In the year 2065, the Axel Corporation discovered an Earth-like planet on the edge of the Sol System. Since then, costly rides aboard their ships have moved anything from people to cargo to deliver it to the planet, called "New Earth" by many despite the fact that its official designation is Arade. For many, this is seen as a new opportunity especially as governments of the world bicker for who owns it or how much should they own. Corporations are only beginning to settle subsidiaries on the planet. People looking to escape the hyper-hedonism or trying to start anew flock to the planet, but also those with less-than-dubious intentions.
The lack of a strong government presence means many have to do with a locally-elected officer of the law, called a Sheriff. The sheriff can then choose who becomes a deputy to assist him. How they are identified depends on the community, some use badges, others use armbands. They are then allowed to use the Network for Uniformed Peacekeepers, their way of being able to track who is wanted in a community and who has been caught or dealt with. More heinous or extreme crimes are dealt with by execution if caught, but these Lawmen have issues chasing down thieves and murders all around the world, so one piece of that Network is the Bounty System, a way to officiate a bounty for the community. Typically, new bounties are posted weekly and are shared throughout a number of ways: a digital notice board in front of the sheriff office, TV programs, or posted on the community's website if it's large enough to possess one. Alternatively, there are security and detective firms that are more than willing to assist with the promise of money: the Pinkertons are one of the most infamous examples of this as they have a very efficient and brutal modus operandi.
Bandits, thieves, and murderers are all too frequent on this planet. With the promise of new, valuable resources and a lack of lawmen this means that robbing and pillaging is much easier almost like in Night City with its insanely high crime rate. Although the gangs here tend to be less cybered up. Less armed, too, thanks to the
However, dastardly villains aren't the only ones that prowl the land. There's native inhabitants-- ones with cat ears, cat tails, wolf ears, wolf tails, and some even have paws! They're referred to by layman as "Beastkin" for these features. Naturally, their land is slowly becoming the Terran's own. Some are fighting back, others are leaving behind their tribes and getting used to this new way of life. Naturally, each tribe and individual Beastkin are different, some are more willing to fight back, some are more willing to join with the Terran Forces. Although they utilize bows and axes, the local resources provided by them make such things scarily effective against heavily armored targets.
Cyberpoky 2077
- Knight
- Site Admin
- Posts: 171
- Joined: Mon Aug 09, 2021 6:24 pm
- Knight
- Site Admin
- Posts: 171
- Joined: Mon Aug 09, 2021 6:24 pm
Re: Cyberpoky 2077
The lore above may or may not be utilized with the mechanics below, but I feel no need to make another thread about this.
General Premise: Rimworld-y. A focus on starting a small colony or business on a world with a great variety of threats.
Marksman - A title given to those who focus on ranged combat, preferring rifles, shotguns, or even pistols. They gain a bonus to the Awareness skill and Initiative equal to their level in Combat Sense skill. On the first round, and every other round afterwards, they gain a 1d6 of damage they can add to an attack to a total of their Combat Sense level. For example, someone with Combat Sense 3 would gain a 1d6 on round 1, 3, and 5 to a total of 3d6 to add to a single ranged attack roll.
Combat Sense
Awareness/Notice, Handgun, Brawling, Shadow/Track, Weapons Tech, Rifle, Athletics, Submachine Gun, Stealth
Raider - Some prefer the feel of a blade tearing apart flesh or a heavy club breaking in necks. Rushing head first into a mess and killing enemies is their preferred technique. With the special skill Warrior Sense, they add the skill to your Initiative, half of it to Awareness, and half of it to damage. They also gain two abilities: Charge allows them to forgo the extra action penalty for moving up to their Full Movement and even move twice if they need to once per combat encounter. Critical Strike allows them to add the extra die roll, up to their Warrior Sense skill, to their melee damage.
Warrior Sense
Awareness/Notice, Handgun, Brawling or Martial Arts, Melee or Fencing, Endurance, Dodge & Escape, First Aid, Athletics, Stealth
Scientists - The eggheads in a group, knowledgeable about a great number of things. From years of studying, they gain the Qualified (Topic) special skill. This special ability requires you choose a topic such as physics, mathematics, sociology, engineering, etc. If you have a certain idea in mind, discuss with your GM would be best appropriate. Half of Qualified is added to any tests that may benefit from knowledge in said area (such as catching someone in disguise or figuring out where someone ran off to by noticing subtle differences of the grass), and to Education & General Knowedge.
Tech - Be it those who have a knack making science projects from a young age or those that spent many years in school. They gain the special ability Jury Rig. Jury Rig can be combined with Tech in order to perform general maintenance and simple repairs on things, but it may also be used to temporarily fix or repair something for 1d6 (upgraded to 2d6 at rank 5) rounds. By combining Jury Rig with Intelligence, the Tech can discover usable items in a pile of junk to craft or repair things with.
Jury Rig
Awareness, Basic Tech, Cybertech, Teaching, Education, Electronics, 3 Tech skills.
Diplomat - Some are born with a silver spoon in their mouth, able to sell you a useless piece of land and make it sound like a good deal. They can make friends just about anywhere and maybe talk their way out of a troubling situation. Diplomats gain the special ability of Charisma, which adds to Social skills depending on how much the other person likes or dislikes them. If the target of the roll loves them, Charisma + 4 can be added. If they like them, Charisma can be added fully. If they are neutral, only half Charisma is added. If they are disliked, 1/4th of their Charisma is added. If they are absolutely hated then only 1 point of Charisma is added, but it could lead to the ability to negotiate instead of jumping straight to a fight. Typically, the TN to sway a target is their COOL*2.5.
Charisma
Awareness, Persuasion, Oratory, Brawling, Human Perception, Social, Expert: (Field), Language, Education & General Knowledge
Doctor - Those who practice medicine, hopefully legally, in order to save their fellow man. They gain the Medical Specialist ability, which is used for major surgeries and medical repairs. It can also be used to speed up the recovery of an injured person.
Medical Specialist
Awareness/Notice, Basic Tech, Diagnose, Education, Cryotank Operation, Library Search, Pharmaceuticals, Zoology, Human Perception
Driver - What do you do? You drive. With the special ability of Vehicle Zen, you can perform death defying stunts since it adds fully to your Drive skills and half of it is added to Tech skills when trying to figure out what's wrong with your ride.
Vehicle Zen
Awareness, Streetwise, Driving, Motorcycle, Basic Tech, Hide/Evade, Brawling or Athletics, Handgun, Melee
General Premise: Rimworld-y. A focus on starting a small colony or business on a world with a great variety of threats.
Marksman - A title given to those who focus on ranged combat, preferring rifles, shotguns, or even pistols. They gain a bonus to the Awareness skill and Initiative equal to their level in Combat Sense skill. On the first round, and every other round afterwards, they gain a 1d6 of damage they can add to an attack to a total of their Combat Sense level. For example, someone with Combat Sense 3 would gain a 1d6 on round 1, 3, and 5 to a total of 3d6 to add to a single ranged attack roll.
Combat Sense
Awareness/Notice, Handgun, Brawling, Shadow/Track, Weapons Tech, Rifle, Athletics, Submachine Gun, Stealth
Raider - Some prefer the feel of a blade tearing apart flesh or a heavy club breaking in necks. Rushing head first into a mess and killing enemies is their preferred technique. With the special skill Warrior Sense, they add the skill to your Initiative, half of it to Awareness, and half of it to damage. They also gain two abilities: Charge allows them to forgo the extra action penalty for moving up to their Full Movement and even move twice if they need to once per combat encounter. Critical Strike allows them to add the extra die roll, up to their Warrior Sense skill, to their melee damage.
Warrior Sense
Awareness/Notice, Handgun, Brawling or Martial Arts, Melee or Fencing, Endurance, Dodge & Escape, First Aid, Athletics, Stealth
Scientists - The eggheads in a group, knowledgeable about a great number of things. From years of studying, they gain the Qualified (Topic) special skill. This special ability requires you choose a topic such as physics, mathematics, sociology, engineering, etc. If you have a certain idea in mind, discuss with your GM would be best appropriate. Half of Qualified is added to any tests that may benefit from knowledge in said area (such as catching someone in disguise or figuring out where someone ran off to by noticing subtle differences of the grass), and to Education & General Knowedge.
Tech - Be it those who have a knack making science projects from a young age or those that spent many years in school. They gain the special ability Jury Rig. Jury Rig can be combined with Tech in order to perform general maintenance and simple repairs on things, but it may also be used to temporarily fix or repair something for 1d6 (upgraded to 2d6 at rank 5) rounds. By combining Jury Rig with Intelligence, the Tech can discover usable items in a pile of junk to craft or repair things with.
Jury Rig
Awareness, Basic Tech, Cybertech, Teaching, Education, Electronics, 3 Tech skills.
Diplomat - Some are born with a silver spoon in their mouth, able to sell you a useless piece of land and make it sound like a good deal. They can make friends just about anywhere and maybe talk their way out of a troubling situation. Diplomats gain the special ability of Charisma, which adds to Social skills depending on how much the other person likes or dislikes them. If the target of the roll loves them, Charisma + 4 can be added. If they like them, Charisma can be added fully. If they are neutral, only half Charisma is added. If they are disliked, 1/4th of their Charisma is added. If they are absolutely hated then only 1 point of Charisma is added, but it could lead to the ability to negotiate instead of jumping straight to a fight. Typically, the TN to sway a target is their COOL*2.5.
Charisma
Awareness, Persuasion, Oratory, Brawling, Human Perception, Social, Expert: (Field), Language, Education & General Knowledge
Doctor - Those who practice medicine, hopefully legally, in order to save their fellow man. They gain the Medical Specialist ability, which is used for major surgeries and medical repairs. It can also be used to speed up the recovery of an injured person.
Medical Specialist
Awareness/Notice, Basic Tech, Diagnose, Education, Cryotank Operation, Library Search, Pharmaceuticals, Zoology, Human Perception
Driver - What do you do? You drive. With the special ability of Vehicle Zen, you can perform death defying stunts since it adds fully to your Drive skills and half of it is added to Tech skills when trying to figure out what's wrong with your ride.
Vehicle Zen
Awareness, Streetwise, Driving, Motorcycle, Basic Tech, Hide/Evade, Brawling or Athletics, Handgun, Melee