It has come to my attention that some people may not have a copy of the rules. They can be purchased on DriveThruRPG, but some that we will use regularly will be summarized or posted here. Let me know if there is any specific rule/stat you want included.
Rather than post here, I added a Game Wiki to put easy reference to the rules. Click above in the right hand corner or here:
http://wiki.rpol.net/6687
SUMMARY OF BASIC RULES
All rolls are based on percentage basis.
ABILITIES and EXPERIENCE
Abilities are your score out of 100. Ability checks are made (minus modifiers) to see if you succeed at a particular attempt to do something.
Experience Points
When you receive experience points, you can use them to either (1) increase an ability score (1 per experience point, up to a maximum of 100 per ability), or (2) apply them to increase your skill levels at the cost shown in the table below.
Skills
Each character chooses one of three Primary Skill Areas (PSA), which essentially an area of expertise. The character then purchases skills in the PSA set and can then try any of the subskill actions under that skill.
SKILL COST TABLE
Military PSA Technological PSA Biosocial PSA
Level 1 3(6) 4(8) 5(10)
Level 2 6(12) 8(16) 10(20)
Level 3 9(18) 12(24) 15(30)
Level 4 12(24) 16(32) 20(40)
Level 5 15(30) 20(40) 25(50)
Level 6 18(36) 24(48) 30(60)
For example, if you are a Biosocial PSA and choose Medic Skill, you pay the XP to increase the medic skill level (5 for level 1, 10 for level 2, etc.). If you want a beam weapons proficiency, it is not your PSA since it is a military PSA skill, so you will pay 6 XP for the beam weapons skill level 1 for laser weapons.
Example continued: If you then decide you want to have an Environmental Skill at level 1, in addition to the medic, you can do so at only a 5 XP cost, since it is still in your Biosocial PSA. If you want to have a melee skill at level 1, that would be 6 XP since it is not your PSA and is instead in Military.
Tip 1: Have at least some levels in the weapon type you use most to help in combat, even if your PSA is tech or biosocial. At +10% to hit per level, 2 or 3 levels will really help.
Tip 2: Remember that increasing dexterity by 2 points also increases your to hit by 1%, so you can use XP to affect your percentage to hit as well as anything else attributable to dexterity as another method of increasing.
NOTE: Remember melee is typically based on Strength, not dexterity.
COMBAT
Summary
CHANCE TO HIT:
For ranged weapons, your basic percentage to hit is 1/2 of your DEXTERITY plus 10% for each skill level you have with the type of weapon.
EXAMPLE: If your Dexterity is 70, you have a base percentage to hit of 35%. If you are using a laser pistol and have a Beam Weapons skill level of 2, then you add 20% for a total of 55% base chance to hit.
From there, you go to the modifier list which can lower or raise the percentages.
Melee weapons are similar but typically use the STRENGTH score as the base.
Summary
Summary of how the weapon table works: Weapon Stats
AMMO
Beam Weapons use SEU for ammo. Each SEU does 1d10 Damage with a hit. Some are adjustable. For example, a laser pistol can be set from 1 to 10 SEU, and it has a 20 SEU clip. So if set at the maximum of 10 SEU, the clip has to be changed out after only two shots. You can get 4 shots if set to 5 SEU...and so forth.
Reloading takes one combat turn to attach a clip or attach to a new backpack or other source.
RATE OF FIRE
Most weapons get 1 shot per combat turn.
Laser rifles and laser pistols get 2 shots.
Automatic weapons can be set to single shot or burst. 3 single shots per turn can be made or 1 burst. (See rules for details.)
DEFENSES
Each type of weapon has a counterpart in a defensive screen or suit.
You can only wear one screen and one suit at a time.
Albedo suits absorb up to 100 points of laser damage, and a screen uses SEU equal to 1/5 of the damage it absorbs.
Skeinsuits absorb half damage from projectile and gyrojet, frag grenades, explosives and melee weapons, up to 50 points.
Inertia Screens are the same as skeinsuits but use SEU: 2 SEU is used each time a hit is absorbed.
Gauss screen: Absorbs electricity damage such as electrostunners, shock gloves, etc. 2 SEU upon each hit.
Sonic Screen: Sound barriers, absorbing all sound that hits and related damage. Uses 2 SEU per hit and 1 SEU every minute it is turned on.
ADDITIONAL COMBAT OPTIONS
-CAREFUL AIM: Don't forget to mention if you want to do careful aim. Doing so halves the Rate of Fire but adds +15 to hit.
-AVOIDANCE ROLLS: Don't forget that you may forgo your attack to try to avoid an attack. If successful, it may avoid any damage or half damage from grenades. (It uses STA or RS depending on the type of attack being avoided.) (Cannot use on all attacks. See chart.)
-DEFEND: Similarly, you may defend instead of attack and give the opponent -15% to hit.
-DISARM: you may try to disarm an opponent (-20 modifier)
-BATTLE RAGE: Yazirians may go into battle rage.
-MULTIPLE GUNS: You can fight with weapons in each hand for more attacks but a modifier will apply. (See combat chart.)
This message was last edited by the GM at 05:56, Sat 04 Apr 2020.