Spoiler (click to show/hide):
With the Khaid Empire arriving on earth and exchanging technology with the human race, humanity was brought into the stars, and quickly began colonizing other habitable planets, and building colonies on asteroids and space stations . Turns out, space was pretty heavily populated with many different races. With all the alien races that began to associate with humanity, humanity decided its best course of action was to create a new form of government better suited to dealing with interstellar affairs, creating the Confederation of Humanity. The map of the near stars was updated to include this new stellar power, and a era not too unlike feudal europe began. Many different borders of different interstellar races were abound in this small section of the galaxy, some big, some small. The largest was the Khaid Empire, covering a few dozen populated systems, which was a lot less than many thought would be considered a “large” empire, but even that many proved to be enough to support hundreds of trillions in population, and it was a logistical nightmare. Many smaller steller states warred and conquered, traded and merged, there were inter-species weddings in some and genocide in others. This small area of stars was a soup of races and yet, beyond a certain point. It was dead. Races travelled dozens of systems in any galactic direction expecting to find more races like before but it was just empty space. There were no intergalactic signals, no signs of intelligent life outside of this small bubble of life in the galaxy. There was a second bubble passed the so-called “dead zone.” Once you crossed this second barrier, you were off the map, all signal is cut off, and no one is heard from that crosses a certain radius. This was called the “Barrier of existence.” Named so because anything that went past that barrier seemed to simply stop existing, sure there were stars and observable planets from telescopes but no signs of life.
Due to the many various differing borders and laws, as well as lifeless planets, the universe is populated by far more bounty hunters, mercenaries, pirates, and other such individuals, as well as black market dealers, allowing getting one’s hands on their own Hyperion and Invictus relatively easy. On one hand, this makes finding a living relatively easy, but on the other hand, the universe is more dangerous than ever.
With the Khaid Empire arriving on earth and exchanging technology with the human race, humanity was brought into the stars, and quickly began colonizing other habitable planets, and building colonies on asteroids and space stations . Turns out, space was pretty heavily populated with many different races. With all the alien races that began to associate with humanity, humanity decided its best course of action was to create a new form of government better suited to dealing with interstellar affairs, creating the Confederation of Humanity. The map of the near stars was updated to include this new stellar power, and a era not too unlike feudal europe began. Many different borders of different interstellar races were abound in this small section of the galaxy, some big, some small. The largest was the Khaid Empire, covering a few dozen populated systems, which was a lot less than many thought would be considered a “large” empire, but even that many proved to be enough to support hundreds of trillions in population, and it was a logistical nightmare. Many smaller steller states warred and conquered, traded and merged, there were inter-species weddings in some and genocide in others. This small area of stars was a soup of races and yet, beyond a certain point. It was dead. Races travelled dozens of systems in any galactic direction expecting to find more races like before but it was just empty space. There were no intergalactic signals, no signs of intelligent life outside of this small bubble of life in the galaxy. There was a second bubble passed the so-called “dead zone.” Once you crossed this second barrier, you were off the map, all signal is cut off, and no one is heard from that crosses a certain radius. This was called the “Barrier of existence.” Named so because anything that went past that barrier seemed to simply stop existing, sure there were stars and observable planets from telescopes but no signs of life.
Due to the many various differing borders and laws, as well as lifeless planets, the universe is populated by far more bounty hunters, mercenaries, pirates, and other such individuals, as well as black market dealers, allowing getting one’s hands on their own Hyperion and Invictus relatively easy. On one hand, this makes finding a living relatively easy, but on the other hand, the universe is more dangerous than ever.
Character Sheet:
Spoiler (click to show/hide):
Character:
Name:
Gender:
Appearance:
Age:
Race:
Race Bio(IIf alien)
Occupation:
Character Bio:
HP: 10(Stats placed here are doubled)(The amount of damage a player can take before becoming incapacitated.)
AP: 10(Stats placed here are doubled) (Points which determine how often the character can use special techniques.)
Speed: 1 (Character’s physical speed, used for various checks and evading attacks)
Strength: 1 (Character’s physical strength, used for various checks and inflicting melee damage)
Dexterity: 1 (Character’s skill with their movements, used for landing hits and determining ranged damage.)
Intelligence: 1 (Character’s intelligence, used for landing abilities and determining their strength as well as various checks.)
Mentality: 1 (Character’s mental strength, used for resisting status effects, ability damage, and various other checks.)
Toughness: 1 (Your character’s resistance to physical damage, used for all physical damage checks and various other checks.)
Charisma: 1 (Character’s overall social skill, used for character all interactions.)
Stats to allocate: 7
Ψ(Cash): 1d13*1
Equipment:
Inventory: Items which your character has in their pack.
Clothes: What your character wears, grants stat bonuses that stack with your character’s armor.
Primary Weapon: The weapon your character uses while outside of their armor.
Hyperion:
A Hyperion is a suit of combat armor which can be summoned by your character, these provide your character with stronger weapons and stat bonuses. When damaged until your HP reaches 0, the suit will overheat and warp itself out as part of safety protocol. While a Hyperion is warped out, it steadily repairs itself. Using your Hyperion removes your Charisma stat.
Name:
Appearance:
Energy: 3 (Determines how often additional mounted weapon systems can be fired. Recharges 1 energy per-turn. Draining to 0 results in your Hyperion shutting down for 1 turn.)
Shields: 3 (A stat that recharges gradually after not taking damage for a turn or more. Dictated entirely by equipment.)
Speed: 3 (The amount that the Hyperion improves your character’s speed by using its Propulsion Systems.)
Strength: 3 (The amount that the Hyperion improves your character’s Strength.)
Dexterity: 3 (The amount that the Hyperion improves your character’s Dexterity.)
Intelligence: 3 (The amount that the Hyperion improves your character’s Intelligence, using its sensors.)
Mentality: 3 (The amount that the Hyperion improves your character’s Mentality through usage of its HUD.)
Toughness: 3 (The amount the Hyperion improves your character’s toughness, using its armor.)
Stats to allocate: 7
Hyperion Equipment:
Head: (Determines passive)
Body: (Determines hardpoints)
Arms:
Legs:
Shield:
Primary Weapon: (No energy cost)
Arm Unit: Locked
Back Unit: Locked
Hip Unit: Locked
Invictus:
An Invictus is an all-purpose starship which is used to travel from planet to planet, rather than entering the atmosphere, the Invictus teleports the pilot to the planet’s surface. It’s heavily armed and armored for combat, as well.
Name:
Appearance:
Shields: 10 (A stat that recharges gradually after not taking damage for a turn or more. Dictated entirely by equipment.)
Speed: 10 (How fast the Invictus is, used for evading attacks.)
Strength: 10 (How much stronger the invictus makes its weapons, due to generator strength.)
Dexterity: 10 (The Invictus’ handling, which improves targeting.)
Toughness: 10 (How much the Invictus’ armor plating reduces damage.)
Stats to allocate: 13
Invictus Equipment:
Armor: Determines Hardpoints
Drive:
Shield:
Weapon 1:
Weapon 2: Locked
Weapon 3: Locked
Weapon 4: Locked
Weapon 5: Locked
A.L.I.C.E(Advanced Logistic and Inconsequence Cognizing Equipment) System:
The ALICE system is an artificial intelligence onboard your Invictus which informs and assists your character in operating their Invictus, and is also responsible for teleporting your character onto and off of the Invictus. They also maintain your Hyperion, as well as deploy it when needed. The ALICE is player-controlled and each one has a unique personality, if any at all. Due to operating on the Invictus’ power supply, the ALICE would shut off if the Invictus goes into self-repair mode. The ALICE, when projected, has a physical body, to better interact with the Invictus’ various systems, and to perform repairs if needed.
Name:
Appearance:
Personality:
Character:
Name:
Gender:
Appearance:
Age:
Race:
Race Bio(IIf alien)
Occupation:
Character Bio:
HP: 10(Stats placed here are doubled)(The amount of damage a player can take before becoming incapacitated.)
AP: 10(Stats placed here are doubled) (Points which determine how often the character can use special techniques.)
Speed: 1 (Character’s physical speed, used for various checks and evading attacks)
Strength: 1 (Character’s physical strength, used for various checks and inflicting melee damage)
Dexterity: 1 (Character’s skill with their movements, used for landing hits and determining ranged damage.)
Intelligence: 1 (Character’s intelligence, used for landing abilities and determining their strength as well as various checks.)
Mentality: 1 (Character’s mental strength, used for resisting status effects, ability damage, and various other checks.)
Toughness: 1 (Your character’s resistance to physical damage, used for all physical damage checks and various other checks.)
Charisma: 1 (Character’s overall social skill, used for character all interactions.)
Stats to allocate: 7
Ψ(Cash): 1d13*1
Equipment:
Inventory: Items which your character has in their pack.
Clothes: What your character wears, grants stat bonuses that stack with your character’s armor.
Primary Weapon: The weapon your character uses while outside of their armor.
Hyperion:
A Hyperion is a suit of combat armor which can be summoned by your character, these provide your character with stronger weapons and stat bonuses. When damaged until your HP reaches 0, the suit will overheat and warp itself out as part of safety protocol. While a Hyperion is warped out, it steadily repairs itself. Using your Hyperion removes your Charisma stat.
Name:
Appearance:
Energy: 3 (Determines how often additional mounted weapon systems can be fired. Recharges 1 energy per-turn. Draining to 0 results in your Hyperion shutting down for 1 turn.)
Shields: 3 (A stat that recharges gradually after not taking damage for a turn or more. Dictated entirely by equipment.)
Speed: 3 (The amount that the Hyperion improves your character’s speed by using its Propulsion Systems.)
Strength: 3 (The amount that the Hyperion improves your character’s Strength.)
Dexterity: 3 (The amount that the Hyperion improves your character’s Dexterity.)
Intelligence: 3 (The amount that the Hyperion improves your character’s Intelligence, using its sensors.)
Mentality: 3 (The amount that the Hyperion improves your character’s Mentality through usage of its HUD.)
Toughness: 3 (The amount the Hyperion improves your character’s toughness, using its armor.)
Stats to allocate: 7
Hyperion Equipment:
Head: (Determines passive)
Body: (Determines hardpoints)
Arms:
Legs:
Shield:
Primary Weapon: (No energy cost)
Arm Unit: Locked
Back Unit: Locked
Hip Unit: Locked
Invictus:
An Invictus is an all-purpose starship which is used to travel from planet to planet, rather than entering the atmosphere, the Invictus teleports the pilot to the planet’s surface. It’s heavily armed and armored for combat, as well.
Name:
Appearance:
Shields: 10 (A stat that recharges gradually after not taking damage for a turn or more. Dictated entirely by equipment.)
Speed: 10 (How fast the Invictus is, used for evading attacks.)
Strength: 10 (How much stronger the invictus makes its weapons, due to generator strength.)
Dexterity: 10 (The Invictus’ handling, which improves targeting.)
Toughness: 10 (How much the Invictus’ armor plating reduces damage.)
Stats to allocate: 13
Invictus Equipment:
Armor: Determines Hardpoints
Drive:
Shield:
Weapon 1:
Weapon 2: Locked
Weapon 3: Locked
Weapon 4: Locked
Weapon 5: Locked
A.L.I.C.E(Advanced Logistic and Inconsequence Cognizing Equipment) System:
The ALICE system is an artificial intelligence onboard your Invictus which informs and assists your character in operating their Invictus, and is also responsible for teleporting your character onto and off of the Invictus. They also maintain your Hyperion, as well as deploy it when needed. The ALICE is player-controlled and each one has a unique personality, if any at all. Due to operating on the Invictus’ power supply, the ALICE would shut off if the Invictus goes into self-repair mode. The ALICE, when projected, has a physical body, to better interact with the Invictus’ various systems, and to perform repairs if needed.
Name:
Appearance:
Personality:
Mechanics:
Spoiler (click to show/hide):
Basic Physical Attack:
Attacker Dex+1d20=Hit Roll
Target Speed+1d20=Evasion Roll
If Hit Roll is higher, attack lands. If Evasion Roll is higher, attack misses.
Physical Damage Roll:
Attacker Strength+Weapon Roll-Target Toughness=Damage subtracted from HP
Mental Attack:
Attacker Intelligence+1d20=Hit Roll
Target Speed+1d20=Evasion Roll
If Hit Roll is higher, attack lands. If Evasion Roll is higher, attack misses.
Mental Damage Roll:
Attacker Intelligence+Ability Roll-Target Mentality=Damage
Teleportation:
When teleporting from your Invictus, the ship goes through a check to place your character at the intended location. Depending on your Transerver, the error margin is decreased, increasing the chance of teleporting to the right location.
Teleporter Value+1d20=Accuracy Roll
5+1d20=Error Roll
If error roll is higher, teleportation misses. If Accuracy Roll is higher, teleportation is accurate.
Status Roll:
Afflicter Intelligence+1d20=Status Roll
Afflicted Mentality+1d20=Status Resistance Roll
If status roll is higher than resistance roll, status affliction is successful. If resistance is higher, status resisted.
Various Checks:
Associated stat+1d20=Check Roll
Difficulty/Target/Initiator stat roll+1d20=Check Roll
Higher roll passes.
Ties:
If a check results in a tie, defense always wins.
Positioning and Range table:
0.Engaged(Melee)
1.Short
2.Medium
3.Long
4.Extreme
Basic Physical Attack:
Attacker Dex+1d20=Hit Roll
Target Speed+1d20=Evasion Roll
If Hit Roll is higher, attack lands. If Evasion Roll is higher, attack misses.
Physical Damage Roll:
Attacker Strength+Weapon Roll-Target Toughness=Damage subtracted from HP
Mental Attack:
Attacker Intelligence+1d20=Hit Roll
Target Speed+1d20=Evasion Roll
If Hit Roll is higher, attack lands. If Evasion Roll is higher, attack misses.
Mental Damage Roll:
Attacker Intelligence+Ability Roll-Target Mentality=Damage
Teleportation:
When teleporting from your Invictus, the ship goes through a check to place your character at the intended location. Depending on your Transerver, the error margin is decreased, increasing the chance of teleporting to the right location.
Teleporter Value+1d20=Accuracy Roll
5+1d20=Error Roll
If error roll is higher, teleportation misses. If Accuracy Roll is higher, teleportation is accurate.
Status Roll:
Afflicter Intelligence+1d20=Status Roll
Afflicted Mentality+1d20=Status Resistance Roll
If status roll is higher than resistance roll, status affliction is successful. If resistance is higher, status resisted.
Various Checks:
Associated stat+1d20=Check Roll
Difficulty/Target/Initiator stat roll+1d20=Check Roll
Higher roll passes.
Ties:
If a check results in a tie, defense always wins.
Positioning and Range table:
0.Engaged(Melee)
1.Short
2.Medium
3.Long
4.Extreme
Loot Rolls:
Spoiler (click to show/hide):
Junk: 1
Bronze: 2-44
Silver: 45-75
Gold: 76-99
Platinum: 100
1: Weapon(1=Physical/2=Missile/3=Energy/=Melee)
2: Armor(1=Head/2=Body/3=Arms/4=Legs/5=Shield)
3: Clothes
4: Items
5: Ship Parts(1=Weapon/2=Armor/Drive=3/4=Shield)
Junk: 1
Bronze: 2-44
Silver: 45-75
Gold: 76-99
Platinum: 100
1: Weapon(1=Physical/2=Missile/3=Energy/=Melee)
2: Armor(1=Head/2=Body/3=Arms/4=Legs/5=Shield)
3: Clothes
4: Items
5: Ship Parts(1=Weapon/2=Armor/Drive=3/4=Shield)
Leveling and EXP:
Spoiler (click to show/hide):
Experience required to level up: x^3+9
Experience received: Sum of enemy’s stats(Half if enemy was fought using an Invictus)
Gain 1 point to allocate every level.
Experience required to level up: x^3+9
Experience received: Sum of enemy’s stats(Half if enemy was fought using an Invictus)
Gain 1 point to allocate every level.
Discord:
Spoiler (click to show/hide):
https://discord.gg/XzPCNDv
https://discord.gg/XzPCNDv