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=Character Generation= | =Character Generation= | ||
Character Picks a Level<br> | Character Picks a Level<br> | ||
− | + | *'''Greenhorn''' = 42 Attribute/Trait Points + 62 Skill Points + 12 Plot Points/Episode | |
− | *''' | + | *'''Veteran''' = 48 Attribute/Trait Points + 68 Skill Points + 6 Plot Points/Episode |
− | *''' | + | *'''Big Damn Hero''' = 54 Attribute/Trait Points + 74 Skill Points & 0 Plot Points/Episode |
− | + | <br> | |
− | = | + | 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> | |
− | + | ==Traits== | |
− | + | Use Serenity system for names, and Cortex System rules for traits. Except below-<br> | |
− | + | *No 'Fighting Type' Asset | |
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=Common Prices= | =Common Prices= | ||
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*Shotgun Shells 10 = .5€ | *Shotgun Shells 10 = .5€ | ||
*Tranquilizers 1 shot= 1.5€ (.2 per empty dart) | *Tranquilizers 1 shot= 1.5€ (.2 per empty dart) | ||
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=Common Charges= | =Common Charges= | ||
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*2nd class passenger/week = 50€ | *2nd class passenger/week = 50€ | ||
*1st class passenger/ week = 100€ | *1st class passenger/ week = 100€ | ||
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=Combat= | =Combat= | ||
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Exceptional Successes stack, so if you get an Exceptional Success on the additional Action, you get another additional action.<br> | Exceptional Successes stack, so if you get an Exceptional Success on the additional Action, you get another additional action.<br> | ||
'''SAMPLE COMPLEX ACTIONS'''<br> | '''SAMPLE COMPLEX ACTIONS'''<br> | ||
− | These still count as the one action per turn, but when one is done, the person gets only innate defense | + | These still count as the one action per turn, but when one is done, the person gets only innate defense. |
*Run = Move 30ft plus Strength + Athletics | *Run = Move 30ft plus Strength + Athletics | ||
*Charge = Run + Attack (-1 skill step to attack) | *Charge = Run + Attack (-1 skill step to attack) | ||
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'''GRAPPLING'''<br> | '''GRAPPLING'''<br> | ||
A character wanting to initiate a grapple makes an Unarmed vs. Dodge* roll to initiate a grapple. | 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) | + | *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) |
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.<br> | 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.<br> | ||
*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.<br> | *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.<br> | ||
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.<br> | 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.<br> | ||
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'''PUSH/FLIP/TRIP'''<br> | '''PUSH/FLIP/TRIP'''<br> | ||
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.<br> | 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.<br> | ||
'''DISARM'''<br> | '''DISARM'''<br> | ||
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)<br> | 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)<br> | ||
+ | '''MARTIAL ARTS''' (Unarmed or Melee Specialties)<br> | ||
+ | Defenders against martial arts may only use their specialties if they are the same as the attackers. If not, defenders can only use Dodge or the base Unarmed/Melee Skill to defend.<br> | ||
'''FEINT/TRICK/DISTRACTION''' <br> | '''FEINT/TRICK/DISTRACTION''' <br> | ||
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).<br> | 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).<br> | ||
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<br> | <br> | ||
Summer's Gift is Speed Class 5 <br> | Summer's Gift is Speed Class 5 <br> | ||
− | So it can travel | + | So it can travel 5AU/18 Hours = 1AU/3.6 Hours = 6.667AU/Day = 46.667 AU/Week<br> |
Ex. JiangYin (Red Sun) to Angel (Kalidasa)120AU (432 hours/18days)<br> | Ex. JiangYin (Red Sun) to Angel (Kalidasa)120AU (432 hours/18days)<br> | ||
<br> | <br> | ||
− | [[Image:Travel.jpg|175px]] | + | [[Image:Travel.jpg|175px|link=http://spreadsheets.google.com/ccc?key=0AlH9FMJVH0L5dFZ6WVZtYUVUTVNybmlEdkliMXpZS1E&hl]] |
'''[http://spreadsheets.google.com/ccc?key=0AlH9FMJVH0L5dFZ6WVZtYUVUTVNybmlEdkliMXpZS1E&hl=en Link to Online Travel Time Calculator]'''<br> | '''[http://spreadsheets.google.com/ccc?key=0AlH9FMJVH0L5dFZ6WVZtYUVUTVNybmlEdkliMXpZS1E&hl=en Link to Online Travel Time Calculator]'''<br> | ||
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Planets and moons without a Cortex Node (or equivalent) require double that time or more to get updated information. | Planets and moons without a Cortex Node (or equivalent) require double that time or more to get updated information. | ||
<br><br> | <br><br> | ||
− | + | ''Old System (for reference)''<br> | |
+ | <del>Modern Verse communication can travel at a base speed of 1AU/2Min (roughly 4xSpeed of Light). This time may vary depending on proximity to communications stations around the Verse. <br> | ||
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+ | I like the idea of transmission stations around the verse, gives the opportunity for backwater out-of-the-way planets or zones where communication is less reliable. So my arm-chair speculative physics.<br> | ||
+ | |||
+ | Special sub-atomic particles are collided in newtech containment fields. Matched pairs of particles and anti-particles are kept separate in a special stasis fields, but due to occult laws of physics remain in a wave-like state. Destruction or modification of one particle affects its matching anti-particle. These are then separated and placed on adjoining space stations (or planetary communications sites.. a.k.a. Cortex Nodes). Each station has hundreds of these ends in special containment fields, making them nodes of a tremendous web. Communication between the sites is accomplished by "plucking" on the lines between particle and anti-particle, and is effectively instantaneous to transmit data. This information is translated by computers and rebroadcast in normal EM frequencies from the stations. The time delay is greater further from the communication stations, and much lower at an actual station (although still there due to limitations on the speed of 'plucking' the strings.) The expression "sending a wave" comes from the use of these specialized wave forms for communication.<br> | ||
+ | </del> | ||
[[mutineers]] | [[mutineers]] | ||
+ | |||
+ | =Ship Management= | ||
+ | This chart gives travel distances and time against speed class.<br> | ||
+ | #Below the main chart are hours converted into days traveled.<br> | ||
+ | #Cargo charge multiplier (1 Credit / Ton * Modifier) for standard rates.) | ||
+ | #Cost of Fuel for the journey in Credits (10cr/48 hrs). | ||
+ | #Cost of Food for the crew of 5 (assuming canned with some spices) | ||
+ | Does not include Port Fees, Medical Costs, or other incidentals. | ||
+ | [[Image:Shipchart.GIF|800px]]<br> | ||
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+ | Fuel Costs assume one pulse burn for every 500 hours of flight. If fuel pods are used, or multiple stops are made, this cost will vary. | ||
=Medical Treatments & Cost= | =Medical Treatments & Cost= | ||
− | + | Medical Supplies are purchased in Units.<br> | |
− | + | *Standard Supplies (allow for medical expertise roll at no penalties) = 2 Credits per use. | |
− | + | *Emergency Supplies (allow for medical expertise roll at +2 Step Bonus) = 4 Credits per use. | |
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− | *Standard Supplies (allow for medical roll at no penalties) = 2 Credits per use. | ||
− | *Emergency Supplies (allow for medical roll at +2 Step | ||
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<br> | <br> | ||
− | '''Bleeding''' | + | Each time you make a roll using medical supplies, you use one unit.<br> |
− | *Strenuous Activity (Combat, Climbing, EVA, Using Physical Skills) | + | So in surgery, for example, if it takes you 10 rolls to succeed given the person's wounds, you've used 10 units of supplies.<br><br> |
− | *Rest (no skills, talking, limited movement) | + | '''Bleeding'''<br> |
− | *Applying Pressure/Tourniquet | + | 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 activity: |
− | *First Aid (Alertness + Medicine vs Hard (11)) | + | * ''Strenuous Activity'' (Combat, Climbing, EVA, Using Physical Skills) ''Every Turn''. |
− | + | * ''Rest'' (no skills, talking, limited movement) ''Every Minute''. | |
− | *Improvised Supplies (rags, | + | * ''Applying Pressure/Tourniquet'' Easy First Aid Check ''Every 10 minutes''. |
− | + | * ''First Aid'' (Alertness + Medicine(First Aid) vs Hard (11))''Bleeding Stops''. | |
− | *Limited Supplies (splitting a medical unit between two people) | + | ** Improvised Supplies(rags, and tape)Heavy distractions )eg. in combat)-- -2 Steps |
− | + | ** Limited Supplies (splitting a medical unit between two people) light distractions (eg, evac)-- -1 Step | |
− | *Standard Supplies (Standard Medical Supplies) no distractions | + | ** Standard Supplies (Standard Medical Supplies) no distractions -- No Modifiers |
− | *Superior Supplies (Emergency Medical Supplies) | + | ** Superior Supplies (Emergency Medical Supplies)ambulance conditions -- +1 Step |
− | *Core Hospital Conditions | + | ** Cutting Edge Supplies (Core Hospital) Hospital Conditions (in SickBay with Emergency Supplies) -- +2 Steps |
− | *Applying First Aid to oneself | + | ** Applying First Aid to oneself -- -1 Step (Greater (+2 Steps if wound is in the head or arms) |
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− | + | '''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. |
− | ''' | + | |
− | + | <br> | |
− | + | '''On the Mend'''<br> | |
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− | ''' | ||
− | '''On the Mend | ||
*A character who engages in very light activity or rest (no skill rolls) recovers 1 Life point per day. | *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 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.<br> | *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.<br> | ||
− | '''Ongoing Care''' | + | '''Ongoing Care'''<br> |
− | + | 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 a check EASY to provide this benefit (using medical supplies if desired). For each additional patient under a caregiver's care, increase the difficulty of all the rolls by one step. (Easy -> Average -> Hard, etc..).<br> | |
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=Plot Points= | =Plot Points= | ||
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* Creating props or other tools which enhance roleplay. | * Creating props or other tools which enhance roleplay. | ||
* Drawing a card from the Chance Deck (1-3 plot points) | * Drawing a card from the Chance Deck (1-3 plot points) | ||
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=Companionship= | =Companionship= | ||
[[Companionship]] | [[Companionship]] | ||
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'''Return to [[Mutineers]] Homepage''' | '''Return to [[Mutineers]] Homepage''' |