- Location
- USA
Hello SV! I am a long-time fan of a freshly released system called Orpheus Protocol -- been following the canon story in its podcast form for a few years -- and I'd like to mildly adapt it for use here, in a PbP format.
Orpheus Protocol was written by Rob Stith and published by Varcolac Press. It is a modern system focused on spycraft, the unnatural, and the world caught between. It's a sort of "fudge dice" system, in which you roll 3d6 and regard two sides as "-1", two as "+1," and two as "+0." Though it is not the kind of game with fantasy races, there are several delightfully flavorful Archetypes, which vacillate between race and class in their own ways. I will briefly list them below.
But first: what do I have in mind? I'd like to gather at least three people to assemble a Cell and get them going on assignments for the black-ops occult organization, ORPHEUS. We will first have a healthy discussion of the Archetypes and expectations for story and safety, then a little briefing on rules. The system is easier to just start into than to fully explain at once, and learn as you go. If there's enough people interested that we have 6 or more, I'm open to running you as a four-person Cell, a three-person and a two-person, or as 2+ Cells of three operatives each. Separate Cells will rarely cross paths in the story, but will be playing in the same world.
Please reply below and let me know how this strikes you. Feel free to ask as many questions as you like. Now, to entice you, 17 Archetypes paraphrased from the rulebook:
SOLDIER - Mundane; resource-efficient damage dealer at range or in melee; some powerful tactics and leadership abilities that benefit allies. Can be blended with up to two other Archetypes.
CYBORG - Mundane; similar to the Soldier (including that it is the only other Archetype you can blend with two others), more tanky but less useful in synergy. Defined by replacing parts of your body with cool mechanical upgrades.
DRAUGR - Melee damage dealer, stealthy and surprising, becomes powerful as the fight goes on and enemies bleed out.
EMANANT - Summoner with multiple pets, takes time to ramp, but with huge payoffs as a jack-of-all-trades and efficient user of the action economy.
HERMETICIST - The game's "bard," in a manner of speaking. A magi-scientist of sorts with access to healing, debuffs, and a Homunculus companion.
HERO - Melee powerhouse not remotely easy to take down, can stand up to offense, shut down status effects, fight off Horror, and waive bad luck. Like the Soldier, the Hero is skilled in tactics.
MEDIUM - A caster class with some spread in offense and utility support. The ace of info gathering and perception, can summon the dead, and shut down enemies.
NEPHILIM - The infusion of human anatomy and otherworldly malice, something like a Cyborg equivalent from the farthest reaches of reality; gains extreme tanking support from their bodily transformation, and can trade endurance for more damage up close. At range, strong damage and debuff power.
OCCULTIST - The sorcerer type, stealthy and good at infiltration, but remarkably good at physical survival (at the cost of "softer" stats).
PATHOKINETIC - The social god, many debuffs and support options. The last word in person-to-person utility.
PSYCHIC - Info gatherer with ranged debuffs and psionic attacks.
TELEKINETIC - Ranged damage dealer, difficult to take down up close.
TRUE FAITH - Something of a Paladin, excellent healing of self and group, and great survival options.
VAMPIRE THRALL - Supports many ways of play, including melee damage, mobility, and ranged debuffs, but lacking in options for utility and party support.
WEAPON BEARER - Melee or Ranged damage dealer, consistent attacker, mitigates defenses, personally has high defense values.
WEREWOLF - Virtues of the Nephilim and Draugr to different degrees; a transforming bruiser with high defense and mobility. Like the Emanant, it takes time to get rolling, but is difficult for enemies to stop when it hits full steam.
WITCH - Buff/debuff focused, lacks direct offensive or defensive potential, provides first-rate disruptive effects and strong buffs for self and party.
Orpheus Protocol was written by Rob Stith and published by Varcolac Press. It is a modern system focused on spycraft, the unnatural, and the world caught between. It's a sort of "fudge dice" system, in which you roll 3d6 and regard two sides as "-1", two as "+1," and two as "+0." Though it is not the kind of game with fantasy races, there are several delightfully flavorful Archetypes, which vacillate between race and class in their own ways. I will briefly list them below.
But first: what do I have in mind? I'd like to gather at least three people to assemble a Cell and get them going on assignments for the black-ops occult organization, ORPHEUS. We will first have a healthy discussion of the Archetypes and expectations for story and safety, then a little briefing on rules. The system is easier to just start into than to fully explain at once, and learn as you go. If there's enough people interested that we have 6 or more, I'm open to running you as a four-person Cell, a three-person and a two-person, or as 2+ Cells of three operatives each. Separate Cells will rarely cross paths in the story, but will be playing in the same world.
Please reply below and let me know how this strikes you. Feel free to ask as many questions as you like. Now, to entice you, 17 Archetypes paraphrased from the rulebook:
SOLDIER - Mundane; resource-efficient damage dealer at range or in melee; some powerful tactics and leadership abilities that benefit allies. Can be blended with up to two other Archetypes.
CYBORG - Mundane; similar to the Soldier (including that it is the only other Archetype you can blend with two others), more tanky but less useful in synergy. Defined by replacing parts of your body with cool mechanical upgrades.
DRAUGR - Melee damage dealer, stealthy and surprising, becomes powerful as the fight goes on and enemies bleed out.
EMANANT - Summoner with multiple pets, takes time to ramp, but with huge payoffs as a jack-of-all-trades and efficient user of the action economy.
HERMETICIST - The game's "bard," in a manner of speaking. A magi-scientist of sorts with access to healing, debuffs, and a Homunculus companion.
HERO - Melee powerhouse not remotely easy to take down, can stand up to offense, shut down status effects, fight off Horror, and waive bad luck. Like the Soldier, the Hero is skilled in tactics.
MEDIUM - A caster class with some spread in offense and utility support. The ace of info gathering and perception, can summon the dead, and shut down enemies.
NEPHILIM - The infusion of human anatomy and otherworldly malice, something like a Cyborg equivalent from the farthest reaches of reality; gains extreme tanking support from their bodily transformation, and can trade endurance for more damage up close. At range, strong damage and debuff power.
OCCULTIST - The sorcerer type, stealthy and good at infiltration, but remarkably good at physical survival (at the cost of "softer" stats).
PATHOKINETIC - The social god, many debuffs and support options. The last word in person-to-person utility.
PSYCHIC - Info gatherer with ranged debuffs and psionic attacks.
TELEKINETIC - Ranged damage dealer, difficult to take down up close.
TRUE FAITH - Something of a Paladin, excellent healing of self and group, and great survival options.
VAMPIRE THRALL - Supports many ways of play, including melee damage, mobility, and ranged debuffs, but lacking in options for utility and party support.
WEAPON BEARER - Melee or Ranged damage dealer, consistent attacker, mitigates defenses, personally has high defense values.
WEREWOLF - Virtues of the Nephilim and Draugr to different degrees; a transforming bruiser with high defense and mobility. Like the Emanant, it takes time to get rolling, but is difficult for enemies to stop when it hits full steam.
WITCH - Buff/debuff focused, lacks direct offensive or defensive potential, provides first-rate disruptive effects and strong buffs for self and party.
I elected to put a simplified version of the character creation process here, rather than post it several times over. Here you go!
Step 1: Create your Bond, Principle, and Fear. Your Bond is a relationship or emotional investment you have in an individual, a group, or an organization. How it makes your character feel does not need to be mutual. Bonds are either Affirming or Estranging. Affirming Bonds help you pull close to what makes you human. Estranging Bonds are what about humanity you are driven to separate yourself from. Examples: "My Little Brother (Protective Concern, Affirming), or The Cult I Escaped (Fearful Hatred, Estranging).
Principles are strong beliefs your character has, which can also be Estranging or Affirming. Examples: The Strong Must Prey On The Weak (Estranging), or The Strong Are Valued By How They Treat The Weak (Affirming).
Fears are a rational or irrational opposition your character has when confronting something. They are neither Affirming nor Estranging, and unlike the Bonds/Principles, are not something you use. I do, as Director. Examples: Fear of Clowns, Fear of Heights, Fear of Mob Mentality.
Characters may also start the game with up to two Flaws. Each Flaw may impose a penalty on you, between -1 and -3. Tell me what Flaws you have, if any, and I'll let you know what the penalty would be, before you commit to the decision permanently. When it inconveniences you, there is a once-per session benefit. Since we'll be playing in forum, I will be adjudicating when this refreshes.
*-1 Flaw: Refresh 1 Strain of type you choose.
*-2 Flaw: Refresh 2 Strain, you choose type(s).
*-3 Flaw: Gain a Memento Mori. Powerful, I will explain further during game.
Step 2: Attributes
Characters begin the game with 15 AP (Attribute Points). There are 2 Mind Attributes, 2 Body Attributes, and 2 Spirit Attributes for you to spend them on. The human maximum for an Attribute is 5, and the minimum is 0.
The Attributes are:
Perception (Mind) - General awareness, used in Awareness checks, Ranged attacks, and observation.
Focus (Mind) - Analysis, cognition, and thinking clearly under duress. Determines Clarity track, used in Knowledge Skills, grants Acuity bonus, factors into Initiative, and sometimes helps on Horror through Discipline.
Dexterity (Body) - Balance, quickness, and precision. Used in Evade, Initiative, Athletics, Attacks, and other forms of competence.
Vitality (Body) - Raw power and resilience. Determines Health track, used in Melee attack, grants Toughness bonus, used in checks requiring hardiness, and other types of competence.
Charisma (Spirit) - Force of personality. Used in social checks, largely determines your ability to socially influence.
Willpower (Spirit) - Strength of your will. Determines Stress track, used in Stability checks and Initiative. Grants Force of Will bonus.
Step 1: Create your Bond, Principle, and Fear. Your Bond is a relationship or emotional investment you have in an individual, a group, or an organization. How it makes your character feel does not need to be mutual. Bonds are either Affirming or Estranging. Affirming Bonds help you pull close to what makes you human. Estranging Bonds are what about humanity you are driven to separate yourself from. Examples: "My Little Brother (Protective Concern, Affirming), or The Cult I Escaped (Fearful Hatred, Estranging).
Principles are strong beliefs your character has, which can also be Estranging or Affirming. Examples: The Strong Must Prey On The Weak (Estranging), or The Strong Are Valued By How They Treat The Weak (Affirming).
Fears are a rational or irrational opposition your character has when confronting something. They are neither Affirming nor Estranging, and unlike the Bonds/Principles, are not something you use. I do, as Director. Examples: Fear of Clowns, Fear of Heights, Fear of Mob Mentality.
Characters may also start the game with up to two Flaws. Each Flaw may impose a penalty on you, between -1 and -3. Tell me what Flaws you have, if any, and I'll let you know what the penalty would be, before you commit to the decision permanently. When it inconveniences you, there is a once-per session benefit. Since we'll be playing in forum, I will be adjudicating when this refreshes.
*-1 Flaw: Refresh 1 Strain of type you choose.
*-2 Flaw: Refresh 2 Strain, you choose type(s).
*-3 Flaw: Gain a Memento Mori. Powerful, I will explain further during game.
Step 2: Attributes
Characters begin the game with 15 AP (Attribute Points). There are 2 Mind Attributes, 2 Body Attributes, and 2 Spirit Attributes for you to spend them on. The human maximum for an Attribute is 5, and the minimum is 0.
The Attributes are:
Perception (Mind) - General awareness, used in Awareness checks, Ranged attacks, and observation.
Focus (Mind) - Analysis, cognition, and thinking clearly under duress. Determines Clarity track, used in Knowledge Skills, grants Acuity bonus, factors into Initiative, and sometimes helps on Horror through Discipline.
Dexterity (Body) - Balance, quickness, and precision. Used in Evade, Initiative, Athletics, Attacks, and other forms of competence.
Vitality (Body) - Raw power and resilience. Determines Health track, used in Melee attack, grants Toughness bonus, used in checks requiring hardiness, and other types of competence.
Charisma (Spirit) - Force of personality. Used in social checks, largely determines your ability to socially influence.
Willpower (Spirit) - Strength of your will. Determines Stress track, used in Stability checks and Initiative. Grants Force of Will bonus.
Step 3: Skills
You begin with 35 CSP and 35 NCSP (Combat Skill and Non-Combat Skill respectively). Spend them on improving your Skills and acquiring new ones. Rank D in a skill costs 1 point of the appropriate type.
Rank C costs +2 extra points, Rank B costs +3 extra points on top of C, Rank A costs +4 extra points on top of B, and S costs +5 extra points on top of A. A character may not improve more than two Combat Skills to rank A during character creation, and only one of those two can be further improved to rank S. A character may not improve any non-combat Skill more than three times each at creation.
Rank D skills can spend up to 2 Strain to boost rolls, gaining +1 to the check for each Strain spent. Higher ranks have additional benefits I will explain later. For now, just decide what skills you want to be better than the rest.
Combat Skill List:
Athletics (D/V), Attack, Awareness (Per), Dodge, Discipline (Foc), Stability (Will), and Stealth (Dex).
NC Skill List:
Cybersecurity (Foc), Deception (Cha), Drive (D/C), Empathy (C/P), Endurance (Vit), First Aid (Dex), Intimidation (C/V), Investigation (P/F), Knowledge or Craft (F/D/C), Languages (Foc), Might (Vit), Presence (Cha), Security (D/P/F), and Sleight of Hand (Dex).
Examples of Knowledge:
Cryptography, Psychology, Forensics, Underworld, Occult (has special benefits and drawbacks, distinct from Eldritch).
Step 4: Backgrounds
Choose one of the following: Scientist, Occult Scholar, Logistics Operator, Criminal, Turned Cultist, Combat Veteran, Medical Professional, Intelligence Asset, Cyber Security, or Civilian/Custom.
Scientist gives you the following automatically, without spending Skill Points: Empathy (D), Investigation and Knowledge (Academia)(C on each), Knowledge (choose a Science type)(B), and Combat Skill Bonus (Discipline).
Occult Scholar gives you: Knowledge (Eldritch)(D), Investigation and Empathy (C on each), Knowledge (Occult)(B), and CSB (Stability).
Logistics Operator gives you: Security (D), Cybersecurity and Knowledge (Military)(C on each), Knowledge (Tradecraft)(B), and CSB (Stability).
Criminal gives you: Deception (D), Knowledge (Underworld) and Security (C on each), Intimidation (B), and CSB (Stealth).
Turned Cultist gives you: Knowledge (Eldritch)(D), Knowledge Occult and Empathy (C on each), Deception (B), and CSB (Stealth).
Combat Veteran gives you: Might (D), Intimidation and First Aid (C on each), Endurance (B), and CSB (Athletics).
Medical Professional gives you: Investigation (D), Knowledge (Medicine) and Empathy (C on each), First Aid (B), and CSB (Stability).
Intelligence Asset gives you: Cybersecurity (D), Deception and Security (C on each), Empathy (B), and CSB (Awareness).
Cyber Security gives you: Knowledge (Deep Web)(D), Investigation and Knowledge (Computers)(C on each), Cybersecurity (B), and CSB (Discipline).
If you are a Civilian or take a Custom Background, you get 1 NC Skill in Rank D, 2 NC Skills in Rank C, 1 NC Skill in Rank B, and 1 Combat Skill Bonus of your choosing.
You begin with 35 CSP and 35 NCSP (Combat Skill and Non-Combat Skill respectively). Spend them on improving your Skills and acquiring new ones. Rank D in a skill costs 1 point of the appropriate type.
Rank C costs +2 extra points, Rank B costs +3 extra points on top of C, Rank A costs +4 extra points on top of B, and S costs +5 extra points on top of A. A character may not improve more than two Combat Skills to rank A during character creation, and only one of those two can be further improved to rank S. A character may not improve any non-combat Skill more than three times each at creation.
Rank D skills can spend up to 2 Strain to boost rolls, gaining +1 to the check for each Strain spent. Higher ranks have additional benefits I will explain later. For now, just decide what skills you want to be better than the rest.
Combat Skill List:
Athletics (D/V), Attack, Awareness (Per), Dodge, Discipline (Foc), Stability (Will), and Stealth (Dex).
NC Skill List:
Cybersecurity (Foc), Deception (Cha), Drive (D/C), Empathy (C/P), Endurance (Vit), First Aid (Dex), Intimidation (C/V), Investigation (P/F), Knowledge or Craft (F/D/C), Languages (Foc), Might (Vit), Presence (Cha), Security (D/P/F), and Sleight of Hand (Dex).
Examples of Knowledge:
Cryptography, Psychology, Forensics, Underworld, Occult (has special benefits and drawbacks, distinct from Eldritch).
Step 4: Backgrounds
Choose one of the following: Scientist, Occult Scholar, Logistics Operator, Criminal, Turned Cultist, Combat Veteran, Medical Professional, Intelligence Asset, Cyber Security, or Civilian/Custom.
Scientist gives you the following automatically, without spending Skill Points: Empathy (D), Investigation and Knowledge (Academia)(C on each), Knowledge (choose a Science type)(B), and Combat Skill Bonus (Discipline).
Occult Scholar gives you: Knowledge (Eldritch)(D), Investigation and Empathy (C on each), Knowledge (Occult)(B), and CSB (Stability).
Logistics Operator gives you: Security (D), Cybersecurity and Knowledge (Military)(C on each), Knowledge (Tradecraft)(B), and CSB (Stability).
Criminal gives you: Deception (D), Knowledge (Underworld) and Security (C on each), Intimidation (B), and CSB (Stealth).
Turned Cultist gives you: Knowledge (Eldritch)(D), Knowledge Occult and Empathy (C on each), Deception (B), and CSB (Stealth).
Combat Veteran gives you: Might (D), Intimidation and First Aid (C on each), Endurance (B), and CSB (Athletics).
Medical Professional gives you: Investigation (D), Knowledge (Medicine) and Empathy (C on each), First Aid (B), and CSB (Stability).
Intelligence Asset gives you: Cybersecurity (D), Deception and Security (C on each), Empathy (B), and CSB (Awareness).
Cyber Security gives you: Knowledge (Deep Web)(D), Investigation and Knowledge (Computers)(C on each), Cybersecurity (B), and CSB (Discipline).
If you are a Civilian or take a Custom Background, you get 1 NC Skill in Rank D, 2 NC Skills in Rank C, 1 NC Skill in Rank B, and 1 Combat Skill Bonus of your choosing.
You begin the game at Level 0, with a limited number of Archetypes. Normally, this is no more than 2. However, Cyborg or Soldier can be added as a third, and if you really sell me on it, I'm authorized to let you take both, as well as two other Archetypes (but you can only start with 3). I've already described them in brief, above.
The way you do this is select 3 Archetype Abilities to put 1 Rank in. Alternately, you may put 2 Ranks in one Ability, and the last one in another Ability. Or you can just dump all 3 Ranks into one Ability, but I don't recommend this as it really limits your options. Additionally, each Archetype has a Unique Mechanic that defines its abilities and is fueled by them. You only get 1 Unique Mechanic until later, so pick which Archetype is your Primary Archetype. You get the Unique Mechanic from that one.
Below, I summarize what this looks like for each. If you're really stuck, I can spell out what an Ability does. I will not be writing them all out in full. That is many pages of information, no matter how I do it. If you want a fill-in, the Beta version is free on the Orpheus Protocol website.
Soldier
Unique Mechanic: Training Discipline (you start with 10 Training Points to burn in place of Strain, and you can gain 5-10 more during each downtime; you do not gain Training Discipline from use of abilities)
Ability: CQC Training (spend Strain to grant Rate of Fire to your light melee attacks; L2 grants one called shot with RoF as well; L3 passively grants a +2 instead of your attack roll, once per scene)
Ability: Combat Tactician (spend Strain/Initiative for bonuses in Tactics; L3 passively lets you reduce Initiative cost of a Tactics maneuver or Tactics attack by 1)
Ability: Field Experience (beat ties in combat without spending Strain; costs 2 Humanity to gain, and higher Ranks cost more; L2 ignores all negative dice on Initiative as well, and L3 modifies Full Defense to grant +2 to defense, instead of +1)
Ability: Firearms Training (spend Strain to reduce penalties on ranged attacks, and not just firearms; L3 replaces one Ranged Attack roll per scene with a +2 result)
Ability: Focus, Commitment, Sheer Will (passively ignore some Stress and Humanity loss from Horror checks prompted by Danger or violent actions you take, and gain +1 to Grit checks; higher ranks add to this in value and variety; FCSW costs Humanity investment to take)
Ability: Intelligence Training (spend Strain to gain stealth/surveillance bonuses; higher ranks improve this)
Cyborg
Unique Mechanic: Predictive Algorithm (+1 Tactics bonus at the end of each round, to all combat checks directly opposing entities you were aware of for the full round, and which are primarily physical in nature, stacking to max +3 at ends of subsequent rounds. Once per round, you may spend 2 Mental and/or Physical strain to increase your Predictive Algorithm bonus by +1; full rules include more benefits)
Ability: Enhanced Optical Targeting Systems (invest Humanity to take; improves your attacks for each previous attack you made since engaging OTS, max +3; higher ranks further augment how you attack)
When you engage OTS, you may spend 2 Humanity to increase Predictive Algorithm bonus by +1.
Ability: Integrated Projectile Weapon (you have a subsonic Gauss gun in your arm; I'll explain the rules if you take it)
When you have +1 or more from Predictive Algorithm, on additional (RoF) shots taken in one action, the accuracy penalty to each is 1 less severe than normal.
Ability: Integrated Life Support Systems (daily Physical heal; improves with Ranks)
You passively have +1 Toughness for Strain based damage reduction as long as you have at least +1 Predictive Algorithm bonus)
Ability: Integrated Stealth Technology (spend Strain to gain Stealth bonuses)
If you are at +3 Predictive Algorithm when you emerge from stealth affected by IST, enemy attacks suffer -3 to hit you until your next turn.
Ability: Overcharge (invest Humanity to take; you may spend Physical Strain to gain bonuses to melee attacks, Might, Athletics, and Parry)
While under this effect, your Predictive Algorithm bonus applies to Evade value as well.
Ability: Subdermal Armor (improves Armor and Toughness)
When at +3 Predictive Algorithm, your systems run perfectly, granting +2 additional Armor.
For the other Archetypes, see the spoiler tabs below.
Step 6
Now we just have some housekeeping on your attributes.
Your Melee Attack is (Dex+Vit)/2.
Your Ranged Attack is (Dex+Per)/2.
Your Unnatural Attack (if applicable) is (Per + Will or Foc)/2.
Evade = (Dex+Per)/2.
Parry = (Dex+Vit)/2.
Vigilance = (Per+Foc)/2.
Wariness = (Cha + Will or Foc)/2.
Speed = (Dex+Vit)/2.
Acuity = If you have 3 Foc, you have 1 Acuity. If you have 5 Foc, Acuity is +1 higher than that.
Toughness = Same as Acuity, but references Vit instead of Foc.
Force of Will = Same as above, but references Will instead of Foc.
Tactical Acumen = +1 for each point of Acuity.
Initiative = Sum of the 2 highest of the following: Focus, Willpower, Dexterity. There are other bonuses that apply.
The way you do this is select 3 Archetype Abilities to put 1 Rank in. Alternately, you may put 2 Ranks in one Ability, and the last one in another Ability. Or you can just dump all 3 Ranks into one Ability, but I don't recommend this as it really limits your options. Additionally, each Archetype has a Unique Mechanic that defines its abilities and is fueled by them. You only get 1 Unique Mechanic until later, so pick which Archetype is your Primary Archetype. You get the Unique Mechanic from that one.
Below, I summarize what this looks like for each. If you're really stuck, I can spell out what an Ability does. I will not be writing them all out in full. That is many pages of information, no matter how I do it. If you want a fill-in, the Beta version is free on the Orpheus Protocol website.
Soldier
Unique Mechanic: Training Discipline (you start with 10 Training Points to burn in place of Strain, and you can gain 5-10 more during each downtime; you do not gain Training Discipline from use of abilities)
Ability: CQC Training (spend Strain to grant Rate of Fire to your light melee attacks; L2 grants one called shot with RoF as well; L3 passively grants a +2 instead of your attack roll, once per scene)
Ability: Combat Tactician (spend Strain/Initiative for bonuses in Tactics; L3 passively lets you reduce Initiative cost of a Tactics maneuver or Tactics attack by 1)
Ability: Field Experience (beat ties in combat without spending Strain; costs 2 Humanity to gain, and higher Ranks cost more; L2 ignores all negative dice on Initiative as well, and L3 modifies Full Defense to grant +2 to defense, instead of +1)
Ability: Firearms Training (spend Strain to reduce penalties on ranged attacks, and not just firearms; L3 replaces one Ranged Attack roll per scene with a +2 result)
Ability: Focus, Commitment, Sheer Will (passively ignore some Stress and Humanity loss from Horror checks prompted by Danger or violent actions you take, and gain +1 to Grit checks; higher ranks add to this in value and variety; FCSW costs Humanity investment to take)
Ability: Intelligence Training (spend Strain to gain stealth/surveillance bonuses; higher ranks improve this)
Cyborg
Unique Mechanic: Predictive Algorithm (+1 Tactics bonus at the end of each round, to all combat checks directly opposing entities you were aware of for the full round, and which are primarily physical in nature, stacking to max +3 at ends of subsequent rounds. Once per round, you may spend 2 Mental and/or Physical strain to increase your Predictive Algorithm bonus by +1; full rules include more benefits)
Ability: Enhanced Optical Targeting Systems (invest Humanity to take; improves your attacks for each previous attack you made since engaging OTS, max +3; higher ranks further augment how you attack)
When you engage OTS, you may spend 2 Humanity to increase Predictive Algorithm bonus by +1.
Ability: Integrated Projectile Weapon (you have a subsonic Gauss gun in your arm; I'll explain the rules if you take it)
When you have +1 or more from Predictive Algorithm, on additional (RoF) shots taken in one action, the accuracy penalty to each is 1 less severe than normal.
Ability: Integrated Life Support Systems (daily Physical heal; improves with Ranks)
You passively have +1 Toughness for Strain based damage reduction as long as you have at least +1 Predictive Algorithm bonus)
Ability: Integrated Stealth Technology (spend Strain to gain Stealth bonuses)
If you are at +3 Predictive Algorithm when you emerge from stealth affected by IST, enemy attacks suffer -3 to hit you until your next turn.
Ability: Overcharge (invest Humanity to take; you may spend Physical Strain to gain bonuses to melee attacks, Might, Athletics, and Parry)
While under this effect, your Predictive Algorithm bonus applies to Evade value as well.
Ability: Subdermal Armor (improves Armor and Toughness)
When at +3 Predictive Algorithm, your systems run perfectly, granting +2 additional Armor.
For the other Archetypes, see the spoiler tabs below.
Step 6
Now we just have some housekeeping on your attributes.
Your Melee Attack is (Dex+Vit)/2.
Your Ranged Attack is (Dex+Per)/2.
Your Unnatural Attack (if applicable) is (Per + Will or Foc)/2.
Evade = (Dex+Per)/2.
Parry = (Dex+Vit)/2.
Vigilance = (Per+Foc)/2.
Wariness = (Cha + Will or Foc)/2.
Speed = (Dex+Vit)/2.
Acuity = If you have 3 Foc, you have 1 Acuity. If you have 5 Foc, Acuity is +1 higher than that.
Toughness = Same as Acuity, but references Vit instead of Foc.
Force of Will = Same as above, but references Will instead of Foc.
Tactical Acumen = +1 for each point of Acuity.
Initiative = Sum of the 2 highest of the following: Focus, Willpower, Dexterity. There are other bonuses that apply.
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