RULES

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Revision as of 22:22, 12 May 2011 by 213.253.202.162 (talk) (Combat)
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Character Generation

Character Picks a Level
As established characters each player picks their stats, and 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.

Common Prices

Food (including spices, beverages) per person per day

  • Protein = .5€ per person-day (occasional poor quality alcohol)
  • Canned = 1€ per person-day (occasional average alcohol)
  • Fresh = 2€ per person-day (including decent alcohol)
  • Luxury = 2€ per meal (included decent alcohol).
  • A drink in a bar = .25€
  • A bottle of wine = .5€ - 2€

Fuel

  • 1 Fuel Hour = .47€
  • 1 Ton Fuel = 5€
  • Full Tank = 56 Tonnes = 280€
  • Extra Tank = 5 Tonnes (+53 hrs)= 25€
  • Total Fuel (600 hours) = 280€

Medical Supplies

  • Standard Medical Unit = 2€
  • Emergency Medical Unit (+2 skill steps)= 4€
  • Immunization Packet (One person x 48 hours)= 3€
  • Nika's Special Standard Units = 3€
  • Joshua's Medication (per day) = 1€

Ammo

  • Bullets 10 rounds = .2€
  • Shotgun Shells 10 = .5€
  • Tranquilizers 1 shot= 1.5€ (.2 per empty dart)

'Tech

  • Glow Stick = 10€
  • Paranoiandroid = 20-50€ Card-based bootable Paranoidroid system.

Common Charges

  • Shuttle Rental/Month = 50€
  • 1 ton of cargo/week = 1€
  • 2nd class passenger/week = 50€
  • 1st class passenger/ week = 100€


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 a plot point (adds to plot points not a separate die).

  • Botch Threshold = Bonus
  • All 1's = No bonus
  • All 1's and one 2. = +1 step (or d2)
  • All 1's and two 2's = +2 steps (or d4)
  • All 1's or 2's = +3 steps (or d6)
  • All 1's or 2's and one 3 = +4 steps (or d8)
  • All 1's or 2's and two 3 = +5 steps (or d10)
  • All 1's or 2's or 3's = +6 Steps (or d12)


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, and one 3. This gives him a d8 bonus that works like a plot point die.

Tahkns for the insight. It brings light into the dark!

Crew Rules

When the ship is danger there are two key roles: pilot and engineer. The rolls associated with those roles are fairly straight forward.

  • High Speed Maneuvers = Ship's Agility + Pilot's Pilot Skill
  • Repairing the Ship = Engineer's Intelligence + Mechanical Engineering Skill (difficulty equals stun)

There are several other 'supporting roles' that can impact the rolls of above. With all "supporting" rolls, the target number is Hard (11).

  • Botch = Target Roll is -1 Skill step.
  • Failure = Target Roll is unaffected.
  • Success = Target Roll is +1 Skill step.
  • Extraordinary Success = Target Roll is +2 Skill steps.


These roles can be taken by a person on the ship, not necessarily in a chair or with a specific title.
Supporting the Pilot:

  • Captain (if not pilot/engineer) - Persuasion (Leadership) + Willpower (to one roll).
  • Co-Pilot - Ship's Agility + Character's Pilot skill (use best of Pilot or Co-pilot)
  • Navigator - Ship's Alertness + Character's Pilot Skill
  • Sensors - Ship's Alertness + Technical Engineering (Sensors)

Supporting the Engineer

  • Mechanic Character's Mechanical Engineering + Intelligence (use best of Engineer or Mechanic)
  • Helping Hands Character's Attribute (roll d6 to determine which) + Discipline
  • Damage Control/Preparation Character's Agility + Alertness

Flyin' in the Verse

Flying from one system to another (distances are as follows):
Distances.jpg
A Ship can travel 1 AU * SPEED Every 18 Hours

Summer's Gift is Speed Class 5
So it can travel 5AU/18 Hours = 1AU/3.6 Hours = 6.667AU/Day = 46.667 AU/Week
Ex. JiangYin (Red Sun) to Angel (Kalidasa)120AU (432 hours/18days)

Travel.jpg

Link to Online Travel Time Calculator


Available for "Rent" or "Purchase" are standardized Fuel Pods. Each Fuel Pod takes the place of one Cargo Container and adds 5 tons of fuel capacity of flight time (+120 hours on Summer's Gift).

Fuelpod.jpg
  • Fuel Pod Rental = 5 Credits / Week + Fuel
  • Fuel Pod Purchase = 100 Credits.

Fuel is separate.

Pulse Beacon:
A transponder found on starships that sends out a pulsed signal on three frequencies (two wave, one radio). The signal is easy to detect, even at long range, but contains little actual information other than the presence of the ship itself. Originally, a starship's pulse beacon contained a unique code which identified the ship and contained its most recent navigation data. During the Unification War, Independence forces used this data to both spoof existing Alliance and unaligned vessels, and to keep tabs on Alliance transports. Since then, the Alliance has uncoupled their ship's data from the transponders. Two years after the war, the practice of spoofing data codes in pulse-beacons was so wide spread, as to be near useless in tracking illegitimate shipping. And the practice of turning off the beacon became a danger for collisions especially in the heavily trafficked core trade routes. So the Parliament voted to make all Transponders transmit only a generic code which was useful only for doppler distance, and vector analysis. As such the Pulse Beacon is standard issue and used primarily for air/space traffic control, collision avoidance, and emergency tracking.
Registry
An electronic device (black box) with ship ownership data encoded in the ROM. This device is roughly equivalent to the VIN of a modern auto and can demonstrate proper ownership in the case of dispute, piracy or salvage. The Registry also includes various licenses, repair, and inspection notices those these are used primarily for resale rather than official purposes (except in the case of Active duty Alliance chartered vessels and the military). The Registry can be accessed by Databook, but only modified using specialized equipment.

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Communication Lag

Communication in the 'Verse (after the 'Long Quiet) has been reduced to three main types.

  • Radio Wave -- (or simply Wave)Traditional Light Speed communication. This is effective for basic audio-visual communication for short range distances.
    • It is an easy check for ship's Alertness+pc's Tech Eng (Comm)for distances of 1 light second (300,000km)to get clear conversation. +1 step (average, hard, etc..) for double of that distance (2,4,8, etc.)
      So to converse via radio at a distance of 8 light seconds (2.5M KM)would be a formidable (dc15) check.
  • Narrowband -- High intensity radio transmissions. These are lines intended to duplicate some of the functionality of the cortex. They transmit large amount of data along redundant systems so that any data loss is recovered at the next node. The narrow band allows for site to site transfer of large files and communications. Ships are directed to stay out of the Narrowband streams, as they are vulnerable to disruption by pulse engines. The Narrowband has limits and operates on a request system (a sort of interlibrary loan) specific data can be requested and transmitted along the Narrowband. A cost of 1Cr is imposed for most requests (up to about a terabyte). The return time on requests depends on (a) the location where the data can be found (distance), and (b) the size of the queue (number of files being requested from any sites). Some companies can get priority use on the Narrowband to ensure the swift communication of time sensitive materials. Narrowband is limited to planets or ships possessing large radio wave transmitters and receivers.
  • Pony Express -- Throughout the Verse ships have been assigned a datavault drive of approximately 1 petabyte (1024 terabytes). These rugged databooks carry bits of the old cortex piecemeal from one cortex node to another. The data on a datavault is heavily encrypted and largely in fragments preventing them of being much use to any computer other than a coretx node level computer (which decrypts and assembles the various fragments). That said a Heroic Complex (95) check might be sufficient to pull out specifically desired information with a datareader. Planets or moons with Cortex Nodes should have a Cortex that is generally up-to-date at lag of 2hours per AU distance from the Core times the difficulty of finding the information (unless specifically requests via Narrowband).
    • Easy to find information (eg. Verse News, Cortex Shows, Cortex Mail) would likely be available in Red Sun roughly 68(au) x 2 hours x 3 (easy)= 408 hours (17 days) after uploading.
    • Hard to find information (eg. Cargo Manifests, Private Fuel Logs, Local Legal Documents) would likely be available in Red Sun in 68(au) x 2 hours x 11 (hard) = 1496 hours (2 months)
    • Plot points can be spent to reduce the difficulty by a step per point.

Planets and moons without a Cortex Node (or equivalent) require double that time or more to get updated information.

Old System
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Medical Treatments & Cost

Medical Supplies are purchased in Units.

  • 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.


Each time you make a roll using medical supplies, you use one unit.
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.

Bleeding
A character who has taken an Exceptional hit from a Wounding Weapon (Gun, blade, etc..) or a Called Shotto the Head or Vitals is bleeding. The bleeding person takes d2 Basic Damage according to his or her activity:

  • Strenuous Activity (Combat, Climbing, EVA, Using Physical Skills) Every Turn.
  • Rest (no skills, talking, limited movement) Every Minute.
  • Applying Pressure/Tourniquet Easy First Aid Check Every 10 minutes.
  • First Aid (Alertness + Medicine(First Aid) vs Hard (11))Bleeding Stops.
    • 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 -- No Modifiers
    • Superior Supplies (Emergency Medical Supplies)ambulance conditions -- +1 Step
    • Cutting Edge Supplies (Core Hospital) Hospital Conditions (in SickBay with Emergency Supplies) -- +2 Steps
    • Applying First Aid to oneself -- -1 Step (Greater (+2 Steps if wound is in the head or arms)

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.


On the Mend
A character who takes wound damage must make an Endurance check to recover. 1-2 wounds (Automatic), 3-4 (Easy), 5-6 (Average), 7-8 (Hard), 9-10 (Formidable).

  • 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 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.

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 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..).

Plot Points

A character gets the starting plot points every episode.
in addition to these points you can earn plot points by any of the following:

  • Roleplaying
  • Take one for the team. Getting hit, failing an important skill role etc.. where interesting.
  • Moving the Story (pushing the plot in an interesting direction)
  • Confessionals (respond to a scene with interesting commentary or back story)These can apply immediately, or even retroactively, by FREEZING the scene.
  • Adding story elements to the wiki
  • Creating props or other tools which enhance roleplay.
  • Drawing a card from the Chance Deck (1-3 plot points)
  • Taking an Exceptional Hit (1 stun, 2 basic, 3 for wounds)


Companionship

Companionship

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