Quickstart Rules

Core Resolution Mechanic

Roll a d20, add any relevant modifiers, and then compare it to the target number (DC). If it is equal to or higher than the target number you succeed.


Character Statistics

This is a list of all the statistics of a character sheet, what they effect, and how they are used.

Major Attributes
Agility: Represents your characters reflexes, dexterity, and speed.
Effects: Reflex Defense, Ranged Attack Rolls, and Initiative Rolls
Body: Represents your characters overall physic, strength and constitution.
Effects: Fortitude Defense, Melee Attack Rolls, and Hit Points
Mind: Represents your characters overall mental aptitude.
Effects: Will Defense, Special Ability Attack Rolls, and Perception Rolls

Minor Attributes
Awareness: Adds to Perception Rolls.
Luck: Die rolled and added when making a luck roll.
Precision: Number of dice rolled for exploit damage.
Speed: How far you may move.
Vigor: Die rolled and added when making a vigor roll.
Wits: Adds to Initiative Rolls.

Pool Attributes
Hit Points: Represents the amount of damage you can take before falling unconscious.
Endurance: You may make a vigor roll once per day for each point.
Fortune: You may make a luck roll once per day for each point.

Combat Statistics
Fortitude Defense: Sets DC against most poisons and concussive type attacks.
10 + Body + (Items) + (Miscellaneous)
Reflex Defense: Sets DC against most melee, ranged, and explosive or blast type attacks.
10 + Agility + (Items) + (Miscellaneous)
Will Defense: Sets DC against most mental or mind effecting type attacks.
10 + Agility + (Items) + (Miscellaneous)

Perception: Rolled to determine if character is prepared for a fight.
D20 + Awareness + Mind + (Items) + (Miscellaneous)
Initiative: Rolled to decide turn order in combat.
D20 + Wits + Agility + (Items) + (Miscellaneous)

Combat Encounters

Combat Actions
Everyone may typically make two actions each turn of combat.

Standard Action: Usually an attack of some kind, or special ability.
Secondary Action: Usually moving, changing posture, a secondary attack, or ability.
Free Action: Special Ability

First Round
Determine the turn order by having everyone roll an Initiative Check. Turns are taken in initiative order with the highest roll going first and the lowest last.

Determine if anyone was caught unaware by having everyone roll a Perception check. Standard DC or difficulty would be 10. This can be increased or decreased based on the conditions of the encounter. Anyone who fails this check will loose their standard action during the first turn of combat. This can be skipped if everyone was obviously aware to begin with.

Making an Attack
First choose the attack you wish to use and be sure you have the action it requires to use. Then simply roll a d20 and add the listed bonus plus any conditional modifiers that may apply. If that number is equal to or higher than the targets defense then you hit and will roll the damage dice for the attack and they will loose that many hit points. Unless otherwise listed attacks are against reflex defense.

Expose
If your attack has this listed when your attack roll is equal to or higher than the expose number the target will become exposed until the beginning of your next turn. Typically seen with special attacks.
Exploit
If your attack has this listed when the target of your attack is exposed you have the potential to deal bonus damage. If you hit the target roll a number of listed dice equal to your Precision Attribute and add them to the damage.
Shielded
If a target is shielded from an ability, buff, or item they cannot be exposed and you may not deal bonus exploit damage. 

Conditional Attack Modifiers
Flanking
If you can draw a line from any corner of your square and an allies square to a corner of the enemies square and it is a 90 degree or greater angle you are considered to be flanking and gain a +2 bonus on the attack roll.
Firing into Melee
If a target is currently in melee combat with an ally, you are making a ranged attack, and are not flanking with that ally you suffer a -2 penalty to your attack roll.
Target's Posture
Standard/Standing: Gain no bonuses or penalties. Exposed against Ranged Attacks.
Crouched/Kneeling: Gain a +2 bonus to a melee attack roll, -2 penalty on a ranged.
Prone: Gain a +4 bonus to a melee attack roll, -4 penalty on ranged. Exposed against Melee Attacks.
Concealment
Concealment is created when you have difficulty knowing an enemies exact position due to smoke, fog, etc. Typically it only applies to ranged attacks but it can also apply to melee attacks in special situations. You take a -2 penalty on attack rolls against a partially concealed target and a -4 against a completely concealed target. A concealed target is considered Shielded.

Movement in Combat

Standard Move
You may move up to your Speed Attribute as a secondary action.

5ft Step
You may only make a 5ft step but you avoid any attacks of opportunity as a secondary action.

Sprint
You may move up to double your Speed Attribute and gain a +2 bonus to Reflex Defense until the start of your next turn. This is a Standard Action.

Attacks of Opportunity
A character with a melee weapon threatens the area around them and can prevent enemies from moving past them. Anytime you attempt to leave a threatened square the enemy may make a secondary attack against you.

Change Posture
You may change to any posture of your choice as a secondary action.

Posture Modifiers to Movement
Standard/Standing: No bonus or penalties.
Crouched/Kneeling: Movement speed is halved during Standard Move. May not Sprint.
Prone: May only take a 5ft Step.

Hit Points and Recovery
Your maximum hit points are based upon the class you select. When you take damage you loose hit points. If your hit point pool ever goes below 0 you are unconscious. If it goes below -10 you are dead.

Vigor Rolls
You may make a vigor roll anytime you are out of combat and can take a minute to catch your breath. Simply roll the die amount listed under your Vigor Attribute and regain that many Hit Points. You can only do this once per day for each point of Endurance Attribute you posses. You cannot exceed your maximum number of hit points in this maner.

Second Wind Vigor Roll
When you would be knocked unconscious from loss of hit points you may choose to make a vigor roll as an immediate action. You may only roll two dice when using this option instead of the normal three and it counts against your daily limit. In addition on your next turn you do not get to take your normal standard action.

Using a Luck Roll
To make a luck roll simply roll the die listed under your Luck Attribute. This number can then be added to the following:
An Attack Roll
A Vigor Roll
Any Defense Attribute against a single attack
You may only make a luck roll once per day for each point of Fortune Attribute you posses.

QuickStart Characters


Tactical Support Warbot

Hit Points: 40
Endurance: 4
Fortune: 1

Body: +2
Agility: +2
Mind: +1

Awareness: 3
Wits: 1
Luck: d6
Vigor: 2d8+12
Precision: 2
Speed: 30ft

GunBlade: 2H Melee, Damage d12, Exploit d6
Gun mode: 2H Ranged, Damage d12, Hit Penalty: -1, Exploit d6

Combat Armor: This armor provides full body protection against attacks. Armor Rating 2. Speed Penalty 10ft.

Description: The Tactical Combat Warbots are rumored to originate from an Earth torn apart in a vicious war. They were designed to serve as both a force multiplier for infantry units they were attached to and to gather information on enemy tactics, technology and training.

Primary Combat Systems: These systems are powerful and require a significant amount of energy to use. You may only use a primary combat system a number of times per day equal to your Endurance but you may choose which ones to use.
Bio-Electric Charge: Heal
System: Make a vigor roll and heal any target within 30ft this amount. They may also choose to expend an Endurance to make a vigor roll as well.
Energy Blast: DD
System: Special Attack vs Fort, Damage d12, Hit Bonus: +2, Exploit d10.
Focused Discharge: Exploits Target
System: Special Attack vs Will, Damage d6, on hit target is exposed.

Axillary Combat Systems: These systems are built into your body to assist your team in combat. You may only use one system per turn and they are a secondary action unless otherwise stated. You cannot activate the same system in two consecutive turns.
Absorption Field: This field forms a protective barrier around an ally reducing the damage they receive from an attack. Target is shielded as long as barrier is active.
System: Grants x temporary HP for 2 rounds and shielded.
Triangulating Targeting Laser: This device assists an ally in aiming their ranged attacks.
System: Grants an ally a +2 bonus on ranged attacks for one round.
Distortion Projector: This device interferes with the targets vision.
System: Special Attack vs Will Expose 19. Target suffers a -2 penalty on all attack rolls for 1 round.
Sonic Blaster: This weapon fires a painful blast at a target as a special attack.
System: Special Attack vs Fort Expose 19. Target takes d6 damage.

Unstable Mutant

Hit Points: 44
Endurance: 5
Fortune: 1

Body: +3
Agility: +1
Mind: +1

Awareness: 1
Wits: 1
Luck: d6
Vigor: 2d10+16
Precision: 2
Speed: 30ft

Equipment
Maul: 1H Melee, Damage: d8, Wounding, Unwieldy, Exploit d8
Backswing Special: Damage: d8, Light, Swift, Expose 19, Every other Round
Light Pistol: Light Ranged, Damage: d6, Hit Bonus: +1, Exploit d6
Semi-Auto Special: Damage: d10, Light, Hit Bonus: +0, Exploit d6, Once per Encounter
light = Reduce penalty when used as secondary attack by 2.
swift = Can use as primary and secondary attack.
unwieldy = Critical failure on 1 and 2.
wounding = Deals 1 temporary condition damage once per round.

Stimulant Belt: This belt releases a small bio-electric charge into the user when they are in danger. In cases of extreme danger it can release a larger charge. Grants a +1 Saves. At anytime the user may expend an Endurance to heal as normal Once per Day in combat as a swift action.

Mutations: These are separated by family and type. You may only have mutations from a single family active at any one time and you must activated them in order of Minor > Unstable > Expanded. Activating a mutation is a swift action. You may also deactivate all current mutations as a secondary action. If any mutation other than a Minor is deactivated your character is unable to use mutations and takes 2 condition damage until he has time to rest for a minute or so.
Minor Mutations: These provide a minor enhancement to your character of some type. They may remain active for as long as your character desires.
Unstable Mutations: These provide a more significant bonus to your character and possibly even additional options in combat. Each one has an Unstable rating. At the beginning of your turn you must roll a d20. If the roll does not meet or exceed the rating you are forced to deactivate your mutations as a secondary action and suffer the penalties.
Expanded Mutation: These provide an additional benefit when you are already in an unstable mutation. They also have an Unstable rating that is added to the base for the difficulty of remaining mutated. You may have more than one of these active at a time, although their ratings are all added to the Unstable rating.

Mutation List

Armageddon Fist: An aggressive form where your bones harden and grow into weapons.
Minor: Bones grow and protrude from your hand as weapons.
System: Fists become weapons. D6 damage: +2 to hit : exploit d6. Light.
Unstable(3): Bones around your fists harden further and spike out from your forearms.
System: Bone Fists become D10 damage : +3 to hit : exploit d6. Light.
Expanded(+2): Bone blades extend out from your elbows.
System: If you hit with either bone fist make an additional follow up attack with the bone blade. D6 damage: exploit d6.
Expanded(+2): Two extra arms expand out of your body.
System: Increase damage of bone fist to D12 and bone blades to D8.

Stone Skin: A defensive form where your skin hardens.
Minor: Your skin becomes as hard as a rock
System: Your armor rating is increased by 1.
Unstable(2): Your skin further hardens.
System: Armor rating is increased by an additional 1.
Expanded(+2): Your head becomes a weapon.
System: Gain a secondary Head Bash attack. D8 damage : exploit d10
Expanded(+2): Your body becomes a battering ram
System: You may gain an improved charge attack. Add an additional +2 to the attack roll when charging and you do not take a penalty to defense. In addition an enemy must only be 10ft away to charge and if you hit they are knocked prone. You may also use your Head Bash with the charge as well as your normal attack.

Snake: A hybrid form where you gain ranged abilities.
Minor: You gain the ability to spit acid at your enemies.
System: D6 damage : Expose 20 : Can be used as a secondary weapon/attack
Unstable(4):

Telekinetic

Hit Points: 36
Endurance: 3
Fortune: 3

Body: +0
Agility: +1
Mind: +3

Awareness: 3
Wits: 3
Luck: d8
Vigor: 2d6+8
Precision: 2
Speed: 30ft

Magnum Derringer: N/A
Single Shot Special: Light Ranged, Damage d8, Exploit d8, Every other Round.
light = Reduce penalty when used as secondary attack by 2.

Telescopic Goggles: These goggles enhance a users vision with auto focusing lenses. +2 Perception.

Mental Focus: Each round you use your kinetic blast in combat against an enemy your mental focus improves. At the end of your turn you gain a token, up to 5 tokens. At the end of combat these tokens reset. You gain improved benefits to your mental blast depending on how many tokens you have.
1: +1 to attack rolls
2: Increase Expose to 17
3: +2 to attack rolls
4: Increase Expose to 16
5: +1 die of damage

Kinetic Blast: You gain this as a special attack that needs only your mental focus to use.
System: Gain a ranged weapon with the following attributes. D8 damage : Expose 18

Kinetic Shapes: You may shape your kinetic blast each time you use it with one of the following shapes.
Bounce: After striking a target you may have the blast bounce to an additional target. Make a the extra attack(s) with a cumulative -4 penalty to the attack roll each time it bounces. You may continue to bounce it until you miss and you may strike the same target more than once but not twice in a row.
Line: Your blast effects all in a 60ft line from your location.
Focused: Your blast only strikes a single target but gain a +2 bonus on the attack roll.

Kinetic Effects: You may also add an effect to your kinetic blast each time you use it. Each effect lists the enemy defense used against it.
Draining: (Will) If you hit they suffer 1 condition damage in addition to the standard damage.
Wounding: (Reflex) Target takes 2 damage per die at the beginning of their turn until they succeed on a resist roll.
Deadly: (Reflex) Blast damage is increased to d10.
Crushing: (Fortitude) Target is knocked prone if you hit.


Techno Gunman

Hit Points: 40
Endurance: 3
Fortune: 4

Body: +1
Agility: +3
Mind: +0

Awareness: 1
Wits: 3
Luck: d10
Vigor: 2d8+12
Precision: 2
Speed: 30ft

XR-9 Hand Cannon: Ranged, Damage: d10, Armor Pen 1, Exploit d8
Special: N/A
Hand Blaster: Light Ranged, Damage: d6, Exploit d6
Stun Special: Light Ranged, Damage: d6, Expose 19, Every other Round
light = Reduce penalty when used as secondary attack by 2.
armor pen = Ignores that much armor.

Chameleon Duster: This coat forms a minor distortion field around it interfering with others vision. +1 Reflex Defense.

Exploitative Nano-Tech: One weapon of your choice may be enhanced to deal additional exploit damage.

Techniques:

At Will: These abilities may be used as often as desired.
Double Tap: You rapidly fire two shots at the target
System: Take a -4 penalty on the attack roll but double damage dice
Evasive Fire: Make erratic movements while taking your shot.
System: Gain a +2 bonus to Reflex defense until the beginning of your next turn
Guided Shot:
System: Gain a +2 bonus on the attack roll

Encounter: These abilities may only be used once during any encounter.
Twin Bullet: The bullet is duplicated when fired.
System: Attack two targets no more than 10ft apart with a single attack.
Recover Round: Slightly change the bullets trajectory in flight.
System: Re-roll your attack. Can be done after learning result. Swift action.

Daily: These abilities may only be used once per day.
Explosive Round:
Target Optics: Allows the nanites to react on their own.
System: Gain a +2 bonus on attack rolls and deal 1 more die of damage till end of encounter. Swift action.

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