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Ascendance(Rules and Campaign Setting)

Yes, another setting and game system custom-built from the ground up by your's truly. One moment, and I will establish a series of posts to make things far, far easier to read than my Dustworld post.

Character Creation
Character creation is strictly based around a point-buy system, with two types of points: Skill Points, and Attribute Points.

Skill Points are points that you put into Skills you want your character to have, or be good at. To start the game off, characters have twenty-five Skill Points, or possibly more or less as the DM sees fit.

Attribute Points are similar to Skill Points, except with Attributes. To start the game off, characters have twenty Attribute Points, or possibly more or less as the DM sees fit.

Skills and Skill Categories
The Skills are broken down into Skill Categories, which are governed by certain Attributes. The Skill Categories are Piloting, Weapons, Survival, Mechanics, Interaction, and Starship Weapons.

Piloting determines just how good your character is at piloting different types of spacecraft. The Piloting skills are Freighter, Capital Ship, Fighter/Bomber, Shuttle, and Gunship, as well as the Dodge skill.

Weapons determines how good your character is at fighting with certain weapons. The Weapons skills are Rifles, Pistols, Heavy Weapons, Melee Weapons, and Hand-to-Hand.

Mechanics determines how good your character is at maintaining their ship and equipment. The Mechanics skills are Weapon Upkeep, Starship Upkeep, Armor Upkeep, Modify, and Identify.

Interaction determines how good your character is at interacting with NPCs and other people. The Interaction skills are Bluff, Sense Motive, Persuade, Intimidate, and Haggle.

Survival determines how your character will be at staying alive when away from cities and civilization. The Survival skills are Hunting, Cooking, Scavenge, Salvage, and First Aid.

Starship Weapons determine how good your character is at operating different types of starship-grade weaponry. The Starship Weapon skills are Projectile Weapons, Lasers, Missles, and Point-Defense Turrets.

Thievery determines how good your character is at sneaking, stealing, and so on. The Thievery skills are Sneak, Pickpocket, and Forgery.

All attempted skill checks are made using 3d6. Except for weapons and armor, all skill check DCs are determined by the DM. Firing/swinging a weapon counts as a skill check(to see if you hit anything with the weapon.).

I'm going to break it down even further, and explain how each skill works, in detail.

Survival Skills
Hunting is essentially how good your character is at hunting wild animals, as well as finding water.

Scavenging is looking for stuff that will assist you in living off the land; animal carcasses, edible plants, and so on.

Salvage allows you to find things on the wreckages of starships, both in space, and on the surfaces of planets.

Cooking allows a character to make more of an animal that's been hunted successfully edible, thus allowing a character to live off of it for longer than would be possible without cooking it.

First Aid allows a character to heal the injuries of another character.

The Piloting skills all allow characters pilot a starship of a certain class, of which there are four: Fighters/Bombers, Shuttles, Capital Ships, and Freighters.

Another Piloting skill is also the Dodge skill, despite not actually involving piloting a starship. This skill allows someone to avoid incoming weaponsfire from personal weapons.

Weapons come in four types: Rifles, Pistols, Heavy Weapons, and Melee Weapons.

Pistols are handheld ranged weapons, which can be dual-wielded at an Accuracy penalty during combat. They come in multiple types that cause certain effects on enemies, and deal varying amounts of damage. Some pistols are available as consumer-grade firearms, while most are available on the black market, or to military forces. Pistols come in the following types: Ion, Laser, Plasma, Slug, Sonic, Electro-Laser

Rifles are ranged weapons that require two hands to operate. They tend to deal more damage, and are more difficult to operate than pistols. Some rifles are available as consumer-grade firearms, while most are available on the black market, or to military forces. The Rifle weapon class also encompasses Carbines of every type, as the weapons are very similar in design, and in some cases use the same ammunition. Rifles come in the following types: Ion, Laser, Plasma, Slug, Sonic, Electro-Laser, Sniper

Heavy Weapons are ranged weapons that are often extremely heavy, and require two hands to operate. They are incredibly difficult to operate effectively, but anyone who becomes skilled enough with using them is a force to be reckoned with. Such weapons include chainguns, rocket launchers, railguns, and so on.

Melee Weapons are(despite the effectiveness of ranged weapons such as pistols and rifles)back on the rise, and many people use them for close combat, where all other weapon types are useless. With advances in plasma, and electro-laser technology, new melee weapons are also being developed, such as Plasma Axes and Laser-Swords.

Hand-to-Hand combat remains a means of self-defense, though nowhere near the effectiveness of firearms or even melee weapons. Nonetheless, an expert at Hand-to-hand combat is a force to be reckoned with, as much as anyone with weapons.

Mechanics Skills
Mechanics skills center around the repair and maintenance of armor, weapons, and starships, as well as the modification and upgrading of said armor and weapons.

The Weapon Upkeep skill allows you to repair and maintain any handheld weapon. Armor, and Starship Upkeep are the same, for armor and starships respectively.

Modification centers around upgrading and modifying your weapons and armor for better performance in battle. As such, those who can modify their gear tend to be better armed than those who don't.

Identification allows for someone to inspect a piece of gear that they find, and identify what kind of equipment it is, and what(if any)modifications have been made.

Starship Weapons
Starship Weapons come in four categories: Projectile Weapons, Missles, Lasers, and Point-Defense Turrets. Their relevant skills make it possible to be good at using them.

Projectile Weapons fire rapidly-accelerated projectiles made of solid durasteel at 80% of the speed of light. They cannot track targets, but they deal extensive damage, and move quickly through space.

Missles fire in large numbers, and have tracking capabilities, but individual missles deal little damage, travel slowly, and must be fired in large swarms, the only exception being Nuclear Missles.

Lasers fire bursts of coherent light that burns right through starship armor. The beam travels across space almost instantly, and thus makes it incredibly useful as a long-range weapon.

Point-Defense Turrets are meant to shoot down incoming fighters, bombers, and missles, and can rotate to hit them, unlike other starship weapons.

The Interaction skills cover dealing with other people. The skills include Persuade, Haggle, Intimidate, and Bluff.

Persuade covers convincing someone to see things your way without actually lying to them or scaring them into doing so.

Haggle covers bartering and market business.

Intimidate covers scaring people into doing as you wish.

Bluff involves simply lying. Bluff skill check must beat Sense Motive skill check to lie.

Sense Motive involves being able to detect when someone is lying, or attempting to hide their true intent. Sense Motive skill check must beat Bluff skill check to detect lies.

Thievery involves conducting illegal, and potentially dangerous, acts. The skills include Sneak, Pickpocket, and Forgery.

Sneak involves passing by someone undetected, or sneaking into an area without being spotted.

Pickpocket involves picking someone's pockets, and taking whatever is inside them without being detected. This also covers stealing from drawers, desks, and various other storage areas without detection. It also covers putting stuff in them.

Forgery involves imitating the handwriting of any given person. The more unique that person's handwriting is, the higher the DC of the skill check needed to imitate that handwriting.

More to come!

There are six Attributes in the game: Perception, Strength, Intelligence, Agility, Charisma, and Common Sense.

Strength affects your health, and how much your character can personally carry. For every 2 points you have in Muscle, you get 5 points to Hit Points, and you can carry 2 Poks for every point in Strength. To top it all off, Strength effects how much damage you deal when fighting Hand-to-Hand.

Intelligence is(naturally)how smart your character is. Also, it provides bonuses to Mechanics skills. For every 5 points in Intelligence, all Mechanics and Starship Weapons skills get a +1 bonus.

Agility determines how fast and agile your character is. For every 5 points in Agility, all Piloting, and Thievery skills get a +1 bonus.

Charisma determines how people react to your character, and their social skills. It is a combination of looks, personal magnetism, and social skills. For every 5 points in Charisma, all Interaction skills get a +1 bonus.

Common Sense is essentially how good your character at making smart decisions, and noticing something that isn't directly impacted by Intelligence. Examples include deciding what part of a wild animal to eat, noticing when something seems to be moving, and so on. For every 5 points in Common Sense, all Survival skills get a +1 bonus.

Perception is your character's ability to see things at a distance, and the ability to aim with any kind of weapon. Even melee weapons and hand-to-hand techniques require some kind of perception. For every 5 points in Perception, all Weapons skills get a +1 bonus.

Difficulty Classes
Coming Soon!

Personal Combat
Before combat, the GM rolls 3d6 for each character involved in the fighting. If two characters get the same number, re-roll.

Once Initiative is completed, players and enemies can begin attacking each-other upon getting their opponents to enter the firing range of their weapons. Characters with higher Initiative go first. Attackers roll 3d6 for each weapon, and add the total skill of the weapon types being fired to the relevant weapon; For example, the attacker fires two weapons, each weapon being fired is a rifle, so the attacker's Rifle skill is added to the roll. The target rolls 3d6 dice, and adds his Dodge skill to the roll. The attacker's roll is referred to as an Accuracy roll, while the target's roll is referred to as an Evasion roll. Attackers will also roll the neccesary number of d6s for their weapon's damage.

Each turn, a character can move at their race's max speed, and fire their weapon. They can also make a special move: Take Cover, Sprint, or Called Shots.

Taking Cover gives players a bonus to Evasion rolls whenever they are shot at while in cover. The Cover ratings are Minimal, Minor, Moderate, Heavy, and Secure. Minimal Cover provides a +1 bonus to Evasion rolls, while Minor provides anywhere from +2 to +4(GM's discretion). Moderate provides +5 to +8. Heavy provides +9 to +13. Heavy provides +14 to +17. Secure provides a whopping +20 and higher. While taking cover, any attacks the player makes suffer a -2 penalty to Accuracy. Players cannot make Called Shots while in Cover.

Called Shots are when a character specifically aims for a certain body part on an opponent's body. Each body part that is hit will cause the enemy to suffer a certain penalty. A Called Shot to a foot will result in that person no longer being able to Sprint. A Called Shot to an arm will result in that person suffering a -3 to all Accuracy rolls. A Called Shot to a leg will result in that person suffering a -3 Feet per turn penalty to movement, but they can still Sprint. A Called Shot to a hand will result in that hand no longer being usable to that person for wielding a weapon; if the person in question wields more than one weapon, they may still use the weapon in their other hand to fight. A Called Shot to the head will result in the target dying instantly. Called Shots to the head have a -15 penalty to Accuracy.

While making a Called Shot, a player must not attack for 1 round, and then makes their attack on the next round, if the enemy has not entered any kind of Cover higher than Minor. Damage is dealt as normal, and Accuracy and Evasion rolls are rolled as normal, with appropriate modifiers in place. All damage and penalties suffered from a successful Called Shots is healed when the character visits a doctor, or makes a DC 25 First Aid skill check.

Sprinting gives players the ability to move twice their feet per turn, but they cannot attack that round.

Space Combat
Coming Soon!

Vehicle Combat
I'm sorry to say that Vehicle Combat is being removed from the game, sorry.

Factions and History
Coming Soon!

Now, rest assured, this does NOT mean that I am abandoning Dustworld, this is simply something that I will be creating as a backup game system in the meantime; this will no doubt require beta testers.

Oh, and,

Ship Classes
Coming Soon!

Interstellar Travel, Star Systems, and Planets
Coming Soon!

Coming Soon!

*punches*  one game at a time!  Oh, and I volunteer to again be your design partner.
Lord Vader

Blackout, this is what I envision for classes:

Frigates- smallest combat and hyper-capable class.

Destroyers- The second most common class of ships. Many different variants.

Cruisers- The most common ship class and the backbone of any fleet.

Battlecruiser- Often slightly less armored than an equivalent heavy cruiser, but much faster and mounts much more weaponry.

Dreadnoughts- Slow-moving juggernaughts armed and armored to the teeth. Stronger combat-wise then battleships, but used for system defense only-they lack hyper engines and must be towed by other ships.

Battleships- The kings of the hill, extremely rare and gigantic ships that are usually formed into their own squadrons and are so expensive to operate that they take part only in major wars.

Most classes will have minelayer, carrier, missileboat, energy-boat, etc, variants.

Edited some stuff into the Skills and Skill Category section of this thread.

Edited skills and attributes extensively, and added Personal Combat rules. Are we having fun yet?

Transit-ready, not hyper-capable, L. =

Anyway, I vote that you don't go with naval analogies for spacecraft. It's too over-used. Maybe.

But they're spaceships, Xaspian. What else are you going to call them?

I dunno. But I just don't like it. Spacecraft, then use different names... maybe...
Names like the ones for the cars in Dustworld, maybe. I dunno. I just like breaking from over-used traditions.

Besides, do we have any spaceships nowadays? We have a few space planes, shuttles, and rockets. No ships. And stations, etc.

Anyway, it's up to Blackout. I'm just glad I managed to persuade him that 'Transit' was a good idea.

This game's name has finally been declared: From now on, this game will be called Ascendance.

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