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InnaEquestria: Operator's Handbook

Nov 6th, 2013
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  1. THREAD RULES:
  2. 1: Skype and thread are separate. Bias opinion carried from outside source to thread will not be tolerated.
  3. 2: Do not break canon. No exceptions.
  4.  
  5. http://1d4chan.org/wiki/Simple_D6 -The system, read over it to get the basics.
  6. http://jsbin.com/amemah/13 -The dicebot for it, add it to a bookmark and click to activate in order to see rolls in thread.
  7.  
  8. Welcome to OiE, Rookie.
  9.  
  10. A Freeform-based RPG with Operations here and there, ran with Simple D6 edition 1.
  11.  
  12. -List of Operators and their skills: http://pastebin.com/kv4K6rkZ
  13. -List of Operator innawoods pictures: http://imgur.com/a/6UP55#21
  14. -All Previous Thread Archives: http://pastebin.com/YwC9CTvY - THE FULL ARCHIVE AND THIS HANDBOOK ARE REQUIRED READING FOR NEW RECRUITS. FAILURE TO DO SO WILL RESULT IN BACK INJURIES, PERMANENT SCARRING OF THE FACE, AND MULTIPLE VISITS TO THE MORGUE.
  15.  
  16. We have an IRC channel on esper.net. Download KVIRC and join #OiE or use www.esper.net and join #OiE from there.
  17.  
  18. Create sensible loadout at innawoods.net and save the image. Use that as the opening image for your post AND HAVE A SECURE TRIPCODE SO WE CAN IDENTIFY YOU. What's a tripcode? Basically just another word for username. You can create a secure tripcode by doing this in the NAME field on the image board: NameGoesHere##ObviouslyAPassword
  19.  
  20.  
  21. HOUSE RULES:
  22.  
  23. #1: Absolute MAXIMUM of 5 Operators in ANY Operation, not including a Companion NPC (DM controlled)!
  24. #2: Only those IN THE OPERATION may host a group Skype call to prevent disasters. If you want in, and you're not on the Op? Too bad, unless you can contribute.
  25. #3: The DM's WILL NOT PUSH BACK TIMES FOR AN OPERATION, as Operators and DM's need to sleep! if you miss an Operation, then request in on the NEXT Operation.
  26. #4: WHEN A DM STATES THAT THERE IS AN OPERATION BEGINNING, -FINISH- YOUR CONVERSATIONS AS SOON AS POSSIBLE, GET THEM OVER AND DONE WITH IMMEDIATELY! FAILURE TO DO SO MAY CAUSE THOSE STILL POSTING TO GET 'LOST' FOR A WHILE. DO. NOT. DO. THIS. EVER.
  27. #5: READ THE THREAD, THIS HANDBOOK, THE OPERATOR RECORDS, AND THE REST OF THIS PASTEBIN IF YOU CANNOT FIND SOMETHING BEFORE ASKING! This means ALL of it, regardless! If you miss something important that was glaringly obvious, well, too bad.
  28. #6: You MAY NOT change your innawoods loadout unless otherwise specified. What an Operator brings with them is all they have, so keep track of items used on your own.
  29. #7: Need to take or rent something useful? Got something you don't want? Use the Armory: http://pastebin.com/GveHzNc9
  30. #8: NO BREAKING THE 4TH, 5TH, AND 6TH WALLS! This will not be tolerated for any reason, excuse, or purpose.
  31. #9: THERE WILL BE NO METAGAMING OR POWERGAMING TOLERATED FROM ANY OPERATOR OR NPC! Metagaming is defined as: using information that would not be available to an Operator/NPC, abusing features, skills, or items from Operators/NPC's that have not been earned, allowed, or are not capable of being used. Powergaming is defined as allowing an Operator/NPC to attempt, perform, resolve, or complete actions that they should not be able to, nor use, borrow, ask for, or exploit skills, abilities, or awarded, given, or sold items that are deemed too powerful or too gamebreaking for use. Violators will be warned and then punished for breaking EITHER of these rules IMMEDIATELY.
  32.  
  33.  
  34. To join:
  35. Read system description, it contains guidelines of character creation.
  36. Make a post in the thread with subject "Character" that contains your innawoods loadout and character stats in this format:
  37.  
  38.  
  39. Character creation:
  40. 10 HP TO START
  41.  
  42. Name: (Character Name)
  43. Position: (What position you want to take in existing squad, you may only take positions that are OPEN, or you may remain as a Free Operator)
  44. Theme: Description of your character, how they act and Operate
  45. HP: 10 (Basic HP amount, can add +2HP for 1XP)
  46. XP: (New characters do not start with extra XP)
  47. DR: Damage Reduction amount, only viable if you have armor worn.
  48.  
  49. Skill 1:
  50. Skill 2:
  51. Skill 3: & etc
  52.  
  53.  
  54. ARMOR SYSTEM
  55. -Vests and Light Suits provide 1 Armor, called DR (Damage Reduction), but have no penalty to movement/dodge/evasion rolls. Heavy Suits provide 2 Armor, and have a penalty of -1 to above rolls. Armor = flat Damage Reduction. Unique armor may confer other bonuses or negatives.
  56. -How Armor works: OperatorA rolls a 3 using a Shotgun (+2DMG) vs OperatorB wearing a Heavy Suit, OperatorB takes 1 damage due to 2 damage being reduced via 2 Armor.
  57. -PLEASE INDICATE <Unarmored, <Vest/L.Suit, or <H.Suit at the end of your post, as well as it's DR!
  58. -If you DO NOT have armor equipped, you may add a +1 to your Evasion/Speed rolls, for example:
  59. [1d6+1] <Unarmored Evade/Speed
  60. [1d6] <1DR Vest/L.Suit Evade/Speed
  61. [1d6-1] <2DR H.Suit Evade/Speed
  62.  
  63.  
  64. HOSTING AN OPERATION:
  65. -A DM, at any time, may offer to host an Operation. It is up to the DM to write the Operation, and direct the participating squad(s) through the DM's story.
  66.  
  67. -Once a DM has stated that he is willing to host an Operation, he will state basic information such as difficulty, the number of squads needed, and a brief description of the situation. Writing is freeform, so work hard on your scenarios and take the time to refine and work on the details if you must. This shouldn't suggest that all campaigns need to be epic-tier writing, but please try to be descriptive and informative.
  68.  
  69. -Once a DM has announced an Operation, it is up to the Operators to offer to take the job, or be assigned if this is a special mission. The Operators, if offered, may then deliberate upon whom will be selected to embark on that campaign WITHOUT THE DM'S INFLUENCE, or the DM may ask for individuals to roll for the opportunity if the Operators cannot agree upon whom will go.
  70.  
  71. -Operation starts with DM making an announcement post with details, possible limitations (like limitations on gear), number of squads he needs and similar things. Operations are played in turns which are started, and ended, by the DM. RULE #1: ONLY -ONE- OPERATOR POST PER DM POST, DO NOT GO OVER THIS UNLESS TOLD OTHERWISE! RULE #2: IF THE DM POSTS 1/2 IN THE SUBJECT BOX OR AT THE BOTTOM OF THEIR POST, WAIT FOR 2/2 TO APPEAR, THEN POST, TO PREVENT CONFUSION AND ALLOW THE DM TO CATCH UP! RULE #3: if you are stuck and the DM is unable to give any more hints, think about the situation and contexts CAREFULLY!
  72.  
  73. -Players are limited with ONE In-Character response (includes actions, dice rolls, & dialogue) per turn. After players have posted their actions, DM makes a response with reactions and descriptions of what happened after player influenced something. PERFORM ALL ACTIONS, SPEECH, AND ROLLS IN A SINGLE POST IF POSSIBLE! If the action that player attempts to perform has possibility of failing, he has to roll a 1d6 (with additional dice rolls if any) to determine the result of his attempt.
  74.  
  75. Examples:
  76. -Attacking a target in melee or ranged combat
  77. -Disarming a bomb or placing/throwing explosives
  78. -Healing wounds
  79. -Intimidating
  80. -Negotiating
  81.  
  82. -You have a -FREE- Block/Evade/Speed roll as well as your COMBAT/MEDICAL/WEAPON/UNIQUE SKILL ROLLS. At the start of your next turn, once DM has posted what occurs on the last one, you are able to use a Block/Evade/Speed action, Leadership & Iron Will/Intimidate/Negotation rolls (if available), and then your character's uses of Attack/Medical/Weapon/Unique Skills. These may be performed in ANY order. However, you may ONLY dodge or switch to other weapons if you have a battle/sniper rifle/DMR, as they are NOT close ranged weapons! There is a LIMIT in thread of 20 rolls per post, so plan your actions accordingly!
  83.  
  84.  
  85. Example text of an Operator using his free Evasion roll and Basic Small Arms with E.Ammo+Adv.Propellant, at Point Blank range with Heavy Suit armor:
  86.  
  87. >The damned spider was hard to hit, and seemed about as sturdy as my trauma plate. I was getting tired, but it couldn't be helped. Performing a rather shallow combat roll under it, I was greeted with yet another frantic hammering as it's sharpened legs partially pierce the plate on my chest.
  88. [1d6-1] <2DR H.Suit Evade
  89. >Jacking the revolver into my hand, I took aim at it's disgustingly bright yellow body and squeezed the trigger twice because, let's face it, at this range how can I miss?
  90. [1d6+3] <Small Arms+P.B.
  91. [1d6+3]
  92.  
  93.  
  94. CHARACTER UPGRADES:
  95.  
  96. XP
  97. -You have 5 free XP, basically skill points, available when you begin your character, and all Operators start with 10HP. That means you can take 5 Basic skills, or 4 Basic and add +2HP for a total of 12HP, or take 1 Basic with 1 Expert and +2HP, OR ANY OTHER COMBINATION THAT MAKES SENSE. NO, YOU MAY NOT START WITH LESS THAN 10HP!
  98.  
  99. HP: from 10-20HP, you may spend 1XP to gain +2HP. From 20-30HP, you may spend 3XP to gain +2HP. Kraut's excellent cooking has had great effect on the Operators as a whole, greatly increasing their natural vitality.
  100.  
  101. SKILLS: Basic skills cost 1XP apiece. you may purchase Expert rank skill upgrades for an additional 2XP per skill, and Master rank for 10XP. (CURRENTLY LOCKED: Grandmaster rank: 20XP.) You may NOT start a Basic skill and upgrade it in or after the same Operation! That is, you may only advance a skill ONE rank per Operation, even if you do not take part in that Operation. You may only have 1 Grandmaster ranked skill overall.
  102. -Skills are currently capped at 12, that is, you may have a total MAXIMUM of 12, which includes a maximum of 3 UNIQUE skills for now. Grandmaster skills are locked off at current.
  103.  
  104. ENCHANTMENTS: specialized effects that may be transferred from items/weapons/armor to an Operator's own body. There is an absolute maximum of 2 enchantment slots allowed on an Operator, with ONE of those slots that may be utilized for 2 of the exact same, or very similar effects.
  105. Example enchantment slots:
  106. +2DR (2x Armor Charms)
  107. +1 Speed (Lifeshade Bulb)
  108.  
  109.  
  110.  
  111. PRIMARY SKILLS: all directly combat related skills are called Primary Skills, and only ONE primary skill may be used per turn, including Unique skills that cause damage or heal. The maximum number of offensive rolls for Melee, Explosives, or Ranged weapons is 6, NOT including elemental attacks, or <Charge and <Close Range abilities. Ambush rolls DO NOT count to this limit!
  112. -List of offensive Primary skills: Ambush, Melee, Explosives, Small Arms, Combat Rifles/Shotguns, Battle Rifles, LMG/HMG's, & Heavy Weapons.
  113. -List of defensive Primaries: Block, Evade, Speed, Medical, Engineering
  114.  
  115. ROLLING DICE FOR PRIMARY SKILLS!
  116. If you are untrained in a particular skill, you roll [1d6] <Untrained Skillname
  117. Basic skills allow you to roll [1d6] [1d6] <Basic SkillName
  118. Expert skills allow you to roll [1d6] [1d6] [1d6] <Expert SkillName
  119. Master skills allow you to roll [1d6] [1d6] [1d6] [1d6] <Master SkillName
  120. -DISALLOWED: Grandmaster skills allow you to roll [1d6+1] [1d6+1] [1d6+1] [1d6+1]
  121. -The +1 for a Grandmaster skill is added on top of ALL other +X bonuses an Operator would normally roll. An Operator may ONLY have 1 Grandmaster skill!
  122.  
  123.  
  124. -Ambush: if you have Basic Ambush, you may stack up to 2 critical Ambush rolls for 2 extra attacks upon entering combat (also called tokens), indicated by using extra dice rolls for Explosives, Melee, Ranged, and Unique abilities. Expert = 3, Master/Grandmaster =4. What this means is that once you enter combat, you MUST use up those saved up Ambush criticals for extra attacks on your opening turn. You may not use Ambush for the rest of that Operation, or until combat clears and you continue on. You may only add bonuses for your extra Ambush tokens if you have enchanted melee weapons, or if your other offensive skill(s) has +X modifiers.
  125. -How Ambush tokens work: add ALL +X modifiers that you would normally use on your Melee/Ranged/Explosives attack rolls, as Ambush tokens are added in addition TO THAT TYPE OF ATTACK ROLL. Once you use up stored Ambush tokens, they are gone, so plan wisely. When rolling more than regular dice, you MUST hit at least 6 on your roll, thus: If you have 1d6+1 <Ambush, you must roll a 6 or higher to stack an Ambush point. ANY offensive action counts as being able to use up your Ambush tokens. If you DO NOT use your Ambush tokens on your opening turn, you may not use them afterwards.
  126. Example of an Operator with a Legendary +2 weapon, +2 to Melee rolls from Leadership, and using their Charge roll:
  127. [1d6+4] <Basic Ambush
  128. [1d6+4]
  129. [1d6+4] <Basic Melee
  130. [1d6+4]
  131. [1d6+5] <Charge
  132.  
  133. -Melee: the proper and effective use of knives, daggers, axes, machetes, swords, lances, flails, shovels, a lock in a sock, etc. etc. etc. If you are dual wielding melee weapons, you gain an additional 1d6 <Block roll, in addition to your Movement rolls.
  134.  
  135. -RANGED WEAPONRY: the proper and effective use of: Small Arms (semi-automatic pistols, revolvers, submachine guns aka: SMG's), Shotguns (10, 12, 16, & 20 gauges), Combat Rifles (5.45x39MM, 5.56x45MM, 7.62x39MM), Battle Rifles, LMG/HMG's, and Heavy Weapons. Heavy Weapons fall under 2 categories: missile/rocket launchers, and miscellaneous weapons such as flamethrowers.
  136.  
  137. -Movement: Movement counts as 3 skills in one, and can be used in one of three forms: Block, which is used with melee weapons and/or a shield, and Evade, which is attempting to dodge via movement, each of which negates 1 point of damage for each roll result above 2. Operators must choose which version they are using by indicating as either: <Block or <Evade, and can only use ONE or the OTHER per turn, or as Speed. Greater than normal amounts of Speed on a Charging attack can, at DM's discretion, add additional effects or damage.
  138. Example roll:
  139. [1d6: 4] <Basic Block/Evade
  140. [1d6: 1]
  141. Thus, 2 points of damage would be reduced from the attacker's damage total.
  142. -The other form is actual Speed, which can be used against an opponent to see whether or not the Operator or enemy strikes first. For example, OperatorA rolls a 5 on Speed, Enemy1 rolls a 6 on Speed, allowing Enemy1 to attack before OperatorA does and force him to defend.
  143.  
  144. -Medical: medical capability in this new world is a much starker and differing contrast, even compared to Stealth. It no longer takes weeks or months to recover from an injury, even those considered crippling or fatal. Beneficial, omnipresent energies infuse simple items, heightening their effects once applied immediately. Whether Untrained, Basic, Expert, or Master, Basic Medical is always used in addition to items, Medical Pouches or EMS (Emergency Medical Support) Bags. Operators are to ALWAYS combine their Medical skill along with any items they use. This skill cannot be taken to Grandmaster. Negative results DO NOT cause harm should there be a negative result made, unless performing a delicate operation!
  145. -Bandages, Blood Pack, Green Pouch, Ringer's Solution(IV), Wound Dressing, and etc: 2 uses per Green Pouch, 1 use per all other items. Total results indicate amount of HP restored. From Untrained to Master ranks: make a 1d6 roll for EACH item; there are only 2 items allowed for use PER TURN. THESE ARE ADDED IN ADDITION TO YOUR MEDICAL SKILL! Since items are static on an Operation, be frugal with their use. Morphine simply allows you to act normally in Critically Wounded status for 4 turns, you do not need to roll for it. Only 2 items, in addition to morphine, may be used PER TURN. THESE ARE ADDED IN ADDITION TO YOUR MEDICAL SKILL!
  146. -EMS (Emergency Medical Support) Bag - Untrained: Make a 1d6 roll. Basic: Make a 1d6+1 roll. Expert: Make 2x 1d6+1 rolls. Master: Make 2x 1d6+2 rolls. This skill cannot go beyond Master. 5 uses, forces the Operator to skip next turn. Result is amount of HP restored. THIS IS ADDED IN ADDITION TO YOUR MEDICAL SKILL!
  147.  
  148. Engineering: often used in creating new items, converting and upgrading older ones, repairing damaged firearms in the field, building combining explosives and setting traps, cracking open locks with the proper tools, and etc.. Can, and should, be used in conjunction with tools.
  149. Multitool: +2/+4/+6 to success for ALL Basic, Expert, and Master rank Eng. rolls
  150. Toolbox: +3/+6/+9 to success for ALL Basic, Expert, and Master rank Eng. rolls. Forces Operator to skip their next turn.
  151. Example of an Operator with Basic Engineering, a Multitool, and a Toolbox:
  152. [1d6+5] <B.Engineering + Multitool + Toolbox
  153. [1d6+5]
  154.  
  155.  
  156. SECONDARY SKILLS: Secondary skills are those that are indirectly combat related, or non-combat related.
  157. Secondary skills: Intimidation, Leadership, Negotiation, Stealth, Perception
  158.  
  159. ROLLING DICE FOR SECONDARY SKILLS!
  160. If you are untrained in a particular skill, you roll: [1d6] <Untrained Skillname
  161. Basic skills allow you to roll: [1d6] [1d6] <Basic Skillname
  162. Expert skills allow you to roll: [1d6] [1d6] [1d6] <Expert Skillname
  163. Master skills allow you to roll: [1d6+1] [1d6+1] [1d6+1] <Master Skillname
  164.  
  165. -Intimidation: Intimidation is used to damage and destroy an opponent's morale, disrupting their attacks, movements, and skill usage. Physical and vocal displays of aggression, violent weapon displays, and other means are used in the course of Intimidating an opponent. This skill is also used for interrogation purposes, but retains the same name.
  166. COMMON RESULTS OF INTIMIDATION: 1: total failure, enemy may laugh or become angered. 2: failure: target will shrug. 3: slight success: target will be very slightly worried/concerned. 4: minor success: target will be minorly worried/concerned. 5: partial success: target will be somewhat worried/concerned. 6: moderate success: target will be reluctant to allow you to continue breathing or consider their options carefully. 7: good success: target may focus solely on you, change their target to something less difficult to deal with, or consider exiting combat to recover. 8: solid success: target may lose the use of one of their tertiary or secondary skills, and has a decent chance of leaving combat. 9: excellent success: target loses the use of one of their skills, and has a good chance of either leaving combat or becoming shocked. 10: perfect success: target loses the use of one of their main skills with a decent chance of losing a secondary skill ass well, and can become frightened/stunned. Higher results have increasingly worse effects, which a DM will describe.
  167.  
  168. -Leadership: Leadership is a passive skill that can only be used once an Operator has it as Basic. This skill may be used to to increase the rolls of specific abilities, or left open for situational specific bonuses. This can be used to buff itself, and all other skills, up to a MAXIMUM of +2, in addition to all other bonuses, and may be used with ALL other skills, so long as an Operator can be heard. This skill may ONLY be applied if an Operator/ally can hear the Operator using Leadership. If you DO NOT have a radio, or are in Stealth too far away, you will not gain any advantages from this skill. This skill may ONLY activate on 6+ rolls. If a 6+ is not rolled, then disregard. This ability MAY NOT be used to add extra bonuses to Unique skills.
  169. Example roll below would add +1 to all Ranged attacks for all Operators with a radio:
  170. [1d6: 2] <Basic Leadership: Ranged
  171. [1d6: 6]
  172.  
  173. -Negotiation: Negotiation is used to obtain information that a target may not want to divulge through normal means. Common examples of Negotiation: offering to perform a service, acknowledging or honoring a target, speaking in a manner that the target prefers.
  174. COMMON RESULTS OF NEGOTIATION: 1: irritation/disgust at the user. 2: no change. 3: slight hint(s) of further information, may desire to know more about service rendered. 4: openly admits a hint for further information and may accept the service with some reservations. 5: states a small amount of information, and will accept the service after ensuring no backstabbing/trickery. 6: states a decent amount of information, and will accept the service after asking for clarification. 7: states a moderate amount of information, and will generally accept the service with an assurance of honor or by watching. 8: reveals a large amount of information, and will trust the service rendered but may keep an eye on you. 9: reveals nearly everything, and will trust the service rendered but ask how it went. 10: reveals everything, and will give a single chance for the service to be performed again if possible, though will hold a small amount of negativity for it if failed.
  175.  
  176. -Perception: Perception is used to see, hear, smell, taste, touch, or 'sense' additional information that may not be gained without searching. When taking Perception as a skill at Basic, an Operator has the choice of also taking Scouting or Wilderness Survival as their secondary Perception ability, both of which are situational in their usage: Scouting for cities and notable terrain, Wilderness Survival is pretty obvious. At Master Perception, an Operator can use EITHER Perception, Scouting, or Wilderness Survival each turn. Perception items add to a SINGLE Perception, Scouting, or Wilderness Survival roll, only if an Operator has Perception items!
  177. Example of an Operator with Basic Perception and no Perception items:
  178. 1d6 <B.Perception
  179. 1d6
  180. Example of an Operator with Basic Perception and a Thermal:
  181. [1d6+2] <Thermal
  182. [1d6] <B.Perception
  183.  
  184. -Stealth: stealth works differently in this world. The Operators have slowly been infused with minor amounts of strange and unknown energies, often rendering their sounds unheard and their movements unseen, rather than requiring solely camouflage as they would on their own worlds. Once you roll a 6, or other critical, you can ONLY be noticed with an Arcane Awareness or Perception roll of the same or higher. Once you roll a 6 or max critical, you do not need to re-Stealth unless taking an action that would break it such as attacking an enemy or healing someone, if you want a higher Stealth value. If Stealthed on a critical, you do not need to re-Stealth after speaking quietly to someone within a very short range, or if you are ONLY taking minor actions, ie: Perception/Leadership/planting explosives/setting traps. ALWAYS roll Stealth and THEN Ambush rolls in sequence, if you have Ambush.
  185. -NOTES: unless otherwise indicated, items DO NOT add bonuses to Stealth. Items that DO add Stealth must be in the Handbook to be counted for taking effect. If an Operator has an Auto-Stealth item or enchantment, their FIRST Stealth rolls is to be replaced with and indicated by <Auto-Stealth:Condition should that item/enchantment match the conditions for it.
  186. COMMON RESULTS OF STEALTH: 1: complete failure. 2: no change. 3: slightly reduced sound. 4: moderately reduced sound and somewhat careful movements. 5: highly reduced sound and moderately careful movements. 6: no sound, highly careful movements and invisible from sight. 7: scent is moderately reduced. 8: scent is highly reduced. 9: scent is nearly eliminated. 10: perfect invisibility without leaving scent.
  187.  
  188.  
  189. SPECIALTY SKILLS: these particular skills have their own bonuses, separate from Primary and Secondary rolls.
  190.  
  191. -Suppression Fire: useable only with LMG/HMG weaponry. At Basic, adds 1 extra 1d6+1 LMG/HMG attack roll, Expert = 2x 1d6+1 rolls, Master = 3x 1d6+2 rolls, eliminating the -1 penalty from this skill. If you have moved in the last turn, you will suffer an additional -1 penalty to LMG/HMG rolls. This skill cannot be taken to Grandmaster. There is no need to add extra modifiers due to E.Ammo+Adv.Propellant, as this skill takes both of those into context. Modifiers MAY be added from: Fire On My Target & Lead By Example (Dante's Uniques), Leadership bonuses, personal Unique skill bonuses, or others.
  192.  
  193. -Iron Will: Iron Will is a passive mental skill, used to lessen the effects from Intimidation and Demoralize. How it works is this: Enemy A rolls 4 on Intimidation, Operator C rolls 3 on Iron Will. After subtracting 2 from each, Operator C is 10% shook up/disturbed/worried/scared. Effects beyond 50% can lead to preventing an action, or worse. Rolling a 1 on Iron Will while being subjected to an Intimidate of 6 or higher may cause an Operator to lose a skill/ability for 1 turn, or have other penalties assigned at DM's discretion.
  194. -Demoralize is a skill used to incur negative penalties on Operators/Companions. The highest Iron Will roll is used to determine if an Operator takes a reduction in the skill indicated, such as: [1d6+4: 7] <Demoralize: Melee, thus if you do not roll higher than 7, you will suffer a -2 penalty to Melee unless raised with Leadership.
  195. -At Basic: 2x 1d6+1; at Expert: 3x 1d6+2; at Master: 3x 1d6+3, as this skill CANNOT be taken to Grandmaster.
  196.  
  197.  
  198.  
  199. WEAPON DAMAGE TABLE:
  200.  
  201. -A NOTE BEFORE YOU READ: if you do not even have Basic skill with PARTICULAR RANGED WEAPONS, you will roll at -1 penalty. If attempting to use an LMG/HMG, you will roll at -2 penalty. In short you will roll: 1d6-1 for Small Arms, Combat Rifles/Shotguns, and Battle Rifles, OR 1d6-2 for LMG/HMG to compensate for lacking experience. You may NOT combine long ranged AND melee skills in the same turn.
  202. -Lesser Enchanted Ammunition+Advanced Propellant: ADD +2 TO ALL FIREARM ROLLS, ON TOP OF ANY OTHER BONUSES!
  203.  
  204. SPECIAL RULES:
  205. -POINT BLANK RANGE: if you are at immediate point blank range, and have not swapped your weapons, then you may add +1 to all Ranged firearm rolls ONLY. After that you should switch to Melee or be overwhelmed.
  206. ^SHOTGUN USER TAKE NOTICE: at Point Blank range, you MUST add an additional +3 to all Shotgun rolls!
  207. ^^BIPOD USERS TAKE NOTICE: if you have a bipod on an LMG/HMG or a Battle Rifle, you may add +1 to your Ranged attack rolls on top of ALL other bonuses, ONLY if you are not moving! This bonus DOES add to a Steadied Battle Rifle's rolls!
  208.  
  209. -Tazer: 1 damage upon landing a successful hit. This weapon must be reloaded after every shot. This means upon attacking you will only cause 1 damage, and a stun if the roll is high enough. Your Block/Evade/Speed roll may be utilized to reload a Tazer during the turn it is used. Your roll is ONLY TO DETERMINE the stun effect! A roll of 1 or 2 means the opponent has resisted it's effects. A roll of 3 or 4: 1 round stun, 5: 2 rounds, 6+: 3 rounds. This may not work on bosses or other special creatures indicated by the DM. After being stunned, the target may not be stunned for the next 4 turns after the stun ends.
  210.  
  211. -Archery: +2 damage upon landing a hit, but must reload after every arrow/bolt loosed. Your Block/Evade/Speed roll may be utilized to reload in the same turn, although shortbows and longbows are exempt from this limitation at Expert rank or beyond. Upon encountering a heavily armored target, one may want to switch weapons instead, as crossbow bolts and arrows are limited in number that an Operator can carry. All PHYSICAL arrows/bolts can be enchanted up to +2, and may not have an elemental effect.
  212.  
  213.  
  214. CURRENT AMMUNITION: ADD +2 TO ALL ROLLS OF THE FOLLOWING RANGED WEAPONS DUE TO ENCHANTED AMMUNITION AND ADVANCED PROPELLANT!
  215.  
  216. -Pistols and SMG's (4.6mm, 5.7mm, 9x17, 9x19, .45ACP, etc) - Add +2 to all Small Arms rolls, and delivers +1 damage upon landing a hit. May empty an SMG's magazine to spread damage across numerous opponents, 2 for Basic, 3 for Expert, 4 for Master.
  217.  
  218. -Magnum Pistol Calibers (.327 Magnum, .357 Magnum, .410 Shotshell, .41 Magnum, .44 Magnum, 454 Casull, .460ES, etc) - Add +2 to all Small Arms rolls, and delivers +2 damage upon landing a hit.
  219.  
  220. -Combat Rifles (5.45x39, 5.56x45, 7.62x39) - Add +2 to all Combat Rifle rolls, and delivers +2 damage upon landing a hit. May empty a magazine to spread fire across numerous opponents, 2 for Basic, 3 for Expert, 4 for Master.
  221.  
  222. -Shotguns (12, 16, 20 Gauge) - Add +2 to all Shotgun rolls, and delivers +2 damage upon landing a hit. Special rules: if you are using a shotgun at a range determined to be too far, you must roll at -1 or whatever penalty a DM states. Point Blank range confers a +3 bonus to ALL Shotgun attack rolls INSTEAD of the normal +1 for Point Blank.
  223.  
  224. -Battle Rifles (7.62x51, 7.62x54, .300, .338, etc) - Add +2 to all Battle Rifle rolls of this type, and delivers +3 damage upon landing a hit. Recoil applies penalty of -1 on all of the NEXT turn's shooting rolls if one chooses not to Steady. You may skip a turn to Steady your aim, and take a shot next turn with bonus of +5 on your FIRST ranged dice roll. Cannot fire and move, then steady, or move and fire, then steady. The Operator MUST remain motionless or will not be able to Steady their aim. On roll of 6 and greater adds penalty of -1 to the targeted enemy the next turn, ONLY if you do not switch targets.
  225. Example of a Battle Rifled at Expert rank with a Bipod, and Steadied with current ammunition:
  226. [1d6+8] <Expert Rifles+Steadied+Bipod
  227. [1d6+3]
  228. [1d6+3]
  229.  
  230. -LMG's and HMG's (7.62x51, 7.62x54) - Add +2 to all LMG/HMG rolls of this type, and delivers +3 damage upon landing a hit. Can fire after moving/dodging/evading with penalty of -1 on shooting roll. On roll of 6 and greater adds penalty of -1 to target and enemy troops nearby for 1 turn. Can fire at up to 2 targets close together with no penalties.
  231.  
  232. -Specialized Anti-Armor/Personnel Calibers (.408CHY, .450 Bushmaster, .458 SOCOM, ,50 Alaskan, .50 Beowulf, .50 BMG, etc.) - Add +2 to all Ranged weapon rolls of this type, and delivers +4 damage upon landing a hit, penetrates 1DR on target(s). If used in a Combat Rifle, use Combat Rifle rules. If used in a Battle Rifle, use Battle Rifle rules. If used in an HMG, use HMG rules.
  233.  
  234. -Heavy Anti-Tank Calibers (15MM, 17MM, 20MM, 25MM, etc.) Add +2 to all Ranged weapon rolls of this type, and delivers +5 damage upon landing a hit, penetrates 2DR on target(s). MAY ONLY BE ACQUIRED IN A BATTLE RIFLE PLATFORM, THUS: recoil applies penalty of -1 on all of the NEXT turn's shooting rolls if one chooses not to Steady. You may skip a turn to Steady your aim, and take a shot next turn with bonus of +5 on your FIRST ranged dice roll. Cannot fire and move, then steady, or move and fire, then steady. The Operator MUST remain motionless or will not be able to Steady their aim. On roll of 6 and greater adds penalty of -2 to all rolls of the targeted enemy the next turn, ONLY if you do not switch targets.
  235.  
  236. -M134: add +2 to all Ranged weapon rolls of this type, and delivers +5 damage upon landing a hit. Cannot attempt to use Evade or Speed, and fire in the same turn due to this weapon's immense weight. An Operator using this weapon may only BLOCK damage done to him. On a roll of 6 or greater adds penalty of -1 to enemies near the target for 1 turn. Can fire at up to 3 targets close together with no penalties.
  237.  
  238.  
  239. -MELEE (Knives, swords, axes, shovels, etc.) - +1 damage. Adds a 1d6+1 <Close Range or <Charge, as well as adding ALL ADDITIONAL +X modifiers resulting from melee weapon being enchanted, Leadership, and ANY other bonuses for being in close Range or Charging, ONLY if moved in the direction of the enemy before attacking). NOTE: when attacked while in Melee range, you will use ALL your melee rolls to attempt to counter and riposte damage done towards you. If your result is higher, then you deal ALL damage leftover to the target, mitigated by target's DR and remaining Block/Evade tallies. If your weapon is enchanted, add it's bonus and element, indicated by <ElementTypeGoesHere, such as <Fire.
  240.  
  241. Example of an Operator with Basic Melee and a non-enchanted weapon:
  242. [1d6+1] <Charging
  243. [1d6] <Basic Melee
  244. [1d6]
  245. OR with an enchanted weapon:
  246. [1d6+2] <Close Range
  247. [1d6+1] <Basic Melee
  248. [1d6+1]
  249. [1d6] <Fire
  250.  
  251. -COMBINED MELEE-SMALL ARMS: this allows an Operator to use Small Arms, (pistols/revolvers/SMG's) and Melee attacks in the same turn, along with the melee weapon's elemental attack. Limitations are as follows: You may NOT use Shotguns/Combat Rifles in such a manner, unless they CAN equip a blade. Since there is a maximum of 8 offensive rolls allowed, NOT including elemental attacks, this takes up 6 rolls with Expert Melee & Expert Small Arms, thus this capability MAY BE USED as a <Charge attack, and DOES gain the <Close Range ability in close range.
  252. With Basic Combat Rifles/Small Arms/Shotguns and Basic Melee, this allows you to use 2 Ranged and 2 Melee rolls.
  253. With Expert Combat Rifles/Small Arms/Shotguns and Expert Melee this allows you to use 3 Ranged and 3 Melee rolls. This ability is capped at expert, as this is considered a last-ditch effort skill.
  254.  
  255. -EXPLOSIVES: must now add +1 to ALL Engineering or Explosive rolls when setting off due to Advanced Explosive Compound, or when thrown by either using Melee or Explosives skill, whichever is highest. With an M72 Law or RPG-7, rolls are used to determine damage and splash radius. An RPG-7 can ONLY be reloaded by sacrificing the Block/Evade/Speed roll(s)!
  256. -Stuns may not be concurrent and can be interrupted for some time, depending on species of opponent and DM discretion.
  257. -When creating a trap using explosives and Engineering items (Duct Tape, Superglue, Rope, etc.), combine both Engineering and Explosives skills to determine whether or not it has a hair trigger, or functions properly and does what's expected.
  258. -When setting OFF a trap, roll the highest rank of either Engineering or Explosives.
  259. -When combining Explosives, you may ONLY combine a certain number at one time. If you have Basic Explosives, you may combine 2. Expert: 3. Master: 4. This is a hard cap limit; you may NOT go over this limit! Don't expect to be allowed to rig, and throw, 4 bombshells rigged together either, as weight and size of each component is taken into consideration.
  260. Example of an Operator using Basic Explosives, with Advanced Compound, without a Multitool:
  261. [1d6+1] <B.Explosives
  262. [1d6+1]
  263. Example of an Operator using Basic Explosives, Untrained Engineering, with Advanced Compounds AND with a Multitool:
  264. [1d6+2] <Multitool
  265. [1d6+1] <B.Explosives
  266.  
  267. -M18 Smoke Grenade: lowers Perception checks by -3 to all those within it's radius. Dissipates in 1-4 turns, depending on conditions. Deploys a large cloud of colored smoke in a moderate area.
  268. -Flash Bang: disallows Perception checks and Stuns for 1-3 turns, depending on enemy and conditions.
  269. -Tear Gas: deals a flat 1 damage per turn in radius. Deploys a chemical that causes the eyes to sting and skin to feel as if it is on fire, to enemies and allies in it's radius, lowering Perception checks by -3. Dissipates in 1-4 turns depending on conditions.
  270. -Poison Gas: deals a flat 2 damage per turn in the cloud to LIVING enemies only. Any number of toxins or nerve agents designed to kill living beings. Depending on conditions, may kill an enemy/ally in close range whom does not move out of the cloud immediately.
  271. -Spray Can+Lighter: adds +1 damage upon landing a hit. An extremely close range petrol-based flammable concoction propelled by compressed gasses, with a lighter taped to the front. Causes 1 Burn damage per turn for 2 turns.
  272. -Molotov: adds +2 damage upon landing a hit. Any number of flammable liquids in a glass bottle or jar, lit via cloth. Enough flammable material to continuously burn an Operator sized enemy for 2 turns. Causes 2 burn damage per turn for 2 turns.
  273. -White Phosphorous: adds +3 damage upon landing a hit. Covers a moderate area in 4+,000 degree white phosphorous, causing excruciating chemical burns and either blinding (in close proximity) or obscuring the sight of those nearby, lowering Perception checks by -3 to all those within it's radius. Causes 6 burn damage per turn for 2 turns.
  274. -Shrapnel Grenade: adds +3 damage upon landing a hit. Inflicts a 1 round stun on a critical if an enemy/ally is in the epicenter or within close range. Inflicts Bleeding status.
  275. -Claymore: add +4 damage upon landing a hit. An explosive device that sends out 700 steel BB's in a 70' degree cone. Inflicts Bleeding status.
  276. -Gas Can Bomb: adds +4 damage upon landing a hit. A 5-gallon fuel canister with an explosive charge generally taped to the side. Upon detonation, sends out a spray of burning petrol to a moderate area with a moderate detonation. Causes 4 burn damage per turn for 2 turns.
  277. -Grenades, thrown M67 or weapon fired/mounted: adds +4 damage upon landing a hit. Moderate detonation and scattered shrapnel causes damage in a relatively small area to enemies and allies. Inflicts a 1 round stun on a critical if an enemy/ally is in the epicenter or within close range. May case Bleeding status on a critical hit.
  278. -RPG-7 Single Stage PG-7V Warhead: adds +4 damage upon landing a hit. A simple, single stage warhead packing the rough equivalent of a frag grenade's yield. Inflicts a 1 round stun if an enemy/ally is in the epicenter of the blast radius.
  279. -Messenger Bag Bomb: adds +5 damage upon landing a hit. A sling bag loaded with low grade explosives. Moderate detonation with a high-pressure shockwave. Inflicts a 1 round stun if an enemy/all is in the epicenter or within close range. Inflicts Bleeding status.
  280. -C-4: adds +6 damage upon landing a hit. An easily molded, powerful plastic explosive compound with a large number of options to set it off. Can be hidden and deployed in any number of manners. Inflicts a 1 round stun if an enemy/ally is in the epicenter or within close range.
  281. -High Explosive (Grenade & 40MM variants): adds +6 damage upon landing a hit. A much more powerful version of the typical 'Pineapple' fragmentation grenades. Inflicts a 1 round stun if an enemy/ally is in the epicenter or within close range. May inflict Bleeding status on a critical hit.
  282. -40MM x46 Airburst Shrapnel Grenade: adds +6 damage upon landing a hit. A specially designed 40MM shell that spreads flak in a 20-30M radius, intended for area denial and anti-helicopter support. Inflicts Bleeding status to living enemies only.
  283. -RPG-7 2-Stage Warhead: adds +6 damage upon landing a hit. A much more powerful version of the PG-7V warhead, designed to penetrate armor and send a lethal stream of super-heated plasma beyond the armor plating. Inflicts Bleeding status to living enemies only.
  284. -M252 81MM Mortar High Explosive Shell: adds +8 damage upon landing a hit. An efficient anti-personnel and anti-vehicle mortar round, with an indirect firing range of up to 5,500 meters and a 20M kill radius.
  285. -Bombshell: adds +10 damage upon landing a hit. A large artillery shell, rigged to detonate. Has a massive radius, inflicts a 1 round, or 2 round stun on a critical and Bleeding status. May shock enemies and allies with a critical detonation.
  286. -Large Bag Bomb: adds +10 damage upon landing a hit. A chain of explosive materials, grenades, or devices, propelling shrapnel components and rigged to detonate in sync. Has a moderate radius, inflicts a 1 round, or 2 round stun on a critical and Bleeding status. May shock enemies and allies with a critical detonation.
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