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5. Make a Discipline roll with a difficulty equal to the Intensity score of the swarm to perform the hiving action. The roll is modified by any hiving-relevant augs and any relevant aspects you wish to invoke. | 5. Make a Discipline roll with a difficulty equal to the Intensity score of the swarm to perform the hiving action. The roll is modified by any hiving-relevant augs and any relevant aspects you wish to invoke. | ||
===Skill List=== | |||
Skill Trappings | |||
Alertness Avoiding Surprise, Combat Initiative, Passive Awareness, Stealth Detection | |||
Athletics Climbing, Dodging, Falling, Jumping, Sprinting, Other Physical Actions | |||
Burglary Casing, Infiltration, Lockpicking | |||
Contacts Gathering Information, Getting the Tip-Off, Knowing People, Rumors | |||
Cracking Interfacing, Intrusion, Countermeasures, Subversion | |||
Culture Culture Savvy, Language, Adaptation, Lay of the Land | |||
Deceit Cat and Mouse, Disguise, Distraction and Misdirection, False Face Forward, Falsehood and Deception | |||
Discipline* Concentration, Emotional Control, Mental Defense | |||
Engineering Breaking, Building, Fixing, Tech Awareness | |||
Driving/Piloting[Type] | |||
Chases, One Hand on the Wheel, Navigation | |||
Empathy Reading People, A Shoulder to Cry On, Social Defense, Social Initiative | |||
Endurance* Long-Term Action, Physical Fortitude | |||
Fists Brawling, Close-Combat Defense | |||
Guns [Tech Level] | |||
Aiming, Gun Knowledge, Gunplay, Other Projectile Weapons | |||
Hiving Common Scripts, Sustaining Effect, Range, Counterhiving, Catabolic Hiving, Anabolic Hiving, Hiver’s Perception | |||
Intimidation The Brush-Off, Interrogation, Provocation, Social Attacks, Threats | |||
Investigation Forensics, Eavesdropping, Examination, Surveillance | |||
Medicine* First Aid, Pathology, Implant Handling | |||
Might Breaking Things, Exerting Force, Lifting Things, Wrestling | |||
Performance Art Appreciation, Composition, Creative Communication, Playing to an Audience | |||
Presence* Charisma, Command, Reputation, Social Fortitude | |||
Rapport Chit-Chat, Closing Down, First Impressions, Opening Up, Social Defense | |||
Resources Buying Things, Equipment, Lifestyle, Money Talks, Workspaces | |||
Scholarship Answers, Declaring Minor Details, Exposition and Knowledge Dumping, Research and Lab Work | |||
Stealth Hiding, Shadowing, Skulking, Camouflage | |||
Survival Animal Handling, Riding, Scavenging, Tracking | |||
Tactics Combat Maneuvering, Positioning, Cover Use, Ambush | |||
Weapons Distance Weaponry, Melee Combat, Melee Defense, Weapon Knowledge | |||
==Gettin' kinda crunchy== | ==Gettin' kinda crunchy== |
Revision as of 22:18, 14 July 2011
NUtopia: FATE Edition
Hiving Mechanics
1. Describe the feedstock used in the hiving action. Example: Junk in the environment, mineral rock, desert sand, an organic opponent’s body. Feedstock quality affects the Intensity rating of the nanite swarm when it is used to assemble an item, make a maneuver or construct an obstacle: the Intensity rating of the swarm cannot exceed the Quality of the feedstock when blocking, maneuvering or constructing items. By default, feedstock from the surrounding environment is rated at a Quality of Mediocre (0) and thus needs to be enriched with quality materials in order to be viable for hiving. A Hiver can use a “High-grade feedstock” item to increase feedstock quality to +5 for one hiving action.
2. For combat hiving: Describe the effect in terms of one of the following basic conflict actions: disassembly, block, maneuver, or counterhive.
2.1 In a disassembly attack, the Hiver instructs the nanoswarm to inflict physical stress on an opponent by taking it apart on the molecular level. A disassembly attack automatically succeeds unless the opponent has anti-nanite weapons or armor with anti-nanite properties. 1 shift of Intensity can be used to:
2.1.1 Increase the attack’s duration by 1 turn. By default, the opponent takes 1 point of physical stress for each turn of combat that the disassembly continues.
2.1.2 Increase range by 1 zone.
2.1.3 Attack a specific part of the body (e. g. eyes), or a specific item of equipment (e. g. an opponent’s weapon).
2.2 A block is a barrier that is designed to absorb an enemy attack. For each shift of Intensity the block can absorb 1 additional point of the attack. Optionally, instead of block strength, you can opt to have the effect work as Armor (2 shifts add 1 point of Armor) or as a zone border instead. 1 shift of Intensity lets the block resist 1 additional attack. 2 shifts of power allow the effect to cover multiple allies within the same zone.
2.3 A maneuver places a temporary aspect (free-taggable) on an opponent or zone. A maneuver on a zone succeeds on a default of +3, a maneuver on an opponent must beat the skill value of whatever skill the opponent is attempting to resist with.
2.4 Counterhiving is attacking an opposing hiver’s nanoswarm with your own nanoswarm. Use your Hiving skill to assess the opponent’s power and beat that power to succeed.
3. For noncombat hiving: if you’re trying to assemble or repair an item, a successful Engineering roll is required in order to initiate the action. The Hiver can then spend 1 point of Intensity to reduce the time needed to assemble or repair the item by 1 unit.
4. Decide how many shifts of Intensity you want to put into the hiving attempt. The more nanites your mind needs to control, the more mental stress you take – if you invest a greater amount of Intensity in a swarm, you take mental stress equal to the difference between the Intensity score and your Hiving skill. Thus, a hiving action with Intensity 8 would cause 4 points of mental stress to a character with Hiving 4.
5. Make a Discipline roll with a difficulty equal to the Intensity score of the swarm to perform the hiving action. The roll is modified by any hiving-relevant augs and any relevant aspects you wish to invoke.
Skill List
Skill Trappings Alertness Avoiding Surprise, Combat Initiative, Passive Awareness, Stealth Detection Athletics Climbing, Dodging, Falling, Jumping, Sprinting, Other Physical Actions Burglary Casing, Infiltration, Lockpicking Contacts Gathering Information, Getting the Tip-Off, Knowing People, Rumors Cracking Interfacing, Intrusion, Countermeasures, Subversion Culture Culture Savvy, Language, Adaptation, Lay of the Land Deceit Cat and Mouse, Disguise, Distraction and Misdirection, False Face Forward, Falsehood and Deception Discipline* Concentration, Emotional Control, Mental Defense Engineering Breaking, Building, Fixing, Tech Awareness Driving/Piloting[Type]
Chases, One Hand on the Wheel, Navigation
Empathy Reading People, A Shoulder to Cry On, Social Defense, Social Initiative Endurance* Long-Term Action, Physical Fortitude Fists Brawling, Close-Combat Defense Guns [Tech Level]
Aiming, Gun Knowledge, Gunplay, Other Projectile Weapons
Hiving Common Scripts, Sustaining Effect, Range, Counterhiving, Catabolic Hiving, Anabolic Hiving, Hiver’s Perception Intimidation The Brush-Off, Interrogation, Provocation, Social Attacks, Threats Investigation Forensics, Eavesdropping, Examination, Surveillance Medicine* First Aid, Pathology, Implant Handling Might Breaking Things, Exerting Force, Lifting Things, Wrestling Performance Art Appreciation, Composition, Creative Communication, Playing to an Audience Presence* Charisma, Command, Reputation, Social Fortitude Rapport Chit-Chat, Closing Down, First Impressions, Opening Up, Social Defense Resources Buying Things, Equipment, Lifestyle, Money Talks, Workspaces Scholarship Answers, Declaring Minor Details, Exposition and Knowledge Dumping, Research and Lab Work Stealth Hiding, Shadowing, Skulking, Camouflage Survival Animal Handling, Riding, Scavenging, Tracking Tactics Combat Maneuvering, Positioning, Cover Use, Ambush Weapons Distance Weaponry, Melee Combat, Melee Defense, Weapon Knowledge
Gettin' kinda crunchy
An orderly society.. or an almost anarchistic future needs Some kinds of rules. Presenting, in its somewhat crunchy glory, Nutopia.
Character Generation
Crack3rs
Hivers
Soldiers
Ghosts
Requires at least DX 14
Ghosts are soldiers with superhuman agility and stealth, and they are possessed of a swift, efficient brutality. When you want something killed or destroyed but with discretion and precision, you need a Ghost.
Basic implants: bionic eyes, ears, filter implant. (UT, p.209, 211) Required skills (minimum total of 14, preferably higher) (GURPS Basic Set; Characters): brawling, camouflage, Guns (rifle, pistol, shotgun, submachinegun), jumping, karate, Melee (Knife), running, soldier, stealth, jumping, running.
Recommended advantages: Daredevil, Enhanced defences (Dodge), extra attack, fit, fearlessness, silence. Recommended disadvantages: bully, callous, code of honour, duty, fanaticism, loner, sense of duty, vow. Recommended additional implants: Reinforced skeleton, Boosted reflexes, Accelerated reflexes, Two bionic arms, Two bionic legs, Bionic organ transplants, Boosted heart, Cyber claws, Gyrobalance, Neural Jack and Computer implant.
Reavers
Requires at least ST 14
Reavers are the grunts of soldier types. They do the hard work of beating down and breaking an enemy in open combat, going to where hulks cannot and bringing heavy firepower to wherever its needed.
Basic implants: bionic eyes, ears, filter implant, Neural Jack and Computer implant, reinforced skeleton, subdermal armour. (UT, p.209, 211) Required skills (minimum total of 14, preferably higher) (GURPS Basic Set; Characters): Artillery (guided missile) brawling, camouflage, Guns (grenade launcher, rifle, pistol, shotgun, submachinegun, light machinegun, LAW), Gunner (machine gun, rockets) karate, soldier, throwing. Recommended advantages: Daredevil, Enhanced defences, combat reflexes, extra attack, fit, fearlessness, gunslinger. Recommended disadvantages: Addiction (combat drugs of various types), bully, callous, code of honour, duty, fanaticism, hidebound, impulsiveness, loner, sense of duty, vow Recommended additional implants: Boosted reflexes, Accelerated reflexes, Two bionic arms, Two bionic legs, Bionic organ transplants, Boosted heart, Cyber claws, biomonitor implant, nanoweave subdermal armour. Recommended additional skills: Leadership, Tactics.
Hulks
The largest of the soldiers, Hulks are massive war machines. The core of the Hulk is the Human 'brain in a jar', though far more accurately described as in an armoured case, linked into every part of the machine body that it inhabits with artificial replacements for nearly all bodily functions and organs. When only the most withering firepower and the heaviest armor can get the job done, it's time to bring in these metal monsters.
Requirements: Size modifier +1 (9') Strength 20 and up (and up and up...). No fine manipulators on many tanklike models. HP 20+, Machine meta-trait (GURPS Basic set Characters p. 263) Basic advantages: Damage resistance 100+ (can't wear armour), Protected senses (all of them), Extra Attack, Enhanced Tracking (1), Combat reflexes, Doesn't Breath, nictitating membrane(2), night vision(4), telescopic vision, Hard to kill(2). Basic Disadvantages: Electrical, Maintenance (1 basic, increasing with size), Numb, Noisy. Basic implants: Neural Jack and Computer implant. Required skills: Innate attack (projectile) gunner (machinegun, rockets), guns (rifles, light machine guns, grenade launchers, LAW), brawling, Artillery (guided missile), mechanics (robotics), computer operation, Soldier. Recommended Advantages: fearlessness, vibration sense, ultra hearing, telecommunication, sealed, scanning sense, payload, 360 degree vision. Recommended Disadvantages: bully, callous, code of honour, duty, fanaticism, hidebound, impulsiveness, loner, sense of duty, vow, no fine manipulators, social stigma, restricted diet, overconfidence.
Mechanics
Equipment Lists
Equipment Ideas in Need of Crunch
Railguns- These use pairs of rails (go figure) made from room temperature superconducting magnets to fling small darts at incredible speeds. They have superior armor penetration characteristics but can be loaded to deal with soft targets.
Pistols, Rifles, Long Rifles, Railcannons
Coilguns- Uses a series of electromagnetic coils (go figure, again) to heft large projectiles that would normally require a much longer barrel.
Coil Launchers (Grenade), Coil Launchers (Artillery)
Superposed Load Weapons- Uses ammunition blocks stacked nose to tail inside a barrel (See the Metal Storm family of weapons). Firing is electronic, allowing the user to decide the number of rounds fired and even from which barrels. Characterized by a potentially incredible rate of fire. Ammunition Cassettes are bulky, being comprised of multiple disposable barrels and the blocks inside of them.
Pistols, SMGs, Assault Rifles, Machine Guns, Grenade Launchers
Caseless Weapons- Uses a simple improvement on modern cased ammunition, each round is made from a bullet enclosed in propellant (See the Heckler and Koch G11 Rifle). Since there is no need to eject spent casings the rate of fire is commensurately higher than a cased weapon, though still no where near as great as that of a Superposed load gun. The firing mechanism is also somewhat more complex than most other weapons.
Pistols, SMGs, Assault Rifles, Machine Guns, Shotguns
Cased Weapons- More or less any conventional modern firearm. A firing pin strikes a percussion cap in a metal cartridge, igniting the encased powder and propelling a bullet out of the barrel.
(In addition to most actual modern weapons) Rotary Shotguns, Rotary Cannons, Auto Cannons, Shotgun Pistols
Other Stuff- Anything that doesn't fit above.
Flamethrowers (compressed gas & jellied fuel), Sound Based Riot Guns, Automatic Hypo-Dart Gun, LoSAT/LoSAA Missiles (Line of Sight Anti-Tank/Air Missiles)
Sample Equipment
Sample Characters
sample1
sample2
Character Sheet?
here be crap that needs to get hammered into shape
Hiver Mechanics Discussion
Hiver Operation Mechanics This is discussed generally, without a specific system in mind, but one can see how it might be adapted to any system that rolls for success against a set difficulty.
A Hiver wishing to perform an action with his Implants in the world needs to worry about two things on his character sheet. Firstly, what programs relevant to the task at hand he has slotted into his implants at the moment, and what skills he might have that would allow him to better know how to achieve his task.
Programs are general instructions that help gear a Hiver’s (dis)assemblers towards a specific task, and assist their utility fog reach optimum density and power distribution for a given type of task. Programs come in many varieties, perhaps broadly split into construction and deconstruction, or some other method of categorization. They can be as broad as a simple “Deconstruct” program, or as specific as “Deconstruct: Organic Tissue” or even “Deconstruct: Aluminum”. The more specific the program, the greater a bonus it provides to its niche and a Hiver should be able to work with computer literate team mates to write new software, and work out the bonuses and purview of that software with their Signal Man.
Skills are anything in the Hiver’s repertoire that the SM considers relevant to the task at hand. General skills like “Hiver Implant Use” that come with the character package would be the base part of every test, and others might be added on depending on the situation. Again, like with programs, Hivers who find themselves doing a lot of the same thing or want to specialize in a specific task might be given leeway to create their own niche skills that give them higher rates of success within their narrow purview. Also, skills not directly associated to Hiving but related to the task might also be included. For instance, a Hiver attempting to weaken the supports of a decaying suspension bridge to halt an advancing horde of shelljacked husks would be best off specializing in deconstruction of metals, or perhaps something even more specific. However, a Hiver who did not have such a specialization, but who had knowledge of structural engineering, should be able to substitute speed and power with accuracy, picking out the weakest supports and accomplishing the job in a comparable amount of time. If he had both, then it’d be over all the quicker.
The net effect of these two factors governs both what a Hiver can do and with what speed/efficiency/effectiveness he might do it. Still needed for clarification is the precise way in which skills interact. The two ideas that I have are thus: Either skills provide a bonus directly to a single check governed by how high the skill is and its relevance, or more skills equals more chances. That is to say, factor in the relevant program, and then roll against a DC with the highest, most relevant skill. If that fails, move on to the next highest and so forth, effectively giving the Hiver another shot albeit at a lesser chance of success. The second option prevents having to cap bonuses in order to prevent automatic successes in percentile systems (like DH or EP). Critical successes increase speed or effectiveness depending on the situation or even have unintended bonuses at SM discretion, while critical failures vary similarly.
Anyway, that’s the way I’ve got it arranged in my head, I await your input eagerly. Tell me what you think works, what doesn’t etc. This is just the best way I’ve seen yet that allows a Hiver to be creative whilst still operating within realistic constraints.
Skill List
Academics: [Field] COG Knowledge
Baseline Animal Handling: SAV Active, Social
Chimeric Animal Handling: WIL Active, Social
Art: [Field] INT Knowledge
Bioengineering: [Field] COG Active, Technical
Climbing SOM Active, Physical
Cyber Intrusion WIL (no defaulting) Active, Technical
Deception SAV Active, Social
Demolitions COG (no defaulting) Active, Technical
Drone Operation WIL (no defaulting) Active, Combat
Disguise INT Active, Physical
Engineering: [Field] COG Active, Technical
Flight SOM Active, Physical
Fray REF Active, Combat
Free Fall REF Active, Physical
Freerunning SOM Active, Physical
Gunnery INT Active, Combat
Geography: [Area] COG Knowledge
Hardware: [Field] COG Active, Technical
Impersonation SAV Active, Social
Infiltration COO Active, Physical
Infosec COG (no defaulting) Active, Technical
Interest: [Field] COG Knowledge
Interfacing COG Active, Technical
Intimidation SAV Active, Social
Investigation INT Active, Mental
Kinesics SAV Active, Social
Language: [Field] INT Knowledge
Medicine: [Field] COG Active, Technical
Melee [Blades]: SOM Active, Combat
Melee [Clubs]: SOM Active, Combat
Melee [Exotic]: [Field] SOM Active, Combat
Melee [Unarmed]: SOM Active, Combat
Navigation INT Active, Mental
Networking: [Field] SAV Active, Social
Palming COO Active, Physical
Perception INT Active, Mental
Persuasion SAV Active, Social
Pilot: [Field] REF Active, Vehicle
Profession: [Field] COG Knowledge
Programming COG (no defaulting) Active, Technical
Protocol: [Area] SAV Active, Social
Combat Hiving WIL (no defaulting) Active, Mental, Hiving
Psychosurgery INT Active, Technical
Research COG Active, Technical
Ranged [Beam]: COO Active, Combat
Ranged [Exotic]: [Field] COO Active, Combat
Ranged [Kinetic]: COO Active, Combat
Ranged [Seeker]: COO Active, Combat
Ranged [Spray]: COO Active, Combat
Ranged [Throwing]: COO Active, Combat
Scrounging INT Active, Mental
Detect Nanites INT (no defaulting) Active, Mental, Hiving
Swimming SOM Active, Physical
Vehicular Movement SOM Active, Physical