Slayer BETA BY: `ed GAMES CHARACTER GENERATION Character Generation is a quick and easy process, broken into three major steps. 1. Roll two percentile dice to determine each primary stat. After each of the primary stats. are rolled for, determine the characters calculated stats. The primary stats. are: Strength, Dexterity Intelligence, Wisdom and Charisma. The calculated stats. are: power, perception, confidence and reality. The following is a description of the stats. used in Slayer. Strength - this represents build of the character Dexterity - this represents how nimble and quick a character is Intelligence - this represents how well a character can comprehend complicated procedures and the characters general knowledge Wisdom - this shows how wise a character is in decision making. If a player is not sure if a character should or would do something that may cause the demise of a character the player may wish to make a wisdom check. If the the character fails the check, then the character performs the act. Charisma - this represents what kind of affect the character has on the squad and other NPCs Power - this combination of strength and dexterity is used to make checks on high risk maneuvers such as martial arts gymnastics or any type of high risk move which may require great skill to achieve. In addition to this, power also determines a characters life dice, which is used in calculating a characters health. Perception - this combination of Intelligence and Wisdom is used to make checks on little actions which most people may not even think about. Usually movement out of the corner of your eye, a barely audible noise, quick flash of light etc… ~CHARACTER GENERATION (cont.) Confidence - this represents a characters belief in himself. If a character attempts to con an NPC or another PC, a confidence check is made and the result determines whether or not the PC succeeded. It is also used when a character attempts a high risk maneuver. Reality - this calculated skill used when a characters mind is attacked. It represents a characters grip on reality. It is also used by techno-mages to determine successful warps. Each new character receives 100 bonus points to purchase skills and tweak the stats. 3. Out fit your character with appropriate gear for the mission your squad is about to embark on. The GRG may wish to assign some special equipment or disallow certain items. ~HEALTH AND LIFE DICE Health is determined by two things, a characters level and life dice. One of the benefits of gaining new levels is accumulating health. Health is what determines how much damage and abuse a character can take before death occurs. Once a characters health reaches zero, the character is considered dead. To find a characters health total, consult the table below. Role the life dice and add that number to the number indicated on the table. Add the total to your hit pool. POWER LIFE DICE 0 - 9 0 10 - 30 1 31 - 40 2 41 - 50 3 51 - 100 4 LEVEL HEALTH POOL BOOSTER POINTS EXPIERENCE REQUIRED 1 100 10 - 2 150 20 2000 3 200 35 4000 4 225 40 5000 5 250 35 10000 6 265 30 15000 7 280 25 20000 8 295 20 25000 9 300 15 30000 10 310 10 40000 note: after level 10, health is no longer gained, 10 booster points are awarded for every level over 10 and a level is gained every 2000 experience (ex. Level 11 = 6000 exp.) ~ TRAINING POINTS Training points are spent on a characters skills and stats. Training points are only handed out when creating new characters, at the end of a gaming session or during level advancement. Training points may be saved for as long as a player wishes, however it is recommended that they be spent immediately as it will surely assist the squad in achieving any goals. When increasing a skill using training points, 5 points are spent for every 1 point of skill advancement: (5/1) When increasing a stat., 10 points are spent for every 1 point of stat: (10/1) Stats. may not exceed 100%. Acquiring a new skill costs 20 training points. This gives the character a level 1 (10) in the skill he/she purchased. This is only paid once. To gain a tech-class in a skill, 20 training points must be paid for every tech-class. Treat tech-classes as a new skill. ex. BLASTER (C1) - (30) LEVEL 3 (C2) - (24) LEVEL 2 (C3) - (10) LEVEL 1 This character is rather skilled in the use of a C1 blaster, but has some skill with a C2 blaster and has just acquired the ability to use a C3 blaster. If a character tries a skill which he is not trained in, a penalty is applied (+10) to the die role. This is the GREEN modifier. 10 is the lowest GREEN modifier that should be applied. If the GRG wishes, he may create his own GREEN modifier, although 10 is recommended as the lowest modifier. ~ CHARACTER SKILLS NOTE: Some skills have different difficulty classifications. ex. BLASTER (c1) .... The CLASS (c1) is the tech level of the device. A character with blaster (c1) cannot use a (c2) blaster without a GREEN modifier. A GREEN modifier is an additional difficulty modifier determined by the GRG. Skills which utilize the tech CLASS are marked with a * .... *PILOT Piloting is what allows a character to fly a space craft, whether it be a fighter, freighter, shuttle etc. A piloting skill in the SLAYER universe is usually rather helpful, although not necessary... There are four basic ships: FIGHTER, FREIGHTER, SHUTTLE and CRUISER. *BLASTER A blaster is one type of weapon that may be used in the SLAYER universe and is probably one of the most useful and vital to have. MELEE Melee is another very useful skill in SLAYER. Melee will serve as a modifier to your to hit die roles during hand to hand combat. This is cumulative with all other modifiers such as MARTIAL ARTS... *ASSAULT The assault guns skill allows a character access to various weapons heavy assault weapons such as the assault cannon. *HEAVY HEAVY Guns allows a character access to the various heavy weapons weapons available in the SLAYER universe. *REPAIR Repair allows a character to fix broken mechanical and electronic devices. The items CLASS may not exceed the characters repair. BUILD Build is a complicated skill which allows a character to actually build devices such as blasters or assault guns. Before a character is allowed to create there own devices the INVENT skill must be developed. INVENT Invent allows a character to create new ideas for devices and draw blue prints and generate all the information needed to BUILD the device. The device tech-class is determined by the GRG. ~ CHARACTER SKILLS (cont.) LEADERSHIP Leadership allows a character to maintain control and boosts moral of the party. All to-hit roles of the party receive a (+1) *WARP Reality warping is a very complicated skill. It’s very similar to spell casting in the AD&D universe except that it uses physics field generators, hologram projectors and other devices to alter the physics of the Slayer universe. This Skill also allows characters access to certain gear designed for techno-mages. HEALER The healing skill allows access to various healing devices and stim-patches. THRIFTY If in a scenario a character finds he or his party is in desperate need of an item which should have been packed but for some reason everyone overlooked, that character may use his/her thrifty skill to se if he/she might have mindlessly packed it (JUST IN CASE) .... CON~ARTIST Con-artist allows a character the chance to con another character out of cash, devices or just about anything else. *HACKING Hacking allows a character to manipulate computers to acquire information, release locks, initiate self-destruct etc..... ~WEAPONS WEAPON DAMAGE RANGE AMMO ATTKS CRITS. HEAVY________________________________________ BLASTER C1 30 - 2 PC / attack 3 1 C2 (auto-blaster) 50 - 3 PC / attack 5 1 C3 100 - 5 PC / attack 2 2 G.L.A. 200 50 1 HE-I / attack 1 4** CHAIN GUN 150 rounds standard load LT. CHAIN GUN 10+1d10 - 10 rds. / attack 3 1 HV. CHAIN GUN 15+2d10 - 20 rds. / attack 2 2 ASSAULT______________________________________ ASSAULT CHAIN GUN 20+3d10 - 40 rds. / attack 1 3 G.L.A. 200 50 1 HE-I / attack 1 4** AUTO CANNON 10 rounds / clip 2 clips / 1 critical slots INCEDNIARY* 10 100 1 IC / attack 2 3 ARMOR PIERCING 25 400 1 AP / attack 3 3 EXPLOSIVES 30 200 1 HE-I / attack 1 3 High Output Canon / H.O.C. 20 rounds / clip 1 clip / 2 critical slots INCEDNIARY* 10 100 4 IC / attack 5 4 ARMOR PIERCING 25 400 4 AP / attack 5 4 HIGH EXPLOSIVES 20 200 4 HE-I / attack 5 4 MINI LAUNCHER 2 rockets / load 1 rocket / 1 critical slot INCEDNIARY* 25 200 2 IC / attack 2 2 EXPLOSIVE 20 200 2 HE-I / attack 2 2 HIGH EXPLOSIVE 40 200 2 HE-II / attack 2 2 ENERGY BLAST 250 400 8 PC / attack 5 2 P.A.C. 300 100 10 PC / attack 3 3 AMMO: IC = Incendiary Round, AP = Armor Piercing Round, HE-I = Class 1 explosive HE-II = Class 2 explosive, SH = 15mm round, PC = Plasma Charge (re-chargeable cell), G.L.A. = Grenade Launcher Attachment *Incendiary rounds do 1d10 rounds of progressive damage unless preventive action is taken. Incendiary rounds are also area effect rounds which means any one near the target area may be effected. **The Grenade Launcher requires one more critical slot for the assault chain gun or C3 blaster PAC - Particle Acceleration Cannon ~ Armor and Equipment TYPE ARMOR HARD POINTS POWER CRIT. SLOTS CLASS 1 SUITs FIBROUS JACKET 10 n/a n/a 2 Body *DEFLECTOR 20 n/a PC n/a CLASS 2 SUITs ATMOSPHERE SUIT 10 - PC ** Re-breather Cooling system RECON SUIT 5 - PC ** Re-breather Cooling system T.I.S. Star light Amp. Sampler G.P.S. CLASS 3 SUITs POWER PLANT Cover POWERED ARMOUR GLADIATOR 40 2He 20 PC 3 – Head, Body, Arms Re-breather Cooling system Deflector REAPER 60 2He, 1As 30 PC 4 - Head, Body(2), Arms Re-breather Cooling system Deflector G.P.S. T.I.S. Star light amp. GOLIATH 100 2He, 2As 50 PC 5 - Head, Body(2), Arms, Legs Re-breather Cooling system Deflector G.P.S. T.I.S. Star light amp. L.T.D. *deflection fields are powered by a power cell. For every 2 points of damage the deflector soaks, 1 point of the power cell is used to regenerate those points at the end of the round. Example: a monster hits a PC for 10 points of damage. The deflector soaks the 10 points of damage and requires 5 points from the power cell to regenerate at the end of the turn. If the power cells load is full, then at the beginning of the next round the 5 points automatically come off of the power cell and the deflector is fully charged for any combat. However, the power cell now has 5 less load points to use for weapon fire or any other special equipment. ** While the atmosphere suit does not offer any kind of armor, it still is subject to damage. If a character takes a hit any where on their body, head, arms, legs etc. the atmosphere suit is destroyed. The atmosphere suit merely allows a character to exist in a hostile environment and does not soak damage... PC-Plasma, He-Heavy weapons, As-Assault, ATM- Atmospheric, H-Head, B-Body, A-Arms, L-Legs ~ Armor and Equipment (cont.) DEVICE DESC. T.I.S. - The Thermal Imaging System, T.I.S., is a special mask system allowing the detection and display of heat sources. For those of you that have seen any of the Predator movies, you know what I’m talking about. STARLIGHT AMP. - Star Light Amplification is another mask system which gathers light from any ambient light source and amplifies it to the point of turning night into day. CLOAK SUIT - A cloak suit bends light around ones body, creating the illusion of being invisible. There are two CLASSES of Cloak Suits. Class 1 is disrupted by water. Should one be caught in a shower while cloaked, the cloaking system will fail. Class 2 does not have this problem. MYOMER BUNDLES - Myomer Accelerator Bundles, enhance ones muscular system. The bundles directly effect ones strength. Use the following table to determine the strength modifier... BUNDLES MODIFIER ARM 1 / 2 +5 / +10 LEGS 1 / 2 +7 / +14 BODY +14 RE-BREATHER - A re-breather is a simple device which allows characters to enter any liquid or atmosphere which contains oxygen in it, but needs to be filtered from other more toxic elements. If no oxygen exists, the wearers on breath is re-cycled through a hybrid-organic system. This process will remain functional for 24 hours of continues use. After the 24 hour period, the organic system will fail and if no breathable air is available, the individual will suffocate. THREAT TRIGGER - The threat trigger interfaces to the deflector system. It senses any increased adrenal levels, tense muscles, nervousness etc. If it detects any of this it will activate the deflector system. DEFLECTION ACCEL. - The deflection accelerator adds an additional 5 points to the deflection pool during the regeneration cycle of the deflector. Allowing the deflector to take more punishment before collapsing. STIM PATCH - A stim patch gives a character an added boost of energy (adds +10 to power for 3 turns) This mix of steroids and amphetamine can be dangerous if continually used. If used more than 3 times in one day that character must roll a power check or permanently lose one point of strength and dexterity. Stim patches may not be used if the character has any myomer implants. ~ Armor and Equipment (cont.) DEVICE DESC. G.P.S. - The Global Positioning System is constantly transmitting and receiving data which allows a character to determine his exact position in latitude and longitude. The Galactic Positioning System is much more complicated and may not always be able receive information particularly when in deep space. The Galactic Positioning System gives coordinates in Sector, Quadrant and X, Y & Z. REPAIR KIT - A repair kit contains all the basic tools to repair any of the items listed in this document. However, there are three tech levels of a repair kit meaning there are three tool kits. (C1, C2 & C3) A C1 kit cannot repair a C3 Blaster. The Kits are however backward compatible which means a C3 kit can repair a C1 Blaster. NEURO IMPLANT - A neuro implant is a micro-computer which is implanted into the brain and net worked to the entire nervous system (wet wired). It allows the character access to an additional 40% of the brain. All techno-mages have this implant. There primary reason is to expand there knowledge and thus there power. 30% of the boosted access is memory which is where all techno-mages have memorized there spells... SAMPLER - A sampler is a simple device which records sound like voices and can change them to what ever the user may need. This device can literally put words into a persons mouth, but at least 15 seconds of original voice must be sampled... ~ Armor and Equipment (cont.) FIELD GENERATOR - A field generator creates shaped magnetic fields. These fields can be used as a defensive barrier, for levitation or to give a hologram substance. The abilities of the field generator are limited to the tech class of the generator. HOLO-PROJECTOR - A Hologram projector is capable of generating 3d animated images. When networked with the neuro-implant, field generator and sampler very believable illusions can be created. Some may argue whether or not that it is an illusion at all. MAG HARNESS - The mag harness is a primitive anti-gravity system which allows a character to carry excessive weight. Assault weapons and some heavy weapons require the mag harness. Other wise the weight of the weapon would quickly fatigue the character. ~COMBAT Choose a target, tell the GM what you are targeting. He will determine a modifier based on obstructions, your previous actions and the targets actions. This will be referred to as the DIFFICULTY RATEING. Since lower die roles are good in SLAYER, you subtract the difficulty rating from your BASE TO-HIT number ( BASE TO-HIT = (DEX+INT+WIS) / 3) ... Add any skill modifiers which apply to the new to-hit number. The result is your modified to-hit number. Using a C1 Blaster of skill 20 Ex- base to-hit = 40 Difficulty rateing = -10 30 C1 Blaster Skill = +20 Modified To-Hit = 50 Now, role two ten sided dice using one as the tens counter. If the role is lower than the modified to-hit number, then you hit your target and damage is dealt. All damage is subtracted from any deflectors, jackets or powered armor before it gets through to a PC or NPC, unless the weapon description says differently or a critical hit has occurred. Any ammo spent in the exchange of fire is subtracted from your rounds and any charges spent on any energy weapons must be regenerated. Hand to hand combat is resolved the same way with the exception that different skill modifiers apply. ex: Melee OPTIONAL RULE(z): If the GRG wishes he may use a critical table. A critical hit occurs when a role of 20% or lower is rolled. When this happens, role on the following table. The GRG may include any equipment he thinks may require a critical slot, such as weapons, deflectors or any other special items. When criticals are used, you may not exceed the six critical slots available. This means if your carrying an assault chain gun which requires three critical slots, you cannot carry anything which requires three more critical slots. The way around this is to carry a pack. A pack takes only two critical slots but gives you twelve clean slots to carry equipment in. If the pack gets hit, then you must role on the pack table to see if anything was damaged. The number of critical slots required for a weapon may be found in the weapons, armor and special equipment tables above or the master critical table below. If the modified die role is below 20% or a character takes more than 20 points of damage in a turn, there is a chance of a critical wound and possibly death. When this happens role on the critical effects table under the appropriate column. There are samples of different critical tables which include the standard, extended and pack tables. Use the critical effects to determine what happens if a critical has occurred. CRITICAL EFFECTS TABLE 1d ROLE HEAD ARM BODY LEG______ 1-10 DEATH SEVERED PD* SEVERED 11-20 UC & PD IMMOBILE PD* IMMOBILE 21-30 PD STUNNED STUNNED STUNNED 31-40 STUNNED N/E N/E N/E 41-00 N/E N/E N/E N/E* PD, *Progressive damage, the GRG will let you know how much damage to take between turns... UC/STUNNED, unable to make any actions for at least one turn. Unconscious may mean until receives medical attention. N/E, No Effect .... STANDARD CRITICAL TABLE 1a: CRITICAL 1 - HEAD 2 - ARM * 3 - BODY 4 - BODY 5 - BODY 6 - RIGHT LEG * * roll a die, high is right low is left CRITICAL TABLE 1b EXTENDED (sample) CRITICAL 1 - HEAD 2 - ARM * 3 - BODY 4 - BODY 5 - BODY 6 - RIGHT LEG * 7 - ASSAULT CHAIN GUN 8 - ASSAULT CHAIN GUN 9 - ASSAULT CHAIN GUN 10 - DEFLECTOR 11 - NO-CRITICAL 12 - NO-CRITICAL EXTENDED CRITICAL TABLE with Pack 1c (sample) CRITICAL PACK 1 - HEAD 1 - PREDA-VISION 2 - ARM * 2 - PREDA-VISION 3 - BODY 3 - (C3) BLASTER 4 - BODY 4 - (C3) BLASTER 5 - BODY 5 - NO-CRITICAL 6 - RIGHT LEG * 6 - NO-CRITICAL 7 - ASSAULT CHAIN GUN 7 - NO-CRITICAL 8 - ASSAULT CHAIN GUN 8 - NO-CRITICAL 9 - ASSAULT CHAIN GUN 9 - NO-CRITICAL 10 - DEFLECTOR 10 - NO-CRITICAL 11 - PACK 11 - NO-CRITICAL 12 - PACK 12 - NO-CRITICAL CRITICAL EFFECTS TABLE 1d ROLE HEAD ARM BODY LEG______ 1-10 DEATH SEVERED PD* SEVERED 11-20 UC & PD IMMOBILE PD* IMMOBILE 21-30 PD STUNNED STUNNED STUNNED 31-40 STUNNED N/E N/E N/E 41-00 N/E N/E N/E N/E* PD, ~MASTER CRITICAL & CLASS TABLE ITEM CRITICAL SLOTs CLASS BLASTER 1 1 BLASTER 1 2 BLASTER 2 3 ASSAULT CANNON 3 2 LT. CHAIN GUN 1 2 HV. CHAIN GUN 2 2 ASSUALT CHAIN GUN 3 2 MINI LAUNCHER 2 3 P.A.C. 2 3 T.I.S. 2 3 STARLIGHT AMP. 1 2 CLOAK SUIT 6* (use first six slot for critical) 3 MYOMER BUNDLES * 3 myomer bundles require whatever muscle/body part myomer bundles enhance to use an additional critical slot BREATHER 2 2 THREAT TRIGGER 1 2 DEFLECTION ACCEL. 1 3 PACK 2 1 THREAT TRIGGER 1 2 DEFLECTION ACCEL. 1 2 STIM PATCH 1/10 NA G.P.S. 1 2 REPAIR KIT 1-2-3 1-2-3 NEURO IMPLANT n/a 4 SAMPLER 1 4 FIELD GENERATOR 1 4 HOLO-PROJECTOR 1 4 PLASMA CELL 2 3 Incendiary Rnd. 1/5 1 Armor Piercing Rnd. 1/5 1 HE-I Class 1 explosive 1/5 1 HE-II Class 2 explosive ½ 2 Grenade Launcher 1 1 ~ SLAYER CHARACTER SHEET SPECIALTY : ______________ PLAYER :__________________ EYEs :_____________ CHARACTER :__________________ HAIR :_____________ RACE :__________________ SEX :__________________ STAT. _ STRENGTH : ____ DEXTERITY : ____ POWER : ____ = (STR + DEX) / 2 INTELLIGENCE : ____ WISDOM : ____ CHARISMA : ____ PERCEPTION : ____ = (INT+WIS) / 2 CONFIDENCE : ____ = (INT+WIS+CHA) / 3 REALITY : ____ = (INT+(WIS x 2)) / 3 EXPIERENCE POINTS : _______ LIFE DICE : _______ HEALTH POOL : _______ BASE TO-HIT : ____ = (DEX+INT+WIS) / 3 =SKILLS= ______________ ( ) _______________ ( ) _______________ ( ) ______________( ) ______________ ( ) _______________ ( ) _______________ ( ) ______________( ) ______________ ( ) _______________ ( ) _______________ ( ) ______________( ) ______________ ( ) _______________ ( ) _______________ ( ) ______________( ) WEAPON DAMAGE RANGE AMMO.1 AMMO.2 AMMO.3 __________________________________________________________________________ __________________________________________________________________________ __________________________________________________________________________ =BELT= ITEM 1 2 3 4 5 _____________ _____________ _____________ _____________ _____________ CRITICAL TABLE PACK TABLE __ 1 - HEAD 7 - ________________ 1 - ______________ 7 - ______________ __ 2 - ARM 8 - ________________ 2 - ______________ 8 - ______________ __ 3 - BODY 9 - ________________ 3 - ______________ 9 - ______________ __ 4 - BODY 10 - ________________ 4 - ______________ 10 - ______________ __ 5 - BODY 11 - ________________ 5 - ______________ 11 - ______________ __ 6 - LEG 12 - ________________ 6 - ______________ 12 - ______________