Editing
User:Bill/Hyperstructure Aurora
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Setting Assumptions== ===Super-Science Weapons and Armor=== Hyperstructure Aurora is set in the far flung future where technology has advanced considerably. *Ray guns can easily destroy a person in a single shot and body armor exists that can absorb or deflect that kind of punishment. Likewise these armors are completely resistant against conventional weapons. *To reflect this I establish the base damage rating for high-tech weapons to be 60 and the base rating of armor to be 40. This allows a successful attack that inflicts even 50% damage to cripple an unarmored human and an attack of at least 75% damage to harm an armored person or object. *Bigger structures have a higher armor value. *Bigger weapons inflict more damage. *These weapons and armors should be purchased as Items of Power or Own a Big Mecha for balancing purposes. :[[User:Bill/Hyperstructure_Aurora/Build_a_Gun|Build a Gun]] :[[User:Bill/Hyperstructure_Aurora/Build_an_Armor|Build an Armor]] ===Magic=== Magic exists and can be used in either brief, combat effective, spells or longer more time consuming rituals. Living sacrifices increase the power of spell casters. *TriStat dX can simulate this via individual Attributes purchased with appropriate PMVs and Defects, as a Divine Relationship, or Dynamic Powers. *Most, if not all, Attributes intended to reflect magic should include the Burns Energy defect and Requires Skill Roll as a restriction. *Attributes intended to reflect a "natural" magical ability may have no restrictions, but Burns Energy is still recommended. *For balancing reasons magical abilities should not exceed the offensive or defensive guidelines laid out for Super-Science weapons and armor above. ===Psychic Powers=== The existence of extra-sensory perception and psychokinesis are readily accepted facts. These abilities are primarily genetic though most humans are capable of reaching deep within themselves to gain access to one power or another. *TriStat dX simulates psychic abilities through a variety of Attributes. *Attributes purchased as psychic powers should include the Burns Energy and Concentration defects. They may also require the Requires Stat [Mind] Roll Restriction. *For balancing reasons psychic abilities should not exceed the offensive or defensive guidelines laid out for Super-Science weapons and armor above. ===Alien Life=== Strictly speaking anything not from Earth is an alien, regardless of whether it arrived via space-craft, summoning ritual, or extra-dimensional gateway. *Virtually anything goes as far as the appearance and powers of any given alien. However, for balancing reasons they should not exceed the offensive and defensive guidelines laid out for Super-Science weapons and armor above.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
User page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
User contributions
Logs
View user groups
Special pages
Page information