NokiMo
Doc Destructo
Doc Destructo

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Mon - Fri: Armored Collective, Week 1

Section 99 evolves further.


Section 99 started in an earlier time in my life, when I was a more cynical young man, that thought he knew more than he did. As time went on, I tried to correct its course to fit a lot of what I had made to fit the politics I had evolved, and move it in the direction it needed to go. Two things, though: one, it had grown to a size that I was trying to develop a behemoth for a first major project, which is a recipe for disaster; two, the world had forced the status quo to a state a little to close to the conditions of Section 99's setting, and it really stopped being fun to write in that regard. 

So instead, I decided to evolve it, to do two things with what I had created: further evolve it, to a much more streamlined state, and to make it a more idealistic and brighter vision of what we could have- the fight is still on, but it's distant and abstracted, and wilder and more colourful than whatever awful bullshit I could rip from headlines. Because let's face it, a gig economy mercenary job is work for a lot of us these days. So let's all be antifascist union members on a damaged haven on a distant Superearth instead, because that's some aspirational shit. 

Section 99 is now Armored Collective. Look for the Label.

I'll post some more setting writing soon, to fill in some questions had. For now, the status quo is thus:

The goal with Armored Collective is both a degrowth of my own setting, and as a degrowth of tabletop roleplaying. It's one Star System, and starting with only one planet, and a conflict that's designed to grow in scale with the game itself- for now, it's a story of the Collective versus the Houses, and that's it. As for degrowth of the TTRPG formula, I'm taking things in a direction that's more decidedly boardgame in feel- very small numbers, a streamlined action system and a character build/equipment loadout system that could be easily represented with cards as a character sheet. If you've played the Pathfinder cardgame, or even the more recent XCOM games, you'll be in the right frame of mind for what I've got planned.

I'm on vacation from now until Wednesday, so there'll be no Mon-Fri content for this coming week. However, check out the framework I've built up so far, and know that this is the first bit of many. Next time- Disciplines, and the introduction to Tactical Encounters. For now, enjoy!


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BASIC Breakdown

Each Ranger is rated on 5 Basic Attributes, representing their parameters and potential, their physical and mental faculties, and the emotional connective tissue between both. They’re rated on a scale of 1 to 5, with 1 being an area of weakness and 5 being an area where the individual is considered among the top of the top, at the limits of what is believed to be capable.

Body

The physical strength and sturdiness of an individual’s frame, be it in their own flesh, blood and bone, in a hominid end effector frame (in other words, a Hob exorig), or spread off among a combination of both- biological material and bionic prosthesis working in harmony. The higher an individual’s Body, the stronger and tougher they are, and the more they’re capable of resisting the effects of hard physical hits and agents that would irritate or sicken them.

Agility

The speed and adroitness of an individual’s physical form, not simply their overall top speed in a footrace, but the degree of control they have over it- if your body’s a vehicle, how good are you at driving it? The higher an individual’s Agility, the faster and more graceful they are, and the more they’re capable of dodging and weaving out of the way of incoming attacks.

Senses

The passive and active acuity of an individual’s sensory faculties, their senses of sight, hearing, smell, taste and touch, and any more or less a given individual has to draw on, as well as their ability to read what they’re being told through them, as a whole picture. The higher an individual’s Senses, the more accurate a shot they are and the more capable they are on picking up on subtle details and hidden things.

Instinct

The part of you that knows what to do within the parameters of yourself- what you know about who and what you are, and how you understand the world from that perspective. It’s the internal part of your intellect, the part that takes your perception and compares it against things you know, things you’ve learned, things you can either confirm or suspect and lets you decide what to do from what it finds- you wits, in other words. The higher an individual’s Instincts, the better they are at technical tasks that are logical and can be “puzzled out,” and the harder they are to bluff or mislead.

Cunning

The part of you that is aware both of yourself and of other beings and things in relation to you, the active and reactive part of your intellect that plays call and response with your sensory input, and lets you decide how to proceed based on how you judge the results. In short, it’s where your emotional intelligence lives, the part of you that judges via feeling out and being creative, which can respond on the fly in reaction, rather than consult with what you already know. The higher an individual’s Cunning, the more capable they are solving less obvious, more fiddly problems, the more influential they can be, and the harder they are to mentally break.

BASIC Actions

The Basic Action Check

Movement Actions

If you’re capable of unimpeded locomotion then movement isn’t going to be a problem for you, which means there’s no check involved for doing any of this stuff. Just do it, as listed, no need for dice to get involved.

Offensive Actions

Used when you are in some way attempting to engage a target in some way, be it bashing it in the head, shooting it through the center mass or just pointing it out so that others can see it from their angle. 

Supportive Actions

Used to do things that aren’t particularly offensive in nature, at least not directly harmful. This can mean shoving heavy out of the way, it can mean patching up a hurt teammate, and it can even mean attempting to talk someone out of doing something stupid. Regardless, because these are less overtly threatening actions, and so tend to be Simple actions that don’t provoke Interrupts.

Defensive Actions

Used whenever called upon to protect oneself in certain conditions, either physically, mentally or emotionally, Defensive Actions are checked whenever an individual finds themselves when on the receiving end of a Negative Effect, to either lessen or negate it. Because they’re done in reaction to being attacked or hit, they don’t require an Action to use, they’re done as a reflex, for free.

Resistances

If Defensive Actions are the active and reactive things an individual does, then Resistances are the passive things they do, without thinking, possibly without even realizing it. Because of this, Resistances aren’t rolled in any way, and instead serve as the penalty for effects against you that you can’t otherwise actively intercept, like getting shot at, or having someone sneaking around in your periphery. Because of that, Resistances work differently, and are instead rated on a scale of 0 to -2, based on their associated BASIC Attribute. Attributes at 1 give an associated Resistance of 0, Attributes at 2-3 give an associated Resistance of -1, and Attributes at 4-5 give an associated Resistance of -2.

Statistics

Little details that are nevertheless really important, because they measure how an individual is doing, in terms of health, footspeed and other important factors. They’re derived by Attributes, pretty much on a one to one basis, though in some cases, they’re only affected by more specific Praxis and equipment.

Traits, Disciplines and Praxis Upgrades

Traits

Species Traits


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