A New Horizon
Would you like to react to this message? Create an account in a few clicks or log in to continue.


An Adult Themed Table Top Roleplaying Game, New Horizons is fairly custom, or 'homebrew', compared to most established systems.
 
HomeHome  Latest imagesLatest images  SearchSearch  RegisterRegister  Log inLog in  

 

 General Game Rules

Go down 
AuthorMessage
Admin
Admin
Admin


Posts : 47
Join date : 2019-08-15

General Game Rules Empty
PostSubject: General Game Rules   General Game Rules EmptyThu Aug 15, 2019 8:44 pm

General Rules and Concepts

TO HIT
In order to successfully hit a target, your “to hit” has to exceed the target's mental or physical defenses. Roll a 1d20 and add Accuracy or Psionic score against their total Defense or Mental Resistance.

Advantage: Advantage and disadvantage work as follows - On advantage, roll twice, and take the higher outcome. On disadvantage, roll twice and take the lower outcome.

Success or Failure: Going with a standardized system, when rolling a 1d20, a 20 will be considered a critical success, while a 1 will be considered a critical failure.

Success, ANDs
On a Critical Skill Success, a positive effect is added. This will likely be an added good luck benefit of some kind, or some kind of positive fluff.
Example: You roll a nat 20 on a Persona roll to charm an NPC. You charm that person, AND, managed to get their number. Or, you charm that person, AND, it stammers them, making them fumble and dropping something.


Success, BUTs
On a Critical VS Fail, where you still win, you progress, BUT a negative effect is added. This will, of course, be as if you rolled a bad luck roll of some kind, or just be negative fluff.
Example: You roll a 1, but your total is 24 due to mods, and it puts you over their 20, even if they rolled a 10. You've won the roll, BUT, maybe they aren't as suggestive as you wanted, so they lie when you ask them something. Or, you've charmed them, BUT, they get a chance to turn the tables on you.


Failure ANDs
On a Critical Failure Skill Check, an even worse negative effect may be added. This will be as though you rolled a bad luck check automatically. These, in the worst situations, can result in Bad Ends.
Example: You roll a 1 on a stealth check (This would either be Tech, Luck, or just an ambiguous roll, depending.) to sneak past a patrol. They notice you, AND, an alarm goes off, alerting the rest of the area. Or, You are noticed, AND, they alert another patrol that happened to be nearby.


Failure, BUTs
On a Critical VS Success, where you lose, a positive effect might be added, despite the failure. This would be treated as if you rolled a Good Luck roll.
Example: You rolled a 20 for Mental Resistance, against a Hacking attempt (androids), but, their tech score was higher. They would hack into your systems, BUT, maybe they can't access certain protocols. Or, They hacked in, but due to anti-virus software, you have access into their systems, just like they have access to yours. This would mean you could share that info after regaining control.
These won't always apply, due to me possibly lacking quick wits. But, this is the general idea of Crits moving forwards.


Skill Checks: In order for a successful skill check to occur, you have to roll below your listed Persona or Tech value. Luck may sometimes be substituted for one of these scores. While in battle, or a timed event with stress involved, a 1d20 must be rolled. Otherwise a character may instead choose to take 10.

Climbing:
A character attempting to climb must attempt to do so on a climbable surface. When making the attempt, they use their Luck score. This is augmented by +1 for every 100 Physical Force a character possesses, and -1 for every 100 lbs a character carries with them when attempting to climb. Certain alien races also gain a bonus due to habitat knowledge.

Falling:
If a character should fall during a climb, they take damage from anything beyond one space. For every space after that movement you fall, you take 3 damage. At Long Range, a Luck roll is required; on a fail, bones are broken, unless Carbonite Bones Upgrade is equipped.

Luck:
Luck is a random stat of chance, but can be important. It can be expended to prevent flat lining, or perhaps a character with high luck will happen to find a weapon they can use at just the right time.

Seduction:
Persona versus Mental Resistance. Meaning you take your Persona, roll a 1d20, and add that together; adding or subtracting based on rp, and see if that beats their Mental Resistance to it.
Libido actually removes Mental Resistance for the attack, meaning it's entirely possible that with high Libido, your Mental Resistance to the attack might very well be 0... meaning, you're VERY easy to seduce.


“Leveling up”:
After each mission, a character rolls 1d6 to allocate in any stats, as well as gaining one new skill.
After every mission, a character can specialize in what they train in, adding points into focused areas. These include, but are not limited to:

Mental Training:
At the end of each mission, a character can Forgo upgrading their base statistics, instead going into a state of meditation. They can allocate any number of their statistic increases in favor of adding them into their roll to determine if they gain another Psionic ability. Be aware, if you still fail the roll, these stats are lost forever.

Scholastic Study:
Rather than focusing on physical or mental training, a character can instead take time to study at the end of each mission. A character can allocate the points he or she gains from mission completion, instead putting them into his or her IQ. The max number allowed to be placed within IQ is 300.

Strength Training:
A character can focus more on training their physical strength over anything else. During mission completion point allocation, a character can instead go into a state of intense physical training of their choice. Doing so allows them to allocate the points to Physical Force.


'Initiative in Combat:
When combat begins, all characters roll a 1d20, with the highest going first and the lowest going last. Initiative changes from round to round, or situation. Goz in the group get highest initiative, and multiple Goz roll against each other to determine who goes first.

Flanking:
Flanking occurs when a character is attacked from behind. A flanking attack increases the target's Accuracy by +4. You gain no benefit from cover while flanked, and take full damage from any attack, minus innate resistances and immunities. (And yes, this also occurs in sexual situations, if you happen to get gangbanged.*)

Line of Sight:
Line of sight is determined by where a character is facing. The two hexagons they face determine starting point, spreading outwards in a cone from there.  It is from here that any reactionary shot may be fired. Characters with 360 vision ignore this, as they see all around themselves.

Area of Effect:
Area of effect occurs when an explosive goes off, or when a flamethrower or ability is used. Grenades and flamethrowers each use different areas for their respective effects.

Critical Hits:
On a critical hit (Rolled a nat 20, unless skills or weaponry allow for higher crit range*), you deal double weapon damage. Roll for damage, and multiply by 2.

Natural One:
On occasion, bad luck happens. While normally when using skills, you want to roll below your score, during combat rolling a 1 is a very bad thing. It constitutes a Gun Jam for gun attacks, or a fumble if using a melee weapon attack.

Gun Jams require one round to fix the weapon to be fired again, while melee fumbles can have several effects. The first is the miss, however rolling a natural 1 while an ally is near the attack, you must make a second attack against them, potentially hitting them in the process. If no allies are in range, you must roll a Luck roll, on a success, nothing happens, on a fail, you lose your weapon, and must retrieve it. For unarmed attacks, you cannot be unarmed.

Cover:
Standing behind cover is the surest way to survive a firefight. It grants advantage to Defense. However, each attack that's aimed at you while behind cover, and misses, hits the cover instead. Cover has a set amount of HP, determined by the DM, and ranges from flimsy to heavily reinforced. Armor Piercing, Anti-Matter, and Particle Weapons can bypass certain amounts of cover, while the Piercing Mod will count towards number of enemies it can pass through. Cover offers no protection from some psionic attacks.

Combat Phase:
Each character gains 3 actions they can take during a round by default. This can be for movement, psionic ability, an attack, or another potential action.

Range:
Range is determined by spaces of 3. For example, melee range would be any space adjacent to the character. Short range would be be up to three spaces away, Medium is 4-6 spaces, and so on until Extreme range. A character may move 3 spaces per action, which is considered their movement tier, unless augmented by upgrades or class skills.

Melee Range:  Any space adjacent to a character, any enemy moving within this range, regardless of weapon or skills, is open to an Attack of Opportunity by the nearest crew member.
Short Range: Up to 3 spaces away.
Medium Range: 4 to 6 spaces away.
Long Range: 7 to 9 spaces away.
Extreme Range: 10+ spaces away.


Reactionary Shot:
Firefights are usually taken behind cover. However, getting up from cover and moving from one location to the other actually opens you up to fire. So, moving from one tier to another without attempting to use cover, or figure out a way to gain it while moving causes all enemies on the field to take a reactionary shot at you with a -5 to their Accuracy. The same rule goes for enemies, so if you see an enemy moving without cover, you can take a reactionary shot as well. It uses one shot of your weapon, and you may only take one reactionary shot per round. Reactionary shots can only be performed while movement occurs within a character’s line of sight. Movement or firing while a character is in melee range also provokes a Reactionary attack from the other creature in melee, although making a melee attack does not.

Using Non-Proficient Weapons:
Anyone can pick up a weapon and fire it. But its the effectiveness of using it that's in question. When picking up a weapon a character is not proficient with, he or she suffers a -5 to Accuracy. This is due to lack of training; the character isn't ready for the way the weapon handles, the recoil, or the amount it can fire before reloading.

Dual Wielding:
Using a pair of weapons in place of one comes with benefits and detriments. The benefits allow a character to fire at two targets at once, or double the amount of damage against one target. The detriments, however, is as follow:
It takes double the time to reload, and due to trying to look down the iron sights of two weapons, they take a -3 penalty to Accuracy. Using two melee weapons and not being a weapon master also incurs this penalty as well.


Throwing Distance:
Throwing Distance is determined by a character's Physical Force. When throwing something, you have a base throwing capability of Short Range. It is increased by 1 space beyond medium range per 100 Physical Force. As such, a character with 400 Physical Force would potentially be able to throw a grenade up to 7 spaces.

Psionic throwing distance changes. While it shares the base of Short Range, the added throwing distance is determined by Psionic Force and Psionic Level. As such, a Class 2 Psionic with a base psionic stat of 10 would be able to throw something roughly 6 spaces.


Base Value for Psionic Force:

Class 1: Novice
As a beginner, the amount focused is not nearly as much as later on. The Base Psionic Force at Class 1 is 100, augmented by Psionic stat. Psionic stat is base at 1/1; as such, a character with a Psionic stat of 10 will have a total Psionic Force of 110 lbs.

Class 2: Average
This is the basis that most Psionics become and stay, barring constant training or forced (IE combat or otherwise). The Base Psionic Force at Class 2 is 300, augmented by Psionic Stat. Psionic stat is 1 / 2; as such, a character with a Psionic stat of 10 will have a total Psionic Force of 320 lbs.

Class 3: Master
The most Psionics ever become, and are quite powerful to say the least. The Base Psionic Force at class 3 is 800, augmented by Psionic stat. Psionic stat is 1 / 3; as such, a character with a Psionic stat of 10 will have a total Psionic Force of 830 lbs.

Class 4: Omega
The most powerful Psionics, only a small number exist at any given time. The Base Psionic Force at Class 4 is 1500 lbs, augmented by Psionic stat. Psionic stat is 1 / 5; as such, a character with a Psionic stat of 10 will have a total Psionic Force of 1550 lbs.


Physical Force Chart:
100-+1 to all melee and thrown weapon damage
200-+2 to all Melee and thrown weapon damage
300-+3 to all melee and thrown weapon damage. Can Dual Wield two handed weaponry, but not heavy weaponry.
400-+4 to all melee and thrown weapon damage.
500-+5 to all melee and thrown weapon damage. Can dual wield Heavy Weapons with a -8 to Accuracy, unless Zax.
600-+6 to all melee and thrown weapon damage. Max Physical Force for any race with a base Physical Force bonus value of 10 or below.
700-+7 to all melee and thrown weapon damage. Max Physical Force for any race with a base Physical Force bonus value of 14 or below.
800-+8 to all melee and thrown weapon damage. Can no longer be knocked back by explosions.
900-+9 to all melee and thrown weapon damage. Can dual wield Heavy Weaponry with standard dual weapon detriments.
1000-+10 to all melee and thrown weapon damage. Max Physical Force for any race with a base Physical Force of 25 or below.


Physical Force:

Physical force measures the amount of strength the character possesses. This contributes to lift strength, amount of weight they can carry, and general physical strength. Its augmented by several things, including race, training, and general physical fitness. After taking into account all of these, the score is multiplied and the final score contributes to the total weight they can carry, how much they can restrain, ect.
When calculating total Physical Force, you use your racial Base Physical Force, and then add and subtract the following.

Coiled Muscle Cybernetic Augment +5

Genetically Augmented (Androids don't apply)
Yes:+4
No:+0
Augmented to be Weaker: -3

Military Trained
Yes: +2
No: +0
Injured During Service, but not cybernetically augmented: -4

Cybernetic Limbs (Androids are considered to have 4)
+2 Per Limb

Physical Training: (Androids can be built for certain training types)
Strict Regiment: +3
Normal Regiment: +2
None: 0
Lazy: -1

Combat Class (Vanguard, Commando, Protector, Hunter, Assault)
+5

Physical State (System state in the case of Androids)
Healthy: +3
Normal: 0
Unhealthy: -2

Martial Training +3
Temporary Bonuses:
Steroids +5
Psychotic rage +5
Wearing Heavy Armor and attacking in melee range automatically grants +100 to overall physical force, as well as lift strength.
After adding all these together, you multiply them by 10 to get character's physical force. This determines their total weight limit, capabilities of lifting, ect. Physical Force also grants increased damage for melee attacks. For every 100 physical force, damage from melee attacks is increased by 1 per weapon/unarmed attack.


Character IQ:

IQ, short for Intelligence Quotient, is the measure of how intelligent a character is. Different races are obviously more intelligent than others, and generally improve how they can grasp subjects and things. While this in itself may add to character personality, the tangible benefit is the addition of skills. Each race has a higher base start for their IQ, bonuses are also applied from certain classes. This is added with 6d20, with the final result being the character's IQ. For every 100 interval, the character gets an additional starting skill. Calculating takes Base IQ, Class, and 6d20 to determine overall IQ.

Android base IQ is based off the race that made them, Hybrid base IQ is based on the difference between the two races used to construct it.

Class Bonuses:
Commando: 2d6
Support: 4d6
Vanguard: 1d6
Healer: 3d6
Hunter: 2d6
Protector: 1d6
Outlaw: 1d6
Assault: 2d6
Adding all these together determines final IQ score.


Limit Breaker:
A character is sometimes put into a situation when they must push themselves to the limits, either through physical or mental means. Getting out of restraints or perhaps adding a bit of extra effort on pushing. When you use a physical attack, a mental attack, or attempt to push, pull, or otherwise an object, you can choose to Overtax yourself. Doing so adds another 1d10 to the value of your strength or psionic force. Each number is in intervals of 10; for example, 10 adds an additional 100 to Psionic or Physical Force. Doing so adds the extra effort. Fail or succeed, however, you take 5 damage from the attempt.

Stealth:
The character activates a light bending barrier, or mental attack(Psionic Ghost) that renders them invisible to others. Performing certain actions during stealth increases or decreases your chances of detection. Stats used for this are Luck or Technology, simply rolling under them means you are successful, unless enemies actively are looking for you, in which case stealth is based off Luck or Technology versus their Luck or Technology. Stealth rolls are also modified by armor, suffering no penalty when in light armor, -2 to to your Luck or Technology score while in medium armor, and -5 while in heavy armor.

Stealth remains in effect, even after firing a shot. Stealth goes into the category of 'Undetected' and 'Detected'. While undetected, an enemy has no idea where you're at, and may or may not be trying to look for you. While detected, an enemy knows you are there, but may or may not be able to locate you. In combat, every time you fire, you give up your location, allowing enemies to fire on your location, or draw attention to it. An enemy may attempt to take a reactionary shot while you are stealthed and moving, but suffers -10 to Accuracy to do so. Enemies that have thermal vision suffer no penalty, and can see your presence, regardless of stealthed or not.


Stealth in Combat:
Until the stealthed character makes the first attack, or they aren't stealthed at the start of combat, enemies are unaware of a stealthed unit's presence on the battlefield. Once you strike, however, enemies know about your presence, even should you stealth again. The exception to this rule are enemies with Thermal or Ultraviolet vision. Once aware, enemies are aware of you, but likely cannot see you.

Enemies will track your position based on your muzzle flash and will continue to fire on your last known position. Psionic enemies can instead choose to mentally scan for a stealthed character. Unless your character goes for long periods of time without attacking, enemies will continue to be aware of your presence, and will be in alerted status even after they go into unaware. This continues until they, or you are killed or captured.


Stages of Stealth Infiltration:
Unaware-Enemies are unaware of you. They are not actively looking for you, nor will likely be attempting any means of detection, unless ordered to or as part of their patrol.
Suspicious-Enemies have become partially aware of you, or a sound made, and are actively investigating it.
Aware-Enemies are aware that you are there. They will actively try to hunt you down using whatever means is available to them. This includes thermal or psionic scans.


Enemy Status:
Enemy status determines how well prepared against an attack an enemy is. The more guarded, the more likely they'll have their weapons and armor at the ready. This determines situations where Reinforcements may respond, or even determine if an attack will be an ambush or simply an attack.

Relaxed/Asleep- Enemies in this state have 0 indication of trouble being near them. They'll be performing normal tasks, such as surfing the galaxy web, watching television, or asleep. An attack in this state is always an ambush. Reinforcements will come slowly.

On Guard-Enemies in this state expect an attack, or simply could be ordered to be on guard. Enemies in this state will likely be performing patrols, positioned at strategic points, and will be ready for an attack. Attacks made from stealth will initiate an Ambush. Reinforcements will come normally.

Alert-Enemies know the attack is coming, and are ready for it. Enemies in this state will be performing patrols, and using any means they have for stealth detection. Attacks made in this state will never result in an ambush. Reinforcements will come quickly.


Status Effects:

These debilitate, or flat out kill. Meant to hinder or disable enemy characters, or players.

Flatline:
Death of a character. Occurs if the character hits damage equal to negative their total hit points. After a few minutes, the character is permanently dead. Androids are simply scrapped, and can be remade, although likely with a different personality.

Unconscious:
A character is unconscious, unable to take any action. Enemies may 'execute' an unconscious character for the remainer of their health.

Poisoned:
A poisoned character is under the effects of a specific toxin. Either searing pain, hallucinogenic, or paralytic. Lasts for one hour, or until a healer cures them.

Paralyzed:
Unable to move or act, a paralyzed person stays in the state for the duration of the effect, or until a Healer cures them of it or it wears off.

Bleeding Out:
A character is bleeding out, and takes 1d4 damage every round, continuing out of combat. This continues until a Healer cures them. If a character has nanite repair or hyper healing, the condition ends after the second round.

Burning:
A character is on fire, and takes 1d6 damage each round. As an action, the character may put themselves out. Each round that passes while still on fire and not wearing a combat suit causes Panic.

Rattled:
A character has been shell shocked from an attack. Either the impact, or simply the close proximity of the attack. While shocked, they take a -5 to Accuracy, and will compulsively seek cover until they spend a round to calm themselves. When grenade explodes or rocket hits, or the area of effect hits, a character becomes rattled.

Stunned:
A character has been impacted with enough force that they're semi unconscious. For a set duration they are unable to act.
Loss of Limb:
Under certain circumstances, a character may lose a limb. This immediately causes bleed out, and the character is unable to use the limb.  Appendages can be reattached with surgery, or replaced with cybernetics if the limb was completely destroyed. Loss of limb occurs with bladed weapons hits exposed flesh, without any protection from body armor.

Suit Breach:
Certain situations will cause a suit breach. A suit breach is an opening in one’s combat suit, allowing for any number of things to occur. In the vacuum of space, it quickly siphons air. In poisonous environnements, gas leaks in. And in some occasions, enemies can take advantage of it. Suit breach occurs when certain events happen, or a portion of the suit is attacked repeatedly. For every successful called shot against a specific region, the chance for the attack for Suit Breach occurring is increased by 20%.  When a called shot is made successfully on the same part, roll a 1d10, with the chance of suit breach being the current chance for breach.

Panic:
The character is in a state of fear, and attempts to either flee from battle, or cower.  Panic occurs for 1d6 rounds, or until the thing that caused it is dealt with. Panic occurs through psionic suggestion, fires, loss of limbs, or suit breaches. When fire, loss of limb, or suit breach occurs, the character makes a roll under Mental Resistance, on a fail, Panic occurs.
Called Shot:
Rather than aiming just at the target, you target a specific target. Called Shots take a -5 to the attack, unless it's the head, which is -10 instead. For every successful Called Shot, there is a 20% increase of causing suit breech. When a successful Head Shot occurs, your critical range is increased by 5.

Unarmed Melee Attack:
Unarmed melee attacks are generally the last resort for anyone. It deals 1d4 damage with a chance to crit at 20, with physical force added. Certain characters may substitute the unarmed melee attack with a bite or claw, which may deal increased damage.


Military Versus Mercenary:
Military groups may be set up in lieu of mercenary groups. The primary difference is a few secondary things to reconsider. For example, Mercenaries are not required to have any code of conduct to follow, nor are they required to even fulfill missions. If they feel overwhelmed, they may drop from the situation and cancel their contracts. This may get them a bad representation and less jobs, but it does save their lives.

Military on the other hand are required to adhere to certain codes and ethics. For example, they're not allowed to attack non-combatants, are required to take anyone who surrenders, and primary mission is to protect their people at all costs. They cannot leave missions unless given permission to. They also don't choose most of their missions, they are given missions, and expected to succeed or die; unless something during the course of the mission changes the objectives. If they do not adhere to the code of ethics and honor, they can be court-martialed. This removes all weapons and armor, leaving the character only with cybernetics and credits, and potentially even causing them to suffer jail time.
The benefits of a mercenary is freedom in all things. They are free to choose both ethical and unethical missions, to reap the full benefits of mission rewards, and even gain contacts and ships under their direct command. The drawback, however, is that they are required to spend money on ship maintenance, repairs, weapon and armor replacements, upgrades, and all the like. They start out with a basic set up to the character sheet, and are always required to take on all responsibility of their actions.  Mercenaries can become rich and famous, even heroic because of this, but also can become debtors and infamous for it.

Military characters, however, gain certain benefits for being employed by their governments. They gain an extra technology, cybernetic, or genetic item when starting out, and gain a paycheck (determined by DM) after every mission. They also may request weapons, upgrades, or armor from Quartermasters, requiring only successful Persona or Luck checks to do so. That said, items obtained during missions may or may not be allowed to them, salvage might be confiscated. Doing unethical things can get you demoted or court-martialed, and rarely does a military personnel gain ownership of a ship. They may captain it, but it's not theirs. They never have to pay for transport for missions and the like, and are given quarters to live in as well as basic living expenses.


----------------------------
Sexual Mechanics
----------------------------


Sexual Combat:
Sexual combat occurs when a partner during sex is trying to dominate or rape the other.  ‘Combat’ occurs until one partner is brought to orgasm (0 Sexual Endurance) 3 times.  After each orgasm, Sexual Endurance gets brought back to full. On the third fail, the loser is made the sexual plaything of the winner. This continues until the creature in control is killed, or a successful Persona check or psionic action occurs.

Multiple attacks can occur against one creature, in the case of gang rape, gang bang, or otherwise. Attacker and defender both roll a 1d20 every round, using their respective Sexual Prowess and Sexual Resistance. Damage is considered a 1d6, and is upgraded to a 1d8 at 20 prowess. Rolls are reversed each round, unless one person is restrained.


Sexual Endurance acts as your health bar during "rough" scenes, either for rape, or casual domination rough housing.
Fertility and Pregnancy:
Not all races are the same in terms of fertility, with each race becoming more easily impregnated than another. Each race has a fertility rate, augmented by being in heat or estrus. While species can't interbreed, sometimes having sex (willingly or not) can cause a female character to become pregnant. This occurs with same species sex, Hybrids sharing your race, or if you are augmented to be able to breed with other races.

After sex, take your race's Fertility and add it to your Luck score, and augment it by the following:

Was a condom used?  +10 to luck
Spermacides?  +4 to Luck
Birth Control? +8 to luck
In Heat/Period?  -5 to luck
Partner Pulled Out?  +3 to Luck
Fertility Pills? -5 to Luck
Morning After Pill? +10 to Luck
When you gain your total Luck score (Maximum of 20), roll a luck check with a 1d20.  Should the result be below your Luck score, you are not impregnated. Rolling above it (Or a natural 20) results in pregnancy. Matching the score means a second roll. After a gestation time of roughly 7 missions, your character becomes too far along to be able to effectively adventure, if they choose to keep the child. After 9 missions, the child is born.


In the case of Zasarians and Bulor; they cannot be impregnated, and if they choose to impregnate someone, it becomes 100% due to the method of Oviposition and Parasitic Implantation. That said, Zasarians flood the womb with both eggs and semen, meaning a character Hybrid or augmented to be able to be impregnated may still use their Fertility score, even should the eggs be removed. If a Bulor character is augmented in such a way, they gain a base fertility rate of 1d6.
Back to top Go down
https://anewhorizon.forumotion.com
 
General Game Rules
Back to top 
Page 1 of 1

Permissions in this forum:You cannot reply to topics in this forum
A New Horizon :: General :: Announcements-
Jump to: