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 USCM - ACS V3

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Xialya
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PostSubject: USCM - ACS V3   2007-08-20, 4:07 am

Yes, USCM is updated to the last ACS version.
It comes with a new rules system, USCM specific.


I'll add things on this thread as soon as they are released.

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Xialya
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PostSubject: Re: USCM - ACS V3   2007-08-20, 4:37 am

**CHARACTER CREATION PROCESS**


You will start in a labs room with a cryotube and console as furniture.

- First, head to the models on your left, and modify your head if needed.

- Throw all your inventory into the trash can you can see nearby.

- Then click on the console, a dialogue will appear.

- Follow the intructions, nothing hard, really.


*Primary Statistics*

Your character has now 7 primary statistics.

*Strength
*Perception
*Endurance
*Charisma
*Intelligence
*Agility
*Luck

Human beings start with 5 in each PS and 5 additional points are given to distribute among them.
Note that you may decrease a statistic to gain a point.
Min is 1, max is 10.


*Secondary Statistics*

A bunch of things.
They are auto calculated, so that you don't have to bother you with them.
You'll find any kind of resistance: Radiation, Poison, Electricity, etc..
Also, your healing rate, your chance to critical hit someone, you additional melee damages, and so on..;


*Tag Skills*
You have to choose 3 Tag Skills.
Type them lower case.
You won't have this choice again, so choose well and carefuly..

Tag Skills are the skills your character is naturaly talented in, or his/her background experience.

You start with a 20% bonus in these skills, then, when you will increase them, they will up at a rate of 2% instead of 1%.


*Skills*
20 skills for now.
Nothing to deal with during the creation process. They are auto calculated.


*Status*
Well, take a look at the mod's background before..
Choose carefully whether you are a citizen of the New Federation, or a rebel scum...
Trust me, they are two different worlds..which one is really better?

----
The Character Creation Process ends here, you will be ported to your starting location.
----

Now you can display your character sheet.
Locate the item called "Character" in your inventory.
Activate the unique power item, then the character sheet will appear.

Enjoy

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Last edited by on 2007-09-02, 3:53 pm; edited 1 time in total
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PostSubject: Re: USCM - ACS V3   2007-08-20, 4:53 am

How a roll is made on this system?


Well..very easy..


A D100 is used for all rolls.

For a skill roll..

You got your skill value minus the difficulty(ies)..

The D100 is rolled..

If the result is lower, you get a success.

Note that your skills may be up to 200%..So expect some hard difficulties on certain things.

Example:

Bob wants to hack a DoorLock..
He's got his hacking tool..he plugs it to the DL..
Bob got Electronics 38%...
To break the DL, The first of its three difficulties is 15..
38 - 15 = 23
Bob rolls the D100, his result must be less or equal to 23 in order to success.



If a roll is needed on a Primary Statistic..

The value is 10 times the PS.

Example:
Bob got Strength 8 and Intelligence 2...
For the rolls, his Strength value will be 80%, and Intelligence 20%.

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PostSubject: Re: USCM - ACS V3   2007-08-21, 12:23 am

**CHARACTER ADVANCEMENT**


The levels go from 1 to 30.
You gain xp while killing your foe, doing some actions, and so on..

*XP Table*

Level ..........XP Required
1..................0
2..................1.000
3..................3.000
4..................6.000
5..................10.000
6..................15.000
7..................21.000
8..................28.000
9..................36.000
10.................45.000
11.................55.000
12.................66.000
13.................78.000
14.................91.000
15.................105.000
16.................120.000
17.................136.000
18.................153.000
19.................171.000
20.................190.000
21.................210.000
22.................250.000
23.................290.000
24.................330.000
25.................270.000
26.................410.000
27.................450.000
28.................490.000
29.................530.000
30.................570.000


--------------

When you achieve a level, you're granted 2 things.

1/ Your Hit Points increase as follow: 3 + (END/2)

2/ You gain some Skill Points: 5 + (INT*2)

These Skill Points will be used to increase your skills.

Take a look at your Character Sheet. As long as you have at least 1 SP, the option "Increase Skills" will appear.

You will be able to increase your skills, spending your SP.
The cost may be slightly different according to your skill level.

*Skill Progression Table*

Current %..........Cost to Increase(SP)
1-100................................1
101-125............................2
126-150............................3
151-175............................4
176-200............................5
201+.................................6

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PostSubject: Re: USCM - ACS V3   2007-08-29, 10:34 pm

**WEAPON SKILLS**

Still unable to modify the NWN attack roll system, the attack rolls are not made under weapon skills but still under the NWN system.

However, the skill value that the weapon depends of is divided by 10 (rounded down) and added as a NWN attack bonus.

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Last edited by on 2007-08-29, 11:07 pm; edited 1 time in total
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PostSubject: Re: USCM - ACS V3   2007-08-29, 11:03 pm

**FIREARMS*

Firearms have some things added, take a look at the weapon's describtion to know more.

- Magazine Capacity
Tells you the weapon's magazine capacity.

- Mode
S (single), SA (Semiauto), FA (Fullauto)
Some weapons have more than one fire mode.

- Required ammunition
Tells you the ammunition type used by this weapon.
Some weapons can use more than one ammunition type.


Example:
Predator AR-41A Assault Rifle
Magazine Capacity: 30
Mode: S/SA/FA
[10 mm Highspeed Cartridge Required]
(May use standard, armor-piercing, or anti-vehicul ammo types)

------------------
Take a look at the ammo's describtion then, you'll see that:

Damage n
The ammount of damage that ammo can deal on a single shot. (From 1 to n)

Sharp n
The target's armor value is divided by n.

Example:
10mm Armor-Piercing High-Speed Cartridge
Damage: 23
Sharp: 2
[Required for Predator AR-41A]

------------------
Firearms deal damage against the Balistic Armor Value, except the flamethrower that deals damage against Impact Armor Value like melee weapons.


------------------
- When a weapon fires in semi auto mode, the damage are calculated *2.
This mode uses more ammo than a single shot.

- When a weapon fires in full auto mode, the damage are calculated *3.
This mode uses a lot more ammo than a single shot.

- If you hit your target You may do a critical hit (Check your Critical Hit value on your Character Sheet under Secondary Statistics).
When you critical hit your target, the damage are *2.

Imagine you're firing in full auto mode and critical hit your target.
The damage will be calculated as follow:
(D * 3) * 2
Well, in this case, you're very lucky to stand on the good side of the weapon, especialy if it's a gatling gun...

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PostSubject: Re: USCM - ACS V3   2007-08-29, 11:28 pm

**RELOADING YOUR WEAPON**


You'll find ammo you can take into your inventory.
These ammo are called --> "name" [Bulk]

When you need to load a weapon, equip your weapon (assuming you got the right ammo in your inventory), then use the reload command.

The reloading time depends of the weapon..
A handgun usualy takes 1 second to reload, a gatling gun takes 15 seconds.

The [Bulk] ammo will disapear from your inventory and proper ammo will be given.

No worries if the ammo don't equip themselves, it will be when firing.

If you unequip your ammo, it will be considered as if you throw your magazine away...

But when you unequip your weapon, the remaining ammo are saved into the weapon, then will automaticaly appear when equiping the weapon again.

Note that if you reload your weapon and ammo remain in the weapon's magazine, these will be lost.

----
If I see any DM giving no [Bulk] ammo to anyone, I'll kill him/her myself.
[Bulk] ammo are located into Special 4.

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