HK-36
The Iron Lord Protector (Neutral Good)
[member="Verz Horak"], [member="Triam Akovin"], [member="Aedan Miles"],
Alright, guys, I'll be posting the thread in a few minutes, use this thread for any questions you have towards me or your party members, since this is something we're trying out for the first time we should get those questions solved as fast as we can
There will be posting order, Verz, Triam, Aedan, please follow it so everyone will have a chance to post in a turn.
Below I'll be posting map of the thread, I will probably be doing also smaller maps for encounters, and I'll be posting the complete ruleset if you need reference as well as your character's inventory for the thread and modifiers, both of these things can and will change as the thread goes on.
Social
General
Crafting Light and Medium Armor, Melee Weapons, Small Arms, and Throwing Weapons
Roll a 1d10 + Engineering to determine quality, anything higher than 10 is counted as 10.
Crafting Heavy Armor, Big Arms, and Vehicles,
Roll a 1d10 + Engineering, take results of that and then add them to 1d10 + Engineering - 10 to determine quality.
Crafting Poison, Medkits, Acid, Chemical Projectiles
Roll a 1d10 + Medicine to determine quality, then roll a 1d10 to determine number of vials/packs crafted.
Crafting Grenades, Bombs, Explosive Projectiles, Heavy Ammo.
Roll a 1d10 + Explosives to determine quality, then roll a 1d10 to determine number of explosives crafted.
Crafting Energy Weapons, Cybernetics, Power Armor,
Roll a 1d10 + Slicing, then take the results and add them to 1d10 + Engineering - 10, a different character can craft the cybernetics with slicing, and different character can put them together with Engineering.
Triam Akovin
Adenn Gra'tua
Aedan Miles
That should be all!
Your inventory will be empty to begin with, I'll assign it to you once I'll start the thread and roll for your starting gear, I will also be posting your inventory and dice rolls with each of my post, but I'll be updating only this one, so that you can potentially see what progress you're making
Alright, guys, I'll be posting the thread in a few minutes, use this thread for any questions you have towards me or your party members, since this is something we're trying out for the first time we should get those questions solved as fast as we can
There will be posting order, Verz, Triam, Aedan, please follow it so everyone will have a chance to post in a turn.
Below I'll be posting map of the thread, I will probably be doing also smaller maps for encounters, and I'll be posting the complete ruleset if you need reference as well as your character's inventory for the thread and modifiers, both of these things can and will change as the thread goes on.
Map
Keep in mind your characters won't know all of this, the IC map, to their knowledge, will be posted in the IC thread

Ruleset
Character Background
To be used when skipping the introduction of the character into the setting.
Roll a 1d20 for the character, if the dice rolls 1-4 they have done terrible, 5-8 poor, 9-12 mediocre, 13-16 good, 17-20 awesome-sauce.
Characters with Terrible background receive no initial equipment, those with Poor roll a 1d2 for amount of equipment they receive, 1d6 determines quality of each equipment, Average roll a 1d4 for amount and 1d8 for quality, Good roll a 1d4 for amount and 1d10 for quality, Awesome-Sauce roll a 1d6 for amount and 1d10 for quality.
Roll a 1d20 for the character, if the dice rolls 1-4 they have done terrible, 5-8 poor, 9-12 mediocre, 13-16 good, 17-20 awesome-sauce.
Characters with Terrible background receive no initial equipment, those with Poor roll a 1d2 for amount of equipment they receive, 1d6 determines quality of each equipment, Average roll a 1d4 for amount and 1d8 for quality, Good roll a 1d4 for amount and 1d10 for quality, Awesome-Sauce roll a 1d6 for amount and 1d10 for quality.
Combat
Reloading: Light Ranged Weapons are automatically reloaded, Medium, Heavy, and Superheavy weapons need to successfully roll a 1d20+modifier
Light Melee/Ranged will be d10 (three hits per turn max)
Medium will be d20 (2 hits per turn), heavy d50 (one hit per turn) and superheavy (Like rocket launchers, gauss guns, plasma cannons) d100 and splash damage of d20 in proximity if the weapon has that option, they fire only once per post and you need another post to reload.
Special weapons
Shotguns- 1d70 at close range, 3d20 at medium range, and 5d10 with ability to hit multiple targets on medium range, and hitting 5 different targets on long range. When reloading you need to roll a d6 to determine how many shells you loaded under pressure.
Miniguns 3 turns of 5d30 without reloading, reloading takes 2 turn and you must make a successful d20 roll each turn.
Sniper rifles have one shot per turn, they take a whole turn to reload, 1d50 and bonuses to accuracy rolls, reloading doesn't require a roll.
Revolvers and Heavy Handguns have 1d40 per turn, reloading a revolver you need to roll a 1d6 to determine how many bullets you loaded into the chamber under pressure, for Heavy Handguns reloading is a 1d10 and it determines whether the clip is inserted into the pistol or not.
Flamethrowers have 3d50, 3 turns without reloading, 2 turns to reload, they can be only used at close range, they deal 1d10 each turn for 3 turns at hit, and if you get shot in the fuel pack, you and anybody close to you get 20 damage and 1d10 for 3 turns. When reloading a flamethrower you need to roll a 1d20 on your second turn, failure to beat a roll ends with some of the fuel spilling, critical fuel ends with canister exploding and dealing 20 fire damage.
Taunting- During combat player on NPC can attempt to Taunt their opponent, trying to enrage them and make a mistake, open up their defenses through carelessness. To Taunt you roll a 1d20 + Taunt Modifier against your opponent's 1d20 + Resisting Taunt Modifier. Successful Taunt will mean the target's modifiers will not apply to their skills in combat for one turn.
Leadership- You can roll a d20 for each of your party members, trying to inspire them in combat. After each successful roll, roll a 1d4 to determine by how many points your allies benefit in their range of critical damage. For example, if you have two allies, besides you, in your party, you have to roll 2d20, if both of them succeed roll a d4 for each of them, the number they get increases the range for their critical rolls by that number, for example if one of them rolls a 2 and the other 4, one needs to roll between 18 and 20 to gain critical hit, and the other between 16 and 20, instead of the regular 20.
Tactics- Roll a d20 for your whole squad to determine if they receive any Cover bonus due to your use of tactics during combat. If your roll is successful roll a 1d4 to determine how big that bonus is. For example, if you succeed the roll of d20 and then roll a 3 on your 1d4 roll, you squad will get a +3 bonus to Dodge rolls thanks to your tactical decision.
Cover- Hiding behind cover can give you bonus to your Dodge, Block, or Parry rolls, there are three types of cover, light, medium and heavy. Light cover gives a +1 bonus, medium gives a +2 bonus, and heavy a +4 bonus, it stacks with Tactics bonus.
Light Melee/Ranged will be d10 (three hits per turn max)
Medium will be d20 (2 hits per turn), heavy d50 (one hit per turn) and superheavy (Like rocket launchers, gauss guns, plasma cannons) d100 and splash damage of d20 in proximity if the weapon has that option, they fire only once per post and you need another post to reload.
Special weapons
Shotguns- 1d70 at close range, 3d20 at medium range, and 5d10 with ability to hit multiple targets on medium range, and hitting 5 different targets on long range. When reloading you need to roll a d6 to determine how many shells you loaded under pressure.
Miniguns 3 turns of 5d30 without reloading, reloading takes 2 turn and you must make a successful d20 roll each turn.
Sniper rifles have one shot per turn, they take a whole turn to reload, 1d50 and bonuses to accuracy rolls, reloading doesn't require a roll.
Revolvers and Heavy Handguns have 1d40 per turn, reloading a revolver you need to roll a 1d6 to determine how many bullets you loaded into the chamber under pressure, for Heavy Handguns reloading is a 1d10 and it determines whether the clip is inserted into the pistol or not.
Flamethrowers have 3d50, 3 turns without reloading, 2 turns to reload, they can be only used at close range, they deal 1d10 each turn for 3 turns at hit, and if you get shot in the fuel pack, you and anybody close to you get 20 damage and 1d10 for 3 turns. When reloading a flamethrower you need to roll a 1d20 on your second turn, failure to beat a roll ends with some of the fuel spilling, critical fuel ends with canister exploding and dealing 20 fire damage.
Taunting- During combat player on NPC can attempt to Taunt their opponent, trying to enrage them and make a mistake, open up their defenses through carelessness. To Taunt you roll a 1d20 + Taunt Modifier against your opponent's 1d20 + Resisting Taunt Modifier. Successful Taunt will mean the target's modifiers will not apply to their skills in combat for one turn.
Leadership- You can roll a d20 for each of your party members, trying to inspire them in combat. After each successful roll, roll a 1d4 to determine by how many points your allies benefit in their range of critical damage. For example, if you have two allies, besides you, in your party, you have to roll 2d20, if both of them succeed roll a d4 for each of them, the number they get increases the range for their critical rolls by that number, for example if one of them rolls a 2 and the other 4, one needs to roll between 18 and 20 to gain critical hit, and the other between 16 and 20, instead of the regular 20.
Tactics- Roll a d20 for your whole squad to determine if they receive any Cover bonus due to your use of tactics during combat. If your roll is successful roll a 1d4 to determine how big that bonus is. For example, if you succeed the roll of d20 and then roll a 3 on your 1d4 roll, you squad will get a +3 bonus to Dodge rolls thanks to your tactical decision.
Cover- Hiding behind cover can give you bonus to your Dodge, Block, or Parry rolls, there are three types of cover, light, medium and heavy. Light cover gives a +1 bonus, medium gives a +2 bonus, and heavy a +4 bonus, it stacks with Tactics bonus.
Armor
Light Armor- +5 Dodge Rolls, 5 damage reduction,
Medium Armor- +2 Dodge Rolls, 30 damage reduction,
Heavy armor- -5 Dodge Rolls, 50 damage reduction,
Powered Armor- -2 Dodge Rolls, 70 damage reduction
And the damage reduction would differ based on armor, so like Ceramic Military Vest would be +2 Dodge Rolls, 30 Projectile and Melee Damage Reduction, Flak Jacket +2 Dodge Rolls, 30 Explosive and Frag Damage Reduction, so the Ceramic Military Vest would be better against firearms and melee weapons when Flak Jacket would be better when dealing against explosives and fragmenting projectiles like larger grenades and rockets.
Armor deteriorates over time based on the damage rolls rolled against them, this can be fixed by a character by rolling 1d20 + Engineering - 1d20 to determine how much damage points were repaired.
Quality of the armor is based on percentile of efficiency the equipment is currently at,
1-10% Unusable, damage reduction modifiers from the armor do not apply, reductions to Dodge rolls still do.
11-50% Damaged, armor suffer decrease in the damage reduction value, power armor and cybernetics can shorten out and lock out when taking damage, determine by rolling a 1d20 - character's 1d20 + Engineering, if the outcome is negative the armor does not shorten out.
51-80% Undamaged, armor does not suffer any reductions to its damage reduction.
81-100% High Quality, armor receives bonus to its damage reduction based on a roll of 1d10
100-120% Advanced, armor receives bonus to its damage reduction based on a roll of 1d20, stacks with High Quality roll.
Medium Armor- +2 Dodge Rolls, 30 damage reduction,
Heavy armor- -5 Dodge Rolls, 50 damage reduction,
Powered Armor- -2 Dodge Rolls, 70 damage reduction
And the damage reduction would differ based on armor, so like Ceramic Military Vest would be +2 Dodge Rolls, 30 Projectile and Melee Damage Reduction, Flak Jacket +2 Dodge Rolls, 30 Explosive and Frag Damage Reduction, so the Ceramic Military Vest would be better against firearms and melee weapons when Flak Jacket would be better when dealing against explosives and fragmenting projectiles like larger grenades and rockets.
Armor deteriorates over time based on the damage rolls rolled against them, this can be fixed by a character by rolling 1d20 + Engineering - 1d20 to determine how much damage points were repaired.
Quality of the armor is based on percentile of efficiency the equipment is currently at,
1-10% Unusable, damage reduction modifiers from the armor do not apply, reductions to Dodge rolls still do.
11-50% Damaged, armor suffer decrease in the damage reduction value, power armor and cybernetics can shorten out and lock out when taking damage, determine by rolling a 1d20 - character's 1d20 + Engineering, if the outcome is negative the armor does not shorten out.
51-80% Undamaged, armor does not suffer any reductions to its damage reduction.
81-100% High Quality, armor receives bonus to its damage reduction based on a roll of 1d10
100-120% Advanced, armor receives bonus to its damage reduction based on a roll of 1d20, stacks with High Quality roll.
Skills
CombatSmall Arms
- Light and Medium Ranged Weapons,
Big Arms- Heavy and Super Heavy Ranged Weapons
Melee Weapons- Light, Medium, and Heavy, this also includes Bows and Arrows and applies to Blocks, Parries, and Ripostes
Explosives- Disarming and successfully detonating bombs and grenades, for grenades both your Throwing and Explosives modifiers apply
Piloting- Ability to correctly control a vehicle
Unarmed- Hand-to-Hand combat
Dodge- Not getting hit
Taunting- Resisting or giving your enemies penalties to their rolls by pissing them off
Leadership- Motivate your allies to give them bonus to their critical hits
Tactics- Instruct your allies to give them Cover bonus to their Dodge rolls
Big Arms- Heavy and Super Heavy Ranged Weapons
Melee Weapons- Light, Medium, and Heavy, this also includes Bows and Arrows and applies to Blocks, Parries, and Ripostes
Explosives- Disarming and successfully detonating bombs and grenades, for grenades both your Throwing and Explosives modifiers apply
Piloting- Ability to correctly control a vehicle
Unarmed- Hand-to-Hand combat
Dodge- Not getting hit
Taunting- Resisting or giving your enemies penalties to their rolls by pissing them off
Leadership- Motivate your allies to give them bonus to their critical hits
Tactics- Instruct your allies to give them Cover bonus to their Dodge rolls
Social
Persuasion- Ability to connect with other person and agree with your point of view.
Intimidation- Ability to intimidate the other person into agreeing with your point of view.
Barter- Ability to correctly determine value of an object and trade it, it gives bonus when dealing with traders, and it can be used to identify object's quality.
Lore- Knowledge of the land and it's history, it can be used to determine animal's type and weaknesses, position of locations, identifying an object, and whether plant life or animal's flesh is poisonous or edible.
Intimidation- Ability to intimidate the other person into agreeing with your point of view.
Barter- Ability to correctly determine value of an object and trade it, it gives bonus when dealing with traders, and it can be used to identify object's quality.
Lore- Knowledge of the land and it's history, it can be used to determine animal's type and weaknesses, position of locations, identifying an object, and whether plant life or animal's flesh is poisonous or edible.
General
Animal Empathy- Ability to connect with an animal, calming them down and befriending them, this skill also applies when trying to ride a mount.
Medicine- Giving First Aid, conducting Combat Surgery, creation of healing ointments, as well as Poison, and it can be apply to use your knowledge of Anatomy to determine weak points of the body, applying the skill to your Melee, Unarmed, and Small Arms accuracy rolls.
Spot- Ability to notice location of a specific detail on an object or building, anything outstanding in one's surroundings, or a hidden enemy.
Listen- Ability to hear anything unusual in one's surroundings, eavesdrop on a conversation, or hear movements of a hidden enemy.
Search- Ability to quickly look through a room or somebody's surroundings and pick up details, such as number of containers in a room, any unusual details, or any valuable objects in the room. This skill can be used to quickly loot a room.
Engineering- Ability to manipulate physical mechanisms, such as picking locks, repairing vehicles and other machines, crafting weapons, armor, or other equipment, and repairing the objects in your inventory. This skill can also be used to drive a land-based vehicle.
Slicing- Ability used to manipulate computers and their programmings, it's used to hack computer terminal, robots and cyborgs, unlock electronic locks, or sabotage cybernetic technology.
Stealth- Ability to stay hidden, to remain hidden one must win against the opponent's Spot and then Listen roll. Environment can give additional negative or positive bonuses to one's Stealth rolls, depending on current position and the position of enemies. Stealth gives automatic Critical Hit when using Unarmed, Melee, Throwing, or Small Arms skills.
Medicine- Giving First Aid, conducting Combat Surgery, creation of healing ointments, as well as Poison, and it can be apply to use your knowledge of Anatomy to determine weak points of the body, applying the skill to your Melee, Unarmed, and Small Arms accuracy rolls.
Spot- Ability to notice location of a specific detail on an object or building, anything outstanding in one's surroundings, or a hidden enemy.
Listen- Ability to hear anything unusual in one's surroundings, eavesdrop on a conversation, or hear movements of a hidden enemy.
Search- Ability to quickly look through a room or somebody's surroundings and pick up details, such as number of containers in a room, any unusual details, or any valuable objects in the room. This skill can be used to quickly loot a room.
Engineering- Ability to manipulate physical mechanisms, such as picking locks, repairing vehicles and other machines, crafting weapons, armor, or other equipment, and repairing the objects in your inventory. This skill can also be used to drive a land-based vehicle.
Slicing- Ability used to manipulate computers and their programmings, it's used to hack computer terminal, robots and cyborgs, unlock electronic locks, or sabotage cybernetic technology.
Stealth- Ability to stay hidden, to remain hidden one must win against the opponent's Spot and then Listen roll. Environment can give additional negative or positive bonuses to one's Stealth rolls, depending on current position and the position of enemies. Stealth gives automatic Critical Hit when using Unarmed, Melee, Throwing, or Small Arms skills.
Looting and Identifying
To start with, Quality of Items
1-2 Worthless, Unstable, Violante, or Explosive Items That Will Probably Take Your Arm Off
3-4 Jammed, Missing Parts, Still Usable For Crafting
5-6 Damaged (Decreased damage dealt or armor value)
7-8 Usable
9-10 Advanced (High-tech equipment, bonus damage or armor value)
Looting Rooms,
1d20 + Searching - 1d20= Number of Containers in the Room Found
1d20 + Spot - 1d20= Number of Loose Objects in the Room, roll a 1d6 for each object to determine its quality
Looting Containers
1d6 for number of equipment found in each container, d8 for each equipment to determine quality, unless special container, use d10 then.
Looting Bodies
1d4 for number of equipment found on the body, use d6 for each equipment to determine quality, unless special enemy, use d10 then.
Identifying,
Roll a d20+Object's Modifier Determined by DM for the object's Difficulty Rating,
Then, roll a 1d20 + Barter - DR to determine its quality and value
Finally roll a 1d20 + Lore - DR to identify the weapon's model and make.
1-2 Worthless, Unstable, Violante, or Explosive Items That Will Probably Take Your Arm Off
3-4 Jammed, Missing Parts, Still Usable For Crafting
5-6 Damaged (Decreased damage dealt or armor value)
7-8 Usable
9-10 Advanced (High-tech equipment, bonus damage or armor value)
Looting Rooms,
1d20 + Searching - 1d20= Number of Containers in the Room Found
1d20 + Spot - 1d20= Number of Loose Objects in the Room, roll a 1d6 for each object to determine its quality
Looting Containers
1d6 for number of equipment found in each container, d8 for each equipment to determine quality, unless special container, use d10 then.
Looting Bodies
1d4 for number of equipment found on the body, use d6 for each equipment to determine quality, unless special enemy, use d10 then.
Identifying,
Roll a d20+Object's Modifier Determined by DM for the object's Difficulty Rating,
Then, roll a 1d20 + Barter - DR to determine its quality and value
Finally roll a 1d20 + Lore - DR to identify the weapon's model and make.
Crafting
When crafting or repairing, make sure to specify which materials you are using, whether spare weapons are taken apart for parts or loose crafting material in your inventory is used and how you are planning to use them.Crafting Light and Medium Armor, Melee Weapons, Small Arms, and Throwing Weapons
Roll a 1d10 + Engineering to determine quality, anything higher than 10 is counted as 10.
Crafting Heavy Armor, Big Arms, and Vehicles,
Roll a 1d10 + Engineering, take results of that and then add them to 1d10 + Engineering - 10 to determine quality.
Crafting Poison, Medkits, Acid, Chemical Projectiles
Roll a 1d10 + Medicine to determine quality, then roll a 1d10 to determine number of vials/packs crafted.
Crafting Grenades, Bombs, Explosive Projectiles, Heavy Ammo.
Roll a 1d10 + Explosives to determine quality, then roll a 1d10 to determine number of explosives crafted.
Crafting Energy Weapons, Cybernetics, Power Armor,
Roll a 1d10 + Slicing, then take the results and add them to 1d10 + Engineering - 10, a different character can craft the cybernetics with slicing, and different character can put them together with Engineering.
Character Stats and Inventory
Verz Horak+4 Small Arms, +2 Melee Weapons, +2 Tactics, +2 Leadership, +2 Slicing, +2 Intimidation, +1 Dodge Rolls,
-3 Sniper Rifle, -3 Persuasion, -3 Resisting Taunt, -2 Search, -2 Spot, -2 Lore
Inventory: High Quality Power Armor of Striking [-2 Dodge, 71 Damage Reduction, +2 Unarmed], Chipped, Broken Blade [1d10 Physical Slashing or Piercing Damage per turn], Tattered, Worn Cloak, Damaged Assault Rifle [2d16 Physical Piercing Damage, 2 turns before reloading] with 5 Magazines, and 100 Caps.
-3 Sniper Rifle, -3 Persuasion, -3 Resisting Taunt, -2 Search, -2 Spot, -2 Lore
Inventory: High Quality Power Armor of Striking [-2 Dodge, 71 Damage Reduction, +2 Unarmed], Chipped, Broken Blade [1d10 Physical Slashing or Piercing Damage per turn], Tattered, Worn Cloak, Damaged Assault Rifle [2d16 Physical Piercing Damage, 2 turns before reloading] with 5 Magazines, and 100 Caps.
Triam Akovin
+4 Engineering, +3 Small Arms, +3 Dodge
-2 Persuasion, -2 Barter, -2 Resisting Taunt, -2 Lore, -1 Intimidation, -1 Leadership
Inventory: Revolver Parts and a Long Sharpened Metal Pole (2-2.25 meters length, Scrap Metal Quality) [2d20 Physical Piercing Damage, or 2d10 Physical Blunt Damage per turn], and 25 Caps.
-2 Persuasion, -2 Barter, -2 Resisting Taunt, -2 Lore, -1 Intimidation, -1 Leadership
Inventory: Revolver Parts and a Long Sharpened Metal Pole (2-2.25 meters length, Scrap Metal Quality) [2d20 Physical Piercing Damage, or 2d10 Physical Blunt Damage per turn], and 25 Caps.
Adenn Gra'tua
+4 Unarmed, +3 Small Arms, +3 Spot
-4 Persuasion, -3 Leadership, -3 Damage Reduction Against Chemical Weaponry
Inventory: Dried Up Plank [1d10 Physical Blunt Damage two times per round, after each hit roll a 1d20-1d20, if the result is negative, the plank broke in half.], and 50 Caps.
-4 Persuasion, -3 Leadership, -3 Damage Reduction Against Chemical Weaponry
Inventory: Dried Up Plank [1d10 Physical Blunt Damage two times per round, after each hit roll a 1d20-1d20, if the result is negative, the plank broke in half.], and 50 Caps.
Aedan Miles
+3 Melee Weapons, +2 Piloting, +2 Dodge, +1 Unarmed Combat, +1 Small Arms, +1 Engineering
-3 Persuasion, -3 Resisting Taunt, -2 Lore, -2 Tactics
Inventory: Damaged 9mm Pistol [3d6 Physical Piercing Damage per turn, 2 turns before reloading] with two magazines, Damaged Pilot's Suit with Scrap Metal Scale Padding [+2 Dodge Rolls, 29 Damage Reduction, +2 Piloting], Steel Katana [3d20 Physical Slashing Damage, or 2d20 Physical Piercing Damage per turn], an old figurine of Millennium Falcon, and 50 Caps.
-3 Persuasion, -3 Resisting Taunt, -2 Lore, -2 Tactics
Inventory: Damaged 9mm Pistol [3d6 Physical Piercing Damage per turn, 2 turns before reloading] with two magazines, Damaged Pilot's Suit with Scrap Metal Scale Padding [+2 Dodge Rolls, 29 Damage Reduction, +2 Piloting], Steel Katana [3d20 Physical Slashing Damage, or 2d20 Physical Piercing Damage per turn], an old figurine of Millennium Falcon, and 50 Caps.
That should be all!
Your inventory will be empty to begin with, I'll assign it to you once I'll start the thread and roll for your starting gear, I will also be posting your inventory and dice rolls with each of my post, but I'll be updating only this one, so that you can potentially see what progress you're making