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LEMINGRAD

EMPEROR WARS
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Rules and Play

Rules and Play


nWoD Rules

Energy Shields

Energy Shields were created during the Second Republic to prevent people from getting hurt and were fairly common for not only military applications but also for sports or other activities where the possibility of serious harm was prominent.

During the Emperor Wars they are much rarer as the technology to create them was either lost or closely guarded by the Engineers. However, they are heavily sought after especially by dueling nobles. Now that war has broken out they are even more valuable and fetch a heavy price.

The device that creates the shield tends to be compact and can be worn as a piece or jewelry or other trinket. When a projectile or other forceful object comes near the shield a sensor surrounding the wearer detects the force. If the force is powerful enough the shield will turn on for a second blocking the force.

To similuate this effect in nWoD rules all shields have a threshold of 3/8. 3 is the minimal amount of damage done in order to set off the shield and eight is the maximum about of damage the shield can absorb. Some weapons, like flame throwers and energy weapons, can pass through shields. In this case it is 3/1 points of damage will pass through the shield. Most shields can only go off 10 times before the battery dies unless otherwise noted.

 


TRUE20 Rules

Character Creation

All characters will be made using True 20 combined with Fading Suns d20. There is a total of 25 levels to be divided between 5 players. A level five character will represent someone who has been out of training for a few years. If you feel that you character is more or less experienced then mention it on the forums or mailing list and you can give levels to another player.

All the abilites listed on the Fading Suns d20 character classes are available and can be taken as feats. However each ability feat will have the prerequisite of the ability in the class preceding it.

New Skills:

  • Craft: Mech (mechanical devices)
  • Craft: Volt (electrical devices)
  • Craft: High tech (high tech devices)
  • Knowledge: Arcana (ancient mysteries, Ur Artifacts)
  • Knowledge: Bureaucracy
  • Knowledge: Geography
  • Knowledge: Guilds
  • Knowledge: History
  • Knowledge: Known Worlds
  • Knowledge: Local
  • Knowledge: Military
  • Knowledge: Nobility
  • Knowledge: Theology
  • Knowledge: Torture
  • Knowledge: anthropology, archaeology, astronomy, biology, chemistry, cybernetics, engineering, genetics, geology, meterology, physics, terraforming

New Feats

  • Alien Friend - +2 diplo and Gather Info with a specific race
  • Ally - You have a powerful friend
  • Alternate Identity - You lead a double life
  • Armed to the Teeth - Additional pistol attack with off hand
  • Assets - Independant income and increased starting money
  • Cartophylax - Access to secret Church archives
  • Church Ordination - Rank in Universal Church
  • Cloak Fighting - Disarm opponent with cloak
  • Comeliness - +2 charisma based skill check when appearance matters
  • Comprehend tech level - Understand tech levels (TL 5, TL 6, TL 7, TL 8)
  • Coven Membership - membership with a psychic society
  • Diplomatic Immunity - Protection from legal persecution
  • Drox - (Vorox) Additional off hand attack
  • Embargo - You can declare a guild embargo
  • Encyclopedic Mind - a "bardic knowledge" for technical and scientific topics
  • Enthrall - fascinate other with your performance
  • Epiphany - Develop uncanny insights into certain topics
  • Etiquette - You can smooth over social blunders
  • Family Ties - Call your family for aid
  • Garza - (Vorox) ignore off hand penalties
  • Glangarza - (Vorox) reduces penalties for attacking with multiple weapons
  • Gossip Network - You have a network of informers
  • Guild Commision - Rank in Guild
  • Hierophant - You are a reespected theologian of the Church
  • Holier than thou - You can delay attacks by putting the fear of the Pancreator in you opponents
  • Householder - you are a recognized servant of a noble house
  • Improved Feint
  • Impulse Buy
  • Indomitable Will - Reroll saves vs Mind Control
  • Incite Passion - Gain bonuses when pursueing a goal
  • Inquisitorial Seal - member of the inquisition
  • Instinct Shot - you can take a shot even when surprised
  • Legate - You are a church ambassador to a noble house
  • Military Rank - You have served in the armed forces
  • Noble Claw - (Vorox) You retain a single poison claw
  • Noble Title - Rank in the Feudal hiearchy
  • Parry - Delfect melee attacks
  • Passage Contract - free passage on guild ships
  • Peasant Hero - +2 dipl and gath info checks with peasantry
  • Purgation - Harangue the faithful into confessing their sin
  • Rabble Rouse - Incite mobs into riots
  • Reeve Advocate - you have a reeve lawyer on retainer
  • Refuge - you have a refuge where you can feel safe
  • Reputation - you are renown in your field
  • Righteous Sermon - Inspire courage in allies
  • Riposte - Extra attack after parrying an opponant
  • Saviour-faire - you impress others with your style
  • Secret - You know something that most others do not
  • Secret Agent - You are a member of an intelligence agency
  • Smear Campaign - You can ruin another's good name
  • Steady hand - bonus when staying calm is useful
  • Streetwise - you know your way around black market
  • Subtle Strike - Slip through an opponants energy shield
  • Two Gun Fighting - You can use a gun in each hand
  • Veteran - You are known for your prowess at a significant battle
  • Withering Insult - Make opponants loose their temper
  • Well Traveled - Acts as bardic knowledge
  • Xeno Empathy - Eliminates social penalties when dealing with an alien race

Hero Points

Hero Points (HP) will be done a little differently than as presented in Mutants and Masterminds. At the beginning of each adventure each player will be given two Hero Points. Hero Points can be gained by excellent roleplaying, playing weaknesses, or when the GM spends Hero Points.

Hero Points can not be spent against other players and the GM has the right to veto any use of Hero Points (in which case the players will get his Hero Point back). At any time the players may overright the GMs expenditure of Hero Points or his veto power by each spending a Hero Point.

  • 1 HP can be spent before a roll to affect the action in any way.
  • 1 HP can be spent after the roll to reroll the die.
  • 2 HP can be spent after the roll to affect the action in any way.
  • 3 HP can be spent to take over the game briefly. All NPCs will be in the players control.