Jaras System,
Andromeda
Jaras System,
Andromeda
is an RPG based in the imaginary world of Jaras in
the Andromeda galaxy. This is a role
playing game where magic is not a reality, although to us it may seem a little
too real. It is a world where natural
phenomena, not magic, is apparent. It is
seen in the normal days of the world.
This is what makes this game different than all the other games of this
genre out there. Let me introduce you
and welcome you to Jaras System, Andromeda.
Jaras System, Andromeda is a role playing game for those who already
know how to play role playing games and are looking for an alternative to the
games that use magic, the forces of the supernatural, as a force to either
further arm themselves or weaken their opponents. In this game, natural forces unlike the earth
are at work, making this world like but unlike the earth. On the main planet, Janus,
there are mountains, plains, swamps, forests, jungles, and other different
types of lands. This game will introduce
you to where these land formations are.
It is unlike earth in several ways.
In this game, humans are not here.
Humans have never been here, nor will they ever be here. The human mind could never survive in such a
climate. Their presence was banned from
the galaxy of Andromeda in the space-time 07252195:124855. In this galaxy, though, there are many
creatures from all the different planets.
We will get to these planets later in time.
There are 8 steps to
building a character in this game. These
steps are explained as the following:
There are ten random attributes that
a player must roll for this game to determine how he/she will be played. These are:
ES,
Emotional Strength
ML,
Mental Logic
MW,
Mental Wisdom
PH,
Physical Health
PA,
Physical Agility
PE,
Physical Endurance
PS,
Physical Strength
PB,
Physical Beauty
UPS,
The persons unearned physical speed
PSI,
Psychic Ability
Roll
3D6 for each of these attributes. If the
roll is 17 or 18, roll one six-sided die and add that to the number for your
final attribute number.
1. Emotional
Strength (ES)—This attribute determines how strong,
emotionally, your character is. This
attribute determines if how much emotional stress a character can withstand
before developing insanities. This
attribute also determines how much psychic attack a character can
withstand.
2. Mental Logic
(ML)—This attribute determines how “smart” a character
is. This is the attribute that would
determine how quick a character would notice a hidden object. This attribute also determines how methodical
or functional a character could be in deductions of information.
3. Mental Wisdom
(MW)—This attribute determines how wise a character
is. This determines how in-depth the character
may remember a certain phrase, characteristic, etc. This attribute is based more on memory than
functionality of a character.
4. Physical
Health (PH)—This attribute determines how healthy a
character can be. This attribute also
determines how many HP a character has.
5. Physical
Agility (PA)—This attribute determines how dexterous a
character is, and how well he can work with his hands, as well as body. This attribute determines how well a
character dodges and parries attacks.
6. Physical Endurance (PE)—This
attribute determines how much torture the character’s body can go through. This attribute is what determines how well
the character’s bones hold up, or whether they break. This attribute also determines the physical
resistances to poison, acid, heat, cold, and disease.
7. Physical
Strength (PS)—This attribute determines how much a
character can hold, carry, how heavy of a weapon a character can wield, and how
hard a character can physically manipulate objects.
8. Physical
Beauty (PB)—This attribute determines how aesthetic a
character is. This attribute also
determines how well a character can charm other people.
9. Unearned
Physical Speed (UPS)—This attribute determines how
fast a person basically is. This
determines how fast a character can walk and run. Depending on the skills of the person, this
attribute can be increased.
10. Psychic
Ability (PSI)—This attribute determines how
psychically aware a character is. This
attribute is used to determine how many psychic abilities a character has. Depending on the OCC of the character, this
attribute can be increased.
The character’s moral determination
is his outlook on morality and ethics.
This determines how a character looks on life and those in it. It also determines how he reacts, good or
bad, to situations depending on the ethics involved with them. The moral determinations are as follows:
Moral
Ethical
Moral
Neutral
Moral
Unethical
Neutral
Ethical
True
Neutral
Neutral
Unethical
Immoral
Ethical
Immoral
Neutral
Immoral
Unethical
These moral determinations describe
how a character would react in certain instances. For example: A woman confronts a character
that is married, and asks him to sleep with her. His alignment determines how
he reacts to the woman.
Moral
Ethical—The man explains that he cannot sleep with the
lady because he is married. He feels
good that he did not cheat on his wife.
Moral
Neutral—The man explains that he cannot sleep with the
lady, but does not feel happy or sad for doing so.
Moral
Unethical—The man explains that he cannot sleep with
the lady, and then later feels upset that he had not done so.
Neutral
Ethical—The man may or may not sleep with the lady,
depending on how pretty the lady is or how seductive she is. If he cheats on his wife he will regret doing
so. If he does not, he will feel good
that he didn’t.
True
Neutral-- The man may or may not sleep with the lady, depending on how pretty
the lady is or how seductive she is. He
feels no joy or regret, no matter what the man decides.
Neutral
Unethical-- The man may or may not sleep with the lady, depending on how pretty
the lady is or how seductive she is. If
the man sleeps with the lady, he feels good that he done so, but if the man
does not, he is upset that he had not done so.
Immoral
Ethical—The man sleeps with the woman, and then later
regrets that he had done so.
Immoral
Neutral—The man sleeps with the woman, and has no
feelings one way or the other about his actions.
Immoral
Unethical—The man sleeps with the woman, and then
later is upset that he had ever done so.
Moral
people usually pick the right thing to do both lawfully and morally. Neutral people (moral wise) tend to have
selfish tendencies, and will react in whatever way will suit them. For example, if the man had just had a fight
with his wife, he might be more inclined to sleep with the woman. Neutral people (ethic wise) if faced with a
life and death situation would kill an innocent person if it would mean he
would get his way.
Here
are a list of the following Character classes and races.
Jarasian Arms Officer
Jarasian Grunt
Jarasian Scientist
Jarasian Peace Officer
Cardanian Soldier
Cardanian Juggernaut
Cardanian SARAT (Super
Armor, robot, and auto technician)
These OCC's
are found later on in the book. These OCC's will tell you what to do next.
Jarasians
Cardans
Trimates
Huskites
Truggers
Spiedels
Cardans
Experience
When adventuring, exploring,
hunting, or doing almost anything on Jaras, a
character learns more about himself, others, and his abilities. These experiences tend to make the character
smarter.
The Story of Jaras World
The story of Jaras
World is one of glory, honor, deceit, and heroism. Much of it begins with the coming of a ruler
to a peaceful planet that had reached a utopian society. This leader, Crem,
saw the place and always wondered how easy it would be to take over an entire
planet. What had made the task seem so
much easier, is that everyone seemed to be attuned to
the nature around it. There were
classes, he had heard, taught in the schools on how to use the energy of Jaras. Taking his
time, for he was young, only 200 in a lifespan of well over 1000 years, he
learned the ways of the planet.
Crem, who
had come over to Jaras from Carda
by a space bubble, the form of individual space travel of the time, where one
is put into a membranous bubble that travels through space in such a quick time
that even humans could never fathom.
This bubble was new on the market and had never been taken as far as Jaras. In fact, Crem traveled in the bubble for 5 years before he came upon
Jaras.
Using what he learned from his
excursions at Jaras, Crem
took a trip back to his home world to bring a legion of soldiers at his
command. Crem,
at his home world, was a high ranking military official when he left on the
military expedition. Bringing
a legion of 5000 ground troops, 250 airwave troops, and 10 special operation pilot
and sniper operators. Crem, though, did not land on Jaras,
but landed on a distant moon, in which Jaras had
3.
Within a year, the Cardans were prepared to attack. Crem finally gave
the order to attack, and the bloody slaughter began...
The Cardans
invaded the planet of Jaras with veracity. Many Jarasians were
killed in the massacre, and within one of their days, the largest continent of Jaras was at his command.
Later, within one of their weeks, the whole planet had fallen to the Cardans and their ruler.
So began the reign of terror in which Crem had
brought to Jaras.
Many Jarasians
learned of his reign very quickly. They
were forced to do manual labor that would tear up their bodies, and when they
could do no more work, Crem invented a device that
the Jarasian slaves were made to wear that would
force their arms and legs to do work, even when their bodies had no
energy. Such a device made the slaves
lives into a living hell. Even when they
didn't want to work, these devices made them, even to such a point that their
bodies were literally torn apart...
The reign of terror that Crem has devised has brought death to millions of Jarasians, and had made him supreme ruler of the
planet. For 1000 years, Crem reigned supreme until the Great Insurrection. The Great Insurrection took place in the
continent of Ewnay, which is the tip of the
"thumb" of the tri-continental divide. On this continent, a group of Ewnayans prepared an overthrow for 200 years. Slowly, but surely, the Ewnayans
built up their forces, and when Crem "the
Emperor" came to observe this section of the continent, the Ewnayan slaves broke free of their harnesses and killed Crem after a brutal fight, leaving a planet without any
leadership at all.
Immediately the Cardans
tried to bring order by pronouncing Elorg the new
emperor, but by this time it was too late.
Jarasians from around the world revolted and
took over some of the continents, but not all.
Of the tri-continental divide, only the "thumb" was
taken. Also, the
Present day, Elorg
rules much of the tri-continental divide.
There are spots, though, that he does not. First, is the Swamp of the Dead in the middle
of their most fertile spot on the continent of Doman. Then, there is also the continent and country
of Ewnay. The
other continents on each of the hemispheres will be discussed in later
chapters.
Jarbilities
are the natural abilities that each Jarasian is born
with. These abilities come directly from
the planet of Jaras when the Jarasian
is hatched. Normally, these jarbilities reveal themselves during the coming of the Jarasian’s adolescence.
They can be especially varied.
See appendix A for a list of jarbilities that
each Jarasian possesses.
Skills
This section will deal with skills
that the Jarasians and Cardans
may have. Each character will specialize
somehow in the skills category, but will also be able to gain other skills
also. To see how successful a skill is,
roll
Communications
Smoke Signals: This is the
extensive knowledge of using fire to create messages by smoke. Using this skill enables character to
understand all smoke signals and what they mean.
Base Skill: PA+ML.
Skill
Advancement: +5% per level of experience.
Basic Radio: This is the
basic knowledge of radio transmission and reception and how to operate radios
but not how to modify or repair them.
This skill is used to operate familiar radios but not alien forms of
communications. A character can try to
operate alien communication forms, but will suffer a penalty of 30% to 50%
depending on the difference in communication devices (GM’s, use your
discretion).
Base Skill: ML+MW.
Skill
Advancement: +3% per level of experience.
Advanced
Radio:
Radio knowledge is expanded here with the ability to modify radio
transmissions, frequencies, repair, and modify radio communication
systems. This is limited to familiar
radio communication devices. A character
can try to use this skill on alien devices or unfamiliar communication systems,
but will suffer a penalty of 30% to 50% depending on the difference in
communication systems (GM’s, use your discretion). Must make basic radio skill to use advanced
radio skill.
Prerequisite: Basic Radio
Base Skill: ML+PA
Skill
Advancement: +4% per level of experience.
Combat
In
combat, there are 3 types of weapons: melee, projectile, and firearm. Melee weapons are those that one must be
close to the target. Knives, swords, and
pole-arms are examples of melee weapons.
Projectile weapons are those that are thrown or fired from a
non-explosive source, inflicting damage to the target from a short
distance. Firearms are those which are
fired from a source in which an explosive reaction causes the projectile to
move at great distances and speed. The
following skills are based on that knowledge.
Melee Combat: This is the
basic knowledge of melee combat and how to fight with punches or kicks. Damage of each punch or kick for each
creature is explained below.
Base Skill: PS+PE.
Skill
Advancement: +5% per level of experience
Those
who take the melee combat skill also get the following bonuses:
·
+1 to strike with hands/feet at levels 3,6,9,12,15
·
+1 to parry with hands/feet at levels 2,5,8,11,14
·
+1 to initiative at levels 1,4,7,10,13
|
Race of
Creature |
Punch Damage |
Kick Damage |
|
|
|
|
|
Jarasian |
1D6+1 |
2D4+1 |
|
Cardanian |
1D6 |
2D4 |
|
Trugger |
2D4+1 |
2D4+1 |
|
Spiedel |
2D4 |
2D4+2 |
|
Trimates |
1D4+1 |
2D4-1 |
|
Huskites |
1D6-1 |
2D4-1 |
Weapon Combat: This is the
basic knowledge of weapons used in melee combat, such as daggers, swords,
spears, etc. Each separate type of
weapon is a separate skill. Therefore,
a weapon combat-sword skill and a weapon combat-knife skill are counted as two
separate skills.
Base Skill: PS+PA.
Skill
Advancement: +5% per level of experience.
Those
who take weapon combat also get the following bonuses:
·
+1 to strike with weapon at level 3,6,9,12,15
·
+1 to parry with weapon at level 2,5,8,11,14
·
+1 to initiative at level 1,4,7,10,13
Projectile
Combat:
This is the basic knowledge of the loading and firing of basic projectile
weapons such as crossbows, long and short bows, and slings. Each type of weapon is counted as a separate
skill. Therefore, a projectile
combat-short bow skill and a projectile combat-sling skill are counted as two
separate skills.
Base Skill: PA+PE
Skill
Advancement: +5% per level of experience.
Those
who take weapon combat also get the following bonuses:
·
+1 to strike with projectile at level 3,6,9,12,15
Firearm
Combat:
This is the basic knowledge of the loading, firing, and maintenance of firearms
weapons such as pistols, rifles, and missile launchers. Each type of firearm is counted as a separate
skill. Therefore, a firearm
combat-pistol and a firearm combat-rifle count as two separate skills.
Base Skill: PA+ML
Skill
Advancement: +4% per level of experience.
Those
who take firearm combat also get the following bonuses:
·
+1 to strike with firearm at level 3,6,9,12,15
·
+1 to burst with firearm at level 5,10,15
Character Races
The Jarasian
is the main race of people on Jaras. These people are a proud people. They look much like that of a human, but have
pointed ears, and each Jarasian have at least one Jarbility. They are
5-6 tall, and weigh between 100-300-lbs., depending on whether they are male or
female. These are the closest to humans
on Jaras.
Jarasian:
Height: 5 feet + 1D12 inches high
Weight:
Males: 100+2D100 lbs.
Females: 100+1D100
lbs.
Jarbilities: See Appendix 1
Cardanian:
Height: 4 feet + 1D6 inches high
Weight:
Males: 150+2D100 lbs.
Females: 150+1D100 lbs.
+5% to all advanced or technical
skills
Note: Cardanians normally
do not have jarbilities, but can learn a total of 1D6
abilities if able to attend a school.
Learning abilities will take a year to achieve, and even then the
abilities have a maximum limit of 50% efficiency.
Combat
Initiative
Players
roll 1D20 for initiative, where the highest number goes first. Some weapons may have initiative bonuses,
depending on how light or balanced they are.
Strike
The
attacker must declare who he is attacking, and the defender must declare
whether he is going to parry the attack or dodge. Attacking players will roll 1D100 for their
strike roll, and compare it to their skill roll. If the dice roll is under the skill
percentage, the strike is successful.
Parry
At
this point, the defender must parry the attackers hit. The defender must roll his attack roll for
the item he is defending with. If he is
parrying with his hands, he must roll the brawling skill for his parry
roll. If he succeeds, the attack is
parried, and damage is dealed if damage is
applicable.
Dodge
After
the strike phase, the dodge phase also happens.
This is much like the parry phase, but any player who dodges a
non-projectile weapon gets a 20% bonus to his dodge.
Damage
Damage
is then dealt out. See the chart on
armor damage for any parry conflicts, or see the armor damage resistance on the
armor you are wearing.
Combat
is run this way until all attacks are used, or the attack round is over. If combat has not been resolved, re-roll
initiative, and begin combat again.
Combat
begins with initiative, and then goes into what is called a phase combat
system. After initiative, the phase
combat system determines the next person to attack. Each phase represents one second of
combat. Each combat melee consists of 15
seconds of real time.
Phase Combat
(optional)
Phase combat is a breakdown of
combat into seconds. This is an optional
rule and designed to make combat more realistic, and dispels some of the
argument as to when damage actually occurs during a melee round. If damage is acquired on the same second,
those with the initiative will attack first.
If their initiative is the same, then the attacks happen at the same
exact time.
|
Phase |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
|
APM |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
1 |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
|
2 |
1 |
-- |
-- |
-- |
-- |
-- |
-- |
2 |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
|
3 |
1 |
-- |
-- |
-- |
-- |
2 |
-- |
-- |
-- |
-- |
3 |
-- |
-- |
-- |
-- |
|
4 |
1 |
-- |
-- |
-- |
2 |
-- |
-- |
-- |
3 |
-- |
-- |
-- |
4 |
-- |
-- |
|
5 |
1 |
-- |
-- |
2 |
-- |
-- |
3 |
-- |
-- |
4 |
-- |
-- |
5 |
-- |
-- |
|
6 |
1 |
-- |
-- |
2 |
-- |
3 |
-- |
-- |
4 |
-- |
5 |
-- |
-- |
6 |
-- |
|
7 |
1 |
-- |
2 |
-- |
-- |
3 |
-- |
4 |
-- |
5 |
-- |
-- |
6 |
-- |
7 |
|
8 |
1 |
-- |
2 |
-- |
3 |
-- |
4 |
-- |
5 |
-- |
6 |
-- |
7 |
-- |
8 |
|
9 |
1 |
-- |
2 |
-- |
3 |
-- |
4 |
5 |
6 |
-- |
7 |
-- |
8 |
-- |
9 |
|
10 |
1 |
-- |
2 |
3 |
-- |
4 |
5 |
-- |
6 |
7 |
-- |
8 |
9 |
-- |
10 |
|
11 |
1 |
-- |
2 |
3 |
-- |
4 |
5 |
6 |
-- |
7 |
8 |
9 |
-- |
10 |
11 |
|
12 |
1 |
2 |
3 |
-- |
4 |
5 |
6 |
-- |
7 |
8 |
9 |
-- |
10 |
11 |
12 |
|
13 |
1 |
2 |
3 |
4 |
-- |
5 |
6 |
7 |
8 |
9 |
-- |
10 |
11 |
12 |
13 |
|
14 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
-- |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
|
15 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |