Game Engineer's Technical Manual
The Game Engineer (GE) is the most difficult yet probably the most rewarding position to play in the Role Playing Game, Evolution Earth. The Game Engineer creates the world in which the players play. They design the encounters, provide the broad story arcs, and play all the denizens of their world; be they other adventurers, despotic rulers, horrific creatures, or companion characters, the GE moves the game along providing all the challenges the players must face. This manual is designed to help them build their world and run the encounters.
Need to create an alien planet? Look no further!
Alien Planets
PCs will want to explore alien worlds, encounter strange new cultures, and possibly bring back rare and valuable trinkets.
Use the following tables to generate different planets and planetary cultures:
d100 | Planet Size | Comparable | Gravity |
---|---|---|---|
01-50 | Dwarf Planet | Pluto | 0.62 m/s² or 1/15 Earth |
51-60` | Small | Mars, Mercury | 3.7 m/s² |
61-70 | Medium | Earth, Venus | 8.87 m/s² to 9.3 m/s² |
71-80 | Large | Neptune, Uranus | 9.69 m/s² to 11.15 m/s² |
81-90 | Gas Giant | Jupiter, Saturn | 12.44 m/s² to 24.79 m/s² |
91-100 | Gargantuan | ? | Greater than 24.79 m/s² |
Atmosphere | Resources | Inhabitants | |
---|---|---|---|
01-50 | None | Basic Elements/Minerals | None, barren |
51-60` | Thin | Valuable Minerals | Basic plants |
61-80 | Breathable | Water | Plants and Animals |
71-80 | Large | Neptune, Uranus | 9.69 m/s² to 11.15 m/s² |
81-90 | Thick | Luxury Items | Plants and Animals |
91-100 | Toxic | Rare Resource | None, barren1 |
Combat
Time is the key to combat, and one cannot have a realistic battle unless close track is kept of it. The smallest amount of time is the increment, which consists of 5 seconds. A combat skirmish—or skirmish for short—is made up of 4 increments (20 seconds). There are 3 skirmishes and 12 increments in an interval, which is 1 minute.
Increment | 5 seconds | 1/12th of an intervas |
Skirmish | 20 seconds | 1/3rd interval |
Interval | 1 minute | 1/10th of a cycle, 3 skirmishes,12 increments |
Cycle | 10 Minutes | 10 intervals, 300 skirmishes, or 1200 increments |
As the name suggests, one fighting attack occurs during a combat skirmish. A martial artist could get a hand/hand/kick attack in this time, and a warrior, depending on prowess, could swing their sword or fire their weapon once or twice. A Psypath could use a 1-increment Mental Manipulation (MM) which takes 1 increment, and 4 of these may be attempted in one skirmish. Longer MMs may take many increments (and skirmishes) to attempt, giving those who attack physically a chance against high-level MMs or repeated low-level ones.
This does NOT mean you have to use an actual clock to time the combat! It is the imaginary game time that takes place when characters fight with foes. But you, as GE, have to keep track of this time, especially for Psypaths, whose attacks occasionally take more time than those characters who are attacking physically.
INITIATIVE
A combat skirmish sequence happens as follows. Check Surprise first! Both opponents roll a 10-sided die to determine if either opponent is surprised by the other. If no surprise is indicated, then each opponent rolls another 10-sided die to determine who gets the Initiative and the first attack. The highest roll attacks first in the first increment. The lowest roll attacks in the 2nd and 3rd increments of the skirmish. The opponent with the highest roll can attack in the last increment if they have any more attacks that were not expended in the 1st increment or if a MM’s time is completed and the manipulation takes effect. The next combat skirmish takes place and both opponents again roll a 10-sided die to determine who attacks first. (This refers to who gets the initiative, NOT surprise, which is only rolled at the beginning.
Increment 1 | Increment 2 | Increment 3 | Increment 4 |
---|---|---|---|
Initiative Roll | Initiative Roll | Initiative Roll | Initiative Roll |
winner 1st | loser 1st | loser last | winner last |
attack | attack | attack | attack |
71-80 | Large | Neptune, Uranus | 9.69 m/s² to 11.15 m/s² |
81-90 | Thick | Luxury Items | Plants and Animals |
91-100 | Toxic | Rare Resource | None, barren1 |
Earning experience and raising skill levels
Experience is gained by doing what one is trained to do. If one is a Warrior, one becomes more experienced by fighting. If one is a Psypath, one gains experience by mentally manipulating reality and fighting in the feeble way of Psypaths (except for those deadly Kinetipaths!).
As one gains experience, one reaches new skill levels of mastery. It is said that experience is held in one’s vital essence—one’s Ki, or what some call a soul, along with the intellect and other such things—but personally I feel my experience is embedded in my neurons, in my very muscles, sinew, and bone.
Genetitech, | ||||||
---|---|---|---|---|---|---|
Empath, | Engineer, | |||||
Skill | Thief, | Martial Artist, | Mentaphysicist, | Forester, | ||
Mastery | Hacker, | Soldier, | Metaphysicist | Survivalist | Elementalist | Environmentalist, |
Level | Medic | Warrior | Kinetipath | |||
1 | 45 | 50 | 55 | 60 | 65 | 75 |
2 | 135 | 150 | 165 | 180 | 195 | 225 |
3 | 270 | 300 | 330 | 360 | 390 | 450 |
4 | 450 | 500 | 550 | 600 | 650 | 750 |
5 | 675 | 750 | 825 | 900 | 975 | 1125 |
6 | 945 | 1050 | 1155 | 1260 | 1365 | 1575 |
7 | 1260 | 1400 | 1540 | 1680 | 1820 | 2100 |
8 | 1620 | 1800 | 1980 | 2160 | 2340 | 2700 |
9 | 2025 | 2250 | 2475 | 2700 | 2925 | 3375 |
10 | 2475 | 2750 | 3025 | 3300 | 3575 | 4125 |
11 | 2970 | 3300 | 3630 | 3960 | 4290 | 4950 |
12 | 3510 | 3900 | 4290 | 4680 | 5070 | 5850 |
13 | 4095 | 4550 | 5005 | 5460 | 5915 | 6825 |
14 | 4725 | 5250 | 5778 | 6300 | 6825 | 7875 |
15 | 5400 | 6000 | 6600 | 7200 | 7800 | 9000 |
16 | 6120 | 6800 | 7345 | 8160 | 8840 | 10200 |
17 | 6885 | 7650 | 8415 | 9180 | 9945 | 11475 |
18 | 7695 | 8550 | 9405 | 10510 | 11115 | 12825 |
19 | 8550 | 9500 | 10450 | 11400 | 12350 | 14250 |
20 | 9450 | 10500 | 11550 | 12600 | 13650 | 15750 |