vargr1105
Level 3 Conjurer
Cymek Lord filled with hatred for Mankind
Posts: 68
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Post by vargr1105 on May 7, 2012 14:25:39 GMT -6
This is where particular divergences from the Humanspace Empires rules that will be in effect in the course of this game will be made evident.
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vargr1105
Level 3 Conjurer
Cymek Lord filled with hatred for Mankind
Posts: 68
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Post by vargr1105 on May 7, 2012 15:32:07 GMT -6
CHARACTER GENERATIONAbility Scores: roll 3d6 in order for each ability: STR. DEX, CON, INT, PSY, CHA re-rolling any die that comes up a "1" until you get a "2" or more. Minimum ability score is thus 6. DEX Individual Initiative Modifier: Is in use. Available Races: Human, Human Mutant, N'lüss, Ahoggyá, Nininyal (aka Pigmy Folk), Páchi Léi, Pé Chói, Shén, Martian Shén Clone, Martian Shén Clone Mutant, Tinalíya, Sand Man of Canopus 3, Ettinyáni (two-headed humans). Adjusting Stats for Non-Humans: If an Ability Score is too high to play a particular non-human race it can be decreased until the absolute maximum for the species. The points are lost and the reverse (increasing a stat to play a non-human) is not permitted. Nininyal: Due to their small size these non-humans have a -1 AC bonus against melee attacks by creatures of large size or greater. Tinalíya: Due to their small size these non-humans have a -1 AC bonus against missile attacks, and melee attacks by medium creatures or larger. Due to their extremely logical minds they also have a +1 bonus on any Saving Throws to resist mental manipulation, illusions, etc. Martian Shén (any): Ask the GM. Sand Man: ixians.blogspot.pt/2011/05/sand-men-of-canopus-3.htmlEttinyáni: odd74.proboards.com/index.cgi?board=ept&action=display&thread=7087&page=3Languages Available: High Sunuz, Standard Sunuz, Commercial Sunuz, Scientific Sunuz, Machine Language and the languages of each non-human species. Background Tech Level: If the character isn't a Human or an Alien found on the H.E. book, check with GM before rolling on this table. Social Class: For Human characters use the table at odd74.proboards.com/index.cgi?board=humanspace&action=display&thread=7163 to determine social class. For other species consult the GM. Plastic Actualizer or Lens: Characters with Super-Scientific powers get a plastic actualizer skullcap or skullframe model for free. Other models are available as indicated in this page: ixians.blogspot.pt/2011/05/plastic-actualizer-or-lens.html which can be bought with a discount of (1d8 + 7) x 100 CR off the base price. Primitive Weapon (type): This Adventurer/Warrior skill has the following variants - Sword, Small Blade, Ax & Mace, Spear & Staff, Polearm & Halberd, Bow, Crossbow, Blowpipe, Whip/Chain/Rope and Blackpowder Weapon. Hit Points: Re-roll any result of "1" on a Hit Die roll to calculate HP. Credits and Gear: All equipment in the H.E. book plus any extra items posted on this forum are available for purchase. Starting Credits vary according to PC Social Class. Starting Experience: Once character generation is completed roll 1d20 x 100. The PC gets that many Experience Points. The XP Modifier from Prime Requisite(s) does NOT affect the amount of experience the character starts with. If starting XP puts the character at Level 2 go through the leveling-up process. Do not forget to roll for Attribute Increase (HERPD Pg. 10)
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vargr1105
Level 3 Conjurer
Cymek Lord filled with hatred for Mankind
Posts: 68
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Post by vargr1105 on May 10, 2012 12:04:29 GMT -6
Acquisition of New Background Skills at 2nd Level
PCs who start at second level of experience may buy one (1) new Basic Background Skill (Pg. 15) by spending one point from the pool available to for Professional Skills and Powers.
EDIT: Scratch that. Upon leveling up a PC gains a Background Skill, or increases one already known if he rolls 51 or more on a 1d100. The precise type of background skill (Basic, Technical Expert) depends on the new level of experience of the character:
Upon Attaining Character Level 2nd - Basic 3rd - Technical 4th - Advanced 5th - one Basic + one Technical 6th - Technical 7th - Advanced 8th+ - one skill of any of the 3 classes
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vargr1105
Level 3 Conjurer
Cymek Lord filled with hatred for Mankind
Posts: 68
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Post by vargr1105 on May 10, 2012 13:21:26 GMT -6
Death and Dying in HumanspaceSuper-Scientific medicine is nothing short of miraculous and thus the term "death" needs redefining as a state from which there is no possible revivification. The state of clinical death as defined by current medical science might or might not mean a PC is truly gone. The following are the effects of total loss of Hit Points and beyond. HIT POINTS 0 Hit Points: The character looses conscience and will reawaken when restored to at least 1 HP. Natural healing will still occur. -1 Hit Points: As above but the rate of healing is 1d3-2 HP. Thus an unassisted PC can linger in coma for days before awakening or suffer a degradation of his condition. -2 Hit Points: As above but natural healing is 1d3-3 HP. The character is in a coma from which he will not awaken without medical assistance and death will come within a few days in the best of chances. -3 to -9 Hit Points: The character must make a Saving Throw vs. Death using the CON Poison & Disease modifier: If it succeeds the PC is still barely alive or in early clinical death. He can still benefit from healing applications of medical drugs or Super-Scientific powers. If the save fails the character is dead and beyond field aid that restores HP. He could be revived at a Super-Scientific hospital with the appropriate equipment provided he is rushed there in a few minutes, before cellular degradation progresses beyond a certain point. The PC can still benefit from drugs, powers or technology specifically designed to delay this decay. -10 to -19 Hit Points: Effects equal to HP -3 to -9 with a failed Saving Throw. Restoration to life will take considerable amounts of credits, time, effort and physiotherapy. Cloned or Cymek body parts and organs might be needed to replace the originals. -20 or less Hit Points: The character is truly gone and cannot be restored. Not enough of his body remains physically and/or his brain and nervous system suffered too much damage to be salvageable. The PC could still be cloned if there is some obtainable tissue left but here is no way to restore the personality and memories. Rushing to the Hospital or "Duncan Idaho's Ghola"Dead characters with Hit Points between -3 and -19 have at best minutes before their brains and nervous system suffer damage too extensive to be repaired without consequence, even by Super-Scientific medicine. There have been some extreme cases; Astronauts lost in space who suffocated in their skin suits and froze were retrieved and brought back to life centuries, or even millennia passed, and dead Warriors with extensive body damage have been stored in clone-vats to be re-built much later. But it is a truly rare case when the memories and personality of the person are fully restored. Adjudicating characters in this situation is beyond the scope of this system. The PC will be removed from play, most likely for years, and the rest may have the satisfaction their companion, or a semblance of him, is alive-ish and recuperating somewhere. The drugs and technology to prevent cerebral delay after death can only be used by someone with the Medic skill and are not common or cheap. The GM should be contacted if a doctor PC wishes more information on them. New higher level PSY and Super-Scientific powers could also be devised to mimic the effects to this medical equipment.
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vargr1105
Level 3 Conjurer
Cymek Lord filled with hatred for Mankind
Posts: 68
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Post by vargr1105 on May 12, 2012 11:05:37 GMT -6
Space-swords, Space-axes & Boarding Poleaxes
These Super-scientific melee weapons are not just inert lumps of metal alloys. They are energy weapons with a power source that creates crackling fields of energy along the edge of the blade which increase the damage. The electronic current in the blade also strengthens its internal electron bonds, further increasing its resistance. There are also blunt versions of these weapons (maces, hammers, etc) but they are not as popular.
Psy-swords & Psy-knives
These weapons can only be used by a PC with at least one PSY Power. The metal cylinder which projects the blade can be small enough to conceal in one's hand. The cylinder is only a focusing catalyst, there are powerful psychics who have been known to create their own Psy-blades out of nothing and a few Scientists who managed to replicate the process with high-level Super-Scientific abilities.
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vargr1105
Level 3 Conjurer
Cymek Lord filled with hatred for Mankind
Posts: 68
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Post by vargr1105 on May 13, 2012 0:08:56 GMT -6
FOLLOWERS
Note: This supersedes what was written about followers on the recruiting thread.
PCs can begin the game with followers or acquire them during the game. Followers are divided into the following categories:
Retainers: Classed NPCs or unclassed specialists who follow a character out of loyalty and a stipend. Gain 1/2 experience and may rise in level.
Hirelings: 0-level commoners that can be hired as laborers or extra muscle for a set salary. Hirelings will only accompany a PC in local adventures. Fighting hirelings gain 1/2 experience and may become 1st Level Warriors after obtaining 500 XP.
Slaves: Poor wretches who are bought and sold as property. Slaves can be the equivalent of retainers or hirelings (classes, non-classed, o-level or above, etc) but do not have to be paid.
Robotic Servants: Non-living mechanisms or pseudobiological androids that are purchased by a character. Robots do not gain experience or increase in HD but may be re-programed and altered. Androids gain experience, rise in HD and obtain new skills.
Pets: Non-sentient creatures trained to serve. Anything from a common dog to a unique genetically engineered alien beast. A pet will only increase in HD if it hasn't reached maturity yet; if this is the case increasing HD is a question of time, not experience.
CHA, Morale and Retinue Size
Slaves, robotic servants and pets do not count towards the limit of followers a PC may have from his CHA ability score, only retainers and hirelings are affected by that rule.
The Morale of robots and androids is 12 limited by their programming (a droid could be programmed to flee automatically in certain circumstances).
The morale of other followers is calculated normally. Slaves may be subject to a variety of controls (shock collars, explosive collars, etc) that mean they will not flee even if of low morale score.
Acquiring Followers
During character creation followers may be obtained simply by spending credits. Slaves, pets and robots must be bought, retainers and hirelings must have been paid a month's salary.
Acquiring followers during the game will be done using a variation of the EPT rules.
Slaves can be bought at the slave markets, which are usually held weekly to monthly depending on the system.
Hirelings can be obtained at the local Palace of the Realm where prospective employees and employers put up adds.
Retainers can be obtained at the local Palace of Ever-Glorious War, the Imperial Academy and Starports. No retainers of Level 6 or above can be obtained by persuading a classed NPC met during the game to join the party as a follower.
If the planet has a WolrdNet the transactions can be made online, but going to the state building is still required to sign contracts.
Robots and androids must be bought in an appropriate store.
Pets may be bought, or more rarely, adopted and trained.
Limitations
PC slaves can only have Pets as followers.
Non-citizens cannot hire Retainers
No PC can have a Retainer of equal or higher level than himself
Costs
For the costs of followers check the New Equipment thread.
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vargr1105
Level 3 Conjurer
Cymek Lord filled with hatred for Mankind
Posts: 68
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Post by vargr1105 on May 15, 2012 20:53:18 GMT -6
SHEN IN HUMANSPACE
As I will be having a pair of Shén PCs I sent the players a few notes about the race on my version of Humanspace Empires. I have transcribed them here for general edification.
Shen Pheromones and Egg-groups
In 62,011 AD there are drugs available to curb the natural effect that Shén pheromones have in social interactions among members of the species.
Shén still associate mainly among, and prefer the company of members of their egg-group but the drugs counteract the inherent hostility (sometimes violent) that would happen otherwise between members of different groups. The drugs are produced and distributed by the groups that hold political power in Shén societies. A Shén PC in good standing with one will get them for free. Deprived of them, he will return to the atavistic pheromonal stage in a couple of weeks and react to other Shén according to their "scent".
Clone Shen from Mars
Some Clone Shén have been engineered to lack the pheromone drive. They are not affected by the "scent" of other Shén and produce none of their own; thus the drugs are into required for normal social interaction.
Normal Shén find their lack of "odor" quiet disconcerting because the pheromones carry information between members of the species akin to human facial expressions or Pé Chói gestual language. To a normal Shén, one of these Martian Clones is very inscrutable and makes a good liar, therefore not to be trusted.
Clone Shén are designed with a set of silver scales on their foreheads forming a symbol. This allows them to be identified as such (similar to a bar-code). Independent Clone Shén usually remove them with plastic surgery; this is illegal unless the clone has attained Citizenship, which is quite rare. Most Clone Shén are sterile by design.
Social Class
Normal Shén can have any social class except Imperial Scion. Noble Shén must originate from Shénspace. There are no Ketyel 2nd-Sons in Shenspace, this entry equivalent for Shén means he is a member of one of the ruling factions of Shenspace.
Shén from any other social class can come from within or outside Humanspace.
Clone Shén PCs are all slaves, bondsmen, shadows (an escaped clone), shadow-born (the rare offspring of a fertile Clone Shén trio that left Mars) or Citizens. With the exception of shadow-born, all Clone Shén come from Mars.
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vargr1105
Level 3 Conjurer
Cymek Lord filled with hatred for Mankind
Posts: 68
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Post by vargr1105 on May 16, 2012 22:30:51 GMT -6
EXPERIENCE -------------
Experience points will be gained as described in HERPD with the following differences. XP from treasure will not be gained from credits obtained by gambling, investments or selling mundane equipment taken from foes. Payments from patrons and employers for missions and adventures undertaken, whether in coin or equipment count for XP gain, but equipment provided before a mission will not.
Taking a page from BCEMI/Cyclopedia D&D, experience bonuses will be awarded for completing missions, inspirational writing, reaching personal goals and many other subjective occasions too numerous to list. The base value of this XP Bonus is 1/20 or 5% of the experience points required for the PC to reach next level.
The XP Modifier from Prime Requisites still applies to this bonus.
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vargr1105
Level 3 Conjurer
Cymek Lord filled with hatred for Mankind
Posts: 68
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Post by vargr1105 on May 18, 2012 6:34:36 GMT -6
Here is another adaptation from the OEPT rules which will be employed in the game.
Warriors in Melee vs. Low-Level Foes In melee combat, armed or unarmed, a Warrior gets a number of attacks equal to his level when fighting creatures with less than 2 Hit Dice or foes of 1st Level or lower. This ability can be combined with the extra attacks a warrior gains at 5th level and every four levels above that. For example, a 7th level Warrior assaulted by a band of 0-level mooks would get a total of 8 melee attacks against them.
If there are enemies of Level or Hit Dice 2 or more in the group they can only be targeted by one of the Warrior's normal attacks. So a Warrior between 2nd and 4th level could attack one of them once or attack the mooks multiple times, but he cannot do both in the same round. A Warrior of 9th Level with 3 normal attacks could attack two Lvl/HD 2+ foes once (or one twice) and still attack the mooks 9 times.
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vargr1105
Level 3 Conjurer
Cymek Lord filled with hatred for Mankind
Posts: 68
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Post by vargr1105 on Jun 3, 2012 0:21:02 GMT -6
Warriors and the Brawler Skill
Warriors without the Basic Background Skill Brawler suffer no ill effects in unarmed combat, unlike all other classes who have a -2 to in in unarmed melee until they acquire it.
Warriors also benefit from the Brawl skill as if it was one level higher. So a Warrior with Brawler gets a +1 modifier to hit and to damage in unarmed combat, with Brawler +1 he gets +2 to hit/dmg, and so on up to a maximum of Brawler +5 (+6 to hit/dmg)
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