Sunday, April 17, 2016

Core Rules

Dying Suns Core Rules v1


Stats:
Each player starts with 6 stat points to be placed into the four main stats. Min: 1 Max: 3


Body: Strength, poison/elemental/venom resistance, melee damage.
Speed: Hand/eye coordination, dexterity, piloting fighters, ranged damage.
Smarts: Intelligence, problem solving, science, math.
Social: Negotiating, diplomacy, charm, bartering.

This last main stat, Psychic is not necessary, but if one would feel obliged to put one of their stat points in this, it opens up a world of possibility. Must be taken at first level.
Psychic: The ability to harness either positive or negative energies.



Skills: Skill points are determined by rolling 2d6 and adding your Smarts points. Min: 0, Max 4.


Acrobatics: (Speed)
Chemisty: (Smarts)
Bartering: (Social)
Driving Land Vehicles: (Speed)
Piloting Space Fighters: (Speed)
Piloting Air Fighters: (Speed)
Piloting Starships: (Smarts)
Force: (Body)
Grenades: (Speed)
Biology: (Smarts)
Physics: (Smarts)
Technology: (Smarts)
Hacking: (Smarts)
Social Media: (Social)
Alertness: (Smarts)
Seduction: (Social)
Tracking: (Smarts)
Distract: (Social)

Non-Combat Skill Use: 1d6 per associated Stat Point Plus 1d6 per associated Skill Point.
Each skill usage will have a target number (tn), determined by the GM.

A rough guideline:
Very Easy: TN 5
Easy: TN 10
Mildly Challenging: TN 15
Challenging: TN 20
Very Challenging: TN 30
Improbable: TN 40

Combat Skills:
Defense: (Speed)
Heavy Melee Weapons: (Body)
Light Melee Weapons:  (Speed)
Heavy Ranged Weapons: (Speed)
Light Ranged Weapons:  (Speed)
Energy Ranged Weapons: (Speed)
Energy Melee Weapons: (Speed)
Explosives: (Smarts)
Brawling/Martial Arts: (Body)

Psychic Skills:
Elemental: (Psychic)
Positive Energy: (Psychic)
Negative Energy: (Psychic)
Manifesting: (Psychic)





Weapon Attacks and Damage.
To hit: 1d6 per associated stat point plus 1d6 per associated skill point. For every 6 you roll is a success, every 1 you roll is a failure, which cancels out any one 6 you may have rolled. This is done by an opposed roll by your opponent. After all dice are rolled, and 1’s are taken out, if you have a higher number, you hit. If they roll a higher number, you missed.
Example:
Satomi Kira swings a warsword at an opponent. She rolls 2d6 for having 2 stat points in Body, and 3d6 for having 3 skill points in Heavy Melee Weapons. She rolls a 6, a 5, a 4, a 6, and a 1. The 1 cancels out one of the 6’s, leaving her with a 5, 4, and a 6. Which is 15.
Her opponent rolls 2d6 for their stat points in speed, along with 1d6 for their one rank in defense. They roll a 6, a 4, and a 3 for a total of 13. Satomi’s attack succeeds and she is free to roll damage.
To determine damage: It will be the weapons base damage (See below:) plus 1d6 for every associated skill point.
Example: Satomi’s warsword has a base damage of 2d6 and she has 3 skill points in Heavy Melee Weapons. So she rolls 5d6 for a total of 18.
Her opponent has an armor rating of 8 so they take 10 damage, and since they are a minor NPC, they are killed.


Note: In fighters and land vehicles, attacks will use this formula: 1d6 per speed stat point, 1d6 per skill point in driving or piloting, and 1d6 per skill point in heavy ranged weapons.


Defense: 1d6 per stat point in either body or speed (must choose at start of game) plus 1d6 per skill point in defense.
Note: In fighter or land vehicle, defense will be 1d6 per stat point in speed, 1d6 per skill point in defense, and 1d6 per skill point in driving or piloting.


Armor Rating: Your stat points in body times 5 plus your speed stat points.
(Example: Satomi has 2 stat points in body, which gives her an armor rating of 10. She has three points in Speed, so her final armor rating is 13. Any attack against her would have 13 subtracted from the damage roll)
This can also be raised or lowered by armor or conditions.


Health: Your Stat Points in Body times 20.
Example: You have two points in Body, your health is 40.


Weapon Base Damage:
Long Sword: HMW. 3

Warsword: HMW. 5
Axe: HMW. 4
Halberd: HMW: 6.
Baton: LMW: 2.
Rapier: LMW: 3.
Knife: LMW: 2.
Dagger: LMW: 3.


Rifle: HRW. 3
Carbine: HRW. 3.
Submachine Gun: HRW 4.
Assault Rifle: HRW. 4
Pistol: LRW 3
Crossbow: LRW 3


Vibroaxe: EMW. 3
Plasma Sword: EMW. 4.
Plasma Rifle: ERW: 5
Bolt Blaster: ERW: 3


Grendade: 10
Plasma Grendade: 15

Psychic Rules:
In order to use a Psychic Ability, one must 1)have at least one stat point in Psychic, 2)have at least one skill point in a Psychic Skill, and 3)Must hit a target number based on the Psychic Ability.

For example:
Kirito Adams, an Elemental psychic wants to throw a fireball at a gasline behind a group of MercLaw thugs. He has one Stat Point in Psychic and two skill points in Elemental. A Fireball has a TN of 10. He rolls 3d6 and nets an 11, so the fireball is successful.

Simple: Psychic Attacks:
Heat: (Elemental) TN: 8 Damage: 5
Electricity: (Elemental) TN: 8 Damage: 5
Cold: (Elemental) TN: 8 Damage: 5
Sonic: (Elemental) TN: 8 Damage: 5
Acidic: (Elemental) TN: 8 Damage: 5
Wilting: (Negative Energy) TN: 8 Damage: 5
Vampiric Touch: (NegativeEnergy) TN 10: Damage: 3, and 3 health is added to your health pool that goes away after 3 rounds.

Simple Psychic Healing:
Light Wave: (Positive Energy) TN: 8 Healing: +2, Others only.
Mending (Positive Energy) TN: 8 Healing: +2
Halo (Positive Energy) TN: 10 Healing: +3, self only.

Psychic Manifestations:
All psychic manifestations last for 1d6 minutes per skill point in Psychic plus 1d6 minutes per skill point in Manifest.




Fighter/Land Vehicle Weapons:
Standard Blaster Cannon: 10
Light Blaster Cannon: 7
Heavy Blaster Cannon: 15


Armor and Armor Rating Conditions:
Light Tactical Armor: +1
Security Armor: +2
Standard Military Armor: +3
Plated Exoskeleton: +6


Conditions:
Stunned: -3
Crippled: -10
Unconscious: Renders Armor Rating as 0.
Sickened: -1
Jacked: +1


Combat Turn Rules:
Able to move 5 squares per round and still take an action (attack, give something to someone)
Charge: Move up to 10 squares and do one melee attack.
Able to move 15 squares.
Attack.
Attempt to hack.
Distract.


Experience:
Experience Points will be given out for combat, story points, and anything else the GM decides. With enough experience points, you can improve yourself.


Level 1: 0 exp
Level 2: 100 exp
Level 3: 300 exp
Level 4: 600 exp
Level 5: 1000 exp.


At each level you receive:
1 stat point to assign anywhere, even if your stat has three or more points in it.
1d6 times your smarts stat in skill points
10 points to add to your health pool.
1 point times your level to add to your armor ranking.


At level 1:
If you choose, think of a backstory for your character.
Determine your Stat Points.
Assign Skills.
Choose one melee weapon and one ranged weapon.
Thats it.


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