Greybusters: Difference between revisions
(2 intermediate revisions by one other user not shown) | |||
Line 1: | Line 1: | ||
[[File:USS Byrd.jpg|200px|thumb|left|MJ12 can't be trusted. Now its time for the Navy to get involved.]] | [[File:USS Byrd.jpg|200px|thumb|left|MJ12 can't be trusted. Now its time for the Navy to get involved.]] | ||
==Character generation== | |||
26 points to be distributed, nothing more then 5 to start with. | |||
You also start with 1 specialties of things you are really good at, which will double the relevant stat when rolling. <br> | |||
'''Char Stats''' | |||
:Smarts | |||
::IQ | |||
::Wits | |||
:Social | |||
::Charm | |||
::Cunning | |||
:Strength: | |||
::Durability | |||
::Physical Action | |||
:Special | |||
::Psi | |||
::Integrity | |||
Every character starts out with 2 points in psi since so much of the | |||
technology relies on psitech. <br> | |||
=Greybuster Specialties= | |||
:Esper | |||
::+5 to ESP powers | |||
:Grey | |||
::+ 10 ESP powers halves your physical | |||
:Soldier: | |||
::+ 5 fighting skills and durability | |||
:Pilot | |||
::+5 piloting and wits | |||
=ESP= | |||
Every two points in ESP you can pick another psi skill, with the | |||
first one free | |||
==PSI Powers== | |||
:Pyrokineitics | |||
:Telekinetic | |||
:Mind Reading | |||
:Mind Shielding | |||
:Mind Jacking | |||
:Overdrive boosts all your stats by double for turns equal to how many sux you get, each use of it gets progressively harder on your system till you fry your brain. | |||
:Pyschometery | |||
:Telepathy | |||
:Precognition (gives a natural bonus to pilot and gunnery) | |||
:Probability Control | |||
=Bouncers:= | |||
Bouncers are alien replica vehicles, about 20 meters in circumference, capable of reaction-less drive movement at sharp angles. A particle accelerate strip around the ring of the saucer is capable of generating a heavy particle beam at nearly any angle. Normally there is a pilot and gunner, plus an assault team. | |||
<br> | |||
Base accuracy for particle beam D3 | |||
===People=== | ===People=== | ||
Shrike - possibly a token Russian psychic? Or alternate universe Rusty? | Shrike - possibly a token Russian psychic? Or alternate universe Rusty? <br> | ||
Lokar - In for either USN/STARCOM officer or maybe shadow-y outside | Lokar - In for either USN/STARCOM officer or maybe shadow-y outside contractor from Celine Aerospace |
Latest revision as of 18:18, 29 March 2016
Character generation
26 points to be distributed, nothing more then 5 to start with.
You also start with 1 specialties of things you are really good at, which will double the relevant stat when rolling.
Char Stats
- Smarts
- IQ
- Wits
- Social
- Charm
- Cunning
- Strength:
- Durability
- Physical Action
- Special
- Psi
- Integrity
Every character starts out with 2 points in psi since so much of the
technology relies on psitech.
Greybuster Specialties
- Esper
- +5 to ESP powers
- Grey
- + 10 ESP powers halves your physical
- Soldier:
- + 5 fighting skills and durability
- Pilot
- +5 piloting and wits
ESP
Every two points in ESP you can pick another psi skill, with the first one free
PSI Powers
- Pyrokineitics
- Telekinetic
- Mind Reading
- Mind Shielding
- Mind Jacking
- Overdrive boosts all your stats by double for turns equal to how many sux you get, each use of it gets progressively harder on your system till you fry your brain.
- Pyschometery
- Telepathy
- Precognition (gives a natural bonus to pilot and gunnery)
- Probability Control
Bouncers:
Bouncers are alien replica vehicles, about 20 meters in circumference, capable of reaction-less drive movement at sharp angles. A particle accelerate strip around the ring of the saucer is capable of generating a heavy particle beam at nearly any angle. Normally there is a pilot and gunner, plus an assault team.
Base accuracy for particle beam D3
People
Shrike - possibly a token Russian psychic? Or alternate universe Rusty?
Lokar - In for either USN/STARCOM officer or maybe shadow-y outside contractor from Celine Aerospace