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*'''Skills''' - Remove all specializations, remove ceiling on general skills.
 
*'''Skills''' - Remove all specializations, remove ceiling on general skills.
 
*'''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>
 
*'''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>
 
=Crew Pay / Ship's Stipend=
 
==Crew Pay (Monthly)==
 
*Ship's Captain (LCDR) = €50
 
*First Mate (LT) = €30
 
*Chief Engineer (LT) = €25
 
*Ship's Doctor (LT) = €25
 
*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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=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.
 
 
*No supplies at all (naked in an empty room) = No medical roll at all.  
 
*No supplies at all (naked in an empty room) = No medical roll at all.  
 
*Makeshift Supplies (medical roll at -2 penalty) = No cost.
 
*Makeshift Supplies (medical roll at -2 penalty) = No cost.
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'''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>
 
'''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>
 
'''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>
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'''Dying''': When Wound damage exceeds life points, make a ENDurance (Vitality + Willpower) check every minute. Start at Easy, then +4 every subsequent roll.  
 
'''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>
 
'''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>
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<br>: 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   
'''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   
 
 
*Strenuous Activity (Combat, Climbing, EVA, Using Physical Skills) = Every Turn.
 
*Strenuous Activity (Combat, Climbing, EVA, Using Physical Skills) = Every Turn.
 
*Rest (no skills, talking, limited movement) = Every Minute.
 
*Rest (no skills, talking, limited movement) = Every Minute.
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*Taking half the normal time = -1 Skill Step / half time (may be taken more than once)
 
*Taking half the normal time = -1 Skill Step / half time (may be taken more than once)
 
If Skill Step reduces skill to zero or below no benefit is gained from using the skill.   
 
If Skill Step reduces skill to zero or below no benefit is gained from using the skill.   
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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Natural Recovery:  After one day, any character who took wound damage must make an Endurance (Vit+ Will) check to go on the mend (See table for difficulty check).
'''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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<br>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 (See Table):
'''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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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.  
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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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.  
'''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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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.
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>
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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.)
'''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 done.  After 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>
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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 done.  After 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.
'''On the Mend:''' Once a character is on the mend, he or she begins to recover wound points.
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*A character who engages in very light activity or rest (no skill rolls) recovers 1 Life point per day.
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On the Mend: Once a character is on the mend, he or she begins to recover wound points.
*A character who engages in moderate activity (no heavy lifting/combat/strength based rolls) recovers 1 Life point per two days.
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A character who engages in very light activity or rest (no skill rolls) recovers 1 Life point per day.
*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>
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A character who engages in moderate activity (no heavy lifting/combat/strength based rolls) recovers 1 Life point per two days.
'''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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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.
'''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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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..).
'''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)
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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.  
*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.
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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)
*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.)
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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.
*Sudden physical weakness (-2 steps to physical stats after strenuous activity, lasts 1d6 x 10 minutes).
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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 dizziness (-2 steps to all stats, lasts 1d12 turns) after second wind.
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Sudden physical weakness (-2 steps to physical stats after strenuous activity, lasts 1d6 x 10 minutes).
*Internal Bleeding. Roll Vitality + Vitality 1 minute after any damage, a botch indicates internal bleeding D2 wounds has begun once per minute.  
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Sudden dizziness (-2 steps to all stats, lasts 1d12 turns) after second wind.
*Fever – Treat every hour of fever as 24 hours of being awake for fatigue (-2 Stun, -1 step attributes)
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Internal Bleeding. Roll Vitality + Vitality 1 minute after any damage, a botch indicates internal bleeding D2 wounds has begun once per minute.  
*Convulsions when agitated or excited. Character is rendered unable to act and takes 1d6 Shock points.  
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Fever – Treat every hour of fever as 24 hours of being awake for fatigue (-2 Stun, -1 step attributes)
*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).  
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Convulsions when agitated or excited. Character is rendered unable to act and takes 1d6 Shock points.  
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>
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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).  
'''PHARMACEUTICALS'''<br>
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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)
''Standard Drugs (in Standard and Emergency Medical Supplies)''<br>
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'''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).
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PHARMACEUTICALS
*First Aid Kit = 1d2 Stun  (1 step of fatigue)
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Standard Drugs (in Standard and Emergency Medical Supplies)
*Standard Supplies = 1d6 Stun/Shock (2 steps of fatigue (or two hours of 1 step))
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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).  
*Emergency Supplies = 1d12 Stun/shock (3 steps of fatigue (or three hours of 1 step))
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First Aid Kit = 1d2 Stun  (1 step of fatigue)
'''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>
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Standard Supplies = 1d6 Stun/Shock (2 steps of fatigue (or two hours of 1 step))
'''Pain Killer''':  An Easy (3) Int + Medical check to reduce wound penalties to traits.
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Emergency Supplies = 1d12 Stun/shock (3 steps of fatigue (or three hours of 1 step))
*Analgesic -  removes 1 step of wound penalties for one hour.  
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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).  
*Endorphin -  Ignore stun damage except to Alertness and Intelligence for one hour, after which one is fatigued.  
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Pain Killer:  An Easy (3) Int + Medical check to reduce wound penalties to traits.
'''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>
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Analgesic -  removes 1 step of wound penalties for one hour.  
'''''Sample Exotic Drugs '''(must be purchased separately)''<br>
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Endorphin -  Ignore stun damage except to Alertness and Intelligence for one hour, after which one is fatigued.  
'''Nootropic''': Easy Medical Roll for +1 step Intelligence for one hour, after which -1 step Intelligence for one hour. (€5/dose)<br>
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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.
'''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>
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Sample Exotic Drugs (must be purchased separately)
'''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>
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Nootropic: Easy Medical Roll for +1 step Intelligence for one hour, after which -1 step Intelligence for one hour. (€5/dose)
'''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)
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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)
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>
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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)
'''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>
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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)
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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)
 +
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)
  
 
=Plot Points=
 
=Plot Points=

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