How to Create A Character --Addendum
Race | STR/STA | DEX/RS | INT/LOG | PER/LDR |
Mhneme | +0 | +0 | +5 | -5 |
Zuraqquor(technician) | -10 | +0 | +10 | +0 |
Zuraqquor(warrior/worker) | +10 | +0 | -10 | +0 |
11. Subtract 16 from the character’s starting age, above, and multiply the result by the character’s INT/LOG score average to determine starting XP.
12. Divide INT score by 2. This is the percentage chance that the character will have psionic potential.
13. If the above roll is successful, then roll d100 three times to determine if the character is telepathic(45% chance), telekinetic(10% chance) or clairvoyant(25% chance). Otherwise, go to 14, below.
14. Roll d100 and add the result to 500. The final result is the number of Credits the character has at the start of the game. The character can spend this money immediately on equipment, or save some of it until later in the game.BEAM WEAPONS skill applies to electrostunners, laser pistols, laser rifles, laser cannon, laser batteries, sonic devastators, sonic disruptors, sonic stunners, electron pistols, electron rifles, heavy electron projectors, proton and electron batteries, and disruptor beam cannon.
GYROJET WEAPONS skill applies to gyrojet pistols, gyrojet rifles, grenade rifles, grenade mortars, rocket launchers, assault rockets, StarHawk missiles, cruise missiles, seeker missiles and torpedos.
MELEE WEAPONS skill applies to axes, brass knuckles, chains, clubs, swords, electric swords, las swords,neutron swords, sonic swords, knives, sonic knives, vibroknives, nightsticks, polearms, shock gloves, spears, stunsticks and whips.
PROJECTILE WEAPONS skill applies to automatic pistols and rifles, bows, muskets, needler pistols and rifles, machine guns, recoilless rifles and massdrivers.
THROWN WEAPONS skill applies to all grenades and thrown axes, knives and spears.Same as KH, save it's a Tech skill, with specialties in Jetcopter and Aircar Piloting as well as Spaceship Piloting, and I've modified the Increase MR subskill thusly:
INCREASE ADF/MR*
Success Rate: 70% +10% per skill level
On a given turn, a pilot has a chance either to accelerate beyond what his Void engines will allow or to maneuver more than what his maneuver jets will allow. This chance is 10% per level of the pilot. If the skill check is successful, the pilot increase his ADF or his MR by 1 for that turn only.
Success Rate: 50% +10% per skill level
On a given turn, the ship's engineer can increase power to the beam weapons, the Void engines or the mag shielding. A success on this roll gives the ship one point of ADF, 10d10 points additional damage to one of the beam weapons systems or an additional -25% to all attacks striking the ship's mag shielding.
A failed roll is the same as rolling a 98-105 on the Advanced Game Damage Table, while a roll of 99-00 results in the disastrous fire result from the Advanced Game Damage Table.