THE RULES
PROJECT INFINITY: CHARACTERS AND
MECHANICS
Characters can come from any of the
alternate Earths.
THE MECHANICS
Ability Scores are 3d6 - in any
order
Strength, Intelligence, Wisdom,
Constitution, Dexterity, Charisma, Medical App, Technology App,
Science App
Characters may increase 1 ability score
by 1 point every 3 levels.
Score Modifier
1 -5
2 -4
3-4 -3
5–6 -2
7–8 -1
9–11 +0
12–13 +1
14–15 +2
16–17 +3
18–19 +4
20–21 +5
22–23 +6
24–25 +7
26–27 +8
28–29 +9
30 +10
Ability Checks are used for most
attempted actions. Roll a 20 plus ability score bonus, plus skill
bonus, over the difficulty score.
Non Difficulty 1
Easy Difficulty 5
Average difficulty 10
Difficult Difficulty 15
Extreme Difficulty 20
Impossible Difficulty 25
No Way 40
Situational modifiers may be added to
difficulty rating.
Healing: Under normal
circumstances, 25% of hitpoints lost are healed for each 4 hours of
complete rest. This is in addition to medical treatment.
If 50% or more of a characters hit
points are lost in a single combat or event, then he has been
seriously wounded, and normal healing cannot take place until the
character has had medical attention. If no healing is applied, then
the character will lose 1 HP per hour until dead.
Medical treatment may be applied once
per wound or individual disease.
The laws of physics in this game are
considerably more cinematic than in real life.
EXPLORER CLASS FEATURES
Explorers are generally modern
characters who can travel between alternate realities. Each comes
from a generally modern society, although they can have great
historic and cultural differences, and different time periods, they
are still generally modern. This requires that the character choose a
homeworld and era during creation. Example: Victorian Earth –
1885AD or United States 2010AD. This doesn't change the mechanics of
the class at all, but it does define what technology a character
would be most adept with. Still, explorers have the ability to
quickly learn new technology.
The prime requisite for explorers is
Constitution. The life of an inter-dimensional explorer is physically
demanding, requiring a hearty and hale physique.
Explorers use d8 for hit dice.
Each level, a character rolls for
extra character points. These points may be spent on any skills,
or may be used to increase stat scores on a 3 to 1 basis. Three
points invested raises the stat 1 point.
Sense a trap is for a trap that
is about to spring, an enemy that is about to attack or anything that
would require a save or initiative roll. A success will mean that the
explorer gains initiative the first round, or gains a +4 to a save
when the trap springs.
Explorers are frequently confronted
with new and unusual devices, they have a chance to figure out and
operate new technology after only a few turns exposure. Time required
is 1d6 turns. If the roll fails, then the explorer must be
shown how the device or system operates. An explorer who fails the
roll may try again in 3d6 turns.
Similar to operating unfamiliar
technology, an explorer may also attempt to bypass security systems,
including locks and traps.
Explorers are trained in rappelling
and climbing. An explorer rappells as a normal difficulty roll.
Explorers are trained in first aid.
An explorer may bandage a wounded individual, healing 1d4 hit points.
Medical adds 1d4 per 3 levels of the explorer.
Explorers have a unique ability:
Beginning at 2nd level, an general
explorer may “pick up” an ability from a world or place that
has been visited. An ability could be psionics, Magic, the ability to
use super science, a super power, there are many options. The
requirement is that the character has to have come in contact with
the ability. A new ability is gained every 3 levels.
LEVELS & EXPERIENCE
All characters use the same experience
chart
EXPERIENCE
|
LEVEL
|
HD
|
CHARACTER POINTS
|
0
|
1
|
1
|
d8+2
|
600
|
2
|
2
|
d4+1
|
1800
|
3
|
3
|
d4+1
|
4500
|
4
|
4
|
d4+2
|
9000
|
5
|
5
|
d6+1
|
18000
|
6
|
5+1
|
d6+1
|
29000
|
7
|
5+2
|
d6+2
|
43000
|
8
|
6
|
d6+3
|
60000
|
9
|
7
|
d6+4
|
80000
|
10
|
8
|
d8+2
|
96000
|
11
|
9
|
d8+2
|
126000
|
12
|
10
|
d8+3
|
142000
|
13
|
10+1
|
d8+3
|
168000
|
14
|
10+2
|
d8+4
|
196000
|
15
|
10+3
|
d10+1
|
226000
|
16
|
10+4
|
d10+2
|
270000
|
17
|
10+5
|
d10+3
|
310000
|
18
|
11
|
d10+4
|
340000
|
19
|
11+1
|
d10+5
|
380000
|
20
|
11+2
|
d10+6
|
Each level, the character gains
Character Points to be distributed as skill bonuses. Points can be
used to increase ability scores, with 3 points being spent to add 1
to an ability score.
SKILLS
Strength
Athletics
HTH Combat
Rappelling
Dexterity
Acrobatics
Sleight of Hand
Stealth
Ranged Combat
Armor Class
Armor Class
Constitution
Endurance
Concentration.
Hit Points
Hit Points
Intelligence
Science
History
Investigation
Nature
Religion
Pilot Vehicle
Paranormal
Wisdom
Animal Handling
Insight
Medical
Perception
Survival
Technology
Sense Trap
Charisma
Deception
Intimidation
Performance
Persuasion
WEAPONS AND ARMOR
Armor class increases. An unarmored
character is armor is AC 10 + Dex Bonus.
No Armor 10
Heavy Clothes 11
Leather Armor 12
Studded Leather 13
Scale Armor 14
Chain Shirt 15
Chain Mail 16
Plate mail 17
Shield +2
Ballistic Vest 15
Firearms treat armor, other than
ballistic, as Leather Armor. (+1)
Energy Weapons ignore armor, other
than force fields..
Weapon
|
Damage
|
Rate
|
Cap
|
Wt
|
Light
Pistol
|
1d4+1
|
1
|
6
|
1
lb.
|
Medium
Pistol
|
1d6+1
|
1
|
8
|
1.5
lb.
|
Heavy
Pistol
|
1d8+1
|
1
|
6
|
2
lb
|
Submachinegun
|
1d6+1
|
1/3
|
32
|
8
lb.
|
Light
Rifle
|
1d10+1
|
1
|
6
|
8
lb.
|
Medium
Rifle
|
2d6+1
|
1
|
6
|
10
lb.
|
Heavy
Rifle
|
2d8+1
|
1
|
6
|
12
lb.
|
Heavy
Machine Gun
|
2d12+1
|
burst
|
100
|
80
lb.
|
Knife
|
1d4
|
-
|
-
|
1
lb.
|
Machete
|
1d6
|
-
|
-
|
2
lb.
|
Axe
|
1d8
|
-
|
-
|
4
lb.
|
Sword
|
1d8
|
-
|
-
|
4
lb.
|
Quarterstaff
|
1d6
|
-
|
-
|
2
lb.
|
Club
|
1d6
|
-
|
-
|
6
lb.
|
Spear
|
1d8
|
-
|
-
|
3
lb.
|
Fist
|
1d2
|
-
|
-
|
-
|
A combat round lasts 6 seconds.
During a round a combatant may attack,
Move full movement, or move half movement and attack at -1 to hit.
INITIATIVE: roll d20 + dex bonus +
Ability Check Bonus
Combat proceeds with highest
initiative to lowest.
Roll d20 + Dex or Str bonus + Ability
Check Bonus. A roll over target AC scores a hit.
A natural 1 is a fumble: Attack
misses, and lose next attack. A Natural 20 is a critical hit:
Maximum damage, but only if rolling a 20 would hit. If the target
requires a roll of 21 or more to hit, then the attack still fails.
FIREARM RULES
Automatic pistols get up to 2 attacks
per round. Each additional attack is at -1
Submachineguns and automatic rifles
get 1 or 3 shots or burst.
Burst allows an attack on a 10x10
area, or a 20x20 area Everyone in the area makes a dex save to dodge
the bullets. A target that fails the save is hit with 1d4 rounds
A burst uses ½ the ammunition
capacity of the weapon.
A machine gun only fires in a burst 20
rounds, or the number of rounds in the description.
FALLING DAMAGE
For every 10 foot of fall, roll a
Dexterity Save. A fail means taking 1sg
HIT LOCATIONS
01-04 Right Foot
05-08 Right Calf
09-12 Right Knee
13-16 Right Hip
17-20 Right Thigh or Tail
21-24 Left Foot
25-28 Left Calf
29-32 Left Knee
33-36 Left Hip
37-40 Left Thigh or Tail
41-44 Right Hand
45-48 Right Lower Arm
49-52 Right Elbow
53-56 Right Upper Arm
57-60 Right Shoulder
61-64 Left Hand
65-68 Left Lower Arm
69-72 Left Elbow
73-76 Left Upper Arm
77-80 Left Shoulder
81-84 Genitals
85-88 Abdomen
89-92 Chest
93-96 Neck
97-00 Head
SURVIVAL RULES
Temperature
Heat and cold deal damage cannot be
recovered until the character counteracts or escapes the inclement
temperature. A character not properly equipped to counteract the heat
or cold must roll a SURVIVAL check each hour with a Difficult
Difficulty target (15). Failure means that the character loses 1d4
hit points and 1 CON point. Heavy clothing or armor gives a –4
penalty on survival check vs, heat but gives a +4 bonus on survival
check against cold. Extreme conditions force a character to make a
survival check every 15 minutes. Failure means that the character
loses 1d6 hit points and 2 CON points. Once the character is in a
normal environment again, HP and CON heal fully in 8 hours.
Starvation And Thirst
In normal climates, characters need at
least ½ gallon of fluids and about 1/4 pound of decent food per day
just to survive. In Hot environments, characters require 2 times as
much water, and in very hot environments, characters require 3 times
as much water. A character can go without water for one day plus a
number of hours equal to CON score. After that, the character must
make an Average Difficulty target Survival Check (10+) each hour, or
take 1d6 points of damage and lose 1 CON point. A character can go
without food for 3 days. After this, the character must make an
Average Difficulty target Survival Check (10+) each hour, or take 1d6
points of damage and lose 1 CON point. Once adequate food and water
are available, the damage is recovered in 8 hours.
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