MAKING A CHARACTER
Choose a skill to master, one to be Skilled in, and one to be proficient in.
Choose 3 Innate Skills you want to be "trained" in.
Choose a weapon to be proficient and one to be trained in.
Choose a home world
Choose a job on your ship
Computing (Computer software usage, creation, and hacking. Computer component understanding)
Piloting (Piloting small and larger vessels)
Ship Maintenance (Repairing of ship larger components such as engines)
Gear Maintenance (Repairing of smaller gear like Guns, computers, and space suits)
First Aid (Treating of illnesses, wounds, and preventing of death in general excluding bullets)
Surgery (Requires First Aid and Medic)
Weapons Systems (Can control ship wepaons with ease)
Robotics (Can operate, create, and understand robotic software and hardware)
Machine usage (Can use smaller machines effectively like EVA transports, drills, explosive mining tanks, mechanical devices, beacons, sensors, etc...)
Chemistry and Physics (You understand physics, can predict courses without computing and can create chemicals while also understanding the properties of other chemical compositions)
- Innate Skills:
Weapon martial arts (martial arts with swords or spears (rare))
Martial arts (Karate and shit)
Assault Rifles (Includes all automatic rifles and SMGs Bonus at medium range)
Rifles (Single shot rifles, often with a larger caliber. Negative in close range, Bonus at long range)
Shotguns (Excellent at close range. Terrible at long Range)
Pistols (Pop, pop, pop, watchin mutha fuckas drop. Negative at mid and terrible at long. Concealable.)
Heavy Weapons (Includes most MGs and rockets.)
Explosive (Includes all stationary bombs and grenades.)
RI: Range Increment +1 Difficulty dice per RI past the first
BR:Blast Radius Effective range of max damage damage halved at double range.
TP: Transaction points (Gold Pieces)
Pistol: TP:400 DMG:4 RI: 10m
Rifle: TP:1000 DMG:8 RI: 150m +1 Difficulty if below 10m
Assault Rifle: TP:1000 DMG: 6 RI: 75m Three shots
Shotgun: TP:800 DMG:10 RI: 20m -1 DMG per RI past first
Heavy MG: TP:1600 DMG: 6 RI: 75m
Rocket Launcher: TP:2400 DMG: Ammo Dependant RI: Ammo Dependant
Blasting Liquid: TP:400 per can (1-4 uses) DMG: 50 RI: Touch BR: Touch
Asteroid breaker: TP:2000 DMG: 200 RI: Touch BR: 20m
ALL OTHER GEAR AS PRICED
ARMOR gains an DR value equal to its AC bonus.
Earth: You are physically stronger than any non earther and are often good at Deliberation between people. You are often more trusting of other people due to the communal lives of the people of Earth. (You will often be discriminated against out on the belt)
(HP 12 +1 Dice on Conversation, Athletics or Endurance +1 Difficulty Dice on Insight)
Mars: You are more intellectual, having been born into a society built on the backs of the greatest scientists and are often very effective at reading people compared to Earthers and Belters. (you will be disliked on the belt but more trusted than an Earther)
(HP 10 +1 dice on Insight and Knowledge. +1 Difficulty dice on Endurance)
Belter: You were born out on one of the moons or in a space station in the belt. Gravity is harsh to you but you've adapted to being able to spot things that others couldn't see in the blackness of space. You are also adept at conversation since it is one of the few ways to pass the time. You may choose an extra skill to be proficient in.
(HP 8. +1 Dice on Perception, Conversation, and Acrobatics. +1 Difficulty Dice on Athletics and Endurance)
Earth Government: Earth is primarily owned by mega corporations that own large sections of land they use to fund their corporate empires. The only official government is the One World Governance that looks over both Earth and the Moon. The OWG has a great deal of naval power and is only rivaled by the smaller but more advanced Martian fleet. Earth will often enforce Corporate efforts with their navy in order to protect profits and property.
Mars Government: Mars is run by a government heavy Socialist government. Its people are united strongly under their desire to turn Mars into a paradise like Earth. The government still relies on Earth for some things but has learned to flex its muscles against the Corporations of Earth. For the past century Earth and Mars have been fighting a Cold War of Technology that Mars has the edge on.
Belter Government: Each station has its own local government that works with whatever Corporation that technically owns it. The people are often seen as something similar to property. Most stations don't have any form of legitimate police force and are often kept in order by private security corporations. Many belters that serve earth corps as cops are often hated more than earthers.
Captain (You are the face of the party and make the decisions. Bonus to talking to other captains and contractors)
Weaponeer (2x) (Bonus against boarding Vessels in ship combat)
Hauler (4x) (Bonus with moving in Zero G and Machine Usage)
Maintenance (4x) (choose: Get a bonus on ship or gear Maintenance)
Computer Engineer (Get a bonus to computing or Gear Maintenance)
Pilot (Choose: Bonus ti combat or non-combat maneuvering)
Medic (Can perform Surgery and treat long term illnesses)
Scientist (Bonus to Robotics or Physics and Chem)
Security (2x) (Gain an extra Weapon Proficiency)
Prospector (2x) (Gain bonus to spotting irregularities in radar and spotting other abnormalities)
- How it works:
So for the most part the game will be held over the forum and hopefully moved to Roll20 at some point if it lasts long enough for me to move back to the US. Might do it while here as well but that's rather tricky
When talking with another player it is suggested whoever started the conversation to post the entire conversation as their post. this means that you will type it out in steam or talk it out in mumble. This isn't necessary or important, just encouraged for the sake of not overflowing the thing with one sentence posts.
Secondly whenever someone makes a skill check they will roll on the following dice sight and just tell us the outcome, I trust you.
You will always roll a base of 1 green and 1 purple. Green is a normal dice and purple is a negative dice.
Trained: +1 Dice
Proficient: +2 Dice
Skilled: +3 Dice
Master: +4 Dice
Consult the table below to understand the symbols.
Each mark of success makes your skill check better or deal more damage if fighting (1 more damage per extra success)
Advantage gives you some form of luck from the outcome, whether you failed or not.
Each Failure makes the skill worse
Threat brings some form of bad luck. Don't worry about Triumph and Despair.
As for determining the difficulty of a test, I will describe it in a post, but if you choose to make an action without waiting for me to post then try to follow these basic guidlines. (Ippy... make better guidlines for me)
Consider the complexity of the task. Is it something your character would truly be used to?
In regards to ships, is it a ship size you understand or ship components of a familiar origin and size (Homeworld for familiarity)?
For guns use the range and add a negative die for each range increment.
In regards to any skill you should really think about how a person would go about doing that and how difficult it might be.
Easy: no dice added
Normal: +1 negative dice
Hard: +2 negative dice
Difficult: +3 negative dice
Absurdly difficult: +5 negative dice
Impossible: +7 negative dice
More to come
Last edited by LokiLeader on Sun Feb 26, 2017 7:39 pm; edited 5 times in total