Spacial Seals:SCI-FI Dice RPG

Started by crabmouse, April 30, 2022, 07:48:09 PM

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crabmouse

I'm looking for 3 to 4 people who can post 2-3 times per week on average. The game will be BDSM/Slavery/NC themed.
If you're interested here are the rules. You can create a character here.

Character Creation

Players begin by choosing a Class for their character. At creation, each player receives 6 stat points, which may be distributed as the player wishes. Each stat point may be used to increase the value of the Character’s various statistics. Each point spent on Stamina increases that character's starting Stamina by 2. Each point spent on Power, Initiative, or Tech Energy (Certain classes only) increases the value of that characteristic by 1. The base statistics for all classes are listed below.

Base Statistics:
Stamina--# of damage points that can be absorbed before falling Unconscious
(Stamina will regenerate to full following every encounter)
Power--# of points of Stamina damage inflicted when the character hits a foe with a physical attack
Tech Energy (Tech Classes only) --# of tech powers that may be used per combat
(TE will regenerate to full following every encounter)
Initiative—Order in which characters may act



Character Classes

Commando (Standard fighter, focused on raw damage)
Stamina: 10
Power: 4
Initiative: 2
Military Training: All Commandos receive a bonus of +2 to hit on Attack actions
Skills: At the time of character creation, a Commando may pick any 3 skills from the following list. Additional skills may be learned/discovered during the course of an adventure.
1. Spray and Pray (May attack 2 targets, receiving the normal +2 to hit; if successful each target suffers Stamina damage equal to one-half the Soldier’s Power, rounded up)
2. Headshot (May forego +2 to hit; if attack is successful it inflicts Stamina damage equal to the character’s Power +3)
3. Bait Shot (Do not declare a target; gain a defense bonus of 4 against the first attack aimed at you during the round; if that attack misses, immediately attack that foe with an additional +2 to hit)
4. Blitz Attack (Adds 2 to your Initiative value; but if the attack hits its Power is reduced by 3)
5. Barrier (May forego +2 to hit and accept a -2 penalty to hit [normal damage if successful]; but may reduce Stamina damage received from any successful hit this round by 1d4 [to a minimum of 1]—may be applied to each hit received this round. Note: Barrier is announced before the round begins, and applies throughout the round, irrespective of Initiative.)

Sentinel (“Support Warrior” class)
Stamina:14
Power: 2
Initiative:2
Power Armor: The Sentinel’s armor reduces Stamina damage from all attacks by 1, to a minimum of 1. This bonus is lost if the Sentinel is not wearing armor for whatever reason.
Skills: Sentinels may pick 3 abilities from the following list. Each ability may only be used once per encounter.
1. Rally: All allies gain +1 to hit, +1 to Power, and +1 on casting rolls for this combat round. If an allied tech user fails on a casting role, their TE is not reduced. The Sentinel may take no other action if invoking Rally.
2. Concentrated Assault: At the start of a combat round, the Sentinel gains a +2 to defense (i.e., enemies are at -2 to hit) and may Mark one enemy. At the end of the round, the Sentinel makes an attack against this enemy. If the enemy did not attack the Sentinel this round, the attack hits automatically.
3. Guardian: Grants all the Sentinel’s allies +1 to protection (i.e., enemies are at -1 to hit) for three rounds. Additionally, during the round that Guardian is invoked the Sentinel counts as an extra person for purposes of preventing Take Cover attacks, and for Flanking by allied Scoundrel. The Sentinel may not attack this round. Can only be used once per combat.
4. Patch Up: Immediately heal 4 Stamina points to any one ally. The Sentinel may not attack this round.
5. Last Stand: The Sentinel’s Initiative is reduced to 0 for the combat round. After all other participants (friend and foe) have acted, the Sentinel may make at attack at a penalty of -2 to hit. If this attack hits, then Sentinel regains half of all missing Stamina, rounded up.

Sniper (all “thief-type” classes)
Stamina: 8
Power: 2
Initiative: 5
Dodge: Any time the Sniper is hit by a physical (i.e., non-tech) attack, roll a d6. On a roll of 5 or 6, the attack is Dodged, and the Scoundrel suffers no Stamina damage. Snipers lose their Dodge ability if Frozen, Restrained, or Stunned.
Skills: Snipers may pick 3 abilities from the following list. Additional abilities may be discovered or learned during an adventure.
1. Take Cover (the Sniper uses a ranged attack this round, and may only be targeted by physical attacks after all party members without the “Take Cover” ability have been engaged by at least one enemy)
2. Flanking Attack (may only be used if the party outnumbers its foes at the beginning of the round [unconscious foes are not counted]; Scoundrel incurs a -2 penalty to hit, but a successful hit inflicts damage equal to twice the Sniper’s Power statistic)
3. Skillful (Gain +2 on all Proficiency rolls and +3 on all Struggle Rolls)
4. Cloaking (The Sniper cannot be targeted by most foes this round. In the next round, the Scoundrel may attack any enemy—even those that would not otherwise be eligible targets—at a bonus of +3 to hit and +3 damage.)
5. Stun (Sniper incurs a -2 penalty to hit; if attack is successful it inflicts only 1 point of Stamina damage, but target may not act this round; Stunned foes may be Restrained. Stun may not be used against targets of greater than human size, as they're too big to be affected)
6. Taunt (Force a targeted enemy to attack the Scoundrel at -4 to hit. Take Cover will not prevent the hit from landing.)

Medic (Support Class)
Stamina: 8
Power: 2
Initiative: 3
Tech Energy: 2
Good Processing: Medics score a critical hit or a critical casting success on a roll of 19 or 20. This passive ability is lost if the Medic’s TE has been reduced to 0.
Tech Powers: Medics may select 3 of the tech powers on the following list. Additional tech may be learned during the course of an adventure.
1. Combat Stims (increase Power of 1 party member by 2 for remainder of combat; may be cast multiple times and is "stackable")
Cast Value 6+
2. Nano-Medkit (may restore 1d6+4 points of Stamina to self or any party member [up to maximum])
Cast Value 12+
3. Med Spray (may restore 1d4+2 points of stamina to self or any party member [up to maximum])
Cast Value 7+
4. Restorative Mist (restores 2-4 points of Stamina to up to 5 allies [caster included]; effect is determined by a roll of 1d3 +1; roll for each target separately--this spell may not be used to raise an individual's Stamina beyond that character's current maximum)
Cast Value 8+
5. Speed Stims (increase Initiative of 1 party member by 2 for the remainder of combat; may be cast multiple times and is "stackable")
Cast Value 8+
6. Conditioned Strike (target gets -2 defense this turn, and the next ally to attack the target gains 1d4+2 Overhealing. (Overhealing goes away at the end of the encounter, and is lost first when the target takes damage that puts stamina back within its threshold)
Cast value 9+


Nano Tech (all "wizard-type" classes)
Stamina: 6
Power: 1
Initiative: 4
Tech Energy: 3
Take Cover: May only be attacked by enemy if all party members without this skill have been engaged by at least 1 enemy. This applies to physical attacks only, A Nano Tech may be targeted at any time by tech attacks.
Hopeless Fighter: All Tech suffer a -1 penalty to hit with their physical attacks.
Tech Powers: At the time of Character creation, a Tech may select any three of the following techs—these will be the character’s starting powers, and will be retained throughout the game; other spells may be learned or found later.
1. Bind Protocol (any one enemy unit—caster’s choice—is immediately Restrained)
Cast Value 13+
2. Cryo Blast (prevents any one enemy unit—caster’s choice—from acting for one round; Frozen enemies may not be Restrained—may not be effective on targets of greater than human size)
Cast Value 8+
3. Shock Attack (any one enemy unit—caster’s choice—suffers 3-6 points of Stamina damage; amount is determined by a roll of 1d4+2)
Cast Value 9+
4. Auto Fire (any one enemy unit—caster’s choice—suffers 5-10 points of Stamina damage; amount is determined by a roll of 1d6+4)
Cast Value 13+
5. Scrambler (any one enemy caster immediately has his/her TE reduced by 2-4; amount is determined by a roll of 1d3+1)
Cast Value 12+
6. Concussive Blast (inflicts 2-4 Stamina damage on up to 5 enemies [if the caster is currently facing more than 5 foes, the targets are determined randomly]; amount is determined by roll of 1d3 +1; roll damage for each enemy separately)
Cast Value 10+
7. Distract (any one enemy unit—caster’s choice—has its Initiative reduced by 2—to a minimum of 1—for the remainder of the battle)
Cast Value 8+
8. Weaken (any one enemy unit—caster’s choice—has its Power reduced by 2—to a minimum of 1--for the remainder of the battle
Cast Value 9+

Bounty Hunter
Stamina: 10
Power: 3
Initiative: 2
Skills: Bounty Hunters may pick 3 abilities from the following list. Additional abilities may be discovered or learned during an adventure.
1. Dizzying Agent (Made at a penalty of -2 to hit. If successful, the target immediately loses 2 points of Stamina(+1 points lost for every poison.) The target is also Poisoned, and loses 1 additional point of Stamina at the end of the round of combat in which she was Poisoned. A character may be Poisoned multiple times, and the effects "stack.")
2. Paralyzer (Made at a penalty of -4. Prevents the targeted from acting for two rounds; Paralyzed enemies may be Restrained as if they were Stunned—may not be effective on targets of greater than human size)
3. Dodge (Any time the Hunter is hit by a physical (i.e., non-tech) attack, roll a d6. On a roll of 5 or 6, the attack is Dodged and no damage is inflicted. Scavengers lose their Dodge ability if Frozen, Restrained, Stunned, etc.)
4. Take Cover (the Scavenger uses a ranged attack this round, and may only be targeted by physical attacks after all party members without the “Take Cover” ability have been engaged by at least one enemy)
5. One-Shot Special (Once per encounter, make an attack that inflicts your Power+6 damage. Roll to hit as normal.)
6. Reflector (At the beginning of the turn, nominate an ally or yourself. The next time an enemy physically attacks them, the attack will fail and 1d4 damage will be inflicted)

Combat

Combat is fought in rounds, in each round, every character/monster may take two actions. Actions are resolved in Initiative order, with higher initiative characters acting first. If a character/monster has his/her/its Stamina reduced to "0" or less prior to acting, then the character/monster is knocked Unconscious and may not act. At the beginning of each round, all characters and enemy units declare their intended action and its target (if applicable). These actions are then resolved in Initiative order.

Action Options
1. Attack (make a physical attack upon a chosen enemy, which inflicts Stamina damage if successful)
2. Use Skill (self-explanatory, use one of the character class’s available skills) (Players cannot use the same skill twice in one turn.)
3. Cast Spell (priests/sorcerers only)
4. Restrain (bind a Stunned or Unconscious foe)
5. Free (attempt to release a fellow party member from restraints)
6. Struggle (if a character/monster is Restrained, but his/her/its Stamina is 1 or greater); a successful struggle will mean that the character is no longer Restrained
(note: A character/monster who begins a round Restrained may only Struggle)

Attack: The character fires at the enemy. All to-hit rolls are made using 1d20, and the base to-hit value is 11 (i.e., a roll of 1-10 misses, a roll of 11+ hits). Attacks are subject to skill or other modifiers as appropriate.
a. Attacks upon Frozen enemies hit on a roll of 2+ (i.e., they only miss on critical failures)
b. Attacks upon Stunned enemies hit on a roll of 5+ (subject to normal modifiers); the foe is too disoriented to evade effectively
c. Attacks upon Restrained enemies hit on a roll of 4+ (they're tied up and are almost completely unable to avoid the blow)
d. Foes whose Stamina has been reduced below 1 cannot be targeted by an Attack action; they must be targeted by either a Restrain.
Critical Hits: If the to-hit roll for any physical attack is a natural "20," the attack scores a critical hit. Critical hits inflict an additional 3 points of Stamina damage, in addition to any other modifiers. This applies to all physical attacks.
Critical Misses: If the to-hit roll for any physical attack is a natural "1," the attack not only misses, but the attacker suffers a critical failure. The attacker is thrown off balance and is immediately Stunned. If the attacker's Initiative value is 4 or greater, than he/she/it is Stunned for the remainder of the current round of combat. If the attacker's Initiative is 3 or less, then he/she/it is Stunned for the following round of combat.
Hits: If the to-hit roll exceeds the required number for a successful attack, but is not a Critical Hit, then the target suffers Stamina damage equal to the attacker’s Power rating. The one common exception to this will be if the attacker is Unarmed.
Unarmed Attacks: Typically, it is assumed that all characters have a weapon of some sort.  In rare circumstances, characters may lose their equipment (typically this will be as a result of being captured). Until a character has found new equipment, that character is considered to be Unarmed. All physical attacks by unarmed characters will inflict Stamina damage equal to one-half of the character’s Power (rounded up).

Use Skill: The character opts to use one of his/her skills, following the instructions provided in the class descriptions above.

Cast Spell: Techs. In order for the spell to be cast successfully, its casting value (listed in the character class descriptions above) must be met; all casting rolls are made on 1d20. Note that while magic is potentially powerful, it can also be potentially dangerous, backfiring upon the caster and his/her party.
a. Every spell that the character  attempts reduces his/her Reservoir by 1 for the remainder of the combat (unless stated otherwise). If a character’s Magic Reservoir is reduced to 0, no more spells may be cast for the remainder of the combat.
b. A character’s Magic Reservoir is automatically restored to its full starting value at the conclusion of the encounter.
Critical Success: If the roll to cast any spell is a natural "20," the caster scores a critical success. A critical success will offer the following benefits:
a. The spell will automatically achieve the maximum possible effect (i.e., damage spells will inflict the greatest amount of damage possible; healing spells will restore the maximum possible amount of Stamina, etc.)
b. The caster's Magic Reservoir is not reduced. (in essence, the spell is cast for free)
Critical Failure: If the roll to cast any spell is a natural "1," the caster suffers a critical failure. A critical failure has the following effects:
a. The spell is cast, but it backfires
-- Attack spells will target a member of the caster's own party (chosen at random; can include the caster)
-- Buff or healing spells will target an enemy (chosen at random--a healing spell will always affect a wounded enemy if possible)
b. The caster's Magic Reservoir is immediately reduced by 2 (i.e., the spell costs twice as much as normal to cast). In cases where a spell's casting value is greater than 1, a critical failure will reduce the caster's Magic Reservoir by twice the amount required to cast the spell.

Restrain: A character may restrain any enemy character who is Stunned or Unconscious. If successful, the target of this action gains the Restrained status effect (see below).
a. Restrain actions taken Unconscious targets succeed automatically (they can’t resist)
b. Restrain actions taken against Stunned targets (for example, those Stunned as a result of a Rogue’s special ability) succeed on a roll of 6+ on a roll of 1d20 (the target is badly disoriented, but has a small chance to avoid being Restrained)
c. Characters are welcome to describe the manner in which they restrain their foes. (*)

(*) Within reason -- note that a round of combat is approximately 30 seconds long, so descriptions should reflect something that could actually be possible in that amount of time. This may be a fantasy rules set, but it's still a rules set that is (somewhat) bounded by the realm of common sense.

Gag: A character may attempt to gag any enemy character who is Stunned, Restrained, or Unconscious. If successful, the target of this action gains the Gagged status effect (see below).
a. Gag actions taken against Unconscious targets succeed automatically (they can't resist)
b. Gag actions taken against Stunned targets (for example, those Stunned as a result of a Rogue's Stun ability), succeed on a roll of 6+ on a roll of 1d20 (the target is badly disoriented, but has a small chance to avoid being Gagged)
c. Gag actions taken against Restrained targets succeed on a roll of 3+ on a roll of 1d20 (the target is already tied up, but can still resist just enough that there's a small chance that the gagging attempt will fail).
d. Characters are welcome to describe the manner in which they gag their foes (subject to the "common-sense" rule noted above).



Free: If the party begins a round with one of its members Restrained, but the remaining party members outnumber their active foes (i.e., foes not unconscious or Restrained), one party member may attempt to Free the Restrained character. A Free action will succeed on a roll of 6+ on 1d20 (bonds are being cut, not untied). If successful, the target character is no longer Restrained, but may not act this round (they need to hold still while being untied). Both characters may act normally in subsequent rounds.

Revival: At some point, a character may have her Stamina reduced to 0, knocking her Unconscious. If an Unconscious character is targeted by a Healing spell (Heal/Greater Heal/Mass Heal, etc.), that character is immediately Revived with a number of Stamina points equal to the spell’s effect. The character may take no action in the round in which she is revived, but may act normally in all subsequent rounds.

Struggle: A character who begins a round Restrained, but whose Stamina has not been reduced below 1, must Struggle against his/her bonds (if they choose to take an action, of course; you can always choose to do nothing...). All Struggle rolls are made on 1d20, and will succeed on a roll of 16+ (untying yourself in the middle of a fight is hard).

Ending Combat:

Combat ends when all characters/monsters on one side end a round either Restrained or with their Stamina reduced to 0 or lower (at that point, the victors can tie up or slay their Unconscious foes with ease).

Restraints and Struggling:

In the event that characters’ combat efforts are unsuccessful, they may find themselves on the wrong end of the ropes and shackles (the system is called “Fantasy Peril System,” after all….)

The following rules govern these situations.

Status Effects: The type and nature of a character’s bonds will be described in-game, but functionally, they can be divided into two separate status effects – Restrained and Gagged.

Restrained: A character who is Restrained has been bound in some way (tied up with ropes, secured with chains or shackles, or rendered helpless as a result of a successful Bind spell or a creature’s special ability, such as a Fiend’s Binding Whip). The precise nature of a character's restraints does not matter, all forms of restraint have the same set of in-game effects.

Being Restrained has a number of effects:
--Characters who are Restrained may not make melee attacks in combat, nor may they move freely.
--Spell-casters who are Restrained (but not Gagged, see below) may attempt to cast spells, but they suffer a severe penalty to their efforts, due to the difficulty of making the necessary gestures. The number required to successfully cast a spell is increased by 8 (so, for example, a Restrained Sorceress who attempts to cast Magic Bolt, which ordinarily requires a roll of 9+ to succeed, would require a minimum roll of 17 in order to successfully cast). Please note that a critical success (a roll of 20 for a Sorceress, or a roll of 19 or 20 for a Priestess) will always result in a successful cast, regardless of the roll required.
--Paladins who are Restrained may not use any of their special abilities, but if they have invoked Divine Protection prior to being Restrained, it will remain in effect. A Restrained Paladin will still receive the damage reduction offered by her Heavy Armor (unless it has been specifically noted that the armor has been removed).

Gagged: A character who is Gagged has been silenced in some way (either to prevent spell-casting, to keep her from calling for help, or simply because she said the wrong thing to her captor, who concluded that something needed to be done about her big mouth…).

Being Gagged has a number of effects:
--A character who is Gagged may not speak (that’s sort of the point)….at least not coherently. A gagged character may attempt to communicate, but these efforts aren’t likely to be successful.
--A spell-caster who has been Gagged may not cast spells, because being Gagged makes it impossible to vocalize the necessary command (moral of the story: captured spellcasters should always, always, always be gagged).
.
--Other effects of being Gagged may be determined by the GM, depending on the situation.

Getting Free: Characters who are Restrained and/or Gagged may attempt to free themselves (and probably should, unless, you know, they’re into that kind of thing….)

The difficulty involved in removing restraints will depend upon the type of restraint, and upon whether or not the character is involved in combat at the time.

Removing Restraints During Combat: Freeing oneself during combat is quite difficult, as combat rounds are short, and the need to avoid getting stepped on/stabbed/otherwise mutilated will consume much of the bound character’s attention. But a successful Struggle action can allow a Restrained and/or Gagged character to remove her restraints.

Struggle rolls during combat require the following scores for success:
--A Restrained character who chooses to Struggle may successfully free herself with a die roll of 16+. Please note that in the event of a character who is both Restrained and Gagged, the first successful Struggle roll will only remove the restraints, NOT the gag.
--A spell-caster who is Restrained and Gagged may specify that she is seeking to remove her gag (leaving her other bonds in place), in which case the roll required for success is 14+. If the gag is removed, the character may then cast spells, but if she is still Restrained, then her casting efforts will be subject to the casting penalties noted above (i.e., +8 to the roll required to successfully cast any spell). Note that if a bound and gagged spellcaster declares a Struggle action, but does not specify what she is doing, then it is assumed that she is trying to free herself from her bonds, leaving the gag in place.
--A character who is Gagged, but not Restrained (this is a rare situation, but can happen), may attempt to Struggle against the gag. In this case, a roll of 6+ is required for success (if your hands are free, it's not that hard to pull a gag out of your mouth). This will likely only apply to spell-casting characters, as non-spell-casters suffer few ill effects from being Gagged during combat.

--A non-spell-casting character who succeeds on a Struggle roll during combat is freed from her restraints, and may act normally in the following round (they may still be Gagged, but, as noted, that should have little effect on their combat performance).
--Spell-casting characters who succeed on a Struggle roll have freed themselves from their bonds, and may take some actions (i.e., Attack, Free, etc.) in the following round. If they are also Gagged, then the gag must be removed before they may cast spells.
--A roll of “1” on any Struggle effort will result in a critical failure—instead of loosening the restraints, the character has inadvertently tightened them. The character will now be either Tightly Restrained or Tightly Gagged, depending upon what sort of restraint they were trying to remove. A Tightly Restrained or Tightly Gagged character suffers a -3 penalty on all future Struggle rolls (in addition to any other modifiers).

Removing Restraints Outside of Combat: Characters who have been defeated and captured in combat will often be secured and carried off by their foes—Unconscious characters, or characters who have surrendered may be Restrained and Gagged without the need for a roll (the character either is not resisting, or cannot resist).

Captured characters who have been left unsupervised by their captors may attempt to free themselves (for that matter, they can also try to do this if their captors are present, but that’s probably not going to be a good idea). If a character is Restrained and/or Gagged in a non-combat situation, they may attempt to Struggle. Since the character has more time and can more easily concentrate on the task, freeing oneself outside of combat is easier than attempting to free oneself during combat:
--A Restrained character who chooses to Struggle may successfully free herself with a die roll of 13+.
--A character who has been both Restrained and Gagged will not require a second successful Struggle roll to remove her gag if she succeeds on a Struggle roll (since the character has more time to work, it’s a simple matter to pull the gag out of one’s mouth once the ropes and/or chains have been removed).
--Rogues who have the Skillful ability will receive the bonus to all Struggle rolls.
--A roll of “1” on any Struggle effort will result in a critical failure—instead of loosening the restraints, the character has inadvertently tightened them. The character will now be either Tightly Restrained or Tightly Gagged, depending upon what sort of restraint they were trying to remove. A Tightly Restrained or Tightly Gagged character suffers a -3 penalty on all future Struggle rolls.
--If multiple characters are Restrained in the same room, they MAY, at the GM’s discretion, attempt to aid one another in their escape attempts (note that this may not always be possible; for example, two characters who have been shackled to the opposite walls of a cell would not be able to assist one another). The players must specify who is assisting whom (i.e., they’re cooperating in an effort to free ONE of them from her restraints). In this case, a single Struggle roll is made, with the character who is Struggling receiving a +3 bonus (in addition to any other modifiers) to reflect the other character’s assistance.
--A character who is not Restrained may attempt to free a bound companion. In this case, the Restrained character may Struggle, receiving a +6 bonus (in addition to any other modifiers) to the roll.
--If a character who is not Restrained is in the same room with a character who is Restrained and Gagged, she may remove the other character’s gag, while leaving her bonds in place. This action does not require a roll, but if a character is using her turn to remove the target’s gag, she may not provide the bonus to Struggle rolls.