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SWN: Hand of Jehuty
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=Mechanics= ==Agency Turn== I'll just link the handout explaining these rules here. [https://i.imgur.com/5BNaJyT.png What is an Agency?] [https://i.imgur.com/aoBQCGt.png Agency Actions] [https://i.imgur.com/HVTBtOx.png Agency Elements 1] [https://i.imgur.com/wKDnHSK.png Agency Elements 2] ==Character Creation== *As per book with these changes. *Roll 3D6 6 times down the line to generate an array of stats in order. When creating a new PC, do this two times and pick the array you prefer. *Characters start at Level 2. They have a free skill-0 in Fix, Know, or Program from the Black Codex element. *Instead of creating your own character, you can have the DM randomly generate a character for you. By default this is limited to Warrior, Expert, and Psychic to keep it easy, but just ask if you'd like an Adventurer, a Prismatic True AI, or a magic class. *In addition to the True AI class (as a Prismatic) and various origin foci, these classes from Codex of the Black Sun are available: Arcane Expert, Arcane Warrior, Free Nexus, Rectifier, Sunblade, War Mage, and Yama King. *These origin foci are available: **'''Cyborg.''' You begin play with 30,000 credits of cyberware. You have bonus System Strain that only counts for absorbing cyberware penalties; this is equal to half your level, rounded up. Once in play, new cyberware only costs half as much as usual for you due to your tuned physiology. **'''Drone Keeper.''' You have a cybernetic drone control link that doesn't cost you System Strain. You can freely jury-rig together drones or drone fittings worth 2,500 credits given 24 hours, assuming you're not completely isolated from any semi-plausible source of scrap or salvage and have at least a portable toolkit with you. This jury-rig limit rises to 5,000 credits at level 3, 10,000 at level 7, and 25,000 at level 10. Changing your allocated jury-rig budget, such as from one drone to a different drone, takes 24 hours. (This focus can also be used for a Hanseongin varietal called Falconers.) **'''Hanseongin Harpies,''' who are given wings to act as travelers, messengers, and explorers. Harpies can fly under normal gravity conditions with their Move Action and never take more than 1d4 falling damage while conscious. They have integral low-light and thermal vision, as per Panspectral Optics cyberware. **'''Hanseongin Basilisks,''' who are given weapons to hunt dangerous predators, but often become sectarian warriors or glory-seeking brawlers. They tend to be strongly devoted to a cause. Basilisks have integral weapons and armor as per Body Arsenal Array and Dermal Armor cyberware. **'''Hanseongin Eels,''' who are given bioelectricity to recover data from lost ruins on Hanseong's shrouded surface. Eels have a fine electrical mesh on their hands as per Eelskin Capacitor Mesh cyberware, and often wear gloves. They have an integral computer that acts as a black slab (SWN page 72.) **'''Transhuman.''' You have a soulstone that records your experiences and can be transferred between specially-prepared bodies, or shells. Create your PC as per page 253. Ignore paragraphs 2 and 3 about polities and 6 about equipment. Pick the Nat shell. Your soulstone must be brought back to the inception tank at HQ to be restored into a new shell, when a shell becomes available. (This will be challenging and likely require a mission to secure one.) ==Advancement== Both of your PCs accumulate XP at the same rate: when one gains XP, the other gains the same amount. XP is generally granted to characters for: *Surviving the mission *Completing the mission objective *Completing a bonus objective or target of opportunity *Achieving or significantly advancing their Goal ==Houserules== *The laser pistol and laser rifle have these additional rules: **This weapon can be fired in stun mode. Switch to stun mode as an On Turn action. Stun rays are visibly distinct from death rays. Stun damage can drop a target to zero hit points, but not kill them. They awaken 10 minutes later with 1 hit point. **This weapon can be fired in silenced mode. Switch to silenced mode as an On Turn action. Silenced rays are smaller and make almost no sound. When silenced, the laser pistol's base damage becomes 1d4 and the laser rifle's becomes 1d8, and their range is halved. *These are some potential uses of spare parts: **For 1 unit of spare parts and a few minutes of work, a character with Fix-0 can apply a suppressor to a projectile weapon. This reduces its noise and muzzle flash, but halves its range. The suppressor lasts for one scene or expedition before needing to be replaced. **For 1 unit of spare parts and a few minutes of work, tie up a helpless target's hands and feet with cords. *This is some additional equipment: **Flash Grenade: as grenade (SWN 66), but deals 1d4 stun damage. Targets who take damage are stunned for 1d4+1 rounds; stunned characters have a -2 AC penalty and can take only one Move Action per round. **Smoke Grenade: as grenade, but no damage. Obscures in a 5-meter radius for 5 rounds, providing half cover (-2 to hit) and an additional -2 to laser weapons due to beam disruption. Characters caught in the cloud must Physical save or take -1 to attack rolls. *Interrogation: **Interrogate with Cha/Lead. Questions should be simple and direct. Each question gets a roll against difficulty 6-10 depending on the sensitivity of the information. Each time a roll is failed, difficulty goes up by +1, cumulative. Other PCs can assist the interrogation roll as normal by taking some Skill action to help (good cop bad cop? insinuating some advantage or making especially tight bonds? deception?), giving +1 to the main actor's roll if successful - be specific about what you're doing to help if so. ===Dungeon-Crawling Procedure=== *Each dungeon turn is 10 minutes. In the space of 1 turn, you can: **Enter a new, unexplored area with caution **Retrace your steps by up to 2 areas **Engage in a combat and subsequent clean-up **Do anything else that takes roughly 10 minutes *This pace of movement assumes you are '''sneaking''', moving slowly and quietly. **When sneaking, the party gets a Dex/Sneak versus Wis/Notice check to avoid being seen when they encounter enemies. **This is done as Dex/Sneak by the PC with the highest Sneak skill, -1 for each PC untrained in Sneak. One other PC gets a teamwork roll to help negate this penalty. *You can instead '''dash''', moving quickly through the dungeon. **You can enter up to 2 new areas per turn **You can retrace your steps by up to 4 areas **You are automatically detected by any enemies you encounter ===New Agency Elements=== *'''Infiltrators''' **Each time you take the Scout Element action, you can also make it for free against one Infiltrated agency. '''+1 Infiltration''' **As 1, but each time you take the Discern Plans action as well. '''+3 Infiltration''' **When you Discern a Plan, you may give it -4 to its roll this turn. '''+5 Infiltration'''
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