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8/16/2019 Never Ending Light (Darkhole 1.5)
1/24
Never Ending Light (black holes 1.5)
Chapters:
1. Character creation2. Combat, eapons, and !ealing
". #kills
$. #pace% #t&'
5. oers
. *oad map
1. Character creation
+hat is %o&r character ho is %o&r character ell. e ill -nd o&t
here, -rst, hat are %o&r stats
#trength: oer and ight %o&r abilit% to move ob/eects and damage
0oes (#)
race: 3l&idness and Control, &sed to ove %o&rsel0 and de0end
%o&rsel0 (*)
o&ghness: *esistance and Consist&tion, %o&r bodies Nat&ral resiliance
()
4cceptance: %o&r bodies abilit% to change and morph (4C)
+illpoer: #tabilit% and #anit%. %o&r a% to reist 0ear and ps%chics (+)
Charm: #ilvered tong&e, 0ast talk (C!)
ntelligence: %o&r nat&ral ntellgience and smarts ()
erception: ho ell %o& interperatet the orld (C)
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%o& have 67 points to allot, and 1d17 bon&s on each stat, (%o& cannot
choose here the% go)
8#pecialist8
#pecialist assive 4bilit%: ma% roll a e9tra 1d27 hen advancing a skill
Engineer: *eroll ech, Comp&ter, Cra0t skills
artial 4rtist: ain 2 e9tra 4p once d&ring Combat, reroll dodge once
in combat
ilot: a% ail o&t o0 an% vechile sa0el% (b&t can still 0all)
Comp&ter E9pert: roll "d177 ;rop the 2 loest on an% Comp&ter
related roll
Chemist: do&ble Chem e'ects once d&ring combat (ma9 o0 5 a da%)
8+arrior8
assive 4bilit% e, and gain dela% E'ects &ntil
a0ter combat once d&ring combat on a s&ccess0&l heal check
8#cholar8
assive 4bilit%: that lets %o& roll tice and take the better o0 the to on
an% knolegde, logic, tech, Eval&ate, or research skill.
nvestigator: gain a reroll on 1 skill roll to gather in0ormation
;octor: reroll on an% s&rge%, -rst aid, medicene and take best
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#p%: reroll an% bl&', disg&sie, and charm rolls
erchant: reroll on blather and and barter,
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2. Combat, eapons, and !ealing
!o combat orks: %o& get 0o&r actions a ro&nd, %o& can take an% o0
these actions in replace o0 one, some onl% cost 1=2, or even 2
ove 1 4: move 17 meter
4ttack 1 4: make a attack role against a target (1d177
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Ao& heal 1 ! a da%, nat&rall% ith rest, 0&rther healing reB&ires
medical attention
+eapons 4nd 4rmor
elee
&nch: 1d$(3) costs 1=24 or kick 0or 2d$
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achine&n: $d$() 1=" action attack
!igh oer riDe: d$()$4 4m,
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#hort#ord: loose a damage dice, and make it a light eapon
reat #ord: Change dice to d6, and make it a heav% eapon
atana: add 2 more dice, make it a light and 0ragile eapon, ith B&ick
dra, and e9ec&tion abilit%
ono: add e (ma9 o0 d12, i0 its ma9ed add e9tra 1d) and
deal damage
EC: electric trait and 1d$(e) e9tra damage
Energ%: changes damage to L, m&st be activated, loose 1 dice, gain 1=2
dice si>e damage
#mart: gain an e9tra parr%
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Chain: deal "d17 damage,
Emc: electric rait and 1d$(E) damage
&tter: loose damage dice, gain rending(1d)
#masher: i0 %o& tr% to parr%, or block, it breaks eapon or shield
*ipper: sets dice to 2d27, deals , cant aim
!ammer: a large ashing eapon, hard to hit ith, b&t deals heav%
damage
E9tra +eight: add e9tra damage dice b&t costs " 4
reat !ammer: Change dice to 6 and changes to heav% eapon
EC: electric trait and 2d$(E) damage
n&matic: add e (ma9 o0 d12) has 27 charges ($4 reload)
#pear: a long stabb% stick
laive: Change damage to #
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Lance: gain a Charge and e9tra reach
ono: e (ma9 o0 d12, i0 ma9ed gain 1d) change
damage to
erstile: can sitch beteen to di'erent variants, (choose one along
side this one)
ace: sharp slash% point% cl&b
ariants
ono: e (ma9 d12, i0 its alread% d12 then add an e9tra
d) and deal
EC: 1d$(E) damage and electric traits
+armace: gain 2 damage dice, make it a heav% eapon
3lail: cant be blocked or parried
orningstar: rending (1dG)(GH damage dice)
*ipper: deals 3= damage, and rends armor
#t&n#tick: a bl&ngeoning device that shoots abo&t a shit ton o0
electricit% into the target has 17 charges per batter%
Ivercharge: gain 2 e9tra dice o0 electric damage b&t gets Fnstable
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rait 1=2s charges
reat #tick: add 2 dice o0 bl&ngeoning damage and makes it a heav%
eapon
&rst: deal 5d$ Electric damage 0or 5 Charges
#hock #tick: deal 1d and $d$ E
#t&n: 0or ever% crit ith electric damage, removes 1 4 0rom target
erstile: t&rn o' and on the other ariant
o: Fses high tech icro #trings and Compo&nd ateral allo%s to
propell a sharp stick e9tremel% 0ast
#tats: 177 range, 1 4mmo, 1 4 reload, 2 4
ariant
oered o: do&ble *ange en()
Crossbo: increase *elaod to " 4, 277 *ange, an damage dice
becomes d12
reat o: e9tra damage dice and increase si>e, b&t attacks cost " 4
rav *epolser: adds 2d6 damage o0 3 b&t increases reload costs to
4
!&nters bo: decrease dice si>e, 1=2 4 attacks and reload,
#martbo: increase range b% 92, i0 %o& miss b% 17 or less, %o& ma%
reroll, keep second roll
Electric: arros deal 1d$ E damage 0or $ ro&nds, the% stack, 1=2 range,
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hermal: add a damage dice and gain Fnstable trait 85 ammo,
!and Cannon: increase damage dice si>e, 2 4 per attack 85 to hit
(ignore ith aim action)
4&toistol: 817 to hit, attack is " attacks 0or 1 action, 85 per attack aro&nd
arksman istol: change ammo to 1 *egardless, do&ble range and 4im
action grants additional
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4: e
!eav% riDe: increase dice b% 2, m&st be set &p, cant aim, 9$ range,increase ammo b% 57, increase reload b% 2, 24 4ttacks, heav%
eapon
actical:
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hermal: add a damage dice and gain Fnstable trait
&mp 4ction:
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4IE, Lingering rait: damage ith this deal 1=2 damage ever% ro&nd
&ntil it deals no damage
actical:
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!eav% caliber: adds " dice, knocks %o& o&t o0 aim armor tearing
actical:
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iotic #hield: # 3 r h L 7 E 7 (light)
#hield: ma% &se lock against an% melee once a ro&nd
3E4 L#
Lightning *eDe9s: cost: 557 9p, "7 r:
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%o& pass a 177, %o& get e9ec&ation (instantl% knock them to 7 !,
enemies that are h&nked don are imm&ne)
attle !ardened:577 9p gain e9tra 1d17 ! a level
!and%man:157 9p gain
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at 827
M&ickshot: costs ?57 G: at the start o0 combat, an% eapon %o& have
B&ick dra on %o& ma% make 1 attack ith be0ore intiative
Crack#hot: costs 257 G, B&ickshot, lightning reDe9s, B&ickshot: able toparr% attacks ith ranged eapons, aslong as %o& have B&ick dra
asterblaster: costs 257 G: henever %o& -re a eapon that knocks
%o& o&t o0 aim, %o& are not
ight% Cleave: costs 1777 G poer attack: ad/ecent targets take 0&ll
damage
o&gh ind: costs ?57 G: make a illpoer check to cancel an%
ps%chic e'ect against %o&
*o&nd !o&se ick: 257 G: %o&r kick attack co&nts as a hammer, hen
%o& ant it too
oer0&l #trike: 577 G: po&nch deals 1d12 damage 0or 14, and can
grapple 0or 1=2 action i0 it hits
thro: 257 G i0 %o& grapple someone, %o& ma% knock them prone ith
opposing poer checks (%o& get erker: costs 1777 G: hever %o& kill someone gain 1d17 emp !,
and
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t&rn, the% co&nt as normal
loodL&st: ?57 G: ever% kill grants %o&
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rain &ster: gives target 85 on an% 1d177 roll
;etect tho&ght: get a vag&e idea o0 hat a person is thinking
nock ack: shove target 1d917 meter aa%
s%chic n: make a ranged grapple check ith %o& illpoer
am: ca&se a eapon to /am, i0 it -res (17 or less, it back -res, 118J7 it
doesnt ork, J18177 it -res normall)
reak concentration: break a ps%chic concentration,
#t&n: target loose 24 (ill save negates)
level 2 (1777 G) (each is 257 G)
am ass: all eapons nearb% are co&nted as /ammed aslong as %o&concerntrate
*eDe9ive 4ssa<: i0 %o& have this poer concentrated (24), an%
ps%chic damage is rel0e9ed at the caster
!ide oers: Concrentrate to hide %o&rsel0 0rom ;etect ps%chic poers
rain robe: ca&se target to take one action o0 %o&r choice
;rain: steal 5 + 0orm a ps%chic &ntil the end o0 combat
elekinisis: li0t ith illpoer instead o0 strength at a distance
s%chic distress: deal 1d17 per ps%chic poer damage to the target
link: move 277 an%here %o& ant, make a grace check or 0all
prone a0terards
level " (1577 G) (each is 577 G)
s% &llets: attack an target as i0 %o& have a laser pistol and add +
bon&s to damage
Levitate: able to D% b% concrentrating
#hield: block all ranged attacks cant be alked thro&gh, reB&ires
concreation
;ominate: make target make a +ill save, i0 the% 0ail the% are &nder
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%o&r control reB&ires concentration, ("4)
nvisabilit%: make %o&r sel0 ver% hard to see (target m&st make a
preception check) concentration (24)
3orce move: i0 someone is ith 17 o0 %o&, a'ect them ith blink,
s%chic #train: i0 an%one activates a ps%chic poer ithin 57 o0 %o&,
the% take 1d17 per level o0 the poer, reB&ires concentration (24)
Fnlink: t&rn o' all poers 0or aslong as %o& ant, makes %o& treated
as NI ps%chicl% active, reB&irs concentration
". #kills
$. #pace% #t&'
ear:
4ttachments: can be sitched o&t, changed or moved
*eDe9 sight: aim gives e9tra
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;esc: holographic, soild light pro/ectors, and mental link &ps to &se strange
and interesting abilities
4rm ro/ectors: created shields or melee eapons, takes 1 ro&nd to 0orm, (85)
Leg ro/ectors: increase %o&r hight b% 1 eter a ro&nd (85)
od% ro/ectors: activeate boitic a 0&ll bod% shield 0or 2 ro&nds ith a 1 ro&nd
cool don (817)
#peed ro/ectors: activate biotics on %o&r t&rn rather than ne9t ro&nd, (815)
oost ro/ectors: spring either 1d"95 meter &p, or 1d$95 meter 0orard (85)
reactive #hield: i0 %o& have the arm or bod% pro/ector, henever %o& are
attacked %o& have a choice to activeate it instantl% b&t s&'er a perm 81 4C
damage (815)
#hove ro/ectorsK p&sh opponat 1d$95 meters aa% 0rom %o& (85)
binding ro/ectors: an%one in melee range %o& ma% grapple ne9t ro&nd and
remove their abilit% to dodge (817)
last pro/ectors: deal $d damage to a 17 b% "7 line, can be dodged 0or
1=$ damage, make a poer check or 0all prone (817)
C%bernetics
;esc: bod% a&gmenting robotics
Core rosessor: allos %o& to instal c%berare (85)
od% armor%: store a light eapon in %o&r bod%, treat it ith B&ick dra, (82)
4rmblade: a concealed light melee eapon that instanrl% appears at ill, no
4, (82)
*obotic limb: replace a damaged limb, (85 per 17 poer, or grace)
#&bdermal 4rmor: add 1 armor against an% t%pe (82, 81 per e9tra armor on
each spot)
rappling !ook: #hoot a hook that can reel %o& in toard it, or toards %o& i0
%o&r heavier (85)
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4rm&n: an% light g&n ma% be sitched 0or %o&r hand (85)
Ftilit% and: gain $
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held actions to hard points, cost 1=2 4 less (815) (reB&ires robotic arm)
*eaper rogram: hen %o& 0all &nconcio&s, %o&r bod% keeps -ghting (85)
(reB&ires rein0orced arms, s&bdermal armor, and robotic legs)
5. *oad map