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The Official Anima ForumsAnima - Role Playing GameFan-madeAnima: Beyond Sci-Fi
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Reverare
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« on: October 08, 2010, 05:28:28 AM »

Note: Edition 0.9 is out here: http://www.scribd.com/doc/52656920/ANIMA-BEYOND-SCIENCE?secret_password=rqni8cbbpbthljm1imc

It is a work in progress, so feedback would be appreciated.

Anima: Beyond Sci-Fi

Synopsis:

To capture the feel of classic sci-fi genres, so that our beloved Anima rules could be used to run Science Fiction games of any description, that is the goal of the Beyond Sci-Fi project. Designed to be backwards compatible, you should be able to switch easily between systems, allowing you to mix and match what you most like from either system. Most of the rules that apply in the original game still apply, and should be easily understood by anyone who has played.

Characteristics-
There are eight characteristics- Strength, Dexterity, Agility, Constitution, Power, Intelligence, Perception, Willpower, as normal. All characteristic bonuses remain the same: 5 remains the average and 10 the limit of human ability.

Combat-
The basics of combat remain unchanged, to hit an opponent, your attack result must be higher than his defence result, and the difference determines the percentage of damage dealt.

In bSF, with the prevalence of ballistic weapons, there is no such thing as a Block attribute, only a generic Defence attribute, which is modified by Agility, not Dexterity. Attack remains based on Dexterity as normal.

Wear Armour
Armour is just as significant as it was in Anima, it helps you ward off attacks and increases the result by which the enemy must hit you to deal significant damage.

Archaic armour, such as that used in ordinary Anima, is unable to provide much protection against guns and other high-powered weapons, and so their AT is halved against such effects before any AT reduction is applied.

Presence
There is no such thing as Presence in bSF, your resistances start at 25, plus whatever your class bonuses give you to that resistance, usually +5 per level.

There are six types of resistance: Physical; Mental; Chemical; Radiation; Poison and Disease

Skills
The Occult, Magic Appraisal and Poison skills no longer exist.

To the perceptive field a new skill is added: Analysis [Per], which governs analysing data for information and flaws.

To the Subterfuge Field a new skill is added: Security [Int], which governs lock picking, code breaking, tampering, counter-intelligence etc.

A new field has been added: Technical, which comprises the skills Demolitions [Int], which governs the placing, disabling and crafting of explosives; Computers [Int], which governs the building, using and maintaining of electronic thinking devices of all kinds; Piloting [Dex], which governs the skilful use of any vehicle; Technology [Int], which governs knowledge of cutting-edge or alien technology; Repair [Int], which governs jury-rigging and repairing faults or damage of any type on mechanical or electronic objects.

Classes

Archetypes

Soldier
Born for war, trained to kill, Soldier type characters excel in combat, and in skills designed to cause damage.

Genetic
Natural is never enough for genetic type characters, who endlessly strive to push the limits of their own abilities

Robotic
 AI may be illegal, but high speed computing is still the future of the galaxy, and robotic type characters can develop, build and control computerized creations.

Scum
The galaxy can be a harsh place, leading many to turn to compounds of varying kinds to make their lives more bearable. No-one understands chemicals better than scum type characters.

Specialist
Skill can mean the difference between life and death, these characters prefer to outsmart rather than outfight their opponents.

Racial
Paragons of their race, Racial type characters fight to uphold the ideals of their race or civilization, and are able to inspire others to follow.

Super Soldier

-Soldier; Genetic

Born and bred for war, every major military keeps millions of genetically altered super soldiers ready and trained for war. Vat-grown, and not as well-trained as the elite troopers, super soldiers make up for this in spades with the best in genetic conditioning and mental reprogramming available, making them the toughest combat type in the game.

+20 Life Points per level
+10 Physical/Radiation resistances per level
+5 resistance in all others per level
+5 initiative per level
Life Point Multiple: 10

Attack 2:1 +5 per level
Defense 2:1 +5 per level
Wear Armour 2:1 +5 per level

+10 feats of strength per level
+10 withstand pain per level

Genetech: 15 per point
Maximum Gene Points +3/level
Technology 10 per level
Heritage 1/3 levels

Athletics 2:1
Social 3:1
Perceptive 2:1
Intellectual 3:1
Technical 3:1
Vigour 1:1
Subterfuge 3:1
Creative 2:1

Supersoldier double their constitution scores for determining their gene point limit, and only die when reduced to x20 this improved number. They are also usually quite uncouth and not usually allowed into polite company.

Elite Trooper

-Soldier

The best of the best, elite troopers are taken from the top of their classes in each academy throughout the galaxy and trained exclusively in the art of war. Heroes each, their only failing is that in a universe full of freaks, they are only human. Elite troopers have the best armour and weapons training in the game, but lack special abilities.

+15 Life Points per level
+5 resistance in all areas per level
+10 initiative per level
Life Point Multiple: 15

Attack 2:1 +5 per level
Defense 2:1 +5 per level
Wear Armour 1:1 +10 per level

+10 composure per level
+10 leadership per level

Genetech: 25
Maximum Gene Points +1 per level
Technology 25 per level
Heritage 1/level

Athletics 2:1
Social 2:1
Perceptive 2:1
Intellectual 3:1
Technical 2:1
Vigour 1:1
Subterfuge 2:1
Creative 2:1

Elite troopers halve the cost of all weapon and combat modules.

Infiltrator

-Specialist; Soldier

The trooper may walk in the light, but an Infiltrator knows that things only really get done in the dark. Stealthy and completely uninterested in anything remotely related to a fair fight, Infiltrators get in, get out and kill everyone standing in their way. They are decent combatants and supplement this with superb subterfuge skills.

+5 Life Points per level
+5 resistance in all areas per level
+10 initiative per level
Life Point Multiple: 20

Attack 2:1 +5 per level
Defense 2:1 +5 per level
Wear Armour 2:1 +10 per level

+10 notice per level
+10 stealth per level
+10 hide per level
+10 demolitions per level
+10 security per level

Genetech: 25 +1/2 levels
Maximum Gene Points +1 per level
Technology 25 per level
Heritage 1/2 levels

Athletics 2:1
Social 3:1
Perceptive 2:1
Intellectual 3:1
Technical 2:1
Vigour 2:1
Subterfuge 2:1
Creative 2:1

Infiltrators usually receive some form of advanced training unique to their profession, and reduce the cost of five secondary skills of their choice to 1:1. These will be usually related to the military in some way.

Scientist

-Scum; Genetic

Geniuses in the fine arts of genetic manipulation and advanced medical procedures, Scientists tend to look down on performing actual experiments on themselves, preferring to invent new forms of life-enhancing pharmaceuticals, often in the hope of gaining entry to the drug mega-corporations. Poor fighters, Scientists are part skill-jockey, part genetic experts, and specialise in buffing and supporting the rest of the party.

+5 Life Points per level
+10 Chemical/Radiation resistance
+5 resistance in all areas per level
+5 initiative per level
Life Point Multiple: 20

Attack 3:1
Defense 2:1
Wear Armour 3:1

+10 Medicine per level 1:1
+10 Science per level 1:1
+10 Analysis per level 1:1

Genetech: 15
Maximum Gene Points +2 per level
Technology 20 per level
Heritage 1/2 levels

Chemical Development 1
Distil Chemical 1

Athletics 2:1
Social 2:1
Perceptive 2:1
Intellectual 2:1
Technical 2:1
Vigour 3:1
Subterfuge 2:1
Creative 2:1

Scientists create chemicals in batches, gaining an additional dose per level of chem every time they distill them. Additionally, they can confer a single genetic modification onto another as if it was a chemicals, lasting 1 minute, taking 1 day to distil and a difficulty equal to 100+ 20 per genetic point. The normal maximums still apply.

Ace Pilot

-Scum; Specialist

The flyboys, daredevil smugglers and elite pilots of the galaxy, good Ace Pilots are in hot demand at this dangerous time. Knowing well the adage ‘better lucky than good’, an Ace asks ‘is it too much to ask to be both?’ Aces are clever scoundrels, with decent skills, and are the quickest combatants in the game.

+5 Life Points per level
+5 resistance in all areas per level
+15 initiative per level
Life Point Multiple: 20

Attack 2:1
Defense 2:1
Wear Armour 3:1

+10 Pilot per level 1:1
+10 Style per level 1:1
+10 Acrobatics per level
+10 Persuasion per level
+10 Repair per level

Genetech: 25
Maximum Gene Points +1 per level
Technology 20 per level
Heritage 1/level

Athletics 2:1
Social 2:1
Perceptive 2:1
Intellectual 2:1
Technical 2:1
Vigour 3:1
Subterfuge 2:1
Creative 2:1

Aces gain the Lightning Draw ability, where they can trade actions on their turn for additional initiative, gaining +25 per action they sacrifice. They must have at least one active action remaining.

Engineer

-Specialist; Robotic

Engineers specialise make the theoretical practical, going from drawing board to prototype in a matter of hours. Not great combatants, Engineers draw from a broad base of technical skills, technological innovations and robotics technology. They are the most versatile builders in the game.

+5 Life Points per level
+5 resistance in all areas per level
+5 initiative per level
Life Point Multiple: 20

Attack 3:1
Defense 2:1
Wear Armour 3:1

+10 Computers per level
+10 Repair per level 1:1
+5 Science per level
+10 Forging per level 1:1

Genetech: 25
Maximum Gene Points +1 per level
Technology 60 per level
Heritage 1/3 levels

Prototype Development 1:1 +10/level
Artifical Intelligence 2:1 +5/level
Cybernetics 2:1 +5/level

Athletics 2:1
Social 3:1
Perceptive 2:1
Intellectual 2:1
Technical 2:1
Vigour 3:1
Subterfuge 2:1
Creative 2:1

Engineers create technological and robotic devices in one tenth the normal time.

Hacker

-Scum; Robotic

+5 Life Points per level
+5 resistance in all areas per level
+10 initiative per level
Life Point Multiple: 20

Attack 3:1
Defense 2:1
Wear Armour 3:1

+10 Computers per level 1:1
+10 Technology per level
+10 Security per level 1:1
+5 Piloting per level

Genetech: 25
Maximum Gene Points +1 per level
Technology 30 per level
Heritage 1/3 levels

Prototype Development 1:1 +5/level
Artifical Intelligence 1:1 +10/level
Cybernetics 1:1

Athletics 2:1
Social 3:1
Perceptive 2:1
Intellectual 2:1
Technical 2:1
Vigour 3:1
Subterfuge 2:1
Creative 2:1

CLASSES TO BE WRITTEN UP

BOUNTY HUNTER
ANDROID
CYBORG
OPERATIVE
EVOLUTIONARY
INMATE
CHIMERAE


Hackers can access any computerized system manually by use of a specialized neural network proxy connected to their brain inside the cranium. As long as a network link (eg. a wireless connection) can be established, the hacker may attempt to control an electronic device from any distance.

The hacker makes an computers check against the difficulty of the firewall protecting the electronics as normal. An unprotected piece of electronics is a routine action to command.

Heritage

Beyond Sci-Fi Characters come from a long line of heroes- the traditions that formed their civilisations span back millennia- and their genetic history millions more. Their ancestors thrived where no others could, they boldly trod where none had before, and left their mark on their culture as no others ever had. Heritage should be considered the ‘Heroic’ path- there are no supernatural abilities, no technical or scientific wizardry- just the effect of being the end result of a line of heroes.

Heritage points are rare; usually no more than once every other level, and can define a character as surely as advantage points.


History of Service
1pt
Your father served in the military, and his father before him, and his father before him, and his father before him…

You halve all penalties from emotional effects, and gain tangible bonuses when under the command of someone with the leadership skill. Take the superior’s leadership base modifier and compare it to the composure table, taking the associated bonus as an all action bonus when performing an action that the superior ordered.

Finest Hour
1pt
You have a reputation for amazing heroism under the worst situations. When cornered, you are able to share this cultural relic with those sceptical of your prowess.

When reduced to less than half life points, when engaged in an impossible ranked challenge, or when a companion has just been reduced to 0 life points or less within your line of sight, you may enter your ‘Finest Hour’, gaining a +10 all action bonus, halving any critical or fatigue penalties and becoming immune to all emotional effects. This lasts for the current scene, or until you die heroically. As a side effect, this ability improves all style results by two categories when active.

Survival of the Fittest
2pts
Perhaps your culture had an interest in social Darwinism, your family married for genetic strength, or perhaps you’ve had a few modifications along the way. In any event, you’re much more than the average specimen of your kind.

Each of your attributes under 10 increases by 1 point

Standing on the Shoulders of Giants
1pt
You’re only one in a long line of innovators- their genius is your genius, and your hard work is only the end of a long line of struggle for the betterment of mankind.

You reduce the cost of any three secondary skills with a mental score as its modifying attribute by 1 point per rank, to a minimum of 1 to 1.

Cultural Icon
2pts
Must have been involved in an event of planetary significance

You’re not just a man, but a meme, a bloody icon. You’re on the lips of every proud member of your race from here to the next quadrant. You may or may share this pride, but regardless, such fame has its perks.

You are hugely famous, most people would have heard of you, and most of those people begin with a friendly attitude towards you, as if you had the Charming advantage. Mechanically, you gain a +20 bonus to all secondary skills in the Social Field, and are likely to gain a lot of attention wherever you go, including media stations, devoted fans and jealous detractors.

Fearless Pioneer
1pt

You boldly go where none have gone before.

The first time you must make a resistance check against a particular poison, disease or other effect, you gain a +20 bonus to the check. Further, when you encounter a culture or society for the first time you may make a Intelligence test to gain a pidgin understanding of their language. You also halve the penalty for being unfamiliar with an object or skill.

Legacy of Dread
2pts req. Disquieting

Your ancestors sat on a throne of the skulls of the vanquished, unapologetic about the suffering they had caused. You are similarly unconcerned with the petty plights of others, and are able to channel your ancestors malevolence in your own life.

Intimidate always costs 1 point per point of bonus for you. You can also give enemies in visual contact of you a penalty to all their actions with an intimidate check opposed by their composure, taking a -5 per grade they fail by. If you are reduced to 0 life points while you are affecting enemies like this, the penalty is removed, and those who had previously failed their composure check now gain a +10 all action bonus for one minute.

NEW ADVANTAGE

Heritor
CP: 1,2,3
For every Advantage point you put into this advantage, you gain a Heritage Point.

Tech Jockey
CP: 1,2,3
For evert Advantage point you put into this advantage, you gain 40 Technology Points.

Flexible DNA
CP: 2
You gain an additional 5 points added to your gene point maximum, plus 1 per level.

« Last Edit: April 15, 2011, 12:45:56 PM by Reverare » Logged
MidknightTopaz
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« Reply #1 on: October 09, 2010, 02:39:04 PM »

I think it is an intriguing idea, I look forward to seeing more of it. Though, I do think you could also add the element of psionics to it, as brought on by scientific experimentation, and genetic mutations that way too.
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« Reply #2 on: October 10, 2010, 09:42:55 AM »

I think it is a nice idea, if you are not using the gaia setting.
But there is one thing you must bear in mind with the actual setting of Gaia if you look in the background.

it is infact Sci-fi(see chapters on Organisations (241) and Powers in the Shadows (250)as a start, there is more in the Gaia book.)

you could quite easily in the standard setting have a theif armed with a lasgun from the get go. the tools are all in the books or on this forum.

My argument against doing any drastic changes is.
- very little is needed to change it into sci-fi.
-new titles for class groups rather than new classes, and creating vehicles and weapons using creature rules should allow you to do almost anything without doing anything too drastic to the rules.
-With regards to genetic minipulation, I'd suggest either Magical classes or the Fan made Project Claymore

My argument for
- I am interested in how other GMs will adapt Anima into modern or sci-fi
- I do not want to put you off despite what i've said.
- at the end of the day it is the GM who is in control, you decide what you want.

as a suggestion for both sci-fi and fantasy
If you want to create new races I'd suggest allowing players 40-120 dp to spend on creature powers.

I hope I have not put you off in any way and look forward to how you adapt the system to a mor conventional sci-fi setting.

Snowy
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Pneumonica
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« Reply #3 on: October 10, 2010, 11:34:26 AM »

This is some good stuff.  Rough, but rough ideas are ripe for refinement.  A few points of specific interest:

  • Taking creature powers as genetic manipulations occur in Anima already, although it takes magic to do it (fantasy setting - who knew?).  The DP should be taken out of future DP awards, just like if you cast Chimera.
  • Consider a Gnosis equivalent.  The traits might be somewhat different, but it will allow you a lot of entertaining characteristics ("force sensitivity", godlike species, etc.).  The Gnosis-ish trait doesn't need to have the same explanation that it does in Fantasy, and PCs might start with Para-Gnosis 0 and take Advantages to increase it.  Note, I said "consider" - it might not be what you're going for.
  • Consider adding a new damage category for Ballistic weapons and similar.  Energy could work for energy weapons (alternately, the physical energy types).  It is actually a realistic touch (ballistic weapons ignore or barely notice most forms of armor, and non-ballistic weapons often ignore ballistic armor, ceramic plates being the big exception), and it gives you a lot more diversity with your armors.  It also means no new rules - since you're designing most weapons and armor from scratch anyway, it's actually less work.
  • For aliens, I always work under the assumption that ~100 DP of abilities is a +1 level modifier, and ~25 DP is a -1 XP mod.  This is either/or, so a species with 100 DP of abilities gets either a +1 level mod or a -4 XP mod.  Going the other way, being in the hole ~30-35 XP is a +1 XP mod.
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Reverare
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« Reply #4 on: October 10, 2010, 03:50:58 PM »

I think it is an intriguing idea, I look forward to seeing more of it. Though, I do think you could also add the element of psionics to it, as brought on by scientific experimentation, and genetic mutations that way too.

Cool, will post once I make more. Psionics is going to be optional, as it is pretty much 'as is' in either game. Some dms may prefer lower fantasy, and leave the more powerful psionic abilities out.

I think it is a nice idea, if you are not using the gaia setting.
But there is one thing you must bear in mind with the actual setting of Gaia if you look in the background.

it is infact Sci-fi(see chapters on Organisations (241) and Powers in the Shadows (250)as a start, there is more in the Gaia book.)

you could quite easily in the standard setting have a theif armed with a lasgun from the get go. the tools are all in the books or on this forum.

My argument against doing any drastic changes is.
- very little is needed to change it into sci-fi.
-new titles for class groups rather than new classes, and creating vehicles and weapons using creature rules should allow you to do almost anything without doing anything too drastic to the rules.
-With regards to genetic minipulation, I'd suggest either Magical classes or the Fan made Project Claymore

My argument for
- I am interested in how other GMs will adapt Anima into modern or sci-fi
- I do not want to put you off despite what i've said.
- at the end of the day it is the GM who is in control, you decide what you want.

as a suggestion for both sci-fi and fantasy
If you want to create new races I'd suggest allowing players 40-120 dp to spend on creature powers.

I hope I have not put you off in any way and look forward to how you adapt the system to a mor conventional sci-fi setting.

Snowy

No worries, but I should probably answer why I just didn't use the chapter at the back of the core book.

1. It's tiny, mostly just stating that you should 'create your own rules'. Yep, doing that now.
2. Scifi shouldn't be just cut and paste fantasy rules into sci fi, as if you were just changing the setting. You're not just jumping planet, it's a totally different universe, with totally different rules.
3. I didn't want magic, ki, summons, elan. That makes for a reaaaaaaaallly boring game, unless something is added to replace them. If you change the names, it really doesn't do the genre any justice, and may well turn out to be more work sorting it all out than writing a new system based on the most basic rules of Anima.

If you want to adapt your own game, obviously you will do as you like, but for what I need, I can't just copy and paste.
This is some good stuff.  Rough, but rough ideas are ripe for refinement.  A few points of specific interest:

  • Taking creature powers as genetic manipulations occur in Anima already, although it takes magic to do it (fantasy setting - who knew?).  The DP should be taken out of future DP awards, just like if you cast Chimera.
  • Consider a Gnosis equivalent.  The traits might be somewhat different, but it will allow you a lot of entertaining characteristics ("force sensitivity", godlike species, etc.).  The Gnosis-ish trait doesn't need to have the same explanation that it does in Fantasy, and PCs might start with Para-Gnosis 0 and take Advantages to increase it.  Note, I said "consider" - it might not be what you're going for.
  • Consider adding a new damage category for Ballistic weapons and similar.  Energy could work for energy weapons (alternately, the physical energy types).  It is actually a realistic touch (ballistic weapons ignore or barely notice most forms of armor, and non-ballistic weapons often ignore ballistic armor, ceramic plates being the big exception), and it gives you a lot more diversity with your armors.  It also means no new rules - since you're designing most weapons and armor from scratch anyway, it's actually less work.
  • For aliens, I always work under the assumption that ~100 DP of abilities is a +1 level modifier, and ~25 DP is a -1 XP mod.  This is either/or, so a species with 100 DP of abilities gets either a +1 level mod or a -4 XP mod.  Going the other way, being in the hole ~30-35 XP is a +1 XP mod.

1/ yes, I will be using dp and essential abilities for balancing the rules for genetics, though fluff will be my first concern, rather than letting the player just choose.

2/ possibly, though force powers might need a different set of abilities entirely. I'm not basing it on star wars though, so any work on that would be separate to the main rules. Dunno if we really need gnosis. I removed presence, so will probably remove that too.

3/not too keen on inventing new types of damage. At the moment, ballistic is simply impact, but against archaic armour it halves at. Concussion is impact too, but it does not halve at (it will do other things). Lasers are obv. energy, and ignore armour whether it is modern or not. Since it's scifi and not modern, will probably gloss the fact that modern armour won't help so much against knives and non-ballistic weapons, and assume that future armour is all-round protective. Cut and thrust may not be the order of the day though, so katana experts may well still prosper.

4/makes perfect sense, will use a similar system, but haven't done any aliens yet.

Thanx for the responses, will post more when done.
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« Reply #5 on: October 11, 2010, 01:43:28 AM »

Out of interest, what Books/Tv series/Films/ Games are you using for influence/ inspiration in your adaptation?

Also I do suggest keeping Ki as a power source.
-It could represent at a basic level abilities gained through through training, or adaptations to different planetary environments.
-It also represents supernatural abilities which sit outside any reasonable knowledge, and are alternate manifestations of psionics or your bog standard superpowers.

Examples for this are the Star Ocean and Final Fantasy series. If I can give fuether examples I will.

I personably believe That Ki is an option which should be left open.
« Last Edit: October 11, 2010, 01:48:37 AM by Snowycragrat » Logged
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« Reply #6 on: October 11, 2010, 03:03:34 AM »

Using pre-existing rules if you want to run a campaign in Star Ocean is easy, you just put Ki back in. You can put any of the anima rules back in, as it's designed to be backwards compatible, so no change is really needed.

I'm preferring to use western sci-fi (star wars, starship troopers, mass effect, star trek etc.), along with Cowboy Bebop, Outlaw Star, Ghost in the Shell and others for inspiration. However, largely I intend the system to be as generic as possible, so that as many different genres of sci-fi can be covered at once.
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« Reply #7 on: October 11, 2010, 03:37:08 AM »

That is what i wanted to know.

Question- Buildings and vehicles, how are they going to work?
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« Reply #8 on: October 11, 2010, 03:12:30 PM »

Yeah, keeping a refined list of gene manipulations is the way to go.  Having a Gnosis analogue may help restrict some of the manipulations, but again, it's hardly neccessary - it depends entirely which way you want to go.

And with "force sensitivity", I didn't mean that it gave you force powers.  I just meant that Para-Gnosis of X or more would grant sensitivity to the Spackle or whatever else you want to call it, and then you could take Spackle powers.

Spackle powers sound awesome.

Overall, it looks good.  Question - are you planning on opening powers sets (other than genetic manipulations)?  If so, what kinds?
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« Reply #9 on: October 12, 2010, 01:35:46 PM »

It is true, lots of GMs don't want to have high fantasy as part of their sci-fi, so it's cool you plan to give rules to make it able to go both ways. Like the alien idea, too. ^_^
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« Reply #10 on: November 23, 2010, 10:48:50 AM »

WEAPONS                                    

If you do not meet the required strength to fire the gun you are using, you suffer a -40 to your shot, as well as a cumulative -20 for each shot in the same round. Holding a weapon in both hands reduces the strength required to use the weapon effectively by 2 points.

The strength of a gun is added to the damage, but does not count for purposes of damage barrier.

Ranges detailed are the firearm's maximum effective range.

Reloading a weapon takes a number of active actions equal to 1/3 the strength of the weapon (rounded down).

'Harbinger' HV31 Series Holdout Pistol   

Damage 30   
Speed 20      
Required Strength 3   
Strength 7   
Type Ballistic   
Class Pistol   
Range 60m   
Clip Size 9      
Cost 600C

Small and easily concealed, holdout pistols sacrifice power and speed for convenience.

Ceratech Monotype Pistol Mk IV

Damage    40
Speed 10
Required 4
Strength 7
Type Ballistic
Class Pistol   
Range 80m
Clip Size 12       
Cost 800C

The most common sidearm in existence, the light pistol is fast and dependable, though it lacks the punch to get through most armour.

Ceratech Heavy Materials Pistol Mk II   

Damage    50
Speed 0
Required Strength 5
Strength    9
Type   Ballistic
Class Pistol
Range 100m   
Clip Size 15   
Cost 1,800C

More than a pistol, yet not quite a rifle, the heavy pistol delivers death in only a single hand.

Van Harn's Hunting Firearm for the Discerning Gentleman


Damage    60
Speed -10
Required Strength 5
Strength    11
Type    Ballistic
Class Rifle   
Range 480m
Clip Size    15   
Cost 3,200C

Legal on most worlds for hunting and self defense, sporting rifles are a little slow to fire, but surprisingly quick on the draw, and have enough power to pull down most beasts.

PGX 36 Assault Carbine   

Damage    70
Speed -20
Required Strength 6
Strength    9
Type    Ballistic
Class Rifle   
Range 280m
Clip Size    36   
Cost 5,000C

Full Automatic

The weapon of choice for most military organizations throughout the galaxy, assault rifles provide an all-round combination of speed, power and mobility.

Heavy Rifle


Damage    80
Speed -30
Required Strength 7
Strength    13
Type    Ballistic
Class Rifle   
Range 320m
Clip Size    14   
Cost 7,200C

Used in heavy support squads, heavy rifles tend to use higher caliber ammunition, heavier stocks and more robust materials than their lighter cousins.

PGX 72 'Arclite' Antimateriel Rifle   

90   -40   80   1   7   13   Ballistic   Rifle   720m   7      9,800C
Damage    90
Speed -40
Required Strength 7
Strength    13
Type    Ballistic
Class Rifle   
Range 720m
Clip Size    7   
Cost 9,800C

True 'sniper' weapons, minus the scope, Interceptor rifles tend to be extremely thin, with extensive rifling, often several feet long.

'Darksied' N Series Super Heavy Carbine

   100   -60   90   2   9   15   Ballistic   Heavy   400m   4   Blast 1m   12,800C

Damage    100
Speed -60
Required Strength 9
Strength    15
Type    Ballistic
Class Rifle   
Range 400m
Clip Size    4   
Cost 12,800C

Blast 1m

More suited for light mecha than foot infantry, light assault cannons are most commonly seen in armoured conflicts.

Web-N Emplacement Cannon   120   -80   90   2   11   15   Ballistic   Heavy   480m   2   Blast 3m   16,200C

Damage    120
Speed -80
Required Strength 11
Strength    15
Type    Ballistic
Class Rifle   
Range 480m
Clip Size    2   
Cost 16,200C

Blast 3m

The recoil alone can break a man's arm, use with caution.

'Goliath' Scout-Class Heavy Cannon   150   -100   100   3   13   17   Ballistic   Heavy   600m   1   Blast 5m   20,000C

Damage    150
Speed -100
Required Strength 13
Strength    17
Type    Ballistic
Class Rifle   
Range 600m
Clip Size    1   
Cost 20,000C

Being able to use one of these monstrous 'small' arms qualifies the bearer as having graduated from footsoldier to 'light mecha'.

Machine Pistol

   35   10   30   1   5   7   Ballistic   Pistol   70m   35   Automatic    2,400C
Damage    35
Speed 10
Required Strength 5
Strength    7
Type   Ballistic
Class Pistol   
Range 70m   
Clip Size    35   
Cost 2,400

Fully Automatic

A favourite of characters with loose morals, machine pistols sacrifice accuracy for speed, spraying whole rooms with lead in seconds.

Submachine Gun   65   -20   30   1   6   9   Ballistic   Rifle   130m   38   Automatic   7,000C

Originally envisaged for clearing bunkers, submachine guns are standard issue for most marines.

Machine Gun
Damage    95
Speed -60
Required Strength 9
Strength    13
Type   Ballistic
Class Heavy   
Range 190m   
Clip Size    48   
Cost 8000C

Automatic

Too heavy for most troopers to use singlehanded, machine guns are most often seen as anti-personnel static defenses.

MV67 'Impaler' Gauss Rifle

Damage    80
Speed -40
Rate of Fire 70
Reload 1
Required Strength 7
Strength    13
Type   Concussion
Class Rifle   
Range 160m   
Clip Size    7   
Cost 40,000C

Knockback

Expensive and slow firing, gauss rifles are rarely seen in use.

Shotgun

   70   -20   70   1   5   11   Ballistic   Rifle   70m   15   Scatter   2,400C

Reliable, simple in design and deadly in close quarters, the humble shotgun has not shown any sign of becoming obsolete any time soon.

Flak Cannon   100   -60   80   2   9   15   Ballistic   Rifle   100m   9   Scatter   21,400C

Originally designed to take down aircraft, the flak cannon is often considered to be the rich man's shotgun.

Missile Launcher   120   -100   100   3   9   15   Ballistic   Heavy   600m   1   Blast 5m   13,200C

When bullets simply won't do.
                                    
MODIFICATIONS                                    
                                    
Accelerator   10   -5   40      1                     600C

Linear Compensator      -5         -1                     480C

Scope      -10   10                  x1.25      Aim Only   650C

Extended Rifling   5   -5                     x1.25         240C

Reflex Sight         5                        Aiming Bonuses   450C

Extended Clip         5                     x1.5      90C

Composite Components      5   -10      -1   -2               3/4 weight   120C

Vented Action   -5            -1                     900C

Custom Action      5   -10         -2                  500C

Choke      -5   10                        Less Scatter   50C

Heavy Frame      -5   10      1   2                  300C

Incendiary Rounds   -10                              Ignite   150C

APDS Rounds                                 AT Reduction   250C

Depleted Uranium Rounds   5                              Ignore 1 AT   350C

High Velocity Rounds   10            1                  High Maintenance   200C

Subsonic Rounds   -10                              Quiet   50C

High EX Rounds   10      0                        High Maintenance   500C

Red Dot Laser Sight         5                        Aiming Bonuses   400C

Underslung Grenade Launcher         5                        Launches Grenades   3000C

Laser Painter         5                        Laser Designator   1800C
                                                                                                   
SUPER MODIFICATIONS      
                              
HUD Compatible                                 HUD    20 ST

Electrochemical Propellant   10   5   -10         2         x1.25         50 ST

Monotipped Ammunition      5   -10                  x1.5      AT Reduction   40 ST

Inscribed Ammunition                                 Various   Various

Featherlock                                 Quiet   10 ST

Smart Ammunition                           x1.25      Ignore Cover   20 ST

Ultraviolet Scope                           x1.25      Ultraviolet   5 ST

Infrared Scope                           x1.25      Infrared   5 ST

Induction Cannon   20               2         x1.5      Pressurized Trajectory   30 ST

Depolarizing Charge                                 Electromagnetic Interference   20 ST

Gamma Charge Propellant   20               2               Neutron Radiation   30 ST

~~~

Automatic

Allows a weapon to area attack. This allows the user to attack several targets at once and may modify the resulting defense roll. Using a weapon in automatic mode costs three times as much ammunition as there are targets.

Blast

Those caught within the radius of effect must make a defense or take half the original damage from the resulting explosion.

Knockback

Those hit by the attack must make an opposed strength roll against the strength of the weapon or be knocked back.

Scatter

Beyond point blank range the weapon loses much of it's effectiveness, reducing the damage by 20 each range increment beyond that.

A choke reduces the damage loss to 10 per increment.

Scope

Using a scope requires an aim action, and reduces the penalty for targeting by half as if the gun were a precise weapon.

Aiming Bonuses

+5 to attack when aiming

Ignite

Treat damage as heat for purposes of being set alight.

AT Reduction

-20 Damage Barrier

High Maintenance

On a fumble, the weapon breaks, rather than jamming.

Quiet

Increase the difficulty to hear the weapon being used by two categories. This quality stacks with itself.

Ignore Cover

Halves cover penalties to attack.

Pressurized Trajectory

All loose items and characters within 5m of the wake of the weapon must make a strength test or be pulled into the path of the weapon's trajectory (after the shot).

Electromagnetic Interference

All unprotected electronics on target must make a physical resistance check or be short-circuited. A failure of 50 or more results in complete destruction.

Neutron Radiation

Target must make a radiation resistance check at a dc equal to the damage plus 20 or take damage.
Armour

Industrial Jumpsuit

Cut   0
Impact 0
Thrust 0   
Heat    2
Electricity 2   
Cold   1
Energy 0   
Damage Barrier 0   
Wear Armour   0
Natural Penalty 0   
Movement 0   
Location   Full
Class Soft   
Special   
Cost

Thinsuit
Cut   0
Impact 0   
Thrust 0   
Heat    2
Electricity 2   
Cold   3
Energy 0   
Damage Barrier 0   
Wear Armour   0
Natural Penalty 0   
Movement 0   
Location Full   
Class Soft   
Special   
Cost

Flak Jacket   
Cut   1
Impact 2   
Thrust 2   
Heat    1
Electricity 0   
Cold   1
Energy 0   
Damage Barrier 30   
Wear Armour   0
Natural Penalty -5   
Movement 0   
Location Torso   
Class Hard   
Special   
Cost

Armoured Clothing   
Cut   2
Impact 2   
Thrust 2   
Heat    1
Electricity 1   
Cold    1
Energy 0   
Damage Barrier 0   
Wear Armour   10
Natural Penalty 0   
Movement 0   
Location Full
Class Soft   
Special   
Cost

Riot Armour      

Cut   2
Impact   3
Thrust   3
Heat    2
Electricity     1
Cold      1
Energy   0
Damage Barrier   30
Wear Armour   20
Natural Penalty   -10
Movement   -1
Location   Full
Class   Hard
Special   
Cost

Scout Armour      
Cut   1
Impact   2
Thrust   2
Heat     2
Electricity    2
Cold     3
Energy   2
Damage Barrier   40
Wear Armour   30
Natural Penalty   -5
Movement   0
Location   Full
Class   Hard
Special   
Cost

Light Combat Armour

Cut   2
Impact   4
Thrust   4
Heat       1
Electricity      1
Cold       2
Energy   2
Damage Barrier   40
Wear Armour   50
Natural Penalty   -10
Movement   -1
Location   Full
Class   Hard
Special   
Cost

Tactical Vest   
Cut   1
Impact   2
Thrust   5
Heat     1
Electricity    2
Cold    1
Energy   1
Damage Barrier   50
Wear Armour   60
Natural Penalty   -10   
Movement   -1
Location   Torso
Class    Hard
Special   
Cost

Medium Combat Armour   

Cut   2
Impact   5
Thrust   5
Heat      2
Electricity   1
Cold    2
Energy   2
Damage Barrier   50
Wear Armour   80
Natural Penalty   -15
Movement   -2
Location   Full
Class   Hard
Special   
Cost

Heavy Combat Armour   

Cut   3
Impact   6
Thrust   6
Heat       2
Electricity      2
Cold       2
Energy   3
Damage Barrier    60   
Wear Armour   100
Natural Penalty   -25
Movement   -2
Location   Full
Class   Hard
Special   
Cost

Assault Plating

Cut   4
Impact   7
Thrust   7
Heat       3
Electricity     2
Cold     2
Energy   4   
Damage Barrier   70   
Wear Armour   120
Natural Penalty   -40
Movement   -3
Location   Full
Class   Hard
Special   
Cost
      
MODIFICATIONS
                                       
Steel Inserts   
1 cut at; 1 impact at; 1 thrust at; 5 Damage Barrier; 10 Wear Armour; -5 Natural Penalty; -1 Movement
            
Foam Padding            
1 heat at;   2 cold at; 1 electrical at; 10 Wear Armour; -5 natural penalty   
            
Ablative Plating   
-1 cut at; 1 impact at; 1 thrust    at; 30 wear armour; Ablative   

Polymer Mesh
1 impact at; 1 electrical at; 10 Wear Armour            
      
Carbide Matrix         
1 thrust at; 1 heat at; 1 cold at; 15 Wear Armour   
               
Digital Camouflage                                 Camouflage   

Injector Unit                                          Injection                                          
   
SUPER MODIFICATIONS
                                       
Ferrous Magnetic Barrier                                          
Magnetic Reduction   40 ST

Distortion Field                                       
Shield (Distortion)   50 ST

Mass Positron Shielding                     
4 energy at 20 ST

Positron Shielding                     
2 energy   at 10 ST

Power Assistance         
-2 electrical at   Strength   20 ST

Environmental Shielding   
2 heat at   2 cold at   Environmental Control   30 ST

~~~

Ablative

Increase AT against ballistic and concussion damage by 2 points for first hit, 1 point for second, none on third, and -1 thereafter. Lasts until repaired.

Camouflage

When combined with a power source, allows a user with the hide skill to blend into surroundings, gaining a +40 to that skill.

Injection

Armour has 6 injection slots, which the character may fill with combat drugs/medicine/geneboosts etc. Injecting a substance contained within a slot thereafter becomes a passive action.

Magnetic Reduction

Reduces the damage taken from any blow by 10 points, to a minimum of 0. This only works on metallic weapons.

Shield

The character gains  a shield with 100 temporary life points, from which all damage is first deducted. If not attacked, this number falls 1 point every round until it reaches 0, at which point the shield sputters out. However, when connected to a suitable power source, the shield will instead regain 10 life points per round, up to a maximum of 100.

Strength

The character is treated as though he had inhuman level strength, and his lift attribute is increased by 2. If this would raise the score beyond 10, the increase is halved.

Environmental Control

The character is immune to low level (below 80 RRes) radiation, the effects of hot and cold (from -80 degrees to 400 degrees celsius), the effects of suffocation and other environmental effects.
Combat Modules

Weapon Classes
Pistol
Rifles
Laser
Heavy
Blades
Unarmed
Blunt
Polearms

You can take a weapon class modules more than once, gaining a special +10 attack bonus with that weapon type each time you take it. You may only do this once for each 40 points of attack you acquire. Weapon Modules cost 20 points each, but you gain one for free at 1st level.

Special Training Modules

Psychological Conditioning

Whenever your will might be tested, either by torture, propaganda or confidence tricks, your training always sees you through.

You gain a +2 bonus to willpower tests or checks.

Cost: 20

Linguistic Training

You can speak any language still in circulation and available to the galactic community, regardless of your intelligence.

Cost: 20

Controlled Fire

You halve the penalty for attacking in automatic, and spend only twice the ammunition per target, rather than 3.

Cost: 40

Perfect Form

You reduce the Strength requirements for wielding a ranged weapon in two hands by 2 points.

Cost: 30

Trained Marksman

While aiming, you are treated as if you have aimed for one round longer.

Cost: 40

One in a Million

You may accept a -40 penalty to your initiative to gain the benefits of aiming with an active action, rather than waiting for the next round.

Cost: 40

Double-Tap

You gain an additional attack with a semi automatic weapon. The usual multiple attack penalties apply.

Cost: 40

Raining Bullets

You only suffer a -10 penalty per additional attack when making multiple attacks in a round, while using a semi-automatic weapon.

Cost: 30

Combat Martial Arts

You deal 30 points of damage with your unarmed strikes, and gain a +10 nonclass attack bonus when striking unarmed.

Cost: 30

Defensive Martial Arts

You halve the penalties to attack when attempting to trap, take down or disarm an opponent. You gain a +2 characteristic bonus to these attempts.

Cost: 40

Galactic Fighting Championship Contender

Prerequisite: Having qualified to fight in the GFC; Combat Martial Arts

You now deal 50 points of damage with your unarmed strikes, ignore 2 points of armour and increase criticals inflicted by your unarmed attacks by 20 points. You gain an additional +10 attack and +20 initiative when fighting unarmed.

Cost: 50

Shoot from the Hip

You suffer no penalty to ranged attacks when moving quarter your speed in a turn or less. If you run faster than this, the penalty for making ranged attacks is halved.

Cost: 30

Tactical Acumen

req. Tactics 40pts base or more

At the beginning of your action, you may dictate a course of action you expect your opponent will take by sacrificing an active action

This action must be fairly specific- moving to cover or making an attack is not specific enough, but moving to take cover behind that barrel over there or making a semi-automatic attack on the ally standing beside you would qualify. The action must have a significant physical component to it, there must be some kind of movement.

If the enemy performs the action that you describe, then you may regain the action you sacrificed and use it just before the opponent finishes the action. You gain a +20 all action bonus to this action.

Cost: 40pts
« Last Edit: January 01, 2011, 01:03:56 PM by Reverare » Logged
MidknightTopaz
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The most frightening sort of evil is the innocent.

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« Reply #11 on: December 09, 2010, 03:00:53 AM »

It's looking good, ^_^
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« Reply #12 on: December 25, 2010, 08:18:22 AM »

Mind if i post a Sci-Fi creature? i'm certain that alot of people here are gonna laugh when they see it =)
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Elydis
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« Reply #13 on: December 26, 2010, 02:29:25 AM »

Question. Are you just trying to create a generic Sci-fi setting or a more specific one?

Automatic

Allows a weapon to area attack. This allows the user to attack several targets at once and may modify the resulting defense roll. Using a weapon in automatic mode costs three times as much ammunition as there are targets.


This rule is too general and leaves much to be answered. Instead of modifying defense roll, you might want Automatic weapons to modify attack rolls instead. For example, lowering the Final Attack value for each subsequent opponent. -20 for 2 enemies, -40 for 3 etc, etc. Alternatively you can look at the rules for Additional Attacks on page 287, main rulebook.

Automatic weapons are usually high in recoil and they rely more on the quantity of bullets then individual marksmanship. Of course this could be mitigated depending on your propulsion method

Weapon type should also have rules, i.e. heavy weapon needs time to be set up.

If you intend to do a generic sci-fi anima setting, try to split it up into different modules, weapons, mechs, ships, genetics, biotics, the force, whatever you want. This helps you focus on one aspect of it before moving on, I know the possibilities are endless but try not to get ahead of yourself.

Some reference materials you might want to look at, Cthulhutech, Dark Heresy, Alpha Omega, D20 Future.
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Raybras
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« Reply #14 on: December 28, 2010, 01:59:08 PM »

The Zergling
http://starcraft.wikia.com/index.php?title=Zergling&image=ZerglingSCIIsamwise-jpg

Class:
Acrobatic Warrior 2

Stats:
Agi 12, Con 4, Dex 7, Str 8, Int 5, Per 6, Pow 4, Wil 4

LP: 150 Damage Resistance

Size: 8 - Small (5ft, 140 lbs)
Mouvement 12 - 130ft(i)
Fatigue 4
Regeneration 8

Combat:
Unarmed initiative: 105
Attack: 100
Defense: Damage resistance
Damage: Claw 40(cut), -1 AT
AT: Natural armor 3

Resistances:

Presence 35
PhR 50 DR 50 VR 50 MR 30 PsR 30

Abilities:
Pain Immunity
Unnatural Size (-5)
Superhuman Physical
Inhumanity
Does not Breath

Powers:
Natural Weapon (Claw), Additional Attack at -30, Armor modifier -1 AT
Increased Initiative +10
Increased Movement +1
Subterranean movement
Complete Night Vision
Physical Resistance +20
Natural armor +1
Regeneration 8

Secondary Abilities:
Acrobatics 10, Athleticism 70, Climb 30, Jump 50, Feats of Strength 35, Notice 30, Search 15

Modus Operandi:
These creatures are never found alone, but in packs of at least 4. They are the scouts and 1st line of attack of the zerg, a Hive Mind race. Where these guys are found, others are bound to be near, even the bigger badder ones.
« Last Edit: September 10, 2011, 07:22:53 AM by Raybras » Logged

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