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**THIS GAME IS INVITE ONLY**
(Thank you for your consideration and understanding.)
It is the distant future. Humanity struggled through horrible wars and near catastrophic events as Earth's resources ran to near completion. Then a miracle in science occurred, hypercore technology, the capability to move at faster than light (FTL) speed. A brave new race of humans reached for the stars. Mars was colonized and its vital resources provided a lifeline to the populace of Earth. Some moons of Jupiter soon followed the terraforming process. Still, this was not enough. And so the first ships were sent beyond the Sol system to colonize the great beyond.
First Contact.
A privately contracted ship, the Muse, arrives at a Centauri colony world of New Eden, and Sol Outpost #31. The ship never returns. Follow up crews discover the ship's wreckage and a small handful of survivors on the tundra surface of the planet, who tell of an insidious alien enemy. The Tentak race is labeled a threat against humanity. Reacting to the news, the Earth and Mars governments form the Sol Federation Navy and charge it with vigilance and protection of humanity against alien threats.
Over the course of centuries, the Sol Federation expands into a far reaching network of habitable worlds. Joining the Sol system are Centauri, Eridani, New Athens, New Sparta, New America, New Europa, New Asia, New Oceania, New Antarctica, and New Olympia. Throughout these mass colonizations, less developed, sentient races are discovered and brought under the banner of the Federation. Among them are the Vulpar (a race of fox-like bipeds), the Cerulean (a small, quick blue skinned race of humanoids), and the Grax, (a large, four armed bipedal race with natural strength, stony skin, and generally simple minded).
A fourth race, the Xaloxians (gray or white skinned humanoids with elfin features and an almost universally dominant, aggressive disposition) are encountered. This time, it is a race of war-like space farers, whose military might is on par with the Federation. The Xaloxian Empire lays claim to Federation border worlds, accuses humanity of transgression, and galactic war ensues, lasting generations.
Cloning technology is discovered. The process is labor intensive, and comes with a flaw - for the clone body to survive beyond decanting, it requires more than just the neurological mapping of its original body. Clones can only be used upon the death of the original, leading to renewed religious debate about the existence and necessity of a soul.
Every personnel in the Federation Navy is issued clone backups. Humanity is able to face death in battle with more fearless resolve. Troops die, only to have the same warriors decant in a cloned body with the same sense of identity. The Xaloxians are thrown on the backfoot, and lose several key worlds before they too discover the technology.
The Zardek Matriarchy arrives. An insectoid race bent on massive expansion strikes against both the Federation and the Empire. Temporary truce is called as both sides turn to face this new threat.
The Greater Threat.
Amidst the horror of war, the nearly forgotten Tentak race emerges. A Zardek hive world is consumed when its queen is corrupted into a monstrosity. The corrupted hive spreads to the disputed systems where it infects all three major powers. Entire systems are quarantined, but it is not enough. The Tentaks threaten all life.
War rages on, within and without. This is the Dark Frontier.
*****************************************
This will be a Sci Fi ERP using a simple homebrew system. Players will represent human characters that are part of a Federation Navy Starship. The emphasis will be on the story and less on the stats, but there will be a conflict resolution system using dice.
-----------------Playable Races-------------------
Human: Base HP 4, Target # = 8, Base Speed 3.
Racial Ability: Willpower. When using a professional specialty (Pilots piloting, Marines firing a standard issue weapon, etc...) humans may reroll one or both dice once and keep the second result. (Normally, other species can only reroll one die when making professional rerolls.)
Vulpar: Base HP 6, Target # = 7, Base Speed 3*
Racial Ability: Scramble. When not holding any weapons, Vulpar may move at double base speed.
Racial Ability: Sly. Vulpar are culturally inclined toward using cunning ruses. They gain a +1 bonus to all rolls involving deception.
Cerulean: Base HP: 4, Target # = 8, Base Speed 3
Racial Ability: Electric. Ceruleans consume power rather than food. As long as they are able to feed, they may, once between meals, discharge an electrical blast through touch, dealing 1d6-1 points of electric damage.
-----------Non Playable Races--------------
Grax: Base HP 8, Target # = 7, Base Speed 4
Racial Ability: 4 hands. Grax may hold up to four items/weapons at a time.
Racial Ability: Rock Skin. Grax minus 1d6 from all attack damage made against them.
Racial Penalty: Slow Thought Process. Grax cannot have a Starting Rating in Piloting or Science above 1, and they must spend double experience points to raise these ratings. They receive an -1 penalty to any knowledge based roll.
Xaloxian: Base HP 4, Target # = 8, Base Speed 4 (6)
Racial Ability: Adrenal Charge. Xaloxians increase their speed to six if the extra movement would bring them into close quarters combat with an enemy.
Racial Ability: Aggressive. Xaloxians deal one extra damage with personal weapons (hand to hand or standard fire weapons.)
Zardek (Male): Base HP 3, Target # = 9, Base Speed 5.
Racial Ability: Carapace. Zardek -2 from all incoming physical and energy based damage.
Tentak (Crawler): Base HP 2, Target # = 9, Base Speed 6.
Racial Ability: Neurospore. All Tentak can expel a viscous liquid filled with neurospores, which attack a victim's mind. Contact with the spore fluid requires a Strength check every turn until contact is removed against a target # 9. Failure means the spores have moved into the victim's system. This check is not needed if the fluid is injected into the victim through use of a needle, or if it is swallowed or inserted into a bodily orifice. Every turn thereafter, the victim makes a Willpower check, Target #9. Once this check is failed, the victim becomes debilitated by the need for immediate sexual gratification. The victim then makes a Willpower check every round at Target #7. A minus 3 penalty is applied if the victim has orgasmed during the same round. Failing this second test means the effective end of the victim's life. They are now an assimilated Tentak and may be turned into a Tentak mutant. So long as the resulting mutant is alive, the victim's clone may not activate.
Tentak (Mutant): Base HP ~5, Target # (based on assimilated victim), Base Speed ~5.
Racial Ability: Neurospore (see above).
Racial Ability: Resilient. Every die of damage received may be rerolled at the Tentak's discretion. The second result stands no matter what.
---------------------------------------------------
Character Creation
1) Choose a Name
2) Choose a Race
3) Choose a Gender
4) Choose a Profession
-Pilot
-Marine
-Science Officer
-Medical Officer
-Engineer
-Communications Officer (Diplomat)
-Psion (Known as Empaths in the Federation)
5) Assign Stats
Stats - There will be eight attributes, and Combat is further split into four subsections. They are as follows:
Strength (Adds to HP, Adds to Melee and Brawl Damage)
Reflexes (Adds to defense, adds to ranged damage, used for Piloting)
Combat
--Brawl (Grappling, Striking -- Max Damage per hit is = Strength)
--Melee (Hand held weapons)
--Ranged (Sidearms and other hand held projectile weapons)
--Gunnery (Ship and vehicular weaponry)
Science (Used for Scanning actions, operating Scientific stations such as the Hyperdrive, Teleporter, and basic science knowledge)
Medicine (Used for healing injuries, treating disease, and surgery.)
Engineering (Used for maintenance and transferal of ship power, damage control, repairing, and programming.)
Diplomacy (Used for improving disposition, convincing, bluffing, intimidating, and charming others.)
Psyche (Resistance to non-physical attacks, reducing adverse environmental effects, key attribute for Psionics).
You will be given a choice of one of five starting sets of rankings, and will then assign each number to one of the 8 major stats.
Set A -- (4, 2, 1, 0, 0, 0, 0, 0)
Set B -- (4, 1, 1, 1, 1, 0, 0, 0)
Set C -- (3, 3, 1, 1, 0, 0, 0, 0)
Set D -- (3, 2, 2, 1, 1, 0, 0, 0)
Set E -- (2, 2, 2, 2, 2, 1, 0, 0)
The number you assign to the Combat stat is divided among the subcategories. If you are the Marine Profession, you get a bonus 2 points to assign to combat sub categories.
6) Choose Special Traits (2 at the start) *****Still clarifying, adding to, and designing this section*****
7) Receive starting equipment based on profession:
Pilot - Uniform (Yellow and white), Blast Pistol, Tool Kit
Engineer - Uniform (Blue and white), Blast Pistol, Tool Kit
Scientist - Uniform (Green and white), Stun Gun, Personal Scanner
Medical Officer - Uniform (Teal and white), Stun Gun, Medkit
Logistics Personnel - Uniform (Brown and white), Blast Pistol, cookbook.
Diplomat - Uniform (Purple and White), Stun Gun, Personal Scanner
Marine - Uniform (Red and White), [Blast Pistol, Combat Knife, One Grenade (Stun or EMP)] OR [Blast Rifle and Combat Knife]
Psion - Uniform (Grey and White), Stun Gun, Combat Knife
***
Starting equipment stats:
Fists, brawl, damage 1d6 (but max damage = Strength) (Also counts as blunt damage, which KOs opponent unless they are dealt twice the amount of damage it would take to normally KO them (Max HP*2))
Combat Knife, melee, damage = 1d6
Blast Pistol, ranged, energized, damage = 2d6-2
Blast Rifle, ranged, energized, damage = 2d6-1. (Special: The Blast Rifle may be fired twice per round. This still counts as a second action (incurring a -3 penalty).
Stun Gun, ranged, energized, damage special. (A character hit by a stun gun, must succeed a Psyche roll at target # = 11 or become incapacitated for 3 rounds.)
Grenade (EMP), thrown, energized, deals 2d6-distance from blast "damage". If any damage is received, all energized equipment is broken, all cybernetic enhancement's bonuses become penalties, and all bots will shut down unless EMP shielded. No effect on ship modules.
Grenade (Stun), thrown, energized, deals 2d6-distance from blast "damage." If any damage is received, victims make a Psyche roll at Target # 11, failure means they are incapacitated for 3 rounds.)
Body Armor, worn, reduce incoming damage by one.
Personal Scanner, acts like a mini ship scanner. Using Science skill with a difficulty equal to the range from the target in question, a successful user may ask a "Yes or No" question of the GM, pertaining to the object and question and within the limits of common sense. (GM's decision on what is an appropriate question is final.)
Toolkit, allows for ship, bot, and equipment repair, using Engineering skill.
Medkit, allows for medical treatment, using Medical skill.
Cookbook, "How to Serve Humans"
(Thank you for your consideration and understanding.)
It is the distant future. Humanity struggled through horrible wars and near catastrophic events as Earth's resources ran to near completion. Then a miracle in science occurred, hypercore technology, the capability to move at faster than light (FTL) speed. A brave new race of humans reached for the stars. Mars was colonized and its vital resources provided a lifeline to the populace of Earth. Some moons of Jupiter soon followed the terraforming process. Still, this was not enough. And so the first ships were sent beyond the Sol system to colonize the great beyond.
First Contact.
A privately contracted ship, the Muse, arrives at a Centauri colony world of New Eden, and Sol Outpost #31. The ship never returns. Follow up crews discover the ship's wreckage and a small handful of survivors on the tundra surface of the planet, who tell of an insidious alien enemy. The Tentak race is labeled a threat against humanity. Reacting to the news, the Earth and Mars governments form the Sol Federation Navy and charge it with vigilance and protection of humanity against alien threats.
Over the course of centuries, the Sol Federation expands into a far reaching network of habitable worlds. Joining the Sol system are Centauri, Eridani, New Athens, New Sparta, New America, New Europa, New Asia, New Oceania, New Antarctica, and New Olympia. Throughout these mass colonizations, less developed, sentient races are discovered and brought under the banner of the Federation. Among them are the Vulpar (a race of fox-like bipeds), the Cerulean (a small, quick blue skinned race of humanoids), and the Grax, (a large, four armed bipedal race with natural strength, stony skin, and generally simple minded).
A fourth race, the Xaloxians (gray or white skinned humanoids with elfin features and an almost universally dominant, aggressive disposition) are encountered. This time, it is a race of war-like space farers, whose military might is on par with the Federation. The Xaloxian Empire lays claim to Federation border worlds, accuses humanity of transgression, and galactic war ensues, lasting generations.
Cloning technology is discovered. The process is labor intensive, and comes with a flaw - for the clone body to survive beyond decanting, it requires more than just the neurological mapping of its original body. Clones can only be used upon the death of the original, leading to renewed religious debate about the existence and necessity of a soul.
Every personnel in the Federation Navy is issued clone backups. Humanity is able to face death in battle with more fearless resolve. Troops die, only to have the same warriors decant in a cloned body with the same sense of identity. The Xaloxians are thrown on the backfoot, and lose several key worlds before they too discover the technology.
The Zardek Matriarchy arrives. An insectoid race bent on massive expansion strikes against both the Federation and the Empire. Temporary truce is called as both sides turn to face this new threat.
The Greater Threat.
Amidst the horror of war, the nearly forgotten Tentak race emerges. A Zardek hive world is consumed when its queen is corrupted into a monstrosity. The corrupted hive spreads to the disputed systems where it infects all three major powers. Entire systems are quarantined, but it is not enough. The Tentaks threaten all life.
War rages on, within and without. This is the Dark Frontier.
*****************************************
This will be a Sci Fi ERP using a simple homebrew system. Players will represent human characters that are part of a Federation Navy Starship. The emphasis will be on the story and less on the stats, but there will be a conflict resolution system using dice.
-----------------Playable Races-------------------
Human: Base HP 4, Target # = 8, Base Speed 3.
Racial Ability: Willpower. When using a professional specialty (Pilots piloting, Marines firing a standard issue weapon, etc...) humans may reroll one or both dice once and keep the second result. (Normally, other species can only reroll one die when making professional rerolls.)
Vulpar: Base HP 6, Target # = 7, Base Speed 3*
Racial Ability: Scramble. When not holding any weapons, Vulpar may move at double base speed.
Racial Ability: Sly. Vulpar are culturally inclined toward using cunning ruses. They gain a +1 bonus to all rolls involving deception.
Cerulean: Base HP: 4, Target # = 8, Base Speed 3
Racial Ability: Electric. Ceruleans consume power rather than food. As long as they are able to feed, they may, once between meals, discharge an electrical blast through touch, dealing 1d6-1 points of electric damage.
-----------Non Playable Races--------------
Grax: Base HP 8, Target # = 7, Base Speed 4
Racial Ability: 4 hands. Grax may hold up to four items/weapons at a time.
Racial Ability: Rock Skin. Grax minus 1d6 from all attack damage made against them.
Racial Penalty: Slow Thought Process. Grax cannot have a Starting Rating in Piloting or Science above 1, and they must spend double experience points to raise these ratings. They receive an -1 penalty to any knowledge based roll.
Xaloxian: Base HP 4, Target # = 8, Base Speed 4 (6)
Racial Ability: Adrenal Charge. Xaloxians increase their speed to six if the extra movement would bring them into close quarters combat with an enemy.
Racial Ability: Aggressive. Xaloxians deal one extra damage with personal weapons (hand to hand or standard fire weapons.)
Zardek (Male): Base HP 3, Target # = 9, Base Speed 5.
Racial Ability: Carapace. Zardek -2 from all incoming physical and energy based damage.
Tentak (Crawler): Base HP 2, Target # = 9, Base Speed 6.
Racial Ability: Neurospore. All Tentak can expel a viscous liquid filled with neurospores, which attack a victim's mind. Contact with the spore fluid requires a Strength check every turn until contact is removed against a target # 9. Failure means the spores have moved into the victim's system. This check is not needed if the fluid is injected into the victim through use of a needle, or if it is swallowed or inserted into a bodily orifice. Every turn thereafter, the victim makes a Willpower check, Target #9. Once this check is failed, the victim becomes debilitated by the need for immediate sexual gratification. The victim then makes a Willpower check every round at Target #7. A minus 3 penalty is applied if the victim has orgasmed during the same round. Failing this second test means the effective end of the victim's life. They are now an assimilated Tentak and may be turned into a Tentak mutant. So long as the resulting mutant is alive, the victim's clone may not activate.
Tentak (Mutant): Base HP ~5, Target # (based on assimilated victim), Base Speed ~5.
Racial Ability: Neurospore (see above).
Racial Ability: Resilient. Every die of damage received may be rerolled at the Tentak's discretion. The second result stands no matter what.
---------------------------------------------------
Character Creation
1) Choose a Name
2) Choose a Race
3) Choose a Gender
4) Choose a Profession
-Pilot
-Marine
-Science Officer
-Medical Officer
-Engineer
-Communications Officer (Diplomat)
-Psion (Known as Empaths in the Federation)
5) Assign Stats
Stats - There will be eight attributes, and Combat is further split into four subsections. They are as follows:
Strength (Adds to HP, Adds to Melee and Brawl Damage)
Reflexes (Adds to defense, adds to ranged damage, used for Piloting)
Combat
--Brawl (Grappling, Striking -- Max Damage per hit is = Strength)
--Melee (Hand held weapons)
--Ranged (Sidearms and other hand held projectile weapons)
--Gunnery (Ship and vehicular weaponry)
Science (Used for Scanning actions, operating Scientific stations such as the Hyperdrive, Teleporter, and basic science knowledge)
Medicine (Used for healing injuries, treating disease, and surgery.)
Engineering (Used for maintenance and transferal of ship power, damage control, repairing, and programming.)
Diplomacy (Used for improving disposition, convincing, bluffing, intimidating, and charming others.)
Psyche (Resistance to non-physical attacks, reducing adverse environmental effects, key attribute for Psionics).
You will be given a choice of one of five starting sets of rankings, and will then assign each number to one of the 8 major stats.
Set A -- (4, 2, 1, 0, 0, 0, 0, 0)
Set B -- (4, 1, 1, 1, 1, 0, 0, 0)
Set C -- (3, 3, 1, 1, 0, 0, 0, 0)
Set D -- (3, 2, 2, 1, 1, 0, 0, 0)
Set E -- (2, 2, 2, 2, 2, 1, 0, 0)
The number you assign to the Combat stat is divided among the subcategories. If you are the Marine Profession, you get a bonus 2 points to assign to combat sub categories.
6) Choose Special Traits (2 at the start) *****Still clarifying, adding to, and designing this section*****
Agile - Add 1 to your target # (makes you harder to hit)
Battle Frenzy - Free attack actions
Boarding Combat Trained - May choose to damage or avoid damaging ship systems while firing.
Bot Specialist - Reroll damage against bots, may upgrade friendy bots.
Breath-taking - Your good looks give you a +2 to Diplomacy rolls when trying to seduce.
Braced - reroll damage vs internal hits
Brutal - may reroll damage dice you deal in brawl or melee combat
Cautious - may reroll an enemies attack roll when you are behind cover
Charging Strike - Free attack at the end of movement
Charming and Witty - You may reroll Diplomacy rolls when manipulating others through wordplay.
Connections - Gain extra wealth between missions and gain a bonus when using diplomacy to requisition specialist equipment.
Deathly Resolve - May continue to act while HP at 0 or less.
Deadly Strikes - Brawl damage has a chance to deal lethal damage. Successful strike forces a Strength or Reflexes (Target #8) check by opponent. Failure inflicts an additional 1d6 of unpreventable damage.
Dirty Fighter - Target you wound in Brawl or Melee takes -3 on further actions.
Energy Deflection (Psion) - May deflect incoming fire with an energy blade.
Energy Swordsman - may use Energy Blades safely and effectively.
Engine Specialist - may reroll when conducting power transferals or repairing engines.
Enraged - +2 to combat skills when severely wounded.
Escape Artist - Bonus on reflexes roll to escape bindings or grapples.
Famous - Bonus +2 to Diplomacy in situations where your fame work in your favor.
Fast Healer - Double the amount you are healed by Medical treatment.
Fast Learner - +10% to Experience rewards.
Fortunate - may spend 2 luck to nudge up the results of a roll
Grenadier - rerolls on hurling, intercepting, or vs effects
Healer - Double the successes in your Medical Treatment attempts.
Helpful - May use your Luck for others.
Jack of All Trades - May gain one reroll in every professional task, once per mission.
Jet-Pack Trained - +3 Piloting skill for jet pack rolls.
Jury Rigger - can use the function of a broken system without repairing it. (but not a destroyed system)
Laser Cannon Specialist - reroll when using Laser Cannons.
Lucky - Add 3 to your Luck stat.
Missile Expert - Efficient loading methods allows missiles to be fired at double rate.
Mobile - Add one to your Speed.
Multi barrel Expert - may fire two shots per phase
Nimble - May take an extra action per round at a -3 penalty.
Overloader - May use a different system's power level to fire ship's guns.
Patient - may spend rounds to prepare a bonus for your roll.
Powerslider - combine turn and speed change maneuvers
Quick on the Draw - +3 to quickdraw and one less penalty
Reactive - Free Ram or Dodge per phase.
Resourceful - May use the second highest of Medicine, Science, or Engineering as your value in any other skill (but with no professional bonuses) **Limit: Highest Rank among these three skills is the # of times this trait may be used per mission**
Self Defense Trained - +3 to Target # against Brawl attacks, and Melee attacks if also armed with a melee weapon.
Sharpshooting Gunner - Reroll hit allocation rolls when targeting enemy ships.
Shock Trooper - Free Overwatch action.
Sniper - Reroll an attack roll, if you spend a turn to prepare your shot.
Spacelegs - Reduce penalty to actions when ship is Out of Control.
Speed Demon - rerolls on accelleration and deceleration rolls.
Stunner Expert - target rerolls Willpower check vs Stun.
Sturdy - Add 3 to your HP.
Tinkerer - May make two free upgrades to the ship each mission (giving bonuses to anyone using the upgraded systems).
Tough - Reroll any Strength or Willpower checks.
Trampler - May make a move-through attack, going past an opponent's position.
Tricks of the Trade (Engineer) - May Dump Trash (potentially destroy incoming missiles about to hit), Focus Sensors (give temporary bonus to all systems), or Vent Plasma (help stabiize the ship). Once each per combat encounter.
Turn-taker - Reroll Piloting rolls when taking turns or attempting a sideslip maneuver.
Unarmed Combatant - Brawl damage is no longer limited by Strength.
Unsinkable - May use up to your Luck Value in extra rerolls for rolling on hull tests to prevent your ship from exploding in a combat encounter.
Xolaxian Fighter - Attack with two weapons with less penalty.
Zone Controller - May make a free Brawl or Melee attack on an opponent leaving an adjacent square (ie: attempting to disengage).
Battle Frenzy - Free attack actions
Boarding Combat Trained - May choose to damage or avoid damaging ship systems while firing.
Bot Specialist - Reroll damage against bots, may upgrade friendy bots.
Breath-taking - Your good looks give you a +2 to Diplomacy rolls when trying to seduce.
Braced - reroll damage vs internal hits
Brutal - may reroll damage dice you deal in brawl or melee combat
Cautious - may reroll an enemies attack roll when you are behind cover
Charging Strike - Free attack at the end of movement
Charming and Witty - You may reroll Diplomacy rolls when manipulating others through wordplay.
Connections - Gain extra wealth between missions and gain a bonus when using diplomacy to requisition specialist equipment.
Deathly Resolve - May continue to act while HP at 0 or less.
Deadly Strikes - Brawl damage has a chance to deal lethal damage. Successful strike forces a Strength or Reflexes (Target #8) check by opponent. Failure inflicts an additional 1d6 of unpreventable damage.
Dirty Fighter - Target you wound in Brawl or Melee takes -3 on further actions.
Energy Deflection (Psion) - May deflect incoming fire with an energy blade.
Energy Swordsman - may use Energy Blades safely and effectively.
Engine Specialist - may reroll when conducting power transferals or repairing engines.
Enraged - +2 to combat skills when severely wounded.
Escape Artist - Bonus on reflexes roll to escape bindings or grapples.
Famous - Bonus +2 to Diplomacy in situations where your fame work in your favor.
Fast Healer - Double the amount you are healed by Medical treatment.
Fast Learner - +10% to Experience rewards.
Fortunate - may spend 2 luck to nudge up the results of a roll
Grenadier - rerolls on hurling, intercepting, or vs effects
Healer - Double the successes in your Medical Treatment attempts.
Helpful - May use your Luck for others.
Jack of All Trades - May gain one reroll in every professional task, once per mission.
Jet-Pack Trained - +3 Piloting skill for jet pack rolls.
Jury Rigger - can use the function of a broken system without repairing it. (but not a destroyed system)
Laser Cannon Specialist - reroll when using Laser Cannons.
Lucky - Add 3 to your Luck stat.
Missile Expert - Efficient loading methods allows missiles to be fired at double rate.
Mobile - Add one to your Speed.
Multi barrel Expert - may fire two shots per phase
Nimble - May take an extra action per round at a -3 penalty.
Overloader - May use a different system's power level to fire ship's guns.
Patient - may spend rounds to prepare a bonus for your roll.
Powerslider - combine turn and speed change maneuvers
Quick on the Draw - +3 to quickdraw and one less penalty
Reactive - Free Ram or Dodge per phase.
Resourceful - May use the second highest of Medicine, Science, or Engineering as your value in any other skill (but with no professional bonuses) **Limit: Highest Rank among these three skills is the # of times this trait may be used per mission**
Self Defense Trained - +3 to Target # against Brawl attacks, and Melee attacks if also armed with a melee weapon.
Sharpshooting Gunner - Reroll hit allocation rolls when targeting enemy ships.
Shock Trooper - Free Overwatch action.
Sniper - Reroll an attack roll, if you spend a turn to prepare your shot.
Spacelegs - Reduce penalty to actions when ship is Out of Control.
Speed Demon - rerolls on accelleration and deceleration rolls.
Stunner Expert - target rerolls Willpower check vs Stun.
Sturdy - Add 3 to your HP.
Tinkerer - May make two free upgrades to the ship each mission (giving bonuses to anyone using the upgraded systems).
Tough - Reroll any Strength or Willpower checks.
Trampler - May make a move-through attack, going past an opponent's position.
Tricks of the Trade (Engineer) - May Dump Trash (potentially destroy incoming missiles about to hit), Focus Sensors (give temporary bonus to all systems), or Vent Plasma (help stabiize the ship). Once each per combat encounter.
Turn-taker - Reroll Piloting rolls when taking turns or attempting a sideslip maneuver.
Unarmed Combatant - Brawl damage is no longer limited by Strength.
Unsinkable - May use up to your Luck Value in extra rerolls for rolling on hull tests to prevent your ship from exploding in a combat encounter.
Xolaxian Fighter - Attack with two weapons with less penalty.
Zone Controller - May make a free Brawl or Melee attack on an opponent leaving an adjacent square (ie: attempting to disengage).
7) Receive starting equipment based on profession:
Pilot - Uniform (Yellow and white), Blast Pistol, Tool Kit
Engineer - Uniform (Blue and white), Blast Pistol, Tool Kit
Scientist - Uniform (Green and white), Stun Gun, Personal Scanner
Medical Officer - Uniform (Teal and white), Stun Gun, Medkit
Logistics Personnel - Uniform (Brown and white), Blast Pistol, cookbook.
Diplomat - Uniform (Purple and White), Stun Gun, Personal Scanner
Marine - Uniform (Red and White), [Blast Pistol, Combat Knife, One Grenade (Stun or EMP)] OR [Blast Rifle and Combat Knife]
Psion - Uniform (Grey and White), Stun Gun, Combat Knife
***
Starting equipment stats:
Fists, brawl, damage 1d6 (but max damage = Strength) (Also counts as blunt damage, which KOs opponent unless they are dealt twice the amount of damage it would take to normally KO them (Max HP*2))
Combat Knife, melee, damage = 1d6
Blast Pistol, ranged, energized, damage = 2d6-2
Blast Rifle, ranged, energized, damage = 2d6-1. (Special: The Blast Rifle may be fired twice per round. This still counts as a second action (incurring a -3 penalty).
Stun Gun, ranged, energized, damage special. (A character hit by a stun gun, must succeed a Psyche roll at target # = 11 or become incapacitated for 3 rounds.)
Grenade (EMP), thrown, energized, deals 2d6-distance from blast "damage". If any damage is received, all energized equipment is broken, all cybernetic enhancement's bonuses become penalties, and all bots will shut down unless EMP shielded. No effect on ship modules.
Grenade (Stun), thrown, energized, deals 2d6-distance from blast "damage." If any damage is received, victims make a Psyche roll at Target # 11, failure means they are incapacitated for 3 rounds.)
Body Armor, worn, reduce incoming damage by one.
Personal Scanner, acts like a mini ship scanner. Using Science skill with a difficulty equal to the range from the target in question, a successful user may ask a "Yes or No" question of the GM, pertaining to the object and question and within the limits of common sense. (GM's decision on what is an appropriate question is final.)
Toolkit, allows for ship, bot, and equipment repair, using Engineering skill.
Medkit, allows for medical treatment, using Medical skill.
Cookbook, "How to Serve Humans"
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