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Oct 15th, 2018
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  1. QQS Future Setting
  2.  
  3. 25 Character Points max on stats, 15 limit per stat, 1 minimum. 1 CP equals 1 Stat point.
  4.  
  5. Stats
  6.  
  7. SI
  8. LE
  9. RE
  10. SP
  11.  
  12. REACTIONS - This is LE+1/2 SP, and is used for initiative, and other "surprise" checks.
  13.  
  14. 20 maximum CP on skills. 2 Skill points equals 1 CP.
  15.  
  16. Skills
  17. Acrobatics -LE- Your ability to perform feats of dexterity
  18. Athletics -SI- Your ability to perform feats of strength
  19. Bashing -SI- Your skill with blunt melee weapons, such as bats, hammers, etc.
  20. Bluff -SP- Your ability to tell a convincing lie
  21. Cooking -RE- Your culinary ability
  22. Devices -RE- Your knowledge of and ability with electronics
  23. Computing -RE- Your knowledge of and ability with computers
  24. Diplomacy -SP- Your ability to turn a situation in your favour with words
  25. Driving -LE- Your capability to handle a vehicle (Land)
  26. Piloting -LE- Your capability to handle a vehicle (Air)
  27. Intimidation -SP- Your ability to make people do what you say
  28. Engines -RE- Your knowledge of and ability with engineering
  29. Handguns -LE- Your skill with pistols, revolvers, etc.
  30. Medicine -RE- Your knowledge of the practice of first-aid and medical treatment
  31. Navigation -RE- Your skill with getting around places
  32. Rifles -LE- Your skill with repeaters, sniper rifles, etc.
  33. Scavenging -SP- Your ability to find useful things and turn junk into tools
  34. Sense Motive -SP- Your ability to perceive the emotions and intentions of others.
  35. Shotguns -LE- Your skill with scatter weapons
  36. Slashing -SI- Your skill with bladed melee weapons, such as swords, knives, etc.
  37. Unarmed -SI- Your ability to fuck up a dude with your bare hands
  38. Street Smarts -SP- Your ability to survive in the urban jungle
  39. Book Smarts -RE- Your knowledge and know-how of all things intelligent
  40. Underhandedness -LE- Your ability to hide things from unwanted eyes
  41.  
  42. You may spend no more than 20 character points on your advantages, listed below. Advantage costs are listed with the advantage.
  43.  
  44. -Advantages-
  45.  
  46. Cloud Storage (10, requires cybernetic brain augments) - Upon dying, a restoration point is saved upon a portable drive, able to be placed into a new, empty body.
  47.  
  48. Try To Curve The Bullet (5) - You can make a relative SP check to curve the path of a bullet around a target, into another.
  49.  
  50. Bilingual (1) - You know how to speak in a second language. If you spend two character points on this advantage, you are fluent. This advantage can be taken multiple times.
  51.  
  52. Careful Aim (2) - On any turn in which you do not move, increase the maximum damage of a rifle by 3.
  53.  
  54. Cleave (2) - When using a slashing weapon, you may attempt to attack two adjacent enemies in a row. You may only attack the second if the first attack is successful. If you take this advantage twice, you can attack three enemies.
  55.  
  56. Finesse (2) - You may use one Sinew-based skill as if it were Legerity-based. This advantage can be taken multiple times. This advantage cannot be used with Athletics.
  57.  
  58. Intuition (2) - You may use one Reason-based skill as if it were Spirit-based. This advantage can be taken multiple times.
  59.  
  60. Material Goods (3) - You gain 5 equipment points, to be spent on starting equipment. This advantage can be taken multiple times.
  61.  
  62. Slow and Steady (2) - You may use one Legerity-based skill as if it were Sinew-based. This advantage can be taken multiple times. This advantage cannot be used with Acrobatics.
  63.  
  64. Studied Approach (2) - You may use one Spirit-based skill as if it were Reason-based. This advantage can be taken multiple times.
  65.  
  66. Airport Security Nightmare (5) - This gives you 10 augmentation points to spend on augmentation parts.
  67.  
  68. Damn Mutie (5) - This gives you 10 mutation points.
  69.  
  70. -Augmentations-
  71.  
  72. HyperTech Mechlegs (5 AP) - Gives a +2 bonus to SI when in relation to leg-based checks. Add-ons can be bought.
  73.  
  74. HyperTech Cyberarms (5 AP) - Gives a +2 bonus to SI when in relation to arm-based checks. Add-ons can be bought.
  75.  
  76. FOX Ultrahuman Blasterhand (2 AP, must have HyperTech Cyberarms) - Gives a primary energy weapon in replacement of a hand.
  77.  
  78.  
  79.  
  80. Equipment
  81.  
  82. Computer Interface Gloves v3.1 (5 EP) - Top of the line CIGs, allowing for a holographic interaction with a cloud-stored personal computer. This version has increased connection speed, along other capabilities. (+3 to computer-related checks)
  83.  
  84. Computer Interface Gloves v1.89 (3 EP) - An obselete version of the same hardware, allows a similar experience, but with lessened capabilities and generally a less user-friendly interface. (+1 on computer-related checks)
  85.  
  86. Multilens (2 EP) - A multilens is a contact lens that uses augmented reality to provide extra information, including a news feed, time and other upgradable applications.
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