RULES

From RPGnet
Jump to: navigation, search

Character Generation[edit]

Character Picks a Level
As established characters each player picks their stats, and skills.

  • Skills - Remove all specializations, remove ceiling on general skills.
  • Traits - Each character gets a "Storied Past" trait. Players decide how important this is to their character. That Trait then counts as a bonus or penalty die to appropriate rolls in the game.

Crew Pay / Ship's Stipend[edit]

Crew Pay (Monthly)[edit]

  • Ship's Captain (LCDR) = €50
  • First Mate (LT) = €30
  • Chief Engineer (LT) = €25
  • Ship's Doctor (LT) = €25
  • Junior Engineer (CPO) = €20

Ship's Stipend[edit]

  • Fuel (all)
  • Repairs (all)
  • Ammunition (Ship's gun, and for 2 small arms per person, Pistol, Assault Rifle)
  • €10 per day for food/medical and other expenses.

Common Prices[edit]

Food (including spices, beverages) per person per day

  • Protein = .5€ per person-day (occasional poor quality alcohol)
  • Canned = 1€ per person-day (occasional average alcohol)
  • Fresh = 2€ per person-day (including decent alcohol)
  • Luxury = 2€ per meal (included decent alcohol).
  • A drink in a bar = .25€
  • A bottle of wine = .5€ - 2€

Fuel

  • 1 Fuel Hour = .47€
  • 1 Ton Fuel = 5€
  • Full Tank = 56 Tonnes = 280€
  • Extra Tank = 5 Tonnes (+53 hrs)= 25€
  • Total Fuel (600 hours) = 280€

Medical Supplies

  • Standard Medical Unit = 2€
  • Emergency Medical Unit (+2 skill steps)= 4€
  • Immunization Packet (One person x 48 hours)= 3€
  • Nika's Special Standard Units = 3€
  • Joshua's Medication (per day) = 1€

Ammo

  • Bullets 10 rounds = .2€
  • Shotgun Shells 10 = .5€
  • Tranquilizers 1 shot= 1.5€ (.2 per empty dart)

Tech

  • Glow Stick = 10€
  • Paranoiandroid = 20-50€ Card-based bootable Paranoidroid system.

Common Charges[edit]

  • Shuttle Rental/Month = 50€
  • 1 ton of cargo/week = 1€
  • 2nd class passenger/week = 50€
  • 1st class passenger/ week = 100€


Risky Business[edit]

Characters can take big risks to achieve greater results. For each increase in the Botch Threshold by 1, grants a die bonus as if the character used 2 plot points (adds to plot points not a separate die).

  • Botch Threshold = Bonus
  • All 1's = No bonus
  • All 1's or 2's = +2 steps (or d4)
  • All 1's, 2's or 3's = +4 Steps (or d8)
  • All 1's, 2's, 3's or 4's = +6 Steps (or d12)*

The Maximum bonus from Risky business or Plot Points (or the Combination) is a d12.
Example, Joshua drives the flatbed in a reckless manner to try to elude his pursuers. He increases his plot point die by 4 (d8) the Botch Threshold goes to all 1's, 2's, or 3's. This gives him a d8 bonus that works like a plot point die.

Combat[edit]

SIMPLIFIED COMBAT PROCESS

  1. Roll Initiative
  2. Declare actions in reverse initiative order.(Higher initiative can interrupt lower)
  3. Each person gets one "action" per turn*

AUTOMATIC DODGE
Whenever attacked everyone gets to roll their dodge, unless they are doing a complex action or are surprised. Roll against each subsequent attack with a -1 skill step penalty.
ABORT
Characters can Abort their next action for a simple one (dodge/attack/move/drop prone/dive for cover) at any time during the turn, if you abort an action, you lose your next action and cannot dodge until you can act, unless you aborted to a dodge or block, in which case that continues to work (with normal penalties). You can only abort once per turn, and cannot abort in the turn after you abort.
EXCEPTIONAL SUCCESS
If you hit by 7+ (plus any armor rating of the target) in combat:

  1. Weapon Damage is +1 step (or +d4 in the case of Unarmed Damage)
  2. Target makes an Average (7) Vitality+Willpower Check and if it fails, then Depending on the Damage Type:
    1. Stun: KO + 1 Shock Point per Stun Damage
    2. Basic: Incapacitated, a debilitating injury, either a broken limb (which is useless until treated), or he has been rendered blind, deaf, immobile, or under some similar condition.
    3. Wound: Target is Bleeding (d2 Basic every 10 minutes)(or Death for Minions)
  3. Attacker gets One additional Simple Action (attack, move, etc..)

Exceptional Successes stack, so if you get an Exceptional Success on the additional Action, you get another additional action.
SAMPLE COMPLEX ACTIONS
These still count as the one action per turn, but when one is done, the person gets only innate defense (agility).

  • Run = Move 30ft plus Strength + Athletics
  • Charge = Run + Attack (-1 skill step to attack)
  • All Out Attack = Attack +2 Steps (uses 3 shots)
  • Other = Either longer actions or combining two or more actions with appropriate penalties (ex: Draw and Fire -1 step, Aim, Grappling, Feint, etc.)
  • Reload a weapon
  • Snapshot (move from heavy cover to light cover, fire -2 skill steps, return to full cover)
  • Total Defense = Dodge + 2 Skill Steps

MELEE/UNARMED COMBAT
When someone attacks with Melee or Unarmed combat, and the defender has yet to act, the defender can opt to resist with unarmed or melee combat (if armed) rather than dodge. Whoever gets the higher roll wins that turn, and does damage to the opponent. This becomes her action for that round even if she did not initiate the attack, or it is before her initiative. Alternatively the defender can simply dodge, in which case, she can still do another action. If the defender has already acted that turn, she can only dodge or block. Using unarmed combat verses a melee attack is at a -1 step penalty.
RANGED/GUNS in MELEE
If you are attacked with a gun or ranged weapon by an adjacent opponent, and able, you can defend with either your DODGE to avoid the attack, or Unarmed/Melee skill to strike the attacker (even if you've already acted, just factor in any step penalty). If your unarmed or melee attack is higher than your opponent's attack roll, her attack misses and you do damage to her, the opponent with the smaller weapon (unarmed = small) get's +1 step bonus.

  • Ex. Unarmed Combat vs Rifle. Unarmed opponent (small) gets a +1 step bonus versus Rifle (med).
  • Ex. Spear vs.Pistol. The Spear (medium) vs. Pistol (small). Pistol gets a +1 step bonus.

GRAPPLING
A character wanting to initiate a grapple makes an Unarmed vs. Dodge* roll to initiate a grapple.

  • Defender may use Unarmed or Melee Combat to resist an attempt to grapple (if they are armed and use Melee Combat they get +1 step skill Bonus to resist the grapple, and if successful they do damage to the grappler as if an attack) An Exceptional success initiating a grapple give the attacker a +1 step to the next grapple roll.

Once a grapple attempt is initiated successfully, then both combatants are now grappling and must roll (unarmed vs. unarmed), each turn including that one (at the highest initiative). Both grapplers take stun, whoever wins takes 1 stun, whoever loses takes 2 stun. They remain grappled and this continues until either one grappler scores an exceptional success or is rendered unconscious.

  • Exceptional Success indicates a win (pin, headlock, grab-for-cover, or escape, etc) and the normal additional action (attack, move, etc), and no stun loss to the winner.

Grapplers are Easy (3) Hand-to-hand targets, and Average (7) ranged targets to others, but attacks against them are at a -2 Step Skill Penalty. A Botch (1s or 2s) indicates you hit the opponent instead of your target.
IMPROVISED WEAPONS
If you are using an improvised weapon (log, bottle, chair, scalpel, etc.) You can use your melee weapon skill (at normal ability) OR your unarmed combat with a 2 step penalty.
PUSH/FLIP/TRIP
Attacker makes an unarmed attack (or melee if appropriate) versus the defender. In lieu of damage the attacker can push the opponent up to 5 feet. (Exceptional Success indicates defender automatic prone or push up to 10ft.) Otherwise, Defender must make an average agility/athletics roll (or the original attack roll whichever is higher) or be prone as well.
DISARM
Called Shot (Defender typically at +8 Def for weapon size). If it hits, the opponent is disarmed. If it is a successful unarmed attack, the attacker can keep the weapon). Opponent can choose to defend with melee combat, as normal (see unarmed vs. melee above)
FEINT/TRICK/DISTRACTION
A Feint attack is a complex action (Will + Skill) vs (Ale + Skill). that gives -1 Skill Step Penalty to the attack, but if successful, the target gets only innate defense. Attacker gets to choose who gets the benefit (herself or another attacker). If feinter doesn’t attack, Feint is at +2 Steps Exceptional Success makes target an Easy target (3).


Range Penalties
Range Increments for the following standard weapons are different from the book:

  • Bow = 30ft
  • Crossbow = 60ft
  • Powered Crossbow = 75ft
  • Pistol = 50ft
  • Rifle = 110ft
  • Assault Rifle = 75ft

Other weapons remain the same.
Aiming for one Turn doubles those ranges in addition to the +1 Step Bonus.
If you are Blind or in complete darkness range penalties are -2 for every 5 feet (-2 at 5ft, -4 at 10ft, etc) Assuming you are able to locate the opponent (Hearing Check vs Average (7)or Covert/Stealth +2 for every 30ft away.)One still gets the Point Blank bonus on close shots.


Firing into a Crowd
Firing into crowd or versus someone in hand to hand combat is tricky. The target gets light cover (+4) and a roll of only 1s or 2s becomes a Botch, resulting in hitting an unintended target (the other combatant in Hand to hand). Roll an attack (at the same dice) against the unintended target, and if that roll would not the person, assume it just hit (0 basic + weapon damage)

COMBAT SKILLS
The Serenity System does not pair skills with abilities. Instead it is up to the player to describe their actions and determine the appropriate abilities to pair with the skill. In some cases certain abilities may face Step Penalties if the circumstances require.
ex. Jayne tends to rely on his great strength to steady and aim Vera (his large gun). Normally he rolls Strength + Gun for his attacks with no penalties. This time Jayne is confronted by several Reavers approaching at high speed, to crack off three shots quickly he'd be better using his agility. If he decides to use his Strength anyway, the Gm determines his strength gets no penalty for the first shot, and a -2 step penalty for the second and -4 for the third (his great strength actually slowing him down). Had he used his agility, he'd only face the normal skill penalties.

Armor When a target is hit, roll any damage for weapon type. Then subtract the armor rating from wound damage. If there is any remainder, subtract that from the stun damage.

  • In the case of body mesh, also convert up to 8 wounds from each attack into stun damage.
  • Add the armor rating (and helmet rating if any) to the number needed to get an exceptional hit. (ex. Zoe is wearing body mesh, she is hit by an attack that exceeds her dodge by 7, normally this would be an exceptional hit, but the +1 AR makes it a normal it.) This makes it extremely difficult to take out soldiers in tactical suits (+14 needed to get an exceptional hit).


Called Shots A called shot adds to the defense of the target, +4 for torso, legs, +8 for head, arm, hand, stomach, +12 for heart, kneecaps, eye, ear, etc.. A successful called shot that does wound damage incapacitates that part (in the case of limbs), or causes automatic Wound Penalties (-2 steps to all abilities). If the target is the head or vitals (stomach, heart, etc.), the victim must make an hard endurance check or check versus attack number whichever is higher or be unconscious or dying (if wound damage was done). Increase the attack’s damage die based on the size of the area targeted (Moderate +2 steps, Small +4 steps, Miniscule +8 steps). The damage die inflicts Wound damage (no matter its damage type before), and the target begins bleeding (unless the attacker chooses not to inflict wound damage, then it is basic damage). In addition all the damage from called shots takes twice as long to heal, and any penalties from the damage linger until all the wound damage is healed.

Crew Rules[edit]

When the ship is danger there are two key roles: pilot and engineer. The rolls associated with those roles are fairly straight forward.

  • High Speed Maneuvers = Ship's Agility + Pilot's Pilot Skill
  • Repairing the Ship = Engineer's Intelligence + Mechanical Engineering Skill (difficulty equals stun)

There are several other 'supporting roles' that can impact the rolls of above. With all "supporting" rolls, the target number is Hard (11).

  • Botch = Target Roll is -1 Skill step.
  • Failure = Target Roll is unaffected.
  • Success = Target Roll is +1 Skill step.
  • Extraordinary Success = Target Roll is +2 Skill steps.


These roles can be taken by a person on the ship, not necessarily in a chair or with a specific title.
Supporting the Pilot:

  • Captain (if not pilot/engineer) - Persuasion (Leadership) + Willpower (to one roll).
  • Co-Pilot - Ship's Agility + Character's Pilot skill (use best of Pilot or Co-pilot)
  • Navigator - Ship's Alertness + Character's Pilot Skill
  • Sensors - Ship's Alertness + Technical Engineering (Sensors)

Supporting the Engineer

  • Mechanic Character's Mechanical Engineering + Intelligence (use best of Engineer or Mechanic)
  • Helping Hands Character's Attribute (roll d6 to determine which) + Discipline
  • Damage Control/Preparation Character's Agility + Alertness

Flyin' in the Verse[edit]

Flying from one system to another (distances are as follows):
Distances.jpg
A Ship can travel 1 AU * SPEED Every 18 Hours

Summer's Gift is Speed Class 5
So it can travel 5 AU/18 Hours = 1 AU/3.6 Hours = 6.667 AU/Day = 46.667 AU/Week
Ex. JiangYin (Red Sun) to Angel (Kalidasa)120AU (432 hours/18days)

Travel.jpg

Link to Online Travel Time Calculator


Available for "Rent" or "Purchase" are standardized Fuel Pods. Each Fuel Pod takes the place of one Cargo Container and adds 5 tons of fuel capacity of flight time (+120 hours on Summer's Gift).

Fuelpod.jpg
  • Fuel Pod Rental = 5 Credits / Week + Fuel
  • Fuel Pod Purchase = 100 Credits.

Fuel is separate.

Pulse Beacon:
A transponder found on starships that sends out a pulsed signal on three frequencies (two wave, one radio). The signal is easy to detect, even at long range, but contains little actual information other than the presence of the ship itself. Originally, a starship's pulse beacon contained a unique code which identified the ship and contained its most recent navigation data. During the Unification War, Independence forces used this data to both spoof existing Alliance and unaligned vessels, and to keep tabs on Alliance transports. Since then, the Alliance has uncoupled their ship's data from the transponders. Two years after the war, the practice of spoofing data codes in pulse-beacons was so wide spread, as to be near useless in tracking illegitimate shipping. And the practice of turning off the beacon became a danger for collisions especially in the heavily trafficked core trade routes. So the Parliament voted to make all Transponders transmit only a generic code which was useful only for doppler distance, and vector analysis. As such the Pulse Beacon is standard issue and used primarily for air/space traffic control, collision avoidance, and emergency tracking.
Registry
An electronic device (black box) with ship ownership data encoded in the ROM. This device is roughly equivalent to the VIN of a modern auto and can demonstrate proper ownership in the case of dispute, piracy or salvage. The Registry also includes various licenses, repair, and inspection notices those these are used primarily for resale rather than official purposes (except in the case of Active duty Alliance chartered vessels and the military). The Registry can be accessed by Databook, but only modified using specialized equipment.

mutineers

Communication Lag[edit]

Communication in the 'Verse (after the 'Long Quiet) has been reduced to three main types.

  • Radio Wave -- (or simply Wave)Traditional Light Speed communication. This is effective for basic audio-visual communication for short range distances.
    • It is an easy check for ship's Alertness+pc's Tech Eng (Comm)for distances of 1 light second (300,000km)to get clear conversation. +1 step (average, hard, etc..) for double of that distance (2,4,8, etc.)
      So to converse via radio at a distance of 8 light seconds (2.5M KM)would be a formidable (dc15) check.
  • Narrowband -- High intensity radio transmissions. These are lines intended to duplicate some of the functionality of the cortex. They transmit large amount of data along redundant systems so that any data loss is recovered at the next node. The narrow band allows for site to site transfer of large files and communications. Ships are directed to stay out of the Narrowband streams, as they are vulnerable to disruption by pulse engines. The Narrowband has limits and operates on a request system (a sort of interlibrary loan) specific data can be requested and transmitted along the Narrowband. A cost of 1Cr is imposed for most requests (up to about a terabyte). The return time on requests depends on (a) the location where the data can be found (distance), and (b) the size of the queue (number of files being requested from any sites). Some companies can get priority use on the Narrowband to ensure the swift communication of time sensitive materials. Narrowband is limited to planets or ships possessing large radio wave transmitters and receivers.
  • Pony Express -- Throughout the Verse ships have been assigned a datavault drive of approximately 1 petabyte (1024 terabytes). These rugged databooks carry bits of the old cortex piecemeal from one cortex node to another. The data on a datavault is heavily encrypted and largely in fragments preventing them of being much use to any computer other than a coretx node level computer (which decrypts and assembles the various fragments). That said a Heroic Complex (95) check might be sufficient to pull out specifically desired information with a datareader. Planets or moons with Cortex Nodes should have a Cortex that is generally up-to-date at lag of 2hours per AU distance from the Core times the difficulty of finding the information (unless specifically requests via Narrowband).
    • Easy to find information (eg. Verse News, Cortex Shows, Cortex Mail) would likely be available in Red Sun roughly 68(au) x 2 hours x 3 (easy)= 408 hours (17 days) after uploading.
    • Hard to find information (eg. Cargo Manifests, Private Fuel Logs, Local Legal Documents) would likely be available in Red Sun in 68(au) x 2 hours x 11 (hard) = 1496 hours (2 months)
    • Plot points can be spent to reduce the difficulty by a step per point.

Planets and moons without a Cortex Node (or equivalent) require double that time or more to get updated information.

Old System
mutineers

Medical Treatments & Cost[edit]

Typically each roll of medical skill requires one unit of medical supplies. How much you use, and the kind of supplies determine skill modifications.

  • No supplies at all (naked in an empty room) = No medical roll at all.
  • Makeshift Supplies (medical roll at -2 penalty) = No cost.
  • Split a Medical Unit (Allow for medical roll at -1 step penalty) = 2 Credits for two rolls.
  • Standard Supplies (allow for medical roll at no penalties) = 2 Credits per use.
  • Emergency Supplies (allow for medical roll at +2 Step bonus) =4 Credits per use.

Passing Out: When wound and stun damage together exceed life points, make END (vitality + willpower) check each turn. Start at Easy, then +4 each turn. Failure means you are unconscious. If attempts are made to awaken the character, he or she makes an average END check to reach a groggy state (no Stun is recovered this way, no actions can be taken until stun is recovered)
Shockpoints: Each point of Stun damage take when unconscious or beyond total lifepoints add at least one hour of unconsciousness (coma). After an Hour make an Average END check to recover one shock point. When all shock points are recovered character can regain consciousness.
Dying: When Wound damage exceeds life points, make a ENDurance (Vitality + Willpower) check every minute. Start at Easy, then +4 every subsequent roll.
Reviving the Dead: Willpower + Medicine check (Formidable 15). Grants dead person an Endurance check (Vitality + Willpower) vs. last failed check. An Exceptional success by doctor grants person a +2 step bonus on END check.

Bleeding: A character who has taken an Exceptional hit from a Wounding Weapon (gun, blade, etc..) or a Called Shot to the Head or Vitals is bleeding. The bleeding person takes d2 Basic Damage according to his or her level of activity

  • Strenuous Activity (Combat, Climbing, EVA, Using Physical Skills) = Every Turn.
  • Rest (no skills, talking, limited movement) = Every Minute.
  • Applying Pressure/Tourniquet (Easy First Aid Check ) = Every 10 minutes.
  • First Aid (Alertness + Medicine vs Hard (11)) = Bleeding Stops.

General Medicine Modifiers

  • Improvised Supplies (rags, booze, knives and tape) = -2 Skill Steps
  • Heavy distractions (in combat, bouncing vehicle, near fire)= -2 Attribute Steps
  • Limited Supplies (splitting a medical unit between two people) = -1 Skill Step
  • Light distractions (eg, evac, launch, in moving vehicle ) = -1 Attribute Step
  • Standard Supplies (Standard Medical Supplies) no distractions = No Modifiers
  • Superior Supplies (Emergency Medical Supplies) Ambulance Conditions = +2 Skill Step
  • Core Hospital Conditions = +3 Skill Steps
  • Applying First Aid to oneself = -1/-2 Attribute Step
  • Taking half the normal time = -1 Skill Step / half time (may be taken more than once)

If Skill Step reduces skill to zero or below no benefit is gained from using the skill. Natural Recovery: After one day, any character who took wound damage must make an Endurance (Vit+ Will) check to go on the mend
Surgery: Once a character is stable (not bleeding), a person trained in Medicine can assist in the recovery process, this is called Surgery but may also include setting bones, suturing wounds and other activities. The total needed is based on the total number of wounds taken.
Life Support Checks - for every time increment in surgery, wounded person makes a Vitality check + Willpower starting at Easy (3) to remain stable. (Wounds that did not result from exceptional hits, fire or radiation use 10 minute increments, the rest 30 minutes). Each increment this becomes more difficult (+4). If the patient misses a check, the doctor must make an Average (7) medical check to restabilize the patient, or the patient takes d2W and then the Doctor must apply first aid (Hard) to restabilize the patient.
If there is another doctor assisting (an anesthesiologist) and they have minimal life support equipment, then the Anesthesiologist makes an average check each increment, and only when she fails a roll (or the surgeon botches) does the patient need to make a vitality check. The Anesthesiologist can handle all the first aid checks while the surgeon works.. Anyone with some medical training can perform that role.
Surgery Fatigue - Surgery is a tiring activity. Keep in mind every half hour of surgery counts as eight hours of being awake. After 24 “hours” of being awake a character is considered fatigue (-2 stun, -1 Step to Attributes). After 48 “hours” another -2 stun, and -2 Step penalty.
If two or more people are making rolls (switching off) surgery is less taxing, multiply the time increment by each additional person (1 hour or surgery for two people, 1.5 hours of surgery for 3 people, 2 hours for 4, etc.)
Medical Mysteries: After reaching halfway in an surgery, those involved make Average Alertness Medicine checks, if that fails (for all) the doctors missed something crucial and the points going into the surgery are reset to zero, as if no surgery had been done. After a surgery is complete, the surgeon(s) must make an Alertness + Medicine roll at the original wound level to determine if all the wounds have been healed. Medical Computer grants +2 Skill Steps on that roll. If that is failed, there will be lasting damage unless another surgery takes place before all the wounds are healed. After that, the wounds are permanent. GM will determine the extent and nature of the lasting damage. Lasting damage should manifest in some way within a week.
On the Mend: Once a character is on the mend, he or she begins to recover wound points.

  • A character who engages in very light activity or rest (no skill rolls) recovers 1 Life point per day.
  • A character who engages in moderate activity (no heavy lifting/combat/strength based rolls) recovers 1 Life point per two days.
  • A character engaging in combat, strength or vitality based skills, does not recover that day. And she must make an Endurance check each hour starting at Easy, and then Average, Hard, etc.. or suffer d2 of wound damage.

Ongoing Care: Once a character is "on the mend" he or she can receive continual care from a qualified person (with Medical Expertise). Each day the character receives such care she gains an additional life point. The caregiver makes an EASY check to provide this benefit (assumes use of medical supplies or penalties). For each additional patient under a caregiver's care, increase the difficulty of all the rolls by one step. (Easy -> Average -> Hard, etc..).
Lasting Injury: A character who has taken more than half her life points in a single attack sustains a lasting injury. This lasts until they've heal all the wounds from that encounter (even wounds from other attacks). A character who has taken more than her life points in a combat remains "wounded" and suffers the wound penalty until they recover all the life points lost in that encounter.
Lasting Damage: If some wound is missed in surgery or untreated, it will reappear at a later date (See Medical Mysteries) . Lasting damage can manifest in a number of ways. (Samples)

  • Inability to Heal 1d4 wounds (character’s life points do not return to maximum), this may be not be obvious to the character until he or she suffers new wounds.
  • Intense pain suffered from any hit that does maximum damage (automatically “wounds” the character, and if already suffering wound penalty makes it 3 step penalty.)
  • Sudden physical weakness (-2 steps to physical stats after strenuous activity, lasts 1d6 x 10 minutes).
  • Sudden dizziness (-2 steps to all stats, lasts 1d12 turns) after second wind.
  • Internal Bleeding. Roll Vitality + Vitality 1 minute after any damage, a botch indicates internal bleeding D2 wounds has begun once per minute.
  • Fever – Treat every hour of fever as 24 hours of being awake for fatigue (-2 Stun, -1 step attributes)
  • Convulsions when agitated or excited. Character is rendered unable to act and takes 1d6 Shock points.
  • Nerve Damage – Character suffers -4 step attribute penalty to alertness checks in that area (injuries there are not registered nor do they cause wound penalties for 10-60 minutes).

Once symptoms have been evidenced, a doctor can make Complex Medical check (vs. the original wound number) alternating intelligence and alertness. A medical library will give a +2 Step Skill bonus to the Intelligence checks, a medical computer will give a +2 step skill bonus to the Alertness checks. After it is found a new surgery can be performed to remove it (at one half the original surgery number)

PHARMACEUTICALS
Standard Drugs (in Standard and Emergency Medical Supplies)
Stimulant: An Easy (3) medical check to add stun back to a character immediately and an Average (7) check to remove shock points. Easy check to remove Fatigue penalties (but not stun).

  • First Aid Kit = 1d2 Stun (1 step of fatigue)
  • Standard Supplies = 1d6 Stun/Shock (2 steps of fatigue (or two hours of 1 step))
  • Emergency Supplies = 1d12 Stun/shock (3 steps of fatigue (or three hours of 1 step))

Adreneline: An Easy (3) Int + medical check to add1 Step to Physical Attributes for one hour (after that -1 step to all attributes for one hour). A Hard Willpower + Medical check to grant a +4 Step bonus to Reviving the Dead checks (if applied to the heart).
Pain Killer: An Easy (3) Int + Medical check to reduce wound penalties to traits.

  • Analgesic - removes 1 step of wound penalties for one hour.
  • Endorphin - Ignore stun damage except to Alertness and Intelligence for one hour, after which one is fatigued.

Tranquilizer: You must make a Heroic Resistance (19) (Vitality + Vitality) roll. Failure means you slump to the ground unconscious. Success puts you at a –3 step to Agility, Alertness, and Willpower for an hour.
Sample Exotic Drugs (must be purchased separately)
Nootropic: Easy Medical Roll for +1 step Intelligence for one hour, after which -1 step Intelligence for one hour. (€5/dose)
Cardiale: Hard (11) Intelligence + Medicine check. Radically slows the vital processes, reducing the rate of dying to one roll per 15 minutes. A botch will do 1d6 wounds damage. Using Cardiale also doubles the rate that Life Support checks need to be made but increases the difficulty to Hard (11). (€5/dose)
Chempliant: You must make a Formidable (15) Willpower + Discipline check to resist a simple command (walk, answer question, sit, stay, etc..). The more complicated an instruction the more likely you will do nothing or something random (-4 to – 11 check). (€5/dose)
Felinal: One dose grants the character low light vision for 1d6 hours – try low light as full daylight, and complete darkness as low light. However, try daylight as lowlight for character and bright lights as complete blindness. (€1/dose) Kaleidoscope: Increases Alertness by 3 steps for 1 hour, but also increases the chance of a botch to all 1s, 2s, and 3s (as per Risky Business). Afterwards, character is fatigued. Popular recreationally.(€1/dose)
Focusal: Gives a +2 step attribute bonus for Complex actions for one hour. Character suffers -2 step penalty to Alertness during that time, and is fatigued afterward. Focusal also doubles the benefit of Aiming (+2 steps per round aiming). (€10/dose)

Plot Points[edit]

A character gets the starting plot points every episode.
in addition to these points you can earn plot points by any of the following:

  • Roleplaying
  • Take one for the team. Getting hit, failing an important skill role etc.. where interesting.
  • Moving the Story (pushing the plot in an interesting direction)
  • Confessionals (respond to a scene with interesting commentary or back story)These can apply immediately, or even retroactively, by FREEZING the scene.
  • Adding story elements to the wiki
  • Creating props or other tools which enhance roleplay.
  • Drawing a card from the Chance Deck (1-3 plot points)
  • Taking an Exceptional Hit (1 stun, 2 basic, 3 for wounds)


Story Arcs[edit]

Players who create character story arcs (arcs to be worked out over several episodes) will have the opportunity to do two things.

  1. Get a plot point for each time they "take a hit" meaning a skill or attribute penalty to any die roll because of the story reason.

ex. Beggar wants to be made XO and is jealous of Joshua. Joshua notices a problem with the sensors and asks Beggar to fix it. He does his duty, but is a little distracted "2 step penalty to Tech Eng."He gets a plot point.

  1. Get to supercharge plot points. Get double the value of plots points spent on story arc related rolls.

Ex. Kiera is secretly in love with Byshek. While conducting a routine business deal, Byshek takes a bullet to the heart. Equipped with only a dinner knife and bottle of vodka she operates on him to save his life. She uses two plot points to her first aid (medical expertise) roll to stabilize him. Because of his survival is key to her story arc, she supercharges the plot point dice getting a d8 bonus (instead of d4) to her roll.

  1. Mitigate your big damn trait. When your big damn trait would give you a penalty die, but your story arc supports it, you can reduce the die value of the Big Dame Trait by 2 steps.

ex. Joshua believes he needs to kill Mike if he is ever to truly win Rina's heart. He holds the pistol and shoots. Normally, he'd suffer his Big Damn Trait (code vs killing) but because it is part of his story arc, he can subtract two steps from his penalty dice.

Companionship[edit]

Companionship


Return to Mutineers Homepage