Never Ending Light (Darkhole 1.5)

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    Never Ending Light (black holes 1.5)

    Chapters:

    1. Character creation2. Combat, eapons, and !ealing

    ". #kills

    $. #pace% #t&' 

    5. oers

    . *oad map

    1. Character creation

    +hat is %o&r character ho is %o&r character ell. e ill -nd o&t

    here, -rst, hat are %o&r stats

    #trength: oer and ight %o&r abilit% to move ob/eects and damage

    0oes (#)

    race: 3l&idness and Control, &sed to ove %o&rsel0 and de0end

    %o&rsel0 (*)

     o&ghness: *esistance and Consist&tion, %o&r bodies Nat&ral resiliance

    ()

    4cceptance: %o&r bodies abilit% to change and morph (4C)

    +illpoer: #tabilit% and #anit%. %o&r a% to reist 0ear and ps%chics (+)

    Charm: #ilvered tong&e, 0ast talk (C!)

    ntelligence: %o&r nat&ral ntellgience and smarts ()

    erception: ho ell %o& interperatet the orld (C)

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    %o& have 67 points to allot, and 1d17 bon&s on each stat, (%o& cannot

    choose here the% go)

    8#pecialist8

    #pecialist assive 4bilit%: ma% roll a e9tra 1d27 hen advancing a skill

    Engineer: *eroll ech, Comp&ter, Cra0t skills

    artial 4rtist: ain 2 e9tra 4p once d&ring Combat, reroll dodge once

    in combat

    ilot: a% ail o&t o0 an% vechile sa0el% (b&t can still 0all)

    Comp&ter E9pert: roll "d177 ;rop the 2 loest on an% Comp&ter

    related roll

    Chemist: do&ble Chem e'ects once d&ring combat (ma9 o0 5 a da%)

    8+arrior8

    assive 4bilit% e, and gain dela% E'ects &ntil

    a0ter combat once d&ring combat on a s&ccess0&l heal check

    8#cholar8

    assive 4bilit%: that lets %o& roll tice and take the better o0 the to on

    an% knolegde, logic, tech, Eval&ate, or research skill.

    nvestigator: gain a reroll on 1 skill roll to gather in0ormation

    ;octor: reroll on an% s&rge%, -rst aid, medicene and take best

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    #p%: reroll an% bl&', disg&sie, and charm rolls

    erchant: reroll on blather and and barter,

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    2. Combat, eapons, and !ealing

    !o combat orks: %o& get 0o&r actions a ro&nd, %o& can take an% o0

    these actions in replace o0 one, some onl% cost 1=2, or even 2

    ove 1 4: move 17 meter

    4ttack 1 4: make a attack role against a target (1d177

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     Ao& heal 1 ! a da%, nat&rall% ith rest, 0&rther healing reB&ires

    medical attention

    +eapons 4nd 4rmor

    elee

    &nch: 1d$(3) costs 1=24 or kick 0or 2d$

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    achine&n: $d$() 1=" action attack

    !igh oer riDe: d$()$4 4m,

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    #hort#ord: loose a damage dice, and make it a light eapon

    reat #ord: Change dice to d6, and make it a heav% eapon

    atana: add 2 more dice, make it a light and 0ragile eapon, ith B&ick

    dra, and e9ec&tion abilit%

    ono: add e (ma9 o0 d12, i0 its ma9ed add e9tra 1d) and

    deal damage

    EC: electric trait and 1d$(e) e9tra damage

    Energ%: changes damage to L, m&st be activated, loose 1 dice, gain 1=2

    dice si>e damage

    #mart: gain an e9tra parr%

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    Chain: deal "d17 damage,

    Emc: electric rait and 1d$(E) damage

    &tter: loose damage dice, gain rending(1d)

    #masher: i0 %o& tr% to parr%, or block, it breaks eapon or shield

    *ipper: sets dice to 2d27, deals , cant aim

    !ammer: a large ashing eapon, hard to hit ith, b&t deals heav%

    damage

    E9tra +eight: add e9tra damage dice b&t costs " 4

    reat !ammer: Change dice to 6 and changes to heav% eapon

    EC: electric trait and 2d$(E) damage

    n&matic: add e (ma9 o0 d12) has 27 charges ($4 reload)

    #pear: a long stabb% stick

    laive: Change damage to #

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    Lance: gain a Charge and e9tra reach

    ono: e (ma9 o0 d12, i0 ma9ed gain 1d) change

    damage to

    erstile: can sitch beteen to di'erent variants, (choose one along

    side this one)

    ace: sharp slash% point% cl&b

    ariants

    ono: e (ma9 d12, i0 its alread% d12 then add an e9tra

    d) and deal

    EC: 1d$(E) damage and electric traits

    +armace: gain 2 damage dice, make it a heav% eapon

    3lail: cant be blocked or parried

    orningstar: rending (1dG)(GH damage dice)

    *ipper: deals 3= damage, and rends armor

    #t&n#tick: a bl&ngeoning device that shoots abo&t a shit ton o0

    electricit% into the target has 17 charges per batter%

    Ivercharge: gain 2 e9tra dice o0 electric damage b&t gets Fnstable

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     rait 1=2s charges

    reat #tick: add 2 dice o0 bl&ngeoning damage and makes it a heav%

    eapon

    &rst: deal 5d$ Electric damage 0or 5 Charges

    #hock #tick: deal 1d and $d$ E

    #t&n: 0or ever% crit ith electric damage, removes 1 4 0rom target

    erstile: t&rn o' and on the other ariant

    o: Fses high tech icro #trings and Compo&nd ateral allo%s to

    propell a sharp stick e9tremel% 0ast

    #tats: 177 range, 1 4mmo, 1 4 reload, 2 4

    ariant

    oered o: do&ble *ange en()

    Crossbo: increase *elaod to " 4, 277 *ange, an damage dice

    becomes d12

    reat o: e9tra damage dice and increase si>e, b&t attacks cost " 4

    rav *epolser: adds 2d6 damage o0 3 b&t increases reload costs to

    4

    !&nters bo: decrease dice si>e, 1=2 4 attacks and reload,

    #martbo: increase range b% 92, i0 %o& miss b% 17 or less, %o& ma%

    reroll, keep second roll

    Electric: arros deal 1d$ E damage 0or $ ro&nds, the% stack, 1=2 range,

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     hermal: add a damage dice and gain Fnstable trait 85 ammo,

    !and Cannon: increase damage dice si>e, 2 4 per attack 85 to hit

    (ignore ith aim action)

    4&toistol: 817 to hit, attack is " attacks 0or 1 action, 85 per attack aro&nd

    arksman istol: change ammo to 1 *egardless, do&ble range and 4im

    action grants additional

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    4: e

    !eav% riDe: increase dice b% 2, m&st be set &p, cant aim, 9$ range,increase ammo b% 57, increase reload b% 2, 24 4ttacks, heav%

    eapon

     actical:

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     hermal: add a damage dice and gain Fnstable trait

    &mp 4ction:

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    4IE, Lingering rait: damage ith this deal 1=2 damage ever% ro&nd

    &ntil it deals no damage

     actical:

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    !eav% caliber: adds " dice, knocks %o& o&t o0 aim armor tearing

     actical:

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    iotic #hield: # 3 r h L 7 E 7 (light)

    #hield: ma% &se lock against an% melee once a ro&nd

    3E4 L#

    Lightning *eDe9s: cost: 557 9p, "7 r:

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    %o& pass a 177, %o& get e9ec&ation (instantl% knock them to 7 !,

    enemies that are h&nked don are imm&ne)

    attle !ardened:577 9p gain e9tra 1d17 ! a level

    !and%man:157 9p gain

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    at 827

    M&ickshot: costs ?57 G: at the start o0 combat, an% eapon %o& have

    B&ick dra on %o& ma% make 1 attack ith be0ore intiative

    Crack#hot: costs 257 G, B&ickshot, lightning reDe9s, B&ickshot: able toparr% attacks ith ranged eapons, aslong as %o& have B&ick dra

    asterblaster: costs 257 G: henever %o& -re a eapon that knocks

    %o& o&t o0 aim, %o& are not

    ight% Cleave: costs 1777 G poer attack: ad/ecent targets take 0&ll

    damage

     o&gh ind: costs ?57 G: make a illpoer check to cancel an%

    ps%chic e'ect against %o&

    *o&nd !o&se ick: 257 G: %o&r kick attack co&nts as a hammer, hen

    %o& ant it too

    oer0&l #trike: 577 G: po&nch deals 1d12 damage 0or 14, and can

    grapple 0or 1=2 action i0 it hits

    thro: 257 G i0 %o& grapple someone, %o& ma% knock them prone ith

    opposing poer checks (%o& get erker: costs 1777 G: hever %o& kill someone gain 1d17 emp !,

    and

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    t&rn, the% co&nt as normal

    loodL&st: ?57 G: ever% kill grants %o&

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    rain &ster: gives target 85 on an% 1d177 roll

    ;etect tho&ght: get a vag&e idea o0 hat a person is thinking

    nock ack: shove target 1d917 meter aa%

    s%chic n: make a ranged grapple check ith %o& illpoer

     am: ca&se a eapon to /am, i0 it -res (17 or less, it back -res, 118J7 it

    doesnt ork, J18177 it -res normall)

    reak concentration: break a ps%chic concentration,

    #t&n: target loose 24 (ill save negates)

    level 2 (1777 G) (each is 257 G)

     am ass: all eapons nearb% are co&nted as /ammed aslong as %o&concerntrate

    *eDe9ive 4ssa&lt: i0 %o& have this poer concentrated (24), an%

    ps%chic damage is rel0e9ed at the caster

    !ide oers: Concrentrate to hide %o&rsel0 0rom ;etect ps%chic poers

    rain robe: ca&se target to take one action o0 %o&r choice

    ;rain: steal 5 + 0orm a ps%chic &ntil the end o0 combat

     elekinisis: li0t ith illpoer instead o0 strength at a distance

    s%chic distress: deal 1d17 per ps%chic poer damage to the target

    link: move 277 an%here %o& ant, make a grace check or 0all

    prone a0terards

    level " (1577 G) (each is 577 G)

    s% &llets: attack an target as i0 %o& have a laser pistol and add +

    bon&s to damage

    Levitate: able to D% b% concrentrating

    #hield: block all ranged attacks cant be alked thro&gh, reB&ires

    concreation

    ;ominate: make target make a +ill save, i0 the% 0ail the% are &nder

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    %o&r control reB&ires concentration, ("4)

    nvisabilit%: make %o&r sel0 ver% hard to see (target m&st make a

    preception check) concentration (24)

    3orce move: i0 someone is ith 17 o0 %o&, a'ect them ith blink,

    s%chic #train: i0 an%one activates a ps%chic poer ithin 57 o0 %o&,

    the% take 1d17 per level o0 the poer, reB&ires concentration (24)

    Fnlink: t&rn o' all poers 0or aslong as %o& ant, makes %o& treated

    as NI ps%chicl% active, reB&irs concentration

    ". #kills

    $. #pace% #t&' 

    ear:

    4ttachments: can be sitched o&t, changed or moved

    *eDe9 sight: aim gives e9tra

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    ;esc: holographic, soild light pro/ectors, and mental link &ps to &se strange

    and interesting abilities

    4rm ro/ectors: created shields or melee eapons, takes 1 ro&nd to 0orm, (85)

    Leg ro/ectors: increase %o&r hight b% 1 eter a ro&nd (85)

    od% ro/ectors: activeate boitic a 0&ll bod% shield 0or 2 ro&nds ith a 1 ro&nd

    cool don (817)

    #peed ro/ectors: activate biotics on %o&r t&rn rather than ne9t ro&nd, (815)

    oost ro/ectors: spring either 1d"95 meter &p, or 1d$95 meter 0orard (85)

    reactive #hield: i0 %o& have the arm or bod% pro/ector, henever %o& are

    attacked %o& have a choice to activeate it instantl% b&t s&'er a perm 81 4C

    damage (815)

    #hove ro/ectorsK p&sh opponat 1d$95 meters aa% 0rom %o& (85)

    binding ro/ectors: an%one in melee range %o& ma% grapple ne9t ro&nd and

    remove their abilit% to dodge (817)

    last pro/ectors: deal $d damage to a 17 b% "7 line, can be dodged 0or

    1=$ damage, make a poer check or 0all prone (817)

    C%bernetics

    ;esc: bod% a&gmenting robotics

    Core rosessor: allos %o& to instal c%berare (85)

    od% armor%: store a light eapon in %o&r bod%, treat it ith B&ick dra, (82)

    4rmblade: a concealed light melee eapon that instanrl% appears at ill, no

    4, (82)

    *obotic limb: replace a damaged limb, (85 per 17 poer, or grace)

    #&bdermal 4rmor: add 1 armor against an% t%pe (82, 81 per e9tra armor on

    each spot)

    rappling !ook: #hoot a hook that can reel %o& in toard it, or toards %o& i0

    %o&r heavier (85)

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    4rm&n: an% light g&n ma% be sitched 0or %o&r hand (85)

    Ftilit% and: gain $

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    held actions to hard points, cost 1=2 4 less (815) (reB&ires robotic arm)

    *eaper rogram: hen %o& 0all &nconcio&s, %o&r bod% keeps -ghting (85)

    (reB&ires rein0orced arms, s&bdermal armor, and robotic legs)

    5. *oad map