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RPG system thing

Follow SJ, will you? It'd be cool.
    On top of that, I have a Ko-Fi. Check it.  

Intro

I have no clue what I'm doing, but it's very fun.   work in progress   So, basically, this whole thing is a bit of a side project, for the sake of it. I have incredibly limited experience with tabletop RPGs, but do have a lot more with tabletop wargames, namely 40k and Kill Team. If you're familiar with those, you'll notice a number of elements are far more similar to them. Because of my different perspective, I imagine this is quite unique and different, at the very least. I quite like it.   Another major feature is the very ad-hoc nature of the system. While the combat is fairly stuctured, there are no strict datasheets or statblocks for enemies, nor is the logic of the roleplaying sections that set in stone. TL;DR: Improvise. The system is very combat-focused in general, as roleplay doesn't really need that many mechanics, I feel. Levels, too, have no mechanical precedent. I would personally probably give a single point of choice to increase every now and then. Money, too, is just a number, I'd give the party maybe a couple hundred [money unit], probably per encounter (i.e. found in loot and/or gotten from rewards n such.)   In case anyone cares, the system is theoretically useable in any setting, sort of. It's designed for mine, but change around keywords and maybe get rid of augments, and you can adapt it to anywhere. Well, magic would be tricky, but that's your problem not mine lmao   addendum: in the progress of developing this, I got some experience in two campaigns; one with 1st edition pathfinder, another with a 40k-themed game of praedor.  

Main mechanics

Most of the unique mechanics are based on combat, because again, 40k and kill team. One of the most major things is that encounters and combat are done on a proper physical board. The characters move around based on meters, measured with actual inches/cm (depends on which you choose), measured physically from a character's base. Getting into combat, for example, needs you to actually move the distance in inches and get base-to-base, moving around any cover and such that would block you. Sightlines work much the same, too.   The other big thing is the complete absence of hit points. Damage is instead handles with three tiers of injuries, on a limb-to-limb basis. Each injury tier has its own negative modifiers, and the last one just leads to the limb being gone, and if it's the head or torso, that's tough. The tiers can also happen at any time; some random knife can get a lethal injury just like that. Not a high chance for that though.   There's also the ambiguity of things. Enemy stats are all hidden, and even the check action gives approximations. The only things you can know are weapon and armour stats, and even then that's only the generic versions; some enemies can have custom stuff.   The combat is rather lethal and deliberate. A single turn of combat can cripple a character. Various mechanics also add strategy, like exhaustion, augment damage, or weapon keywords. Classes are not a thing, and roles are more chosen by augments, weapons, and skill allotment. The extra mechanics add depth and things to consider, exhaustion encourages you to keep a single guy in combat, and bleeding means even small scuffles are impactful, and heat meanwhile punishes excessive augments while still allowing them.   Oh yeah, augments. No caps on those, just heat to manage. Allows some very wacky stuff, but at a cost of potential danger. Like having eight arms each with pistols in them. Or paired weapons, each making four attacks. Maybe you want to make a million checks with a single action, can do. Zoom across the map with a giant hammer, yep. Just have to deal with the heat.   Modifiers stack. All of them. First you apply the multiplications and such (like halved WS), then the additions (like -2 WS)   There's also the concept of a desperate roll. It's here and there, but it's just a roll of a d6 that succeeds on a 6.   The rest of these notes will be... disparate and unorganized, to say the least. Sorry.  

The Check

Generally, you make checks in specific situations. Some equipment and/or actions call for a specific stat or skill, where some roleplay situations call for others. This system is stolen near-completely from Praedor (a pretty obscure finnish rpg), because that system's cool.   The way you use a skill is to roll an amount of d6 (3d6 at base, potentially more or less, depending on the difficulty). If the result is lower or equal to the skill, you succeed. If higher, fail. Every five below or above the skill results in a +1 or -1 respectively, which affects a number of things. For example, a roll of a 4 against a skill of 19 is a +3 success; 19 - 4 = 15, which is 3x5 lower. A roll of 18 against a skill of 11 is a -1 fail, since 18 - 11 = 7, which is more than five over but less than ten.   These degrees bring different results. For example, a roll to check an opponent's stats with the Stat Check action would allow you to see as many stats as degrees, while a roll to seal injuries would roll more dice per degree.   Rolling against someone is a similar process, but you roll relevant skills (improvise i guess), and compare the degrees and so the level of success.  

Character creation

 

Species

Pick a species, human or synthetic. Humans are the baseline, where synthetics get a higher lethal injury threshold, don't bleed, but also generate more heat and can't get organic augments and are heavier.  

Step 1: Basic stats

For each main stat, you select an amount of d4s to roll (the first one's free). The pool you get is 6, to divide up freely between them. That is literally just it.   Total blood amount is [ 5d6 (rerolling results of 1) + average toughness of all body parts, doubled.]. The roll result is permanent, but the toughness bonus changes as toughness does. Synthetics skip this.   The lethal injury threshold is determined by: [average toughness of all body parts, halved and rounded down, then increased by 1].  

Past

Literally just choose one of them, and apply the modifiers.  

Equipment

Everybody gets a piece of armour, a weapon, and an augment. Tier I, chosen from a random pool of ten or so. (or just pick one tier 1 thing each). Pasts apply here, follow what they say.  

Skills

Selecting skill goes as follows;
First, select 6 practical skills and 3 knowledge skills. Then you can increase them by pointbuy with a pool of 50 points. Skills start at a base of the respective stat, or 10 if the is none listed. You can increase a given skill by a maximum of 10 in this phase.   The various pasts each have a specified skill. This one is treated as selected along with the others, and does not count against the 6/3 restriction.  

character details

Species

two species, Human, and Sapient Synthetics   Humans:
  • basic stuff
  • base heat generation 2, base cooling 6
  • Synthetics:
  • + more durable (can take two fatal wounds, no blood loss)
  • - more heat, base heat generation is 3, base cooling is 5
  • + no food use
  • - heavier
  • Basic stats

    Weapon Skill (WS) Firearm Skill (FS) Strength (STR) Dexterity (DEX) Perception (PRC) Negotiation (NGT)
    Skill with Melee weapons, affects hit rolls Skill with Ranged weapons, affects hit rolls Ability to use heavy stuff, affects block rolls Ability to move accurately, affects dodge rolls Ability to determine stuff around you, affects general parts of combat Ability to talk with people and interact with stuff, affects combat little
      Other abilities;   All of the abilities are generally on a 1-20 scale, and show up outside of combat, mainly PCT and NGT  

    Base stats

    Base attacks: 3
    Base toughness: 5 per body part, -1 for head
    Base carry weight: 30
    Base movement: 5m

    Base heat generation: 2 for humans, 3 for synthetics
    Base cooling: 6 and 5 respectively  

    Character pasts

      Pasts
    Aspiring Mode
  • Start with one extra chosen Tier 1 augment
  • + 2 PRC
  • Skill: Robotics
  • Veteran
  • +2 WS/FS, or +1 to both
  • +2 to STR/DEX
  • Skill: Leadership
  • Former Duelist
  • Start with extra chosen tier 2 melee weapon
  • +3 to WS
  • Skill: Athletics
  • Survivor
  • +1 to Toughness on two body parts
  • +1 to PRC
  • +1 to STR/DEX
  • Skill: Estimation
  • Former Trader
  • party gets +d10 money
  • +2 NGT
  • Skill: Persuasion
  • Child of the Core Worlds
  • +1 to PRC and NGT
  • tier 2 ranged weapon instead
  • Skill: Computers
  • Travelling Performer
  • +1 to WS/FS, +2 to NGT
  • Select one more Practical Skill when choosing skills.
  • Skill: Performance
  • Collector
  • +2 NGT
  • Start with one extra weapon, armour, or augment
  • Skill: Knowledge (History)
  • Doctor
  • +3 to PRC
  • Start with 2 extra medical kits
  • Skill: Medical
  • Escaped Criminal
  • +1 to WS and FS
  • +1 PRC
  • Skill: Deception
  • Former Politician
  • +3 to NGT
  • Skills: Deception and Persuasion
  • Jack of all Trades
  • +1 to any three stats
  • Skill: +1 to all selected skills

  •  
     

    Weight n shit

      Load and weight use is separated into four categories; fourths. 0-25%, 26-50% and so on.
    you can't go above 100%   Base carry weight is 30. Strength increases this linearly, + 1 STR = + 3 carry weight. Synthetics start at with 20 carry weight instead, though there are ways to reduce this  
    0-25% 25-50% 50-75% 75-100%
    + 50% movement (i.e: 5meters becomes 7.5m, +5 to dodge - -2 to dodge -25% to movement, -5 to dodge
     

    equipment

    Armour, augments, melee weapons, guns Augments vary in use, cybernetics work for humans and synthetics, but organic augments are human-exclusive. Everything else works for both.   Weapons and such come in three levels, [Standard], [Superior], and [Master-Crafted]
    Standard has no special qualities, it's the raw stats.
    Superior confers a +2 to STR, DEX, AP, the stat bonuses, and a +20 to price
    Master-Crafted gives a +3 to the same stats, + the Mastercraft keyword, with +30 cost  
    Armour
      Stats:
  • AV: Armour Value: Used for Armour save rolls.
  • Weight: Weight.
  • Coverage: Which parts of the body the armour covers.
  • Cost: Cost.
  • Due to the armour being more concentrated on the torso, attacks to the torso give a +2 to armour rolls
    You can have multiple pieces of armour. If they overlap, choose which armour value to roll with
        Armours table

    Armours

    Armour. Protection for your body, coming in all shapes and sizes. Sometimes with special rules, sometimes not. Varied coverage and protection.


    ARMOURARMOUR VALUECOVERAGEWEIGHTVALUETIERKEYWORDS
    Light Padded Suit6All but head510I-
    Armoured Cuirass10Torso, Arms1230II-
    Standard Military Power Armour14All1590IIIPowered Armour, Optical Gear (Simple)
    HAST Suit18All25250IIIPowered Armour, Cumbersome, Heavy Plating, Heavy Weapon Platform, Optical Gear (Full)
    Leg Plating10Legs635I-
    Bracers6Arms420I-
    Close Combat Suit8All850IIClose Combat Gear, Powered Armour, Block
    Heavy Cuirass15Torso1440II-
    Blast Suit6All1245IIHeavy Plating, Cumbersome
    Light Armoured Suit10All630I-
    Plated Cap10Head515I-
    Visored Helmet14Head660IIOptical Gear (Full)
    Layer-Chain Bracers8Arms645IIClose Combat Gear, Block
    Exoskeleton4Torso880IIPowered Armour, Heavy Weapon Platform
    Heavy Combat Suit13Torso, Arms1070IICumbersome
    Leg Braces8Legs440I-
    Ballistic Helmet10Head830IIHeavy Plating, Optical Gear (Simple)
    Hellwoven Castaway (example character armour)18All22Unique-Powered Armour, Heavy Plating, Optical Gear (Full)

     
     

    Weapons

      Stats:
  • AP: Armour Penetration, affect armour save rolls.
  • Weight: How much the weapon weighs.
  • Cost: Cost.
  • Stat Bonuses (melee): Sx (STR bonus of x) and/or Dx (DEX bonus of x), used primarily for defense rolls.
  • Stats (ranged): STR or DEX; used straight for defense rolls.
  • Initiative (melee): Determines order of making attacks in melee.
  • Attacks (ranged): Amount of attacks made when shooting the weapon.
  • Melee Weapons
    Melee weapons table
    Balanced Weapon (STR and DEX bonus)

    Balanced Weapons

    Various balanced weapons requiring both dexterity and strength to wield effectively. Generally two-handed, and with decent initiative and less bonuses than a Heavy or Quick weapon would have, but has both STR and DEX bonuses.


    WEAPONAPWEIGHTINITIATIVESTAT BONUSESVALUETIERKEYWORDS
    Longsword-104S3, D330ITwo-Handed, Layered Chain Blade
    Arming Sword-83S2, D325ILayered Chain Blade, Hand-and-a-Half
    Halberd-145S5, D245IILayered Chain Blade, Two-Handed, Shock (2)
    Claw-Gloves-43S2, D450IILayered Chain Blade, Paired, Wrist-Mounted, Bleed (2)
    Greatsword-155S4,D360IILayered Chain Blade, Two-Handed, Sweep, Unwieldy
    Parrying Blade-81D4,S440IIMeasured Strike, Layered Chain Blade
    Staff365S4, D440IHand-and-a-Half, Shock (1)
    Det-Stick18123S6, D250IIExplodes(4d4), Shock(2d6), Two-Handed, Unwieldy, One Use
    End Of An Age [example character weapon]-125S8,D6UniqueUniqueLayered Chain Blade, Two-Handed, Sweep, Master-Crafted, Thundering Strike(2)
      Strong Weapons (STR bonus)

    Heavy Weapons

    The heavier and larger kinds of weapons, used for smashing things apart. Give bonuses to STR, and tend to be two-handed, with decent initiative. Many are also not layered chain blades.


    WEAPONAPWEIGHTINITIATIVESTAT BONUSESVALUETIERKEYWORDS
    Greataxe-153S650IITwo-Handed, Layered Chain Blade, Shock (4), Unwieldy
    Slam-Hammer6(16)183S6(10)110IIITwo-Handed, Secondary Fire Mode, Shock (1d8 (8)), Unwieldy, Block, (Thundering Strike(2d4)), Explodes(2)
    Poleaxe-155S560ILayered Chain Blade, Two-Handed, Sweep
    Thunderclap Gauntlet962S750IIIPaired, Wrist-Mounted, Shock (4), Thundering Strike(1)
    Maul583S850IIShock (3), Bleed (1d6), Hand-and-a-Half
    Pneumatic Cannon6243S12130IIITwo-Handed, Unwieldy, Shock (3d6), Measured Strike, Thundering Strike(6)
    Reinforced Staff586S540ITwo-Handed, Shock (2), Precision
    Executioner Blade-124S970IITwo-Handed, Layered Chain Blade, Measured Strike, Precision
    Iota-Delta-5BD's Claws [example character weapon]-184S8UniqueUniqueShock (4d4), Sweep, Paired, Unwieldy, Layered Chain Blade, Thundering Strike(1d4)
      Quick Weapons (DEX bonus)

    Quick Weapons

    The quicker sort of weapons; usually low initiative, rarely two-handed, but also light, allowing high amounts of attacks with two weapons instead. Also lighter. DEX stat-related weapons.


    WEAPONAPWEIGHTINITIATIVESTAT BONUSESVALUETIERKEYWORDS
    Dagger-52D420ILightweight, Layered Chain Blade, Bleed (3)
    Shortsword-82D630ILayered Chain Blade
    Hardened Plasma Blade-31D315IILightweight, Paired, Layered Chain Blade
    Handaxe-53D330ILightweight, Layered Chain Blade, Shock (2)
    Sword-Spear-86D660IILayered Chain Blade, Two-Handed
    Dueling Dagger-42D1080IIILayered Chain Blade, Measured Strike, Lightweight, Paired, Precision
    Segmented Whip784D760IIShock (3), Bleed (1d4), Lightweight, Sweep
    Chain-Sickle-104D790IIIHand-And-a-Half, Layered Chain Blade, Bleed (4), Unwieldy
    Arashi No Shiyoi [example character weapon]-93D8UniqueUniqueLayered Chain Blade, Master-Crafted, Paired

     
     

    Ranged Weapons

    Ranged weapons table

    Ranged Weapons

    The various kinds of ranged weapons found in human space. Coilguns, gunpowder guns, and even plasma weapons, generally united by being guns.


    WEAPONATTACKSSTRDEXAPWEIGHTVALUETIERKEYWORDS
    Coilpistol110105645ILightweight
    Submachine Coilgun210103950IRapid Fire, Lightweight, Range (25)
    Coilrifle2121281065IIRapid Fire, Two-Handed
    Heavy Coilrifle41212812140IIHeavy, Two-Handed, Shock (2)
    Light Autocannon3128820170IITwo-Handed, Twin-Linked, Heavy, Explodes(2), Shock(4)
    Wrist-Coilgun210106450IIWrist-Mounted, Twin-Linked
    Railgun124181422220IIIHeavy, Ignores Cover, Shock (1d4+4), Two-Handed, Thundering Strike(1d6)
    Sniper Rifle28861040IIGunpowder-Based, Two-Handed, Precision, Sniper
    ACM Revolver26(14)164(12)5190IIILightweight, Gunpowder-Based, Secondary Fire Mode, (Explodes(6)), (One Use)
    Grenade Launcher1--815135IIRange (40), Explodes (2d8), Two-Handed, Grenade
    Rocket Launcher1301810(17)1490IIIExplodes(3d6) (X), Secondary Fire Mode, Two-Handed, Heavy, Gunpowder-Based, Grenade (X)
    Grenade1--6---Grenade, Explodes(2d6), Range (16)
    Laser Pistol3--15660IILightweight, Laser, Cauterization, Precision, Rapid Fire
    Plasma Charge1------Plasma Weapon, One Use, Grenade, Remote Detonation, Explodes (10d6), Cauterization
    Plasma Cannon2-28-20120IIIHeavy, Two-Handed, Plasma Weapon, Ignores Cover, Cauterization, Unstable (5+)
    Plasma Pulser [example character weapon]1-16--UniqueUniquePlasma Weapon, Range (24), Cauterization, Unstable (3+)

     
     

    Augments

    Some Augments have a weapon connected. That weapon has a profile to it.
    Cybernetics can be equipped by everyone, Organic augments are human-exclusive. Prosthetics are for both, but replace the original arm and ignore bleeding if not organic. Stat bonuses from augments work as follows; If it reads "x and y", then you get both benefits, but "x/y" means you need to choose which when equipping it.   Augments table

    Augments

    Various augments, organic and cybernetic. Very varied function and stats, also heat mechanics.


    NAMESTAT BONUSHEATVALUETYPEBODY PART(S)TIERSPECIFIC EFFECT
    Body Reinforcement+ 1 Toughness020Cybernetic, CoreAnyI-
    Efficient Movements+ 1 Dex130Cybernetic, CoreArmsI-
    Strengthened Musculature+1 Str130Cybernetic, CoreArmsI-
    Superhuman SensesRe-Roll perception checks, + 3 WS/FS for character260CyberneticFull-BodyIIAllows dodge and block rolls to be made against firearms, though need a desperate roll if no PAI System as well.
    PAI System-280CyberneticHeadIIIAllows dodge and block rolls to be made against firearms, though need a desperate roll if no Superhuman Senses as well.
    Extra Arm Rig-0150Cybernetic, CoreTorsoIIIAdds two extra Prosthetic Arms which function as normal with toughness 6.
    Cooling Strips--110Cybernetic, CoreAllI-
    Cooling Fin--325CyberneticHeadII-
    Water Cooling System+3 DEX/STR for character-1080CyberneticTorsoIII-
    Combat Analysis Computer+2 to PRC, +1 Attacks470CyberneticHeadIIBearer can make one Check Action a turn without using Action Points while Locked in Combat, but only targeting opponents Locked in Combat with them.
    Targeting Stabilizer+3 to PRC and FS350CyberneticHeadIIWhen targeting a specific body part or when shooting a ranged weapon after having moved, the penalty is only a fourth instead of half (I.e: 12 becomes 8 instead of 6.)
    General Computer Augment+3 to PRC and NGT240CyberneticHeadIIReduces the amount of dice for NGT checks and checks for any skills of based on NGT and of the Knowledge type.
    Secondary Heart+1 to STR and DEX3100OrganicTorsoIIIWhen a Lethal Injury occurs, it does not add to the counter. The effects still persist, but the counter does not increase.
    Energy Use Manager-2120CyberneticFull-BodyIII+1 Action Point
    Efficient Lungs-140OrganicTorsoII-1 exhaustion per turn outside combat.
    Cybernetic Limb+1 toughness050ProstheticArms or LegsI-
    Cybernetic Eye Overlay+2 PRC and +2 WS/FS030CyberneticHeadIAllows the user to re-roll one die when making a PRC Check. (Max of two Eye overlays and/or Eyes total)
    Cybernetic Eye+3 PRC and +2 WS/FS270CyberneticHeadIIAllows the user to re-roll one die when making a PRC Check, in addition, the amount of dice rolled for the check is one less. (Max of two Eye overlays and/or Eyes total). Reduces enemy's cover save by 1.
    Secondary Tentacle-080CyberneticTorsoIIAdds one extra Prosthetic Arm, with a base toughness of 3. Does not count towards average Toughness value.
    Wound-Sealing Nanomachines-1120OrganicFull-BodyIIIAt the start of a turn, after blood loss is inflicted, all minor injuries' Blood Loss becomes 0. Roll a d6 for each Major injury, and on a 4+, their Blood Loss becomes 0. Does nothing to Lethal Injuries.
    Arm-Integrated Weapon--60ProstheticArmsIIAny weapons equipped on this arm count as being held in two hands for the purposes of any keywords. However, you may not use the Switch Weapon action on this arm during an encounter.
    Enhanced Leg Musculature+ 1m of movement130CyberneticLegsI-
    SBO Access--70Cybernetic, CoreTorsoIIIAllows Synthetic Battery Overdischarge
    Plasma-Pulser Arms[Example Character Augment]+3 STR and DEX to character3-ProstheticArmsIIIContains weapons; Plasma Pulser, Claw Gloves (Superior), 1x on both arms.

     
     
    Keywords
    Some weapons and armour have specific keywords in the special features. Here's the list:
  • Layered Chain Blade: No armour saves can be made against this weapon. In addition, Block rolls may not be made against this weapon unless the target has either the Layered Chain Blade or Block keywords, or both, on their armour and/or weapons.
  • Cumbersome: No dodge saves are allowed when wearing this armour.
  • Powered Armour: Wearer ignores penalties from carry weight.
  • Lightweight: this weapon can be equipped and unequipped without using an action point. In addition, ranged weapons with this ability do not suffer FS penalties from having moved.
  • Plasma weapon: No armour saves can be made against this weapon. Dodge rolls may be made. In addition, the damage roll is 5d6, re-rolling any results of 1. For the purposes of explosions, the AP is 50.
  • Two-Handed: If not held in two hands, this weapon does not gain the stat bonus it normally gives, and always makes attacks at an Initiative of 1. Ranged weapons with this ability must be held in two hands to use.
  • Mastercraft: This weapon rolls an additional d6 for its damage roll.
  • Secondary Fire Mode: When shooting this weapon, the user can activate this ability. For that turn, the weapon uses the bracketed stats and keywords. If a keyword has a [X] in it, the secondary mode does not use it. E.g: Explodes(3d6) (X) would not use the Explodes(x) rule for the secondary mode, but would for the main mode.
  • Paired: When fighting with more than one weapon, if all used weapons have this keyword, the penalty of reducing attacks starts from the second weapon onward. I.e; three weapons only get -1 attack, while two get no penalty.
  • Wrist-Mounted: If this weapon is equipped on a hand, another weapon can be equipped there as well. It still counts towards attacking with several weapons, however.
  • Explodes(x): After attacks are resolved, every person in x meters takes a hit on three random body parts if at half of x or closer, and two if more than half of x away. Make attacks with the weapon's normal profile, reducing AP by every meter of distance from the explosion. Only armour saves and cover saves may be taken against this attack. Cover is determined by using the target of the explosion as the shooter. In addition, when a target is within half of the range of the explosion, the weapon gains the Thundering Strike (1d6) and Shock(1d6) keywords. These modifiers stack with any modifiers on the weapon itself.
  • One-Use: This weapon can only be used once an encounter.
  • Heavy: This weapon requires two action points to Shoot with.
  • Rapid Fire: This weapon can be shot more than once a turn.
  • Gunpowder-Based: When determining the block/dodge roll, a PAI Interface's effects are ignored.
  • Twin-linked: When attacking with this weapon, you may re-roll any die once when rolling defence rolls.
  • Range(x): This weapon may only be shot when within x meters of the target.
  • Shock(x): Failed defense rolls not saved by a cover save caused by a weapon with this ability reduce WS and FS by x until the end of the next turn.
  • Ignores Cover: Cover saves cannot be made against this weapon.
  • Grenade: This weapon does not make attacks, instead, use the Explodes(x) rule directly.
  • Heavy Plating: The wearer can re-roll any and all armour saves made wearing this armour.
  • Close Combat Gear: Close Combat Weapon attacks made while wearing this armour are made with a stat bonus of S2, D2, and at an AP of 10.
  • Unwieldy: This weapon always fights at its initiative stat, even if the wielder has charged.
  • Sweep: If the wielder is locked in combat with more than one opponent, they can freely allocate attacks between them, ignoring any restrictions to targets.
  • Block: If a weapon or armour has this keyword, the user may make Block rolls against Layered Chain Blade weapons.
  • Remote Detonation: A weapon with this ability cannot be used at range, and does not target enemies. Instead, it is placed base-to-base with the user, and can be detonated remotely from any distance with the Interact action. The damage to enemies is then calculated normally, calculating distance with the center of the explosion being the place the charge was placed at.
  • Measured Strike: When attacking with this weapon, you may only make one attack.
  • Bleed (x): This weapon inflicts x more bleeding to the target when an injury occurs.
  • Precision: This weapon may target specific parts of the body without penalty.
  • Hand-and-a-Half: When held in two hands, this weapon gains +1 Initiative.
  • Sniper: The Precision keyword only affects this weapon if the user has not moved that turn.
  • Cauterization: Injuries caused by this weapon do not cause bleeding.
  • Thundering Strike(x): After resolving attacks, the user can decide to use this ability. If so, a single defense roll is made as normal. If the attacker succeeds, the opponent is moved back the specified amount of meters. If they hit a terrain feature or another character, they, as well as the hit character, suffer an AP0 , [ d6 + distance] damage hit to two random body parts.
  • Heavy Weapon Platform: When wearing this armour, the user always counts as not having moved for the purposes of shooting attacks and keywords.
  • Laser: If an attack made with this weapon were to score a Major or Lethal Injury, it scores a Minor Injury instead. In addition, the defender's defense rolls against this weapon fail automatically.
  • Unstable (x): If this weapon is used in two successive rounds and/or more than twice in one round, you must make a roll with a d6, succeeding if you match x (equal or higher). If failed, the weapon causes 2d6 damage (if a 1 was rolled, the weapon is instead destroyed and causes 4d6 damage to the body parts) to the user's arm(s) it was held in and torso.
  • Optical Gear ([Simple] or [Full]): When wearing an armour with this keyword, the user gains the effects of either the Cybernetic Eye Overlay, if Simple, or Cybernetic Eye, if Full, augment, regardless of the number of those augments they have.
  • Skill system

    Using skills

    The way you use skills is to make a check using the respective skill.   Skills are divided into two categories; the practical skills and knowledge skills. They're pretty obvious, knowledge ones are just named as such and the rest is practicals.  

    Increasing skills

       

    Skill list

    Skills

    Skills

    The various skills used in the rpg system. Some are not tied to stats at all, but many are.


    SkillStatDescription
    IntimidationNGT/STRThreatening someone, usually with an end goal in mind.
    PersuasionNGTGetting someone to do something because you're just so charismatic.
    MedicalPRCFixing up wounds and reducing the impact of injuries.
    RoboticsPRCReparing machines and synthetics.
    Driving-Driving cars and such.
    Spaceflight-Flying spaceships, big and small.
    LeadershipNGTCommanding, inspiring, and leading people.
    ClimbingSTRClimbing stuff.
    AthleticsDEXRunning fast (and proper), landing falls well, and so on.
    EstimationPRCEstimating and approximating stuff like numbers, people's feelings, and about everything.
    PerformingNGT/DEXPublic performances; varies a lot.
    DeceptionNGTLying to people.
    ComputersPRCManaging computers and AI systems. Also includes hacking.
    Knowledge (History)-Knowledge of the local and human-space-wide history of humanity.
    Knowledge (Technology)-Understanding of the development history of various pieces of technology.
    Knowledge (Cellea)-Specifics of the Cellean empire's old history.
    Knowledge (Politics)-Local politics and events and situations.
    Knowledge (Culture)-Knowledge of the culture of local and faraway cultures.

     

    Inventory system

    Two inventories, with items and such inside  

    Equipment

    Equipment can be used in and outside combat, and in combat it's used with the Use Equipment action.   There are three main types of equipment, One-Use, Reusable and Multi-Use. One-Use should be rather obvious; one-use stuff can only be used once and then is destroyed. Reusable stuff can only be used once and then becomes unusable, but can be returned to usable in a proper place (safe zone type stuff like a weapon shop or such). Multi-Use has no limits to the amount you can use it. Spam it to your heart's content.   Equipment

    Equipment

    All the sorts of miscallaenous equipment that one can use, from medkits to grenades and from hacking tools all the way to some really weird stuff.


    NameWeightCostTypeUse
    Medkit215ReusableIn Encounter, used as follows; when base-to-base with a Human, select up to two body parts. Roll a Medical Check for each, and roll a d6 for each degree of success (1 for a normal success), and reduce the blood loss by that amount. Outside of combat, make a Medical Check, and for each degree, roll a d6 for each injury. If any reach a target (2+ for Minor, 4+ for Major, and 6+ for Lethal), the effects of that injury (not including the Lethal Injury counter) are removed.
    Bloodpack18One-UseWhen used on a Human, base-to-base, roll a Medical Check, and roll a d6 for each degree, and add the result to target's Blood.
    Revival Machine1245Multi-UseUse on a Unconscious target, base-to-base. Roll a Medical(Humans) or Robotics(Synthetic) Check, and for each degree, roll a d6 and reduce the target's unconsciousness timer by the total result.
    Grenade35One-UseMake a Ranged Attack as if using the Shoot Action, and use the weapon profile of Grenade normally.
    Plasma Charge20160One-UseMake a Ranged Attack as if using the Shoot Action, and use the weapon profile of Plasma Charge normally.
    Synthetic Repair Kit950Multi-UseSame function as a Medkit, only for Synthetics and not usable in an Encounter. Refer to Medkit for rules.
    Cooling juice
    Non-Rules-Based Tools
    Plasma Cutter18100Multi-Use-
    Hacking Tool440Reusable-
     

    Party inventory

    Everybody gets to use this, outside encounters. It has no caps, carries everything and can be taken and put into freely. Outside encounters, specifically. Can't be accessed during those.  

    Personal Inventory

    The stuff a single character has. Outside encounters, you can switch it up all you want, but respecting the weight limit. In encounters, that's what you're stuck with. Weight classes and such only apply in encounters.  

    Shops n loot n shit

    Shops and other such buying places vary, but are usually split into section of the types of equipment. Ranged weapons, melee weapons, augments, and armour. Generally, you have 3-4 tier I things, 1-2 tier II things, and 0-1 tier III things.  

    Encounters/combat/whatever that sort of stuff

     

    The battleground

    The battleground map is absolute. Everything is measured in inches (or cm, doesn't really matter, pick one and stick to it), from the edge of a base. The map can be anything, but structures and shapes of the walls and terrain features need to be defined. They are what you use for cover, moving, and so on.  
    Terrain Structure
    Do whatever the hell you want lmao   Generally, you want decent terrain coverage, but also a fair bit of open space. Or at least, this is the case if you're making something balanced, which may well not be the case- I personally prefer asymmetric and non-balanced encounters more so built for the story and/or being reasonable. A good medium size is probably close to 50-150 inches/cm.  
    Cover
    Cover More than 50% visible Less than 50% visible
    Low cover 6+ 5+
    High cover 4+ 3+
    Cover is handled in two ways. Cover can be high or low, which give specific benefits. There's also base visibility.   High and low; this cover grants a separate save, on a d6 . High cover saves on a 4+, low on a 6+.   If you can see less than half of your target's base from terrain in the way (not counting anything within a inch/cm of your base's edge), the target gets a +1 to their cover save (i.e high cover saves on a 3+)   In addition, ever 2 meters above your target that you are, the enemy's cover save is reduced by 1. (Unless there's a roof or something but then you can't do line of sight anyway)
     

    Special Mechanics

    Heat
    Thing generate heat at the start of any turn. Cooling power is subtracted from this heat, and if the result is positive, it's added to the heat counter.   Synthetics gain + 1d4 extra heat every turn when locked in combat.   If, at the start of a turn (before generation), heat is higher than 0, cyborg fever kicks in. Roll a d6 , and add the heat to it.
    Synthetics roll a d10 instead   redo
    Every result also includes the lower roll results as well. For example, a total result of 9-12 would also cause the effects of 5-8 as well.  
    Synthetic Battery Overdischarge
    If a character has access to this ability, they can, at the start of their turn, increase it by a level. It starts at level 0.
    For each level of SBO, the user's STR and DEX stats are multiplied by [level + 1], they gain +1 attacks and movement, and every other level (2,4,6), they gain +1 action point.
    In addition, at the end of the user's turn, every one of their body parts takes the current level's worth of d6's of damage. (i.e level 2 is 2d6, 5 would be 5d6).
    The user can reduce the effects at will by any amount at the start of their turn, including going to level 0. If the user falls unconcious during SBO, it goes to level 0 instantly.  

    Action points

    Everyone has 2 action points at base. Actions by default take 1 point each, though some specific rules and such change this.
    Move Move your movement value (default 5 meters)
    Shoot Shoot a ranged weapon. Check sightlines, cover, and make attacks following the combat phase rules. By default, ranged weapons can only be shot once a turn.
    Change Weapon Place weapons from hands into storage, and take weapons out and put them into either hands or both.
    Charge Move toward a target within 10 meters. Roll a d10 and add you movement value, then move that value in meters. If enough, you are Locked in Combat. Charges give you 10 initiative for the first turn.
    Fall Back Move away from a fight. You can make a normal move, but this action costs 2 points, and you may not use the Shoot or Charge actions afterwards. The opponent can make a Desperate Roll, and if successful, gets to make one attack with a weapon of their choice.
    Use Equipment Use a specific piece of equipment as the rules of it describe.
    Check Make a PRC check to find out one stat of choice from an enemy. DM then gives a rough estimate if successful (i.e for 9; "a bit less than ten" or "8-12)
    Interact Do a miscallaneous action, usually related to the specifics of an encounter. Can include things like opening doors, subduing enemies, or detonating bombs.
     

    How turn work

      1. Roll Turn Initiative. Roll a d20 , and add PRC to it. Every character in the encounter does this, and the enemies' results are revealed.
    2. Calculate the various variables. Roll heat, add excess heat, and apply effects. Reduce blood loss from total blood, and if below zero, drop dead. Reduce exhaustion if outside combat.
    3. Do turns, in order of iniative. Everyone makes their actions in their turn, whatever they may be, even those Locked in Combat.
    4. Fights. Fight happen in order of the fighters' weapons' iniative, and are resolved after everyone's turn.
    5. Do it again.  

    Locked in Combat

    If you charged or were charged, both parties are now locked in combat. They cannot shoot from there, but can act if necessary, though only use the fall back or switch weapons actions. They can be shot at, but any misses will hit the other fighter, to a random body part (roll d6). Combat is resolved at the end of a turn.   Synthetics gain +1d4 extra heat every turn when locked in combat.  

    Attack Sequence

    When using the shoot action (melee is elaborated later), select your target, and make the relevant amount of attacks shown on the weapon itself, as well according to the rules of it. You may choose a specific body part to target, but the attacks divide your WS or FS in half. (this is a normal modifier)  

    Melee combat

    The first step of combat is to decide attacks. Both characters decide which weapons they fight with, then both characters can make their attacks, though only in order of the initiative of their weapons. Higher ones go first. If two weapons have the same initiative, roll off, and the winner goes first.   When deciding attacks, you make the amount of attacks you can, according to the attacks statistic. Keywords like Measured Strike can affect this. If you attack with more weapons than one, they all get -1 attacks per extra weapon used.   You may choose a specific body part to target, but the attacks divide your WS or FS in half. (this is a normal modifier)  
    Close Combat Weapon: When choosing a weapon to attack with, the user can always attack with close combat attacks instead of a weapon, being essentially unarmed attacks, a rifle butt, or the like. These attacks are made with the user's WS, and base attack amount, with not stat bonus, at an AP equal to the toughness of a chosen limb.
     
    Hit roll
    When attacking, the first roll is the hit roll. The attacker rolls a number of d20 according to the amount of attacks they make. If making a ranged attack, if the attacker has moved, FS for the purpose of that attack is halved. In addition, the when attacking a target that has moved this round, the attacker's FS is reduced by the distance moved, for the purpose of the attack.   The target number of these attacks is as follows;
    First, take the WS of FS of the attacker.
    Apply modifiers; multiplicative ones first, then additions and subtractions.
    Subtract the result from 21. This is the target your roll must be equal or greater to.   For example; WS 26, but with a halved modifier and total of -5.
    (26 / 2) - 5 = 8
    21 - 8 = 13
    A roll of 13+ hits.  
    Dodge/Block roll
    If any hits are scored, the next roll takes place.   The defender decides which weapon to defend with, and whether to dodge or block. Dodge rolls use the DEX stat, while block rolls use STR.
    Generally, ranged weapons cannot be defended against. In this case, all the defense rolls fail automatically.   The process is as follows;
    Both characters take their respective stat and add their weapon's bonuses to it. Then, they both roll a d20 .
    They add that earlier total to it, and if the defender rolls higher or equal, they succeed the roll. If the attacker rolls higher, the defender fails the roll.   An unsuccessful defense roll is called a failed defense roll.  
    When attacking an unconcious enemy, any defense rolls made by the defender are automatically failed.
     
    Save rolls
    First roll a d12 to decide a random body part. Generally, when something says "roll to decide a random body part", including this one, the numbers correspond to body parts as follows;
  • 1 = Head
  • 2,3,4 = Torso
  • 5,6 = Right Arm
  • 7,8 = Left Arm
  • 9,10 = Right Leg
  • 11,12 = Left Leg
  • Next is the cover save. Use the table in the Cover section for this. If successful, nothing happens, if failed, make armour saves: For every failed defense roll, the defender rolls a d10 . Decide which attack you want to save one by one, different armour values and all.   The AP value of the weapon is subtracted from the defender's AV.
    Note that if the attacks are directed at the torso, the defender gains +2 to the armour value when rolling the saves.
    This result is then subtracted from 11.
    That number is the target for the roll.
    Note: This can result in a target for the roll below 2+, which means the roll cannot fail. A target roll of higher than 10+ can also happen, in which case no armour saves can be made. For example, an AP 5 coilpistol will never penetrate an AV 18 HAST suit.   Example;
    AV18 - AP14 = 4
    11 - 4 = 7
    The attack is saved on a 7+.  
    Damage roll
      Any failed armour saves are then rolled for damage. Here, the attacker rolls 3d6 for each failed save.   If the result is lower than the target's toughness, no injury is caused.
    If the result is equal to the toughness yet lower than 1.5 (rounding up) than it, a Minor Injury is caused.
    If the result is equal or more than 1.5 times but lower than twice the toughness, a Major Injury is caused.
    If the result is twice or more the toughness, a Lethal Injury is caused.  

    Injuries

    There are three levels to injuries; Minor, Major, and Lethal injuries. They each have different effects depending on the injured body part.
    Body Part Head Torso Right Arm Left Arm Right Leg Left Leg
    Minor Injury Debuff - 1d4 to WS and FS - 1 attacks - 1d4 to WS and FS, - 1d4 to STR and DEX on attacks made with weapons in this arm - 1d4 to WS and FS, - 1d4 to STR and DEX on attacks made with weapons in this arm - 1m to movement, - 1d4 for dodge and block rolls - 1m to movement, - 1d4 for dodge and block rolls
    Major Injury Debuff - 2d4 to WS and FS, -1 attacks, - 2m to movement - 1 attacks - WS and FS is halved (rounding up), - 2d4 to STR and DEX on attacks made with weapons in this arm - WS and FS is halved (rounding up), - 2d4 to STR and DEX on attacks made with weapons in this arm - 2m to movement + - 4 for dodge and block rolls - 2m to movement + - 4 for dodge and block rolls
    Lethal Injury Debuff Unconcious, - 2d4 to WS and FS, -2 attacks, - [2]m to movement Unconcious, - 1 attacks, - 1 action points Weapons can no longer be equipped on this arm Weapons can no longer be equipped on this arm Movement is halfed (rounding up), for own dodge and block rolls, DEX and STR is halfed (rounding up), before modifiers. Movement is halfed (rounding up)), for own dodge and block rolls, DEX and STR is halfed (rounding up), before modifiers.
      Injuries mount. Every two major injuries that happen, a lethal injury is added to the counter. It doesn't cause any negative effects, but it's one step close to death. Minor Injuries cause d6 blood loss a turn, and Major and Lethal ones 2d6 .
      Minor, Major, and Lethal Injuries reduce the toughness of a body part by 1.   See the body layout table for injury results.  
    Blood Loss
    You lose blood at the beginning of a given turn.   If blood reaches 0, you go unconcious. Follow the specific rules for blood loss-inflicted unconciousness in that section
    Synthetics ignore this mechanic.  
    Exhaustion
    Each successful block or dodge by the defender gives 1 exhaustion to the defender. Each point of exhaustion reduces STR and DEX by 2.   Exhaustion reduces by 2 each turn when outside combat. If locked in combat, it does not.  
    Augment damage
    When a body part is injured, the augments within can also get damaged. When sustaining an injury, roll a d6 for each non-Core augment in that body part. For major injuries, the augment is damaged on a 5+, and for lethal injuries, augments are damaged on a 3+. This also means that full-body augments do not get damaged.   If an augment is damaged, it no longer confers its effects, nor does it generate (or reduce) heat. It can only be repaired at an augment shop (i.e the next town or safe zone or whatever).  
    Unconcious
    When the criteria is met, the character goes unconcious. The character can not do anything at all, and will wake up in time. This time is [ 2d6 + amount of damage over fatal injury limit of the attack (min. 0) - torso toughness] rounds of combat. This does mean they can get a total of zero rounds, in which case they do not fall unconcious. If a synthetic falls unconcious, they roll a d4 and add the result to the counter. For characters bleeding out, the time is decided as [ 2d6 + total blood loss]. Characters wake up once the encounter is over. Characters with less than zero (of their original amount) do not wake up until they are given more.   They will also bleed during this period. That said, blood loss of all parts is cut in half, rounding up. When knocked unconcious, whether through injury or blood loss, a new counter is added onto the current blood of the person (which will be zero if bled out), representing more vital amounts of blood and such. This counter is the total blood amount + average toughness of injured parts. If this counter reaches zero, you die.   e.g: a character takes an lethal injury to the head. The toughness of their head is 6, and the torso is 7, and the attack scored a 16 (4 over the threshold) for the damage roll. The character rolls a 4 for the roll, thus the total time they are out for is 4 + 4 - 7 = 1.  
    Death
    Every lethal injury to the head or torso adds to the Lethal Injury counter.   If the amount of lethal injuries you get reaches the threshold or your "deeper" blood reaches 0, you die. That's it. Make a new character. You probably want to give them slightly less of each tier of equipment and such that the dead one and some improvements in stats over the fresh one.  

    Vehicles

    Not necessary, but pretty neat.   Generally, vehicles don't have any rules for outside combat, so just improvise if you want actual rules and such, otherwise just use them with common sense.   Vehicles in combat however, they play with different yet similar rules. Many of those rules are just tuned the hell up.  

    Vehicle Stats

    Vehicles have completely different stats to people, naturally. The core stats are:
  • Movement, which works the same as with people
  • Durability (DRB)
  • Sensor Ability (SAB)
  • Armour Value (AV)
  • Weapon Skill (WS) (rarely more than 0)
  • Firearm Skill (FS)
  • Hardened Plasma Shielding (SHD)
  • Durability and Sensor Ability are somewhat comparable to STR and DEX respectively, though also not really. They are used in an attack sequence, to determine how the vehicle is damaged and how the shields deploy. Movement and AV function the same as ever, as are FS and WS.   Hardened Plasma Shielding is a method to protect some heavier vehicles. In short, it's layers of tough shielding with its own AV, and which also reduces the AP of incoming fire if breached. Whenever a vehicle has SHDs, it comes with three numbers; the count of them, usually from one to two or three (starships have more), the AV (often more than the vehicle they protect), and AP reduction (usually in dice).   Regular size vehicles, from cars to AB-FSPs, tend to have these stats ranging from 10 to 50 or 60. Starships meanwhile vary, though the smaller ones can be in the low hundreds while large warships can easily reach the thousands. Suffice to say, the weapon scales are intended to be used against the same scale.  

    Vehicle weapons

    Vehicle Weapons

    Vehicle Weapons

    The various weapons and such found exclusively on vehicles. Big stuff. Also a few weapons meant to be used against vehicles.


    WEAPONATTACKSSTRDEXAPKEYWORDS
    MBT Railgun1504540Very Large Weapon(2d4)
    Rapid-fire Fighter Craft Cannon10303016Heavy, Shock (2), Explodes (2), Rapid Fire
    Executioner Plasma Cannon37040150Very Large Weapon(10), Plasma Weapon, Unstable (2+), Explodes (20)
    Cruiser Heavy Railcannon221007001800Starship Weapon, Explodes (500)
       
    Keywords
    Vehicle-based weapons have two keywords exclusive to them. Very Large Weapon and Starship Weapon.
  • Very Large Weapon (x): When used against non-vehicle targets (people, mostly), this weapon does not roll for damage. Instead, if it hits an Arm or Leg, it deals 1 lethal injury to it, and if it hits the Head or Torso, it deals x Lethal Injuries directly. If the target survives, the blood loss and unconciousness amounts are rolled for each lethal injury sustained and added together (i.e, 4d6 blood loss for two). The damage is considered to be 20 for the unconciousness timer. In addition, this weapon also gains the Shock (30) and Ignores Cover keywords and, if an attack made against such a target misses, it still causes an effect as if hit by a weapon with Shock(20).
  • Starship Weapon: When used against a non-vehicle target (people again), this weapon does not roll anything. Instead, the target and anything within the Explodes(x) range instantly dies. When used against non-starship scale vehicles, this weapon always results in (die). In addition, when used against starship-scale vehicles, the armour save roll does not happen, instead, the higher number succeeds straight up.
  • In addition, a couple keywords also change when used against or by vehicles:
    Plasma Weapon: If none is listed, this weapon's AP is considered to be 100, and the STR is 60
    Vehicles also ignore the following keywords' effects when using the weapon:
    Two-Handed, Unwieldy, Heavy, Sniper
    They also ignore the following effects when targeted by an attack by a weapon with the following keywords:
    Bleed(x), Shock(x), Thundering Strike(x), Sweep, Cauterization, Laser,  

    In Combat

       

    Attacks

    Attacking vehicles and a vehicle attacking a target is much the same as on the person scale. That said, the following are true:
  • A vehicle does not suffer from the FS reduction of having moved.
  • Targeting a vehicle that has moved does not reduce FS.
  • A vehicle cannot use melee attacks, unless otherwise stated. If so, it always attacks at initiative 1.
  •   A vehicle attacking a person is the same process as a person doing so. However, a vehicle being attacked is different.  
    Hit Roll
    The hit roll is fundamentally identical to the normal process; take ones FS or WS, apply modifiers, and subtract from 21, and that's the target on a d20, for each attack.  
    Sensor Roll
    The sensor roll is of the target's SAB vs the attack's DEX. In this way, it is much the same as a dodge roll, though with one major exception; both parties roll only a single d20, add their respective stat to it, and then the higher one wins. If successful, the defending vehicle's shielding activates, and the protection of their shields applies from then on, to the end of the attack sequence.  
    Armour Save
    The armour save is also the same as normal, saving for each shield before the vehicle proper, though each roll is done one after the other, as the SHDs can be destroyed in one attack to make way for another.  
    Damage Roll
    In this step, one takes the STR of the attacker and compares it to the DRB of the target. For each attack, a d20 is rolled, and a result is decided on the damage table. The result is as follows: STR + d20 - DRB.  
    Damage


    Cover image: by MadToxin

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