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LadySasha

Bebop

May 15th, 2017
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  1. Character creation goes:
  2. Attributes, Skills, Traits, Equipment.
  3. When making a check, roll three hit/miss dice with the command [!df 3]. Each + adds 1 to your score, every – deducts 1 from it. Compare the result against the TN or the opponent’s result.
  4. An [Advance] is a reroll you can use on any dice you want, or you can choose not to use. You can reroll a number of dice equal to the full amount of [Advance] you have.
  5.  
  6. [Attributes]
  7. Go from -1 to +3. All start at 0. Certain races get bonuses or penalties to certain Attributes that are applied only after the points have been allocated. Players have 7 points to allocate at character creation.
  8.  
  9. Strength: Melee damage, Physical movement checks, Might checks
  10. Body: HP, Fortitude checks
  11. Agility: Melee weapon checks, Dodge checks
  12. Mind: Ranged weapon checks, Perception checks, Stealth checks
  13. Will: Magic checks, Mental checks, Speech checks
  14.  
  15. [Skills]
  16. Go from 0 to +5. Specialty skills have * beside them and cannot be used if the character has no points in the skill. Players have 20 points to allocate at character creation.
  17.  
  18. Athletics: Running, Climbing, Jumping and Swimming, those that are athletic find it easier to get around. [Strength]
  19. Aug Splicing: Whether a Cybertechnician or a Gene-Surgeon, this is required to perform maintenance on Augments.
  20. Bluff: Sometimes a good lie and a fast story is the only way in. [Mind]
  21. Contacts*: When you need help from someone that has different/better resources than you do, make a contacts check.
  22. Demolitions: Expertise in all things that go KABOOM.
  23. Diplomacy: A cool head and a reasonable request can go a long way in getting what you want. [Will]
  24. Engineering*: Those that build and tinker for a living find a strong hand in engineering.
  25. First Aid: When a wound is first incurred, first aid is the most effective temporary treatment.
  26. Fortitude: General resilience against toxins, diseases, harsh climates, and fatigue. [Body]
  27. Hacking*: A cover-all for electronic hacking capabilities and countermeasures.
  28. Intimidate: Sometimes rules don’t account for the fact that the other guy looks like he can kill you. [Strength OR Will]
  29. Intuition: Allows user to read a scenario, or get a feel for someone’s mood or intentions. [Mind]
  30. Luck*: Characters sometimes just don’t have anything going for them, and they win the lottery anyways. Allows a reroll of any dice desired on a single roll (NOT including EX Dice). Can be used a number of times per day equal to Rating.
  31. Magic*: Those that have the gift of magic have a world of possibility at their disposal. However, they are restricted to learning actual spells, instead of making them up on the fly.
  32. Medicine*: Practical application of medicines to various wounds, knowledge of poison, and so forth.
  33. Perception: Quick eyes, sharp ears, or a strong nose are an asset when something needs finding. [Mind]
  34. Pilot/Type*: Most folks can drive. Some can’t. And some can drive tanks, jets, helicopters, spaceships or loading-suits.
  35. Rigging*: Sending rapid-fire electronics commands to control machinery without having to sit in it.
  36. Science/Type*: Chemistry, Astrology, Biology, Genetics, and so forth. Nerd-stuff.
  37. Stealth: When you don’t want to be found, you should be good at avoiding those that spot needles in haystacks. [Mind]
  38. Subterfuge: Tracking targets, Picking Locks, Planting bugs, Forging Documents, Hiding Equipment.
  39. Surgeon*: Long-term damages aren’t fixed by first aid or proper medication, requiring a practiced hand to heal.
  40. Weapon/Type: Training in a specific weapon. Can use like-weapons at half rating, rounded down.
  41.  
  42. [Traits]
  43. Traits provide situational bonuses, or give Techs based on skills of rating 3+. The exceptions are the following Traits. [Perfectionist] upgrades a rating 5 skill to rating 6. [Born This Way] raises a single attribute by 1, though this costs 2 Traits to buy and can *only* be taken at character creation. [Tough] gives user extra HP as if their Body Attribute was 2 points higher.
  44. Characters can take 4 Traits at character creation.
  45.  
  46. [Born This Way] Raises a single attribute by 1. NOTE: Costs 2 Traits to buy, may *only* be taken at character creation.
  47. [Fast Reload] User chooses one Ranged weapon they have a Skill in. That weapon no longer uses a full turn to Reload, though user takes a -2 to hit with that weapon the turn they reload it.
  48. [Martial Artist] Gain access to [Martial Techs] with any Melee weapon at a Skill rating of 3 or higher.
  49. [Master of Masks] Gain +1, +1 Advance on Subterfuge/Bluff checks made to successfully disguise oneself.
  50. [Perfectionist] Increases one of user’s Skills from rating 5 to rating 6.
  51. [Tough] User gains extra HP as if their Body Attribute was 2 points higher.
  52. > And more to come!
  53.  
  54. *Martial Techs
  55. Disarm: Clash with a target as normal. If successful, deal no damage, but target must succeed either a Strength check or an Agility check with a TN equal to user’s Weapon Skill + user’s Raises or else lose their weapon and be unable to pick it up until after their next turn.
  56. Flurry Attack: Make a Clash attack with +1 Hit, Advance Hit 2. This attack deals half damage rounded down, and this attack is counted as [Soft]. If this ability is used twice in a row or more, reduce Advance by 1 for each consecutive use.
  57. Hunter’s Riposte: Use Full Defense against an attack. On user’s next turn, they do not take a penalty to aggressive action, instead gaining +1 Hit, Advance Hit 1. User then takes -1 Dodge for a full round and cannot use Full Defense during that time.
  58. Power Blow: Make a Clash with -1 to hit, Advance -1. If the attack hits, increase final damage by +50% and enemy is [Knocked Prone] as with Bullrush.
  59. Spiral Strike: User can make a single attack that counts as a Clash with all enemies within reach, treating each as its own separate simultaneous Clash. User then takes full appropriate Flanked penalties against all enemies that initiate a Clash on their own turn.
  60. Stunning Setup: Clash with a target as normal. If successful, deal no damage, but target must succeed either a Will check with a TN equal to user’s Weapon Skill + user’s Raises or else becomes [Stunned] for a turn, taking a -2 penalty to Dodge/Clash and also being unable to use Full Defense while in this state.
  61.  
  62.  
  63. [Equipment]
  64. Equipment affects the performance of anything it’s used in. Depending on the quality, the check gets a modifier.
  65.  
  66. Poor: -1
  67. Average: +0
  68. High: +1
  69. Military Grade: +1, Advance 1
  70. Specialist: +2, Advance 1
  71.  
  72. [Augmentation]
  73. Augmentation can boost Attributes or Skills, but should be very expensive to buy, and all Augments put together should *never* increase a character by more than 1 Attribute point and/or 3 separate Skill Points. “Normal” augmentations, by comparison, that just replace parts without giving a bonus of any kind should be relatively cheap.
  74.  
  75. [Magic]
  76. Characters that know magic must know spells. It isn’t so simple to learn new spells as simply making them up, either, one must learn another spell by being shown how to do it by a proper spellcasting tutor.
  77. Beginning characters have two spells. The basic definition of the spells are up to the character in question, their effectiveness is applied by Spellcasting checks against target TNs that seem reasonable. Easy TNs are around 2-3, moderate are 4-5, hard are 6-7, and so on and so forth. Spells cast on opponents act as Ranged attacks.
  78. To learn a new spell, the Character must spend time with a magic tutor for at least a week, and pay an appropriate fee. Since money itself isn’t yet clearly defined the fee should be enough to be a substantial purchase for the spellcaster.
  79.  
  80. [Advancement]
  81. Everyone gets better at things over time. As characters finish adventures/stories/arcs they should be awarded 1-3 Experience, depending on how long and complicated the journey was. A player can use 1 Experience to gain +1 Skill point, 4 Experience to gain 1 Trait, or 6 Experience to raise an Attribute by 1, not exceeding the base -1 to +3 before modifiers. Every time one of these is used, increase the Experience needed to do so further by 1/2/3 respectively. Keep note of how difficult each is to raise on your sheet. Example below.
  82.  
  83. Exp: 0
  84. Exp/Skill: 1 (Then 2, then 3, then 4...)
  85. Exp/Trait: 4 (Then 6, then 8, then 10...)
  86. Exp/Attribute: 6 (Then 9, then 12, then 15...)
  87.  
  88.  
  89. [Combat]
  90. Melee: Both parties make a Melee attack against one another using whatever weapon they have equipped (or their fists if they have the Pugilist skill). This is called a [Clash]. Whoever rolls higher injures the opponent. If one side cannot or does not wish to engage such, they just use their Agility to try and Dodge the attack.
  91. Ranged: The attacker rolls to hit, and the target uses their Dodge to avoid it. If the target has Cover, account for it. Cover explained below under [Ranged Attacks].
  92. Ranged in Melee: Trying to shoot when someone has a sword in your face is very hard. This plays out like a normal [Clash], but the side with the Ranged weapon has a -2 to their result, and the Melee side has Advance 1.
  93.  
  94. Combat Maneuvers
  95. Aim: Spend a turn and gain Advance 1 Hit. If the Advance is unused by user’s next turn, they may Aim again to upgrade to +1 Hit, Advance 1 Hit. This bonus does not increase further.
  96. Blindfire: Attack by rolling 5 dice, reducing Advance to 0 for this attack. Attacker is counted as having a 1 Base Hit chance in this circumstance.
  97. Bullrush: Attack with +1 to Hit. If successful, deal no damage, and make a contested Might check against target. If target fails they are [Knocked Prone] and have Agility 0 for a full round (unless it was less than 0 already).
  98. Full Defense: Gain +1 Dodge/Clash, Advance 1 Dodge/Clash against a single attack. If user wins a Clash, they do not strike opponent. User has -2 to any aggressive action on their next turn.
  99. Held Attack: User states a specific situation in which they will attack. As long as they do nothing else that requires attention, they can interrupt any realistic circumstance in order to make an attack based on the stated situation, taking Advance -1 on the action (if applicable). This can be used to attack targets shooting out from Cover and ignore the Cover bonus.
  100. Reckless Blow: Engage in Clash as usual. However, opponent’s attack is counted as striking user regardless of dice result, dealing at least base damage. Then apply +1 Hit, Advance 1 to user’s attack. Melee only.
  101.  
  102. [HP and Armor]
  103. All playable Races have one of three base HP scores. Smaller, lighter, frailer species have 40. Heavy, durable, solid species have 60. Everything in the middle has 50.
  104. A Character has an HP modifier based on their [Body]. Multiply their Body by 4/5/6 respectively and add the result to target’s HP to find their base HP.
  105. Armor itself increases its wearer’s HP by a Base amount, a Percentage amount, and usually has a [Hardness] rating which is directly deducted from any damage taken by the armor’s wearer.
  106.  
  107. Example HP: An Akai Tsuki has 40 Base HP and Toughness +2. This gives them 48 HP. (40 Base, + [4 x 2 = 8]).
  108. Example Armor: The Akai Tsuki above wears a Ballistic Vest, which gives Base 10 HP + another 20%, and has Hardness 3. This looks like the following.
  109. [Ballistic Vest] B10 +20%, H3.
  110. The Akai would gain a total of 20 HP (10 base, 20% of 48 is 10), and resist 3 points of damage from any attack that hit them. Final HP would be = HP 68, H3
  111.  
  112. [Melee and Strength]
  113. All Melee weapons have a Base damage and a Raise damage. Raise damage is applied once for every point scored over an opponent during a Clash. Base damage is increased by user’s Strength x2, while Raise damage is increased by user’s Strength.
  114. Weapons have certain Properties. This varies by weapon.
  115.  
  116. Example 1: A Birrin has a Strength of -1. They wish to punch a disrespectful lout right in the nose, and swing for the bleachers. The Melee weapon “Unarmed” deals 4 Base and 2 Raise damage, but treats enemy Hardness as doubled. The Birrin scores 2 points over the opponent; however, as the Birrin has such low Strength they only deal 2 Base damage and each Raise only deals 1 more, leaving them with a final damage of 4.
  117. Example 2: A Primal has a Strength of +3. Their Birrin friend was just insulted gravely, and can’t do much about it. So the Primal pulls out their Battle Axe and goes for a much heftier hit. The Melee weapon “Axe” deals 13 Base and 5 Raise damage, and due to its user’s massive Strength it deals 19 Base and +8 per Raise. The Primal hits the offender by a margin of 3, dealing a hefty 43 damage with a single Clash.
  118.  
  119. - Properties
  120. Bulky X: Gives Sneak attempts –X while carrying this weapon.
  121. Cleave X: Each Raise beyond the first deals +X damage for every Raise before it.
  122. Finesse: Gains Advance 1 against ‘Unwieldy’ weapons.
  123. Lightweight: User can choose to deal damage based on Mind instead of Strength.
  124. Obvious X: Attempts to Hide item have a penalty of X.
  125. Piercing X: Ignore up to X points of enemy Hardness.
  126. Reach X: Whichever weapon has more reach gains Advance Y, where Y is the difference between both weapons’ Reach.
  127. Soft: Enemy Hardness is counted as doubled.
  128. Unwieldy: Weapons with ‘Finesse’ gain Advance 1 against this weapon.
  129.  
  130. [Ranged Attacks]
  131. Ranged weapons don’t deal any extra damage directly based on a character’s Attributes. The only extra damage output comes from better accuracy, and more ammunition.
  132. Ammunition doesn’t run out in the sense of ‘no more ammo’ unless the story calls for it, such as a stranded survival situation. Guns do however need to be reloaded. Each gun has an AM or Ammo counter which tracks how many more attacks can be made before a turn must be spent reloading. Most guns also have an EX stat which dictates how many [EX Dice] are gained by using up one extra AM with a single attack.
  133. EX Dice are a number of extra dice rolled when making or hiding in Cover to avoid a Ranged attack. However, these dice cannot count as a penalty. All Dice can be rolled at once, EX Dice should always be counted as any dice after the first three rolled.
  134.  
  135. Example Firearm 1: A Pistol deals 6 Base damage, with Raise damage of 4. It has 4 uses before needing a Reload and two EX Dice can be rolled for every additional use spent on a single attack. It also ignores 1 point of Hardness. This looks like:
  136. [Pistol] B6/R6, AM4, EX2. Piercing 1.
  137. Example Firearm 2: An Assault Rifle deals 8 Base damage, with Raise damage of 8. It has 6 uses before needing a Reload and three EX Dice can be rolled for every additional use spent on a single attack. It also ignores 4 points of Hardness, is hard to Sneak with, and is quite hard to hide. This looks like:
  138. [Assault Rifle] B8/R9, AM6, EX3. Piercing 4, Bulky 1, Obvious 2.
  139.  
  140. Cover
  141. Light: 25% of body, +1 Dodge versus Ranged, 1 EX.
  142. Moderate: 50% of body, +2 Dodge versus Ranged, 2 EX.
  143. Heavy: 75% of body, +3 Dodge versus Ranged, 3 EX.
  144. Full: Immune to Ranged.
  145. All: If Ranged attack pierces cover, reduce bonus by 1. For Full cover, bonus becomes +3, 3 EX.
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