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View Full Version : Mavrick Hunters (MegamanX) system.



wardonis
2013-01-26, 02:42 AM
Still a work in progress but what do you guys think so far?

1
Bodies
To create your Reploid Maverick Hunter you must first begin with the body style you wish to choose. There are 3 types of bodies Light, Medium and Heavy. The following equipment slots are available to all body types. There are total 16 slots available.

Head
L Shoulder
R Shoulder
Chest
Body x2
Back x2
Waist x2
L leg
R leg
Universal
(*Note about universal slots* universal slots cannot be filled by weapons, body slots, head slots or any of the unique equipment slot gear.)

Light Bodies:
Light bodies range in height from 4-6 feet and rarely weigh over 300 LBS. With a hit die of only a d6 Light bodies are not normally front line without also packing some significant evasion. Unique to the Light body is a special helmet mount that allows for secondary or advanced sensor packages as well as 2 bonus universal slots. A Light body has the following stat modifications.





Medium Bodies:
Medium bodies range in height from 5-7 feet and typically weigh 400-500 LBS. With a hit die of a d8 and well rounded stats Medium bodies are well balanced to play just about any role. Unique to the Medium body is a special twin shoulder mount that allows for secondary or advanced shoulder mounted weapons or shoulder mounted gear. They also enjoy a bonus waist slot. A Medium body has the following stat modifications.


Heavy Bodies:
Light bodies range in height from 6-8 feet and usually weigh over 700 LBS. With a hit die of a d10 Heavy bodies can take formidable amounts of punishment before needing to retreat. Unique to the Heavy body are special twin knee mounts that allows for specially mounted weapons and transportation methods as well as separation systems. In addition the Heavy body boasts a 3rd body slot for increase power or strength. A Heavy body has the following stat modifications.





2
Builds and Build Points:
The next step to your character creation is the build type. Your build determines your roll in the party. Most damage builds will choose melee or range builds but some might go for a hybrid style. Most healers, support and even some defender roles will most likely choose a utility build. These points once spent CANNOT be unspent.

There are 5 types of points.
Utility points: Can only be used for utility point allotment.
Ranged points: Can only be used for ranged point allotment.
Melee points: Can only be used for melee point allotment.
Hybrid points: Can be used for either ranged or melee point allotment. There are some items that require the spending of hybrid points specificly though.
Free points: Free points can be spent on anything.

I have charts that wouldn't copy that show points gained per level dependent upon body type.


3
Primary Stats:
The next step is to choose your layout, what type of equipment you will be using. But were going to wait on that for a moment and take an in-depth look at the various stats and what they mean. There are 6 primary stats just like D&D, however unlike D&D they play a much more dynamic roll for your character. The recommended dice rolling for character stats is 6 rolls of 1d8+10. Stat modifiers are determined in the same fashion as standard D&D.

Strength:
Very similar to D&D strength determines the physical prowess of your character. The stronger you are the more damage you can do with physical melee attacks and the more power you have to lift and move heavy objects. Strength also adds bonuses to your fortitude save.

Speed:
Unlike D&D Speed will not only determine your movement speed but your reflex save as well. Speed also provides a bonus to Evasion. Base movement speed for all characters is 15 feet (3 squares) per round with each point of your speed mod adding 5 feet (1 square)

Power:
With this system power is an important stat for nearly all builds. Your power modifier is used as bonus hit points with each level in addition to governing the maximum equipable slots which is calculated at 2x your power modifier. Your power modifier will also add damage to to certain types of energy weapons and determines the maximum number of attacks you may make per round. More about Power will be explained later on.

Accuracy:
This stat is very important for damage dealers. Accuracy allows you to overcome an enemies Evasion.

Intelligence:
Having a high intelligence means increased computing power and adds bonuses to your Will save as well as providing bonus skill points per level. In addition many types of equipment such as seeking weapons gain bonuses from your Int mod.

Communication:
This stat governs your ability to communicate not only with those around you but computer systems as well, hackers will want a high communication skill.

Secondary Stats:
While those are the main stats there have also been changes to the secondary stats, for example AC has been removed completely. Reploids function at a much higher level than humans or many other creatures for that matter. Flat footed and touch attacks no longer exist.

Evasion:
Your evasion is the attack roll amount an enemy must hit to be able to hit you with an attack. If they fail to reach that number they fail to strike you with their attack.

Armor:
In the event the enemy rolls high enough to successfully hit you, you may reduce the damage by your armors amount. This works in much the same way as DR or damage reduction in D&D.

Shielding:
Shielding is close to what is referred to as Temporary Hit Points in D&D but works in a much more dynamic way. Shielding stops all damage (or all damage of the type the shield is designed for) until it reaches its limit. Once it has it will fail and you will rely on armor to reduce damage taken.

Resistance:
This stat works similar to armor but for specific energy types only.

Energy Types

Fire:
Heat based energy including plasma

Frost:
Cold based energy including cryogenics

Electric:
Energy of an electric nature which also includes EMPs

Kinetic:
Physical non-energy based damage

Exotic:
Just about any energy type that doesn't fall into the above 4 categories

4
Equipment:
Now that we have an understanding of the stats were going to look into equipment. We'll start with generic equipment available to everyone, move on to unique gear for specific body types and finish with weapons and weapon properties. Tier 1 equipment labeled (standard) does not use up equipment power allotment.

Tiers. When equipment is listed as having multiple tiers the stat bonus is calculated as base value multiplied by the tier number. Equipment beyond the first tier has a level requirement. Determining what the level requirements are is directly related to the number of tiers the equipment has.

2 tiers
tier 1= level 1
tier 2 = level 10

3 tiers
tier 1=level 1
tier 2=level 6
tier 3=level 14

5 tiers
tier 1=level 1
tier 2=level 4
tier 3=level 8
tier 4=level 12
tier 5=level 16

General Slots
All equipment slots listed below are available to all body types. All categorized equipment listed in this section requires purchase with build points to be usable.

Head Slot Equipment:

Flash Light: Projects a beam of illumination in the targeted direction.

Sensor Equipment: Sensor equipment exists to allow the reploid to to perceive the environment around them just as senses allow us to. Every single Reploid is created with a sensory package that gives them hearing and sight roughly equivalent to most humans and basic tactile sensors built into the finger tips. This is a standard package and comes free in character creation. Without specific modifications a Reploid has no smell or taste and can only detect pressure and texture (not temperature) with tactile sensors which are only located on the fingertips.

Night Vision: Night vision enhances local dim light allowing the reploid to see in darkness and provides a +4 on visual perception checks in the dark. 2 tiers.

Infrared Vision: This package allows the reploid to detect various levels of heat and provides a +4 perception check when conditions are relevant to this. 2 tiers.

Heightened Audio: Increases hearing allowing the reploid to detect sounds and tones outside of normal hearing range or volume. Gives a +4 to auditory perception checks where relevant. 2 tiers.

Micro Range Scoping: The reploid can magnify small details and see objects normally microscopic with this package. +4 to visual perception checks where relevant. 2 tiers.

Super Range Scoping: Increases sight distance allowing the reploid to zoom in a great distance. Provides a +4 to visual perception checks where relevant. 2 tiers.

Olfactory Detection: Allows the reploid to make perception checks based on smell.

Tactile Magnification: With this package the reploid increased tactile perception allowing them to detect exacting amounts of pressure, fine details of texture with their finger tips. +4 to tactile perception where relevant. 2 tiers.

Omnidirectional Optics: Prevents the reploid from being blind-sided or flanked.


Data Enhancers: The purpose of these devices are to process incoming information in various ways.

VR Injector: The reploid's ability to interpret virtual reality and web based events are increased. Provides a +4 perception bonus to VR and web based events and a +2 to online information gathering. 2 tiers.

Cryptology package: Provides a +4 to code breaking checks. 3 tiers.

Virtual Area Mapping: The reploid maintains a virtual map of their surrounding area increasing their accuracy by +2 and increase critical strike threat range by +1 per tier. This module has 5 tiers. This unit cannot be equipped in a universal equipment slot.

Expanded Core Housing: The reploid has more room made available for real time computation increasing Intelligence by +2 and a +1 per tier to will. This module has 5 tiers. This unit cannot be equipped in a universal equipment slot.

Dedicated Communication Processor: The Reploid maintains a processor specifically for Communication increasing that stat by +2 and +2 per tier to cryptology checks. This module has 5 tiers. This unit cannot be equipped in a universal equipment slot.

Shoulder Mounted Equipment Slot:

Hand-held Equipment Mounting: Provides a slot to mount hand held equipment. This unit does not use up equipment power allotment.

Armor: Adds an armored shoulder pad +2 To Armor (5 Tiers) This unit does not use up equipment power allotment.

Energy Shields: Small generators mounted in the shoulder provide shielding. +4 To Energy Shields (5 Tiers)

Flash Light: Projects a beam of illumination in the targeted direction.

Wings: Reploids sometimes choose to use their shoulders to mount wings for flight. When equipping wings it requires both shoulder slots to be used.

Deployable/Retractable: This is a wing modification feature and does not require a slot.

Glide Wings: These wings allow the reploid to glide.

Flapping: Flapping wings allow the reploid to fly but drain power, while in the air the reploid will move at normal ground speed and looses -2 to power.

Jet: Jet wings allow the reploid to fly at increased speeds but drain power, while in the air the reploid moves at 2 times their ground speed, looses -4 to power and gains +2 to speed. 2 tiers.

Body Slot Equipment:

Generators: Generators are the heart of the reploid, they provide +2 power and come standard on all newly created reploids. For a reploid to function it must have at least 1 generator. This module has 5 tiers. This unit cannot be equipped in a universal equipment slot. This unit does not use up equipment power allotment.

Motion Accelerator: These units enhance the reploids Speed providing a +2 to Speed and a +1 per tier to reflex. This unit cannot be equipped in a universal equipment slot.

Torque Enhancer: These units enhance the reploids Strength providing a +2 to Strength and a +1 per tier to fortitude. This unit cannot be equipped in a universal equipment slot.


Chest Slot Equipment:

Armor: +3 to Armor (Standard) (5 Tiers) This unit does not use up equipment power allotment.

Energy Shields: +5 To Energy Shields (5 Tiers)

Energy Barriers: +8 Shielding to a Specific type of energy (3 Tiers) provide shielding to a specific energy type selected at purchase

Back Slot Equipment:

Jet Packs:

Jump Jet: Fly at normal speed for 2 rounds before over heating after which you must wait 3 rounds to use it again.

Speed Booster: (3 tiers) doubles movement speed contribution from your speed stat.

Flight Pack: (3 tiers) loose 3 shield per round while in air. Each tier reduces the amount by 1.

Anti-Gravity Harness: Fly at normal movement but all shielding disabled.

Aquatic Mobility: Allows normal movement in water.

Space Mobility: Allows normal movement in space.

Communication Arrays:

Radio Com Device: This allows for short range (5 miles) sending and receiving of communication signals.(Standard) This unit does not use up equipment power allotment.

Satellite Interlink: Allows the reploid to send and receive communication signals from anywhere on the planet.

Web Interaction: Allows the reploid to access internet data basis for VR and information gathering from anywhere they can receive communication signals.

Communication Jammer: blocks all wireless communication signals in a 50 ft area around the owner. (3 tiers)

Personal Cloak:

Chameleon: Rather than being a true cloak this unit augments the color of the reploids outer most armor to mimic their local environment. This system while capable is slow at calculation while moving and only provides half its bonus while moving. +6 to hide. (3 tiers)

Dedicated Cloak: This is a true cloak but requires large amounts of power. While running you loose -2 to power for +8 stealth. (3 tiers)

Temperatures Masking: Reduces the effect on the local area by temperatures given off by the reploid.

Area Cloak: Provides +4 hide to all selected allies within 5 feet of the reploid at the cost of -2 power while active.

Alternate Transfer Packs:

Blink Unit: A Blink Unit allows the reploid to teleport 10 squares along line of sight once every 5 rounds. (2 tiers) Tier 2 is 10 squares once every 3 rounds

Energy Phase Converter: Once a day the reploid can pass through solid objects no thicker than 1 square for 20 seconds. (2 tiers) Tier 2 is up to 3 times per day.

Waist Slot Equipment:

Hand-held Equipment Mounting: Provides a slot to mount hand held equipment. This unit does not use up equipment power allotment.

Expanded Storage: Increases the size of the reploids storage envelope by ½ the existing amount. (2 tiers), tier 2 is double.

Deployable Devices:

Shield Barriers: Are deployable devices used for cover. Once they have received significant damage the built in power generator fails and the shield is useless. Provides 10 shielding to all damage from the facing side. (5 tiers) Shield barriers can be redeployed and reused an infinite number of times but never regain lost shielding.

Armored Shields: Are deployable devices used for cover. Armored shields unlike shield barriers anchor themselves when deployed providing 100% cover from the facing side but can never be redeployed or reused.

Deployable Storage Devices: Various devices that hold weight for transportation. More information listed in the weapons and items area.

Turrets: Various types of turrets. More information listed in the weapons and items area.


Leg Slot Equipment:

Movement Boosters

Thrusters
Hover
Super Jump
boosters

Leg alternatives:

Wheeled
Gripping
Padded
Magnetic
A/G Gens
spheroid

Universal Specific:
Multiple Limbs
Drones:
Attack
Scouting
Utility

Hand
Mounted Weaponry *Listed Separately
Hand-held Weaponry *Listed Separately
Hand-held Devices *Listed Separately

Kits: Kits have limited charges. 3 charges per tier or 5 if it does not have multiple tiers.
Hackers Kit: Provides +4 to cryptology checks (3 tiers)
Programers Kit
Repair Kit (Multiple Tiers and types)
Anti-Virus Kit


Unique Slots
Each 'Body Type' has a unique slot as listed below.

The Light Body has a unique secondary head mount for specialized Sensor Equipment but can be used for standard head slot equipment as well.

Radio Transmission Detection
Energy Detector
Radar
Sonar
Echo Location Audio
X-Ray Vision
Helm mounted weaponry

The Medium Body has unique secondary shoulder mounts on both shoulders for specialized Shoulder Equipment but can be used for standard shoulder slot equipment as well.

Specialized Shoulder Equipment
Shoulder Mounted Weaponry
Shoulder Mounted Jets

The Heavy Body has unique secondary knee mounts on both knees for specialized Knee Equipment but can be used for standard leg slot equipment as well.

Specialized Knee Equipment
Knee mounted Weaponry
Deployable Treads
Body Splitter
Transforming legs and body




Grenades:
Frag
Plasma
EMP
Smoke
Cryo
Flash Bang
Shrapnel

Weapon Mods, energy:
Spread shot
charge shot
power shot
penetrater
ricochet
rapid fire
seeking



5
Skills

Nightraiderx
2013-02-18, 10:47 AM
I was also developing a system similar to this, shall we compare notes?