Making this up mainly to use for a freeform game, but why do anything half-arsed? Here's a (hopefully) complete enough system to actually run a game based on it.
Basics: Uses a six attribute system like D&D; Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Gain +1 to one attribute every 4 levels. New feats are earned every other level (i.e. 1st, 3rd, 5th, etc.). Mental powers will be based off of Psionics. Psionic power points regenerate during the day at 1/24 of your total points an hour, not less than 1 point an hour. You may not have more than your max power points at any time. First level skill points are class x4.
Money: Their dollars are called creds or credits. They come in three different forms. The first is small square plastic chips with set denominations(think poker chips in Vegas). These only go up to 1,000 cred chips. The second is a personal cred card. These are personalized cards that are for a single user (think debit cards) that require a genetic signature to use. The upside is you can put as many creds as you want on them. The third kind is a card that can be loaded with different values (think gift cards). They don't have the same restrictions as personal cards, but require even amounts of creds (amounts of 5) and are not accepted everywhere. These last are the favorite method of payment for bounty hunters and mercenaries.
Skills:
Acrobatics : Dex - Use instead of Balance or Tumble
Athletics : Str - Use instead of Climb, Jump, or Swim, Use for Running
Bluff : Cha
Computer Use : Int
Concentration : Con
Craft (chemical) : Int; Trained Only
Craft (electronic) : Int; Trained Only - Grant synergy bonus to Disable Device and Repair.*
Craft (mechanical) : Int; Trained Only - Grant synergy bonus to Disable Device and Repair.*
Decipher Script : Int; Trained Only
Demolitions : Int; Trained Only
Diplomacy : Cha
Disable Device : Int; Trained Only - Use for pick locks as well.
Disguise : Cha
Flight: Dex - This is for personal flight not in a ship.
Forgery : Int
Gamble : Wis
Gather Information : Cha
Hand to Hand Combat : Grants synergy bonus to BAB and unarmed damage. 5 ranks grants +1 to BAB, 8 ranks grants Flurry of Blows, and 10 ranks gives +1 to dam, etc..*
Heal : Wis
Insight :Wis - Investigate and Sense Motive fall under this
Intimidate : Str or Cha
Knowledge (Behavior) : Int
Knowledge (Culture) : Int
Knowledge (Psipowers) : Int
Knowledge (Spaceship) : Int
Knowledge (Tactics) : Int
Knowledge (Technology) : Int
Knowledge (Weapons) : Int
Navigation : Int
Perform : Cha or Dex - Use for any attempt to entertain or distract. GM discretion on which attribute applies to a given perform skill.
Perception : Wis - Use for Listen, Search, and Spot
Piloting : Dex; Trained Only
Profession : Wis
Repair : Int; Trained Only - Grants synergy bonus to Craft (mechanical) and Craft (electronic).*
Research : Int
Stealth : Dex - Use for Move Silently, Hide, and and attempts to pickpocket, steal, etc.
Streetwise : Wis
Survival : Wis
Use Psionic Device: Cha
*Synergy bonus of +1 at 5 trained ranks and +2 at 10 trained ranks. Only highest synergy bonus is applied and only to applicable tasks. Hand to Hand Synergy bonus only applies to melee attacks not ranged. There are further bonuses for the 15th and 20th levels of trained ranks, and Hand to Hand grants an improved Flurry of blows at the 16th level of trained ranks.
Cybernetics: Improvements a character can buy. Minimum level for implant purchase is lvl3 for lvl1 upgrades, lvl9 for lvl2 and lvl15 for lvl3. Cost for upgrades is 100,000 creds for lvl 1, 500,000 creds for lvl 2, and 1 million creds for lvl 3. You must have the previous level upgrade to buy an improved one.
Cybernetic Neuronet - A small lattice work of microprocessors and hard drives stretched on your skull under the skin. Allows complete recall of any memories in minute detail and improves the use of other cybernetic implants. Can allow you to download things you've seen or heard to a computer. Grants Int +1.
Cybernetic Lenses - Improves vision allowing you to see over great distances/ see small details. Grants Dex +1.
Cybernetic Hearing - Small speakers implanted in your ear canal. Can be used to magnify your hearing and to play back your favorite music. Grants Wis +1.
Robotic Arms - Modifications involving implanted motors and exoskeletons are added to your arms granting increased strength. Grants Str +1 at lvl1, +2 at lvl2, +3 at lvl3.
Robotic Legs - Modifications involving implanted motors and exoskeletons are added to your legs granting increased strenght and speed. Grants speed +10 ft., Str+1 at lvl1, +2 at lvl2, +3 at lvl3.
Feats: Any d20 Modern feats that make sense or can be altered to fit. Example: Acrobatic - Change from +2 to Jump and Tumble checks to +2 to Acrobatics Skill.
Skilled Technician - Prereq: Hacker Class. After years of self-teaching or through formal training you are able to pull more knowledge from your head than previously to use and repair computer systems. Benefit: +2 Computer Use, +2 Repair (Computer Systems)
Cybernetic Improvement - This feat can be taken multiple times. Grants the use of one cybernetic improvement.
Psionic Power - Grants Psionic powers.
Jack of All Trades - Prereq: Character level 8+. You can use any skill untrained, even those that normally require training and those that are exclusive to classes you don’t have. You cannot, however, gain ranks in a skill unless you are allowed to select it.
Zero-G Training - Prereq: Dex 13. You can function normally in low-G or zero-G environments.
Powers:
Hack Computer - Psionic power that allows the caster to mentally access the computer and attempt to override the computer's security.
(more to be added)
Basics: Uses a six attribute system like D&D; Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Gain +1 to one attribute every 4 levels. New feats are earned every other level (i.e. 1st, 3rd, 5th, etc.). Mental powers will be based off of Psionics. Psionic power points regenerate during the day at 1/24 of your total points an hour, not less than 1 point an hour. You may not have more than your max power points at any time. First level skill points are class x4.
Money: Their dollars are called creds or credits. They come in three different forms. The first is small square plastic chips with set denominations(think poker chips in Vegas). These only go up to 1,000 cred chips. The second is a personal cred card. These are personalized cards that are for a single user (think debit cards) that require a genetic signature to use. The upside is you can put as many creds as you want on them. The third kind is a card that can be loaded with different values (think gift cards). They don't have the same restrictions as personal cards, but require even amounts of creds (amounts of 5) and are not accepted everywhere. These last are the favorite method of payment for bounty hunters and mercenaries.
Skills:
Acrobatics : Dex - Use instead of Balance or Tumble
Athletics : Str - Use instead of Climb, Jump, or Swim, Use for Running
Bluff : Cha
Computer Use : Int
Concentration : Con
Craft (chemical) : Int; Trained Only
Craft (electronic) : Int; Trained Only - Grant synergy bonus to Disable Device and Repair.*
Craft (mechanical) : Int; Trained Only - Grant synergy bonus to Disable Device and Repair.*
Decipher Script : Int; Trained Only
Demolitions : Int; Trained Only
Diplomacy : Cha
Disable Device : Int; Trained Only - Use for pick locks as well.
Disguise : Cha
Flight: Dex - This is for personal flight not in a ship.
Forgery : Int
Gamble : Wis
Gather Information : Cha
Hand to Hand Combat : Grants synergy bonus to BAB and unarmed damage. 5 ranks grants +1 to BAB, 8 ranks grants Flurry of Blows, and 10 ranks gives +1 to dam, etc..*
Heal : Wis
Insight :Wis - Investigate and Sense Motive fall under this
Intimidate : Str or Cha
Knowledge (Behavior) : Int
Knowledge (Culture) : Int
Knowledge (Psipowers) : Int
Knowledge (Spaceship) : Int
Knowledge (Tactics) : Int
Knowledge (Technology) : Int
Knowledge (Weapons) : Int
Navigation : Int
Perform : Cha or Dex - Use for any attempt to entertain or distract. GM discretion on which attribute applies to a given perform skill.
Perception : Wis - Use for Listen, Search, and Spot
Piloting : Dex; Trained Only
Profession : Wis
Repair : Int; Trained Only - Grants synergy bonus to Craft (mechanical) and Craft (electronic).*
Research : Int
Stealth : Dex - Use for Move Silently, Hide, and and attempts to pickpocket, steal, etc.
Streetwise : Wis
Survival : Wis
Use Psionic Device: Cha
*Synergy bonus of +1 at 5 trained ranks and +2 at 10 trained ranks. Only highest synergy bonus is applied and only to applicable tasks. Hand to Hand Synergy bonus only applies to melee attacks not ranged. There are further bonuses for the 15th and 20th levels of trained ranks, and Hand to Hand grants an improved Flurry of blows at the 16th level of trained ranks.
Cybernetics: Improvements a character can buy. Minimum level for implant purchase is lvl3 for lvl1 upgrades, lvl9 for lvl2 and lvl15 for lvl3. Cost for upgrades is 100,000 creds for lvl 1, 500,000 creds for lvl 2, and 1 million creds for lvl 3. You must have the previous level upgrade to buy an improved one.
Cybernetic Neuronet - A small lattice work of microprocessors and hard drives stretched on your skull under the skin. Allows complete recall of any memories in minute detail and improves the use of other cybernetic implants. Can allow you to download things you've seen or heard to a computer. Grants Int +1.
Cybernetic Lenses - Improves vision allowing you to see over great distances/ see small details. Grants Dex +1.
Cybernetic Hearing - Small speakers implanted in your ear canal. Can be used to magnify your hearing and to play back your favorite music. Grants Wis +1.
Robotic Arms - Modifications involving implanted motors and exoskeletons are added to your arms granting increased strength. Grants Str +1 at lvl1, +2 at lvl2, +3 at lvl3.
Robotic Legs - Modifications involving implanted motors and exoskeletons are added to your legs granting increased strenght and speed. Grants speed +10 ft., Str+1 at lvl1, +2 at lvl2, +3 at lvl3.
Feats: Any d20 Modern feats that make sense or can be altered to fit. Example: Acrobatic - Change from +2 to Jump and Tumble checks to +2 to Acrobatics Skill.
Skilled Technician - Prereq: Hacker Class. After years of self-teaching or through formal training you are able to pull more knowledge from your head than previously to use and repair computer systems. Benefit: +2 Computer Use, +2 Repair (Computer Systems)
Cybernetic Improvement - This feat can be taken multiple times. Grants the use of one cybernetic improvement.
Psionic Power - Grants Psionic powers.
Jack of All Trades - Prereq: Character level 8+. You can use any skill untrained, even those that normally require training and those that are exclusive to classes you don’t have. You cannot, however, gain ranks in a skill unless you are allowed to select it.
Zero-G Training - Prereq: Dex 13. You can function normally in low-G or zero-G environments.
Powers:
Hack Computer - Psionic power that allows the caster to mentally access the computer and attempt to override the computer's security.
(more to be added)
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