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ENTROPI

Bryan Willy
DIGIPEN INSTITUTE OF TECHNOLOGY
GAT212 Project 2
Fall 2015
Instructor
Jeremy Holcomb

GAT212 Fall 2015 Project 2

Contents
Preface ............................................................... 2
The Galaxy .......................................................... 2
The Knaru ....................................................... 2
Sectors: .......................................................... 3
Darecha Confederation .............................. 3
Warkin Dominion ....................................... 4
Nyhem Republic ......................................... 4
Rynto Empire.............................................. 4
Cerat Union ................................................ 4
Knaru Badlands .......................................... 4
Lorum Syndicate ........................................ 4
Engenas Empire.......................................... 4
Ulgar Swarm .............................................. 5
Rak Pirate Territory .................................... 5
Adventure Hooks: .......................................... 5
Character Creation ............................................. 6
Party ............................................................... 6
Appearance .................................................... 6
Stats ............................................................... 6
Other attributes: ............................................ 7
Augmentations:.............................................. 7
Energy: ........................................................... 8
Feeding ....................................................... 9
Skills................................................................. 10
Advanced Skills......................................... 10
Skill Checks ............................................... 11

Bryan Willy
Detection ..................................................... 11
Conversation ................................................ 11
Intimidate ................................................ 11
Information Gathering ............................. 12
Deception................................................. 12
Diplomacy ................................................ 12
Mechanics .................................................... 12
Repair ....................................................... 12
Biology ......................................................... 12
Progression ...................................................... 12
Combat ............................................................ 13
Actions ..................................................... 13
Advantage/Disadvantage ........................ 13
Range ....................................................... 13
Attack ....................................................... 13
Block (Knaru only) .................................... 14
Death ....................................................... 14
Healing ..................................................... 14
Economy .......................................................... 15
Currency....................................................... 15
Equipment ................................................... 15
Ships ................................................................. 16
Hull ............................................................... 16
Shields .......................................................... 16
Weapons ...................................................... 16
Engines ......................................................... 16
Class ............................................................. 16

Heavy Lifting................................................. 11
Athletics ....................................................... 11
Running .................................................... 11
Jumping .................................................... 11
Hand Eye ...................................................... 11
Stealth .......................................................... 11

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GAT212 Fall 2015 Project 2

Preface
Entropi is a Sci-Fi themed RPG system set in an
ancient galaxy. Players take on different roles
as a small band of a long-declined alien race
called the Knaru. Cursed to devour energy at an
ever growing rate, players must decide how
they wish to handle the hunger of their kind as
they adventure across the galaxy, discovering
worlds, ancient ruins, and combating old
enemies.
The central conflict in this system is the players
energy needs. There are peaceful ways to gain
their energy, but there is also war. Will your
players ravage the galaxy as their playground,
devouring whatever tries to stop them? Or will
they try to fight against this hunger, defend the
innocent in a galaxy where even they are
outsiders? Or will they carve their own path,
and pave the way for a new era for their kind?
All these possibilities away you in Entropi.

The Galaxy
Sigma Kentaurus is a massive galaxy full of life
and history, resting deep in its own pocket of
the universe. The galaxy has seen many events
over the billions of years of its existence, and
the current age is known as the Age of
Saturation. This age is marked by the sheer
number of civilizations that simultaneously
exist. Many ages have involved the rise and
domination of only a handful of races at a time,
but in this case hundreds exist together, largely
due to the continued existence of the Darecha
Confederation, a coalition of hundreds of
independent races and worlds bound together
in mutual sovereignty. There exists numerous
Empires who remain independent even from
the Confederation, the biggest being the Warkin
Dominion whos vast power and rise caused the
formation of the Confederation only a few
millennia ago.

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The Knaru
The players play as the remnants of a race of
ancient beings long past their prime, now called
the Knaru. The Knaru transcended what it
means to be a single species, able to augment
themselves into anything they could desire with
powers beyond that mortal beings. However,
their ability to wield massive power and energy
came at the cost of how to maintain that energy
output. They must feed on huge amounts of
energy simply to remain alive, and this need
brought them to their downfall. In the ancient
days, entire empires were slaughtered in great
wars as it was the only say such a massive
collective appetite could be satiated.
The galaxy has moved on since the decline of
the Knaru, and never has there been such a
variety of life. With that variety comes danger
however. Any combination of dispositions
towards the Knaru can be found. Some groups
of races seem to live only to hunt the last of the
Knaru on the fringes of the galaxy and
beyond. Others on distant pockets of the galaxy
have never in their entire existence even heard
of the Knaru.
The survivors of the Knaru do not group
together in groups larger than select few, as
such energy needs cannot usually be sustained
without large scale warfare or resources. This
has led to some still living great old ones to
retire to rule empires of other races, or become
prominent traders. Many survivors of the
Knaru avoid close contact with others of their
kind entirely.
However not all are like this. Some still relish in
their high energy lives, flying from sector to
sector in war parties and factions, seeking new
prey and planets on which to feed and sustain
themselves, sometimes threatening entire
planets. Others have rejected the sins of their
ancestors, and seek more peaceful was to
sustain their hunger, preferring to trade for high
energy materials and ways to sustain
themselves in the long term.

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Sectors:
Darecha Confederation
A coalition of hundreds of independent races
and worlds bound together in mutual
sovereignty, the Confederation was formed to
stem the advance of the powerful Warkin
Dominion as it plunged across the galaxy
centuries ago. The combined might of the
Confederation is by far the strongest force in

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the galaxy, but a force that is only ever


gathered should one confederate state
be attacked. Despite being bound under one
flag, the member states of the Confederation
are still fiercely independent. Fighting amongst
Confederate nations happens occasionally, but
the hatred of overly aggressive states that
caused the Confederation to form in the first
place (From the Warkin Dominion), typically
keeps any one state from gaining too much
power before being shut down by other states.

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Warkin Dominion

Cerat Union

Up until a few centuries ago, the Warkin


Dominion looked to be on the path of becoming
the new great power of the galaxy. Led by an
ambitious and powerful oligarchical group
known as the Hallowed, the intent of the
Dominion is to save the galaxy from its entropic
fate. Life in the Dominion is harsh with the use
of energy being strictly controlled by the state.
Only the war machine and progress to unifying
the galaxy are allowed to use the finite
resources of the galaxy. They control the
Galactic Core, and despite the current cold war
with the Confederacy, the Dominion is still very
often at war with rebel and insurgent groups
attempting to break free. Many other races
belong to the Dominion, but the Warkin are
without a doubt the majority.

Existing outside the core wings of the galaxy,


there is a rather large cultural, racial, and
political difference between the races and
peoples living in the fringes and the majority of
the peoples who make up the Confederation. It
is because of this cultural divide that the
nations that make up the Cerat Union chose to
unite in their own coalition rather than belong
under the Confederacy. The Cerat Union is
currently at war with the Rynto Empire.

Nyhem Republic
A very unique sector of the galaxy, the Nyhem
republic likes to claim it has the most free and
independent rights of any other sector. While
other sectors in the galaxy may claim more
freedoms, few can claim the same amount of
control an individual has over the direction of
their government. Despite pressure to join the
Confederation, the Nyhem republic sees no
threat in the Warkin, being on the opposite side
of the Galaxy, and thus have no intention of
joining the coalition.

Rynto Empire
Fiercely Independent, the Rynto Empire just
barely has the militaristic strength to stand up
to any single Confederation nation and remain
independent without joining. Much as with the
Nyhem republic, the Rynto Empire sees no need
to join the Confederation with the Warkin
threat such a distant annoyance for them.
Skirmishes between groups of Confederate
states attempting to gain territory and the
Rynto occasionally break out but generally end
in stalemate. Only an aggressor against a
confederate state can trigger the entire
Confederacy to war. The Rynto are currently at
war with the Cerat Union ever since a section of
the Empire won independence and joined the
Union.

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Knaru Badlands
Although artifacts and ruins exist throughout
the galaxy, none compare to the concentration
found in the badlands. A remnant of one of the
greatest races ever to span the galaxy, the
Knaru Badlands are a dangerous and
unpopulated ruin of frozen worlds, missing
stars, and invisible black holes. Very few even
remember that these ruins belong to the Knaru,
but all know to steer clear for the dangers the
sector poses to all who enter. Some more
adventurous types see the opposite, and
attempt to explore the forgotten planets in
search of artifacts, ancient technology, or even
just answers to questions about the Knaru that
not even the survivors of the era clearly
remember.

Lorum Syndicate
Little is known about the organization that rules
over this sector of space other than their name
and the mysterious power they seem to wield.
Representatives of the syndicate can be found
throughout the galaxy as they trade goods and
services, but no one has ever found who they
are or what their motives are. No Lorum
representative has ever been taken alive, and
no ship (or fleet) that has entered Lorum space
has ever returned). Many speculate they
possess some great weapon, one that has kept
even the strongest of Warkin armada from
invading. It is unknown what espionage or wars
the Syndicate is currently engaged in.

Engenas Empire
Considered the oldest still running empire to
date, the Engenas Empire is said to have existed
since the decline of the Knaru some several

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millennia ago. The seemingly immortal
Emperor Genas has remained in power for the
entirely of most recorded history for most
surrounding nations. A reclusive nation,
inhabitants of the empire (particularly the
emperor) find most of the galaxys races to be
too new, too unusual and weak for their tastes.
Their borders are not closed, but most races
dont find too warm of a welcome operating in
their space. Despite wielding the 3rd most
powerful fleet in the galaxy, the Empire hasnt
aggressively expanded in centuries. The
Engenas Empire currently has a closed borders
policy with all but Engenas natives. This has not
stopped successful smuggling of people inside
and outside of the Empire. The Engenas Empire
has been at war with the Ulgar Swarm for
centuries and has slowly been losing ground the
entire time since the Ulgar first appeared. All
currently marked Ulgar territory used to be
part of the Empire.

Ulgar Swarm
Of all the types of life in the galaxy, most have
some sense of common ground on which to
interact. This is not the case for the hive race
known as the Ulgar. One of the only known
intelligent hive-mind races in the galaxys
history, no nation has yet to establish
constructive diplomatic communication with
the complex race. The swarm has skirmished
with the Warkin and the Engenas Empire over
the centuries, and though not difficult to defeat
in combat, the sheer numbers have been
enough to take over planets and secure
territory nonetheless. The motivation of the
Swarm aside from expansion is unknown.

Rak Pirate Territory


A rather recent marking on most galactic maps,
the area known as Rak Pirate Territory is a zone
that all who value their cargo and lives avoid.
The Rak Pirates are a loosely organized band of
mercenaries, privateers and thieves who have
become a fairly significant force in the galaxy.
The planets within their territories are less than
useful on the resource scale, and because of
that few but the Ulgar have ever shown an
interest in the area. Until the last century the

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sector was considered Ulgar territory (not by
the UlGar, but by the commonplace sighting of
the swarm), but mysteriously the pirates have
been able to move in. Some think the Rak have
found a way to repel, hide themselves, or
communicate with the Ulgar.

Adventure Hooks:
Ancient Artifacts: Many legends speak of
objects of infinite energy the Knaru had created
and developed at their height.
Philosophers Stone Many are convinced
the Knaru created objects capable of
refining otherwise un-feed able materials
into better ones. This was supposedly used
by groups of high-ranking Knaru to sustain
them on far less requirements.
Star Eater The Knaru of this era are unable
to utilize solar energy or stars to satiate
their hunger. The starless areas in the
abandoned ancient Knaru territories
suggest this may not have always been the
case
A cure The life of a Knaru almost always
ends in a conflicting unsustainable power
and hunger. Many have attempted to
spend their lives finding a way to fix this
problem, but thus far no surviving Knaru
has found a solution.
Adventure The Knaru never really fit in
anywhere as it is, and no one is more suited
for stocking up and exploring the galaxy to
their hearts content.
Plunder Their lack of attachment to any
place makes some Knaru accomplished
pirates.
Rebellion The Dominion is not the most
stable of sectors, and numerous insurgent
and rebellion groups have been fighting
back from within ever since its initial spread
across the galaxy centuries ago.

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Character Creation
Party
Character creation can be done semiindividually but before the session an additional
step in creation will need to be taken in figuring
out the partys situation. A party size of 4 is
assumed, in which case the party starts play
with a Class 2 Corvette (See ships section)
Despite the scarcity of Knaru in the galaxy, it
isnt unusual for those who encounter each
other to band together in small groups (large
groups continue to be unsustainable without
constant raiding or conflict). You could have
their meeting roleplayed out.

Appearance
Players play as members of the Knaru, an
ancient race whos numbers have dwindled to
but a few thousand in the entire galaxy. The
Knaru were beings who transcended what it
meant to be a single race, they had the ability
to develop and augment their bodies however
they pleased, to the point that no two were
alike. All however share an identical
incandescent, glowing texture to their eyes, and
the end of each of their limbs (palms, soles of
feet, claws, etc.). This color varies from Knaru
to Knaru, but aside from there is often little to
no identifiable similarity between two Knaru.
Knaru are born in a two legged, and two armed
(vaguely humanoid) form but everything from
their skin color to the number of limbs to their
very vital organs change as they develop to suit
whatever they desire. These changes are one
way however, and cannot be undone.
Dont worry too much about how your
character looks until you get to augmentations,
but try to keep it in mind as you create your
character that their appearance will be wildly
different.

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Stats
Each character starts
Points Total
with 16 points they can Value to Point
spend on stats using a
next Cost
point-buy. When
1
1
1
raising a start to 1 or 2
2
2
2
it costs 1 point per
point, 3-4 = 2 points
3
2
4
per, 5-6 = 3 points per,
4
3
6
7-8 = 4 points per, 9-10
= 5 points per. For
5
3
9
example raising a stat
6
4
12
from 0 to 5 costs 2
points to get it to 2, 4
7
4
16
points to get it to 4, and
8
5
20
an additional 3 points
to get it to 4 for a total of 9 points. The highest
of any stat ever known in the galaxy thus far is
15, though many Knaru have pushed and even
set that record.

Strength Represents a characters overall


ability to perform physical feats requiring
strength. Examples are attacking with a
melee weapon, smashing things, lifting
objects, throwing heavy objects.
Dexterity Represents a characters overall
ability to perform feats requiring accuracy,
hand-eye coordination, and agility.
Examples are attacking with melee or
ranged weapons, dodging, manipulating
objects.
Intuition Represents a characters innate
feel for different situations. Examples are
detecting someones presence, conversing
well with other intelligent beings.
Intelligence Represents characters
overall knowledge, expertise and ability to
plan in the long term. Examples are making
checks involving knowledge, operating
complex machinery, critically attacking
enemies.

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Dexterity
Augmentations

Intuition Augmentations

Extra Limb

Extra Limb

Extrasensory Organ (Basic Skill Specialty


Telepathy, Darkvision,
(Double ranks in a
Blind Sense, True Sight)
skill)

Natural Weapon (Claws,


Horns, Fangs)

Natural Weapon
(Claws, Horns, Fangs) Telekinesis (INTU x 2 kg)

Strength Augmentations

Size Increase (extra + 2 Str Size Decrease (extra +


Bonus)
2 Dex Bonus)
Sizeshift (+1 Dex OR Str)
Natural Defenses (+2
Defense)

Natural Defenses
Increase (+2 Defense)

Roll Twice on Str, take


highest

Roll Twice on Dex,


take highest

Invulnerable Stomach (Can


eat energy substances
without a converter)
Extended Reach

Other attributes:

o
o
o
o
o

Heath Represents a characters current


physical health. If a player reaches 0 health,
they pass out and will die within 3 of their
own turns passing unless healed.
Max Health Represents the maximum
number of health points the character can
have at once. Every Knaru starts with 10 +
Str max health.
Defense Represents a characters ability
to shrug off damage. It must be overcome
in order to deal damage to health. Every
Knaru starts with 15 Defense.
Energy Represents a Knarus current
supernatural metabolic levels and is
symbolized with a number of d6s. If a
player runs out of energy, they will fall into
cataclysmic metabolic decline (see below).
Max Energy Represents a Knarus
maximum amount of stored energy. Every
Knaru starts with 10.
Speed Represents how fast a Knaru may
move as a move action. The base = 10
meters.
Size 5 Categories from smallest to largest.
Knaru start as standard.
Tiny (<20cm long/tall) 40cm Reach
Small (< 1 Meter) 1.5 Meter Reach
Standard (<2.5 Meters) 3 Meter Rach
Large (<4 Meters) 5 Meter reach
Monstrous (>4 Meters) 10 Meter Reach

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Roll Twice on Intuit, take


highest

Intelligence
Augmentations

Crit Range increased


to 19-20
Skilled (+5)

Roll Twice on Intel,


take highest

Memory Recall

Augmentations:
Augmentations are physical changes in a
characters body and/or appearance. Every 2 of
a stat gained (2, 4, 6, 8) earns an augmentation
from that stats list. Upon picking an
augmentation, decide on exactly how it changes
your characters appearance and justify the
change.
Extra Limb Character gains one additional
limb (Arm, Tail, Leg). This augmentation
may be taken more than once.
Natural Weapon Character gains a natural
weapon on their body. This can be either a
free single extra attack (Horns, Fangs) in
which case it acts as an extra equipped d6
weapon. Or it can placed on up to two
limbs creating a d6 weapon in each, in this
way however if an actual weapon is wielded
with that limb this natural attack cannot be
used in that limb. Can be taken multiple
times to apply the weapons to additional
limbs.
Size Increase/Decrease Character is
permanently one size category bigger or
smaller. Cannot be combined with any
other Size changing augmentations, or
sizeshift. This also increases the associated
stat (does not count towards earning
additional augmentations) Only

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One size change augmentation can be


taken.
Sizeshift Character gains the ability to
shift their size one category up or down as
needed. Doing so expends 1 energy die,
and after shifting the character gains a +1 to
the associated stat. After shifting the
character can remain in the new form
indefinitely, and it costs no energy to revert
back.
Natural Defenses Character gains a
permanent +2 to their defense stat. Can be
taken multiple times.
Roll twice on Str/Dex/Intu/Intel, take
highest Whenever making non-combat
skill checks, the character may roll their d20
dice twice and take the better roll. Can be
taken multiple times but only for a different
stat each time.
Invulnerable Stomach Character is able to
physically devour any type of material.
Elements still must be iron or denser to
provide energy, but the character suffers no
ill effects otherwise.
Skilled (+5) Character gains 5 additional
skill points. Can be taken multiple times.
Extended Reach Character gains the
ability to reach things they might not be
able to (either through one or more
elongated limbs, or some other means).
Their reach becomes 25% longer. Can only
be taken once.
Extrasensory Organ Character gains an
extra sense from the list:
o Basic Telepathy Character may
communicate telepathically with willing
creatures the characters is already
aware of.
o Blindsense Character gains the ability
to detect living creatures in a radius of
10 meters around them, regardless if
they can hear or see them.
o Darkvision Character gains the ability
to see perfectly in the dark.
o Farvision Character gains the ability to
see far distances clearly (as if using 20x
binoculars).

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o

True Vision Character gains the ability


to see through most forms of visual
illusions (Invisibility Fields, etc.)
Telekinesis Character gains the ability to
telekinetically manipulate objects within
containing a mass of up to 2kg x their
Intuition stat value. Objects heavier than
this are completely unaffected. This cannot
be used to throw objects.
Skill Specialty Character chooses a skill
upon taking this augmentation. All ranks
put into that skill count as double.

Cataclysmic metabolic decline is the


final breath of a Knaru, upon reaching 0
Energy, they will immediately regain all
Energy and Health (to their Max) in a
burst of power, but will irreversibly
decay at a rate of 1 energy at the end of
their turn each turn. When a Knaru
reaches 0 energy while in cataclysmic
metabolic decline they are dead.

Energy:
Energy is the unique ability of the Knaru. With
it they are able to perform unmatched feats of
power, intelligence and intuition. Each point of
energy should be represented by a physical d6
in the players possession. As the player uses
these dice they should be removed from play
and only provided back by the GM as the
players character consumes energy.
When making checks a Knaru is able to
supplement the check with any of their energy
dice, adding to the total roll. However this
comes at a great cost, as that energy is lost
forever and although it works to help the Knaru
find more energy, it also brings them closer to
their own demise with each use. In combat
Knaru are trained to be effective with their
energy use, and thus can freely utilize of their
max pool (rounded down) without draining
their energy)

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Feeding
Regaining Energy used to be the apex of
existence for a Knaru, but now it has been
reduced to a curse. The Knaru sustain
themselves off of concentrated fluid called K.
Every Knaru carries a device called a KConverter to transmute most heavy materials
into K. Some Knaru have augmented
themselves to internally create the fluid by
directly devouring material (Invulnerable
stomach augmentation), but most require the
use of a converter. Materials to be converted
must be at least the density of iron, anything
less is too difficult to property convert. Upon
conversion, regardless of the amount of mass
used, the conversion process produces 125
cubic centimeters (~1/2 a cup) of K, although
the concentration of this K fluid may vary
depending the amount of mass used.

Energy Material Mass (Volume)

Sample Items

Iron Longsword,
Blaster, 30 gold
coins
5cm x 5cm x 5cm cube
Unintelligent
of Iron (125 Cubic
Life Energy
Centimeters)
(Animals with at
least 8 year life
span)

Gold
5cm x 5cm x 5cm cube
Longsword, Iron
of Gold (125 Cubic
Great sword,
Centimeters)
Heavy Blaster

5cm x 5cm x 5cm cube


of Unusual/Super-active
Substances/Materials
(125 Cubic Centimeters)

Plutonium
Reactor Core
(Section),
Intelligent Life
Energy

A K-Converter can also be activated against a


recently deceased creature (within 20 minutes)
to harvest its life force (see table for K value)
and convert it.
K is very unstable and must be consumed within
1 minute of conversion or it will decay unless
stored in special containers called K-Vials (Each
Knaru starts play with 1). The entire dose of K
must be consumed at once (Cannot save part of
it). Feeding on K that puts your current energy
past your max energy will simply waste that
extra energy.
Converting energy using a K-Converter or by
devouring material is a standard action (See
Combat)
GM Note: A fun practice is to keep dice
containers of various amounts of d6s and
literally hand them to the player when they
convert energy into K. Allowing them to drink
the K by opening the container and adding the
dice to their physical pool.

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Skills
Skills represent more specific training a
character has undergone. Each skill received a
bonus from one stat, some can receive bonuses
from more than one stat, and in this case it

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receives a bonus from the higher stat, not


both.

Advanced Skills
Advanced skills receive the ranks from their
parent skills, but not the total bonus. For
example if you put 1 point into Athletics, you
also get a +1 in Running and Jumping.
However, ranks put into Advanced skills count
as 2x, allowing you to specialize.

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Skill Checks
Some skills allow a player to perform tasks
freely, while others require a check. To perform
a skill check a player rolls a d20 + any energy die
they wish to spend in addition. Energy dice
rolled in this manner are expended, only energy
dice rolled in combat have the chance to be
recovered. If they beat the Difficulty Class (DC)
of the check the check was successful. If they

Athletics
Represents a characters ability to move about.
Provides its ranks (not total) to Running and
Jumping checks.

Running

Trivial Easy Average Tricky Difficult Intense Epic


1-8

915-20
21-26 27-32
32-36
14
roll a 1 on the d20 they automatically fail the
check (The GM is also recommended to have
some related misfortune accompany the
failure)
If the skill states there is an opposed check then
the player rolls their check and the opposing
creature or object rolls its own skill check.
Whichever is higher is successful.
Most skill checks take at least one turn, some
will take several minutes depending on the task.
If a player attempts to perform a task in which
no skill makes logical sense, they can instead
make a roll using their stat as their bonus (using
the table above to determine the DC).

Heavy Lifting
Represents a characters ability to manipulate
heavy objects. A character can lift 50kg + 20x
their Heavy Lifting value in kg over their head,
or lift 2x that off the ground and waddle with it
(1 meter per turn), or drag 5x that along the
ground (on a medium to low friction surface).
A character with at least two extra arms or legs
(two strength augmentations) gets an x2 to
their Heavy Lifting total.
If a character wishes to move objects heavier
than their Heavy Lifting freely allows they must
roll a for it (DC10 + GM decided amount)

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37+

Represents a characters ability to


perform feats of speed or movement.
Opposed by various DCs ranging from
moving more than your normal speed
(DC 15 + 5 per meter), moving on
unusual surfaces (DC 15 + <Surface
difficulty>)

Jumping
Represents a characters ability to
perform leaps, jumps, bounds, and
other acrobatic jumps. Opposed by
various DCs depending on the jump (DC
15 + <Jump difficulty>)

Hand Eye
Represents a characters ability to perform feats
of hand-eye coordination. Stealing, lock
picking, fine manipulation of objects, etc.
Opposed by DCs based on difficulty of task (DC
10 + <Task difficulty>)

Stealth
Represents a characters ability to remain
undetected. Directly opposed by Detection
checks.

Detection
Represents a characters ability to notice
various things in their environment. Opposed
by DCs or an opposed Stealth check.

Conversation
Represents a characters ability to converse
with intelligent beings. Provides its ranks (not
total) to Intimidate, Information Gathering,
Deception, and Diplomacy checks.

Intimidate
Represents a characters ability to
influence conscious beings (including
animals) through threats. Opposed by
an Intimidate or Conversation check by
the target.

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Bryan Willy
goes past their max energy does not count

Information Gathering
Represents a characters ability to
gather specific information from
intelligent beings. Opposed by a
Conversation check if the target
wouldnt normally reveal that
information.

Energy
needed
Base
Free
Daily
for
Energy
Max Combat Energy Base Base
Level next Consumed Energy Dice
Use
HP Defense

Deception
Represents a characters ability to
lie, bluff, or manipulate other
intelligent beings. Opposed by a
Conversation, or Detection check
by the target.

Diplomacy
Represents a characters ability to
influence conscious beings
(including animals)
through
diplomatic means. Opposed by a
Conversation or Intimidate check if
the target is unwilling.

Mechanics
Represents a characters knowledge and
ability relating to mechanical things.
Machines, systems, ships, weapons and
how to maintain them are all relevant to
this check.

Repair
Represents a characters ability relating
to repairing things.

Biology
Represents a characters knowledge and ability
relating to biological things. Healing,
astrobiology, physiology, and anything relating
to augmentations are all related to the biology
skill. A DC15 Check can stabilize a character at 0
health from continuing to die. To heal a single
health point, a check of DC20 + creatures
current health is needed.

Progression
As a Knaru consumes energy their body
continues to evolve. As play progresses players
should tally their total consumed energy on
their character sheets. Consumed energy that

@2015 DigiPen Institute of Technology

10

10

10

15

10

10

11

14

16

20

20

12

18

17

20

40

13

22

18

30

60

14

26

19

30

90

15

30

20

40

120

16

34

21

40

160

17

38

22

50

200

18

42

23

10

50

250

19

46

24

11

60

300

20

50

25

12

60

360

21

54

26

13

70

420

22

58

27

14

70

490

23

62

28

15

80

560

24

66

29

16

80

640

25

70

30

towards this. As soon as a players total energy


meets the consumed energy shown on the
chart on the right they cease gaining consumed
energy and gain the option to level. A Knaru
can put off this choice indefinitely, though all
the while consumed energy is lost and does not
add to their total energy.
Every new level the character gains 1 Max
Energy, 5 points to spend on stats (using the
point buy system), + 4 Max Health, +1 Defense
and 2 + Intel skill points. If applicable they may
gain new augmentations. Characters optionally
may store those points for use later (if they
dont have enough points to raise their stat to
the next tier).
Starting at level 3 and every 4 levels after that
players should note that the number of free
dice they can use per turn in combat rises by 1

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(1/4 of max) but their daily energy loss also
increases by 1.
There is no level cap, but eventually Knaru will
typically reach a point of unsustainable energy.
Some have made it their lifes purpose to find a
way to resolve this problem, but no clear
solution has been found.

Combat
Combat takes place in turns and begins as soon
as any present character decides to take an
aggressive action. At this point all characters
aware of the action or suspicious of danger roll
1d20 and add their intuition stat value.

Actions
On each characters turn, the player describes
the actions they wish to take. Each character
gets 1 move action and 1 standard action per
turn, or they can sacrifice both to perform an
all-out action. Additionally a character may
perform as many free actions as is plausible in 6
seconds. A move action allows the player to
move up to 10 meters (unless a successful
running skill check is made). A standard action
allows the player to take a single damage
dealing action of some form such as a single
ranged or melee attack, or perform another
equivalent maneuver. An all-out action allows
the player to perform more advanced
maneuvers, such as allowing the character to
attack once with each weapon equipped limb.
It is up to the DM to keep track of and/or
describe player and enemy locations and handle
the flow of combat. Use of grid or battle mat is
recommended but not required. In this case
treat each grid square as 1 meter. Diagonal
movement costs 1 additional meter every 2
diagonals moved.

Advantage/Disadvantage
If the situation presents itself in such a way that
a character should have an advantage over their
opponent or a disadvantage over them, the
character rolls twice specifically on their d20

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Bryan Willy
roll and takes either the better (if they had an
advantage) or a worse (if they had a
disadvantage). The other dice are rolled
normally.
Not all situations cause both parties to have
both afflictions. The attacker may have an
advantage on their attacks, but the opponent
may not have a disadvantage on their own
attacks.

Advantages:
Being on superior terrain (Higher
ground, secure/solid ground vs
opponent.
More friendlies adjacent to your
opponent than enemies.
Opponent is off guard.
Disadvantages:
Opponent has cover from you (KneeHigh walls, around a corner).
Opponent on superior terrain.
More enemies adjacent to your than
friendlies.

Range
Every weapon has a range. If the opponent is
within that range, they are hit-able. Otherwise
they cannot be attacked with that weapon.
Most natural weapons have a 1meter attack
range meaning you need to be adjacent to them
to strike.

Attack
When attempting an attack use the following
formula:
(1d20 + Weapon Dice + Optional Energy Dice
(Knaru only) + Modifiers (Stats/etc.)) vs Defense
When attempting to hit an enemy, a player rolls
1d20, plus the weapons dice, plus the number
of energy dice they wish to commit, plus any
relevant modifiers. If the total roll exceeds the
enemys defenses, the enemy takes 1 damage +
1 for every 5 (rounded down) their defense was
exceeded.
The player regains up to (Rounded down) of
their max energy in spent dice per turn
(meaning if no dice are rolled in a turn, no dice

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are regained) the rest of the rolled energy dice
are removed from the game.

Bryan Willy
Alternatively as a standard action a Knaru can
spend energy to heal their roll in health points
on them or a touched creature.

For example, for a player with 5 Dex attacking


with a Hand Blaster decides to use 3d6 of
energy in the attack, a Hand Blasters dice is d4
- DEX meaning they add their Dex. 1d20 rolls
an 11, 1d4 (weapon) rolls 3, they get 7 total on
their 3d6, and they add their 5 Dex totaling to
an attack of 26. The enemy has 15 defense and
takes 3 damage. And the player regains 2
energy, but the extra 1 is lost.
Multiple Attacks
When multiple attacks are rolled, such as during
an all-out attack, each attack is resolved
separately against the targets defense. The
regeneration of energy dice only applies at the
end of the turn however (meaning only 2
energy die are free throughout the entire attack
sequence)

Crits:

If a 20 is rolled, that roll becomes a crit,


doubling the final damage dealt to the enemy.

Block (Knaru only)


Knaru can as a free action attempt to absorb
damage to their body to their energy instead.
Whenever a Knaru takes damage in combat,
even when it is not their turn, they may roll any
of their energy dice and attempt to absorb the
damage. These dice can be rolled one at a time,
resolving the last die before rolling the next
until either the Knaru decides to stop spending
energy, or runs out of energy (and enters their
Cataclysmic metabolic decline)

Death
If the enemy reaches 0 health, they become
incapacitated and automatically die after 3
turns unless they are restored above 0 health.

Healing
Three hours of interrupted rest heals 1 health
point.

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Items
Weapon

Economy
Currency
Currency is a complicated endeavor in the
Galaxy, but one that has become a bit less so
with the continued existence of the
Confederacy. Confederate Coins, also called
Confed Coins take are a gold based material and
are the closest to a galactic standard. Most
worlds and nations within the Confederacy also
use their own currency, (many because they
simply havent the access to as much heavy
metals for money). Most Knaru prefer to keep
their currency stored in Confed Coins due to the
fact that they can be consumed if needed for
survival. The second most common currency
are the Kinwar Dominons Iron coins, also called
blood coins. Republic Credits are a digital
currency and have no weight. Union
Certificates are paper-money and have
negligible weight.

Die / Stat

Cost Weight
Equip Range (Gold) (kg)

Hand
Blaster

1
d4 DEX hand 100m

25

1.5

Blaster Rifle

d12
2
DEX/STR hand 150m

40

3.5

Energy
Sword

1
d8 STR hand 1m

100

1.6

Heavy
Blaster

2
2d6 STR hand 75m

150

Palm
Projector

d8
1
INTEL/DEX hand 15m

200

Disintegrator
d6
1
DEX/INTEL hand 50m
(Thrown)

15

0.5

Thrown
Object
Armor

1
d4 DEX hand 15m
Defense Bonus

Equip

Varies

Cost Weight
(Gold)
(kg)

Light
Armor

5 Body

400

10

Medium
Armor

7 Body

800

20

10 Body

1200

40

Heavy
Armor

Exchange Rate (From Confed Coins)

Energy
Shield

2 1 hand

150

Confed Gold Coin

Defense
Field

10 2 hand

1500

15

0.5

Sample
Items

Dominion Iron Coin


Republic Credit

0.75

Rynto Synthetic

1.25

Union Certificate

Genas Chip

Bonus

Equip

Space
Suit

Not killed in
vacuum

Rocket
Boots

Allows Vertical
Movement
Feet

Body

Cost Weight
(Gold)
(kg)

700

20

1000
per
2 per
foot foot

Reserve
Food
Energy

Various types of equipment exist in the galaxy,


though some examples of the most common
items players might encounter are detailed
here.

30
Confed
Coins

60 Blood
Coins

If items are selected to be turned into energy,


they cant be partially converted. In any item
that can be justifiably split into multiple parts
the item loses usability upon being partially
converted.

Allows
communication
(planet surface
Personal to orbit max
Comm
range)

Equipment

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60

1.2

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Ships
Hull
Represents a ships overall hull integrity. If this
drops to 0, the ship becomes disabled, any
further damage risks a catastrophic failure and
can cause the ship to explode. Upon taking
damage past 0, roll a d20 and add the amount
of damage past 0. If the roll exceeds 20 the ship
will catastrophically fail.
Core Overload The engine of the ship
catastrophically overloads, dealing the
ships Class in d20s to everything onboard.
This rips the ship apart, throwing any
surviving creatures or equipment into
space.
Magazine Detonation The ammo stores
and weapon systems explode, dealing 1d20
+ 2d6 x Ship Class to anything in the same
room (In Class 1 vessels the entire ship is
one room). This also breaches the hull,
decompressing the same room.
Shield Blowout The ships shield systems
short out and collapse dealing 1d6 x Ship
Class to all creatures onboard.
Complete Hull Fracture The ships hull
catastrophically fails, and the ship tears into
two pieces, but otherwise remains intact.
Creatures onboard will likely be thrown into
space, but the ships cargo and systems may
remain undamaged.

Shields
Represents a ships defense (much like a
characters). All damage that hits the ship must
overcome the shields value or it deals no
damage. Shields receive a bonus directly from
their operators Intelligence or Dexterity.

Weapons
Represents a ships damage die. This is rolled
against the opponents shield. Weapons
receive a bonus directly from their operators
Strength or Dexterity. (In Class 1 ships this is
the pilot)

Bryan Willy

Engines
Represents a ships ability to maneuver, both
aggressively and defensively. This is an
additional
die that can
Ship Catastrophic Failure(1d20)
be rolled and
added either 1 - 5 Core Overload
to shields
6 - 10 Magazine Detonation
(evasive
11 - 15 Shield Blowout
action), or to
16 - 20 Complete Hull Fracture
a weapon
attack roll
(maneuvering to strike a weak spot). Engines
receive a bonus directly from the pilots
Dexterity or Intuition.

Class
The size, category, and threat level of the ship.
Directly represents overall strength, although
there is some variance depending on quality
and experimental ships. Generally speaking a
ship can take on 2-3 ships of a class directly
below it, any ship more than 2 classes below
generally poses no threat without extreme or
experimental equipment. For example a
destroyer can equally take on two frigates, or
five corvettes, assuming proper equipment.

Class 1 Fighters, Bombers,


Small Craft
Class 1 vessels are typically single or double
occupant vessels and contain all of their
systems integrated into the same place with
only a cockpit or two as actual inhabitable
space.

Class 2 Corvettes, Gunships,


Light Haulers
Class 2 vessels are larger and often have a crew
of 2-4, generally they have a cockpit or bridge, a
systems room containing shields, weapons, and
engine systems for maintenance and repair, and
occasionally a 3rd room that is often either a
cargo bay, living quarters or communications
equipment.

Class 3 Frigates, Heavy


Corvettes, Freighters
Class 3 vessels are the lightest fully crewed
vessels and often contain a crew of 5-10. With

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the exception of freighters, they are the lightest
ships to generally have a dedicated room for
each of the ships major systems.

Bryan Willy
equip better systems from the upgrades section
beyond the free bonuses.

Class 4 Destroyers, Travel


Ferries
Class 4 vessels range from lightly armed but
huge Travel Ferries, to smaller but for more
equipped Destroyers.

Class 5 Cruisers, Carriers


Cruisers are the hard hitting bullies of the
space-faring world, often requiring a crew
complement in the 20-30s. Carriers on the
other hand are massive, fielding far more crew
and equipment but lacking as heavy weapons as
other ships of its size.

Class 6 Battleships, Heavy


Cruisers, Leviathans
The kings and queens of the space combat,
ships of this class are almost never seen outside
of the military, with the exception of
Leviathans, which are rare massive commercial
freight ships.

Class 7 Dreadnaughts
Rarely seen outside of times of galaxy-spanning
wars, dreadnaughts are the largest ships ever
constructed. None have been seen active in
centuries and as such their true power is widely
debated.

Building a ship
First determine the ships class. That will
determine the ships base stats (Table: Ship
base stats by class).
Then apply flat bonuses to the ship based on its
purpose (it is
Warkin Destroyer recommended to add no
more than the ships class
Class
4
worth of bonus points.
Example Warkin
Hull
80
Destroyer). If this ship is
Shields
12+1
meant to be a special ship
Weapons 4d6+2 such as a famous, heroic,
or custom vessel that
Engines d6+1
should be more than a
little stronger or weaker than its class, you can

@2015 DigiPen Institute of Technology

Ship Base Stats by Class


Class Hull Shields Weapons Engines Cost (Gold)
1

10

1d6

d6

10000

20

2d6

d6

30000

40

3d6

d6

90000

80

12

4d6

d6

270000

110

16

2d20

d6

810000

145

20

3d20

2d6

2430000

200

24

4d20

3d6

7290000

Upgrades:
Ship Weapon Upgrade Ship Shield Upgrade
Cost
Cost
Class Weapon (Gold) Class Shield (Gold)
1 1d8

2000

1800

2 2d8

3000

2700

3 3d8

4500

12

4050

4 4d8

6750

16

6075

5 2d20+4

10125

20

9113

6 3d20+6

15188

24

13669

7 4d20+8

22781

28

20503

Ship Engine Upgrade


Class Engine

Ship Hull Upgrade

Cost
(Gold) Class Hull

Cost
(Gold)

1 d8

1500

12

2000

2 d8

2250

25

5000

3 d8

3375

50

10000

4 d8

5063

95

15000

5 d8

7594

125

15000

6 d8

11391

175

30000

7 d8

17086

250

50000

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Bryan Willy

Travel
Travel between star systems is fairly easy in this
day and age as advanced jump drives are
commonplace. These drives operate through
bursts of FTL travel known as jumps. A jump
allows a ship to travel light-years in mere
minutes but requires time to recharge in
between. This recharge type can vary between
a few hours for short-jump drives up to a day
for heavier and long distance jumpers. This
results in fairly easy travel from system to
system (a day or two), however getting from
one end of the Galaxy to the other is still a fairly
significant trip requiring between 2-3 months
depending on the journey and drives involved.
The Confederate states have setup vast
infrastructure of charge stations reserved for
freighters, travel corporations, and military
reducing this travel time by more than half
within the Confederacy borders. If given special
access an authorized ship can cross from the
two farthest points of the Confederacy in a two
weeks.

Sample NPC
Races
There are countless races in Sigma Kentaurus
aside from the Knaru, but a few are more often
encountered than others. If you can imagine it,
it probably exists in some form of race in the
galaxy.
To get your started here are two established
races in the galaxy.

Warkin
The Warkin are the dominant race in which the
Warkin Dominion is named for. Their skin is
covered in red bony plates, and although not
particularly large, they are rather stout and
thick of body. The majority of variance in
appearance are in the pattern of their scale-like
plates. Sample stats for a Warkin:
Warkin

Defense

16

Str

Attack

1d20 + 2d6
(Hvy Blaster)

Dex

Max
Health

20

Intuit 4

Size

Small

Intel

Speed:

10m

Skills:

Heavy
Lifting 3
Detection 2

(May vary depending on the Warkin)

UlGar
Although individually not particularly strong,
the quick insectoid UlGar more than make up
for it in sheer number and lack of any hesitation
in their goals. Sample stats for an UlGar:
UlGar
Defense

12

Str

Attack

1d20 + 3d4
(Claws)

Dex

Max
Health

13

Intuit 4

Size

Small

Intel

Speed:

10m

Skills:

Athletics
2
Stealth 4

There are elites and higher echelon Ulgar that


have been sighted before.

Creating Custom NPC


Races
When creating races, start with giving them a
slightly more powerful point buy (use maybe 20
points) than the players (Keep in mind other
races dont have energy powers), and go from
there. Literally anything you can imagine can
exist in this galaxy!

Stat

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