Far future

Set in the Homebrew Future of the Acheron Trinity

Stats:

Mentality - mental ability, education, persuasion etc 0=dead/dying 100=peak human perfection

Physicality - Strength of body, physical condition, speed, looks etc 0=Brain dead 100=phenomenal intellect

Synchronicity - willpower, amount of humanity (how close to being a machine are you) 0=would fail a turing test 100=embodies all that is human

spend 200 points amongst them max 100

Skills

Any spend 2000 points on skills

Abilities

Any spend up to 300 points but no more than 100 in any one ability

Abilities are things that make you suitable for Special circumstance

ideas:

Nanowere (wolfman), Nanowere (vampire), Nanaoware (ghost), wallwalking, gravity pulse, forcefield, regeneration

Read surface thought, Truthspeaking, read character, enhanced strength, unnatural strength, abnormal speed, lightning reflexes

second sight, future sense, fugue, time stop, redo, teleport, telepathy, computer interface, nanites, flight etc

Abilities can be Fixed or improvable. A Fixed ability is more potent but will never increase on a failed check. Improvable abilities increase by one point on a failed check.

Every character will start with four plot points. plot points are your control over the game they can alter the entire narrative, if you need to break into the bellagio vault and have decided that the only way to get past the electric security is by using a EMP generator then for a plot point you just happen to know where someone has built one within easy distance of you.

You gain plot points by dropping yourself into the drek. e.g.: heading through customs smuggling weapons the rest of the group gets through fine but you get singled out by the customs official for a full baggage search, tada plot point. However, you need to suggest to the ref (me) if it happens then you get the plot point if not then carry on as normal.

Combat is easy

Range is hand waved, guns are better in the future.

Although for combat purposes weapons are split into the following categories: Handgun Light, Handgun Heavy, Carbine, Longarm, Crowd control, Anti vehicle, Unarmed, Melee Unpowered, and Melee Powered. a specific named weapon should be chosen (feel free to make up manufacturers and types)

Martial arts covers any unarmed attack with bare striking surfaces, unarmed covers use of plated gloves, knuckle duster etc.

Attack and parry are two separate skills.

Dodge is used vs. ranged attacks.

Initiative is used to determine who begins the fight, gets the drop

Combat is narrative not turn based. Actions happen at the speed of plot.

weapon damage is fixed

like so:

Light handgun - 15

Heavy handgun - 20

Carbine - 25

Longarm - 30

Crowd control - 15 area

Anti vehicle - 50 inaccurate vs. personnel

Unarmed - 1/10 Physicality +1-6 by weapon

Melee Unpowered - 1/10 Physicality +4-10 by weapon

Melee Powered - 1/10 Physicality +8-16 by weapon

so yes a person using a powered melee weapon could be more efficient than a carbine but not as good as a longarm, without taking skill penalties

Boosting:

to add damage each +10 penalty adds 1 damage

to add bonus to hit each 1 damage lost give a -10 bonus

a good example of this could be thought of as double tap

Light handgun 15 base, Wyatt wants to do 30 damage so takes a +150 penalty to his skill (Wyatt happens to be a legendary gunslinger with a skill of 250 so this poses no problem for him)

Jimmy knucklehead has just joined the mobile infantry and has a longarm, he wants to hit but doesn't care about ammo or damage and elects to autofire, he takes 10 off his damage and has a -100 bonus to hit "Dodge this" <angry bees>

Damage can be P (physical) M (mental) or S (synch)

In a round/phase/combat segment/action you get one action and one reaction for free

example: Shoot mook A and dodge bullets from mook B

additional actions assay a penalty of +50 to all actions

additional reactions add a cumulative +10 beyond the first.

Any questions?