Exotic

Using non-Tartarus Inc. weapons

When someone first attempts to use a non-REKT weapon, they do a single roll based on their exotics skill. This roll equates to 1d6 + Exotics. As shown in the following table, the roll determines how much of a boost is given.

Roll Add
-1 -6
0 -5
1 -4
2 -3
3 -1
4 -1
5 0
6 1
7 2
8 3
9 4
10 5
11 7
12 8

The weapon then uses normal stats, with the permanent addition of the roll results according to the above table, capped at the user's own natural exotics skill. As an example: Say someone finds an alien laser gun and they already have +2 conventional, as well as +2 exotics. Trying to use the alien gun, they do an exotics roll of 6 (which would result in a +1). This +1 would bump their conventional skill using the alien gun up to +3, but the +2 exotics caps it at +2.

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