Tefpuz

Collapsed World

Apr 15th, 2017
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  1. Name: Doe Blackacre
  2. Height: 6'4
  3. Weight: 220
  4. Eye Colour: Green
  5. Hair Colour: Blonde
  6. Justify: "Don't tread on me."
  7.  
  8. Health: 50/50
  9. Sanity: 31/110
  10.  
  11. Character Skills:
  12. Athletics (10)
  13. Brawn (20)
  14. Stealth (90)
  15. Social (130)
  16. Biology (60)
  17. Chemistry (50)
  18. Mechanical Engineering (40)
  19. Electrical Engineering (50)
  20. Physics (80)
  21. Medicine (20)
  22. Mystic (100)
  23. Survival (80)
  24.  
  25. Vehicle Skills:
  26. Wheeled Vehicles (60)
  27. Multi-wheeled Vehicles (90)
  28. Legged Vehicles (60)
  29. Ariel Winged (100)
  30. Ariel Heli (110)
  31. Naval Small (110)
  32. Naval Large (120)
  33. Creature Winged (80)
  34. Creature Ground (70)
  35.  
  36. Weapon skills:
  37. Melee 60
  38. Arcing 100
  39. Line 80
  40. Spread 40
  41. ---
  42. Ballistic 40
  43. Laser 80
  44. Plasma 90
  45. Elemental 60
  46. Explosive 100
  47. ---
  48. Small 40
  49. Medium 60
  50. Large 80
  51. Mounted 90
  52.  
  53. Armour Skills:
  54.  
  55. Light 40
  56. Medium 80
  57. Heavy 90
  58. Exoskeleton 60
  59.  
  60. Other:
  61. Use Technology: 30
  62. Use Magic: 90
  63.  
  64.  
  65.  
  66.  
  67. Grits:
  68. Der Ritter:
  69. Cannot be seen from mid range or greater while in a dense environment, assuming camouflage.
  70.  
  71. A Der Ritter has areas called “haunts”, an area that they’re familiar with. When in a haunt they move at X3 speed, areas frequented become haunts.
  72.  
  73. Wicker Man:
  74. Cannot be tracked by any means in your haunt. cannot be seen by thermal or electolite vision. This extends to magic.
  75.  
  76. Tinkerer:
  77. Chance to immediately identify any object they handle (20%).
  78. Can reverse engineer anything, and reconstruct it with no roll.
  79. Finds better loot.
  80.  
  81. Special Understanding:
  82. Immense knowledge of Agriculture (+40) (Only effects survival and biology rolls for plants).
  83.  
  84. Justify:
  85. "Don't Tread on me."
  86.  
  87. Pressure:
  88. Implacable Man:
  89. Your health is restored to full. Your wounds temporarily don’t affect you. 6 Rounds.
  90. You do not lose the health you gain from this trait when the duration ends.
  91.  
  92. Cybernetic Augments:
  93. Replaced Musculature (Left Leg Working)(Right leg Working):
  94. "The skin and muscle of the leg have been entirely excavated and replaced with superior mechanical variants. In addition, the spine has also been removed and replaced with a shock absorbing variant. This allows inhuman feats of agility and athleticism."
  95.  
  96. Inhuman Reflex: Reduces the Target number of Athletics rolls by up to 30. Only works to counteract a
  97. difficulty penalty.
  98. Weight Bearing Spine: Reduce the Weight Penalties by 2 Meters/2 Yards
  99.  
  100.  
  101.  
  102.  
  103.  
  104. INVENTORY:
  105. Total Weight: 26.2kg/50lb
  106. Penalties start at: 85
  107.  
  108. Athletics and Stealth penalty:
  109.  
  110. Gear:
  111. Wooden Mask X4 (0.4kg/1lb per) (Backpack)
  112. "Designed with demonic faces screaming to scare passerbys. Keeps people away. You like to place them on trees and such to scare people."
  113.  
  114. 3 Ration Bars
  115.  
  116. Geiger Counter (0.4kg/1lb) (Backpack)
  117. "Detects radiation. Not dying of radiation poisoning sounds fun."
  118.  
  119. Backpack (0.4kg/1lb)
  120. "Holds items and gear. very simple and good for ease of use. Made it yourself."
  121.  
  122. 1 package of Carrots
  123. 1 package of onion
  124. 2 packages of “Instant Growth”
  125.  
  126.  
  127. >x2 Antacid(Remove acid poisoning)
  128. >x2 Skin replacer (Fixes flesh and gash wounds)
  129. >x3 Antidote (remove poison when mixed with the afflicting poison)
  130. >Bleach
  131. >Cleaner
  132. >unbranded Alcohol
  133. >Whiskey
  134. >Magnifying glass
  135. >2 Infini Batteries
  136. >Playtime stories, picture books,ect X35
  137. >Sex Education, the birds and the bed X2
  138. >Preserved instant food x10
  139.  
  140.  
  141.  
  142. Flashlight:
  143. "Nothing special, takes AA. 5 hour life per, according to the writing. Seeing in the dark is nice though, good indoors, not so helpful outside."
  144. Lights up entire rooms smaller than 30ft.
  145. Beyond that, a cone of vision where you are looking.
  146. 1 AA Battery.
  147.  
  148. T1 Medical Kit (12 Supplies)(0.4kg/1lb)
  149. A medical kit is used to treat wounds, injuries,burns and poisons.
  150. Negates up to 10 difficulty for medicine checks used to treat.
  151.  
  152. T4 Medical Kit (8 supplies) (1.3kg/3lb):
  153. A medical kit is used to treat wounds, injuries,burns and poisons.
  154. Negates up to 40 difficulty for medicine checks used to treat.
  155.  
  156.  
  157.  
  158. Stimulant (To power through toxin's, radiation and other various nasty bits. extreme exaustion 1 hour after use.)
  159.  
  160. Stem injection (Stops bleeing instantly, no medicine roll required. removes most severe injury and heals you at a rate of 1 point a round for 20 rounds. So roughly a minute.)
  161.  
  162. Unknown strange blue injection.
  163.  
  164. 10 Days food (0.4kg/1lb per) (Backpack)
  165. 3 Days water (1.6kg/3.5lb per)
  166.  
  167. Ammunition:
  168. 4 20 Gauge Shotshell
  169. 2 20 Gauge Shotshell (Loaded into Rusky)
  170.  
  171.  
  172. Magazines:
  173. 9mm/8 Round/Pistol (Loaded into Luger)
  174. 9mm/8 Round/Pistol (5 Shots)
  175. Plasma Rivet/3 Round (Loaded into Plas Hand cannon)
  176. 7.62/8 Round/R (4 Shots)
  177. 7.62/ 30 Round/R (30 Shots) (Loaded into Marksmen's 7.62)
  178. 7.62/ 30 Round/R (30 Shots)
  179.  
  180. Arsenal:
  181.  
  182. Luger:
  183. "The pistol that almost took over the world, twice. However, despite it's reputation it is very dated and it's mechanics are venerable to the jungle's harsh conditions.
  184.  
  185. Weight: 0.9Kg/2lb
  186. Loaded: 8 Round 9mm Mag
  187. Line, Ballistic,Small
  188. Target Number: 53
  189. Ammo type: 9mm/.355 pistol
  190. Damage: 14
  191. Minimum: 8
  192. Firing Type: Semi-Auto
  193. Effective Range: 16 Meters/18 Yards
  194. //Special Effects//
  195. Pistol: No close quarters combat penalty
  196. Dated mechanics: Requires regular repairs
  197.  
  198. "Rusky" Break Action shotgun:
  199. "A cheap and easily made gun created near the end of the war. It was a sidearm and it's purpose was to be used to steal better weapons. Damn things last forever though."
  200. Weight: 1.8Kg/4lb
  201. Loaded: 2 20 gauge Shotshell
  202. Spread,Ballistic,Small
  203. Target Number: 40
  204. Ammo type: 20 Gauge
  205. Ammo Capacity: 2
  206. Damage: 34
  207. Minimum: 19
  208. Firing Type: Single Fire
  209. Effective Range: 18 Meters/20 Yards
  210. //Special Effects//
  211. Sawnoff: No close quarters combat penalty, 10 range penalty.
  212. Break Load: 2 Round Reload
  213. Nigh-Indestructable: Cannot be damaged by enviromental conditions, heat, cold, acid or electricity.
  214.  
  215. Machete:
  216. "While many need to cut through the forest, you don't need to in your haunt. However, people are quite a different story. This weapon in particular is a handforged machete, the hammer marks are slightly visible, but it is well maintained and very deadly."
  217. Weight: 1.8Kg/4lb
  218. Melee,Ballistic,Medium
  219. Target Number: 53
  220. Damage: 22 (25)
  221. Minimum: 14 (17)
  222. Attack Type: Single Strike
  223. Effective Range: Melee
  224. //Special Effects//
  225. Cleave: If this weapon breaks the Damage Threshold, it always critically hits.
  226. Durable: Only needs to be repaired half as often.
  227.  
  228.  
  229. Marksman’s 7.62:
  230. Weight: 2.2Kg/5lb
  231. Loaded: 30 Round 7.62 Mag (30 Shots)
  232. Line, Ballistic,Medium
  233. Target Number: 66
  234. Ammo type: 7.62mm/.312 R
  235. Damage: 24
  236. Minimum: 18
  237. Firing Type: Semi-Auto
  238. Effective Range: 38 Meters/40 Yards
  239. //Special Effects//
  240. Medium range Scope: Increased range by 10, +10 Difficulty close range penalty when shooting.
  241. Long Barrel: +20 Difficulty to shooting when in melee range of the target.
  242.  
  243. .44 Revolver “Dead Weight”:
  244. "Hew, Sunder, Cull"
  245. Weight: 2.2Kg/5lb
  246. Line,Ballistic,Small
  247. Target Number: 53
  248. Ammo type: .44 P
  249. Load Capacity: 6
  250. Loaded: 6 .44 Pistol rounds
  251. Damage: 16
  252. Minimum: 13
  253. Firing Type: Single Fire
  254. Effective Range:22 Meters/24 Yards
  255. //Special Effects//
  256. Handgun: No close quarters combat penalty
  257. Revolver: loads bullets individually at a rate of 1 per action. Bullets can be exchanged for different types on the fly using one action. The bullets you fire can be mixed and you choose what bullet of the loaded bullets you want to fire dynamically.
  258.  
  259.  
  260. Armour:
  261.  
  262. Padded Vest (Equiped):
  263. "An old vest you found and placed some metal plates in, along with some hides. Only good against handguns at best. Anything more than .357 and you could be in a world of hurt."
  264. Weight: 2.7kg/6lb
  265. Durability: 66/70
  266. Damage Resistance: 8
  267. Damage Threshold: 14
  268.  
  269. Military Gear:
  270. (destroyed)
  271.  
  272.  
  273. Base:
  274. >A Mechanical Maintenance Kit
  275. >Carpenders station(Destroyed)
  276. >Chemistry and material research station
  277.  
  278.  
  279. >20 rounds of .357 Ammunition
  280. >50 .357 casings
  281. >8 .357 Carbines.
  282. >1 Flak grenade
  283. >1 87lb Minigun.
  284. >30 5.56 rounds.
  285. >Small Black Case (Unopened)
  286. >Survival Knives
  287. >15 condensed ration bars
  288.  
  289. >Duffel bag
  290. >Large plastic case of salt
  291. >Package of potato seeds, estimated yeild of 186 potatoes. They produce seeds in their insides but do not grow without human interaction.
  292. >A small bottle, half-filled with an alcoholic beverage labeled "Vodka" It has a note saying "Enjoy, in moderation"
  293.  
  294.  
  295. >Large amount of scrap metal, hydralics.
  296.  
  297. Large Tent (2.7kg/6lb) (Backpack)
  298. "Holds up to 3 people. Or rather, 1. Having room is nice."
  299. Specimen Kit (0.4kg/1lb):
  300. A specimen kit is used to store and retrieve biological samples. It is also used to preserve said samples for up to two weeks at a time.
  301. The Kit is full of strange glowing plants from the Fae Queens Prison. They are still very much alive, despite being removed from the area.You assume that they are strangely durable.
  302.  
  303. glowing blue white vine
  304. Pink fiercly glowing flower
  305. Purple berry vine
  306. Pure white flower
  307. Black vine with white glowing whiskers
  308. Blue-teal wood sapling, with live embers on tips
  309. Planted crops:
  310. 1 package of fig vines
  311. 1 package of venus flytraps
  312. 1 package of pitcher plants (Perimiter)
  313. 1 Extra large package of potato (186 estimated)
  314.  
  315. 1 Blue Embered sapling
  316.  
  317. SI Plasma Handcannon:
  318. "A simple combat model for experimental plasma weaponry. Fires superheated plasma "Rivets". These rivets are basicly needles that contain gasses in a hollow space, when they impact they break open releasing the superheated gas. The problem with the weapons is it's weight for size, and ammo rarity."
  319. Weight: 1.8Kg/4lb
  320. Arcing,Plasma,Small
  321. Target Number: 76
  322. Ammo type: Plasma Rivet
  323. Damage: 26
  324. Minimum: 18
  325. Firing Type: Single Fire
  326. Effective Range: 16 Meters/18 Yards
  327. //Special Effects//
  328. Pistol: No close quarters combat penalty
  329.  
  330.  
  331. X7 Shrapnel Bomb (7 planted at base):
  332. Weight: 0.8Kg/2lb
  333. Explosive
  334. Damage: 25
  335. Minimum: 25
  336. Area Of Effect: 6 Meters/6 Yards
  337.  
  338. //Special Effects//
  339. Tripwire: This weapon is placed as a trap. The tripwire may be set in a straight line no longer than 6 Meters/Yards. The creature that trips the wire, as well as any creature within 6 Meters/Yards of them are damaged by this weapon.
  340.  
  341. Bleeding: Enemies hit by this weapon bleed for 2 damage a round.
  342.  
  343. Cartridge Trap (10)
  344. Trap:
  345. The cartridge trap is usually buried underground. when it is triggered by someone stepping on it, a spike is driven into the bottom of a live round and the shot fires upward, usually passing through the foot of the unfortunate soul who triggered it.
  346. Damage: 14
  347. Minimum: 9
  348. Chance of a critical hit: 50%
  349. Chance of leg critical: 70%
  350. Chance of other critical:30%
  351.  
  352.  
  353. How Armour works:
  354. Damage resistance reduces damage, but only to the "minimum" damage.
  355. If a weapon's damage stat is greater than the Damage Threshold, it simply penetrates your armour and does full damage.
  356.  
  357. If your armour would make a task harder, you roll using your armour skill, then roll using the skill you would normally use for the task in question. If both succed, it is a success. If one fails, it is a partial success.
  358.  
  359.  
  360.  
  361. How Ammunition works:
  362. The type of ammunition determines the Weapon's effective range and damage.
  363. The weapon's Magazine determines how many bullets it can hold at once.
  364. When the weapon has fired all bullets it contains, it must be reloaded, this takes 1 Round in most cases.
  365.  
  366. Firing Modes:
  367. Single Fire: Fires once an action.
  368. Semi-Auto: Can fire up to 2 times an action. Second shot is at a +10 difficulty.
  369. Automatic: Can fire up to 3 times an action. Second at +10, third at +20.
  370. Shred: Can fire up to 4 times an action. Second at +10, Third at +20, Fourth at +30.
  371. You can always choose to fire less times.
  372.  
  373. Melee Modes:
  374. Single Strike: Attacks once an action
  375. Double Strike: Attacks up to twice an action, Second at +10 difficulty.
  376. Jab: Attacks up to 3 Times an action. Second at +10, Third at +10.
  377. Saw: Attacks up to 4 Times an action. Second at +10, Third at +10, Fourth at +20.
  378.  
  379. Weight and you:
  380. Every 10 pounds (4.5 Kilograms) past 15 pounds (6.8 Kilograms) induces a penalty to movement (2 Meters/2 Yards), a penalty to stealth (+10) and a penalty to Athletics (+5)
  381.  
  382. Every 10 your brawn skill is below 60, the weight penalty is reduced by 10 pounds (4.5 Kilograms). Excluding stealth.
  383.  
  384.  
  385. Combat Stuff:
  386. A Round is Divided into each character's turns.
  387. Each Turn has 2 Actions.
  388.  
  389.  
  390. Moving: You can move up to 6 yards/6 Meters in an action.
  391. Attacking: Attacking Requires an action. Your firing mode determines how many times you can attack in one action. Taking the attack action more than once in a turn increases the difficulty by 30.
  392. Taking Aim: Decreases your target number to hit an opponent with a weapon by 10. You can take aim as many times as you like, the bonus to hit carries over to the next round. The maximum is +30.
  393.  
  394. Taking Half Cover: Increases the difficulty to hit you by 20.
  395. Taking full Cover: Increases the difficulty to hit you by 40, but you cannot attack while in cover. Coming out of full cover requires an action.
  396.  
  397. Dead Sprint:
  398. If you succeed an Athletics Roll, you can sacrifice both your actions to move 20 Meters/20 Yards.
  399. Other wise, you simply move 12 Meters/12 Yards
  400.  
  401. Btw, I'm going to try and use Imperial for most of this. The Metric numbers are merely to help people who are not good with Imperial. And I know yards/meters are not 1:1, that is mostly for simplicity's sake.
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