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- Rules are similar to Exterminator Quest. Actions which require rolls are resolved by use of 3d6. 3d6 was chosen for its pleasant bell curve which helps to ensure a middling "average" result for most actions, while still allowing the character to be capable of both greatness and blunders. You have a pool of strength and stamina that determines what you're physically capable of and high levels of physical activity will drain this pool. Nerves acts similarly; it determines your ability to keep it together under pressure but can also be drawn upon for the purpose of adding to rolls that require a level of concentration or precision.
- In addition to this, there are now some flat skills that add direct modifiers to your rolls in certain situations. These are:
- Acrobatics (applies a bonus equal to one half total Acrobatics score in melee and one quarter score in Gunplay)
- Biology
- Business Acumen
- Charisma
- Driving
- Engineering
- First Aid
- Gun Play
- Hacking/Computer Skills
- Intimidation
- All skills are theoretically capped at 10 and de facto at the QM's discretion. They increase and decrease based on how the character is RPed.
- Other scores/progressions:
- Fitness: Working out three times a week will raise your total STR/STA pool by .5 points.
- Study/Practice: Studying or praticing something related to one of your skills will raise it by .5 points.
- Addiction: Use of a substance will raise a relevant addiction score. At one your character will become addicted to said substance and develop a debilitating need for it. How fast the score raises depends on the substance as does how quickly the addiction score reverts to 0. A score of 1 represents a mild addiction with few side effects and some positive effects and proceeds into a moderate addiction before becoming a severe one.
- System subject to addition or modification as QM finds necessary.
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