Modified D6: "The Long Journey"

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Contents

Game Mechanics in Brief

We will be using a modified version of WEG D6 star wars rules.

Setting

This campaign takes place in the 27th century of human history, when humanity has finally spread throughout the galaxy thanks to the disovery of a network of wormholes that enable faster-than-light travel. Humans have reached the stars, but they have found no other intelligent life among them. The Terran Confederation rules all known space from its central location on Earth, and while some colonies would rather be on their own, the era of rebellion is long past.

In conjunction with great advances in technology, biological mutations have given rise to new humans, empowered with extraordinary abilities. However, the majority of humans have changed little from their predecessors in the 21st century without the help of gene therapy, especially since the modification of germ line cells is universally forbidden. Most new mutants are treated fairly, but some prejudice is inevitable, as are dark rumors that the government has squirrelled away some of the more unique discoveries for military applications.

The Core worlds of the Confederation are overpopulated, extremely wealthy centers of business and culture. The Rim worlds are less developed, and the atmosphere here is one of mystery and adventure. There is some tension between the Core and the Rim, but it does not escalate to outright violence. Merchants, smugglers and scientists populate the Rim worlds. Some of them are fleeing the oppressive atmosphere of the Core. Others have come here willingly, seeking to find new worlds, or to make a fortune, or both. It is on the Rim that our adventure begins, with a small group of Confederation citizens meeting at a space station...

History

Early History: 2100-2150

The Era of Colonization: 2150-2270

The Great Civil War: 2270-2400

The Era of Mutants: 2350-2500

The Empire and Revolution: 2410-2500


Terran Confederation

The government of terran space. They control access to the wormholes as well as the FTL (faster than light) communication network.

Almost all interstellar travel is done through wormholes connecting various stars that provide nearly instantaneous travel.

The FTL network is a series of complexes in every inhabited system in the Terran Confederation, as well as various military outposts and refueling stations. The science behind how they work is a closely guarded secret, but no one can deny that it does.


The Sphere

The sphere is a collection of fourteen stars on the edge of human space that are arrayed in a perfect sphere around a wormhole exit. While light years across, the sphere's sun's host multiple wormholes connecting each other and host multiple terraformable planets, allowing it to become an economic superpower in the confederation. a massive refueling station was built near the central wormhole connecting the sphere with the remainder of the confederation.

Recent Events in the Confederation


Plot

Characters

Characters will fall into one of two categories. Scientist and Soldier. Scientists are encouraged. Soldiers are by no means discouraged.

Obviously we want to allow as creative a character creation process as possible, but there are some slots we feel will vastly increase the quality of play if filled. Additionally, we have suggestions for each slot that will help us tie together the story (like skill selection and classes). Additionally, all characters should be someone who the government would either trust or be able to dig up enough dirt on to force them to be trustworthy. So when you choose a party slot you like please e-mail us about your choice.

Highly recommended:

Expedition Leader- Military officer, in overall charge of the surface mission. Reports to the captain/terran command. Can be involved the npc creation process for the military members of the ground team. .

Science Team Leader- This spot can be mixed with one of the following scientist slots but can also be a general expert (think Oppenheimer)

Medical Expert/Xenobiologist- ((Tentatively Steph))

Sociologist/Linguist-

Techie-

Secondary slots: These are slots that could be fun and will probably be filled by npc's anyway

Sargeant- because every military squad needs the grizzled sargeant

Sniper/scout-

Military Tech- upkeeps the equipment

Demo Man- "Enemy go boom, sir?" - Scorch, Republic Commando

Corpseman/Medic-

Heavy- pilot of heavy powered armor

Classes

More analagous to races in DnD.

Cyborgs

- Choose only one category

A. Neural Mylenation +1D to dex stat and +5pts to initiative

B. Limb replacement- require repair roll if damaged

- Arm +2D to melee/brawl damage and +1D to appropriate strength rolls

- Leg +2D to jump + to speed?

C. Eye mod + 1D to site based perception. Can see into infrared and ultraviolet

D. On board computer +1D to knowledge stat ( Can download technical manuals for 1 to 2 die bonus with system he is trying to fix/use)

Gene Spliced

- Choose only one category

((refers to people who are descended from genetically altered stock or have been genetically altered themselves))

A. +1D to any two attributes

B. Gain electricity touch attack causing 2D6 damage/be able to temporarily power machines ((extra damage to electronics?))

C. Gain flame attack when out of suit using throwing skill (2D6)

D. Gain sonic attack (2D6)

E. Gain +2D resistance to disease and poison

Head jacked

When head jack used, includes wireless, gain +2 to all computer rolls (including cryptology, number crunching, web search, etc.) but take a -1 to all perception rolls while doing so. Can also download technical manuals for 1 to 2 die bonus with system he is trying to fix/use

Human (unmodified)

+3 skill dice at character creation

Armors

All exosuits have systems which help carry their own weight as well as a certain amount of equipment, thereby increasing the carrying capacity of the wearer so long as they have power.

(The gamemasters reserve the right to modify these numbers)


Environmental Armor - A "soft" exosuit that provides full protection from all environmental contaminants. Designed to minimize awkwardness in movements. (useable w/o powered armor use skill)

+1D versus melee damage

2x magnification, Head Lamp, Temperature and atmospheric control, comm system, and ten pounds additional carrying capacity provided.

Note: If you take damage and do not soak while wearing this suit it is considered "breached"


Light "Scout" Powered Armor - A "hard" exosuit designed for maximum mobility and range of motion while still providing protection from small arms, chemical, and biological weapons. (Requires powered armor use skill at 3D)

+1D versus fire arms damage

+2D versus bashing damage

+2 to speed, +1D to running rolls, +1D to jumping rolls, +1D to endurance rolls

+2 sneak (Suit is covered in a reactive paints that have preprogrammed settings for various environments, must manually change setting to match environment for bonus)

Features- 10x magnification, night vision, IR, Temperature and atmospheric control, comm system, and twenty pounds additional carrying capacity provided.

Note- Character has 5 points of armor health which are damaged before the player's main points. Once these points are lost, the armor is considered "breached."


Light "Sniper" Powered Armor - A "hard" exosuit modification of the scout armor with more emphasis on stealth and sensors at the cost of some armor. (Requires powered armor use skill at 3D)

+1D versus fire arms damage

+1D versus bashing damage

+2 to speed, +1D to running rolls, +1D to jumping rolls, +1D to endurance rolls

+1D+2 sneak (Suit is covered in reactive paint that can adapt to blend in with surrounding)

Features- 20x magnification, night vision, IR, Temperature and atmospheric control, comm system, and twenty pounds additional carrying capacity provided.

Note- Character has 5 points of armor health which are damaged before the player's main points. Once these points are lost, the armor is considered "breached"

((likely to have bonuses to shoot when used in conjunction with Sniper rifle))


Military Powered Armor - A "hard" exosuit standard issue for Terran Confederation soldiers. It is more resistant to weapons fire as well as maintaining the standard protections from chemical, and biological weapons. (Requires powered armor use skill at 4D)

+1D versus fire arms damage

+2D versus bashing damage

Str- +1D

Dex- -1D

Features- 5x magnification, night vision, IR,Temperature and atmospheric control, comm system, and forty pounds additional carrying capacity provided.

Note: Character has 10 points of armor health which are damaged before the player's main points. Once these points are lost, the armor is considered "breached."

((remember that due to the str boost this armor soaks firearms at base str+2D, bashing at base str+3D, and Heavy at base str+1D))

Command Armor - A tougher version of the standard issue armor with an advanced comm system for coordinating troop movements. The Modifications come at the price of a smaller additional carrying capacity. (Requires powered armor use skill at 4D)

+2 versus heavy damage

+1D versus fire arms damage

+2D versus bashing damage

Str- +1D

Dex- -1D

Features- 10x magnification, Temperature and atmospheric control, an advanced comm system, and thirty pounds additional carrying capacity provided Note: Character has 10 points of armor health which are damaged before the player's main points. Once these points are lost, the armor is considered "breached."

((remember that due to the str boost this armor soaks firearms at base str+2D, bashing at base str+3D, and Heavy at base str+1D+2))

Heavy powered armor - A "hard" exosuit so large that many consider it a vehicle analagous to the tanks of old. This monstrosity is used for heavy fire support by the Terran Confederation and features highly resistant armor plates and multiple weapon mounts. ((think the powered armor from alien vs. predator 2)) (Requires powered armor use skill at 5D)

Counts as a vehicle (ie speeder scale- means get 2 additional dice to soak damage below heavy damage, but the attacker gets 2 additional dice to hit)

+2D versus bashing damage

Str- +2D

Dex- -2D

-3 to speed

Features- 5x magnification, night vision, IR,Temperature and atmospheric control, comm system, fire control system (+2D to attack when trained in use), and 1000 pounds additional carrying capacity provided

Notes: Character has 20 points of armor health which are damaged before the player's main points. Once these points are lost, the armor is considered "breached"

Mounted Weapons

((remember that due to the vehicle class and str boost the heavy soaks firearms at base str+4D, bashing at base str+6D, and Heavy at base str+2D))

Weapons

Melee Weapons

Combat Knife- Civilian knife often included in basic survival gear. (Dam = Str as Firerams damage)

Molecular Edged Diamond Weave Knife- Nicknamed the "Can Opener." Standard Issue among all Confederation ground troops. (Dam = Str+2D as Firearms Damage)

Laser Torch- Similar to a present day blowtorch, this is actually a backpack sized cutting tool, roughly 50 lbs, meant for industrial work and major repairs. (Dam = 3D Heavy Damage)

Plasma Torch- Similar to a present day blowtorch, this is a large piece of industrial equipment usually kept on a dedicated cart, small vehicle or bench (roughly 300 lbs). (Dam = 5D Heavy Damage)

Firearms

Pistol

Heavy Pistol

Submachine Gun

Sniper Rifle

Assault Rifle

Squad Automatic Weapon

Fixed Machine Gun

Energy Weapons

Laser Pistol

Laser Rifle

Plasma Rifle

Fixed Laser Cannon

Fixed Plasma Cannon