Monday, March 28, 2011

Cyberjack mini-six (kitchen sink setting)

The very nature of kitchen sink settings make them a ton of fun. They often need really flexible rules to cover anything from magic to fighter jets. And the fact that im really a rules lite kinda guy these days lets try mini-six for it, Just to see how is shakes loose.
 Here are the came class ideas but as Templates. Since this is a heroic scale game in giving 14D to attributes. Any attribute above 4 needs an explanation (cyberware ect.).

Booster
Boosters are super soldiers. Their bodies have been pushed to the limits of human perfection. After the great war many boosters became mercs or sell swords. Some took up a cause of one kind or another to fight for.
The booster system uses both nanotech and combat drugs.
Might: 4D
-Climbing 4D+1
-Jumping 4D+1
-Swimming 4D+1
-Brawling 4D+2
Agility: 5D
-Dodge 6D
-Stealth 5D+2
-Melee 6D+2
Wit: 3D
-Weapon smithy 3D+2
-Tactics 3D+1
Charm: 2D
-Barter: 3D

Dodge: 18, Block: 20, Parry: 20, Soak: 12 (18 )
The Booster system gives the booster amazing regenerative ability. Boosters regenerate 1 wound level every twenty minutes. Boosters are hyper aware, they get full dodge even when surprised. 
 A booster can over charge his system once per 6 hours. This over clocking will add one die to Dodge parry and block as well as all attack rolls for a single combat. But does one would level of damage to the booster.
Boosters start with a heavy auto pistol 4D, Battle Rifle 5D, a ballistic vest (+6), and 3D6x10 credits.

Ken
A Ken is a master of mystic arts. Able to manifest his inner-strength through his body.
A ken can come from any number of belief systems. Maybe he believes his power is ordained or god given.
No matter the belief system his mastery is unquestionable.
Might: 4D
-Climbing 4D+1
-Jumping 4D+1
-Swimming 4D+1
-Brawling 4D+2
-Endurance 4D
Agility: 5D
-Dodge 6D
-Stealth 5D+2
-Melee 6D
Wit: 3D
-Meditation 3D+1
-Tracking 3D+1
-Religion 3D+1
Charm: 2D
-Barter: 3D

Dodge: 18 (20), Block: 18 (20), Parry: 18, Soak: 14 
A Kens body has been honed from years of physical training. A Kens have a natural soak of +2. Ken almost never wear any form of armor. When not wearing any form of armor a Ken may add +2 to dodge and block against any attack he is aware of. A ken may jump three times the normal distance, and fall/jump up to 20' with out being hurt.
A kens fists are hardened from years of training going Might+1D damage.  At level 6 a ken may add 1D damage to any simple martial weapon as well, as they become an extension of his body.
A ken starts out with a martial weapon and 2d6x10 Credits. 

Ronin
A Ronin is a sell sword. A soldier for higher. Ronin are very often men of principle and not simply a merc. Ronins live by a code. A word given is a bond in blood. while they call no land their own or patron their lord. when in a contract or sworn oath of any kind they are totally loyal.
Might: 5D
-Climbing 5D+1
-Jumping 5D+1
-Swimming 5D+1
-Brawling 5D+2
Agility: 4D
-Dodge 4D
-Stealth 4D+2
-Melee 5D
-Driving 4D+2
Wit: 3D
-Tracking 3D+1
-Armory 3D+1
Charm: 2D
-Barter: 3D+2

Dodge: 12, Block: 17, Parry: 15, Soak: 15 (25)
 A Ronin has no qualm with altering his body to better his abilities. 
 Both arms are cybernetic replacement.
Right arm has a hidden blade +2 dmg to punch when extended.
Left arm as a ram system. Can be used once before needing recharged. Might+2D dmg Scale2.
Pain editor givens the ronin the ability to ignore pain taking no penalty for wound levels.
Ronin always carry a battle blade. These blades are almost always vibro-blades, These blades are functional as well as a mark of their station as a warrior.
A Ronin starts out with a vibro-sword +4D (ignore 2 soak), a Heavy pistol 4D, an smg 3D+1, and a battle rifle 5D. Ronin Start with ceramisteel plate armor (full set +10) and 3d6x10 Credits.

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