Game Engineer's Technical Manual

Alien Engineer

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.

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Image of planets in space

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:

Planet Physical Aspects
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
Image of a soldier moving through a desert with prehistoric creatures in the distance

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.

A cycle is 10 intervals (10 minutes).
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.

COMBAT SKIRMISH
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
Image of a female warrior

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.

Experience Level Chart
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