RPG system thing
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 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 |
Base stats
Base attacks: 3Base 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
PastsWeight 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: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.
ARMOUR | ARMOUR VALUE | COVERAGE | WEIGHT | VALUE | TIER | KEYWORDS |
---|---|---|---|---|---|---|
Light Padded Suit | 6 | All but head | 5 | 10 | I | - |
Armoured Cuirass | 10 | Torso, Arms | 12 | 30 | II | - |
Standard Military Power Armour | 14 | All | 15 | 90 | III | Powered Armour, Optical Gear (Simple) |
HAST Suit | 18 | All | 25 | 250 | III | Powered Armour, Cumbersome, Heavy Plating, Heavy Weapon Platform, Optical Gear (Full) |
Leg Plating | 10 | Legs | 6 | 35 | I | - |
Bracers | 6 | Arms | 4 | 20 | I | - |
Close Combat Suit | 8 | All | 8 | 50 | II | Close Combat Gear, Powered Armour, Block |
Heavy Cuirass | 15 | Torso | 14 | 40 | II | - |
Blast Suit | 6 | All | 12 | 45 | II | Heavy Plating, Cumbersome |
Light Armoured Suit | 10 | All | 6 | 30 | I | - |
Plated Cap | 10 | Head | 5 | 15 | I | - |
Visored Helmet | 14 | Head | 6 | 60 | II | Optical Gear (Full) |
Layer-Chain Bracers | 8 | Arms | 6 | 45 | II | Close Combat Gear, Block |
Exoskeleton | 4 | Torso | 8 | 80 | II | Powered Armour, Heavy Weapon Platform |
Heavy Combat Suit | 13 | Torso, Arms | 10 | 70 | II | Cumbersome |
Leg Braces | 8 | Legs | 4 | 40 | I | - |
Ballistic Helmet | 10 | Head | 8 | 30 | II | Heavy Plating, Optical Gear (Simple) |
Hellwoven Castaway (example character armour) | 18 | All | 22 | Unique | - | Powered Armour, Heavy Plating, Optical Gear (Full) |
Weapons
Stats:Melee Weapons
Melee weapons tableBalanced 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.
WEAPON | AP | WEIGHT | INITIATIVE | STAT BONUSES | VALUE | TIER | KEYWORDS |
---|---|---|---|---|---|---|---|
Longsword | - | 10 | 4 | S3, D3 | 30 | I | Two-Handed, Layered Chain Blade |
Arming Sword | - | 8 | 3 | S2, D3 | 25 | I | Layered Chain Blade, Hand-and-a-Half |
Halberd | - | 14 | 5 | S5, D2 | 45 | II | Layered Chain Blade, Two-Handed, Shock (2) |
Claw-Gloves | - | 4 | 3 | S2, D4 | 50 | II | Layered Chain Blade, Paired, Wrist-Mounted, Bleed (2) |
Greatsword | - | 15 | 5 | S4,D3 | 60 | II | Layered Chain Blade, Two-Handed, Sweep, Unwieldy |
Parrying Blade | - | 8 | 1 | D4,S4 | 40 | II | Measured Strike, Layered Chain Blade |
Staff | 3 | 6 | 5 | S4, D4 | 40 | I | Hand-and-a-Half, Shock (1) |
Det-Stick | 18 | 12 | 3 | S6, D2 | 50 | II | Explodes(4d4), Shock(2d6), Two-Handed, Unwieldy, One Use |
End Of An Age [example character weapon] | - | 12 | 5 | S8,D6 | Unique | Unique | Layered Chain Blade, Two-Handed, Sweep, Master-Crafted, Thundering Strike(2) |
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.
WEAPON | AP | WEIGHT | INITIATIVE | STAT BONUSES | VALUE | TIER | KEYWORDS |
---|---|---|---|---|---|---|---|
Greataxe | - | 15 | 3 | S6 | 50 | II | Two-Handed, Layered Chain Blade, Shock (4), Unwieldy |
Slam-Hammer | 6(16) | 18 | 3 | S6(10) | 110 | III | Two-Handed, Secondary Fire Mode, Shock (1d8 (8)), Unwieldy, Block, (Thundering Strike(2d4)), Explodes(2) |
Poleaxe | - | 15 | 5 | S5 | 60 | I | Layered Chain Blade, Two-Handed, Sweep |
Thunderclap Gauntlet | 9 | 6 | 2 | S7 | 50 | III | Paired, Wrist-Mounted, Shock (4), Thundering Strike(1) |
Maul | 5 | 8 | 3 | S8 | 50 | II | Shock (3), Bleed (1d6), Hand-and-a-Half |
Pneumatic Cannon | 6 | 24 | 3 | S12 | 130 | III | Two-Handed, Unwieldy, Shock (3d6), Measured Strike, Thundering Strike(6) |
Reinforced Staff | 5 | 8 | 6 | S5 | 40 | I | Two-Handed, Shock (2), Precision |
Executioner Blade | - | 12 | 4 | S9 | 70 | II | Two-Handed, Layered Chain Blade, Measured Strike, Precision |
Iota-Delta-5BD's Claws [example character weapon] | - | 18 | 4 | S8 | Unique | Unique | Shock (4d4), Sweep, Paired, Unwieldy, Layered Chain Blade, Thundering Strike(1d4) |
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.
WEAPON | AP | WEIGHT | INITIATIVE | STAT BONUSES | VALUE | TIER | KEYWORDS |
---|---|---|---|---|---|---|---|
Dagger | - | 5 | 2 | D4 | 20 | I | Lightweight, Layered Chain Blade, Bleed (3) |
Shortsword | - | 8 | 2 | D6 | 30 | I | Layered Chain Blade |
Hardened Plasma Blade | - | 3 | 1 | D3 | 15 | II | Lightweight, Paired, Layered Chain Blade |
Handaxe | - | 5 | 3 | D3 | 30 | I | Lightweight, Layered Chain Blade, Shock (2) |
Sword-Spear | - | 8 | 6 | D6 | 60 | II | Layered Chain Blade, Two-Handed |
Dueling Dagger | - | 4 | 2 | D10 | 80 | III | Layered Chain Blade, Measured Strike, Lightweight, Paired, Precision |
Segmented Whip | 7 | 8 | 4 | D7 | 60 | II | Shock (3), Bleed (1d4), Lightweight, Sweep |
Chain-Sickle | - | 10 | 4 | D7 | 90 | III | Hand-And-a-Half, Layered Chain Blade, Bleed (4), Unwieldy |
Arashi No Shiyoi [example character weapon] | - | 9 | 3 | D8 | Unique | Unique | Layered Chain Blade, Master-Crafted, Paired |
Ranged Weapons
Ranged weapons tableRanged Weapons
The various kinds of ranged weapons found in human space. Coilguns, gunpowder guns, and even plasma weapons, generally united by being guns.
WEAPON | ATTACKS | STR | DEX | AP | WEIGHT | VALUE | TIER | KEYWORDS |
---|---|---|---|---|---|---|---|---|
Coilpistol | 1 | 10 | 10 | 5 | 6 | 45 | I | Lightweight |
Submachine Coilgun | 2 | 10 | 10 | 3 | 9 | 50 | I | Rapid Fire, Lightweight, Range (25) |
Coilrifle | 2 | 12 | 12 | 8 | 10 | 65 | II | Rapid Fire, Two-Handed |
Heavy Coilrifle | 4 | 12 | 12 | 8 | 12 | 140 | II | Heavy, Two-Handed, Shock (2) |
Light Autocannon | 3 | 12 | 8 | 8 | 20 | 170 | II | Two-Handed, Twin-Linked, Heavy, Explodes(2), Shock(4) |
Wrist-Coilgun | 2 | 10 | 10 | 6 | 4 | 50 | II | Wrist-Mounted, Twin-Linked |
Railgun | 1 | 24 | 18 | 14 | 22 | 220 | III | Heavy, Ignores Cover, Shock (1d4+4), Two-Handed, Thundering Strike(1d6) |
Sniper Rifle | 2 | 8 | 8 | 6 | 10 | 40 | II | Gunpowder-Based, Two-Handed, Precision, Sniper |
ACM Revolver | 2 | 6(14) | 16 | 4(12) | 5 | 190 | III | Lightweight, Gunpowder-Based, Secondary Fire Mode, (Explodes(6)), (One Use) |
Grenade Launcher | 1 | - | - | 8 | 15 | 135 | II | Range (40), Explodes (2d8), Two-Handed, Grenade |
Rocket Launcher | 1 | 30 | 18 | 10(17) | 14 | 90 | III | Explodes(3d6) (X), Secondary Fire Mode, Two-Handed, Heavy, Gunpowder-Based, Grenade (X) |
Grenade | 1 | - | - | 6 | - | - | - | Grenade, Explodes(2d6), Range (16) |
Laser Pistol | 3 | - | - | 15 | 6 | 60 | II | Lightweight, Laser, Cauterization, Precision, Rapid Fire |
Plasma Charge | 1 | - | - | - | - | - | - | Plasma Weapon, One Use, Grenade, Remote Detonation, Explodes (10d6), Cauterization |
Plasma Cannon | 2 | - | 28 | - | 20 | 120 | III | Heavy, Two-Handed, Plasma Weapon, Ignores Cover, Cauterization, Unstable (5+) |
Plasma Pulser [example character weapon] | 1 | - | 16 | - | - | Unique | Unique | Plasma 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.
NAME | STAT BONUS | HEAT | VALUE | TYPE | BODY PART(S) | TIER | SPECIFIC EFFECT |
---|---|---|---|---|---|---|---|
Body Reinforcement | + 1 Toughness | 0 | 20 | Cybernetic, Core | Any | I | - |
Efficient Movements | + 1 Dex | 1 | 30 | Cybernetic, Core | Arms | I | - |
Strengthened Musculature | +1 Str | 1 | 30 | Cybernetic, Core | Arms | I | - |
Superhuman Senses | Re-Roll perception checks, + 3 WS/FS for character | 2 | 60 | Cybernetic | Full-Body | II | Allows dodge and block rolls to be made against firearms, though need a desperate roll if no PAI System as well. |
PAI System | - | 2 | 80 | Cybernetic | Head | III | Allows dodge and block rolls to be made against firearms, though need a desperate roll if no Superhuman Senses as well. |
Extra Arm Rig | - | 0 | 150 | Cybernetic, Core | Torso | III | Adds two extra Prosthetic Arms which function as normal with toughness 6. |
Cooling Strips | - | -1 | 10 | Cybernetic, Core | All | I | - |
Cooling Fin | - | -3 | 25 | Cybernetic | Head | II | - |
Water Cooling System | +3 DEX/STR for character | -10 | 80 | Cybernetic | Torso | III | - |
Combat Analysis Computer | +2 to PRC, +1 Attacks | 4 | 70 | Cybernetic | Head | II | Bearer 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 FS | 3 | 50 | Cybernetic | Head | II | When 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 NGT | 2 | 40 | Cybernetic | Head | II | Reduces 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 DEX | 3 | 100 | Organic | Torso | III | When a Lethal Injury occurs, it does not add to the counter. The effects still persist, but the counter does not increase. |
Energy Use Manager | - | 2 | 120 | Cybernetic | Full-Body | III | +1 Action Point |
Efficient Lungs | - | 1 | 40 | Organic | Torso | II | -1 exhaustion per turn outside combat. |
Cybernetic Limb | +1 toughness | 0 | 50 | Prosthetic | Arms or Legs | I | - |
Cybernetic Eye Overlay | +2 PRC and +2 WS/FS | 0 | 30 | Cybernetic | Head | I | Allows 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/FS | 2 | 70 | Cybernetic | Head | II | Allows 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 | - | 0 | 80 | Cybernetic | Torso | II | Adds one extra Prosthetic Arm, with a base toughness of 3. Does not count towards average Toughness value. |
Wound-Sealing Nanomachines | - | 1 | 120 | Organic | Full-Body | III | At 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 | - | - | 60 | Prosthetic | Arms | II | Any 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 movement | 1 | 30 | Cybernetic | Legs | I | - |
SBO Access | - | - | 70 | Cybernetic, Core | Torso | III | Allows Synthetic Battery Overdischarge |
Plasma-Pulser Arms[Example Character Augment] | +3 STR and DEX to character | 3 | - | Prosthetic | Arms | III | Contains 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: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
SkillsSkills
The various skills used in the rpg system. Some are not tied to stats at all, but many are.
Skill | Stat | Description |
---|---|---|
Intimidation | NGT/STR | Threatening someone, usually with an end goal in mind. |
Persuasion | NGT | Getting someone to do something because you're just so charismatic. |
Medical | PRC | Fixing up wounds and reducing the impact of injuries. |
Robotics | PRC | Reparing machines and synthetics. |
Driving | - | Driving cars and such. |
Spaceflight | - | Flying spaceships, big and small. |
Leadership | NGT | Commanding, inspiring, and leading people. |
Climbing | STR | Climbing stuff. |
Athletics | DEX | Running fast (and proper), landing falls well, and so on. |
Estimation | PRC | Estimating and approximating stuff like numbers, people's feelings, and about everything. |
Performing | NGT/DEX | Public performances; varies a lot. |
Deception | NGT | Lying to people. |
Computers | PRC | Managing 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 insideEquipment
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. EquipmentEquipment
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.
Name | Weight | Cost | Type | Use |
---|---|---|---|---|
Medkit | 2 | 15 | Reusable | In 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. |
Bloodpack | 1 | 8 | One-Use | When 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 Machine | 12 | 45 | Multi-Use | Use 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. |
Grenade | 3 | 5 | One-Use | Make a Ranged Attack as if using the Shoot Action, and use the weapon profile of Grenade normally. |
Plasma Charge | 20 | 160 | One-Use | Make a Ranged Attack as if using the Shoot Action, and use the weapon profile of Plasma Charge normally. |
Synthetic Repair Kit | 9 | 50 | Multi-Use | Same 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 Cutter | 18 | 100 | Multi-Use | - |
Hacking Tool | 4 | 40 | Reusable | - |
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+ |
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
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)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.
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;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. |
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 sectionSynthetics 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:Vehicle weapons
Vehicle WeaponsVehicle Weapons
The various weapons and such found exclusively on vehicles. Big stuff. Also a few weapons meant to be used against vehicles.
WEAPON | ATTACKS | STR | DEX | AP | KEYWORDS |
---|---|---|---|---|---|
MBT Railgun | 1 | 50 | 45 | 40 | Very Large Weapon(2d4) |
Rapid-fire Fighter Craft Cannon | 10 | 30 | 30 | 16 | Heavy, Shock (2), Explodes (2), Rapid Fire |
Executioner Plasma Cannon | 3 | 70 | 40 | 150 | Very Large Weapon(10), Plasma Weapon, Unstable (2+), Explodes (20) |
Cruiser Heavy Railcannon | 2 | 2100 | 700 | 1800 | Starship Weapon, Explodes (500) |
Keywords
Vehicle-based weapons have two keywords exclusive to them. Very Large Weapon and Starship Weapon.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,
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