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Simple SciFi:

Simple SciFi (SSF) is a simple RPG system for SciFi stories.


Character Creation:
In SSF, characters are defined by their skills.
The skills in SSF are as follows:
Academics, Athletics, Endurance, Medical, Melee Combat, Perception;
Persuasion, Plioting, Ranged Combat, Stealth, Technology, Trading.
To make a character, choose 4 skills for your character to be trained in.
Furthermore, choose 1 of those 4 skills for your character to be focused in.
Each character has 500 credits (cr) to spend.
Tasks and Skills:
When your character attempts a difficult task, they must roll one or more dice.
Roll two six-sided dice and add them together; modify the total as follows:
Add +2 if you have an appropriate skill; +4 if the matching skill is focused.
If the task is extremely difficult, subtract 2 from the total.
If the total is at least 8, your character succeeds at the task.
If two characters are opposing each other, both roll; highest total wins.
The twelve skills of SSF are used as follows:
Academics: Having a wide array of knowledge.
Athletics: Running, jumping, climbing and balancing.
Endurance: Strength, health and durability.
Medical: Diagnosing and treating medical issues.
Melee Combat: Making and avoiding melee attacks.
Perception: Noticing hidden and subtle things.
Persuasion: Convincing people of things.
Plioting: Controlling vehicles and ships.
Ranged Combat: Making and avoiding ranged attacks.
Stealth: Sneaking around unnoticed.
Technology: Understanding and using technology.
Trading: Making deals and trading goods.
Equipment:
This is a small sampling of the equipment your character can buy.
Ask your GM for other prices.
Melee Weapons:
Blade: 8 cr.
Arc Caster: 100 cr, can melee attack from 10 feet away.
Volt Blade: 200 cr, add +1 when attacking.
Ranged Weapons:
Pistol: 50 cr, holds 10 rounds, range 60 feet.
Rifle: 110 cr, holds 8 rounds, range 100 feet, double bonus from Aiming.
Laser Pistol: 150 cr, uses 1 charge, range 60 feet.
Laser Cannon: 500 cr, uses 2 charges, range 100 feet, add +1 when attacking.
Ammo:
Pistol/Rifle Rounds: 1 cr for 5 rounds.
Laser Battery: 30 cr, holds 12 charges, recharges in 1 hour.
Grenade: 4 cr, thrown, one use.
Armor:
Vac Suit: 80 cr, 2 hours life support.
Deflector Armor: 120 cr, ignore one hit per battle.
Vac Armor: 250 cr, ignore one hit per battle, 2 hours life support.
Power Armor: 500 cr, ignore one hit per battle, add +1 when attacked.
Others:
Toolkit: 80 cr, used to make and repair things.
Medkit: 85 cr, used to treat injury and disease.
Uplink: 100 cr, used to communicate and research (like a smartphone).
Simple Tool: 3 cr, any simple tool or object.
Example: flashlight, blanket, rope, backpack, clothes, tent, etc.

ReadyPak: 1 cr, 1 day's food and water for 1 person.


Learning New Skills:
Characters can spend money to train new skills.
It costs 3500 cr to train in a new skill.
It costs 1500 cr to upgrade one of your skills to focused.
In either case, the training process takes 2 weeks.
Combat:
In combat, time is divided into rounds of 5 seconds.
During a round, all characters take a turn in a random order.
On a characters turn, they can take 1 action and move up to 25 feet.
As an action, you can move up to another 25 feet.
As an action, you can attack someone.
Make an opposed roll; advanced weapons/armor add bonuses to this roll.
If you win, the attack hits, your target takes 1 damage.
A target with 2 or more damage is knocked out and can't take actions.
Knocked out targets can be killed or captured, as desired.
Melee attacks have a range of 5 feet; ranged weapons use their listed range.
As an action, you can aim.
After you aim, your next attack in that battle adds +1 to the total.
As an action, you can take cover.
After this, you add +1 to your rolls when attacked until your next turn.
As an action, you can throw a grenade at any spot within 30 feet.
Everyone within 5 feet of that location makes a normal roll.
Everyone who fails takes 1 damage.
As an action, you can heal someone (including yourself).
Make a normal roll; you need a medkit.
If you succeed, the target loses 1 damage.
A character can only be healed once per hour.
You must be within 5 feet of your target.
A damaged character loses 1 damage per 1 hour.
Talking and reloading weapons are free actions.
Ship Combat:
Ship combat works much the same way as personal combat; each ship gets a turn.
In ship combat, a round is 30 seconds.
The crew of the ship chooses and rolls for its actions.
Ships do not move on their turn in combat nor can they take actions to move.
Ships are in constant motion and can't change their course easily.
The immense range of ship weapons makes location irrelevant anyway.
Ships can not take cover; however, they can take evasive action (same effect).
A ship with 2 or more damage is disabled and can't take actions.
A ship with 4 damage is destroyed.
Ships can not heal or be healed.
Instead, as an action, a ship can be repaired.
Make a normal roll.
If you succeed, the ship loses 1 damage.
A ship can only be repaired twice per hour.
A disabled ship can still take this action.
As an action, a ship can attempt Double Time.
Make a normal roll.
If you succeed, the ship can take 2 more actions this turn.
A ship can only attempt Double Time twice per battle.
Attempts still count, even if they fail.
FTL Travel:
In SSF, the Pulse Drive allows you to travel faster than light.
Activating the pulse drive requires two things:
You must be 5 AU from the nearest star (Earth is 1 AU from the Sun).

You must be traveling at least .01 c (1% the speed of light).


When activated, the pulse drive "pulses" your ship forward at infinite speed.
It moves to the next place it would be within 5 AU of a star.
The pulse itself takes no time and uses no fuel.
After the pulse, your ship retains its speed from before the pulse.
There is no known way for information to travel faster than light.
As a result, information has to travel with ships.
Starwisp:
The PC's start the game with ownership of a Starwisp, an older starship.
Its features are as follows:
Pulse Drive for interstellar jumps.
Fusion Drive for in-system travel.
A Heavy Laser Cannon for attacking hostile ships.
Ionized Hull, allowing the ship to ignore one hit each battle.
A three seat Bridge.
Engineering and workshop.
Common Area and 6 double bunk rooms.
25 ton cargo hold; loading hatch and ramp.
Life Support system with 4 support points.
It costs 1 support point to support 10 people for 1 month.
This system provides food, water and air.
ID Beacon; broadcasts the ships name, owner and ID code.
The ship's owner can change the name and listed owner.
The ID code can not be changed.
Communications system, capable of contacting other ships and planets.
A shuttle for orbit-to-surface trips. Holds 8 people and 4 tons of cargo.
The shuttle is mounted on the ship with dedicated airlock.
An external airlock for entering and exiting the ship.
Fuel tanks with 3 fuel points worth of hydrogen fuel.
Going surface-to-orbit or planet-to-planet costs 1 fuel point.
Orbit-to-surface trips and evasive maneuvers can be ignored.
The ship is atmosphere capable though doesn t handle well in such conditions.
It costs 200 credits to buy 1 support point.
It costs 300 credits to buy 1 fuel point.
It takes 10 days to travel from one planet to another via the pulse drive.
Other Ships:
NPC's can own a wide range of ships.
These ships might have better equipment at their disposal.
For example:
Heavy Plasma Cannon, which adds +1 when attacking.
Diamondoid Hull, which ignores 1 hit per battle and adds +1 when attacked.
These ships may be larger, with more crew and more fuel and life support.
Black Stars:
Black Stars is a simple SciFi setting.
In Black Stars, humanity has spread into space.
In 2155, the Pulse Drive was invented.
Over 200 years, colonies were founded on distant worlds.
These colonies were controlled by the governments of Earth.
In 2437, one of the colonies declared independence.
Earth called the other colonies to help, but they joined the rebellion.
After a short devastating war, Earth gave up and let the colonies go.
The 6 colonies joined together and formed the Hexen Confederation.
Each world is mostly independent, but tied to the others by trade.
The 6 worlds are: Askagua, Shecorus, Apliea, Gaolia, Jagrolla and Metroth.
The leaders of the 6 worlds make choices together.
Since the war, Earth has founded 2 new colonies.
These colonies are named Aonope and Cutheon.

These colonies, along with Earth itself are the Terran Empire.
Offically, the Terran Empire and Hexen Confederation are at peace.
Some trade flows between the two; however, tensions are high.
The Terran Empire doesn't directly attack the Hexen Confederation.
However, they don't really stop their citizens from doing so.
No non-human sentient life has been found... yet.

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