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[Rough Draft] Code Red Scenario

Started by DeadUematsu, October 17, 2008, 11:25:14 PM

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DeadUematsu

This was rotting on my HD and I figured someone might like to see it so here it is. Please let me know what you think.

code red scenario
 a scenario-based game of post-apocalyptic military science fantasy

design notes
 this game was inspired by after the bomb, armor hunter mellowlink, and phantasy star; some of the systems were
 inspired by al shard, forward to adventure!, chronicles of ramlar; looking over it after some time, there seems
 to be a number of allusions to warhammer 40k - this was not intentional

setting
 a dead wilderness of sand and steel covers the remnants of the world. long ago, an empire, symbolized
 by a wilted rose, had erected a throne in this rugged place. soldiers fought and died to uncover the world's
 past and beat back the tide of death. amongst the ancient military registrars, your name was once listed...

the core of the game
 in code red scenario, players take on the role of enlisted men undertaking military operatons in a dying
 fantasy world

action resolution
 the basic resolution of any action is 2d6 + stat vs. a target number (6-8 easy, 9-11 normal, 12+ difficult)

attribute scores
 strength - factor of physical intergrity, corporeal attack and defense
 reflexes - factor of reactive accuracy, evasion, and reaction
 perception - factor of preceptive accuracy, evasion, and reaction
 reason - factor of ethereal attack, mental stability, and preceptive evasion
 will - factor of ethereal defense, mental stability, and physical integrity
 luck - factor of reaction, mental stability, and reactive evasion

aggressive scores
 there are 9 aggressive scores to take into consideration, thier only use is in combat
 physical integrity - determinant of bodily health, if reduced to zero, the character falls unconsciousness,
  if this score reaches an negative amount equal in magnitude to the maximum positive physical integrity score,
  the character dies
 mental stability - determinant of mental health, if reduced to zero, the character is unable to call upon
  his specialties, if the score reaches an equal negative amount, the character goes insane
 corporeal attack - determinant of a physical attack's effectiveness
 corporeal defense - buffer against physical attacks
 reactive accuracy - determinant of whether a physical melee attack (and in some cases, a magic attack)
  succeeds
 reactive evasion - determinant of whether or not a physical ranged attack misses (and in some cases, a magic
  attack) fails
 perceptive accuracy - determinant of whether or not a physical ranged attack (and in some cases, a magic
  attack) succeeds
 perceptive evasion - determinant of whether a physical melee attack (and in some cases, a magic attack)
  succeeds
 ethereal attack - determinant of a magical attack's effectiveness
 ethereal defense - buffer against magical attacks
 reaction - determinant of initiative during combat rounds

base formulas
 physical integrity = str * 2 + wil
 mental stability = rea + wil + lck
 corporeal attack = str * 2 + ref
 corporeal defense = str * 2 + wil
 reactive accuracy = ref * 3
 reactive evasion = ref * 2 + lck
 preceptive accuracy = per * 3
 preceptive evasion = per * 2 + rea
 ethereal attack = rea * 3
 ethereal defense = wil * 3
 reaction = lck + ref + per

 possible (most definite) changes
  reactive accuracy = ref * 2 + str
  preceptive accuracy = per * 2 + lck
  ethereal attack = rea * 2 + per
  ethereal defense = wil * 2 + lck

character creation
 0) check with gm
  the gm might have made adjustments to the rules so it is always a good idea to ask him what's up
 1) attribute scores
  all characters are built as normals (2s in all attribute scores), with the use of 4 discretionary
  points and the assignment of class levels, thier attribute scores increase and decrease as based on
  this baseline array (no attribute can be increased above 5 and no attribute score can be decreased
  to less than 1)
 2) assignment of character levels
  as a first level, you may pick three levels from any of the classes listed below in any of the
  following combinations: you can choose 3 levels in one class, 2 levels in one class and 1 in another,
  or 1 level in three different classes
 3) the use of discretionary points
  before calculating and recording attribute scores, trademarks, specialties, and aggressive scores,
  assign six discretionary points to your character's attribute, remember that no attribute can be
  increased over 6 at the start of play
 4) calculate and record pertinent information
  as above :), remember that even though a character starts with three class levels, he is a 1st level
  character!
 5) finishing touches, personal data
  detail your character's weight, height, age, hair color, eye color, sex, astrological sign, blood
  type, and whatever other details that strike your fancy, you may also detail his relations or motives
  for a life of adventure, exploration, and fighting
 6) submit character for approval
  hand your completed character sheet over to the gamemaster for approval, if there is any wrong, he
  will tell you what needs to be corrected, otherwise you should be done with this step

sample characters

 adept ninja [3 shinobi]

 attributes
  str 2 ref 4 rea 2 per 4 wil 2 lck 3
 aggressives
  pi 19 (10) ms 13 (7) ca 10 (8) cd 7 (6) ra 12 (10) re 14 (11) pa 13 (11) pe 13 (10) ea 9 (8) ed 8 (7) rc 14 (11)
 trademarks
  override action
 specialties
  steal (2 ms), hide (4 ms), mugging (6 ms)
 equipment
  weapon: standard issue tekknife (cor pow 2, eth pow 1)
  armor: standard issue tekgarb (eth pow 1)
  item: one potion (restores 10 pi), one smokebomb (allows combat escape)
  backpack: one detox tablet (cures poison), one alarm tablet (cures sleep), one acupunture kit (cures stone)

 librarian knight [2 grunt/1 keeper]
 
 attributes
  str 4 ref 3 rea 4 per 1 wil 4 lck 2
 aggressives
  pi 25 (12) ms 19 (10) ca 13 (11) cd 14 (12) ra 12 (10) re 9 (8) pa 6 (4) pe 7 (6) ea 11 (9) ed 12 (10) rc 7 (6)
 trademarks
  total damage
  identify elemental weakness
 specialties
  acuity (3 ms)
  slam (6 ms)
  elemental bolt (4 ms)
 equipment
  weapon: standard issue teksword (cor pow 3)
  armor: standard issue tekarmor (cor pow 1)
  item: three potions (restores 10 pi)
  backpack: great potion (restores 20 pi)

 torcan cleric [2 torcan/1 chaplain]

 attributes
  str 3 ref 1 rea 4 per 5 wil 5 lck 1
 aggressives
  pi 25 (11) ms 20 (10) ca 8 (7) cd 13 (11) ra 4 (3) re 4 (3) pa 12 (11) pe 15 (14) ea 14 (13) ed 14 (11) rc 8 (7)
 trademarks
  prayer revival
  tactical readjustment
 specialties
  detox (3 ms)
 equipment
  weapon: standard issue tekgun (cor pow 2, ranged)
  armor: standard issue tekarmor (eth pow 1)
  item: one potion (restores 10 pi), one great potion (restores 30 hp)
  backpack: two detox tabs (cures poison)

character classes

 grunt, an expert at fighting with weapons and armors
  trademark: one per combat scene, roll damage for physical attack damage twice and add the totals together
  attributes adjusts: +1 str, +1 ref, +1 wil, -1 rea, -1 lck
  level  pi ms ca cd ra re pa pe ea ed rc  specialties
    1     +5 +2 +1 +1 +1 +0 +1 +0 +0 +0 +0   smash [2 ms] roll twice for damage, choose highest result
    2    +10 +4 +2 +2 +2 +1 +2 +1 +1 +1 +1   brainbust [4 ms] deal damage and cause stun effect if applicable
    3    +15 +6 +3 +3 +3 +2 +3 +2 +1 +1 +1   charge [6 ms] deal ca in physical damage to all opponents in a 6 square straight line
    4    +20 +8 +4 +4 +4 +2 +4 +2 +2 +2 +2   duel [8 ms] designate a target, as long as you do not attack anyone else, the target will only concentrate his attacks on you
    5    +25+10 +5 +5 +5 +3 +5 +3 +2 +2 +2   hamstring [10 ms] deal damage and cause a don't move effect if applicable
    6    +30+12 +6 +6 +6 +4 +6 +4 +3 +3 +3   str +1
    7    +35+14 +7 +7 +7 +4 +7 +4 +3 +3 +3   focus [12 ms] doubles either ra or pa for the next six combat rounds
    8    +40+16 +8 +8 +8 +5 +8 +5 +4 +4 +4   shockwave [14 ms] deal ca +6d6 in physical damage to all opponents within a 2 square radius
    9    +45+18 +9 +9 +9 +6 +9 +6 +4 +4 +4   return [16 ms] endure damage for one round and then return it back onto an assailant the next round, only actual damage suffered is added onto the damage of the attack made next round
   10    +50+20+10+10+10 +6+10 +6 +4 +4 +4   cow [18 ms] all enemies who perceive your character must reflexively make a move action away from you
   11    +55+22+11+11+11 +7+11 +7 +5 +5 +5   raid [20 ms] deal ca +12d6 in physical damage to six squares of your choice
   12    +60+24+12+12+12 +8+12 +8 +6 +6 +6   str +1
   
 chaplain, a medic endowed with the divine will
  trademark: one per combat scene, revive an unconscious party member with ea dice in pi at no cost
  attribute adjusts: +1 rea, +1 per, +1 wil, -1 str, -1 lck
  level  pi ms ca cd ra re pa pe ea ed rc  specialties
    1     +4 +4 +0 +0 +0 +0 +0 +0 +0 +1 +0   detox [3 ms] removes poison status effect
    2     +8 +8 +1 +1 +1 +1 +1 +1 +1 +2 +1   heal [6 ms] heals ea dice in damage to a single ally
    3    +12+12 +1 +2 +2 +1 +2 +2 +2 +3 +1   smite [9 ms] deals ea dice in holy elemental damage to a single opponent
    4    +16+16 +2 +2 +2 +2 +2 +2 +2 +4 +2   purify [12 ms] heals virus, oil, blindness, and silence
    5    +20+20 +2 +3 +3 +2 +3 +3 +3 +5 +2   revive [15 ms] revives an unconsciousness ally with half ea in pi
    6    +24+24 +3 +4 +4 +3 +4 +4 +4 +6 +3   wil +1
    7 +28+28 +3 +4 +4 +3 +4 +4 +4 +7 +3   heal more [18 ms] heals ea * 2 dice in damage to a single ally
    8    +32+32 +4 +5 +5 +4 +5 +5 +5 +8 +4   cure all [21 ms] removes all negative status effects from an ally
    9    +36+36 +4 +6 +6 +4 +6 +6 +6 +9 +4   cleanse [24 ms] deals ea dice in holy elemental damage to all foes within a 3 square radius  
   10    +40+40 +5 +6 +6 +5 +6 +6 +6+10 +5   heal all [27 ms] heals ea * 2 dice in damage to all allies within a 3 square radius
   11    +44+44 +5 +7 +7 +5 +7 +7 +7+11 +5   resurrect [30 ms] revives an unconscious ally with full pi
   12    +48+48 +6 +8 +8 +6 +8 +8 +8+12 +6   wil +1

 keeper, a trustee of a book of elementals
  trademark: one per combat scene, cast a spell with no mental stability cost
  attribute adjusts: +1 rea, +1 wil, +1 lck, -1 str, -1 per
  level  pi ms ca cd ra re pa pe ea ed rc  specialties
    1     +3 +4 +0 +0 +0 +0 +0 +0 +1 +1 +0   elemental shot [3 ms] deals ea +3d6 in either fire, water, earth, or wind damage against one foe
    2     +6 +8 +1 +1 +1 +1 +1 +1 +2 +2 +1   elemental endowment [6 ms] imbues an ally's attack with an elemental affinity for the remainder of the scene or until ally dismisses the effect
    3     +9+12 +1 +1 +1 +1 +2 +2 +3 +3 +2   elemental blast [9 ms] deals ea +6d6 in either fire, water, earth, or wind damage against all foes within a 2 square radius
    4    +12+16 +2 +2 +2 +2 +2 +2 +4 +4 +2   elemental shield [12 ms] imbues an ally's defense with an elemental affinity for the remainder of the scene or until ally dismisses the effect
    5    +15+20 +2 +2 +2 +2 +3 +3 +5 +5 +3   elemental explosion [15 ms] deals ea +9d6 dice in either fire, water, earth, or wind damage against all foes within a 3 square radius
    6    +18+24 +3 +3 +3 +3 +4 +4 +6 +6 +4   rea +1
    7 +21+28 +3 +3 +3 +3 +4 +4 +7 +7 +4   elemental pillar [18 ms] deals ea +12d6 dice in either fire, water, earth, or wind damage against a single foe
    8    +24+32 +4 +4 +4 +4 +5 +5 +8 +8 +5   elemental endowment [21 ms] adds ea in number to either ca (fire), cd (earth), re (water) or wind (rc)
    9    +27+36 +4 +4 +4 +4 +6 +6 +9 +9 +6   elemental conjuration [24 ms] summons an elemental of either fire, earth, water, or wind to come to the aid of the party
   10    +30+40 +5 +5 +5 +5 +6 +6+10+10 +6   elemental pinion [27 ms] heals oneself for ea pi and causes all elemental damage of the selected type to heal oneself for the remainder of combat; only one elemental can be absorbed at a time
   11    +33+44 +5 +5 +5 +5 +7 +7+11+11 +7   elemental apothesis [30 ms] deals ea +15d6 dice in either fire, water, earth, or wind damage against all foes within a 4 square radius
   12    +36+48 +6 +6 +6 +6 +8 +8+12+12 +8   rea +1

 shinobi, a knife in the shadows
  trademark: one per combat scene, override an opponent's turn with one's action
  attribute adjusts: +1 ref, +1 per, +1 lck, -1 str, -1 rea
  level  pi ms ca cd ra re pa pe ea ed rc  specialties
    1     +3 +2 +0 +0 +0 +1 +0 +1 +0 +0 +1   snatch [2 ms] make a thievery attempt during the midst of battle
    2     +6 +4 +1 +1 +1 +2 +1 +2 +1 +1 +2   hide [4 ms] protect against all physical attacks until struck by a magical attack
    3     +9 +6 +2 +1 +2 +3 +2 +3 +1 +1 +3   quack [6 ms] sets oneself up as a decoy for the next two turns
    4    +12 +8 +2 +2 +2 +4 +2 +4 +2 +2 +4   mugging [8 ms] make a thievery attempt and a simultaneous attack during the midst of battle
    5    +15+10 +3 +2 +3 +5 +3 +5 +2 +2 +5   smoke bomb [10 ms] allows everyone to reflexively make a single move action out of a conflict  
    6    +18+12 +4 +3 +4 +6 +4 +6 +3 +3 +6   ref +1
    7    +21+14 +4 +3 +4 +7 +4 +7 +3 +3 +7   toss [12 ms] deals ea + 8d6 damage of either fire, water, earth, or wind damage (the damage type is chosen randomly)
    8    +24+16 +5 +4 +5 +8 +5 +8 +4 +4 +8   shuffle [14 ms] for the rest of combat, double one's entire movement rate when making two moves during your turn
    9    +27+18 +6 +4 +6 +9 +6 +9 +4 +4 +9   kamikaze [16 ms] sacrifices oneself to deal pi(d6) + ea in damage to a single opponent
   10    +30+20 +6 +5 +6+10 +6+10 +5 +5+10   duplicate [18 ms] creates an exact duplicate with a quarter of one's own pi
   11    +33+22 +7 +5 +7+11 +7+11 +5 +5+11   assassinate [20 ms] kills a single target if the attack successfully hits, does not work against pcs, undead, golems, elementals, or bosses
   12    +36+24 +8 +6 +8+12 +8+12 +6 +6+12   ref +1

 the following classes, only one can be chosen of and the first level must be taken at character creation!

 lupus, a resilient race of dog-faced pugulists
  trademark: one per combat scene, make two attack actions
  attribute adjusts: +1 str, +1 ref, +1 per, -1 rea, -1 lck
  level  pi ms ca cd ra re pa pe ea ed rc  specialties
    1     +4 +2 +0 +0 +0 +1 +0 +1 +0 +0 +0   perform [2 mp] enter combat fighting stance, must be unarmed, attacks as if equipped with a weapon with an attack power twice of one's friar level
    2     +8 +4 +1 +1 +1 +2 +1 +2 +1 +1 +1   kiai [4 mp] combat-only, adds two die to a pool for the remainder of the combat scene, each die can be expended one at a time to increase damage or defense by 1d6
    3    +12 +6 +1 +2 +2 +3 +2 +3 +1 +1 +2   meditate [6 mp] prevents status effects for the next six combat rounds
    4    +16 +8 +2 +2 +2 +4 +2 +4 +2 +2 +2   endure [8 mp] delays the assignment of damage done to the friar until the next combat round  
    5    +20+10 +3 +3 +3 +5 +3 +5 +2 +2 +3   release [10 mp] used in conjunction with kiai, multiple die can be expended for a given attack or defense after this specialty has been used, however kiai cannot be used again until all pooled dice have been expended
    6    +24+12 +4 +4 +4 +6 +4 +6 +3 +3 +4   per +1

 raitour, spiritual ox-men with command over monsters
  trademark: one per combat scene, summon a random creature of appropriate level to aid the party in battle
  attribute adjusts: +1 str, +1 rea, +1 wil, -1 per, -1 ref
  level  pi ms ca cd ra re pa pe ea ed rc  specialties
    1     +4 +3 +0 +0 +0 +0 +0 +0 +0 +0 +0   insect [4 ms] summon a lowly insect creature of your choice to aid the party in battle
    2     +8 +6 +1 +1 +1 +1 +1 +1 +1 +1 +1   fairy [8 ms] summon a useful fairy creature of your choice to aid the party in battle
    3    +12 +9 +2 +2 +2 +2 +1 +1 +2 +2 +2   beast [12 ms] summon a helpful beast creature of your choice to aid the party in battle
    4    +16+12 +2 +2 +2 +2 +2 +2 +2 +2 +2   giant [16 ms] summon a strong giant creature of your choice to aid the party in battle
    5    +20+15 +3 +3 +3 +3 +2 +2 +3 +3 +3   dragon [20 ms] summon a powerful dragon creature of your choice to aid the party in battle
    6    +24+18 +4 +4 +4 +4 +3 +3 +4 +4 +4   wil +1

 torcan, slow but sturdy and quite vocal tortoise tacticians
  trademark: once per combat scene, at the very start, the toucan can roll to re-establish the position of his party and the enemy party, he can always choose to take the better result
  attribute adjusts: +1 str, +1 per, +1 wil, -1 ref, -1 lck
  level  pi ms ca cd ra re pa pe ea ed rc  specialties
    1     +5 +3 +0 +1 +0 +0 +0 +0 +0 +1 +0   accumulate [3 ms] designate an enemy, each time that enemy is attacked, add +3 to the damage dealt to that target after cd is deducted for the next rounds
    2    +10 +6 +1 +2 +1 +1 +1 +1 +1 +2 +1   cheer [6 ms] designate an ally, each time that ally acts, he recovers your half your ea in physical integrity for the next three rounds
    3    +15 +9 +2 +3 +1 +2 +1 +2 +2 +3 +1   empower [9 ms] designate an ally and add half your ea to any score of the ally's choice, this bonus lasts for the next three rounds
    4    +20+12 +2 +4 +2 +2 +2 +2 +2 +4 +2   rejoice [12 ms] designate an ally, if that ally falls within the next three rounds, he immediately recovers with an amount of pi equal to the torcan's ea
    5    +25+15 +3 +5 +2 +3 +2 +3 +3 +5 +2   scream [15 ms] designate an enemy, each time that enemy attacks you, all allies get an counter attack for the next three rounds
    6    +30+18 +4 +6 +3 +4 +3 +4 +4 +6 +3   str +1
 
 orray, a bloodthirsty but honorable race of avian berserkers
  trademark: one per combat scene, enter a berserker rage, dealing a weapon's attack power but halving both cd and an armor's defensive power
  attribute adjustments: +1 str, +1 ref, +1 per, -1 wil, -1 rea
  level  pi ms ca cd ra re pa pe ea ed rc  specialties
    1     +5 +2 +1 +0 +1 +0 +1 +0 +0 +0 +1   leap attack [2 mp] attack an enemy as if you had a ranged weapon
    2    +10 +4 +2 +1 +2 +1 +2 +1 +1 +1 +2   alacrity [4 mp] improves one's individual movements by two squares
    3    +15 +6 +3 +1 +3 +2 +3 +2 +1 +1 +3   wham [6 mp] inflict the maximum possible amount of damage on a single opponent
    4    +20 +8 +4 +2 +4 +2 +4 +2 +2 +2 +4   feast [8 mp] inflict damage on an opponent and take half the amount of damage dealt to heal one's own pi
    5    +25+10 +5 +2 +5 +3 +5 +3 +2 +2 +5   evasion [10 mp] dodge any number of either melee or ranged attacks until one's next turn
    6    +30+12 +6 +3 +6 +4 +6 +4 +3 +3 +6   lck +1

levelling up

 when a character acquires enough experience to level up, he chooses an additional class level and adds the
  appropriate numbers to the appropriate scores
 also, at 3rd level, 6th level, 9th level, and 12th level, he gets one more discretionary point to allocate
  to his attribute scores, recalculate your aggressives as normal
 remember, unless a character already has levels in a racial class at the start of his career (1st level),
  he cannot select levels in that racial class at all
 also remember that no character can have more than one racial class

equipment

 equipment limits
  a character can wield one weapon, wear one set of armor, and utilize the effects of one relic
  a character can instantly store up to three items to be readily usable in combat
  a character can also store any number of items in his backpack (these items take until the character's next
   turn to use if needed in combat)

 starting equipment
  a character always start with one weapon and one armor
  a character also starts with up to five resources in usable items
  a character can also be considered to possess gear appropriate to his role in his military unit, his
   military uniform, his fatigues, civilan clothes, etc.; this is relatively unimportant except in
   survival scenarios

 items
  these are the items, thier effects, and thier respective costs in resources
 
 resource 1 items
  potion (heals 10 pi)
  apuncture kit (heals stone)
  detox tablet (heals poison)
  cold capsule (heals virus)
  mental mallet (heals confusion)
  watering bucket (heals mini)

 resource 2 items
  great potion (heals 30 pi)
  maiden memory (heals frog)
  revival salts (heals unconsciousness)
  ether (heals 10 ms)
  wet nap (heals oil)
  arithisis medicine (heals disable)
  spring heels (heals don't move)
  inflatable clown (sets status to decoy)
  alarm (heals sleep)

 armor and weapons
  armor and weapons are built roughly in accordance to character level
   this does not necessarily mean that a character will always have equipment appropriate to thier
  level, rather, this is what they should be equipped with at that level
 
  weapons
 
  level is the weapon level level
  dice is the number of dice you get to divvy up between corporeal or ethereal power
  max catergory is the number of dice you can assign to either category
  cost is the weapon's cost in resources and additional miscellanous materials
   a weapon can be ranged; every 4 squares of range comes at the cost of a single die
 
  level dce max cat  resources
    1    3     3         1
    2    4     3         2
    3    5     4         4 + dry wood
    4    6     4         8  
    5    7     5         12 + sandstone
    6    8     5         16
    7    9     6         20 + great slate
    8    10    6         24
    9    11    7         32 + iron vine
   10    12    7         40
   11    13    8         48 + gold rust
   12    14    8         56
   Art   16    10        64 + rose diamond

  armor

  level is the armor level
  dice is the number of dice you get to divvy up between corporeal or ethereal power
  max catergory is the number of dice you can assign to either category

  level dce max cat  resources
    1    1     1         1
    2    1     1         2
    3    2     1         3 + dry wood
    4    2     2         4
    5    3     2         6 + sandstone
    6    3     2         8
    7    4     3         10 + great stale
    8    4     3         14
    9    5     3         18 + iron vine
   10    5     4         22
   11    6     4         26 + gold rust
   12    6     4         30
   Art   8     6         34 + rose diamond

  relics
   relics have no cost, the awarding of relics are solely up to the GM, thier effects should
   not be able to be emulated through class specialties, here are some examples:
    sprint shoes (+1 movement in combat)
    tortoise shell (halves physical damage after armor reduction)
    flame pinion (one-time revival when KOed)

combat
 combat is initiated when the actions of one side in a conflict escalate to physical hostilities, it
 is broken into three phases which follow

 the three main phases of combat
 1.) check for surprise
  surprise is checked first with a character from each side who is both alert and has the highest
  perception score rolling against each other, if either one exceeds the other by 12, the other is
  surprised, a side is also surprised if they roll a 2; if the other side is caught off unawares,
  the other side can choose whether or not to engage in a pincer attack, back attack, or a normal
  surprise attack if the GM rules that positioning is possible
 2.) the surprise round
  if a side has been surprised, those who can act may roll for initiative and act accordingly, a
  surprised character can typically defend against a surprise frontal attack; those attacked from
  behind suffers twice the amount of damage after armor reduction and may not opt to turn around after
  being attacked
 3.) the combat round
  if there has been a surprise round, all remaining characters who did not act during the surprise
  round may roll for initiative; otherwise, everyone rolls for initiative with the highest rollers
  going first; initiative is rolled only once per combat

 actions in combat
  a character has many options to consider when it is his turn to act during a battle

  move
   all characters can typically move 6 spaces during thier turn, this is in addition to any other
   action; rough terrain may reduce this to 4 spaces; a character can move twice if he forfeits
   any other action
  jump
   all characters can typically jump 2 spaces during thier turn, this replaces one's move action,
   if the character makes a move action and then jumps, he can clear 8 spaces horiziontally or 4
   spaces vertically
  physical attack
   a character rolls 2d6, adds either his ra (if using a melee weapon) or his pa (if using a ranged
   weapon), and compares it to either his target's pe or re plus a 2d6 roll; if it exceeds it, the
   character scores a hit! if he exceeds it by 12 or more, he scores a critical hit! for a normal
   hit, roll his weapon's corporeal pow in d6s, add it to his ca and subtract his target's cd (plus
   his armor's corporeal power dice roll) from the result and subtract whatever remains from the
   target's pi, the minimum damage a successful attack can inflict is 1 point for a critical hit,
   resolve it as a normal hit but double the number of d6s rolled for damage characters attacked from
   behind suffer double damage after armor reduction but have the option of turning around immediately
   if they are not surprised
  magical attack
   as a physical attack, except you add a weapon's ethereal power to the dice roll and subtract the
   armor's etheral power if a magical attack requires a roll to hit, it can turn critical just like
   a physical attack
  defend
   this doubles the number of either corporeal or ethereal power dice that you roll to protect against
   physical and magical attacks that target you
  ability  
   use a special ability such as a trademark or a specialty
  item
   you use a item and its effects place out immediately, if it is in your backpack, you can play it on  
   your next turn
  react/ready
   establish a reaction in regards to a particular action an ally or enemy might make, for example,
   the character might ready an action to attack any opponent that targets the party's chaplain
  miscellaneous action
   typically you do something that's not relevant to pulvernizing your foes but may turn the tide of
   the battle such as pulling yourself up onto a ledge so your opponents can no longer attack you or
   flipping the switch to open the dam and wash your opponents away  
  inertia
   a character can gather inertia for his side in a conflict, with inertia in thier side's pool,
   a character can utilize it to heal (base cd), improve a damage dice roll, improve an attack roll,
   special manuevers and formations (like in romancing saga 3, i.e., hunter's shift), and other effects
   (rerolling, etc. I will write them... :P when I think of them); anyway, the character rolls his total
   class levels in die and divide the result by six, the dividend is the amount of inertia points that
   are hustled into the inertia pool alternately, a character does not need to do nothing during his turn
   to gather inertia, all characters also gather inertia through action rolls, taking the result of
   the dice alone, and dividing it by six and then hustling off inertia to thier group's pool
  morale
   morale is your side's determination to win a fight, if you lose your determination, flee or whenever
   somebody dies or falls unconscious, check the morale of the side that person was on the next time to
   check morale is when 50% of a given side is out of action, check the morale of the side those 50% of
   the fallen were on after those two checks, there is no further need to check for that side's morale,
   they have steeled themselves to the bitter end when a group fails a morale check, they experience a
   penalty to thier action rolls based on the severity by which they failed the morale check (-1 if they
   failed by a point, -3 if they fail by 2-4 points, and -5 if they failed by more than 4 points) if a
   side falls on a morale check, the penalty for failure is removed the moment the other side falls a
   morale check
  backup
   sometimes when the chips are down, you can call on others to bail you out - once per scenario,
   isolated characters can call for other player characters who are not a part of the scene to show up
   dramatically; roll a 1d6 - on a 1, no one will arrive (shit happens); on a 2-5, any other player
   character who desires to show up will appear in 1d6 rounds (roll for each player character seperately),
   and on a 6, everyone who wants to show up can do so immediately ("We were just around the corner, why
   didn't you shout sooner?")
  cover
   if you know where your opponent is but ther is a physical barrier between you and him, he has cover;
   the GM can add up to 6 points to the opponent's cd in such cases
  concealment
   if you have an idea of where your opponent is hiding but you can't really pinpoint where he is, he has
   concealment; the GM can add up to 6 points to the opponent's re
  flanking
   if you and a friend are attacking the same opponent, he's considered to be flanked; add a +1 to your
   attack roll for each friend engaged with that enemy (max of +3)
  high ground
   if you are
  covered
   make an attack roll at -2 against an opponent caught unawares; if it is successful, the opponent is
   covered for each round that you make a successive Will check; an opponent that's covered can be attacked
   whenever they make an action
  aim
   if you spend an action to aim your blow, you can add +2 to your attack roll and +1 dice to your damage
   roll

  status ailments
   covered
    the character will be attacked whenever he takes an action
   blind
    the character is blinded, his ra is halved and his re drops to 0
   stone
    the character is turned to stone, heals with acupuncture kit
   mini
    the character is reduced in size, he cannot wield weapons and his armor does not protect him, his
    ca and cd is also halved, cured by watering bucket
   frog
    the character is turned into a frog, he suffers the same effects as mini but cannot cast spells either,
    cured by maiden memory
   poison
    the character loses 3d6 pi each turn, cured by detox tablets
   confusion
    the character acts randomly, cured by mental mallet
   virus
    the character's maximum pi reduces as he takes damage, cured by cold capsule
   oil
    fire spells deal double damage to the character before damage reduction, cured by wet nap
   disable
    the cahracter cannot make attack actions or use abilities
   don't move
    the character cannot move
   unconsciousness
    a character that is unconsciousness can neither move or act, they also cannot be revived by normal
    healing spells; this condition can be cured through the use of revival salts; it also heals naturally
    after combat (player characters who are unconscious get up with 10% of thier max pi)

gameplay
 the play of code red scenario is pretty simple: at the start of every adventure, the player characters
 are handed an objective by a superior and they have to accomplish it within the parameters given;
 typically the unit is given free range on how to handle the problem, but there are often times (unspoken)
 limitations on what they can feasibly do

 what follows is a list of potential adventures that troops might find themselves involved with

 with the completion of an adventure, each character should typically receive his character level in
 experience points and thrice his level in resources

 1) protect something
  the troop has to protect a place, a person, or an object from the predations of a specific enemy
 2) defeat something
  the troop has to slay, defeat, or drive off a particular force
 3) find something
  the troop has to search for and uncover something of value
 4) reach somewhere
  the troop has to reach a particular point; this must be usually done within a set amount of time
 5) investigate/survey/explore
  the troop has been told to take a general survey of a particular area and to report thier findings if
  they are of interest to the empire
 6) collapse a cancer
  cancers are cysts of evil that further along the desolation of the already despoiled world; basically
  a dungeon analogue, they serve as a series of chambers connected by passageways filled with obstacles
  usually in the form of traps and monsters; the object of collapsing a cancer is simple: either destroy
 it's heart or, in the case of small cancers, eliminate all monsters in the vicnity

 the following setups are more specific/detailed, but they are also pretty good

 5) survival
  in this adventure, the troop has found itself lost and must reunite itself with thier superiors or at
  least civilization
 6) frame-up
  in this adventure, the troop has been pinned with a crime and they must clear themselves, the object
  should be to find evidence of a frame-up and the culprit if possible
 7) occupy
  the troop has to not only reach a particular point, it must feasibly occupy it for some duration of time
 8) ambush
  the troop has to not only find someone or something but it also has to ambush it to either slay or to
  carry it away without incriminating those in charge
 9) monster infestation
  the troop has to not only find where the nest of monsters is hidden, they also have to destroy the
  monsters, and if possible, purify the place so monsters cannot easily take root there once again
 10) race
  the troop is not the only people trying to accomplish an objective, they are also in competition with
  another force; to the victor goes the spoils as they say
 11) rescue
  the troop has to not only find someone or something but it also has to rescue it from opposing forces
  or a harsh environment
 12) convey
  the troop has been charged with the successful communication of a message, this might involve simply
  meeting someone or it might also involve seeing out where the message is delivered or also ensuring that
  it is delivered to its appropriate recipient

 to advance, a character needs three times his character level in experience points so typically a character
 will participate in 3 adventures per level of experience; gamemasters can quicken this rate of advancement
 by adding additional experience rewards through the resolution of tough encounters or good play

 wealth-by level chart
 values in parathenesis are those sans attrition (assumes that 10% of one's resources are consumed each level)
 
 level resources  
   1     starting allotment (one lvl 1 weapon, one lvl 1 armor, 5 resources of item)
   2        7 (8)
   3       12 (14)
   4       20 (23)
   5       33 (37)
   6       46 (52)
   7       63 (70)
   8       81 (91)
   9      103 (115)
  10      130 (145)

monsters
 many kinds of monster stalk the wastes, the most common are those of the insect, fairy, beast, giant, golem,
 undead, and dragon tribes (the names are the most recent addition to this work, i literally did them today :P)

 insect

  ants
   flesh gorger: ant whose bite restores HP
   bloodfire black: ant who deals damage when damaged
   pincer la grande: ant who can attack multiple opponents at once with its great pincers  

  bees
   carrion craver: bee whose stinger causes poison
   whitelight anointer: bee whose stinger causes blind
   duke rosy circle: bee whose stinger causes unconsciousness

  scorpions
   lowland doublesnapper: scorpion who attacks twice
   acid bolter: scorpion who flings acid at a distance
   unseen killer: scorpion with invisibility

  spiders
   cliffside crusher: spider that drops boulders from the cliffside
   greedy grabber: spider that purloins items during combat
   queen charlotte: intelligent spider who can conjure boar-like defenders
 
  mantis
   guardian greatmaw: has an aura that pulls in opponents
   warpfiend razor: can teleport short distances rapidly
   manta lord: intelligent mantis with formidable martial arts and sorcery

 fairy

  imps
   barbedtail hounder: ranged attack seeks target even after a miss
   amplified heckler: confusion attack effects multiple targets
   ardent animator: resurrects fallen allies

  fairies
   earwig evolver: changes in response to attack used against it
   fearsome fatale: grows stronger the more damage done to it
   loosechange leprechaun: always hides great items nearby
 
  sidhes
   catcus knight: formidable fairy warrior with defensive abilities
   floral prince: formidable fairy warrior with air-based abilities
   root king: formidable fairy ruler with earth-based abilities

 beast

  cats
   lashing panther: can attack from a distance
   cottontail avenger: cottontail attacks seperately and continue attacking after the cat's death
   vorpalpaw cheetah: great movement, can cause death with a move-by

  wolves
   ballista pup: does additional damage at the end of a charge
   redeye bully: locks onto a single target, doing more and more damage over time
   sleetfield shewolf: has an icy aura surrounding her, can create snowmen to attack
   
  behemoths
   slideback sandworm: giant sandworm, can make an immediate retreat when near to defeat
   violet daggerhorn: attacks ignore armor, might cause poison status
   wooly stormtusk: causes quakes with its movement, has thunder magic
   emperor warhulk: gigantic behemoth of many parts, it must be defeated in stages

 giant

  goblins
   krazy kamikaze: does damage to itself to damage opponents
   bursting birthback: produces a new goblin over time  
   alchemy grime: master goblin of great technological prowess
 
  ogres
   cavecorner slugger: attacks have a great chance of causing stun
   ogre hatchet: ogre with axes, good at both melee and ranged attacks
   doubleheaded durant: strong ogre who can cause two gaze effects at once

  trolls
   severed respawner: easily hacked apart but each part then becomes a troll of its own
   marsh mercenary: supreme opponent in marshland, has special terrain effects there
   tollbridge ambusher: the more money you give him, the tougher he is but the better stuff he has when defeated
   
  titans
   fortified retreat: a giant of superior defense, allies can hop into him to recover
   arsenal anvil: a cybernetic giant outfitted in many different weapons, usually automatic
   gate thrane: giant with mastery over conjurations and teleportions
   stormchorus cherub: uses holy-based damage, can fly, has a wide-ranged aoe of thunder-based damage

 golem

  animates
   cystarch chomper: a stationary guardian that protects the cyst heart
   orbital collider: deals the same amount of damage dealt to it back to its opponent next round
   magnificent mastertable: takes different attacks it suffers and combines them into wonderful new abilities
   disposal and recycle: turns defeated opponents into animate allies

  robots
   artery avatarwarden: drains health from its allies in order to fend off attackers harming the heart
   rusty rubblemaker: makes the surrounding terrain difficult to maneuver
   corridor collapser: excels in blocking off paths and crushing his opponent with debris
   
  emissaries
   strigent security: action-disabling emissary
   infernal intelligence: sentinel construct with dark-based magics
   malice machine: generates hate and turns it into additional actions, healing, etc.

 undead

  corporeals
   veiled ghoul: can temporarily control opponents with an alluring dance
   skull sinster: generates an aura of fear, deals additional damage when flanking opponents

  spectres
   unhallowed hallmarker: incorporeal, can set up traps
   woe-wishing wraith: incorporeal, can manipulate the luck (dice rolls) of its opponents

 elemental
 
  fire
   candlewick: small flame that deals fire damage
   kindling strider: sets whatever it walks on aflame  

  water
   wetwhirler: sucks opponents in to drown them, also dizzies
   tormenting tidewall: traps attacker in body and uses him to absorb attacks

  wind
   aerial disaster: juggles opponents, dealing damage each round, until stopped

  earth
   boulderdash gnome: rolls over opponents in its way

 dragon

  dragon
   forktongue wyrm: deceives opponents, controls opponents, and poisons opponents with its aura
   gravehammer drake: roots his opponent into the ground with an overhead strike; necromancer
   all elemental serpent: dragon master of elemental attacks, usually swarmed by elementals
   lastday jormung: long serpent that entwines the whole world, the symbol of impending doom

And finally, Cyst Hearts...

 Cyst Hearts
  paddedwall pawn: radiates a defensive aura, weak cyst heart
  knucklewhite knight: radiates offensive aura, can evade incoming attacks
  roughhewn rook: mobile heart cyst with heavy artillery
  beltwhipping bishop: radiates a healing aura, can teleport into adjacent chambers
  crestcrown king: weak overall but has powerful queen security drones