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, welcome to Broken Earth

02:40, 2nd May 2024 (GMT+0)

Notes.

Posted by ReaperFor group 0
Reaper
GM, 7 posts
Thu 30 Jun 2022
at 14:40
  • msg #1

Notes

The Ark - A New Beginning

1.  Question to be asked: Is the expedition Government based or Corporation based with a follow-up of a singular organization or a conglomerate.

2.  Available Races:
-Human, Augmented, Mutant, Android, Clone, Canid, Felan, Roden, Simp

3.  Supernatural - Chi, Psi, and Mutations(see races) are available

Notes: Earth has become a decadent world and is slowly decaying.  Lack of food, lack of morals, and lack of drive has begun to take its toll on the world.   There is a constant cold war between the remaining governments and the megacorporations.  Many believe the Megacorps will take over the world soon...but many also believe the remaining governments will resort to extreme measures to keep that from happening.



RACES
Android
Androids aren't technically a species, and can vary greatly in appearance.  Frequently, however, they look like humans.  While many philosophers will debate whether or not Androids have true consciousness, they have passed every test imaginable and are legally considered to be alive, with all the rights and responsibilities that entails.  Stronger and tougher than humans, with processors which can outpace the human mind, Androids aren't always the most popular in the room.
Androids make excellent scientists, engineers, and doctors.
Typical names: KX-159, D.A.T.A., SL1A, TikTok, G.O.L.E.M., Watson, Jeeves, C.H.I.P., Robby, A.L.P.H.A., Mk XIV, B.R.A.I.N.
Size: Small, medium, or large; mechanoid
Attributes: STR +2, LOG +2, LUC -, PSI -
Skill choices: Computers, engineering, running, linguistics, [technical].
EXPLOITS
Mindless. Androids are immune to any attacks which target MENTAL DEFENSE.
Deterministic. An Android's PSI attribute can never rise above zero, and an Android  cannot spend LUC dice to gain bonus dice when making attributes.
Electronic vulnerability. As mechanoids, Androids are vulnerable (1d6) to electricity damage, vulnerable (2d6) to ion damage.
Automaton. Androids do not need to eat, sleep, or breathe, and weigh 150% normal.

Choose one of the following modification exploits. Androids, can take the android only Systems Upgrade career to gain additional modifications.
360-degree sensors. The android has visual sensors which cover a full 360-degree circle, or a fully rotating head or sensor apparatus, giving it all-round sight. It is not affected by crossfire or flanking.
Access ports. The android can “plug in” to a computer or computerized system, granting it a +1d6 bonus to computer checks.
Armor. The android is plated with armor, giving it SOAK 5. The android's weight is 200% normal instead of 150%, and it cannot swim (sinking to the bottom of any liquid, although it does not need to breathe and can walk on the bottom).
Carrying capacity. The android doubles its carrying capacity.
Chameleon system. The chameleon system allows the android to change color to match its environment, granting it +1d6 to stealth-based attribute checks.
Chrome skin. The android has a chrome skin which grants it +5 SOAK vs. heat damage (not compatible with Organic Appearance).
Compute. The android can absorb a large document (the equivalent of a major novel or textbook) in a minute, or make complex calculations, including FTL calculations which require no check at FTL factors equal to or lower than the android's LOG attribute.
Durable infrastructure. The android gains 3d6 HEALTH.
Electrical discharge. The android can shock a target by using a regular unarmed attack; this increases the android's unarmed damage by +1d6 and changes it to electricity damage. If this exploit is taken a second time, the electrical discharge can be upgraded to a ranged attack with a range increment of 4.
Forcefield. The android can generate a protective forcefield which operates just like a worn forcefield generator. It grants the android +2 DEFENSE, but takes an action to activate and can only operate for one minute at a time before needing an hour to recharge.
Improved armor (requires Armor). While the base armor is a steel composite which gives SOAK 5, further upgrades can improve the android's armor by another +1 SOAK per upgrade. This exploit can be taken multiple times.
Infrared sensors. The android's visual sensors can see in the dark as well as in the light. The android effectively gains superior darksight.
Integrated equipment. Gear like fire extinguishers, communicators, even magboots or parachutes can be integrated into the android.
Organic appearance. The android has an outer covering resembling a human (or other species) although not so alike that it would fool anyone. This is achieved from synthetic or organic tissue which covers the interior endoskeleton. Any injury will clearly reveal the android's true nature, as will any interaction for more than a minute or so.
Memory backup. If the android's body is destroyed, its memories and personality may still be accessed, and, indeed, placed in a new android body. The new body has its own attributes and exploits, but the old character's skills and memories. To do this, an engineer must make a LOG check with a difficulty equal to three times the android's grade.
Memory wipe. An android can have its memory wiped and a new factory-default base skillset installed. The android's attributes remain the same, but it loses all of its skills. Total up the android's current skill point total, and then divide them evenly between five newly selected skills. The unfortunate side-effect of this procedure, of course, is that the android loses all its memories.
Mimicry. The android has a voice synthesizer which can mimic any voice or sound.
Multiple legs. The android has four or more legs. It ignores difficult terrain.
Protocol package. The android is able to read, speak, and understand any language fluently. This does not enable it to break codes, cyphers, or encrypted data, however.
Rocket boosters. The android's JUMP scores increase to 30' horizontally and vertically.
Repair nanites. Once per day, the android can activate its repair nanites to recover 2d6 HEALTH. This costs two actions.
Scanner. The android has an inbuilt scanner (equal to a hand scanner) which it is always considered to be carrying. This scanner might be part of its body, or simply part of its sensory equipment, and may or may not be visible.
Self-destruct system. While not popular with intelligent androids, self-destruct systems do exist. They can be combined with a memory backup. When an android self-destructs, it spends two actions to activate the systems and then explodes at the start of its next turn. It causes 1d6 heat damage per size category to all within 30'. Alternatively, it is possible to automate the selfdestruct system to activate when the android reaches zero HEALTH.
Tracks (requires Wheels). Wheels can be upgraded to Treads, which removes the difficult terrain penalty.
Weapon integration. The android has some kind of ranged or melee weapon integrated into its body. Choose a weapon from the core rules. The weapon must be the same size category as the android or smaller, and worth 100cr or less. Thisexploit can be taken multiple times to incorporate multiple weapons, or to double the value of the weapon each time (so taking it three times results in a weapon with a value of up to 400cr).
Wheels. The android moves on wheels instead of legs. This reduces its SPEED to 2 across difficult terrain, but increases its SPEED by 2 on normal terrain.

Augmented
Maybe there were complications in your infancy, or tragedy struck during your childhood; either way you’ve received parts (organic or inorganic) that are an improvement over what you had before. No matter how it is exactly that you came to be this way, you’re stronger for it and have an advantage over those regular humans, period. Whether or not you’re enlightened by this gift or malignant about it, however, depends much more on how exactly you’re different, and how that colored your upbringing.
Size: Medium; humanoid
Attributes: END +2
Skill choices: Hardy, perception, reactions, [crafting], [trivia], [gaming], [scientific], [technical]
EXPLOITS
Alteration. Augmented begin play with two minor or one major cybernetic alterations.
Adaptive. When incorporating new cybernetic altera-tions, Augmented never need to make a check to see if the upgrade takes hold. Additionally, they can incorporate an unlimited number of alterations beyond the normal limit of their END attribute.
Inert. Augmented embrace technology over matters of spirit. They may never have a CHI score above zero.

Canid
Uplifted dogs, Canids are loyal and friendly. With keen senses of smell and hearing, it’s hard to surprise a Canid. Canids vary in size from 5’ to nearly 7’. They tend to be leaner and sturdier than humans, and are covered with thick fur which ranges in colour.
Canids have a weakness for alcohol. Even a small amount will intoxicate them, and large amounts can be very dangerous to their health. Even so, they easily become addicted to the substance.
Canids make excellent trackers and bounty hunters. They are adept at reading the emotions and body language of others, possibly due to their pack-based past.
Size: Medium; humanoid
Attributes: AGI +1, INT +2, END +1, CHA +1
Skill Choices: perception, scent, insight, tracking, running, [social].
EXPLOITS
Pack-bonding. A Canid can designate one person per point of CHA as a member of its “pack”. It can, at-will, donate its LUC dice to its pack members, which must be used immediately.
Fur Coat. The Canid’s fur coat keeps it warm in cold climes. It gains natural SOAK 5 (cold).
Chasers. A heritage of chasing gives the Canid +1 to its SPEED score.
Scent. Canids have incredible senses of smell. They gain 3 ranks (2d6) in scent, which works like perception but only where smell is involved.
Alcohol Weakness. Canids treat alcohol as a poison. Even a small amount renders them lubricated, and larger amounts cause them 1d6 poison damage.

Felan
Felans, unimaginatively named by the first human explorers to encounter them, are a cat-like species. Like their four-legged namesake, Felans are often beautiful to the eye, and move with a graceful, acrobatic purpose. Easily able to jump and climb, felans like to make use of their environment, and tend to sleep in precarious locations high above the ground.
Felans have a deserved reputation for being easily distracted, and often flit from career to career, unable to settle.
Typical names (male and female): Arhel, Infin, Elenrik, Makil, Crihel, Talik, Gimlek, Amaduil, Idthit, Ciraire.
Size: Medium; humanoid
Attributes: AGI +2, INT +1, CHA +1, LUC +1
Skill choices: Acrobatics, climbing, jumping, [unarmed fighting], reactions, appraisal, bluffing, stealth, negotiating.
EXPLOITS
Fast. Felans are fast and nimble, adding 2 to their SPEED.
Jumper. Felans are adept at jumping, adding 5' to both horizontal and vertical jump distances.
Land on your feet. When falling (or jumping down), a Felan reduces the effective distance by half.
Claws. Accurately slashing with their sharp claws, a Felan's unarmed damage is 2d6 slashing damage.
Agile. Felans are noted for their dexterity. When taking a new career, a Felan may optionally exchange one of the listed four attribute increases for AGI, as long as it doesn’t result in a duplicate attribute advancement.

Human
There's a reasonably strong chance that you, the reader, are Human. You might be a little extra-human, with mechanical improvements (glasses, a hearing aid, maybe some genuine replacement parts) but when things boil down, you are a homo sapiens. This isn’t to say that Humans are not diverse—there is a wide range of cultures and peoples across the worlds of O.L.D., N.O.W., and N.E.W. —but all of them have 10 toes, two eyes, and so on. Where you are from and who raised you influence your outlook on life more than anything else.
Human adventurers are extremely varied, from private eyes to blackhats, from knights to starship captains, from martial artists to doctors, from wizards to space marines — the world, indeed the universe, is at your fingertips!
Size: Medium; humanoid
Attributes: LUC +2, add 2 to any attribute, and add a further +1 to one other attribute
Skill choices: Any.
EXPLOITS
Varied. Humans boast more variation within their species than most. Add 2 to any attribute, and add a further +1 to one other attribute (noted above).
Explorers. Driven by an inquisitive, exploratory nature, Humans recharge their LUC pool every time they stand on a planet new to them (future humans), go to a country new to them (modern humans), or take a wilderness journey of more than one week's length (fantasy humans).
Enduring. Humans may not be the fastest or the strongest, but they are known for their resilience. Humans get +1 to their 1d6 die roll to shake off a temporary condition.

Human Clone
Genetic engineering is easy in the far future and many babies are grown artificially. There’s not much stigma to this, although the fact that those humans tend to be slightly better at most things than others can inspire occasional jealousy. Most clones, grown in tanks, emerge into the world with the body and mind of a five-year old.
Size: Medium; humanoid
Attributes: STR +1, END +1, AGI +1, INT +1, LOG +1, WIL +1
Skill choices: [developmental], [physical]
EXPLOITS
Ingrained skill package. Clones come into being with existing skills and abilities. Choose one category from the following: [combat], [physical], [academic]. The character gains four skills at one rank from your chosen category. This does not increase a skill to higher than one rank.
Slow aging. Clones age at half the speed of regular humans.
Fast healing. Clones heal an extra 1d6 HEALTH each day.

Mutant
You are different, your genetics a variation from the norm. This might be blatantly obvious with physical deformities like albino skin, unnatural growths, discolored eyes, or asymmetrical features, or it may not be immediately noticeable—regardless of the exact nature of your deviant genetics doesn’t matter, but you must always take some action to hide it from society at large. Maybe you wear sunglasses to hide your entirely black eyes, cover yourself in makeup and wear flesh-colored tights to conceal your horrific skin, or wear extraneous clothing that hides your true nature.
Mutants can be excellent users of CHI, exploring their power to great effect (whether for combat, exploration, or otherwise). They don’t often do well as social characters, faced with the adversity of prejudice for being visibly different.
Examples in popular culture include Killer Croc, Johnny Alpha, and many X-Men.
Size: Medium (some mutations can change your size); humanoid
Attributes: CHI +1
Skill choices: Hardy, intimidate, resistance, survival, [crafting], [trivia], [gaming], disguise.
EXPLOITS
Mutation. Mutants have one or more mutations. Select one major or two minor mutations. You have at least one cosmetic mutation that marks you as a mutant; decide what that is and add it to your character sheet.

Roden
Roden, descended from rats, look as sly and shifty as their namesakes would suggest. Twitchy and nervous-looking, Roden have a fast metabolism and are rarely found not gnawing on something. Rodens tend to be scavengers and thieves.
Size: Small; humanoid
Attributes: AGI +2, LUC +2, CHA +1
Skill Choices: [subterfuge], appraisal, perception.
EXPLOITS
Gnaw Away. A Roden can gnaw though anything, given time. Most constantly gnaw on things all day. The Roden’s bite does double damage to inanimate objects.
Tail. A Roden’s long tail can be used for balancing. Any time the Roden would normally fall or be rendered prone, it can spend one LUC die to remain standing.
Light Sensitivity. Roden’s suffer -1d6 to all checks when in bright light. However, they do have darksight to a distance of 5’ per point of INT.
Navigators. Perhaps the species spent time in mazes in the past; Rodens start play with 3 ranks (2d6) in either navigation or astrogation and can always sense direction.

Simp
Simps are uplifted chimpanzees. Agile and strong, they can climb and jump with ease. In space, they make excellent engineers, able to move easily in zero-g. Simps are shorter than humans, but stronger. Typically, a Simp stands about 4-5’ in height, with long arms, and is covered with black or brown fur. They can walk upright or they can walk on their knuckles when running. Simps are only one of many varieties of uplifted monkeys and apes.  Simps sometimes have a bit of a chip on their shoulder regarding their ancestry. Their relationship with humankind has not been one of equals and, truth to tell, humankind still does not treat Simps as equals. This is compounded by the Simps’ natural tendency towards social hierarchies.
Size: Medium; humanoid
Attributes: STR +2, AGI +2, LOG +1, PSI +1
Skill Choices: jumping, climbing, acrobatics, dodging, throwing, zero-g, engineering.
EXPLOITS
Natural Climbers. Simps gain climbing as a natural movement mode, able to climb at their full speed with no checks needed.
Great Leap. Simps gain +5’ to both horizontal and vertical jump distances, and are able to use their full jump distances from a standing start.
Throwers. Simps are great at throwing things. They double the range increment of thrown items and do +1d6 damage with thrown weapons.
Agile. Simps are noted for their dexterity. When taking a new career, a Simp may optionally exchange one of the listed four attribute increases for AGI, as long as it doesn’t result in a duplicate attribute advancement.
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