Kay, here's how it goes, you pick a race, and 1 perk for the race. I'm going to cut through the crap, and say
whoevers playing has a ship and does odd-jobs and quests.
The rule things goes as such. In combat you can shoot, heal, use a magic/implant thing, or anything that would
take an amount of time. Talking to whatever is fine. Moving farther away, or closer does not take up your
turn. When fighting, a burst of machine gun fire is one turn, a couple shots with a pistol is one, a sniper
shot is one, a couple swings from a melee weapon is one, you get the idea.
There is no classes, you just give your guy a new perk for each level he gains. It's kinda' like a tech tree.
Buy the Pistol Accuracy and unlock Advanced Pistol Accuracy, and etc.
20 on a hit is a critical, and the guy is instantly harmed, and cannot try to save himself with an armor roll.
(LOOK BELOW SON)
BUT WAIT. Then roll again for your armor roll, say the human is wearing a helmet, (+1) and a torso armor
thing of ceramic plating stuff (+3) so the enemy has to roll 7+ to really take down the motherhugger.
So then the enemy had a lazer gun that does 3 damage.
The human now has 17 health from 20.
It's pretty simple. Roll to hit, roll for armor, deal damage if any, then repeat.
(BTW ALL HAND TO HAND BARE OPEN HAND COMBAT IS JUST 5 POINTS OF DAMAGE kk)
Smart rolls are rolls when dodging a trap, doing a puzzle, outsmarting someone, whenever I say DO A SMART
ROLL. Do it.
Races:
Human
Starting Health 20
Roll For a Gun/Ranged Hit 9+
Roll For a Melee/Fist Hit 9+
Roll For a Smart/Intelligent 10+
Base (Natural Armor Stat (Add unto your armor) 1
Special-Stuff
------------
Humans get an automatic +1 to their Smart rolls.
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Description
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The middle of the road race.
Races:
Rans
Starting Health 26
Roll For a Gun/Ranged Hit 7+
Roll For a Melee/Fist Hit 11+
Roll For a Smart/Intelligent 7+
Base (Natural Armor Stat (Add unto your armor) 2
Special-Stuff
------------
When rolling a melee/fist roll, if you roll a 18,19, or 20, skip the enemies armor block, and do an extra 5
points of damage.
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Description
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These are scalley, lizard biped brawlers with thick skin. They are kinda dumb.
Races:
Thims
Starting Health 14
Roll For a Gun/Ranged Hit 12+
Roll For a Melee/Fist Hit 2+
Roll For a Smart/Intelligent 2+
Base (Natural Armor Stat (Add unto your armor) -3
Special-Stuff
------------
When an enemy rolls a 17,18,19, or 20 on their hit roll, you instantly take 5 points of extra damage.
Thims can only wield pistols.
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Description
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These blind, mute, religious, zealot gunlisgers never speak nor tell of how they became so intune with compact
weaponry. Their large white masks cover their faces completely, and they only talk through gestures and
nodding.
(and sign language
)
Races:
Meeps
Starting Health 11
Roll For a Gun/Ranged Hit 0
Roll For a Melee/Fist Hit 3+
Roll For a Smart/Intelligent 11+
Base (Natural Armor Stat (Add unto your armor) -4
Special-Stuff
------------
Meeps can use medical items on their teammates twice a turn.
Meeps can also hide behind a teammate, making any damage taken by the meep, absorbed directly to the
protector.
Any medical items used by a Meep have a +4 healing bonus added to them.
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Description
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Tiny, brown, and fuzzy, Meeps look more like very large gophers than anything else. Fragile and weak, Meeps
almost never engage in direct combat, they like better to support their comrades from the back lines by
proving medical help.
Races:
Zets
Starting Health 24
Roll For a Gun/Ranged Hit 10+
Roll For a Melee/Fist Hit 8+
Roll For a Smart/Intelligent 8+
Base (Natural Armor Stat (Add unto your armor) 1
Special-Stuff
------------
Zets are rather strange, they seem to be cursed by some strange illness, which causes everything around them
To Hit rolls of 1,2, or 3 causes the Zet to take 3 damage.
Taking Damage Rolls (On the Zet) Rolls of 1,2, or 3 cause the Zet to get hit for 2X the damage.
Taking Damage Rolls (On the Zet) Rolls of 18,19, or 20 cause the Zet to take no damage.
Instead of rolling a 20 and doing a critical hit on the hit roll, the enemies weapon explodes in his hands,
instantly killing the poor fellow. If he doesnt have a weapon in his hands, his hands explode. There after
leaving him helpless and wanting to ask for a job refund.
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Description
------------------
Large bio-suits covering their bodies, and respirators attached to their necks, Zets are somewhat odd-looking,
which isnt the least of their unfortunate problems.
Perks and the Perk tree.
Each level you get to choose a perk from the list below. Here is an example.
Cool Perk 1 -----> (you must buy cool perk 1 before buying this.) Cool Perk 1 Upgrade -----> Cool Perk 1 super upgrade.
Some perks might even need multiple prerequisites, such as.
Super Duper AWesome Perk (Requires Cool Perk 1, Orgasmic Perk, and Neat Perk.)
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Perk List.
--------------------------------
Gun Training(Increases Gun/Range Hit by +1 ---->
Advance Gun Training(Increases Gun Hit by 2+ ----->
Gun Training Mastery(Increases Gun Hit by 2+(If a critical hit is made, add 3+ to damage done).
Intellectual(Add +1 Smart Roll -1 Gun/Melee Hit) ---->
Genius(Add 2+ to Smart Roll - 1 Gun/Melee Hit)
Pyromaniac(Fire based weapons do +3 more damage on hits.)
Accuracy(Add 2+ to both Gun/Melee hit and -2 on all damage done to the enemy.)
Roid-a-saurus-rex(Combat Stimulants grant you an extra +4 to Melee Hit when pumped up, after 2 turns you lose 7 health.)
Akimbo(Allows you to dual wield, damage done is X2 but -5 on your Gun Hit when dual wielding.) (**REQUIRES** Advanced Gun Training.)
Bodyguard(Allows you to take the damage done to a teammate, and absorb it to yourself. You can only bodyguard one teammate at a time. (Rans cannot buy this perk, they start with it.)
WILL WORK ON MAOR LATER