Welcome to the Div66 custom tabletop ruleset thread. This system is made with the help of people within the RP community to make a system that is more suited for combat situations and such. A copy of the rules can be found here https://docs.google.com/document/d/1Hh5w9teHLWlVCK9MrFs9wlDZSz77mqC9J867fXodPXc/edit?usp=sharing Please use this thread to post and share your characters tailored for this system. This is also completely optional and you can join the RP without adding a character to this. If you have any questions, be sure to ask in the out of character chat on the Official Discord or in here.
Spoiler: Maintenance Director and Field Agent Brute Character Sheet Maintenance Director and Field Agent Brute Spoiler: Physical Info Weight: 210 lbs Height: 6’ 0” Eye Color: Brown Hair Color: Brown Spoiler: Stats pDex: 15 pFort: 13 mDex: 14 mFort: 12 oDex: 6 oFort: 7 HP: 19 Class: TBD Spoiler: Weapons Weapons Customized Benelli M4 Base Ammo Type: Armor Piercing Slug Base Damage: 1d10 Damage Type: AP Ammo Capacity: 8 Max Range: 300 ft Normal Attack: Semi Auto Other Fire Modes: None Special Attributes: Required for Special Ammo using Heat Abilities Five-Seven Base Ammo Type: Standard Base Damage: 1d4 Damage Type: N/A Ammo Capacity: 20 Max Range: 160 ft Normal Attack: Double Tap Other Fire Modes: None Special Attributes: None Custom Machete Base Damage: 1d8 Damage Type: Silver, Runed Max Range: Melee Normal Attack: Slash or Stab Special Attributes: None Spoiler: Armor Armor Custom Null Fiberglass Suit Armor Class: Medium Armor Points: 26 Damage Resistance: Electric, Energy, Ballistics Special Attributes: - Magic Discharge Ability - Self Sealing (Oxygen supply for 3 rounds) Spoiler: Misc Miscellaneous Cross Com System Allows communication and sharing of feeds to other party members Auto Epinephrine Injector Has usage die, used to counteract magic allergy penalties and preemptively trigger Adrenaline Surge Ability Omnitool Provides access to almost every mechanical tool to suit the task Spoiler: Abilities Abilities Maintenance Insight (Minor) Any mechanical tasks are performed at Advantage regardless of circumstances. Big Sweetheart (Minor) Advantage to pDex checks made for picking up and carrying romantic partner Praetor Cold Resistance (Minor) Gain Advantage for checks related to resisting effects from the cold. Armor Field Repair (Minor) On the end of combat, Brute can use the scavenged remains of enemy armor to repair the parties, restoring up to half the AP each character possesses. (If paired with a rest this allows for the full repair of Armor) Combat Engineer Training (Minor) - Knowledge to weak points in structures allows for light cover to be destroyed in 2 hits rather then 4 by this character - Able to reload as a free action rather then spending an action to do so Praetor Adrenaline Surge (Major, Positive & Negative) Activated upon reaching critical health (<8 HP) or using adrenaline 3 times in a row, +1 pDex, +2 pFort, adds 15 Temp HP that is depleted after normal HP. Lasts until either health is depleted, combat is over or 8 rounds have passed upon which Brute immediately goes into OoA state. The 15 Temp HP from before is how much health needs to be healed before Brute is once again active rather than simply being at 0 HP and can immediately be gotten up. If Adrenaline Surge is active past 4 rounds, Brute’s sense of friend and foe is blurred and must flip a coin (1d2) to determine if he attacks an enemy or the closest friendly target. Praetor Rapid Healing (Major, Positive) While in OoA state Brute heals at a rate of +2 per round until back up. While not in OoA state, all healing is 2x more effective to himself and heals 1 HP per round. Suppresses the permanent death roll possibility on the roll after leaving OoA unless OoA was caused by a method that would cause complete death (explosives, cut apart, burned to ash, etc). Magic Allergy (Major, Negative) Brute is unable to use magic at all and gains zero Spell Points. Whenever Brute is hit by a magic attack or is in an area of heavy magic saturation for longer than one round, he is forced to make a pFort roll at Disadvantage and at ⅓ his normal pFort score. On a failure his allergies are triggered causing any future actions to be taken at Disadvantage and take 4 direct HP damage per round until he is injected with Adrenaline. HP damage taken in this manner does not cause Adrenaline Surge to activate if he dips to critical health but the adrenaline still counts towards the 3 total uses to force Adrenaline Surge to preemptively activate. Spoiler: Combat Abilities Combat Abilities (Heat) 1 Heat Concussion Round (requires Custom M4) - Fires a concussion round at the target forcing them to make a pDex roll or suffer Disadvantage on all actions their next turn and being forced from cover. Smoke Round (requires Custom M4) - Fires a smoke round at the chosen square and creates a 10 ft Sphere of smoke that persists for 2 rounds Flash Round (requires Custom M4) - Fires a flash round in a 15 ft arc in front of the character, any targets in affected area are blinded for one round. 2 Heat Adhesive Round (requires Custom M4) - Fires an adhesive round at the target forcing them to make a pDex roll or be prevented from moving until they pass a pFort roll to break free. Taser Round (requires Custom M4) - Fires an electrically charged round at a target which causes 1d12 electric damage on a hit and forces Disadvantage per round until an action is spent to remove the round. Gas Round (requires Custom M4) - Fires a Gas Round at a chosen square and creates a 10 ft Sphere of choking gas that affects all targets in the air without a self sealed suit with air or a respirator. All targets take 1d4 gas damage directly to HP while in the area. The gas persists for 3 rounds. 3 Heat Demolition Launcher Round (requires Custom M4) - Fires a projectile into a piece of cover or wall that imbeds into it and explodes. Removes the piece of cover and all targets behind the piece of cover take 2d8 explosive damage and extra damage based on the type of shrapnel produced. (ex. Wood = 1d10, Concrete = 2d6, Steel = 2d10) Cyro Launcher Round (requires Custom M4) - Fires a canister at the chosen square that produces a 10 ft sphere of super cold fluid that immediately chills dealing 3d8 cold damage to all targets armor or health if armor is depleted and prevents all targets from moving or taking actions until they pass a pFort check. If any targets lose all their health to this attack they are frozen solid and can’t be revived. Null Magic Discharge (requires Custom Null Fibreglass suit) - Requires to have been attacked by magic twice or have it simply channeled into his suit (if someone uses an action to channel magic into Brute it doesn’t trigger his allergy). Suit discharges the magic stored into either a projectile, a melee strike or in a 10 ft radius around Brute. Projectile - 120 ft range, one target, 4d6 energy damage Melee - Melee range, one target, 4d8 energy damage and capable to destroying cover Area - 10 ft sphere, 2d8 energy damage in area Spoiler: Magic Magic Brute cannot use magic but use this template below for your own spells for now. Name MP Cost: Effect: Miscast Effect:
Director Natasha “Nat” Jaeger Spoiler Spoiler: PHYSICAL INFO Height 150cm Eye color: Blue Hair color: Plat blonde Spoiler: STATS pDex: 14 pFort: 13 mDex: 17 mFort: 14 oDex: 11 oFort: 14 HP:20 Spoiler: INVENTORY Spoiler: ARMOR Crimson Reaper Medic Armor (Nat Custom) Armor Class: Medium Armor Points: 20 Damage Resistance: Balistics, Energy Special Attributes: - Medical Scanner - Medical Drone controller - Long-range shot trajectory calculator Spoiler: WEAPONS Spoiler: P90 Base Ammo Type: FN 5.7×28mm SS190 APFMJ Base Damage: 1d6 Damage Type: AP Ammo Capacity: 50 Effective Range: 660ft Normal Attack: Semi Auto Other Fire Modes: Full Auto Special Attributes: Spoiler: SR-25 Base Ammo Type: M948 SLAP 7.62×51mm NATO Base Damage: 2d8 VS Armored Targets, 1d12 vs Unarmored Damage Type: SLAP Ammo Capacity: 10/20 Effective Range: 2700ft Normal Attack: Semi Auto Other Fire Modes: None Special Attributes: Required for Special Ammo using HEAT abilities Spoiler: HK45 Compact Tactical Base Ammo Type: .45ACP Base Damage: 1d6 Damage Type: Regular Ammo Capacity: 10 Effective Range: 200ft Normal Attack: Semi Auto Other Fire Modes: None Special Attributes: None Spoiler: MISCELLANEOUS Cross Com System Allows communication and sharing of feeds to other party members Stim Shot Injector Has 6 uses, needs 1 round to reload after each shot or spend 2 HEAT, heals 1d10 Medical Scanner Checks the medical state of the party/target. Details injuries, severity, etc Medical Drone Medical Drone uses optical camouflage to remain undetected until needed. When used, it can heal 2d6 or a certain amount depending on HEAT points used. Spoiler: ABILITIES Medical Insight (Minor) Any medical task is performed at Advantage regardless of circumstances. Enhanced hearing (Minor) Double hearing range, due to cat ears. Sniper Training (Minor) Bonus to to-hit for headshots Medical Drone (Minor) Instead of taking an action or attack, Nat can use the Medical Drone to administer 1st aid to a target that heals for 2d6 Spoiler: COMBAT ABILITIES HEAT Spoiler: 1 HEAT SR-25 Switch To FMJ Nat switches to FMJ Ammo, 2d8 vs unarmored SR-25 Switch To API Nat Switches to API Ammo, 2d8 vs Armor plus chance of ignition SR-25 Switch To Incendiary Nat Switches to Indendiary ammo, 2d8 vs Unarmored, chance of ignition Long Range Shot Trajectory Calculator Nat gains a bonus to long range sniping. Long range shots with sniper rifles rolled with Advantage. Spoiler: 2 HEAT Forced Stim Pistol Reload Instead of taking an action to reload the stim pistol, Nat expends 2 HEAT points and instantly reloads it. Forced Medical Drone Usage BASE Nat can expend two HEAT points to assume emergency control over the Medical Drone, commanding it to heal a target for 2d6 plus 3 due to HEAT Spoiler: 3 HEAT Forced Medical Drone Usage +1 Nat can expend two HEAT points to assume emergency control over the Medical Drone, commanding it to heal a target for 2d6 plus 6 due to HEAT Spoiler: MAGIC None.
Spoiler: Intelligence Specialist Richard Smith Spoiler: Physical appearence Weight: 190 lbs. Height 5’10” Eye colour: Brown Hair colour: Black Spoiler: Stats pDex: 10 pFort: 8 Mdex: 12 Mfort: 18 Odex: 10 Ofort: 15 HP: 17 Class: Fugitive Spoiler: Equipment Weapons Ancient Blade Base Damage: 2d4 Damage Type: Slashing, Energy Max Range: Melee Normal attack: Slash Special attributes: Repels evil energy. 916-G Base Ammo Type: Standard Base Damage: 1d4 Damage Type: N/A Ammo Capacity: 20 Max Range: 160 ft Normal Attack: Double Tap Other Fire Modes: None Special Attributes: None Misc Red Gem: On use, and a successful activation roll, creates an anti magic field 5 meters in diameter centered on the Gem itself. Blue Gem: On use, and a successful activation roll, creates a field that entraps light with a 5 meter diameter centered on the gem. Pocketwatch: Can use a round to activate it, causing a variety of effects(Down below) Cross Com System: Allows Communication and sharing of feeds to other party members Spoiler: Abilities Eyes behind every corner(Minor) Gains advantage to all investigation checks related to other human beings. Back to Back(Minor) Gains advantage on combat checks when he is within 5 feet of an ally. Training: Guerilla Warfare(Minor) If moving into cover, you can move an extra 15 feet to get into cover. You can move through urban environments completely unimpeded. Host of War(Major, Positive) When taken out of action, do not roll for ailments. Immediately roll 2d6, if the number is equal to or higher than half of the characters max health, they regain that much health, and gain a temporary +2 bonus to all rolls. If lower, they remain Out of Action untill the end of combat. After the battle, that character loses their bonus, and immediately takes a 1d4 penalty to both pFort and pDex. Soul Party(Major, Positive and negative) Is constantly followed around by spirits, constantly offering advice. He can roll a Mdex save to decipher the truth, if he fails, he gets wrong information. Can range from telling him that there’s not a guard there when their is, to being told incredibly vital information(Crit success). Spoiler: Heat Abilities 1 Heat Forgotten Blade(Requires Ancient Blade): Adds an extra attack to every attack made with the Ancient blade that turn. Sprinter: Can forgo a combat action to double movement speed that round. Pocketwatch 1: Slows down his perception of time, giving him a +2 to Pdex. 2 Heat Underdog: Gains advantage to all combat checks when used. Arterial Strike: Roll like a normal attack, on a hit, force them to roll a Pfort save or suffer x2 damage from the normal attack, and suffer disadvantage on all rolls until the end of combat. Dirty Tricks: Force enemy to roll Pdex, on a fail, that enemy can no longer act their next turn. Pocketwatch 2: Forces nearby magical energy into his legs, tripling his movement. 3 Heat Hundredfold Blade(Requires ancient blade): Roll an attack like normal, on a hit, roll as many more attacks as damage dealt (Including damage absorbed by armour). Pocketwatch 3: Forces all magic in an area around him into his body, giving him a +4 to pDex and pFort for the combat. Spoiler: Magic None.
Since my is just outrageously large, have a view link to my doc. https://docs.google.com/document/d/1rhCFlNSsaas6RHc6nng0KLQcpahwoeOW2yqU5usLgmI/edit?usp=sharing