Division 66 Tabletop (Rules and Characters)

Discussion in 'Division-66' started by Bruteforce123, Oct 30, 2018.

  1. Bruteforce123

    Bruteforce123 Moderator

    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.
     
  2. Bruteforce123

    Bruteforce123 Moderator

    Maintenance Director and Field Agent Brute

    Weight: 210 lbs
    Height: 6’ 0”
    Eye Color: Brown
    Hair Color: Brown
    pDex: 15 pFort: 13 mDex: 14 mFort: 12 oDex: 6 oFort: 7

    HP: 19

    Class: TBD
    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
    Armor

    Custom Null Fiberglass Suit
    Armor Class: Medium
    Armor Points: 26
    Damage Resistance: Electric, Energy
    Special Attributes:
    - Magic Discharge Ability
    - Self Sealing (Oxygen supply for 3 rounds)
    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
    Abilities

    Maintenance Insight (Minor)
    Any mechanical tasks are performed at Advantage regardless of circumstances.

    Big Sweetheart (Minor)
    Advantage to checks made for picking up and carrying romantic partner

    Praetor Cold Resistance (Minor)
    Gain Advantage for checks related to resisting effects from the cold.

    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.
    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
    Magic

    Brute cannot use magic but use this template below for your own spells for now.

    Name
    MP Cost:
    Effect:
    Miscast Effect:
     
    Last edited: Oct 30, 2018
  3. SilverSword

    SilverSword Active Agent

    Director Natasha “Nat” Jaeger
    Height 150cm

    Eye color: Blue

    Hair color: Plat blonde
    pDex: 14 pFort: 13 mDex: 17 mFort: 14 oDex: 11 oFort: 14

    HP:20
    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
    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:
    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
    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
    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.
    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
    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.
    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
    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
    None.
     
  4. Birdseye

    Birdseye New Agent

    Weight: 190 lbs.

    Height 5’10”

    Eye colour: Brown

    Hair colour: Black
    pDex: 10 pFort: 8 Mdex: 12 Mfort: 18 Odex: 10 Ofort: 15


    HP: 17

    Class: Fugitive
    Weapons


    Ancient Blade

    Base Damage: 2d4

    Damage Type: Sharp, Magic

    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
    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.


    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).
    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.
    None.
     
    Last edited: Nov 15, 2018 at 6:27 AM
  5. Operator

    Operator Senior Agent

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