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  1. - Top - End - #1
    Dwarf in the Playground
     
    katarl's Avatar

    Join Date
    Nov 2006

    Lightbulb ~~~ Anima: Beyond Sci-Fi ~~~ Homebrew Project WIP PEACH

    This is a project i've been working on for a while now, with the end result intended to be a full conversion of the anima rules into a more sci-fi friendly system. Even if you don't know what anima is, I'd be pleased to have your feedback, as the project depends on flavourful science fiction to power it.

    It's a big project, and a WIP, so please keep that in mind when replying.

    Anima: Beyond Sci-Fi

    Synopsis:

    To capture the feel of classic sci-fi genres, so that our beloved Anima rules could be used to run Science Fiction games of any description, that is the goal of the Beyond Sci-Fi project. Designed to be backwards compatible, you should be able to switch easily between systems, allowing you to mix and match what you most like from either system. Most of the rules that apply in the original game still apply, and should be easily understood by anyone who has played.

    Characteristics-
    There are eight characteristics- Strength, Dexterity, Agility, Constitution, Power, Intelligence, Perception, Willpower, as normal. All characteristic bonuses remain the same: 5 remains the average and 10 the limit of human ability.

    Combat-
    The basics of combat remain unchanged, to hit an opponent, your attack result must be higher than his defence result, and the difference determines the percentage of damage dealt.

    In bSF, with the prevalence of ballistic weapons, there is no such thing as a Block attribute, only a generic Defence attribute, which is modified by Agility, not Dexterity. Attack remains based on Dexterity as normal.

    Wear Armour
    Armour is just as significant as it was in Anima, it helps you ward off attacks and increases the result by which the enemy must hit you to deal significant damage.

    Archaic armour, such as that used in ordinary Anima, is unable to provide much protection against guns and other high-powered weapons, and so their AT is halved against such effects before any AT reduction is applied.

    Presence
    There is no such thing as Presence in bSF, your resistances start at 25, plus whatever your class bonuses give you to that resistance, usually +5 per level.

    There are six types of resistance: Physical; Mental; Chemical; Radiation; Poison and Disease

    Skills
    The Occult, Magic Appraisal and Poison skills no longer exist.

    To the perceptive field a new skill is added: Analysis [Per], which governs analysing data for information and flaws.

    To the Subterfuge Field a new skill is added: Security [Int], which governs lock picking, code breaking, tampering, counter-intelligence etc.

    A new field has been added: Technical, which comprises the skills Demolitions [Int], which governs the placing, disabling and crafting of explosives; Computers [Int], which governs the building, using and maintaining of electronic thinking devices of all kinds; Piloting [Dex], which governs the skilful use of any vehicle; Technology [Int], which governs knowledge of cutting-edge or alien technology; Repair [Int], which governs jury-rigging and repairing faults or damage of any type on mechanical or electronic objects.

    Classes

    Archetypes

    Soldier
    Born for war, trained to kill, Soldier type characters excel in combat, and in skills designed to cause damage.

    Genetic
    Natural is never enough for genetic type characters, who endlessly strive to push the limits of their own abilities

    Robotic
    AI may be illegal, but high speed computing is still the future of the galaxy, and robotic type characters can develop, build and control computerized creations.

    Scum
    The galaxy can be a harsh place, leading many to turn to compounds of varying kinds to make their lives more bearable. No-one understands chemicals better than scum type characters.

    Specialist
    Skill can mean the difference between life and death, these characters prefer to outsmart rather than outfight their opponents.

    Racial
    Paragons of their race, Racial type characters fight to uphold the ideals of their race or civilization, and are able to inspire others to follow.

    Super Soldier

    -Soldier; Genetic

    Born and bred for war, every major military keeps millions of genetically altered super soldiers ready and trained for war. Vat-grown, and not as well-trained as the elite troopers, super soldiers make up for this in spades with the best in genetic conditioning and mental reprogramming available, making them the toughest combat type in the game.

    {table]
    [tr][td]+20 Life Points per level
    +10 Physical/Radiation resistances per level
    +5 resistance in all others per level
    +5 initiative per level
    Life Point Multiple: 10

    Attack 2:1 +5 per level
    Defense 2:1 +5 per level
    Wear Armour 2:1 +5 per level

    +10 feats of strength per level
    +10 withstand pain per level

    Genetech: 15 per point
    Maximum Gene Points +3/level
    Technology 10 per level
    Heritage 1/3 levels

    Athletics 2:1
    Social 3:1
    Perceptive 2:1
    Intellectual 3:1
    Technical 3:1
    Vigour 1:1
    Subterfuge 3:1
    Creative 2:1[/td][/tr]
    [/table]

    Supersoldier double their constitution scores for determining their gene point limit, and only die when reduced to x20 this improved number. They are also usually quite uncouth and not usually allowed into polite company.

    Elite Trooper

    -Soldier

    The best of the best, elite troopers are taken from the top of their classes in each academy throughout the galaxy and trained exclusively in the art of war. Heroes each, their only failing is that in a universe full of freaks, they are only human. Elite troopers have the best armour and weapons training in the game, but lack special abilities.

    {table]
    [tr][td]+15 Life Points per level
    +5 resistance in all areas per level
    +10 initiative per level
    Life Point Multiple: 15

    Attack 2:1 +5 per level
    Defense 2:1 +5 per level
    Wear Armour 1:1 +10 per level

    +10 composure per level
    +10 leadership per level

    Genetech: 25
    Maximum Gene Points +1 per level
    Technology 25 per level
    Heritage 1/level

    Athletics 2:1
    Social 2:1
    Perceptive 2:1
    Intellectual 3:1
    Technical 2:1
    Vigour 1:1
    Subterfuge 2:1
    Creative 2:1[/td][/tr]
    [/table]

    Elite troopers halve the cost of all weapon and combat modules.

    Infiltrator

    -Specialist; Soldier

    The trooper may walk in the light, but an Infiltrator knows that things only really get done in the dark. Stealthy and completely uninterested in anything remotely related to a fair fight, Infiltrators get in, get out and kill everyone standing in their way. They are decent combatants and supplement this with superb subterfuge skills.

    {table]
    [tr][td]+5 Life Points per level
    +5 resistance in all areas per level
    +10 initiative per level
    Life Point Multiple: 20

    Attack 2:1 +5 per level
    Defense 2:1 +5 per level
    Wear Armour 2:1 +10 per level

    +10 notice per level
    +10 stealth per level
    +10 hide per level
    +10 demolitions per level
    +10 security per level

    Genetech: 25 +1/2 levels
    Maximum Gene Points +1 per level
    Technology 25 per level
    Heritage 1/2 levels

    Athletics 2:1
    Social 3:1
    Perceptive 2:1
    Intellectual 3:1
    Technical 2:1
    Vigour 2:1
    Subterfuge 2:1
    Creative 2:1[/td][/tr]
    [/table]

    Infiltrators usually receive some form of advanced training unique to their profession, and reduce the cost of five secondary skills of their choice to 1:1. These will be usually related to the military in some way.

    Scientist

    -Scum; Genetic

    Geniuses in the fine arts of genetic manipulation and advanced medical procedures, Scientists tend to look down on performing actual experiments on themselves, preferring to invent new forms of life-enhancing pharmaceuticals, often in the hope of gaining entry to the drug mega-corporations. Poor fighters, Scientists are part skill-jockey, part genetic experts, and specialise in buffing and supporting the rest of the party.

    {table]
    [tr][td]+5 Life Points per level
    +10 Chemical/Radiation resistance
    +5 resistance in all areas per level
    +5 initiative per level
    Life Point Multiple: 20

    Attack 3:1
    Defense 2:1
    Wear Armour 3:1

    +10 Medicine per level 1:1
    +10 Science per level 1:1
    +10 Analysis per level 1:1

    Genetech: 15
    Maximum Gene Points +2 per level
    Technology 20 per level
    Heritage 1/2 levels

    Chemical Development 1
    Distil Chemical 1

    Athletics 2:1
    Social 2:1
    Perceptive 2:1
    Intellectual 2:1
    Technical 2:1
    Vigour 3:1
    Subterfuge 2:1
    Creative 2:1[/td][/tr]
    [/table]

    Scientists create chemicals in batches, gaining an additional dose per level of chem every time they distill them. Additionally, they can confer a single genetic modification onto another as if it was a chemicals, lasting 1 minute, taking 1 day to distil and a difficulty equal to 100+ 20 per genetic point. The normal maximums still apply.

    Ace Pilot

    -Scum; Specialist

    The flyboys, daredevil smugglers and elite pilots of the galaxy, good Ace Pilots are in hot demand at this dangerous time. Knowing well the adage ‘better lucky than good’, an Ace asks ‘is it too much to ask to be both?’ Aces are clever scoundrels, with decent skills, and are the quickest combatants in the game.

    {table]
    [tr][td]+5 Life Points per level
    +5 resistance in all areas per level
    +15 initiative per level
    Life Point Multiple: 20

    Attack 2:1
    Defense 2:1
    Wear Armour 3:1

    +10 Pilot per level 1:1
    +10 Style per level 1:1
    +10 Acrobatics per level
    +10 Persuasion per level
    +10 Repair per level

    Genetech: 25
    Maximum Gene Points +1 per level
    Technology 20 per level
    Heritage 1/level

    Athletics 2:1
    Social 2:1
    Perceptive 2:1
    Intellectual 2:1
    Technical 2:1
    Vigour 3:1
    Subterfuge 2:1
    Creative 2:1[/td][/tr]
    [/table]

    Aces gain the Lightning Draw ability, where they can trade actions on their turn for additional initiative, gaining +25 per action they sacrifice. They must have at least one active action remaining.

    Engineer

    -Specialist; Robotic

    Engineers specialise make the theoretical practical, going from drawing board to prototype in a matter of hours. Not great combatants, Engineers draw from a broad base of technical skills, technological innovations and robotics technology. They are the most versatile builders in the game.

    {table]
    [tr][td]+5 Life Points per level
    +5 resistance in all areas per level
    +5 initiative per level
    Life Point Multiple: 20

    Attack 3:1
    Defense 2:1
    Wear Armour 3:1

    +10 Computers per level
    +10 Repair per level 1:1
    +5 Science per level
    +10 Forging per level 1:1

    Genetech: 25
    Maximum Gene Points +1 per level
    Technology 60 per level
    Heritage 1/3 levels

    Prototype Development 1:1 +10/level
    Artifical Intelligence 2:1 +5/level
    Cybernetics 2:1 +5/level

    Athletics 2:1
    Social 3:1
    Perceptive 2:1
    Intellectual 2:1
    Technical 2:1
    Vigour 3:1
    Subterfuge 2:1
    Creative 2:1[/td][/tr]
    [/table]

    Engineers create technological and robotic devices in one tenth the normal time.

    Hacker

    -Scum; Robotic

    {table]
    [tr][td]+5 Life Points per level
    +5 resistance in all areas per level
    +10 initiative per level
    Life Point Multiple: 20

    Attack 3:1
    Defense 2:1
    Wear Armour 3:1

    +10 Computers per level 1:1
    +10 Technology per level
    +10 Security per level 1:1
    +5 Piloting per level

    Genetech: 25
    Maximum Gene Points +1 per level
    Technology 30 per level
    Heritage 1/3 levels

    Prototype Development 1:1 +5/level
    Artifical Intelligence 1:1 +10/level
    Cybernetics 1:1

    Athletics 2:1
    Social 3:1
    Perceptive 2:1
    Intellectual 2:1
    Technical 2:1
    Vigour 3:1
    Subterfuge 2:1
    Creative 2:1[/td][/tr]
    [/table]

    CLASSES TO BE WRITTEN UP

    BOUNTY HUNTER
    ANDROID
    CYBORG
    OPERATIVE
    EVOLUTIONARY
    INMATE
    CHIMERAE


    Hackers can access any computerized system manually by use of a specialized neural network proxy connected to their brain inside the cranium. As long as a network link (eg. a wireless connection) can be established, the hacker may attempt to control an electronic device from any distance.

    The hacker makes an computers check against the difficulty of the firewall protecting the electronics as normal. An unprotected piece of electronics is a routine action to command.

    Heritage

    Beyond Sci-Fi Characters come from a long line of heroes- the traditions that formed their civilisations span back millennia- and their genetic history millions more. Their ancestors thrived where no others could, they boldly trod where none had before, and left their mark on their culture as no others ever had. Heritage should be considered the ‘Heroic’ path- there are no supernatural abilities, no technical or scientific wizardry- just the effect of being the end result of a line of heroes.

    Heritage points are rare; usually no more than once every other level, and can define a character as surely as advantage points.


    History of Service
    1pt
    Your father served in the military, and his father before him, and his father before him, and his father before him…

    You halve all penalties from emotional effects, and gain tangible bonuses when under the command of someone with the leadership skill. Take the superior’s leadership base modifier and compare it to the composure table, taking the associated bonus as an all action bonus when performing an action that the superior ordered.

    Finest Hour
    1pt
    You have a reputation for amazing heroism under the worst situations. When cornered, you are able to share this cultural relic with those sceptical of your prowess.

    When reduced to less than half life points, when engaged in an impossible ranked challenge, or when a companion has just been reduced to 0 life points or less within your line of sight, you may enter your ‘Finest Hour’, gaining a +10 all action bonus, halving any critical or fatigue penalties and becoming immune to all emotional effects. This lasts for the current scene, or until you die heroically. As a side effect, this ability improves all style results by two categories when active.

    Survival of the Fittest
    2pts
    Perhaps your culture had an interest in social Darwinism, your family married for genetic strength, or perhaps you’ve had a few modifications along the way. In any event, you’re much more than the average specimen of your kind.

    Each of your attributes under 10 increases by 1 point

    Standing on the Shoulders of Giants
    1pt
    You’re only one in a long line of innovators- their genius is your genius, and your hard work is only the end of a long line of struggle for the betterment of mankind.

    You reduce the cost of any three secondary skills with a mental score as its modifying attribute by 1 point per rank, to a minimum of 1 to 1.

    Cultural Icon
    2pts
    Must have been involved in an event of planetary significance

    You’re not just a man, but a meme, a bloody icon. You’re on the lips of every proud member of your race from here to the next quadrant. You may or may share this pride, but regardless, such fame has its perks.

    You are hugely famous, most people would have heard of you, and most of those people begin with a friendly attitude towards you, as if you had the Charming advantage. Mechanically, you gain a +20 bonus to all secondary skills in the Social Field, and are likely to gain a lot of attention wherever you go, including media stations, devoted fans and jealous detractors.

    Fearless Pioneer
    1pt

    You boldly go where none have gone before.

    The first time you must make a resistance check against a particular poison, disease or other effect, you gain a +20 bonus to the check. Further, when you encounter a culture or society for the first time you may make a Intelligence test to gain a pidgin understanding of their language. You also halve the penalty for being unfamiliar with an object or skill.

    Legacy of Dread
    2pts req. Disquieting

    Your ancestors sat on a throne of the skulls of the vanquished, unapologetic about the suffering they had caused. You are similarly unconcerned with the petty plights of others, and are able to channel your ancestors malevolence in your own life.

    Intimidate always costs 1 point per point of bonus for you. You can also give enemies in visual contact of you a penalty to all their actions with an intimidate check opposed by their composure, taking a -5 per grade they fail by. If you are reduced to 0 life points while you are affecting enemies like this, the penalty is removed, and those who had previously failed their composure check now gain a +10 all action bonus for one minute.

    NEW ADVANTAGE

    Heritor
    CP: 1,2,3
    For every Advantage point you put into this advantage, you gain a Heritage Point.

    Tech Jockey
    CP: 1,2,3
    For evert Advantage point you put into this advantage, you gain 40 Technology Points.

    Flexible DNA
    CP: 2
    You gain an additional 5 points added to your gene point maximum, plus 1 per level.
    Last edited by katarl; 2011-01-01 at 03:23 PM.

  2. - Top - End - #2
    Dwarf in the Playground
     
    katarl's Avatar

    Join Date
    Nov 2006

    Default Re: Anima: Beyond Sci-Fi Homebrew Project WIP PEACH

    WEAPONS

    If you do not meet the required strength to fire the gun you are using, you suffer a -40 to your shot, as well as a cumulative -20 for each shot in the same round. Holding a weapon in both hands reduces the strength required to use the weapon effectively by 2 points.

    The strength of a gun is added to the damage, but does not count for purposes of damage barrier.

    Ranges detailed are the firearm's maximum effective range.

    Reloading a weapon takes a number of active actions equal to 1/3 the strength of the weapon (rounded down).

    'Harbinger' HV31 Series Holdout Pistol

    Damage 30
    Speed 20
    Required Strength 3
    Strength 7
    Type Ballistic
    Class Pistol
    Range 60m
    Clip Size 9
    Cost 600C

    Small and easily concealed, holdout pistols sacrifice power and speed for convenience.

    Ceratech Monotype Pistol Mk IV

    Damage 40
    Speed 10
    Required 4
    Strength 7
    Type Ballistic
    Class Pistol
    Range 80m
    Clip Size 12
    Cost 800C

    The most common sidearm in existence, the light pistol is fast and dependable, though it lacks the punch to get through most armour.

    Ceratech Heavy Materials Pistol Mk II

    Damage 50
    Speed 0
    Required Strength 5
    Strength 9
    Type Ballistic
    Class Pistol
    Range 100m
    Clip Size 15
    Cost 1,800C

    More than a pistol, yet not quite a rifle, the heavy pistol delivers death in only a single hand.

    Van Harn's Hunting Firearm for the Discerning Gentleman


    Damage 60
    Speed -10
    Required Strength 5
    Strength 11
    Type Ballistic
    Class Rifle
    Range 480m
    Clip Size 15
    Cost 3,200C

    Legal on most worlds for hunting and self defense, sporting rifles are a little slow to fire, but surprisingly quick on the draw, and have enough power to pull down most beasts.

    PGX 36 Assault Carbine

    Damage 70
    Speed -20
    Required Strength 6
    Strength 9
    Type Ballistic
    Class Rifle
    Range 280m
    Clip Size 36
    Cost 5,000C

    Full Automatic

    The weapon of choice for most military organizations throughout the galaxy, assault rifles provide an all-round combination of speed, power and mobility.

    Heavy Rifle


    Damage 80
    Speed -30
    Required Strength 7
    Strength 13
    Type Ballistic
    Class Rifle
    Range 320m
    Clip Size 14
    Cost 7,200C

    Used in heavy support squads, heavy rifles tend to use higher caliber ammunition, heavier stocks and more robust materials than their lighter cousins.

    PGX 72 'Ar****e' Antimateriel Rifle

    90 -40 80 1 7 13 Ballistic Rifle 720m 7 9,800C
    Damage 90
    Speed -40
    Required Strength 7
    Strength 13
    Type Ballistic
    Class Rifle
    Range 720m
    Clip Size 7
    Cost 9,800C

    True 'sniper' weapons, minus the scope, Interceptor rifles tend to be extremely thin, with extensive rifling, often several feet long.

    'Darksied' N Series Super Heavy Carbine

    100 -60 90 2 9 15 Ballistic Heavy 400m 4 Blast 1m 12,800C

    Damage 100
    Speed -60
    Required Strength 9
    Strength 15
    Type Ballistic
    Class Rifle
    Range 400m
    Clip Size 4
    Cost 12,800C

    Blast 1m

    More suited for light mecha than foot infantry, light assault cannons are most commonly seen in armoured conflicts.

    Web-N Emplacement Cannon 120 -80 90 2 11 15 Ballistic Heavy 480m 2 Blast 3m 16,200C

    Damage 120
    Speed -80
    Required Strength 11
    Strength 15
    Type Ballistic
    Class Rifle
    Range 480m
    Clip Size 2
    Cost 16,200C

    Blast 3m

    The recoil alone can break a man's arm, use with caution.

    'Goliath' Scout-Class Heavy Cannon 150 -100 100 3 13 17 Ballistic Heavy 600m 1 Blast 5m 20,000C

    Damage 150
    Speed -100
    Required Strength 13
    Strength 17
    Type Ballistic
    Class Rifle
    Range 600m
    Clip Size 1
    Cost 20,000C

    Being able to use one of these monstrous 'small' arms qualifies the bearer as having graduated from footsoldier to 'light mecha'.

    Machine Pistol

    35 10 30 1 5 7 Ballistic Pistol 70m 35 Automatic 2,400C
    Damage 35
    Speed 10
    Required Strength 5
    Strength 7
    Type Ballistic
    Class Pistol
    Range 70m
    Clip Size 35
    Cost 2,400

    Fully Automatic

    A favourite of characters with loose morals, machine pistols sacrifice accuracy for speed, spraying whole rooms with lead in seconds.

    Submachine Gun 65 -20 30 1 6 9 Ballistic Rifle 130m 38 Automatic 7,000C

    Originally envisaged for clearing bunkers, submachine guns are standard issue for most marines.

    Machine Gun
    Damage 95
    Speed -60
    Required Strength 9
    Strength 13
    Type Ballistic
    Class Heavy
    Range 190m
    Clip Size 48
    Cost 8000C

    Automatic

    Too heavy for most troopers to use singlehanded, machine guns are most often seen as anti-personnel static defenses.

    MV67 'Impaler' Gauss Rifle

    Damage 80
    Speed -40
    Rate of Fire 70
    Reload 1
    Required Strength 7
    Strength 13
    Type Concussion
    Class Rifle
    Range 160m
    Clip Size 7
    Cost 40,000C

    Knockback

    Expensive and slow firing, gauss rifles are rarely seen in use.

    Shotgun

    70 -20 70 1 5 11 Ballistic Rifle 70m 15 Scatter 2,400C

    Reliable, simple in design and deadly in close quarters, the humble shotgun has not shown any sign of becoming obsolete any time soon.

    Flak Cannon 100 -60 80 2 9 15 Ballistic Rifle 100m 9 Scatter 21,400C

    Originally designed to take down aircraft, the flak cannon is often considered to be the rich man's shotgun.

    Missile Launcher 120 -100 100 3 9 15 Ballistic Heavy 600m 1 Blast 5m 13,200C

    When bullets simply won't do.

    MODIFICATIONS

    Accelerator 10 -5 40 1 600C

    Linear Compensator -5 -1 480C

    Scope -10 10 x1.25 Aim Only 650C

    Extended Rifling 5 -5 x1.25 240C

    Reflex Sight 5 Aiming Bonuses 450C

    Extended Clip 5 x1.5 90C

    Composite Components 5 -10 -1 -2 3/4 weight 120C

    Vented Action -5 -1 900C

    Custom Action 5 -10 -2 500C

    Choke -5 10 Less Scatter 50C

    Heavy Frame -5 10 1 2 300C

    Incendiary Rounds -10 Ignite 150C

    APDS Rounds AT Reduction 250C

    Depleted Uranium Rounds 5 Ignore 1 AT 350C

    High Velocity Rounds 10 1 High Maintenance 200C

    Subsonic Rounds -10 Quiet 50C

    High EX Rounds 10 0 High Maintenance 500C

    Red Dot Laser Sight 5 Aiming Bonuses 400C

    Underslung Grenade Launcher 5 Launches Grenades 3000C

    Laser Painter 5 Laser Designator 1800C

    SUPER MODIFICATIONS

    HUD Compatible HUD 20 ST

    Electrochemical Propellant 10 5 -10 2 x1.25 50 ST

    Monotipped Ammunition 5 -10 x1.5 AT Reduction 40 ST

    Inscribed Ammunition Various Various

    Featherlock Quiet 10 ST

    Smart Ammunition x1.25 Ignore Cover 20 ST

    Ultraviolet Scope x1.25 Ultraviolet 5 ST

    Infrared Scope x1.25 Infrared 5 ST

    Induction Cannon 20 2 x1.5 Pressurized Trajectory 30 ST

    Depolarizing Charge Electromagnetic Interference 20 ST

    Gamma Charge Propellant 20 2 Neutron Radiation 30 ST

    ~~~

    Automatic

    Allows a weapon to area attack. This allows the user to attack several targets at once and may modify the resulting defense roll. Using a weapon in automatic mode costs three times as much ammunition as there are targets.

    Blast

    Those caught within the radius of effect must make a defense or take half the original damage from the resulting explosion.

    Knockback

    Those hit by the attack must make an opposed strength roll against the strength of the weapon or be knocked back.

    Scatter

    Beyond point blank range the weapon loses much of it's effectiveness, reducing the damage by 20 each range increment beyond that.

    A choke reduces the damage loss to 10 per increment.

    Scope

    Using a scope requires an aim action, and reduces the penalty for targeting by half as if the gun were a precise weapon.

    Aiming Bonuses

    +5 to attack when aiming

    Ignite

    Treat damage as heat for purposes of being set alight.

    AT Reduction

    -20 Damage Barrier

    High Maintenance

    On a fumble, the weapon breaks, rather than jamming.

    Quiet

    Increase the difficulty to hear the weapon being used by two categories. This quality stacks with itself.

    Ignore Cover

    Halves cover penalties to attack.

    Pressurized Trajectory

    All loose items and characters within 5m of the wake of the weapon must make a strength test or be pulled into the path of the weapon's trajectory (after the shot).

    Electromagnetic Interference

    All unprotected electronics on target must make a physical resistance check or be short-circuited. A failure of 50 or more results in complete destruction.

    Neutron Radiation

    Target must make a radiation resistance check at a dc equal to the damage plus 20 or take damage.

  3. - Top - End - #3
    Dwarf in the Playground
     
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    Default Re: Anima: Beyond Sci-Fi Homebrew Project WIP PEACH

    Armour

    Industrial Jumpsuit

    Cut 0
    Impact 0
    Thrust 0
    Heat 2
    Electricity 2
    Cold 1
    Energy 0
    Damage Barrier 0
    Wear Armour 0
    Natural Penalty 0
    Movement 0
    Location Full
    Class Soft
    Special
    Cost

    Thinsuit
    Cut 0
    Impact 0
    Thrust 0
    Heat 2
    Electricity 2
    Cold 3
    Energy 0
    Damage Barrier 0
    Wear Armour 0
    Natural Penalty 0
    Movement 0
    Location Full
    Class Soft
    Special
    Cost

    Flak Jacket
    Cut 1
    Impact 2
    Thrust 2
    Heat 1
    Electricity 0
    Cold 1
    Energy 0
    Damage Barrier 30
    Wear Armour 0
    Natural Penalty -5
    Movement 0
    Location Torso
    Class Hard
    Special
    Cost

    Armoured Clothing
    Cut 2
    Impact 2
    Thrust 2
    Heat 1
    Electricity 1
    Cold 1
    Energy 0
    Damage Barrier 0
    Wear Armour 10
    Natural Penalty 0
    Movement 0
    Location Full
    Class Soft
    Special
    Cost

    Riot Armour

    Cut 2
    Impact 3
    Thrust 3
    Heat 2
    Electricity 1
    Cold 1
    Energy 0
    Damage Barrier 30
    Wear Armour 20
    Natural Penalty -10
    Movement -1
    Location Full
    Class Hard
    Special
    Cost

    Scout Armour
    Cut 1
    Impact 2
    Thrust 2
    Heat 2
    Electricity 2
    Cold 3
    Energy 2
    Damage Barrier 40
    Wear Armour 30
    Natural Penalty -5
    Movement 0
    Location Full
    Class Hard
    Special
    Cost

    Light Combat Armour

    Cut 2
    Impact 4
    Thrust 4
    Heat 1
    Electricity 1
    Cold 2
    Energy 2
    Damage Barrier 40
    Wear Armour 50
    Natural Penalty -10
    Movement -1
    Location Full
    Class Hard
    Special
    Cost

    Tactical Vest
    Cut 1
    Impact 2
    Thrust 5
    Heat 1
    Electricity 2
    Cold 1
    Energy 1
    Damage Barrier 50
    Wear Armour 60
    Natural Penalty -10
    Movement -1
    Location Torso
    Class Hard
    Special
    Cost

    Medium Combat Armour

    Cut 2
    Impact 5
    Thrust 5
    Heat 2
    Electricity 1
    Cold 2
    Energy 2
    Damage Barrier 50
    Wear Armour 80
    Natural Penalty -15
    Movement -2
    Location Full
    Class Hard
    Special
    Cost

    Heavy Combat Armour

    Cut 3
    Impact 6
    Thrust 6
    Heat 2
    Electricity 2
    Cold 2
    Energy 3
    Damage Barrier 60
    Wear Armour 100
    Natural Penalty -25
    Movement -2
    Location Full
    Class Hard
    Special
    Cost

    Assault Plating

    Cut 4
    Impact 7
    Thrust 7
    Heat 3
    Electricity 2
    Cold 2
    Energy 4
    Damage Barrier 70
    Wear Armour 120
    Natural Penalty -40
    Movement -3
    Location Full
    Class Hard
    Special
    Cost

    MODIFICATIONS

    Steel Inserts
    1 cut at; 1 impact at; 1 thrust at; 5 Damage Barrier; 10 Wear Armour; -5 Natural Penalty; -1 Movement

    Foam Padding
    1 heat at; 2 cold at; 1 electrical at; 10 Wear Armour; -5 natural penalty

    Ablative Plating
    -1 cut at; 1 impact at; 1 thrust at; 30 wear armour; Ablative

    Polymer Mesh
    1 impact at; 1 electrical at; 10 Wear Armour

    Carbide Matrix
    1 thrust at; 1 heat at; 1 cold at; 15 Wear Armour

    Digital Camouflage Camouflage

    Injector Unit Injection

    SUPER MODIFICATIONS

    Ferrous Magnetic Barrier
    Magnetic Reduction 40 ST

    Distortion Field
    Shield (Distortion) 50 ST

    Mass Positron Shielding
    4 energy at 20 ST

    Positron Shielding
    2 energy at 10 ST

    Power Assistance
    -2 electrical at Strength 20 ST

    Environmental Shielding
    2 heat at 2 cold at Environmental Control 30 ST

    ~~~

    Ablative

    Increase AT against ballistic and concussion damage by 2 points for first hit, 1 point for second, none on third, and -1 thereafter. Lasts until repaired.

    Camouflage

    When combined with a power source, allows a user with the hide skill to blend into surroundings, gaining a +40 to that skill.

    Injection

    Armour has 6 injection slots, which the character may fill with combat drugs/medicine/geneboosts etc. Injecting a substance contained within a slot thereafter becomes a passive action.

    Magnetic Reduction

    Reduces the damage taken from any blow by 10 points, to a minimum of 0. This only works on metallic weapons.

    Shield

    The character gains a shield with 100 temporary life points, from which all damage is first deducted. If not attacked, this number falls 1 point every round until it reaches 0, at which point the shield sputters out. However, when connected to a suitable power source, the shield will instead regain 10 life points per round, up to a maximum of 100.

    Strength

    The character is treated as though he had inhuman level strength, and his lift attribute is increased by 2. If this would raise the score beyond 10, the increase is halved.

    Environmental Control

    The character is immune to low level (below 80 RRes) radiation, the effects of hot and cold (from -80 degrees to 400 degrees celsius), the effects of suffocation and other environmental effects.

  4. - Top - End - #4
    Dwarf in the Playground
     
    katarl's Avatar

    Join Date
    Nov 2006

    Default Re: Anima: Beyond Sci-Fi Homebrew Project WIP PEACH

    Combat Modules

    Weapon Classes
    Pistol
    Rifles
    Laser
    Heavy
    Blades
    Unarmed
    Blunt
    Polearms

    You can take a weapon class modules more than once, gaining a special +10 attack bonus with that weapon type each time you take it. You may only do this once for each 40 points of attack you acquire. Weapon Modules cost 20 points each, but you gain one for free at 1st level.

    Special Training Modules

    Psychological Conditioning

    Whenever your will might be tested, either by torture, propaganda or confidence tricks, your training always sees you through.

    You gain a +2 bonus to willpower tests or checks.

    Cost: 20

    Linguistic Training

    You can speak any language still in circulation and available to the galactic community, regardless of your intelligence.

    Cost: 20

    Controlled Fire

    You halve the penalty for attacking in automatic, and spend only twice the ammunition per target, rather than 3.

    Cost: 40

    Perfect Form

    You reduce the Strength requirements for wielding a ranged weapon in two hands by 2 points.

    Cost: 30

    Trained Marksman

    While aiming, you are treated as if you have aimed for one round longer.

    Cost: 40

    One in a Million

    You may accept a -40 penalty to your initiative to gain the benefits of aiming with an active action, rather than waiting for the next round.

    Cost: 40

    Double-Tap

    You gain an additional attack with a semi automatic weapon. The usual multiple attack penalties apply.

    Cost: 40

    Raining Bullets

    You only suffer a -10 penalty per additional attack when making multiple attacks in a round, while using a semi-automatic weapon.

    Cost: 30

    Combat Martial Arts

    You deal 30 points of damage with your unarmed strikes, and gain a +10 nonclass attack bonus when striking unarmed.

    Cost: 30

    Defensive Martial Arts

    You halve the penalties to attack when attempting to trap, take down or disarm an opponent. You gain a +2 characteristic bonus to these attempts.

    Cost: 40

    Galactic Fighting Championship Contender

    Prerequisite: Having qualified to fight in the GFC; Combat Martial Arts

    You now deal 50 points of damage with your unarmed strikes, ignore 2 points of armour and increase criticals inflicted by your unarmed attacks by 20 points. You gain an additional +10 attack and +20 initiative when fighting unarmed.

    Cost: 50

    Shoot from the Hip

    You suffer no penalty to ranged attacks when moving quarter your speed in a turn or less. If you run faster than this, the penalty for making ranged attacks is halved.

    Cost: 30

    Tactical Acumen

    req. Tactics 40pts base or more

    At the beginning of your action, you may dictate a course of action you expect your opponent will take by sacrificing an active action

    This action must be fairly specific- moving to cover or making an attack is not specific enough, but moving to take cover behind that barrel over there or making a semi-automatic attack on the ally standing beside you would qualify. The action must have a significant physical component to it, there must be some kind of movement.

    If the enemy performs the action that you describe, then you may regain the action you sacrificed and use it just before the opponent finishes the action. You gain a +20 all action bonus to this action.

    Cost: 40pts

  5. - Top - End - #5
    Dwarf in the Playground
     
    katarl's Avatar

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    Default Re: Anima: Beyond Sci-Fi Homebrew Project WIP PEACH

    Gene-Tech



    Sometimes natural just isn't enough. Though many societies consider the process unwholesome or even scandalous, the lure of genetic manipulation is strong enough to ensure that millions throughout the galaxy continue to alter their codes to become stronger, smarter and better looking than nature ever intended.

    Gene-Tech is measured in points- the greater the number of points, the more intrusive the modification is. This is significant because a person's code can only sustain so many modifications before it begins to break down. The maximum genetic points a creature can sustain is equal to his constitution score.

    SPLICING

    Though it remains of questionable taste to most decent societies, Splicing remains popular throughout the galaxy among teenagers, back-to-nature evolutionists and paramilitary mercenary groups. It's the most intensive of genetic manipulations, and often involves a significant change to the structure of the recipient's DNA.

    The closer a creature is to the base species, the less costly and dangerous it becomes. For a human, this means that splicing with another mammal is less difficult than with a reptile or bird, and doubly so when combining with another primate. The downside of this of course is that less change is actually happening. Splicing codes are rare and expensive commodities, and so viable splicing data from unusual creatures often carries a commensurately higher price.

    CREATURE

    RAT

    Mammal; Rodent

    One of the first creatures to be spliced with another, rats are commonly used because of their adaptability to environmental conditions, their intelligence, and because of their widespread availability.

    4pts

    Resistant to Disease +20 Disease Resistance;
    Adapt, Survive, Thrive +20 defense against attacks whose base damage would cause you to suffer a critical (assuming it would hit a non vital area)
    Strong Legs +40 Swim Climb Reduced Cost -1;
    Stealthy Critter +20 Hide Stealth Reduced Cost -1;
    Acute Sense (smell)
    Night Vision
    Reduced Appearance -1
    Unnatural Size -2
    Elongated nose

    Extras
    Natural Weapon (teeth) 1pt
    Tail +1 agility +20 acrobatics 1pt

    WILD CAT

    Mammal; Feline

    An apex predator, but available on every street, domestic and wild felines have long been experimented upon. They possess superb sensory abilities, bodies built for speed and power and a strong independent instinct, but often lack stamina due to their unusual musculature.

    4pts

    Feline Grace +1 agility
    Fall on your Feet +60 acrobatics jump reduced cost -1
    Nine Lives +20 PhR to resist death
    Acute Sense (hearing)
    Nightvision
    Short-length muscle -2 fatigue
    Unnatural Size -1
    Large ears, light fur

    Extras

    Natural Weapon (teeth) 1pt
    Tail +1 agility +20 acrobatic 1pt

    CHIMPANZEE

    Mammal; Primate

    A favourite for experiments, despite their relative rarity, Chimpanzees were long prized for being so similar to humans. Strong, tough and clever, they are commonly used for human splicing due to their code being so compatible.

    Primate Musculature +1 strength +20 feats of strength
    Six Million Years Ain't Long Enough +10 all action bonus for tasks involving intelligence
    King of the Swingers +40 climb reduced cost -1
    Legacy of Violence Rage state grants +10 all action bonus
    Reduced Appearance -1

    4pts

    also, choose one:

    Pan troglodytes
    Primal Dominance +20 intimidate

    Pan paniscus
    Social Hierarchy +20 persuasion

    CROCODILE

    Reptile; Crocodylidae

    Ancient and deadly, Crocodiles have survived in their current state for 200 million years, and have an extremely complex biology, making them a challenging prospect for most Splicers, though their resistance to radiation and disease, superb regenerative capabilities and deadly jaws make them popular nonetheless.

    200 Million Years and Still Going Strong +1 Constitution +4 Regeneration Level
    Bizarre Anatomy +20 Radiation and Disease Resistance
    Archaic Mindset -1 Intelligence -10 Technical Skills
    Aquatic Reptilian +40 swim reduced cost -1
    Cold Blooded -40 resistance against cold, -15 all action penalty in temperatures below 40 degrees fahrenheit.
    Unnatural Size +1
    Reduced Appearance -2

    5pts

    Extras
    Natural Weapon (bite and +10 damage) 1pt

  6. - Top - End - #6
    Pixie in the Playground
    Join Date
    Aug 2018

    Default Re: Anima: Beyond Sci-Fi Homebrew Project WIP PEACH

    I think this is very interesting, me and some friends are actually going to play it this weekend.
    but the only thing I'm missing is some kind of a character sheet since there is many difference between beyond sience and beyond fantasy.

    But as I said, very good job

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