Editing RULES

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 4: Line 4:
 
*'''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=
Line 209: Line 195:
  
 
=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.
Line 258: Line 243:
 
*Convulsions when agitated or excited. Character is rendered unable to act and takes 1d6 Shock points.  
 
*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).  
 
*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>
+
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>
 
'''PHARMACEUTICALS'''<br>
 
''Standard Drugs (in Standard and Emergency Medical Supplies)''<br>
 
''Standard Drugs (in Standard and Emergency Medical Supplies)''<br>
Line 270: Line 256:
 
*Endorphin -  Ignore stun damage except to Alertness and Intelligence for one hour, after which one is fatigued.  
 
*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>
 
'''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>
+
''Sample Exotic Drugs (must be purchased separately)''
 
'''Nootropic''': Easy Medical Roll for +1 step Intelligence for one hour, after which -1 step Intelligence for one hour. (€5/dose)<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>
 
'''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>

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)