COPYRIGHT 2001 - ALL RIGHTS RESERVED
Setting:
I have no setting, this is an offshoot of Stellar Sanctums - a project
that I've been involved with for several years now. This is an "alternative
rules set" for that game, as Mr. Bubar wants to use percentile dice to
resolve things. So, rather than let the idea hang out in my noggin until
it dies, I wrote it out here, for those of you that enjoy using/owning
lots of dice.
Hit Points:
Hit points is the average of the Strength and Health Stats.
Skills:
I believe at this writing that the skills in Stellar Sanctums is going
to be a real "laundry list" type of thing, something that I try to avoid
- as (at least) it makes rules muchkins domminate, and the referee's job
harder with more to keep track of. In a certain game system, they have
what were once called "classes" - which in all actuality turn out to be
skill sets. While I'm not using this idea, mine is similiar - I believe
that several other RPG's use rather broadly defined skills instead of very
narrow ones to preclude the "laundry list problem" I described above.
RULE: You cannot have more Skills than you have INTELLIGENCE (INT)
This means that (on average) you won't have more than a few skills, making the "laundry list" easier to manage. Here's where "Variable Dice" start to come into play:
Each skill is given a Die to roll to attempt performance of the skill, and each task is given a number to roll (or over it) to succeed at the task. An easy task might be a 2, an average task given a 3 and so on.
Depending on the level of your skill, your dice type (and eventually number of them) go up.
Skill Level Chart
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# XP to get there: |
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0 - you know roughly what the skill *IS*, but not trained in it. |
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1- Associates Degree, a few years as an apprentice, Green Troops...... |
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2 - Bachelor's Degree, Journeyman, Standard Troops... |
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3 - Master's Degree, Master at the Trade, Veteran Troops |
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4 - Doctor's Degree, Industry Leader, Elite Trrops |
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5 - Leader in the Field, Famed Leader, Crack Troops |
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6 - Tops in the Field, Legendary Military Unit |
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7 - Legendary |
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8 - Inhuman |
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9 - Mythical |
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Skills Listing:
This is pretty much self-explanatory, and very general.
Brawling:
Fghting with fists and handheld weapons |
Jump: (E)
Not with feet, but with Dimensional Drives.... |
Cook:
Domestic Work |
Guns: (E)
Six-Shooters, Carbines, 45's - guns... |
Science:
Designated, one of the few that have more definition required. |
Clean:
Ditto |
Gunnery: (E)
Tank Weapons, Battleship Main Guns, Cannons..... |
Language:
Pick one, another designated skill. |
Organize:
Ability to place things in their most advantageous arrangement, be it stacks of paper, or skilled Generals. |
Ride:
Donkeys, Horses, Dragons...... |
Medical (s):
You may designate a specialy (ie Obstetrics) if you wish |
Bow:
Archaic Missile Weapons of all sorts. |
Drive: (E)(M)
Chevy's, Fords, Tanks..... |
Tactics:
This is bascially Military Thinking, used to accomplish short term goals in civilian life. |
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Pilot: (E)(M)
Airplanes, Mecha, Hovercraft.... |
Strategy:
Like Tactics, but considers long range implications of a decision. The "big picture" |
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Boat: (E)
Gondola, Canoe, Caravels..... |
Investigate:
The ability to find clues and sort evidence in a reasonable manner. Not just for Crime, but also for doing research. |
Raising your Characters Skill Level:
Your Character earns Experience Points, but not like in some old TSR product. If you succesfully complete a skill, you get a number of XP's based on your level and how hard it was to do. You record each XP on your Character Sheet, and once you've gotten enough XP's to get to the next level, you're at the next level - the number of XP's needed is seen on the "Skill Level Chart" shown previously. Once you've reached the next Skill Level, your XP resets to "0", for ascension to the next level of Skill. One last thing - you get only one chance to roll for XP's in an adventure or 1 week period.
Success Target | Target Description | Skill Level 0:
1d4 |
Skill Level 1:
1d6 |
Skill Level 2:
1d8 |
Skill Level 3:
1d10 |
Skill Level 4:
1d12 |
Skill Level 5:
2d6 |
Skill Level 6:
2d8 |
Skill Level 7:
2d10 |
Skill Level 8:
2d12 |
Skill Level 9:
3d10 |
0 | Routine or Automatic | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
2 | Easy | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
3 | Average | 2 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
5 | Hard | 3 | 2 | 1 | 1 | 0 | 0 | 0 | 0 | 0 | 0 |
7 | Very Hard | 4 | 3 | 2 | 1 | 1 | 0 | 0 | 0 | 0 | 0 |
9 | Stunning | 5 | 4 | 3 | 2 | 1 | 1 | 0 | 0 | 0 | 0 |
11 | Astounding | 6 | 4 | 4 | 2 | 2 | 1 | 1 | 0 | 0 | 0 |
13 | Legendary | 7 | 5 | 4 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
15 | Mythical | 8 | 6 | 5 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
Combat and Weapon's Rules:
Penetration | Typical Weapon Type: | Example Weapon | Damage Dice | Scale | Range | ||
D4 | Fist, Club Mace | Large Mace | 4d6 | Melee | HTH | ||
D6 | Dull Swords, Large Bullets, Shotguns | Conan Sword | 5d6 | Melee | HTH | ||
D8 | Sharp Blades, Knives, Spears, Arrows, Normal Bullets | 45 Caliber Pistol | 4d6 | Melee | 50M | ||
D10 | HEAP Ammo, Squashheads | 12 Gauge Shotgun | 6d6 | Melee | 25M | ||
D12 | Advanced Penetrators, Railguns | Small Dagger | 1d8 | Melee | HTH | ||
D20 | Lasers, Plasma Guns, Fusion Beams | Zulu Spear | 3d8 | Melee | 30M | ||
Apache Bow | 4d8 | Melee | 40M | ||||
22 Pistol | 2d8 | Melee | 100M | ||||
Armburst Antitank Gun | |||||||
50 Cal MG | |||||||
75mm Gun | |||||||
105mm Tank Gun - | |||||||
Antimissile Laser - | |||||||
Ship's Railgun - | |||||||
Hydran Fusion Beam - |
Armor:
Armor Types | Maximum Armor Value | Tech Level | |||||||
Antique Wrought Iron | 8 |
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Steel Based Armors | 12 |
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Chobham Based Armors | 14 |
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Ceramic Based Armors | 16 |
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BPC - yeah, that Steve Jackson
Imaginary stuff |
18 |
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