HK-36
The Iron Lord Protector (Neutral Good)
Survival Never Changes
The Glimmer in Shadows
Map

Background and Starting Gear RollsVerz Horak
1d20= 18, Awesome Sauce
1d6= 4, 4 Pieces of Equipment
4d10= 10, 2, 5, 2, High Quality Power Armor of Strike [-2 Dodge, 1d10+70= 71 Damage Reduction, +2 Unarmed, 3d10 Physical Blunt Damage Per Turn in Unarmed Strike] (10), Chipped, Broken Blade [1d10 Physical Slashing or Piercing Damage per turn] (2), Tattered, Worn Cloak (2), Damaged Assault Rifle [2d16 Physical Piercing Damage, 2 turns before reloading] with 5 Magazines (5), 100 caps.
Triam Alkovin
1d20= 7, Poor
1d2= 1, 1 Piece of Equipment
1d6= 3, Revolver Parts and a Long Sharpened Metal Pole [1d20 Physical Piercing Damage two times per round, or 1d10 Physical Blunt Damage three times per round] (3), 25 caps.
Adenn Gra'tua
1d20=11, Mediocre
1d4=1, 1 Piece of Equipment
1d8=1, 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.] (1), 50 Caps.
Aedan Miles
1d20=12, Mediocre
1d4= 4, 4 Pieces of Equipment
4d8= 5, 6, 8, 2, Damaged 9mm Pistol [1d6 Physical Piercing Damage three times per round, 2 turns before reloading] with two magazines (5), Damaged Pilot's Suit with Scrap Metal Scale Padding [+2 Dodge Rolls, 30-1d8=29 Damage Reduction, +2 Piloting] (6), Steel Katana [1d20 Physical Slashing Damage three times per round, or 1d20 Physical Piercing Damage two times per round] (8), an old figurine of Millennium Falcon (2), 50 caps.
1d20= 18, Awesome Sauce
1d6= 4, 4 Pieces of Equipment
4d10= 10, 2, 5, 2, High Quality Power Armor of Strike [-2 Dodge, 1d10+70= 71 Damage Reduction, +2 Unarmed, 3d10 Physical Blunt Damage Per Turn in Unarmed Strike] (10), Chipped, Broken Blade [1d10 Physical Slashing or Piercing Damage per turn] (2), Tattered, Worn Cloak (2), Damaged Assault Rifle [2d16 Physical Piercing Damage, 2 turns before reloading] with 5 Magazines (5), 100 caps.
Triam Alkovin
1d20= 7, Poor
1d2= 1, 1 Piece of Equipment
1d6= 3, Revolver Parts and a Long Sharpened Metal Pole [1d20 Physical Piercing Damage two times per round, or 1d10 Physical Blunt Damage three times per round] (3), 25 caps.
Adenn Gra'tua
1d20=11, Mediocre
1d4=1, 1 Piece of Equipment
1d8=1, 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.] (1), 50 Caps.
Aedan Miles
1d20=12, Mediocre
1d4= 4, 4 Pieces of Equipment
4d8= 5, 6, 8, 2, Damaged 9mm Pistol [1d6 Physical Piercing Damage three times per round, 2 turns before reloading] with two magazines (5), Damaged Pilot's Suit with Scrap Metal Scale Padding [+2 Dodge Rolls, 30-1d8=29 Damage Reduction, +2 Piloting] (6), Steel Katana [1d20 Physical Slashing Damage three times per round, or 1d20 Physical Piercing Damage two times per round] (8), an old figurine of Millennium Falcon (2), 50 caps.
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.
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.
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.] (1), 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.
+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.
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.
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.] (1), 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.
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.
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.
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.
Combat Skills
Small 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
Social Skills
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.
General Skills
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.
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.
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.
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.
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.
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.
Combat Skills
Small 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
Social Skills
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.
General Skills
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.
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.
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.
And now for actual RP
Survival. Survival Never Changes.You barely remember how you came to this occurred place to begin with, this tainted land, burned and dead in so many places. You woke up in a prison cell one day, the doors opened, there were others, and with a flash of light, you were all gone, before you knew it you were in the middle of a desert with others, pitted together to form shaky alliances in order to survive.
But that was long time ago, you have experienced all this world had to offer. Pain, misery, struggle, the few friends you made, few lovers you maybe had, they're all gone now, taken by some wild horror of the Wastelands or by a fellow survivor, hungry for whatever loot or valuable possessions they had. You learned how to survive, by backstabbing, ruthlessness, and sometimes, just sometimes, rare acts of kindness. You still learn about this place everyday, unsure which sector of the Galaxy it is, but you can feel that it is a place without the Force.
The Force has forsaken in.
And even though human nature changes every day, just as the dunes travel through the Wastelands and new form of mutated life crawl out from some damned holes to try and skin you alive, you do not know who you can trust, who is an enemy and who is an ally.
But you know one thing, survival is the key. Survival never changes.
[member="Verz Horak"], you are tough, you have seen wars and countless battles, and you will not be so easily broken, even by such miserable place as this. Your first adventure in this place has left you with a suit of high-quality power-armor, a gift from an assassin droid who repaired the suit, and an assault rifle. The armor is no Mandalorian Beskar'gam, but it had to do, and through time and many skirmishes you face in this place, against animals and otherwise, it has proven to be a life-saver. Your rifle did not fared as well, it started to become damaged, and replacement parts are not so easy to be found, hopefully you will be able to fix it up before it falls apart completely. You also carry a broken blade with yourself, remains of a combat knife you have used many times in tough situations, the hilt and handle long gone you find yourself left with just a blade, it's still usable, but you need to be careful to not lose your fingers! Other than that, a tattered worn cloak hangs off of your armor, it was once a bed mat and umbrella in once, providing a comfy place to lay your head down and something to ease the irritation from the rain. You're getting old, slowly, you're starting to see changes as your senses dull, no longer do you have support of your helmet's advanced HUD and other systems. But even as age creeps on you, you will remain strong. You are no random scavenger or mercenary, you are a Mandalorian. Throughout your adventures with your previous group, you were able to gather 100 caps, local make-shift currency, a small fortune in these parts.
[member="Triam Akovin"], this place sucks. It sucks hard. Most of the time you spent is wandering through deserts, seeking any way to survive, only tattered clothes on your back. You did not get so lucky as Verz did, you did not had any resources about you, not much friends, just you, sand, and whatever crept in the night. You were lucky enough to find yourself some wreckage on the day you ended up in the desert, nothing too useful, however, just a single metal pipe you were able to sharpen into a spear and parts of what looks like a revolver. The parts do not seem in that bad condition, with right tools you would be able to make it into a working gun, there is a question of finding ammunition, however, until then, you will have to trust on your faithful spear to keep you alive and fed. Among the wreckage you found a pouch with 25 caps, some sort of local currency, it seems. You shrugged, taking the pouch.
One day you have spotted two figures walking across the desert, an armored men and a scavenger much like you, you decided to follow them, and luck had it they too were stranded in this Galaxy like you. You all banded together to go on searching for a job. You hope that it will bring some good equipment and wealth for you. Or a casino!
[member="Adenn Gra'tua"], you got screwed over by Lady Luck. You have begun your journey by arriving to this world in the middle of ruins, infested with zombies. The Hordes chased you from house to house, relentless, unforgiving, you did not had much time to gather yourself, get much weapons, much armor. The only thing you were able to grab during the frantic fight was a plank, a simple dried up plank, and for that day, it became your warhammer. You swung the piece of wood back and forth, braining a zombie with each powerful swing, never have your body been pushed so far or your skills in hand-to-hand combat tested with such difficult challenge, but you made it through.
Tired and hurried by the thoughts of more hordes of undead and mutants, you made a swift escape out of the ruins of the city. On your way out you noticed a corpse, lonely corpse, not moving, for once. You checked it, it seemed to have been a travelling merchant who have not gotten as lucky as you did, or perhaps betrayed by the caravan he was tagging along with. Either way, you looted the corpse to find 50 caps, metal or made from stone, mock coins. Arguably, a weapon would have been better, but you were not in a spot to be too picky. You put the local currency into your pockets and gripped your plank tight in your arms, making your way into the wasteland.
Finally, luck have smiled upon you as you saw an armored person, you came close to them, careful, in case they were an enemy. It was a lucky surprise to see a familiar face, hear familiar voice. It was Verz Horak, your Mandalore back home, it seemed he was trapped in this place as well. You tagged along with him, traveling towards task promising better equipment, better life.
You all find yourself in a tavern, the three of you at a single table in the corner, an aging mercenary in heavy power armor, spunky technician mercenary barely making things meet, living from day to day in this place, and the ex-pilot, his connection to the Force long cut and dead, clad in make-shift armor from his old Pilot suit.
Soon enough another man takes a seat by the table, a hooded thing fellow with a monocle, grey goatee on his face, you recognize him as Gotley, the fellow who has hired all of you.
"So, what do we 'ave 'ere, eh? Three mercs lookin' for a job, I'm glad you all made it in one piece."
Gotley smirked with a quip, leaning closer in to them, giving a wink towards Triam,
"You sure you want to take this job? It's plenty dangerous, and a bit of a walk to that, eh?"
He would smirk again.
The Tavern you are in is called the Black Ram, a struggling little place in the fishing settlement of Hope Plains, small town of survivors and scavengers who settled down on the shores of the so-called lake Missing-Gain, its waters, no doubt toxic and as deadly as the land, extending into the shore like glass of spilled acid. What little edible food the lake brings, the survivors have to make the best of, preparing it carefully and cleaning to avoid poisoning.
Fishing is a dangerous job, untold horrors lurk in the dark depths of Missing-Gain's waters, but survivor is all it matters in this land.
The buildings in this town are shelters made from old dried-up plans, bricks of dried mad or sandstone, sheets of metal dragged and tied together with cables to form roofs on the foundations of ruins from old, collapsed houses. The whole of the settlement is surrounded by a palisade made from scarp metal.
It's a crappy little place to live in, but in a place like that, beggars can't be choosers.
On your way to the Hope Plains you remember spotting a much bigger settlement off in the distance as you managed to cross a forest of dried miserable trees to the South. Faint sign reading Fields of Spring could be seen in the distance, except to Verz, his spotting sucks, an ironic name for a town set in greying wasteland. There was a large river running through the town, although the quality of its water was doubtful at best, it can be something to keep in mind, however.
From a traveling trader you head there is another large forest to the North-West, appropriately named Dead Wood, he warned you to stay from that place as only mad-men make their living there.
As you neared Plains of Hope you had to cross a maze of burned buildings and collapsed houses, fields of ruins that were once occupied by numerous families. You could also spot three large ruined locations, something that looked like an air-field at one point, burned towering skyscrapers of a long-gone city, and what seemed like a harbor, somewhere far on the coast of lake Missing-Gain.
Either way, another day, another adventure to seek riches and keep on the struggle for your own life.