Dr. Imogene Silus has done it again!
Introducing the new standard in robotic pets, the Dogitron!
Teach it to fetch, teach it to roll over, teach it to rip the throat out of your enemies!
Just don’t give it a bath, because that will void your warranty…
Although there are only a few categories of weapons in the world of Distant Earth, their power, accuracy, and special abilities can differ greatly depending on the manufacturer.
Kleep: Kill For Cheap!
Kleep manufactures basic weapons for those on a shoestring budget. You won’t find the fanciest or most powerful weapons in the Kleep aisle, but you’ll always be able to afford them.
AA makes reliable weaponry at an affordable price, and prides itself on guns that never jam and grenades that are never duds. Most police forces and mercenary units carry Armistice guns.
Specializing in advanced-tech ammo like Pyro or Cryo rounds, Fangor takes basic guns and makes them special, and sometimes downright crazy. Their prices reflect this.
Although basic guns like pistols and rifles can come bearing the Juggernaut name, what they really excel at are explosives and heavy weaponry. Missile launchers and miniguns are usually a Juggernaut product.
Many parts of the character creation (and evolution) process in tabletop games can benefit from rigid rules and game mechanic integration. Features and special backgrounds or occupations can help take a page of numbers and stats and form them into the picture you have in your head–often times by adding new numbers and stats. Robotics, cybernetics, skills and trainings…This is where that comes into play in DE.
Mutations, on the other hand, they aren’t so rigid. They aren’t a skill that you’ve spent time training in, or a certain cybernetic leg modification that you’ve been saving up for to serve a specific purpose. Mutations are unpredictable. They are random. You don’t choose them, they choose you. Some of them can be extremely helpful, sure, but others might work against your “build.” Mutations are dangerous.
With this in mind, Mutations in DE will often times not come with spelled-out rules or statistical changes. Their effects will not necessarily be static. One GM might decide that someone with the Diminutive Hands mutation can’t effectively use melee weapons, while another GM may decide that the character gets a bonus to micro-robotics. A third GM may just decide that your tiny hands make people uncomfortable.
Mutations have purposely been left ambiguous, and their effects might change from situation to situation, character to character, and GM to GM. Some are more specific and grant bonuses or penalties, but even those can come into play in unforseen or random ways. They are the wildcard. The unknown element. The chaos.
Combat in DE is more strategy based than most tabletop rpgs. A character is not going to have the standard “I move twenty feet, I drink a potion, I attack with my longsword, and then I move another ten feet” turn-based allotment of actions. Running straight toward a mutant that is firing a machine gun at you is not an easy feat to survive. Advancing slowly while firing and sprinting from cover to cover are much more likely actions, and full-on running is either done from stealth or cover, as a retreating last resort, or because of a fit of temporary heroic insanity.
Still, it’s good to have options.
Advancing Fire — Grants you five meters of movement +/- 5 meters per SPD Bonus, as you fire your weapon. This can be as a full attack or as suppressing fire.
Move — You move at a normal speed while behind cover, in stealth, or even in the open for 5 meters per SPD Score.
Sprint — You roll your SPD Die, moving 5 meters per point of the result, granting a +1d6 to your defense pool.
Movement can grant additional bonuses or penalties depending on the situation and the actions of your allies or enemies. Covering Fire will help you move from point to point with less risk, and bull-rushing an enemy from a hidden flanking position is much safer than running straight at someone that knows your position.