Name - Race - Speed AP - : Secondary Trait Milestones

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Agility Name__________

STRENGTH
(DEX)
Race __________ HIT POINTS MAX
Animals TOUGHNESS
______/20 (CHA)
DEXTERITY SPEED Action Point
ARMOUR
ACTIONS RESULT
Psych AP______________
COST
TABLE
(FOR)
______/20 WALK 1 Walk up to
CONSTITUTION
Deception maximum speed
(CHA) RUN 2 double
Knowledge maximum speed
______/20 (FOR) with -3 to
INTELLEGENCE attacks against
Intimidation you.
(STR) SINGLE 2 Fire once using
______/20 Pilot MODE any ranged
FORESIGHT (INT) weapon
BURST 3 Split weapons
Doctor MODE burst rating at
______/20 (INT) up to two
CHARISMA Engineer targets
(INT) THROW 3 Throw one
object up to its
______/20 Perception max range
(FOR) STAB 1 Stab once at a
single target
Persuasion
(CHA) SLASH 2 Slash once,
hitting up to 2
Slight of hand targets in range
(DEX) INTERACT 1 Interact with the
Stealth world
(DEX) HEAVY STAB 2 Stab with d-3
Gunnery bonus damage
(CON) HEAVY 3 Attack up to 3
SLASH targets with d-3
Melee bonus damage
(STR) OPEN 1 Use inventory
Toughness INVENTORY
(CON) CHARGE 3 run and do one
Revive free heavy
(CON) melee

Throw OVERWATCH 1 fire on the first


(STR) enemy to move
Big Guns

Small Guns

SECONDARY TRAIT MILESTONES


AGILITY: every five points in agility grants one Dodge roll when you fail an
Armour OR toughness save. Additionally, reaching 10+ gives the
“Spring Bones” PERK, Mastery allows you to move first when combat begins

ANIMALS: A rating of +15 gives “animals Friend 1” a rating of 10+ gives


“animal friend 2” Mastery allows you to order Tamed Creatures to your bidding

PSYCH: Psychic power levels are unlocked with each milestone


(marked on psychic spells table) additionally mastery grants a single re-roll for
each failed casting roll. Each level lets you cast 1 more spell per turn.

DECEPTION: Deception rating of 10+ unlocks the “silver tongue” PERK,


Mastery unlocks the “Second Guess” Perk.

KNOWLEDGE: A level of 10+ unlocks the “old World Blue’s” PERK, Mastery
allows you to add +2 to ANY skill roll for you or an ally once per turn

INTIMIDATION: At rating 10+ you gain the “monstrous fear” PERK. Mastery
lets you Intimidate ROBOTIC creatures.

PILOT: A piloting skill of 16+ allows you to perform “booster” and “ramming”
Manoeuvres, a skill of 10+ grants “emergency dive” and at 6+ you gain the
“ace of spades” PERK. Mastery lets you attempt 2 Manoeuvres per round.

DOCTOR: at 12+ you gain the ability to revive downed Characters without
“Morphine Pens” and at 8+ you can heal +d6 damage without using up the aid
kit.
Mastery allows you to revive dead Characters that have died within 3 turns.

ENGINEER: A rating of 14+ lets you heal damaged ROBOTIC Characters,


while a rating of 10+ unlocks the “nuts’n bolts” PERK. Mastery lets you Damage
CRAFT HULL or SYSTEMS

PERCEPTION: Having a skill of 8+ unlocks the “dead’eye”PERK.

PERSUASION: at Rating 10+ you can attempt to persuade CREATURES, at 6+


you can Persuade ROBOTIC npc’s and CREATURES

SLIGHT OF HAND: when you reach a Rating 14+ you get the
“right infront of you” PERK Mastery allows you to place items into inventories.

STEALTH: once you reach a rating of 10+ you gain the “living shadow”PERK
And you may hide 1 item for every 4 points put into STEALTH
GUNNERY: reaching gunnery 12+ gives the “select target” PERK, and at 8+ you
can fire smoke storms

MELEE: at 12+ you can Perform a skill check to Parry melee Hits, at 6+ Duel
wielding melee weapons does not incur a penalty to Slash attacks. Mastery Gives
the “blade Lord” PERK.

TOUGHNESS: your toughness rating can only be used as a save up to 8+, after
this, the saving statistic does not go up, but the skill does. Once you have reached
Toughness 6+, you gain the “too Tough to die” PERK. Mastery lets you perform
Two Toughness saving rolls.

REVIVE: at 14+ you can revive PETS, at 10+ you can Revive yourself with 3-
HP, Mastery Unlocks the “till Death do us part” PERK.

THROW: at 10+ you can throw CREATURES, Mastery lets you re-roll failed
rolls, for each point in THROW you can throw items 1cm further (starts at 4cm)

PERKS: “Spring Bones”: you do not take fall damage. “Animal Friend1/2”: lets
you make creatures a PET, amount depends on what level the perk is.
“Second Guess”: npc’s will not break your Stealth or Undo Deception checks
when you fail either. “Silver Tongue”: ROBOTIC npc’s can be deceived. “Old
World Blues”: you can now understand pre-Rapture History and items.
“Monstrous Fear”: CREATURES can now be intimidated. “Ace of Spades”: you
can Perform Manoeuvres BEFORE you move. “Nuts N Bolts”: you can re-
program ROBOTIC npc’s, but not MACHINA’s. “Dead Eye”: all weapons RANGED
weapons get +4 Range. “Right Infront of You”: stealing infront of the target or
while not stealthed does not automatically fail.“Living Shadow”: npc’s Must re-
roll a successful perception check to break your Stealth.“Select Target”: you can
now target Small Craft. “Blade Lord”: When making a Slash or Stab attack, roll a
d-10, on a 9+ the target Drops their current weapon.
“Too Tough to Die”: when you would normally be Downed or even Killed, you
may Cheat death and revive for free once per day. “Till Death Do us Part”: once
per game, you can revive the WHOLE CREW even from death.

RACIAL TRAITS: Each Race has specific unique abilities exclusive to them, these can be
both positive, and negative, and may be used in a multitude of ways.

HUMAN: Humans are boring if not able to adapt better than others.
SPEED:6 Action Points:5 HP: 20
PERK: Boosted Learning; Gain 3 extra XP with each level.
FELINIDS: Cat-like people with a hatred for water
SPEED:7 Action Points:6 HP: 18

PENALTY: when in water, all skills have a -10 penalty and speed is reduced to 3.

PERK, Clamber: Felinids can climb on any non-slippery surface, however can only use one
hand while doing so.

PERK: Night vision: no penalty when in the dark

PERK: Claws: +2 to melee skill and +2 Armour piercing to all melee attacks

HUDŌRAJJA: Hudorajja are a reptilian semi aquatic species, they excess in warm and
shallow waters.
SPEED:6 AP:5 HP: 24

PERK: aqua affinity; When in water from 0 to 400 meters, gain +5 movement and +5 agility.
lose -3 movement and -5 agility in Deeper water

PERK: Spit: spit either a tough, sticky slime or a poison ball up to 12 cm, this ability can
only be used once every two turns. Poison ball does 6-TOXIC damage to target

khodyachaya ryba (walking fish): a rare, barely understood race of Deep-water fish
people who require special equipment to survive above water.
SPEED:5 AP:4 HP: 19
PERK: mental channeling; +5 to psych roll for each hand that is empty
Can see in the dark

PERK: Deep one; When in water from 400 to 1000 meters, gain +5 movement and +5
agility.
lose -3 movement and -5 agility in shallower water)

PENALTY: Technologically dependant; Will suffocate over 3 turns without Breathing


apparatus unless underwater

MACHINA: a race of Sentient Machines collectively called the “Machina” their one
defining trait is having a “control card” which can be inserted into new bodies
SPEED:4 AP:4 HP: 10

PERK: Steel Skeleton: Machina’s do not heal, instead they can only be healed by using the
ENGINEERING skill, they are not affected by BLUNT, TOXIN or DROWNING damage.

PERK: CONTROL CARD: a Machina’s “mind” is stored on this card, should the item be
destroyed they are killed, however the card can be swapped between different robotic bodies
and even into a ship or station.
PERK: Target Protocol: Machina's suffer -2 to melee and shooting rolls, but may choose to
“overcharge” their system, gaining +2 to Melee and Ranged rolls in exchange for -1
movement until they turn the protocol off.

SPECIAL: ROBOTIC BODY: at the start of the game, a Machina must choose what class
their robotic body is, this can be either:

Engineering robot: has a built in Servo tool and a toughness of 9+. 2 MOD-slots

Military Robot: has a built in Servo-Cannon and a toughness of 12+. 2 MOD-slots

Service Robot, can wear apparel, has a toughness of 14+. 4 MOD-slots

Only the service robot may wear apparel, a Machina’s toughness skill relates only to its
“control card” otherwise they must use the toughness for their chosen body, a Machina’s
control chip may be willingly ejected by the player.

A QUICK NOTE ON CHARACTER CREATION


Every Character we make will in one way or another carry a part of us, it might be
personality, looks or anything else, and this is not a bad thing.

In the distant future of 2055, Large, Walking fish people with water tanks to help breath on
land live alongside literal cat girls/boys from japan, while the backstory of the world as a
whole is supposed to function with some semblance of realism, the inherent “silliness” of
everything means their is no “true” way of doing something.

Your characters, and those they interact with can be any species, race, gender, have any
preference in anything they do or come across. The only limit should be your own
imagination and how willing you are to play the character, this doesn't mean you should play
as something you disagree with, but that its ok to do so, even if that character you play is a
child murdering scumbag, its only a game, so have fun!

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