katarl
2011-01-01, 03:15 PM
This is a project i've been working on for a while now, with the end result intended to be a full conversion of the anima rules into a more sci-fi friendly system. Even if you don't know what anima is, I'd be pleased to have your feedback, as the project depends on flavourful science fiction to power it.
It's a big project, and a WIP, so please keep that in mind when replying.
Anima: Beyond Sci-Fi
http://fc07.deviantart.net/fs71/f/2010/065/7/a/7a8cc8590ecc441cb75ddf97f922caa4.jpg
Synopsis:
To capture the feel of classic sci-fi genres, so that our beloved Anima rules could be used to run Science Fiction games of any description, that is the goal of the Beyond Sci-Fi project. Designed to be backwards compatible, you should be able to switch easily between systems, allowing you to mix and match what you most like from either system. Most of the rules that apply in the original game still apply, and should be easily understood by anyone who has played.
Characteristics-
There are eight characteristics- Strength, Dexterity, Agility, Constitution, Power, Intelligence, Perception, Willpower, as normal. All characteristic bonuses remain the same: 5 remains the average and 10 the limit of human ability.
Combat-
The basics of combat remain unchanged, to hit an opponent, your attack result must be higher than his defence result, and the difference determines the percentage of damage dealt.
In bSF, with the prevalence of ballistic weapons, there is no such thing as a Block attribute, only a generic Defence attribute, which is modified by Agility, not Dexterity. Attack remains based on Dexterity as normal.
Wear Armour
Armour is just as significant as it was in Anima, it helps you ward off attacks and increases the result by which the enemy must hit you to deal significant damage.
Archaic armour, such as that used in ordinary Anima, is unable to provide much protection against guns and other high-powered weapons, and so their AT is halved against such effects before any AT reduction is applied.
Presence
There is no such thing as Presence in bSF, your resistances start at 25, plus whatever your class bonuses give you to that resistance, usually +5 per level.
There are six types of resistance: Physical; Mental; Chemical; Radiation; Poison and Disease
Skills
The Occult, Magic Appraisal and Poison skills no longer exist.
To the perceptive field a new skill is added: Analysis [Per], which governs analysing data for information and flaws.
To the Subterfuge Field a new skill is added: Security , which governs lock picking, code breaking, tampering, counter-intelligence etc.
A new field has been added: Technical, which comprises the skills Demolitions [Int], which governs the placing, disabling and crafting of explosives; Computers [Int], which governs the building, using and maintaining of electronic thinking devices of all kinds; Piloting [Dex], which governs the skilful use of any vehicle; Technology [Int], which governs knowledge of cutting-edge or alien technology; Repair [Int], which governs jury-rigging and repairing faults or damage of any type on mechanical or electronic objects.
Classes
Archetypes
Soldier
Born for war, trained to kill, Soldier type characters excel in combat, and in skills designed to cause damage.
Genetic
Natural is never enough for genetic type characters, who endlessly strive to push the limits of their own abilities
Robotic
AI may be illegal, but high speed computing is still the future of the galaxy, and robotic type characters can develop, build and control computerized creations.
Scum
The galaxy can be a harsh place, leading many to turn to compounds of varying kinds to make their lives more bearable. No-one understands chemicals better than scum type characters.
Specialist
Skill can mean the difference between life and death, these characters prefer to outsmart rather than outfight their opponents.
Racial
Paragons of their race, Racial type characters fight to uphold the ideals of their race or civilization, and are able to inspire others to follow.
Super Soldier
http://fc01.deviantart.net/fs22/i/2009/258/b/0/Colours__Space_Marine_by_wrightauk.jpg
-Soldier; Genetic
Born and bred for war, every major military keeps millions of genetically altered super soldiers ready and trained for war. Vat-grown, and not as well-trained as the elite troopers, super soldiers make up for this in spades with the best in genetic conditioning and mental reprogramming available, making them the toughest combat type in the game.
{table]
+20 Life Points per level
+10 Physical/Radiation resistances per level
+5 resistance in all others per level
+5 initiative per level
Life Point Multiple: 10
Attack 2:1 +5 per level
Defense 2:1 +5 per level
Wear Armour 2:1 +5 per level
+10 feats of strength per level
+10 withstand pain per level
Genetech: 15 per point
Maximum Gene Points +3/level
Technology 10 per level
Heritage 1/3 levels
Athletics 2:1
Social 3:1
Perceptive 2:1
Intellectual 3:1
Technical 3:1
Vigour 1:1
Subterfuge 3:1
Creative 2:1
[/table]
Supersoldier double their constitution scores for determining their gene point limit, and only die when reduced to x20 this improved number. They are also usually quite uncouth and not usually allowed into polite company.
Elite Trooper
http://th00.deviantart.net/fs44/PRE/i/2009/358/d/e/Soldier_by_Gryphart.jpg
-Soldier
The best of the best, elite troopers are taken from the top of their classes in each academy throughout the galaxy and trained exclusively in the art of war. Heroes each, their only failing is that in a universe full of freaks, they are only human. Elite troopers have the best armour and weapons training in the game, but lack special abilities.
{table]
+15 Life Points per level
+5 resistance in all areas per level
+10 initiative per level
Life Point Multiple: 15
Attack 2:1 +5 per level
Defense 2:1 +5 per level
Wear Armour 1:1 +10 per level
+10 composure per level
+10 leadership per level
Genetech: 25
Maximum Gene Points +1 per level
Technology 25 per level
Heritage 1/level
Athletics 2:1
Social 2:1
Perceptive 2:1
Intellectual 3:1
Technical 2:1
Vigour 1:1
Subterfuge 2:1
Creative 2:1
[/table]
Elite troopers halve the cost of all weapon and combat modules.
Infiltrator
http://fc00.deviantart.net/fs11/i/2006/251/d/6/sniper_by_s2ka.jpg
-Specialist; Soldier
The trooper may walk in the light, but an Infiltrator knows that things only really get done in the dark. Stealthy and completely uninterested in anything remotely related to a fair fight, Infiltrators get in, get out and kill everyone standing in their way. They are decent combatants and supplement this with superb subterfuge skills.
{table]
+5 Life Points per level
+5 resistance in all areas per level
+10 initiative per level
Life Point Multiple: 20
Attack 2:1 +5 per level
Defense 2:1 +5 per level
Wear Armour 2:1 +10 per level
+10 notice per level
+10 stealth per level
+10 hide per level
+10 demolitions per level
+10 security per level
Genetech: 25 +1/2 levels
Maximum Gene Points +1 per level
Technology 25 per level
Heritage 1/2 levels
Athletics 2:1
Social 3:1
Perceptive 2:1
Intellectual 3:1
Technical 2:1
Vigour 2:1
Subterfuge 2:1
Creative 2:1
[/table]
Infiltrators usually receive some form of advanced training unique to their profession, and reduce the cost of five secondary skills of their choice to 1:1. These will be usually related to the military in some way.
Scientist
http://fc02.deviantart.net/fs70/f/2010/191/e/c/Mordin_by_MonkeyMu.jpg
-Scum; Genetic
Geniuses in the fine arts of genetic manipulation and advanced medical procedures, Scientists tend to look down on performing actual experiments on themselves, preferring to invent new forms of life-enhancing pharmaceuticals, often in the hope of gaining entry to the drug mega-corporations. Poor fighters, Scientists are part skill-jockey, part genetic experts, and specialise in buffing and supporting the rest of the party.
{table]
+5 Life Points per level
+10 Chemical/Radiation resistance
+5 resistance in all areas per level
+5 initiative per level
Life Point Multiple: 20
Attack 3:1
Defense 2:1
Wear Armour 3:1
+10 Medicine per level 1:1
+10 Science per level 1:1
+10 Analysis per level 1:1
Genetech: 15
Maximum Gene Points +2 per level
Technology 20 per level
Heritage 1/2 levels
Chemical Development 1
Distil Chemical 1
Athletics 2:1
Social 2:1
Perceptive 2:1
Intellectual 2:1
Technical 2:1
Vigour 3:1
Subterfuge 2:1
Creative 2:1
[/table]
Scientists create chemicals in batches, gaining an additional dose per level of chem every time they distill them. Additionally, they can confer a single genetic modification onto another as if it was a chemicals, lasting 1 minute, taking 1 day to distil and a difficulty equal to 100+ 20 per genetic point. The normal maximums still apply.
Ace Pilot
http://fc09.deviantart.net/fs47/f/2009/200/c/9/Twi__lek_Smuggler_concept_by_greyfoxx082.jpg
-Scum; Specialist
The flyboys, daredevil smugglers and elite pilots of the galaxy, good Ace Pilots are in hot demand at this dangerous time. Knowing well the adage ‘better lucky than good’, an Ace asks ‘is it too much to ask to be both?’ Aces are clever scoundrels, with decent skills, and are the quickest combatants in the game.
{table]
+5 Life Points per level
+5 resistance in all areas per level
+15 initiative per level
Life Point Multiple: 20
Attack 2:1
Defense 2:1
Wear Armour 3:1
+10 Pilot per level 1:1
+10 Style per level 1:1
+10 Acrobatics per level
+10 Persuasion per level
+10 Repair per level
Genetech: 25
Maximum Gene Points +1 per level
Technology 20 per level
Heritage 1/level
Athletics 2:1
Social 2:1
Perceptive 2:1
Intellectual 2:1
Technical 2:1
Vigour 3:1
Subterfuge 2:1
Creative 2:1
[/table]
Aces gain the Lightning Draw ability, where they can trade actions on their turn for additional initiative, gaining +25 per action they sacrifice. They must have at least one active action remaining.
Engineer
http://fc01.deviantart.net/fs46/i/2009/237/4/4/Spacer_Tech_by_thedarkestseason.jpg
-Specialist; Robotic
Engineers specialise make the theoretical practical, going from drawing board to prototype in a matter of hours. Not great combatants, Engineers draw from a broad base of technical skills, technological innovations and robotics technology. They are the most versatile builders in the game.
{table]
+5 Life Points per level
+5 resistance in all areas per level
+5 initiative per level
Life Point Multiple: 20
Attack 3:1
Defense 2:1
Wear Armour 3:1
+10 Computers per level
+10 Repair per level 1:1
+5 Science per level
+10 Forging per level 1:1
Genetech: 25
Maximum Gene Points +1 per level
Technology 60 per level
Heritage 1/3 levels
Prototype Development 1:1 +10/level
Artifical Intelligence 2:1 +5/level
Cybernetics 2:1 +5/level
Athletics 2:1
Social 3:1
Perceptive 2:1
Intellectual 2:1
Technical 2:1
Vigour 3:1
Subterfuge 2:1
Creative 2:1
[/table]
Engineers create technological and robotic devices in one tenth the normal time.
Hacker
http://fc03.deviantart.net/fs71/i/2010/210/0/6/CHOW_207_The_Hacker_by_Kamikazuh.jpg
-Scum; Robotic
{table]
+5 Life Points per level
+5 resistance in all areas per level
+10 initiative per level
Life Point Multiple: 20
Attack 3:1
Defense 2:1
Wear Armour 3:1
+10 Computers per level 1:1
+10 Technology per level
+10 Security per level 1:1
+5 Piloting per level
Genetech: 25
Maximum Gene Points +1 per level
Technology 30 per level
Heritage 1/3 levels
Prototype Development 1:1 +5/level
Artifical Intelligence 1:1 +10/level
Cybernetics 1:1
Athletics 2:1
Social 3:1
Perceptive 2:1
Intellectual 2:1
Technical 2:1
Vigour 3:1
Subterfuge 2:1
Creative 2:1
[/table]
CLASSES TO BE WRITTEN UP
BOUNTY HUNTER
ANDROID
CYBORG
OPERATIVE
EVOLUTIONARY
INMATE
CHIMERAE
Hackers can access any computerized system manually by use of a specialized neural network proxy connected to their brain inside the cranium. As long as a network link (eg. a wireless connection) can be established, the hacker may attempt to control an electronic device from any distance.
The hacker makes an computers check against the difficulty of the firewall protecting the electronics as normal. An unprotected piece of electronics is a routine action to command.
Heritage
Beyond Sci-Fi Characters come from a long line of heroes- the traditions that formed their civilisations span back millennia- and their genetic history millions more. Their ancestors thrived where no others could, they boldly trod where none had before, and left their mark on their culture as no others ever had. Heritage should be considered the ‘Heroic’ path- there are no supernatural abilities, no technical or scientific wizardry- just the effect of being the end result of a line of heroes.
Heritage points are rare; usually no more than once every other level, and can define a character as surely as advantage points.
History of Service
1pt
Your father served in the military, and his father before him, and his father before him, and his father before him…
You halve all penalties from emotional effects, and gain tangible bonuses when under the command of someone with the leadership skill. Take the superior’s leadership base modifier and compare it to the composure table, taking the associated bonus as an all action bonus when performing an action that the superior ordered.
Finest Hour
1pt
You have a reputation for amazing heroism under the worst situations. When cornered, you are able to share this cultural relic with those sceptical of your prowess.
When reduced to less than half life points, when engaged in an impossible ranked challenge, or when a companion has just been reduced to 0 life points or less within your line of sight, you may enter your ‘Finest Hour’, gaining a +10 all action bonus, halving any critical or fatigue penalties and becoming immune to all emotional effects. This lasts for the current scene, or until you die heroically. As a side effect, this ability improves all style results by two categories when active.
Survival of the Fittest
2pts
Perhaps your culture had an interest in social Darwinism, your family married for genetic strength, or perhaps you’ve had a few modifications along the way. In any event, you’re much more than the average specimen of your kind.
Each of your attributes under 10 increases by 1 point
Standing on the Shoulders of Giants
1pt
You’re only one in a long line of innovators- their genius is your genius, and your hard work is only the end of a long line of struggle for the betterment of mankind.
You reduce the cost of any three secondary skills with a mental score as its modifying attribute by 1 point per rank, to a minimum of 1 to 1.
Cultural Icon
2pts
Must have been involved in an event of planetary significance
You’re not just a man, but a meme, a bloody icon. You’re on the lips of every proud member of your race from here to the next quadrant. You may or may share this pride, but regardless, such fame has its perks.
You are hugely famous, most people would have heard of you, and most of those people begin with a friendly attitude towards you, as if you had the Charming advantage. Mechanically, you gain a +20 bonus to all secondary skills in the Social Field, and are likely to gain a lot of attention wherever you go, including media stations, devoted fans and jealous detractors.
Fearless Pioneer
1pt
You boldly go where none have gone before.
The first time you must make a resistance check against a particular poison, disease or other effect, you gain a +20 bonus to the check. Further, when you encounter a culture or society for the first time you may make a Intelligence test to gain a pidgin understanding of their language. You also halve the penalty for being unfamiliar with an object or skill.
Legacy of Dread
2pts [i]req. Disquieting
Your ancestors sat on a throne of the skulls of the vanquished, unapologetic about the suffering they had caused. You are similarly unconcerned with the petty plights of others, and are able to channel your ancestors malevolence in your own life.
Intimidate always costs 1 point per point of bonus for you. You can also give enemies in visual contact of you a penalty to all their actions with an intimidate check opposed by their composure, taking a -5 per grade they fail by. If you are reduced to 0 life points while you are affecting enemies like this, the penalty is removed, and those who had previously failed their composure check now gain a +10 all action bonus for one minute.
NEW ADVANTAGE
Heritor
CP: 1,2,3
For every Advantage point you put into this advantage, you gain a Heritage Point.
Tech Jockey
CP: 1,2,3
For evert Advantage point you put into this advantage, you gain 40 Technology Points.
Flexible DNA
CP: 2
You gain an additional 5 points added to your gene point maximum, plus 1 per level.
It's a big project, and a WIP, so please keep that in mind when replying.
Anima: Beyond Sci-Fi
http://fc07.deviantart.net/fs71/f/2010/065/7/a/7a8cc8590ecc441cb75ddf97f922caa4.jpg
Synopsis:
To capture the feel of classic sci-fi genres, so that our beloved Anima rules could be used to run Science Fiction games of any description, that is the goal of the Beyond Sci-Fi project. Designed to be backwards compatible, you should be able to switch easily between systems, allowing you to mix and match what you most like from either system. Most of the rules that apply in the original game still apply, and should be easily understood by anyone who has played.
Characteristics-
There are eight characteristics- Strength, Dexterity, Agility, Constitution, Power, Intelligence, Perception, Willpower, as normal. All characteristic bonuses remain the same: 5 remains the average and 10 the limit of human ability.
Combat-
The basics of combat remain unchanged, to hit an opponent, your attack result must be higher than his defence result, and the difference determines the percentage of damage dealt.
In bSF, with the prevalence of ballistic weapons, there is no such thing as a Block attribute, only a generic Defence attribute, which is modified by Agility, not Dexterity. Attack remains based on Dexterity as normal.
Wear Armour
Armour is just as significant as it was in Anima, it helps you ward off attacks and increases the result by which the enemy must hit you to deal significant damage.
Archaic armour, such as that used in ordinary Anima, is unable to provide much protection against guns and other high-powered weapons, and so their AT is halved against such effects before any AT reduction is applied.
Presence
There is no such thing as Presence in bSF, your resistances start at 25, plus whatever your class bonuses give you to that resistance, usually +5 per level.
There are six types of resistance: Physical; Mental; Chemical; Radiation; Poison and Disease
Skills
The Occult, Magic Appraisal and Poison skills no longer exist.
To the perceptive field a new skill is added: Analysis [Per], which governs analysing data for information and flaws.
To the Subterfuge Field a new skill is added: Security , which governs lock picking, code breaking, tampering, counter-intelligence etc.
A new field has been added: Technical, which comprises the skills Demolitions [Int], which governs the placing, disabling and crafting of explosives; Computers [Int], which governs the building, using and maintaining of electronic thinking devices of all kinds; Piloting [Dex], which governs the skilful use of any vehicle; Technology [Int], which governs knowledge of cutting-edge or alien technology; Repair [Int], which governs jury-rigging and repairing faults or damage of any type on mechanical or electronic objects.
Classes
Archetypes
Soldier
Born for war, trained to kill, Soldier type characters excel in combat, and in skills designed to cause damage.
Genetic
Natural is never enough for genetic type characters, who endlessly strive to push the limits of their own abilities
Robotic
AI may be illegal, but high speed computing is still the future of the galaxy, and robotic type characters can develop, build and control computerized creations.
Scum
The galaxy can be a harsh place, leading many to turn to compounds of varying kinds to make their lives more bearable. No-one understands chemicals better than scum type characters.
Specialist
Skill can mean the difference between life and death, these characters prefer to outsmart rather than outfight their opponents.
Racial
Paragons of their race, Racial type characters fight to uphold the ideals of their race or civilization, and are able to inspire others to follow.
Super Soldier
http://fc01.deviantart.net/fs22/i/2009/258/b/0/Colours__Space_Marine_by_wrightauk.jpg
-Soldier; Genetic
Born and bred for war, every major military keeps millions of genetically altered super soldiers ready and trained for war. Vat-grown, and not as well-trained as the elite troopers, super soldiers make up for this in spades with the best in genetic conditioning and mental reprogramming available, making them the toughest combat type in the game.
{table]
+20 Life Points per level
+10 Physical/Radiation resistances per level
+5 resistance in all others per level
+5 initiative per level
Life Point Multiple: 10
Attack 2:1 +5 per level
Defense 2:1 +5 per level
Wear Armour 2:1 +5 per level
+10 feats of strength per level
+10 withstand pain per level
Genetech: 15 per point
Maximum Gene Points +3/level
Technology 10 per level
Heritage 1/3 levels
Athletics 2:1
Social 3:1
Perceptive 2:1
Intellectual 3:1
Technical 3:1
Vigour 1:1
Subterfuge 3:1
Creative 2:1
[/table]
Supersoldier double their constitution scores for determining their gene point limit, and only die when reduced to x20 this improved number. They are also usually quite uncouth and not usually allowed into polite company.
Elite Trooper
http://th00.deviantart.net/fs44/PRE/i/2009/358/d/e/Soldier_by_Gryphart.jpg
-Soldier
The best of the best, elite troopers are taken from the top of their classes in each academy throughout the galaxy and trained exclusively in the art of war. Heroes each, their only failing is that in a universe full of freaks, they are only human. Elite troopers have the best armour and weapons training in the game, but lack special abilities.
{table]
+15 Life Points per level
+5 resistance in all areas per level
+10 initiative per level
Life Point Multiple: 15
Attack 2:1 +5 per level
Defense 2:1 +5 per level
Wear Armour 1:1 +10 per level
+10 composure per level
+10 leadership per level
Genetech: 25
Maximum Gene Points +1 per level
Technology 25 per level
Heritage 1/level
Athletics 2:1
Social 2:1
Perceptive 2:1
Intellectual 3:1
Technical 2:1
Vigour 1:1
Subterfuge 2:1
Creative 2:1
[/table]
Elite troopers halve the cost of all weapon and combat modules.
Infiltrator
http://fc00.deviantart.net/fs11/i/2006/251/d/6/sniper_by_s2ka.jpg
-Specialist; Soldier
The trooper may walk in the light, but an Infiltrator knows that things only really get done in the dark. Stealthy and completely uninterested in anything remotely related to a fair fight, Infiltrators get in, get out and kill everyone standing in their way. They are decent combatants and supplement this with superb subterfuge skills.
{table]
+5 Life Points per level
+5 resistance in all areas per level
+10 initiative per level
Life Point Multiple: 20
Attack 2:1 +5 per level
Defense 2:1 +5 per level
Wear Armour 2:1 +10 per level
+10 notice per level
+10 stealth per level
+10 hide per level
+10 demolitions per level
+10 security per level
Genetech: 25 +1/2 levels
Maximum Gene Points +1 per level
Technology 25 per level
Heritage 1/2 levels
Athletics 2:1
Social 3:1
Perceptive 2:1
Intellectual 3:1
Technical 2:1
Vigour 2:1
Subterfuge 2:1
Creative 2:1
[/table]
Infiltrators usually receive some form of advanced training unique to their profession, and reduce the cost of five secondary skills of their choice to 1:1. These will be usually related to the military in some way.
Scientist
http://fc02.deviantart.net/fs70/f/2010/191/e/c/Mordin_by_MonkeyMu.jpg
-Scum; Genetic
Geniuses in the fine arts of genetic manipulation and advanced medical procedures, Scientists tend to look down on performing actual experiments on themselves, preferring to invent new forms of life-enhancing pharmaceuticals, often in the hope of gaining entry to the drug mega-corporations. Poor fighters, Scientists are part skill-jockey, part genetic experts, and specialise in buffing and supporting the rest of the party.
{table]
+5 Life Points per level
+10 Chemical/Radiation resistance
+5 resistance in all areas per level
+5 initiative per level
Life Point Multiple: 20
Attack 3:1
Defense 2:1
Wear Armour 3:1
+10 Medicine per level 1:1
+10 Science per level 1:1
+10 Analysis per level 1:1
Genetech: 15
Maximum Gene Points +2 per level
Technology 20 per level
Heritage 1/2 levels
Chemical Development 1
Distil Chemical 1
Athletics 2:1
Social 2:1
Perceptive 2:1
Intellectual 2:1
Technical 2:1
Vigour 3:1
Subterfuge 2:1
Creative 2:1
[/table]
Scientists create chemicals in batches, gaining an additional dose per level of chem every time they distill them. Additionally, they can confer a single genetic modification onto another as if it was a chemicals, lasting 1 minute, taking 1 day to distil and a difficulty equal to 100+ 20 per genetic point. The normal maximums still apply.
Ace Pilot
http://fc09.deviantart.net/fs47/f/2009/200/c/9/Twi__lek_Smuggler_concept_by_greyfoxx082.jpg
-Scum; Specialist
The flyboys, daredevil smugglers and elite pilots of the galaxy, good Ace Pilots are in hot demand at this dangerous time. Knowing well the adage ‘better lucky than good’, an Ace asks ‘is it too much to ask to be both?’ Aces are clever scoundrels, with decent skills, and are the quickest combatants in the game.
{table]
+5 Life Points per level
+5 resistance in all areas per level
+15 initiative per level
Life Point Multiple: 20
Attack 2:1
Defense 2:1
Wear Armour 3:1
+10 Pilot per level 1:1
+10 Style per level 1:1
+10 Acrobatics per level
+10 Persuasion per level
+10 Repair per level
Genetech: 25
Maximum Gene Points +1 per level
Technology 20 per level
Heritage 1/level
Athletics 2:1
Social 2:1
Perceptive 2:1
Intellectual 2:1
Technical 2:1
Vigour 3:1
Subterfuge 2:1
Creative 2:1
[/table]
Aces gain the Lightning Draw ability, where they can trade actions on their turn for additional initiative, gaining +25 per action they sacrifice. They must have at least one active action remaining.
Engineer
http://fc01.deviantart.net/fs46/i/2009/237/4/4/Spacer_Tech_by_thedarkestseason.jpg
-Specialist; Robotic
Engineers specialise make the theoretical practical, going from drawing board to prototype in a matter of hours. Not great combatants, Engineers draw from a broad base of technical skills, technological innovations and robotics technology. They are the most versatile builders in the game.
{table]
+5 Life Points per level
+5 resistance in all areas per level
+5 initiative per level
Life Point Multiple: 20
Attack 3:1
Defense 2:1
Wear Armour 3:1
+10 Computers per level
+10 Repair per level 1:1
+5 Science per level
+10 Forging per level 1:1
Genetech: 25
Maximum Gene Points +1 per level
Technology 60 per level
Heritage 1/3 levels
Prototype Development 1:1 +10/level
Artifical Intelligence 2:1 +5/level
Cybernetics 2:1 +5/level
Athletics 2:1
Social 3:1
Perceptive 2:1
Intellectual 2:1
Technical 2:1
Vigour 3:1
Subterfuge 2:1
Creative 2:1
[/table]
Engineers create technological and robotic devices in one tenth the normal time.
Hacker
http://fc03.deviantart.net/fs71/i/2010/210/0/6/CHOW_207_The_Hacker_by_Kamikazuh.jpg
-Scum; Robotic
{table]
+5 Life Points per level
+5 resistance in all areas per level
+10 initiative per level
Life Point Multiple: 20
Attack 3:1
Defense 2:1
Wear Armour 3:1
+10 Computers per level 1:1
+10 Technology per level
+10 Security per level 1:1
+5 Piloting per level
Genetech: 25
Maximum Gene Points +1 per level
Technology 30 per level
Heritage 1/3 levels
Prototype Development 1:1 +5/level
Artifical Intelligence 1:1 +10/level
Cybernetics 1:1
Athletics 2:1
Social 3:1
Perceptive 2:1
Intellectual 2:1
Technical 2:1
Vigour 3:1
Subterfuge 2:1
Creative 2:1
[/table]
CLASSES TO BE WRITTEN UP
BOUNTY HUNTER
ANDROID
CYBORG
OPERATIVE
EVOLUTIONARY
INMATE
CHIMERAE
Hackers can access any computerized system manually by use of a specialized neural network proxy connected to their brain inside the cranium. As long as a network link (eg. a wireless connection) can be established, the hacker may attempt to control an electronic device from any distance.
The hacker makes an computers check against the difficulty of the firewall protecting the electronics as normal. An unprotected piece of electronics is a routine action to command.
Heritage
Beyond Sci-Fi Characters come from a long line of heroes- the traditions that formed their civilisations span back millennia- and their genetic history millions more. Their ancestors thrived where no others could, they boldly trod where none had before, and left their mark on their culture as no others ever had. Heritage should be considered the ‘Heroic’ path- there are no supernatural abilities, no technical or scientific wizardry- just the effect of being the end result of a line of heroes.
Heritage points are rare; usually no more than once every other level, and can define a character as surely as advantage points.
History of Service
1pt
Your father served in the military, and his father before him, and his father before him, and his father before him…
You halve all penalties from emotional effects, and gain tangible bonuses when under the command of someone with the leadership skill. Take the superior’s leadership base modifier and compare it to the composure table, taking the associated bonus as an all action bonus when performing an action that the superior ordered.
Finest Hour
1pt
You have a reputation for amazing heroism under the worst situations. When cornered, you are able to share this cultural relic with those sceptical of your prowess.
When reduced to less than half life points, when engaged in an impossible ranked challenge, or when a companion has just been reduced to 0 life points or less within your line of sight, you may enter your ‘Finest Hour’, gaining a +10 all action bonus, halving any critical or fatigue penalties and becoming immune to all emotional effects. This lasts for the current scene, or until you die heroically. As a side effect, this ability improves all style results by two categories when active.
Survival of the Fittest
2pts
Perhaps your culture had an interest in social Darwinism, your family married for genetic strength, or perhaps you’ve had a few modifications along the way. In any event, you’re much more than the average specimen of your kind.
Each of your attributes under 10 increases by 1 point
Standing on the Shoulders of Giants
1pt
You’re only one in a long line of innovators- their genius is your genius, and your hard work is only the end of a long line of struggle for the betterment of mankind.
You reduce the cost of any three secondary skills with a mental score as its modifying attribute by 1 point per rank, to a minimum of 1 to 1.
Cultural Icon
2pts
Must have been involved in an event of planetary significance
You’re not just a man, but a meme, a bloody icon. You’re on the lips of every proud member of your race from here to the next quadrant. You may or may share this pride, but regardless, such fame has its perks.
You are hugely famous, most people would have heard of you, and most of those people begin with a friendly attitude towards you, as if you had the Charming advantage. Mechanically, you gain a +20 bonus to all secondary skills in the Social Field, and are likely to gain a lot of attention wherever you go, including media stations, devoted fans and jealous detractors.
Fearless Pioneer
1pt
You boldly go where none have gone before.
The first time you must make a resistance check against a particular poison, disease or other effect, you gain a +20 bonus to the check. Further, when you encounter a culture or society for the first time you may make a Intelligence test to gain a pidgin understanding of their language. You also halve the penalty for being unfamiliar with an object or skill.
Legacy of Dread
2pts [i]req. Disquieting
Your ancestors sat on a throne of the skulls of the vanquished, unapologetic about the suffering they had caused. You are similarly unconcerned with the petty plights of others, and are able to channel your ancestors malevolence in your own life.
Intimidate always costs 1 point per point of bonus for you. You can also give enemies in visual contact of you a penalty to all their actions with an intimidate check opposed by their composure, taking a -5 per grade they fail by. If you are reduced to 0 life points while you are affecting enemies like this, the penalty is removed, and those who had previously failed their composure check now gain a +10 all action bonus for one minute.
NEW ADVANTAGE
Heritor
CP: 1,2,3
For every Advantage point you put into this advantage, you gain a Heritage Point.
Tech Jockey
CP: 1,2,3
For evert Advantage point you put into this advantage, you gain 40 Technology Points.
Flexible DNA
CP: 2
You gain an additional 5 points added to your gene point maximum, plus 1 per level.