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Stofsk
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Post by Stofsk »

lazerus wrote:How does the point buy system work?
For this I'll quote the DMG 3rd Ed D&D pg.19-20:
The DMG wrote:All abilities start at 8. Take 25 points to spread out among all abilities. For ability scores up to 14, you buy them on a 1-for-1 basis. For abilities above 14, it costs a little more (see table blah). This method allows for maximum customisation, but you should expect each PC to have at least one reall good score.
Ability scores 9-14 have a 1-for-1 basis. Scores 15 and 16 have a 2-for-1 basis, while 17 and 18 have a 3-for-1 cost. This means that to go from 8 to 14 costs 6 points, 8 to 15 cost 8 points, 8 to 16 costs 10 points, 8 to 17 costs 13 points, and 8 to 18 costs 16 points. The default number of points you can spend is 25, but it can go higher or lower depending on the range of the campaign. I've already posted the default array - the question is, do people want an extra few points? Note that the DMG considers 32 points to imply a "high-powered campaign."

Usually point-buy gives powergamers one extraordinary score (like a Half-orc Barbarian with an 18 in Strength +2 from the racial bonus to give a 20, or the same with a Dwarven fighter with Constitution, or an Eleven ranger with Dexterity). At the same time, these powergamers tend to get shafted due to not having enough points to bump up their other abilities. So in the above examples, the Half-orc Barb will have 6s in Intelligence and Charisma (8 is where you start off, -2 for racial penalties), the Dwarf will get a 6 in Charisma and the Elf will get a 6 in Constitution. Unfortunately, most powergamers don't give a fuck and play it anyway.

There are balanced scores to take (so all 14s), or relatively high and low abilities (so perhaps a 16 in something while having a 10 in another, the rest being 12s or so).
The Prime Necromancer wrote:Well, it looks like it's going to be a game full of humans.
yeah, I know. :( Doesn't anyone like my alien ideas? :cry: If we really have a party full of humans then I see no reason to have the racial bonuses and penalties. From now on, humans get 4 free skill points at Clvl1, a free feat at Clvl1, and an extra skill point every level.
The Prime Necromancer wrote:In addition to lazerus's question, I have two of my own. One, will there be a few psychic powers for me to play around with, or is what I see what I get?
Absolutely. I just haven't posted them up yet. I'm looking to have subtle psychic powers, something ranging from empathic readings to jedi mind tricks, as well as clairvoyance/audience. I don't think you'll see lightening shoot from your finger tips, nor pyrokinetics; no superjumps or flash speed. I may allow TK, but I haven't decided yet, or in what form. I'm open to suggestions.
The Prime Necromancer wrote:And two, what will weapons be like?
Weapons, and combat, will be deadly. T20 is very much the kind of game where, if you're going to get into a fight, planning for it wins the battle more so than in D&D. In D&D (and probably SW as well - at least in KOTOR) you can walk around, get jumped by assassins or some giant bull-creature, ignite your lightsabre and hack away. If you get cut or shot then don't worry - drink a magic potion and you'll be alright.

HP is replaced by the term Stamina. When the NPC attacks you and scores a hit, it's not a physical hit - by that I mean the bullet doesn't hit your character's body and cause messy damage. What it does mean is the 'damage' translates into loss of stamina - the fight is tiring you out, dodging is getting harder and harder to do etc. At this point the 'magic healing potion' gets replaced with stimulant shots or some kind of 'stamina pack' - you pause for half a second and take a swig of scotch, revitalising you for the fight. When your stamina runs out, the next damage you take goes directly to constitution. When your Con reads 0 you're dead. If you take any amount of damage that reduces your Con by any significant level you fall unconsciousness and you need stabilisation.

Now, why do it this way? Basically it adds some element of tactics to any combat encounter - beyond the mere gang up on the leader thing. Cover fire is used, flanking manuevres are used, misdirection and diversions are used, grenades are used, sneaking around and trying to avoid combat is used (XP is awarded for plot points and for intelligent PC decisions or innovative ideas; don't think that to level up you have to kill every last stormtrooper in the castle). Another reason - in D&D at least when you're dying every character - and I mean every character, unless you happen to be the Tarrasque - dies at -10 HP. This is somewhat dodgy, as by all rights someone with a 20 Con (there's that Dwarf again) should be able to survive longer than that scrawny and weak Elf with a Con of 6.
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lazerus
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Post by lazerus »

Sounds interesting.

For my char, think "Dark Han-solo"
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Post by Stofsk »

lazerus wrote:Sounds interesting.

For my char, think "Dark Han-solo"
What makes him dark? He just hasn't met the right bikini-wearing enslaved princess yet? :wink:
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Post by lazerus »

Han solo, only more "shoot first".
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Post by FaxModem1 »

So, how do we begin? Were probably in different parts of the galaxy, it would take something very well written to bring us all together or something very coincidental.
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The Prime Necromancer
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Post by The Prime Necromancer »

The default number of points you can spend is 25, but it can go higher or lower depending on the range of the campaign. I've already posted the default array - the question is, do people want an extra few points? Note that the DMG considers 32 points to imply a "high-powered campaign."
Well, you're the one who knows just how "high-powered" this campaign is going to be. I mean, your setup of an entire galaxy left in chaos and disarray by unknown forces 250 years ago could easily turn out to be a pretty "epic" game. I myself wouldn't mind a few extra points, but I wouldn't want the game to be too easy. :)
yeah, I know. Doesn't anyone like my alien ideas? If we really have a party full of humans then I see no reason to have the racial bonuses and penalties. From now on, humans get 4 free skill points at Clvl1, a free feat at Clvl1, and an extra skill point every level.
I considered playing one, just to be different, but ultimately I liked the racial bonuses you gave to humans, so I chose them. :? I wanted the character to be dextrous, so the Chel'Noirn were out, and I didn't like the Sonnergat's hit to Constitution, as well as the fact that not many are Sentinels. Plus, I found it easier to make a backstory for a character who's mindset I am familiar with, not to mention ultimately roleplaying this character. Aliens can be pretty hard to do convincingly.
Absolutely. I just haven't posted them up yet. I'm looking to have subtle psychic powers, something ranging from empathic readings to jedi mind tricks, as well as clairvoyance/audience. I don't think you'll see lightening shoot from your finger tips, nor pyrokinetics; no superjumps or flash speed. I may allow TK, but I haven't decided yet, or in what form. I'm open to suggestions.
That's good. I wasn't expecting to hurl fireballs or go Palpatine on everyone; you said subtle, I just wasn't sure *how* subtle. :wink: It's the main reason I made the "incidents" in his backstory so vague.

Anyway, here's a variey of possible powers that you could use (or not) in some form or another:

Bad Luck: Hopefully you could think of a better, more fitting name. Basically, it would be briefly breaking the concentration and coordination of a target. For instance, a person desperately running away suddenly trips, a person trying to make a difficult shot has their vision blur and hand waver at the last second, that sort of thing.

Light Precognition: We'd have to be careful, if you used this at all, since it could become godlike too easily. Maybe only a nonspecific warning about a situation? Or maybe it would only protect against a threat with an actual brain (like sensing the intent to harm coming from the subject). *Edit*: There's another possibility. Rather than it being "always on" it's something the character must use before hand, possibly getting a sensation or even a brief little mental view of the future about a specific course of action (like: going down this hallway would be bad).

Weakening/Paralysis: Just what is sounds like. A group of people feel slow and weak, or a single target is paralyzed.

Psychic Impressions: Getting a feeling or even a brief glimpse of an emotional/stressful event that happened in an area. Like feeling the bad vibes from a murder scene.

Mind Sense: The ability to feel the presence of other living things of sufficient brainpower (maybe have to be sentient, maybe some higher animals can also be sensed).

Empathy: Feeling another's emotions.

Telepathy: Hearing another's surface thoughts and sending one's thougts to others.

Mental Probe: Delving deep into a target's mind to get specific information.

Hallucinations/Illusions: Just what it sounds like.

Suggestion: Basically like Jedi Mind Tricks.

Command: Inserting a compulsion into the mind of a target to take a specific course of action in the future.

Memory Wipe: Suppressing or destroying a target's memories, maybe even up the point of total amnesia.

Sense Implant: Causes the target to feel tactile sensations, like pain.

Dissolution: Mentally attacking the target. End result being a vegetative state.

Obviously I didn't think up all of these on my own. Many are inspired from various sources, including another RPG on this board. :P As for TK, a bit would be welcome, but it's not necessary. You could go anywhere from manipulation of small, relatively light objects (like rocks, knives, keys, etc) or up to the capacity to push or knock people out with it. Your call. I'm pretty maleable. Also, what will the mechanics for the Psy be like? I hope it's more like an MP (perhaps "Talent Points") thing rather than the way DnD handles spells.
**snip combat mechanic explanation**
That sounds great. I like the idea of it being more tactically driven and realistic. :D Although I must confess, my question actually had more to do with what kind of tech level the weapons (and the rest of the galaxy) will be at. Will we be shooting bullets or energy blasts? That sort of thing.
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Post by Stofsk »

SKILLS: The following information displays a list of skills in alphabetical order, with the appropriate ability modifier as well as a short description. There are no class skills, as I always found the idea to be somewhat implausible. Those of you who don't know what synergy means: basically, if you have a certain rank in a skill (usually 5 ranks) or a certain feat, you get a +2 synergy bonus to a related skill eg. 5 ranks in Balance confers a +2 synergy bonus to Tumble.

The short form 3-letter terms after the skill name, but before the skill description, is the key ability for that skill:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

A skill total is determined by the rank, ability modifier and any synergies (miscellaneous bonuses or penalties are determined by favourable or unfavourable circumstances: for instance, trying to use Awareness in a disorientating environment or suffering a concussion will confer a -4 unfavourable circumstance, while using diplomacy against an NPC you know well and have dirt on will give +2 or +4 bonus - the specific bonus is determined by me, the GM, and I don't tell you if you have it or not. Remember this point well: you get points in your favour, however, if you strive to be as descriptive as possible of your actions.) Essentially: Skill rank + Ability Modifier + Synergies (if any) +/- misc + D20 = skill result.

Appraise - (Int) - You're adept at determining the value of an item, with a reasonable degree of accuracy.

Astrogate - (Int) - You can plot a course for a hyperspace jump. You can also determine where you are in the galaxy. Synergy with Knowledge: Cosmography.

Awareness - (Wis) - Replaces the listen/spot skills and combines the two, as well as adding additional senses, such as touch or smell. Synergy with the feat Alertness.

Balance - (Dex) - You are very balanced. Synergy with Tumble.

Bluff - (Cha) - You can bluff people. Works in a variety of ways from the obvious, to feinting in combat, to creating a diversion etc. Synergy with Diplomacy, Disguise, Gambling, Intimidate.

Climb - (Str) - You can climb a mountain or side of a building. Synergy with the feat Athletics.

Computer Use - (Int) - You can use a computer terminal. You can also operate a console onboard a starship.

Concentration - (Con) - If performing some focused task this skill prevents a failure from distractions. Also aids in the use of psionics.

Craft - (None) - You only need 1 rank (skill point) and as along as you have tools, material and time you can craft whatever you choose (so Craft: Katana, or Craft: Painting). Essentially you take 20.

Diplomacy - (Cha) - Used in all manner of negotiations, whether it be mediation or simply bargaining with a Starport administrator over the entry fee. Synergy with Bluff and Sense Motive.

Disable Device - (Int) - Disabling a complex device in a certain, planned way. Such as sabotaging the jump engines on a starship.

Disguise - (Cha/Wis) - Change one's appearance in order to infiltrate. Also applies to smuggling contraband through a boarded search, except in that case the relevant ability is Wisdom. Synergy with Bluff if you are using the skill in it's Charisma form.

Drive - (Dex) - Ability to drive a car, truck, some kind of land vehicle, a train or thereabouts.

Escape Artist - (Dex) - This usually applies to escaping bonds, such as being tied to a chair and finding a way to get out of the chair.

Forgery - (Int/Dex) - Basically forging documents, Dex is used in the art of creating a forgery, Int is used (as an opposed roll) to determine the validity of the fake. You must be able to read and write in the language the forgery will be written in (this ought to go without saying).

Gather Information - (Cha) - By asking around at bars and Starports and so on, PCs can learn facts and rumours on any particular world. Synergy with the Connections feat.

Gambling - (Wis) - By being a dedicated gambler you can actually make money by knowing (whether it be logically or intuitively) the correct time to place a bet or to withdraw one. Synergy with Bluff, but only in games where bidding takes place (obviously, poker games as an example).

Handle Animal - (Cha) - You can use this skill to train an animal, or to drive it (assuming it is already domesticated).

Heal - (Wis) - You can administer first aid upon someone, stabilising them if they are seriously injured. It can also be used for surgery (with the appropriate feats) and the correct way of using drugs or stim-paks. Synergy with Profession: Doctor.

Intimidate - (Cha) - You can bully, coax or manipulate someone through a variety of ways in order to make them talk on a subject they feel reluctant to discuss, or to do something they may not want to do. Synergy with Bluff.

Jump - (Str) - You can jump. Yeehah. Synergy with the feat Athletics, and the skill Tumble.

Knowledge - (Int) - Can actually apply to a great many subjects such as "Galactic History," "Cosmography," "The Sciences," "The Arts," "Nobility and Politics" etc.

Leadership - (Cha) - You can direct and co-ordinate any team effort in order to produce the most efficient means to an end. You also get to make inspirational speeches.

Perform - (Cha) - You can perform for a crowd, pleasing them.

Pilot - (Dex) - You can pilot a spacecraft or aircraft, either normally or through many hazardous conditions (such as asteroid belts, lightening storms etc).

Profession - (None) - You only need 1 rank (skill point) and as along as you have the time and are able of mind and body, you can spend a week working in whatever profession you choose (freelance accounting, security guard/bouncer, prospecting, etc). Essentially you take 20.

Psionics - (Wis/Cha) - Requires the Talent feat. Essentially you use this skill to detect and identify the use of psionics and people who display psychic powers, as well as to use said powers. Wis refers to the former use of the skill, and Cha refers to the latter use of the skill.

Read Lips - (Int) - You can read lips from a distance. You must be able to speak the language that is spoken (this ought to go without saying).

Read/Write Language - (None) - You can spend 1 skill point to learn how to read and write in another langauge. You need to be able to speak it first.

Repair - (Int) - You can repair machinery or electronics, anything which is in a state of disrepair.

Ride - (Dex) - You can ride an animal like a horse or equivalent, as well as machines like motorcycles. Synergy with Handle Animal, assuming you are riding an animal. Synergy with Drive, assuming you are riding a bike.

Search - (Int) - Search an area or person for anything that has been hidden away from prying eyes. Synergy with the Track feat, if you are searching for tracks.

Sense Motive - (Wis) - Use this skill if you want to determine the intent of someone's actions or the hidden meanings behind their words.

Sleight of Hand - (Dex) - Pick someone's pocket, jimmy a lock to get it to open, palm something as subtlely as possible.

Speak Language - (None) - You can spend 1 skill point to learn how to speak in another language. You need this skill first before you can learn how to read/write in the same language.

Stealth - (Dex) - Combination of Hide/Move Silently. You can sneak up behind someone or hide from attention.

Survival - (Wis) - You know how to survive in the wild, where to seek shelter, where to find food/water, protection from predators etc.

Swim - (Str) - You can swim. Just check the water first. Synergy with the feat Athletics.

Tumble - (Dex) - You can use flips, somersaults, rolls etc. Synergy with Balance and Jump.

Use Alien Device - (Int/Wis) - You can intuitively (Wis) or logically (Int) figure out how to use an unfamiliar alien device. Failure may have... bizarre results (depending on the device).
Last edited by Stofsk on 2004-01-16 06:01am, edited 1 time in total.
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Post by Stofsk »

FEATS: The following information gives details on the variety of Feats available to choose from. They are arranged in alphabetical order, except when they form chains, they are listed with their pre-requisites in brackets and a short description. Feats give added power to your character, and are generally combat related, though a few of them have relevance for skills and role-playing.

Acrobatics - (None) - You get a +2 synergy bonus to Balance and Tumble checks.

Alertness - (None) - You get a +2 synergy bonus to Awareness checks.

Ambidexterity - (Dex 15+) - You can use weapons/tools in your offhand without suffering the usual penalties (this helps if you want to fight using two weapons in either hand).

Armour Proficiency: Light - Medium - Heavy - (None) - This allows you to wear armour without awkwardness. You still suffer the usual penalties to skills that require physical mobility.

Assassin - As a full-round action (meaning you can't move after you've attacked) you can attempt to kill a target with a single blow/stab/slash. If sneaking up on the target you get a -2 penalty; if engaged in melee you get a -4 penalty to attack, though this penalty is offset by 1 for every round you spend dodging and parrying the target.

Athletic - (None) - You get a +2 synergy bonus to Climb, Jump and Swim checks.

Combat Reflexes - (None) - You can take advantage of multiple attacks of opportunity made by enemies in combat, equal to your Dex mod (so if it's a +2 Dex mod, you can make 2 additional attacks of opportunities rather than the standard one)

Connections - (None) - You add a +2 to Gather Information checks, but you must form a relationship with the connection. The connection can be in the underworld, the military, the government, class, streetwise etc. It will often be an organisation that you form a connection with (this can provide adventure possibilities).
Favour - (Connections) - Once you have a connection with an organisation or an individual or even a world, you can attempt to call in a favour from a specific quarter. Using a Diplomacy check you can convince a representative to grant you some piece of equipment, some crucial piece of information, safe passage etc. The other side will inevitably hold you to your favour, and eventually you'll have to repay them (another adventure possibility).

Credit Line - (None) - Your character can take out a loan of an amount equivalent to (Clvl x the result of a Cha or Wis check) x 1000 credits. This loan must be paid back within a number of years equal to the Clvl of the character. While the loan is outstanding you cannot take out another loan.

Dodge - (Dex 13+) - You can add a +1 to defence, this represents your character's ability to dart and weave in combat, avoiding damage.
Mobility - (Dex 13+, Dodge feat) - You can add +4 to defence whenever you make an attack of opportunity towards an enemy.
Spring Attack - (Dex 13+, Dodge and Mobility feats, BAB 4+) - You can move before, during or after an attack, essentially you can hit then run.
Whirlwind Attack - (Martial Arts, Dodge, Mobility, Spring Attack feats, BAB 4+, Dex 13+) - When surrounded by enemies you can make a one spinning attack at your full BAB against each enemy, using a melee weapon.

Great Fortitude - (None) - You can add +2 to all Fortitude Saving throws. (they protect against poisons, diseases, shock/trauma etc)
Iron Will - (None) - You can add +2 to all Will Saving throws. (they protect against psychic attacks, gives your character a strong willpower etc)
Lightning Reflexes - (None) - You can add +2 to all Reflex Saving throws. (they protect against grenade attacks, traps etc)

Gearhead - (None) - You get +2 bonus to Repair and Computer Use checks, if the nature of the check aims to tinker or improve a particular piece of equipment/software.

Improved Critical - (Proficient with selected weapon, BAB 8+) - This feat increases the liklihood of scoring a critical hit upon a target using a selected weapon (unarmed attacks can be subbed in here). The crit range is doubled (a Katana has a crit range of 18-20 - this is the number you need on a dice roll to threaten a target with a critical strike - with this feat, the crit range goes to 16-20)

Improved Initiative - (None) - You gain a +4 synergy bonus to initiative rolls (this determines who goes first in combat order).

Jury Rig - (None) - When attempting a fast repair you can make a repair check - if it passes then the piece of equipment is automatically repaired, and will hold together long enough to get to a Starport and make serious repairs. Add +4 to any Concentration attempts that are required if there's a distraction (say, being attacked by pirate fighters).

Legal Eagle - (K/Interstellar Law 5+ ranks) - You get a +2 bonus to K/Interstellar Law and Diplomacy skills. Basically, this feat covers laws that deal with trade, diplomacy, commerce and trade - they do not deal with an individual world's law.

Martial Arts - You can fight using your fists, legs, elbows, head etc. without provoking an attack of opportunity. You also do more damage than usual (1D6+Str mod). You can make a Flurry of Blows attack (2 attacks at -2) or a Power Attack (up to -5 penalty to defence which equals a +5 to attack) either armed with melee weapons or fighting unarmed.
Defensive Martial Arts - (Martial Arts feat) - You can take a penalty to attack as high as 5 and apply that number to defence. The nature of the defence is a dodge bonus. You can apply any Wisdom modifier to defence. You can use your Reflex saving throw to deflect physical projectiles (such as arrows or stones).
Improved Martial Arts - (Martial Arts feat) - You can attempt to disarm an opponent and not provoke an attack of opportunity. You can trip opponents, which causes them to lose any Dex bonus to their defence. You also deal extra damage on unarmed attacks. (2D6+Str mod)
Advanced Martial Arts - (Martial Arts and Improved Martial Arts feats) - You can attempt to grapple without provoking an attack of opportunity. A successful melee attack stuns your opponent for one combat round. You also deal extra damage on unarmed attacks. (3D6+Str mod)

Mounted Combat - (Ride skill) - While riding on a horse or bike you can use the Ride skill to negate any damage done to the mount. Essentially, your skill check becomes a defence rating for the mount. While mounted you can make melee attacks without suffering penalties to attack or balance; melee attacks do double damage if charging.
Mounted Accuracy - (Ride or Drive skill, Mounted Combat feat) - While on a moving platform, such as a horse or tank, you can make a ranged attack against a target. The penalties for doing so while personally armed are halved. There are no penalties for using vehicle mounted weaponry (such as a tank's gun).

Natural Born Leader - (Diplomacy rank 8+, Leadership rank 8+, Cha score of 14+) - Add +2 to Diplomacy and Leadership skill rolls. You can inspire people. (note, this is the equivalent of the Noble Presence feat, except that this one has stricter prereqs)


Point Blank Shot - (None) - You enjoy a +1 bonus to attack and damage rolls using ranged weapons if the target is within 10 metres.
Far Shot - (Point Blank Shot) - The effective range of a ranged weapon is doubled.
Precise Shot - (Point Blank Shot) - You can shoot an opponent engaged in melee with someone else and not suffer the usual -4 penalty.
Rapid Shot - (Point Blank Shot, Dex 13+) - You can make an extra ranged attack in addition to your standard attack - but you suffer a -2 penalty for both attacks.
Shot on the Run - (Point Blank Shot, Dex 13+, Dodge and Mobility feats) - You are adept at hit and run techniques, able to move before, during and after an attack - using ranged weapons.

(Psi) Talent - (Wis 12+ and Cha 12+) - The talented individual is given instruction in the ways of using psionics, usually through most if not all of their life. There is nothing physically distinctive to a psychic that distinguishes them apart from any other member of their race; at least in terms of outward appearance. However, all psychics tend to be striking individuals, and more in-tune with their surroundings and other people. This feat can only be taken at first level.

(Psi) Natural Talent - (Wis 12+ OR Cha 12+) - Natural Talent implies that someone is a "clumsy" psychic or "untrained" - raw. This doesn't make them more powerful, in fact they can't choose as many powers as a fully trained psychic, nor can a Natural Talent ever really claim mastery over the art (in other, less ambiguous words, you can't select Psychic Mastery as a feat, even if your Wis or Cha scores meet the prerequisite), but their advantage is they can use a few powers really well. What they lack in flexibility they make up for in power.

(Psi) Combat Psionics - (Talent or Natural) - The psychic has trained to use his power in the stressful environment of combat encounters. Add +4 to concentration checks when using powers in a combat environment.

(Psi) Psychic Focus - (Talent or Natural) - The psychic's mental conditioning and training allows him to focus his abilities to succeed. Add +4 to psionics skill checks. Note: this skill is slightly more powerful than the Skill Focus feat, and as such the latter cannot be used for Psionics nor does it stack (So you can't have Skill Focus: Psionics), .

(Psi) Psychic Mastery - (Talent, Wis 14+ Cha 14+) - Psychic Mastery allows the psychic to use an power as a free action, rather than a standard action. Only one power can be used in this quickened way, but a standard action can still be used to fire off another power.

Quickdraw - (BAB 1+) - Your character can draw his weapon very quickly.

Skill Focus - (None) - You get a +2 bonus to all skill checks to a selected skill.

Smuggler - (None) - You get a +2 bonus to all disguise checks specifically designed to either hide contraband onboard a ship, or on one's person. You get a further +2 bonus to all Diplomacy checks aimed at selling off illicit barter.

Sniper - As a full-round action (meaning you can't move after you fire) you can attempt to shoot a target in a critical area. You take -4 penalty to attack, though this penalty is offset by 1 for every round you spend targeting (so 4 rounds later no penalty). If you hit, you score an immediate critical (regardless of the crit range of the chosen weapon). This feat only works if the target is unaware of you.

Surgery - (Heal skill rank of 8+, Int 14+, Wis 14+) - Using the Heal skill, you can operate on a seriously injured person, using medical equipment.
Medical Specialisation - (Heal skill rank of 8+, Int 14+, Wis 14+) - by picking a medical specialisation - such as neurology or cardiology etc - you gain a +2 to all Heal checks that relate to the chosen field.

Tactics - You can use your Leadership skill to aid your unit's attack and defence roll.
Strategy - You can use your Leadership skill to direct other units in the large-scale, aiding their attack and defence rolls.

Toughness - You can add +1 to your Stamina for every level you have. So at Clvl1 you get 1 stamina point, at Clvl 5 you get 5 stamina points etc. The points are awarded retroactively, so if you take this feat at level 12 you get 12 stamina points; at level 20 you get 20 stamina.

Track & Trap - (None) - You are adept at hunting prey through the wild, or following the tracks made by a targeted party/creature. You can also use your knowledge to plan a trap. Use your Survival skill for this.

Two-weapon Fighting - (None) - The penalties for fighting with two weapons in either hand is reduced by 2.
Improved Two-weapon Fighting - (Two-weapon Fighting and Ambidexterity feats, BAB 9+) - You can make an extra attack with the offhand, albeit at an -5 penalty.

Vehicle Specialisation - (Must be proficient with a vehicle class) - Once familiar with a class of vehicle your character can take this feat, which confers a +2 bonus to either the Drive, Pilot or Ride skills. This feat is more specific - instead of being Specialised in Ground Vehicles, you have to pick a Tank as opposed to a motorbike or a car.

Weapon Proficiency - Simple Weaponry - Swordsman - Marksman - Heavy Weaponry - (None) - This allows you to wield a weapon without being subject to penalties, as you are familiar in the use of said weapon.
Weapon Focus - (Proficient with weapon, BAB 1+) - For every 4 levels, you get a +1 to attack rolls (so Clvl 1-4 the bonus is +1, 5-8 it's +2 etc) on a specific weapon.
Weapon Specialisation - (Proficient with weapon, Focused on a specific weapon, BAB 3+) - You can add a +1 to damage rolls every 4 levels (so Clvl 1-4 get's a damage bonus of +1, Clvl 5-8 a bonus of +2 etc) on a specific weapon.

Zero-G/Low-G Adaption - (Must belong to a Tech-high world) - The penalties incurred from doing anything while in a zero-g environment (-4 to anything you wish to do, from combat to skill checks) are dropped. Spacers gain this feat for free.
Last edited by Stofsk on 2004-01-16 06:07am, edited 1 time in total.
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Stofsk
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Post by Stofsk »

I think we're ready to begin the character generation process. Of course, that's up to you guys. Whenever you're ready PM and I'll help you out with it. Does anyone know of a good online character sheet thingy? Otherwise I'll struggle through Excel and come up with something utilitarian.

Characters will start off at 5th level, but we'll use a process called "prior history" to give it a bit more flavour than simply jumping ahead to clvl 5 (Prior history is a T20 term, basically it's a set of rules that govern the creation of characters above first-level - typically, traveller games start off with characters at mid level - anyway, this will be covered in the character generation).

I'll expand upon equipment someday soon. As I will with plotting and setting etc.

When we begin charactergen, the first thing to focus on will be Ability scores - everyone gets 32 points to spend. Spread them out as you see fit. A maximum score is 18, and you're all playing regular humans (unless you want to change).

The second thing will be skills and feats. Now that I've posted them up you'll have a better idea on what your character can be good at, so pick and choose. I'll answer any queries about skills/feats, but PM them to me. It'll be better if this thread didn't get cluttered up with everyone asking questions and answers getting thrown around. :)
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lazerus
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Post by lazerus »

I'm sorry, but I really can't start on char design until I know more about equipment.

If a blaster pistol does 1d6damage, then it's like any other D&D weapon and i'm going with more ship related feats.

If a blaster pistol does 5d10 and have a 1-shot 1-kill rate, i'm going with a quickdraw gunslinger (Han Solo)
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Post by Stofsk »

lazerus wrote:I'm sorry, but I really can't start on char design until I know more about equipment.
The autopistol is the closest thing to a "blaster" in the game. It costs Cr200, weighs 750g, has a range of 45m, deals 1d10 (x2) damage, and does piercing damage. Ammunition comes 15 bullets in a clip, the clip weighs 250g and costs Cr10. If you ignore stamina points, then 1d10 is pretty respectable for the amount of damage it can do to your Constitution. Since someone with 20 Con would be rare indeed, most shots that do Con damage will seriously fuck the other guy up. And you could always get lucky and score a critical. Don't forget the possibility of using a feat like Rapid Shot.
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Post by Brother-Captain Gaius »

Bump!

Sorry I haven't gotten to character creation yet, been a bit busier than usual. I'll try to get to work on it soon.
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Post by lazerus »

What about ships? Can you give us info on what kina ships we can have?
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Post by Stofsk »

WEAPONS and EQUIPMENT: I'll only be listing minor information and short descriptions. If a weapon interests you let me know and I'll go into greater detail. Also, if you don't have the feat needed in order to use the weapon, you can still use it but you incur a -4 circumstance penalty.

Simple Weapons - Melee (Feat: Simple Weapons Proficiency)
Unarmed - (1d3; 1d6 with Martial Arts feat) - the use of fists, elbows, knees and legs in combat. Normally, unarmed attacks cannot deal Con damage - this changes if you have the Martial Arts feat.

Gauntlets - Fighting unarmed while wearing gauntlets will deal Con damage. Power Gauntlets are available on high-tech worlds, which have a variety of effects (but require a battery source, and so can only be used for a limited time).

Mace/Baton - (1d8/2d4) - The Mace is a heavy bat/club, usually encased in metal, that can be used to bludgeon someone to death. The Baton is a futuristic version of it, deals slightly more damage and can be powered to zap people with a mild electrical current (Stun Batons, effectively).

Club/Cudgel - (1d6/1d6) - The Club is nothing more refined than a piece of wood. The Cudgel is more refined (metal baseball bats) or the buttend of a rifle.

Quarterstaff - (1d8) - The Quarterstaff/Bo is a long pole (usually 6ft, but some staves like the Jo or Hanbo can be 4ft or even 3ft in length). Usually used in the wild as a "walking stick."

Shortspear/Bayonet - (1d8/1d8) - The shortspear is a pole weapon that has a dagger affixed to the end, and is used by thrusting the tip into an opponent. The bayonet is affixed to the end of a rifle, turning it into a mini-spear. The bayonet, unlike the shortspear, can deal piercing and slashing damage.

Simple Weapons - Ranged (Feat: Simple Weapons Proficiency)
Shortbow - (1d6) - The Shortbow is used by hunters in the wild to shoot game. It's range is rather short, accordingly.

Longbow - (1d8) - The Longbow is used by archers to attack approaching infantry armies. It has a long range (obviously), but due to its size it is difficult to use whilst riding or within tight enclosed spaces (like a room or corridor).

Crossbow (Sporting) - (1d8) - Can be used to hunt game etc. Can also be used whilst riding. Reloading provokes an attack of opportunity.

Crossbow (Military) - (1d10) - Heavier weapon and can be used whilst riding. Requires 1 round to reload. Reloading provokes an attack of opportunity.

Crossbow (Repeating) - (1d8) - You can store up to 5 bolts to be used in a repeating fashion - meaning you don't have to stop to reload (which provokes an attack of opportunity).

Javelin - (1d6) - A Javelin is a shortspear that has been specifically designed to be thrown. Used primarily by primitive tribes who haven't mastered the shortbow, to be used against beasts.

Sling - (1d4) - A Sling throws rocks or special lead bullets (not the exploding kind). It doesn't deal that much damage, but it's cheap and isn't as conspicuous as most other weapons.

Swords (Feat: Swordsman)
Throwing Knives - (1d3) - Small bladed weapons that can be thrown at opponents, they rarely deal enough damage to threaten someone's life - they're more like an annoyance. Shuriken are included in this weapons group. Throwing knives could conceivably be coated with a poison to cause more damage, but doing so is as dangerous to the wielder as it is to the target - you must use a Dex check (or the skill Sleight of Hand) with a DC15.

Dagger - (1d4) - a Dagger is a weapon that can be used in close-quarters or by being thrown. A thrown dagger, if it hits, deals double damage.

Blade - (1d6) - a Blade is a long knife that is often used in the wild to cut through bushes - a very utilitarian weapon that is common to pioneers.

Shortsword - (1d8) - a Shortsword (wakizashi) is curved to give it a sharper edge. They have the best critical range of all weapons: 18-20.

Longsword - (1d10) - a Longsword (katana) is curved to give a sharper edge. They have the best critical range of all weapons: 18-20. A longsword can be used one-handed (with the other hand being armed with a shortsword, dagger, or perhaps even a gun).

Greatsword - (2d6) - Otherwise known as a Claymore, or Zweihander (there's a Samurai version, but the name escapes me). This sword cannot be used in one hand, it is too heavy and cumbersome.

Halberd - A pole that has a shortsword affixed to the end (naginata), a Halberd is the best of both worlds between a spear and a sword.

Longspear - Otherwise known as a lance or pike, this spear is very long. It can't be used against adjacent opponents, so it's often used in formations.

Guns (Feat: Marksman)
Revolver - (1d10) - A revolver has 6 bullets, loaded individually into the chamber (so no magazine). As such, reloading takes 2 rounds (if evading) or 1 round (which provokes an attack of opportunity).

Autopistol - (1d10) - An autopistol uses a magazine that has 15 rounds, which is loaded quite conveniently. As such reloading is a move-equivalent action (meaning you can reload, then move, or shoot, or shout out obscenities etc) yet it still provokes an attack of opportunity.

Dartgun - (1d6) - A gun that fires darts, usually used on ships or in situations where lethal force hasn't been warranted. There are different types of darts (such as tranq-darts, or even poison darts), yet the standard round can even be used by hand (though it will only do 1 point of damage and it's range is very low). Dartguns are loaded 1 round at a time, and reloading is a move-equivalent action and provokes an attack of opportunity. Flareguns are also included in this group, but the flare deals lingering fire damage. (1d6 in the 1st round; 1d4 in the second round; 1d3 in the third round, where it finally goes out)

Taser - (1d6) - Tasers are "electrical guns" for lack of a more descriptive term. They shoot out electrodes that can deliver zaps to a target. Most tasers are connected to a powerpack, and have a variable power setting - so you can stun someone mildly or knock them out. Breaking the electrode connection requires a Reflex Save (DC20).

Shotgun - (3d6/2d6/1d6) - Shotguns are devastating in short ranges, while their effect tends to lessen the further the target is to the shooter. They're fed by a magazine that contains 10 rounds, and reloading takes 2 rounds (and provokes an attack of opportunity).

Rifle - (1d12) - A rifle can shoot targets from a fair distance away, and the buttend can be used as a cudgel. They're fed by a 20-round magazine, reloading takes 1 round (and provokes an attack of opportunity).

Carbine - (1d10) - Essentially a short rifle, carbines are fed by a 20-round magazine, reloading takes 1 round (and provokes an attack of opportunity).

Assault Rifle - (1d12) - The assault rifle has a higher rate of fire, firing 4 bullets for every pull of the trigger, though you can switch to semi-automatic fire. It's fed by a 30-round magazine, reloading takes 1 round (and provokes an attack of opportunity).

Sniper Rifle - (2d6) - A sniper rifle has an effective range of 1000m,and fires 1 round for every pull of the trigger. Due to their specialised nature, Sniper Rifles come equipped with Telescopes and laser range-finders. A magazine has 20 rounds, reloading takes 1 round (and provokes an attack of opportunity). Because they're used as surprise weapons, the first roll of damage tends to go straight to Con (which is often enough to kill an average target, character shields notwithstanding).

A.C.R. (Advanced Combat Rifle) - (1d12+2) - Think "pulse rifles." An ACR is fed from a 30-round magazine, but it can also fire RAM grenades, which have to be loaded individually. Reloading takes 1 round (and provokes an attack of opportunity).

Heavy Weapons (Feat: Heavy Weaponry)
Flamer - (3d6) - A flamethrower that fires a stream of fire in a 1.5m wide stream, with a maximum effective range of 10m. Flamers have enough fuel to be used for 10 minutes (in a bottle attached to the weapon) or 30 minutes (if attached to a back-pack fuel tank).

Grenade Launcher - (n/a) - Grenade launchers are nothing more than a platform for shooting grenades beyond their effective hand-thrown range, with a maximum range of 100m. They can fire any type of grenade, 1 at a time, and reloading takes 1 round (and provokes an attack of opportunity). A grenade launcher can be attached to a rifle or assault rifle, for cr50.

RAM Grenade Launcher - (n/a) - RAM stands for Rocket Assisted Multi-Purpose grenade launcher. Tiny boosters in the grenade increase it's velocity, and thus its range, allowing for a maximum effective range of 200m. They can only fire RAM grenades. They can be affixed to a vehicle and can be fired while on the move.

Mortar - (n/a) - A mortar is a portable artillery device that can fire explosives from ranges between 100m to 7000m.

Light Machine Gun - (1d10) - A light machine gun is a portable heavy weapon that can fire 10 rounds in a single burst. They're fed by belt from an ammo case that can contain hundreds of rounds. If fired by a single operator reloading takes 3 rounds (while provoking an attack of opportunity), however standard procedure has this weapon being operated by 2 people - a shooter and a loader. In this case, reloading takes 1 round (but still provokes an attack of opportunity upon the loader).

Heavy Machine Gun - (2d12) - A heavy machine gun is usually found on top of tank vehicles and used as anti-personnel weapons (or to tear apart buildings). They're twin-barreled (some versions can be tri- or even quad-barreled) coil guns that can fire thousands of rounds a minute. They can fire 20 rounds in a single burst. Portable versions are a 3-man operation, and takes between 5 rounds (30 seconds) to 10 rounds (1 minute) to set up.

Gauss Cannon - (n/a) - A tank's main weapon, it fires explosive shells down a long EM coil barrel.

Ship's Turret - (n/a) - A ship mounted weapon. Can be set to fire by computer targeting, which is quicker, though accuracy tends to be rather predictable. Ship's turrets tend to also be used as point-defence weapons as well. Other ship's weapons are controlled at the bridge or ops room; turrets are the only weapons that are manned.

Light Armour (Feat: Armour Proficiency - Light)
AC = Armour Class. This is the number to beat when making an attack. To determine your AC: 10 + Dex mod + armour + shield/cover + misc (Dodge feat etc).

Leather/Jack - (+2 AC) - Leather Armour is made from hardened leather and forms a breast plate; common to primitive societies. Jack is a leather jacket, and affords greater mobility.

Studded Leather - (+3 AC) - Studded Leather is like a jack only it has been reinforced with metal rivets.

Chain Shirt/Mesh - (+4 AC) - A light alternative to Chainmail, a chain shirt protects the torso but leaves the arms unprotected. A mesh is a leather jacket that has a layer of chain mesh reinforcing it underneath. Wearing it can be tiresome, and penalises the use of certain physical skills (Swim being the common one).

Flak Jacket - (+5 AC) - A cheaper version of Cloth, Flak Jackets are standard issue in most poor armies that use firearms. They generally only cover the torso, leaving the arms and legs vulnerable.

Medium Armour (Feat: Armour Proficiency - Medium)
Cloth - (+6 AC) - A full body-suit made out of ballistic cloth, Cloth is often the best and most versatile armour available. Mobility isn't severely hampered, no power sources are required, and they can deal with bullets quite easily (unless they happen to be Armour Piercing rounds). They are moderately expensive, so are quite common in most armies.

C.E.S (Combat Environment Suit) - (+7 AC) - The CES is an expensive version of Cloth. It is a full body-suit made 2-parts out of ballistic cloth, left open at the wrists and neck, and an outer layer of a specially-taylored material that gives NBC protection. Power gauntlets and a fully-enclosed helmet are worn, with an oxygen tank often connected to it. Because of all the accoutrements, CES armour is often standard issue only on the most richest of armies; most use them for special forces. They're not designed for use in a vaccum, though they can be used in hazardous environments (for a limited time).

Chain Mail - (+5 AC) - Chainmail is a low-tech armour that protects ideally against swords and bladed weapons, but is rather awkward to wear.

Heavy Armour (Feat: Armour Proficiency - Heavy)
Vac Suit - Ship's Standard - (+4 AC) - Vac suits protect against the vaccum of space, as well as harmful atmospheres where exposure means death. It only grants limited protection, and isn't designed for combat. Due to the nature of hazardous environments, NBC protection is standard. There is enough oxygen to last several hours. Mobility and Dexterity is severely limited when wearing this type of armour.

Vac Suit - Marine - (+8 AC) - Only fanatics challenge marines. There is no greater protection to be had than wearing a Marine VacSuit, which is designed to be used in space whilst fighting for a piece of real-estate. Coated in a black/red paint designed to lower visibility, Marines can land on a planet, moon or asteroid, or be used to board a ship. This type of suit is hideously expensive, but standard issue for marine corps. If a world can afford to maintain a marine corps, then so much the better. Other civilisations have to make do with regular infantry wearing spacesuits. Mobility and Dexterity is severely limited when wearing this type of armour.

Plate - (+8 AC) - Low-tech plate armour affords reasonable protection, though gunpowder makes them obsolete. Mobility and Dexterity is severely limited when wearing this type of armour.

Ballistic Shield - (+2/+4/+7/+10 AC) - A large tower shield made out of ballistic materials, they protect against guns. Essentially a "moving wall," the Shield can provide cover for people behind or beside it. 1/4 Cover confers a +2 bonus to AC, 1/2 Cover confers +4 to AC, 3/4 confers +7 and 9/10 confers +10. Total cover assumes you're untouchable (at least from standard ammo), but it also means you can't shoot back. These shields are highly useful in CQB (Close Quarters Battle).They are usually operated by 1 man who moves the shield while under total cover, and 2 or 3 men back him up by firing from the edge.

Non-standard Ammunition
All guns have a damage rating which assumes you use standard rounds. However, you can use non-standard rounds of ammunition for your weapons. These have a variety of effects.

Flechette - These rounds break apart in flight releasing numerous small, sharp shards of metal. This makes hitting a target easier (+2), but decreases damage dealt (replace any damage die for any weapon to 1d6). Flechette rounds are useless against armour. Cost is x2 that of a standard round.

Flares - Not actually designed for combat, flares can conceivably used for such a fashion. They deal 1d6 damage in the 1st round; 1d4 in the second round; 1d3 in the third round, where it finally goes out. Flares are more useful to attract rescuers, or to light up the night sky for use in battle (or as a possible diversion/distraction).

Tranquiliser - low, medium, high - Used to knock out a beast, or a person. Low tranqs require the target make a Fort Save (DC15), with the effect that the animal/person is stunned for one round, then falls unconscious the following round. Medium requires a Fort Save (DC20), and upon success the target must make another Fort Save at a rising DC of +1 for 3 rounds (so at 2nd round, the DC is raised to 21, 3rd round its at 22, and at the final 4th round the DC is 23). Failure at any point knocks the person/beast out. High tranqs need have DCs of 25-35, depending on the type. They are used against the toughest and aggressive of beasts. If used against a human it actually deals 2d6 Con damage (Fort Save DC 25 for half damage). Tranqs can cost x2 (low), x5 (med), and x10 (high) that of a standard round.

High Explosive - HE rounds are used to increase the damage dealt by the weapon, designed to explode once they've penetrated a target. Add an extra damage die to whatever weapon is used. Cost is x10 that of a standard round.

Armour Piercing - AP rounds are designed to penetrate armour, making them effective against ballistic cloth and vehicles. Any AC bonus that comes from an armour source is halved. Cost is x10 that of a standard round.

Shotgun shells - Shotguns are devastating in short ranges, but minimises out to it's effective range. At up to 3 metres, a shotgun shell inflicts 3d6 points of damage; at 6 metres the damage is 2d6; at anywhere from 6 metres to 10 metres the damage is 1d6. However, shotguns don't do well against armour and any damage done to an armoured target is reduced by 1d6.

Riot Routers - Specialised bullets that are designed to be nonlethal, and are ideally suited for use in riot suppression. Getting hit by one requires a Fort Save (DC20) or be stunned for 1d3+3 rounds. Cost is x2 that of a standard round.

Accessories
These can be added to a handgun or rifle, enhancing their abilities while increasing their cost.

Telescopic Sights - These increase the accuracy of a weapon, while increasing their effective range. Add +2 to attack rolls, and the effective range of the weapon is doubled. They're very fragile, and they could be knocked out of alignment quite easily. A DC12 Awareness check must be made to determine if such has happened. Cost is 200 credits.

Electronic Sights - They allow the use of a weapon in the dark, through using infrared ranges. Treat any low-light condition as normal. They are still fragile. Cost is 2000 credits

Combination Sights - These combine Electronic sights and telescopic sights in the one package. They are still fragile. Cost is 3000 credits.

Laser Sights - This attachment is useful for snipers, who can direct artillery or orbital strikes by using lasers as a rangefinder. They also combine all the effects for telescopes and electronics, and are non-standard accessories for sniper rifles. Cost is 5000 credits.

Silencer - Attached to the end of a pistol or revolver (they're not really useful for anything higher), silencers decrease the sound a gun makes when a bullet is discharged. Cost is 200 credits.

Riflecam - Attached to the end of a rifle, this allows the soldier wielding the weapon to give commanders in field HQs a picture of what the battlefield is like. As long as there is a commander in a position to monitor the data and give orders, the soldier receives a +2 circumstance bonus to attacks for using a weapon like this. Cost is 1000 credits.

Grenades and Mines
Grenades do not require a proficency; you simply pull the pin and throw. The grenade then does the work. Same goes for mines, which explode once armed - it doesn't matter who steps on one.

Frag Grenades - This is the standard antipersonnel grenade, inflicting 4d6 damage in a 6-metre blast radius. Anyone caught in the blast must make a Reflex Save for half damage (DC15). Fragments can be thrown up to 20 metres, which inflict 2d6 of damage. Anyone in the periphery blast must make a Reflex Save for half damage (DC10).

Tranq Grenades - Anyone caught in the 6-metre blast radius must make a Fortitude Saving throw (DC15) or immediately fall unconscious. A Save must be made for every round a character persists in the blast zone. The gas lingers for 1d3+6 rounds (1d3+1 in windy conditions).

Smoke Grenades - This grenade releases a thick cloud of smoke that rapidly engulfs a 10-metre radius. Though the gas isn't dangerous, it can be harmful - inhaling it deals 1 Con damage. Smoke grenades obscure vision, preventing the enemy from seeing you as you make your escape (or shoot them). The special smoke can block IR scans and laser sights, while visibly providing 90% concealment (basically affording a +8 to AC while in the cloud).

Nerve Gas Grenades - This grenade releases a deadly neurotoxin (I hope that's the right term) which will kill anyone caught within the 6-metre radius, a Fort Save (DC20) will cause you to have a seizure and "hang on" for a minute or two, making it possible for an antidote to be administered. Due to the rather nasty reputation, only the most warlike of societies employ their use; and even then, their troops have to be wearing NBC protection.

HEAP Grenades - High Explosive, Armour Piercing grenades are ideal for use against armoured targets or buildings, dealing 6d6 damage against said targets. Anyone caught in the 4-metre blast radius must make a Reflex Save (DC15) for half damage. In any case, HEAP grenades aren't used against personnel - making them well suited for demolitions work.

Plastic Explosive - These are used as high explosives for shaped demolitions. They deal 2d10 points of damage to whatever they have been attached to, and are usually used with a timer that can have a variable hour count-down. (some models only allow 24 hrs, some allow 100 hours - while others still have an almost limitless amount of time that can be set)

Flash Grenades - These grenades, upon detonation, release a short, sharp flash that can temporarily blind a person or animal. The target must make a Fort Save (DC25) or be blind for 1d6+3 rounds, suffering -4 penalty to any check or roll that requires the use of one's eyes (eg Balance and Awareness skills, attack rolls that require co-ordination etc). Those wearing nightvision goggles have a DC35 to beat. Some electronics can be disabled.

Sonic Grenade - These grenades, upon detonation, release a squealing ultrasound that can temporarily stun a person or animal. The target must make a Fort Save (DC25) or be knocked unconscious. Success nevertheless deafens the target for 3d6+6 rounds, leaving a disorientating sensation behind which incurs a -4 penalty to any check or roll that requires the use of one's ears (eg Balance and Awareness skills, attack rolls that require co-ordination etc)

RAM Grenades - RAM grenades are futuristic equivalents of all of the above grenade weapons, and are used for RAM launchers or ACRs. They give an increased range.

Anti-personnel Mines - Essentially a frag grenade that is used on the ground.

Anti-armour Mines - Essentially a HEAP grenade that is used on the ground.

Gas Mines - Essentially the same as a gas grenade, though the type of gas can range as can the application. On the battlefield, for instance, chances are it will be a Nerve gas. However, mines can also be used as booby traps onboard a ship, and in those cases capture might be more preferable than death. In which case a gas mine could be "armed" with sleepy gas, laughing gas, or poison.

Flash Mines - Essentially the same as a flash grenade, and can have the same application as a gas mine (ie used as a booby trap onboard a ship or ops centre).

Sonic Mines - Essentially the same as a sonic grenade, and can have the same application as a gas mine (ie used as a booby trap onboard a ship or ops centre).

Personal Equipment
Personal items, devices or equipment that can help characters.

Binoculars - The standard version gives increased eyesight over long distances, conferring a +2 bonus to awareness checks using sight. The electrical version gives zooming functions as well as image-recognition software to identify anything in view. Confers a +4 bonus to awareness checks.

Cold weather Gear - Protects against arctic conditions for some time.

Combination Mask - Combines the filter mask with the respirator.

Filter Mask - Worn to use in areas where oxygen is low or tainted with noxious chemicals. Also protects against inhalation of heavy smoke or dust.

Hand Calculator - Programmable keypad that provides quick calculations, though not much else.

Hand Computer - A high-tech version of the Hand Calculator, this also provides data input and can uplink to a computer network or download from a computer. Average examples confer a +2 bonus to Computer Use, while state of the art hand computers give a +4 bonus.

Handcuffs - You can cuff someone.

Magnetic compass - Do I really need to explain it?

Respirator - Allows a user to breath in very thin atmospheres.

Scuba gear - Confers +2 bonus to Swim checks. Masterwork gear confers a +4 bonus.

Torch - The battery kind provides illumination for as long as the battery lasts. The flaming torch kind lasts for an hour.

Wrist watch - It can tell you the time. Unless you happen to be James Bond, in which case your wrist watch is a death machine.

Tools
Tools are used to confer a +2/+4 favourable circumstance bonus to certain skills.

Artist's kit - All the material needed to produce a piece of art. Using the Craft skill with this kit can increase the value of whatever is crafted.

Carpentry kit - All the material needed to work with wood. Using the Craft skill with this kit can increase the value of whatever is crafted.

Climbers kit - Helps climbing checks, conferring a +2 bonus. It has rope, pitons, grappling hooks and a lot of shit. Masterwork kits increase the bonus to +4.

Disguise kit - Helps Disguise checks, conferring a +2 bonus. This is strictly used for makeup or cosmetic alterations. Masterwork kits increase the bonus to +4.

Electronic tool kit - Helps Repair checks, conferring a +2 bonus to any piece of electrical equipment in need of repairs. Masterwork kits increase the bonus to +4.

Lockpick set - Helps Sleight of Hand checks, conferring a +2 bonus if the aim of the check is to jimmy a mechanical lock. Masterwork kits increase the bonus to +4.

Mechanical tool kit - Helps Repair check, conferring a +2 bonus to any piece of mechanical equipment in need of repairs. Masterwork kits increase the bonus to +4.

Musical instrument - Helps Perform checks, conferring a +2 bonus to any performance to an audience. Masterwork instruments increase the bonus to +4.

Shelters
Portable shelters for use in the wild. They confer protection from the wilderness.

Tent - Tents provide moderate protection from the elements, and can provide space (depending on size) for up to 4 people.

Pressure Tent - These tents provide excellent protection from the elements, and can even be erected in hazardous environments. They come equipped with an oxygen tank that can provide anywhere between 12hrs to 48 hrs breathable air. The tent must be depressurised in order to enter or leave it. Only 2 people can be in it.

Prefab Cabin - Unpressurised protection from the elements, it takes 8 hrs to erect this cabin, which weighs 4 tons. It takes 6 men to assemble the cabin, so not surprisingly it can comfortably hold 6 people in it.

Advanced Mobile Base - Like the prefab cabin, only pressurised and affords even greater protection. It requires 12 hrs to erect, and can hold 6 people in it. It weighs about 6 tons.

Sensors and Communications
Useful for detecting certain things, or communicating with others.

Active Scanner - High-tech device, roughly the size of a sled. It combines all other detecters in one efficient package. It costs quite a lot to purchase and maintain.

Communicator - short, medium, long, personal - Short range communicators have a range of 10km, which is shortened if underground or water. They're about the size of a walkie-talkie. Medium range communicators have a range of 30 km, and can contact official channels. They're a belt or sling mounted radio set. Long range communicators have a range of 500 km, and can contact ships in orbit. They're heavy and are carried by backpack. Personal communicators (commlinks) are handheld devices that tie into a planet's sattelite network, offering quick, private communication (for a fee), yet isn't very secure. Commlinks will not work on low-tech worlds, but they will work onboard ships, asteroid settlements and space stations.

Infrared/Nightvision goggles - Useful in low-light conditions.

Laser perimeter - These devices are placed strategically around a base, cabin or campsite in order to provide detection of intruders. They are fairly small, around the size of a human hand. They are powered by batteries and can last a week at continual service. The more you have, the larger a perimeter you can form.

Metal detecter - You can detect metal. Yay.

Motion detecter - "There's movement all over the place!"

Sound detecter - All noises are filtered and recognised. Users program parameters, and if anything approaches that makes a certain sound it will make an alert.

NBC detecter - Pretty important to have if you are exploring and aren't sure about the dangers.

Food and Lodging
Food and lodging, for the times where you won't be adventuring.

Rations, dehydrated - Enough to keep your belly full, but you're not gonna like it. They come in 1 week duration packs. They don't taste that great, but at least they don't weigh that much (or cost all that much). Cr25, 0.2kg.

Rations, Canned/prepackaged - Better than dehydrated rations, but only if you think taste buds should be enjoyed. Otherwise, they weigh more and cost more. They can last 1 week per pack. Cr50, 0.5kg.

Prepare Own Meals - This is the price for how much food you can eat in a week, prepared by hand: Cr150-250. The quality of food is largely determined by what you buy, and how you cook it.

Restaurant, Average - This is the price for how much food you can eat in a week, if you constantly go to an average restaurant: Cr100-300. The quality of food ranges from sub-standard (fast food) to fairly good (any place where the cook isn't some sour-looking, pimply faced teenager who'll spit in your burger). As such, it can sometimes be better than eating from home.

Restaurant, Excellent - This is the price for how much food you can eat in a week, if you constantly go to a fancy restaurant, where the waiters have names like Clive or Alfred: Cr500. This is excellent food, and is suitable for high living - but only for those who can afford it.

Dismal lodging - Dismal lodging consists of flea-infested bedding, leaky pipes, cracks in the wall, broken windows etc. Camping in a tent/pressurised tent counts as dismal. Resting under such conditions only gives the minimal amount of Stamina healing possible, while giving no healing to ability point damage. It costs Cr50 a week (assuming you're paying rent on some dive).

Average lodging - Better than dismal, but not great. Average lodgings provide all the utilitarian necessities, but nothing more. Very spartan. Cr100-150 a week for a rented apartment or block; average applies to all portable shelters/cabins/ship's wardrooms.

Good lodging - A very good area to rest and recuperate. Good lodgings include a house, apartment or officer's quarters. It costs anywhere between Cr200-350 a week to afford such luxuries.

Excellent lodging - The best of the best; these include mansions, palaces, a hospital bed, 5-star hotel suites and any place where the service comes with a smile and a tip. The best possible healing can take place, and the cost is between Cr400-1000 a week. Usually Nobles enjoy such privilege from the moment they're born, which is why many can't stand the adventuring life.

Resting and recuperating give stamina healing and natural ability healing, but only dependent on the quality of the lodging/food. Obviously the lowest quality will not provide much in the way of excellent lifestyle, while the highest possible quality can hardly be enjoyed on a frequent basis. A balance should always be sought after.

Medical Equipment
Medical equipment is necessary to guard against injuries and infections suffered from adventuring, and as such only portable examples are included.

First Aid kit - Helps a Heal check, but only for the purposes of stabilisation (preventing further Con damage, patching up an open wound, resuscitating a patient etc). It confers a +2 bonus towards this end.

Medikit - Medikits are high-tech devices which can be programmed to the biosigns of up to 10 people. It is about the size of a large and heavy briefcase, and contains a first aid kit (for immediate stabilisation), drugs with the recommended prescription (keyed to individual bodies), various devices that can heal a person of a variety of ailments. It can restore some ability damage, and provides 1d8+Heal check worth of Stamina healing. It confers a +4 bonus to any heal checks.

Autodoc - Found on All Terain Vehicle (ATVs), ships, Ambulance Shuttles/Vehicles, and the Medbay onboard a hospital ship or a sickbay on a regular ship, the autodoc is the place to be if you've taken a hit or are in a life-threatening condition. It is essentially the size of a large coffin, the Autodoc is capable of diagnosing and treating most catalouged infections, injuries and other medical conditions. It possesses a sophisticated AI, and is the equivalent of a Doctor with the Surgery feat and a Heal rank of 12. Though it is ideal for low-trauma injuries, the Autodoc can suspend the patient for a length of time in serious cases, where more attention is warranted. It doesn't provide much in the way of bedside manner, unfortunately - though plans are made for a "Happy" AI to complement the Standard Doctor interface.

Drugs
Most drugs have an overdose danger if you use them too often.

Stim Pack - It heals 1d8 + heal check worth of Stamina. Some side effects can ensue (such as addiction, for one).

Medical Drug - Heals 3d6 Stamina, 1d4 Con damage. If taken twice within a 24hr period an overdose is risked. Fort Save (DC20) or suffer 1d6 Con damage.

Anagathics - An anti-aging drug, this is actually part of a treatment which must take a minimum of 1 year before the effects begin to take effect. This means that you age normally in the year you take the drug (taking one treatment every week), but afterwards you will cease an serious aging as long as you keep up the treatments - which switch from once a week to once a month.

Broad-spectrum Anti-toxin - Gives a +2/+4/+6/+8/+10 bonus to Fort Saves, depending on the potency and sophistication of the drug, and for which type of ailment their expected to combat.

Combat Drug - Used by fanatical soldiers. +4 Strength, +4 Constitution (which includes temporary Stamina points), the Combat drugs lasts 5 minutes, after which the user must make a Fort Save (DC15) or have their Stamina reduced by 1. If stamina is already at 1 or below, the user suffers Traumatic Shock and suffers 1d6 of Con damage. There is a risk of overdose if you take the drug twice in a 24hr period, Fort Save (DC25) is required to ignore the danger. If not, an overdose occurs.

Fast Drug - Twice normal speed and double the standard actions allowed each round. The effects last 10 minutes, at the end of which the user must make a Fort Save (DC20) to remain conscious. If they succeed they lay on the floor, completely exhausted but still conscious and capable of partial actions; if failed, they then pass out and take 1d3 points of Con damage.

Medical Slow Drug - Induces a state of suspended animation in a patient, useful if they require urgent treatment but a hospital ship isn't within range. One dose keeps the patient under for 24hrs, before another dose needs to be administered. If the patient is dying, the drug keeps him stable enough for transport. If the patient isn't dying, then the drug heals all Stamina damage and (4 + Con modifier of patient) Con damage. There is a danger of overdose - if after a week of constant use, a Fort Save is required (DC20) or the patient suffers an overdose. An overdoes deals 1d6 points of Con damage.

Psi drugs - Sleepers, Booster, Double, Special - Sleepers can disconnect the user from psionics, though not totally - basically it induces a headache which prevents concentration - the use of low-level psionics requires a Concentration check with a -4 penalty, while high-level psionic powers are off-limits. Depending on the dosage, Sleepers can last 12-24hrs, or even longer. Booster halves the Stamina cost of Intermediate and Major powers rounded up - so a Stamina cost of 5 would be rounded down to 3 (minor powers will always cost 1 Stamina point), and lasts 1-2 hours. Double is a concentrate version of Booster, and lasts 2d3 hours. Special is a rare drug, and not taken without risk. It does the same thing as Booster, but it lasts a full 24 hours. You must make a Fort Save (DC20 - any Con modifier) or suffer an overdose. An overdoes deals 1d6 points of Con damage.

Narcotics - Highly addictive drugs that can be sold to the underworld for a great deal of money. It counts as contraband, which means that if caught you can be going to a penal colony for the rest of your life. Their effects have a wide range, depending on the type of narcotic.

Cybernetics and Cloning
Cybernetics and cloning is generally allowed, though there are exceptions to the rule. Extremes in either field (replicants, cloned-slaves, cyborgs that are controlled via computer) are outlawed, but not unheard of.

Arms - Cloned arms take a short amount of time to grow, and when grafted on as a replacement limb full motor control is restored (though it takes some time to get used to having an arm after not having an arm). Cybernetic arms (and hands) increase your Strength and Dexterity by +2, though it costs a great deal to perform the operation. Cybernetic arms will always feel... not quite right. Sensory sensations will be down considerably, while rejection is more likely than using cloned limbs.

Legs - Cloned legs can replace any that were lost through accident or disaster. Cybernetic legs can double your normal speed. Cloning versus Cybernetics... the former is often cheaper than the latter and restores your body prior to the disaster, while the latter offers more bonuses etc but there's an increased possibility of rejection.

Tentacles - All your hentai fantasies can be made manifest for just a small fee towards the Surgeon's office...

Major Organs - You can replace all your internal organs with cloned geneered ones. This provides a +1/+2/+3/+4 bonus to Con. There are no cybernetic equivalents.

Eyes - Cloned eyes provide exceptional eyesight, +2 bonus to Awareness, as well as better nightvision. Occular implants give out more bonuses (such as telescopic sights, IR, twilight vision, holorecording) but there's an increased risk of rejection. Oddly enough, occular implants don't have any significant change to Awareness other than the abilities is already provides.

Ears - Cloned ears provide exceptional hearing, +2 bonus to Awareness. Auditory implants offer more protection against sonics and can be used to record conversations, but oddly enough don't increase one's Awareness.

Nasal - Cloned noses provide exceptional... smell detection. +2 bonus to Awareness - if all 3 cloned replacements are present then they stack into a +6 bonus.

Datalink - A datalink is the most advanced cybernetic implant yet devised. Resembling a web-like net, it is inserted into the brain where it becomes active once the surgery is complete. Rejection is possible. The datalink replaces the need for a commlink, and hand computer - performing the actions of both. And this is just the economy class. The latest version also carries a nano-tech medikit, which provides patient diagnoses and limited drug treatments (can only store 6 uses of a drug that you favour. You have to return to a Doctor who will administer a replacement).

Subcutaneous implants - Most come in the form of transponders which provide realtime location/status to a nearby computer, so that authorities will know if you are in danger or in need of medical attention. The basic subcutaneous transponder can transmit pulse and blood pressure information, where prerecorded stress levels can be determined to see whether or not the user considers himself to be in danger. Of course, not all heightened arousal is caused by danger-filled stress, much to the embarassament to both parties. Like all technology, this one has it's bugs.

This has covered a lot of things, from weapons to armour to standard equipment, and the list may only be partially complete. However, this is as much work as I am prepared to do on this list as of this moment, so if you have any ideas that you want to contribute feel free to send them to me. Otherwise, I'll be moving on to vehicles/starships next.
Last edited by Stofsk on 2004-01-16 08:08am, edited 1 time in total.
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Post by lazerus »

Ok, but what about ships? And can we get some pricing info?
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lazerus wrote:Ok, but what about ships? And can we get some pricing info?
Yep, ships/vehicles are next. Were you looking for prices on equipment or the ships?
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Post by lazerus »

Both. And have you told us what our starting credits are? (sry if you have)
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Lazerus wrote:
Stofsk wrote:
Lazerus wrote:Ok, but what about ships? And can we get some pricing info?
Yep, ships/vehicles are next. Were you looking for prices on equipment or the ships?
Both. And have you told us what our starting credits are? (sry if you have)
As you can see, vehicles and starships have been done. For equipment prices, tell me which piece of equipment you fancy and I'll tell you the price - or, if you really want me to, I'll go back and edit it. As for ships/vehicles etc I've included AC information and pricing. If you want me to expand on a particular ship/vehicle etc tell me which one and I'll go into greater detail - some of the vehicles have sparse descriptions. Why? 'Coz I'm knackered. :oops: As for starting credits, that will be handled through character generation and prior history. Anyway, onto the vehicles!

VEHICLES and STARSHIPS: Once again, I'll be listing descriptions, pricing, and any other relevant information. To drive/ride/pilot a particular vehicle you need the subsequent skills (such as Ride for horses and bikes, Drive for cars, trucks and tanks, and Pilot for an aerospace fighter, spaceplan, or starship). The Feat Vehicle Specialisation adds +2 synergy bonus to a vehicle you have specifically trained in. So if you're a pilot, and have ranks in the Pilot skill, the Feat adds to the skill rank but only applies to one type of plane. Maybe you're a combat pilot, so the Feat will be referred to as Vehicle Specialisation: Aerospace Fighter; perhaps you're a shuttle pilot, in which case it'll be Vehicle Specialisation: Shuttlecraft, etc.

Ground
"Ground" vehicles actually refer to a variety of machines designed to get humans around on land, sea, and air. The term "ground" is meant 'to use on the surface of a planet.' Some examples here are actually primitive machines which colonies have regressed to during the start of the Dark Age.

Land: These are vehicles designed to use on land, and most can be carried by shuttles and other spacecraft.

Horsie - or equivalent - Not really a vehicle, but instead of relying on fuel cells and machinery that can always break down, why not use a mount that only needs to be fed and looked after? Requires the Ride skill. Some examples of mounts are Horses, Raan-yay (uplifted pterodakty-likel aliens who enjoy colonising low-gee worlds, but aren't advanced as much as humans), Papalon serpents (dinosaur-like creatures that resemble a kind of sea dragon), and a 6-legged Rusal-sul (a herbivore pack creature that is common to some worlds).

Bike - A two wheeled vehicle that is ridden rather than driven, hence needing the Ride skill. The common adventuring bike can be used in the wild, but it is more common to see them in use on a colony's streets. Depending on tech level, a bike can use muscle power (the duration is as long as your stamina can be maintained), chemical fuel (which needs to be refueled after 24hrs continuous service), or electrical fuel (which can be used for 72hrs before needing to be recharged). Cr5'000 to buy an electrical bike, Cr2'500 for a chemical bike (assuming you can find one still being sold), and about Cr500 for a good muscle-driven bike.

Personal Service Robot ("Percy") - The "Percy" Personal Service Robot is an example of high-tech robotics and artificial intelligence at work. It has a humanlike appearance, although for mobility the robot makes use of tracked wheels rather than legs. Percies are the most expensive civilian robot that can be used, and who's skills in protocol, etiquette, and personality interfaces allow it to interact with other human beings. Commonly seen performing a number of remedial tasks, the Percy can also be used in place of humans in hazardous environments (such as a radioactive chamber, or a planet like Mercury or Pluto), and can be programmed with a variety of tasks to undertake - or can be slaved to a remote controller. As such, Percy's equipment is modular, and can be assembled prior to being used (and yes, there is a military version - but it's illegal to operate one unless you happen to be in the military). Percy can operate for 72 hours until it's fuel cells need to be recharged. It costs KCr174 or 174'000 credits, and has an AC of 10. If you want to add weapons to it, you require skills in. The reason why it's a vehicle is because, in the crunch, it can act like one; you grab onto the back and you ride the robot.

Jeep - Jeeps are ground vehicles that are designed to be used 'off the road.' They have a range of 600km at a cruising speed of 60kmh, and has a maximum speed of 120kmh. It can carry 4 people plus luggage comfortably, although you can squeese in 2 more people if necessary. The common jeep runs on electrical batteries that can be recharged from a ship's powerplant if necessary, or from a spare battery. As such a Jeep can be driven for 72hrs on the one battery, until it needs to be replaced/recharged. It can carry 2 additional batteries, assuming adequate luggage space is still necessary. Cost is Cr10'000 for an economy model, Cr20'000 or even as high as Cr50'000 for a luxury model (which actually provide bonuses in their own right). It has an AC of 10.

Ground Car - Basic vehicle to be used on roads of a colony, a car can carry 5 people plus luggage comfortably, and isn't usually capable of off-road travel. Some worlds have extensive computer traffic control, which actually takes over some driving functions if the driver desires his vehicle to be slaved away from his control; some worlds expressly forbid human drivers at all. Cars come in a wide range of types and styles, from sports cars, limousines, vans etc. As such prices range from Cr5'000 to Cr75'000 for particular cars. They have an AC of 10.

Small Cargo Truck - Basic cargo car used to ferry supplies from one colony centre to another, often traversing long stretches of road to and from. These trucks usually only have space for 1 passenger other than the driver. They cost Cr15'000 and have an AC of 8.

Wheeled ATV - A 10-wheeled vehicle that can be used on a variety of terrain. An ATV may be powered by an electric battery that can be recharged by a ship's powerplant, or can be replaced with spare batteries. The ATV is designed for use under many different types of worlds, with varying degrees of hazardous conditions - including vacuum. It can carry 1 driver and 1 navigator while also having enough passenger space for a maximum load of 16 people, no luggage (although the facilities are optimised for 8, with luggage). They cost Cr66'000 and have an AC of 8. On-road speed hits a maximum of 100kmh, while off-road speeds are generally less than 25kmh. The Wheeled ATV can float on relatively calm water, though it is by no means a seaship.

Tracked ATV - Like the wheeled ATV, only the tracks give better handling in difficult conditions (ice or snow, for instance). The only other difference is a slower speed (80kmh on the road), and the inability to float on water. Everything else is the same.

APC - Used by infantry troops in order to deposit soldiers through a warzone, while keeping them relatively safe from harm. It contains 2 weapons, a 360 degree turret which is usually manned by one of the APC's crew, and a fixed forward-firing cannon. It is capable of transporting a section of troops (12-15 men). It costs Cr80'000 and is often seen in the hands of mercs. It has an AC of 14.

Tank - A tracked vehicle which is used as an army's main mode of attack against an enemy position, using it's speed and mobility to devastating effect. The main cannon, a coil-gun that fires explosive shells, can be used against buildings, bunkers, other tanks or even aircraft. On the sides of the tank are 2 machine guns that are operated by gunners. A crew of 4-5 are used for this purpose, although 3 men could reasonably pull it off. An assault tank is available for Cr100'000 and has an AC of 16. Mercs can buy them.

Self-propelled Artillery - Used to provide long-range indeterminate fire against an enemy position, usually called in by soldiers who are on the field and can provide accurate co-ordinates for the artillery crew. Weapons are mainly coil-guns that can shoot explosive shells a great distance, although some artillery pieces use rockets or missiles, while others are used against aircraft. A crew of half-a-dozen can use this vehicle. It costs Cr100'000 and has an AC of 8. Mercs can buy them.

Sea: Sea ships or boats are only used by civilisations populating water worlds, where the surface of the planet is generally 75-95% covered in water.

Boat - comes in varying qualities, from a canoo that has been chiseled out of a fallen tree, to a sophisticated vehicle with it's own engine. AC of 10 and cost of Cr1000 for the high-tech version.

Small Steamship - A primitive seaship, this vehicle can be seen in some societies that live off river trade. AC of 2.

Hydrofoil - A high-speed seaship that can be used for cargo hauling or playboy expeditions, or fishermen; it is commonly seen in the latter role. AC of 8, and a cost of Cr250'000.

Submersible - used by high-tech underwater civilisations (those that live in pressure-domes at the surface bed) for exploration and surveying, and sometimes defence. AC of 12, and a cost of MCr2.25 or 2'250'000 credits.

Air: Aerial vehicles are technology unsophisticated in comparison to aerospace vehicles, although some examples continue to maintain their supremacy.

Glider - A vehicle mainly used for recreation, and as such usually available at most worlds regardless of technology, no AC and a cost of Cr1'000. (though societies that have regressed to such a point where flight of any kind has been forgotten - and there are places like this - won't have any of the following).

Primitive Biplane - An aircraft used by primitive societies only beginning to step out of the technological doldrums, biplanes (and other propeller driven aircraft) can have a max speed of 200kmh in the air, and can stay in the air for roughly 3hrs. Some biplanes can carry 2 people (1 pilot, the other a navigator or mere passenger). AC of 8.

Cargo Plane - A larger propeller-driven aircraft which can carry 2 tons of cargo, 2 crew (1 pilot, the other a co-pilot or navigator) and 6-12 passengers, depending on the plane. Top speed is 600kmh. AC of 8.

Cargo Jet - Used on some worlds which aren't technologically sophisticated to have spaceplanes, but are no slouchs either in the tech department. The same as a Cargo Plane but with a higher speed (1'100kmh).

Helicopter - A VTOL aircraft that is still used even on high-tech worlds for simple use of their utility, mainly in the cityscapes of the future although pioneer colonies can make use of them. AC of 8 and cost of Cr100'000.

Helicopter gunship - A military version of the above, and can be used for specOps insertion, or for use as a gunship against tanks and other armoured vehicles. AC of 12 and cost of 250'000.

Aerospace
Aerospace vehicles are designed to fly inside of an atmosphere, as well as through the vacuum of space. Most starships carry, or can carry, aerospace vessels of various types in either hangar bays, or to external docking ports (which are cheaper). All aerospace vehicles are designed for short-range work, usually in low-orbit or high-orbit ranges rather than long interplanetary or even interstellar work; however there are exceptions to every rule.

Satellite - A satellite is used to make life that much easier for people living on a high-tech world, connecting people all over the world and to other planets or space habitats. These satellites are used for communication purposes. Other satellites exist, such as weather satellites (to lend prescience to the weatherman), space telescopes (for research), spy satellites (usually surreptitiously positioned in orbit of a world, and with stealth technology to hide them from most prying eyes), and defence satellites, capable of bloodying the nose of anyone who comes looking for a fight. CommSats have an AC of 10 and cost KCr500 or 500'000 credits; WeatherSats have an AC of 10, and cost KCr500; Space Telescopes have an AC of 8 and cost MCr1-2; SpySats have an AC of 12 and cost MCr5; and Planetary Defence Satellites have an AC of 14 and cost MCr10-20.

Escape Capsules - The escape pod of any ship, capsules are meant to survive re-entry (assuming they are jettisoned during an orbital catastrophe), or they can keep the occupants alive for a week with enough oxygen and rations to last for that long. About 6 people can be crammed into one capsule. They have an AC of 8, and cost MCr2.

Launch boat - A ship's launch is a small space-only vehicle that is used to ferry passengers or supplies to and from a space station and a ship, or vice versa. They are practically useless in comabt, with no weapons and no maneuvrability. Therefore, their AC is 8, while they cost MCr30 or 30 million credits.

Aerospace-superiority Fighter - A fighter that is designed to take the air and own it, they have weaponry that can be used against other fighters, sattelites, and gun turrets. Their quality ranges through different versions, but generally they have an AC of 14, cost MCr27 or 27 million credits, and can be used inside an atmosphere as well (they're delta-wings). Most fighters have a sole pilot, though some have been designed for 2 - a pilot, and an astrogator/weapons specialist. They have usually have forward firing gun arcs, though some can be installed with turrets that the 2nd pilot can use.

Interceptor - Interceptors are solely used in space, where they are the most good against enemy aerospace fighters. They're fast, nimble, and carry a drop-tank that can give them extra speed and range to intercept targets that much quicker. Their cost is Mcr22, and their AC is 12. They're weapons are mainly useful against other fighters, not capital ships. Some are robotically controlled and therefore do not or cannot support a pilot. These fighters are cheap and of poor quality, but can get the job done.

Assault Fighter - A fighter that is designed to bomb targets on the ground or in space, their weaponry is therefore suited for these tasks, they are usually escorted by A/SS Fighters who clear the way for the bombers to offload their payload. They're delta wings, meaning they can enter an atmosphere and still maintain combat effectiveness. They cost MCr30 and have an AC of 12. A crew of 3 is required (1 pilot and 2 gunners), and weaponry includes 2 turrets and a weapons payload that can be configured with different weapons for different missions.

Assault Shuttle - Otherwise known as a Dropship - A shuttle used specifically for planetary raids or invasions, these shuttles carry marines and infantry soldiers against an enemy colony's defence forces. They carry 1 APC, which in turn can carry 1 section (12-15 men) of troops. Their AC is 12, which is fairly vulnerable, while they cost MCr50. A crew of 2-3 is required (1 pilot, 1 back-up pilot/weapons specialist, another gunner). The dropship carries weaponry to be used against ground targets, a variety of missiles and dumbfire rockets, and include one manned turret.

Bulk Shuttle - Otherwise known as the Spaceplane - A shuttle used specifically for transport use, the spaceplane is generally used to transport passengers and supplies to and from a world and an orbiting space station or starship. Bulk Shuttles can be used to transport armies down to a planet, usually after a "beachead" has been made on the surface (in other words, after the marines have gone in and smashed some faces). Bulk Shuttles carry no weapons, and come in a variety of sizes (small spaceplanes carry light cargo and mainly passengers, large spaceplanes can carry army regiments) and accordingly they can cost anywhere between MCr30 to MCr50. They have an AC of 8.

Survey Shuttle - Otherwise known as Surveyors - A shuttle used specifically to conduct limited scientific analysis of a planet or asteroid/moon, surveyors are usually standard complement onboard Scout ships, Lab ships and dedicated prospecting ships. They are used predominantly to make flybys of a new world and make preliminary scans, which are then analysed after the mission is complete. Also, all survey shuttles carry satellites and probes, and are often used to repair and replace malfunctioning equipment. They require a crew of 3 (pilot/astrogator, 2 mission specialists). They cost MCr33 and have an AC of 8.

Starships - Affordable
These space vessels traverse the stars, thanks to hyperdrive jump technology. The first listing has the title of 'affordable' - the following are basically civilian ships which are well within the range of most people's credit ratings. Crew requirements list the minimal needed, though for increased efficiency backup crew are advisable (as a rule of thumb, extra crew for extra shifts will double or triple the listed minimal crew requirements, while also increasing the cost). All costs are assumed to refer to a NEW SHIP, rather than a re-used ship. The latter will obviously be cheaper than the latter, but may also come with a host of problems. In spite of this, it can sometimes be better to buy it cheap and spend on upgrades than it is to purchase a new ship.

Also note, that most of the following ships don't have artificial gravity as they're meant to bring a crew to a planet, where all the work takes place (most of these ships will have a streamlined hull). Trips between systems can last days/1 week, but end up at a starport or space station where gravity is either real or simulated; this often means a limited time in zero-gee, not long enough for the debilitating effects to kick in. Larger ships have rotating hulls.

A starship's AC can be modified through a Pilot skill check, ask me how if you want greater detail.

Scout/Courier - The Scout ship is possibly the most common starship available. It is small, light (about 100 tons), is capable of jumps to other stars and is generally small enough to be ignored by most pirates. It costs 42 million Credits (or MCr 42) and takes 5 months to build. It features a streamlined hull, and can take off or land on a planet. It has an AC of 12, one turret that can be fitted with weapons, a small cargo bay (which mostly contains vehicles for quick planetary surveys anyway), and needs a crew of 1-2 (pilot and astrogator), though 4 additional passengers/crew can be accomodated. The Courier is a faster version of the Scout, and is used as a news ship; news travels slowly in this universe, only as fast as the fastest ship. There is no FTL communication/sensors.

Far Trader - The Far Trader actually isn't a starship - jumpdrives are nonstandard devices for these spacecraft. The title "Far" is meant for interplanetary distances. However, through a Jumpgate Far Traders can visit other starsystems. They weigh 200 tons, and can land on planets and take off again. They cost 67 million credits (or Mcr 67) and take 9 months to build, they aren't generally armed, require a crew of 4 (pilot, astrogator, engineer, and medic/steward for any passengers) and can carry a dozen passengers. Far Traders can carry 2 cargo containers. They have an AC of 10.

Free Trader - Free Traders have jumpdrives, and are also very common starships. The term "Free" means possessing a jumpdrive, which allows the captain to make his own hyperspace jumps rather than pay a toll by using Jumpgates. Free traders make a living off speculative trade rather than use corporate contracts. They can land and take off of a planet. They cost MCr50 and take 9 months to build. They aren't generally armed, require a crew of 4 (same as a Far Trader), and can carry a dozen passengers. Like the Far Trader, the Free Trader can carry 2 cargo containers, and have an AC of 10.

Safari Ship - Safari ships are uncommon, and basically amount to a private yacht (though cheaper than an actual Space Yacht). Safari ships are meant to provide a mobile base for private exploration, surveying, hunting or safari trips to a planet. Accomodation is fairly luxurious, as most passengers will be of the rich variety who will hire a Safari ship in order to have a safe, week-long adventure somewhere. Internal cargo space can be fitted to hold captured wildlife, and separate climate control helps keep the catches alive. It can land/take-off from a planet, and can make jumps (though cheaper versions exist which have no jumpdrive). It costs MCr72 for a new ship, MCr60 for a non-jump ship. It takes 9 months to build, requires a crew of 3-4 (pilot/astrogator, engineer, medic/steward) and can take a dozen passengers. It has an AC of 11.

System Defence Boat - Most Navies that rely on "coast guard" operations rather than "power projection" policies will have a lot of these ships in their service. SDBs aren't jump capable, are small ships but fast, and are excellent guards against piracy. They conduct boardings, search and rescue, and light patrols of a system. Although streamlined, SDBs can carry 2 shuttles through external docking points. It costs MCr200 and takes 11 months to build. It requires a crew of 6 (A Captain, Pilot, 2 Engineers, 2 Medics) and can carry a squad of marines (6 marines, some of which command the turrets, others who fly the shuttles). It has an AC of 18 and carries 2 Turrets.

Yacht - Yachts are uncommon, and for good reason: they're not a commercially viable spacecraft. They have no extensive cargo hold, no containers, and are generally too rich to be considered useful in anything other than a status symbol. Which is why only the rich and powerful traverse space in yachts. As such, internally the yachts are designed to be elaborate. They aren't generally armed, but they can be (assuming the owner wants to protect himself against piracy). They cost Mcr80 and take 11 months to build. A crew complement of 3-4 is required (Pilot/Astrogator, Engineer, medic/steward) and can take a dozen passengers. It has an AC of 10.

Corsair - Corsairs are basically pirate ships, though legitimate corsairs are owned by mercs who have all the appropriate licences. They have no extensive cargo space, but they can carry containers. They are fast ships, but can be defeated by a warship of the same tonnage. Even fighters can be used against them, and most are. Corsairs aren't streamlined (the container-hardpoints are typically used, assuming legitimate reasons, to dock assault shuttles full of mercs to land on a planet - only pirates use the hardpoints for captured contraband), cost anywhere between MCr100-200, takes 14 months to build, and require a crew of 6 (Captain/Pilot, Astrogator, 2 Engineers, 2 Medics), as well as any gunnery crew or mercenaries for the shuttles. It has an AC of 16 and carries 4 Turrets.

Laboratory/Survey Ship - Lab ships are generally run by corporate sponsors who pay for research and surveys to take place in distant systems/planets. As such, they're not viable for commercial tasks, but you can still get paid for ferrying and assisting research staff. They're streamlined, so they can land on a planet. Most come with enough cargo space to fit special scientific instruments into them, but that has to be bought separate to the ship. They can cost anywhere between MCr150-200, and takes 11 months to build. They require a crew of 5 (Pilot, astrogator, 2 engineers, and a medic/steward), and can carry at most 30 scientists for research or surveys. They have an AC of 11 but no turrets are installed.

Subsidised Merchant - These are larger, "bulk" freighters that carry a minimum of 6 cargo containers, but some mammoth ships can carry 12, 15 or even 20 containers. These merchantmen are owned and operated by corporations who set up trade routes between systems, ensuring regular cargo hauls and mail service. Due to being dedicated freighters, the "Subbie" is rarely armed with turrets - making them juicy targets for a squadron of corsairs. As such, corporations hire on mercenaries for particular troublesome routes, in order to discourage pirates from making a raid. These ships have no artificial gravity, nor are designed to land on a planet. All they are meant to do is get the containers from A to B. The "subbie" requires a crew of 7 (Captain, pilot, astrogator, 3 engineers, medic/steward) to operate. No passengers, other than corporate officials, are generally allowed to hire onto this ship, as it is little more than a stack of cargo containers attached to an engine. It costs MCr100, takes 14 months to build, and has an AC of 10.

Subsidised Liner - Liners are the largest civilian-owned and operated spacecraft, nearly totalling 1000 tons. They are designed to carry cargo as well as people, but the latter is given preferential treatment. That is why, instead of cramming the passengers into cargo containers (an unfortunate reality which takes place with refugees), the liner has a dedicated habitation deck, made up of a spinning torus wheel that provides artificial gravity. The gravity is gently shifted to increase or decrease, depending on the target destination. As such, the Liner is also designed for long, sublight travel as well, particularly between planets in the same system. Like the Sub. Merchant, the Liner carries no weaponry - though ex-marines have an alternative to mercenary work by acting as security personnel. However, this is usually not a problem as corsairs will often concentrate on ore freighters. The biggest danger comes from hi-jacking, where security excels at deterring. The crew requirements are between 10, 12 or 18 (pilot, astrogator, 2 engineers, 2 medics, 4/6/12 stewards); security personnel usually amounts to a squad of ex-marines (about half a dozen), while passengers can range between (low passage, nicknamed an 'icebox' and spent almost entirely in suspended animation tubes, to high passage, where you're allowed to wander and enjoy recreation facilities) 50-200, depending on the size of the liner in question. Liners transport their passengers to starports in orbit of a planet; from there, the passengers either get "picked" up by relatives, ride down on bulk transport shuttles (another fee), or get a paid trip to the surface as part of their high passage ticket. The Liner costs between MCr300-350, takes 22 months to build, and has an AC of 10.

Patrol Corvette - The Corvette is a common navy ship, though some are in the hands of mercenaries. Corvettes patrol the systems, keeping piracy in check and responding to emergencies. An unstreamlined hull and no artificial gravity means patrol duration don't last that long, with most patrols starting and ending at a space station. Fitted to external hardpoints are 2 assault shuttles. This ship costs MCr200, and takes 14 months to build. A crew of 12 is required (Captain, pilot, astrogator, 4 gunners, 3 engineers, 2 medics), also enough space can fit in a section of marines (12-15 soldiers) who pilot the shuttles for either boarding duties or landing raids. It has an AC of 16 and 4 turrets.

Mercenary Frigate - The Frigate is a common navy ship, though some are in the hands of mercenaries (most navies prefer the larger Destroyer anyway). Frigates are bigger than corvettes, and perform much of the same duties - but the presence of a rotating hull greatly increases duration. Instead of external hardpoints, the Frigate makes do with 2 flight bays which contains 4 assault shuttles OR 12 aerospace fighters, depending on the mission profile (Mercenaries will use the frigate for raids, which would require marines/merc troops, or escort, which require a squadron of fighters). This ship costs MCr500 and takes 24 months to build. A crew of 20 is required (Captain, pilot, astrogator, weapons officer, flight officer, 8 gunners, 4 engineers, 3 medics), while a platoon of mercs/marines can be carried by the ship (30 men, approximately) or a squadron of combat pilots can be carried instead (12 pilots, 12 aerospace mechanics, technicians and flight crew, plus all the additional ordnance the fighters will need). It has an AC of 14, 4 turrets and 2 missile tubes for orbital bombardment (each tube requires 2 gunners who act as missile technicians).

Starships - Military
Starships that are owned and operated by a Space Navy, they can severely overclass any civilian ship. Due to the 250yr long Dark Age, a lot of these ships are either hideously expensive to build, or are lost pieces of technology anyway. I haven't listed ACs or cost, because you won't be able to buy any of them, nor would your characters know the defensive systems enough to get an idea of their AC (the possible exception are soldiers, but you have to have served in a Space Navy in order to get this information). The only other way to find out how tough naval ships are is to challenge them; do so at your own risk.

Destroyer - DD - Destroyers are bigger than frigates, and take much more crew to operate anyway. They're a common ship in Navies, which prefer these ships to frigates. They're designed for patrol duties and escort. Some navies prefer to build large numbers of Destroyers than small numbers of Cruisers. The Destroyer role came into being when the Dark Ages began, and the need for Battleships became unnecessary and expensive - a cheap ship was developed to perform patrol and escort roles when power projection wasn't the goal, but system defence was. A DD won't last long against a BB, but that doesn't matter because BB's are rare enough as it is.

Strike Cruiser - CS - These Cruisers are used almost entirely for orbital bombardment duties and raids with marines. The CS is a cheap alternative to the CA.

Light Cruiser - CL - The CL is a cheap alternative to the CA, not fielding any fighters, but can maintain a slightly better speed. They are useful for escort/convoy missions. They carry a marine complement.

Heavy Cruiser - CA - Heavy Cruisers are currently the capital ship of most navies that can afford them (and they are quite expensive), but combine arms and armour, speed and cost-effectiveness in the one package. Heavy cruisers can be used for independent operations or as part of a fleet/task force.

Battleship - BB - The largest ships with the heaviest and most advanced weaponry, most of these ships were lost in frequent battles during the Dark Age, and those that remain stay at their bases, being too expensive to operate. Almost none are built now, as some of the technology has been lost while the shipyards necessary to construct these behemoths aren't large enough now to satisfy the shipbuilders.

Assault Transport - AT - They carry armies to and from planets, to be used against others. At this time, only the richest of militaries can afford to use these ships.

Escort Carrier - CV - They carry aerospace fighters and gunships for use in planetary invasions, either as patrol wings (fighters, interceptors) or as bombers/air support. Like the AT, only the richest of militaries can afford to use these ships. They have rotating hulls in order to increase their endurance and range.

Supply ships, fleet tenders, tankers etc - Various fleet tenders, repair&resupply ships and fuel tankers.
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Post by lazerus »

What is our starting money?
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lazerus wrote:What is our starting money?
Starting money (as in, the money you start the game with) will be determined by Prior History and character generation.

[edit]

* If you want to start with the character gen, think up your ability scores. You've got 32 points to spend.

* After that, think of which skills/feats appeal to you more. Don't actually select any unless you are absolutely sure it's what you want, and you understand what they each do. Query me if you want a skill or feat explained in greater detail.

* Also tell me now if you want to multiclass, and which class you want to get into. This is necessary for Prior History.

* Soldiers will need to pick between the 3 different services: Navy, Army, Marines. Each service has different requirements and give different bonuses etc. Marines and Army require you to have a Strength score of 12+, while Navy will require you to have an Intelligence score of 12+. Characters that are soldiers will be Mercs when the game starts. You can't be in active service and adventure at the same time.

* As far as your character's backstory is concerned, update it after the Prior History has been settled. That way you can tie it together in a more effective manner.

* Some of you have already detailed the world where you started out from, describing it and so on. However, there's a part of the Prior History where you can randomly determine the type of world you come from. Tell me if you want me to waive it for you, or if you want to see where the dice ends up.

* Because I'll be doing the Dice rolling for Prior History (and the game proper) there are parts where your character's actions will be vaguely affected by their attitude (a lot about Prior History is what happened to your character, rather than what he did). Tell me if you want your character to be cautious (this will lower the DC for survival rolls, yet decrease the chances at material gain), neutral (neither penalised or benefited), or a risktaker (survival DC is raised, material benefits can be greater but so can punishment if you fuck up).

PM when you have done the above and I'll get onto working out your characters. Then we'll be closer to start! When do people want to begin playing? Is there any special circumstances I should be aware of? Is now a bad time, later a good time etc?
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Post by lazerus »

I noticed that all rogues get the "illicet barter" feat for free, but I don't see that feat on the list, what is it?
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lazerus wrote:I noticed that all rogues get the "illicet barter" feat for free, but I don't see that feat on the list, what is it?
I know I PMed you about this, but I might as well answer it for everyone's benefit: "Illicit Barter" and "Smuggling" have been combined into the one feat, "Smuggler." All bonuses intrinsic to both are now found in the one feat; this is just to cut down on the unnecessary number of feats that plague d20 games.
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Minor bump, before I go to bed (it's 2:50 down here - and I vowed to go to bed early to defeat these late nights :roll: ). I'll be doing some more work later today (13th Jan).

New Feats

Assassin - As a full-round action (meaning you can't move after you've attacked) you can attempt to kill a target with a single blow/stab/slash. If sneaking up on the target you get a -2 penalty; if engaged in melee you get a -4 penalty to attack, though this penalty is offset by 1 for every round you spend dodging and parrying the target.

Natural Born Leader - (Diplomacy rank 8+, Leadership rank 8+, Cha score of 14+) - Add +2 to Diplomacy and Leadership skill rolls. You can inspire people. (note, this is the equivalent of the Noble Presence feat, except that this one has stricter prereqs)

Natural Talent - (Wis 12+ OR Cha 12+) - Natural Talent grants your character minor psychic powers. Note, I will go into detail about psionics and how they work. Suffice to say "Natural Talent" makes your character a "psion-lite."

Sniper - As a full-round action (meaning you can't move after you fire) you can attempt to shoot a target in a critical area. You take -4 penalty to attack, though this penalty is offset by 1 for every round you spend targeting (so 4 rounds later no penalty). If you hit, you score an immediate critical (regardless of the crit range of the chosen weapon). This feat only works if the target is unaware of you.

Toughness - You can add +1 to your Stamina for every level you have. So at Clvl1 you get 1 stamina point, at Clvl 5 you get 5 stamina points etc. The points are awarded retroactively, so if you take this feat at level 12 you get 12 stamina points; at level 20 you get 20 stamina.

New Equipment

TDX - Grenade/mine - It's described as a "gravitationally polarised explosive"; I have no idea what that means :oops: nor what TDX actually stands for, but essentially it's the same as a seismic charge from AOTC, though not to the same scale. They're good for demolitions and traps. Anyone caught in the blast radius must make a reflex save to avoid damage. Damage is 4d6.

Grav Plates - Installed into the decks of starships, these devices offer artificial gravity and inertia dampers. They were common materials for ship building 250 years ago, but now only few worlds retain the knowledge of how to construct them. Ships with this technology are magnitudes of order ahead over rotating hulls.
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Post by Stofsk »

Combat Basics
These are the basic rules and terminology on combat.

Rounds
Combat is broken up in rounds. A round is equivalent to 6 seconds. Each round, each combatant gets to do an action. There's a thing called the Surprise Round, which basically means one party of combatants is caught flatfooted. Snipers excel in this environment.

Intitiative
This determines who goes first, and in what order. It really won't matter as much as it would on the tabletop. I'll basically tell you which order your characters can act. It's also nothing more than a Dexterity check.

ATTACKS
Attack Roll - To score a hit you must first land a blow. That's the attack roll. You're target is the Armour Class (or AC) of the opponent. Both Melee and Ranged attacks use the same formula: 1d20 + base attack bonus (or BAB) + Dexterity modifier +/- Misc (bonuses or penalties from favourable circumstances, feats, sometimes skills can add to or take away etc) = AC hit.

Damage - If your attack is successful you deal damage to an opponent, or you tire him out until you can deal damage. You add any Strength modifier to damage when done by melee weapons or thrown objects; this doesn't apply to ranged weaponry like guns (though it does apply to bows). Weapons drain your stamina before they do Con damage. You can heal Stamina damage by taking a Stim-pill, a Medical Drug, or take time out and make a heal check by using a medikit.

Critical - A critical attack is one that is so skillful it takes a great deal of effort on part of the opponent to parry or dodge it, which drains their Stamina considerably. If few Stamina points remain and you score a critical on someone, they're usually dead. Essentially you double the amount of damage you can do to a target.

Armour Class - This is the number to beat when making an attack. You succeed it you meet or exceed the target's AC number. AC can be attributed to a lot of causes. Here's the formula for working out AC: 10 + armour bonus from wearing armour + shield/cover/concealment bonus + Dexterity modifier + Misc (bonuses of penalties from favourable circumstances, feats such as Dodge, Defensive Martial Arts etc) = AC.

Damage Reduction - In addition to providing defence against weapons, armour also provides damage reduction. Assuming the weapons penetrate most armour is designed to lessen the impact or stoppen the blow or cut so that less damage occurs than it normally would do.

Stamina and Constitution - Your Stamina points detail how much damage you can avoid in combat by ducking and weaving, or parrying and blocking. When you take "damage" it takes away from your Stamina pool. This is supposed to represent your character's tiring efforts in the fight. Eventually, he'll tire enough that the bullet with his name on it get's through, at which point he's fucked. If your Stamina ever reaches 0 your character is exhausted, and can only do partial actions. If the amount of damage sustained is below 0 then some of that damage reduces your Constitution. Once you take Con damage you must make a Fortitude save (DC20) to remain conscious, otherwise you fall unconscious and can be killed quite easily. If your Con score ever reaches 0 you're dead. Depending on the nature of the death and whether or not there's a friendly autodoc nearby, this condition will likely be permanent - though some bodies can be reanimated. Stamina also determines how much power you can use for psionics.

Attack Options - When attacking, you have several basic options:
Attack - Fairly straight forward, you can move and make an attack, or attack then move.

Parry and Dodge - You can take a penalty to attack as high as -4, and add half that to you AC. The feat Defensive Martial Arts allows you to take a penalty of -5 and add +5 to AC.

Total Defence - If you don't attack you can spend your round doing nothing more than dodging enemy fire. You get +4 to AC.

Charge - You take a penalty of -2 to AC and apply that to an Attack Roll made against one target in a linear direction towards you.

Full Attack - Some characters at certain high levels can make more than 1 attack per round, but doing so means they can't move except for 1.5 metres away.

Flanking - Through a co-operative effort you and an ally can flank 1 opponent. The ally must be on the other side of you, and both allies gain a +2 bonus to Attack. Rogues can use their sneak attack on the target, so long as they're approaching from behind.

Disarm - You can attempt to disarm an opponent of his weapon, and use it on him. Doing so requires that you are close to him, and requires a Full Attack action. This provokes an attack of opportunity unless you have the Improved Martial Arts Feat. You make a melee attack which is opposed by the target's Dex check (not AC). If you attempt this with a weapon and succeed, the target is disarmed. If you do this unarmed, you gain the weapon and can make an immediate attack at -2.

Trip - You can attempt to trip an opponent, either with a leg sweap or some kind of weapon. If successful the opponent is on the ground and loses any dodge or dex bonus to AC. Making a trip provokes an attack of opportunity, except if you have the Improved Martial Arts feat. You make a melee attack which is opposed by the target's Dex check (not AC). If the trip succeeds you can make an immediate attack at -2, but you can't move more than 1.5 metres away. Otherwise you can forego the attack and move 10 metres away.

Grapple - You can attempt to wrestle an opponent to the ground, to either pin them or choke them. You make a melee attack, which provokes an attack of opportunity (the target cannot add armour bonuses to AC, but retains Dex/dodge bonuses). If you succeed you must make opposed Dex or Str checks - whichever is the highest ability. If you beat the other in this check they're held. You can either throw them (they suffer whatever your unarmed damage is to Stamina, and they also require a reflex save of DC20 or they lose a round), pin them (they cannot break the pin unless they make a opposed Dex check, and even then they take Con damage from breaking their own bones), or you can choke them (regardless of their Stamina pool, unarmed damage goes directly to Con). If you have Advanced Martial Arts you no longer provoke an attack of opportunity when starting a grapple.

Cover - Cover can be provided by walls, CQB shields, behind a tank or armoured vehicle, fighting from behind a wall etc. Cover confers a bonus to AC. 1/4 Cover (meaning a quarter of your body is covered and the other 3 quarters is out in the open) confers a +2 bonus to AC, 1/2 Cover confers +4 to AC, 3/4 confers +7 and 9/10 confers +10. Total cover assumes you're untouchable (at least from standard ammo), but it also means you can't shoot back.

Concealment - Concealment is different from Cover, in that there's nothing physical to impede or stop a blow or shot, but rather some effect that intereferes with an opponent's ability to hit you. ¼ Concealment (meaning a quarter of your body is concealed, while the other 3 quarters are visible) confers a +2 bonuse to AC, ½ confers +4 bonus to AC, ¾ confers +6 bonus to AC, and 9/10 confers +8 bonus to AC. Total Concealment means the opponent cannot see you, and therefore cannot attack you.

Some Examples of Cover and Concealment:
Cover
¼ - +2 AC - Standing behind a metre-high wall.
½ - +4 AC - Fighting from around a corner of a shield or tree; standing at an open window; standing behind someone of equal height.
¾ - +7 AC - Peering around a corner or a shield, or tree or building etc.
9/10 - +10 AC - Standing behind a door that's slightly ajar.
Total - N/A- On the other side of a wall, CQB shield, inside a tank etc.

Concealment
¼ - +2 AC - Light fog, moderate darkness, light foliage.
½ - +4 AC - Dense fog to about 5 metres.
¾ - +6 AC - Dense jungle foliage.
9/10 - +8 AC - Near total darkness, Smoke grenade.
Total - N/A - The attacker is blind, flash grenade.

What is a Standard Action?
A standard action can be any action that allows for movement before, or afterwards. So making 1 attack would be a Standard action; making a certain skill check would be a Standard action (such as scanning the melee for an obvious target, reloading your gun with an extra clip, using a computer terminal to call for help etc). As long as the action is relatively short, and allows you to move before, or afterwards it is considered a Standard action. Another way to view this is a Standard Attack.

What is a Full Action?
A Full Action includes the Full Attack action (see above) but it can also deal with some skills (such as climbing a wall, which will take you some time to traverse, or swiming across a river, or healing a friend from dying etc). A Full Action implies that you can't move before or after it, that you have to continue performing the action for the entire round. Some psionics require a Full Action.

What is a Partial Action?
A Partial Action is a standard action without the ability to move before or after it. Partial actions are suffered by players who have been reduced to 0 Stamina and are exhausted, who have been stunned or dazed - it's essentially a condition you find yourself in that limits your mobility.

What is a Free Action?
An action that requires so little thought or preparation that doing it takes little to no time at all. Shouting out "Help!" is a free action; reciting a long-winded poem is not. You can only do 1 free action per round.

What is a Double-Move Action?
Instead of attacking as in a Standard Action, you can move twice your normal speed. So if you can move 10 metres in a Standard action, you can move 20 metres in a Double-Move action. Beware that moving can provoke an attack of opportunity.

Attacks of Opportunity
An attack of opportunity is when you or an NPC does something to make them vulnerable to a fight; such as turning your back and running, or ignoring one adversary to move against another. Other actions include making unarmed attacks, unless you have the Martial Arts feat. Furthermore, you can only make 1 attack of opportunity, even if 5 guys provoke an action (so 5 guys turn tail and run, you can make only 1 attack). Unless, you have combat reflexes, which allows you to make attacks of opportunity based on your Dex modifier. If you take this feat you can make 3 attacks of opportunity if they present themselves.

Attacks of opportunity don't count towards your normal combat round; by that, I mean it doesn't need to be your turn to fight in order to make the attack. By it's nature attacks of opportunity can be taken advantage of no matter who's turn it is - as long as you have the ability to strike at them, you can do it. Also, you can only make 1 attack of opportunity against any 1 target - so 1 guy provokes an opportunity, inspite of having dex mod 3 and combat reflexes you can only make 1 attack against that guy; if 3 guys provoke an attack, then you can make 1 attack against each. I hope that makes sense.

Basically if you do something stupid, you provoke an attack of opportunity. So don't do anything stupid and you'll do fine.

Saving Throws
A Saving Throw is a roll made to defeat, avoid or react to a special attack. When a grenade is thrown in your direction you make a Reflex Save to take half damage. When a gas mine is set off you get a Fort Save to resist the soporific and remain conscious. If confronted by a psychic who's trying to compel you to blow your own head off, you're allowed a Will Save to defeat his charms. Each class has their own favoured Save, and there are 3 kinds of Saves.

Fortitude Saving throws - 1d20 + base save bonus + Constitution modifier. Fort Saves deal with physical attacks to the body, such as from gas or poison, disease etc.

Reflex Saving throws - 1d20 + base save bonus + Dexterity modifier. Reflex Saves deal with reacting to area effect weaponry (like grenades or mines), or traps.

Will Saving throws - 1d20 + base save bonus + Wisdom modifier. Will Saves deal with mental toughness, and helps to keep going or fighting when things seem dire (demoralising events), or helps to resist psychics.

Next up: Psionics!
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Post by lazerus »

When will I know my starting credits.
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