I gotta say I dig the personality slider idea you have. Figuring out character personality has always been an issue for me so having actual mechanical stuff as a basis for it is great. I'm not entirely sure what I'm gonna do character wise yet sadly. Asides from one part of me going make a Doomguy ripoff. But that part of me hasn't shut up since the new DOOM has come out.
Click Click Boom BoomThere are three. One is going to have mechanics. That'll be the "rules" one. One will have the character sheet, and one will have all the traits for that character sheet, organized by section. I'll probably make another one as the lore bible (or "Imperial Database") at some point, but for now, I want to keep myself focused on getting the stuff that we need to play ready, rather than just writing a novel.
As to the species, I'll put some time aside to review that. Sorry, I just haven't gotten to sit down and really examine it.
It's kind of funny. Sufficiently advanced stupidity is like sufficiently advanced science; eventually, you find something you can't solve.@Kosjurake: Before you make a Doomslayer know that I will also be using a minigun.
edited 9th Feb '17 12:45:21 PM by StygianEmperor
Flesh is a design flaw.That's ok if I go with a Doomslayer ripoff I'll focus more on the shotguns and/or the Gauss cannon.
I'm still probably not going to make a Doomslayer expy as tempting as it. I've got some preexisting sci-fi characters I can probably recycle instead.
Click Click Boom BoomWill Talking the Monster to Death be an option? I kind of want to make a diplomat character. ...Not a defenceless diplomat, mind you.
For close combat, take the relevant combat skill and the relevant attribute, roll the correct number of dice. The opponent does the same. Compare the results. If you roll higher, your attack is successful, and you roll damage based on your weapon (hitting someone with your fist does less than slicing them with a warp blade, for example. Not that anyone is getting a warp blade anytime soon), mitigated by armor if applicable.
Ranged combat, the defender usually doesn't roll to defend. Instead, the attacker rolls against a set value, augmented by distance, cover, and other factors that make hitting easier or harder, because under most circumstances, you can't dodge a bullet. Exceptions exist, however.
You can also roll evasion to escape an attack, but usually that's going to prevent you from attacking on your next turn. Rolling evasion is like diving for cover, or running the other direction to get out of an opponent's reach. It's about disengaging from the fight, even if only temporarily. It's also how you avoid grenades.
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Actually, yes. A high enough roll can definitely talk someone down, or you can actually make attack rolls with your social skills if you like. Such an attack increases their stress level, rather than decreasing their health, but it can be used to force surrender, break morale, or even trigger a BSOD, depending upon the individual.
Also, the socialist, fruit-loving horse/giraffe/camel people are cool.
edited 9th Feb '17 6:42:48 PM by Dragon573
It's kind of funny. Sufficiently advanced stupidity is like sufficiently advanced science; eventually, you find something you can't solve.
Go for it. I'd say start with the Coalition.
Didn't forget. Got delayed and had a ten-hour shift at work.
So, traits list still isn't finished entirely. Wanted to have it done before putting it up... then I re-read the title, realized we all know this is an alpha, and decided "screw it."
Work in progress, subject to change, all names and descriptions placeholder, etc. Comment, and if you're not seeing a trait to cover the sort of background/upbringing/whatever you're looking for, talk to me and we'll get that sorted out (working on the cyborgs, Stygian).
Attributes max at five. Everyone starts with at least one in all attributes, no going lower (the Grand Navy has a substantial part of the galaxy to choose from; they can afford to be a little selective). You have five points to allocate as you like, so if you're ever uncertain whether you've spent more or less than you were given, check to see if you could redistribute the points to have two in everything, before traits. If you can, you're spot on. If not, you goofed.
Max skill in any given... skill... is five for a starting character. It's possible to upgrade that later on, but five represents someone whose skill in that area is exceptional, albeit not necessarily unique. You'll be able to improve those as we progress, and I'll dole out skill points once everyone has traits they're happy with (so if you wanted "royal consort," but didn't have the skill in dance required, mark it down anyway and just assign the points there when you get them).
Health starts at twenty, plus your resilience stat. Stress threshold (the lowest your morale can be before you start suffering ill effects) is 0, minus your leadership skill. Synthetics drop this stat and are never subject to penalties from low morale. Morale starts at the combined total of the CO and XO's leadership skills.
Armor serves to reduce any damage that you take; for every point of armor, subtract one from either the total or each die, depending upon the weapon. Your armor will be determined later once we have starting equipment squared away (except for anyone who takes the "war-droid" trait. You start with an armor value of four, meaning a standard side-arm, d6 damage, will do 1-2 points, max, and you're completely impervious to low-caliber submachine guns, which roll multiple D4's). Some weapons may ignore or even damage armor.
Shielding serves as a layer of temporary health that can recharge itself over time. Armor has no effect on damage dealt to shields. Some weapons may ignore shields, or may be entirely ineffective against shielded foes.
Equipment will be handled once we've got everything sorted out.
And because I think it might be asked, Fighter-Pilot gets Psychic Theory (that name's definitely going to change) as a skill because the Imperial Alignment's fighters make use of a limited mental interface, allowing them to respond to a pilot's decisions as they're made, greatly improving reaction time.
edited 13th Feb '17 11:40:18 AM by Dragon573
It's kind of funny. Sufficiently advanced stupidity is like sufficiently advanced science; eventually, you find something you can't solve.

So, I'm still shoving everything into a google doc, and I've basically realized that I've scribbled down notes in a dozen different places like some sort of frenzied madwoman. I blame my lack of sleep.
Uncooperative governments tend to be handled depending on their size; smaller governments just have the offending officials removed and replaced with more suitable candidates. Larger ones end up deliberately separated out among multiple sectors, with transport and communication restrictions beyond the Empire's usual regulations, aimed to disrupt the usual functioning of government and the flow of commerce.
In the most extreme cases, the Inquisitors and the Department of Internal Security are deployed, and heads roll, metaphorically and literally. Typically, it takes a lot to provoke this sort of response. Like "this society is trying to commit genocide."
It's kind of funny. Sufficiently advanced stupidity is like sufficiently advanced science; eventually, you find something you can't solve.