Design Monologue 25: Character Advancement
Taking another stab at a class/race/skill/etc system.
- Everything is a skill.
- Each skill has a rank (1-5).
- Each rank costs more than the last, but provides a linear increase. Thus, rank 5 is the least efficient in terms of power gained per XP spent. However,
- Rank 5 skills unlock new, more specialized skills.
Thus, it is relatively easy to be fairly well-rounded. But, if you want to do anything really cool, you'll have to specialize.
Also:
- Races just give you a bunch of abilities up front, all of which can be earned some other way.
- There are no classes, though there could be bundles of skills to represent formal training or previous life experience. More like lifepaths.
A Skill List
Piloting
- Driving
- Small Craft
- Small Starships
- Medium Starships
- Large Starships
- Capital Ships
- Large Starships
- Medium Starships
- Small Starships
- Maneuvering (+ to ship handling)
- Evasive Maneuvers (+ to ship defense)
- Tactical Maneuvers (+ to ship attacks)
- Efficiency (- to fuel consumption)
Social
- Persuasion (+ to affecting NPC decisions)
- Intimidation
- Coercion
- Negotation (+ to negotiate contracts, buy/sell, etc)
- Haggling (+ to sell price, - to buy price)
- Crisis Negotiation (+ to talking down criminals with hostages, terrorists, etc)
- Leadership
- Decision-Making (+ initiative as ship/mission commander)
- Networking (+ to business relationships)
- Proactive Networking (+ to form new relationships)
- Network Support (+ to existing relationships)
- Friendliness (+ to friendships)
- Diplomacy
Weapons
- Guns
- Marksmanship (+ to sniping)
- Controlled Fire (+ to automatic weapons)
- Quick Draw (+ to initiative in gun duels)
- Projectiles (further + to bullet/plasma guns)
- Lasers (further + to lasers)
- Grenades
- Rocket Launchers
- Heavy Weapons (such as gatling guns, anti-aircraft batteries, emplaced machine guns, etc)
- Ship Guns
- Cannon Specialization
- Railgun Specialization
- Laser Specialization
- Missile Launchers
Defense
- Cover
- Concealment
- Stealth
- Stalking
- Silence
- Silent Attack
- Stealth
- Dodging
- Hand-to-Hand
- Fast Attack
- Throws and Holds
- Blocking
Engineering
- Nanotech (build and maintain nanobots)
- Nano-repair (build repair bots)
- Nano-construction (build construction bots)
- Nano-repair (build repair bots)
- Power Systems
- Fusion Reactors
- Antimatter Reactors
- Ship Wiring
- Dark Matter Technology
- Shield Systems
- Gravity Generation
- Armor Hardeners
- Tractor/Repulsor Beams
- Secondary Ship Systems
- Water and Wastewater
- Fuel Distribution Systems
- Ammunition Distribution Systems
- Computers
- Programming
- Maintenance
- Security
- Hacking
- Counter-hacking
Cybernetics
- Cybernetic Upgrades
- Medical Cybernetics
- Performance Cybernetics
- Partial Cybernetic
- Memory Augmentation
- Neural Subprocessor
- Sensory Matrix
- Full Cybernetic
- Mobility Enhancement
- Performance Enhancement
- Combat Enhancement
- Sensory Enhancement
- Modular Upgrade System
- Combat Modules
- Performance Modules
- Sensory Modules
- Mobility Modules
Psionics
- Meditation
- Altered Consciousness
- Focused Intellect
- Savant
- Combat Savant
- Computing Savant
- Piloting Savant
- Savant
- Hyper-awareness
- Extra-sensory Perception
- Reading
- Empathy
- Extra-sensory Perception
- Focused Intellect
- Altered Consciousness
Mech Piloting
- Mech Piloting (you can work a simulator or industrial mech)
- Light Mechs
- Medium Mechs
- Heavy Mechs
- Assault Mechs
- Heavy Mechs
- Medium Mechs
- Mech Maneuvering
- Mech Evasive Maneuvers
- Mech Tactical Maneuvers
- Mech Stability
- Mech Acrobatics
- Mech Flight
- Mech Speed
- Mech Weapons
- Mech Slugthrowers
- Mech Lasers
- Mech Railguns
- Mech Missiles
- Mech Melee Weapons
- Light Mechs
Building A Character
Taking some more lessons from EVE.
- All characters have a level that starts at 1.
- Characters have a certain number of "slots" for major/minor/passive abilities, determined by level.
- The abilities to be slotted are determined by equipment and skills.
===Example 1==
Race->Bloodline->Ancestry->Career->Specialization
Name | Homeworld | Ancestry | Career | Specialization |
---|---|---|---|---|
Adrian Ross |
Karma |
Soldiers |
Military |
Fighter Jock |
- Skills
- Driving 2, Small Craft 5, Small Starships 1, Maneuvering 5, Evasive Maneuvers 3, Tactical Maneuvers 3, Efficiency 2, Guns 5, Marksmanship 1, Controlled Fire 1, Grenades 3, Rocket Launchers 1, Heavy Weapons 1, Ship Guns 2, Cover 4, Concealment 3, Dodging 2, Hand-to-hand 4
- Equipment
- Military-issue tactical assault rifle, 9mm pistol, knife
- Personal Combat Ability Grid
Slot 1 | Slot 2 | |
---|---|---|
Major |
Covering Fire |
Disabling Shot |
Minor |
Shoot From Cover |
Spectrum Targeting |
Passive |
Improved Cover |
Bullet Efficiency |
- Covering Fire: Affects medium area in medium range; grants +5 to Defense for one ally or a small group of allies in close range of one another. Targets may ignore Defense bonus, but you gain an opportunity attack.
- Disabling Shot: A quick shot to the knee or elbow causes terrible pain; opponent suffers +3 Disabled for encounter.
- Shoot From Cover: Reduce cover bonus by 2, but enables a single attack.
- Spectrum Targeting: You can aim through your weapon's spectrum targeting system, which sees through darkness and most forms of concealment, though you suffer movement and awareness penalty for 1 round.
- Improved Cover: Increases cover bonus by 2.
- Bullet Efficiency: Use 25% less bullets when using full-auto or burst-fire.