Love Island Net / Rules Of Engagement (RP Rules.)

For those of you who, like me, love roleplay games I have adapted some of the systems used in the game version of the story I sometimes run. They all use the WOD d10 structure but can, as all DM’s know, be adapted for use in any system. Do bare in mind that these rules are guidelines and up to DM interpretation. Also, the following lists contain spoilers if you haven’t read all of the books.

Ship power basis;

Love Island: 

Shuttle:  Sensors/Comms (Intelligence/Wits + Computers + 4) Piloting (Dexterity/Wits + Drive + 4) Weapon Systems (Wits + Firearms + 4) General Computer Use (Intelligence + Computers/Academics +5 Love Island Database.) Shuttle comes with camping gear and rations for one month for twenty personnel. A +4 engineering and repair pack. Crew 3, capacity 30. Standard Shield (auto soak 20) Armour/structure 15. Warped Space Capable.

Shuttle weapons: 4 x missile bank, forward facing. 3 x beam emitters, top front, bottom front rear. 2 x Vulcan cannon, top, bottom.

Munroe Shuttle:  Sensors/Comms (Intelligence/Wits + Computers + 2) Piloting (Dexterity/Wits + Drive + 6) Weapon Systems (Wits + Firearms + 4) General Computer Use (Intelligence + Computers/Academics +2 Partial Love Island Database.) Shuttle comes with camping gear and rations for one month for one person. A +4 engineering and repair pack. Crew 1 capacity 2. Standard Shield (auto soak 15) Armour/structure 15.

Munroe Shuttle weapons: 2 x missile bank, forward facing. 2 x beam emitters,  front, rear. 1 x Vulcan cannon, top, bottom.

Fighter Class:  Sensors/Comms (Intelligence/Wits + Computers + 5) Piloting (Dexterity/Wits + Drive + 5) Weapon Systems (Wits + Firearms + 5) General Computer Use (Intelligence + Computers/Academics +5 Love Island Database.) Ship comes with an array of useful gear. A +4 engineering and repair pack. Crew 4 – 10 capacity 50 – 300. Standard Shield (auto soak 25) Armour/structure 25. Warped Space Capable.

Special Skill: This ship can split into 2 through the middle. Whilst this ability was phased out in later versions of the Fighter Class Shuttle; the L.I.I.S. Fighter and L.I.I.S. Benjamin both have this capability. In addition, the L.I.I.S. Fighter has an abandoned site to site transportation unit sealed away by a wall.

Fighter Class weapons: 10 x missile bank, 6 forward facing, 4 rear facing. 10 x beam emitters,  evenly spread. 4 x Vulcan cannon, 2 top, 2 bottom.

Lookout Class:  Sensors/Comms (Intelligence/Wits + Computers + 5) Piloting (Dexterity/Wits + Drive + 4) Weapon Systems (Wits + Firearms + 6) General Computer Use (Intelligence + Computers/Academics +5 Love Island Database.) Ship comes with an array of useful gear. A +4 engineering and repair pack. Crew 5 – 15 capacity 200 – 1000. Standard Shield (auto soak 30) Armour/structure 25. Warped Space Capable.

Special Ability: This ship class comes with a detachable hangar pod which includes its own small scale replication plant for shuttles and a total shuttle capacity of 100 spread over several levels. Whilst there is no specific bridge for this attachment it is still manoeuvrable with thrusters and has 2 Vulcan Cannons, and Two beam emitters. It also has a shield equivalent to a Fighter class vessel unless attached to its host ship.

Lookout Class weapons: 20 x missile bank, 8 forward facing, 4 right hull, 4 left hull, four rear. 20 x beam emitters,  evenly spread. 6 x Vulcan cannon, 3 top, 3 bottom.

Love Island Ship Scale Weapon Damage: Missiles (10 plus 10x d10 mark one to three. For mark four and five add 5 fire damage. Radius of effect shuttles 25 ft. Fighter and Lookout classes 75 ft. Explosive and Concussive.) Beam Weapons (8 plus 6xd10 mark one to three. For mark four and five add 4 fire damage and AP 3.) Vulcan Cannons (auto tracks targets, add an extra dice to the use of this weapon. No minus for moving target or specified shot. Damage 4 plus 4x d10 mark one to three. AP 2. Four mark four and five add Plasma Splash Damage of 4 and AP 4 instead of 2)

Love Island Kit of interest: Barrier Shield (Riot sized shield which can extend in width not height. Auto Soak 6 Structure 6) Beam Pistol (Damage +4 AP 2) Beam Rifle (Damage +6 AP 3) Personal Shield (Arm worn band, auto soak 10 before recharge.) Multi Spectrum Glasses. (Look similar to sunglasses, can see a host of spectrums EXCEPT magickal effects.) Stand Mounted Plasma/Beam Cannon (Plasma: +6 15ft Splash. Beam +6 AP 3 shoots up to five shots per round at a minus one to each additional shot after the first.) Various Armour up to 6/6

Space Station Hope:  Sensors/Comms (Intelligence/Wits + Computers + 6) Piloting (Dexterity/Wits + Drive +2) Weapon Systems (Wits + Firearms + 6) General Computer Use (Intelligence + Computers/Academics +6 Love Island Database.) Ship comes with an array of useful gear suitable for ship repair, ship creation and fleet support. Crew 20, capacity 1000. Shield 40 Armour/structure 40.

Special Ability: Regenerative Hull (armour structure repairs at +4/ hour of down time.)

Space Station weapons: 20 x missile bank even spread. 20 x standard beam emitters,  even spread. 20 x Vulcan Cannons (after Mark 2 upgrade.) even spread.

CHITTAN:

Fighter Shuttle:  Sensors/Comms (Intelligence/Wits + Computers + 2) Piloting (Dexterity/Wits + Drive +6) Weapon Systems (Wits + Firearms + 4) General Computer Use (Intelligence + Computers/Academics +2 Partial Chittan Database.) Shuttle comes with camping gear and rations for one month for one person. A +4 engineering and repair pack. Crew 1 capacity 1. Standard Shield (auto soak 15) Armour/structure 15.

Special Ability: Regenerative Hull (armour structure repairs at +1/ hour of down time.)

Fighter Shuttle weapons: 2 x missile bank, forward facing. 2 x beam emitters,  front, rear.

Shuttle:  Sensors/Comms (Intelligence/Wits + Computers + 4) Piloting (Dexterity/Wits + Drive +4) Weapon Systems (Wits + Firearms + 4) General Computer Use (Intelligence + Computers/Academics +4 Chittan Database.) Shuttle comes with camping gear and rations for one month for ten people. A +4 engineering and repair pack. Crew 2 capacity 25. Standard Shield (auto soak 20) Armour/structure 15.

Special Ability: Regenerative Hull (armour structure repairs at +2/ hour of down time.)

Shuttle weapons: 6 x missile bank, forward facing. 4 x beam emitters,  front, rear.

Cargo Class:  Sensors/Comms (Intelligence/Wits + Computers + 4) Piloting (Dexterity/Wits + Drive +4) Weapon Systems (Wits + Firearms + 4) General Computer Use (Intelligence + Computers/Academics +4 Chittan Database.) Ship comes with an array of useful gear. A +4 engineering and repair pack. Crew 2 capacity 25. Cargo area 250m x 100m x 50m. Standard Shield (auto soak 20) Armour/structure 15.

Special Ability: Regenerative Hull (armour structure repairs at +3/ hour of down time.)

Cargo Class weapons:  2 x beam emitters,  front, rear.

Cruiser Class:  Sensors/Comms (Intelligence/Wits + Computers + 6) Piloting (Dexterity/Wits + Drive +4) Weapon Systems (Wits + Firearms + 6) General Computer Use (Intelligence + Computers/Academics +4 Chittan Database.) Ship comes with an array of useful gear. A +4 engineering and repair pack. Crew 20 capacity 800. Standard Shield (auto soak 35) Armour/structure 20.

Special Ability: Regenerative Hull (armour structure repairs at +4/ hour of down time.) Sophisticated A.I. to be treated by captain as a plus 3 retainer.

Cruiser Class weapons: 16 x missile bank 10 front, 6 left, 6 right. . 20 x standard beam emitters,  even spread. 2x special beam emitter forward facing.

Chittan Ship Scale Weapon Damage: Missiles (10 plus 10x d10 mark one. mark two add 5 fire damage. Radius of effect shuttles 25 ft. Cruiser classe 75 ft. Explosive and Concussive.) Beam Weapons (8 plus 6xd10 mark one. For mark two add 4 fire damage and AP 3.)

Chittan Kit of interest: Beam Pistol (Damage +4 AP 2) Beam Rifle (Damage +6 AP 3) Personal Shield (Arm worn band, auto soak 10 before recharge.) Various Armour up to 6/6

 

CHORAN:

Fighter Class:  Sensors/Comms (Intelligence/Wits + Computers + 3) Piloting (Dexterity/Wits + Drive +4) Weapon Systems (Wits + Firearms + 3)  Crew 1,  capacity 1. Armour/structure 5.

Cruiser Class weapons: 2 x missile bank forward facing. 2 x standard beam emitters.

Shuttle Class:  Sensors/Comms (Intelligence/Wits + Computers + 3) Piloting (Dexterity/Wits + Drive +4) Weapon Systems (Wits + Firearms + 3) General Computer Use (Intelligence + Computers/Academics +1 Choran Database.) Ship comes with an array of useful gear suitable for waging ground war and occupations. A +2 engineering and repair pack. Crew 2, capacity 40. Armour/structure 10.

Cruiser Class weapons: 2 x standard beam emitters.  even spread.

Frigate Class:  Sensors/Comms (Intelligence/Wits + Computers + 3) Piloting (Dexterity/Wits + Drive +4) Weapon Systems (Wits + Firearms + 3) General Computer Use (Intelligence + Computers/Academics +1 Choran Database.) Ship comes with an array of useful gear suitable for waging ground war and occupations. A +4 engineering and repair pack. Crew 10, Slave Capacity 90 total capacity 500. Armour/structure 15.

Frigate Class weapons: 10 x missile bank 4 front, 3 left, 3 right. 10 x standard beam emitters even spread.

Cruiser Class:  Sensors/Comms (Intelligence/Wits + Computers + 3) Piloting (Dexterity/Wits + Drive +4) Weapon Systems (Wits + Firearms + 3) General Computer Use (Intelligence + Computers/Academics +1 Choran Database.) Ship comes with an array of useful gear suitable for waging ground war and occupations. A +4 engineering and repair pack. Crew 20, Slave Capacity 90 total capacity 1000. Armour/structure 20.

Cruiser Class weapons: 16 x missile bank 10 front, 6 left, 6 right. 20 x standard beam emitters,  even spread.

UBER Class:  Sensors/Comms (Intelligence/Wits + Computers + 3) Piloting (Dexterity/Wits + Drive +4) Weapon Systems (Wits + Firearms + 3) General Computer Use (Intelligence + Computers/Academics +1 Choran Database.) Ship comes with an array of useful gear suitable for waging ground war and occupations. A +4 engineering and repair pack. Crew 20, Slave Capacity 400 total capacity 3500 (not including ships in hangar bay.) Armour/structure 45.

Special Ability: Ship hangar can contain up to 6 frigates OR three cruisers.

Cruiser Class weapons: 20 x missile bank even spread. 20 x standard beam emitters, even spread.

Choran Ship Scale Weapon Damage: Missiles (15 plus 4x d10 mark one. mark two add 5 fire damage. Radius of effect fighter and shuttles 25 ft. Other classes 75 ft. Explosive and Concussive.) Beam Weapons (8 plus 3xd10 mark one. For mark two add 4 fire damage and AP 2.)

Choran Kit of interest: Beam Pistol (Damage +2 AP 2) Beam Rifle (Damage +8) Various Armour up to 5/5

 

TEMPLAR:

All you need to know about the Templar is thus: Ship Structure 90 (weak to fire damage, fire damage x 4) Weapons: Beams, Multiple 10 d10 (special ability short circuit at DM’s discretion.)

 

CREATE EFFECT:

How Create Effect Works.

Alignment:

There are two main methods of discovering a person’s alignment;

• A person usually discovers their alignment as their ability to project their mind through meditation increases. Upon their first successful mind projection a person will find themselves in a small room sat on a wooden bench (roll Resolve + Composure -3 to remain at this point.) Four doors being the only other distractions from the blank walls. Three doors (White, Grey and Black) will not open no matter how much a person tries. The fourth door, a door made of fresh and live wood will open. Once a person steps through this door they will be tested by an age old effect to determine their natural alignment (DM’s discretion, it is usually a short mission as experienced by Admiral Emily in Book 1.) Once the test is complete the person will either find themselves back in the small room with two choices of door. Should this happen a representative from the two remaining options will appear and help a person chose the right path. If the persons alignment is clear the person will find themselves in the reception room of the appropriate realm. (White Library in the realm of light, the Chamber of debate in the realm of grey or the Lower hell in the dark realms.)

• In some cases a person will be bestowed an alignment by the higher authorities of a realm. Although this action is extremely rare as it is considered to upset the balance, it has been required on several occasions.

 

Meditative Mind:

• As WOD system. (Gives bonuses to resolve and composure roles or reduces minuses of said roles.)

•• Allows a person to spend a willpower and enter a deeper meditative state, thus allowing a character to potentially discover the realms. Used instead of sleeping can result in two willpower gained per full rest. Allows a character to buy Create Effect 1.

••• Allows a character to enter the realms in meditation without the need for a willpower to be spent. A character is now able to perform wakeful meditation and thus use the powers of create effect. Allows a character to progress up to Create Effect 3.

•••• Allows a character to guide others through a meditation and into the realms with a minus one per person. Persons guided in this fashion will lose one point of willpower if available; otherwise the guide will lose the willpower in their stead. Allows a character to progress up to CE 5.

••••• The character is a master of mediation and will gain one willpower per hour of meditation. Up to a maximum of their resolve based on a successful role. Allows a character to progress up to CE 7.

 

Create Effect:

• A character can utilise an effect for basic activities. Such as minor healing, minor damage effects, basic personal protection, minor repairs and minor clairvoyant visions.

•• A character can create more complex effects that include better healing and repairs, and effects on larger items. (Up to the size of a small shuttle)

••• A Character can create an effect to aid another’s effect and effect larger items and areas. (Fighter class scale) The Character can affect small groups of people.

•••• A Character can effect items, things, people on a different continent and make minor global effects within 2000 miles as long as a memory exists of a place or a live picture is available. A character can affect larger groups of people.

••••• A character can make minor global effects without the aid of a reference, and can create personal portals, wormholes and such modes of transport for shorter distances. A character no longer requires a ship for singular interplanetary travel but instead can travel to different planets through the realms. A character no longer requires knowledge of an area to create an effect, i.e. a character with no medical knowledge could create an effect to perform complex surgical procedures.

•••••• A character can appear and disappear at will without the requirement of a role. A character can transport small groups anywhere the character wishes. A character can affect the weather and ecological systems of a full planet at will.

••••••• A character becomes Pheo’Nix like and will automatically be transferred to their allied realm permanently. This character then becomes the property of the DM.

 

A Character can attempt to create effects beyond their level with a minus 8 for each level above their own. i.e. a Character with CE • trying to perform an effect of CE ••• would receive a minus 16. If a character pumps their ability in such a fashion and fails a role the DM may choose to have the effect work in a detrimental way. A character may only ‘pump’ two levels. And may NOT pump beyond level 6.

To actually perform an effect a character would role a Mental Attribute plus meditative mind plus create effect (Wits + Meditative Mind + Create Effect Minus a DM regulated difficulty.) If a character does not have knowledge of a skill they may still attempt to perform the action with significant minuses, their effect will not always work as expected except with an exceptional success.

All characters upon their first visit to the realms receive an ‘Energy Control Crystal.’ This Crystal re-appears in the physical realm with the character upon waking. This Crystal is a + 6 item that can be used to make one magickal item. This item can be formed at any time the user is holding the crystal and can range from an energy sword made of the owner’s realms power to a motor cycle. The Player can choose what their energy control crystal is formed as the first but once a pattern is chosen the crystal will remain set when used unless altered by a being of the realms. Keep the scale small, and if you’d like some ideas read the books!