 penalty to attack rolls for being unable to hold the gun steady.
Friday, April 6, 2012
Wednesday, April 4, 2012
Selenar: Planet Overview
This one lacks an image yet.
Selenar was first visited by humanity in 2470, and is in the Norinay System. It is the native planet of the Kites, a sentient non-human species. Their species has a culture with a large emphasis on etiquette and community roles. They are a humanoid biped with large folds of skin under their arms which allow them to glide. They also have one large hollow bone ridge on top of the skull(male), or three shallower ridges(female). Nanite technology was first used by the Kites before the appearance of humans(approx. 2350T.E.), and they excel at laser and optics technology. They are also excellent glass-blowers, and have a rich history of art.
The planet is comprised of two large continents, each covered almost entirely by arid deserts and badlands. The coast-lines however are lush coastal jungles for anywhere from 200 miles to 300 miles. Plains extend for 500 miles beyond that, and the rest is the deserts and badlands. Some of the major exports are exotic fruits, glass, fish, and laser and optics technologies. The top fields of study are astronomy, art, nanite-tech, and physics.
The capital city of Selenar is Ankus, a bustling coastal trade city. It is a long standing Kite city, differing from the many Averies found further inland. Many of the buildings are very old, still made from mud-bricks, but there is also a lot of expansion done in a more modern architectural style. Further down the coast the city of Dreblin can be found, with one of the top Nanite-Tech universities in the cluster.
Selenar was first visited by humanity in 2470, and is in the Norinay System. It is the native planet of the Kites, a sentient non-human species. Their species has a culture with a large emphasis on etiquette and community roles. They are a humanoid biped with large folds of skin under their arms which allow them to glide. They also have one large hollow bone ridge on top of the skull(male), or three shallower ridges(female). Nanite technology was first used by the Kites before the appearance of humans(approx. 2350T.E.), and they excel at laser and optics technology. They are also excellent glass-blowers, and have a rich history of art.
The planet is comprised of two large continents, each covered almost entirely by arid deserts and badlands. The coast-lines however are lush coastal jungles for anywhere from 200 miles to 300 miles. Plains extend for 500 miles beyond that, and the rest is the deserts and badlands. Some of the major exports are exotic fruits, glass, fish, and laser and optics technologies. The top fields of study are astronomy, art, nanite-tech, and physics.
The capital city of Selenar is Ankus, a bustling coastal trade city. It is a long standing Kite city, differing from the many Averies found further inland. Many of the buildings are very old, still made from mud-bricks, but there is also a lot of expansion done in a more modern architectural style. Further down the coast the city of Dreblin can be found, with one of the top Nanite-Tech universities in the cluster.
Some Other Mechanics
I want to cover the mechanics and stats behind a few of the games other systems, the Shielding Units, Quick Item slots and what they mean, and a little about using a cover system.
Shielding Units
Designed to both increase the difficulty of the player and increase their ability to survive, I've implemented a personal shield technology to buffer the character's health. The shield has a maximum amount of damage it can sustain before it is overloaded, a max HP if you will. When it overloads, the shield goes into a three turn cool down(calculate alternately by a set number of full-actions). After the cool down is finished, the shield recharges it's HP in a set amount per turn or full-action. So here's an example:
The character storms an enemy base, and one of the guards has a shield. On his turn, he exits cover and fires two bursts from his Kerstall Arms Fenrir, hitting 14 against 8 and 15 against 8. He deals 11 damage in each shot, breaking the opponents shield(Prometheus Stratus 20HP/5PRecharge). Because the character is using cover, the opponent is able to make a Pinning Shot attempt, and does so(a full-auto attack on an opponent in cover, if the character fails a reflex save against the attack, then they are pinned until the attacker's next turn). He keeps the character pinned for three turns, allowing his shield to begin regenerating(and he's probably low on his clip). He moves in towards the character, provoking an attack of opportunity. The character hits and breaks the 5HP on the shield. The attack interrupts the movement and it's now the character's turn. Two close range burst-fires easily put the unshielded opponent down.
A 3 turn cool down may seem excessive to some, but it gives you room to make various grades of shields. Some shields will have quicker cool downs, another a faster recharge rate. Shields also have varying strengths, or HP. Prometheus, Intellitron, and Connasin all are shield-unit production companies.
Quick Items and Equipment
It would be considered a full round action for a character to go through their bag and pull out something, so things like holsters special pockets allow the character to draw items and weapons more easily, as a standard action or a free-action with the Quick Draw trait. To reload as only a standard action(or free-action(Nimble Hands)), the character should have a clip in a quick item slot, assume that the slot could carry at least two. An easy way to do this is through gear or apparel, so here are a few examples:
Equipment Harness: 2 Quick Weapon Slots, 2 Quick Item Slots
Quick Belt: 2 Quick Item Slots
Bandoleer: 3 Quick Item Slots
Trooper Harness: 3 Quick Weapon Slots, 3 Quick Item Slots
Holster: 1 Quick Weapon Slot
Weight Harness: +20lb Carrying Capacity, +10 Light Load Limit
Cover Hardness
When using cover, the integrity of the cover itself can and should be taken into consideration. This is easily done by assigning a Hardness value, and possibly an HP value as well. Hardness for a thin metal sheet(1") would be 10, and for a wooden sheet of 2" would be a Hardness of 5. An ability such as Piercing Shot(Heavy Weapons, MGs) allows the character to make an attack against an opponent behind cover(did not exit cover during his turn), firing into the cover. The attack ignores 5 points of Hardness, and has a -3 penalty to hit. Damage greater than the Hardness rolls over into damage against the target.
Shielding Units
Designed to both increase the difficulty of the player and increase their ability to survive, I've implemented a personal shield technology to buffer the character's health. The shield has a maximum amount of damage it can sustain before it is overloaded, a max HP if you will. When it overloads, the shield goes into a three turn cool down(calculate alternately by a set number of full-actions). After the cool down is finished, the shield recharges it's HP in a set amount per turn or full-action. So here's an example:
The character storms an enemy base, and one of the guards has a shield. On his turn, he exits cover and fires two bursts from his Kerstall Arms Fenrir, hitting 14 against 8 and 15 against 8. He deals 11 damage in each shot, breaking the opponents shield(Prometheus Stratus 20HP/5PRecharge). Because the character is using cover, the opponent is able to make a Pinning Shot attempt, and does so(a full-auto attack on an opponent in cover, if the character fails a reflex save against the attack, then they are pinned until the attacker's next turn). He keeps the character pinned for three turns, allowing his shield to begin regenerating(and he's probably low on his clip). He moves in towards the character, provoking an attack of opportunity. The character hits and breaks the 5HP on the shield. The attack interrupts the movement and it's now the character's turn. Two close range burst-fires easily put the unshielded opponent down.
A 3 turn cool down may seem excessive to some, but it gives you room to make various grades of shields. Some shields will have quicker cool downs, another a faster recharge rate. Shields also have varying strengths, or HP. Prometheus, Intellitron, and Connasin all are shield-unit production companies.
Quick Items and Equipment
It would be considered a full round action for a character to go through their bag and pull out something, so things like holsters special pockets allow the character to draw items and weapons more easily, as a standard action or a free-action with the Quick Draw trait. To reload as only a standard action(or free-action(Nimble Hands)), the character should have a clip in a quick item slot, assume that the slot could carry at least two. An easy way to do this is through gear or apparel, so here are a few examples:
Equipment Harness: 2 Quick Weapon Slots, 2 Quick Item Slots
Quick Belt: 2 Quick Item Slots
Bandoleer: 3 Quick Item Slots
Trooper Harness: 3 Quick Weapon Slots, 3 Quick Item Slots
Holster: 1 Quick Weapon Slot
Weight Harness: +20lb Carrying Capacity, +10 Light Load Limit
Cover Hardness
When using cover, the integrity of the cover itself can and should be taken into consideration. This is easily done by assigning a Hardness value, and possibly an HP value as well. Hardness for a thin metal sheet(1") would be 10, and for a wooden sheet of 2" would be a Hardness of 5. An ability such as Piercing Shot(Heavy Weapons, MGs) allows the character to make an attack against an opponent behind cover(did not exit cover during his turn), firing into the cover. The attack ignores 5 points of Hardness, and has a -3 penalty to hit. Damage greater than the Hardness rolls over into damage against the target.
Tuesday, April 3, 2012
Mure: Planet Overview
Discovered by humanity in 2472, Mure is a planet covered in swamps and marshes. When the Kites developed space travel, they began to colonize the planet. When humans began to settle here in 2476, there was already a moderate population of Kites and Narina.
Due to the unstable soil, towns and cities must be constructed on special foundations. The capital city of Mure is Furish, and there are also the cities of Amburg and Shah'Si. In recent events, a mysterious virus has broken out near Amburg, and the area is under quarantine. Mure is in the Norinay System, and a member of the Planetary Coalition.
Due to the unstable soil, towns and cities must be constructed on special foundations. The capital city of Mure is Furish, and there are also the cities of Amburg and Shah'Si. In recent events, a mysterious virus has broken out near Amburg, and the area is under quarantine. Mure is in the Norinay System, and a member of the Planetary Coalition.
Baila: Planet Overview
Discovered by humanity in 2471 T.E., Baila is a planet dominated by it's jungle ecosystem, with a diverse population of flora and fauna. The planet is the native home of the Narina, a sentient non-human species. The Narina are an amphibious species, with cultural strengths in stone cutting and herbal medicine. Their society holds warriors in high regards, and operates on a simple caste system. There are two sub-species of Narina, Oceanic and Jungle Narina. The Oceanic Narina have a skin color more like a blue-grey, and the Jungle Narina tend to have mottled green and brown skin.
The capital city of Baila is Miamar, located in the Orivay Jungle, one of the oldest and largest cities on the planet. In the center is Old Miamar, predominately comprised of older stone buildings, with some new-age additions to certain buildings. The outer lying New City is a mix of human and Narina architecture, and the Expansion is a more recently constructed district of the city. The city itself represents the merging and cooperation of two different sentient species, and tries to be an example for other cities and planets.
There is also the human city of Chioth, located on the Rislar plains, and the Narina city of Luremar, in the Livay Jungle. Major exports are lumber, fruits and meats, herbal goods, and stone. Medical care is one of the top fields of study on Baila, and Chioth is renowned for having some of the best medical facilities in the Cluster. Baila is located in the Norinay planetary system, and is a member of the Planetary Coalition.
The capital city of Baila is Miamar, located in the Orivay Jungle, one of the oldest and largest cities on the planet. In the center is Old Miamar, predominately comprised of older stone buildings, with some new-age additions to certain buildings. The outer lying New City is a mix of human and Narina architecture, and the Expansion is a more recently constructed district of the city. The city itself represents the merging and cooperation of two different sentient species, and tries to be an example for other cities and planets.
There is also the human city of Chioth, located on the Rislar plains, and the Narina city of Luremar, in the Livay Jungle. Major exports are lumber, fruits and meats, herbal goods, and stone. Medical care is one of the top fields of study on Baila, and Chioth is renowned for having some of the best medical facilities in the Cluster. Baila is located in the Norinay planetary system, and is a member of the Planetary Coalition.
Mega Corporations
Previously in one of my posts I cited 9 mega-corps, because I couldn't for the life of me remember the 10th. But enough digging and I found it. So here is a list of the 10 major corporations and the fields they specialize in.
Stanis
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 Machnery
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 R+D
Small Electronics
Computer Systems
Nanite Manipulators and Technology
Augstrom
Industrial Droids and Machinery
Carrier and Cruiser Engines
Firearms(Ballistic)
Shield Units
Groundcraft
After creating this list, it made it a lot easier for me to start making gear, since I had a reference for what company produces what types of gear and goods. These 10 would assuredly have many sub-corporations, producing any variety of goods as well, and leaving plenty of room for a GM to craft their own companies. These were created to help give baseline infrastructure and guidance to the development of the setting.
Stanis
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 Machnery
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 R+D
Small Electronics
Computer Systems
Nanite Manipulators and Technology
Augstrom
Industrial Droids and Machinery
Carrier and Cruiser Engines
Firearms(Ballistic)
Shield Units
Groundcraft
After creating this list, it made it a lot easier for me to start making gear, since I had a reference for what company produces what types of gear and goods. These 10 would assuredly have many sub-corporations, producing any variety of goods as well, and leaving plenty of room for a GM to craft their own companies. These were created to help give baseline infrastructure and guidance to the development of the setting.
Character Sheets
So as a player of RPG's, I made a character for if I ever got the chance to PLAY in a Future d10 campaign. The character's name is Elara T'Surin, and I modeled her to be a mercenary scout. This character was created with a perk from the Mercenary Pack.
Name: Elara T'Surin
Age: 23 Years(Terran Equivalency)
Home Planet: Vrox
Height: 5' 4"
Weight: 120 lbs
Hair: Brown
Eyes: Blue-Green
Attributes(17)
STR 2
DEX 5
CON 1
INT 3
PER 4
CHA 2
Derived Statistics
HP: 12
DC: 10
Initiative: 5
DR: 2/2
Reflex: 5
Fortitude: 1
Will: 4
Speed: 35ft/full action
Light Load: 60lbs
Max Load: 180lbs
Skills(20)
Pistols 4
Longarms 3
Running 3(+1)
Stealth 3
Gymnastics 3(+1)
Hacking 2
Pilot(Groundcraft) 2
Abilities/Traits(20)
Athletic(5)
Mercenary(Marhill)(5)
Running Shot(10)
Modifiers
Attack(Pistol): +10/+11(BF)
Damage(Pistol): 4p(P)/7p(P)(BF)
Dodge(Gymnastics): +9
Running Shot(Pistol): +9/+10
Gear
Blugoss Wander Evo-Suit with Kevlar Underlay
- DR 2P/2E, 4 hours O2
Kerstall Arms Sighter Monocular
Kerstall Arms Defender Pistol
- Scope(increases range increment to 30 ft from 20 ft)
- Silencer
- Gas-Vent(reduces recoil value by 1)
- Laser-sight(+1 to attack rolls 20 ft or less or in low-light)
- Firing mode upgrade(enables burst-fire)
- 4p(P) Damage, 14 round clip, RC 0/0
Some of the choices also were about optimizing the gear that I got for a starting character, I believe I went with 1500 or 2000 credits. This enabled the player to buy just enough equipment to get started. For this character, I chose the Mercenary Perk, and selected Marhill for the company because they receive a 10% discount on Kerstall Arms weapons. With Running Shot, Athletic, and her Running and Gymnastics skills, Elara should have no issues freely moving about in combat. Simply follow up with the Light Foot Trait(10) and Combat Mobility(10), and her mobility increases(calculated with dexterity, not strength) and she does not provoke attacks of opportunity when moving in combat.
More Characters
Oh but wait! There's more of course. Adding to the character list this time are a few specialist characters.
Aiuna Leslara - Aspir Scout
One of the most skilled scouts on the war-torn planet of Charybdis, Aiuna Leslara is a force to be reckoned with. Agile and stealthy, she is able to recon enemy forces undetected, and when a skirmish breaks out she uses her deadly aim and powerful weaponry to take down almost any target. Incredibly quick, Aiuna almost always gets the drop on her opponents, and is never stationary for long. She has a sarcastic sense of humor, and enjoys her job as a scout, spending much of her time out doing reconnaissance. She uses a custom-crafted Plasma Rifle, outfitted with a plasma bayonet. She also uses a Heavy Radiation Rifle against armored opponents.
Lynn Moruul - Freelancer/Assassin
Growing up in the bustling trade city of Ankus on Selenar, Lynn Moruul found no lack of opportunities for work. She signed up with the Marhill Mercenary Company when she was 18, and found herself working many escort contracts. She developed an excellent record, and when she fought off pirates aboard the Connasin freighter the Gyrsburn, she caught the company's attention. They hired her as a freelance agent, contracting her to do various espionage and hit jobs. Lynn has countless contacts, allowing her to track down or get information on almost any target. While she can be described well as pragmatic, she does have a few personal friends, though not many. Her primary weapon of choice is a Kerstall Arms Centurion with a SmartScope, Recoil-Compensating Stock, and loaded with Armor-Piercing Rounds.
Adalae Mae Rovecca "Addie Mae" - Hacker/Tech Savant
Another native of Ankus, Addie Mae is an eccentric hacker who also loves to craft small droids. She creates many small animal-istic droid and robots which energetically roam around her workshop. She lost her parents in a terrorist attack when she was 12, and since then has made a living for herself through hacking and work at various tech firms. She uses a Micron Systems Grasp tech glove, and is often accompanied by her small ferret-like droid, Occules.
Talia Rae'Sol - Kite Nanite-User/Healer
An apprentice healer at the Sol Avery on Selenar, Talia has recently gone on her Ascendance, a coming of age pilgrimage for Kite Healers. They are required to walk the world and visit other cultures and societies. She is a quiet individual, working hard to help people. For those who know her, she is a friendly person, always looking for the best in people. She is a skilled Nanite User and is skilled at first aid, and also has studied medicine. She uses a Prometheus Charger nanite gauntlet.
Aiuna Leslara - Aspir Scout
One of the most skilled scouts on the war-torn planet of Charybdis, Aiuna Leslara is a force to be reckoned with. Agile and stealthy, she is able to recon enemy forces undetected, and when a skirmish breaks out she uses her deadly aim and powerful weaponry to take down almost any target. Incredibly quick, Aiuna almost always gets the drop on her opponents, and is never stationary for long. She has a sarcastic sense of humor, and enjoys her job as a scout, spending much of her time out doing reconnaissance. She uses a custom-crafted Plasma Rifle, outfitted with a plasma bayonet. She also uses a Heavy Radiation Rifle against armored opponents.
Lynn Moruul - Freelancer/Assassin
Growing up in the bustling trade city of Ankus on Selenar, Lynn Moruul found no lack of opportunities for work. She signed up with the Marhill Mercenary Company when she was 18, and found herself working many escort contracts. She developed an excellent record, and when she fought off pirates aboard the Connasin freighter the Gyrsburn, she caught the company's attention. They hired her as a freelance agent, contracting her to do various espionage and hit jobs. Lynn has countless contacts, allowing her to track down or get information on almost any target. While she can be described well as pragmatic, she does have a few personal friends, though not many. Her primary weapon of choice is a Kerstall Arms Centurion with a SmartScope, Recoil-Compensating Stock, and loaded with Armor-Piercing Rounds.
Adalae Mae Rovecca "Addie Mae" - Hacker/Tech Savant
Another native of Ankus, Addie Mae is an eccentric hacker who also loves to craft small droids. She creates many small animal-istic droid and robots which energetically roam around her workshop. She lost her parents in a terrorist attack when she was 12, and since then has made a living for herself through hacking and work at various tech firms. She uses a Micron Systems Grasp tech glove, and is often accompanied by her small ferret-like droid, Occules.
Talia Rae'Sol - Kite Nanite-User/Healer
An apprentice healer at the Sol Avery on Selenar, Talia has recently gone on her Ascendance, a coming of age pilgrimage for Kite Healers. They are required to walk the world and visit other cultures and societies. She is a quiet individual, working hard to help people. For those who know her, she is a friendly person, always looking for the best in people. She is a skilled Nanite User and is skilled at first aid, and also has studied medicine. She uses a Prometheus Charger nanite gauntlet.
Citizens of the Visceroth Cluster
As previously stated, I've spent a large amount of time creating characters to place in the world for players to interact with. So here is a list of some of them as well as information about the characters.
Nyralin Furit "Hawk" - Bounty Hunter
A well-known bounty hunter whose primary theater of operations is the Norinay System. Her colony was raided by pirates when she was 10, and she was taken as a captive. Nyralin was then sold as a slave to Denore(pre-joining the Coalition, 2715). She escaped when she was 17, stowing away on a mercenary vessel. She ended up joining the mercenary company and working closely with the Kite assassin named Kestrel. On a mission, Kestrel double crossed his team, all but Hawk dying in the explosion. She has a cybernetic right fore-arm and cybernetic organs on her right side, where she was badly injured from Kestrel's double-cross. She has since been a freelance bounty hunter, searching the cluster for any sign or lead on Kestrel. Hawk is a hardened soldier, and a bit of a loner. She is a focused individual and very driven. She uses a Kerstall Arms Valkyrie Modular Assault Rifle.
Pellin Rotz - Pilot
Pellin Rotz grew up on the planet of Erinor, in the capital city of Vieroth. When he was old enough he enlisted in the Navy, becoming a combat pilot. Pellin gained a large amount of combat experience during the MC-1 Conflict, when rights over the material cluster were being fought over by several planetary councils. After the conflict he left the Navy and began work as a freelance pilot, picking up various escort jobs through troubled space. A cool and collected individual, Pellin also works as a smuggler, transporting various illicit goods. He can often be found in one of the bars in Amburg, on Mure where he now resides. His personal craft is a Terrvance Shrieker.
Veronica LaBelle - Info Broker
A paragon of charisma, Veronica is charming to say the least. Growing up on Port, a space station serving as one of the busiest hubs, she was always surrounded by a wealth of information, gossip and rumors. Able to lie or charm her way through anything, she has a vast contact bank giving her intel on almost anyone or anything. She always keeps her Draskel Snub Pistol on her as a safeguard against threats. She can hold her own, and she is agile as well, finding a way out of anything physically that she can't talk her way out of. Experienced with dealing with all kinds of characters, Veronica is not shaken easily. She is a naturally outgoing and friendly person, spending most of her time out socializing(which is working).
Parek El'Nai - Narina Warrior
A member of the Krah'min tribe of the Orivay Peninsula on Miamar, Parek El'Nai is an imposing figure. Standing at 6'8" and 320 lbs of solid muscle, covered in scars, and skilled as a warrior, he strikes fear into the heart of almost an opponent. He is a quieter individual, and often spends his time training. His beliefs are like that of the Narina, valuing honor, strength and skill. He is skilled with a spear, which he can throw with incredible strength as well as use in melee. His mottled green skin has many blue tattoos as well as scars from fights and battles.
Nyralin Furit "Hawk" - Bounty Hunter
A well-known bounty hunter whose primary theater of operations is the Norinay System. Her colony was raided by pirates when she was 10, and she was taken as a captive. Nyralin was then sold as a slave to Denore(pre-joining the Coalition, 2715). She escaped when she was 17, stowing away on a mercenary vessel. She ended up joining the mercenary company and working closely with the Kite assassin named Kestrel. On a mission, Kestrel double crossed his team, all but Hawk dying in the explosion. She has a cybernetic right fore-arm and cybernetic organs on her right side, where she was badly injured from Kestrel's double-cross. She has since been a freelance bounty hunter, searching the cluster for any sign or lead on Kestrel. Hawk is a hardened soldier, and a bit of a loner. She is a focused individual and very driven. She uses a Kerstall Arms Valkyrie Modular Assault Rifle.
Pellin Rotz - Pilot
Pellin Rotz grew up on the planet of Erinor, in the capital city of Vieroth. When he was old enough he enlisted in the Navy, becoming a combat pilot. Pellin gained a large amount of combat experience during the MC-1 Conflict, when rights over the material cluster were being fought over by several planetary councils. After the conflict he left the Navy and began work as a freelance pilot, picking up various escort jobs through troubled space. A cool and collected individual, Pellin also works as a smuggler, transporting various illicit goods. He can often be found in one of the bars in Amburg, on Mure where he now resides. His personal craft is a Terrvance Shrieker.
Veronica LaBelle - Info Broker
A paragon of charisma, Veronica is charming to say the least. Growing up on Port, a space station serving as one of the busiest hubs, she was always surrounded by a wealth of information, gossip and rumors. Able to lie or charm her way through anything, she has a vast contact bank giving her intel on almost anyone or anything. She always keeps her Draskel Snub Pistol on her as a safeguard against threats. She can hold her own, and she is agile as well, finding a way out of anything physically that she can't talk her way out of. Experienced with dealing with all kinds of characters, Veronica is not shaken easily. She is a naturally outgoing and friendly person, spending most of her time out socializing(which is working).
Parek El'Nai - Narina Warrior
A member of the Krah'min tribe of the Orivay Peninsula on Miamar, Parek El'Nai is an imposing figure. Standing at 6'8" and 320 lbs of solid muscle, covered in scars, and skilled as a warrior, he strikes fear into the heart of almost an opponent. He is a quieter individual, and often spends his time training. His beliefs are like that of the Narina, valuing honor, strength and skill. He is skilled with a spear, which he can throw with incredible strength as well as use in melee. His mottled green skin has many blue tattoos as well as scars from fights and battles.
Monday, April 2, 2012
Some Notes
A few things about the game and setting:
It's set in the year 2723, years after humanity has found the means to travel vast distances of space in manageable amounts of time. The technology is referred to as Warpshot technology. More specifically, the setting that has been created is a cluster with four habitable planetary systems, most with 3 to 5 populated planets. Some planets have dominant ecosystems, some are terra-formed, so they more closely resemble Earth.
The two major systems are the Norinay System and the Cloress System, and there are also the Atlas System and the Liarra System. The Atlas System setting is designed as an additional content pack, and so is the Liarra System. The Atlas Pack adds the fourth non-human character race, the Aspir. The Aspir are a tunneling war-torn species, inhabiting the planet of Charybdis. This content pack also adds on Plasma Weapons, Sonic Weapons, Heat-based Damage and Weapons, and Radiation Weapons. These technologies are more advanced than some of the standard equipment for the basic system.
The Liarra System is currently in the middle of a large-scale planetary conflict, used to play military based character campaigns. A major faction or government has succeeded in conquering 3 of the 5 habitable planets in the system, and without intervention it is likely that the two remaining planets will fall as well.
I've created an array of characters and factions to help populate the world, and give ideas to GM's and players for characters. For major factions there is the Interstellar Police Force(IPF), which governs most interplanetary jurisdictions and space travel. This faction would be comparable to Interpol. Most planets would have a standing defense force, often operating as the police or security on the planet in times of peace. There are nine major corporations, each with various sub-corporations. They are: Stansis, Draskel, Augstrom, Hughes, Maritech, Connasin, Intellitron, Prometheus, and Blugoss. Each specializes in specific fields, helping give shape to the gear created for the game.
This system seems to work well as a single-player campaign, as well as the standard 4 player campaign. For single-player campaigns, there is a game mechanic for active party members and player control. Content packs will add many NPC's for the GM and player's use, giving a variety to suit almost any play style. Additional content packs being worked on are the Mercenary Pack and the Pilot Pack. The Mercenary Pack will include several missions/jobs and infrastructure, additional arms and armor, and assorted Mercenary NPC's. The Pilot Pack will include several Pilots jobs/missions, new vehicles and armaments, as well as additional NPC's.
See the Concept Designs page to view some of the designs for various planetary systems and characters.
It's set in the year 2723, years after humanity has found the means to travel vast distances of space in manageable amounts of time. The technology is referred to as Warpshot technology. More specifically, the setting that has been created is a cluster with four habitable planetary systems, most with 3 to 5 populated planets. Some planets have dominant ecosystems, some are terra-formed, so they more closely resemble Earth.
The two major systems are the Norinay System and the Cloress System, and there are also the Atlas System and the Liarra System. The Atlas System setting is designed as an additional content pack, and so is the Liarra System. The Atlas Pack adds the fourth non-human character race, the Aspir. The Aspir are a tunneling war-torn species, inhabiting the planet of Charybdis. This content pack also adds on Plasma Weapons, Sonic Weapons, Heat-based Damage and Weapons, and Radiation Weapons. These technologies are more advanced than some of the standard equipment for the basic system.
The Liarra System is currently in the middle of a large-scale planetary conflict, used to play military based character campaigns. A major faction or government has succeeded in conquering 3 of the 5 habitable planets in the system, and without intervention it is likely that the two remaining planets will fall as well.
I've created an array of characters and factions to help populate the world, and give ideas to GM's and players for characters. For major factions there is the Interstellar Police Force(IPF), which governs most interplanetary jurisdictions and space travel. This faction would be comparable to Interpol. Most planets would have a standing defense force, often operating as the police or security on the planet in times of peace. There are nine major corporations, each with various sub-corporations. They are: Stansis, Draskel, Augstrom, Hughes, Maritech, Connasin, Intellitron, Prometheus, and Blugoss. Each specializes in specific fields, helping give shape to the gear created for the game.
This system seems to work well as a single-player campaign, as well as the standard 4 player campaign. For single-player campaigns, there is a game mechanic for active party members and player control. Content packs will add many NPC's for the GM and player's use, giving a variety to suit almost any play style. Additional content packs being worked on are the Mercenary Pack and the Pilot Pack. The Mercenary Pack will include several missions/jobs and infrastructure, additional arms and armor, and assorted Mercenary NPC's. The Pilot Pack will include several Pilots jobs/missions, new vehicles and armaments, as well as additional NPC's.
See the Concept Designs page to view some of the designs for various planetary systems and characters.
D10 Character Creation
Okay, this is a lot of the information needed to create a character in the d10 Role-Playing System, with more data on gear to follow. Yes, it's almost 30 pages.
Attributes
Dexterity is used for most gun 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 saves.
Constitution is a character’s physical fortitude, contributing to the character’s hit points as well as fortitude saves.
Intelligence governs knowledge skills and many technical skills, and in a level based system determines the number of skill points earned each level.
Perception 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 use of nanite-technology, a form of tech-casting.
Charisma 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 The character’s hit points, calculated by 10 + (CON x 2). The toughness perk adds 3 hit points to the character’s max.
INITIATIVE The character’s speed to reacting to combat, measured by the character’s Dexterity.
CARRYING CAPACITY How much the character can carry, no encumbrance penalty for a light load or less, an encumbrance penalty of -1 and -10ft/turn movement for greater. 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.
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 SKILLS
Computers(INT)
Chemistry(INT)
Craft(Subcategory)(INT)
Demolitions(INT)
Electronics(INT)
First Aid(INT)
Hacking(INT)
Mechanic(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)
Pilot(Subcategory)(DEX)
Running(DEX or STR)
Search(PER or INT)
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.
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, it delays your shot 4 standard actions(2 turns) in the initiative stack, but the overage in an aim check is directly applied to the attack roll, at an overage rate 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 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 4p + 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
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.
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.
Tech/Medical Skills
Chemistry(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
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*
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
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*
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
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
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
*Tech 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
Stealth/Rogue Skills
Disguise(PER):
A character’s ability to make themselves appear as someone else, or just simply appear differently. Made against a DC of 8.
OVERAGE: Static(8), 3, +1 to Resist being discovered
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
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
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
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
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 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 which will be included in the following descriptions. 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.
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.
Paragon(Attr.)(3) To raise an attribute to maximum value, one must have taken the Paragon trait first. It is otherwise purchased normally.
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 save 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 save 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 Saves.
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.
Paragon(DEX)(3) See Character Tree
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 Saves
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.
Paragon(CON)(3) See Character Tree
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 Saves
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)
Paragon(INT or PER)(3) See Character Tree
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 can hold larger weapons more easily, large weapons can be held in a single hand proficiently.
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 1.
Pistols Tree:
Dual-Wielding(2) Requires Ambidexterity and removes the remaining -2 penalty for using two firearms at once.
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 save 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 bonus 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
Paragon(STR or DEX)(3) See Character 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
Tech 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 saves 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 saves.
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.
Paragon(CHA)(3) See Character Tree.
Defender Tree:
Deft(1) Character receives a +1 bonus to Standing DC.
Evasion(2) If the character succeeds a reflex save, 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 save, 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 save 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.
Tactical Tree:
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.
This pretty much covers the basics of character creation, so from here let’s continue to some of the game’s core mechanics. We’re going to go over how the combat system works, and some of the concepts behind it. Don’t worry, gear will be coming.
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 should 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.
Each character receives a full action(which is two standard actions) for their turn. 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 opponents 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.
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.
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.
Following is some data about firearms and suits, as well as information about some of the manufacturers.
Future
d10
A Pen & Paper RolePlaying
System and Setting
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 combat is designed to play as a chain of events, as though every action is in reaction to another. My most successful beta test was a single-player campaign, and by streamlining the combat to its essentials it made it a very fluid and fun experience. The game also has a Tactics System mechanic, and systems for NPC’s in Active Roles, Support Roles, and Passive Roles. Other mechanics that are worked in or easily added are Pain/Wounds, Stress, and Loyalty.
Future d10 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.
Let’s start with character creation: A character’s information is comprised of ATTRIBUTES(1-6), SKILLS(1-6), ABILITIES, and any other background or aesthetic information you would like to include. When creating a character, a certain number of starting points are assigned. The Build-Point system is not the only system that can be used, later I will include rules for a level-based system.
A suggested starting amount for attributes is 15 to 17 points, 20 to 25 points to spend amongst skills, and 20 to 25 points for abilities.
Attributes
Attributes are a character’s physical and mental capabilities, ranging from 1 to 6. Raising a skill from 5 to 6 costs an extra perk, known as a Paragon Trait. The attributes used in Future d10 are STRENGTH, DEXTERITY, CONSTITUTION, INTELLIGENCE, PERCEPTION, and CHARISMA.
Strength is used to determine carrying capacity, governs many physical skills such as swimming, climbing, melee weapons, and represents the character’s physical prowess.Dexterity is used for most gun 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 saves.
Constitution is a character’s physical fortitude, contributing to the character’s hit points as well as fortitude saves.
Intelligence governs knowledge skills and many technical skills, and in a level based system determines the number of skill points earned each level.
Perception 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 use of nanite-technology, a form of tech-casting.
Charisma 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 The character’s hit points, calculated by 10 + (CON x 2). The toughness perk adds 3 hit points to the character’s max.
INITIATIVE The character’s speed to reacting to combat, measured by the character’s Dexterity.
CARRYING CAPACITY How much the character can carry, no encumbrance penalty for a light load or less, an encumbrance penalty of -1 and -10ft/turn movement for greater. 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.
Skills
Skills are just that, the things a character has learned or 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.
COMBAT SKILLSUnarmed(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 SKILLS
Computers(INT)
Chemistry(INT)
Craft(Subcategory)(INT)
Demolitions(INT)
Electronics(INT)
First Aid(INT)
Hacking(INT)
Mechanic(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)
Pilot(Subcategory)(DEX)
Running(DEX or STR)
Search(PER or INT)
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.
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, it delays your shot 4 standard actions(2 turns) in the initiative stack, but the overage in an aim check is directly applied to the attack roll, at an overage rate 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 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 4p + 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
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.
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.
Tech/Medical Skills
Chemistry(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
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*
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
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*
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
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
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
*Tech 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
Stealth/Rogue Skills
Disguise(PER):
A character’s ability to make themselves appear as someone else, or just simply appear differently. Made against a DC of 8.
OVERAGE: Static(8), 3, +1 to Resist being discovered
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
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
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
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
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 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 which will be included in the following descriptions. 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.
Paragon(Attr.)(3) To raise an attribute to maximum value, one must have taken the Paragon trait first. It is otherwise purchased normally.
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 save 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 save 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 Saves.
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.
Paragon(DEX)(3) See Character Tree
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 Saves
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.
Paragon(CON)(3) See Character Tree
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 Saves
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)
Paragon(INT or PER)(3) See Character Tree
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 can hold larger weapons more easily, large weapons can be held in a single hand proficiently.
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 1.
Pistols Tree:
Dual-Wielding(2) Requires Ambidexterity and removes the remaining -2 penalty for using two firearms at once.
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 save 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 bonus 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
Paragon(STR or DEX)(3) See Character 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
Tech 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 saves 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 saves.
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.
Paragon(CHA)(3) See Character Tree.
Defender Tree:
Deft(1) Character receives a +1 bonus to Standing DC.
Evasion(2) If the character succeeds a reflex save, 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 save, 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 save 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.
Tactical Tree:
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.
This pretty much covers the basics of character creation, so from here let’s continue to some of the game’s core mechanics. We’re going to go over how the combat system works, and some of the concepts behind it. Don’t worry, gear will be coming.
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 should 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.
Each character receives a full action(which is two standard actions) for their turn. 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 opponents 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.
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.
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.
Following is some data about firearms and suits, as well as information about some of the manufacturers.
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