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    Default Re: D20 Modern RIFTS-style System Upgrade.



    ABILITY SCORES

    Score Generation is determined by base Race and Templates
    Scores still use the same D20 Modern table to determine Ability Score Modifiers

    STRENGTH (STR)
    Any creature that can physically manipulate other objects has at least 1 point of Strength.
    A creature with no Strength score can't exert force, usually because it has no physical body or because it doesn't move. The creature automatically fails Strength checks. If the creature can attack, it applies its Dexterity modifier to its base attack instead of a Strength modifier.

    DEXTERITY (DEX)
    Any creature that can move has at least 1 point of Dexterity.
    A creature with no Dexterity score can't move. If it can act, it applies its Intelligence modifier to initiative checks instead of a Dexterity modifier. The creature fails all Reflex saves and Dexterity checks.

    CONSTITUTION (CON)

    If a character's Constitution changes enough to alter his or her Constitution modifier, his or her hit points also increase or decrease accordingly at the same time.
    Any living creature has at least 1 point of Constitution.
    A creature with no Constitution has no body or no metabolism. It is immune to any effect that requires a Fortitude save unless the effect works on objects. The creature is also immune to ability damage, ability drain, energy drain, and massive damage, and always fails Constitution checks.

    INTELLIGENCE (INT)

    Any creature that can think, learn, or remember has at least 1 point of Intelligence. A creature with no Intelligence score is an automaton, operating on simple instincts or programmed instructions. It is immune to all mind-influencing effects (charms, compulsions, phantasms, patterns and morale effects) and automatically fails Intelligence checks.

    WISDOM (WIS)

    Any creature that can perceive its environment in any fashion has at least 1 point of Wisdom.
    Anything with no Wisdom score is an object, not a creature. Anything without a Wisdom score also has no Charisma score, and vice versa.

    CHARISMA (CHA)
    Any creature capable of telling the difference between itself and things that are not itself has at least 1 point of Charisma.

    SCRUPLES (SCR)
    The ability to discern right from wrong. Willingness to keep word etc. This does not reflect on "Good vs Evil" or "Law vs Chaos/Anarchy". A creature with 0 is a Sociopath, or a machine lacking the ability to make moral judgement.




    POINT BUY SYSTEM

    Scores begin at Zero.
    Each point allocated for the first 10 points is worth 1 PB.
    Each point allocated for 10-16 is worth 2 points.
    Each point allocated for 18+ is worth 3 points.

    Some races may modify aspects of this slightly.
    No starting score may be more than twice the lowest score.




    NATURE AND DEMEANOR
    (Shamelessly stolen from WoD and modified a bit)

    Characters chose both Nature and Demeanor from the following list of archetypes.

    NATURE:
    This is fundamentally who you are deep inside. This is the personality you were born with and developed growing up. Even basic AI has a nature - usually a very simplistic one.
    Each nature will give a list of Guiding Principles as bonuses and penalties that are earned/applied due to roleplaying choices. Nature can never be altered without major neurological work on the character.

    DEMEANOR:
    This is the "You" you present to the world. It could be a mask to cover up who you are inside, or you could be genuine and present the same as your nature.
    Demeanors add a list of optional extra Guiding Principles of which characters will need to chose one. This can be altered through life events/experience as the character progresses through the game. Most Natures will give additional bonuses if Demeanor and Nature are the same.

    PATH:
    Characters must chose a path for their character development. This will be a "goal" Demeanor. This may be the character's current Demeanor or Nature or something entirely different. Demeanors will list what is required to obtain in order to progress along a path to it.

    NATURE/DEMEANOR ARCHTYPES
    Spoiler
    Show

    Addict
    Adherent
    Adjudicator
    Architect
    Artiste
    Autocrat
    Barbarian
    Benefactor
    Bon Vivant
    Bravo
    Capitalist
    Caregiver
    Caretaker
    Celebrant
    Chameleon
    Competitor
    Conformist
    Conniver
    Coward
    Creep Show
    Crusader
    Curmudgeon
    Dabbler
    Defender
    Deviant
    Devilís Advocate
    Director
    Enigma
    Eye of the Storm
    Explorer
    Fanatic
    Fatalist
    Futurist
    Gambler
    Gallant
    Guru
    Heretic
    Hunter
    Idealist
    Judge
    Loner
    Machine
    Martyr
    Masochist
    Meddler
    Melancholic
    Monster
    Outsider
    Paragon
    Pedagogue
    Penitent
    Perfectionist
    Quaestor
    Rebel
    Rogue
    Sadist
    Scientist
    Soldier
    Stoic
    Survivor
    Thrill-Seeker
    Traditionalist
    Trickster
    Tycoon
    Vigilante
    Visionary





    CODES OF CONDUCT
    Each character must have one of these, and must adhere to them or suffer major existential crisis issues.
    Scruples, Nature and Demeanor requirements must be met to chose any specific type.

    The rules listed for each Code of Conduct must be followed, failure to follow them can lead to XP penalties or forced abandonment and period of Personal Existential Crisis by the GM.
    If a character has a good reason to abandon a Code of Conduct (though life experience and shifting Path), then the new Path is adopted and the character will suffer an XP gain penalty for a period of time as set by the GM.

    Spoiler
    Show

    Personal Existential Crisis:
    Requirements: Unable to meet any other Code of Conduct requirement.

    Select a Demeanor that is not your current Demeanor for your Path, and a Code of Conduct that requires that Demeanor Archetype and who's other requirements you meet.
    You must adhere to the new Code of Conduct and work on your Path.

    All XP gain is halved until you complete the new Path to your GM's satisfaction.

    Roll twice on the minor psychological disorder chart. These disorders will vanish once you have selected a new Code of Conduct.

    If the Character also has the Favored Occupation for their Code of Conduct, they receive a 5%XP discount when Spending XP within their Occupation.

    Honorable Agent
    Scruples: 10+
    Allegiances: Law
    Nature: Any except - Addict, Conniver, Deviant, Devilís Advocate, Fatalist, Sadist, Trickster, Tycoon. Some allowed Archetypes may find this Code of Conduct problematic at times.
    Demeanor: As above.

    These are the people you can trust to act true to themselves, and act true to the others around them. They could be the cruelest Tyrant known to the Galaxy, but you know they will always keep their word and act within their personal code of conduct. Their main flaw is to be too rigid in thinking and become predictable.

    - Must always tell the truth from their perspective.
    - Will not break a deal unless forced to do so. Reluctant to make deals.
    - Must develop a set of personal rules for Honor (some races/cultures will have these defined) and follow them whenever possible. These must not conflict with Nature or Demeanor. These may simply be lifted from other Codes of Conduct as they suit the character.

    Favored Occupations: Government Services, Religious

    Compassionate Actor
    Scruples: 14+
    Allegiances: Good
    Nature: Adjudicator, Artiste, Benefactor, Caregiver, Caretaker, Defender, Director, Fanatic, Futurist, Guru, Idealist, Martyr, Meddler, Scientist, Vigilante, Visionary
    Demeanor: Adjudicator, Artiste, Benefactor, Caregiver, Caretaker, Defender, Director, Fanatic, Futurist, Guru, Idealist, Martyr, Meddler, Scientist, Vigilante, Visionary (maybe some more to be added)

    Always seeking out those in trouble. They are the ones who will come up to after a tragedy ask if there is anything they can do for you. They might offer advice or bake you a cake when you are down. Unable to turn away from suffering they are a source of both admiration from fellow companions and constant frustration.

    - Cannot ever refuse an honest request for help (may distrust a request under some circumstances, but must always ensure the validity of the request under those conditions).
    - Must always take genuine steps to fulfill requests for assistance.
    - Cannot harm the innocent/defenseless or weak on purpose.

    Favored Occupations: Medical, Government Services

    Valiant Knight:
    Scruples: 10+
    Allegiances: Law and Good, Any Military or Police Force or similar
    Nature: Adherent, Adjudicator, Caretaker, Competitor, Crusader, Defender, Fanatic, Idealist, Judge, Masochist, Paragon, Soldier, Vigilante
    Demeanor: Adherent, Adjudicator, Autocrat, Benefactor, Bravo, Caregiver, Celebrant, Caretaker, Competitor, Conformist, Crusader, Curmudgeon, Defender, Director, Eye of the Storm, Explorer, Fanatic, Fatalist, Hunter, Idealist, Judge, Loner, Machine, Martyr, Masochist, Paragon, Penitent, Perfectionist, Soldier, Stoic, Survivor, Thrill-Seeker, Traditionalist, Vigilante, Visionary

    "The first on the front line. The first to hoist the flag. That one cop who took a bullet for the civilians. When the forces of hell come knocking these people rush to hold the door shut. But as good as they are, don't expect many to lend money to a homeless bum or spend time healing the sick."

    - Must maintain membership and obedience to Military, Law Enforcement or Paramilitary organisation/Order.
    - Cannot break local laws even if disagree with them.
    - Will not break a deal unless forced to do so. Will readily make deals and agreements with those they trust.

    Favored Occupations: Government Services, Military, Religious

    More to be added.






    PSYCHOLOGICAL DISORDERS
    Last edited by Gaiyamato; 2017-09-29 at 05:03 AM.