Rules


Combat Rules

AC - your AC starts at 1 and can be a maximum of 90

BCD - Bonus to Cause Damage, is the bonus a specific weapon gets to cause damage.

Roll on d20 to determine who goes first in combat, the highest roll suceeds.

To Hit Rolls - To hit a target, state wich skill/ weapon you are using to try to hit it. roll 1d100. If the number is less than your skill you have hit the target, now you take the targets armor class and roll a 1d100 + BCD if your roll is greater than the target's armor class you have sucessfully hit and damaged the target and roll for damage using the die specified by the weapon. On natural roll of 95 or higher on the chance to damage roll is considered a critical hit and maximum damage X 2 is delt.

EXAMPLE

Joe has a Firearms skill level of 65 and shoots at a guard with a Sub-9 (which has +15 to cause damage). He rolls 1d100 for 46, lower than his skill so he has hit the guard. Joe then procedes to roll to see if he has caused damage. The guard's armor class is 50. Joe rolls 1d100 for 38 then adds his weapons BCD, which is 15, for a total of 53. Joe has hit the guard sucessfully and rolls 1d8+1 to see how much damage he has cuased and rolls a 5, so he has caused 6 damage.

If a skill is used to hit opponants, use the skill roll (1d100 must get lower that you're skill #)

Reloading a weapon takes 1 turn unless the specific weapon states otherwise.

Levels

Levels are gained by every 1000 exp points they gain unless specified by a class, with no maximum of levels.

Every 1000 exp points someone gets, they get 10 + Intellegence Bonus skill points to use towards any skill.. When characters gain levels they roll 1d6 to determine how many HP they gain.

Saving and Skill Rolls

These two rolls are the most important of the rolls made in the game. To do these rolls you must take your skill # (0 - 100) and roll lower than your skill level. For saving rolls use your stats to save vs. brawn, Intellegence, or Quickness and roll a d100. This roll too must be lower that your stats to save.

Creating a Character

When Creating a Character you get 75 skill points to spend. All characters choose 3 skills to add a +10 bonus to. Everyone starts with all the combat skills at 0. To Determine how much Brawn, Intellegence, and Quickness you start out with roll 1d100 and add your racial bonus, if you roll below 5 round up to 5. If you roll above your racial limits round down to your racial max.

Starting Health is 4d6 + Racial Bonus

Skills, Stats, & Perks

Stats

All stats are from 5 - 100, and are used for saving and skill rolls.

Brawn

This is your characters all around strength and natural resilliance

Intellegance

This is your characters ability to remeber and recall things, and to determine if something is just plain stupid to do.

Quickness

Your characters ability to move around and dexterity

Basic Skills

Climbing

The skill of climbing anything from trees to mountains. This skill starts out at 25

Tracking

The skill used to track down someone using sight or smell. This skill starts out at 20

Mimic

The ability to impersonate the voices of others. Robots with this skill automatically start at 100 Other Races start at 5

Gambling

The skill of calculating odds and winning is games of chance. This skill starts at 25

Interrigate

The ability to obtain information from others through any means. This skill starts at 25

Silent Movement

The ability to move silently on all types of terrain. This skill starts at 25. Once a sucessful roll is made for this skill, you move silently for 10 rounds, then must make the roll again.

Danger Sense

This is the ability to sense danger around you. This skill starts at 25

Demolition

The skill of rigging explosives correctly and placing them strategically in places causing a grand effect. This skill starts at 25

Alchemy

The Art of creating chemicals and other substances.

Hacking

The skill at hacking into a computer system and upload virues, download files, or delete files.

Assasination

The skill of hitting someone critically on a regualar basis, this skill starts at 5. Every addional 5 points they gain +1 to cause a critical hit. (They would only need to rolla natural 94 or higher to get a critical hit with 10 points in this skill).

Robotic Engineering and Manufacturing

With the right parts you can create and buld robots. This skill starts at 5

Robotic Repair

You can repair robots This skill starts at 5

Driving

Your ability to drive vehicles and evade fire. This skill starts at 25

Pick Lock

Your ability to pick a lock a lock. This skill starts at 10

Steal

Your ability to steal an object without someone noticing you. This skill starts at 25

Hide

Your ability to hide somewhere sucessfully to avoid being seen. This skill starts at 25

First Aid

The skill of basic healing. Using this skill takes 5 to 20 minutes and can heal 1d6 Hit Points to living creatures. This skill starts at 15

Medicine

This skill is used to treat more serious injury and disease. It takes considerable training to learn this skill (2 years of training is required, robots may start with this skill). Using this skill takes about an hour and heals 1d10 hit points of damage to living creatures.

Advanced Medicine

This skill is used for performing surjeries and treating fatal injury and disease. It takes an incredble amount of time to learn this skill (2 years of training). This skill can only be learned after Medicine is learned. This skill can be performed on another living creature but takes atleast 2 hours fallowed by a few days of recovery based on the severity of the surgery, after the recovery time the patient is fully healed. This skill can not be performed on yourself.

Perks

All characters may choose one perk to start, and may have opportunities to gain extra perks as they develope.

No Pain

You are completely immune to pain from the war, you can now feel it, and you can not even grasp the concept of it.

Military Training

On Hand to Hand and Gun Combat you start at 50

Emotional

You are a very emotional person, this makes your emotions more likely to come out in a situation, but also gets you more sympathy from others. Robots can not have this perk.

Musician

You are musically gifted, you can play a number of insterments like, the guitar, drums, keyboard, harmonica, banjo, bagpipes, or anyother insterment.

Fanatic

Once you join a cause you are completly dedicated to it, when defending the cause you gain +10 to all stats and skills.

Doctor

Starts with the medicine skill.

Combat Skills

Hand to Hand

Ability to throw punches and kicks. 0 - 100

Melee Combat

The Ability to use basic melee weapons such as axes and bats. 0 - 100

Firearms

The ability to use all types of firearms in combat. 0 - 100

Brawling

The Ability to use typical non-weapons as weapons, such as, broken bottles, chains, and other items. 0 - 100

Throwing

Throwing a item at a target accuratlly . 0 -100