New Character Generation and Skill Rules
These rules are my own design and have been copyrighted
You may use them until they are published or until such time of my choosing
They shall be used only for personal use - never reproduce or sell them
always give credit to myself as the designer : stephenstiles@usinternet.com
-These rules are actually for another game system I have designed
but very well for Morrow Project -
Morrow Project itself - of course- is NOT mine ... just this generic
character rule system I have devised !!!
whew - don't ya hate that legalistic junk :)
Now on with the Roleplaying .....
Characters - starting characters start with 9 attributes
Strength Intellect Charisma
Endurance Willpower Luck
Dexterity Psionics Perceptiveness
For each attribute roll 2d6
Rating
(= die roll) Level
2-3 1
4-5 2
6-8 3
9-10 4
11-12 5
13 6 * possible with mutations, etc
14 7 * possible with mutations, etc
Note : to have any Psionic ability a minimum Rating of 9 is needed (Level 4)
to have a good amount of control on the psionic power, one should have a
minimum of 11 (level 5)
In the 20th century Psionics are only a Latent skill to humans
Morrow, however, discovered that certains drugs would stimulate
these powers to active levels. He covertly had these administered to
cryogenically frozen agents so upon their awakening they would begin
to develope Psionic powers. The play is considered powered but not
trained and may have to search out a Psionic Witch etc from the locals
to train him or her.
A latent psionic will want to leave empty skill points for these psi skills or
will have to wait for level advancement to add them.
Skills by Level
Number of Skills at each Rating Level
Character Level Level 1 Level 2 Level 3 Level 4 Level 5 Level 6
Level 1 4 3 2 - - -
Level 2 4 3 2 1 - -
Level 3 5 4 3 2 - -
Level 4 5 4 3 2 1 -
Level 5 6 4 4 3 2 -
Level 6 6 5 4 3 2 1
Level 7 7 6 5 4 3 2
Intellect bonuses :
Level 3 Intellect - gains one extra skill at each Rating levels 1 and 2
Level 4 Intellect - gains one extra skill at each Rating levels 1, 2 and 3
Level 5 Intellect - gains one extra skill at each Rating levels 1, 2, 3 and 4
Level 6 Intellect - gains one extra skill at each Rating Levels 1, 2, 3, 4 and 5
Level 7 Intellect - gains one extra skill at each Rating Levels 1, 2, 3, 4, 5 & 6
Other Designations :
Health = Endurance Rating + 1d6 per level
Skills
Handguns/Submachine Gun
Long Arms (Rifle, Shotgun, etc)
Heavy Weapons (M60, Grenade Launcher, etc)
Demolitions
Hand to Hand Combat
Short Weapon Use (Dagger, Bayonet, Hatchet, etc)
Sword Use
Staff/Spear/Bayonet Use
Archery
Thrown Weapon
Driving
Pilot - Airplane
Pilot - Helicopter
Mechanics
Meteorology
Electronics
Computer Science (hardware)
Computer Operations (programming, hacking, etc)
Laser Technology
(requires Mathematics not less than one level lower)
Mathematics
Chemistry
Nuclear Science
(requires Mathematics & Computer
Operations not less than one level lower)
Medicine (General/first aid/surgery)
(requires Chemistry not less than one level lower)
Microbiology
(requires Medicine not less than one level lower)
Toxicology
(requires Medicine not less than one level lower)
Agronomy (Agriculture)
Astronomy
Veterinary Science
Medicine
Micro-biology
Leadership
Carousing/Drinking
Artistic Expression
(any - specify)
Business/Trading/Bartering
Law (admittedly, not overly useful in this scenario)
Musical Expression
(any - specify)
Personal Expression
(any - specify)
Sports (any - specify)
Seduction
Streetwise
Success Roles : Simple - roll the number of d6 equal to the
skill rating ... roll the success number or higher to succeed
multiple successes indicate extraordinary success
easy task success number=2 ordinary task success number=3
difficult task number=4 extraordinary task number=5
incredible task number=6
For tasks that normally require more than a moderate level
of skill, multiple successes may be required
Example: Hacking into an encrypted high tech computer would
probably take 3-4 successes at the extraordinary task level (5)
In other words, a person with only nominal skill in computer
operation (level 1) would pretty much be unable to succeed even
by rolling a 6 (they do NOT succeed 1 out of 6 times)
Combat: a gun is fired at an enemy - range is medium so it is a
difficult task ... the attacker is highly skilled (level 4) and
gets lucky rolling 3 successes -
For every success above the required one, add +1 to the area hit
below (or at the attacker's option, -1 can be subtracted ... if
they are extremely viscious). The exception is Automatic fire
weapons, where the added successes are actually additional
bullets hitting.
Area Hits :
2 or less = Groin 8 = Center Chest *
3 = Foot 9 = Arm
4 = Calf 10 = Hand
5 = Thigh 11 = Head *
6 = Shoulder 12 or more = Throat *
7 = Abdomen
* Any damage which penetrates in these areas causes Double Damage
Gun success target numbers:
Short Range (10' to SR for weapon type) 3
Medium Range " " 4
Long Range* " " 5
Extreme Range* " " 6
* May instead require multiple successes if weapon is not
a rifle or, in the case of Extreme range, a scoped weapon
Base Weapon Damages:
Machine Gun 1d6+3 to 1d6+6
(per bullet hitting - 1d6 + 1/extra success)
Heavy M. Gun 2d6+2 to 2d6+5
(per bullet hitting - 1d6 + 1/extra success)
Handgun 1d6 (a .22) to 1d6+5 (a .44)
Shotgun 1d6 per piece of shot hitting
(per bullet hitting - 1d6 to 2d6+4
+ 1/extra success ... half the pieces of shot
will strike the same area ... round down.
This will be the first location rolled)
Rifle 2d6 (a .22) to 2d6+8 (a long rifle etc)
Grenade 1d6 to 3d6 hits of damage 1d6 to 1d6+3 (frag)
(concussive 1d6 to 5d6)
Dagger 1d6-1
Club/Spear 1d6+1
Sword 1d6+1 to 1d6+5
This system does over simplify a bit, but makes combat much
quicker to run.
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