Rules System.   Posted by Narrator.Group: 0
Narrator
 GM, 2 posts
Sun 2 Oct 2016
at 22:46
Rules System
I will be using a heavily modified DnD 3.5 system.  This will make sense as the game gets going.  Since each of you begins in a primitive-esque/post-cataclysmic culture, the classes from DnD make more sense.  From there we will grow into the more Sci-Fi flavor.

I have provided a character sheet template below.  Please use this template as it will account for the changes that come with this homebrew rule set.

Everyone begins at level 1.

Race:

For now, everyone is human.  You will begin on the world known only as "Core".  There are no other sentient creatures on Core.

Class:

Classes are based on the 3.5 core rulebook or d20srd.org.  Don't get too fancy as these are just a framework to build on as the story grows. Spellcasters of any class will be given a set of 'spells' by me based on their class.  Most of these will have some sort of 'scientific' explanation up to a point.

Alignment:

Alignment is not rigid like traditional DnD.  However, I am not interested in evil characters in my campaigns unless you have a really convincing reason to have one (that won't destroy the group).

Abilities:

Standard abilities for your class.  You have 83 points to spend on a 1/1 basis starting with all 0s.  Humans have racial max of 18 on any stat and you may not go over this naturally, even by leveling (every 4th level).

Calculated Stats:

All calculated stats (AC, Saves, etc.) are standard to PHB unless otherwise addressed below.

HP is always maxed based on class + CON mod + other mod.

Speed:

Your speed determines what phases you act in according to the following table.  If you have a speed of 0, then you act after everyone else in phase 12:

Bonus-----Phases
 +0       12-
 +1       12+
 +2       6,12
 +3       4,8,12
 +4       3,6,9,12
 +5       3,5,8,10,12
 +6       2,4,6,8,10,12
 +7       2,3,5,7,9,11,12
 +8       2,3,5,6,8,9,11,12
 +9       2,3,4,6,7,8,10,11,12
+10       1,3,4,5,7,8,9,10,11,12
+11       1,3,4,5,6,7,8,9,10,11,12
+12       1,2,3,4,5,6,7,8,9,10,11,12

Speeds faster than 12 get multiple actions per phase.  Each phase represents 1 second in combat.

Initiative:
Initiative is modified to the Champions system.  An initiative bonus of +0 means you go normally.  If you have an initiative of +1 all phases shift one to the left.

Feats

As PHB, though I'll have to inspect to see if they make sense within the storyline, especially the spellcaster ones.

All players begin with one 'profession' feat that gives a +3 bonus in 1 skill, a +2 bonus in 2 skills, or a +1 bonus in 3 class skills.

Skills
As PHB, but with the following modifications and additions.

Move Silent and Hide are combined into one Stealth check.

Initial points are distributed, but leveling does not grant you new skill points to distribute.  Instead, skill XP is earned based on successful, useful skill checks.  XP is gained until it reaches the current total score in a skill.  Then 1 XP Rank is added, raising the total by 1 and current skill XP is reset to 0. Essentially you are leveling up your skills as you use them.

Each character begins with the starting skill points per race and class like the PHB.  There is no maximum to the number of ranks you can have in a class skill so long as you have the skill points to pay for them.

Cross class skills still function exactly like the PHB.

For example:  Telar has a +3 DEX Mod for Stealth and 10 Ranks for a total of 13.  He has used Stealth 12 times before in a meaningful way.  Now he uses it again to sneak past some guards.  That puts him at 13 Skill Points, enough to gain an additional Rank.  He now has 11 Ranks + 3 DEX Mod for a total of 14.  It will take him 14 more uses to gain another Rank.

DICE ROLLS
Take 10 - On most actions that are stressful, but you are at least competent at, you make take 10.  This includes combat.  While you have zero chance for critical success, you have zero chance for critical failure and in most cases, normal success is assured.

Take 20 - On most actions that you have plenty of time to complete, and you are at least competent in, you make take 20.  This does NOT include combat. See below for exceptions.

New Feats
Melee Combat Focus - Instead of taking 10, you may take 15 in melee combat attacks.
--Requires ABL Mod + BAB for Melee combat to be at least +5.
Ranged Combat Focus - Instead of taking 10, you may take 15 in ranged combat attacks.
--Requires ABL Mod + BAB for Ranged combat to be at least +5.
Improved Melee Combat Focus - Instead of taking 15, you may take 20 in melee combat attacks.  This allows you to roll critical chance automatically*.
--Requires ABL Mod + BAB for Melee combat to be at least +10.
--Requires Melee Combat Focus
Improved Ranged Combat Focus - Instead of taking 15, you may take 20 in ranged combat attacks.  This allows you to roll critical chance automatically*.
--Requires ABL Mod + BAB for Ranged combat to be at least +10.
--Requires Ranged Combat Focus

*Critical chance roll is as follows:
 1-5  - no critical
 6-10 - 1.5x damage/auto skill success
11-15 - 2x damage/superior skill success
16-20 - 2x damage + location roll for wound/flawless skill success
A 20 on a skill check means you might achieve the impossible.

Location Table (d20)
1     - Head
2-3   - Hands
4-6   - Arms/Shoulders
7-10  - Chest
11-12 - Waist
13    - Vitals (and you know what I mean)
14-17 - Thighs/Shins/Calves
18-19 - Foot
20    - Reroll and choose +1/-1 to the roll.

Critical fail roll is as follows:
1     - worst case scenario.
2-5   - critical fumble (drop weapon, fall prone, lose concentration, break something)
6-19  - minor fumble (loss of time, loss of minor material)
11-15 - loss of round recovering, movement only
16-19 - movement or action only
20    - saved, no penalty
Narrator
 GM, 4 posts
Mon 3 Oct 2016
at 01:05
Rules System
PC Name:                                Gender:              HD:
RPoL Player Name:                       Height:
Race:             Human                 Weight:              HP:  xx/xx
Class:                                  Age:                 Current/Normal
Level:            1                     Hair:
Align:                                  Eyes:                XP: 0
Deity:            None                  GSpeed:  30 ft       Next Level: 1000
Size:             M

--------------------------------------------------------------------------------
ABILITIES
                                   Final
    Base  Racial  Magic  Misc  Ability / Mod
          Bonus   Item             Score

STR: 10     +0    --     --       10 / +0
DEX: 10     +0     --     --      10 / +0
CON: 10     +0     --     --      10 / +0
INT: 10     +0     --     --      10 / +0
WIS: 10     +0     --     --      10 / +0
CHA: 10     +0     --     --      10 / +0

+1 Ability Increase every 4th level is added to Base number.

--------------------------------------------------------------------------------
COMBAT STATISTICS

ARMOR CLASS                               BASE ATTACK BONUS
AC Total :            10                    MELEE         RANGED
AC when Flat-Footed   --                    Total: +      Total: +
AC vs Touch Attack    --                    Base:  +      Base:  +
Base:                 10                    STR:   +      DEX:   +
Armor:                +0                    Misc:  --     Misc:  --
Shield:               --
Dexterity:            +                   INITIATIVE           SPEED
Size:                 +0                   Total:  +            DEX:  +
Magic:                +0                   DEX:    +            INT:  +
Misc.:                --                   Misc.:  +0           Avg.

                                           Phases:  1 2 3 4 5 6 7 8 9 10 11 12
--------------------------------------------------------------------------------
SAVING THROWS

           Total    Base  Ability    Misc   Magic
Fortitude  : +0  =   0  +    0    +   0   +   0
Reflex     : +0  =   0  +    0    +   0   +   0
Will       : +0  =   0  +    0    +   0   +   0
--------------------------------------------------------------------------------
RACIAL TRAITS

+1 feat at 1st level
+4 skill points at 1st level
Once per day you may choose to automatically succeed at any one die roll or to
mitigate one critical failure roll.

--------------------------------------------------------------------------------
FEATS                                      Indicate for level, class, race, etc.



--------------------------------------------------------------------------------
CLASS ABILITIES


--------------------------------------------------------------------------------
PRESTIGE CLASS ABILITIES


--------------------------------------------------------------------------------
LANGUAGES

Regional: Core
Bonus:
--------------------------------------------------------------------------------
SKILLS:    pts               Fill in skills you have ranks in AND skills that
                             can be used untrained.  Mod is the final score, Rnk
Skill Point Total: x/lvl     is the number of ranks attained in the skill, Abl
Max Class ranks: no max      is the related Ability Modifier, and Msc is for any
Max Cross-Class ranks: 2     miscellaneous bonus from feats, race, synergy, etc.

Note: Class skills are marked in blue

                                                        Related
      Mod = Rnk XPMod Abl Msc  |  Skills:                     Ability  Untrained?  Skill XP
      +0  =  0    0   +0  +0   |  Appraise                    (INT)       Yes
      +0  =  0    0   +0  +0   |  Balance                     (DEX)       Yes
      +0  =  0    0   +0  +0   |  Bluff                       (CHA)       Yes
      +0  =  0    0   +0  +0   |  Climb                       (STR)       Yes
      +0  =  0    0   +0  +0   |  Computer Slicing            (INT)       Yes
      +0  =  0    0   +0  +0   |  Concentration               (CON)       Yes
      +0  =  0    0   +0  +0   |  Craft: Weaponsmithing       (INT)       Yes
      +0  =  0    0   +0  +0   |  Craft: Armorsmithing        (INT)       Yes
      +0  =  0    0   +0  +0   |  Craft: Seige craft          (INT)       Yes
      +0  =  0    0   +0  +0   |  Craft: Energy Weapon        (INT)       Yes
      +0  =  0    0   +0  +0   |  Decipher Script             (INT)       No
      +0  =  0    0   +0  +0   |  Diplomacy                   (CHA)       Yes
      +0  =  0    0   +0  +0   |  Disable Device              (INT)       No
      +0  =  0    0   +0  +0   |  Disguise                    (CHA)       Yes
      +0  =  0    0   +0  +0   |  Escape Artist               (DEX)       Yes
      +0  =  0    0   +0  +0   |  Forgery                     (INT)       Yes
      +0  =  0    0   +0  +0   |  Gather Information          (CHA)       Yes
      +0  =  0    0   +0  +0   |  Handle Animal               (CHA)       No
      +0  =  0    0   +0  +0   |  Heal                        (WIS)       Yes
      +0  =  0    0   +0  +0   |  Intimidate                  (CHA)       Yes
      +0  =  0    0   +0  +0   |  Jump                        (STR)       Yes
      +0  =  0    0   +0  +0   |  Knowledge: Science -        (INT)       No
      +0  =  0    0   +0  +0   |  Knowledge:                  (INT)       No
      +0  =  0    0   +0  +0   |  Knowledge:                  (INT)       No
      +0  =  0    0   +0  +0   |  Knowledge: History          (INT)       No
      +0  =  0    0   +0  +0   |  Knowledge: Local            (INT)       No
      +0  =  0    0   +0  +0   |  Knowledge: Nobility/Royalty (INT)       No
      +0  =  0    0   +0  +0   |  Knowledge: Religion         (INT)       No
      +0  =  0    0   +0  +0   |  Listen                      (WIS)       Yes
      +0  =  0    0   +0  +0   |  Open Lock                   (DEX)       No
      +0  =  0    0   +0  +0   |  Perform                     (CHA)       Yes
      +0  =  0    0   +0  +0   |  Profession:                 (WIS)       No
      +0  =  0    0   +0  +0   |  Ride                        (DEX)       Yes
      +0  =  0    0   +0  +0   |  Search                      (INT)       Yes
      +0  =  0    0   +0  +0   |  Sense Motive                (WIS)       Yes
      +0  =  0    0   +0  +0   |  Sleight of Hand             (DEX)       Yes
      +0  =  0    0   +0  +0   |  Stealth                     (DEX)       Yes
      +0  =  0    0   +0  +0   |  Spot                        (WIS)       Yes
      +0  =  0    0   +0  +0   |  Survival                    (WIS)       Yes
      +0  =  0    0   +0  +0   |  Swim                        (STR)       Yes
      +0  =  0    0   +0  +0   |  Tumble                      (DEX)       No
      +0  =  0    0   +0  +0   |  Use Ancient Device          (CHA)       No
      +0  =  0    0   +0  +0   |  Use Rope                    (DEX)       Yes

^ = Cross Class
! = Armor Check Penalty applies (double for Swim)
* = Requires specialization
--------------------------------------------------------------------------------
WEAPONS                 ATT is your final attack modifier when using the weapon.
                        Monks should also list bare-handed attacks here.

NAME :
ATT  :
DMG  :
CRIT :
RNG  :
WGHT :
TYPE :
SIZE :
COST :

NAME :
ATT  :
DMG  :
CRIT :
RNG  :
WGHT :
TYPE :
SIZE :
COST :

NAME :
ATT  :
DMG  :
CRIT :
WGHT :
TYPE :
SIZE :
SPECIAL:
PROPERTIES:

GRAPPLE BONUS: BAB + STR + SIZE = Total
                0  +  0  +  0   = +0

--------------------------------------------------------------------------------
PROTECTION

ARMOR
NAME :
LOCATION :
AC BONUS :
MAX DEX  :
CHECK PENALTY :
SPELL FAILURE :
SPEED:
WGHT :
PROPERTIES:
COST:

ARMOR
NAME :
LOCATION :
AC BONUS :
MAX DEX  :
CHECK PENALTY :
SPELL FAILURE :
SPEED:
WGHT :
PROPERTIES:
COST:

SHIELD
NAME :
TYPE :
AC BONUS :
CHECK PENALTY :
SPELL FAILURE :
WGHT :
PROPERTIES:
COST:
--------------------------------------------------------------------------------
CURRENCY:
0 gold

EQUIPMENT:



COMPONENTS:

--------------------------------------------------------------------------------
BACKGROUND:


This message was last edited by the GM at 01:50, Fri 02 Dec 2016.

Narrator
 GM, 38 posts
Sun 6 Nov 2016
at 02:01
Rules System
WEAPON SKILLS

Players may add specific weapons to their skill list.  Their current skill would be base attack + applicable mod.  Then you can gain skill xp with that weapon and gain +s to attack (not dmg).  Each weapon use during combat with a foe (kill or subdue or training) gains 1xp.  Weapon does not need to be used exclusively, but must be considered meaningful use, even if you miss.  Example:

Django has a standard cutlass and is proficient with the weapon (no minuses).  He has a STR mod of +2 and a BAB of +1 for a total of plus 3.  On the skill line under Mod he puts +2 and under Ranks he puts +1.  He can now gain skill (SXP) by attacking foes using the cutlass.

+3  =  1    0   +2  +0   |  Cutlass     (STR)       Yes       (0/3)

He kills three bandits, swinging seven times with his cutlass.  He gains +7 SXP in that cutlass.  This allows him to add two Experience Point Ranks (XPR) in Cutlass.

+3  =  1    0   +2  +0   |  Cutlass     (STR)       Yes       (7/3)
+4  =  1    1   +2  +0   |  Cutlass     (STR)       Yes       (4/4)
+5  =  1    2   +2  +0   |  Cutlass     (STR)       Yes       (0/5)
_____

If the character levels and the BAB goes up, then increase the regular Rank by 1 (not the XPR).  If the character is NOT proficient in a weapon, then they fill in the skill ranks exactly the same, but apply the non-proficiency modifier AFTER the skill modifier.  Example:

Django picks up an exotic bladed weapon which gives him a -4.  He can add that weapon to his weapon skill list with the +2 STR and +1 BAB.  His total roll with the blade would be d20-1.  If he attacks 3 times with the blade, he gains 1 XPR which brings his total bonus to +4.  Then he applies the -4 to the weapon for a new roll of d20.  Feats can be taken to remove the non-proficiency penalty, or time spent in training.

This message was last edited by the GM at 23:56, Thu 28 Dec 2017.

Narrator
 GM, 50 posts
Tue 15 Nov 2016
at 17:29
Common Threads
Common threads in Millennium are a bit different than in 5th Age and other games I run.  They are not meant to be linear chapters, but representations of major physical locations/scenes.  As your characters move from place to place in a manner that requires interaction with the other live players, please post in the location thread you will be 'acting' in.  If you are acting solo (which we will try to communicate clearly on), then post in your individual thread.

Right now, the only location thread up is Ant Hill Ease.
Narrator
 GM, 170 posts
Sat 2 Dec 2017
at 03:30
Space Combat
COMBAT SIMULATOR - TRAINING PROTOCOL
---------------------------------------
{Welcome to the d20 3D combat simulator.  There are a few rules to follow to engage in combat.

1.  Initiative determines who gets the first phase of action and then combat actions proceed in phase order.  Your ships are fast enough to keep up with standard human physiology and then some, so they will act in your normal phases.

2.  Piloting rolls will be made each phase based on whoever's turn it is in an active and reactive sense.  There are four cases for piloting rolls:

---CASE 1 - You are behind your target == you roll a normal attack roll to target and attack their ship.  Both make piloting checks to determine position.  If defender rolls 6 or higher than you, go to CASE 2.  If not, you maintain position and may attack again next phase.

---CASE 2 - Neither of you has position == you both roll a piloting check.  If you are within 5 of each other, no position has been gained.  If you are 5 or more higher than your opponent, you gain position and CASE 1 applies next phase.  If your opponent is 5 or more higher than you, your opponent has position and CASE 3 applies next phase.

---CASE 3 - Your opponent is behind you == your opponent rolls a normal attack roll to target and attack your ship.  Both make piloting checks to determine position.  If you roll 6 or higher than your attacker, go to CASE 2.  If not, your attacker maintains position and may attack again next phase.

---CASE 4 - Head to head ==  both roll attack rolls to target and attack each other normally.  Piloting rolls are then made to determine success of intended action vs. theirs.  Then move to CASE 2.

3.  If shields drop to zero for that arc, then systems start taking damage.  Roll 100% to determine which kind of system was hit and then appropriate sided dice to determine which specific system was hit.  Each hit moves the damage category for that system one category to the right (Glitching -> Malfunctioning -> Wrecked).  A Glitching system gives rolls associated with that subsystem a -3.  Malfunctioning means the subsystem does not work, but can be repaired with appropriate rolls.  Wrecked means its gone until docking with a space station or landing on a planet to affect replacement or extensive repairs.

4.  Droids can provide bonuses to certain rolls and can spend phases attempting repairs on ships instead of aiding in combat.

These rules will be updated as needed as I'm doing this on the flay.}

This message was last edited by the GM at 03:44, Sat 02 Dec 2017.

Narrator
 GM, 182 posts
Wed 21 Feb 2018
at 12:21
Parrying
If you hold action or expend your action (if you have later initiative), you can use your attack (or attacks if you use a full action) defensively. Use your normal attack roll plus your DEX mod (or STR mod if already using DEX for attacks) with a melee weapon as an opposed check to your opponents attack. If your attack is higher, you parry the attack. If their attack is higher, and it is higher than your regular AC, then they hit normally.

For example: Beloc the fighter is using a longsword and wants to fight a delaying action. He has a +9 to his attack using his STR mod. He adds +2 for his DEX mod for a total of +11 to parry this round instead of using his attack. He is attacked by an orc with a +10 attack. The orc rolls a 12+10 = 22 and Beloc rolls a 13+11 = 25, so he parries the attack with his sword.

Staves, spears, and double ended weapons get +1 Parry attempt per round at a -2 for only the extra parry.

Fighting this way, you will have a pretty solid defense, but you are expending your attacks to defend yourself so its a trade off. You typically have to wait for help or for an Attack of Opportunity (if the other guy rolls a crit fail) to strike to get any damage in.

Note, Feats may modify this further.