Mantic Deadzone RP- Rules Ideas

We're going to try playing Mantic's Universe as our N.E.W. game- namely the Deadzone style stuff. As a part of that, I've created some stuff to use- Human (and Android) still stand as races, plus all of these, a few racial careers as well a few others. Firstly if anyone has any suggestions for careers for those races I couldn't think of anything for. Secondly, any ideas on balance etc. with the stuff I have done:

Military Basic Training
1 Year
Prerequisites: Agi 4, End 3
You spent a year taking the most basic of military training, learning the general skills of ground troops.
STR +1, AGI +1, END +1
Carrying, Engineering, Marksman, Medicine, Perception
1. You have learned the basics of combat and military protocol. Gain +1d6 on any check involving military procedure or protocol. In addition, you gain a basic sidearm.
Officer Training
1d6 Years
Prerequisites: Military Basic Training or INT 4 and WIL 4 or Military Academy or College
You have taken the highest level of Military training, allowing you to enter the commissioned ranks.
INT +1, WIL +1, CHA +1, REP. +1
Engineering, Law, Leadership, Marksman, Medicine, Science, Tactics
1. You begin play as a 2nd Lieutenant. You have a high quality sidearm and you may now identify all military gear with nothing more than a cursory glance, telling you some of the basic properties.
2. You are adept at giving guidance to small groups. As an action, you may grant a +1d6 bonus to one specific check made in the next round by a number of allies equal to your CHA pool.
3. You are promoted to Lieutenant. An increase in pay-grade grants you +2 Cr.
4. You are adept at commanding others, gain +1d6 to Leadership checks as well as Tactics checks to plan for upcoming combats.
5. You are promoted to Captain. Though you may not always be on front-line combat, years of practice and experience have made you an expert with sidearms, gain +16 to all checks with them.
Soldier
1d6 Years
Prerequisites: Militaristic Upbringing or Military Basic Training or AGI 4 or STR 4
You are a soldier, through an through, you have been trained in a variety of fighting styles and small-group tactics
STR +1, AGI +1, END +1
Carousing, Carrying, Hardy, Marksman, Reaction, Unarmed Fighting
1. You begin play as a corporal with a suit of riot armour and a combat knife.
2. You are promoted to Lance Corporal, you may choose either: SPECIALIST WEAPONS TRAINING- choose one weapon to gain +1d6 on checks with OR LANCE COMMAND: Gain Leadership +1.
3. Your specialist training continues. You may either choose the other training from rank 2 OR you may improve your previous training: SPECIALIST WEAPONS TRAINING- you now deal extra damage with the attack equal to your ranks in soldier; LANCE COMMAND: You may guide a number of allies equal to half your CHA+ Leadership. They gain a +1d6 initiative bonus as well as to checks in the first round of combat.
4. You are promoted to Sergeant. You are a tough person, gain +1d6 to Hardy and Resilience rolls.
5. You are promoted to Sergeant Major. Once per day, as a free action,, you may grant 1 ally an additional free turn.
Militaristic Upbringing [Starter]
2d6+6 Years
Prerequisites: None
You grew up in army bases, warzones or even on shipboard garrisons.
STR +1, END +1, CHA +1, REP +1
Carrying, Engineering, Hardy, Marksman, Medicine, Perception, Trivia (Military)
1. You are familiar with the military, whenever driving or piloting a military vehicle, gain a +1d6 bonus to checks, in addition gain the same bonus on bluff checks when talking with military personnel.
Asterian
Thin, frail and tall, the Asterian are an ancient race, capable of making amazing mechanical constructs able to work almost as well as living sentients. They are a superior race and they know this, their small numbers are also no issue, especially with their robotic skill.
STR 2
AGI 4
END 2
INT 4
WILL 4
CHA 2
LUC 3
PSI 0
Artistic Skill (Choose one), Computer Operation, Engineering, Meditation, Scientific Skill (Choose One)
Ancient Knowledge: Asterian society is older than any can know, gain +1d6 on all INT rolls for knowledge. Frail: Whenever suffering damage, an Asterian’s SOAK is reduced by 1. Superior: Knowing they are better than others, Asterians gain +1d6 on any WIL check to resist coercion.
Adolescent 30-50
Young 51-80
Adult 81-100
Middle-Aged 101-130
Old 131-160
Venerable 161+

Asterian Drone Commander [Starter]
3d6 Years
Prerequisites: Asterian, Computter Operation or Engineering 1
You spent years training to use the many different drones of Asterian construction in the most efficient way. You know that you are still the most capable operator, even if you must consistently prove this to others.
INT +1, WIL +1, Cr. +2
Computer Operation, Engineering, Tactics
1. You gain a Drone Controller- a device that allows you to control any Asterian Drone; this may require a Computer Operation check if the drone is controlled by another user. You may control up to 2 drones as an action. In addition, any drone you control gains +1d6 dice to any check you directly order it to take.
2. You have become adept at modifying your own drones. Any drone you own gains +1 Modification slot.
3. You gain your own personal drone. In addition, you may now control 4 drones as an action.
Asterian Drone (Flying)
A general flying or hovering drone, used for many different jobs.
STR 1
AGI 5
END 2
INT 2
WILL -
CHA -
LUC -
PSI -
Perception 1
Cost 500 Cr., Flyer (6) Modification Slots 2, Mechanical, Soak 3, Scanner, Vulnerable Electric 1d6
Asterian Drone (Bipedal)
A bipedal drone, modelled after the general Asterian form. May be used for carrying and transporting or may be armed with weapons.
STR 3
AGI 3
END 3
INT 1
WILL -
CHA -
LUC -
PSI -
Choose 2 from: Carrying, Marksman, Perception, Melee Combat or Unarmed Fighting
Cost 1,000 Cr. Modification Slots 3, Mechanical, Soak 4, Vulnerable Electric 1d6
Modification Slots: Asterian drones can be given a variety of different modifications to enhance their abilities and capabilities. Some of these are enhancements of their original abilities, whilst others grant new abilities.
Physical Enhancement: Increase the Drone’s STR, AGI or END. The cost equals 100 Cr. x the new score2 (these must be bought consecutively)
Programming Enhancement: Increase the Drone’s INT by 1. Cost 1,000 Cr.
Skill Package: The drone is uploaded with a suite of skills training at a cost of 100 Cr x the skill level added. Any of the following skills may be chosen: Driving, Marksman, Melee Weapon, Perception, Piloting, Reaction, Throwing or Unarmed Fighting
Weapon Mount: For 100 Cr. a Drone may be given an extra mount for a weapon. The cost of the weapon is not included in this.
Tool Mount: For 50 Cr. a Drone may be fitted with a mount for a tool or other kit. The cost of the tool is not included in this.
Armour Plating: The drone may be given plating that mimics a wide variety of armour. Increase the cost of the armour by 25% to represent mounting and modification.

Forge Father
Short, stocky masters of advanced technology. The Forge Fathers produce the greatest and most beautiful technology in the galaxy. Renowned for their battlesuits, thermal guns and self-cooling rapid-fire weaponry, their constructions are works of art as well as technology.
STR 3
AGI 2
END 4
INT 4
WILL 4
CHA 2
LUC 2
PSI 0
Chemistry, Forging, Hardy, Metallurgy, Physics, Resistance
Forging is both a science and an art- whenever a Forge Father makes a weapon or armour they use their Forging skill. The weapon is always considered one level of quality greater than if anyone else had made it.
Adolescent 16-25
Young 26-33
Adult 34-50
Middle-Aged 51-70
Old 71-90
Venerable 91+

Forge Apprentice [Starter]
3d6 Years
Prerequisites: Forge Father
You have studied under a fully-trained Forge Father and have gained all of the basic skills necessary to craft the technology your people will willingly sell to others.
INT +1, WILL+1, REP +1, Cr +1
Chemistry, Forging, Metallurgy, Resistance
1. Your weaponry is now of very high quality. It gains +1 Toughness. In addition it is now specially sealed so only a Forge Father can open or repair it, it’s cost is increased by 20% and you gain +1d6 on any Negotiation checks to agree a price for fixing Forge Father goods.
2. Finishing your training you construct yourself a Mastercraft quality Weapon or Armour with a total value of no more than 2,000 Cr. Including Upgrades. You may now train other Forge Apprentices.
Forge Master
4d6 Years
Prerequisites: Forge Father, Forging 3, Metallurgy 1
You have studied under one of the Grand Masters to become the pinnacle of the Forge Father crafting elite.
WILL+1, REP +2, Cr +2
Chemistry, Forging, Marksman, Melee Weapon (choose one), Metallurgy, Negotiation, Resistance
1. Whenever negotiating a price to make an item, you gain +1d6 as your reputation precedes you. In addition, one item, of your own construction, gains +1 Upgrade slot.
2. You know that crafting is an art form as well as a skill, though you would never rush construction, you are now so skilled you may either halve the time to craft a weapon or armour or instead give it +1 Soak against all damage.
3. You are a mastercraftsman. Your bonus to negotiations increases to +2d6. In addition, whenever you make an item, if you do not rush its construction you may increase it’s quality by an additional step, in addition to the Forge Father bonus.

Gobber
Small and quick, Gobbers are wise members of the Marauder forces. Not tough, Gobbers must rely on their quick bodies and minds to survive within Orx society.
STR 2
AGI 4
END 2
INT 4
WILL 2
CHA 3
LUC 5
PSI 0
Acrobatics, Crafting Skill, Perception, Stealth
Small Size: DEFENSE +2; Gobber Cunning: with enough time a Gobber can always figure a way around something, if you are able to take 10 minutes thinking through a situation you may use your INT dice instead of another attribute for one Check.
Adolescent 12-16
Young 17-24
Adult 25-35
Middle-Aged 36-55
Old 56-65
Venerable 66+
Grogan
Grogan are a tough and strong species; renowned for their stoicism they often make their money as heavy soldiers. They are humanoid with thick, leathery skin and bony protrusions on the chin, elbows and knuckles. They have tridactyl hands and feet and no body hair.
STR 4
AGI 3
END 4
INT 2
WILL 3
CHA 2
LUC 3
PSI 0
Bravery, Hardy, Hunting, Hunting Knife, Resistance, Survival
Grogans are tough and hardy, gain +2 Soak.
Adolescent 10-14
Young 15-20
Adult 21-30
Middle-Aged 31-45
Old 46-60
Venerable 61+
Judwan
A race of pacifists not by culture, but by inclination. Judwan make excellent diplomats and medics, able to take away pain and suffering with their mere presence.
STR 2
AGI 3
END 3
INT 4
WILL 4
CHA 3
LUC 2
PSI 1
Artistic Skill (choose), Linguistics, Medicine, Negotiating, Scientific Skill (choose)
Pacifist: Judwan have a compunction against violence, to cause harm to another you must spend a point from your Luck pool (once per encounter), in addition you gain Empathy as a Psychic power instead of Psiblast; Judwan Guidance: Judwan are wise and trusted, with 2 actions you may guide another character in vocal range, they gain a bonus to their next check equal to half your INT pool.
Adolescent 14-24
Young 25-45
Adult 46-60
Middle-Aged 61-80
Old 81-100
Venerable 101+

Judwan Medic
2d6 Years
Prerequisites: Judwan
Many Judwan pursue the life of a healer, taking on a monastic life that heightens their healing abilities and reinforces their pacifism.
INT +1, WIL +1 and CHOOSE: INT +1, PSI +1 or REP +2
Biology, Botany, Chemistry, Energy Healing, Medicine
1. Your code of Pacifism is reinforced. You may not cause harm to any sentient any longer, however you gain either +1 Psi and the Energy Healing power or INT +1 and 1 rank of Medicine. In addition, you may spend 10 minutes in any environment to assemble a Medical Toolkit from local plants, chemicals and objects.
2. Your studies into biology are extensive, whenever you heal wounds to a character you heal +1d6
3. Your studies are complete, your order gifts you with a Mastercraft quality energy shield

Kraaw
A humanoid, repto-avian species, the Kraaw are renowned for their quick strikes and swift victories. The Kraaw are able to fly for short periods and have used this to their advantage for their entire racial history.
STR 3
AGI 4
END 2
INT 3
WILL 3
CHA 3
LUC 3
PSI 0
Combat Blade, Flying, Navigation, Stealth, Tracking
Winged: Kraaw may use their wings to glide for short times, calculate their speed as the same as their speed, the Flying skill works in the same manner as the Running skill. They may do this for no more than one round in every five. In addition, a Kraaw adds their ranks in Flying to their AGI check when falling, and suffers no damage for falls of 30’ or less.
Adolescent 11-18
Young 19-30
Adult 31-40
Middle-Aged 41-55
Old 56-68
Venerable 69+

Kraaw Warrior [Starter]
2d6 Years
Prerequisites: Kraaw, Flying 1 rank
Many Kraaw train for years to become élite ambush warriors. Using their wrist blasters to scatter targets before diving in for the kill with their combat blades.
STR +1, AGI +1, END +1
Combat Blade, Flying, Marksman, Stealth, Tactics
1. You gain the ceremonial weapons of your people- a wrist blaster and combat blade. In addition, gain +1 REP.
2. You have learned the first of your caste’s tactics, the Blaster Suppression: when armed with a weapon with the Auto quality you may use an action to unleash a barrage like Suppressive Fire: designate a target, if they take an action other than taking cover or avoiding your barrage you may make a free Marksman attack with the weapon. Gain +1 REP.
3. The final lesson of your caste: The Swift Strike. Whenever a target affected by your Blaster Suppression would trigger a marksman attack from you, you may also choose to end your Blaster Suppression and move your Flying speed towards them If this brings you into melee range of them, you may make a free melee attack with a Combat Blade in hand
Weapon
Damage
Type
Attribute
Cost
Size
Weight
Special
Combat Blade
2d6
Cutting
STR or AGI
30 Cr.
M
4 lb.
Wrist-mounted- can’t be disarmed
Weapon
Damage
Type
Range
Ammo
Cost
Size
Weight
Special
Wrist-Blaster
2d6
Heat
10
2d6
80 Cr.
S
4 lb.
Auto, Sidearm, Wrist-mounted- can’t be disarmed
Orx
A highly organised an tactical species, the Orx were long used as elite shock troops by the Corporation. Now they are their own, individual mercenary force. Many Orx inhabit the galaxy in their feral state, warlike and ferocious. Others are the epitome of civility..
STR 4
AGI 4
END 3
INT 2
WILL 3
CHA 2
LUC 3
PSI 0
Intimidate, Leadership, Melee Weapon (choose), Marksman, Tactics, Unarmed
Every Orx has a weapon earned through a trial. Begin play with one High-Quality weapon with no more than 750cr.
Adolescent 8-14
Young 15-18
Adult 19-35
Middle-Aged 36-50
Old 51-60
Venerable 61+

Marauder Recruit [Starter]
1d6 Years
Prerequisites: Orx
You were taken into a Marauder raiding party and learned combat and tactical skills as well as providing for yourself.
END +1, INT +1, Cr +1, REP +1
Leadership, Marksman, Melee Weapon (choose), Perception, Tactics
1. You have managed to prove your worth to the Marauder unit. Choose one High-Quality weapon or armour with a cost of no more than 1,000 Cr.
2. You have spent much time in the field, you understand how important procurement is. Gain +2d6 on any check to notice weapons, armour, ammunition or any other supplies that would be useful to a military operation.
3. You have become a master of one weapon through much practice. Gain +1d6 on all checks with that weapon.
Feral Upbringing [Starter]
2 Years
Prerequisites: Orx
You were born on a feral colony and have endured the harsh life of true Orx culture. You are scarred but toughened by your experiences.
STR +1, END +1, WILL +1
Hardy, Hunting, Melee Weapon (choose), Perception, Survival, Unarmed Fighting
1. Orx Rage- whenever you are at 50% health or lower, you gain +1d6 to all STR checks.
2. You have spent years barrelling into combat, you gain a special charge action: move your speed and attack at the end of the move. If you hit, you deal +2d6 damage.
3. Your body is covered in thick scarring, gain +2 Soak against damage from sources other than energy.
Sorak
A strange, reptilian species; the Sorak have four hands, two of which they use to walk upon, though they can use all four for climbing as well in their native lands.
STR 3
AGI 4
END 4
INT 3
WILL 3
CHA 2
LUC 2
PSI 0
Acrobatics, Ambidexterity, Climbing, Survival
Cold Blooded: Vulnerable (Cold) 1d6; Many Hands and a Tail: Sorak have four hands and a tail, meaning, that they may wield up to 3 hands of weapons with an additional -1d6 penalty to each attack, if able to properly brace (such as by dangling from a tree) this penalty may be negated, or the Sorak may use an additional hand. Strange Locomotion: Sorak have a strange way of moving, i is less efficient on land, but much more so swinging in trees- calculate speed just with AGI, however Climb speed adds half STR as well.
Adolescent 10-20
Young 21-35
Adult 36-50
Middle-Aged 51-65
Old 66-85
Venerable 86+
Teraton
Huge ‘space turtles’, the Teraton are relative newcomers to the galactic scene. They have an innate ability to teleport.
STR 5
AGI 2
END 4
INT 2
WILL 3
CHA 2
LUC 2
PSI 0
Hardy, Swimming, Teleportation
Large size: DEFENSE -2, SOAK 5; Teraton Teleportation: Even of not Psionic you gain access to the Teraton Teleportation power.
Adolescent 25-40
Young 41-60
Adult 61-90
Middle-Aged 91-120
Old 121-165
Venerable 166+

TERATON TELEPORTATION
Classification: Teleportation (Special)
Rank: I
Range: Self
Action: 2
This power is known by all Teratons. Only Teratons may know this power. The user is able to Teleport 5’. Teleporting into a precarious position requires a successful Teleportation check (difficulty set by GM) using the Teraton’s WIL (or PSI) and Teleportation skill. Failure results in the Teraton being catapulted back to a safe location, dealing 2d6 damage.
Extension: For an additional 2 ranks increase the range by 5’.
Special: A Teraton uses their ranks in Teleportation +1 to determine their effective PSI for determining what rank of this power they can use.

Teraton Assault Specialist [Starter]
4d6 Years
Prerequisites: Teraton, Teleportation 1 rank
Spending years training to heighten their teleportational abilities, these Teraton are excellent shock troopers.
STR +1, WIL +1, Teleportation +1
Marksman, Reaction, Teraton Fighting Blades, Teleportation
1. You gain a pair of High-Quality Teraton Fighting Blades. Whenever you wield these blades you are considered to have an extra rank in the Ambidexterity skill.
2. You have practiced with your Teleportational abilities to hone them. For an additional 2 ranks you may bring one Medium or smaller creature, or an equivalent sized object, when you teleport. For each additional rank in this career you may increase the ranks an additional time, allowing you to bring another creature.
3. Your Teraton Fighting Blades are upgraded, one gains a Flame-Projector, the other a Grenade Launcher as a Combined Weapon upgrade. In addition you are given a High Quality Basic Battlesuit.
4. After making Teraton Teleportation you may immediately make an attack action.
Weapon
Damage
Type
Attribute
Cost
Size
Weight
Special
Teraton Fighting Blade
3d6
Slashing
STR
200 Cr.
M
6 lb.

Weapon
Damage
Type
Range
Ammo
Cost
Size
Weight
Special
Flame-Projector
4d6
Heat
3
1
300 Cr
M
5 lb.
Cone 15’ (all targets in a 15’ cone must make AGI checks with a difficulty equal to the attack check or suffer damage, any who fail by 10 are set on fire)
On Fire
Round/ AGI [16] Difficult
AGI
4
3
2
1
0
1d6 heat damage/ round
1d6 heat damage/ round
BLIND, 1d6 heat damage/ round
2d6 heat damage/ round
4d6 heat damage/ round
Veer-Myn
Strongly resembling humanoid rats, the Veer-Myn are a scavenger race, just intelligent enough to work out how to use advanced technology, though not always understand it. Strength and cunning are highly valued in their society and they seem able to live almost anywhere.
STR 3
AGI 3
END 5
INT 2
WILL 2
CHA 2
LUC 4
PSI 0
Bite, Climbing, Hardy, Running, Stealth, Survival
Veer-Myn are the hardiest living sentients, gain +1d6 on any END checks and countdowns. Bite: A Veer-Myn gains a bite attack to determine damage with this natural attack, add ranks of Bite to STR and then add a further +1.
Adolescent 4-10
Young 11-16
Adult 17-26
Middle-Aged 27-40
Old 41-55
Venerable 56+

Veer-Myn Survivalist [Starter]
1d6-1 Years
Prerequisites: Veer-Myn
All Veer-Myn are born survivors, it’s just some are more so than others. You survived the hardships of pack life and came out, if not on top, in generally intact condition.
END +1, LUC +1, REP +1, Cr. +1
Climbing, Hardy, Perception, Running, Stealth, Survival
1. Having survived beyond all your peers, you are a rat above all others. You gain +1d6 on Initiative checks when surprised and +1d6 to Perception checks to notice danger.
Yndij
Arboreal simians, the Yndij are a free spirited and jovial. Many have joined the Rebs cause, fighting against the control of the Corporation.
STR 3
AGI 4
END 3
INT 3
WILL 3
CHA 3
LUC 2
PSI 0
Acrobatics, Bravery, Climbing, Escape Artist
Yndij are arboreal and completely at home in trees, especially with their opposable tails. Yndij have a climb speed of AGI+ half STR+ Climb ranks. In addition, Yndij never have their speed reduced by forest or jungle terrain
Adolescent 14-24
Young 25-36
Adult 37-50
Middle-Aged 51-60
Old 61-80
Venerable 81+
Zee
Cerebrally enhanced, genetic clones of an amalgam species. The Zee are capable supply officers and quartermasters, many of whom have joined the Rebs as a cry for freedom from the corporation who fabricated them as servants and used them as entertainment.
STR 2
AGI 3
END 2
INT 4
WILL 3
CHA 4
LUC 3
PSI 0
Accounting, Bureaucracy, Chemistry, Computer Operation, Gaming Skill (choose one), Intuition, Mathematics, Negotiating, Perception
Cerebral Enhancement: Pick one extra skill during species selection; Encyclopaedic Memory: A Zee remembers almost everything they ever see, when called upon to remember something, you gain +1d6 to the INT check.
Adolescent 5-8
Young 9-12
Adult 13-30
Middle-Aged 31-50
Old 51-65
Venerable 65+

Zee Scavenger [Starter]
1d6 Years
Prerequisites: Zee
Focusing on the more practical, and lower paying abilities of the Zee, you have become adept at locating things that others would easily miss.
INT +1, LUC +1, REP +1, Cr. +1
Climbing, Carrying, Intuition, Negotiating, Perception
1. Years spent in scrap heaps have given you an advantage finding objects. Whenever you might miss an item or clue you may make an Intuition roll with +1d6 per rank in Zee Scavenger.
2. You have found something of value, choose an item worth up to 750 Cr., gain it. It may be of any quality you can afford within this limit. In addition, your pockets allow you to always find the right object for the job, by spending 1 Luck Point you may gain the use of one non-weapon or armour item no larger than your arm for the next scene.
3. Sometimes scavenging is dangerous. Whenever you are moving in combat or running away from something, treat your STR as being 2 points higher.
Z’zor
An insectile race, resembling large ants. They have a thick exoskeleton an intrinsic pheromonal bond that is enhanced by latent psychic potential. They see things very differently and often come into conflict with other, less ordered, races.
STR 4
AGI 2
END 4
INT 2
WILL 4
CHA 2
LUC 1
PSI 2
Bureaucracy, Climbing, Concentration, Crafting Skill (choose one), Telepathy
Z’zor begin the game with a special form of he Telepathy power- it works at Rank I in the same manner as the Rank III power, however it can only be used to communicate with other Telepaths. Exoskeleton: A Z’zor has a strong Exo-skeleton that grants a natural soak of +3, however it is oddly shaped so all armours they buy cost +50%.
Adolescent 2-10
Young 11-20
Adult 21-35
Middle-Aged 36-45
Old 46-60
Venerable 61+

Z’zor Co-ordinator
1d6 Years
Prerequisites: Z’zor, Telepathy 1 Rank
Trained as a co-ordinator for work parties, you are excellent at guiding the actions of others.
INT +1, WILL +1, PSI +1
Bureaucracy, Concentration, Crafting Skill (choose one), Tactics, Telepathy
1. You may guide others telepathically, for 2 actions you may form a link with a number of allies equal to no more than your PSI dice+ Telepathy ranks. Whilst connected, they gain +1d6 to any actions where her others could help or provide extra information. You must spend 1 action a round maintaining this link.
2. You gain a Telepathy Power.
3. The bonus granted increases to +2d6 when you are within a network. Gain a Telepathy Power.
4. Your link becomes very strong, actual communication may now be passed through it wordlessly. Gain a Telepathy Power.
 

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Morrus

Well, that was fun
Staff member
I'm on my phone, so I'll look properly when I'm on a PC in the morning, but it looks like you've put in a lot of work!

Are those races etc all from the Mantic Deadzone setting?
 

A few are from warpath (in particular the Veer-Myn) many of them are in the Rebs faction, and there is one i've missed- the 'hulk' from the marauders.
 

Morrus

Well, that was fun
Staff member
So here are some brief observations; generally you tend to mimic skill ranks with other language. For example, where you say gain "+1d6 to Hardy and Resilience rolls" (or any other skill) that's essentially just a free skill rank. Probably easier bookkeeping to record it as that rather than a random floating bonus.

Also I would suggest more of them get Cr. increases.


  • Officer training II - range?
  • Officer training IV - a bonus to specific skill checks is just a free skill rank
  • Officer training V - assume 1d6, not 16? Is that not just a marksman rank?
  • Soldier begins play with a knife, but no opportunity for training in it
  • Soldier II - specialist weapons training is just a skill rank
  • Soldier V - range?Gobber - I like the INT ability
  • I like the idea of an "on fire" default countdown track. I really should include something like that (and other things like drowning, suffocation, etc.) in the rulebook. It looks pretty harsh though - I don't imagine many will have the HEALTH to suffer the lower effects.
  • Veer-Myn - if they gain +1d6 on END checks, just give them a higher END score
  • Zee Scavenger II - I like the use of luck to do other things.
  • Zee Scavenger III - is that not the same as a +1 SPEED?
  • Z'zor Coordinator I - range? And perhaps more specificity - e.g. link it to skills possessed by the others
 

Cr. Increases present a problem with the +3 to stats, as only that and Rep are worth half it poses a real problem with groups where REP doesn't make sense.

Most of the +1d6s aren't to specofoc skills- e.g. the specialist would include Mechanics or Engineering checks too.

Your officer boosting abilities don't have listed ranges either.

Soldiers would tend towards ranged- the knife is a last resort backup, so training may not actually amke sense.

If you're really on fire you should be in serious danger- it kills!

+1 on rolls is not the same as +1 stat though and the Veer-Myn bonus applies to countdowns too.

Zee Scavenger 3- yes- though it may come up for carrying junk too...
 

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