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Better Alex

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Join date : 2011-09-30

Gameplay Rules Empty
PostSubject: Gameplay Rules   Gameplay Rules EmptyThu Jul 06, 2017 2:41 am

Gameplay is broadly defined as per the D&D 5th Edition source materials. The main differences come from character creation (as described in the Character Creation thread), equipment, and in several gameplay tweaks. These are adjusted to better represent the game's futuristic setting. This thread will go into the changes to the latter, including skills, crafting, combat, and others rulesets.

Abilities and Skills
Your six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) determine a great deal about how your character's actions are adjudicated and played out through the game mechanics. Every task, every foe, every obstacle can be overcome by your abilities. Your abilities are determined as follows: for each Ability, roll four 6-sided dice and subtract the lowest number. All results of 1 are re-rolled. You are allowed one full re-roll of any one score prior to accepting the results. If you want to save time or don’t like the idea of randomly determining ability scores, you can use the following scores instead: 16, 14, 12, 11, 10, 10.

Branching from your abilities are a set of particular skills, each one keyed to a different ability. Proficiency in a specific skill is vital to using that skill properly. For the abilities themselves, the rules as laid out in the D&D 5e book are unchanged, with the caveat that we are using the Variant: Encumbrance rules.

The skills are changed somewhat, however, to adjust for the modern and future setting. Nature and Arcana are eliminated (most of their functions rolled into Survival and Religion, respectively), but there are several new skills: Computers, Culture, Law, Science, Tactics, and Technology.
The skills are listed here alphabetically:

Your Intelligence (Academia) skill measures your knowledge of the humanities and the soft sciences, as well as your ability to recall historical information. This includes an education or non-intuitive knowledge of art, history, geography, linguistics, literature, music, and philology, as well as the behavioural sciences, including archaeology, anthropology, criminology, ethology, psychology, sociology, and statistics.

Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.

Animal Handling
When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control a mount when attempting a risky trick or manoeuvre.

Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Such as climbing sheer or slippery rock, clinging to difficult surfaces, jumping long distances, or swimming in treacherous or stormy waters.

Your Intelligence (Computers) is used when one interfaces with a computer in more than a casual fashion, and covers general knowledge of networks, programming and computer security systems. A character might make a Computers check to break into a captured data pad, write a program to alert them to the comings and goings of a particular person on a station, or to keep another character from hacking their own system.

Your Intelligence (Culture) is a general understanding of current events and pop culture that let you understand the cultural events going on in society around you. A character might use this skill to recognize a popular musician, fashion trend, artistic style, customs or a pop culture reference.

Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie.

Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.

When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a captive, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering attorney to reconsider a decision.

When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through books or articles in search of a clue might also call for an Intelligence (Investigation) check.

Intelligence (Law) is used to represent a character’s knowledge of legal procedure and precedent, and such a skill might be used to recall what goods might be illegal in a region, to write a business contract, to understand a contract, and to argue in a court of law. This also represents a general knowledge of civics, the state, and the systems of aristocracy, nobility, and citizenship that exist in many governments.

A Wisdom (Medicine) check lets you try to stabilize a dying companion, try to heal an injured creature, evaluate wounds, diagnose illnesses, treat poisoned or diseased creatures, and examine corpses in order determine the cause of death. With a successful Wisdom (Medicine) check you can stabilize a dying character at 0 hit points. Medicine may also be used to provide long-term care to poisoned or diseased creatures.

Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear enemies moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are bandits lying in ambush on a road, thugs hiding in the shadows of an alley, or dim light under a closed secret door.

Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, oratory, storytelling, or some other form of entertainment or enthralling performance.

When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.

Your Intelligence (Religion) check measures your ability to recall lore about gods, rituals, beliefs, hierarchies, holy symbols, and the practices of religions. This also includes more esoteric knowledge of occult and magical traditions, rituals, and beliefs.

Your Intelligence (Science) is used to cover a working knowledge of maths and the hard sciences. This typically is used to mean a general understanding of the earth, life, and physical sciences, including more specific knowledge on astronomy, biology, chemistry, genetics, geology, mathematics, or physics.

Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.

Sleight of Hand
Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can pick someone's pocket or draw a weapon unnoticed.

The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through rough terrain, identify signs that bears live nearby, predict the weather, or avoid quicksand and other natural hazards. This also includes knowledge of intuitive knowledge reg on nature, terrain, animals, and plants that may have been gained through an intuitive or experiential way.

Your Intelligence (Tactics) skill covers an in-depth knowledge of combat tactics, planning, military strategy and logistics, and the science behind these practical tasks. An Intelligence (Tactics) check might be used to quickly concoct a plan of action, to analyse an ongoing combat situation, or to gain a temporary advantage in combat against an opponent.

Your Intelligence (Technology) covers a wide variety of technical knowledge common to personnel operating in the field. Use of this skill would be appropriate for jury-rigging a repair, knowing how a spaceship or vehicle works, and knowing about different engine parts or electrical components.

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Better Alex

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PostSubject: Re: Gameplay Rules   Gameplay Rules EmptyWed Jul 12, 2017 2:28 am

Damage, Disease and Poison

Injury and the risk of death are constant companions of those who explore the galaxy and fight in its conflict zones. The thrust of a sword, a well-placed gunshot, or an exploding bomb all have the potential to damage, or even kill, the hardiest of creatures.

Massive Damage
When a creature takes damage from a single source equal to or greater than half its hit point maximum, it must succeed on a DC 15 Constitution saving throw. If they fail the save, they cannot take reactions until the end of their next turn. If they fail the save by 5 or more, they take an effect from the Lingering Injury table.

Damage Types
Different attacks and other harmful effects deal different types of damage. Certain features, such as damage resistance or immunity to specific damage types, rely on the differences between these damage types. The types are listed below (most are the same as the base 5e game) with examples:

Diseases can spread like wildfire, becoming a civilisation-threatening plague. But usually, diseases are tightly monitored, analysed, and controlled. When a character is struck with some disease, there are often in-game effects that linger, though there are ways to counteract them through modern medicine. Below are some example diseases.

Acquired immunodeficiency syndrome


Bubonic plague



Viral haemorrhagic fever


Poisons are toxic substances that cause painful and often deadly reactions in the body. Given their insidious and deadly nature, poisons are restricted in most societies to scientists, particularly biologists and toxicologists. Many kinds of poison, especially poisonous gases, are weaponized in chemical warfare.

Poison types


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PostSubject: Re: Gameplay Rules   Gameplay Rules EmptyMon Jul 17, 2017 1:26 am

Damage does not ordinarily leave lingering effects. Your hit points are not just how sturdy your body is, but a combination of various factors that represent your ability to stand and fight or to stave off venom and sickness. However, under certain circumstances, damage may threaten serious, lingering injury. A creature might sustain a lingering injury under the following circumstances:

  • When it takes a critical hit.
  • When it drops to 0 hit points but isn't killed outright.
  • When it fails a death saving throw by 5 or more.

To determine the nature of the injury, roll on the Lingering Injuries table below using a d20. This table assumes a typical humanoid physiology.

1Mortal Injury
2Arm Loss
3Leg Loss
4Broken Arm
5Broken Leg
6Eye Injury
7-12Internal Injury
13-18Flesh Wound
19-20Minor Scar

Mortal Injury:
If you are above 0 hit points, you immediately drop to 0 hit points. If you are at 0 hit points, you immediately fail your next Death saving throw.

Leg Loss
: Your leg is disabled and lost to your use, up to an including dismemberment or amputation. Your speed on foot is halved, and you must use a cane or crutch to move unless you have a prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. A cybernetic replacement can be affixed with a DC 15 Wisdom (Medicine) check as part of a surgical procedure.

Arm Loss: Your arm is unusable, from severe nerve damage or even dismemberment. You can no longer hold anything with two hands, and you can hold only a single object at a time. A cybernetic replacement can be affixed with a DC 15 Wisdom (Medicine) check as part of a surgical procedure.

Broken Arm: Your arm is not lost, but it is broken and temporarily disabled. Until it is set in a splint, it is unusable. After treatment, you have Disadvantage on attack rolls and ability checks using your arms for 1d4 weeks. This injury can be set as a DC 13 Wisdom (Medicine) check as part of a surgical procedure.

Broken Leg: Your leg is temporarily disabled. Until it is set in a splint or cast, it is unusable. After treatment, for 1d4 weeks, your speed on foot is reduced by 5 feet and you must make a DC 10 Dexterity saving throw after using the Dash action or fall prone. This injury can be set as a DC 13 Wisdom (Medicine) check as part of a surgical procedure.

Eye Injury: You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. If you have no functional eyes after this injury, you are blinded. A lost eye can be replaced with a cybernetic eye as a DC 12 Wisdom (Medicine) check as part of a surgical procedure.

Internal Injury: You take 1 level of Exhaustion. Whenever you attempt an action in combat, you must make a DC 12 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Without medical attention, this injury may heal naturally if you spend a week doing nothing but resting. This injury can be healed as a DC 10 Wisdom (Medicine) check as part of a surgical procedure.

Flesh Wound: You are Stunned until the end of your next turn. When you are no longer stunned, you take 1 level of Exhaustion. This injury may heal naturally if you spend three days doing nothing but resting. This injury can be stitched up and healed as a DC 10 Wisdom (Medicine) check as part of a surgical procedure.

Scar: The wound wasn't serious, and you heal up with some scar. It has no adverse effect on you, and some may even consider it roguishly charming.

Healing occurs through five main ways:

  • At the end of a Long Rest, a character can spend one or more Hit Die to heal themselves naturally, up to the character’s maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. A character also regains spent Hit Dice, up to half of the character’s total number of them, at the end of a Long Rest.
  • At the end of a Short Rest, a character can spend one Hit Die to heal themselves after another character has expended one use of a First Aid Kit to bandage and treat the character's wounds.
  • At the end of a Long Rest, a character can regain all hit points and remove lingering injuries, through surgery. The  character must be healed by another character proficient with surgical tools, and the surgery takes the entire Long Rest period. The healer makes a DC 15 Wisdom (Medicine) check. If the healer succeeds, the character heals all hit point damage at the end of a Long Rest. A character cannot regain hit points through surgery more than once in a 24 hour period. Separate checks may be made by the healer to remove lingering injuries, assuming the appropriate materials are available if the injury requires it.
  • As an action, a character can be injected or can inject themselves with foamed healing gel and painkillers, which helps stop blood loss, numbs the site of traumatic injuries, and accelerates skin repair. This is usually a stopgap measure to stave off shock and unconsciousness until proper medical attention and bedrest can be provided, or is used for relatively minor injuries. These can come in packages of injectors, or through integrated injectors in an armor medical interface.
  • Special class features or feats, such as the Field Medic's Expert Healer ability, or the Healer feat can allow a character to heal another characer as an action by expending one use of a First Aid Kit.

New Condition: Inebriated
A creature can drink a number of intoxicating beverages equal to their Constitution modifier before feeling the effects of inebriation. After this threshold, a creature must make a DC 10 Constitution saving throw. On a successful save, they stave off the effects. On a failed save, they become inebriated.
When inebriated, a creature is affected identically to the Poisoned condition, but gains advantage on saving throws against being frightened and gains a number of temporary hit points equal to their Constitution score.
If you continue drinking and consume a number of intoxicating beverages equal to your Constitution score, you black out and fall Unconscious.

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Better Alex

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PostSubject: Re: Gameplay Rules   Gameplay Rules EmptyTue Jul 18, 2017 2:06 am

Every character has a base Reputation score, which is generated at 1st level by rolling 2d4 and adding your Charisma bonus. This is an abstract measure of your renown.
Over the course of play, your reputation will fluctuate as you gather more notoriety and as you leverage it for various advantages. Your reputation can never fall below 0, and there is no limit to how high your reputation can climb.

Leveraging your Reputation
Reputation is used to measure your social capital and the influence that you can exert. Similarly to objects and services, favors and requisitions have a Value rating. Any time you Leverage your Reputation to gain a favor or requisition equipment with a Value higher than your current Reputation, your Reputation goes down. How much your Reputation is reduced depends on how valuable the favor or equipment is.
This system is functionally identical to purchasing items using Wealth. You cannot request a favor or requisition that is more than 20 points higher than your current Reputation. If your reputation drops to 0, you have exhausted your social capital and cannot request favors or requisition equipment until you have regained some of your Reputation.

Building a Reputation
There are a number of ways to build your Reputation. You can spend your downtime rubbing elbows with the elite in your circles. Keep track of the hours you spend networking. When you have accumulated a number of hours equal to your current Reputation score, your Reputation score increases by 1, and you reset your accumulated hours to 0

Your reputation can also grow as you go about your daily life. At the end of each month, make a Charisma check. If the result is higher than your current Reputation, your Reputation increases by 1. You may also gain Reputation increases when completing missions, objectives, or goals.

Calling in Favors
Favors make the world go ‘round, and you’ll probably want to call in your fair share of them. Favors have a Value rating commensurate with the risk they carry for the one granting the favor, and following the rules for Leveraging your Reputation presented above.

Remember, though, that no matter how much social capital you’ve gathered, the person you ask a favor from can always say no to a particularly dangerous or suicidal request. Similarly, the GM can rule that the Value for a favor from a particular individual might be reduced owing to the relationship between them and the character requesting the favor.

Requisitioning Equipment
Those with connections to powerful organizations can often leverage equipment and services that they would otherwise be unable to acquire using personal wealth. The organization evaluates whether you really need the object, how soon they can supply it, and whether they can reasonably expect to get it back when you are done with it.
Requisitioning an item works just like purchasing the item, except you use your Reputation in place of your Wealth, and apply modifiers to the item's Value.
Compare your Reputation to the final requisition Value of the item you are requisitioning, and lower your Reputation as if you had just purchased the item. The organization has final say over whether they can supply the object requested, and if they can do so, will provide the item within a number of hours equal to the item’s value.

Do I Know You?
To determine if one character recognizes another based on their Reputation, roll a d20. If the result is lower than the target's Reputation score, the target is recognized. As with requisitioning equipment, certain modifiers may apply to the target's Reputation score for the purposes of being recognized..
If the character is acquainted with the target, they automatically recognize them without having to make a roll, unless there is a good reason for them not to.
If the target is disguised, usually the character must pass a check to see through the disguise before attempting to recognize the target.
When a player character is recognized, they may gain advantage or disadvantage on certain checks, depending on whether their Reputation puts them in a positive or negative light to the individual recognizing them, as determined by the GM. For example, a character recognized as an infamous criminal would likely gain disadvantage on many social checks involving law enforcement, but may gain advantage on Intimidation checks.

Social Maneuvering
Sometimes your reputation can save you when your charms fail you. When you fail a Charisma ability check you can leverage your Reputation to reroll the result of the check, using the new result instead. Compare your Reputation score to a Value equal to the DC of the ability check you just failed, and lower your Reputation as described above. To do this, the target of the check must recognize you.

The GM has final say over whether you can use this option in any given situation. For instance, if you are using Deception to try to convince a target that you are someone you’re not, it would be inappropriate to Leverage your Reputation to succeed.

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PostSubject: Re: Gameplay Rules   Gameplay Rules EmptyFri Sep 08, 2017 2:00 am

A creature with a neural link can be hacked remotely. An other's mind is accessed through the use of a hacking tool.
In a basic use of the hacking tool, you can take a bonus action to make an attack roll within 60 feet on a target with a neural link. Your attack bonus with a hacking tool equals your Intelligence modifier + your proficiency bonus. The opposing creature makes an Intelligence saving throw with the DC equal to the attack roll. To target something, you must have a clear path to it, so it can't be behind total cover.
This can allow basic remote access to the neural link, allowing you to view data and interface with the creature as if you were in a LAN connection. This is more intimate interfacing of the mind than if you had simply been interacting with them over the internet.
While this doesn't necessarily convey any discrete advantages, it does allow you to maintain communication with the target creature even if internet connectivity were to fail. Once established, the connection can be maintained within through concentration, as described below.

These programs take up a lot of memory due to their complexity and highly adaptive code, so hacking software suites can only hold a limited number of different kinds of programs. Each program is a discrete effect, a single copying of the code and the expression of its effect in the mind of a hacked creature. While a program is only effective on a creature with a neural link, the use of a program does not necessarily assume you have previously established a connection to the target's neural link. Some programs provoke a saving throw, or affect multiple creatures in an area of effect, or simply causes an effect in a creature. When used in this way, the program is assumed to brute-force its way through the security features of the target's neural link, compelling the saving throw as described below.

Many programs specify that a target can make a saving throw to avoid some or all of its effects. The program specifies the ability that the target uses for the save and what happens on a success or failure. The DC to resist the program equals 8 + your Intelligence modifier + your proficiency bonus + any special modifiers.
Some programs require you to make an attack roll to determine whether the program's effect occurs in the intended target. Your attack bonus with a hacking program equals your Intelligence modifier + your proficiency bonus + any special modifiers. Many such effects require you to be within a certain range.
To target something, you must have a clear path to it, so it can't be behind total cover.

Every program has a level from 0 to 9. A program's level is a general indicator of how powerful it is, an abstraction of the size of its files and complexity of its effects. A cantrip is a program that can be used at will, without using a slot in your hacking tool. Repeated practice and a relatively simple code enables a cantrip to be used repeatedly. A cantrip's program level is 0. All other programs have a numerical level from 1 to 9.
Regardless of how many programs are installed in a given software suite, that suite has a limited number of uses or slots of a given level. For example, a basic software suite includes space for two 2nd level programs to be installed, and 3 discrete uses of 2nd level programs; or in other words, three 2nd-level slots. All of a software suite's slots or uses are restored at the end of a recharging, refreshing, and update cycle; in other words, at the end of a Long Rest.

Every program has a processing time. This is how long it takes to complete the execution of the program. Most only take one action, though some might take a bonus action or a reaction. A program executed with a bonus action is especially swift. You must use a bonus action on your turn to execute the program, provided that you haven’t already taken a bonus action that turn. You can't execute another program during the same turn, except for a cantrip with a processing time of 1 action. Some programs can be executed as reactions. These take a fraction of a second to bring about and are executed in response to some event. If a program can be executed as a reaction, the program description tells you exactly when you can do so.
Certain programs require more time to cast: minutes or even hours. When you execute a program with a processing time longer than a single action or reaction, you must spend your action each turn executing the program, and you must maintain your concentration while you do so (see below). If your concentration is broken, the program fails to process, but you don’t expend a slot. If you want to try executing the program again, you must start over.

The target of a program must be within the program's range, unless otherwise stated in the description. For most programs, the target is a specific creature. For some program, the target is instead multiple creatures in a designated area of effect, typically a radius around you. Most programs have ranges expressed in feet. Once a program is executed, its effects aren’t limited by its range, unless the description says otherwise.

Duration and Concentration
A program's duration is the length of time the program persists. A duration can be expressed in rounds, minutes, hours, or even years. Some programs specify that their effects last until the effect is dismissed or nullified in some fashion.
Many program's effects are instantaneous. The effect harms, heals, or alters a creature in a way that can’t be readily reversed, because its mode of action is a runaway effect triggered in an instant.

Some programs require you to maintain concentration with your hacking tool, typically a continued feed of data and real-time adjustments, to maintain its effect. If you lose concentration, the effect ends. You don't necessarily have to be within the initial range to maintain concentration; the hacking tool can synchronize with wireless networks to maintain a data feed even outside of normal operating range.
If a program must be maintained with concentration, that fact appears in its duration entry, and the program specifies how long concentration can be maintained. You can end concentration at any time (no action required).
Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration:

  • Executing another program that requires concentration. You lose concentration on a program if you execute another program that requires concentration. Your hacking tool can't concentrate on two programs at once.
  • Taking damage. Whenever you take damage while you are concentrating on a program, you must make a Wisdom saving throw to maintain your focus on updating the program and streaming the data. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, you make a separate saving throw for each source of damage.
  • Being incapacitated or killed. If you're not conscious, you can't continue to operate your hacking tool, and therefore you lose concentration on a program if you are incapacitated or if you die.
  • If your hacking tool is destroyed. In this instance, you cannot regain concentration.

You can overclock a program, pushing it past its normal design limits. In doing so, it is more powerful but it takes up more space and processing power. When you execute a program at a slot that is of a higher level than the program, the program assumes the higher level for that processing. For example, if you were to execute a Memory Remix program using one of your 2nd level slots, it would use up a 2nd level slot instead of a 1st level slot in your software suite (and in this instance would deal an additional 1d10 Psychic damage if it hits).
Many programs allow you to overclock it to affect additional creatures, induce additional damage effects, or increase the time frame of its effects.

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PostSubject: Re: Gameplay Rules   Gameplay Rules EmptySat Sep 09, 2017 6:22 pm

Program Entries (part 1)


1st level Programs

2nd level Programs

3rd level Programs

4th level Programs

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PostSubject: Re: Gameplay Rules   Gameplay Rules EmptyWed Sep 13, 2017 1:52 am

Program Entries (part 2)

5th level Programs

6th level Programs

7th level Programs

8th level Programs

9th level Programs

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