No one post in this unless you're one of the players that signed up in the last thread.
Things won't start until all four post.
Some basic rules:
1) New players wanting to join in can send a message to me. Once a players character dies, i'll send a message to the first player on my list. They get to make a character and join in.
2) Don't do anything stupid in game, this is a test, not a full blown game.
3) Rules are explained in this thread:
http://www.bay12games.com/forum/index.php?topic=30792.0 Character creation is also there.
Morgue:
Empty for now
Some helpfull materials:
(1)Roll for Character Stats: Roll 1D6 for each stat (Except Attacks, which start at 1 for all characters). The result is the value the stat will use.
(2)Choose a Character Class: Choose from one of the four character classes available, make not of its bonus traits and special ability, and add its stat bonuses to your character.
(3)Determine Bonuses and Derived Attributes: Determine your character's skill bonuses by dividing a stats value (Every 2 points in a stat gives an additional +1 bonus to the skills that are governed by that stat), Ranged Skill and Melee Skill and Attacks do not have bonuses. Then determine your character's Hp (Strength Plus Endurance), Fatigue (Equal to Toughness Bonus), Movement rate (Equals Agility), Carrying capacity (Strength*20).
(4)Choose Skills: New Characters are given 8 skill points to distribute amongst their skills as the see fit, except that they cannot raise any skill above level 2. (The max level of a players skills is 2 during character creation, so you can only put two points in a skill at max. After this, any skill points purchased may be place however the player chooses).
(5)Choose a Trait: New characters are granted one free trait. They may pick any trait in the list as long as they meet all the prerequisites.
(6)Fill in the Gaps: Now that the character's stats and capabilities are done, fill out the character's background and details (such as age, gender, personality, etc..)
(7)Determine Starting Credits and Buy Gear: In order to determine how much cash your character starts with roll 3D6 and multiply the result by ten. The resulting total is how many credits your character starts the game with. The player may then use these credits to buy whatever gear they wish as long as the Overseer approves. The Overseer may also increase the amount of starting credit players have access to.
Character Creation
Civilian: The average Joe, the Jack-Of-All trades. The Civilian is a generalist in every sense of the word. They can do anything relatively well and are excellent for those who don't wish to over specialize. They have access to the Civilian skill set, and, may buy skills individually from any skill set at 100XP per skill.
Stat Bonus: +1 to Psyche and +1 to Attacks
Starts with: Civilian Weapon Proficiency, Civilian Armor Proficiency
Mercenary: Professional soldiers at heart, Mercenaries are a class suited to those who wish to play as a combat specialist. They are tough and highly proficient in both Melee and ranged combat. They have access to the Civilian and Mercenary Skill sets.
Stat Bonus: +1 to Ranged and Melee Skills, +1 to Endurance
Starts with: Civilian, Police, and Military Weapon Proficiencies, and Civilian, Police and Military Armor Proficiencies
Agent: The spy and thief. Agents are also competent investigators. This class is for those who wish to play with a degree of finesse rather than brute force. They have access to the Civilian and Agent Skill sets.
Stat Bonus: +2 to Agility and +1 to Intelligence
Starts with: Civilian, Police, and Military Weapon Proficiencies, and Civilian, Police Armor Proficiencies
Scientist: The thinker of the group. Capable of healing any wound and figuring out any machine, the Scientist is a walking mine of information. The Scientist is able to aide his party by using his wealth of knowledge to increase their effectiveness in battle. They have access to the Civilian and Scientist Skill sets.
Stat Bonus: +2 to Intelligence and +1 to Psyche
Starts with: Civilian Weapons Proficiency
Character classes
Civilian Ability: Dumb Luck
Effect: This ability allows a Civilian to rely on his incredible luck to succeed in even the most unlikely situations. Once per day the character may automatically pass any one skill check that they make.
Mercenary Ability: Dodge
Effect: This ability allows a Mercenary to evade attacks directed against him. Five times a day the character may attempt a saving through to avoid an attack. Roll a D6, on a roll of 6+ the attack is avoided and the character is unharmed. This ability does not work against area of effect weapons.
To all of my players: make your choices and post your characters. I'll make whatever corrections are needed and send you a fixed copy.
Agent Ability: Assassinate
Effect: This ability allows an Agent to make a sneak attack against enemies who are unaware of the character's presence or one that is not facing the character. This ability can only be used as a melee attack or from 3 squares away with a ranged weapon. If the attack hit, add an additional 1D6 to the damage.
Scientist Ability: The Power of Science
Effect: Once per day, the character may use his incredible scientific knowledge to advise his associates in and out of battle. When this ability is used, the scientist may give a +1 bonus to any stat to up to three characters. This bonus lasts for the duration of combat or for 30 minutes (in game)
Abilities
Civilian skills
Appraise (Int)
Climb (Str)
Drive (Ag)
Jump (Str)
Knowledge (current events) (Int)
Knowledge (local) (Int)
Notice (Int)
Persuade (Psyche)
Swim (Str)
Mercenary Skills
Concentrate (Psyche)
Demolitions (Int)
Endure (Tg)
Forage (Int)
Intimidate (Str)
Knowledge (Weapons) (Int)
Repair (Ag)
Agent Skills
Computer Use (Int)
Forge Document (Int)
Gather Data (Int)
Hide (Ag)
Knowledge (Security) (Int)
Pick Locks (Int)
Sneak (Ag)
Steal (Ag)
Scientist Skills
Chemistry (Int)
Heal (Int)
Knowledge (Biology) (Int)
Knowledge (Ecology) (Int)
Knowledge (Geography) (Int)
Knowledge (Interplanetary) (Int)
Knowledge (Robotics) (Int)
skills you have 8 points to spend in your class skills, but can only go up to 2 points per skill at the time of character creation
Anatomical Surgeon: The character is trained in the art of bodily modification and augmentation.
Effect: The character may surgically attach cybernetic augmentations, implant biological enhancements, use nanobot serums, and perform genetic manipulation on himself or others.
Cost: 350XP
Requirements: Heal 4, Intelligence 5, Agility 2
Athlete: The character has become fit and able bodied.
Effect: Grants a +2 bonus to Jump, Swim, and Climb.
Cost: 75XP
Balls of Steel: The character is not easily frightened and will stand firm in the presence of even terrifying creatures and circumstances.
Effect: The character is no longer affected by fear tests that have a difficulty of less than 8, no rolls are necessary.
Cost: 300XP
Requirements: Psyche 7
Burst Shot: The character has learned spread the shots from a rapid fire weapon over a small area.
Effect: When a character with this trait uses a weapon with multiple shots he can spread the shots over a 3x3 area. Each enemy in this area suffers 1 hit from the wielded weapon. Using this trait expends twice the amount of ammunition the weapon normally uses on a burst.
Cost: 250XP
Requirements: Rifleman, Ranged 4
Charging Smash: The character is capable of hitting with tremendous force upon a charge attack.
Effect: Upon the completion of a charge attack, if the attack hits, the target is knocked prone and is stunned for 1D6-3 rounds. The stun effect may be resisted by passing a difficulty 9 Endurance test.
Cost: 125XP
Requirements: 5 Strength
Crippler: The character is able to strategically damage an opponents body.
Effect: If you believe that your next attack will send an enemy into critical damage range, you may make your next attack at -1 to hit. If this attack hits and it does send the enemy into the critical range, then the player may choose which section of the body the critical damage is rolled for.
Cost: 150XP
Requirements: Critical Shot/Critical Blow
Critical Shot/Critical Blow: The character has ability to inflict horrendous injury upon their targets.
Effect: If you attack a creature and inflict half (or more) of their total damage, That creature must pass a Toughness Check with a difficulty equal to half their Toughness. If the target fails this test, then they take a critical hit regardless of HP.
Cost: 200XP
Requirements: Ranged Skill 4 or Melee Skill 4 (The Melee version and ranged version of this trait are separate, you must buy each individually).
Demolitions Expert: The character is well versed in the use of explosives and use them to devastating effect.
Effect: Explosive weapons utilized by the character add 1 extra ring to their blast radius. In addition to this, the character gains a +1 bonus to their Demolitions skill.
Die Hard: The character refuses to die, and has a habit of coming back when least expected.
Effect: When struck for critical damage, a character with this trait may ask the Overseer to Re-roll the critical damage effect once. The result stands even if it is worse than the original. In addition to this, when knocked unconscious, the player may roll a D6. If the result is a 6, then the character regains consciousness and loses fatigue down to the point where it is 1 below his maximum. This may only be used once per encounter.
Cost: 200XP
Requirements: 6 Endurance, 8 HP
Double Tap: The character has discovered that with proper timing he can fire an extra shot from his pistol per round.
Effect: In combat, the character may fire two rounds from non-automatic pistols instead of just one.
Cost: 75XP
Requirements: Ranged Skill 5
Double Target: The character has gained the ability to attack two separate targets at once when wielding a weapon in each hand.
Effect:The Character may attack any two targets in front of them.
Cost: 75XP
Requirements: Ranged Skill 7
Fleet of Foot: The character is exceptionally fast, and come move farther and quicker than most others.
Effect: Add +2 to your movement.
Cost: 100XP
Requirements: Agility 4
Fast as Lightening: The character is much faster than a normal human and can move like lightening.
Effect: Add an additional +1 to your movement
Cost: 75XP
Requirements: Agility 5, Fleet of Foot
Fast as Nothing Ever Seen: The character is unbelievably fast and his motions are like a blur. Enemies barely have time to notice the character, let alone react.
Effect: Add an additional +1 to your movement, and you no longer provoke retribution attacks when moving through an enemies threat zone.
Cost: 150XP
Requirements: Agility 8, Fast as Lightening
Gunslinger: The character has become a master of pistol combat, and can use them without equal.
Effect: The normal penalty for using a weapon in each is reduced to -0 (main hand), -1 (secondary hand) when using pistols.
Cost: 175XP
Requirements: Agility 4, Two Weapon Fighting
Heavy Weapons Master: The character has become adept at using heavy weaponry and no longer has to recover after firing.
Effect: The character does not suffer the usual loss of a half action on the turn after firing a heavy weapon
Cost: 75XP
Requirements: Strength 6
Heavy Weapons Bracing: The character has become adept at bracing when firing heavy weapons.
Effect: The character may now move up to half their available movement when firing a heavy weapon. Normally a character would not be able to move except for a 1 square free action.
Cost: 125XP
Requirements: Strength 6, Heavy Weapons Master
Knowledgeable: The character is highly intelligent and is very well educated in choice fields.
Effect: Characters with this skill gain a +1 bonus to a Knowledge skill of their choice. This trait can be taken multiple times but may only be taken once for each knowledge skill.
Cost: 75XP
Requirements: 6 Intelligence
Medic: The character has mastered the art of healing.
Effect: Whenever the character passes a Heal test, in addition to the bonuses already applied, the target heals an additional 3 HP.
Cost: 275XP
Requirements: Intelligence 4
Pyromaniac: The character loves fire and has become surprisingly adept at using incendiary weapons.
Effect: Any weapon the character uses that deals fire damage gains a +1 damage bonus and any target set ablaze burns for one extra round. (If they use a full action to put out the fire, it instead stops burning on that character's next round)
Cost: 125XP
Quick Load: The character is lightening fast when it comes to reloading their weapons.
Effect: The time it takes for the character to reload their weapons is halved.
Cost: 150XP
Rifleman: Through long hours of practice the character has mastered the use of long arm weaponry.
Effect: When the character is utilizing rifles, the maximum range for the weapon is increased by half.
Cost: 100XP
Requirements: Ranged 4
Silver Tongue: The character is an exceptionally persuasive and talented speaker. People tend to react to him better than they normally would.
Effect: Whenever a character attempts to change the disposition or persuade and NPC, the difficulty is reduced by 2.
Cost: 50XP
Requirements: Psyche 7
Smash: The character is capable of delivering power blows to his opponents.
Effect: Upon making a Melee attack you may sacrifice any number of additional attacks you are entitled to. If the initial attack is successful you deal +2 extra damage for each attack you sacrificed.
Cost: 100XP
Sync Attack: Upon defeating an opponent the character has learned to immediately refocus his efforts on a new target.
Effect: If the character kills his target in Melee combat and he still has attacks remaining, then he may choose an adjacent target to allocate the remaining attacks to.
Cost: 100XP
Requirements: Smash
Two Weapon Fighting: The character has become adept at wielding two weapons at once.
Effect: The normal penalty for wielding two weapons is reduced from -3 (main hand), -4 (secondary hand) to -1,-2.
Cost: 100XP
Requirements: Agility 3
Traits: Pick 1, but you can only take some if you have the prerequisites
Grady Arms P-Model Revolver (Pistol)
Background:The P-Model Revolver is based off the old fashioned revolvers used in the past due to the old style's ever present popularity. Manufactured by the Grady Arms Corporation as a cheap and low tech option for home defense on the frontier. Due to its low price and easy operation it has become a common sight in many homes on a multitude of planets.
Damage Value: 1D6-4 (Shredding)
Armor Penetration: --
Capacity: 6
Rate of Fire: 1/0/0
Reload Time: 2 Full rounds
Range: 10 Squares
Ammunition: Bullets
Cost: 50 Credits
Weight: 1 Kg
CereTech “Mantis” A4 Pistol (Pistol)
Background: The A4 Pistol (more commonly known as the Mantis) is a firearm that is most commonly used by civilian security forces. Reliable, but not overly powerful, the Mantis is a reliable weapon for keeping certain undesirables away from places they shouldn't be.
Damage Value: 1D6-5 (Shredding)
Armor Penetration: --
Capacity: 12
Rate of Fire: 1/0/0
Reload Time: 1 Full round
Range: 8 Squares
Ammunition: Bullets
Cost: 65 Credits
“Executioner” Machine Pistol (Pistol)
Background: The Executioner has always been popular with the criminal underworld for being easily concealed and for its ability to lay down a surprising amount of fire in a short amount of time.
Damage value:1D6-5 (Shredding)
Armor Penetration: --
Capacity: 30
Rate of Fire: 0/0/5
Reload Time: 1 Full round
Range: 6 Squares
Ammunition: Bullets
Cost: 45 Credits
Weight: 1 Kg
Caraway Sawed Off Shotgun (Rifle)
Background: The Caraway is designed in a manner similar to the hunting weapons of past eras. Used primarily by hunters with accuracy issues, it is capable of firing over a wide area, increasing the chance that something will get hit.
Damage Value: 1D6-3 (Shredding)
Armor Penetration: --
Capacity: 2
Rate of Fire: 1/2/0
Reload Time: 1 Full round and 1 Half Round
Range: 4 Squares
Ammunition: Bullets
Special Rules: +1 to Ranged Skill when firing standard pellet rounds
Cost: 70 Credits
Weight: 6 Kg
NX-49 “Crossfire” Security Rifle (Rifle)
Background: When a civilian firm needs a little “extra” firepower, this is invariably the firearm they turn to. The only legal automatic firearm available to civilian buyers, it is none the an effective tool for “persuading” potential thieves to stay away.
Damage Value: 1D6-4 (Shredding)
Armor Penetration: --
Capacity: 70
Rate of Fire: 0/3/5
Reload Time: 1 Full round
Range: 12 Squares
Ammunition: Bullets
Cost: 110 Credits
Weight: 8 Kg
Knife (Melee)
Background: The basic knife has been around for millennium. Sharp and pointy sums it up nicely.
Damage value: 1D6-5 (Shredding)
Armor Penetration: --
Cost: 3 Credits
Weight: 1 Kg
Police Baton (Melee)
Background: The old police baton has been around for ages, just ready to beat some sense into criminal scum.
Damage Value: 1D6-4 (Smashing)
Armor Penetration: --
Cost: 45 Credits
Weight: 1 Kg
[/Reinforced Clothing
Background:The usual attire for those who wish to be stylish and protected at the same time. Normal clothing would not be able to stand up to modern weapons, but these clothes have been reinforced with a plastic fiber to provide some extra strength.
Damage Reduction: 1
Armor Class: 6
Complete Protection: No
On Board Computer: No
Cost: 35 Credits
Weight: 6 Kg
Ballistic Mesh Vest
Background: Made using plastic polymers and a metal weave, the ballistic mesh vest is most commonly used by paranoid individuals who fear being mugged. Capable of stopping most low caliber weaponry, this vest is a wise choice for those who expect trouble.
Damage Reduction: 2
Armored Coat
Background: Used mainly by private security forces, armored coats are exactly as their name implies. The lining of the jacket is composed of lightweight ceramics and a padded interior.
Damage Reduction: 2
Armor Class: 5
Complete Protection: No
On Board Computer: No
Cost: 95 Credits
Weight: 7 Kg
Bullets
Background: The standard solid slug ammunition for most low tech firearms. Cheap to produce but not very effective
Cost: 10 Credits for a 20 round box
Weight: 1 Kg
These are what you can purchase
During play make sure to post the results of your to hit rolls as well as your damage roll.
-When firing a gun with multiple shots, roll to hit for EACH shot, and te roll for damage for EACH shot.
-Failing a skill check that would affect an attack or other action causes that action to fail