Difference between revisions of "Skiffy 2.0"

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{{Setting_RedAge_Rules}} > [[Skiffy Rules 2.0]]
{{Setting_RedAge_Rules}} > Skiffy Rules 2.0


SWN / Traveller / Knave 2e-based
SWN / Traveller / Knave 2e-based


=Characters=
=Characters=
stats
- body (hard)
-- cqc, athletics, command(hardiness, intimidation), piloting(exosuit)
- reflexes/nerve (quick/fast)
-- cqc, accuracy, agility, piloting(small), infiltration(stealth)
- reason/brain (sharp/smart)
-- analysis, engineering, medicine, infotech, strategy(logistics, planning), infiltration(tech)
- awareness/savvy/focus (savvy/sharp/keen)
-- accuracy, perception, infiltration(technique), strategy(small unit, tactics)
- social/face (hot)
-- command, perception(social), analysis(social)?, persuasion, connections, infiltration(social? disguise?)
cqc
accuracy
athletics
agility
command
perception
analysis
engineering
medicine
infotech
persuasion
connections
infiltration
piloting
strategy
roll a profile, like apocalypse world
stats: -2, -1, 0, +1, or +2, 0 average
1 / 1 / 0 / 0 / 0
etc
(always net +2?)
skill ranks from 0 to 4, or 1 to 5, with untrained/zero
d20 + stat + (rank x 2)
only 1 stat per check, even if multiple apply
or drop stats to -2 to +2, and d10 + stat + ranks?


====Skills====
====Skills====
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* Close Quarters Combat (CQC)
* Close Quarters Combat (CQC)
- melee weapons
** melee: weapons, brawling, martial arts, grappling
- brawling, martial arts, wrestling
** short-range marksmanship: sidearms, shotguns, SMGs, throwing
- "gunslinging", close ranged combat (pistols, close-range shotguns, SMGs, throwing)
** short-range heavy weapons: flamethrowers, etc
- close ranged heavy weapons (flamethrowers, etc)
- melee defense and ranged defense
- melee defense and ranged defense
- (half ranks) marksmanship
- (half ranks) marksmanship
???- resist physical intimidation?
???- resist physical intimidation?
* Accuracy / Marksmanship / Gunnery
* Accuracy / Marksmanship / Gunnery
- "gunslinging" and "marksmanship, close and long ranged combat (guns, bows, throwing)
** short- and long-range marksmanship: sidearms, longarms, archery, throwing, sniping
- close and long ranged heavy weapons
** short- and long-range heavy weapons: rocket launchers, machineguns
- vehicular / ship gunnery
** vehicular and ship gunnery
- sniping
- ranged defense
* Athletics / Physique
* Athletics
- wrestling, brawling, forceful melee weapons, melee defense
** melee: weapons, brawling, martial arts, grappling
** feats of strength, toughness, endurance
** resisting pain, privation, and pathogens
** running, jumping, swimming, rough climbing, riding, boating, exo-suit operation
** physical intimidation
???- throwing? (half ranks?)
???- throwing? (half ranks?)
- exertion, feats of strength, carrying capacity
- carrying capacity
- physical intimidation
- resisting forced movement / holding your ground, resist physical intimidation?
- toughness, endurance, health, resisting forced movement / holding your ground, resist pain and privation
- +hp?
???- resist physical intimidation?
- swimming, running, jumping, rough climbing, riding, boating, exo-suits
- +physique to carrying cap, +hp?
* Finesse / Agility
* Finesse / Agility
???- (half ranks) marksmanship?, gunslinging?
???- (half ranks) marksmanship?, gunslinging?
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* Discipline / Will / Presence / Command
* Discipline / Will / Presence / Command
- authority / command, intimidation, leadership, oratory, overbearing
** command, intimidation, leadership, oratory, impressing, artistic expression
- radiating cool, artistic expression
** self-discipline, cool under fire, maintain focus
- self-discipline, cool under fire, resist social influence, resist psi, resist pain / privation, maintain focus
** resist: social influence, psi, pain and privation
- +hp?
- +hp?
* Perception
* Perception
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** Durant: +2 + 1 per level
** Durant: +2 + 1 per level
** Con: +Con
** Con: +Con
Derived Stats
* Size: medium
* Speed: 10 m
* Feat Points: 1 pt per level?
Guard / Grit
* Guard = 5 + Body + (Athletics | Discipline) + 1 per level (max 6)
** Durant: +1 per level (no max)
* Grit = 5 + Body + (Athletics | Discipline) + 1 per level (max 6)
** Durant: +1 per level (no max)
* Strain
** Strain is gained as you restore Guard and Grit through rest and medicine.
** You can take up to (10 + Body + (Athletics | Discipline)) Strain. Further points of Strain result in Fatigue instead.
** Durant: +2 recovered per point Strain


====Edges====
====Edges====
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* each point of damage not blocked with hp inflicts a Wound.  Flesh Wounds take up slots, but don't have additional effects, and heal a point each day
* each point of damage not blocked with hp inflicts a Wound.  Flesh Wounds take up slots, but don't have additional effects, and heal a point each day
** serious wounds occupy slots equal to the damage that caused them, have additional effects, and are much slower to heal (weeks)
** serious wounds occupy slots equal to the damage that caused them, have additional effects, and are much slower to heal (weeks)
- can take 10 + body + athletics | discipline strain
- when healing guard, roll 1d6; if this is more than the guard you need to restore, heal for free, otherwise mark 1 strain and fully heal guard
- when healing grit, roll 1d6; if this is more than the grit you need to restore, heal for free, otherwise mark 1 strain and heal grit equal to the roll; repeat until fully healed
- if you've got strain up to your max, start gaining fatigue instead (or 2 fatigue?)
- remove 1 strain per long rest, 2 w/ full day of rest?  if you have fatigue, you have to clear than before you can clear strain





Latest revision as of 22:53, 18 March 2024

Red Age > Rules > Skiffy Rules 2.0

SWN / Traveller / Knave 2e-based

Characters

stats - body (hard) -- cqc, athletics, command(hardiness, intimidation), piloting(exosuit) - reflexes/nerve (quick/fast) -- cqc, accuracy, agility, piloting(small), infiltration(stealth) - reason/brain (sharp/smart) -- analysis, engineering, medicine, infotech, strategy(logistics, planning), infiltration(tech) - awareness/savvy/focus (savvy/sharp/keen) -- accuracy, perception, infiltration(technique), strategy(small unit, tactics) - social/face (hot) -- command, perception(social), analysis(social)?, persuasion, connections, infiltration(social? disguise?)

cqc accuracy athletics agility command perception analysis engineering medicine infotech persuasion connections infiltration piloting strategy

roll a profile, like apocalypse world stats: -2, -1, 0, +1, or +2, 0 average

1 / 1 / 0 / 0 / 0 etc (always net +2?)

skill ranks from 0 to 4, or 1 to 5, with untrained/zero d20 + stat + (rank x 2) only 1 stat per check, even if multiple apply

or drop stats to -2 to +2, and d10 + stat + ranks?


Skills

unarmed melee (agile, forceful) gunslinging marksmanship heavy weapons gunnery

"half ranks" - use ranks / 2, rounding up when asked for (ranks)

if a half-rank skill is used as a primary, treat it as half ranks. If used to boost another skill as a primary, use its full ranks e.g. Perception 4 used for marksmanship is effectively 2 ranks. If used to boost Gunnery 4, Perception 4 would count its full ranks.

  • Close Quarters Combat (CQC)
    • melee: weapons, brawling, martial arts, grappling
    • short-range marksmanship: sidearms, shotguns, SMGs, throwing
    • short-range heavy weapons: flamethrowers, etc

- melee defense and ranged defense - (half ranks) marksmanship ???- resist physical intimidation?

  • Accuracy / Marksmanship / Gunnery
    • short- and long-range marksmanship: sidearms, longarms, archery, throwing, sniping
    • short- and long-range heavy weapons: rocket launchers, machineguns
    • vehicular and ship gunnery
  • Athletics
    • melee: weapons, brawling, martial arts, grappling
    • feats of strength, toughness, endurance
    • resisting pain, privation, and pathogens
    • running, jumping, swimming, rough climbing, riding, boating, exo-suit operation
    • physical intimidation

???- throwing? (half ranks?) - carrying capacity - resisting forced movement / holding your ground, resist physical intimidation? - +hp?

  • Finesse / Agility

???- (half ranks) marksmanship?, gunslinging? - finesse melee weapons (knives, fencing, etc), throwing, melee defense - sneaking, sleight of hand - evasion, escape, dive for cover, breakfall - sprinting, jumping, swimming, sheer climbing, acrobatics (regular and zero-g), riding - piloting agile vehicles (bikes, cars, fliers, light exo-suits, singleships) - +agility meters to per minor-action movement (base 6 m = ~20 ft or up to 60 ft w/ 3 move actions)

  • Discipline / Will / Presence / Command
    • command, intimidation, leadership, oratory, impressing, artistic expression
    • self-discipline, cool under fire, maintain focus
    • resist: social influence, psi, pain and privation

- +hp?

  • Perception

- awareness, spot trouble / dangersense, intuition - insight / reading people, bullshit detector - investigation, notice, memory for details - recon, tracking, planetary navigation, foraging / scrounging - psi-awareness (with domain) - (half ranks) marksmanship (gunslinging??? throwing???), ranged defense ???- or full ranks for marksmanship, half for gunslinging? or full for gunslinging?

  • Analysis

- signals (sensors, comms), cryptography, data mining, traffic analysis - forensics, investigation - crunching scientific data, lab work - markets / finance, law, debate - research, analyze data, formulate plans - strategy, intel - astrogation, planetary navigation (by maps and instruments), surveying - logistics, admin

  • Engineering

- design, fabricate, repair, and jury-rig technology - demolitions, sabotage - security systems - embedded programming - survival / primitive crafts

  • Medicine / Biotech

- first aid, surgery - biology, bioanalysis, forensic medicine, toxicology - biotech, pharmacology, installing and repairing cyberware - life support systems, agriculture - psychological treatment

  • Infotech

- signals (sensors/comms), cryptology, data mining, traffic analysis - programming, hacking - ECM, signals stealth/spoofing/ghosting, jamming, false IDs/transponders

  • Persuasion

- lying, mockery, fast talking, manipulation - rapport, charm, reassurance, seduction, flirting - haggling, negotiation, bribery, marketing - artistic expression, acting, stylishness - remaining inscrutable

  • Connections

- sociopolitical terrain, contacts, finding people, things, and opportunities - psyops, rumormongering, intel gathering - marketing, bargain-hunting, knowing the market - streetwise, etiquette, navigating cultures and institutions - bureaucracy, law, administration, finance, logistics, admin / group organization - insight / reading people, bullshit detector, reading an institution / sociopolitical situation

  • Infiltration

- sneaking, stealth, misdirection, sleight of hand - stealth-tech/signals masking, signal spoofing - security systems, lockpicking, safecracking, limited hacking, ECM, and sabotage - tradecraft / spotting tradecraft, disguise, false IDs, safe-houses - ambush first strike

  • Piloting

- astrogation, planetary navigation - drone rigging - maneuvering ground/water/air/space craft, exo-suits - flying under the radar / flying casual / vehicular stealth and stealth-tech - vehicle maintenance - gunnery ???of for an agile vehicle (forward-facing only?)

  • Strategy / Military Science / Military Doctrine / StratOpTac / Warfare

- military admin / logistics - strategic analysis (small unit, planetary, and naval tactics, operations, and strategy), military science and history - perception for spotting ambushes, trouble, etc. - gunnery - use for ranged defense when moving / taking cover?

- can grant you and your comrades tHP in combat, or other kinds of benefits? (or make this a Focus?) - use to boost your team's ish, grant bonuses (maybe bonus actions) ???- demolitons


Narrow Skills - The skills listed are broad. If you only want a single part of a broad skill (e.g. only Demolitions from Engineering, only Streetwise from Connections, etc), you can get it for lower cost. - halved cost: 0.5, 0.5, 1, 1, 1.5, 1.5, 2 - rank 1 (0.5 pts), rank 2 (1 pt), rank 3 (2 pts), rank 4 (3 pts), rank 5 (4.5 pts), rank 6 (6 pts), rank 7 (8 pts)

Narrow Skill Ideas Intimidation: use in place of Presence or Physique for physical threats. Ship Ops: use in place of Piloting for ship (but not other vehicles) navigation and maneuvering (but not fancy flying or dogfighting), and Engineering for repairs. handle a large ship (no fancy flying), set a course, astrogate, ship maintenance Signals: use in place of Infotech for scanners and comms. Demolition / Sabotage: use in place of Engineering for sabotage and explosives. Gunnery: use in place of Accuracy for vehicular / naval weapons. Forensics Streetwise: use in place of Connections in the Street / criminal underworld. street cred, street / criminal / common social terrain High Society: use in place of Connections when hob-nobbing with the elites. etiquette, upper class / establishment social terrain


Custom Skills - you can pick bits from a couple skills and combine them into a narrow skill; Ship Ops has non-fancy flying from Piloting, some repair from Engineering, etc. - There is a degree of overlap between many skills (e.g. driving a motorcycle with either Agility or Piloting, wrestling with either CQC or Physique, etc). You can work with the GM to create a new skill from a cohesive group of concepts that otherwise fall within multiple other skills (e.g. Strategy is kind of combination of logistics from Administration, military history from Academics, and unique elements of forming and executing tactics and strategies that don't occur within any other skills).

- Survival (custom skill) - outdoor and urban survival - tracking, foraging, scrounging - planetary navigation - riding, animal handling, boating - first aid, life support / survival tech, surveying, primitive / makeshift craft - biology / planetology

Domains

  • languages, weapon profs, biome wildcraft, cultures, crafts


  • Size: medium
  • Speed: 10 m
  • Feat Points: 1 pt per level?

Defense

  • Guard / Grit
    • Guard = 5 + 1 per odd-numbered level
    • Grit = 5 + Con + 1 per even-numbered level
  • Strain
    • You can take up to (10 + Con) Strain, restoring Guard and Grit, before you start gaining Fatigue instead.
  • Precalculated
    • 1st (11), 2nd (12), 3rd (13), 4th (14), 5th (15), 6th (16), 7th (17), 8th (18), 9th (19), 10th (20)
    • Durant: +2 + 1 per level
    • Con: +Con

Derived Stats

  • Size: medium
  • Speed: 10 m
  • Feat Points: 1 pt per level?

Guard / Grit

  • Guard = 5 + Body + (Athletics | Discipline) + 1 per level (max 6)
    • Durant: +1 per level (no max)
  • Grit = 5 + Body + (Athletics | Discipline) + 1 per level (max 6)
    • Durant: +1 per level (no max)
  • Strain
    • Strain is gained as you restore Guard and Grit through rest and medicine.
    • You can take up to (10 + Body + (Athletics | Discipline)) Strain. Further points of Strain result in Fatigue instead.
    • Durant: +2 recovered per point Strain

Edges

(2 edges at 1st, +1 edge at 5th?)

Psionic - can pursue 1 discipline (as a feat, unlock all disciplines; add Versatile or Educated to flesh out a full psion w/ more disciplines) - has Effort - can defend vs psi with highest psi discipline or Will

Skilled +(level) skill pts Focused +2 focus pts (or +extra focus pts per level?)

Masterful / Reliable - reroll a non-combat skill check (including effect die) and use the better outcome (if you already succeeded, you can spend the reroll to just reroll the effect) - non-combat means not an attack and not a defense against a normal attack (can use it against grappling, maneuvering, deception, etc. ???- or just not a defense / save at all? - until the task you rerolled on is complete, you can't regain your reroll. But you get separate uses at three different scales of time - short: applies to actions that take rounds or minutes. once the task is done, refreshes after an hour - long: applies to actions that take hours. once done, refreshes after a day - extended: applies to actions that take days. once done, refreshes after a week - downtime: applies to longer actions. once done, refreshes after a season? - refreshes don't require a rest, just the passage of time

- Deadly - +A to effect rolls for damage (and gambits?) in combat (including vehicular/ship) - reroll 1 attack per combat (don't use this up if it's still a miss)

- Indomitable / Unyielding - +2 guard and +2 grit, +2 hp recovered per die rolled for healing - gain +1 guard and +1 grit per level, instead of every other level - +D to damage effect rolls against you - per combat/scene defense reroll (don't use this up if it's still a hit) - or just an auto-downgrade of a hit?


- Fortune's Favorite / Lucky - once per session as an Instant when something bad happens to you (something within the last 1 turn), roll d6. 1: the thing still happens, but this edge isn't used up, 2-5: chance averts the bad thing, 6: it is averted and hits an enemy or otherwise ends up helping you. You friends may or may not be protected, depending on what the lucky event is, but on a 6 it could be the extra benefit. - weird luck just tends to happen to you; brewing trouble, providing opportunities, etc - Veteran's Edge - as an instant, once per combat, choose 1: - reroll an attack that missed (and effect?); if you skill miss, this ability isn't expended. - Downgrade the effect of a failed defense (a strong or weak hit against you turns into a weak miss, a crit turns into a weak hit). You can use this to protect a small vehicle or ship you're piloting. Can't use this against non-combat sources of harm.


- on target: gain a bonus combat skill, attack bonus = 3x skill ranks?


- Hacker / L33T(in full cyberpunk genre): start w/ cranial jack, scrap deck, and some programs, +1 main action for hacking/cyberspace-related actions (not drone or vehicle piloting)

- True AI (partial True AI, +Focused for the foci to build it out to full True AI?)

- transhuman / alien (if sufficiently cool to require a full Edge, not just a Focus) - VI / robot (doesn't actually require any kind of edge or feat; can't be psychics through)

- face? might be a good focus - ghost? - cwn caster - cwn summoner - adept: you have +1 effort and can develop any number of disciplines. also +(level) skill pts for psi skills and/or discipline (or take educated as your 3rd ability at 5th?)


- Hard to Kill: +2 hp / lvl, -1 to Trauma Die rolls - Extra Life as well? Better / safer Wound and Collapse rolls as well.

- Expertise: once per scene as an Instant, reroll a non-combat skill check. (alt) Expertise: you have 3 Expertise, which refresh after a Long Rest. Once per skill check (not attacks, psionic checks, or resistances), spend 1 Expertise to reroll, using the outcome of your choice. An Expertise used on an extended task can't be recovered until the task is complete.

- On Target: gain rank-0 in a combat skill for free. (improved attack bonus = full level, not half) +1 to attack checks? - (alt) Killer Instinct: gain a damage bonus = (level / 2), rounding up (max +5). Increased crit range as well? - (alt) once per Short Rest, reroll an attack you just made, using the outcome of your choice.

- Veteran's Luck: once per scene, as an Instant, do one or the other: downgrade a hit against you to a miss (bad outcome), or reroll an attack and use the better outcome (if this still misses / Partials, you don't expend this power for the scene). Can apply the attack reroll to ship/vehicle attacks you're gunning for, and the attack-into-miss to small, maneuverable craft that you are piloting (car, cycle, agile aircraft, singleship), but only against hostile action, not against environmental hazards / crashes / etc. - (alt) Hard Target: once per Short Rest, improve the Effect of a failed physical defense (evasion or defense) by yourself or a small personal vehicle (cycle, car, fighter) you are piloting to 1 (i.e. reduce the enemy's Effect to -1). If used against a crit (6+ Effect), instead halve the Effect, rounding down.

- Psionic Talent: you have Psionic Effort and gain a single psionic discipline at rank-0. You cannot learn other disciplines. (limited use of sorcery?) - Psionic Adept: you can learn any Psionic Discipline skills and gain 1 free rank in a discipline (starting at 0 or advancing one you already have) (if there is sorcery, as in Eldritch Stars, you can also practice that)

- True AI: as Partial True AI - Demigodmind: as full True AI


- Face: gain Connections-0 for free. once per session, which convenient and with GM's acceptance, you locate / make a temporary Contact (acquaintance) of your choice. You lose touch with them later, but can relocate them w/ this ability again. With sufficient pay / favors / etc you can convert them into an official Contact.

- Hacker (if appropriate to the game): gain Program-0 for free. Start w/ a Cranial Jack implant, a scrap deck, and 6 program elements (Verbs and/or Targets) of your choice. Each round, gain a bonus Main Action for hacking of cyberspace-related actions (not including drone- or vehicle-piloting)

- Wired (if appropriate): start play with $??? worth of installed cyberware. Its installation is free and fully successful, and you don't have to pay maintenance for the first month. You can change this Edge to another one during play by paying 2x the cost of the cyberware.

aliens, genemods, etc spend their initial focus points on the relevant species focus, assuming they are more than human. particularly gifted species might need to spend an edge

Archetypes

  • Red-Handed + Hard to Kill = Fighter
  • Red-Handed + Versatile or Masterful: fighting rogue / assassin
  • Red-Handed or Hard to Kill + Eldritch = fighting theurge
  • Eldritch + Versatile = full sorcerer / theurge (assuming you spend the feat pts on extra mana, casting buffs, etc)
  • Red-Handed or Hard to Kill + Eldritch = mageslayer, arcane knight
  • Eldritch + Masterful = arcane trickster (you can use the reroll for
  • Abhuman + Eldritch = malison
  • Abhuman + Mutated + Hard to Kill = brute
  • Abhuman + Mutated + Red-Handed = reaver
  • Abhuman + Mutated + Versatile = skulk

Foci

Foci - You have (level + 1) focus points. - Most foci cost 2 points.

Choose: 1 aptitude focus, 2 innate focuses and 1 flaw, or 1 double innate focus and 2 flaws or 1 double flaw. Aptitude Foci Athletic: +(level) hp, +2 Life, can carry more, +1 to melee attack and damage, +1 to checks with Physique and physical intimidation. Nimble: +1 to Evasion, +1 to ranged attacks and melee attacks with a light weapon, +1 to checks with Agility Savvy: +1 to Awareness, +1 to checks with Perception, Social Terrain, Survival, Infiltration Educated: +1 to Administration, Strategy, Engineering, Medicine, Signals, Charismatic


- are non-archetype feats / foci necessary? could handle certain things like wild talents via skill pt costs. focus-like abilities could just be granted based on skill ranks, or maybe gained as bennie choices at certain ranks, kind of like psi techniques.


Martial Combat Supremacy (split your attack among targets; separate feat for melee vs ranged?) Cleave (melee) Whirlwind (melee, shock to all in reach you don't actually attack) Pierce the Gaps (your shock can overcome armor that would normally block it (up to a point)) Sniper (capable of extreme range shots)

General Wild Talent (rank-0? -1? in one discipline, 1 technique, can't advance further) Aptitude (+A to use of a specific non-martial, non-psi skill) Star Captain (+2 command pts each round when you command a ship) Star Captain 2 (ship gains +20% tHP each fight; may resolve a Crisis once per combat as an Instant) Starfarer (auto-success on DIF 10 or lower jump checks) Starfarer 2 (double Pilot for jump / drive related checks, treat ship's drive as 1 rating higher, jumps take half the normal time) Tinker (2x maintenance score for mods, prototypes, etc; mods/etc cost half price) Tinker 2 (your skills are treated as +1 rank for dealing with mods/etc and maintenance score. Advanced mods need 1 less pretech component, min 0)

Psionic Focused Study (choose a psi discipline, you get +1 technique for each of the rank of skill above 0)


feats - these might have skill prereqs; some might even be given automatically at a certain skill level (freebies)

- minor origin (alien, robot, VI, transhuman, etc w/ associated abilities/limits) - survival instinct / alert (fight, flight, hide, dive into cover, deploy countermeasure) - artiste - wild psi / mutant talent - tinker (extra mod points and need fewer special components for making things; maybe a discount on normal credit cost too?) - packrat (+readied, +carry cap?, 1/day pull out some mundane item?) ???- mighty (+carry cap, +A on feats of strength and saves vs forced movement / grapple, +unarmed / melee?) ???- die hard (extra hp/life, +A to stabilize, physique save to only drop to 1 hp when you'd go lower, maybe +A on pathogen/rad/etc saves?) - sniper (treat ranged weapon shots as being 1 range band closer; can make sniper shots w/ suitable weapon and scope) - keep it together (vehicles / ships you pilot, captain, or engineer get +20% tHP per combat and 1/combat you can resolve a Crisis instantly; HP doesn’t stack across multiple people w/ this feat) - sherlock (review a scene or data-set 1 time-step faster w/o penalty, +A to assess a sitch, you can try to Read a Person one time per adventure by just studying them from afar or examining their personal spaces / vehicles / etc) ???- focused training: pick a skill. Get 1 free skill point toward it per level. - eidetic memory: you have a superb memory. During an adventure you precisely remember paths taken, faces, line-noise passwords, pages of text, exact scenes, etc. Even afterward, you clearly remember highlights and details. - beauty (you’ve got it)

- natural cyborg (able to have more cyberware w/o penalty)


- el capitan: a ship you captain (or solo pilot) gains +2 command pts (doesn’t stack w/ multiple people with the feat) - ?assassin (get to move as part of a takedown attack; super-conceal small weapon / make fully effective improvised weapon) - authority (get a group of followers proportional to your command) - ?henchkeeper - gunslinger (draw/holster as a free action, reload 1/turn as a free action as long as it's normally just an on-turn action; shock damage w/ ranged?) - ?hacker? - ?psychic training? - ?dual wield?


"masteries" are feats that are gained w/ sufficient skill ranks; benefits beyond just the skill roll bonus

- armsman (deal shock in melee w/ non-TL4 weapons vs advanced / heavy armor; armor-piercing?) - close combatant (ignore melee shock from inferior fighters? can use pistols in melee w/o provoking? use improvised weapons or unarmed w/o penalty vs armed enemy) - companions (number of Companions equal to your command) - melee (can do Fighting Withdrawal) - fray (melee shock to all enemies in reach) and/or melee flurry/supremacy? - gun flurry / supremacy - brutal crit (shoot, fight)

- combat (fight) -- - athletics -- bonus HP, carrying capacity - finesse / agility -- more readied items? - discipline / will / presence / command -- gain more Companions

- engineering -- mod points for improving gear - medicine / biotech -- - infotech / computation --

- persuasion -- - perception -- - connections --

- survival -- more readied items? carrying cap? - infiltration -- - piloting -- bonus HP for ship/vehicle? - analysis -- - strategy --

Chargen

  • Level 1
  • Pick 2 primary stats and 3 secondary stats (retain these choices for advancement).
  • Randomly add 2 pts to primaries, 1 point to secondaries, and then place 2 pts freely. Can't exceed 3 in a stat at 1st level
  • Choose 2 Edges and spend 2 Feat Points.
  • Determine your relevant domains based on feats, edges, and background.
  • Derive Guard and Grit. Determine martial defenses.
  • Speed 30

Advancement

  • +1 Guard, +1 Grit per level
    • +1 Life per level?
  • +1 to a random primary stat and +1 to a random secondary stat, and then +1 to any stat of your choice. Can't gain more than 1 to a stat per level, and can't save points. stats are capped at 10.
  • feat pts? (+1 per level?)


  • parry defense = half your attack bonus with your weapon + armor bonus, rounded up
  • ranged defense = half your Dex + armor bonus
  • if you have a shield or at least 6 armor (heavy) you can use parry against ranged attacks
  • dodge: defend w/ Dex. if used against melee attacks, you can't attack / deed this turn. you can dodge spells or missiles and still attack


  • armor: +1 armor guard per armor, +1 defense against weapon attacks (parry, block, evade ranged) per 2 armor
  • max 7 slots of armor
  • shield: +2 defense against weapon attacks (parry, block, evade ranged)
  • magic armor can grant extra armor pts (probably not more than 2)
  • melee attacks deal shock
  • shield lets you ignore 1 instance of shock per turn
  • sufficiently high armor rating may prevent some attacks from dealing shock
  • shock from swarm attacks penetrates all armor and shields
  • armor and shields get notched if you roll a 1 on defense (shield before armor)
  • weapons get notched if you roll a 1 on attack
  • item breaks if it gets notches equal to its quality (maybe 3 on average for a weapon and shield, maybe 2 notches removes 1 slot of armor?)
  • notches are assumed to be repaired during an extended rest, even in the field (maybe non-magic shield notches can't be repaired?)

attack

  • capped at 3 or (level, max 10)
  • forceful weapon: str
  • finesse weapon: dex
  • balanced weapon: str+dex
  • projectile: wis
  • thrown: wis + half dex or half str (depending on if the weapon is forceful or finesse, or either if balanced)

everyman options

  • alchemy (Int)
  • talisman-making (Int)
  • poisons (int)
  • healing (Int)
  • fortune-telling / divination?
  • tactician (grant warlord type benefits?) (Int?)
  • magitech sorcery (Int)
  • ttheurgy (cha)
  • craft

System

core mechanic: d20 + stat / bonus vs DC


Equipment

Encumbrance

  • light: 5 + half Con slots
    • no penalties
  • medium: 10 + Con slots
    • +D to swim, climb, jump; +D in a race with someone w/ light load
    • can't fly with wings
  • heavy: 15 + 1.5 x Con slots
    • as medium
    • +D to Str and Dex checks, attacks, defenses
    • -10' move
    • can't jump, climb, etc, swim.
  • overburdened: 20 + 2 x Con slots
    • can only stagger 5', can't use guard/grit
    • if you exceed overburdened, you collapse

1 slot is ~5 lbs

  • each point of Fatigue fills a slot
  • each point of damage not blocked with hp inflicts a Wound. Flesh Wounds take up slots, but don't have additional effects, and heal a point each day
    • serious wounds occupy slots equal to the damage that caused them, have additional effects, and are much slower to heal (weeks)

Combat

Harm & Recovery

  • each point of Fatigue fills a slot
  • each point of damage not blocked with hp inflicts a Wound. Flesh Wounds take up slots, but don't have additional effects, and heal a point each day
    • serious wounds occupy slots equal to the damage that caused them, have additional effects, and are much slower to heal (weeks)


- can take 10 + body + athletics | discipline strain - when healing guard, roll 1d6; if this is more than the guard you need to restore, heal for free, otherwise mark 1 strain and fully heal guard - when healing grit, roll 1d6; if this is more than the grit you need to restore, heal for free, otherwise mark 1 strain and heal grit equal to the roll; repeat until fully healed - if you've got strain up to your max, start gaining fatigue instead (or 2 fatigue?) - remove 1 strain per long rest, 2 w/ full day of rest? if you have fatigue, you have to clear than before you can clear strain


Fatigue / System Strain / Reserve? Wounds? Shock? Auto-Damage?

Resting

  • Brief Rest
    • Restore armor pts.
  • Short Rest
    • Requires food and water present in the party but they are not consumed.
    • Restores Guard.
  • Long Rest
    • Requires each individual to consume food and water.
    • Restores Guard and Grit. Removes 1 strain. Removes 1 fatigue, or 1 Flesh Wound if no Fatigue.
    • works toward removing serious wounds if no fatigue or flesh wounds
  • when you restore guard or grit, mark 1 strain and roll 1d6 (+2 if Hard to Kill). If this restores more guard or grit than you need, don't mark strain (restore guard, with chance for free heal, then restore grit with chance of free heal). keep healing until you're done
  • if you have strain = 10 + Con, then instead of strain gain fatigue
  • armor restores without applying strain
  • any reason to distinguish between fatigue and flesh wound? flesh wound is harder to heal?
  • if you reach 10 + Con serious wounds, you die
  • if you reach 20 + (2 x Con) serious wounds, flesh wounds, and other fatigue, you die
  • when you take direct damage (bypassing armor, guard, and grit), you can't suffer a mortal wound (including dead adventurer walking, but allowing bleeding out fast / slow) unless ??? (no hp?)

Exploration

Psionics

Rewards

- xp costs plateau around 5th or 6th? (1st 0k -> 2nd 2k -> 3rd 4k -> 4th 8k -> 5th 16k -> 6th 32 k) - sorcery: components, formulae, scrap - theurgy: relics, divine bonds, favors - mighty deeds: weapon techniques, trophies - rogues: bragging rights - contacts, friends, favors, Companions - reputations, titles, domains - completed vows - backgrounds - renown for projects