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- Current XP: 13660XP
- Current DCT: 11253DCT
- DICE ROLLS
- The Quest uses standard Fate rolls. Players roll 4d6 and I take the best set out of the first three. In some situations (such as attacks, where I need rolls for both Accuracy and Damage), I take the best two rolls out of three. Enemy rolls are hidden.
- Roll Values:
- 1 or 2 = -1
- 3 or 4 = 0
- 5 or 6 = +1
- In order to obtain a dice roll's results, add the roll values with the appropriate Attribute modifier.
- ATTRIBUTES
- RANGE: This is the ability to spot and target enemies.
- ACCURACY: This is the ability to hit enemies.
- DAMAGE: This ability defines how much damage enemies take on a successful hit.
- EVASION: This is the ability to dodge attacks and remain hidden.
- MOVEMENT: This is the ability to move from cover to cover during battle.
- DEFENSE: This is the ability to reduce the amount of damage taken.
- HEALTH: This is the amount of damage a character can take.
- All classes have one primary, two secondary and two tertiary attributes. Damage and Defense can only be increased by buying new equipment.
- CLASSES
- Engineer 5 - 400XP X Current Level to level up
- Primary: Evasion
- Secondary: Movement, Range
- Tertiary: Accuracy, Health
- Fencer 5 - 650XP X Current Level to level up
- Primary: Health
- Secondary: Accuracy, Movement
- Tertiary: Evasion, Range
- Lancer 5 - 750XP X Current Level to level up
- Primary: Accuracy
- Secondary: Health, Range
- Tertiary: Evasion, Movement
- Scout 6 - 550XP X Current Level to level up
- Primary: Movement
- Secondary: Evasion, Range
- Tertiary: Accuracy, Health
- Shocktrooper 6 - 750XP X Current Level to level up
- Primary: Accuracy
- Secondary: Health, Range
- Tertiary: Evasion, Movement
- Sniper 6 - 750XP X Current Level to level up
- Primary: Range
- Secondary: Accuracy, Evasion
- Tertiary: Movement, Health
- Tank Commander 5 - 800XP X Current level to level up
- Primary: Range
- Secondary: Accuracy, Health
- Tertiary: Evasion, Movement
- Officer 6 - 800XP X Current Level to level up
- - Grants 1 Order per level
- Current Orders: Accuracy Boost, Evasion Boost, Call Mortar Strike, Damage Boost, Defense Boost, Movement Boost, Range Boost
- CHARACTER PROGRESSION
- Level 1: Primary 2, Secondary 1, Tertiary 0
- Level 2: Primary 3
- Level 3: Secondary 2
- Level 4: Tertiary 1
- Level 5: Primary 4
- Level 6: Secondary 3
- Level 7: Tertiary 2
- Level 8: Primary 5
- Level 9: Secondary 4
- Level 10: Tertiary 3
- EQUIPMENT
- Lance 3
- Machine Gun 3
- Rifle 3
- Sniper Rifle 4
- Sword 3
- Uniform 4
- Grenades 3
- Tank Armour 3
- Tank Cannon 2
- Tank Machine Gun - +2 to Accuracy against infantry units.
- Mortar Shot
- POTENTIALS
- Captain Renard de Velde (Sniper/Officer)
- Rules of Engagement: Gains +2 to Defense from tanks and chemical strike.
- Lucky Charm: Once per battle, may recover one Health after being reduced to zero Health.
- Corporal Jetje Leifstel (Fencer)
- Steel Wall: Gains +2 to Defense when fighting alongside comrades.
- Blood Knight: When an opponent's Defense would resist Damage from a successful attack, the Damage retroactively increases by +2.
- Corporal Vanessa Kreuss (Scout):
- Determination: After failing a roll, gains +2 to the next roll. This effect is cumulative.
- Corporal Nina Stroheim (Engineer):
- Emergency Treatment: Gains +2 to Movement and Evasion when delivering treatment to a wounded comrade.
- Second Lieutenant Karl Schreiner (Fencer):
- Martial Determination: Gains +2 to all rolls for every point of Health lost.
- Roberta Garcia (Shocktrooper):
- Combat Momentum: After successfully dealing damage to an enemy, her next roll gains a +2 bonus.
- William Nelson (Lancer):
- SCIENCE!: If an attack fails to hit or cause damage to a tank, the tank still suffers a -2 penalty to its next Movement roll.
- Danielle Moeller (Tank Commander):
- Overwhelming Assault: During the first action of combat, gain +2 to Accuracy, Movement and Damage.
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