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A BASIC D100 SCI-FI SYSTEM

TABLE OF CONTENTS
SOLVING PROBLEMS WITH DICE 01
COMBAT 01
SPACE COMBAT 02
TRAVELING SPACE 03
SKILL LIST 03
CHARACTER CREATION 04
TRAINING 04
EQUIPMENT 05
VEHICLES/SPACESHIPS 07
BASIC ENEMIES 08
POORLY WRITTEN AND SHODDILY DESIGNED BY
VERSION: 1.1 SCOTT KNEES [SPECTRALIDAX]
If an action a character
SOLVING PROBLEMS undertakes requires a roll the
GM [Game Master] declares
COMBAT When combat is initiated each
character chooses fast or slow.
WITH DICE the skill that they are rolling
and attempts to roll equal to or
The GW will also choose either
fast or slow for each enemy.
under the roll.
[EX. attempting to climb up a rock face the character would roll Each character that chooses fast may act before any enemy but
their Climbing/Lifting/Forcing skill, which is a 43. The character may only choose a move or an action.
rolls 1d100 and gets a 38 therefore succeeding at the skill]
Each enemy that chooses fast will now act but may only choose a
If there are any difficulties to that action [such as a wet surface move or an action.
when trying to climb a rock wall] the skill the character is trying to
roll has a -10 modifier. If a character chooses slow they will go after any enemies that
choose fast but will be allowed to take both a move and an action.
Any subsequent difficulty applies an additional -10 per difficulty. All the enemies that choose slow will go last and will be allowed to
take both a move and an action.
If there are any benefits or preparations that the character has
made [such as having a climbing kit while trying to ascend a rock
wall] the skill the character is trying to roll has a +10 modifier. MOVES AND ACTIONS
Any subsequent benefit applies an additional +10 per benefit.
Move: A character's move is 5 sq.

Action: An action is anything from hacking a computer to firing a


weapon. It is up to the GM to determine if an activity is an action
or a free action.

Free Action: A free action is an action that is quick and can be


done while doing other things such as shouting or grabbing
something at the character's feet.

A character may take as many free actions as the GM allows.

ATTACKING

When a character attacks an enemy they must roll 1D100 and


consult the appropriate combat skill. If the character rolled under
or equal to the skill they hit the target and roll the
damage from the weapon.

DEFENDING

If an enemy attacks a character the character must roll 1D100 and


consult dodge skill [or corresponding vehicle skill if they are
piloting a vehicle].

If the character rolled under or equal to the skill they avoided the
attack and take no damage.

If the character fails they will take the damage of the weapon
minus their armor value.
HEALTH

If a character’s health ever hits 0 they instantly fall unconscious.

At the start of every turn when the character chooses to go fast or


slow they must roll 1D100 if the result is 50 or below they live for
another turn.

If the result is above 50 then they will die at the end of the turn
unless they receive immediate medical attention.

01
SPACESHIP At the start of spaceship
combat every character must
SPACESHIP
COMBAT declare a role [Generally one
person per role].
ROLES
If the character is in a fighter craft they don’t choose a role and ASSAULT
may use any action in the spaceship roles. Prepared to assault enemy ships either by the use of dropships or
other shuttlecraft.
Every turn the pilot declares fast or slow. The GM will choose
whether an enemy ship goes fast or slow. Assault may also repel boarders.

If the pilot chooses fast the characters get to go before the enemies May assist damage control providing +10 to damage control skills
but can only make 1 action a turn. this turn.

If the pilot chooses slow the characters go after the fast enemies COUNTERMEASURES
but each character may make 2 actions a turn. Boost The Shields
Damage taken this turn is ½ [rounded up].
All space movement is in Space squares [ssq]
Deploy Chaff
All characters then take turns doing the prescribed amount of +10 to the Counter Measures skill for this turn.
actions at their station.
Electronic Warfare
For every action a character rolls the appropriate skill. If the An enemy ship with 5 ssq has -10 on all roles till the end
character rolled under or equal to the skill they of their turn.
succeed at the action.
Shield Restored
When a ship is attacked by an enemy the character in the Counter- Repair the shield of the ship by 1D6.
measures role rolls against their countermeasures skill and if the
roll is below their skill the ship is safe. If they fail the roll DAMAGE CONTROL
the ship takes damage. Repair
Repair 1D8 health to a ship system.

Hotfix
Repair 1D8 health to a ship system.
May make a hotfix to another system.

SHIP When a ship is hit the shields


take as much damage as they
I’m Going In
Repair 1D20 health to a ship system.
DAMAGE are able. The character takes 1D4 damage [If this action failed the
character takes 1D6 damage instead].

As soon as the shields run out the systems of the ship take GUNNERY
damage. Systems may be repaired by Damage Control even if they Fire Everything
are at 0. Any excess damage done to a system is transferred to -20 to Gunnery skill for the turn.
another system until the damage is spent. The Gunner hits with ever weapon on the ship.

When the systems take damage roll 1D10. If 3 or more systems hit Light Them Up
points reach 0 the ship is scrapped. The Gunner makes an attack with 1 of the ship’s weapons.

ENGINES [1-2] Targeting Calculations


If the engines have 0 hit points the ship is unable to maneuver in +20 to Gunnery skill for this turn.
space and can’t be piloted. It also can’t enter warp.
PILOTING
LIFE SUPPORT [3-4] Evasive Maneuvers
If the life support has 0 hit points all creatures outside of vac suits +10 to the Counter Measures skill for this turn.
will die within 1D6 rounds. -10 to the Gunnery skill for this turn.

WEAPONS [5-6] Redline


If the weapons have 0 hit points the weapons can’t be fired. The ship moves double its speed.
All other actions by the rest of the crew are -10.
FUEL [7-8]
If the Fuel has 0 hit points the ship will come to a stop Risky Maneuver
in 1D4 hours. Make a piloting roll at -20.
If the roll is a success +10 to Counter Measures and
STRUCTURE [9-10] Gunnery for this turn.
If the structure has 0 hit points a hole opens up in the ship and
may void anything inside a specific space. Steady
-10 to the Counter Measures skill for this turn.
+10 to the Gunnery skill for this turn.

02
When traveling [warping] to
TRAVELING another star system the ship
must expend 1 fuel and it
SPACE takes 1 week to arrive
at the destination.

While traveling 1 person aboard the ship must make a


Survival/Navigation skill check.

If the roll fails the ship is lost and the GM must roll a 1D10
on the table below.

1: The ship has entered a hostile star system.


2: The ship has taken significant damage and is dead in space.
3: A hostile alien has hidden itself on board.
4: The ship drops out of warp before it reaches its destination and
the warp drive needs to be repaired.
5: A hidden fuel leak causes the ship to have 0 fuel.
6-10: The ship ends up in a neighboring star system that the crew
did not intend.

SKILL
LIST
COMBAT SKILLS VEHICLE SKILLS

Pistols Ground Vehicle [Civilian]


Rifles Ground Vehicle [Military]
Heavy Weapons Mech
Explosives Air Vehicle
Bladed Weapons
Blunt Weapons SPACESHIP SKILLS
Throw
Unarmed Countermeasures
Vehicle Integrated Weapon Systems Damage Control
Dodge Gunnery
Piloting Spaceship [Shuttle Craft/Fighter Craft]
CHARISMA SKILLS Piloting Spaceship [Medium Craft]
Piloting Spaceship [Large Ship]
Bluff
Charm OTHER
Intimidation
Feel free to add any other skill that you can think of.
PHYSICAL SKILLS

Acrobatics/contortion
Climbing/lifting/forcing [Basically, Brute Strength]
Running/jumping/swimming
Sleight Of Hand/concealment
Stealth

MENTAL SKILLS

Academics [History, Politics, Etc.]


Awareness
Crafting
Gaming
Impersonation/forgery
Investigation/research [Finding Clues, Interpreting Data, Making Deductions]
Medicine
Science (Chemistry, Biology, Etc.]
Streetwise
Survival/navigation
Technology
Willpower

03
Nightvision
CHARACTER The Character can see in the dark.
CREATION Plasma
The character’s body is made of plasma and doesn’t
CHARACTER CREATION STEP BY STEP need an environmental suit when in vacuum.
Needs an environmental suit in atmosphere.
Choose character size
Choose racial specialty
Pheromones
Distribute 500 build points to skills [all skills start at 10]
+10 to any Charisma skill. Those that are affected by the
Roll 1D10 x 100 for credits
pheromones may not take kindly to this.
Buy weapons and gear for character

Poisonous
SIZE [CHOOSE 1] The character’s body secreets a 1D4 poison.

Small [About the size of a panda] Telepathy


1D6+3 hitpoints The character can speak and receive thoughts
+10 build points with their mind.
Medium [About the size of your average Joe]
1D10+3 hitpoints BUILD POINTS
A character is allocated 500 build points to apply to their skills
Large [About the size of a Grizzly Bear] All skills start at 10
1D20+3 hitpoints No skill may go above 80
-10 build points

BIOLOGICAL SPECIALTY [CHOOSE 1] TRAINING


All Consuming
Can eat almost anything for nutritional value.
A character may spend a week training a skill.
Armored form [scales, exoskeleton, blubber etc] After that week the character gains 1D4 points in the skill.
+1 to armor value.
Equipment/Vehicle Training may be taken for 5 points or 1D8+1
weeks of constant effort.
Baseline lifeform
+8 build points. Armor Training [Power Armor, Force Shield, etc]
Mech Training
Built for War Capital Ship Training
+10 to unarmed or dodge skill. Weapon Specialty
-20 to Bluff and Charm. Choose a weapon skill
Add +10 to that weapon skill
Camouflage This training may only be taken once
+10 Sleight of Hand/Concealment or Stealth.

Flight
The character may fly.

Heightened Natural Sense [specify]


One of the character’s senses is heighted and provides a
+10 to a skill on any roll that uses that sense.

Natural Weapon
The Character’s body has a weapon ingrained into their
body that does 1D4 damage.

04
PISTOLS
Axehead $ 500 R: [5 sq] D: 1D4
1D4 at range or 1d6+1 in [1 sq][melee]

EQUIPMENT Ballistic Pistol $ 200 R: [5 sq] D: 1D4


N/A

Gauss Pistol $ 3,000 R: [10 sq] D: 1D6


Rending
EQUIPMENT KEYWORDS
Needle Pistol $ 500 R: [5 sq] D: 1D4
2H Rending
The weapon must be held with 2 hands to wield
without negatives. Plasma Pistol $ 1,000 R: [5 sq] D: 1D4
Burn
Blast [x]
The weapon does it’s damage to anything within x sq. Revolver $ 500 R: [4 sq] D: 1D4+1

Burn N/A
The target is on fire and takes 1D6 damage at the end of Stun Gun $ 200 R: [3 sq] D: 1
their turn. The character may spend an action to
put out the fire. Stun

Fear RIFLES
Any within 2 sq of the target [including the target] must Ballistic Rifle $ 2,000 R: [10 sq] D: 1D8
pass a Willpower roll or spend their next turn running
away from the wielder of this weapon. They are still 2H
feared until they can spend an action and pass a Crossbow $ 1,500 R: [8 sq] D: 1D6
willpower roll.
2H, Silent
Heavy
Deck Sweeper $ 2,500 R: [5 sq] D: 1D10
This weapon must be deployed in a stable position
before being used. 2H, Fear

Gauss Rifle $ 15,000 R: [20 sq] D: 1D10


Limited
This weapon may only be used once before 2H, Rending
it is destroyed.
Needle Rifle $ 3,000 R: [10 sq] D: 1D8
Long reload 2H, Rending
After this weapon is fired it takes an action to reload.
Plasma Rifle $ 3,000 R: [10 sq] D: 1D8
Rending 2H, Burn
The armor of the target is ½ [rounded up].
The Hive $ 10,500 R: [10 sq] D: 1D4
Silent 1d6 damage to 1D8 targets, 2H, Training
This weapon can’t be heard when fired.
HEAVY WEAPONS
Stun
On the characters next activation they lose 1 action. Autocannon $ 150,000 R: [30 sq] D: 2D10+1
2H, Heavy
Training
The character must be trained on the use of the item Anti-Material Rifle $ 8,500 R: [30 sq] D: 2D8
before being able to use it. 2H, Heavy, Rending
Unstable Cannon $ 200,000 R: [40 sq] D: 3D20+4
Causes 1D4 damage to the user. 2H, Heavy, Long Reload, Rending
Venom Gatling Cannon $ 100,000 R: [30 sq] D: 3D6
At the start of the round a character hit by this weapon
2H, Heavy
takes 1D4 damage. This continues every round unless
the venom is neutralized. Flamethrower $ 3,000 R: [8 sq] D: 2D6
2H, Burn

Laser $ 210,000 R: [30 sq] D: 3D20


2H, Burn, Heavy, Silent

Metal Storm $ 100,000 R: [20 sq] D: 4D6


2H, Fear, Heavy

05
EXPLOSIVES ARMOR
Grenade $ 200 R: [4 sq] D: 1D8 Armor [Light] $ 1,000 AV: 1 N/A
1D8, Blast [1], Limited Armor [Medium] $ 3,000 AV: 3 N/A

Grenade Launcher $ 11,000 R: [10 sq] D: 1D8 Armor [Heavy]: $ 9,000 AV: 5 Training

2H, 1D8, Blast [1], Limited Armored Enviro Suit $ 6,000 AV: 3 Training
Ballistic Shield $ 2,000 AV: 2 N/A
Improvised Explosives $ 100 R: [4 sq] D: 1D10
Force Shield [minor] $ 20,000 HP: 10
Blast [2], Limited, Unstable
A shield may be regenerated by spending an action, Training
Incendiary Grenade $ 300 R: [4 sq] D: 1D4
Force Shield [major] $ 100,000 HP: 20
Blast [2], Limited, Burn
A shield may be regenerated by spending an action, Training
Rocket Launcher $ 55,000 R: [20 sq] D: 1D10
Power Armor $ 100,000 AV: 8
2H, Blast [2], Long Reload, Rending
+10 to any combat or physical skill, Training
Gas Grenade $ 300 R: [4 sq] D: 1D4
Blast [2], Limited, Venom
GEAR
Stun Grenade $ 250 R: [4 sq] D: 1
Animal Companion $500
Blast [3], Limited, Stun Bag/Backpack $100
Binoculars $200
BLADED WEAPONS Climbing Gear $300
Ax $ 400 R: [1 sq] D: 1D6+1 Clothes [Common] $50
N/A Clothes [Luxury] $200
Communication Device $500
Cult Blade $ 1000 R: [1 sq] D: 1D4 Crowbar $25
Silent, Venom Diving Gear $500
Drugs [Combat] $1,000
Energy Blade $ 10,000 R: [1 sq] D: 1D12+3 Drugs [Recreational] $3,00
Rending Drugs [Medical] $1,500
Environmental Suit $3,000
Knife $ 30 R: [1 sq] D: 1D4+1
Flares $10
N/A Flashlight $25
Mono-Filament Blade $ 8,000 R: [1 sq] D: 1D8+1 Food [Common] $10
Food [Luxury] $100
Rending
Food [Survival Rations] $30
Polearm $ 1000 R: [2 sq] D: 1D8+1 Medical Kit [Basic] $50
2H Medical Kit [Trauma] $500
Repair Tools [Ground Vehicle] $1,000
Sword $ 400 R: [1 sq] D: 1D6+1 Repair Tools [Mech] $3,000
N/A Repair Tools [Spaceship] $5,000
Rope $20
BLUNT WEAPONS Survival Shelter $200
Club/Mace $ 400 R: [1 sq] D: 1D6+1
Stun

Gravity Hammer $ 10,000 R: [1 sq] D: 1D10+1


2H, Stun

Improvised Weapon $0 R: [1 sq] D: 1D4


N/A

Power Spike $ 2,000 R: [1 sq] D: 1D6+1


Rending

Wrench $ 25 R: [1 sq] D: 1D4+1


N/A

The Clamps $ 5,000 R: [1 sq] D: 1D6+3


N/A

Unarmed $0 R: [1 sq] D: 1
N/A

06
VEHICLES /
SPACESHIPS
Vehicles can use any weapon with the heavy keyword with a weapon
mount or 2 other weapons.

GROUND VEHICLES [CIVILIAN]


2 Wheeled Vehicle $ 2,000 4 Wheeled Vehicle $ 6,500
HP: 5 Speed: 20 sq HP: 10 Speed: 20 sq
Weapon Mounts: 0 Armor: 0 Weapon Mounts: 0 Armor: 0
Truck $ 60,000 Hovercraft $ 70,000
HP: 15 Speed: 15 sq HP: 10 Speed: 40 sq
Weapon Mounts: 0 Armor: 0 Weapon Mounts: 0 Armor: 0

GROUND VEHICLES [MILITARY] SHUTTLE CRAFT / FIGHTER CRAFT


APC $ 1.6 million Tank $ 10 million Civilian Shuttle $ 100 Million Dropship $ 100 Million
HP: 25 Speed: 20 sq HP: 35 Speed: 15 sq Engines: 1 Speed: 3 ssq Engines: 1 Speed: 8 ssq
Weapon Mounts: 1 Armor: 3 Weapon Mounts: 2 Armor: 10 Life Support: 1 Armor: 0 Life Support: 1 Armor: 1
Weapons: 0 Shields: 1 Weapons: 0 Shields: 0
MECHS Fuel: 1 Weapon Mounts: 0 Fuel: 0 Weapon Mounts: 0
Swift Mech $ 7 million Medium Mech $ 8 million Structure: 1 Structure: 1
HP: 15 Speed: 20 sq HP: 20 Speed: 10 sq Military Shuttle $ 150 Million Military Fighter $ 160 Million
Weapon Mounts: 1 Armor: 2 Weapon Mounts: 1 Armor: 4 Engines: 1 Speed: 3 ssq Engines: 1 Speed: 4 ssq
Armored Mech $ 9 million Life Support: 1 Armor: 0 Life Support: 1 Armor: 1
HP: 25 Speed: 8 sq Weapons: 1 Shields: 2 Weapons: 1 Shields: 1
Weapon Mounts: 1 Armor: 6 Fuel: 1 Weapon Mounts: 1 Fuel: 1 Weapon Mounts: 1
Structure: 1 Structure: 1
AIR VEHICLE
Industrial $ 15 million Luxury $ 20 million MEDIUM CRAFT
Hp: 20 Speed: 80 sq Hp: 20 Speed: 100 sq
Cargo Craft $ 250 Million Luxury Craft $ 300 Million
Weapon Mounts: 0 Armor: 0 Weapon Mounts: 0 Armor: 0
Engines: 5 Speed: 3 ssq Engines: 6 Speed: 3 ssq
Fighter $ 131 million Life Support: 5 Armor: 2 Life Support: 5 Armor: 2
HP: 25 Speed: 160 sq Weapons: 5 Shields: 5 Weapons: 5 Shields: 10
Weapon Mounts: 1 Armor: 5 Fuel: 5 Weapon Mounts: 1 Fuel: 6 Weapon Mounts: 1
Structure: 10 Structure: 5
Military Shuttle $ 150 Million
Engines: 6 Speed: 3 ssq
Life Support: 5 Armor: 5
Weapons: 6 Shields: 10
Fuel: 5 Weapon Mounts: 2
Structure: 6

07
LARGE SHIPS
Battleship $ 13 Billion Carrier $ 15 Billion
Engines: 10 Speed: 3 ssq Engines: 10 Speed: 3 ssq
Life Support: 10 Armor: 8 Life Support: 12 Armor: 8
Weapons: 12 Shields: 25 Weapons: 10 Shields: 20
Fuel: 10 Weapon Mounts: 4 Fuel: 10 Weapon Mounts: 3
Structure: 10 Structure: 10

All weapons are designed for ship to ship combat and will
SHIP WEAPONS annihilate any other target [this means you].
Flak Cannon $ 100 Million R: [5 sq] D: 1D4
+1D6 damage to Shuttle craft / Fighter craft

Gauss Cannon $ 250 Million R: [20 sq] D: 1D10


Rending

Hammer of God $ 500 Million R: [40 sq] D: 3D6+4


Long Reload, Rending

Laser [Light] $ 150 Million R: [5 sq] D: 1D8


Blast [2], Limited, Burn

Laser [Heavy] $ 200 Million R: [10 sq] D: 1D10


2H, Blast [2], Long Reload, Rending

Missile Pod $ 225 Million R: [25 sq] D: 1D8


Blast [2], Limited, Venom

Nuke $ 400 Million R: [10 sq] D: 1D10+6


Blast [2], Fear, Long reload, Rending

BASIC
ENEMIES
Hostile Alien Lifeform HP:1D20+3 ARMOR: 4 SKILLS: 70
Claws [1 sq], 1d8+1, Rending, Venom

Robot Soldier HP:1D10+3 ARMOR: 8 SKILLS: 50


Ballistic Rifle: [10 sq], 1D8, 2H

Soldier HP:1D10+3 ARMOR: 2 SKILLS: 60


Ballistic Rifle: [10 sq], 1D8, 2H

Standard Traveler HP:1D10 ARMOR: 0 SKILLS: 50


Ballistic Pistol: [5 sq] 1D4

The Goo HP:1D20+6 ARMOR: 0 SKILLS: 20


THE GOOO: [1s sq] 1D6, Rending

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