Difference between revisions of "XCOM - The Beginning"

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(Rules)
(Rules)
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* Technician - Computer, Culture/Any, Tech/any, ???
 
* Technician - Computer, Culture/Any, Tech/any, ???
 
* Worker - Culture/Any, Profession/Any, Vehicle/Any, Any one skill
 
* Worker - Culture/Any, Profession/Any, Vehicle/Any, Any one skill
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='''Weapons'''=
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* Civilian Weapons - Legal in most areas.
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* Military Grade Weapon - Illegal without a license or part of the military/law enforcement.  Military grade are any weapons with burst or that require Gunnery Skill to use.  Also includes any weapons system that uses an explosive (grenades).  Civilian versions of these weapons (except gunnery weapons and explosives) are available.  They cost the same but the "burst" capability has been removed.

Revision as of 17:03, 28 August 2014

Characters

Rules

Backgrounds

  • Jack of All Backgrounds - Pick any Four Skills
  • Civilian - Culture/Any, Profession/Any, Steward, Any (1)
  • Politician - Culture/Any, Leadership, Persuade, Steward
  • Priest - Culture/Religion, Leadership, Persuade, Religion
  • Researcher - Culture/Any, Perception, Science, Tech/Any
  • Scholar - Culture/Any, History, Instructor, Science
  • Soldier - Combat/Projectile, Combat/Unarmed, Culture/Any, Tactics
  • Technician - Computer, Culture/Any, Tech/any, ???
  • Worker - Culture/Any, Profession/Any, Vehicle/Any, Any one skill


Weapons

  • Civilian Weapons - Legal in most areas.
  • Military Grade Weapon - Illegal without a license or part of the military/law enforcement. Military grade are any weapons with burst or that require Gunnery Skill to use. Also includes any weapons system that uses an explosive (grenades). Civilian versions of these weapons (except gunnery weapons and explosives) are available. They cost the same but the "burst" capability has been removed.