ShatteredPrism:Rules Book

From RPGnet
Jump to: navigation, search

Shattered Prism: Freelancers

A squad-based, tactical skirmish RPG

Introduction[edit]

This represents the current playable rules. These rules are still in development, but should be playtest ready.


Character Generation[edit]

Attributes[edit]

Primary Attributes
Primary Attributes are measures of raw mental and physical capabilities. While skills help determine what your character *knows* how to do, Attributes will help determine how well they can do it.

Physical[edit]

Strength
Physical Strength is a measure of your body's ability to deal out raw, natural power. Physical Strength focuses on muscular tone, lifting power and the strength of a punch. A person with a high physical strength would be able to run faster, leap higher, punch harder and lift more.
Coordination
Physical Coordination is a measure of the body's ability to react to events and avoid them if necessary. Physical Coordination focuses on one's reflexes, reaction time, and flexibility. Someone with a high dexterity would be able to dodge a blow, climb a wall, squeeze through a fence and do acrobatics better.
Endurance
Physical Endurance is the raw capacity of the body to resist trauma and damage. Physical Endurance focuses on the strength of one's immune system: the ability to stay awake and active longer; the resilience of one's skin, muscle and bone. A person with a high endurance would be able to run a longer distance, resist more damage to his/her body, and maintain normal health without food and water for longer periods of time.
Potential
Physical Potential is a measure of your body's ability to build itself up and to go beyond present capabilities. Someone with high Physical Potential would be able to master physical skills faster and be better equipped to raise their physical abilities beyond present levels.

Mental[edit]

Strength
Mental Strength is a measure of the mind's raw processing power and intelligence. Mental Strength focuses on memory and IQ. Someone with a high Intelligence Quotient would perform better on a test, have stronger mental abilities, and generally be considered "smarter" than someone else.
Coordination
Mental Coordination is a measure of the mind's quickness of reaction, perception of details, general alertness and wits. Mental Coordination focuses on being able to quickly adapt to drastic changes in a situation, notice small details in a room, not be taken by suprise, and think one's way around a problem.
Endurance
Mental Endurance is a measure of the mind's ability to keep working despite mental Trauma, stress or lengthy periods of danger, as well as to work out problems with lower level, or "instinctual" responses, as opposed to the higher level thinking involved with Mental Strength. Mental Endurance focuses on wisdom, willpower, and sheer determination.
Potential
Mental Potential is a measure of your brain's ability to grasp and learn new ways of thinking and to go beyond present capabilities. Someone with high Mental Potential would be able to master intellectual skills faster and be better equipped to raise their mental abilities beyond present levels.
Determining Primary Attributes
Determining the Primary Attributes starts by assigning 1 point to each attribute, then distributing a pool of 18 points however you like among the eight attributes.

Derived Attributes[edit]

Initiative
Determines what Tick the character starts combat on. Value must have a range who’s max value is a multiple of 5. (PC + MC / 4) (Min: 1, Avg: 3, Max: 5) (Invert)
Damage Threshold
This is an amount of damage that is ignored thanks to inherent defenses or toughness. Expressed in absolute values of damage ignored from every attack. Any damage exceeding this amount is deducted from either Health or Stun Pools.
Wounds
Total number of wound levels before the character becomes incapacitated. All damage types reduce this stat, though the in-game effects may differ. Expressed as an absolute value.
Energy
A form of all encompassing energy source. Describes everything from mana, psi-energy, and shii, to stamina, bio-electric energy and other innate consumable energy sources. All actions during combat require the expenditure of Energy. In addition, activating any power, in or out of combat, requires Energy. Expressed as an absolute value with no upper limit. (PE + ME x30) (Min: 300, Avg: 420)
Reputation
Personal reputation of the character. Expressed as two values. The first ranges between 1 and 20, the second is absolute value with no upper limit.
Rank
Rank of the character within the Freelancer organization. Each Rank will have an associated salary which is added to the bank account at the completion of each Mission, and can be modified based on performance. Expressed as absolute value.
Health
This is a measure of the total abuse or damage the body and mind can endure. When the Health Pool is reduced to zero, coma and potential death ensues.
Stun
This is a measure of the total abuse or damage the body and mind can endure. When Stun is reduced to zero, the character will fall unconscious and possibly slip into a non life threatening coma.
Energy
The Energy attribute is used to measure energy expended in combat, or any other strenuous activity. When performing actions or attacks in combat, Energy is used up, and is regained when resting. Running out of Energy in combat can then be considered very dangerous, as no energetic actions can be performed until the body has had a chance to rest. Pacing one’s depletion of Stamina is often the key to surviving combat encounters.

Select Skills[edit]

All skills which are not bought by a character default to a base value of 1. Normal difficulty tasks can be attempted by any character, even without formal training. It is up to the GM to determine if a particular task requires formal training to attempt. When a player spends Improvement Points to train a skill, the initial value acquired is 5, and goes up from there.

Templates[edit]

Trait Templates
Trait Templates are packages of skills and associated ratings, attached to a descriptor. An example would be the Fighter Pilot template, found within the Occupation category.
Species
Contains traits and values common to all members of selected species.
Faction
Faction templates contain skills which most or all citizens of that faction would likely learn if they grew up there.
Culture
Contains traits and values common to most/all individuals growing up in this type of culture/area.
Previous Occupation
Represents the occupation/s of the character prior to joining a Freelancer team. Contains traits and values common to most/all practitioners of that occupation/s.
Age
Age templates, if used, allow multiple Occupation templates to be chosen for older characters. May also contain traits and values which only appear at certain ages.

Skill Catagories[edit]

Physical Skills
Physical skills are those areas of knowledge that rely heavily on physical activity and training, and include such skills as climbing, swimming, acrobatics, and martial arts.
Knowledge Skills
Knowledge skills are those areas of knowledge that primarily rely on mental study and memorization of facts. Examples include Mathematics, chemistry, demonology, and law.
Practical Skills
Practical skills are a sort of hybrid between physical effort and learned knowledge, and include such things as demolitions, automotive mechanics, carpentry, and gunsmithing.
Social Skills
Social skills is a fairly narrow category, and includes skills which are intended to be used primarily in situations where a PC must engage an NPC in a social situation, and needs/wants a hard determination to the degree of the NPC’s reaction. Examples include seduction, haggling, intimidation, interrogation, and leadership. It should be noted that these skills are *not* intended for PC vs PC social interaction, this should primarily be accomplished through roleplaying whenever possible.

Skill Specialties[edit]

Skill Specialties
These can be purchased which represent particular training or natural knacks which the character possesses. These Specs can be almost anything (With GM approval of course), and can be applied to many different skills. In all instances, Specs provide a flat bonus of 20% to the TN of any rolls.

Example: Specialty "Invertibrate Anatomy" might usually be coupled with Skill "Biology" but it may be applied to any skill, as with Skill "Firearms" it means "knowing where to shoot those pesky alien molluscs" or with Skill "Doctoring" it means "knowing how to heal those poor alien molluscs someone keeps shooting."

Select Dis/Advantages[edit]

Dis/Advantages
Advantages and Disadvantages are a way a player can create a more varied and unique character. They are special traits about the character which do not directly translate into Attributes or Skills. All Advantages and Disadvantages will have a listed cost, advantages cost these points, and disadvantages give you more points to spend. Advantages can take the form of inherent abilities, advantages to social or financial status, or other circumstances which give a clear advantage over the average character. Disadvantages can include mental or physical handicaps, social or financial difficulties, enemies (known or unknown), and other circumstances. When selecting Advantages, keep in mind the GM will often set a ‘limit’ on the total costs of all Advantages and Disadvantages.

Advantages[edit]

Physical
Physical Advantages include such things as greater than normal strength, double jointedness, ambidexterity, and other physical traits which give the character a clear advantage.
Mental
Mental Advantages can include, but are not limited to, photographic memory, facility with languages, speed reading, etc...
Social
Some examples of Social Advantages: Social patron, wealth or economic freedom, being famous, or having many friends/contacts to turn to.
Esoteric
Esoteric Advantages are a sort of miscellaneous category for advantages which do not fit the other categories. This is also where one finds such things as Psionic, Magic, or Shii related capabilities. In order to use Magic, a player must select the Mage advantage from the Esoteric category. Keep in mind that some advantages in this category are mutually exclusive, and once one is selected, some others become restricted.

Disadvantages[edit]

Physical
Examples of Physical Disadvantages: Blindness, paralysis, deafness, weak bones, low pain threshold, etc.
Mental
Examples of Mental Disadvantages: Phobias, manias and other mental disorders, dyslexia, etc
Social
Examples of Social Disadvantages: Being poor, negative fame, enemies, wanted by authorities, a ward which must be protected (Child, friend, etc), etc.
Esoteric
Esoteric Disadvantages are a sort of miscellaneous category for disadvantages which do not fit the other categories. In addition, any disadvantages dealing with special abilities or powers will be here. Some examples of Abilities Disadvantages: Allergy to Magic (All forms of magic harm the character, even beneficial spells), poor psionic control (Powers can go off randomly), etc.

Abilities & Powers[edit]

Psionics[edit]

Psionics
Psionics differs from true magic in that Psionics relies on predictable and measurable rules and patterns. In order to use a Psionic ability, the subject must have specific neural structures and pathways in the brain. These neural structures are dependant on genetic traits, thus Gene crafters can not only isolate the gene codes for these abilities, but with careful study can even transfer these abilities into normally non psionic subjects.
Teeks/TK/Telekinesis
Teeps/TP/Telepathy
ESPer/Sensory

Magic[edit]

Magic
Mages utilize training in the use and manipulation of Thaumic energy, (also called Bio Aether, or Mana) to achieve otherwise impossible events and effects. Thaumic energy is produced by all natural (those not bio engineered) organic life, and radiates in fields around these life forms. When released, the energy permeates local reality and begins adjusting quantum probability until the mage’s desired reaction comes into being.

Shii'Kho[edit]

Shii'Kho
Shii'Kho energy at first seems to be simply another form of Thaumic energy. However, Shii energy is actually drawn totally from within the Shii Artist’s own body, as a totally new energy waveform. Both Shii and Thaumic energy share the ability to affect local reality around the point of release, adjusting quantum probability until the user’s desired outcome is brought to being in static reality. The difference lies not in the method of use, but the source of the energy.

Cybertech[edit]

Cybertech
Cybernetics
Bionics
Biocybe
Gene-Crafting
Nanomods

Determine Starting Equipment[edit]

Starting Pay
After choosing a previous Occupation, the player will note that within the Occupation’s description is the entry for ‘Starting Pay’, this represents an initial salary after being hired, and will be used to purchase equipment which the character will possess *prior* to the actual start of the campaign.
Equipment Availability
Not all equipment and gear will be available on every world, nor will it be sold to every race. Within the Race, World, and even Occupation descriptions are types and classes of equipment which will not be available to characters at the beginning of the campaign. Anything not on any of these restriction lists may be purchased using available starting funds.

Rounding out the Character[edit]

Background
At this point the players are encouraged to think up a one paragraph background and history for their character. The player may certainly opt to write a longer background, or no background, but we feel that creating a brief description of what has happened before will aid in future roleplaying.
Age
If using the optional aging rules described elsewhere, then this step becomes unnecessary. However, if those optional rules are not used, it can be useful to decide upon and record the character’s biological age, and how old they may appear to be.
Physical Appearance
Another useful, but by no means required, step to aid roleplaying is to decide upon and record the general physical appearance of the character. Be sure to note general characteristics such as height, apparent weight, any distinguishing marks such as tattoos or scars, and any other details the player things might be useful. Be sure not to include features or details that would not be readily apparent to the casual observer.

Gameplay[edit]

Definition of Terms[edit]

Actor/Reactor
Tick/Turn
Action/Reaction
Target Number

Dice Basics[edit]

1d100, or Percentile
All the dice rolls in this game use what is known as a ‘Percentile’ roll, 1d%, or 1d100. Now, since one hundred sided dice are not always feasible, another way to perform this kind of dice roll is by using two ten sided dice (2d10), designating one to be the tens digit and the other as the ones digit. It helps if one of the dice is of a different color. When rolling, a roll of 10 and 10, or 00, scores as 0 and not as 100.

Task Resolution[edit]

Unopposed Rolls[edit]

Unopposed Roll
An unopposed roll would be an action where there is a chance of failure, but one is attempting to utilize their skills to overcome this chance, but is not actively contesting another character. Examples include picking a lock, disarming a bomb, or hacking into a computer.
Determine TN
When declaring an unopposed action, first the player must first determine their Target Number (TN) for the attempt. This is done by taking the value of an appropriate skill, and multiplying it by the value of the primary attribute attached to that skill. This is the base TN. Next apply any modifiers given by the GM, Gear or by Skill Specialties. This is the final TN use for the roll.
Roll under Target = Success
Once a target Number is determined, the player makes a Percentile roll, and if the result of that roll is less than or equal to the TN, the attempt succeeds. If the result is higher than the TN, the attempt fails.
Degree of Success
If using the optional rules for degrees of success, the closer the result is to the TN without going over, the greater the success. Think of the Showcase game from the gameshow ‘The Price is Right’, in which the object is to guess as close to the actual price of the showcase without going over. This is the objective for rolling for degree of success.
Desperation
Sometimes situations and modifiers will occur which will reduce the chances of a character succeeding at an attempted action. In such cases, the player may elect to spend Energy points in order to raise the *Target Number* for that roll, thereby increasing the chance that the dice will roll *under* the new Target Number. Any such use of Energy must be declared before the dice are rolled. Note that the player has the right to know what modifiers will be applied to the TN before rolling the dice.

Opposed Rolls[edit]

Opposed Roll
An opposed roll is any action in which there are two or more participants, and one party is actively resisting the efforts of the other. Examples include one character trying to shoot another, two hackers fighting each other for control of a system, or a police officer trying to run down a fugative. In all Opposed rolls, there is an Actor and a Reactor. In the case of combat, the Actor is the one making an attack, and the Reactor is the one defending. Other situations may not be so clear as to who is Actor and who is Reactor, but follow this rule of thumb: Whoever initiated the event or action which requires dice to be rolled is assumed to be the Actor, and whoever must use a roll in an attempt to stop the action is considered the Reactor. Opposed rolls come in two varieties: Simple and Complex.
Simple Opposed Roll
This is for situations where speed of game play is preferred over added detail, and is what will be used most often in combat (with a few exceptions, noted in the combat rules section). After the Actor makes their roll as per an Unopposed Roll, following which the Reactor must then make their own roll against their chosen skill. Whichever player comes closest to their Target without going over wins the contest.

Example: Bob is attempting to punch Dave in a fist fight. Bob’s Target is 49, and Dave’s is 34. Bob rolls his dice and comes up with 39. Since Bob’s initial check succeeded, Dave must now roll against his Target of 34, and comes up with 30. Since Bob is 10 away from his target and Dave is only 4 away, Dave wins the contest.

Complex Opposed Rolls
Initially making a complex opposed roll is identical to a simple opposed roll. The Actor makes a percentile roll and attempts to roll under their TN to succeed. However, once the Actor does roll under their target, things work differently. The Result of the roll is then passed onto the Reactor. *Their* goal is now to not only roll *under* their *own* TN, but also to roll *higher* than the result of the first roll!

Example: Bob is trying to shoot Dan. Bob’s TN is 56 and he rolls a 33. Dan must now roll against his TN of 45 as well as the result of 33. In order to successfully dodge (and cause Bob to fail), Dan must roll lower than 45, and higher than 33.

Quality of Success[edit]

Quality of Success
In nearly all instances, simply succeeding is not enough. Players need to know how *well* they succeeded. To determine this, a character’s Gear will work to enhance the quality of success. In combat terms, Quality of Success is part of what determines damage dealt.
Base Quality
The base quality is equal in value to the tens digit on the dice rolled, plus one. If the roll was 56, the base quality is 6. If the dice roll is 03, then base quality is 1.
Gear Mods
The Gear a character uses will often determine how well a character did in a task. All pieces of Gear will have a Success Mod. To get the final quality of success, take the base quality and multiply it by the Gear’s Success Mod. If the base quality is 3 and the Gear’s mod is x4, then final quality is 12. Only the highest Success Mod of any Gear used in the attempt can be factored into Quality, unless the character has one of the Gear Head advantages. In the case of combat and weapons, this final quality determines damage done.
Degree of Success
If using the optional DoS rules (see below), then this can enhance or degrade the final quality. Any Normal success results do not modify the final quality. Marginal successes reduce final quality by 1/4. Critical successes increase final quality by 1/4. Perfect successes increase final quality by x2.

Combat[edit]

The Time Chain
When combat starts, every second is equal to one combat turn. This is called the Time Chain, and starts on Turn Zero at the point where combat begins. Every second in game is a separate Turn, where something can occur in the battle.
Initiative
Now that we know how time is handled during combat, we need to be able to determine who goes first, and what Turn they start on. To do this we look at the Initiative attribute of all participants. The initiative score equates to the Turn on the Time Chain they start at. Everyone gets their first Turn within the first 5 Ticks. (The lower this number, the sooner that person starts their Sequence of Turns. For every 5 points of Init rating, the character's first Turn comes 1 Tick sooner. Use the follwing chart as a reference: Inits 1 5 = Tick 7, Inits 6 10 = Tick 6, Inits 11 15 = Tick 5, Inits 16 20 = Tick 4, Inits 21 25 = Tick 3, Inits 25 30 = Tick 2, Inits 30 ** = Tick 1)
Cycle Ties
If more than one character Sequences on the same Turn (Bob and Andy both act on Turn 42), and they’re on opposing ‘parties’, neither player can be allowed to declare their intent before the other. Instead, both must use ‘Intent Cards’ to declare general intentions to the GM at the same time. Red = Offense, White = Defense, Blue = Neutral. An attack is Offensive, while anything that is neither a direct attack or a position for defense counts as Neutral. If the two characters who Sequence together are allies, they can either opt to use the cards or decide among themselves who declares first.
Movement
When a character’s Turn comes up, they have the option of moving, then performing an action. Moving costs Energy, unless a slower than ‘normal’ combat speed is specified. A character may move a number of meters per action equal to their Speed Attribute. As stated before, every character has the option of moving, then performing an action. Instead of this, there are several other options for movement and action. A player may elect to move then act as normal; to act then move up to half their speed; to simply act without moving (thus expending no Energy); or finally by expending 2 ½ times the normal Energy, a character can ‘double time’ and move twice their Speed in a single round, however this prevents them from using their Action that round.

Actions[edit]

Actions / Attack
After movement, the character has the option of making an action. This action need not be to attack however. Examples of possible actions include putting oneself into a Defensive position (Defense); Manipulation of their environment (Use or Manipulate, reloading a weapon, opening a door); Attacking an opponent (Attack); and finally no action at all.
Burning Energy
Energy for Actions: By exerting extreme will and digging into reserves of energy, a character may make a second Action (along with any normally recieved) by burning Z Energy points (high amount) at the beginning of their Turn.

Reactions[edit]

Reactions / Defense
Whenever an action or attack is directed at another character, the character so targeted gets to react to that action on the same Turn, with some exceptions. Examples of Reactions to attacks include Dodge, Deflect, or Absorb (Which is to say the character does nothing and simply takes the hit). Other Reactions (such as defensive powers, skills, or abilities) may also be used.
Dodge
By burning extra Energy to attempt to dodge an attack, a defender may inflict a penalty to the roll of the attacker. For every X points of Energy burned in a dodge, the attacker suffers a 1 to their TN, thus making it harder to hit. The exact amount of Energy burned *must* be declared before the Attacker makes his roll however. While almost all Melee attacks can be dodged by anyone, only those with special abilities, accelerated reflexes or speed can dodge firearms attacks. Those with higher than average speeds (17 20) can also have the option of dodging low velocity projectiles like thrown objects, and manual powered missiles (bows, slings, etc).
Desperation Dodge
As can be seen in the above dodge rules, it may be possible for the Result of an attacker’s roll to be higher than the Reactor’s default Target Number, thus making them incapable of both rolling under their Target *and* over the Result. In cases such as this, the Reactor can either Deflect, Absorb, or else attempt a Desperation Dodge. To do this, the character must spend Stamina points in order to raise their *own* Target Number sufficiently to enable them to both roll under their Target and over the Result.
Parry / Deflect
Deflect is the attempt by the defender to interpose some object between the attack and themselves. This object can be almost anything, a shield, a weapon, a table, or any other object which has been picked up and placed between the character and the attack. Deflect is an *optional* reaction to an incoming attack, and can only be performed if certain conditions are met; the main condition being that the character must already be holding an appropriate object (Or use some sort of ‘quick draw’ skill if the object is on their person but not yet readied). Deflect is carried out similar to a dodge, but if an attacker manages to succeed, a portion of the damage can be negated. By burning Energy a defender may inflict a penalty to the roll of the attacker. For every Y Energy (half Dodge cost) burned in a Deflect move the attacker suffers 1 to their TN. In simple rules, a successful deflect negates only 25% of the incoming damage. If using the optional rules for degrees of success, better success on the part of the Attacker can decrease this deflection value to a min of 10% of damage deflected, conversely poorer successes can increase the value deflected to as high as 75%. In advanced rules, the amount of damage negated is applied to the object used to deflect the attack, and can cause some objects to break thereafter in a manner similar to Armor.
Absorb
This is simply the passive reaction used when the player wishes not to, or is incapable of, deal with the attack actively. No opposing roll is made, and damage is dealt with normally.

Damage[edit]

Resolving Damage
When an attack roll is made, the tens digit of the result is applied to a weapon’s damage modifier, and this is then the damage of the attack. For example, if a person using a weapon with a damage mod of x4 succeeds with a roll of 43, the damage becomes 4x4=16 damage, because the tens digit of the Result was 4, and the damage mod was x4. Any attack that is not aimed at a specific body part is assumed to hit the torso if successful. Optional rules for uncalled shots may be used, which will cause uncalled attacks to strike a random body part based on a table or calculation, which is itself based on the result rolled.
Damage Threshold
When you take damage, and it isn't dodged or absorbed by armor, you have an attrib called Damage Threshold. An amount of damage from the attack equal to your Threshold attrib is applied not to health, but to Stamina (fatigue) as a sort of 'soak' effect.Any damage not diverted by Threshold is then applied towards Vitality (stun), or Trauma (Health), where appropriate. If Stamina is depleted to zero by damage shunted by Threshold, the shunted damage is applied to Vitality. If Vitality is depleted, it's applied to Trauma.
Armor
Any piece of armor has three values; Location, Armor Threshold and Armor Capacity. Location is the location or locations that piece of armor is designed to protect, such as a bracer only protecting the forearm, if no location is given, assume the full body is covered. The second value is Armor Threshold, or the amount of damage the armor will absorb from every attack that hits it. The final value is Armor Capacity, expressed as maximum and current sub values. Incoming damage is first compared to the Threshold of any armor worn, this value is absorbed by the armor, with any damage exceeding this amount proceeding to inner layers of protection (such as additional layers of armor, forcefields, etc), and finally to the character themselves. When armor absorbs damage, this amount is deducted from Armor Capacity. When AC reaches zero, that piece of armor fails to actually absorb any more damage, but still continues to take further damage. Additionally, when AC is reduced to a value below Threshold, then Threshold is reduced to match the current AC. When AC is reduced to a negative value equal to half the original Threshold, the armor is destroyed. Armor which has lost all it's AC but has not yet been destroyed can be repaired, but destroyed armor is gone for good. Armor which can be worn over each other do not add their values together, instead each serves as a successive ‘layer’ of defense. When damage gets past the outermost layer, that damage is checked against the next layer, and so on until any remaining damage is applied to the character.

Example: Dave has a combat vest with a Threshold of 15, and an AC of 30. When hit by a gunshot doing 20 pts of damage, 15 points are applied to the armor, while the remaining 5 pass through. The vest’s AC is now reduced to 15. On another attack, Dave is hit for 10 pts. The vest absorbs this full amount, as the Threshold is still 15, but the vest’s AC drops to 5, thus lowering the Threshold to 5 as well. On a third attack, Dave is hit for only 5 pts, reducing his vest’s Threshold and AC to zero. At this point the vest is so mangled that it offers no real protection, but can continue to take damage. When Dave is hit again for a whopping 15 pts, the armor’s AC is reduced to 15, which is the negative of the origonal Threshold of 15. The vest is now totally destroeyed, not to mention the likelyhood of poor Dave himself being mangled by the attacks. Hopefully Dave was wearing additional armor, or other forms of protection, underneath that combat vest...

Health and Recovery[edit]

Character Rewards & Improvement[edit]

Luck Points[edit]

Improvement Points[edit]

Advancement[edit]

Improve by Learning[edit]

Improve by Practice[edit]

Character Advancement[edit]

There are four methods a player may utilize for improving a character’s skills.

Chance
Simply using a skill still gives a person a chance to improve, as they may simply figure something out by chance. The formula for this improvement follows: 100 ( (Skill + Potential) * 2 ) = Target. Where Skill is the skill the player is attempting to raise, and Potential is the appropriate Potential Attribute (Physical Potential for physical skills, and Mental Potential for mental skills). Another way to describe this formula is this: Add the values of the Skill and associated Potential Attrib, multiply this value by 2, then subtract this value from 100, this is the Target. Roll under this Target to improve by 1 point. This gain is limited to skill per
Practice
Actively practicing with a skill will give someone a greater chance to improve that skill, as you are concentrating on what you are doing and trying to figure out how to do better. Use the same formula as for Chance Improvement. Successful practice allows you to improve one skill per
Training
Training under a higher skilled teacher allows one to improve skills considerably, but also requires a teacher and a longer period of time. Use the same formula as for Chance Improvement. Training can only be performed once per
Teaching
Teaching a less skilled student sometimes allows the teacher to learn new things as well. Use the same formula as for Chance Improvement. Teaching can only be performed with up to two students/skills per

Play Examples[edit]

Special Rules[edit]

The Grid[edit]

Vehicles & Machines[edit]

Robots[edit]

Robots as PCs[edit]

Digital Entities[edit]

Optional Rules[edit]

Age Affecting Performance
As a way to make the age of a character have an actual impact on gameplay, we present this optional rule. As a character ages, it can be said their mental capabilities (skills) will logically increase, while their physical capabilities (attributes) will deteriorate. As such, each species will be given a chart listing rough ‘stages’ of life.

Examples: Adolescent, Mature, Mid Life, Aged, Ancient.

Along with these descriptive labels will be listed age brackets during which a character within each age bracket will fit into the corresponding ‘Stage’ of life. When creating a character, before determining attributes the player must first select the age of the character, thus determining what Stage of life they are in. Each Stage will have listed a modifier to final attributes, as well as starting skill points.

Skill Attrition
This optional rule allows GMs to simulate a rough form of skill attrition, where a character will sometimes forget skills which haven't been used in a while.

A character's combined Potential scores determine the maximum total of skill points that he may possess. A player advances the character by spending IP to add skill points to skills as normal, but they cannot purchase more skill points than the maximum indicated by the character's Potential as detailed below.

However, a player is allowed to drop any skill points any time he wants, thus indicating that his character forgot some of his skills. So, when a character hits the limit, he forgets some of the older and less useful skills to make room for new ones.

Note that players do not get back xp they spent on dropped skill points. Nothing can replace lost time and effort, after all.

Max Skill Points Available Attrition Rules: Max 1000

Damage Types
Optional Rule

Damage Types: Flesh Wounds, Normal Wounds, Serious Wounds, Critical Wounds, Blood Loss, Impaired Limbs.

Critical Success = Critical Wound. Overwhelming Success = Serious Wound. Marginal Success = Flesh Wound.

Impact: Blood loss on Critical Wound. Broken bones/impaired limbs on Serious or Critical Wound.

Piercing: Blood loss on Serious or Critical Wound. Impaired limb on Critical Wound.

Energy: No Blood Loss. Impaired limb on Serious or Critical Wound.

Burns: Impaired limb on Critical Wound. Massive ‘stun’ damage from pain, minor to major Trauma damage.

Stun: No damage to Trauma, massive ‘stun’ damage on all hits. Immediate KO test on Serious Wound. Immediate Shock test on Critical Wound.

Degree of Success
Optional Rule

Compare the Result of the roll to the Target Number and look up on this chart:

+40 to +** = Critical Failure 
+10 to +39 = Normal Failure
 +1 to  +9 = Marginal Failure
    0      = Perfect Success!!!
 -1 to  -9 = Critical Success
-10 to -39 = Normal Success
-40 to -** = Marginal Success

Hit Locations & Uncalled Shots
Optional Rule

Advanced Ruleset[edit]

Advanced Math (CARP)[edit]

Rules Expansions[edit]

Tactical & Skirmish Combat[edit]

Movement Range[edit]

Speed
Move to Tactical Battle. - Determines maximum movement speed, expressed in meters per second. (Value range: 1-5, average at 3) (PE + ME / 4)
Speed
The Speed attribute determines not only the top speed one can move, but also is used to determine maximum distance one is able to move in a single combat turn. Average Human Values: Walking: 3 M/s (Equal to Speed), Combat Run: 6 M/s (Speed x2), Sustained Run: 9 M/s (Speed x3), Full Sprint: 12 M/s (Speed x4)
Unit Morale
Hero Units
Max Lift
Only gross measurements need to be included. -Two very straightforward attributes, Max Lift is simply the amount of weight (in kg) a person can lift or bench press. The Max Carry attribute determines the maximum weight a person can lift and then proceed to carry around without extreme strain on the body. (Expressed in kilograms.) (Max lift: PS x 60) (Min: 300kg, Avg: 420kg, Max: 600kg)
Max Carry
(Max Carry: PS + PE x 20) (Min: 200kg, Avg: 280kg, Max: 400kg)

Mass Battle & Army Combat[edit]

Army Construction
Movement Range
Unit Morale
Hero units

Lists, Tables, and Data[edit]

Skill Lists[edit]

Dis/Advantages[edit]

Occupations[edit]

Psionic Abilities[edit]

Magic Spells[edit]

Shii Powers[edit]

Cyberware[edit]

Weapons[edit]

Vehicles[edit]

Armor / Defenses[edit]

Misc Equipment[edit]

Grid Software & Hardware[edit]

Sample Characters & NPCs[edit]

Credits[edit]


Back

Top