lurker
Hentai Master
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Allright, against my better judgement, I'm doing this. Gonna remake Path of Ashes, into a proper rping setup, with more preplanning and less jumping at the gun.
Thus, this thread, to help me get a bit of a hand to work on the system again. Any and all help tis apreciated, thankie very much in advanced :3
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General System Rules
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---Actions, aka Skill Checks---
---Character Growth---
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Combat Rules
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---Initiative---
---Melee Combat Formula---
---Ranged Combat Formula
---Pleasure Damage and Rape Side-Effects---
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Body Armor
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Unless your character was grabbed already and stripped, you will most likely need some form of clothing for them. Instead of the usual 'name clothing and rip off,' each piece has a certain resistance depending on the material. For example, a Kevlar Vest is stronger than a pair of silk jammies. Thus, the following scale of fabric strengths.
---Fabric Strengths---
---Armor Pieces---
---Damage to Armor---
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Weapons
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---Melee Weapons---
---Ranged Weapons---
---Grenades and Deployables---
---Other/Special Weapons---
---Ammunitions---
Ammo loading comes in two major types, incrementally, which adds in a use from a separate collection source, or via Clip-Style, where if you pull a clip, the clip will still be partly used. (Note, players can top off clips when they get the chance as a free action, just not during combat as you really got better things to worry about.)
---General Items---
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Status Effects/Weapon Bonuses
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---Weapon Bonuses---
---Status Ailments---
---Status Boosts---
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Character Stats
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---Skill Stats---
Thus, this thread, to help me get a bit of a hand to work on the system again. Any and all help tis apreciated, thankie very much in advanced :3
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General System Rules
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Roleplay segments art more the less freeform, with dice rolls used for contested situations.
Naturals Rule- a max dice is added to the score of action or combat rolls and has annother roll added.
Auto Loss- A roll of 1 is an auto loss for combat and actions.
Players are expected to keep track of experience, loot, and ammo gained/used!
Certain situations may deviate from the rules in logical areas.
Naturals Rule- a max dice is added to the score of action or combat rolls and has annother roll added.
Auto Loss- A roll of 1 is an auto loss for combat and actions.
Players are expected to keep track of experience, loot, and ammo gained/used!
Certain situations may deviate from the rules in logical areas.
---Actions, aka Skill Checks---
Actions that take more than the most general of abilities (Searching wreckage, leaping a large gap, struggling free from a monster) are decided by the following formula, substituting X for the stat most related to the action, and Y for the difficulty of the action as decided by the DM. Sometimes, multiple stats are tested in a chain, depending on the action.
1d10 + X - Y
9+ is success
8- is failure, repercussions dependent on action.
Sample Actions:
Escaping by running: Easy Action, Agility
Struggle Free: Hard Action, Strength
Scaling a building with no assisted equipment: Impossible Action, Agility/Strength
Action Difficulties:
Easy- 1- 1 Experience is lost if failed
Moderate- 2- 2 Experience is gained at success
Hard- 4- 4 Experience is gained at success
Very Hard- 8- 8 Experience is gained at success
Impossible- 10- 10 Experience is gained at success
1d10 + X - Y
9+ is success
8- is failure, repercussions dependent on action.
Sample Actions:
Escaping by running: Easy Action, Agility
Struggle Free: Hard Action, Strength
Scaling a building with no assisted equipment: Impossible Action, Agility/Strength
Action Difficulties:
Easy- 1- 1 Experience is lost if failed
Moderate- 2- 2 Experience is gained at success
Hard- 4- 4 Experience is gained at success
Very Hard- 8- 8 Experience is gained at success
Impossible- 10- 10 Experience is gained at success
---Character Growth---
Stat Points are gained per successful Action done, and defeating creatures, both with successful combat actions and via monster experience. These points can later be used for character growth, such as buying additional stat points, gaining new character skills, and even increasing earlier skills
Bonuses gained via Stat Points are still being deduced, but those that exist are below.
Additional Statpoints: Permanently increase one of your stats by +1, limited to 10 (Or +10 HP, Pleasure Limit, or Focus, limited to 100) - 25 Stat Points
Transformation Immunity: For those that don't want to have their character's biological makeup changed, take this to gain a rare DNA strain in your bloodline that prevents permanent transformation effects. - 10 Stat Points
Boom, Headshot: Gives Called Shots with Precision Weaponry an instant-kill effect on Non-Elite enemies, following the same limitations as the Precision Weapons effect. (Elites, Minibosses, and Bosses are immune to this ability, and instead take standard Precision Weapon damage.) - 100 Stat Points
Akimbo Assassin: Reduces the penalty of duel-wielding 1-handed weapons, returning it to standard difficulty.
Psyonics: The character gains the ability to use Psyonics, a branch of psychic based attacks that rely on Focus, as well as skillchecks. - 100 Stat Points
Experienced: Pleasure damage from 'natural' sources is reduced by 3. Pleasure damage cannot be reduced below 3 this way. - 100 Stat Points
Tentacle Pleaser: Pleasure damage from 'unnatural' sources is reduced by 3. Pleasure damage cannot be reduced below 3 this way. - 100 Stat Points
Meatshield: Reduced combat damage by 3. Damage cannot be reduced below 3 this way. - 100 Stat Points
Sexay!: A skill used to make monsters that are naturally aggressive, but still having the rapeskills become less aggressive. This of course has the bad sides... - 25 Stat Points
Good Swimmer: Actions done in the water aren't quite as difficult as they used to be. - 25 Stat Points
Physical Training - Restraints are easier to get out of. - 25 Stat Points
Bonuses gained via Stat Points are still being deduced, but those that exist are below.
Additional Statpoints: Permanently increase one of your stats by +1, limited to 10 (Or +10 HP, Pleasure Limit, or Focus, limited to 100) - 25 Stat Points
Transformation Immunity: For those that don't want to have their character's biological makeup changed, take this to gain a rare DNA strain in your bloodline that prevents permanent transformation effects. - 10 Stat Points
Boom, Headshot: Gives Called Shots with Precision Weaponry an instant-kill effect on Non-Elite enemies, following the same limitations as the Precision Weapons effect. (Elites, Minibosses, and Bosses are immune to this ability, and instead take standard Precision Weapon damage.) - 100 Stat Points
Akimbo Assassin: Reduces the penalty of duel-wielding 1-handed weapons, returning it to standard difficulty.
Psyonics: The character gains the ability to use Psyonics, a branch of psychic based attacks that rely on Focus, as well as skillchecks. - 100 Stat Points
Experienced: Pleasure damage from 'natural' sources is reduced by 3. Pleasure damage cannot be reduced below 3 this way. - 100 Stat Points
Tentacle Pleaser: Pleasure damage from 'unnatural' sources is reduced by 3. Pleasure damage cannot be reduced below 3 this way. - 100 Stat Points
Meatshield: Reduced combat damage by 3. Damage cannot be reduced below 3 this way. - 100 Stat Points
Sexay!: A skill used to make monsters that are naturally aggressive, but still having the rapeskills become less aggressive. This of course has the bad sides... - 25 Stat Points
Good Swimmer: Actions done in the water aren't quite as difficult as they used to be. - 25 Stat Points
Physical Training - Restraints are easier to get out of. - 25 Stat Points
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Combat Rules
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---Initiative---
Player Initiative comes from the following formula, and effects monsters as well.
Character Agility Stat (or Aim if in ranged combat) / 2 + (Modifier of character's active weapon) + (1d20)
Equal Initiatives are tie broke via the character's Agility. If Agility is equal, the PCs and allied NPCs have first priority.
Character Agility Stat (or Aim if in ranged combat) / 2 + (Modifier of character's active weapon) + (1d20)
Equal Initiatives are tie broke via the character's Agility. If Agility is equal, the PCs and allied NPCs have first priority.
---Melee Combat Formula---
Attacker 1d10 + Body vs. Defender 1d10 +Body
A>D Success, calculate damage
A=<D Attack fails, successful block
A>D Success, calculate damage
A=<D Attack fails, successful block
---Ranged Combat Formula
1d10 + Aim - Range - Difficulty, if needed
9 or < is success, calculate damage
> is failure
9 or < is success, calculate damage
> is failure
---Pleasure Damage and Rape Side-Effects---
1d10+Stat related to Raep implement (Body for convential, Aim for tentacles, Brains for mental pleasures, etc.) vs. 1d10+player body
A>D Pleasure is gained, uses damage of chosen Implement is used for pleasure
A=D The attack still succeeds, but you can't gain 0 pleasure anyway...
A<D Pleasure is not gained
When a person or monster reaches Max Pleasure, a D4 is rolled:
Player Max Chart
1 Fatigue= -2 all stats for 3 turns
2 Horny= Pleasure bar goes to 10 instead of 0
3 Sex Frenzy= Player gains the Sex Frenzy status.
4 Unconscious= Lose 3 turns for roleplaying due to being out like a light
Monster Max Chart
1 Fatigue= -2 all stats for 3 turns
2 Untangle= Any form of grapple (and maybe penetrations) are removed
3 One More Time!= The monster begins again
4 Unconscious= Lose 3 turns for roleplaying due to being out like a light
Simultaneous orgasm causes monsters to one more time and players to sex frenzy. When the creature next orgasms, it goes Unconscious
A>D Pleasure is gained, uses damage of chosen Implement is used for pleasure
A=D The attack still succeeds, but you can't gain 0 pleasure anyway...
A<D Pleasure is not gained
When a person or monster reaches Max Pleasure, a D4 is rolled:
Player Max Chart
1 Fatigue= -2 all stats for 3 turns
2 Horny= Pleasure bar goes to 10 instead of 0
3 Sex Frenzy= Player gains the Sex Frenzy status.
4 Unconscious= Lose 3 turns for roleplaying due to being out like a light
Monster Max Chart
1 Fatigue= -2 all stats for 3 turns
2 Untangle= Any form of grapple (and maybe penetrations) are removed
3 One More Time!= The monster begins again
4 Unconscious= Lose 3 turns for roleplaying due to being out like a light
Simultaneous orgasm causes monsters to one more time and players to sex frenzy. When the creature next orgasms, it goes Unconscious
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Body Armor
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Unless your character was grabbed already and stripped, you will most likely need some form of clothing for them. Instead of the usual 'name clothing and rip off,' each piece has a certain resistance depending on the material. For example, a Kevlar Vest is stronger than a pair of silk jammies. Thus, the following scale of fabric strengths.
---Fabric Strengths---
A generic list of fabric strengths used as a general scale of armor creation. PLEASE GIVE INPUT ON IF I NEED TO TWEAK THIS SOMEWHAT
Silk- 4, -Defense on Slash, Stab, Hack, Piercing, Explosive, Fire
Cloth- 8, -Defense on Slash, Hack, Explosive, Fire
Spandex- 6
Mesh- 4
Nylon- 4
Leather- 8
Denim- 8
Rubber- 10
Fur- 10, +Defense on Slash, Fire
Kevlar- 15, +Defense on Piercing, -Defense on Stab
Metal- 20, +Defense on Stab, Slash, Piercing, -Defense on Crush, Fire, Explosive
PVC- 12
Silk- 4, -Defense on Slash, Stab, Hack, Piercing, Explosive, Fire
Cloth- 8, -Defense on Slash, Hack, Explosive, Fire
Spandex- 6
Mesh- 4
Nylon- 4
Leather- 8
Denim- 8
Rubber- 10
Fur- 10, +Defense on Slash, Fire
Kevlar- 15, +Defense on Piercing, -Defense on Stab
Metal- 20, +Defense on Stab, Slash, Piercing, -Defense on Crush, Fire, Explosive
PVC- 12
---Armor Pieces---
-Standard Clothing- Roleplay wise, this clothing can be anything and everything. Statwise, the most basic of armors. It's probably not gonna last too long.
Durability: 8/8
This piece of armor gives defensive bonuses to no damage. The piece of armor loses extra durability to Slash, Hack, Explosive, and Fire damage.
-Kevlar Vest- A vest made out of kevlar, pulled over a person's torso.
Durability: 15/15
This piece of armor gives defense bonuses to Piercing damage. The piece of armor loses extra durability to Stab attacks.
-Bracing Plates- Metalic plates put on the arms and legs of certain military and merc units for lighter armor in various areas.
Durability: 20/20
This piece of armor gives defense bonuses to Stab, Slash, and Piercing damage. This piece of armor loses extra durability to Fire, Explosive, and Crush damage.
Durability: 8/8
This piece of armor gives defensive bonuses to no damage. The piece of armor loses extra durability to Slash, Hack, Explosive, and Fire damage.
-Kevlar Vest- A vest made out of kevlar, pulled over a person's torso.
Durability: 15/15
This piece of armor gives defense bonuses to Piercing damage. The piece of armor loses extra durability to Stab attacks.
-Bracing Plates- Metalic plates put on the arms and legs of certain military and merc units for lighter armor in various areas.
Durability: 20/20
This piece of armor gives defense bonuses to Stab, Slash, and Piercing damage. This piece of armor loses extra durability to Fire, Explosive, and Crush damage.
---Damage to Armor---
Armor is damaged on a successful attack passively. Half of general combat damage rounded down is hit to the armor durability. If armor has extra defensive bonuses, it will half the damage again after it's been deducted, and also counts as a temporary 'Hardened to X' for each resistance. If the armor is weak to an attack, it loses durability equal to the full attack damage.
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Weapons
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---Melee Weapons---
-Scalpel- A simple surgical tool, though if need be, it makes a decent desperation tool.
Damage Type: Stab
Hands Required: One
Damage Calculation: 1d6
Initiative Boost: +4
Other Effects: Sneak Attack
-Knife- An average household knife, or a generic pocketknife.
Damage Type: Stab + Slash
Hands Required: One
Damage Calculation: 1d6+2
Initiative Boost: +2
Other Effects: Sneak Attack
-Combat Knife- A much more badass version of the standard knife.
Damage Type: Stab + Slash
Hands Required: One
Damage Calculation: 1d8+2
Initiative Boost: +2
Other Effects: Sneak Attack
-Wrench- Causes critical damage to Splicers.
Damage Type: Crush
Hands Required: One
Damage Calculation: 2d6
Initiative Boost: 0
Other Effects: 10% Stun Chance 1
-Lead Pipe- The most basic weapon of the survivalist.
Damage Type: Crush
Hands Required: Two
Damage Calculation: 2d6
Initiative Boost: -1
Other Effects: 20% Stun 2
-Fire Axe- Huddah Huddah Huh.
Damage Type: Slash + Stab + Crush + Hack
Hands Required: Two
Damage Calculation: 2d6+4
Initiative Boost: -3
Other Effects: Undead Hunter
-Katana- Because katanas are just better.
Damage Type: Slash + Hack
Hands Required: Two
Damage Calculation: 1d12+3
Initiative Boost: +2
Other Effects: Mystic Medium
-Broadsword- THERE CAN BE ONLY ONE!!!!
Damage Type: Slash + Hack + Crush
Hands Required: Two
Damage Calculation: 1d20+2
Initiative Boost: -2
Other Effects: 20% Stun Chance 1
-Chainsaw- No other words be required. CHAAAAAAAAAAIINSAAAAW!!!
Damage Type: Slash + Hack
Hands Required: Two
Damage Calculation: 1d10+3
Initiative Boost: -2
Ammo Used: Fuel
Ammo Capacity: 20
Other Effects: Uses 1 dose of Fuel each round, Multi-Hit 3
Extra Abilities: Flip the Switch - Activate/Deactivate the Chainsaw, to conserve fuel. The chainsaw must be activated to attack.
Damage Type: Stab
Hands Required: One
Damage Calculation: 1d6
Initiative Boost: +4
Other Effects: Sneak Attack
-Knife- An average household knife, or a generic pocketknife.
Damage Type: Stab + Slash
Hands Required: One
Damage Calculation: 1d6+2
Initiative Boost: +2
Other Effects: Sneak Attack
-Combat Knife- A much more badass version of the standard knife.
Damage Type: Stab + Slash
Hands Required: One
Damage Calculation: 1d8+2
Initiative Boost: +2
Other Effects: Sneak Attack
-Wrench- Causes critical damage to Splicers.
Damage Type: Crush
Hands Required: One
Damage Calculation: 2d6
Initiative Boost: 0
Other Effects: 10% Stun Chance 1
-Lead Pipe- The most basic weapon of the survivalist.
Damage Type: Crush
Hands Required: Two
Damage Calculation: 2d6
Initiative Boost: -1
Other Effects: 20% Stun 2
-Fire Axe- Huddah Huddah Huh.
Damage Type: Slash + Stab + Crush + Hack
Hands Required: Two
Damage Calculation: 2d6+4
Initiative Boost: -3
Other Effects: Undead Hunter
-Katana- Because katanas are just better.
Damage Type: Slash + Hack
Hands Required: Two
Damage Calculation: 1d12+3
Initiative Boost: +2
Other Effects: Mystic Medium
-Broadsword- THERE CAN BE ONLY ONE!!!!
Damage Type: Slash + Hack + Crush
Hands Required: Two
Damage Calculation: 1d20+2
Initiative Boost: -2
Other Effects: 20% Stun Chance 1
-Chainsaw- No other words be required. CHAAAAAAAAAAIINSAAAAW!!!
Damage Type: Slash + Hack
Hands Required: Two
Damage Calculation: 1d10+3
Initiative Boost: -2
Ammo Used: Fuel
Ammo Capacity: 20
Other Effects: Uses 1 dose of Fuel each round, Multi-Hit 3
Extra Abilities: Flip the Switch - Activate/Deactivate the Chainsaw, to conserve fuel. The chainsaw must be activated to attack.
---Ranged Weapons---
-Handgun- A standard handgun. More than likely a 9mm, full metal jacket.
Damage Type: Piercing
Hands Required: One
Damage Calculation: 2d6
Initiative Boost: +1
Ammo Used: 9mm Clip
Ammo Capacity: One Clip
Other Effects: Precision Weapon
-Shotgun- A modern multi-slug shotgun.
Damage Type: Piercing
Hands Required: Two
Damage Calculation: 2d10
Initiative Boost: -2
Ammo Used: Buckshot
Ammo Capacity: 8
Other Effects: Piercing Shot
-Assault Rifle- A modernistic assault rifle, based off the M16 pattern assault rifle.
Damage Type: Piercing
Hands Required: Two
Damage Calculation: 2d6+2
Initiative Boost: -3
Ammo Used: Assault Rifle Clip, Extended Assault Rifle Clip
Ammo Capacity: One Clip
Other Effects: N/A
Extra Abilities: Can be fired in either Semi Auto (1 shot), Burst Fire (5 shots), or Full Auto (15 shots)
-Sniper Rifle- A standard, bolt-fed rifle, modified with a scope for superior sniping power.
Damage Type: Piercing
Hands Required: Two
Damage Calculation: 2d10+5
Initiative Boost: -5
Ammo Used: Heavy Rifle Bullets
Ammo Capacity: 5
Other Effects: Precision Weapons+
-Flamethrower- The ultimate tool in spychecking!
Damage Type: Gas (Fire Element)
Hands Required: Two
Damage Calculation: 1d10+5
Initiative Boost: -4
Ammo Used: Gas Canister, 3 Ammo per shot
Ammo Capacity: One Canister
Other Effects: Short-Ranged, Afterburn, Splash Area
-Sextant-Pattern RPG- A favorite weapon of mercenary forces, the Sextant can load up to six grenade rounds, and then either fire them with onboard rockets, or release them to gravity’s mercy. Either way, it’s utterly devastating.
Damage Type: Explosion (Explosive Element)
Hands Required: Two
Damage Calculation: 3d10
Initiative Boost: -7
Ammo Used: Sextant Grenades
Ammo Capacity: 6
Other Effects: Splash Damage
Extra Abilities: Can load up to 6 separate shots, each extra shot slowing initiative by -2, and counting as an extra damage roll for each shell. Firing them as grenades allow for Indirect Fire, however counts as a more difficult Aim action.
-Shock Rifle- A light plasma-based energy weapon, the Shock Rifle has a unique combo attack, that makes it surprisingly painful to the unprepared enemy.
Damage Type: Energy
Hands Required: Two
Damage Calculation: 2d10 (Secondary 1d20)
Initiative Boost: -4
Ammo Used: Shock Rifle Charges (Releases 5 per shot)
Ammo Capacity: 10 (5 used for Secondary Attack)
Other Effects: Precision Weapon (Primary Only), Splash Damage (Secondary only), Free Reload
Extra Abilities: A primary shot into the Secondary orb results in a much stronger blast of the secondary’s AOE effect, resulting in an Energy blast of 3d20. Reloading, however, is done standard after such a blast.
-BFG9000- ‘Yaknow, I liked it better when it just killed stuff’
Damage Type: Energy
Hands Required: Two
Damage Calculation: 2d10
Initiative Boost: -8
Ammo Used: BFG Cells
Ammo Capacity: 4
Other Effects: Nuclear, Splash Area
Extra Abilities: Charging the weapon up will use additional charges, but will add additional damage dice to the resulting attack.
Damage Type: Piercing
Hands Required: One
Damage Calculation: 2d6
Initiative Boost: +1
Ammo Used: 9mm Clip
Ammo Capacity: One Clip
Other Effects: Precision Weapon
-Shotgun- A modern multi-slug shotgun.
Damage Type: Piercing
Hands Required: Two
Damage Calculation: 2d10
Initiative Boost: -2
Ammo Used: Buckshot
Ammo Capacity: 8
Other Effects: Piercing Shot
-Assault Rifle- A modernistic assault rifle, based off the M16 pattern assault rifle.
Damage Type: Piercing
Hands Required: Two
Damage Calculation: 2d6+2
Initiative Boost: -3
Ammo Used: Assault Rifle Clip, Extended Assault Rifle Clip
Ammo Capacity: One Clip
Other Effects: N/A
Extra Abilities: Can be fired in either Semi Auto (1 shot), Burst Fire (5 shots), or Full Auto (15 shots)
-Sniper Rifle- A standard, bolt-fed rifle, modified with a scope for superior sniping power.
Damage Type: Piercing
Hands Required: Two
Damage Calculation: 2d10+5
Initiative Boost: -5
Ammo Used: Heavy Rifle Bullets
Ammo Capacity: 5
Other Effects: Precision Weapons+
-Flamethrower- The ultimate tool in spychecking!
Damage Type: Gas (Fire Element)
Hands Required: Two
Damage Calculation: 1d10+5
Initiative Boost: -4
Ammo Used: Gas Canister, 3 Ammo per shot
Ammo Capacity: One Canister
Other Effects: Short-Ranged, Afterburn, Splash Area
-Sextant-Pattern RPG- A favorite weapon of mercenary forces, the Sextant can load up to six grenade rounds, and then either fire them with onboard rockets, or release them to gravity’s mercy. Either way, it’s utterly devastating.
Damage Type: Explosion (Explosive Element)
Hands Required: Two
Damage Calculation: 3d10
Initiative Boost: -7
Ammo Used: Sextant Grenades
Ammo Capacity: 6
Other Effects: Splash Damage
Extra Abilities: Can load up to 6 separate shots, each extra shot slowing initiative by -2, and counting as an extra damage roll for each shell. Firing them as grenades allow for Indirect Fire, however counts as a more difficult Aim action.
-Shock Rifle- A light plasma-based energy weapon, the Shock Rifle has a unique combo attack, that makes it surprisingly painful to the unprepared enemy.
Damage Type: Energy
Hands Required: Two
Damage Calculation: 2d10 (Secondary 1d20)
Initiative Boost: -4
Ammo Used: Shock Rifle Charges (Releases 5 per shot)
Ammo Capacity: 10 (5 used for Secondary Attack)
Other Effects: Precision Weapon (Primary Only), Splash Damage (Secondary only), Free Reload
Extra Abilities: A primary shot into the Secondary orb results in a much stronger blast of the secondary’s AOE effect, resulting in an Energy blast of 3d20. Reloading, however, is done standard after such a blast.
-BFG9000- ‘Yaknow, I liked it better when it just killed stuff’
Damage Type: Energy
Hands Required: Two
Damage Calculation: 2d10
Initiative Boost: -8
Ammo Used: BFG Cells
Ammo Capacity: 4
Other Effects: Nuclear, Splash Area
Extra Abilities: Charging the weapon up will use additional charges, but will add additional damage dice to the resulting attack.
---Grenades and Deployables---
-Flashbang- Military-Grade flashbangs. Avert your eyes!
Damage Type: N/A
Hands Required: One
Damage Calculation: N/A
Initiative Boost: 0
Timer: 0
Other Effects: Splash Area, 60% Stunchance 2, Inflicts Blinded on anyone who fails a Tech check (for failing to recognize the threat and blocking the light effect)
-HE Grenade- Heavy explosive damage, but be careful of close-range use!
Damage Type: Explosion (Explosive Element)
Hands Required: One
Damage Calculation: 3d20
Initiative Boost: 1
Timer: 1
-Sticky Bomb- Not sticky cause how ya think. Surprisingly never sticks to the user of the explosive.
Damage Type: Explosion (Explosive Element)
Hands Required: One
Damage Calculation: 4d10
Initiative Boost: 0
Timer: 1
Other Effects: Splash Area, Sticks to surfaces upon first being thrown, detonating and damaging targets near the explosion point.
Damage Type: N/A
Hands Required: One
Damage Calculation: N/A
Initiative Boost: 0
Timer: 0
Other Effects: Splash Area, 60% Stunchance 2, Inflicts Blinded on anyone who fails a Tech check (for failing to recognize the threat and blocking the light effect)
-HE Grenade- Heavy explosive damage, but be careful of close-range use!
Damage Type: Explosion (Explosive Element)
Hands Required: One
Damage Calculation: 3d20
Initiative Boost: 1
Timer: 1
-Sticky Bomb- Not sticky cause how ya think. Surprisingly never sticks to the user of the explosive.
Damage Type: Explosion (Explosive Element)
Hands Required: One
Damage Calculation: 4d10
Initiative Boost: 0
Timer: 1
Other Effects: Splash Area, Sticks to surfaces upon first being thrown, detonating and damaging targets near the explosion point.
---Other/Special Weapons---
-Tazer- DON'T TAZE ME BRO!!!
Damage Type: Piercing (Electric Element)
Hands Required: One
Damage Calculation: 1d10+2
Initiative Boost: -1
Ammo Used: Weapon Battery
Ammo Capacity: 5
Other Effects: Tazed Bro
-Harpoon Gun- Used by spearfishers, it works off compressed air to launch harpoons a great distance.
Damage Type: Stab
Hands Required: Two
Damage Calculation: 2d6+2
Initiative Boost: -6
Ammo Used: Harpoons
Ammo Capacity: 1
Other Effects: Useable in Water, Precision Weapon
Damage Type: Piercing (Electric Element)
Hands Required: One
Damage Calculation: 1d10+2
Initiative Boost: -1
Ammo Used: Weapon Battery
Ammo Capacity: 5
Other Effects: Tazed Bro
-Harpoon Gun- Used by spearfishers, it works off compressed air to launch harpoons a great distance.
Damage Type: Stab
Hands Required: Two
Damage Calculation: 2d6+2
Initiative Boost: -6
Ammo Used: Harpoons
Ammo Capacity: 1
Other Effects: Useable in Water, Precision Weapon
---Ammunitions---
Ammo loading comes in two major types, incrementally, which adds in a use from a separate collection source, or via Clip-Style, where if you pull a clip, the clip will still be partly used. (Note, players can top off clips when they get the chance as a free action, just not during combat as you really got better things to worry about.)
-Fuel Can- Used by Gas-powered tools as well as certain weapons.
Capacity of Clips: 25
Loading Style: Incrementally
-9mm Clip- A standard handgun clip.
Capacity of Clips: 10
Loading Style: Clip-Style
-Assault Rifle Clip- Fitted for most automatic rifles.
Capacity of Clips: 15
Loading Style: Clip-Style
-Extended Rifle Clip- It's like a 100% Bonus!
Capacity of Clips: 30
Loading Style: Clip-Style
-Buckshot- Standard Shotgun shells.
Capacity of Clips: 1 Slug
Loading Style: Incrementally
-Heavy Rifle Bullets- I have yet to meet one who can outsmart oversized bullets.
Capacity of Clips: 1 Bullet
Loading Style: Incrementally
-Harpoon- For the fisherman's unique arsenal, or if you're fighting Necromorphs, accept no substitute.
Capacity of Clips: 1 Harpoon
Loading Style: Incrementally
-Gas Canister- I love the smell of promethium in the morning.
Capacity of Clips: 30 units of gas
Loading Style: Clip-Style
-Sextant Grenade- Not designed for throwing, can only be triggered with a Sextant RPG
Capacity of Clips: 1 Grenade
Loading Style: Incrementally
-Shock Rifle Charges- Surprisingly compact for such a powerful rifle...
Capacity of Clips: 10 Charges
Loading Style: Clip-Style
-BFG Cell- Handle with Care
Capacity of Clips: 4 Charges
Loading Style: Clip-Style
Capacity of Clips: 25
Loading Style: Incrementally
-9mm Clip- A standard handgun clip.
Capacity of Clips: 10
Loading Style: Clip-Style
-Assault Rifle Clip- Fitted for most automatic rifles.
Capacity of Clips: 15
Loading Style: Clip-Style
-Extended Rifle Clip- It's like a 100% Bonus!
Capacity of Clips: 30
Loading Style: Clip-Style
-Buckshot- Standard Shotgun shells.
Capacity of Clips: 1 Slug
Loading Style: Incrementally
-Heavy Rifle Bullets- I have yet to meet one who can outsmart oversized bullets.
Capacity of Clips: 1 Bullet
Loading Style: Incrementally
-Harpoon- For the fisherman's unique arsenal, or if you're fighting Necromorphs, accept no substitute.
Capacity of Clips: 1 Harpoon
Loading Style: Incrementally
-Gas Canister- I love the smell of promethium in the morning.
Capacity of Clips: 30 units of gas
Loading Style: Clip-Style
-Sextant Grenade- Not designed for throwing, can only be triggered with a Sextant RPG
Capacity of Clips: 1 Grenade
Loading Style: Incrementally
-Shock Rifle Charges- Surprisingly compact for such a powerful rifle...
Capacity of Clips: 10 Charges
Loading Style: Clip-Style
-BFG Cell- Handle with Care
Capacity of Clips: 4 Charges
Loading Style: Clip-Style
---General Items---
-Access Card- Access cards have various 'ranks', with each level going from F, D, C, B, A, S. Higher up the grade, the more important the access is locking.
Allows access into various doorways in the facilities.
-Medic Gel- A high-tech, liquidated band-aid. Not able to be applied on the go, but is a much more efficient medical aid.
Heals 3d6 Health. Cannot be used in combat
-Life Water- A militarized version of the Medic Gel, Life Water has even greater medicinal properties then Medkits, but once again is too fragile a sealant to use while on the go.
Heals 3d20 Health. Cannot be used in combat
-Bandages- Simple gauze straps, used to hold surface wounds together until they heal.
Heals 1d8 Health
-Painkillers- PEEEEEEEEEEEEEEEEEEEEEEELZ!!!
Heals 2d6 Health
-Medkit- Full of all sorts of medical supplies, useful for curing the players who are highly wounded.
Heals 3d10 Health
-Adrenaline- WBBBBHWR!
Heals 1d10 HP, also gives the Adrenaline buff.
-Com Headset- Used by most security forces of the day to keep in contact with each other. Have various codec channels, as well as a basic broadband channel for open calling.
Players with the Com Headset can contact other people via the various channels, either by the broadband channel or via private channels given to them.
-Handcuffs- You have the right to not use your arms...
Restrains people by wherever the two ends of the cuffs are connected. Can get out of them via a skillcheck.
-Flashlight- Useful in dark places.
Decreases skill check difficulties in dark places while it's on.
-Gas Mask- Fitted for pyromaniacs, military use, as well as stockbrokers.
Blocks the effect of any gas-based armaments, such as Sleep Bombs and Satchels.
-Silencer- A silencer, with adapter pieces for many forms of firearms.
Silencers can be equipped to certain firearms, giving them the 'Silenced' prefix and giving the weapon the Sneak Attack property. Silencers can also be removed again.
Silencers can be attached to the following firearms: Handgun, Sniper Rifle.
Allows access into various doorways in the facilities.
-Medic Gel- A high-tech, liquidated band-aid. Not able to be applied on the go, but is a much more efficient medical aid.
Heals 3d6 Health. Cannot be used in combat
-Life Water- A militarized version of the Medic Gel, Life Water has even greater medicinal properties then Medkits, but once again is too fragile a sealant to use while on the go.
Heals 3d20 Health. Cannot be used in combat
-Bandages- Simple gauze straps, used to hold surface wounds together until they heal.
Heals 1d8 Health
-Painkillers- PEEEEEEEEEEEEEEEEEEEEEEELZ!!!
Heals 2d6 Health
-Medkit- Full of all sorts of medical supplies, useful for curing the players who are highly wounded.
Heals 3d10 Health
-Adrenaline- WBBBBHWR!
Heals 1d10 HP, also gives the Adrenaline buff.
-Com Headset- Used by most security forces of the day to keep in contact with each other. Have various codec channels, as well as a basic broadband channel for open calling.
Players with the Com Headset can contact other people via the various channels, either by the broadband channel or via private channels given to them.
-Handcuffs- You have the right to not use your arms...
Restrains people by wherever the two ends of the cuffs are connected. Can get out of them via a skillcheck.
-Flashlight- Useful in dark places.
Decreases skill check difficulties in dark places while it's on.
-Gas Mask- Fitted for pyromaniacs, military use, as well as stockbrokers.
Blocks the effect of any gas-based armaments, such as Sleep Bombs and Satchels.
-Silencer- A silencer, with adapter pieces for many forms of firearms.
Silencers can be equipped to certain firearms, giving them the 'Silenced' prefix and giving the weapon the Sneak Attack property. Silencers can also be removed again.
Silencers can be attached to the following firearms: Handgun, Sniper Rifle.
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Status Effects/Weapon Bonuses
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---Weapon Bonuses---
Weapon Battery - Instead of using a clip, this weapon essentially works on a battery, holding a cell of 'Power' and recharging at 10 a turn outside of confrontation.
Tazed Bro - Tazer weapons stun enemies for two turns. Residual electrical shock can come over to anyone touching the victim as well.
X Element - Deals damage based off a certain element. Elemental attacks can do certain damage.
X Hunter - Deals double the damage to the enemy of the specified type.
Slayer - Deals double damage to non-elite enemies
X% Stun x - Stuns the enemy with a certain percentage, measured via d100 dependent on success rate. The second variable is how long it stuns, for example 15% Stun 1 would stun a enemy 15% of the time, for one combat turn.
Nuclear- Due to the powers of fission, this weapon does full damage, even if the enemy would naturally be resistant to its damage type.
Free Reload – Reloading counts as a free action, allowing the player to add a new clip into the weapon without executing a Combat Reload
Sneak Attack - If the character initiates combat, a free combat move is done if they are equipped with a Sneak Attack weapon.
Multihit - Deals multiple damage rolls dependent on the severity. Multihit 2 does 2 damage rolls, for example.
Precision Weapons - Precision weapons deal double the damage a standard weapon would on a called shot to the weak point of a target, if it has a recognizable weak spot.
Precision Weapons+ - Precision weapons with a overdrive. Precision + weapons deal triple the damage of a standard weapon on a called shot to the weak point of a target, if it has a recognizable weak spot.
Piercing Shot - Bullets shot from this weapon has the chance of breaking through a primary target, dealing half the damage to the targets behind the primary target.
Splash Area- Damages targets next to the initial target upon the weapon's release.
Short Ranged- Cannot hit targets at a extended range.
Afterburn- Continues to damage the target with the element of the weapon for a random amount of turns, decided via a d8
Venomed - Deals 1d6 poison damage per turn upon successfully damaging someone with this weapon.
Mystic Medium - Any species that can channel magical properties can use this weapon to channel their spells more efficiently, reducing the fatigue required.
Tazed Bro - Tazer weapons stun enemies for two turns. Residual electrical shock can come over to anyone touching the victim as well.
X Element - Deals damage based off a certain element. Elemental attacks can do certain damage.
X Hunter - Deals double the damage to the enemy of the specified type.
Slayer - Deals double damage to non-elite enemies
X% Stun x - Stuns the enemy with a certain percentage, measured via d100 dependent on success rate. The second variable is how long it stuns, for example 15% Stun 1 would stun a enemy 15% of the time, for one combat turn.
Nuclear- Due to the powers of fission, this weapon does full damage, even if the enemy would naturally be resistant to its damage type.
Free Reload – Reloading counts as a free action, allowing the player to add a new clip into the weapon without executing a Combat Reload
Sneak Attack - If the character initiates combat, a free combat move is done if they are equipped with a Sneak Attack weapon.
Multihit - Deals multiple damage rolls dependent on the severity. Multihit 2 does 2 damage rolls, for example.
Precision Weapons - Precision weapons deal double the damage a standard weapon would on a called shot to the weak point of a target, if it has a recognizable weak spot.
Precision Weapons+ - Precision weapons with a overdrive. Precision + weapons deal triple the damage of a standard weapon on a called shot to the weak point of a target, if it has a recognizable weak spot.
Piercing Shot - Bullets shot from this weapon has the chance of breaking through a primary target, dealing half the damage to the targets behind the primary target.
Splash Area- Damages targets next to the initial target upon the weapon's release.
Short Ranged- Cannot hit targets at a extended range.
Afterburn- Continues to damage the target with the element of the weapon for a random amount of turns, decided via a d8
Venomed - Deals 1d6 poison damage per turn upon successfully damaging someone with this weapon.
Mystic Medium - Any species that can channel magical properties can use this weapon to channel their spells more efficiently, reducing the fatigue required.
---Status Ailments---
In Smoke - Smoke lowers the effective sight range of enemies, making it easier to sneak past targets, but does make doing skill-based things in the smoke cloud hard to do.
Tazed - Target is stunned for a few turns, as well as channels electricity through them. People touching the tazer’d victim will get a very mild electric shock, equating to 1d6 electrical damage.
Stunned - Stunning lasts for varying degrees, and will be listed on the related weapon or opponent both the stunchance and the length of stun. In short, you can't do anything the turns you are stunned.
Sex Frenzy - Gives chance of triggering in combat on a Critical Fail of a D20 on the start of each combat round. Sex Frenzy will force the character to attempt copulation with a random target (even themselves!) until the end of the current combat.
Sleeping - Similar to Stunned, however most creatures will ignore a sleeping enemy, as well as players will gain health sleeping. Also, players can sleep naturally if they wish, with the associated risks.
Blinded - Blinded enemies and targets have their combat rolls needing to match a 12
Tazed - Target is stunned for a few turns, as well as channels electricity through them. People touching the tazer’d victim will get a very mild electric shock, equating to 1d6 electrical damage.
Stunned - Stunning lasts for varying degrees, and will be listed on the related weapon or opponent both the stunchance and the length of stun. In short, you can't do anything the turns you are stunned.
Sex Frenzy - Gives chance of triggering in combat on a Critical Fail of a D20 on the start of each combat round. Sex Frenzy will force the character to attempt copulation with a random target (even themselves!) until the end of the current combat.
Sleeping - Similar to Stunned, however most creatures will ignore a sleeping enemy, as well as players will gain health sleeping. Also, players can sleep naturally if they wish, with the associated risks.
Blinded - Blinded enemies and targets have their combat rolls needing to match a 12
---Status Boosts---
Adrenaline Boost - Boosts Initiative for 10 turns by +5
Rage - Boosts Strength by +2, +2 to damage modifiers in Melee, and increases the chance to hit in melee
Rage - Boosts Strength by +2, +2 to damage modifiers in Melee, and increases the chance to hit in melee
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Character Stats
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---Skill Stats---
Aim - A purely Gunner skill, Aim relates to actions requiring a player to position, aim, and release any form of projectile with any form of accuracy.
Agility - Player's Agility measures the skill it takes to do many things such as jumping and running, as well as more complicated measures.
Body - Body measures the player's resistance to physical damage as well as the player's strength in actions.
Brains - Measure's the character's intelligence, and how they work with logical thinking and puzzles.
Mystic - Measures the character's power and resistance with both Psyonics and Earthtouch, as well as the character's resistance to such powers.
Tech - Measures how well the character is at hacking, using technological equipment, and dealing with systems
Health - The character's Health. Loose all of it, and the character will pass out until they can recover again, using a Continue. Further damages may be gained as a result of passing out near a monster.
Pleasure Limit - Gauges the amount of pleasure a character goes through. Peaking this stat will cause a character to orgasm.
Focus - Similar to Health, but used in connection with Mystic for spellcasting. Any character without Psyonics or Earthtouch won't have any use for this ability.
Agility - Player's Agility measures the skill it takes to do many things such as jumping and running, as well as more complicated measures.
Body - Body measures the player's resistance to physical damage as well as the player's strength in actions.
Brains - Measure's the character's intelligence, and how they work with logical thinking and puzzles.
Mystic - Measures the character's power and resistance with both Psyonics and Earthtouch, as well as the character's resistance to such powers.
Tech - Measures how well the character is at hacking, using technological equipment, and dealing with systems
Health - The character's Health. Loose all of it, and the character will pass out until they can recover again, using a Continue. Further damages may be gained as a result of passing out near a monster.
Pleasure Limit - Gauges the amount of pleasure a character goes through. Peaking this stat will cause a character to orgasm.
Focus - Similar to Health, but used in connection with Mystic for spellcasting. Any character without Psyonics or Earthtouch won't have any use for this ability.
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