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

Constitution
Endurance
Concentration.
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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