TheConqueror
The champion and campaigner.
Orbit Character Sheets
Orbit uses a mix of d20 and custom rules. Here are the sheets below. Please, please, give questions about the rules if you are confused.
Character Info
Name:
Age:
Gender:
Class:
Power Level: 1 (Starts at 1)
Inventory:
Personality:
Background:
Abilities
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:
Skills
(Dex) Athletics:
(Wis) Awareness:
(Dex) Dodge:
(Str) Fight:
(Con) Fortitude:
(Cha) Interaction:
(Int) Knowledge:
(Dex) Parry:
(Cha) Performance:
(Wis) Profession:
(Dex) Reflex:
(Int) Science:
(Dex) Shoot:
(Int) Technology:
(Dex) Thievery:
(Con) Toughness:
(Dex) Vehicle:
(Wisdom) Will:
Powers
(Copy + paste the purchased powers below. Put in the Power Point cost and rank you are buying.)
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(End of Character sheet)
Classes
There are three classes to choose from: Soldier, Technician, and Psychic. Soldiers are battle hardened warriors, whether they be bodyguards, guards, or mercenaries, they are professional killers from any range. Technicians can operate special technology, using it to control and change the environment to their liking. Technicians may be the most fragile class in health but they can keep themselves alive using healing technology. Psychics are lab-rats, conducts of human experimentation of the Hydra’s powers. Held away in secret, Psychics control unimaginable powers that can put them in a powerful offensive and defensive
position.
Soldiers start with +1 Dex, Str, and Con, but -1 Wis, Int, and Cha. They also start with 4 HP. Remember, each rank in Toughness gives +4 HP.
Technicians start with +1 Wis, Int, and Cha, but -1 Dex, Str, and Con. They start with 2 HP. Remember, each rank in Toughness gives +4 HP. Every Technician starts with a BioGauntlet, a device allowing them to use many of their powers such as hacking, flying drones, shocking, and more.
Psychics start with -1 in every ability, but have the best power set. They start with 3 HP. Remember, each rank in Toughness gives +4 HP.
Additionally, later on in the game player's’ choices will affect their class and it will evolve with the player’s choices. (More on this later.)
Skill Check
When doing anything that requires effort, a Skill Check is made. This is d20 + ability modifier + skill rank vs DC. For example, John tries to barter with a survivor to give him some rations. The GM rolls a d20, combined with Interaction rank, and Charisma modifier. He gets a combined total of 17. The DC to convince the survivor was 15, and since our total succeeded, John convinces the survivor.
Combat
When fighting, the battle is split into turns and rounds. Each character in the fight gets one turn in each round, unless rules state otherwise. In their turn, a character can either do an action and movement, full action, and any free actions such as talking or whatnot. When attacking, it is your attack value versus your enemy’s defense value.
Melee Attack: D20 + Fight + Strength
Ranged Attack: D20 + Shoot + Dexterity + Range penalty
Melee Defense: D20 + 10 + Dex + Parry + Shield bonus (if any)
Ranged Defense: D20 + 10 + Dex + Dodge + Shield Bonus (if any)
Power Points
Each player starts out with 20 points. They may spend them freely. As your character is level one, each skill can only go up to rank 1. Each ability can only go up to +3 (except for one). You may keep as many points as you like for in-game. Please notice that level ups will give you more.
Powers
Eventually, these powers can be upgraded to better results. Levels also unlock more powerful powers.
Soldiers:
Orbit uses a mix of d20 and custom rules. Here are the sheets below. Please, please, give questions about the rules if you are confused.
Character Info
Name:
Age:
Gender:
Class:
Power Level: 1 (Starts at 1)
Inventory:
Personality:
Background:
Abilities
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:
Skills
(Dex) Athletics:
(Wis) Awareness:
(Dex) Dodge:
(Str) Fight:
(Con) Fortitude:
(Cha) Interaction:
(Int) Knowledge:
(Dex) Parry:
(Cha) Performance:
(Wis) Profession:
(Dex) Reflex:
(Int) Science:
(Dex) Shoot:
(Int) Technology:
(Dex) Thievery:
(Con) Toughness:
(Dex) Vehicle:
(Wisdom) Will:
Powers
(Copy + paste the purchased powers below. Put in the Power Point cost and rank you are buying.)
------------------------------------------------------------------
(End of Character sheet)
Classes
There are three classes to choose from: Soldier, Technician, and Psychic. Soldiers are battle hardened warriors, whether they be bodyguards, guards, or mercenaries, they are professional killers from any range. Technicians can operate special technology, using it to control and change the environment to their liking. Technicians may be the most fragile class in health but they can keep themselves alive using healing technology. Psychics are lab-rats, conducts of human experimentation of the Hydra’s powers. Held away in secret, Psychics control unimaginable powers that can put them in a powerful offensive and defensive
position.
Soldiers start with +1 Dex, Str, and Con, but -1 Wis, Int, and Cha. They also start with 4 HP. Remember, each rank in Toughness gives +4 HP.
Technicians start with +1 Wis, Int, and Cha, but -1 Dex, Str, and Con. They start with 2 HP. Remember, each rank in Toughness gives +4 HP. Every Technician starts with a BioGauntlet, a device allowing them to use many of their powers such as hacking, flying drones, shocking, and more.
Psychics start with -1 in every ability, but have the best power set. They start with 3 HP. Remember, each rank in Toughness gives +4 HP.
Additionally, later on in the game player's’ choices will affect their class and it will evolve with the player’s choices. (More on this later.)
Skill Check
When doing anything that requires effort, a Skill Check is made. This is d20 + ability modifier + skill rank vs DC. For example, John tries to barter with a survivor to give him some rations. The GM rolls a d20, combined with Interaction rank, and Charisma modifier. He gets a combined total of 17. The DC to convince the survivor was 15, and since our total succeeded, John convinces the survivor.
Combat
When fighting, the battle is split into turns and rounds. Each character in the fight gets one turn in each round, unless rules state otherwise. In their turn, a character can either do an action and movement, full action, and any free actions such as talking or whatnot. When attacking, it is your attack value versus your enemy’s defense value.
Melee Attack: D20 + Fight + Strength
Ranged Attack: D20 + Shoot + Dexterity + Range penalty
Melee Defense: D20 + 10 + Dex + Parry + Shield bonus (if any)
Ranged Defense: D20 + 10 + Dex + Dodge + Shield Bonus (if any)
Power Points
Each player starts out with 20 points. They may spend them freely. As your character is level one, each skill can only go up to rank 1. Each ability can only go up to +3 (except for one). You may keep as many points as you like for in-game. Please notice that level ups will give you more.
- For abilities, you get a free +6. You can distribute this +6 among your abilities, such as +4 Dex and +2 Con, or put it all into one stat.
- Each +1 for an ability is 2 PP.
- Each +1 for skill is 1 PP.
Powers
Eventually, these powers can be upgraded to better results. Levels also unlock more powerful powers.
Soldiers:
- Pistol Proficiency- +1 accuracy and damage with pistols. Costs 1 PP.
- Shotgun Proficiency- +1 accuracy and damage with shotguns. Costs 1 PP.
- Assault Rifle Proficiency- +1 accuracy and damage with assault rifles. Costs 1 PP.
- Sniper Rifle Proficiency- +1 accuracy and damage with sniper rifles. Costs 1 PP.
- Adrenaline Rush- Your speed greatly improves, you move faster, and have +2 to reflex. Lasts one turn. Cost 2 PP.
- Combat Focus- Mastering the battlefield, your focus alone can allow you to slow down time, perfect for ducking behind cover or lining up a shot. Costs 3 PP.
- Incendiary Ammo- Using your survival skills, you can craft incendiary ammo with gasoline, gun ammunition, and an explosive substance. Costs 2 PP.
- Veteran- You're a soldier renowned for excellent battles and skill. Take away your starting Charisma penalty and replace it with a +1 to Charisma. Your +1 to Strength and Dexterity becomes a +2 to Strength and Dexterity. Costs 5 PP.
- Pistol Proficiency- +1 accuracy and damage with pistols. Costs 1 PP.
- Sniper Rifle Proficiency- +1 accuracy and damage with sniper rifles. Costs 1 PP.
- Hacker- You can hack level 1 terminals. Costs 1 PP.
- Crafting- You can craft level 2 items. Costs 1 PP.
- Comms- You are able to operate any difficult communication devices quickly. Costs 2 PP.
- Shock- Using your standard issue BioGauntlet, you can generate a small amount of plasma to shock nearby enemies. Costs 2 PP.
- Operator Drone- You have a small, hovering drone that is used to repair things from a distance or up close. It can also be used as a distraction for enemies. Costs 3 PP.
- Architect- A renowned engineer, you are a master in the field of technology. Take away your starting Dexterity penalty and replace it with a +1 to Dexterity. Your +1 to Intelligence and Charisma becomes a +2 to Intelligence and Charisma. Costs 5 PP.
- Pistol Proficiency- +1 accuracy and damage with pistols. Costs 1 PP.
- Shotgun Proficiency- +1 accuracy and damage with shotguns. Costs 1 PP.
- Blink- Using your mind, dissemble your molecules and reassemble them anywhere within medium range, harnessing teleportation. Costs 1 PP.
- Tear Apart- Rip your enemy's flesh in half by forcing your enemy into a fortitude save. If they fail, they instantly lose half of their health and can't heal. If they succeed, they can't heal. This effect disappears after two rounds. Costs 3 PP.
- Warp Wall- Draw dark matter from who-knows-where to form a wall between you and your enemy. Roll a Will check, and on success create a Warp Wall with 10 health and a ranged defense of d20 + 15, and a melee defense of d20 + 20. Costs 2 PP.
- Deflect- Create a shield from dark energy in your hand. Any projectile hitting the shield will make you take a fortitude save. Each success will deflect the projectile back onto the enemy. The enemy now takes a fortitude check equal to the amount of projectiles fired. Each failure is a hit towards them. Costs 1 PP.
- Gravity Shift- Wripping a hole into another dimension, you can suck nearby objects or people into the endless vacuum of who-knows-where on a successful Will check. A failure will leave your mind a bit tormented, leaving unable to use Will saves for a while. Costs 2 PP.
- Surged- A lab rat charged with powers beyond comprehension, you have better physical powers than most Psychics.. You remove all penalties to your abilities, and add +1 to every stat. Costs 5 PP.