Valgrymr's Near Future SciFi Extravaganza


Play-by-Post Discussion


Male Efreeti, advanced manthing 45HD

hehe couldn't resist a pretentious title hehe.


Male Efreeti, advanced manthing 45HD

formulas:
Melee
PP+wps= attack dicepool - vs - Complication+evasion=Damage Pool
Example: Bob shoots at Sam at short range
Bob has PP characteristic 2 dice and 3 dice weapon skill 5 dice total
roll 5 d10
Sam trying not to get shot, moving but in the open.
in the open, no armor, no range modifier; complication 5
Any roll of 5 or more is a success on any of Bob's dice roll of 5 d10 will hit Sam.

The damage is per weapon; so if an Assault Pistol Physical; ie a bullet
Damage 6 for each Success.
Sam is not a warrior; so his evasion is half his PP in Dice rounded up.
Sam rolls his one die vs the strength of the weapon; and can remove a damage pip if successful.

Armor:
Armor works as a defense; if your weapon is str 6 and the defense is str 7; you do no damage. If there is a tie; ie str 6 attack vs str 7 armor defense; then it is roll vs roll vs number of successes; sometimes the attack may win; sometimes the armor will block.

Weapons and Armor are rating by damage type; Physical; like a lead bullet; steel sword and the like. The normal damage type is Energy; ie a LASER or other beam weapon like various accelarated particles or whatnot.

Each weapon and armor type is rated either Physical or Energy and the defense must be rated for the attack type. Most armors give some protection against both; but some older or cheaper styles do not.

Various weapons, ammo, and armor are controlled by law and local governments; so without special liscensing; a person cannot walk around earth in Military Assault Armor and carrying and assault rifle.

A defense pistol, small cutter or bludgeon weapon is allowed most lawful places; the more on the rim or uncontrolled and area is; the more arms types are likely.


Male Efreeti, advanced manthing 45HD

My email is: Valgrymr@gmail.com
Please send any game emails with Subject: Val's Scifi so I know to read it.

Please send me your email if you wish to recieve game maps and the like.

Please post your characters on this thread; thanks.


Male Humanoid Lurker 1/ Nerd 1

To answer the question from the end of the last thread, I'm all for starting as a group. As for how we got the ship, I assumed we're just taker the Traveler method. You know, the crew took a loan out to buy the ship, and they go around selling scrap and such so the bank doesn't send a repo man to take it back.

Anyway, one question: Can I use some of those bonus secondary skills I get to buy one skill up to a higher competency? (Taking the same skill twice, basically) After all, I'm probably going to end up being the only person here with much in the way of personal combat ability, so I might as well be good with my pistol.


Male Efreeti, advanced manthing 45HD

yes; you may buy as skill several times if you wish; some have limits posted next to them; but the vast majority do not. A character may specialize in this way or be more general as they wish.

I am thinking to have one character inherit a ship of dubious value that might have shares sold on it and the like. This is dependant upon what kind of character we end up with as for how I start the game.

I am thinking to run a few small threads to get used to the game; then launch into the main theme.

I will try to post a good big on History of the expansion into the solar system and about some of the major corporations and like info to add some depth.


Thanks, I should be done with my sheet now.

EDIT: Wrote a background now.


Male Efreeti, advanced manthing 45HD

Looks great.

Adam background stuff:

Spoiler:

mobs are well known for having both mob banks and things of value besides earned income; hehe nobody pays taxes on favors.

As your sudden departure came upon you with little warning; you have 17 Kilocredits (17000) in the bank; but if you touch it; you know it will leave a trail and you know the mob is watching that stash.

you have an additonal 1,250 in untraceable credit notes and prepaid debit cards left after securing full trip to the Moons of Uranus - which is about as far as you can go and still have some civilization.

you have Springfield SA-X defense pistol (choose energy or physical; x would be E or P. This is your hideaway backup gun, ultraconcealable and will pass through most detectors. Pistol - 5 comp; damage 5/1 range 1/20'. You have a hideaway holster of your choice.

You have a Kalashnikov Virtol Assault Pistol. This is a monster of a gun and made for serious work. Assault Pistol - 6 comp; damage 6/2; *burst; 1/20'. For transport this has to be in a personal lock box and when worn is only semi concealable due to its bulky size.

You mananged to secure, from a friend, a SRS Armored EVO suit, with SRS Mark III rebreather (72 hours self contained airsupply)and one case (7 days) Combat Rations.

You have four modern earth entertainment packs; which you think might be valuable "out in the rings" but not so much on earth. You also have clandestinely transfers some items of property in Mob holdings "out in the rings" to you and named yourself manager of this equity. One is a share in a mining bar or tavern; 7% share; the other is some derelict transport; 15% share. You have two contacts you think will probably help you: Bigby Forsithe, the Brigidaire (retired Fleet Officer) - got himself into some serious gambling trouble and "the family" helped him out. He is some kind of prospector; trader; independant businessman. The other is Bugsy Baloney, the manager of the mining bar; he got in trouble with a troll and slapped her around; only to find out that it was some mid level bosses sister; so beat feet off planet. He has been out there for about 5 years. He was an aquaintance of yours; seemed ok, put prone to petty violence.


Male Efreeti, advanced manthing 45HD

Ok; have put in the wounding system and recovery stuff and am adding history background so you guys can get the overall theme down; timeline and stuff like that; am also writing some stuff on largest corporations that pc's are likely to have contact with. Hehe am gonna put in my own corporation mixed with a friends just for fun; Sumitomo-Reynolds Mining Group; hehe. Will try to get it posted tomorrow.

How is everyone elses characters coming along?


Male Efreeti, advanced manthing 45HD

Ok; the rulebook; whew:

Val’s Homebrew SCI_FI game rules:
The dice: d10 required or online generator for d10 dice. The dice are to test failure or success in the game and provide some randomness to events. Each roll of a d10 is compared against the success difficulty number; sometimes more than one success is required for an action to be completed. The natural roll of a 1 represents a botch and subtracts a die of success. A natural roll of a 10 represents a critical success with adds a d10 to the resultant making the generation of a number between 11&20 possible. If a botch and a critical success are rolled at the same time; the player may choose to forgo the additional critical die addition to cancel the botch or cancel another success and keep the high score of the critical success; whatever is most advantageous to the player in the situation.

The gm will set the Target Difficulty and # of Success’ needed to complete an activity; sometimes the target number of a difficulty and the number of success is set by direct competition with a NPC in a roll off style setting; but, typically the following list will be used.

An easy success requires a die roll of 5 or more
A moderate success requires a die roll of 6 or more
A difficult success requires a die roll of 7 or more
A hard success requires a die roll of 8 or more
An extreme success requires a die roll of 9 or more
An insane success requires a die roll of 10 or more

Some actions require more than one success and probably more than one round of action before it is completed.
A quick action requires one success
A routine action requires two or three successes.
A complicated action requires four or five successes
A complex action requires six or more successes.

Six Raw Characteristics are represented.
Physical Prowess: Raw muscle power, speed, and grace.
Physical Health: Toughness, stamina, and endurance.
Logic: Direct problem solving ability, likely sequence of events.
Creativity: Indirect problem solving, empathy.
Perception: ability to notice sensory input
Memory: ability to recall “like” situations

Each player starts with a number in each Characteristic. This number represents the number of d10 dice generated into a pool.
PP/PH 2/2
Lg/Cr 2/2
Pr/Me 2/2
Player characters have five additional dice they can divide between Characteristics to tailor their profile which might look like this example:

Pilot Bob
PP/PH 2/2
Lg/Cr 4/3
Pr/Me 3/3

Pilot Sam
PP/PH 2/2
Lg/Cr 4/4
Pr/Me 2/3

Boosted characteristics give characters additional dice to their dice pool to any action or skill involving the increased Characteristic. Humans have a normal characteristic maximum of 6. This maximum may be exceeded by unnatural or exotic things such as robotics; cyber ware, alien ware, mutation and the like. If for some reason you would like to lower a starting characteristic for some role play background such as loss of legs which would lower PP; discuss this with the GM.

Skill Competence and Resource Ranks to skills will also generate more dice to dice pools or let you decrease the difficulty number by some defense. Used together Competence and Resource Ranks provide a Rating. Rating is used to determine interaction with NPC’s in the game for pay and perks. A player with Prime Master rating in a skill will command higher respect than one who is a Skilled Journeyman. This will often come into play in the game in the form of living accommodations and the ability to get the ear of NPC VIP’s. Ranks are as follows

Three Competence Ranks maximum; decrease in the difficulty number needed for success by number shown.
Skilled -1
Adept -2
Prime -3
Three Resource Ranks maximum: increased dice pool by the number shown.
Practiced +1
Journeyman +2
Master +3

To increase a Characteristic or Skill Rank, players spend the development points they gain during game play. Cost of increase is 5*(New rank level to be attained.) New skills may be purchased for 5 character development points.

All humans have Education, which gives 1 die for any dice pool involving any non specialized or untrained task and would constitute everyman skills of general knowledge. This differs from Career Education tracts with provide a dice pool for various things such as contacts and information known yet unstated specialized knowledge.

Additionally; Humans may spend three dice on Basic skill to show intensive training or hobby-like focus. Starting characters also get one die in a Location of choice; this place will be declare your point of origin.

Career Paths
Career paths are skills and abilities learned through extensive training, schooling, study and evaluation by skilled trainers. At the start of character creation; any available career path may be chosen to represent a characters current training path. Each career provides a set of skills and abilities, that while a few may overlap with other careers, provides key skills and unique abilities not available to other careers. A character may change to a different career path at anytime provided they can spend the 40 development points. Development points are gained while playing the game and represent the needed training and study to develop a new set of skills.

The current Career Paths are as follows:
Pilot
Scientist
Technician
Vagabond
Warrior
Career paths add more specialized skills to give characters added dice pools and difficulty modifiers based on certain situations that occur in their specializations. The characters in parenthesis indicate which primary characteristic adds to that skill dice pool. Characters start with knowledge of all of their primary skills and have two dice of knowledge of each of these automatically.

Pilot Career Path:
(Note: the word vehicle or vessel should be interchanged where applicable)
This Career Provides a dice pool of 2 dice to each of the following Pilot Primary skills:
Pilots receive an additional six dice to apply to one or more Primary skills for specialization. These may be used to purchase more skills on lists that have numbered choices such as Pilot Vehicle.
Primary Skills:
Pilot Computer Interface (Logic): get vehicle monitoring information, accessing and running programs.
Pilot Vehicle (Logic): Space, Atmospheric, Ground, Hovercraft, Aquatic; choose two
Pilot Class Vehicle (Memory): Personal, Light, Heavy; Frigate, Cruiser, Super Transport. Choose three.
VWP skill (Perception)-: choose one class of vessel or vehicle class weapons.
Navigation (Creativity) – the ability to plot a course from start to finish
Education (Memory)–Choose Corp or Military or Independent Contacts
Law Focus (Memory)–Vehicle and Transport regulations and procedures.

Starting Pilots have eight dice to divide among additional secondary skills from the following list.
Pilots automatically add 1 dice to the pool of each of the skills on this list:

Vehicle Maneuver (Creativity): purchased for each class of vehicle and may be purchased more than once.
Vehicle Identification and Concealment (Perception): purchased for each class of vehicle and may be purchased more than once.
Vehicle Physics, Construction and Power Systems (Memory): purchased for each class of vehicle and may be purchased more than once.
Vehicle Security Systems (Logic): purchased for each vehicle manufacturer and may be purchased more than once. This Skill includes manipulating vehicle computer security systems programs.
Vehicle Jerry-rig (Creativity): This skill may be purchased for any Vehicle PCPS known
Vehicle Repair (Logic): This skill may be purchased for any Vehicle PCPS known
Vehicle Computer Systems Repair (: This skill may be purchased for any Vehicle PCPS known and includes knowledge of all vehicle computer equipment and programs but does not include security systems.
Vehicle Weapons (Perception): use of all vehicle WP skill for known vehicle class may be purchased.

Here is an example of Pilot Bob safely docking a Frigate class vessel on a space station.
Pilot Bob
PP/PH 2/2
Lg/Cr 4/3
Pr/Me 3/3

Assuming Pilot Bob has chosen Pilot Vehicle: Space and Pilot Vehicle Class: Frigate; Pilot Bob has

At docking speed this would be a routine task requiring moderate success. A success is required in Pilot Navigation so Pilot Bob gets two Pilot dice to his pool and three Creativity dice to his pool for a total of five d10 he can roll to get the successes needed to get the vessel’s course plotted with the station and a Vehicle Maneuver pool of one die added to his Creativity characteristic of three for four dice to attempt a successful docking.
Some space stations have guidance tractors which would add to the players dice pool or decrease the difficulty or both. If Pilot Bob was landing at Earth Moon Base Alpha; with the most sophisticated guidance and landing systems; Bob could add several dice to both pools; but if Pilot Bob is trying to dock to another ship in deep space; Pilot Bob can only depend upon his character and any bonus’s he can muster from the ships he is flying. Most ships have AI support to aid in critical tasks and have design characteristics that aid in various actions such as maneuvers. Ships are designed so that if Pilot Bob suffered a mishap for some reason, other ships crewmembers have at least a fighting chance of getting the vessel back to port.

Attempting to dock at maneuvering speed or with a damaged vessel or with no power for example; would change the target difficulty

Scientist Career Path:
In game terms, a scientist is the classic expert often called upon for their knowledge on a field of study.
A Scientist is a specialist in a focus and must pick a Field of Study and may add 2 dice to any skill in that Field. All skills that are analysis, modification or design use the Cr characteristic; all others use Me unless stated in the text. A Scientist may add seven dice to Primary skills within their Field; but no more than three to any one skill.
Scientific Fields:

Computers: Write Program (Lg), Analyze & Modify Program, Systems Interface, Security, Design Hardware, Information Analysis Retrieval and Display, Mathematics (Lg).
Environmental: Geology, Geography, Weather, Flora, Fauna, Survival (Lg), Tracking (Pr), Analyze Ecosystems, Biology, Analytical Chemistry and Mountaineering (Pp).
Medical: Minor Surgery; Major Surgery, Administer Treatment, Pharmacy, Make Diagnosis, Analyze Sample, Cryogenics and Cybernetics, Cosmetic Surgery and Nutrition.
Theoretical: Mathematics and Statistics (Lg), Physics, Astrophysics and Astrogation, Extrapolate Data (Cr), Theoretical Design, Chemistry, Industrial, Create-Test-Analyze Model (Lg), Codify Theory (Lg), Engine Design.
Social: Psychology, Sociology, Persuasion, Hypnosis, Language and Communication, Diagnose Behavior, Pharmacology, Analyze Trend, Attentive Listening (Pr), Politics & Political Science.
Engineer: Aero/Hydro Space Design, Metallurgy and Ceramics, Plastics and Polymers, Modify Device, Explosives and Warheads, Power & Energy Transmission Systems, Rocketry, Mass Drivers, Telemetry and Targeting (Lg), Magnetics & Defense, Electronic Warfare (Lg), Micro Design, Fabrication (Lg), Reclamation.
Robotics/Cybernetics : Hydraulics and Pneumatics, Micro Circuit Design, Nanotech Construction and Design, Design Electronic Device, Lasers, Interface Mechanical and Chemical; Biochemistry, Artificial Intelligence (Lg), Write Script (Lg).

Scientists have secondary skills from the following list; they receive one die in all secondary skills and may allocate and additional five dice to secondary skills:
Scientist Secondary Skills:

Intimidating Facts (Lg)– This skill allows a Scientist to evade, pad, or give certainty to an answer with so much technical jargon that only another scientist can refute it; The success means that the Scientist is taken at their word and the subjects are to intimidated to question the facts; also, this is the skill in which a Scientist may refute another Scientist.

Provide Instructions (Cr) This skill allows a Scientist to communicate with anyone outside of a Scientists particular field and provide an understandable set of complex instructions.
Bureaucracy (Pr) This skill is used to deal with organizations; helpful for staking claims on goods, ideas, designs or cutting the red tape to get something accomplished.

Research (Me) This skill allows for in-depth investigation into various scientific data systems to find information sources which allow solutions to problems; each success will modify the outcome of analysis, diagnosis, or design feedback.

Paper trail (Me) This skill is used to register; report; file and otherwise fill out and document anything. Organizations rune on daunting amounts of paperwork and scientists know how to get through it and get their finds and get credit for their work. They have a in depth understanding of documentation and procedures.

Cross-specialization (varies) Fields of scientific study often overlap therefore a scientist may choose two Primary Scientific skills from one or more other Scientific Fields and treat them as secondary skills and get one bonus die to those skills.

Technician Career Path:
A technician may add 2 dice to any dice pool from the following Primary Tech Skills; furthermore, they may add five more dice among primary skills but no more than two to any one skill:
Analyze Device (Pr) – skill to figure how a known or unknown device or configuration of a device works.
Analyze Electronic (Lg)– a skill to operate basic functions and troubleshoot an electronic device.
Analyze Fluid system (Pr) – a skill used to test and troubleshoot any pneumatic/hydraulic system.
Analyze Power System (Pr) – a skill used to test and troubleshoot engines, motors and drive systems.
Analyze Machinery (Pr)- a skill used to operate and troubleshoot gears, pulley, servo, mechanical systems.
Education (Me)–Choose Corp or Military or Independent Contacts
Standards (Me)– Knowledge of technical and repair operational specifications, regulations and procedures.

Starting Technicians may choose seven additional secondary skills from Basic or Technician specialty.
Technician specialty skills add 1 dice to the pool and are as follows:

Repair Device (Cr)– this is basic repair for any known or unknown device and pairs with Analyze Device primary skill. This is a catch all skill for anything not covered by one of the others below.
Repair Electronic (Lg) – purchase one or more classes of electronic equipment: medical, communications, computer, weapon system, planetary vehicle, space vehicle, and security systems.
Repair Fluid (Me) – purchase one or more classes of fluids: gas and corrosive gasses (pneumatic); fluid and corrosive fluids (hydraulic); and plasma (used in weapons and space ship drive systems).
Repair Power (Lg) – Purchase one or more classes of high energy power transfer systems: Fission, Fusion, Ion, and LASER.
Manufacture Machinery (Lg or Cr) – This is a machine skill to fabricate items to repair other systems; includes machinist skills and use of computer driven lathes, cutting devices, and how to make items to very tight specifications provided the correct raw materials are provided.

Warrior
A warrior may add +2 to dice pool for any of the following Primary Warrior Skills and may allocate four additional dice to specialize in one or more Primary Skills. Warriors may attempt to Evade attacks.

Analyze Threat (Pr): view any person, environment, object or situation and determine strength and weaknesses as compared to self or team; useful for overcoming subterfuge.
Subterfuge (Me): Make one thing appear as another such as a green troop look like a veteran or warrior act as another class such as a laborer; this is skill vs skill against Analyze Threat
Tactics (CR): arrange self or team to overcome scene complications; skill vs skill effect; winner gets complication bonus; any teammate following the warrior’s tactical advice also gets the bonus.
Discipline (LG) Willpower; stubbornness, training and believe in oneself to overcome any situation; endure any hardship; overcome stress, torture, fatigue, hunger or wounds. Use skill vs complication to ignore an effect.
Specialty (Varies) Warriors are trained to a specialty other than fighting; choose one Primary Skill from any other class.
Education (Memory)–Choose Corp or Military or Independent Contacts

Starting Warriors may choose nine additional secondary skills from the Warrior secondary list.
Warrior secondary skills add 1 dice to the pool and are as follows:

Operate Communication Device-(Me) Trained to use communication devices from hand signals to encrypted sophisticated electronic systems. Choose by class of devices: personal; vehicle (& spaceships Personal to Frigate); Base Station (base includes spaceship Cruiser and larger)
Operate Sensor Grid (LG) Trained to use passive and active sensor equipment. Choose class of sensors: Personal; vehicle (& spaceships Personal to Frigate); Base Station (base includes spaceship Cruiser and larger)
Weapon Skills: (includes care and use)
Unarmed: (PP)specialized skill in unarmed combat.
Everyday Items: (PP) specialized in using anything at hand as a weapon.
Small cutter or bludgeon WP: (PP)specialized use in sap, knives and fist weapons
Medium cutter or bludgeon WP: (PP)specialized use of short swords, clubs, chains
Large cutter or bludgeon WP: (PP)specialized in using long swords, heavy clubs and chains.
Shield WP: (PP)specialized use in fighting and defending with a shield.
Two Handed cutter or bludgeon WP: (PP) Specialized with weapons that require both hands.
Pistols WP: (PP) care, use and ammo or power required for Pistol physical or energy weapon
Carbine WP: (PP) care, use and ammo or power required for Pistol physical or energy weapon
Shotgun WP: (PP) care, use and ammo for shotguns and Grenade launchers
Rifle WP: (PP) care, use and ammo or power required for Rifle physical or energy weapon
Autogun WP: (PP) care, use & ammo or power required for Autogun physical or energy weapon
The follow provide maintaining, target firing solution, ammunition or ordinance knowledge:
Mortar WP: (LG) use of light, medium or heavy mortars.
Shoulder fire Artillery WP: (LG) Any shoulder fired missile or beam weapon.
Light Mobile Artillery WP: (LG) any light machine gun or energy projector or rocket pack.
Medium Mobile Artillery WP: (LG) medium cannon; medium guided missile or rocket system.
Heavy Mobile Artillery WP: (LG) Heavy Cannons, howitzer, guided missile or rocket system.
Mine Wp: (LG)
Grenade WP: (PP)
Light Emplacement WP: (LG) Long range, high speed computer driven weapons used for base or ship defense. Often these weapons are used to destroy incoming ordinance before it arrives.
Medium Emplacement WP: (LG) Long range, high power computer driven weapons used for base or ship defense; these weapons can fire screen patterns defending against multiple targets.
Heavy Emplacement WP: (LG) Long range, high power computer driven weapons used for base or ship defense. These weapons can destroy cities and disable the largest spacecraft.

Vagabond
Vagabond characters are wanderers who move from job to job and place to place; try various careers and generally cannot find a niche in that keeps them from boredom or feeling constrained by societal controls and rigid corporate business models. The characters are entrepreneurs who often have a variety of skills and many get rich quick schemes; sometimes they succeed and become the CEO of corporations and the very thing they detest.
Vagabond Primary Skills are different from other classes. A Vagabond is not a specialist in any one field, thus does not have the extensive training, schooling, study and evaluation by skilled trainers that other classes do, their trainers may come from any ability level and even be suspect. Vagabond players get two dice in their primary list; but only one die in each of the Primary list they generate from other Classes.

Vagabond Primary skills:
Negotiate (Pr): The master of the deal whether it is with a judge, corporation, smugglers, or the military.
Rules of the Road: (Me) General knowledge of various laws, rules and customs of any organization or even the unorganized. With enough successes a Vagabond can fit in anywhere.
Forgery: (Me) Create documentation for people and goods that pass as authentic, but are not.
“Your Not Special”: These are one die choices. Choose four Primary skills from any class, but no more than two from any one class. Take care when choosing from the Scientific fields as some skills require other skills, for example; Diagnose Behavior requires Psychology or Sociology as a foundation. Skills that bring other skills, like Cross-Specialization, are not allowed.
Education (Me)–Choose Corp or Military or Independent Contacts

Vagabonds receive one automatic die in all secondary skills on their list. Vagabond Secondary skills are as follows:

Market Value (Me): This skill evaluates any things market value and connects buyers to goods and services. This skill may be used to determine where goods or services might best be sold highest profit and may give the player a few names of who may be interested in a purchase or sale.
Stealth (PP): This skill is used to remain unobserved while following or hiding whether in a crowd or empty room; this is a function of blending in to the environment and not invisibility and takes considerable skill and body training.
Gremlins (Cr): A character with his skill has exceptional knowledge to disable or break something and take it to the famous FUBAR state. Add the dice of this skill to any skill known to disable a system. A player with this skill knows the weaknesses of a system and can mess up something as simple as a door opening to shutting down an entire power grid.
Skill Wanderer (varies): choose 10 secondary skills from any list; but no more than 5 from any one class.
Leisure (varies): pick two additional one die Basic Skills.

All characters start with three dice to purchase Basic skills:
Basic Skill List:
Animal Training (Cr) used to teach tricks to domesticated animals.
Bluff (Pr) used cover or create emotional responses and read telltale body signs.
Games (varies) games have been designed for every characteristic; choose as many as you like, be a star.
Haggling (Cr) used to get the best deal with a common NPC, not effective with powerful personalities.
Basic Medical (Me) Treat basic wounds and use common automated medical devices.
Balance (PP) from walking a tight rope to staying on a bucking bronco.
Basic Computer – check web mail; look for web-work or web shopping; use well known systems and features and software.
Artist (varies): any non-combat from acrobatic dance and cooking to painting and photography.
Weapon skill: care and operation any classic or modern weapon, use possibly restricted by laws and statutes. Purchase per group; see weapons list for details. Weapons that require a targeting solution are restricted and require GM approval for non warriors.
Society- skill and information about special groups such as: High; Underworld; Mining Guild; etc.
Vehicle use (Lg) - licensed operation and use of various common non specialty vehicles such as: ground; water, and air.
EVO use: training in harsh environment, like space, and use of EVO suits and simple detectors.
Location knowledge: special knowledge of a city; state; country; moon; base or the like; include information such as: best place to eat; the slums; crime rate; police measures; wealthy areas; industrial centers, etc.

Taking Damage, Wounds, and Recovery
Damage takes place whenever and attack succeeds and is not avoided or defended.
PP + weapon skill = attack dice pool
Attack pool is applied against GM and Weapon Complication # =Damage Pool
Evasion must overcome the weapon damage rating; those without the Evasion , may use half their PP rounded up as an evasion attempt. All warriors have evasion. Warriors may use their entire PP to evade attacks.

Example: Bob shoots at Sam at short range
Bob has PP characteristic 2 dice and 3 dice weapon skill 5 dice total
roll 5 d10
Sam trying not to get shot, moving, but in the open.
in the open, no armor, no range modifier; complication 5
Any roll of 5 or more is a success on any of Bob's dice roll of 5 d10 will hit Sam.
The damage is per weapon; so if an Assault Pistol Physical; ie a bullet
Damage 6 for each Success.
Sam is not a warrior; so his evasion is half his PP in Dice rounded up.
Sam rolls his one die vs the strength of the weapon; and can remove a damage pip if successful.
In the case of a melee weapon; damage is PP + Weapon rating. In the case of a range weapon; damage is per weapon rating.
Armor:
Armor works as a defense; if your weapon is str 6 and the defense is str 7; you do no damage. If there is a tie; ie str 6 attack vs str 7 armor defense; then it is roll vs roll vs number of successes; sometimes the attack may win; sometimes the armor will block.
Weapons and Armor are rating by damage type; Physical; like a lead bullet; steel sword and the like. The normal damage type is Energy; ie a LASER or other beam weapon like various accelarated particles or whatnot.
Each weapon and armor type is rated either Physical or Energy and the defense must be rated for the attack type. Most armors give some protection against both; but some older or cheaper styles do not.
Any damage success(es) that overcome evasion and are not resisted by armor are applied to the character. The affects as as per the personal damage chart below.
Level of damage Effect to all rolls
• Bruised 0 penalty
• Hurt -1 penalty
• Injured -2 penalty
• Wounded -3 penalty
• Mauled -4 penalty
• Crippled -5 penalty
• Incapacitated no actions allowed
• Unconscious/Dead GM Option
Each characteristic die that a player has in PH adds another level of Damage; so a player with PH 2 has two of each damage level or two Bruise levels; two Hurt levels; on so on; a characteristic of PH 3; would be three Bruise levels and so on.
Recovery of wound can happen normally or with the aide of applied medicine. Bruised and Hurt levels will heal normally over time removing one level per 24 hour period. A STIM or an Auto Medic Nanobot Injector may be used to remove levels of damage Injured and below; this type of healing is near instantaneous. Such injectors are rated for how many levels they will remove. For more serious injuries; a Scientist-Medicine and his satchel or a fully equipped medical facility is needed.

History:
The Empire of Man
The game starts in the year 2130. If you think back to the vast changes and advancements in technology and lifestyle over the last one hundred years; it can be imagined the vast changes that would take place a little over 100 years from now. This is the time where Man has come to dominate the solar system. Fractionalized nationalism is a thing of the past as what was once known as the U.N. has grown real teeth and been transformed into United Earth Governments (UEG). The UEG controls all military and government functions, but while still a representational government, bureaucracy has increased accordingly so often the left hand doesn’t know what the right is doing which has spawned more than a few private dictators and powerful secret societies.

Information interchange and newer, faster ways to stream data combined with cheap, available power systems as brought a boon to media, industry, and banking. All banks are tied together through the World Banking Conglomerate; the WBC. The WBC was created to handle money on the massive scale that terra forming and solar industry requires, yet having such financial power all in the hands of a small board of select directors, who often dictate market pricing and who can make or break a smaller corporation more or less will is the stuff of nightmares. More than a few times the WBC has taken on the Corporations who have bound together for their own market strategies for more than one financial war over market share that had tens of thousands of mercenaries in work for a decade. Finally the UEG stepped in and heads did roll; literally, the UEG had enough and managed to convince its military industrial complex of military supply and services that a strong Earth was requires less there be a solar civil war and fractured anarchy among the planets. The WBC-Corp war lasted nearly 10 years; millions displaced or killed; thousands of companies went under; thousands of banks raided in a massive bloodbath that spanned the solar system. It only took the UEG six months to stop the fighting and bring the parties to the table for talks after the Battle cruiser Orion vaporized the monetary exchange in New York and threatened to do the same to Tokyo. For the last few decades; the WBC and the Corps have played nice; but just barely with the UEG shaking its iron fist under each groups noses.

Terra forming, while still in its infancy as the desire for more living space and more raw materials is paramount, is the major work of the human race as the population exceeds 15 Billion. Major populations exist on the Earth’s moon, boasting a cool billion in population; Mars and Ganymede have the two largest populations away from Earth having 2.3 and 1.7 billions respectively. It is estimated that there is nearly two billion people living in the asteroid belt, on various space stations and the like; mining and hermitage is popular. Major mining operations take place on Venus, Mars, the Asteroid belt; and on the moons and captured stellar bodies of Jupiter, Saturn, Neptune and Uranus. Tritan, the largest moon of Uranus is noted to be the farthest outpost of humanity; and quite possibly the coldest. Shipping of freight back and forth is big business; both for industry and pirates, which are most likely backed by industry. Raw materials are extracted in the form of gasses, metals, semiconductor material, rare earths and various compounds; all extracted; processed and shipped to Ganymede, Mars, Earth and the Earth’ Moon. High quality, special, priceless cargo in the form of water, alcohols, salt, and processed goods such as high end electronics; weapons, plastics and the like are on regular “wagon train-like” schedules and well protected by the Military; yet, strong as the military is; the solar system is huge and demand for goods is high. Many corporations and small trading organization fly just about anywhere; sometimes trusting to luck and sometimes hiring Privateers; mercenaries given legal providence to hunt down Pirates and pursue illegal activity that the Military cannot pursue in a logistically feasible meathod.

Currently there is no confirmed life or aliens in the solar system; the general belief is that they are out there statistically, but though the scientific community; the military; and individual communities are interested and looking; nothing confirmed and repeatable so are; though the number of UFO’s and reported sightings and encountered is as high as ever. Neither has any scientifically confirmed artifacts; ruins; ancient civilizations, or the like been found on any moon or planet; but there have been some grand hoaxes.

Hopes and Dreams:

Human still think big; the Solar System has 5 big space telescopes, like the Hubble, but on steroids. It is an automatic death sentence to go near one without a scientific transponder with the right codes and frequency; and typically; a military escort goes along. Each telescope is also defended by mines and Automated batteries of weapons.

There are also Four Space Stations, mostly military in nature, but also serve as refueling depots, and places of entertainment, trade and scientific research. On any typical day; a space station probably has near 4,000 people on board and some 30 or so ships in orbit or docked. As there is no artificial gravity yet; space stations look like giant antenna arrays with a central hub and long, -<-<-<-< arms that swirl about.

Reach for the Stars, humanity has attempted several times to send unmanned probes to collect data. Nearby stars such as Sirius, Cih, Deneb and Chi Draconis have all been tried with failure; in order; first blew up on the launch pad due to sabotage; second was intercepted by pirates; third had a mechanical malfunction just past Pluto’s orbit and the last got out of the solar system and stopped transmitting only a few weeks out. Still; the dream goes on; just inside the Moon’s orbit of the Earth; the great colony ship Exudus, is being built and stocked; thousands have been chosen and are still being chosen to be the first manned ship to leave the solar system; with no viable star drive; the ship with its fusion reactor will use three power ion drives and will travel near light speed but still take decades to reach its destination thus the crew will travel in the most modern cryogenic units available. Arguments are currently hot in debate on how much armament to put on the ship as it could be seen as a big prize; a treasure ship to pirates; and if there are aliens; does humanity want to meet the neighbors armed to the teeth?

This is the state of humanity that the characters enter into; mutation and psi powers are rare but on the rise; nanotechnology is all the rage; medicine can fix nearly anything; most non man made diseases and viruses have been wiped out; man has not yet integrated brain to machine interface yet; but the word is that the puzzle is close to being solved.


Male Efreeti, advanced manthing 45HD

That has to be one of the longest posts hehe; there have been a couple additions so check em out. I put it all in one post so that you guys could copy and past into text if you want to.


Male Efreeti, advanced manthing 45HD

Wow; I was hoping to see some more characters and chatter :(


so sorry about my absence.

i'm having a hard time fleshing out my character for this.

It's not like i'm not motivated for this game, i am just having a hard time adapting to a non-d&d way of thinking.

I've got the stats down, and just need to write a background. Hopefully i will have it done this weekend.


Male Efreeti, advanced manthing 45HD

coolness; no worries.

still would like an email from you with pbp scifi or the like in the subject so I can send you some pics of the starting area.


Male Efreeti, advanced manthing 45HD

Was out for a bit with a death in the family; am back now; so ready to answer any questions.

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