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=Character Generation=
 
=Character Generation=
 
Character Picks a Level<br>
 
Character Picks a Level<br>
As established characters each player picks their stats, and skills.
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*'''Greenhorn''' = 42 Attribute/Trait Points + 62 Skill Points + 12 Plot Points/Episode
*'''Skills''' - Remove all specializations, remove ceiling on general skills.
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*'''Veteran''' = 48 Attribute/Trait Points + 68 Skill Points + 6 Plot Points/Episode
*'''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.<br>
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*'''Big Damn Hero''' = 54 Attribute/Trait Points + 74 Skill Points & 0 Plot Points/Episode
 
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<br>
=Crew Pay / Ship's Stipend=
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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>
==Crew Pay (Monthly)==
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Veterans possess skills and training, and invaluable experience that prepares them for the dangers in the Black or on the Rim.<br>
*Ship's Captain (LCDR) = €50
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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>
*First Mate (LT) = €30
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==Traits==
*Chief Engineer (LT) = €25
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Use Serenity system for names, and Cortex System rules for traits. Except below-<br>
*Ship's Doctor (LT) = €25
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*No 'Fighting Type' Asset
*Junior Engineer (CPO) = €20
 
 
 
==Ship's Stipend==
 
*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=
 
=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)
'''Tech'''
 
*Glow Stick = 10€
 
*Paranoiandroid = 20-50€ Card-based bootable Paranoidroid system.
 
  
 
=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€
<br>
 
=Risky Business=
 
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. 
 
<br>
 
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.
 
<br>
 
  
 
=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 (agility).
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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) An Exceptional success initiating a grapple give the attacker a +1 step to the next grapple roll.
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*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>
'''IMPROVISED WEAPONS'''<br>
 
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. <br>
 
 
'''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>
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'''MARTIAL ARTS''' (Unarmed or Melee Specialties)<br>
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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 5 AU/18 Hours = 1 AU/3.6 Hours = 6.667 AU/Day = 46.667 AU/Week<br>
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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]]
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[[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>
[[Verse Technology#Cortex V.1|Old System]]<br>
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[[Verse Techology#Cortex V.1|Old System]]<br>
 
[[mutineers]]
 
[[mutineers]]
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=Ship Management=
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This chart gives travel distances and time against speed class.<br>
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#Below the main chart are hours converted into days traveled.<br>
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#Cargo charge multiplier (1 Credit / Ton * Modifier) for standard rates.)
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#Cost of Fuel for the journey in Credits (10cr/48 hrs).
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#Cost of Food for the crew of 5 (assuming canned with some spices)
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Does not include Port Fees, Medical Costs, or other incidentals.
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[[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=
Typically each roll of medical skill requires one unit of medical supplies. How much you use, and the kind of supplies determine skill modifications.
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Medical Supplies are purchased in Units.<br>
*No supplies at all (naked in an empty room) = No medical roll at all.
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*Standard Supplies (allow for medical expertise roll at no penalties) = 2 Credits per use.
*Makeshift Supplies (medical roll at -2 penalty) = No cost.
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*Emergency Supplies (allow for medical expertise roll at +2 Step Bonus) = 4 Credits per use.
*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. <br>
 
'''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)<br>
 
'''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. <br>
 
'''Dying''': When Wound damage exceeds life points, make a ENDurance (Vitality + Willpower) check every minute. Start at Easy, then +4 every subsequent roll. <br>
 
'''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. <br>
 
 
<br>
 
<br>
'''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
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Each time you make a roll using medical supplies, you use one unit.<br>
*Strenuous Activity (Combat, Climbing, EVA, Using Physical Skills) = Every Turn.
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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) = Every Minute.
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'''Bleeding'''<br>
*Applying Pressure/Tourniquet (Easy First Aid Check ) = Every 10 minutes.
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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)) = Bleeding Stops.<br>
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* ''Strenuous Activity'' (Combat, Climbing, EVA, Using Physical Skills) ''Every Turn''.
General Medicine Modifiers   
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* ''Rest'' (no skills, talking, limited movement) ''Every Minute''.
*Improvised Supplies (rags, booze, knives and tape) = -2 Skill Steps
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* ''Applying Pressure/Tourniquet'' Easy First Aid Check ''Every 10 minutes''.
*Heavy distractions (in combat, bouncing vehicle, near fire)= -2 Attribute Steps
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* ''First Aid'' (Alertness + Medicine(First Aid) vs Hard (11))''Bleeding Stops''.
*Limited Supplies (splitting a medical unit between two people) = -1 Skill Step
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** Improvised Supplies(rags, and tape)Heavy distractions )eg. in combat)--  -2 Steps
*Light distractions (eg, evac, launch, in moving vehicle ) = -1 Attribute Step
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** Limited Supplies (splitting a medical unit between two people) light distractions (eg, evac)--  -1 Step
*Standard Supplies (Standard Medical Supplies) no distractions = No Modifiers
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** Standard Supplies (Standard Medical Supplies) no distractions -- No Modifiers
*Superior Supplies (Emergency Medical Supplies) Ambulance Conditions = +2 Skill Step
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** Superior Supplies (Emergency Medical Supplies)ambulance conditions -- +1 Step  
*Core Hospital Conditions = +3 Skill Steps
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** Cutting Edge Supplies (Core Hospital) Hospital Conditions (in SickBay with Emergency Supplies) -- +2 Steps
*Applying First Aid to oneself = -1/-2 Attribute Step
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** Applying First Aid to oneself -- -1 Step (Greater (+2 Steps if wound is in the head or arms)
*Taking half the normal time = -1 Skill Step / half time (may be taken more than once)
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If Skill Step reduces skill to zero or below no benefit is gained from using the skill. 
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'''Lasting Injury'''
Natural Recovery:  After one day, any character who took wound damage must make an Endurance (Vit+ Will) check to go on the mend <br>
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*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).
'''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. <br>
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*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.   
'''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. <br>
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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. <br>
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<br>
'''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.<br>
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'''On the Mend'''<br>
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.)<br>
 
'''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 doneAfter 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.<br>
 
'''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 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''': 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..).<br>
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'''Ongoing Care'''<br>
'''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>
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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>
'''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)<br><br>
 
'''PHARMACEUTICALS'''<br>
 
''Standard Drugs (in Standard and Emergency Medical Supplies)''<br>
 
'''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). <br>
 
'''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.<br>
 
'''''Sample Exotic Drugs '''(must be purchased separately)''<br>
 
'''Nootropic''': Easy Medical Roll for +1 step Intelligence for one hour, after which -1 step Intelligence for one hour. (€5/dose)<br>
 
'''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)<br>
 
'''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)<br>
 
'''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)<br>
 
'''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)<br><br>
 
  
 
=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)
* Taking an Exceptional Hit (1 stun, 2 basic, 3 for wounds)
 
 
<br>
 
<br>
 
=Story Arcs=
 
Players who create character story arcs (arcs to be worked out over several episodes) will have the opportunity to do two things.<br><br>
 
 
#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.''
 
 
#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.''
 
 
#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=
 
=Companionship=
 
[[Companionship]]
 
[[Companionship]]
<br><br>
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<br>
 
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'''Return to [[Mutineers]] Homepage'''
 
'''Return to [[Mutineers]] Homepage'''

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