[center][img]https://img.roleplayerguild.com/prod/users/75bd8249-1a2c-4bde-acee-4c157b5522d2.png[/img][/center] The world is in shambles, it always has been. Corporations rule everything, chief offenders include one of the most prosperous Genetic Research and Development companies based in the country of North Daimon; Xenotec Industries. Genetics as a science has changed from studying its intricacies to editing its very foundation, giving rise to new breeds of humanity... The Supernaturals, strange powers were unlocked by adapting to external stimuli with more than a little help. The Hybrids, a union of beast and man through advanced genome splicing. The Strangers are seemingly normal at first glance, but secrets of human genetics lay deep within, giving more [i]unique[/i] side effects. These genetically altered persons comprise 15% of the population and are used as labor slaves for other corporations, often sold to the highest bidder, and the industry is only reaching higher in its ambition... Genetic modifications are as widespread as smartphones, though not voluntarily, and it seems that the color of skin is not the only thing being discriminated against anymore. Humanity split, only a matter of time before the country goes downhill. That's what the North Daimon Peacekeeping Force is supposed to prevent, keep the mutts in their place and no civil war. It turns out that's only doing more damage than intended. Enter the Resistance, a small group of Altereds going against Xenotec and their corporate military. That's where you come in. [hr] STR4NG3RS is a campaign designed for 4-6 players, running on a 2d8/2d6 system of my creation. It will be gritty and dark, underlining corporate corruption, and discrimination, and a realistic view of the results and aftereffects of successful genetic modification. This setting is a midway point between cyberpunk and modern, meaning advanced technology exists but is only available for those who have the cash to access it. The continent of North Daimon will be the main area in which the story takes place, beginning in the megacity of Sion. [hr] [hider=The System] [h2]Basics[/h2] The STR4NG3RS system uses an alternating dice system of 2d8/2d6 depending on circumstances. [indent][h3]2d8 - General Dice (GD)[/h3] [indent][b]Sucess/Fail Ratios[/b] 2-4 Failure, Desired effect does not happen/ Bad things start happening very quickly. 5-13 Mixed Success, Desired effect happens but at a cost dependent on the number landed on. 14-16 Complete Success, Desired effect happens with no drawbacks.[/indent] [h3]2d6 - Fracture Dice (FD)[/h3] [indent]2-5 Burnout, Loose built-up FRAGs and Breaker Effect does not activate. 6-8 Standard Output, Breaker Effect activates but does not add Stat multipliers. 9-12 Overclock, Breaker Effect activates with Stat multipliers.[/indent][/indent] [h3]Interactions[/h3] Interactions are fairly straightforward if a character needs to pass a certain stat threshold for an interaction the stat will be checked against the level needed, if the stat's level matches or exceeds the threshold, it passes, if it doesn't then it fails. [h3]Combat[/h3] Combat takes order by side, swapping between attacking phases and defending phases. [b][i]Clashes[/i][/b] When an attacking character is met with approximately equal strength by the defender, by the defender landing a matching or adjacent roll to the attacker, a Clash occurs. Neither side is damaged by the attack, building up 1 FRAG for both sides. The action is redone, as if the Attack or Skill was used a second time. Clashes can occur up to three times in succession. [b][i]Parries[/i][/b] Parries require an equal amount of skill and luck, making use of the Fracture Dice as a unique Breaker Effect to replace Clashes. When successfully done, a Parry builds up 4 FRAG and avoids damage completely. [b][i]Dodging[/i][/b] Dodging when done successfully builds up 1 FRAG and nullifies damage, but requires the dice rolls to match. [indent][i][u]Combat Phase Chart[/u][/i] [b]Attacking[/b] - Select action, (Movement does not count as an Action during Attack Phase) includes Basic Attack/Skill and Breaker Moves - Select target(s) - Roll GD to hit, additionally roll FD if attempting to utilize a Breaker Effect - Resolve Clashes/Parries - Add FRAG buildups - Switch to Defending Phase [b]Defending[/b] - If attacked, choose if your character is Guarding, Parrying, or Dodging - Roll GD to Defend, additionally roll FD if attempting to utilize a Breaker Effect - Resolve Clashes/Parries - Switch to Atacking Phase[/indent] [h1]Character[/h1] [h2][color=A9A9A9]Classifications[/color][/h2] There are three playable Classifications; Supernatural, Hybrid, and Stranger. Supernaturals have access to Paradigms tied to [i]Mysticality and Force[/i]. Hybrids have access to Paradigms tied to [i]Instinct and Senses[/i]. Strangers have access to Paradigms tied to [i]Variation and Adaptability[/i]. [h2][color=fff200]Stats[/color][/h2] STR4NG3RS uses the Stat scheme from the Fallout series; S.P.E.C.I.A.L. Strength - Increases FRAG Buildup for Melee weapons and governs the character's general physical strength. Perception - Increases Hit possibility and governs the character's senses. Endurance - Increases Clash/Parry strength and governs the character's hardiness. Charisma - Increases Breaker Effect chance and governs the character's influence on others. Intelligence - Increases Stigma Potency and governs the character's general intelligence. Agility - Increases FRAG Buildup for Ranged weapons and governs the character's quickness and reflexes. Luck - Increases the chance to find Credits and Useful Objects from Searches and governs the character's overall luckiness. [h2][color=ed1c24]Harm and Injuries[/color][/h2] Nobody is invulnerable, so there is a way to track injuries. Each character has a maximum General Health (GH) of 10, and a Toughness of 5+Endurance. Toughness acts as a shield, protecting your GH from damage, but once a character runs out of Toughness, their GH begins getting affected by damage. Certain damage types bypass Toughness, such as Poison or Neurotoxin. GH cannot be improved, but Toughness can by various means. [h2][color=0072bc]Traits and Quirks[/color][/h2] Like normal humans, your character can have different Traits and Quirks that reflect your character's personality and behavior. it is best to keep these in balance and choose an equal number of both good and bad traits. [h2][color=00aeef]Paradigms[/color][/h2] Paradigms represent the concept of "Classes" in most TTRPGs. Paradigms each have unique skills and can be upgraded individually. A character can have multiple Paradigms, but can only have one active at a time, however, a character can switch between them once per turn. These Paradigms fit into four different roles; Damage, Survivability, Patchup, and Support. Certain Paradigms can only be used by characters who fit their requirements, through Stats, Classification, and sometimes Stigma. Paradigms are created by the GM to be selected by the player after characters have been accepted. [h2][color=aba000]Stigmas[/color][/h2] All characters have something called a Stigma, which acts as an element that a character is "attuned" to. Stigmas are up to the player to assign, to be accepted or declined at the discretion of the GM. [h2][color=a187be]Fragment Gauge (FRAG)[/color][/h2] Successful actions in succession build up Fragments (displayed as "FRAG"), which are used for Skills, Breaker Effects, and Breaker Moves. To start, the Fragment Gauge has a maximum of 4, which will increase with a character's Overall Level. Fragments act as modifiers as well, the sum of however many Fragments you have built up add to GD rolls. [/hider]