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=Character Generation=
 
=Character Generation=
 
==Level==
 
==Level==
Player Picks a Starting Level<br>
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You can start your character at different levels.
*'''Greenhorn''' = 42 Attribute/Trait Points + 62 Skill Points + 12 Plot Points/Episode
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*'''Novice''' = 4 Bennies, 3 XP per session
*'''Veteran''' = 48 Attribute/Trait Points + 4 points of assets + 68 Skill Points + 6 Plot Points/Episode
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*'''Seasoned''' = 4 Advances, 2 Bennies, 2 XP per session
*'''Big Damn Hero''' = 54 Attribute/Trait Points + 8 points of assets + 74 Skill Points & 0 Plot Points/Episode
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*'''Veteran''' = 8 Advances, 0 Bennie, 1 XP per session
<br>
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When the character reaches Heroic level (60XP) (20 episodes for any character) their Bennies reset to 3 and they get variable XP (1-3 per session).
Greenhorns lack the skills and training of more seasoned crew, but they have an uncanny luck which seems to carry them through the day.<br>
 
Veterans possess skills and training, and invaluable experience that prepares them for the dangers in the Black or on the Rim.<br>
 
Big Damn Heroes are ready for anything, but years chasing death have worn out most of their luck. Any luck they have, they make for themselves. <br>
 
  
 
==Background==
 
==Background==
 
Your home planet type (Core, Border, Rim, Black) grants you background knowledge and a free skill (d4).
 
Your home planet type (Core, Border, Rim, Black) grants you background knowledge and a free skill (d4).
 
*'''Core''' = ''Knowledge'' (everyone in the core, rich or poor, has a better than average education).
 
*'''Core''' = ''Knowledge'' (everyone in the core, rich or poor, has a better than average education).
*'''Border''' = ''Covert'' (people on the Border have to go outside the law on occasion just to get the necessities of life)
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*'''Border''' = ''Streetwise'' (people on the Border have to go outside the law on occasion just to get the necessities of life)
 
*'''Rim''' = ''Survival'' (people on the Rim are independent and can rely on no one but themselves)
 
*'''Rim''' = ''Survival'' (people on the Rim are independent and can rely on no one but themselves)
*'''Black''' = ''Technical Engineering'' (people born and raised out in the black of space rely on technology for their very survival).
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*'''Black''' = ''Technical'' (people born and raised out in the black of space rely on technology for their very survival).
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==Skills==
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*<span style="color:green">'''Athletics'''</span> (new skill - strength or agility) - use to do feats of physical prowess, swim, jump, climb.
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*<del><span style="color:red">Boating</span></del> (delete, is combined under Driving)
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*<del><span style="color:red">Climbing</span></del> (delete is combined under Athletics)
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*'''Driving''' (RAW) Allows operation of all land and aquatic vehicles (Includes Hovercars)
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*'''Gambling''' (RAW) Skill and intuition at games of chance.
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*<del><span style="color:red">Guts</span></del> (delete) Use Spirit Instead or Edge (Brave)
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*'''Healing''' (RAW) Medical Skill
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*<span style="color:green">'''High Society''' (as per streetwise, but with the opposite end of society).
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*<del><span style="color:red">Intimidation</span></del> (delete, combined with Persuasion)†
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*'''Investigation''' (RAW) Non-computer research and discovery.
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*'''Knowledge''' (RAW) Specialized knowledge beyond the average citizen.
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*'''Lockpick''' (RAW) Ability to pick mechanical and electric locks (also escape being tied up)
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*<span style="color:green">'''Mechanical'''</span> (replace Repair - smarts) - Use to operate, manipulate or repair mechanical devices.
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*'''Notice''' (RAW) Ability to spot unusual things in one's surroundings.
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*'''Persuasion''' (RAW+) Convince people to do what you want (includes intimidate and taunt)
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*'''Piloting''' (RAW) Pilot Air and Space vehicles. (includes hovercars)
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*'''Riding''' (RAW) Ride horses, camels, mules and other animals
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*'''Shooting''' (RAW) includes all firearms, missile and thrown weapons.
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*'''Stealth''' (RAW) Sneaking about.
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*'''Streetwise''' (RAW) Dealing with people on the shady side of the law.
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*'''Survival''' (RAW) Providing for oneself and others in the wild (includes tracking).
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*<del><span style="color:red">Swimming</span></del> (delete, combined under Athletics)
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*<del><span style="color:red">Taunt</span></del> (delete, combined under Persuasion)†
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*<span style="color:green">'''Technical'''</span> (new skill - smarts) - use to operate, manipulate or repair new-tech device
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*<del><span style="color:red">Throwing</span></del> (delete, combined under Shooting)
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*<del><span style="color:red">Tracking</span></del> (delete, combined under Survival)
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†Taunt and Intimidate actions may gain benefits from edges, or circumstances. <br>
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==Hindrances==
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*'''Browncoat''' (minor/major) -2 to Charisma with Alliance Personnel/System. As Major character goes out of way to harm the Alliance.
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*'''Twitchy''' (minor) Natural 1s on Trait rolls for Notice and Investigate give character misleading information, seeing dangers where there are none (or dangers of a different form).
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*'''Leaky Brainpan''' (minor/major) -2 to Charisma, as a major, character is Shaken every time he/she rolls a Natural One (on a Trait die)
  
==Dice Mechanics==
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==Edges==
You will roll or select your own dice rolls as you like and determine the results of your actions. If you want to roll I will give you enough information to determine your odds. If not, you can just fudge the numbers. Botches in appropriate places are worth Plot Points based on the trouble that they cause.
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*'''Companion''' +2 to Charisma, special privileges throughout the 'Verse.
If you want your character to "beat the odds" by besting an opponent (or two) despite having worse skills or circumstances, I may require some plot points from you to accomplish that.
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*'''Cortex Spectre''' -4 to Investigation checks by others.
This will allow players considerable control over the game mechanics, but for the purposes of story telling, this isn't a bad thing. <br>
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*'''Religion''' +2 most Spirit rolls
<br>
 
  
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=Equipment=
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*'''''Mesh''''' = As per Kevlar 2/6 (bullets) (-4 AP)
 
=Combat=
 
=Combat=
Combat will use a simplified system.
 
#Each round bid for initiative
 
#Lowest bidder declare an action, and announces a dice number.
 
#If it affects another, the affected character announces a number in response.
 
#Repeat step 2 for each character in ascending initiative order. If a character with a higher initiative number wants to intervene, she can.
 
#When everyone has done something, return to step 1 (note a single combat is always a single scene).
 
Note: An action can be simple or complex, for each element of an action added, subtract one skill die from the dice pool.<br>
 
The numbers available do not change (except in the upper reaches).<br>
 
Dodging: These numbers apply to every attack targeting the character, but the character doesn't need to dodge unless attacked. You just get to dodge whenever it happens.
 
*ex. Jayne shoots Badger with his pistol (Agility d8 (5) + gun d6 (4)) = 10. The next round he decides to moved into some cover 25 feet away and shoot again. This adds a level of complexity to his action, so his shot is with d8 + d4. He already picked the #4 for his skill last round, so he can't use it. He chooses (agility d8 (6) and Gun d4 (3) = 9) for that shot.
 
 
<br>
 
<br>
Botching in combat. in addition to any other problems (hitting your allies, shooting yourself, breaking your weapon) you lose your next action and can only dodge.
 
 
<br>
 
<br>
 
[[Little Sister]]<br>
 
[[Little Sister]]<br>

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