Making a Character

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Planetfall The Fight for Jerdus 7 The World of Jerdus 7 The Gravwell star called Jerdus (with it’s three smaller sister stars: Centra, Penela and Listra) is the most powerful of its class. There were seventeen plants that were held in orbit around Jerdus. The system brought many survey ships from galaxies far more distant that previously thought. Most of the planets in the Jerdus system were uninhabitable but had very rich resources. The planet of Jerdus 7 was unpopulated, but ideal for human habitation. The Viridians were the first to make planetfall on Jerdus 7. They found as plush jungle world with a wide variety of flora and fauna never imagined. Much of these were benign and harmless. Some were even helpful and would lead to medicines that cured diseases formerly thought of as incurable. Soon VA3A ships began to show up with their citizens who had fled other worlds. The Syntha came next, but instead of setting up relations with the other new colonies and peoples, they isolated themselves and often attacked any human that they came upon. The Junkers came a year later. One of the planets had an alloy that the Senate decided it was interested in. They sent Convicts and ex-convicts to work these mines. They too settled on Jerdus 7 (as it was the only planet that would sustain life). As cities grew up and the humans of the different groups mingled and coexisted, there became metropolises that thrived and became independent. There were often great expanses of wilderness and jungle between the cities. Soon the Gladiators of the Junker worlds began to came seeking a fresh stage on which to perform. Soon every metropolis had an arena, and the shows became a great industry for the Gladiators. The violence of the shows sated the violent nature of the human nature, at first. The Triads too came to Jerdus 7. They immigrated with the other VA3A citizens that came to the paradise world. New Clans soon formed and old ones reformed. Soon the criminal element of the Triad gangs took a firm hold and life with this crime and the criminals became common and tolerated. Three decades after the first viridian stepped foot on Jerdus 7, the people of Jerdus 7 decided that they needed their own government to regulate life in the cities they lived in. The various governments of the peoples who had settled there could not accept a joint government outside the planet, but all agreed to allow the planet to create its own government and they would then deal with the individual governments for importing and exporting. It took only two years before the new government (called simply The Government) began instituting policies. The first of these was to create the smaller city governments. Each city would have a Cabinet of officials. These officials would be elects by the people in a general election. These governments would then create a peacekeeping force that would be run by the individual Cabinets. These peacekeeping forces came to be called The Sentinels. The normal peacekeepers were called Sentinels. The Sentinels were organized into twenty man groups called Cadres. Each Cadre is lead by a Seneschal. The Seneschals report to a single person who runs The Sentinels in a certain city. That person is referred to as the Premier. And the next step would be to get a census of all the peoples on the planet. Shortly after the creation of The Sentinels, crime actually became more of a problem, as people rebelled against what they considered an infringement of their rights. There were intense clashes between protesting citizens and The Sentinels. Often they ended in gunfire with weapons smuggled and sold by Triad gangs within the city. The conflicts came to a climax when a unidentified group organized the assassination of the entire peacekeeper force in one city. With this event The Government declared all firearms as illegal to own by normal citizens. This created a uproar, but the Sentinels were ruthless with anyone who was caught with a gun. There were many killed because they would fight instead of giving up their weapon and facing incarceration. After a few months this quieted down and people were rewarded for turning in weapons. Some normality had returned to Jerdus 7 when The Koralon found the gravwell star and sent scouts to investigate. So it was that Seventy years after Planetfall The Koralon came to Jerdus 7. The People of Jerdus 7 feared for their safety and demanded that The Government do something to stop the Koralon from turning the planet they all call home into a Reefworld. The Government did not believe that they could stop them if they came in mass to the planet. Nor could they hope to defeat them in a defensive stand in orbit. One of the VA3A Scientists (named Piatro Klinisk) that had come to find a new life presented The government with a plan. The plan involved a device designed to be used against the Reefworlds without actually engaging the planets. The Device, which was called a Solar Bomb, would cause a counter reaction to the natural nuclear reaction of the star and the reactions would quickly cancel each other out, and the star would die. The Government did some calculations ad decided that the three sister planets would supply enough light to allow most of the flora of the planet to survive. With this they decided to use the Solar Bomb. Three weeks later the bomb was completed and launched towards the sun. In that three weeks three more small Koralon groups shunted to the system. When the bomb detonated the effect was immediate. The star called Jerdus began to diminish in size, until the flames that were fuel by the chemicals within simply flickered out. What was left was a cloud of now inert gases. The sisters seemed to be enraged by the loss of their big brother, as they moved in the space left behind by Jurdus. The six outermost planets broke away from the gravitational pull of the Sisters and flew out into space. Jerdus was now the second to the last planet in the system. The Koralon seemed to understand that they were now cut off from the rest of their people as well and staged several raids. The raids seemed to be mostly to test the strength of the defenses of the cities. In all cases the Sentinels were able to fight back the Koralon with minimal losses. Soon the situation changed though. As the Syntha now seemed more determined than ever to kill anything living that they found. The cities themselves were safe enough, but traveling between the cities was often dangerous. The farming communities that provided food for the cities soon demanded the ability to bear arms against the Koralon and Syntha. The Government soon gave in to the demands to the right to bear arms by the people. Triad gunrunners soon became legitimate businessmen again. Not long after the death of Jerdus a convoy traveling between cities found signs of life pre human life on the planet. They found a tunnel that almost seemed to be some sort of road. The Government sanctioned an expedition and a part of fifty scientists, workers and guards went out on the underground road to see if they could find further signs of life. The group did indeed find several abandoned sites. After a time they decided to set up a excavation site at the closest site. The expedition sent back regular reports on their progress and findings. After two months these reports abruptly stopped, so a scout party was sent to make contact and find out what happened. When the scouts got to the site, they found all of the equipment and supplies intact. The people were not there. After taking all the things left behind at site on back to the surface, the scouts resupplied and wet back to try to find the expedition. They went back to the first site and investigated. They found tracks that lead away from the site. The scouts did eventually find the expedition, but that was not all. There were a race of odd Albino people that live far underground. They had tiny pink eyes and virtually slits for a nose. Their body looked human except that it had no hair and was thin and tall. These people seem to have the expedition as slaves. They had no shackles but also did not seem to want to leave. It was soon discovered that the albino people communicated in a musical sort of singing speech. They soon became referred to as Sirens. There was another race of creatures that were in abundance deep within the tunnels, which were now obviously a sort of tunnel system used for travel. This second race seemed completely enslaved by the Sirens. This race had a small and squat body covered in fur and with large black eyes. They seemed to be subterranean creatures Their lower legs were shaped more like an animal’s than a human’s. The Sirens song seems to enthrall the creatures with a sort of song they sing. This of course gave them their name. The scouts decided to question one of the expedition, and snuck in and grabbed one. They grabbed one of the guards who seemed to be wandering about not knowing what was going on. The guard was taken back and questioned by officials of The Government. The control over the guard’s mind seemed to be due to some sort on enzyme imbalance in his brain. After a short amount of time the imbalance righted itself and the man regained his senses. The scouts went back and took another of the group so they could run some tests. These tests revealed that certain enzymes blocked the effect of the Siren’s “song”. Soon the enzyme would be available to anyone who would be going underground to investigate the ruins there. But that only made the situation worse. The Sirens then began attacking in force on the surface. It seemed that the Sirens were below the surface only because the other race was subterranean. The other race, which became known as Motes, were not restricted to the underground tunnels either. Soon the Humans found themselves fighting the Combined Mote/Siren force, the Koralon and the Syntha any time they encountered any of them. Fighting off the non-human forces became a regular event and the Sentinels trained regularly for just this occasion. The fighting has reached a fevered pitch with coordinated attacks by the Siren/Mote forces, surgical strikes by the Syntha and the random attacks of the Koralon. The humans have banded together due to necessity and safety in numbers. All of the humans now carry guns and the fighting and killing of other humans has declined so noticeably that it is almost non-existent. With the Gravwell and several of the planets that were rich in raw materials gone, most of the human worlds will most likely declare the Jerdus system as a loss. This means there is no hope of reinforcements, supplies or any other aid. The Planet of Jerdus 7 is on it’s own. Will the people of Jerdus 7 come together to ensure their survival? Making a Character First you will need to decide what the affiliation of your character is. The possible affiliations are: Gladiator, Junker, Viridian, VASA, Triad and Unaligned. Once you have chosen the affiliation you like best, then copy the starting template to your character sheet. There might be a few choices to make before doing that but otherwise it is that simple. Your character then has 10 Player Points (PP) to be able to improve from the starting template. One of the Options you have to use Player Points for is to change them in for in game currency. If you do this then you might want to buy some extra equipment. The Templates The stats are what your character will use as a base for doing almost everything. Below is an explanation of what each of those stats is. AS = Assault: this stat is used in close combat (see the Close Combat section for details on fighting close combats). SH = Shooting: this is a measure of how accurate a character is with a ranged weapon (See the shooting section for more details). S = Strength: this stat is used when fighting in close combat to determine difficulty of causing wounds. T = Toughness: this is a measure of how resistant to taking damage a character is. W = Wounds: this represents how many wounds a character can take before they die. CD = Command: this stat is used as a base for all command skills, as well as fear, panic and other moral checks. SZ =Size: this is a representation of how big a character is. MV = move: this represents how fast a character can move. The number is a representation of how many feet a character can move in a normal Move action. Starting Viridian Colonist AS SH S T W 4 4 4 3 10 CD 4 SZ 2 MV 20 Starting Combat Skills: Rifle and Melee Starting Command Skills: Diplomacy (-1) Starting Abilities: None Starting CAL: 0 Starting Equipment: Gauss Rifle, Combat Blade, Clothing and Viridian Militia Badge and 100 credit units Colonists are often normal people who are either no longer part of the Viridian Colonial Defense Force, or who did not qualify to serve in the first place. They are your “average Joe” and have baseline stats. Starting VASA Colonist AS SH S T 3 5 4 3 W 10 CD 4 SZ 2 MV 20 Starting Combat Skills: Rifle, Melee and Shield Starting Command Skills: None Starting CAL: 0 Starting Equipment: Gauss Rifle, Force Baton, Battle Shield, Cloths and 100 credit units These colonists have often picked up equipment from fallen Suppressors, and taken up arms in their stead. Not a part of the official military, they do as they please, and try not to get themselves killed. The VASA colonists are btter at Shooting than Close combat. Starting Gladiator AS SH S 4 3 4 T 4 W 12 CD 3 SZ 2 MV 20 Starting Combat Skills: Shotgun, Melee and Shield Starting Command Skills: None Starting Abilities: None Starting CAL: 0 Starting Equipment: Combat Shotgun, Combat Blade, Battle Shield, Cloths and 100 credit units These Junker Citizens are professional fighters. They were not experienced enough or skilled enough to be drafted into the Gladiator Military Force, but are still good enough to have stayed alive through the fighting around them. These gladiators excel at Close Combat, and are a hardy bunch. But tend to be a bit unruly. Starting Junker Ex-Convict AS SH S T W 4 3 4 3 12 CD 4 SZ 2 MV 20 Starting Combat Skills: Shotgun, Melee and Shield Starting Command Skills: None Starting Abilities: None Starting CAL: 0 Starting Equipment: Cloths, Combat Blade, Convict brand or tattoo, (choose one ranged weapon) and 100 credit units These rough and tumble fighters have served time with the Legion, and survived. They have the scars from combat and their neural implant to prove it, as well as their brand or tattoo showing their crime. Starting Triad Gangster AS SH S T 4 4 4 3 W 8 CD 5 SZ 2 MV 20 Starting Combat Skills: Rifle and melee Starting Command Skills: Subterfuge (-1) Starting Abilities: None Starting CAL: 0 Starting Equipment: Gauss Rifle, Naginata pole arm, Cloths and 100 credit units These gangsters are a minor part of a very large crime organization in the VASA Underground. They often display their clan house symbols proudly. This can cause problems with conflicts between houses, but only if the houses are already waring. Starting Unaligned Colonists AS 4 SH 4 S 4 T 3 W 10 CD 4 SZ 2 MV 20 Starting Combat Skills: Choose Rifle, Pistol or Shotgun Starting Command Skills: Subterfuge (-1) Starting Abilities: None Starting CAL: 0 Starting Equipment: Auto Rifle, Auto Pistol or Riot Shotgun, Cloths and 100 credit units These Colonists hold no allegiance and are not protected by any of the current factions at war in Iskandria. These common people are often the most adaptable and versatile. Customizing and Advancing your Character. You will be able to make some changes to your character. The stats are only changeable through raising of CAL. But you have 10 PP to improve your character. You can use this in several ways. If you have a Command Skill already, it can be raised. You can also buy new Command Skills. You could also buy new Combat skills. Finnally you can trade the PP for money. (see the appropriate sections for details on all these topics) Combat Skills Each Combat Skill represents one or more weapons that fit into that category. Below is a list of the skills and the weapons that use the skills. Using a weapon without having the skill gives a +3 modifier to the to hit rolls when using the weapon. To buy a new Combat Skill it cost 10 PP. For details about fighting close combat see the combat section. Rifle: Gauss Rifle, Gauss Carbine, Auto Rifle and Pulse Rifle. Pistol: Auto pistol, Gauss Pistol and Blaster Melee: Combat Blade, Club, Force Baton, Shock Hammer and Vibro Scythe Note: grants +2 to strike first rolls Shield: Battle Shield and Negatron Shield Pole Arms: Naginata Pole Arm, Thermite Lance and Shock Lance. Note: grants +4 to strike first rolls Ion Lance: Ion Lance Shotgun: Combat Shotgun, Riot Shot Gun and Grape Gun Flame Thrower: Flame thrower and Plasma projector Rapid Fire Weapons: Chain gun and Heavy Gauss Rifle Sniper rifle: Sniper rifle Thrown: Shuriken, Fragmentation grenades, Incendiary Grenades, Plasma grenades and Ironglass Ear splitters Grenade Launcher: Grenade Launcher Light Ordinance: Heavy Machine Gun, Bazooka, Mortar and Heavy Chain Gun Heavy Ordinance: Rocket Launcher and Howitzer Command Skills Command Skills are skills that work on the command chart like moral and other command checks. Command skills have a target of 10 – your CD stat and any modifiers that apply. Buying a skill grants a -1 bonus to using it, costs 5 PP. If you use the skill without having bought it, you suffer a +4 modifier. To raise a skill you already have it costs 10 PP, and grants an additional -1 modifier each time it is raised. Below is a list of the command skills and a description of what they are used for. For example, if Exactius the Gladiator has Alertness at -1 he then spends 10 PP to make it -2. The target would be 10 -3 (his CD) -2 = 5 to successfully use this skill. So on a roll of 5 or higher he succeeds. Mechanical Repair: this skill involves the repair and maintenance of motor vehicles. Electronic Repair: this is the repair and maintenance of electronic equipment including computers and security systems. Weapon Repair: this is skill entails the repair and maintenance of firearms and other powered weapons. Diplomacy: this is the ability to handle authority figures and other conflicts. Alertness: this is the skill of noticing details and locating things that are being looked for. Subterfuge: this is the use of deception to lie, cheat or quick talk your way in or out of a situation. Stealth: this is the skill of hiding and sneaking quietly about. Lock Smithing: this skill entails making, repairing and maintaining and breaking into locks. Life Saving: This skill is used to help someone who is dying to stay alive. A successful roll returns 1 wound level back to the target. Computer Programming: this skill includes writing code for and breaking into computer systems. Abilities Abilities are special traits that give a character some advantage or another. Each ability has a cost to buy it. The costs range from 10 PP to 30PP. Below is a list of these Abilities and a description of what they do. 10 PP Fast = When running or Sprinting add ½ the character’s MV stat to the possible distance they can move. 10 PP High Moral = this grants a -2 modifier to the Moral rolls to resist fear and panic. 10 PP Strike First = on first strike rolls, characters with this ability gain an additional +3 to their rolls. 20 PP Camouflage = the character cannot be seen from 120 feet or more away. Additionally, it conveys a +1 modifier to be hit by shooting. 20 PP Combat Precognition = the character gains +2 to be hit in Close Combat. 20 PP Hard to Hit = the character gains +2 to be hit by shooting. 20 PP Immune to Panic = the character has a bravery beyond that of a normal person. The character no longer checks for fear and panic. Before Immune to Panic is taken, the character must have the High moral Ability. 20 PP Lethal Strike = the character gains an extra damage dice in close combat. 20 PP Marksman = the character gains +2 to be hit by shooting. 20 PP Sniper = the character gains an extra damage dice while shooting. 30 PP Immune to Shock = the character can not be shocked. They must have Immune to Panic before they can take Immune to shock. 30 PP Drop Trooper = this ability is required to use Drop Armor. Using Drop Armor without the Ability usually results in death. 30 PP Jump Trooper = the ability is required to use Jump Armor or Jump Packs. Using Jump Packs and Jump Armor without the ability usually results in death. 30 PP Stealth = the character cannot be seen from more than 60 feet or more away. They also gain s -2 to be hit by shooting. The character must have Camouflage before they can take Stealth. 20 PP Cybernetic Enhancment = This it used only by the prosthenes . Following is the list of enhancements and the effects. Sights = +1 SH stat Runners = +10 MV Stat Armor = +1 T Stat Muscle graft = +1 ST Wired Reflexes = +1 AS CAL All characters start off at CAL 0. This represents the idea that they are inexperienced. Cal represents things that a character has learned to make them better over the course of the game. Each raise in gives several benefits. Below are these benefits. +1 to either the SH or the AS Stats +1 to either S or T stats +1 CD Stat One additional action per turn. +3 wounds To raise from CAL 0 to CAL 1 it costs a character 30 PP. To raise from CAL 1 to CAL 2 it costs a character 40 PP. To raise from CAL 2 to CAL 3 it costs a character 50 PP. Combat There are two basic types of Combat. These are ranged combat or Shooting and melee or Close Combat. Each type uses it’s own rules to succeed. Close Combat works with the AS stat. The character has a base target of 6. The attacker subtracts his AS score from that 6 and then the defender’s AS is added to this (6-attacker’s AS + defender’s AS). The resulting number is what the player has to roll (equal to or better than the result) on a d10 roll. There are other modifiers listed below. If a character rolls a 1 it is always a miss. On the other hand, if a 10 is rolled the character automatically succeeds, and then rolls another d10 roll with the same modifiers, to the same target. Models that are shocked cannot make shooting actions in Combat. Modifiers +1 if the defender is a higher CAL than the attacker. -1 if the attacker is a higher Call that the defender. -2 if the defender is panicked. +2 if attacker is panicked. -1 if the attacker charged or countercharged. -1 if the attacker is using two weapons. Strike First Whenever there is Close Combat the opponents are both fighting. But, one of the combatants often can take advantage of their skill and reflexes to strike their enemy before their enemy has a chance to attack back. Before a close combat is fought, all participants in that combat roll Strike First rolls. The combatant with the highest roll goes first and the combat follows in a decreasing order. Modifiers +1 per point of CAL +2 is using a Melee weapon +4 if using a Pole arm or Ion Lance Weapon +3 if the combatant charged or countercharged. Charging and Countercharging To initiate a Close Combat, A character must make a charge action. This gives them several advantages as can be seen by the modifiers for combat. If a character wants to initiate a combat without charging their opponent, they must make a CD check (Target 10character’s CD – CAL). If this check is passed, they can initiate a Close Combat but there are some changes. First there are no modifiers to hot or damage and there is no First strike roll. The attacker will always Strike First in this case. If they fail the roll they must either forgo their action or charge as normal. If the target of a Charge has not acted this turn they can Countercharge. To do So they must make a CD check (target 10 – CD – CAL). If they make this check they rush at the opponent who is charging them. Gaining the same bonuses as charging. If the check is failed they do not react in time, but loose their activation for the turn (this does not mean they do not fight back against the charging opponent). additional damage roll against the same target. Modifiers +1 if the defender has a shield and the attack originates in the front arc. -1 for every two clear points over the required to hit roll scored (example: a 6 is needed and a roll of 9 is scored. The character adds -1 to the damage roll.) -1 if the attacker made a charge or countercharge action. Heavy Armor This armor feature will be listed with a modifier. If a model does not have this feature, they do not get a save against wounds for armor. If they do, they make a Heavy Armor (HA) check (target 10 applying modifiers. Armor Piercing This is designed to be able to blast holes in armor for more damage. Weapons with this feature add their Armor Piercing (AP) to the target’s HA save. Example: a Tank has HA 4 and it is hit and wounded with an Ion Lance. The Ion Lance has AP 2 so the Tank rolls 1d10 with a target of 10-4+2=8. Incendiary When a weapon with this feature causes a wound, the victim is considered to have caught on fire. Every round after the first roll another hit (and wound if applicable). If the Hit causes a wound then repeat the process. If the hit does not cause a wound the fire has gone out, and no further hit are allowed. If the hit shows a score of 10 on the dice, then like other forms of combat, the player that caused the incendiary wound rolls another dice to the same target. Keep in mind, that roll of a 10 causes it’s own hit and the Incendiary roll is made Shooting Shooting works differently than Close Combat. Instead of a 6 the target is a 10 and it is only modified by the attacker’s SH score (10 – Shooter’s Sh Stat). If a roll of a 1 is made the character always fails to wound the target. If a 10 is scored the character always causes 1 wound. Furthermore, the character gets to roll an additional dice to wound against the same target. Models that are panicked or shocked can not make shoot actions. Modifiers -1 if the shooter’s CAL is higher than the target’s. +1 to hit a target that is SZ 1 -1 to hit a target that is SZ 4-5 -2 to hit a target that is SZ 6-7 -3 to hit a target that is SZ 8-9 +1 to hit if making a move and shoot action -1 to hit if making an Aimed shot +1 if Prone Damage Damage works similar to how close combat works, and is the same regardless if a hit is inflicted by Close Combat or Shooting. The target for damage is 6. You then add the defenders T and subtract the attacker’s damage (6+defender’s T – attacker’s DAM). If a roll of 1 comes up it never causes a wound. If a roll of 10 is scored, it causes a wound and the player rolls an on the next round even if the second to hit roll misses or the wound roll fails for that second hit. Shock Shock happens when someone shoots someone else. It is a reaction to a bullet hitting your armor, or you. When hit by incoming fire a character’s first reaction is self-preservation. Often this means that they will duck behind cover or drop to a prone position. Even if the hit does not wound, the victim must make a command check rolling 1 dice plus one dice per point of CAL. The target is 10-the victim’s CD stat. If the character hit is allowed a cover save the get an additional -2 to the shock roll, as they are already partially behind cover. If the Shock check is passed, the character continues to act normally. If the character fails the roll the only action they can take is to run to cover, or drop to a prone position if cover is too far away. Prone Being Prone is basically laying on the ground to present a smaller target. While Prone a character has a +1 modifier to hit, but gain a Cover save of -4. Cover Saves When a character is partially behind something that is solid or reinforced, they get to make a cover save for any wounds suffered. Roll 1d10 with a target of 10 – the appropriate Modifier. Note that an obstruction is something that would be solid enough to stop a round from hitting the target. Things like Walls and Barrels are cover, while chain link fences and small trees are not considered cover. Panic Models that are panicked cannot take Charge or Counter-Charge orders. Additionally, they have a +2 modifier to hit with a ranged weapon and in CC. Modifiers -0 target is 1/4 covered by some obstruction. -1 target is ½ covered by some obstruction. -2 target is 2/3 covered by some obstruction. -4 Target is Prone. Actions There are several different things a character can do as part of an action during a combat round. A combat round is a five second interval during which characters can perform various tasks. Normally a character has only one action during a turn, but CAL gives the character an additional one half action per turn (or and additional action every other turn). So; a CAL 0 character has 1 action, a CAL1 character has 1.5 actions (or 2 actions every other turn, a CAL2 has 2 actions and a CAL 3 character has 2.5 actions (ro 2 actions every turn, but 3 every other turn). Actions Description # of action Move 1 action The character can move up to their MV score in feet. This is considered to be at a walk Move and Shoot 1 action The character can move up to half their MV score in feet and then fire a ranges weapon. Aimed Shot 1 action The character takes the time to draw a bead on the target. Charge 1 action Charging in towards an enemy to engage them in close combat. The character can move up to their MV stat, in a straight line, as part of a charge. They then make a Close Combat attack Counter-charge 1 action When being charged, this the action of rushing forth to meet then in combat. To Countrer-charge, the character must make a CD check first. The character actually moves towards the charging character, meeting it half way Fight or Flight 1 action When already engaged in Close Combat, A character has two options. The first is to fight, and in this case a Close Combat round is fought normally. The second is Flight. This is when the character decided that they do not want to fight anymore and wants to run away. To do this the character has to make a CD check as described in the Close Combat section. Hold 1 action This action is used so a character can wait till later in the turn to act. You must set a condition for the hold action. Such conditions include: Shooting at the first available target, countercharging if charged and charge the first person that comes around the corner. These are only examples and all held actions must be agreed upon my Player and Game Master. Jog 1 action When jogging a character moves twice their normal MV score. Run 1.5 actions When Running a character moves tree time their normal MV score. This action can be performed for more than a single round. Sprint 2 actions When running, a character moves four time their normal MV stat. This action can be performed for more than a single round. Wounds, Healing, Panic and Rallying Every time a hit causes damage to it’s target, that target looses one wound. When a character falls to 0 wounds they are considered Dying and Unconscious. A dying character will continue to die for a number of rounds equal to their T stat. To stop this the character must receive a successful Life Saving Skill check or be given a Medical Pack. I character recovers wounds at a rate of 1 wound per week per point of CAL, if they do not have medical attention. The regain 1 wound every other day per CAL with medical attention. If a character takes wounds greater than one half their total wounds they must make a Panic check. In addition, if and ally falls form shooting or close combat (and is within 35 feet and in clear view of a character), a panic check is needed. While Panicked, the character cannot make and ranged attacks, and gets a +2 modifier to hit in Close Combat. I Panicked character can attempt to pull themselves together on their next Initiative. To do so, the character makes a Command check and adds modifiers such as High moral. The target is 10 – the character’s CD. Money There is no solid currency. The only unit of money that is used is the Credit Unit (CU). All money is dealt with in Credit chips. They are small cards that have a small memory capacity. The card shows the amount available and the name of the person who the account belongs to along with an image of the cardholder. Often finding someone else’s card does not give a person access to the funds on the card. There have been reports of people being able to transfer money from one card to another, but the use of such technology is complicated and not widely used. Still this does happen and criminals and defectors or deserters often seek the people who can do it. Equipment Melee Weapons Force Baton Power Cell 100 discharges Cost 14 CU’s Shock Hammer Power Cell 50 discharges. Cost 10 CU’s Without power cell Damage is +0 Vibro Scythe Power Cell 50 discharges. Cost 18 CU’s Combat Blade CC hit/dam +0/S +0 Club CC hit/dam +0/S +0 Force baton CC hit/dam +0/S +0 Pacification mode = shock check at +2 or -2 of the target has HA. Combat mode = +1 to hit Shock Hammer CC hit/dam +0/S +1 Vibro Scythe CC hit/dam +0/S +2 AP 1 Pistol Weapons Gauss Pistol Ammo Sold in Boxes of 100. Auto Pistol Ammo Sold In boxes of 100. Cost 3 CU’s Cost 3 CU’s Cost 12 CU’s Cost 7 CU’s Cost NA Cost 12 CU’s Cost 10 CU’s Auto Pistol CC hit/dam Short hit/dam +1/4 0/4 Gauss Pistol CC hit/dam Short hit/dam 0/5 0/5 Rifles Cost 35 CU’s Cost 50 CU’s Gauss RifleAmmo Sold in Boxes of 50. Gauss Clip of 10 rounds Auto Rifle Ammo Sold in Boxes of 50. Cost 12 CU’s Cost 7 CU’s Cost 10 CU’s Auto Rifle CC hit/dam Short hit/dam -1/4 0/4 Gauss Rifle CC hit/dam Short hit/dam -1/5 0/5 Gauss Carbine CC hit/dam Short hit/dam 0/5 -1/5 Pulse Rifle CC hit/dam Short hit/dam -1/St -1 -1/6 Cost 70 CU’s Med hit/dam +1/4 Cost 100 CU’s Med hit/dam +1/5 Cost 85 CU’s Med hit/dam 0/4 Cost 87 CU’s Med hit/dam 0/5 Long hit/dam +1/4 Shields Battle Shield Cost 9 CU’s +1 T from attacks from the front. Negatron Shield Cost NA +1 T from attacks from the front. HA 2 from attacks from the front. Negatron Shield Power Cell Cost 25 CU’s Lasts for 6 months Pole Arms Thremite Lance Head Shock lance Power Cell 50 discharges. Without power cell Damage is +0 Cost 20 CU’s Cost 10 CU’s Naginata Pole Arm CC hit/dam +0/S +0 +4 to Strike First Cost 5 CU’s Shock lance CC hit/dam +0/S +1 +4 to Strike First Thermite Lance CC hit/dam +0/5 (x2) +4 to Strike First AP 4 Cost 7 CU’s Cost 12 CU’s Ion Lance Ion Lance Power Cell 50 discharges Ion Lance CC hit/dam Short hit/dam +0/S +0 0/5 +4 to Strike First AP 1 Shotguns Shotgun Ammo Sold in boxes of 25. Combat Shotgun CC hit/dam Short hit/dam +0/5 -1/5 Riot Shotgun CC hit/dam Short hit/dam +0/4 -1/4 Flame Throwers Ammo Sold by the tank (30 discharges). Cost 40 CU’s Cost NA Med hit/dam +1/5 Cost 10 CU’s Cost 80 CU’s Med hit/dam 0/3 Cost 60 CU’s Med hit/dam 0/2 Cost 22 CU’s Flame Thrower Cost 200 Cu’s This weapon hits everything in a 10’ wide and 60’ long burst. Doing damage 5 incendiary hits to anything caught in the flame. Rapid Fire Weapons Chian Gun Ammo Cost 100 CU’s Sold in Boxes of 500. Heavy Gauss Rifle Ammo Sold in boxes of 500. Cost 95 CU’s Chain Gun CC hit/dam Short hit/dam -1/5 +0(x3)/4 Cost 210 CU’s Med hit/dam +1(x3)/3 Heavy Gauss Rifle CC hit/dam Short hit/dam -2/5 +0(x2//5 AP1 Sniper Rifle Ammo Sold in boxes of 100. Sniper Rifle CC hit/dam Short hit/dam -1/5 -2/5 Med hit/dam +1(x2)/5 Cost 35 CU’s Cost 225 CU’s Ext hit/dam +1/3 Med hit/dam -1/5 Long hit/dam 0/4 Thrown Weapons Shuriken CC hit/dam Short hit/dam -/0/S+0 Cost 1 CU Fragmentation Grenade Cost 25 CU’s CC hit/dam Short hit/dam -/0/4 10 foot blast HA gets a -2 bon us to their saves from wounds that are caused by Fragmentaion grenades. They also gain a -2 to shock rolls. Incendiary Grenade (fire bombs) CC hit/dam Short hit/dam -/0/3 10 foot blast Incendiary Dam 3 Ironglass Earspliters Cost 12 CU’s Cost 18 CU’s CC hit/dam Short hit/dam -/0/3 10 foot blast Shock checks from these Grenades are made with a +2 modifier. Grenade Launcher Grenade Launcher CC hit/dam Short hit/dam Med hit/dam -/0/* +1/* * = Damage is dictated by the ammo used Cost Long hit/dam +2/* Fragmentation Ammo Cost 10 blast Dam 4 HA gets a -2 bon us to their saves from wounds that are caused by Fragmentaion grenades. They also gain a -2 to shock rolls. Incendiary Ammo 10 foot blast Dam 4 Shock checks from these Grenades are made with a +2 modifier. -1 modifier on to hot rolls in Long Range. Light Ordinance Mortar Rounds Chain Gun Ammo Sold in boxes of 500. Machine Gun Ammo Sold in boxes of 500. Bazooka Rounds Mortar CC hit/dam -/20 foot blast Cost Cost 20 CU’s Cost 130 CU’s Cost 125 CU’s Cost 40 CU’s Cost Ext hit/dam +2/5 Short hit/dam -/- Med hit/dam 0/5 Long hit/dam +1/5 Heavy Machine Gun CC hit/dam Short hit/dam -/-1(x2)/6 Med hit/dam +0(x2)/5 Long hit/dam +1(x2)/4 Coist Ext hit/dam +2(x2)/3 Heavy Chain Gun CC hit/dam Short hit/dam -/+0(x3)/5 Bazooka CC hit/dam -1/5 Med hit/dam +1(x3)/5 Long hit/dam +2(x3)/4 Cost Ext hit/dam +3(x3)/3 Cost Short hit/dam -2/5 Med hit/dam -1/5 Cost 35 CU’s Cost 28 CU’s Cost 280 CU’s Med hit/dam +1(x3)/5 Long hit/dam +2(x3)/5 Heavy Ordinance Rockets Howitzer Rounds Rocket Launcher CC hit/dam Short hit/dam -/+0(x3)/5 You can do any one of the three hits to any targets v=but all targets must be within a 20 diameter. Cost 400 CU’s Ext hit/dam +2/6 Howitzer CC hit/dam Short hit/dam -/-/AP 2 40 foot blast Armor Jump Armor Med hit/dam +0/6 Long hit/dam +1/6 Cost 300 CU’s Requires the Jump trooper Ability to use safely. Choose Ion, Lance or Two Gauss pistols. Adds +1 to the T stat. Shock Armor Requires the Shock Trooper Ability to use properly. Negatron Shield and Vibro Scythe included. Adds +2 to T stat. Junker or Gladiator Exo-Suite Requires the Shock Trooper Ability to use properly. Choose Chain Gun (mounted) or Flame Thrower (mounted) Adds +1 to the T stat. Cost 250 CU’s Cost 230 CU’s Viridian Colonial Armor +1 to the T stat. Suppressor Armor +1 to the T stat. Gladiator Armor +1 to the T stat. Retainer Armor +1 to the T stat. Cost 85 CU’s Cost 90 CU’s Cost 80 CU’s Cost 70 CU’s Convict Armor +1 to the T stat. Other Jump Pack Requires the Jump trooper Ability to use safely. Binoculars Tent Sleeps 4 adults. 100 foot synth-steel Rope. Jumpsuit/Uniform Body coverings and outfits with group affiliations. Pants Basic leg coverings that come in many styles. Shirt Basic leg coverings that come in many styles. Cost 60 CU’s Cost 180 CU’s Cost 1 CU Cost 4 CU’s Cost 2 CU’s Cost 2 CU’s Cost 1 CU Cost 1 CU Shoes Cost 2 CU’s Footwear. These vary in style from low cut heals to lace up or pull on boots to fashionable women’s shoes. Backpack Cost 1 CU This is a devise used to carry multiple items and free up one’s hands. It is worn slung across the back with your arms through the straps. Satchel Cost 1 CU This is like a backpack but is slung over the shoulder or across the body instead of the back. Entrenching tool Cost 3 CU’s These small folding shovels are very versatile, and come as standard issue for the Viridian Colonial Marines. Thermal Goggles Cost 37 CU’s These goggles have sensors that register heat patterns. These are extremely rair outside the military. Night vision Goggles Cost 44 CU’s Like these goggles are set at a near thermal level and are easier to use than the thermal goggles. Radio Headset A headset that can be tuned into a communications system. Communication system. A short range radio system used for communication. Mechanical Tool kit Tools used to fix vehicles. Electronic tool Kit Fine tolls used to repair Electronic equipment. Medical Pack Used to help people heal. Cost 14 CU’s Cost 98 CU’s Cost 127 CU’s Cost 65 CU’s Cost 150 CU’s

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