Setting Forge · Legacy archive

System Future/Contemporary

Started by Gossamer Nov 18, 2013 7 posts Locked

  1. System Future/Contemporary

    #1
    Abilities


    Physical
    -
    Muscle - Muscle Memory and Strength
    Body - Lung capacity, Health, fortitude (Possibly Static)
    Agility - Speed, limberness, footwork
    Dexterity
    Reflexes
    Looks - (Possibly static) 1-4 Ugly, 6 Homely, 8 Average, 10 Good Looking, 12+ Bomb-shell


    Mental
    -
    Intellect - Retaining information, knowledge, memory
    Mind - Insight, Perception, Analytics
    Will
    Charisma


    Uses a Dice pool, assign one type of Dice for each ability.
    -
    3d10
    4d8
    3d6

    You can replace any Dice with the following, if you pay the price.
    -
    1d12 Cost= 2d8 > 2d6
    1d10 Cost= 2d6 > 2d4
    1d8 Cost= 1d10 > 1d8

    In addition, you get to add a +2 modifier to any two ability stats of your choice.

    Static values are determined through the highest denominator of the Dice. For example, a d10 on Looks would be static 10 in Looks.

    Possible further mechanics; Wounds, Critical Wounds and Strain.

    Every single Ability can be temporarily or permanently lowered by Critical Wounds. For instance, a scar could lower Looks, head trauma could lower Mind or Intellect.
  2. Re: System Future/Contemporary

    #2
    Skills

    30 or 40+ Points to distribute at start of game.

    Almost every Skill requires at least 3 Abilities and the Skill Rank, with some exceptions.

    Example

    Shooting = Skill Rank + Muscle + Mind + Reflex

    Any PC/Npc can Aid a skill check (If plausible/possible) with 1 extra abillity Dice.

    List of Skills (Incomplete/WIP)
    -


    Class A
    Name of Skill...M.Cost.............................................................Untrained

    Neuro Science
    .....Biology
    .....Medecine
    .....Science
    Rocket Science
    .....Mathematics
    .....Pyrotechnics
    .....Science
    .....Technician
    Shaman
    .....Biology
    .....Mysticism
    .....Survival
    Witch/Witch Doctor
    .....Biology
    .....Mysticism
    .....Survival

    Class B
    Name of Skill...M.Cost.............................................................Untrained

    Acrobatics = SR+Muscle+Agi+(Ref/Dex/Mind/Will)
    .....Discipline
    Driving = SR+Mind+Ref+Muscle (Possible exceptions for automatic transmissions)
    .....Driving License (Item)
    Equestrian
    .....Cool/Discipline
    .....Handle Animal
    Hacking = SR+Int+Mind+(Dex/Muscle)
    .....Computers
    .....Cool
    Martial Arts = SR+Muscle+Ref+Mind
    .....Brawl
    .....Discipline
    Melee Weapon(Type) = SR+Mus+Agi+Ref
    .....Brawl
    .....???? (Additional skill may be needed depending on Weapon Type)
    Medicine = SR+Int+Dex+Mind
    .....Chemistry/Biology
    .....First Aid
    Technician
    .....Electrician
    .....Mechanic

    Class C
    Name of Skill...M.Cost.............................................................Untrained

    Biology
    Brawl= SR+Muscle+Agi+Ref
    Chemistry = Mind+Int+Dex
    Cooking = SR+Mind+Int+Dex
    Cool = SR+Cha+Looks+Mind
    Deceit = SR+Mind+Int+Cha
    Discipline = SR+Mind+Cha+Will
    Electrician = SR+Mind+Int+Dex
    Firearm(Type) = SR+Mind+Ref+Muscle
    First Aid = SR+Mind+Int+Cha
    Handle Animal = SR+Mind+Cha+Int/Body
    History
    Mathematics = SR+Int+Mind+Will
    Mechanics = SR+Muscle+Int+(Mind/Dex)
    Pyrotechnics
    Seduce = SR+Cha+Looks+(Muscle/Body/Agi/Mind/Will)
    Stealth = SR+Muscle+Body+Agi
    Survival = SR+Int+Mind+Muscle

    Class D
    Name of Skill...M.Cost.............................................................Untrained

    Cooking (Microwave)
    Cleaning
    Running
    Throwing



    Class A Skills - Master or Top Profession skills, requires several B and C skills.
    -
    Class B Skills - Profession skills, requires several C skills or unlocking.
    -
    Class C Skills - Requires training.
    -
    Class D Skills - Untrained skills that anyone could perform without a roll unless your Int, Mind and/or Body are too low.
    -
    M.Cost - Minimum Cost to unlock the skill.
    -
    Untrained - Some A,B and C skills and all D skills can be performed untrained with added penalties to the roll. The higher the class, the higher the penalty for the roll. -10 for C, -20 for B and -30 for A.
  3. Re: System Future/Contemporary

    #3
    Wounds and Strain

    Wounds and Strain are both static values, determined by the following ability scores.

    Wounds = 10 + Muscle/Body/Reflexes

    Strain = 10 + Mind/Will/Charisma


    I'm thinking these values will be permanent, so once you have chosen which stat to add to it, then that is your permanent wound/strain threshold, it will not become larger with time/experience.

    When you exceed your Wounds/Strain threshold, you become incapacitated and any damage done towards you in that state is lethal.

    If you were to take damage in the form of wounds, it may be possible to take the double(3x?) amount in strain instead. (Pending).

    Using a Melee weapon almost always accumulates Strain.

    You accumulate Wounds through physical damage, cuts, gunshot wounds, bites etc.
    You accumulate Strain through mental exertion,  extreme pain and stress, at any time you carry out an action you may choose to add Strain in order to increase the likelyhood of success. For instance, if you're driving a car and have gotten into a tail-spin, you may strain yourself in order to more easily regain control of the vehicle. There are of course exceptions to this, sometimes no matter how hard you strain yourself you cannot do a better job than if you didn't strain yourself.

    Recovery and Rest

    At the end of a combat or challenge situation, Strain can be recovered with a Cool or Discipline skill roll or a Body or Will ability roll, whichever is higher.

    One Good night's sleep will generally restore all your accumulated Strain and 1 Wound.

    Other skills such as Medicine and First Aid can also restore Wounds.
    First Aid = 1d4 Wounds restored per 10 Skill Ranks (Requires Med Kit)
    Medicine = 1d6 Wounds restored per 10 Skill Ranks (Requires Med Kit)
    Surgery = 1d6 Wounds restored per 5 Skill Ranks (Requires Sewing Kit & A Sharp Blade, benefits from Med Kit)

  4. Re: System Future/Contemporary

    #4
    Combat
    -

    During your turn you normally have the time/ability to perform two activities. You get two Actions, you can switch out an action for another maneuver if you're so inclined, or strain yourself to get an extra maneuver. But you can only use two maneuvers per round.

    Action - Used for attacking, performing skill checks etc.

    Maneuver - Moving, drawing a weapon, dropping prone, standing up, aiming, taking a guarding stance etc.

    (Same as a standard and move action).

    Distance
    -

    Engaged - Adjacent to object/person/thing. A requirement for use of melee weapons, martial arts and brawling. In order to interact with most objects you need to be engaged with it.

    Short Range - Several meters apart. Handguns, shotguns and thrown weapons work best at this distance. Two people at short range can talk normally without raising their voice. Moving to another spot within short range is usually easy to do and generally only requires one maneuver.

    Medium Range - Up to several dozen meters apart. Sub machine guns work best at this range. Two people at medium range need to talk loudly in order to hear eachother. Moving from short to medium range takes little exertion, and generally requires one maneuver.

    Long Range - Further than a few dozen meters apart. Rifles, mounted weapons and gunnery type weapons work best at this range. Two people in long range needs to yell loudly in order to hear eachother. Moving from medium to long range requires two maneuvers.

    Extreme Range - The farthest range at which two targets can interact. Sniper rifles and other specialized weapons may reach out to this range. Two people at extreme range may not hear each other even if they shout. Moving between long and extreme range can be time consuming and exerting, and requires two maneuvers.



    Weapon types benefit or sometimes require certain distances to operate as intended. Melee weapons all need to be used in Engaged range, unless used as an improvised thrown weapon. All fire arms can be used as improvised melee weapons, but tend to be prone to breaking, extra equipment such as bayonettes can overcome this on certain weapons.



    Types of Damage
    -
    Melee (Slashing, Piercing, Bludgeoning, it don't matter. A sword's blade can slash you, its tip can pierce you and its pommel bludgeon you)
    Projectile (Bullets, Arrows etc)
    Explosives (Grenades, Rockets and Missiles etc)
    Beam (Lasers! peow! peow!)
    Plasma (Energy based, hot stuff)

    It's worth noting that some melee weapons use ammo, chainsaws, tasers, laser swords etc. And some rare firearms, do not! Anything explosive based though always uses ammo, usually just the 1 in the case of grenades.

    DR - Damage Reduction
    -

    Clothes 0 DR
  5. Re: System Future/Contemporary

    #5
    Equipment
    -


    Weapons

    Melee
    -
    Baseball Bat (Metal)
    Baseball Bat (Wood)
    Chainsaw
    Crowbar
    Cutlass (Short Sword)
    Katana
    Laser Sword
    Longsword
    Mace
    Short Sword
    Taser
    Wakizashi

    Firearms
    -
    (One Handed)
    -
    44 Magnum
    Colt M1911 (Handgun)
    Colt Python (Revolver)
    Derringer
    Desert Eagle
    Glock
    Laser Blaster
    Luger
    Plasma Gun
    Revolver
    Smith & Wesson
    Walther P99 (Handgun)

    (Two Handed)
    -
    AK 47 (Assault Rifle)
    Arquebus
    Benelli M4 (Shotgun)
    Blunderbuss
    Composite Bow
    Crossbow
    Hunting Rifle
    Laser Rifle
    Longbow
    M16 (Assault Rifle)
    Musket
    Plasma Rifle
    Sawed Off Shotgun
    Short Bow
    SMG
    Sniper Rifle
    Shotgun

    Explosives
    -
    Flash Bang
    Grenade
    Missile Launcher
    Rocket Launcher
    Stun Grenade


    Weapon Extra(s)
    -
    Bayonette
    Flashlight
    Grenade Launcher
    Scope
    Silencer
  6. Re: System Future/Contemporary

    #6
    And one for good measure, placeholder.
  7. Re: System Future/Contemporary

    #7
    Sample Character Sheet

    Full Name ?
    Alias ?
    Geneology (Western European) - Basicly from which part of the world your ancestors hail, this part will only be important in time travel.
    Age ?
    Height ?+(Body ?)
    Weight ?+(Muscle ?)
    Role ? - A general description of what area of expertise your character holds, may perhaps add modifiers to certain skills/ability scores.
    Missions 0 - Basicly level, determines how many skill points you start with.

    Physical
    -
    Muscle 1d6
    Body 1d6
    Agility 1d8
    Dexterity 1d10
    Reflexes 1d8
    Looks 1d8 ( 8 )


    Mental
    -
    Intellect 1d10
    Mind 1d6+2
    Will 1d8+2
    Charisma 1d10

    Wounds 18 (Ref)
    Strain 20 (Cha)
    Critical Wounds:

    Skills 55pts.
    -
    Driving 5+(Mind+Ref+Mus)
    Hacking 15+(Int+Mind+Dex)
    Firearm (Small, Handheld) 10+(Mus+Mind+Ref)
    Perform 10+(Int+Cha+Mus)
    Martial Arts (Judo) 10+(Mus+Ref+Mind)
    Stealth 5+(Mus+Bod+Agi)


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