OFFICIAL RULESET

Welcome to the revised 2.0 version of the game's ruleset. After a series of long and hard (lol) game-related decision making, I've written this completely new ruleset for my campaign. The 1st version ruleset of the game is still up in the homepage but is NOT advisable to read, as all rules have been expunged, I just keep it public for people who are interested at what the game was going to be originally. First thing to know is that this game is entirely made from scratch, with some rules taken from D&D and other TTRPG systems, but the difference between this game and the others is that; this game focuses mainly on strategic combat and base management. It has a story as well, but I'm not a good world builder, more of a game designer (well, wannabe game designer) so that aspect sucks. Second, this game is constantly evolving, so there will be changes in the future, but in comparison to the first version of this ruleset, I firmly believe that this current one is what I'll be sticking with long term. It probably just needs minor tweaking.   Without further ado, I would like to introduce you to the game: Project: GENESIS!  

Character Creation

Players are free to describe the background, appearance, interests, goals, etc. of their so-called Strategist character, as long as it fits within the story (check out the timeline and world atlas). There are no "classes" per se, but throughout the story, and without spoiling too much, players get access to special powers, and they can learn these powers if they take a liking to its uses.
For the character stats, each player receives 10 starting points to freely allot.  

Character Stats

This is overview on how a character's stats affects gameplay, and this is where players can put in their points by distributing them however they liked.  
Strength (STR)
Strength affects melee weapons/abilities, For ex. if a player attacks an enemy with an axe which deals 1d8 DMG, the amount of points the player allots to this stat gets added to the DMG output, so the target receives 1d8+1 DMG, if STR has 1 point. STR is also required for lifting objects up (for ex. a small boulder piece needs 3 or more points to be lifted, so a character must have 3+ STR to succeed, or else the action is unavailable), carrying packages or people, pulling or pushing heavy objects away etc.   Accuracy (ACC)
Accuracy affects ranged weapons/abilities, and applies for damaging either a creature or even an item from afar.   Mind (MIN)
Mind affects the psionic powers of a caster. If an ability allows so, the user can lift objects up as well, as long as it follows the same rule of the stat being over the required difficulty (boulder example).   In summary, there are 3 types of damage a player can make = Melee (STR), Ranged (ACC), and Magical (MIN).
Agility
Agility affects the amount of movement. Certain armor/weapon/buff/debuff/terrain can increase/decrease movement.   Constitution (CON)
Constitution affects how much additional health is gained with the base health.   Armor (AC)
Armor determines whether the attempted attack goes through the armor of the creature.   Mastery
Mastery affects the hit rate of an attack. A player can put mastery in all available damage type, which will determine whether the attack hits or not (for ex. an enemy has armor of 12 and the player makes a ranged attack, they roll a d20 and add the ranged mastery point).   Proficiency (For Combatants)
Proficiency affects in-game interaction within the campaign. For ex. if a combatant happens to be proficient in a special profession such as animal hunting, a player can roll two d20's and take the highest roll, and if this succeeds the required difficulty, this combatant takes half the time to return from a hunting expedition.
 

Combat Rules

This is where all the crème de la crème comes in, the meat of the game. The following will explain all phases of a combat turn.   Turn
A turn counts when a specific character's turn pops up again in the next round. Imagine there being 3 players and 2 enemies in a round, and the 2nd player casts a spell that has a 1 turn CD. If everyone has done something during this round, the next round starts, and the CD of the 2nd players' ability refreshes when its their turn again.
IMPORTANT - Buff/Debuff: If a player has a buff/debuff from the previous round, all of these will always take effect first thing in a turn (ex. 1st Player was poisoned earlier, which means they get the DMG from that poison debuff immediately at the start of their turn)   Initiative
Everyone rolls a 1d20 and determine the order of combat. If two or more have the same number, either re-roll or (between players) talk about who goes first/   Movement
This can be interchangeable with action moves, meaning the player can either move before attacking, or attack before moving. The player is even allowed to skip movement if they chose to.   Determine Hit Rate
Match the weapon's/ability's range, roll a d20 + mastery stat for the appropriate weapon/ability. If the target is behind a cover, roll 2d20 + mastery and choose the dice with the lowest result.   At this point, there are multiple things a player can do. This ranges from straight up dealing damage, casting a spell, or even performing special actions such as reloading, picking up items etc.   Deal Damage
For weapons: If the attack hits, roll the weapon's appropriate dice + stat.
For abilities: Use the special property in the description of the ability.
For throwable items: Same condition   Other Special Actions
Actions that usually don't deal damage are categorized under this section, such as:
  • Healing allies
  • Picking up loot/bodies/objects
  • Reloading weapon
  • etc.
  Critical Condition
If a player falls below 0 HP, they don't instantly die, but are considered in a critical condition. Certain items can stabilize them back, but if not, the remaining capable players must carry them to the extraction point.  

Mission Types

There are different types of missions players go through. Detailed descriptions are written below, but for a short summary, the players instantly lose the mission if one of them dies. It's quite alright to not fulfill all tasks and extract earlier, rather than completely failing the mission overall, but an early extraction does cost some of the loot acquired.   Intel Report
Players are dropped off in an area and must gather intel about the surroundings. This is usually the easiest, but mostly story-related missions, and it requires the players to explore the map to gather important information. If they've completed the tasks, they must go to the extraction point to complete the mission   Defense Operation
Players are required to survive until a timer runs out. If they succeed, an extraction point is placed nearby.   Delivery
Players must fetch and deliver an objective item back to HQ.   Execution Contract
Players must kill the objective target and succeed.   Escort VIP
Players must escort VIP's to the designated location.   Sector Raid
Players must eliminate all enemies in an area to finish the mission.

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