PCs roll best 3 of 4d6 in order STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA. One roll may be replaced with a '16'. If the player does not like their rolls, they may take a standard array of 16 14 13 12 10 9 and arrange it in any order. Initial PCs start at 1st level. New & Replacement PCs at higher Level Highest Level PC: New PC Level 1-2: 1 3-4: 2 5-6: 3 7-8: 4 9-10: 5 NPCs Average NPCs typically roll 3d6 in order, with some re-arrangement, eg a female aristocrat typically has lower STR than a GREL super-soldier. Unclassed NPCs have Hit Dice rather than Levels, eg 2d8+2. 'Normal' people including most civilians and soldiers have 2d8 hit dice, modified by STR & CON, eg a frail character with STR -2 & CON -2 takes a -4 penalty on each hit die. A character with maximum 0 hp is permanently incapacitated, requiring constant life support. Elite NPCs typically roll best 3 of 4d6 in order, again with some re-arrangement, or array 15 14 13 12 10 8, and are generally treated like PCs. ATTRIBUTE: BONUS/MODIFIER 3: -4 4-5: -3 6-7: -2 8-9: -1 10-11: +0 12-13: +1 14-15: +2 16-17: +3 18-19: +4 20: +5 Attributes are used to resolve tasks. The PC rolls a d20 plus any Attribute Bonus and any Proficiency Bonus. Typically success requires a 10 + for Easy Tasks, a 1 5+ for Moderate Tasks, and a 20+ for Difficult Tasks. STRENGTH bonus or penalty adds to hit points per level and modifies their to-hit number with melee weapons, their damage number with melee weapons, and the resolution of strength-based tasks. STR does not modify short rest hp recovery via hit dice. Gear attacks and STR checks use the Gear's own STR (no skill applies) along with the Pilot's proficiency bonus and any Gear Pilot class bonus. DEXTERITY bonus or penalty modifies ranged weapon attacks, personal and vehicle AC, and the resolution of Dexterity-based tasks. CONSTITUTION bonus or penalty adds to hit points per level and modifies the resolution of Constitution-based tasks. CON modifies short rest hp recovery via hit dice . INTELLIGENCE bonus or penalty modifies the resolution of intelligence-based tasks. WISDOM bonus or penalty modifies the resolution of perception and willpower based tasks. CHARISMA bonus or penalty modifies the morale and loyalty of underlings, and the resolution of Charisma-based tasks. Race : There are no Races in this game. Class : Initially all PCs are members of the Gear Pilot class, below. Multiclassing is allowed with GM approval - see permitted classes below. Wealth : PCs may typically have up to $5d4x100 Marks (average $1250) in their bank account. In the UMF and the Northern Guard most money is stored electronically. Initial Salary is in the region of $18-$22,000 per year or so depending on rank, paid in monthly on the 1st of each month. The Northern Guard makes very substantial deductions from gross salary for military accommodations, CNCS federal employee income tax, military pension, etc. Typical net 'spending money' salary for a Trooper is around $1,125/month, rising to $1,250/month for a Corporal, $1,325 for a Ranger, $1,375 for a Senior Ranger or Lieutenant, $1,500 for a Captain. A typical 'modest' lifestyle in civilian life costs around $100/day, $4,200/month, $16,800/year. GEAR PILOT PC CLASS (5e d20/D&D) Hit Die: d6 (12 hp at 1st level, +4 hp each subsequent level). A PC has one d6 hit die per level, which may be used for Short Rests. Save Proficiencies: DEX & CON. The Gear Pilot may add extra Save Proficiencies at 3rd & 9th level (see below). Skill Proficiencies: Choose any six skills. The Gear Pilot may add his INT bonus (if positive) to the number of skills he is proficient in. The Gear Pilot is also proficient in any tasks related to piloting & maintaining his Gear. Particularly useful skills include Acrobatics, Athletics, Intimidate, Medicine, Perception, Persuasion, Stealth, and Survival. Weapon Proficiencies: Gear Pilots are proficient with simple weapons, firearms, and Gear weapons. Armour Proficiencies: Gear Pilots are proficient with Light armour. CLASS ABILITIES STICK JOCKEY (1st): When piloting a Gear in combat, a Gear Pilot PC receives a +2 Bonus to the Gear's Initiative roll . ACE PILOT (1st, 3rd, 7th): A Gear Pilot adds +1 to his Gear’s Armor Class . At 3rd level he adds +2 to his Gear's AC , and at 7th level +3 to his Gear's AC . ACTION SURGE (2nd): On your turn, you can take one additional action . Once you use this feature, you must finish a short or long rest before you can use it again. At 7th level you can use Action Surge twice before you must finish a short or long rest, but only once per turn. GUNNER (2nd): Beginning at 2nd level, the Gear Pilot receives a +1 bonus to all “to-hit” rolls made when attacking with a gear’s weapons or fists. This bonus increases to +2 at 9th level . EXTRA SAVE (3rd, 9th): Once a Gear Pilot reaches 3rd level he may choose one additional (third) Save Proficiency. At 9th level he may add an additional (fourth) Save Proficiency. ATTRIBUTE INCREASE (4th, 6th, 8th, 10th): The Gear Pilot may raise one Attribute by +2 or two Attributes by +1. No Attribute may go above 20. Alternatively, the Gear Pilot may choose a Feat. EXTRA ATTACK (5th): Y ou can attack twice, instead of once, whenever you take the Attack action on your turn. TABLE 2-20: Gear Pilot ADVANCEMENT LEVEL XP Hit Points Proficiency Bonus Notes Highest Rank 1 0 12 +2 STICK JOCKEY, ACE PILOT (1) Lieutenant or Snr Corporal 2 300 16 +2 ACTION SURGE, GUNNER (1) Captain or Ranger 3 900 20 +2 ACE PILOT (2), EXTRA SAVE (1) Captain or Senior Ranger 4 2,700 24 +2 +2 Attribute Increase or Feat Major or Sergeant 5 6,500 28 +3 EXTRA ATTACK Lt Colonel or Senior Sergeant 6 14,000 32 +3 +2 Attribute Increase or Feat Colonel or Sergeant Major 7 23,000 36 +3 ACE PILOT (3), ACTION SURGE (2) Brigadier * 8 34,000 40 +3 +2 Attribute Increase or Feat General ** 9 48,000 44 +4 EXTRA SAVE (2), GUNNER (2) Marshal *** 10 64,000 48 +4 +2 Attribute Increase or Feat Grand Marshal **** Epic Awards (E10): Every 20,000 XP beyond 64,000 a PC may gain either a +2 Attribute Increase (maximum Attribute 20), or a Feat. _________________________ Military Rank is only loosely tied to level (or hit dice). A high level Gear Pilot class character is more likely to be the Regimental Duelist than Colonel of the Regiment. Outside of some special operations units most military personnel are unclassed NPCs, not PC class characters. 109th Gear Regiment Enlisted Ranks include E1: Private Technician or Cook. E2: Trooper (Gear Pilot), Cook Corporal, Corporal Technician or Cook. E3: Corporal (Gear Pilot Senior Corporal ), Senior Corporal Technician or Cook. E4: Ranger E5: Senior Ranger E6: Sergeant E7: Senior Sergeant E8: Sergeant Major There's also a single E9 Sergeant of the Guard for the whole Northern Guard, a largely administrative and ceremonial role.