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A copy from the recruitment list. If you have the .pdf, you have thses already.
 
A copy from the recruitment list. If you have the .pdf, you have thses already.
 
[[Game Mechanics]]
 
[[Game Mechanics]]
 
====How skills work====
 
Your skill would normally be written up as 20 [16] to indicate that you have ''skill mastery'' (20) with a '''control''' of 16.
 
 
'''Control''' is used to:
 
 
* ''Delete negative modifiers to success'' [no tools, vision conditions] and still allow you to roll with your full skill. In your case, theres no effect as there's enough tools about for you to use to do an assesment.
 
* It also ''generates automatic adds to effect die;'' +1 for every four points of the skill above 20. In your case, any effect die you roll adds 4 to the result.
 
 
* In this case, though, I was looking for an Effect number, how well under your skill [20] you could roll. You rolled 13 which means you get a success in the 7-9 range, which is pretty good. You can ''bump this to 10+ [the best non critical success] by throwing your control points in.''
 
 
* There are some other little effects, unique to combat or social skills or whatever, but basically, even before tapping into your change, you have a pretty succinct analysis of the trucks needs in about two minutes.
 
 
*If you roll your base passive psi [In your case Psi+Mechanical] you can add those effects in to improve your roll further...
 
 
====How Psychic powers work====
 
 
*Elisavetta: Has a psi rating of 4. You only need this for techanalysis and your combat sense.
 
*Alex Hampton: Has a psi rating of 4 [though she doesn't know it]
 
*'Stretch' Taylor Has a psi rating of 5
 
*Lex Has a psi rating of 6
 
 
How does this work? when you want to focus your particular talents to do something, you need to make an attribute roll on Psi.
 
 
The particular power has a talent attached, so add Psi+talent. This is your base roll on d20 to focus your talent. It allows you to make simple uses of the power. A roll above your chance means you either lack focus or need to concentrate by adding your psi to the roll chance. This temporarily lowers your psi by 1 [you may add multiple psi scores to your roll, but each time it is 1 lower and you use a point of psi up.]
 
 
Any roll above this relies on multiples of Psi to determine a level of effect. An easy roll [psi x5] gets you a base effect. you increase the level of effect by rolling lower, Psi x 3 gives level 2, psi x 1 level 3. In situations where you are attempting to force greater levels of success, you can use the method above, scrificing temporary Psi score for decreases on your rolls.
 
 
[Example. Elisavetta has a psi of 4 and a mech talent of 8. Her base chance to focus her techanalysis on a task quickly and with little effort is 12 or less on a d20.
 
If she attempts to 'read' an unusual piece of black box technology and rolls 12 or less, she is in.
 
If she blows the roll, she can always try again after a brief break [a minute or so]. However, she is in a hurry as she is trying to divert a guided missile controlled by the unit she is analysing. If she had rolled 16 or less on her focus roll, she could temporarily 'burn'a point of psi to make the connection.
 
Now she is in, and needs to not only understand the system, but the operating software and security protocols to shut down the missile. The GM rules this a level 3 task [as he is nasty like that]. Elisavetta's player rolls 9 on the d20 - Psi x 3, enough for level 2. she curses and focuses her mind. Losing 2 points of psi power, she reduces her roll to a 2 [9 -4-3] - level three, and shes in control of the complete system. Scratch one missile. now, the aftereffects...
 
 
Each time you burn psi on a power, you will need to roll for the aftereffects. These happen once the psychic adrenalin wears out, so to speak, and do not impede your psi tasks at the time.
 
Rol a health Att check for every psi point used, and add the total used to each roll.
 
 
Failing health x 3 means you are fatigued and dazed. failing health x 5 means you are exhausted and stunned. Health x 1 means you are unaffected.
 
 
==The game so far==
 
 
[http://i140.photobucket.com/albums/r14/drifterne05/sitmap1-1.png]
 
 
A picture is worth a thousand words...
 
 
An overhead view of the current Uni 2067 style...
 
[http://i140.photobucket.com/albums/r14/drifterne05/TheRuinsunsw.png]
 
 
===The NPC's===
 
 
'''From the Marsh Mob'''
 
 
*3 Paddock guards [16M, 16F, 15M]
 
** Ebon -Black skin and hair, yellow eyes [near UV], fangs, claws [cosmetic]. Minor Quick
 
** Poss [green eyes] - Prehensile feet, prehensile tail [body mass supporting], wrist lock [skeletal].
 
** Laker - No physical changes, hatred in eyes.
 
 
*Family 1 Ross [23], three kids - Jedda, Megan and Damian [12, 10, 8] [All have webbed hands, feet. Skin is moist] Marshwarden Wife dead a year ago.
 
*Family 2 Papa [63] Mother - Kate [38] 2 kids Anja and Reece [14, 9] Uncle Sid [26] 14 yo is nearly 6 foot tall, strong. 9 yo is dappled skin colour, hair mane like, quick runner.
 
*Family 3 Jessie [27f] and Jess [26m] Both have furred skin. two kids Krysta and Misty [6 and 4]
 
 
* The sisters of Mercy Jean [38] minor strong tough. Alice [26] Albino, smart.
 
6 kids [13, 11,10, 6, 5, 5,] All physically changed, usually disfigured.
 
 
'''Stragglers'''
 
 
* Grahamn Doone from the Greens - herbalist. Male [22]
 
* Bikers from 'out West' [colors are Jesters] Tonya 'Big T',female[32]; and Marlie 'Clank' , female [28]. Have a reasonable rep locally - not a vermin gang.
 
* Trader 'Bushrat',Male [36] and bodyguard 'Macca' male [32]. Guard has mottled skin. From North of here.
 
Screeners
 
Male [19], female [17], male [16], male [22] 19 yo is a quick, with modified feet.
 
17 yo is a 'pure' - looks like idealised human. 16 yo has night eyes and minor hair changes [more of a pelt] 22 yo has sockets for two extra eyes in temple...they are sewn shut and scarred.
 
 
 
===SecureCard access and levels===
 
Card access details are under the breakdown for Operation Lazarus and the Kingmaker protocol, both of which Morpheus is hiding behind [or next to, in this case].
 
 
White: Visitor access, must be escorted when in any area above red.
 
Red, Orange, Yellow, Green, Blue, Indigo, Violet.
 
Levels of security access. These are coded, often by level - blue access to level 4 isn't blue access to lvl 5, unless the room types are the same [Science, Medical, Stores, Security, etc]. Red is the default security level for on site personnel.
 
Black: Override card for the entire system.
 
 
Tin, Copper, Bronze, Brass, Silver, Gold. Platimum.
 
Federal officer cards, which in theory allow access to and override on the level they are created for. The Government actually had their crap together on this system and it was hard to abuse [mainly because cards above Bronze are rarely issued]. The Bronze and Argent cards issued to the lads seem pretty high up the food chain. Brendans kind of makes sense in that it is a re-issue of the card Clarence gave him. Stretch should have received copper at the most [as a senior NCO], unless you follow a very bizzare chain of logic which would leave him as the commanding officer of his old unit [Argent or Silver card]
 
 
Similarly, the civ card currently issued to those in the system seem inordinately high up - Aiden gets an Orange, normal only for department heads or senior admin - which by a peice of tortured logic he could be.
 
 
Following this logic, you and the doctor should be due something out of the sec station - both having had various level of government clearances in the past.
 
 
Note that none of the Operation Morpheus doors or security protocols have used the keycard system so far.
 
  
 
==Timelines==
 
==Timelines==

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