Spoiler (click to show/hide):
Terra-Duo was meant to be a new start for humanity after the destruction of Earth. Discovered 1000 years before the Great Exodus, it was deemed to possess all the required elements to not just support life but promote human’s continued growth and development. Alas, what the First Pioneers found were merely the bare essentials dotted across vast wastelands. Unwilling to explore other alternatives, a large group of the First Pioneers settled on this planet and made the best of their situation. They struggled and suffered but succeeded in building a new life on Terra-Duo.
Then as quickly as their new civilization was built, it crumbled to dust. The few historians that reside in Terra-Duo have long sought the answer to the Fall of the First Pioneers. Many believe their society was brought low by outside invaders or infighting among the Pioneer’s elite. Others believe it was some form of natural disaster or onset of disease. It could have been a combination of all of them. What is known is that humanity on Terra-Duo is but a shadow of it’s former self.
300 years later, the people live huddled together in Cityspheres , city states protected by barriers built around one of the few oasis on the planet. Each Citysphere has an elected mayor as well as their own law enforcement lead by a sheriff. Travel between Cityspheres is fraught with danger. If the wastelands don’t kill you, the creatures who inhabit them will. Bandit roam the the wastes away from whatever laws the Cityspheres enforce, capturing travelers for the slave trade. Of course some bandits get too big for their britches and attempt to take on a Citysphere, that’s when the sheriff can call on the aid of Bounty Hunters. Terra-Duo has no shortage of thrill seekers willing to take on the various bandits and monsters that roam the wastes or explore First Pioneer’s ruins to retrieve valuable relics and old technology.
Terra-Duo was meant to be a new start for humanity after the destruction of Earth. Discovered 1000 years before the Great Exodus, it was deemed to possess all the required elements to not just support life but promote human’s continued growth and development. Alas, what the First Pioneers found were merely the bare essentials dotted across vast wastelands. Unwilling to explore other alternatives, a large group of the First Pioneers settled on this planet and made the best of their situation. They struggled and suffered but succeeded in building a new life on Terra-Duo.
Then as quickly as their new civilization was built, it crumbled to dust. The few historians that reside in Terra-Duo have long sought the answer to the Fall of the First Pioneers. Many believe their society was brought low by outside invaders or infighting among the Pioneer’s elite. Others believe it was some form of natural disaster or onset of disease. It could have been a combination of all of them. What is known is that humanity on Terra-Duo is but a shadow of it’s former self.
300 years later, the people live huddled together in Cityspheres , city states protected by barriers built around one of the few oasis on the planet. Each Citysphere has an elected mayor as well as their own law enforcement lead by a sheriff. Travel between Cityspheres is fraught with danger. If the wastelands don’t kill you, the creatures who inhabit them will. Bandit roam the the wastes away from whatever laws the Cityspheres enforce, capturing travelers for the slave trade. Of course some bandits get too big for their britches and attempt to take on a Citysphere, that’s when the sheriff can call on the aid of Bounty Hunters. Terra-Duo has no shortage of thrill seekers willing to take on the various bandits and monsters that roam the wastes or explore First Pioneer’s ruins to retrieve valuable relics and old technology.
Starting Cityspheres
Spoiler (click to show/hide):
Utopia:
Built on the foundations of one of the more intact First Pioneer’s ruins, Utopia is one of the largest and most advanced Cityspheres on the planet. Large skyscrapers that dot the skyline are visible from a distance. Protected by an array of energy barriers and a sheriff with a long storied battle record, Utopia is considered one of the safest settlements on the planet. Food and water are plentiful and the entertainment district is a sight to behold.
However not all is well in Utopia. The divide between the haves and have-nots is vast and the tension is palpable. Various street gangs control Utopia’s less protected areas. While corruption in the Utopia Government ensures only a small minority benefit from the city’s wealth. Still, in the harsh hellscape of Terra-Duo Utopia is considered the last bastion of humanity.
Bermuda
One of the only mobile Cityspheres on Terra-Duo. Bermuda was once a few Landships that travelled the wastes together in a Caravan. Due to the limited space on Bermuda, the density of buildings and people is high. While they can produce food on a few of the landships, most of their food comes from trade or scavenging whatever they can find on the wastes. Bermuda is home to a bevy of specialized artisans and tradespersons who work round the clock to keep Bermuda moving. When the traveling Citysphere stops by another settlement , these workers often depart Bermuda for a short time to offer their skills to the locals.
As a result of their past as Landships, Bermuda is governed by a group of three Captains and their crew. They are the ones responsible for plotting the settlement’s course and ensuring Bermuda doesn’t fall apart. Many candidates are trained from birth to fill the role but the current Captains have the final say in their successor.
Exodus
Exodus serves as the home of the Followers of X’adu. The Followers of X’adu believe that the First Pioneers were punished for their hubris by otherworldly entities. The strongest among them being X’adu, the beast with a thousand eyes. While the Followers can be found across Terra-Duo, Exodus is considered their holy land. They spend their days worshiping an alien relic called the Obelisk said to grant a chosen few visions and psionic powers. Though in truth they become enthralled to its power and pledge their lives to spreading the faith. The Citysphere employs a mixture of physical and psionic barriers to subdue invaders. Those who live in Exodus enjoy a commune like atmosphere with many of the people practicing open relationships focused on physical pleasure.
The leader of Exodus is looked to as a living god, wielding unbelievable psionic power. The current leader is tended to by a 20 woman harem, who serve as his wives and personal guards.
Bread Bowl
True to its name, Bread Bowl possesses the most agricultural land on all of Terra-Duo. They produce enough food not only to support themselves but to trade with other Cityspheres for technology and protection. It’s fertile land makes it a target for attack, so all citizens are trained in the use of weaponry
The citizens of Bread Bowl live humble lives as farmers, butchers and tradesmen. Compared to Utopia’s rising skyscrapers and Exodus’s ornate chapels, the Bread Bowl is much more modest in it’s design opting for simple farm houses. Their barrier is equally as simple, consisting of high concrete walls with anti-air defenses. Because of this the Bread Bowl uses a combination of a general draft and local mercenaries to defend themselves. Many a person would fight tooth and nail if provided food.
Den of Fangs
The Den of Fangs won’t be found and any conventional map of Terra-Duo. What started out as a simple hideout for a small group of bandits became a small Citysphere all it’s own. Located underground through a series of connecting tunnels lies the den. The Den of Fangs is a refuge for all those abandoned by the proper Cityspheres. Humans and mutants alike call the Den home and engage in activity that would be deemed illegal elsewhere. The motto of the den is “Everything is for Sale” Food, weapons, drugs, even people. The Den of Fangs hosts an open slave market along with a coliseum for the people’s entertainment.
Instead of a mayor and their sheriff, the Citysphere is governed by the Council of Fangs. The Council of Fangs is made up of the three leaders of the largest gangs in the Den. Each of them governs different areas of the Den. Madam C and the Crimison Lilies govern the mu sector. Master Serpent and the Black Suns govern the theta sector. Finally Eclipse and the Sundown Raiders govern the iota sector.
Utopia:
Built on the foundations of one of the more intact First Pioneer’s ruins, Utopia is one of the largest and most advanced Cityspheres on the planet. Large skyscrapers that dot the skyline are visible from a distance. Protected by an array of energy barriers and a sheriff with a long storied battle record, Utopia is considered one of the safest settlements on the planet. Food and water are plentiful and the entertainment district is a sight to behold.
However not all is well in Utopia. The divide between the haves and have-nots is vast and the tension is palpable. Various street gangs control Utopia’s less protected areas. While corruption in the Utopia Government ensures only a small minority benefit from the city’s wealth. Still, in the harsh hellscape of Terra-Duo Utopia is considered the last bastion of humanity.
Bermuda
One of the only mobile Cityspheres on Terra-Duo. Bermuda was once a few Landships that travelled the wastes together in a Caravan. Due to the limited space on Bermuda, the density of buildings and people is high. While they can produce food on a few of the landships, most of their food comes from trade or scavenging whatever they can find on the wastes. Bermuda is home to a bevy of specialized artisans and tradespersons who work round the clock to keep Bermuda moving. When the traveling Citysphere stops by another settlement , these workers often depart Bermuda for a short time to offer their skills to the locals.
As a result of their past as Landships, Bermuda is governed by a group of three Captains and their crew. They are the ones responsible for plotting the settlement’s course and ensuring Bermuda doesn’t fall apart. Many candidates are trained from birth to fill the role but the current Captains have the final say in their successor.
Exodus
Exodus serves as the home of the Followers of X’adu. The Followers of X’adu believe that the First Pioneers were punished for their hubris by otherworldly entities. The strongest among them being X’adu, the beast with a thousand eyes. While the Followers can be found across Terra-Duo, Exodus is considered their holy land. They spend their days worshiping an alien relic called the Obelisk said to grant a chosen few visions and psionic powers. Though in truth they become enthralled to its power and pledge their lives to spreading the faith. The Citysphere employs a mixture of physical and psionic barriers to subdue invaders. Those who live in Exodus enjoy a commune like atmosphere with many of the people practicing open relationships focused on physical pleasure.
The leader of Exodus is looked to as a living god, wielding unbelievable psionic power. The current leader is tended to by a 20 woman harem, who serve as his wives and personal guards.
Bread Bowl
True to its name, Bread Bowl possesses the most agricultural land on all of Terra-Duo. They produce enough food not only to support themselves but to trade with other Cityspheres for technology and protection. It’s fertile land makes it a target for attack, so all citizens are trained in the use of weaponry
The citizens of Bread Bowl live humble lives as farmers, butchers and tradesmen. Compared to Utopia’s rising skyscrapers and Exodus’s ornate chapels, the Bread Bowl is much more modest in it’s design opting for simple farm houses. Their barrier is equally as simple, consisting of high concrete walls with anti-air defenses. Because of this the Bread Bowl uses a combination of a general draft and local mercenaries to defend themselves. Many a person would fight tooth and nail if provided food.
Den of Fangs
The Den of Fangs won’t be found and any conventional map of Terra-Duo. What started out as a simple hideout for a small group of bandits became a small Citysphere all it’s own. Located underground through a series of connecting tunnels lies the den. The Den of Fangs is a refuge for all those abandoned by the proper Cityspheres. Humans and mutants alike call the Den home and engage in activity that would be deemed illegal elsewhere. The motto of the den is “Everything is for Sale” Food, weapons, drugs, even people. The Den of Fangs hosts an open slave market along with a coliseum for the people’s entertainment.
Instead of a mayor and their sheriff, the Citysphere is governed by the Council of Fangs. The Council of Fangs is made up of the three leaders of the largest gangs in the Den. Each of them governs different areas of the Den. Madam C and the Crimison Lilies govern the mu sector. Master Serpent and the Black Suns govern the theta sector. Finally Eclipse and the Sundown Raiders govern the iota sector.
The Emergence of Psionic Powers
Spoiler (click to show/hide):
It’s said that humans began to develop Psionic abilities as they traveled through the cosmos. The combination of cosmic rays and the vast emptiness of space caused an awakening in the human body. It started as simple telekinesis and a heightened sixth sense. But when they landed on the planet, the First Pioneers used their technology to develop people’s innate powers to aid with the settlement of the planet.
While the First Pioneer’s disappeared, the work they did to advance humanity’s psionic abilities remained. While all the people on Terra-Duo possess some form of latent psionic power, only a few are able to manifest it out into the world.There are also relics of unknown origin said to increase a person’s abilities.
It’s said that humans began to develop Psionic abilities as they traveled through the cosmos. The combination of cosmic rays and the vast emptiness of space caused an awakening in the human body. It started as simple telekinesis and a heightened sixth sense. But when they landed on the planet, the First Pioneers used their technology to develop people’s innate powers to aid with the settlement of the planet.
While the First Pioneer’s disappeared, the work they did to advance humanity’s psionic abilities remained. While all the people on Terra-Duo possess some form of latent psionic power, only a few are able to manifest it out into the world.There are also relics of unknown origin said to increase a person’s abilities.
System and Combat
Spoiler (click to show/hide):
Skill Checks and Combat are resolved with a 1d20
The stats are as followed:
HP: 10 + Base Con
Stamina: 20
Strength: (How physically strong your character is)
Dexterity: (Your character’s agility and physical finesse)
Constitution: (Your character’s physical resistance and endurance)
Precision: (Efficiency with ranged attacks, actions that require finesse)
Mentality: (Your character’s mental fortitude and psionic potential)
Charisma:(Your character’s ability to interact with other people)
Melee Combat
Accuracy:
All Weapons have a Base Melee Accuracy. A hit is determined by calculating the True Accuracy.
True Accuracy: Base Melee Accuracy + Attacker’s Strength -Defenders’s Dexterity + Modifiers
A d20 is then used to determine if the attack hits. This is called the Accuracy Roll
If the Accuracy Roll < True Accuracy, the attack hits
If the Accuracy Roll = True Accuracy, the attack critical hits
If the Accuracy Roll > True Accuracy, the attack misses
When True Accuracy is equal to 20, the attack automatically hits and a 20 roll will result in a critical hit.
Critical Hits deal 2.0 times damage after damage calculations are complete.
Damage:
Weapon Damage + Attacker’s Strength - Defender’s Constitution/2
Range Combat
All ranged weapons have a Base Range Accuracy. Each ranged weapon has an ideal range. When used at the ideal ranged the Base Range Accuracy remains the same. When inside that range, gain +1 to the Base Range Accuracy. When outside that range lose -1 to the Base Range Accuracy.
A hit is determined by calculating the True Accuracy.
True Accuracy: Base Range Accuracy + Attacker’s Precision -Defenders’s Dexterity + Modifiers
A d20 is then used to determine if the attack hits. This is called the Accuracy Roll
If the Accuracy Roll < True Accuracy, the attack hits
If the Accuracy Roll = True Accuracy, the attack critical hits
If the Accuracy Roll > True Accuracy, the attack misses
When True Accuracy is equal to 20, the attack automatically hits and a 20 roll will result in a critical hit.
Critical Hits deal 2.0 times damage after damage calculations are complete.
Damage:
Weapon Damage + Attacker’s Precision - Defender’s Constitution/2
Psionic Abilities:
All Psionic Abilities require either a Skill Check or Accuracy Check
Psionic Accuracy Check
Psionic Abilities have a Base Psi Accuracy. All Psionic Abilities have an ideal range. When used at the ideal ranged the Base Psi Accuracy remains the same. When inside that range, gain +1 to the Base Psi Accuracy. When outside that range lose -1 to the Base Psi Accuracy.
A hit is determined by calculating the True Accuracy.
True Accuracy: Base Psi Accuracy + Attacker’s Mentality - Defenders’s Dexterity + Modifiers
A d20 is then used to determine if the attack hits. This is called the Accuracy Roll
If the Accuracy Roll < True Accuracy, the attack hits
If the Accuracy Roll = True Accuracy, the attack critical hits
If the Accuracy Roll > True Accuracy, the attack misses
When True Accuracy is equal to 20, the attack automatically hits and a 20 roll will result in a critical hit.
Critical Hits deal 2.0 times damage after damage calculations are complete.
Damage:
Weapon Damage + Attacker’s Mentality - Defender’s Constitution/4
Skill Checks
Performing a skill or using Psionic Abilities out of combat requires a skill check. Skills have a base chance of success or Success Rate. This is used to determine the True Success Rate which is compared to a d20 roll or Skill Check Roll.
True Success Rate = Success Rate + Attacker’s Target Stat - Difficulty Penalty(Or Defender’s Opposing stat if facing another player or NPC)+ Modifiers .
If the Skill Check Roll < or =True Success Rate, Check is successful
If the Skill Check Roll >True Success Rate, Check is unsuccessful
Range and Movement:
0 Spaces: Engaged
1-2 Spaces: Short
3-4 Spaces: Medium
5-6 Spaces: Long
7-8 Spaces: Extreme
A character may move two spaces per-turn unless they choose to sprint. Sprinting allows a character to move three spaces in a single turn.
After sprinting, a character must roll a Dexterity Check against the enemy in order to take other actions. If a character attempts to sprint away from an enemy, that enemy may roll a Dexterity check to make an attack on the enemy while they’re vulnerable.
To escape, your character has to make it to the edge of the battlefield and pass one last Dexterity Check.
Determination:
When a character misses an attack, the player gains one point of Determination. Determination can be added to the True Accuracy of the next attack. Determination can also be stored to be used later. If you store Determination and miss, you gain two points of Determination. You can only store Determination two times in a row (Five Points Max). After this you have to use your stored Determination.
Cover:
On the Battlefield, there will be objects the players and enemies can use to protect themselves from Ranged Attacks and AOE. While in cover, the Enemy takes a -6 to their Accuracy Roll and can’t gain Determination every other miss. However, when an attack misses a second accuracy roll is made with the Cover itself (True Accuracy = 15). If the attack hits cover, it becomes damaged. Cover can only take a few hits before being destroyed and leaving the one behind cover exposed.
Universal Actions:
Targeted Attacks: Targeted attacks are aimed at a specific body part which has special effects. While they have special effects, targeted attacks also suffer an accuracy penalty.
Head: +1d4 Damage, Increase Critical Range by 2, 50% Chance to Stun (-4 to Attacker’s Accuracy)
Arm: +1d3 Damage, Reduce Enemy Accuracy by 4 for three turns (-2 to Attacker’s Accuracy)
Leg: +1d3 Damage, Reduce Dexterity by 50%, 25% chance to Bind (-1 to Attacker’s Accuracy)
There are other areas that can be targeted as well. Each of these areas will incur a skill Roll Penalty but also grant a special effect.
Grappling: ( Consumes one turn to perform, Escape attempts are a free action) A successful grapple prevents the target from acting. The grappled target can not evade incoming attacks. The grappling party and their allies can also perform various action in this state (Strength vs Strength to grapple and escape). Characters allied with the grappled party can attempt to break the grapple with a strength check which will consume their turn. When a Character is Stunned or Shocked, they can be grappled without a check
Throw: Toss an enemy a maximum of 2 spaces if your Strength is greater than theirs. Can be tossed two spaces. The target is Stunned and takes Strength Damage.
Pummel: Perform an unarmed attack against the grappled enemy. Does Damage equal to the attacker's Strength.
Strip: Remove Clothing from a Grappled target without performing a Dice Check. If Stripped, Target takes +1d2 additional damage from ‘Violate’
Violate: Grappler or ally begins to rape the target. While violating the target, Grappler gains Stamina while target loses HP. The Amount of Stamina gains/ HP lost is 2 + 1 for every two levels
Rest: (Can move beforehand, Consumes Battle action & Turn)
When a character uses Rest, they regain ¼ Max Stamina + 2 and 2 HP. When a character is attacked while resting, their Speed Stat while evading is cut to half.
Status Effects
Some weapons, skills and perks have the ability to apply status effects on an enemy. Here are a lists of some of the status effects:
Incapacitated: Characters that have their HP reach 0 are considered Incapacitated and can no longer take part in Battle. If a character is Incapacitated and their party wins, they gain 1 HP and the ability to act. If their party loses the battle, they are at the mercy of the enemy.
Stun: A character which is stunned can not act for 1 turn. Endurance check to be applied. An enemy recovering from Stun gains ‘Stun Immunity’ For the next turn.
Poison: Deals 1 HP damage per turn for three turns
Paralyze: For three turns, get a 33% chance you’ll be unable to act
Bind: Prevent an enemy from moving for three turns
Blind: Reduce True Accuracy by ½ for three turns
Burn: Take +1 Damage when hit.
Confusion: For three turns, have a 33% to act normally, 33% to move in a random direction, 34% chance to do nothing.
Sleep: Characters can not act while asleep. Will awaken after being attacked but take 1.5 times damage
Infection: For two turns, reduce all stats by ½
Puncture: For three turns, decrease the targets constitution by half
Leveling and Class Creation:
Every character in the ‘Battle to Terra-Duo’ has a unique Class. Each character class starts with a Perk and two Skills. Perks are passive abilities related to your class and character’s background. Skills are active abilities that are used either in or out of combat. As your character levels, they gain new skills and perks. Every even number level, you gain a new skill. Every Odd number level, you gain a perk. Some new perks and skills you gain leveling will replace old skills and perks.
Classes also have two prefered stats. Preferred Stats increase at Level 3,5,7,10,13,15,17 & 20. Characters also gain +2 HP and +1 Free Stat.
Experience is earned after each battle , based on the Enemy’s Stats. EXP for the next level is x^3 +30
Talents
Finally, all characters have a talent that is unique to themselves independent of their class and is based more on their background. Talents are suggested by the player and approved by the DM and can have both in combat and/or in world effects. These talents can include psionics, marksmanship, espionage, politics or just plain luck.
Armor , Weapons, Slots and Currency
At the start of the game, all players gain two weapons and an Armor Set. Armor Sets and Weapons also possess slots that can be used to enhance either piece. Weapons and Enhancements are dropped by enemies or sold by merchants.
Armor Sets on the other hand are created by collecting armor pieces and using a blueprint. Armor pieces and Blueprints drop from enemies, sold by merchants or obtained via other methods.
The common currency on Terra-Duo is Credits stored on Coins or Card. However, bartering is the primary way of trading in some of the smaller cityspheres. All characters start with 1d12 x 100 Credits.
Skill Checks and Combat are resolved with a 1d20
The stats are as followed:
HP: 10 + Base Con
Stamina: 20
Strength: (How physically strong your character is)
Dexterity: (Your character’s agility and physical finesse)
Constitution: (Your character’s physical resistance and endurance)
Precision: (Efficiency with ranged attacks, actions that require finesse)
Mentality: (Your character’s mental fortitude and psionic potential)
Charisma:(Your character’s ability to interact with other people)
Melee Combat
Accuracy:
All Weapons have a Base Melee Accuracy. A hit is determined by calculating the True Accuracy.
True Accuracy: Base Melee Accuracy + Attacker’s Strength -Defenders’s Dexterity + Modifiers
A d20 is then used to determine if the attack hits. This is called the Accuracy Roll
If the Accuracy Roll < True Accuracy, the attack hits
If the Accuracy Roll = True Accuracy, the attack critical hits
If the Accuracy Roll > True Accuracy, the attack misses
When True Accuracy is equal to 20, the attack automatically hits and a 20 roll will result in a critical hit.
Critical Hits deal 2.0 times damage after damage calculations are complete.
Damage:
Weapon Damage + Attacker’s Strength - Defender’s Constitution/2
Range Combat
All ranged weapons have a Base Range Accuracy. Each ranged weapon has an ideal range. When used at the ideal ranged the Base Range Accuracy remains the same. When inside that range, gain +1 to the Base Range Accuracy. When outside that range lose -1 to the Base Range Accuracy.
A hit is determined by calculating the True Accuracy.
True Accuracy: Base Range Accuracy + Attacker’s Precision -Defenders’s Dexterity + Modifiers
A d20 is then used to determine if the attack hits. This is called the Accuracy Roll
If the Accuracy Roll < True Accuracy, the attack hits
If the Accuracy Roll = True Accuracy, the attack critical hits
If the Accuracy Roll > True Accuracy, the attack misses
When True Accuracy is equal to 20, the attack automatically hits and a 20 roll will result in a critical hit.
Critical Hits deal 2.0 times damage after damage calculations are complete.
Damage:
Weapon Damage + Attacker’s Precision - Defender’s Constitution/2
Psionic Abilities:
All Psionic Abilities require either a Skill Check or Accuracy Check
Psionic Accuracy Check
Psionic Abilities have a Base Psi Accuracy. All Psionic Abilities have an ideal range. When used at the ideal ranged the Base Psi Accuracy remains the same. When inside that range, gain +1 to the Base Psi Accuracy. When outside that range lose -1 to the Base Psi Accuracy.
A hit is determined by calculating the True Accuracy.
True Accuracy: Base Psi Accuracy + Attacker’s Mentality - Defenders’s Dexterity + Modifiers
A d20 is then used to determine if the attack hits. This is called the Accuracy Roll
If the Accuracy Roll < True Accuracy, the attack hits
If the Accuracy Roll = True Accuracy, the attack critical hits
If the Accuracy Roll > True Accuracy, the attack misses
When True Accuracy is equal to 20, the attack automatically hits and a 20 roll will result in a critical hit.
Critical Hits deal 2.0 times damage after damage calculations are complete.
Damage:
Weapon Damage + Attacker’s Mentality - Defender’s Constitution/4
Skill Checks
Performing a skill or using Psionic Abilities out of combat requires a skill check. Skills have a base chance of success or Success Rate. This is used to determine the True Success Rate which is compared to a d20 roll or Skill Check Roll.
True Success Rate = Success Rate + Attacker’s Target Stat - Difficulty Penalty(Or Defender’s Opposing stat if facing another player or NPC)+ Modifiers .
If the Skill Check Roll < or =True Success Rate, Check is successful
If the Skill Check Roll >True Success Rate, Check is unsuccessful
Range and Movement:
0 Spaces: Engaged
1-2 Spaces: Short
3-4 Spaces: Medium
5-6 Spaces: Long
7-8 Spaces: Extreme
A character may move two spaces per-turn unless they choose to sprint. Sprinting allows a character to move three spaces in a single turn.
After sprinting, a character must roll a Dexterity Check against the enemy in order to take other actions. If a character attempts to sprint away from an enemy, that enemy may roll a Dexterity check to make an attack on the enemy while they’re vulnerable.
To escape, your character has to make it to the edge of the battlefield and pass one last Dexterity Check.
Determination:
When a character misses an attack, the player gains one point of Determination. Determination can be added to the True Accuracy of the next attack. Determination can also be stored to be used later. If you store Determination and miss, you gain two points of Determination. You can only store Determination two times in a row (Five Points Max). After this you have to use your stored Determination.
Cover:
On the Battlefield, there will be objects the players and enemies can use to protect themselves from Ranged Attacks and AOE. While in cover, the Enemy takes a -6 to their Accuracy Roll and can’t gain Determination every other miss. However, when an attack misses a second accuracy roll is made with the Cover itself (True Accuracy = 15). If the attack hits cover, it becomes damaged. Cover can only take a few hits before being destroyed and leaving the one behind cover exposed.
Universal Actions:
Targeted Attacks: Targeted attacks are aimed at a specific body part which has special effects. While they have special effects, targeted attacks also suffer an accuracy penalty.
Head: +1d4 Damage, Increase Critical Range by 2, 50% Chance to Stun (-4 to Attacker’s Accuracy)
Arm: +1d3 Damage, Reduce Enemy Accuracy by 4 for three turns (-2 to Attacker’s Accuracy)
Leg: +1d3 Damage, Reduce Dexterity by 50%, 25% chance to Bind (-1 to Attacker’s Accuracy)
There are other areas that can be targeted as well. Each of these areas will incur a skill Roll Penalty but also grant a special effect.
Grappling: ( Consumes one turn to perform, Escape attempts are a free action) A successful grapple prevents the target from acting. The grappled target can not evade incoming attacks. The grappling party and their allies can also perform various action in this state (Strength vs Strength to grapple and escape). Characters allied with the grappled party can attempt to break the grapple with a strength check which will consume their turn. When a Character is Stunned or Shocked, they can be grappled without a check
Throw: Toss an enemy a maximum of 2 spaces if your Strength is greater than theirs. Can be tossed two spaces. The target is Stunned and takes Strength Damage.
Pummel: Perform an unarmed attack against the grappled enemy. Does Damage equal to the attacker's Strength.
Strip: Remove Clothing from a Grappled target without performing a Dice Check. If Stripped, Target takes +1d2 additional damage from ‘Violate’
Violate: Grappler or ally begins to rape the target. While violating the target, Grappler gains Stamina while target loses HP. The Amount of Stamina gains/ HP lost is 2 + 1 for every two levels
Rest: (Can move beforehand, Consumes Battle action & Turn)
When a character uses Rest, they regain ¼ Max Stamina + 2 and 2 HP. When a character is attacked while resting, their Speed Stat while evading is cut to half.
Status Effects
Some weapons, skills and perks have the ability to apply status effects on an enemy. Here are a lists of some of the status effects:
Incapacitated: Characters that have their HP reach 0 are considered Incapacitated and can no longer take part in Battle. If a character is Incapacitated and their party wins, they gain 1 HP and the ability to act. If their party loses the battle, they are at the mercy of the enemy.
Stun: A character which is stunned can not act for 1 turn. Endurance check to be applied. An enemy recovering from Stun gains ‘Stun Immunity’ For the next turn.
Poison: Deals 1 HP damage per turn for three turns
Paralyze: For three turns, get a 33% chance you’ll be unable to act
Bind: Prevent an enemy from moving for three turns
Blind: Reduce True Accuracy by ½ for three turns
Burn: Take +1 Damage when hit.
Confusion: For three turns, have a 33% to act normally, 33% to move in a random direction, 34% chance to do nothing.
Sleep: Characters can not act while asleep. Will awaken after being attacked but take 1.5 times damage
Infection: For two turns, reduce all stats by ½
Puncture: For three turns, decrease the targets constitution by half
Leveling and Class Creation:
Every character in the ‘Battle to Terra-Duo’ has a unique Class. Each character class starts with a Perk and two Skills. Perks are passive abilities related to your class and character’s background. Skills are active abilities that are used either in or out of combat. As your character levels, they gain new skills and perks. Every even number level, you gain a new skill. Every Odd number level, you gain a perk. Some new perks and skills you gain leveling will replace old skills and perks.
Classes also have two prefered stats. Preferred Stats increase at Level 3,5,7,10,13,15,17 & 20. Characters also gain +2 HP and +1 Free Stat.
Experience is earned after each battle , based on the Enemy’s Stats. EXP for the next level is x^3 +30
Talents
Finally, all characters have a talent that is unique to themselves independent of their class and is based more on their background. Talents are suggested by the player and approved by the DM and can have both in combat and/or in world effects. These talents can include psionics, marksmanship, espionage, politics or just plain luck.
Armor , Weapons, Slots and Currency
At the start of the game, all players gain two weapons and an Armor Set. Armor Sets and Weapons also possess slots that can be used to enhance either piece. Weapons and Enhancements are dropped by enemies or sold by merchants.
Armor Sets on the other hand are created by collecting armor pieces and using a blueprint. Armor pieces and Blueprints drop from enemies, sold by merchants or obtained via other methods.
The common currency on Terra-Duo is Credits stored on Coins or Card. However, bartering is the primary way of trading in some of the smaller cityspheres. All characters start with 1d12 x 100 Credits.
Character Sheet:
Spoiler (click to show/hide):
Name
Age
Gender
Place of Origin
Appearance
Background
Base HP: 10 + Base Con
Stamina: 20
Stats: ( 15 Points to spend, Max 5 To any stat)
Preferred Stats:(Pick two)
Strength: (How physically strong your character is)
Dexterity: (Your character’s agility and physical finesse)
Constitution: (Your character’s physical resistance and endurance)
Precision: (Efficiency with ranged attacks, actions that require finesse)
Mentality: (Your character’s mental fortitude and psionic potential)
Charisma:(Your character’s ability to interact with other people)
Talent (Discuss with GM via Discord)
Class (Discuss with GM via Discord)
(For Weapons and Armor https://docs.google.com/spreadsheets/d/ ... aring)
Primary Weapon
Secondary Weapon
Armor Set
Starting Currency: 1d12x100
Name
Age
Gender
Place of Origin
Appearance
Background
Base HP: 10 + Base Con
Stamina: 20
Stats: ( 15 Points to spend, Max 5 To any stat)
Preferred Stats:(Pick two)
Strength: (How physically strong your character is)
Dexterity: (Your character’s agility and physical finesse)
Constitution: (Your character’s physical resistance and endurance)
Precision: (Efficiency with ranged attacks, actions that require finesse)
Mentality: (Your character’s mental fortitude and psionic potential)
Charisma:(Your character’s ability to interact with other people)
Talent (Discuss with GM via Discord)
Class (Discuss with GM via Discord)
(For Weapons and Armor https://docs.google.com/spreadsheets/d/ ... aring)
Primary Weapon
Secondary Weapon
Armor Set
Starting Currency: 1d12x100
Discord: https://discord.gg/3XGnD39 (Required for combat and Class Discussion)