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Old Mar 21st, 2020, 05:03 PM
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Systemic Data

This is a thread for system reference notes including basic checks, character creation reminders, and other system-related info.
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Old Mar 21st, 2020, 05:03 PM
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QUICK SYSTEM REFERENCE

Skill checks: 2d6 + (attribute mod + skill mod)

Pick the attribute and skill most appropriate: so a hacking job may be Int + Program, whereas a pilot in evasive maneuvers may use Dex or Wis + Pilot.

If you are untrained in a skill (i.e. no value, not even 0) then the mod is -1. For using a combat skill such as Shoot in combat, it increases to -2.

COMBAT

Initiative: 1d8 + Dex modifier


Main Actions (1 per turn):
  • Attack (melee or ranged)
  • Disarm (opposed Dex or Str +skill checks with defender advantage after a melee attack roll)
  • Force movement (opposed Punch or Exert checks after a melee attack roll)
  • Reload
  • Withdrawal from melee
  • Use a skill
  • Ready or stow an item

Move:
  • Run (10 m)
  • Club up a weapon
  • Pick up an item
  • Stand from prone
  • Hold an action

On Turn (unlimited per turn):
  • Go prone
  • Simple actions (drop something, speak, activating a simple device, etc.)

Instant (anytime):
  • Total defence (+2 AC, immune to shock, costs main action)
  • Drop an item
  • Snap attack (-4 to attack with readied weapon, must still have main action this round to sacrifice)
  • Other special actions

ATTACKING

Attack Roll: 1d20 + (base attack bonus + combat skill mod + attribute mod)

Example: a rifleman may have a +1 attack bonus, a Shoot-1 skill and a +2 for Dexterity, and so would roll 1d20+4 to shoot.

Damage: Weapon roll + Attribute mod

AdditionalNotes on ranged combat:
  • Some weapons can fire in burst mode, which expends 3 rounds of ammo for +2 to hit and damage.
  • Some heavy weapons can lay suppressive fire, which doubles ammo usage and potentially hits any forward target not in hard cover.
  • Attacks outside a weapon's effective range get -2 to attack rolls.
  • Energy weapons always get a +1 to attack rolls for lack of recoil.

A note on melee combat: many melee weapons have shock damage, which acts as a minimum amount of damage possible. In addition, it is inflicted in the case of the attack missing, + attribute mod. The weapon will have an AC value connected to its shock value; if the target has an AC higher than this value, the shock does not connect.


Saving Roll: Roll 1d20 to beat either Physical, Evasion or Mental save scores.
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Last edited by HotsuSama; Mar 21st, 2020 at 05:04 PM.
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Old Mar 21st, 2020, 05:08 PM
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CHARACTER CREATION

Note that at no point during this process can any skill be greater than level-1, or any attribute greater than 18. If you get a skill bonus for something you're already at level-1 on, pick something else to raise instead.
  • Roll for attributes; 3d6 for each, and you may change one of the results to 14. For recording modifiers, A score of 3 is a -2, 4—7 is a -1, 8—13 is no modifier, 14—17 is +1, and 18 is +2.
  • Pick a background. It will give you a skill at level-0, and options to either select other relevant skills, or roll randomly for skills and stat improvements. Ask me if you're unsure how to proceed.
  • Pick your class - most of you will have done this already. True AI counts as a class. You'll get a related skill bonus and other perks.
  • Pick your foci if you haven't already. A full list is in the free edition of SWN; ask me if you need help selecting something.
  • Give yourself one more non-psychic skill point somewhere because you're awesome.
  • Pick your psychic disciplines if you have a psychic skill. Parital psychics can only ever learn from one psychic skill.
  • Roll 1d6 for HP. Add con bonus and any other mods (e.g. Warrior bonus).
  • Record your saving throw values. These all start at 15, with the following changes:
    Physical: subtract the better of Str or Con mods
    Evasion: subtract the better of Dex or Wis
    Mental: subtract the better of Int or Cha
  • Select your gear. You can either roll 2d6x100 to determine your starting allowance, or pick one of the starting packs on p25 of the book. Note your weapon stats and AC accordingly.
  • Other stats:
    Effort: used by psionics. Equal to 1 + Highest psychic skill value + Wis or Con mod (whichever is higher).
    System Strain: accrued by some psionic abilities, pharmaceuticals and cyberware. Allowance is equal to full con score.
    Readied items max = 1/2 of Strength score, rounded down. Readied items include at-hand weapons and armour.
If you're time-poor or feeling lazy, p26-7 of the book gives tables for character quick-rolls.

You may use the template below as is or adapted, or lay out stats however you wish.

 

CHARACTER ADVANCEMENT

Every level:
  • The BAB is re-adjusted. Warriors have a BAB = level, whereas for other classes it is half their level, rounded down.
  • Saving throw targets all decrease by 1.
  • HP is recalculated. Roll a number of d6 equal to your new level, and add Con mod (and an extra +2 for Warrior and Partial Warriors). Take this total as your new HP if it's greater than your current max HP; otherwise, add +1 to current max HP. Then add other benefits.
  • You will receive 3 skill points to be invested into new skills. Experts and Partial Experts get an extra point for a non-combat, non-psychic skill. Psychics or Partial Psychics must use at least 1 skill point on a psychic skill or discipline. Point can be saved for later. Upgrading a skill costs the new value + 1; therefore, raising a Shoot-0 to Shoot-1 will cost 2 skill points. The maximum you have have a skill is +2 at lvl 3, +3 at lvl 6, and +4 at lvl 9. Skill points can be saved for later, but outside of advancement their expenditure must be justified by in-game training or tuition.
  • You may unlock a new focus or opportunity to raise an attribute depending on the level. Each new opportunity to raise an attribute can be taken at any time, with an increasing cost, up to the 5th and final opportunity costing 5sp.
1Att. bonus (1sp)
2Focus, Att. bonus (2sp)
3Att. bonus (3sp)
4 
5Focus
6Att. bonus (4sp)
7Focus
8 
9Att. bonus (5sp)
10Focus
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Last edited by HotsuSama; Jul 18th, 2020 at 09:32 AM.
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Old Mar 26th, 2020, 08:15 AM
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SHIP MANAGEMENT

QUICK NEED TO KNOW
  • Ships need maintenance! Every 6 months requires 5% of the ship's non-crew cost; slacking off on this incurs penalties on ship skill checks.
  • Repairs to recover ship HP typically require 1,000C per point. Broken systems can be roughly jury-rigged to work for 10% of the system base cost, or fully repaired for 25%.
TRAVELLING

A ship has no penalties for travelling within systems, but to travel from one system to another, it requires use of a functional spike drive.

Using a spike drill requires one use of fuel, which most ships carry a single reservoir worth (unless they fit out extra containment). Refuelling costs 500C.

A spike drive:
  • travels a number of hexes equal to its rating (e.g. a drive-1 travels 1 hex only)
  • takes six days per hex, divided by the rating (e.g. a drive-3 travelling 2 hexes would take 4 days). This time can be shortened by taking risks when plotting the course.
  • requires a 'rutter', or accurate course, for safe travel, and at least one capable human pilot - prefably with relief crew mates, to easy the burden of constant corrections and recalculations.
A spike travel calculation always uses an Int/Pilot skill check. Base difficulty to beat is 7, but there can be many modifiers, from the reliability of the rutter to the distance of the planned travel. Anything reducing difficulty to 6 results in an automatic success. A failure on the roll results in a mishap in navigation.

SHIP COMBAT

Initiative: d8 + pilot's Dex or Int mod.

Fighting in a ship isn't a time to be a lone hero - teamplay and cooperation is essential.

A ship's combat is determined by actions in its departments, divided into the bridge, gunnery, engineering and comms, as well as the captain's actions. The captain determines which order these categories act on each turn. Typically, there is 1 PC in charge of each department based on skills (a pilot on the bridge, a mechanic in engineering, etc.)

All department actions aside from the captain's actions cost Command Points (CP). These can be gained from the captain or from a PC nominating to do a general action (described below). A non-captain department could act multiple times if there's enough CP to allow it. Any unused CP at the end of a ship's full turn is lost.

Full descriptions of ship actions are in p117 of the book, but they are divided into six categories:
  • Bridge actions: evasive maneuvers, target pursuit and escape.
  • Captain action: CP management - only 1 action per turn.
  • Comms actions: crashing enemy systems.
  • Engineering actions: boosting engines, damage control and emergency repairs.
  • Gunnery actions: firing one or several weapons, and using targeting systems.
  • General actions: single-action dealing with a crisis and CP management - only 1 action per turn.

Damage will sometimes result in a crisis. One per round the ship can choose to take a crisis instead of HP damage. The captain can also accept an additional crisis as their turn action. These crises can range from emperiled crew to hull or system damage, and have a range of possible effects and hazards. Crises need to be dealt with quickly, using applicable skill checks through general actions, or else the consequences could be severe. Full descriptions are on p118.
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