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Skill abilities

     In this game you have skill abilities; not skill points, somewhat different. You don't level up to earn these. You use credits to buy lessons whether taught by another person or by an AI. However; you're not allowed to buy more skills than the amount of skill points put in said skill, not counting modifiers. So 1 skill point in chemistry means you can only buy 1 skill in chemistry.     These are utility in use, mostly.     Acrobatics 1 - jump good - +5 ft of jumping - 500 credits 2 - Falling with style - when falling your given additional body save you can perform - 1000 Credits 3 - Wall jump - when pushing of a wall gain an additional 1 movement action - 1000 credits     Chemistry 1 - make me feel good doctor! - +1 pain decrease on pain killers. - 750 credits 2 - Healthy again - +1 HP restoration from medicine. - 750 credits 2.1 - add D6 of HP restored - 1,250 credits 3 - Poison - +1 poison damage dealt when hit target is hit with said ...

Crystal Hacking

 In the future they finally found out how to do crystal hard drives! Find an opening to store/ use info for the given system in question, and build upon the results!  You have a node system. You roll for each node, and the firewall will snuff you out the deeper you drill in, you must roll to take over a node, and each node connection is treated as 1 jump, some nodes you can multi-take over, however if you have fire wall finder (the AI firewall) find you, they can inverse infect the system with malware making your said hacking computer useless, that's why you have defender points being placed on nodes behind you, and or on the same spot you're on; said defender shield slows down the fire wall, however some fire walls can crack through a good defense with the number of AIs on the fire wall or the AI having more threads to grab from, as thus you have masking mode, on masking mode you can't hide your system. You can't jump nodes when on masking mode, and masking mode makes ...

Engineering

You have physical resources you need, blue prints, and tools such as hammers, screw drivers, drills, etc. You have a number of items needed to build your structures to machines. You have flaws in your designs (unless you're bringing irl real life blue prints, and stuff; in that case DM, consider giving them the win for putting in actual effort, and no I don't mean stealing a blue print off the internet, reward players for engaging with the content, and if said dedication goes towards making an actual working blue print, then my god that's beautiful) You have it where engineering as the such can help as a knowledge skill for buildings, and reading blue prints even in languages you don't understand because you've worked with said info long enough; however the more complex the blue print, the more D6s needed to be rolled to understand it.

Chemistry

 Welcome to this! You have a number of rules at your disposal for making drugs! Test tubes, you'll need this for measurements of liquids. You have items with elements you need to breakdown, and even breakdown elements from the air. You have devices you can use to create the said elements you need. Certain recipes at hand to use to make water to bombs. You can breakdown certain items for it's elements. Some structures are too complex for the human mind to remember, and even certain proteins so you'll be using a simplistic AI to help you build said drugs. All drugs you make will have drawbacks. You need to combine four or more to make to the given items at hand. When making said items without an AI you'll need more downtime, and depending on how proficient you are at said skill you'll have a worse time for drugs that need a higher skill number. With failing at making said drugs it's not an instant fail but more drawbacks such as; headaches, puking, dihedra, etc. T...

Skills

 You have many skills at your disposal; note skills are more of what you learn, and train under. You have niche skills at your disposal; the more niche giving it a +1 but don't benefit from the normal usage of said niche. Chemistry - mix, and create compounds.

Stats

 Stat system - roll a D6 each stat; you can choose 1 stat to give a +1. Each level you get a +1 stat point. 1. Sturdy - Sturdy is your physical survival, and how much damage you can take. 2. Rift - your mind, physic plane your mind is connected too. Your ability to take stress, and mental strain. 3. Strength - your physical prowess, ability to lift. 4. Dexterity - Your aim, footwork, ability to shoot, and muscle memory. 5. Speed - Affects your physical movement, how fast you act. 6. Mind - Your ability to think, and react. 7. Wisdom - your experiences, the ability to understand, and adapt. 8. Charm - your body language, verbal speaking abilities, and tricky wording. You don't need to be smart to be a word lawyer after all. Saves Body - the ability to save yourself under physical stress Mental - the ability to save yourself under mental stress Storm - save yourself from the storm of the psychics, pulling yourself away from the out of body experience, and mental melting powers.

Combat

 Turn order Turn order is based on RT (reaction time); the higher the score the faster you go. When triggering or causing combat to start you perform an action, however doesn't mean your action hits first, just that your action came out first. When being acted upon you have RT set for the reaction order, so when a buddy is next to you, and your reaction time is too low, if you're close enough within moving distance, you. The following variables; 1. Reaction Time 2. Followed by action; if an action is slower, however your speed minuses the action time. SH (shield) Think of shield as HP protection; some shields are more unique than others, and you cannot have than one shield without having too much drainage, meaning you can layer shields but you'll drain more energy, the more damage the shields take, the more energy drained, your shields cannot recharge if out of energy. Your shields have a charge delay for each hit performed on it due to needing to adjust for the amount of f...