v3.0.0 iCore [Archive]

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Incarna Game System
Core Mechanics ver. 2.5/3.0

[Incarna Core Mechanics]

A system of powers, actions, & resolution for any platform, time, place, or setting…

Forward

Incarna has changed over the years. Its still predominantly my independent dream of a system that ultimately fits a particular style of play that emphasizes realism, risk, and collaborative effort to achieve the story goals set forth by the GM. Its not an overly templated system that compartmentalizes an easy vision for character and ‘monster’ information. I’ve tried to strip back a lot of information and rely on imagination and individual flavor to best leverage the mechanics.
I think the Incarna ver. 2.5/3.0 really emphasize much better character concept, integrated with better rules presentation and an easier, slimmer set of core mechanics. There was a lot more effort to understand what part of the rules were used and which not so important. I really focussed on the basics, on making combat feel more dynamic, and on distinctive character options. The ideas pried from the old rules will find a home in other places, but I’m much more confident in this 2.0 release and feel like I can now really start building more supplemental materials because the groundwork is more solid.

[KJB Sig]

Kelly Berger; system creator, designer, developer

Acknowledgements

First off, all the people who came before us
that deserve an obligatory tip of the hat. Those who created the countless game
systems that have provided millions of people all around the globe with
experiences they could only dream of. Many have tread these grounds before me,
and I must assume that others will come after. I hope that this
contribution will stand amongst the more memorable. Such an effort
was not conceived without aid.

About This Guide

The Core Mechanics provides all basics of character facets and resolving
actions using the Incarna game system. It provides solid exemplary materials and mechanics
upon which all further game materials are based – including important concepts, character definition, action
resolution, traits and skills, combat, movement and fundamental game mechanics for common
powers of faith, magic and psychic origins. The goal is to familiarize the user
with all the basic concepts of the game, so that they can create a character and play out
basic scenarios.

Using The Rules

The Most Important Thing to Know About The Rules:  
The Incarna mechanics are meant as a guideline. They support a system which can be implemented on many platforms, and is easier to use on some more than others.
If rules slow down play, figure out what works better for you and your play group. Do not let strict mechanics
get in the way of enjoying the play. – [KJB signature]

Free License Guidelines: The Incarna core mechanics are free
to copy, print, cite and use for any personal, non-commercial use.
No other materials, especially subscription based materials may be distributed or reposted in any format without express consent.
If you re-publish any of the materials, in any form, you must include all the appropriate notices and include links or printed URLs to the Incarna Gaming Network web site.
Note: The content provided in convienent sections under the ‘material’ tab on the core features page can contain mixed content – only content in the full core mechanics is covered under this license.

Creative Commons License
The core mechanics content is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 United States License.

Online Content Features

All Incarna guides have many embedded features.
Knowing how to use these features and what settings maximize your experience will make it easier to use the site
and find materials. Below is a brief listing of the most common elements
that enhance the user experience online.

  • Word Context Help – Double click on any word and you may be given options of going to various topics related to it.

    (Try the word "Help" to see an example.)

  • Artist Bio Links – Double click on any image and you may given the option of going go to the artist bio page. (Try it with this: [])
  • FamiliarityMake sure you familiarize yourself with ALL concepts that
    are important in using the online content.

  • Printer
    About PrintingClick here for information on printing the online materials.
  • Measurements – All measurements in the Incarna System use the SI system by default.
    Click here for more help on measurements. In many cases, you can double-click
    a measurement to get its English system equivalent. (Test by using this value: ‘640m’.)
  • Page TOC – Table of Contents; Click on the left side ‘PAGE’ area and a floating TOC will appear. Use the ‘PAge TOC’ at the top to insert the same
    TOC content at the top of the page.

If you do not find what you are looking for, try other Incarna resources.


Resolving Outcomes

The GM must assess each activity the characters engage in to determine success. The capability (aptitude, attributes, skill(s), knowledge and familiarity) of the originator is assessed and an action chosen. This is then modified by any

difficulty or opposition.

[Full Outcome Overview]

Obvious Result:
Many actions can be completed automatically, given the right time, materials, and skill.
Conversely, some circumstances may simply prohibit any real chance of success. As such, a GM may rule that an action has an obvious outcome as success or failure without any check. Obvious results may bypass strict rule mechanics in favor of a reasoned outcome; i.e. a target asleep may be killed by a dagger, though the weapon would not warrant such a result based solely on the damage it does in combat. Something which seems obvious to a player may in fact call for a check; the GM knows more about all the variables impacting each situation and has the final say.

Result Check: Where the outcome is uncertain, a check is required to assess
success or failure. Many things preclude automatic outcomes –
difficulty, opposition,
lack of proper capability, materials or requisite time can all factor in.
And though automatic results are easy, a character may want to achieve a result better than minimum success, in which case a result check is warranted.
A check is the generation of a number between 1 and 100; The lower the number, the better the result.
This is then matched against a relevant skill or attribute on the standard resolution matrix
to determine the degree of success.

Standard Resolution Matrix
Level -X -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 +X
Result
Check
0 0 0 1 2 3 4 5 6 7 9 11 13 15 17 19 22 25 28 32 36 41
0 0 1 3 5 7 9 11 13 15 18 21 24 28 32 36 40 44 48 52 56 60
0 1 2 5 7 10 13 16 19 23 28 33 38 43 48 53 58 63 68 72 76 80
0 2 4 7 10 14 18 22 26 31 37 44 51 58 64 70 76 82 88 93 97 100
Higher Checks Indicate Failure; success is measured in Result Degrees:
Full Result Major Result Average Result Simple Result

Result Evaluations

The scale presents a range from most difficult (-X)
to easiest (+X). The far ends are points of diminishing returns – any penalty or bonus beyond which only offsets its opposite.
Most values (attributes, proficiency,
etc.) are rated from 0 and up, but penalties can drop them to negative values.

Level of Use: The unaltered value is its base level
with no effects or impacts of any kind altering it (such as base proficiency).
An adjusted level refers to a value after all adjustments, such as attribute modifiers and difficulty, have been applied.

Degree of Success: A value indicating the number of degrees of success, starting at 1 for simple and 5 for perfect.
Items, ability, powers, and opposed rolls can change a degree of success.

Column Shift (CS): This adjusts the chance of success by shifting the adjusted level of use left (neg.) or right (pos.).

Result Shift (RS): This adjusts the quality of success by shifting the result degree up (pos.) or down (neg.).

Interpreting Result Checks
Degree Outcome Description
(5) Perfect A natural 01 check
(4) Full Optimal
(3) Major Better than average
(2) Average Average/most common
(1) Simple Barely successful
(0) Fail No measurable success
(-1) Fumble (100 failure) mishap – possible fatigue or RS adj.

Characters

Characters are representations of an individual within the game. All characters have the same set of facets, but the value of each varies from one character to another.
For assistance in creating characters, see the getting started guide.

Character Facets

In addition to the concept
behind a character, all are composed of common elements (referred to as "facets") which define them in game terms.
From physical appearance to mental capabilities, all have an impact on game play in some way. Some can simply be chosen, whilst others are generated
and then developed by through game play. Each character will be unique with their own combination of facets.

Character Facet Summary
Facet Description/Use
Aptitudes Aptitude reflects potential in primary game aspects. It is the foundation of how all things develop, though it does not determine specifically how a character must act or what skills they must take. High aptitude provide a beneficial pathway of advancement through a predisposition towards related traits and skills with a natural unfettered ability in the use of related powers.
Attributes Attributes represent physical and mental aspects found in most species, using the range of the resolution matrix. Species have minimum [permanent] rating of 1 to a maximum rating set by species, with a value of four (4) considered average. Attributes modify the use of skills, and are sometimes checked when an activity directly dependant on the attribute’s function must be performed and is not covered by a skill.
Physical Species, personality, and
physical characteristics such as appearance and
size. The physical characteristics derrived from size include
resilience, encumbrance, and a

damage modifier when using some weapons in combat.

Powers Based on other facets, a character will choose
powers related to them (magic, faith, etc.). These powers
will operate per their descriptions and will be found within appropriate materials.
Skills Skill represents a specific body of knowledge and experience around associated activities. This can be practical and/or
academic in nature. Skills usually have capability requirements to acquire and/or use them effectively.
Traits Traits are a distinguishing characteristic of some sort, whether it is physical, mental or otherwise. Traits are for the purpose of personalizing the character, and making them more unique. They can impact powers, skills, behavior, knowledge, and even possessions.
Traits often have capability requirements to acquire and/or use them effectively.

Each milieu and GM has their own options for characters based on background, species, or locale.
Make sure to ask your GM and/or read all milieu and campaign materials to familiarize yourself with the facet items available to your character.

Character Points (CP’s)

Character Points represent accumulated experience of a character. A player has an amount of starting character points with which to create their character, afterward character development is done using earned character points – awarded by the GM.
These are used to increase or gain various facets – attributes, traits, etc. – just like experience and learning allows real individuals to grow and survive. Character points may be used instantly when gained or saved, depending on what the character’s goals are.
Ultimately, CP’s may be spent in any way allowed by the game rules or by the GM.

 Character Point Guidelines

  • Starting characters have 30 + their CHA rating (after adjustments) in CP.
  • No more than half starting CP can be spent on any single facet
    (species cost, ability, trait, attribute, power, etc.) for new characters.
  • CP totals are used as a general guideline to determine character experience in order to match appropriate levels of a challenge to their ability.

Species/Race

Every character has to be a member of a species allowed by milieu and the GM. This may determine much of the character’s perspective, religion, tendencies, behaviors, taboos, limits and requirements for facets (aptitudes, attributes, traits, skills). Locale may also factor in species selection and impact starting facets as well. Each species is unique, having advantageous and limiting aspects which influence the character’s options or behaviors. Some concepts may not even seem to work well with certain species, but the GM and player may work together to accommodate nearly anything.

Characteristics

> Sex, age ranges, hair color, eye color,
weight, height, voice, unique features as well as specific behaviors can in some part be delineated by species.
Players must choose characteristics for their character within these values.

[species]


 Character Species Guidelines

  • Every species has an associated character point cost.
  • Species may determine the exclusion or inclusion of traits and skills as well as minimum and maximum values for aptitude and attributes.
    Starting characters must adjust their facets to conform to the species requirements.
  • Species will dictate physical description and handedness, which is decided at the time of character creation.

Size

[]

Size is set by species and indicates general weight and form.
Each point of size represents a range of roughly 7kg. Size varies greatly from miniature (below 1) to beyond 1000. Exact size weights vary by distribution of mass reflected in frame, build, etc.
Each point of MUS above or below normal can account for as much as a full point’s worth of weight in deviation from normal (though Size remains the same).
Size is critical to the resilience
of an individual, calculating encumbrance capacity,
and the damage modifier for combat, as well as
possibly gain some advantages in reach and weapon use (see Combat).

Size Factor (SF)

> This is used as a measurement in calculating many important effects, including
damage modifier, possible results of an
action interruption,
and constitution.

SF = Current Size / 10 (round down)

Size Difference

> This is the attacker’s size – the target’s size.



Size Portion

> The exact measure of a creature’s height or primary dimension.
This is used as a factor to determine how game effects impact creatures of differing dimensions.

Size scale

> This is used in many aspects, from equipment to combat, to provide an adjusting
value based on differences in height and dimension. All equipment and effects presented are,
by default, scaled to human-size.

Species larger than human divide their height by the human norm of two meters (2m) and
round the result to achieve their Form Scale value. For species smaller than human, round
their height up to the nearest of the following values: 2m, 1m, 50cm, 20cm, 10cm, 5cm,
2cm, 1 cm. Divide this rounded value by two meters (2m) for the Form Scale value.


 Size/Form Guidelines

  • Each species will have their own minimum, maximum and average ratings that must be observed.
  • Starting characters will be average size for their species. If not, they can use their species size range to generate a starting rating.
  • Improving: Once set, a character’s size becomes their normal value and normally cannot be permanently changed.

Character Senses

Sensory information comes in any number of forms, all of which receive and process information, enabling characters to interact with the world.
It is possible that these senses may be altered, thus improving or hindering the activity of a character. Sensory acuity and range is determined by species.

  • Sight: the perception of light. Someone without a sense of sight is blind.
  • Hearing: the perception of sound. Someone without a sense of hearing is deaf.
  • Taste: the perception of flavor. Someone without a sense of taste is ageusic.
  • Smell: the perception of odor. Someone without a sense of smell is anosmic.
  • Touch: the perception of pressure and tactile sensation. Someone without a sense of touch is numb.

Sensory input comes from the environment a character is in. Changes to the immediate environment,
such as the level of illumination, will affect the spectrum of information processed
and quality of the analysis. Senses are governed by the standard rules of sensory adjustment.

Character Development

A starting character spends their
beginning CP on the facets they desire and then must earn CP through game-play.
These can be used to develop any facet of a character allowed by the rules or the GM.
There is no specific method as to how a character distributes these points, though species and game mechanic limitations will factor in to determining the ratings for some character facets.

Learning

The process of discovering, assimilating, integrating, and recalling information from
is a complex activity that uses approaches of both academic (written and discussion) and

practical (experimentation) nature. Learning can be broken into two distinct types of activities: study and research.
Study is the learning of new things.
Research is searching a body of knowledge for a reference or incorporating experimentation/new knowledge into a known body of knowledge in order to extend it.
Active research attempts to use various tools (such as a a library or computer) to tap oral and/or documented sources to go beyond what is easily recalled by means of a skill check.
Experimentation varies widely by activities and materials needed.

Basic Guidelines for Learning Times
Cycle Time1 Context3 Explanation
Trivial 7 Days None Easy (no check) process of repetition and/or small range of materials
Minor 14 Days Primary MOD2 Simple (simple result) process of repetition with some in-dpeth knowledge on average body of materials
Major 28 Days Primary MOD2 Iterative (check until total of full result) process of understanding and in-depth knowledge on a large body of knowledge
Extensive 56 Days [All] MODS2 Integrative (check until total of 2 full results) process of understnading on vast bodies of knowledge touching multiple disciplines
1: Minus the RSN > 4 (greater than everage) of the character in days, to a maximum of half normal time.
2: Primary skill attribute modifer, RSN if none specified.
3: Check at the end of each cycle.

Learning Time: The number of days is literal; each represents 24s hours of time.
A person cannot spend more than 1/3 of their time dedicated to learning during a 1 day time period.

Learning assumes both practical and academic approaches are used; in the case
where only one form is applied but both apply, the learning time is doubled.

Learning Aids

  • Quality Reference Materials: A library, textbook, and/or notes can grant at least a +1 on learning checks, depending on the depth and quality.
    If a recorded medium is used as a study aid, the character must possess at least a
    Literacy skill of 4. Often times more sophisticated and advanced material require a higher level.
  • Increased Time: Extending the time to learn (such as institutionalized or formalized education)
    compensates for lack of focus, drive, or interest. Such study favors proscribed process and regimen.

  • Instructor: If the character is guided throughout the learning process by a instructor with higher ability, the student gains a
    +1 CS bonus on any checks. The instructor must spend at least half the time the character does in the process.

Regimen: Regimen: A set of disciplines (mental and/or physical) requiring dedicated time that
enhances the normal learning and use of knowledge or a character facet. Time of 1-2 hours is generally spent each day, but a regimen can
accommodate a reasonable total-hours-over-week approach as well.

Archetypal Development

For optimal development, archetypes present the most productive use of CP given the character concepts they represent.

  • Academic: [Guide/Kit] Concerned with process, method, and knowledge the academic is focused on using their abilities for creating and assembling, fabrication, repair, etc.
  • Follower: [Guide/Kit] The character is a conduit for the powers of faith and has a strong belief. Any follower of a faith, no matter their aptitude, can learn powers.
  • Generalist: [Guide/Kit] The character’s talent may provide a direction, but it does not define them.
  • Magus: [Guide/Kit] The character is skilled in the magical arts such as sorcery. Some aptitude is required to wield any magical powers beyond those simply triggered by mana and will.
  • Rogue: [Guide/Kit] The character focuses upon subtle interaction and trickery; knowledgable in stealth, intelligence and infiltration.
  • Warrior: [Guide/Kit] The character is a master of combat. They use any number of weapons, armor and related items and skills.

Character History Options

Character history options are all milieu and/or species dependant. Each milieu
will have its own set of character options listed in the Character Guide for the milieu.

Upbringing

>Every milieu will have a series of packages from which
a character can choose to reflect the general nature of how and where they were raised. This mostly
reflect their early years, through pre-adolescence and is not intended to reflect any particular education. The selection characters may take is limited to those
allowed by species and/or locale. Upbringing packages cost two (2) character points and grant the
character 5 CP worth of abilities and traits. All upbringing packages have the same cost/benefit.

Backgrounds

>These packages reflect general academic and trade paths a character may have taken as they progressed into adolescence and early adulthood. Depending on the depth of the background, this may modify the
age the character starts at. For each single (1) character point of cost, the character will gain
3 CP worth of abilities. All background packages will follow this cost/benefit ratio.

Actions



All activity has a start, end & outcome and is resolved using maneuvers, skills, attributes or powers to
assess resolution.
Resolution takes into account all situational modifiers, checked against
the approriate value, then compared against the standard resolution scale

to determine quality of success. Many things may grant
some bonus or penalty to the chance
and degree of the outcome.
Direct actions (ex: attacking) have a direct effect on a target,
while Indirect actions (ex: loading) do not.

Maneuver

> Immediate action (such as melee combat) governed by parameters & requirements to achieve a specific outcome.

Time & Progress

All activity is assesed as a cycle which indicates how long an action takes to resolve under normal conditions; varies by type.
Loss of activity cycles greater than what is available results in the inability of gross movement. The subject can perform minute motions in place – turn their head, move digits, etc.

Extended Actions

> Cycles processed in longer than a round, using standard time units.

Extended Activity Results
Result Degree Cycles to Complete
Perfect Half (1/2)
Full One (1)
Major Two (2)
Average Three (3)
Simple Four (4)
Failed Four; incomplete – check again
Fumbled Four; -1 RS further attempts

Processing: Many actions (like crafting items or research) take place over an extended period of time where it is a matter of when (not if) the task is accomplished. The outcome of such actions has an activity cycle associated with them and the result of the check dictates the number of cycles it takes to complete.

Immediate Actions

> Cycles normally processed in a round, using action measures, phases and initiative.

  • Round: A block of six (6) standard seconds.
  • Measure: A general representation of effort, motion, & time. Characters have 6 Action Measures (AM) they may use in a round.
  • Phase: A moment in the round determined by total AM used. Lower values take place sooner and as AM are used, phase advances.
  • Initiative: A value used to determine when a specific action takes place in relation to others within the same phase – highest values first. All actions have an Initiative Value (IV) equal to
    a subjects current RCT plus the effective reach of their item/action. Ties are resolved in order of the highest RCT then by PER and INT.

Processing: At the start of a round, subjects assess their available
Action Measures. Intent is declared at the start of the round in order of initiative.
Ongoing effects (such as encumbrance) reduce available measures at the start of the round and
as action resolves, their measures are subtracted from the subject’s available ones.
Normally, no immediate action may take less than 1 measure.
The order in which actions resolve is based on the phase in which it resolves;
adding the cycle (# measures) value to the last phase in which the subject resolved an action, starting at zero
and progressing as used; actions going in the same phase resolve in order of initiative. Targets may counter

actions; this does not move phase forward.

  • Unrestrained: Unrestrained activity has any AM value associated with it carry over into the following round(s). Normally, all maneuvers must be accomplished in the round they start.
    Activity which is unrestrianed uses the remaining AM from the current round and whats remaining in the following round(s) to complete.
  • Waiting: The amount of measures spent in waiting is equal to the difference between the phase in which wiating is declared and
    the phase of the action or condition which triggers the response.

Timed Activity

Action Time Adjustment
Adjustment Extended Immediate
-4 CS 1/2 1/2
+1 CS x2 +1 AM
+2 CS x5 +2 AM
+3 CS x10 +3 AM
+4 CS (max.) x20 +4 AM

Under most circumstances activies can be timed faster (disregarding safety or accuracy) or slower
(with additional attention or planning). Time is increased based on the activity type.
All prolonged immediate actions are the result of careful aim.

Snap: Activity reduced to half cycles.

Lagged: Activity doubled in cycles.

Refined Actions

Refined actions utilize powerful concentration, accuracy, and drive to accomplish extraordinary results.
Such activity requires the practicioner be free of disorientation and any
loss of focus, and possess fine perception
and the ability to finely manipulate any item used in such actions.
The specific result of a refined action depends on type of action itself (such as an armor piercing strike)
though the ease assessment is universal. Any effects granting bonuses of the same type usually use the same labels.

  • Intense Activity: No added difficulty, though if the refined requirements are not met, it may force an interruption check.
  • Precise Activity: These suffer a minor (-2 CS) difficulty penalty to acomplish.
  • Expert Activity: These suffer a major (-4 CS) difficulty penalty.
  • Masterful Activity: These suffer double a major (-8 CS) difficulty penalty.

Interruption

Interruption is a loss of continuity in performing an activity which requires continuous follow-through to achieve it’s outcome.
Interrupted activity still expends all associated time and power requirements, but with no effect. Unconsciousness and knock back
causes automatic interruption; other effects may cause a break in the thought process resulting in interruption. Where such effects can be resisted, the appropriate check will be noted; otherwise all such checks use willpower to resist.
Unless noted, a simple result is all that is needed to overcome interruption. Wounds do not usually require a check against interruption, but where necessary, it must do more damage than a target’s constitution to require a check.
Multiple conditions are cumulative, requiring only a single check.

Constant: Constant distraction such as encumbrance, disorientation, confusion, or adverse environmental conditions
can require some check at the outset of an action; such will be noted in the activity description or assessed by the GM.

Countering

Countering negatively impacting the quality of success impose a RS penalty.
In the case of two opposed results, the effectiveness of the target result degree is reduced
by the number of degrees of the opposing result. A failed outcome is not normally reduced to a fumble.

Handedness

[]

Creatures normally have a dominant limb/hand – not necessarily in exclusion of all others, but used in habit. All others are considered "off" handed. Item statistics assume use with the single dominant hand.
Skill requirements (such as min. MUS and CRD), may require using more than one hand.
Skills are learned with the dominant hand unless the intent (such as a sheild) is otherwise.
Proficiency may be gained for off-hand use.
Advanced combat maneuvers exist which leverage handedness.

  • Off-Handed Use: Items used in an off-hand suffers a -4 penalty.
  • Two-Handed Grip: Assuming enough gripping area, using two hands doubles the user’s CRD and MUS attributes for the purpose of meeting minimum ratings.

Encumbrance (ENC)

Encumbrance Degrees
Degree ENC Exertion
Effect
Trivial > EC -1 cycle
Mild > EC x 2 -2 cycle
Moderate > EC x 3 -3 cycle
Major > EC x 4 -4 cycle
Severe > EC x 5 -5 cycle
Crippling > EC x 6 -6 cycle
Disabling > EC x 7 -No Movement

Encumbrance measures the impact of load and restraint on a target.
Typically this is from items carried & worn.
A target’s ENC is compared to their Encumbrance Capacity.

Encumbrance Capacity (EC) = (MUS x Size)

Encumbered targets (where ENC > EC) suffer a cumulative minor exertion loss
where the cycle is subtracted from the target’s available for each round (AM) for immediate actions or added to complete extended ones.

Unencumbered indicates a target’s ENC total is
less than their capacity; some skills require this.

Movement

Movement can have an impact on activity of many types. For travel, the specific physical conditions and the familiarity of characters moving through it have will play a factor in the speed at which they move over (or through) it. Machines, beasts of burden and other less mundane means can make movement over any terrain generally easier and faster.
For combat and other immediate skills, the severity of the movement impacts targeting and impairs both defensive and offensive actions.

Immediate Motion
Degree [Ranged]Penalty Explanation/Description
Fine None Precision movement (straight line; balancing on an edge, precision coordination – picking a lock, working small devices, etc.). Any actions directed at a target less than 10% of the size/form.
Gross -4 CS Imprecise distance movement, directing actions at targets at least 10% of your size/form.
Erratic -8 CS Swift, random directional or extreme movements, control is minimal. Unless overall direction is maintained, nothing may be targeted by other actions.

Penalty: This is imposed when the character attempts to perform other actions along with motion of this type, or when others attempt to target
something engaged in that type of motion. Penalties are halved for non ranged actions.

Movement Rates

Movement rates largely depend on an individual’s species physical ability to propel themselves.
An average rate of movement will be listed for each species for the equivalents of walking, running, swimming, and any other special movement types that the species may have.

Movement Rate Examples
Type Mode Rate Sustain Action1
Penalty
Base Walking 80m /min. 4.8km /hr
Fast Running 400m /min. 24.0km /hr -4
Rush Sprinting m /min. -8
Swimming 100 6.0km /hr -2

Type: Qualified in 3 categories: Base (equiv. of fine), Fast (equiv. of gross), and Rush (equiv. of erratic). For characters, these
are set by species
. Unless noted, no time is tracked for accelerating to achieve a movement rate.

Sustained

> A character can sustain a movement rate equal to their STA; for base in hours, fast in minutes, and rush in rounds. After that, a
Mobility check is required. A failed check imposes a degree of exhaustion,
with further failed checks imposing additional degrees.

Environment

Base Environmental Physical Conditions
Climate Terrain Ground
Arctic Aquatic Barren
Arid Coastal Forest
Temperate Lowland Grassland
Tropical Mountain Jungle
Steppe

Physical conditions of an environment have an effect on many aspects of the game. A character’s
familiarity with the three facets making up the base physical conditions can impact any ability which relies on them
(ex:
Botany, Meteorology, Mobility [Type], Survival, Zoology.).
The sheer diversity of these indicates a broad spectrum of familiarity.

Familiarity: In addition to basic non-proficiency, environments of these conditions may warrant additional
adjustments to any relevant checks. For proficient characters, a penalty of -1 CS per category lacking familiarity is
acceptable.

Coordinated Activities

Coordinated activities are multiple direct actions done at the same time.
Handedness and aim requirements always apply.
All actions must be with a different limb and all targets must be within reach at the same moment.
Generally, items requiring more than 3 AM to use are too unwieldy to be used this way.

  • Actions suffer a cumulative –2 CS penalty; halved if the target is the same.
  • The AM for the activity is equal to the slowest of all involved and adding 1 AM.
  • The IV for all concurrent actions is calculated by taking the slowest and subtracting 2 per action beyond the first.

Action Points

Action points allow characters to affect specific actions that they are performing, increasing their impact or efficacy. These are awarded at the GM’s discretion, like character points, and can be accumulated by a character with no limit. Action points may be used at instantly at any moment without added time. When used, they represent a character drawing on all their experience, prowess and luck.

Action Point Effects
Point Cost Effect
1 Bonus: The character gains a +4 CS on their next action or check.
1 Re-Check: Character may re-check their last action for a different result. This applies to resolution of any type. The best result of the two is used for resolution.
1 Simple Success: A specified check automatically achieves a simple result.

Aptitude

Aptitude reflects potential in primary game aspects. It is the foundation of how all things develop, though it does not determine specifically how a character must act or what skills they must take. High aptitude provide a beneficial pathway of advancement through a predisposition towards related traits and skills with a natural unfettered ability in the use of related powers.

The four aptitudes that a character can possess are: Faith, Kinetic, Magic, and Psychic.
A low aptitude rating indicates less potential in working with related powers and ability. It may exclude the acquisition or effective use of some skills, powers, or traits; such require special understanding or insight which only a higher level of aptitude grants.
Possessing the maximum level in an aptitude removes limitations imposed with lower levels of aptitude.

 Aptitude Guidelines

  • Aptitudes have a min. rating of zero and a max. rating of four (0-4).
  • Starting characters have four points to distribute amongst their aptitudes on a one for one (1:1) basis.
  • Each species has its own min. and max. ratings that must be observed.
  • Improving: Generally, once a character has their aptitudes assigned, they are set for the life of the character.
    Improvement is not normally allowed.

Pool of Power

Aptitudes also have an associated pool of power – fuel to work powers associated with the aptitude.

Faith Aptitude

Faith Aptitude

Faith aptitude is the measure of capacity to connect and bond, share energy and reinforce connections with higher powers for a greater ideal. Harmony between the self and a greater ideal allows for insight to transcend mundane boundaries. This is best accomplished between similar and sympathetic essences. The key concepts associated with faith aptitude are insight, connection, community, bonding, and sharing. The pool of power associated with this aptitude is synergy.

Aptitude Rating Explanation
Rating Meaning
0 Faith plays little part in the life of the character. Such characters see the bond of faith as artificial. The pursuit of knowledge and goals is something that is entirely dependent on the will of the self. External forces have only the power you give them.

1 The character has realized that in there is a higher purpose which can be achieved and the self is not the end of all things. Incorporating the tenants of a faith begins to give a greater meaning to their life and sense to the world around them. Despite this knowledge, they typically cannot see a greater purpose for themselves beyond the immediacy of mundane life.

2 An active link between themselves, their faith and other followers allows the character a greater sense of participation and purpose in life. The tenants of the faith begin to make more sense in a greater context. The character views the world and their place in terms of their relationship to something greater than themselves.

3 The character views their entire role in life as special, and their relationship with it as deeply significant in meaning. The character has a high regard for symbols, omens and other interpretive events as a microcosm of a greater macrocosm playing out in the world around them. Their view on all issues is one of how to best incorporate their faith into the picture in order to get closer to it and understand it.

4 This character follows their calling in all regards. They see their life and its progress as divine will. All things progress naturally through their faith, which they see in all aspects of everything. Problems and solutions can all be solved by injecting some tenants of faith as close to the issue, to put it in some perspective related to the faith.

Magic Aptitude

Magic Aptitude

Magic aptitude is the measure of potential to perceive and alter the world through primal energy. Tapping the flow of cosmic energy is what allows for all things to transcend their normal existence. The key concepts associated with magic aptitude are control, energy, power, and transformation. The pool of power associated with this aptitude is mana.

Aptitude Rating Explanation
Rating Meaning
0 Life is dependent on causality. Resonance, harmony and concepts of attunement and flow are things of strict abstraction or purely material nature.

1 The ramifications of every action extend throughout the immediate sphere of influence one has in life. Control of one’s own life is achieved by learning to generate affinity and understanding how to limit repercussions.

2 Control of the flow of energy is a high priority. Understanding patterns, symbols, and sensory cues provides a means of tapping into the motive force of energy, in turn controlling the progress of activities in time.

3 The world is a manifestation of dualities and energy. Time, space, action, and reaction are all stretched on the same surface. Causality is a misconception, starting points and ending points are more perception and less reality.

4 The universe is an unending ocean of untapped potential, with all parts participating equally. Everything floats within this ocean, moving and being moved. The negative and positive are forces which touch the entire flow, rippling across the continuum. They are in turn touched and retouched, as ripple, wave, and current all resonate through this ocean, a never ending cycle.

Physical Aptitude

Kinetic Aptitude

Kinetic aptitude is a measure of the potential to recognize & manipulate the physical world. The laws of observable existence govern the perceptions of those inclined towards physical aptitude – through manipulation of these, all desired things are possible. The key concepts associated with physical aptitude are theory, science, kinetic action, and change. The pool of power associated with this aptitude is chi.

Aptitude Rating Explanation
Rating Meaning
0 The character has little regard for the physical constraints of the material world. Such matters as affect only it are inconsequential. The answers to life’s mysteries lie outside the mundane. Identity is not found within the common, material framework.

1 The physical world is the practical source of the body and mind. Sustenance and survival are at the heart of all activities. The pursuit of meaning must include these basics.

2 The practicality of the material needs and desires must override higher, abstract aspirations. Dealing with immediate, temporal concerns deserves the most energy and effort. Meaning and purpose are incorporated in the pursuit of material comfort and stability.

3 Meaning is built within the contextual trappings of a being. Society, culture and their values give momentum and purpose to our progress through life. These immediate contexts are the true scale on which our worth is measured. The pursuit of external values is abstract and cannot fully convey the direct impact on our world.

4 The universe is governed through completely knowable, predictable quantities. The metaphysical pursuits are nothing more than exercises in replacing parameters – ultimately everything stems from sequences of observable action and reaction.

Psychic Aptitude

Psychic Aptitude

Psychic aptitude is the measure of the potential to superimpose one view of reality over another. The notion that process, time, reality, and perception are linear and follow a model of causality is the limiting factor that all psychic’s attempt to break free of, in order to experience the cosmos free from bias and misconception. The key concepts associated with psychic aptitude are experience, sensation, idea, and force of will. The pool of power associated with this aptitude is focus.

Aptitude Rating Explanation
Rating Meaning
0 The identity and reality are defined through action predominantly. Thought is merely speculation and self reflection – action is the only thing which truly defines us, the rest is ultimately unknowable.

1 The connection between thought and action is simple causality. The initiative of thought and specific thoughts are stemmed from basic drives and emotions. Only the conscious translation of thought into action allows thought to impact the world directly.

2 Thought is the source of all action. Without thought, action is without meaning, based solely on instinctual response. The self can function independent of the world around it, without seeming direction or purpose. Logic, structure and order provide a framework within which sensory input, situations and causality can all be dissected and analyzed and best put to use.

3 Meaning and purpose are seen as extraneous. The self is the only thing which is knowable and therefore everything is seen as relative to its impact on the self. Order, necessity and practicality are the immediate imperatives which define life – any concept of a higher calling or morality is based on ego.

4 The world is nothing more than a representation of the will. The notion of commonly perceived reality is merely illusion. Thought simply makes what is, real.

Attributes

Attributes represent physical and mental aspects found in most species, using the range of the resolution matrix. Species have minimum [permanent] rating of 1 to a maximum rating set by species, with a value of four (4) considered average. Attributes modify the use of skills, and are sometimes checked when an activity directly dependant on the attribute’s function must be performed and is not covered by a skill.

Generating Attributes

Attributes are always generated in closely related pairs, reflecting the close nature. At the time of character creation they can be split, reducing one in the pair by to increase the other by a like amount. Once assigned these base values, they are adjusted independent of one another.

Standard Attribute Generation
Resolution Check 01-05 06-15 16-35 36-65 66-85 86-95 96-100
Base rating 7 6 5 4 3 2 1

Attribute Checks

Attributes, aside from being a way to describe your character, impact many game activities. Any time a character performs an activity (maintain a situation or accomplish a task directly related to it) based directly an attribute, they may have to make a resolution check to determine the outcome. Such checks are made against their character’s attribute rating using the standard resolution matrix.

 Attribute Guidelines

  • There are six (6) general pairs of attributes.
  • Unless noted, generation is done using the Std. Attribute Generation method.
  • Attribute ratings have no theoretical limits except those imposed by species.
  • Each species by milieu has its own min. and max. ratings that must be observed and represent the limits if what can be achieved using normal adjustment methods.
  • Improving: Attributes can be improved with CP, reflected as experience or training. The cost of increasing an attribute is equal to twice the value the character is trying to achieve (2 x New Level).


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Coordination (CRD)

This attribute is paired

with Reactions.

Hand-eye coordination and balance are both aspects of the Coordination attribute. A high rating in coordination is good when the character must perform feats requiring fine motor skills. This attribute affects hand to hand and ranged combat because it allows the character to control weapons better or aim projectile weapons with greater accuracy.


Coordination Attribute Rating Explanation
Rating Description

-4
Physically challenged. Voluntary motor skills are such as a character can hardly stand, walk or manipulate anything without Faltering.


-2
Clumsy, Walking is difficult as everything in your path keeps jumping in front of your feet.


0

Uncoordinated. Character can function normally but tasks that require simple motor skills, such as tying a knot, require higher levels of concentration to perform. Character’s sense of balance is impaired when out of normal circumstances (i.e. inexperienced humans at sea or zero gravity).


2
All motor skills function normally. Character cannot perform fine motor skills simultaneously (i.e. rubbing head and patting stomach). Stress can cause characters to fumble fine motor skills.


4
Character’s coordination will operate normally under stress and situations they can adapt to.


6
Character adapts easily to complex coordination tasks. Professional dancers easily achieve this level of capability.


8
Character is obviously graceful. Balance and movements are executed in a manner that can impress those less capable. Acrobats, ballerina and some stunt men achieve this level of ability.


10
The finest dancers and most graceful of martial artists achieve levels that rival those of natures best. All movements are fluid and natural looking, no matter how fast. Just walking is impressive for individuals with this level of ability.


12
Individuals with this sort of coordination can perform physical actions requiring extremely precise movements and timing. Catching a thrown dagger is not unknown to this level of ability.

+X

This level of ability if virtually unheard of. Every action, every motion is economical of movement. Breathing is an art and every single action within the body is measured, calculated and enabled with a level of grace and will that most people are unable to comprehend.


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Reactions (RCT)

This attribute is paired

with Coordination.

This measures the character’s overall physical quickness to respond, and swiftness of action. This is a physical rating only, and many situational factors may cause a character to react slower than their Reactions would indicate. Reactions affect all combat actions, but are hampered by heavy equipment and armor.

Reactions (along with reach) will determine a character’s initiative.


Reactions Attribute Rating Explanation
Rating Description

-4
The character’s actions will seem delayed and very deliberate. Response time is easily perceptible.


-2
The sloth-like reactions of the character are noticeable in day-to-day activities. Such characters must concentrate to accomplish simple things such as drinking without spilling. The slightest impairment will cause the character to falter.


0
The character is perceived as slow. Combat is difficult. Such characters will likely use faster weapons, ranged weapons or distance advantage in combat situations.


2
Character is slightly slower than normal. Acts of avoidance appear uncontrolled.


4
Average Reactions. Character can interact and keep up with most normal situations, and the heightened state of combat will pose no difficulties beyond the norm.


6
Character is slightly faster than normal. All acts of avoidance look mostly controlled.


8
Excellent speed. Boxers often possess such speed and reflexes and are capable of landing fast jabs without telegraphing their intent.


10
Reactions are such that those possessing it could possibly catch a glass falling from a counter.


12

Reaction time of this caliber indicates that the individual is pretty dammed fast.


+X
Characters of this skill have been known to be able to react to the twang of a bow. Slow moving projectiles that are anticipated could be avoided at long range if the individual is prepared.


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Health (HLT)

This attribute is paired

with Vitality.

This is a measure of the characters overall constitution and the body’s ability to defend against metabolic or structural changes, e.g. disease, illness and toxins. Health affects the rate of recovery from these, as well as wounds and physical damage.

The CS modifiers for a characters Health rating directly modify their rate of healing by adjusting their healing factor. Each +1 CS adds 1 to the healing factor, and each -1 CS halves it.


Health Attribute Rating Explanation
Rating Description

-4

Health this low will cause every cut to be infected, every cold to turn into pneumonia, and any exertion to cause prolonged aching. Such characters will be five times as likely to contract diseases and/or suffer ill effects from them.


-2
Sickly. Character is constantly sick and has a severely deficient immune system. They will be twice as likely to contract diseases and/or suffer from their effects.


0
Poor health, character is constantly getting sick and usually takes weeks to recover.


2
Such a character will be far more likely to catch diseases, although effects and recovery will be normal.


4
The average healthy state of a normal person.


6
Health of this level manifests as a penchant to rarely get sick. Effects and recovery from diseases and stress are normal.


8
Such characters rarely seem to get sick. Character recovers quickly form sickness and wound effects.


10
Superior health. Illness is not a problem. Diseases run their course quicker, infections rarely happen and the effects of wounds heal without complications.


12
The constitution of these beings is amazing. Character seems invincible to almost all forms of disease or illness, wounds and even broken limbs will heal without any complications.


+X
Health of this degree is startling. Characters possessing it will almost seem radiant. Disease, illness, and fitness are never in question.


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Vitality (VIT)

This attribute is paired

with Health.

Vitality is a measure of life force. It may be reflected in physique. Vitality is one element which forms the basis of a character’s physical resilience VIT x SIZ = Resilience. It is a foundational attribute for those who wish to practice magic.


Vitality Attribute Rating Explanation
Rating Description

-4
A character at this level barely has a will to live. They are unfit, and have no care as to their own well being. Such characters will be in a constant state of aversion.


-2
An individual of this level is able to function without worry in most cases. They are unfit for such things as combat, and trauma will usually cause the character to collapse.


0
Character at this level of vitality enjoy normal lives, but are unfit. Their focus is on other things, and they are mostly unsuited to actions that require physical vigor.

2

The vitality of someone at this level is good enough to serve in most situations. While they are up to the task of combat, they will tend to shy away from it. Fitness is usually sub-standard, and roles that involve a lot of physical assertion will be difficult.


4
These characters have a good chance of standing up to most physical rigors. Their fitness is average, and health is usually good to follow.


6
Vitality of average proportions. Such characters can withstand most mild trauma without difficulty.


8
Characters at this level usually have an excellent physique. They are trim and fit, and their metabolism is extraordinary.


10
Most professional athletes possess vitality of this magnitude. The character’s regiment focuses on a high degree of activity or understanding of the body.


12
Such extraordinary vitality is indicative of a zest for life seen only in those who live close to death. Characters with this vitality can deal with punishment far beyond the normal.


+X
This level of vitality is virtually unheard of. Massive trauma can easily be withstood, their metabolism purges toxins quite well and it enhances all aspects of their life. To creatures with this Vitality, everything will look more vivid.


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Muscle (MUS)

This attribute is paired

with Stamina.

This is a measure of the sheer muscle power of an individual. It affects how much an individual can carry and what items can be used effectively. The muscle rating is one component in the calculation of damage modifier; DM = MUS + Size Factor.

Characters gain a damage bonus in hand-to-hand physical attacks equal their Muscle. This damage is added after weapon damage is calculated.


Muscle Attribute Rating Explanation
Rating Description

-4
This is enough muscle for most beings to hold themselves in a stance, and propel themselves.


-2
Generally, this degree of muscle indicates an ability to engage in combat (i.e. has the physical means), but are not necessarily so inclined.


0
Characters and creatures of this rating will generally employ physical force as a last resort, but are fully capable of harming opponents.


2
At this level of muscle, a character or creatures is capable of elevating more than their own weight.


4
Muscle of this magnitude is average to most humans.


6

Above average musculature structure; character can lift their weight.


8
Densely muscled; character can lift their own weight and more.


10
Heavily muscled; muscles are clearly noticeable no matter the bulk, moving weights creater than themselves is no problem.


12
Extreme musculature structure and physique.


+X
Massive musculature structure.


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Stamina (STA)

This attribute is paired

with Muscle.

Stamina represents muscle tone and efficiency. It is the major facet of a individual’s endurance and ability to handle prolonged encumbrance. Those with a greater stamina than muscle rating will have very good muscle tone.


Stamina Attribute Rating Explanation
Rating Description

-4
Any normal activity will fatigue the character almost instantly. The basic functions of propelling oneself will bring the character to the point of exhaustion in a number of minutes equal to their Stamina rating.


-2
Any prolonged activity, even movement and motor functions will tax the stamina at this level. The character cannot go for longer than their STA in minutes without exhausting themselves.


0

Characters and creatures with such stamina are likely to remain out of combat or any strenuous activity. Sprinting for more than a few ten meters will instantly exhaust a character.


2
Most activities can be accomplished with such a stamina rating. The less than average stamina in unnoticed, except as simply tiring sooner than average.


4
This level of stamina is average for most. Given the right amount of skill and will, great feats of stamina are possible.


6
Although higher than average, such stamina will largely go unnoticed except in prolonged events. Such a character will likely to tire less quick.


8
The tone and physique of such a character is well defined and obvious. Prolonged endurance training (running, etc.) will come easily to an individual with such stamina.


10
A being with this level of stamina will be physically active long after individuals of lesser ability have fallen into exhaustion.


12
Possessing the ideal body weight to fat ratio few have developed their stamina beyond this.

+X

The absolute peak of physical staying power has been achieved.


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Charisma (CHA)

This attribute is paired

with Willpower.

Charisma represents how personable the character naturally is, regardless of motivations or situation. This reflects the magnetism of an individual’s personality and affect on those around them. Personal allure, charm, and the level of social sophistication can all be represented by charisma.


Charisma Attribute Rating Explanation
Rating Description

-4
Such beings are an outcast from society. Social skills are so poor that other beings will often be repulsed by the presence of character.


-2
Repulsive, other beings actively avoid the character. Their mannerisms are such that only the most tolerant will interact with them.


0
Lewd, lacking in manners and/or ethics. Is often vulgar and usually calls things as perceived and voices opinions regardless of social or political recourse. Such beings will be shunned in almost all social circles.


2
Below Average, possesses a general concept of social manners and occasionally abides by them, more so when it is convenient.


4
Average, possesses general knowledge of social ethics and manners and has a relatively good concept of when to apply them. Character is relatively easy to socialize with.


6
Above average, Character is politically correct and well liked in social situations.


8
Such a character is well thought of. Polished and easy to get along with, they can be the epitome of politically correct. Character is typically well liked and makes friends easily.


10
Tremendous social and communication skills come as easily as breathing. The character will have a tendency to leave an impression wherever they go.


12
Superior, Character always fits into any political or social circles. Elicits positive responses and can easily defuse hostile situations.


+X

Enrapturing. In merely speaking, the character commands attention. Has a voice of velvet with a personality to match. Always knowing the right thing to say and receiving a positive response.


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Willpower (WPR)

This attribute is paired

with Charisma.

Willpower is the capacity to override or control the effects of physical and mental sensory input. An individual’s measure of Willpower can aid them in overcoming normal perceived limits. It functions as a barrier against outside attempts to influence normal thought processes.


Willpower Attribute Rating Explanation
Rating Description

-4
Beings possessed of such a lesser Willpower live in a state of constant malaise. The slightest threat can lead to panic and/or drastic measures. They are incapable of enforcing their decisions when any sort of other command or urge is impressed upon them for they are easily compelled to follow the will of those around them.


-2
Easily manipulated and controlled. They are indecisive and can seem extremely reluctant to choose a particular path.


0
Such individuals can easily be convinced that they should react contrary to normal. They will never be overly confident in their decisions and will tend to have a negative self-image.


2
Those possessing this level of Willpower are rarely intentionally put into confrontational roles. They are more open to suggestion and more easily lead.


4
Average Willpower.


6
Such will indicates a penchant for being stubborn, even if going against logic. They can often be perceived as stubborn or headstrong.


8
Willpower of this level is obvious to all. These individuals can be completely focused once they set upon a path. Their decisions, once made, are always followed through with.


10
Individuals with this level of Willpower exude an aura of sheer will. Their requests can often sometimes seem as a demand unless tempered with charisma or leadership. They are used to achieving their ends no matter the cost.


12
Will of this caliber is nearly indomitable. They can endure great hardships without showing discomfort, and conquer the effects of pain easily.


+X

Such a person can seem to be domineering. They are used to getting their way and do so either through coercion, bullying, or negotiation. The Willpower of this individual will attempt to prevail over others in every circumstance.


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Intuition (INT)

This attribute is paired

with Perception.

This indicates how insightful an individual is and how much they can unconsciously inter-relate things. Intuition does not rely on a known frame of reference; it is an innate sense, unrelated to anything they may have learned. It is a foundational attribute for those who wish to practice faith.


Intuition Attribute Rating Explanation
Rating Description

-4
This slightest bit of Intuition will enable a character to have basic inter-relational capability. Original thought and creativity are at their lowest level. In conversation, such individuals will seem dull or boring.


-2
Characters possessing this level of Intuition will rarely deviate from routines. They will almost never have a creative thought or an original idea.


0
Intuition at this level indicates a general lack of confidence in incorporating new methods and actions. Although the character is fully capable and often has original, new ideas, they lack the ability to incorporate them. Generally they will be distrustful of others novel ideas as well, unless the logic is inescapable.

2

Whatever logic a character possesses will likely override any intuitive responses. The confidence may exist, however the obvious is more likely to be focused on, while such a character would be reluctant to try (although will make known) their intuitive responses.


4
A character with this level of Intuition will consider both intuitive input and logical factors when making a decision. Logic will generally be held in higher regard.


6
While not understanding the mechanics of their own intuitive judgments, these characters will trust their "gut instincts" most of the time. This trust is present even in some situations that are obviously contradicted by logical analysis.


8
At this level of Intuition the individual is aware of their system of intuitive responses and will often rely on them in interacting with others. They have begun to see their own feelings in others eyes and have become keenly aware of their posture, stance and presentation of themselves.


10
Such levels of Intuition indicate a high level of inter-relation between events. Much of the insight is produced on an unconscious level. The character is considered very creative, and is perceived as possessing a high level of understanding of the nature of things. The character is aware of the sympathetic resonance in all things within their sphere of awareness.


12
A character with Intuition this high will learn to see others in themselves, and can easily sense peripheral emotions and feelings in others, given time to observe. More often than not, their instinctual responses will be appropriate. They are often excellent judges of character.


+X

Intuition of this level indicates a general sensitivity to all living things. They have a good understanding of character types, motivations and perceptions.


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Perception (PER)

This attribute is paired

with Intuition.

Perception represents the measure of acuity of the senses, as well as how well attuned an individual is to immediate surroundings. Perceptive ability is somewhat indicative of a less conscious ability to discern distinctions and a certain awareness of background information as it is processed by the senses. If the individual sensory ratings are not used, Perception is used as a general check for all senses.


Perception Attribute Rating Explanation
Rating Description

-4
Beings with this low of Perception will rarely notice anything that goes on around them. The only sensory input they are likely to react to would be direct physical contact. Strong sensory input can easily confuse such individuals.


-2
The everyday happenings of life, while perceived, are generally ignored. Such characters will tend to ignore everything but their current task, and must focus intently to carry on in-depth conversations. Awareness of direct repercussions of their actions can be understood logically, but is typically not felt.


0
Individuals will tend not to notice background input unless consciously attempting to. Small details (smells colors, etc.) of anything but direct contact will not be clear, though events themselves will be.

2

Those dealing with the individual will likely notice a general disconnectedness in details and events if described. The individual may have a tendency to register small details as they would like them to be, and not as they in fact are.


4
Perception at this level prioritizes nearly all foreground events, but retains background as well. This represents average Perception. The ability to distinguish sought after characteristics is high, yet background features may overload acquisition and/or recognition.


6
This degree of perception indicates an innate ability to notice details and distinguishing characteristics. Such an individual has a good sense of proximity, and actively employ their senses to gather information.


8
Perception of this ability is usually indicative of a being whose senses are trained to notice a high degree of detail, and pick up on variations/changes. The individual is highly cognizant of the relationships of time, space and the physical senses, especially their primary sense(s).


10
Memories and activities are distinguished by non-primary senses (i.e. smell, as opposed to the heavily relied upon visual sense in most humanoids). Such individuals are sensitive to physical changes in the immediate surroundings. Remembered details are very vivid.


12
At such a level, the perceptive ability can unconsciously distinguish out-of-place sensory input, and are receptive to high levels of detail. Remembered details are very vivid and distinctive. The senses of the individual are always engaged.


+X
An individual has near near-painfully vivid perception of events they directly observe. What can be remembered is done so within a totally immersive sensory framework. Minute changes in time, space, and physical surroundings, and the individual’s relationship with it are perceived unconsciously and on a level which is unfathomable to normal beings.


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Reason (RSN)

This attribute is paired

with Sanity.

This is indicative of how well the character can employ structure and logic, as well as assimilate and remember information. Reason is used in deducing outcomes rationally, learning and recalling information, and understanding processes. Reason is not intelligence, but is crucial to make intelligent decisions; leveraging information that allows for connections and inferences based on related knowledge or experience even vaguely similar.


Reason Attribute Rating Explanation
Rating Description

-4
Cause and effect relationships are barely perceptible. Thought processes are very chaotic; suffers from inability to learn in any academic learning – direct experience is the only way.


-2
A character with this level of reason will understand the principles of action and reaction, but cannot think beyond immediate circumstances. Learned material appears mostly irrelevant; retention is flawed, and the learning process is as well. It takes such characters five times as long (if not more) as normal to assimilate what little they can.


0
Reason of this caliber is required to comprehend systems (multiple cause/effect relationships). Grasping complex subjects require intense application (theoretical and practical) of the meager abilities possessed. Any academic learning is through focused, extended (twice as long) concentration and study.

2

Most will not be able to tell the character is deficient in reasoning ability. Complex systems take extra study, and usually a practical example is required to fully grasp the concepts. Without some extra time, retention is less than normal. Most animals do not possess logic greater than this.


4
Average reasoning ability. Usually, theory alone is enough to grasp the logic in systems. Retention is high is information can be consistently applied.


6
Complex concepts are grasped easily that others of lesser ability would struggle with. They ability to cross reference information and correlate between bodies of knowledge is strong. Assimilation of new materials is easier. Time required is often less (given the ability to understand), as well as an assured retention is good.


8
Informed, logical decisions and rationale flow into most every thought and action. All information is carefully correlated and cross-referenced. Planning is deliberate and well calculated. Retention of materials is good, even without consistent application.


10
Individuals possessing this level of reason may seem cold and calculating. Emotions tend to be subordinate to logic unless there is some cause it can serve. Information is easily assimilated, even casually, and retention is high.


12
Such individuals may impose a parsimonious logic upon everything. Information is filtered based on logical, practical concepts. Such individuals are more likely to have social difficulties as logical needs may override the other needs of the individual unless they coincide with them. Individual’s possessing this level of reason go out of their way to make sense of those things that they do not understand, and are critical of even the minutest of details.


+X
The need to impose logical perspective is overriding. Given the proper information, seemingly unrelated material will be shown to have a logical connection (however convoluted the connection may be it still persists). Scholasticism of this level indicates an overall ease of knowledge acquisition and retention which is unfathomable to the normal individual. The character will tend to focus intently on every detail, rarely letting the opportunity to learn something new go by.


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Sanity (SAN)

This attribute is paired

with Reason.

Sanity measures the individual’s threshold of perceived reality. Sanity is directly related to the ability to rationalize input from the senses and personify oneself in the immediate mental, social, and physical state. It represents an individual’s ability to resist and recover from mental disorders and disorientation.


Sanity Attribute Rating Explanation
Rating Description

-4

The persons grip on reality is very fragile. Radical changes to the normal frame of reference (physical world) around them will snap their link with reality, and unstable disorientation will quickly follow.


-2
Strong variances will cause a character to retreat into the self, their last fixed bastion of clarity. May become violent if their situation appears to be continuously out of their control. Even at this level, the character will suffer from erratic disorientation.


0
These characters will do their best to maintain a status quo around them. They generally will not participate in actions that will threaten the stability of their life or situation. Some characters can be prone to distracted disorientation.


2
Generally, these characters will be resistant or reluctant to make large changes or handle changes without serious rationale and or external help (although they are open to such help).


4
Average sanity. These characters can cope with change on a day to day basis, but prefer stability.


6
Sanity of this level indicates an ability to perceive that is beyond what is considered “normal” without losing touch of reality.


8
This level of Sanity indicates an ability to be dynamic about the perception of the self. These characters easily cope with changes to the physical world around them and have little difficulty adapting to radical alterations to their senses and perception.


10
The Sanity of these characters allows them to cope with the change in rational input where traditional thought processes no longer serve. The character is able to personify themselves no matter the physical or mental properties that must be use to do so.


12
The character is so secure in their own self that there is very little that can affect their grip on reality.


+X

Complete master of one’s own mind and emotions as well as how they relate to the world at large. Though the world around them may come undone their psyche will remain steadfast.

Traits

Traits are a distinguishing characteristic of some sort, whether it is physical, mental or otherwise. Traits are for the purpose of personalizing the character, and making them more unique. They can impact powers, skills, behavior, knowledge, and even possessions.
Traits often have capability requirements to acquire and/or use them effectively.

Most traits are things a character is born with, acquired at the time of character creation, though they can also be gained during game play either permanently or temporarily.
Almost any trait and/or its effect can be negated, reversed or overcome through some means.

Character Traits:
Traits available to all species are considered Character Traits. These can vary from one milieu to another, so check the guides for specific milieus to learn if any traits unique to the milieu exist or if any have been altered or disallowed.

Species Traits:
Traits that are available to a character due to the physiology of their species. Some are required by all, others represent optional variations within the species.

Trait CP Value

The adjustment applied to the character when the trait is acquired using CP. It represents either a disadvantage (positive value; grants CP) or advantage (negative value; costs CP). Any character points gained through traits may be used normally.

Developing Traits During Game Play

The GM may allow traits to be developed or bought during game play. If CP is allowed to be used to purchase a trait during play, any specific trait cost should be 1 CP higher than if purchased at time of character creation. Traits should not grant CP unless specifically allowed by the GM.

Removing Traits During Game Play

If the rules and/or GM allow it, a character can overcome some negative traits. These may be removed during game play through the character’s natural efforts; however the removal will cost one (1) CP more than the initial number of CP gained for the trait.In the case of beavioral traits which cost CP, it takes half (round up) to remove them.
Time is highly variable depnding on the nature of the trait, but almost always an extensive learning cycle.

Taking a Trait More Than Once

If the rules and/or GM allow it, a trait may be taken more than once. Typically, multiple purchases represent distinct variations (not considered duplicates) upon the same trait, such as multiple phobias. A duplicate trait cannot grant CP beyond its acquisition.

 Trait Guidelines

  • The CP value of traits gained through background, species, or upbringing do not count towards the limits a starting character may spend.
  • Unless specified within the Trait description, no character may take a Trait more than once.
  • Unless noted, traits can only be acquired with CP during character creation.
  • Improving: Some traits can be improved, either as an ability (CP = 1 x Next Level) or as an attribute (CP = 2 x Next Level)

 

Trait List

Advantages (CP Cost)

Advantages [Trait] List
Trait Name CP Value Capability Requirements
Ambidexterity -3 [Apt] Kinetic 3*, [Attrib] CRD 4*
Berserk -5 [Attrib] WPR < 8*
Connection -2
Conviction As Attribute [Apt] Follower Status
Danger Sense -5
Equipment -2
Familiarity -1
Good Luck -1
Kinetic Faculty As Skill [Apt] Kinetic 4*
Less Sleep -2 [Attrib] STA 5*
Library -1
Light Sleeper -2 [Attrib] PER 4*
Occult Reserve As Skill [Apt] Magic 1*
Provision -2
Studious -2 [Attrib] REA 4*
Toughness As Skill

Disadvantages (CP Gain)

Disadvantages [Trait] List
Trait Name CP Value Capability Requirements
Bad Luck +1
Blood Lust +1
Code of Conduct +1
Curiosity +1
Daredevil +1
Deep Sleeper +1
Honest +1
Phobia +1
Short Fuse +1
Tithe +1

Trait Descriptions

Ambidexterity
Physical Trait /
CP Value: -3

[Apt] Kinetic 3*, [Attrib] CRD 4*

The character is equally coordinated with both (all) hands and arms. This trait negates any penalty for using an item in the off hand, and halves any difficulty penalties for using multiple items in concurrent actions – e.g. wielding a weapon in each hand. The character still possesses a dominant hand which is inclined to be used above all others.


Bad Luck
Psychic Trait /
CP Value: +1

The idea of bad luck is that the character is made to suffer. The Game Master is allowed to change one outcome for the character per game session. This can be any result, random event, or situation to the detriment of the character. Game Masters should use common sense in determining how this is applied that it may better the story; a character should not have to re-check a resolution after performing a life saving action.


Berserk
Behavioral Trait /
CP Value: -5
[Attrib] WPR < 8*

Berserk is a frenzied state of aggression. The state only allows its victims to engage in melee combat and allows no defensive actions. Ranged devices are allowed, though once a weapon‘s ammunition is exhausted, the target must switch to melee. Berserk grants the target +2 MUS, STA, and WPR and renders them immune to fear and insanity. Additionally the victim gains a temporary bonus of +4 to their Toughness. All effects of poison are delayed until the rage ends; whichever is shorter. While in the frenzied state, PER, INT, and RSN suffer a -4 penalty.

The victim must stay in the state until all immediate foes within sight or reach have been killed, to a maximum of 1 hour. On ending, the victim must make SAN check at the end of each round to end the berserk state. A failed check means the victim must direct their fury upon their nearest foes, companions, breakable objects, or themselves in some way. Once the berserk state is passed, the victim suffers twice the amount of resilience gained in fatigue damage.

Characters with a Willpower rating greater than 7 cannot go berserk. An emotional trigger is required to achieve it, such as hatred, lust, or even a heightened edge such as three previous rounds of combat.


Blood Lust
Behavioral Trait /
CP Value: +1

The victim is consumed by the desire to see and cause the spilling of blood. They will revel in the feel, sight, and scent of blood in battle. They must make a check when fighting begins, or begin close quarter combat (disdaining ranged weapons unless a gory result can be witnessed at range) as soon as possible.

Victims must make a successful WPR check to resist the compulsion.


Code of Conduct
Behavioral Trait /
CP Value: +1

The character must abide by a defined code of conduct. If the character willfully and knowingly fails to abide by their code (in both letter and spirit), they will suffer a major loss of focus (no attribute skill modifiers, no refined or timed action benefits) – plagued by guilt and doubt. If not obvious, an INT check can assess the possibility of this for a given action. The penalty is in effect until they are able to redeem themselves, redressing wrongs and offsetting the consequences of their failure. Codes must require the character to conform to specific ideals which will govern their behavior in a majority of their dealings. It must be established before play.


Connection
Background Trait /
CP Value: -2

Connections are NPC’s with abilities and knowledge (items, information, etc.) which the character can tap into for their benefit. It is assumed that some part of the character’s history has been spent in building this relationship. The contact can be a friend, relative, or neutral contact. The nature of the contact can be either personal or business. The contact will always be accessible to the character, having achieved a preferential status. Though the connection is favorably inclined, help will still come at some sort of cost. The nature and history between the connection and the character must be determined before play.

The Game Master should choose a number of abilities equal to the CHA of the character as the core abilities of the connection. The levels of connections will typically be two levels higher than the character’s (if duplicated) or a level of six (6) – whichever is higher. Duplicates will increase as the character’s does, to a maximum of ten.

The connection will not risk their life in any actions for the character. Connections will typically offer goods and services at 10% less than going rates, though always enough to make some profit. The connection will not be proactive about communicating with the character about information, goods, or services which would interest them.


Conviction
Faith Trait /

CP Value: As Attribute

[Apt] Follower Status

Conviction is representative of a follower’s true strength of belief – a measure of the developed bond between them and their faith. It is used in various powers of faith to influence the strength of an effect. A character’s Conviction is rated and improved as if it were an attribute.

A starting character’s conviction can be no more than one (1).

[Indicator] More information


Curiosity
Behavioral Trait /

CP Value: +1

The victim experiences an insatiable urge to perform whatever steps are necessary to discover things which are hidden, observe events whose outcome is undetermined, or that are obscured in some manner – i.e. pull levers, see what is behind a door, investigate a strange sound, etc.

Victims must make a successful WPR check to resist the compulsion.


Danger Sense
Psychic Trait /
CP Value: -5

This is an innate sense that the target is about to come to some harm or other danger. On a successful INT check, this trait alerts the character to circumstances under which surprise would automatically be achieved, thus negating the effects of it. In all other circumstances in which an check is allowed against a threat, the character gains a +4 CS bonus. Threats lacking conscious intent (e.g. mechanical traps, unintelligent life, etc.) impose a -4 CS penalty to any checks.

Danger sense allows a last-second defensive action for the target only. There is no time to communicate the danger to others in time for them to act.


Daredevil
Behavioral Trait /
CP Value: +1

The victim loves the thrill of personal danger and excessive risk taking. In normal situations, the character will use abilities such as jump, climb, etc. to attempt visibly spectacular results for actions. The victim will always volunteer for difficult missions. They will take the most difficult of a given set of options in order to prove themselves.

Victims must make a successful WPR check to resist the compulsion.


Deep Sleeper
Physical Trait /

CP Value: +1

An INT check is required to wake up any time before normal sleep cycle (according to the character’s species) has been completed. Normally, the character will sleep through all manner of disturbances (thunder storms, combat around them, etc.). Direct physical contact will not normally awaken the character unless damage is caused. A character waking from deep sleep will be groggy, suffering mild disability for five (5) minutes.


Equipment
Background Trait /
CP Value: -2

The character begins play with a minimum amount of equipment necessary to dress, eat, sleep, and perform all of their skills and abilities for a minimum of a month or equaivalent. All such equipment should factor in appropriateness based on climate and environment. Note that equipment does not include extra academic or reference materials, only references used while acquiring proficiency. Equipment includes a weapon for any weapon familiarity, melee or fend skills, a minimal kit (toolkit, medical kit, etc.) for any ability requiring one, fundamental clothing and accouterments. For example, a carpenter would start with a basic utility belt, and a small selection of hand tools – enough to build a table, but not a house. Every milieu will have a ‘basic equipment’ package for general day-to-day living which is also included in this trait. The Game Master must approve the final list of equipment.


Familiarity
Physical Trait /
CP Value: -1

Familiarity denotes a certain level of exposure and knowledge of a specific subject. This trait can be purchased for areas of interest, specialty equipment, groups of items (wpn. skill group), places, tools, devices or objects which are either part of a skill proficiency, or independent of skills. For non-starting characters this requires some dedicated game time based on the closest related skill training, level. The specific subject must be declared at the time of acquiring the trait.

Home living places can be a deep familiairty (+1 CS) on any checks related to communication, surviving in, or seeking information about the locale in question. The character must be immersed for a specific duration (using learning cycles) based on the size and/or complexity of the area. Time is broken down as: Large tracts of land (trade learning), city (major learning), village (minor learning), and neighborhood (trivial).


Good Luck
Psychic Trait /
CP Value: -1

The character is lucky. This allows the Game Master to alter the outcome of random events or actions in the character’s favor. Additionally, the character is granted a measure to be used in one positive alteration of events during a single game session, in one the following ways:

  • Bonus: The character gains a +4 CS on their next action or check.
  • Re-Check: Character may re-check their last action for a different result. This applies to resolution of any type. The best result of the two is used for resolution.
  • Simple Success: A specified check automatically achieves a simple result.

Honest
Behavioral Trait /
CP Value: +1

The victim is unable to tell a lie. When faced with a situation where they must (execution of a plan, preservation of self or close friend) lie, they must make a check or blurt out the blatant truth. They will never lie in normal situations, though a check can allow them to remain silent or omit details. Any manner of obfuscation will make the victim uncomfortable.

Victims must make a successful WPR check to resist the compulsion.


Kinetic Faculty
Physical Trait /
CP Value: As Skill
[Apt] Kinetic 4*

This allows the character to develop chi cornerstone powers. These powers are developed through innate pathways, outside of conscious processes. A 4 kinetic aptitude is required for these powers to manifest in this way. A character may tap a maximum number of cornerstone powers equal to half their kinetic faculty rating, and only a single one may manifest at the time of character creation. These can only be developed if the related skills and activity are actively being attempted and used, though take no learning time per se – they simply manifest when the trait level allows.


Less Sleep
Physical Trait /
CP Value: -2
[Attrib] STA 5*

The character can achieve the same amount of rest as normally required for their species in 2/3 the normal time. Only the normal cycle of sleep is affected, no other regenerative effects from rest (such as healing) are impacted.


Library
Background Trait /
CP Value: -1

The character owns a personal reference set for study or minor research. These bodies of work can be either in printed or electronic form depending on milieu and technology. The field of study or lore (associated skill) that the library is the subject of must be specified when the trait is taken. A library must be kept and stored somewhere, and it may not always be accessible to the character, depending on the media.

Should the character have time to utilize a library in the course of an action related to its subject, the library will grant a bonus. For example, a lawyer with access to a legal reference library and studies it ahead of time, may gain a bonus when presenting their case. This trait may be purchased once for each field of study.

This library contains the bare amount of reference materials to reflect the character’s current body of knowledge. Amateur academic types are typical of this group. This library will grant a +1 CS where appropriate.


Light Sleeper
Physical Trait /
CP Value: -2
[Attrib] PER 4*

On a subconscious level the character is aware of sensory input from the local environment during sleep. The character gets a PER check to awaken from slumber whenever a disturbance or sound out of the ordinary enters their environment as if they were awake.


Occult Reserve
Magic Trait /
CP Value: As Skill

[Apt] Magic 1*

The complexities and vagaries of magic make it difficult to integrate seamlessly with the directing of mana to invoke a distinct effect. Magi develop a distinct layer of memory and focused concentration, called an Occult Reservoir, on which formulae are imprinted so they can be readily woven into the greater pattern. Magi build this reservoir by developing a reserve of energy called Occult Reserve. Without this developed system, the practice of magic becomes inconsistent in its results are unreliable.

Occult Reserve is increased as a skill with a trivial learning path. Each level of the reserve increases the character’s Occult Reservoir value by an amount equal to the character’s magic aptitude plus their CS adjustment from Reason.

[Indicator] More information


Phobia
Behavioral Trait /
CP Value: +1

A phobia is an innate fear of an object, organism, activity, or condition. It will compel its victim to react in a manner outside their control. The subject of the phobia must be prevalent enough so as to cause the character possible adverse effects in more than obscure circumstances. This is generally developed by a traumatic experience and/or societal reinforcement.

The object of phobia will not be approached. Fright (WPR check) will drive the victim to move quickly out of the presence or reach of immediate harm.


Provision
Background Trait /
CP Value: -2

The character has a portion of their continuing (not starting) mundane supplies garnered and paid for by an institution to which they belong (religious order, craft guild, family, etc.). This trait is somewhat reflective of the depth of relationship between the institution and the character and what responsibilities the character may have within it. This assumes that the institution has the means and structure to provide for the character in the manners described by the trait, typically through tithes.

The basic living essentials are provided for by the character. This includes toiletries, minimal tools of the trade or a loan if such are expensive, basic clothing appropriate for the occasion, profession and/or climates. Mundane tools, supplies and traveling gear will be replaced as needed. Lodgings and food (under all but the most life-threatening conditions or unless negotiated) are the responsibility of the character. The character must requisition from established location and channels or pay for their supplies themselves.


Short Fuse
Behavioral Trait /
CP Value: +1

The character has a quick temper and is easily angered. A check is required to avoid a negative or hostile reaction in situations where the character’s temper or patience is tested. Any real or imagined negative activity will automatically provoke a check. Characters with this trait will not necessarily make exceptions for their companions.

Victims must make a successful WPR check to avoid the compulsion. Close contacts are allowed a warning of some kind.


Studious
Behavioral Trait /
CP Value: -2
[Attrib] REA 4*

The character has natural techniques which enhance the efficacy of their learning process and use of reference materials. This trait adds +2 CS to any check which relates to the time or success of learning new material. It grants a 3 CP at the time of character creation to be used towards acquiring skill familiarities. It also adds +1 CS towards any research check when searching a familiar reference body (recorded infromation – data set or physical works) to find information.


Tithe
Background Trait /
CP Value: +1

Some of the character’s wealth must be donated to the authorities or powers representing the bond of tithe: a personal patron, business front, church, guild, brotherhood, etc. The donation may be gift, sacrifice, or whatever means are prescribed by the authority. The contract of the tithe is one of trust and is meant to be adhered to in spirit as well as letter. In exchange for the tithe, the character may be entitled to some form of benefits – this will be detailed in the contract of the tithe.

Simple tithe contracts do not require lands and goods to be tithed; however, the value of and any revenue collected from such is subject to tithing. Any benefits of tithing may be rendered null by the authorities should they feel it is being abused or unaccounted for. A character that wishes to stop tithing without approval suffers the wrath of the power they are tithing to.

A total of 10% of all the value of all wealth is tithed.


Toughness
Physical Trait /
CP Value: As Skill

The character has developed greater than normal fortitude against physical hardships. This is reflected in augmented resilience and constitution. For each level gained in this trait, the character’s resilience is increased by an amount equal to their stamina, to a maximum of kinetic aptitude x2 and a total not to exceed a character’s base resilience.

Skills, Proficiency, & Capability

Skill represents a specific body of knowledge and experience around associated activities. This can be practical and/or

academic in nature. Skills usually have capability requirements to acquire and/or use them effectively.

Proficiency

Proficiency is practiced familiarity with the activities and knowledge a skill represents, gained from spending CP. It is measured in levels, each representing greater development; there is no theoretical limit to the level which can be achieved.

Skill Groups

> Skills are grouped in a fashion that use similar elements of physical, mental, or knowlede aspects.
This relation reduces some non-proficiency penalties.

Areas of Familiarity

> Each skill is comprised of multiple areas of familiarity. These share much off the same foundation knowledge and processes, though applied in different manners and/or with different tools or materials.
Taking a skill initially grants full proficiency in a single area of familiarity within it. Possessing a skill but lacking familiarity in a specific area
prevents the use of fine
& timed actions.

Non-Proficiency

In most cases, activities related to a skill can be attempted without proficiency. Attributes and effects can even grant a positive levels of use – but without real proficiency, the results are lessened.
Any action attempted without proficiency has a full range of ease loss applied to it

(-2 CS, -1 RS, +1 cycle, & lack of timed or fine activity benefits).
Possessing a skill in the same group negates the familiarity (RS) and exertion (cycle) penalties.
Possession of an area of familiarity within the skill removes the focus (fine
& timed penalties) loss in others, leaving only the -2 CS difficulty loss.

Combining Skills

  • Combined Actions: When two or more abilities are used at the same time in a single activity (such as stealth and camouflage). A single check is made and compared against all; the result can indicate that one failed and others succeeded.
  • Synthesizing Knowledge: When multiple abilities are combined to represent a fused body of knowledge to search for answers, a single check is made with the lowest of all the levels used to determine success. Failure indicates what is sought is not comprehensible.
  • Enhancement: The proficiency represented by one skill may enhance another.

Skill Checks

If the outcome of the use of a skill is not obvious,
a resolution check is made based on skill’s level of use.
Any level greater than 12 is a measure of ability to compensate for negative adjustments (difficulty, handedness, etc.).
Some extended actions can be a accomplished automatically, requiring no check – such as things which have been repeatedly done
and where all requisite materials and tools abound. Assuming a base level of 4
(considered ‘competent’ enough) is possesed, the result can be acheived automatically in 4 cycles without a check.

Attribute Adjustments to Skill Levels

All skills are affected by at least one attribute, and many by a second. These attributes confer CS adjustments to the skill’s level of use, higher ratings give bonuses and lower ratings impose penalties.

Attribute Adjustments To Skill Levels
Attribute Rating -X -7 to -6 -5 to -2 -1 to 2 3 to 5 6 to 9 10 to 13 per 4 full lvls.
Level of Use Adj. -4 CS -3 CS -2 CS -1 CS +1 CS +2 CS (+1 CS)

 Skill Guidelines

  • Skills are measured in levels of proficiency and adjusted by attribute ratings and circumstances.
  • Native: All characters have some native form of communication (language, etc.) and movement (walking, flying, etc.);
    This will vary by species and setting.
    Language (4; primary), Mobility [Type] (native at +X)
  • Improving: CP are used to increase proficiency. The cost in CP is equal to the level being gained.
    This effect is cumulative with each new level purchased. (CP = 1 x Level Gained)

Capability Requirements

For many skills, traits, and items, a certain amount of capability is required.
Failing to meet these imposes a penalty on the attempted activity.
Those granted by species do not have to meet these requirements; they are part of their biological and/or physiological composition.

  • Aptitude: Minor difficulty loss (-2 CS; per point short)
  • Attribute: Trivial difficulty loss (-1 CS; each)
  • Knowledge: Other skills required to learn. If a min. level is not listed, it limits the proficiency of the referenced ability to double its level
  • Proficiency: Lack of any real level of proficiency prevents attempts to use
  • Unencumbered: If not, all gross actions involving the skill suffer a minor (-2 CS) difficulty loss for each AM of penalty.
    The GM may asses additional impacts of encumberance.

Absolute: Those noted with * cannot be even learned without the indicated minimum.

Skill List

Skill Listing
Skill Name Mod 1 Mod 2 Group Capability Requirements
Armor Use STA INT Combat [Apt] Kinetic 4, Proficiency
Botany RSN PER Academic Proficiency
Camouflage PER Stalking [Apt] Kinetic 1
Climbing CRD MUS Athletics [Apt] Kinetic 1, Unencumbered
Computer: Operate RSN Computers
Computer: Software Development RSN Computers Proficiency, Knowledge: Computer: Operate, Mathematics 2
Electrical: Interfacing RSN Gadgetry
Evasion RSP PER Unarmed [Apt] Kinetic 1
Fend CRD PER Armed [Apt] by item, [Attrib] by item
Grapple MUS CRD Unarmed [Apt] Kinetic 1, [Attrib] CRD 4
Jumping MUS CRD Athletics [Apt] Kinetic 2, Unencumbered
Language RSN INT Communication Proficiency
Literacy RSN Communication Proficiency
Lore: [Subject] RSN Academic Proficiency
Lore: Occult RSN Academic Proficiency
Lore: Religious RSN Academic Proficiency
Mana Sense VIT PER Awareness [Apt] Magic 1*, Proficiency
Mathematics RSN Science Proficiency
Medical: Aid RSN PER Medical Proficiency, [Other] Tools
Meditation SAN WPR Awareness [Attrib] SAN 4, Unencumbered
Melee CRD MUS Armed [Apt] by item, [Attrib] by item
Mobility [Type] CRD STA Athletics [Apt] [By Form], [Attrib] STA 4, Unencumbered
Opening PER SAN Awareness [Apt] Psychic 1*
Orienteering INT REA Observation [Apt] Kinetic 2
Persuasion INT CHA Social [Attrib] CHA 4
Physics RSN Science [Apt] Kinetic 1, Proficiency, Knowledge: Mathematics
Pilot: Aquatic CRD PER Piloting [Apt] Kinetic 1 + by vehicle
Pilot: Atmospheric CRD PER Piloting [Apt] Kinetic 2 + by vehicle
Pilot: Surface CRD PER Piloting [Apt] by vehicle
Propel CRD PER Ranged [Apt] by item, [Attrib] by item
Repair INT PER Practical [Apt] Kinetic 2, [Other] Tools: Kit or Shop
Ride Mount CRD INT Athletics [Apt] Kinetic 1
Security: ID + Evade INT PER Gadgetry [Apt] Kinetic 2, [Other] Tools
Security: Open Locks CRD PER Gadgetry [Apt] Kinetic 1, [Other] Tools
Shoot CRD PER Ranged [Apt] by item, [Attrib] by item
Sleight of Hand RSP CRD Deception [Apt] Kinetic 2
Sorcery PER RSN Magic [Apt] Magic 2, Unencumbered, Proficiency, [Other] Mathematics
Stealth CRD PER Stalking [Apt] Kinetic 2, Unencumbered
Streetwise REA INT Observation
Survival RSN INT Foraging [Apt] Kinetic 1
Swimming STA CRD Athletics [Apt] Kinetic 1, Unencumbered
Tracking PER Observation [Apt] Kinetic 1, [Attrib] PER 4
Zoology RSN PER Academic Proficiency

Skill Descriptions

Armor Use
  – Modified By: STA and INT; Learning Path >
Minor
Requirements: [Apt] Kinetic 4, Proficiency

In taking this ability, the character is assumed to train in the use of worn armors and defensive vestments. The character is effective in distributing their weight and moving in it, in ways that reduce the encumbrance impact of worn armor. For every 2 levels achieved in this skill, an armor’s Fit Value is reduced by 1. Armor can also be tailored to reduce its encumbrance.

Areas of FamiliarityHard/plated, Soft & flexible,

Botany
  – Modified By: RSN and PER; Learning Path >
Major
Requirements: Proficiency

This is the scientific field for the study of plants, herbs, fungi, etc. This includes their life, structure, habitat, growth, and scientific classification (if available) with the ability to extrapolate knowledge from that classification. The edibility or toxicity of a plant can be determined with this ability, although it may require the user to sample and expose them to a limited portion of the effect.

This skill allows the creation of simple agents that aid in recovery and other things. The availability and cost of making these will vary by setting. Starting characters will know about these agents, but will not have acquired the ability to make them safely and repeatedly.

Name Effect Notes
Bolster Counters 1 Malaise Herbal; 8 hours/-1 MUS
Boost Counters 4 Fatigue Herbal; 8 hours/-1 RCT
Burn Irritant 1 Fatigue Damage Powder/Salve; 1 min, applied to skin
Clean +1 Medical Aid Ointment (smells)
Dye Change color Liquid
Heal Heals 1 Real Damage Poultice; instant, applied to skin (smells)
Itch Interruption Powder; 3 rounds/WPR resist, applied to skin
Stench Nausea; -1 CS/WPR +4 resist Powder; 3 rounds
Stimulant +1 CS Powder; 3 rounds/Strained for 1 hour + 4 fatigue
Areas of FamiliarityHerbology, Myconology,

Camouflage
  – Modified By: PER; Learning Path >

Minor

Requirements: [Apt] Kinetic 1

This is the ability for an individual to obscure, mask, or concealing oneself, others or items/objects by covering them in such a manner or using natural cover/shadows/obstructions as to make them unnoticeable to an observer. The employer of the ability may gain a +2 CS bonus depending on the surroundings if they can view directly view and tell how well they have camouflaged the object in question.

A failed check may allow individuals encountering the camouflaged object a PER check to notice something is not right. Camouflage may not work in all circumstances: Noise, smell, and movement by the camouflaged object as well as more acute senses or senses other than sight may modify or allow a check to become aware the camouflaged object.

Areas of FamiliarityOutdoor, Urban,

Climbing
  – Modified By: CRD and MUS; Learning Path >

Minor

Requirements: [Apt] Kinetic 1, Unencumbered

This ability allows a character to scale vertical distances. They are competent with their hands and feet for surface holds as well as the ability to pick a path to get to their destination. Each climb will be rated in difficulty based upon surface quality and environmental conditions. This difficulty functions as a negative CS penalty to the character’s climb check. Some surfaces may simply not allow for a check without the special equipment.

Free climbing down is more difficult for humanoids than climbing up and imposes at least a -2 CS penalty to the checks. If a character fails a climb check they may make a MUS check, modified by gear or situation, as a final effort against falling.

Areas of FamiliarityFree, Moiuntaineering,

Computer: Operate
  – Modified By: RSN; Learning Path >
Trivial

Gain access and operation of computer systems. This allows the user to activate and manipulate the computer output devices (primarily display). It allows functional knowledge of common programs and hardware elements as well as program types within known societies.

Gain access to and operation of computer systems. This allows the user to activate and manipulate computer terminals and peripheral devices. It allows functional knowledge of common programs and hardware elements as well as program types within known societies. It also shows ability to search and display information using known programs. Interfacing with computers through devices such as keyboards and mice require fine perception.

Areas of FamiliarityApplication Manipulation, Search,

Computer: Software Development
  – Modified By: RSN; Learning Path >

Major

Requirements: Proficiency,
Knowledge: Computer: Operate, Mathematics 2

This ability governs the development of software applications. A character attempting to create an application must make a successful skill check. Software development is an extended action influenced by complexity of the desired program(s). This skill is also used for computer hacking involving the rewriting of existing programs.

Areas of FamiliarityApplication Development, Device Interface, System Development,

Electrical: Interfacing
  – Modified By: RSN; Learning Path >
Minor

This ability grants the character knowledge and skill over electrical hardware components. This includes the assembly, addition, and maintenance of such components as circut boards, computer hardware, and motorized components. A practitioner using the appropriate parts may construct a devices. Construction of the components themselves or direct hardware modification may require a real engineer.


Evasion
  – Modified By: RSP and PER; Learning Path >
Trivial
Requirements: [Apt] Kinetic 1

Evasion is a countering action in which the character attempts to move out of the way quickly, avoiding an object or force which would normally strike them. Evasion can have multiple applications, depending on the desired level of control and recovery. The most common use of evasion is the dodge maneuver.


Fend
  – Modified By: CRD and PER; Learning Path >
Trivial
Requirements: [Apt] by item, [Attrib] by item

Fend is a countering action which attempts to reduce the force and/or damage away from the target. This includes deflecting (such as a parry maneuver with a weapon) as well as interposing (such as a block maneuver with a shield). Characters may fend anything they have melee proficiency with. No familiarity is required when employing this ability with natural weaponry, but it may be required by maneuver.

Areas of Familiarity[All Melee], Natural Weapons,

Grapple
  – Modified By: MUS and CRD; Learning Path >

Minor

Requirements: [Apt] Kinetic 1, [Attrib] CRD 4

Grapple is grabbing and holding a target in some fashion as well as controlling them once grappled. The means by which this is accomplished as well as the options available depends upon the particular body shape & form, maneuver and the equipment (if any) used. The immediate result of a grapple is either a whole or half hold maneuver; both confer offensive bonuses in combating each other, and defensive penalties for both against all attacks coming from any source. A major or better check achieves a full hold, any other success achieves a half hold. Any further grapple attempts on a held target receive a -1 AM bonus for the holder. Attackers wishing to target only enemies in a grappled state must take a penalty equal to the offensive bonus; otherwise the target is determined randomly. Two different attackers may combine for a full hold, but penalties to avoid hitting them are still only as a half hold.


Jumping
  – Modified By: MUS and CRD; Learning Path >
Trivial
Requirements: [Apt] Kinetic 2, Unencumbered

A character proficient in jumping may propel their own body weight over various distances and circumstances. The distance jumped is dependent upon the base movement of the species. Unencumbered characters can vertically leap half their movement rating in meters and horizontally leap a distance equal to twice their movement rating in meters without a check. A running start will increase the horizontal distance by half again (50%). Attempting to jump greater distances or attempting a running jump from a specific mark requires a jumping check. A character attempting to achieve greater distances receives a negative CS penalty equal to -2 CS for every additional 25% of the base distance. Jumping can be used to accomplish a force attack.


Language
  – Modified By: RSN and INT; Learning Path >
Minor
Requirements: Proficiency

A language is a methodology to express concepts or specific permutation of a basic form of communication. Language implies understanding, not merely conditioned response. Many languages are rudimentary and have a limit as to what can be expressed in their use. Some languages are designed to convey a higher meaning in abstract concepts, and others may even be a combination of sensory elements. This does not mean that a conversation beyond basic concepts, needs and feelings is possible unless all parties using it to communicate have the capability and the ability. Each language is a separate ability.

Any character trying to communicate using a language which is considered a dead language to them to someone who speaks it natively must make a check to ensure their idea is clearly understood.


Literacy
  – Modified By: RSN; Learning Path >
Minor
Requirements: Proficiency

Literacy is the ability of communication, both receiving and transmitting, within a permanent medium: written letters, chiseled runes, knotted ropes, etc. When this ability is taken, the specific recorded language must be chosen. If a language has multiple recorded forms they are treated as a single ability if the recorded forms are integrated (e.g. Literacy: Japanese would cover Kanji, Hiragana, and Katakana). If the multiple recorded forms are used in separate and distinct manners, then they are treated as separate abilities


Lore: [Subject]
  – Modified By: RSN; Learning Path >

Minor

Requirements: Proficiency

This covers a general lore in the chosen subject matter. The possessor of the skill may recall facts and rumors regarding such. It only covers general [common] knowledge, not subtle nuances of specific teachings or powers.

The character may apply their knowledge to witnessed or reported phenomenon, analyzing the phenomenon to known historical references to try and explain the phenomenon. Meanings may be easily misconstrued in absence any form of literacy or linguistic ability with a related language.

Areas of FamiliarityArchival/Historical, Current/Present, Law, Place,

Lore: Occult
  – Modified By: RSN; Learning Path >
Minor
Requirements: Proficiency

This covers a general lore in occult (magic) ways and culture. The possessor of the skill may recall facts and rumors regarding such. It only covers general [common] knowledge, not subtle nuances of specific teachings or powers.

The character may apply their knowledge to witnessed or reported phenomenon, analyzing the phenomenon to known historical references to try and explain the phenomenon. Meanings may be easily misconstrued in absence any form of literacy or linguistic ability with a related language.

Occult lore is the study of magic and its place within the world at large. This includes institutions and their influence, outlooks and goals. Common knowledge of magical practices and modes, effects, places, and personalities, as well as known events, and powers involved. Practitioners of magic will be able to use proper terms and provide detailed knowledge of specific formulae based on their rank.

Areas of Familiarity[Occult Modes], Historical, Present ,

Lore: Religious
  – Modified By: RSN; Learning Path >
Minor
Requirements: Proficiency

This covers a general lore in religious doctrine and faiths. The possessor of the skill may recall facts and rumors regarding such. It only covers general [common] knowledge, not subtle nuances of specific teachings or powers.

The character may apply their knowledge to witnessed or reported phenomenon, analyzing the phenomenon to known historical references to try and explain the phenomenon. Meanings may be easily misconstrued in absence any form of literacy or linguistic ability with a related language.

Religious lore is the study of faith and its place within the world at large. This includes hierarchy and politics, sects within the faith, beliefs associated with the faith (tenets, philosophy, dogma, myths, etc.), ceremony, accouterments, and symbols and how they are all used.

Areas of Familiarity[Faith] Theology, Historical, Present,

Mana Sense
  – Modified By: VIT and PER; Learning Path >

Minor

Requirements: [Apt] Magic 1*, Proficiency

Mana sense extends the character’s perceptions to becomes aware of the flow of mana and may detect the presence of magical effects. Items and creatures that are currently altered from their normal state by magic will be highlighted to the character’s senses. Any summoned or conjured objects or creatures will also be readily apparent.

Activation of the ability costs one (1) mana and one (1) round of concentration. If successful the character may determine the presence of magic for one (1) minute.


Mathematics
  – Modified By: RSN; Learning Path >
Major
Requirements: Proficiency

It is assumed that all characters have at least some ability with rudimentary addition and subtraction used in basic tabulation and for counting. This ability represents advanced mathematics beginning with complex arithmetic and algebra. Higher order mathematics are a matter of level and frame of reference.

Areas of FamiliarityAlgebra, Geometry,

Medical: Aid
  – Modified By: RSN and PER; Learning Path >
Minor
Requirements: Proficiency, [Other] Tools

This level of basic medical assistance can clean, suture, and set limbs. They can diagnose the most common illnesses, toxic effects, and bodily reactions. A wounds check for this ability involves 1 minutes per result degree. Practitioners can stabilize victims, alleviate 1 measure of incapacitation, preventing death and further aggravated wound effects immediately after a successful wound checks begin (though providing no direct healing). A wounds check can be made on each wound which does more damage than the CON of the victim within 1 hour after receiving it (otherwise normal healing take over). A check can never heal more than the wound, and cannot be attempted on a wound more than once.

Wounds Check Effects
Result Degree Healing Effect
Full 4 Resilience
Major 3 Resilience
Average 2 Resilience
Simple 1 Resilience

Constant Care: 50% Increase in healing factor per 8 hours a day devoted to care for the victim. Example: A character with a healing factor of 1 will heal 3 points in 2 days.

Areas of FamiliarityAcid, Electric, Fire, Impact, Radiation,

Meditation
  – Modified By: SAN and WPR; Learning Path >
Minor
Requirements: [Attrib] SAN 4, Unencumbered

Meditation is the process of reflection and centering that rejuvenates personal energies. External stimuli are pushed aside, clearing the thoughts to properly focus upon desired attunement. Emotions, distractions, pain; all concerns vanish as a trance-like state. Typically, the body becomes nearly motionless during this process. A successful check will augment the rate of regeneration for one of the power fuels (e.g. mana, synergy, etc.).

Degree Affect Per Hour
Full Rate +4
Major Rate +3
Average Rate +2
Simple Rate +1

The character can meditate for a number of hours equal to their meditation ALU. A single check is made for the entire time, failure indicating that no benefit is gained during that time other than basic rest. A character may make one check for each unique pool of power (synergy, mana, etc.) within a 24 hour period. While meditating, a character is considered to be in a state of deep sleep. Anyone disturbed during meditation follows standard interruption guidelines, though may start again.

Areas of FamiliarityReflective, Transcendental,

Melee
  – Modified By: CRD and MUS; Learning Path >

Minor

Requirements: [Apt] by item, [Attrib] by item

This ability grants a character practiced experience with all manner of offensive maneuvers aimed at striking an opponent in melee combat. It concerns itself with both natural weapons (e.g. claw or fist) and crafted weapons (e.g. spears and flails). No familiarity is required when employing this ability with natural weaponry, but it may be required by maneuver. Unfamiliarity and proficinecy penalties may apply.

This allows the starting character to be familiar with a single item to melee with, typically the same as that of their fend skill.

Areas of FamiliarityAxe, Beam – Large, Beam – Small, Blowgun, Bow, Crossbow, Firearm – Large, Firearm – Small, Flail, Improvised, Knife, Mace, Natural Weapons, Pick, Polearm, Shield, Sling, Spear, Spear Thrower, Stave, Sword, Thrown Large, Thrown Small, Whip,

Mobility [Type]
  – Modified By: CRD and STA; Learning Path >
Minor
Requirements: [Apt] [By Form], [Attrib] STA 4, Unencumbered

Mobility is enhanced movement for movement forms. The specific forms (walking, swimming, flying, etc.) must be chosen when the ability is taken. Aptitude requirements do not modify the check for native forms of movement. Mobility covers all speeds of movement of the form, and so can be used to sustain paces over longer distances and tough conditions. Additionally, it can be used for enhanced speed and racing as needed.

Areas of FamiliarityFly, Swim, Walk/Run,

Opening
  – Modified By: PER and SAN; Learning Path >

Minor

Requirements: [Apt] Psychic 1*

Opening allows a character to open new psychic pathways. These include new domains, provinces, and gates as well as other less common aspects of the psyche. When opening a gate, the gate number is treated as a penalty to the ability check. All attempts at opening require a quiet mind and some proficiency in meditation. The time required for opening is equal to a full day, minus a number of hours equal to the openers meditation ability.

A failed check indicates that the mental vantage point to perceive the opened mindscape was not achieved. The psychic must let go of the preconceptions generated by the experience, allowing a number of days equal to a full month minus their meditation ability in days. During this time the psychic also has a -1 CS penalty imposed on all sanity and meditation checks. A fumbled check indicates that a point of sanity is permanently lost.


Orienteering
  – Modified By: INT and REA; Learning Path >

Minor

Requirements: [Apt] Kinetic 2

This is the ability to sense direction and even time. It can be leveraged to determine facing in relation to cardinal directions or in 3D space if needed. Orienting can be assessing the passage of time by astrological bodies (sun, moon, stars). This can be used to choose the best course for an intended direction or destination, staying on course or to prevent becoming lost. The knowledge of markers, astrological cycles and points, known terrain features, and local geography will enhance success chances.


Persuasion
  – Modified By: INT and CHA; Learning Path >
Minor
Requirements: [Attrib] CHA 4

The art and skill of guiding thoughts and perceptions towards a desired effect. Regardless of topic, the concepts used to persuade must be plausible; i.e. you cannot persuade someone into walking off a cliff edge when physical evidence overwhelmingly suggests against it. You can persuade people to follow your instructions, or talk them into believing something is in their best interests. Normally there is no resistance to persuasion other than direct contradictory beliefs, knowledge or some protection against such things.

Persuasion requires conversational (or equivalent) level (4) of communication ability, without which all attempts will suffer a -4 CS.

Areas of FamiliarityDirecting, Fast-Talking,

Physics
  – Modified By: RSN; Learning Path >

Trade

Requirements: [Apt] Kinetic 1, Proficiency,
Knowledge: Mathematics

Physics is the study of matter and energy and how they interrelate. At its most simple level it may provide an understanding of mechanics, optics, and acoustics, but its study expands to include electromagnetism, subatomic particles, nuclear reactions, and quantum theory. Physics is the underlying basis for most engineering.

Areas of FamiliarityElectrical Engineering, Mechanical Enginering, Nuclear Engineering,

Pilot: Aquatic
  – Modified By: CRD and PER; Learning Path >
Minor
Requirements: [Apt] Kinetic 1 + by vehicle

This ability encompasses all vehicles that function on or in the water. This includes everything from a row boat to an aircraft carrier or a submarine. The skill includes some basic knowledge of upkeep maintenance as well.

Areas of FamiliarityType,

Pilot: Atmospheric
  – Modified By: CRD and PER; Learning Path >
Minor
Requirements: [Apt] Kinetic 2 + by vehicle

This ability encompasses all vehicles that function in the atmosphere. This includes everything from a glider to a jet. The skill includes some basic knowledge of upkeep maintenance as well.


Pilot: Surface
  – Modified By: CRD and PER; Learning Path >

Minor

Requirements: [Apt] by vehicle

This ability encompasses driving all ground vehicles with an inherently stable base – wheeled, tracked or hover. This includes everything from a car to a bus to a truck to a tank. The skill includes some basic knowledge of upkeep/maintenance as well.

Anything requiring the driver to balance the vehicle (mono track, 2 wheels, etc) suffers an additional -2 CS disability penalty for non-proficient drivers.


Propel
  – Modified By: CRD and PER; Learning Path >
Trivial
Requirements: [Apt] by item, [Attrib] by item

Propel governs actiosn and maneuvers employing throwing anything at or near a specific target and the usage of thrown items or those which utilize manpower to augment natural ranged ability (such as a sling or bow). This allows the starting character to be familiar with a single item to use. Unfamiliarity and proficinecy penalties may apply.

Objects which are not intended to be propelled are difficult to use in such a manner. Propelling an object not lending itself to such a use suffers a -2 CS penalty for small objects and -4 CS penalty for large.

Areas of FamiliarityDrawn, Thrown,

Repair
  – Modified By: INT and PER; Learning Path >
Minor
Requirements: [Apt] Kinetic 2, [Other] Tools: Kit or Shop

Repair is a handy-man’s skill; it allows a character to perform minor repairs which restore half an item’s normal resilience. Regardless, the item also receives a level of degradation. The skills allows the practitioner to examine, jury rig or patch up items loosely related to any of the abilities they possess. The basic common materials and methods for fabrication are known, in addition to a general sense of how things work. Repair does not allow for the complete, quality engineering of items. Any repair attempt suffers a -1 RS for each level of item degradation.


Ride Mount
  – Modified By: CRD and INT; Learning Path >
Minor
Requirements: [Apt] Kinetic 1

This is the ability to ride an animal. A single familiar mount must be chosen when the ability is taken. Animals that qualify as a mount are any creature with its own volition that can be ridden and guided by an individual. This generally applies to only living creatures but may encompass magical and mechanical constructs which mimic them at the GM’s discretion.


Security: ID + Evade
  – Modified By: INT and PER; Learning Path >
Minor
Requirements: [Apt] Kinetic 2, [Other] Tools

This ability grants the possessor the ability to find and disarm security measures and traps that can be foiled by disabling or circumventing its triggering mechanism or by safely triggering it. Such circumvention can be in the form of a bypass, cut wire, balance pressure, etc. Unless otherwise stated by the character attempting to disarm or security device itself, such efforts are considered permanent.

Areas of FamiliarityBypass, Disarm,

Security: Open Locks
  – Modified By: CRD and PER; Learning Path >
Minor
Requirements: [Apt] Kinetic 1, [Other] Tools

This ability allows a character to bypass locks without use of the appropriate key. This may include a physical manipulation or an electronic bypass, depending upon the nature of the lock. Unless otherwise stated by the character attempting to disarm or security device itself, such efforts are not considered permanent. Using this ability upon powered or technologically advanced locks may require the character also combine some sort of related ability, depending upon the lock in question.

Areas of FamiliarityBiometric, Electrical, Mechanical,

Shoot
  – Modified By: CRD and PER; Learning Path >
Trivial
Requirements: [Apt] by item, [Attrib] by item

Shoot governs actions and maneuvers that launch ammunition directly by aim and simple trigger release from ranged weapons along a straight line such as guns, beam weapons, and cross-bows. Unfamiliarity and proficinecy penalties may apply.

Areas of FamiliarityLine-Of-Sight, Projectile,

Sleight of Hand
  – Modified By: RSP and CRD; Learning Path >
Minor
Requirements: [Apt] Kinetic 2

Sleight of hand is the art of slight touch, motion, and misdirection. This ability includes executing stage tricks, picking pockets, palming items, juggling, etc.

This ability can be countered in the following ways: A PER check.

Areas of FamiliarityJuggle, Misdirection,

Sorcery
  – Modified By: PER and RSN; Learning Path >
Trade
Requirements: [Apt] Magic 2, Unencumbered, Proficiency, [Other] Mathematics

Sorcery is a magic methodology using a combination of words, gestures, and mental imaging to weave the flows of magic. Practitioners of sorcery are called sorcerers. The magus invokes formulae called spells through the processes of casting. These spells include words that must be said, actions that must be performed, images that must be visualized, and calculations that must be made. The thoughts, words, and actions of the magus serve as guides for the casting of spells. The act of casting is an intense action and

[Indicator] More information
Areas of Familiarity[Standard Mode],

Stealth
  – Modified By: CRD and PER; Learning Path >
Minor
Requirements: [Apt] Kinetic 2, Unencumbered

Stealth is the ability to move without making a sound. This involves good awareness of the physical body and moving in a flowing motion with no heavy footsteps. Usually this requires moving slower than normal and may be obvious to others unless hidden. Attempting stealth while moving faster than half normal walking speed or over surface conditions such as creaky floors, gravel, etc., will impose a penalty. Any encumbrance imposes a CS penalty equal to the AM penalty for the degree.

This ability can be countered in the following ways: A PER check.

Areas of FamiliarityOutdoor, Urban,

Streetwise
  – Modified By: REA and INT; Learning Path >

Minor

This ability gives a character working knowledge of cities and urban cultures. This knowledge gives them the ins and outs of the best places for goods, equipment, and normal services. This covers attempts to lose pursuers in winding streets and crowds, to tail other people through the same, and to generally move about the area in the most efficient manner possible. It is also an indication, to a certain degree, of a character’s ‘street smarts’.

This ability can be used to determine territorial boundaries and markings of factions within a city as well as their impact and how to safely interact with them. A character can accomplish this to a certain degree in unfamiliar territory as many of the same streetwise skills are still applicable, they would simply be ignorant of the full depth of information they might desire, suffering a -4 CS penalty. This can be offset by spending time to gather information about the locale.

Areas of FamiliarityBeaurocracy, Information, Travel/way-finding,

Survival
  – Modified By: RSN and INT; Learning Path >
Minor
Requirements: [Apt] Kinetic 1

The survival ability allows the character to survive in various conditions of hardship where normal urban and social conventions will not suffice (climate, terrain, surroundings, etc. – see environmental conditions for different focuses). Survival allows a character to find shelter within the specific environment and to forage for enough food to stave off starvation. The ability rating can be used on checks against strain, accidents, and hardship and on checks for illness, disease, exposure, and fatigue in travel (adding a bonus to any attribute checks such as HLT, or STA where warranted).

The act of providing food requires the character spend four hours and may be done without a check unless the game master rules that resources are particularly scarce in the region. This encompasses both foraging and hunting, but it only provides enough for one person, though a character may attempt to provide for others. This requires a check and can be done either by taking more time (an additional 4 hours per person) or expanding their efforts within the limited time frame. Each additional person the character seeks for provide for within the same time imposes a cumulative -1 CS penalty to their survival check.

The type of condition must be specified when the ability is taken. Different species and settings may allow for more esoteric terrain types such as underwater survival for an aquatic species or oppressive conditions based on constrained and sensory impairment (underground or prison conditions).

Areas of Familiarity[Climate], [Ground], [Specific Place], [Terrain],

Swimming
  – Modified By: STA and CRD; Learning Path >
Minor
Requirements: [Apt] Kinetic 1, Unencumbered

Swimming is the ability to stay afloat in and move about in water or other liquid. This includes not panicking when underwater, being able to tread water for an extended amount of time, and correct breathing during distance swimming so one does not get worn out. Abnormal conditions (heavy waves, strong current, etc.) or attempting to swim in a medium with a different viscosity (oil, mud, etc.) may impose a penalty.


Tracking
  – Modified By: PER; Learning Path >

Minor

Requirements: [Apt] Kinetic 1, [Attrib] PER 4

Tracking is the ability to find and follow evidence of a target(s) passing by the disturbance they have cause in the surrounding terrain. This may includes the ability to determine some of the characteristics of the target(s) being tracked (e.g. number, weight, size, time since passing, etc.) depending on the evidence left behind. A penalty may be imposed based upon the terrain (flat rock, earth, sand, etc.) and environment (rain, snow, etc.) in relation to the method of tracking (visual cues, scent, etc.).

Areas of FamiliaritySense, Terrain,

Zoology
  – Modified By: RSN and PER; Learning Path >

Minor

Requirements: Proficiency

Zoology is the study of the animal kingdom. This includes classification, breeding, nursing, evolution, habitat, distribution, basic structure, and dietary concerns. This also allows the character, given the appropriate observation time, to determine if a natural animal is aggressive, hostile, neutral or harmless. Given a full sleep cycle or more of observation, the character can determine the same information for new animals. Such things as the location of a lair and an idea of its habits (diet, breeding, etc.) can be gained only if directly observed though. An animal’s potential impact on its environment, its medicinal value or poison potency can only be determined with proper equipment or experimentation and a successful check.

Combat

Combat is a struggle between opponents, consisting of actions with the intent to do damage or subdue in some manner. Combat’s immediate actions are governed by specific maneuvers.
Many factors play into the outcome of combat. Circumstances such as position & facing, reach, surprise, range, movement,

environmental conditions, cover, and others all play a part.

Resilience & Damage

Resilience is a measure of how much physical damage that can be taken before a target’s integrity fails. Damage is injury from such things as weapons, mystic effects, falling, etc. which is subtracted from a target’s resilience.

For living beings, resilience is derived by multiplying their vitality attribute by
size; if either changes, resilience will as well. Base Resilience is the natural, unadjusted resilience rating.
Targets may also have an innate toughness. Some
effects may temporarily boost resilience (even above normal). Damage is applied against these effects first. Upon ending,
damage absorbed by the boosted resilience does not transfer to the target’s base resilience, it simply goes away.

Resilience = (Size x Vitality) + Toughness

Constitution

> A measure of resilience which represents a threshold of endurance against different forms of phsyical ailments,
including malaise from disease.

CON = (Size Factor x Health; min. = Health) + Toughness Level

Damage Form

Damage Form Summary
Damage Form Potential Effect/Strikes Potential Trauma
Acid Aggravation Real, Deep
High Velocity Aggravation, Ballistic Real, Deep
Blast Concussion, Ballistic [All]
Burn (Fire/Ice) Impairment Real, Deep
Choking Asphyxiation Fatigue, Real
Drowning Asphyxiation Fatigue, Real
Electric Stun Fatigue/Real
Exposure/Flu Malaise/Exhaustion Fatigue
Falling Concussion Real
Impact Blunt/Slash/Pierce; Force Fatigue, Real
Radiation Debilitation, Malaise [All]
Starvation Malaise/Exhaustion Fatigue/Real

Damage comes from many forms. All damage manifests as some form, all of which includes a trauma level. Many will have secondary effects, such as the force which accompanies all physical attacks.

Cycle: A damage source will always have a cycle – how often it applies against the target. Unless noted otherwise (as per round, minute, hour, day, etc.), the damage cycle is instant and is only applied once for each effect.

Asphyxiation

Asphyxiation occurs when a character is without breathable medium, such as choking or drowning.
Asphyxiated victims suffer one tenth (1/10) their total normal resilience as fatigue damage each round until
unconsciousness. If applicable, each round thereafter, the same value is converted to real damage until death.

If normal breathing is restored, fatigue trauma from asphyxiation heals at twice the normal rate.

A victim may be able to stave off asphyxiation by holding their breath – normally for a number of rounds equal to their Stamina.
Species factors, effects or activity may alter this.

Concussive

Concussive damage is damage spread over the entire body area;
it is distributed through the target as a system wide impact, though it may have other specific effects.
Any concussive impact in which the target takes more than half their resilience in damage will require an immediate
consciousness check.
Generally concussive damage cannot be healed with a medical aid check,
and armor protection is reduced or negated – if effective at all.

Falling

> This is concussive damage from a distance fall greater than half the victim’s form portion

causes 4 points of concussive damage for each distance of form portion (about 1 meter for humans); any distance less is considered fatigue damage.
Surface conditions (sloped or soft landing area, etc.) may alter this. If conditions allow, a victim can perform a
controlled fall for up to twice their form portion
in distance and suffer no damage with a successful CRD check.

Falling Damage = 1/2 form portion (1m for humans) x 4 damage

Stun

Stun is electrical and counted as fatigue damage; it has no direct force component. Any damage after reducing the target below 1 treated as real damage.

Any stun attack doing more than half the resilience of the target will also
impose a major focus loss (Loss of attribute bonuses, fine actions &
RCT check for each held item or it will be dropped) + requires a STA check
or the target will fall prone.
Conductive armor or shielding offers no defense against stun.

Trauma

Trauma is indicative of the depth and degree of strain damage places on the target, reflected in different corresponding rates (hour, day, & week) used for regeneration.
Unless noted as otherwise, damage is treated as real trauma which may be healed normally.

  1. Fatigue: [Heals Hourly] Depletion of energy or superficial damage.
  2. Real: [Heals Daily] Physical, structural damage from most effects and weapons.
  3. Deep: [Heals Weekly] Destruction reducing normal recovery processes.

Aggravated Damage

> Effects which continue to do damage to the target beyond the initial wound. Each round the target takes more damage until it can be tended to. Cauterization, a countering effect, or in most cases a successful medical aid check will halt further damage.

Death

> When a victim takes more non-fatigue damage than their resilience.
If the negative damage is greater than their HLT x 10 they die, otherwise they lose consciousness and become debilitated, but
will live if they can be stabilized within a number of rounds equal to their CON.

Debilitation

> A condition which prevents a system’s ability to heal itself.
It can no longer handle sudden shocks, jolts, or changes to its current state. Only normal healing can progress without risk. Any single change in resilience (positive or negative) greater than the
Constitution of the target requires an immediate HLT check. Failure indicates that the victim is reduced to 1 resilience. Further failures
turn all damage into deep trauma.

Permanent Damage

> Damage which cannot be healed. This may come from effects which disintegrate
or destroy parts of a body that do not normally regenerate.
Unless noted, permanent damage is subtracted directly from the resilience of the target.
Normal healing powers and skills will not repair permanent damage unless noted.
(like Medical Treatment)

Unconsciousness

> Any time a creature’s resilience falls to zero, they will
automatically lapse unconscious. Effects such as crippling wounds, shock, and
chemical agents may require a consciousness check meaning the target must make current VIT check or lose consciousness.

Wounds

Anything that affects a target’s physical structure is a wound.
Many effects cause wounds that go beyond simple trauma (damage only), capable of inflicting punishing impact to the character’s actions and abilities.
Specific results can be attempted using marked strikes.

Healing and Recovery

Healing restores resilience
through the repair of damage. Healing can be accomplished or enhanced by specialized knowledge and materials.
Unless explicitly stated, healing restores lesser trauma first and will not heal deep trauma or permanent damage.
Medical skills (such as Medical Aid)
can aid in healing through a wounds check (minor healing),

stabilization (from death and bleeding), and
constant care (prolonged assitance and attention coupled with sustenance and rest).

Regeneration

> Living beings have a natural process of healing known as regeneration.
The rate (referred to as the ‘healing factor’) indicates how much resilience is regenerated naturally based on trauma rates. Most species have a rate of 1, modified by their Health attribute CS adjustment. Negative values act as multipliers at half.

Reconstitution

> Reconstitution is the ability to repair destroyed portions of the anatomy or critical processes, such as an entire organ or limb or in the case of permanent damage.
Regeneration does not reconstitute lost limbs or organs. Most creatures are not able reconstitute,
though where possible, will specify what and how reconstitution covers.

Medical Assistance

Medical abilities can augment normal healing and handle the treatment of ailments and damage. In addition to proficiency in such
abilities, other devices, effects, and agents can add more benefits and provide a wide range of healing options.
Simple healing, such as a wounds check or constant care, restores normal damage only. Availability of materials and knowledge will determine what can be achieved.
The best naturally occurring healing materials should be able to do is either a minor one time effect, or
a conversion of trauma to a lesser type.

Healing Agents

> Devices and materials which enhance or mimmic skills or provide automatic results can be found or purchased.
Some abilities have peripheral medical capabilities, such as botany, that can assist in healing.

Damage Prevention

The first way to prevent damage is a countering effect. After such effects, physical barriers may be interposed to absorb the damage. Items designed for this (such as armor & shields) are most effective.
Other methods are to negate it through material or effects which soak or counter the damage, such as

armor, which has 2 properties:

  • Protective Value (PV): Effectiveness – How much damage is affected in a single attack.
  • Protective Resilience (PR): Durability – How much total damage can be affected before protection is no longer afforded.
  • Damage Sink (DS): The damage is prevented through a RS reduction. Failed results are not adjusted to fumbles.

Damage Negation

> the most powerful effects negate damage along with the special effects it may carry with it.
Any damage exceeding the capability of the negation is passed on to the target.

Damage Absorption

> Absorption transfers damage from the target to something else – usually in the form of materials worn or interposed between the target and source.
Absorption does not reduce any special effects or force of a physical blow if the item used to protect the target is held or attached to it. Any damage exceeding the capability of the absorption is passed on to the target.

Combat Dynamics

Position

[Enagement]

Relative position determines what opportunities are available to the combatants, and the normal adjustments for position outside a face-to-face encounter.

Elevation limits the approach of one combatant to another.
In melee this evaluates to an attacker at a
position of at least half again the defenders height. This may be from standing on an object, sitting on a mount, lying
prone, etc. It may increase the range of
attack for any ranged weapon.

Combat Position Adjustments
Position CS Adj.
Attacking from Elevation +1 CS
Attack to Elevation -1 CS
Front Arc None
Defend Side/Flank/Rear Arc -1/-2/-4 CS
Attack to Side/Flank/Rear Arc +1/+2/+4 CS

Facing denotes the direction a character is facing in relation to the position of opponents.
It defines their combat arcs and their ability to attack or defend against them.
The four positions around a target: front, side, flank, and rear. The character suffers a penalty on
attempts to attack and defend against opponents outside the front arc.

Surprise

Fights on

Surprise is
when individuals or groups confronts another in such a way that catches them without warning. Those surprised cannot defend against the initial actions targeting them.
Under normal circumstances, these actions automatically get an average result. Or the attacker may make a check for the result,
with a major difficulty gain (+4 CS) and a minor familiarity gain (+1 RS) on the outcome.

  • Before Combat: Those achieving surprise get one initial action
    before the first combat round.
  • In Combat: If an attacker enters hand-to-hand combat trying to surprise an opponent that is already engaged
    and looking for danger, the victim gets a PER check to negate the surprise.

Range

Range is the effective distance at which a ranged weapon may be used.
A ranged weapon is any device which moves the source of damage to the target, out of the hands of the attacker.

[gutshot]

Range categories: Point Blank (PB),
Short (S), Medium (M), Long (L), and Extreme (E). All but short have a CS modifier with it.
Point Blank is always equal to the attacker’s form portion,
and each category after short is double the one before it.

Range Distances and Adjustments
Range Distance CS Adj.
Point Blank Attacker’s Form Portion +2 CS
Short Dictated by Weapon None
Medium Short x 2 -2 CS
Long Medium x 2 -4 CS
Extreme Long x 2 -8 CS

Obscurement (Cover and Vision)

[Keg Head]

Cover is a defense that employs existing terrain features to reduce the perceived
exposure of the target, making it more difficult to hit. Cover does not encompass Illumination.

The amount of reduced exposure dictates the penalty for an attacker to hit a target. In
melee the adjustments are half that of the ranged adjustments.
The benefits of obscurement are negated if the viewer can extrapolate the real position
of the target based on what is exposed, intervening materials, and knowledge of its form.


Natural Covering Adjustments
Degree Penalty Cover Obscurement
Trivial   (less)  
Mild -1 CS 10% Heat waves, mostly calm water.
Moderate -2 CS 20% Light fog, shallow or moving water.
Major -4 CS 40% Fast running water, light smoke.
Severe -8 CS 60% Smoke, dark or deep water.
Crippling -12 CS 80% Murky water, dark smoke, thick wet fog.
Disabling -16 CS 99% Inability to make out details with normal senses.

Against area affect attacks,
such as an explosion, the percentage cover is multiplied by the damage to give the amount that actually
affects the target.

Reach

[]

Reach denotes the furthest point from a body which an effective melee attack can be made. Each rank denotes one quarter of a meter (.25m). All weapons have a reach ratings, and all creatures have a personal reach determined by their species physiology.

Effective Reach = Personal + Weapon

Reach Advantage:
If a combatant has at least double the reach ranks of their opponent and a better initiative value, then their opponent must expose themselves to an snap attack. If reach is closed so that one or more combatants cannot effectively wield their weapon at reach, reach advantages is lost.

Form Scaling

The form scale between
opponents will modify chances of success between them.
It is generally more difficult for a large target to strike a small target and
vice versa. When matching opponents, the difference in the scale acts as a
negative CS penalty to the larger combatant attempting to strike the smaller and
a positive CS bonus to the smaller combatant attempting to strike the larger
.

Weaponry

Combat is performed with some form of weaponry, natural (inherent to the physiology of the character) or by item.
Weapons (covered under technology will have various aspects
(requirements and adjustments) which can impact combat dynamics and outcomes.
Remember that in order to maximize the impact of weaponry, those choosing them
must be familiar in their use. Unless noted, characters and creatures other than
PC’s are assumed to be familiar with the use of natural weapony in combat –
player characters are not.

Combat Actions

Combat is handled by opponents preparing for, then choosing
offensive and/or defensive type
maneuvers as situation and ability dictate, and following the standard attack resolution process:

Attack Resolution

Combat maneuvers, like all actions, use obvious outcomes where appropriate or the resolution check if appropriate.
After initiative is determined, the attacker and defender choose maneuvers. Maneuvers modifiers are assessed and actions are resolved, including all countering.
Damage corresponds to the final result degree of the attack. Damage prevention measures are applied and remaining
damage is dealt to the target. If the attack had any special effects associated with it, those are resolved at this time.

  1. Initiative, Preparatory/Indirect Actions
  2. Direct Offensive vs. Defensive maneuvers
  3. Damage Prevetion (Reduces Damage)

    Damage Negation (effects, powers, etc.)

    Damage Absorption (armor & shield)
  4. Outcome (damage, effects, etc.)
Attack Result Outcome
Result Weapon Damage/Outcome
Perfect 5x base damage and consciousness check.
Full 4x base damage.
Major 3x base damage.
Average 2x base damage.
Simple Base damage.
Failure The attack misses.
Fumble Fatigue or RCT check for each item or dropped.

Hand held or natural weapons always receive a bonus equal to
the character’s damage modifier.

Damage Modifier (DM)
= MUS + Size Factor

Offensive & Defensive Maneuvers

Combat maneuvers consist of attack and defense measures for face to face or over range between opponents.
Weapons are typically employed using one of these to increase
damage depending on the source of the measure.
Maneuvers performed with an off-hand may suffer penalties.
Defensive measures consist of damage reduction in addition to countering maneuvers.

Direct Combat Action Summary
Maneuver Action
Measures
Skill & Modifiers Description
Avoid All/min. 4 Evasion Focus all efforts on defense.
Bash 4 AM Melee; Per item
(simple success)
Use a large object (> 15 ENC; ENC + Size = damage) to smash a target (treated as ballistic strike).
Block 2 AM Fend; Per item
(simple success)
Interpose objects to absorb damage
Dodge 2 AM Evasion (+1 RS) Controlled avoidance of an attack
Fire Per item Shoot; Per weapon Shooting a ranged item
Launch Per item Propel; Per weapon Throw or launch a ranged item
Lunge Per item Melee; Per weapon Harm or secure
Parry 2 AM Fend; Per weapon Deflecting an attack
Swipe Per item Melee; Per weapon Harm or secure
Touch 1 AM Melee Brief, simple contact; +4 CS

Avoid

> Avoidance is a defensive Evasion based maneuver
using all the AM for a round (requires min. 4). A single opponent suffers a -4 CS adjustment to hit, and the target may attempt a defensive action if they can with AM greater than 4.
All damage is halved for calculating knock back.

Bash

> A bash is an offensive melee based maneuver, requiring 4 AM and only a simple success, which
uses an objects full size and form to project massive force onto a target.
It requires an item with an ENC value > 15; this item’s ENC value + the size of the wielder(s)
is done to a target and treated as a ballistic strike effect (double damage for calculating knock back).

Block

>
A block is a countering action that
interposes an object (such as a shield) to take the damage that the target would have taken.
Performing a block takes two action measures (2 AM) and requires a fend ability check.
Any success is treated as a full success for countering purposes. Any damage the blocking item cannot absorb is passed on to the target.

[]

Dodge

>
A dodge is a countering action that is a controlled movement
to avoid an attack, returning to a similar position against the attacker. Slower ranged
weapons like propelled ones can be dodged
(slow/-2 CS to fast/-4 CS difficulty) but faster ones, like
firearms, cannot. Performing a dodge takes two action measures (2 AM) and requires a evasion ability check.

Being unencumbered grants a +1 RS.

[]

Fire

>
Firing is an offensive shooting based
maneuver which manipulates an item and/or weapon to discharge ammunition over a distance onto a target.
Fire actions are simple aim and trigger, usually taking only 1 AM – loading is not included.

Holds

> For full details of actions, see the
grapple ability.
All grappling takes 2 AM.

Grappling Hold Summary
Maneuver Grapple
Result
Attackers
Adjustment
Defenders
Adjustment
Full Hold Major+ +4 melee & grapple -4 evade & fend
Half Hold Simple+ +2 melee & grapple -2 evade & fend
Break Hold MUS – grapple *
* : Size Difference may also be used as a modifier

Launch

>
Launch is an offensive propel based
maneuver which manually empowers an item and/or weapon to discharge ammunition over a distance onto a target.
Total AM is set by item/device.

[]

Lunge

>
A lunge is an offensive melee based maneuver which positions the attack form through, into, or on its target in a forward thrusting motion.
It focuses the energy of the attacker and weaponry directly into the target, across an area defined by its surface.
Total AM is set by item/device.

Parry

>
A parry is a countering action

which attempts to deflect or soften the blow in some way and requires more finesse than a simple
block maneuver. Parrying does not normally
damage the object used to parry. Performing a parry takes two actions measures (2 AM) and requires a
fend ability check to counter the attack.

• Natural Weapons: Any weapon which is likely to cause damage to the attacker in its contact to parry will do the base weapon damage.

[]

Swipe

>
swipe is an offensive melee based maneuver which positions the attack form across its target in a cutting or swinging motion.
It may draw weaponry along the surface, or focus the energy of the attack in a small area.
Total AM is set by item/device.

Touch

> Touch is a simple (1 AM) melee based maneuver to bring some portion of the attacker’s body in contact with the target. It carries
no force nor inflicting damage. The attacker has a much greater set of options without concern for contact surface, direction, or force; the maneuver is so easy it gains a +4 CS.

[]

Indirect Combat Actions

These actions are preparatory or recovery in nature, and do not directly target an opponent themselves but modify actions that do.

Indirect Combat Action Summary
Action    Exertion    Modifiers
Careful Aim 1 AM Prolongued targetting; +1 CS (trivial difficulty gain, per AM, max. of +4)
Combat Strikes None Penalties are -4 CS (Expert) & -8 CS (Masterful)
Draw an Item 1 or 2 AM 1H (minor exertion for under 60% user’s height) or 2H (major exertion)
Drop Prone 1 AM Decreases exposure to ranged attacks by reducing size to 1/5 normal (for human);
major effective cover (-4 CS). While prone, the target is at an elevation disadvantage to melee attacks.
Load & Chamber Per item –
usually 2 AM
Munitions must be reloaded; For some this is after every attack, others use a reservoir of ammunition that is used before reloading. Some weapons require a separate manual chamber time (e.g. pump shotgun).
Rise From Prone 2 AM Rising from a prone position takes time and balance.
The elevation
disadvantage
remains until rising is complete.
Charge 6 AM (move)
+ Weapon
Force attack; +1 RS & Damage is doubled for determining Knock Back; attacker can only parry at -1 RS during charge (if AM allows).
Set against charge As Attack Weapon must be piercing and braced (spear, etc.) and only used for set; +1 RS & Damage bonus replaced by target’s Size (max. damage = x2).

Combat Strikes

Combat strikes achieve results beyond simple damage. They may be evinced by a power,
an item or munition, or attempted as a refined action. Multiple strike effects can be attempted in a single attack – all penalties are cumulative.
A Marked Strike targets a vital and/or vulnerable area
and must do enough damage to go through armor or employ the armor piercing strike along with it to be effective.

Aggravated Strike

> Expert (-4 CS) – Marked; Until the target receives medical aid or the equivalent,
they will continue to lose 1 resilience per round.

Armor Piercing Strike

> Masterful (-8 CS) – Half of all damage done is not
prevented by armor at all.

Ballistic Strike

> Masterful (-8 CS) – The strikers size is treated as MUS in damage calculation
and the damage is assessed as double for determining knock back effects.

Consciousness Strike

> Masterful (-8 CS) – Marked; Target must make an immediate
consciousness check.

Force Strike

> Expert (-4 CS) – The strikers size is treated as MUS in damage calculation.

Incapacitating Strike

> Expert (-4 CS) – Marked; Imposes minor incapacitation (1 measure) on the target.

Take-Down Strike

> Expert (-4 CS) – Marked; Upsets mobility, requiring target to make a CRD-4 check or fall prone.

Movement in Combat

There are two types of combat movement: compensated and concurrent. All movement
speeds are determined by species but may be modified by size facets and the mobility
skill. If a character is taking evasive action while moving such as ducking or
weaving, this is not considered a dodge or a tumble and halves their overall movement
rate. The provided distances are for human-sized combatants; size scale for larger
or smaller combatants.

Combat movement speeds are provided by species and are listed in terms of the number
of strike ranks it takes to move one, two, or four meters, which corresponds to the three
degrees of movement (base, fast, and sprint). For modified movement rate due to size
facets or the mobility skill, this strike rank value is equal to six hundred (600)
divided by the character’s meters per minute speed.

Compensated movement is movement for which the character allocates strike ranks.
Since the character is only doing movement during that time, they have no penalties
on any of their actions. This movement is listed by the amount of strike ranks it
takes to move one meter. Larger species may list it in terms of longer distances.
The compensated movement rate for a species is listed as their combat running
speed.

Concurrent movement occurs simultaneously with other actions. This movement
greatly disrupts the attacks of the moving party. The character suffers the full
column shift adjustments listed to their attacks based upon the movement they take.
Concurrent movement works by creating a separate strike rank pool that is devoted
solely to movement. The character may use any listed combat speed to plan out their
movement for the round.

No matter the type of movement, the act of moving may impose penalties on
attackers trying to strike the moving target. The penalty for striking a moving
target is half the listed column shift adjustment, round down.

A character may change facing without penalty. The activity takes three strikes
ranks (3 SR) per side using the hex layout. These actions are considered concurrent
movement and follow the strike rank allocation rules of concurrent movement.

Movement modifiers are relative. If both parties are moving in the same direction
parallel to each other, the penalties for a moving target are negated and the
penalties for the moving attacker are halved, round down. If a target is moving
directly towards or away from the attacker, relative position changes little. The
primary change is to range. Under this circumstance, penalties for a moving target
are negated.

Combat assumes there is some amount of movement taking place at all times that
the combatants automatically account for. This movement is negligible in terms of
penalizing actions. If a target is not taking any of these natural defensive action
(e.g. completely immobilized, totally unaware, standing still, etc.), however, this
natural movement no longer exists and they are easier to hit. An immobilized
character cannot take any defensive actions, however, and an attacker can take as
long as they like to aim. Further the attacker gains a column shift bonus to strike
them. This bonus is +4 CS for ranged combat and +8 CS for melee combat.

Movement in Combat Effects
Movement
Degree
Motion During Targeting; Close Measures = meters Melee Difficulty Range Difficulty
Umoving Unmoving or stationary; totally immobilized targets are automatically hit +4 CS; major +4 CS; major
Trivial Less than 5 measures moved None -1 CS; trivial
Mild Between 5 and 10 measures moved -1 CS; trivial -2 CS; minor
Major Between 5 and 10 measures moved with weaving/ducking or between 10 and 20 measures moved -2 CS; minor -4 CS; major
Severe More than 10 measures moved with weaving/ducking or more than 20 measures moved -4 CS; major -8 CS; major x2

Targeting

Targeting covers all factors which determine how an effect from range is processed.
Ranged effects manifest in two ways:

  • Occurrence: The effect manifests directly on the target, automatically striking it without need to aim or even distinguish details. There is no chance to avoid it, though it may be resisted. Many mystical effects employ this.
  • Pathed: The effect has a physical presence and moves from the source to the target, requiring some type of aim or control. It may be avoided and resisted (if allowed).

Aim

Aiming is directing a pathed effect to a location. It requires leveraging both time and ability to generate some measure of accuracy. Effects requiring aim can benefit from careful aim as well. Where not covered by specific parameters, aim is handled by the perception attribute.
Effects which target an area (indirect) require less accuracy than those which directly target an object or individual.
There are many means of enhacing aim.

Free Aim

> Free aim is the most common method of taking aim, involving nothing more than using sensory input and ability with the weapon or mechanism to target.

Homing

> Criteria based (color, material, shape, heat, etc. & combinations) means of acquiring and locking on a target. Homing effects will have a designated level of ability indicating general accuracy and are limited by the acuity and range of the targeting source.

Guiding

> The effect moves with the acquired target once the aimed effect has been loosed – the defender cannot avoid the effect, though the attacker must still aim and succeed. The effect manifestation will attempt to go around physical blockages to reach the intended target. If no path exists, the effect manifestation impacts intervening obstructions.

Indirect/Area Effects

Effects which spread material over an area, such as a shotgun buckshot or
grapeshot, effectively enhance accuracy. Some of these effects manifest effectively at close range, but they diminish quickly over distance. There
are many shapes and sizes that an area effect can cover – specific effects will detail this.

Blast Effect

> Effects which have a blast radius – an area where physically manifested conditions
cause damage – can have one of two effects: contained and diminished. Every effect which
produces a blast has a center of effect. This is the origin of the effect (ground zero),
and the area in which the fuel or source is ignited and densest.

Contained: The total blast area and center of effect are the same – all damage and effects are
distributed evenly in the area. Many mystical effects employ this.

Diminished: The effect scatters itself with force, diminishing over distance – the specific measures of which are set by the effect.
Resistance/avoidance is normal in the primary effect area, but are made at +4 CS in the secondary area.

Crowds (Firing Into)

Random: Targets within reach of each other comprise a crowd. A crowd’s size
is the sum of its Size Scale values. A bonus to strike a crowd is applicable only
to ranged combat or area affect attacks. Damage is distributed randomly amongst
members of the crowd.

Selective: When firing into a crowd, an attacker has the option of trying to hit a particular
target within the crowd rather than firing wildly and hoping they strike their
intended target. This imposes a -4 CS penalty on their attack roll. If the attack
fails it either completely misses everyone, or, at the GM’s discretion, a
check on the Misses and Bounces chart can be used to determine where the attack
went.

Misses and Bounces

[Miss and Bounce]

For some ranged attacks it is important to track failed results as they
may still have an effect. This is most typically important for ordinance and
area affect attacks, but it can be applied to any ranged attack as the Game
Master sees fit. The relative location of where the attack actually lands is
determined by a check on the Misses and Bounces diagram. The target is
represented by the green T and the attacker by the red X.

The distance the effect or object travels away from the intended target is largely dependent on
it’s source. The GM must determine this.

 

Game Effects

Game effects provide predefined methods to resolve outcomes for certain aspects of the game.

Addiction

An [influence] effect wherein the
victim feels an overwhelming dependence on the subject. The subject provides a
sense of immediate satisfaction and safety; without which the victim does not feel comfortable.
Addiction will drive it’s victim to seek out fulfillment, with increasing risk
and/or harm to themselves or others in order to satisfy their craving. If an addiction goes unfulfilled, the victim must make a WPR check; the longer the time since it was last fulfilled, the greater the penalty.

Addiction can be broken through treatment, isolation and/or denial. The lasting effects and the accompanying urges vary by the addiction.

Charm

An [awe] effect wherein the victim is thoroughly spell-bound by the subject which
automatically persuades the victim of reasonable requests and suggestions by the source of the effect.
The victim can be persuaded to unreasonable actions which resisted with a RSN check.

Compulsion

An [influence] effect wherein the
wherein a particular feeling of satisfaction or safety is gained in acting on the compulsion. Compulsions are resisted with a WPR check. There is no build up of feelings or side effects if the compulsion is held in check or not fulfilled. Victims will not go out of the way to fulfill a compulsion, only acting on them when an opportunity presents itself through the normal course of events.

Compulsions can be overcome with treatment and effort over time. Once overcome, there are no residual urges or behavior.

Confusion

The victim’s perceived situation no longer clearly defines their choice of any action.
The victim must make a SAN check to be able
to choose their actions.
Failure indicates that their activity will for the rest of the round will be
randomly determined. The following chart provides an example of such.

Possible Confusion Effect Summary
Check Label Immediate Effects Extended Effects
1-15 Fixate Communicates with or studies nearest subject. Same; victim is intense but unanimated.
16-30 Stuck Previous action repeated; target chosen randomly if none are obvious. Same
31-45 Paranoid Attacks random targets; living preferred. Same
46-60 Dazed Stand in place; only defensive actions can be taken. RCT check or drop items used in actions. Same
61-75 Distress Flees in fright from targets coming near. Same; will remain in one area without perceived threats.
76-90 Disoriented Performs random non-combat action (search for keys, change clothes, etc.); characters get a PER check to defend against any attacks against them. Same
91-100 Engaged The victim acts normally, though suffers from a minor familiarity loss (-1 RS). Same; and a minor exertion loss (+1 cycle)

Disease

Disease is an imbalance in the natural order of a system. It usually applies to a living body, but computers, machines or any such automated process can suffer from some a disease which affects their normal operation.

Physical Disease – Malaise

Many diseases are accompanied by an overall body weakness known as malaise – damage which cannot heal until the disease is alleviated.
If malaise exceeds the victim’s CON, they suffer -1 HLT & STA, mild focus loss and mild exertion loss.

If untreated, these effects may increase to reduced healing rates, real trauma,

incapacitation and other disease conditions over time. Diseases may require specific alleviatory measures, in addition to rest, to combat or cure them; such will be noted in their description.

Mental Disease – Disorientation

Disorientation is the result of a beings inability to rationalize themselves and/or their surroundings.
It is often the result of a injury to the head or similar jarring of normal mental processes which impair brain function.
It also may come from loss of sanity, in which the senses are not trusted, and the will and rational thought become subverted.
Victims will often show (worsening by degree) signs of anxiety, suspicion, alienation and hysteria, and may include confusion at the GM discretion.
Prolonged states of disorientation may lead to specific mental disorders – neurosis, psychosis, etc.

Disorientation Progressive Effects
Degree Sanity
Rating
Effect Description
Mild 2 Distracted: Minor loss of focus – No refined actions, timed activity benefits ignored; all extended actions suffer mild exertion loss.
Moderate -2 Erratic: [as mild +] Victim’s skills all suffer mild familiarity loss; -1 RS.
Severe -4 Unstable: [as moderate] + Victim suffers +2 degrees of ENC.
Crippling -X Overwhelmed: [as severe] + Victim suffers from major focus loss; any stressful situation requires a check against shock, lasting a full hour.
Disabling Catatonic: Victim enters a fugue state wherein they cannot move or respond (though they are aware).

Dread

An [fright] effect wherein the victim is consumed by the threat of the subject.
So deep is the feeling, the victim must make a WPR check or become paralyzed.
If successful the victim cannot face their fear and must cower, covering themselves,
under the effects of fear from the subject. They may block or parry normally, or try to roll away and try to evade at -4 CS.

Ease

Ease is a multi-faceted aspect which adjusts the conditions and quality of attempted actions.
It is comprised of difficulty (conditions impacting chance of success), exertion (energy to accomplish an action),
familiarity (experience and understanding of the item or circumstances), and focus (ability to bring all of the mental and physical faculties to bear).
Individual powers and effects will list the scope and duration of ease adjustments.
Unless noted, all gradient effects are cumulative; 2 trivials = 1 minor, 2 minor = 1 major, 2 majors = maximum effects.

[Gradient] Difficulty Exertion Familiarity Focus
Major Gain +4 CS -2 cycles1 +2 RS2 Masterful actions (incl. marked strikes) at half penalties
Minor Gain +2 CS -1 cycles +1 RS Expert actions (incl. marked strikes) at half penlaties
Trivial Gain +1 CS
Trivial Loss -1 CS
Minor Loss -2 CS +1 cycles -1 RS No refined actions, timed activity benefits ignored
Major Loss -4 CS +2 cycles1 -2 RS2 All attribute bonsues to skills lost.
1: The maximum gain is half the normal cycles and maximum loss is double the normal cycles.
2: The adjustment will not turn a failure into a success.

Difficulty reflects conditions which impact the chance of success
by a CS adjustment to the level of use of an item or action.
A major loss (-4 CS) is considered to negate competent proficiency.

Familiarity Group: Some skills, such as melee, shoot, fend, etc. reference a broad spectrum of technology and exposure
(like weapons). As such, they are organized into broad groups of familiarity which make for easier learning
once one of the group is learned.

  • Deep Familiarity: Generally only reserved for situations in which the character utterly immerses themselves in,
    it grant a +1 CS modifier to a specific area of familiarity. While it can be granted situationally, it can also be acquired as
    part of the first phase of specialization for 10 CP per area of familiarity.

[]

Enraptured

An [awe] effect wherein the victim practically venerates the subject.
They are totally devoted and will proactively look for ways to please the source.
The victim is automatically persuaded of all requests and suggestions by the source of the effect.
Those which violate the victim’s ethical code may be resisted with a RSN check, success only indicating they have rationalized not fulfilling that specific request.

Fascination

An [awe] effect wherein the victim is enamored of the subject.
Any reasonable request or suggestion as part of normal interaction is treated as a
persuasion attempt on the victim.
Failure only indicates a polite refusal.


Fear

An [fright] effect wherein the victim is afraid fo the subject.
The victim must make a WPR check or flee from the source of fear. Victims may defend themselves as needed, but will continue moving away.
If successful, they are completely unaffected.

Facing Fear: If the victim of a failed check has no place to flee to, they must face the
source of fear. In doing so, all actions will suffer a -4 CS penalty.

Force

Force is physical pressure applied against a target, great amounts can upset the target’s balance. Not all effects have force; things such as flame or poison have no force component. Damage from physical weapons carry force comenstruate with their damage and can cause knock back
even knocking targets outside the reach of attacks in progress.

Knock Back

Knock Back Effect Summary
Degree Force Effects
Minor >EC Interrupted; RCT check to hold onto items; CRD check or knocked prone
Major >ECx2 Interrupted; Items dropped & knocked prone

When a target is struck with enough force to be put off-balance and have their focus ruined. Exact effects vary depending upon the ratio of the damage (force) compared to the target’s encumbrance capacity (EC).

  • Damage blocked or absorbed by armor is still considered for the purpose of knock back, though negated and deflected (e.g. parry) damage is not.
  • Only force from a single blow is used to calculate knock back, unless multiple blows occur in the same phase at the same initiative value.

Illumination

Light and darkness is critical for most species.
Effects, circumstances and surroundings can change this, based on a scale representing their overall
impact.

Complete Light Level Scale
Light Level Normal
Adjustment
Description
Dark -8 CS There is, functionally, no visible light by which to see. At most there is only ambient light such as clouded night skies in the wilderness or the deepest caverns.
Dim -4 CS The light level is low enough that a human has trouble distinguishing fine details and features, though basic shapes and movement can be discerned. Dim light is associated with starlight or candlelight.
Gloomy -2 CS Gloom is a general darkening such that fine features begin to blur or become soft shadows, taking longer to make out details. Gloom is associated with a setting sun. Gloom can be acclimated to given time.
Full A human’s vision is not impaired sufficiently to cause a problem. Full light is easily associated with the spot of a flashlight, the flame of a torch, the clear light of the full moon, and the light of the sun.
Radiant -2 CS The light level is slightly above the acceptable level for human eyes, cuasing minor pain and squinting. Radiant light is the equivalent of looking almost directly into unobstructed noon-day sun. Radiant light can be acclimated to given time.
Glaring -4 CS The light level is so high that it makes it difficult for a human to make out details, forcing them to squint. Glare is associated with looking directly at a bright light such as a flashlight and with the reflection of sunlight from water or snow.
Blinding -8 CS For a human this light level is intolerable, causing blindness upon exposure. Looking directly at a very bright light source such as a spotlight or sun may be considered blinding.

Perception/Illumination: [Though specific to sight, this could apply to any primary sense.] Each species has a base degree of illumination at which they are comfortable.
For humans this is Full Light. Each step beyond the range
of comfort, in either direction, reduces their sense of sight) and imposes a doubling -2 CS
penalty on skills that require some sort of visual orientation.
Actions requiring fine perception has any penalty doubled.

  • Gross Perception: The ability to perceive a basic shape or outline.
  • Fine Perception: The ability to make out specific details (features, limbs) of a perceived target; this capability is required for fine actions.

Incapacitation

Incapacitation occurs when a victim’s critical functioning and capability is impinged.
Each measure of incapacitation imposes a minor difficulty loss (-2 CS) to all actions
and a minor exertion loss (-1 AM per round, +1 cycle to complete extended) to the normal total cycles available to the victim.

Individual powers and effects will list the scope and duration of ease adjustments. Unless noted, all effects are cumulative.
Unless noted, a Medical Aid check can alleviate 1 measure of incapacitation per wound.

Mystic Effect Facets

Mystic powers will be described, in addition to their specific effects, using the power facets.
The facets are common attributes – distance, duration, etc. Each power may be different in how it operates,
and which facets it employs, but all use the common power facet model.

Effect Facet Explanation
Effect Facet Description/Explanation
Cost The amount of fuel (synergy, mana, etc.) expended in evincing the effect.
Time The amount of time required to evince the effect.

Accordance Any physical objects, usually symbolic to the effect, that are required to evince the effect.
Power The strength of the effect; where variable, this is the maximum possible value.
Distance The maximum (*M) range at which the effect can be evinced.
Duration The maximum (*M) length of time for the effect. Where an effect has a impact that repeats, the impact is assessed at the start of the noted time interval.

  • Instant: These simply occur once and are then over.
  • Discrete: New resistance checks are required at specified intervals for the duration.
  • Continuous: Resistance is checked initially, on failure the effect runs the duration.
Volume The maximum (*M) area of effect. ‘Target’ indicates a single being or object, otherwise
the shape of the area will be noted in the effect. Most volume effects are omni-directional.

  • Directional: The effect starts at a point and extends out as appropriate.
  • Omni-Directional: The effect is dispersed uniformly from the center.
Resistance

The facet checked for resistance (if any) and the modifiers. Effect descriptions will note results of successful resistance.
Unless noted, successful resistance by a target in an area affect applies only to that target.
Targets may voluntarily not resist at any time.

  • Unconsciousness: Unfettered by senses, targets are allowed to resist unless an effect states otherwise.
  • Unaware: Any effect source which the target is unaware of will likely be resisted.
Effect Resistance Scale
Degree Resistance Penalty
Trivial
Mild -1 CS
Moderate -2 CS
Major -4 CS
Severe -8 CS
Crippling -12 CS
Disabling -16 CS
Target Note All effects follow general tageting guidelines – even if the target is the source and automatic.
*M: Some facets are maximums, allowing a character to choose some value up to the listed maximum.
This choice must be made when the power is evinced and is unalterable once made.

Stacking

> Stacking is when the same specified effect is applied multiple times having a cumulative impact. Unless stated in descriptions, effects do not stack. Effects are still successful and present at the same time, but the target can only gain the benefit of the most powerful at any given moment.
Those with multiple outcomes only consider the specific outcome for stacking; i.e. if an effect grants +1 CS to any attribute,
the same effect could be used as long as the attribute was different. Inherent permanent properties of an items will normally stack with effects;
i.e. A weapon granting +1 CS bonus to anyone using it would stack with an effect granting a +1 CS.

Panic

An [fright] effect wherein the victim has their normal perspective
of threat or challenge overwhelmed and must resist with a WPR check or flee – dropping all items and moving as fast as possible.
The victim will suffer from asphyxiation if they must
face their fear, ending when unconsciousness is achieved.
If successful the character must still flee under the effects of fear from the subject.

Paralysis

Paralysis stops motor functions from operating. Paralysis is not necessarily rigidness; it is simply an inability to use the entire body or a portion thereof.
When paralyzed, a victim’s response systems to does not operate. The victim is still mentally capable
and aware but unable to move. If the paralysis results from the blocking of the nervous system then all
touch sensation disappears as well.
Normally, the victim’s autonomic functions (breathing, circulation, etc.) continue to function normally. If the paralysis also stops
autonomic functions, then asphyxiation accompanies it.

Rehabilitate

Rehabilitation (rehab) removes or counters the impact of incapacitating effects.
Some agents are designed to offset specific sources and/or types of effects and will be noted.
If the source referencing this effect is measured in levels, incapacitation is reduced by that number.
Otherwise, the source will reference the named degree only.

Revulsion

An [horror] effect wherein the victim feels an overwhelming sense of loathing and disgust towards a subject.
The victim must make a SAN check or immediately turn away or disengage, interrupting

any action which may be targeting the source of revulsion; defensive actions gain a +4 on such interruption checks.

Sensory Adjustment

Senses process input from the environment.
As sensory ability is diminished or overwhelmed, victims suffer negative effects.
Senses have a standard range that deviates from a normal (average) point of acuity.
Unless noted, effects which enhance senses are also accompanied by familiarity with the ability to process the new level of input.
Each species has a range within each sense that they are comfortable in and/or can acclimate to.

Sensory Adj. Scale
Degree Effect
Dense -8 CS
Weak -4 CS
Dull -2 CS
Normal No Adj.
Sharp +2 CS
Strong +4 CS
Acute +8 CS

Acclimation: The ability to adapt and compensate to a changes in the degree of sensory input.
Typically creatures which can acclimate only do so by a single degree. In most cases,
it takes a full minute or more so as to treat the new degree as normal.


Shock

An [horror] effect wherein the
mind of the victim is broken by the subject and must make a SAN check. Failure indicates interruption of the current action.
Each action thereafter, within the duration of the effect, requires a SAN check to complete or it is interrupted.

Terror

An [horror] effect wherein the
mind of the victim is shattered and the rational thought process; any current action is automatically interrupted.
The victim may continue to attempt actions, each requiring a SAN check or it is interrupted as well. Any action targeting or focused on the subject receives a -4 penalty.

Technology Guidelines

Technology relies on science to provide equipment and practices based upon laws which govern all events and actions. These laws are fixed, repeatable and knowable.
Production practices enable goods to be mass-produced at high quality, creating an atmosphere were many luxuries and items can be made available to all. Generally, the more prevalent science is, the greater and faster the advances in technology are likely to be – although this is not necessarily true in all cases.
Technology is the primary answer to mystic powers governed by non-physical aptitudes (faith, magic, etc.).

Knowledge & Technology

Knowledge is simply information. Knowledge is learned and developed by organizing it into academic bodies of related information. The most effective organization of knowledge is through formal scientific methods to create integrated fields of study. Less efficient organization is accomplished through informal bodies of lore. Both produce the ‘science’ for their practitioners. Science, and consequent technology can develop along multiple different paths in any given setting. Generally, newer advances are built upon old and the science progresses. The dissemination, availability, and use of the information and technology produced are critical to this building process. Knowledge and technology are commonly lost or has their growth retarded because of material needs, protections, disuse, need, replacement, and ideological purging. Integrating knowledge with experience provides a level of comprehension for characters. In order to cover current event, possessors of bodies of knowledge must spend time to update them.

  • Scientific Fields: Scientific bodies of knowledge following a formalized accumulation of theory, experiment, and continued verification. It implies some level understanding of all the ‘how’ and ‘why’ aspects of the associated information with places, events, terms, phenomenon, organization, personages and items, both present and past. This level of understanding allows theoretical research.
  • Informal Lores: An informal body of knowledge has no strict laws governing its application, but contains a collection of loosely associated information of both current and past references. It includes places, events, terms, phenomenon, organization, personages and items. It does not imply deep understanding or comprehension of the mechanics, simply factual citation and speculation.

Communication

Communication the expression and transmission of knowledge – it is the only way knowledge is passed on through learning.
Communication typicaly has two forms: Expressed and recorded.

Expressed Communication

> Typically expressed communication is by a language or its equivalent.
This may be basic gestures and sounds, smells, etc. It implies understanding, not merely conditioned response. It requires the physical capability to express correctly,
though phsyiological limits may only allow rudimentary communication of basic feelings and ideas.

Recorded Communication

> Recorded communication uses lasting or permanent materials to symbolize or denote the language it applies to.
It can range from basic thoughts to something more fully expressed than language.

  • Modern languages are still in use and practiced by a significant portion of the population. Dialects may account for as much at a -4 CS penalty.
  • Dead/ancient languages are languages rarely spoken any more or spoken only by an elite few.
    The is a lack of knowledge unlike modern languages, usually because teachers are not available, lack of source material, and translations
    are poor or without relevant cultural context. Also, the structure of dead languages may be totally alien.

Practices of Science

The power of technology lies in science, which manifests through the development of structured
learning to form the core engineering practices, and the
equipment it produces.

Artistry: Items which are worked to include elements beyond practicality are considered art.
Objects created solely for the purpose of expression, or to please the viewer can also be considered art. Many objects may have an artistic flair, increasing their value or adding at least to the desirability (and price) of it.

Items of art intended to sell for a significantly more than their normal counterpart always require a check for the outcome.
Art is a very subjective term.

Engineering

Engineering is the application of science. Engineering practices are the information and methods by which something is proven or done, be it making a device or breeding a prize bull. Each practice utilizes abilities to effect change; these abilities are divided into three levels of sophistication:
maintenance, creation, and innovation.
Some engineering may require a great deal of extended time (possibly even life times) and activity, along with funds, to complete successfully.

Maintenance

> The means of upkeep. Almost nothing new is made or conceived through maintenance; the purpose is to restore the subject to its original form or reinforce a created condition. Maintenance usually requires the least ability to perform.

Creation

> The process of crafting a new subject. Creation follows a series of instructions in accordance with an existing design. If the steps are properly followed without interference, the result is always assured and just a matter of time. Though it may require a good deal of skill to properly enact instructions.

Innovation

> The research and development of entirely new products or methods leading to improvements upon existing designs. Innovation requires a deep understanding of every aspect involved. The results of innovation may be replicated through creation.

Fabrication

Fabrication is the act of manufacturing items; applying engineering practices to materials.
The fabrication of items assumes at least average quality materials are used, full
time cycles as an extended activity, and tools and references needed to perform the task. Without minimum requirements, the GM may impose penalties or rule the item cannot be made.
Items which grant adjustments (such as weapon facets) and go beyond simple utility can be made as refined activity.
Each particular aspect can be rated in terms of the refinement to make it.

  • Precise: -2 CS; minor adjustment, least impactful
  • Expert: -4 CS; major adjustments; very impactful
  • Masterful: -8 CS; unique adjustments of the most powerful sort

Time: All items have an activity cycle denoting the time to complete the fabrication process under normal conditions.
Unless noted, no check is necessary to make familiar normal items; treat the outcome

as an automatic simple result.
Where unclear or in abnormal situations, the GM should choose an appropriate activity cycle, considering familiarity, complexity, and the materials.
Refined aspects multiply the time by a factor equal to the CS adjustment.

Repair

> Repair is the activity of working a finished item that has been damaged, to its undamaged capability. The difficulty of repair is dependent upon the amount of damage and the intricacies of the item in question as well as the availability of tools and materials.

Minor: Minor repairs are largely cosmetic (leaving evidence) and cannot be performed on useless (zero resilience) objects. This involves bending parts back into place, hammering out dents, and replacing simple pieces.
Minor repairs can be performed on almost any physical object with the repair ability. Specific minor repairs can be performed with the associated crafting ability.
For each level of item degredation, a -1 RS is imposed on repair skill checks. Successful attempts will restore half (50%) the item’s normal resilience; however, any attempt imposes a level degradation.

Major: Major repairs involve a rebuild or reassembling of an object. This requires an appropraite crafting skill, and
can repair items rendred useless. With only minor difficulty and material allowing, a major repair will leave no trace.
Major repairs ignore any degradation levels, removing one if successful.

Craft

> Crafting is the act of creating physical objects from an existing design or instruction. Just about any object can be crafted. The mechanics of crafting are universal; its the time, necessary materials, and ability that will vary. This is generally a craft ability, but other abilities may be applicable (e.g. cooking). The GM may rule that the crafter requires additional abilities due to the nature or design of the project.

Equipment

Technological items produced from the practices and processes of science – distilled and transformed into workable products.
These are broken into various groups (such as armor

and weapons) of products that share common characteristics either in their mechanics or use.
Equipment may do such things as enhance or replicate skills, powers, provide offensive or defensive capability, change the environment, or provide transportation.

Comprehension & Use

The user must be able to understand its use, otherwise it could be
less familiar and more difficult, in addition to non-proficiency.
After understanding it, users must be physically capable of operating the item. Specific requirements will be noted with items.
Adding crew or technology (robotics, remote controls, etc.) to operate as needed may be possible to offset lack of capability.

 Std. Technology Guidelines

  • Characters have familiarity with a single item for any skill they possess proficiency in.
  • An amount of currency will be granted to new characters in a milieu with which to purchase equipment.
    The Equipment trait may also be used.

Common Properties of Equipment

[door]

Unless noted, equipment statistics assume human sized users. Most items can be adapted for users of different sizes and physiology. Where appropriate, use the form scale
or size factor as a multiplier for values.

Encumbrance

> All equipment has an encumbrance rating based on the weight, shape, safety, and stability of the item.
Some values can be adjusted by ability (such as Armor Use skill) and customization
such as weapon facets and

tailored fit in the case of worn items such as armor.

Resilience

> The maximum points of damage an item can take before it is considered useless.

  • Degradation: Before becoming useless, items can be repaired. Each
    repair imparts 1 level of degradation, imposing a -1 RS for each level on any further repair attempts.
  • Useless: When an item is reduced to zero resilience. Unless noted, it ceases to function in its intended capacity in any way.

Fit

> Fit is how well worn items conform to the wearer’s shape and keep movement unfettered.
Fit only facors in with items intended for the same general form and shape – radically different species typiclaly cannot wear items meant for others.
Anything worn has been designed for a particular average form considering size, shape, build, frame, and bulk. Lack of familiarity does not affect fit.
Some items (like armor) have a fit value (FV) which is used to asses ENC for different sizes and
can be leveraged as a means of working with the item to reduce its ENC.

Fit Reduction = Fit Value (of item) x Skill Level
Degrees of Fit
Tailoring Description Fit Adj. 1
Non-Fitting 3+ size difference or multiple different size facetss (build, etc.) +5
Comfortable 0-2 size difference or single size facet (build, etc.) difference None
Precise Made for a an individual to match size form -2
1: Items using fit apply the modifier with a maximum reduction of half. Items with no Fit Value have ENC reduced or increased by half.

Easy Fit: Certain items can be modified to fit easily after they have been crafted.
These items can be, using the repair skill and materials, fitted to comfortable degree – this does not degrade the item.

Power Sources

> Power sources provide power for devices replace manual function; typically
without which the dependent technology ceases to function. Fuel for power can be direct or stored as a charge in a battery.
Compatibility between power sources is dependent upon milieu and the GM.
Where appropriate, power sources will be measured using the universal label of Energy Units

(EU). Devices will list their power drain rate as X amt. / [time unit].

  • Batteries: Cells that store a finite (max.) amount of power and some may be recharged.
  • Generators: Machines that generate power at a given rate (X energy / time) so long as they are in operation. They may be used to run other items and functions directly or to store power in a battery.

Armor

armor

Armor is a barrier which covers a target and absorbs damage.
Many things can function as armor, but are not designed for it. Armor is most
often referred to as worn or carried protective vestments designed for that purpose –
though it may have multiple functions. Armor has the the normal properties of
preventative value (PV)/blocking and

resilience (PR)/total.
Additionally, armor has Fit Value (FV) – how easy the armor can be fit; as leveraged by the armor use ability.

Shield (active)

> Shields are purposefully interposed between the target and damage, blocking attacks and
absorbing damage. Shields often confer bonus to block and/or other abilities.
Unlike worn armor, shields generally require no fit.

Covering (passive)

> Vestments which require no action from the wearer to be effective. Armor can
be worked to provide additional functionality, but its primary job is to absorb damage.

  • Natural: Natural armor is inherent to the creature it protects – such as scales, fur, hide, etc.
    It has only a PV rating, is permanent, has no resilience and never needs repair.
  • Worn: Worn vestments covers a broad category of items designed to be used for armor. Materials can be draped over a target to provide armoring, but if it is does not fit the wearer, they made hinder the them.

    Half-Suit: This is not necessarily half the covering, but it is reduced in coverage and the quality of the fit.
    Half suits provide half the PR, fit value, and ENC. They provide full PV, and are generally 2/3 the price. Their drawback is that all armor piercing strikes suffer only half normal penalties.

See the core Equipment Guidelines on for actual details on
the types of armor.

Explosives

[Demo]

Explosives are devices that detonate, causing damage over an area. Explosives are consumed when used.

Unless otherwise stated, some form of evasion may be attempted to reduce the effect.
Most explosives are omni-directional, though
more sophisticated ones (usually called shape charges) can be channeled into a single direction.

  • Primary Area: This is the radius within which the explosion has full effect.
  • Secondary Area: This is the secondary radius (typically twice the primary) of the explosion for half effect.
    Typically targets in this area gain a +4 on resistance checks.
Name Damage Blast Area
Fragmentation Grenade 30 base Omni 3m

Light Sources

Light sources emit or consume light. Unless noted, light degrades linearly from the source to its maximum distance.
Light can either be shed in an omni-directional (equally in all directions) manner, or projected in a directional (focused along a path) fashion.

  • Luminosity: The light strength at the source. This value corresponds to a degree on the illumination scale. Positive values increase the degree by an amount listed up to the light level of the source, while negative values decrease it in the same fashion.
  • Distance: Within this range the light source changes illumination at the strength listed under its luminosity. The light source will change illumination levels at up to twice this range but at half the luminosity.
  • Duration: The amount of time during which the light source will continue to function, often dependent on its power source.

Locks

Locks are devices intended to keep an object shut against unwanted intrusion. Each is built with a
key‘ (an object, code, or other designed trigger) that opens it without difficulty. Without the proper knowledge
or tools, it may not be possible to forcibly pick open a lock.
Locks can be fashioned in varying qualities for their type, making it more difficult or easier to pick.

Biometric

> Locks usually opened only by the scan of a matching biological organism. Examples include scans of fingerprints, palms, irises, retina, and DNA.

Electrical

> Locks usually opened by magnetic device or keypad combination.

Mechanical

> Locks usually opened by aligning tumblers through physical movement or combination. They are usually the least technologically advanced locks.

Machines

Machines are devices that perform an action themselves; unlike tools, which aid the performance of an action. Typically they are mechanical or electrical in nature, but may also be biological, nuclear, or of any other sort. They may be automated with a power source or manually worked. Machines always have a function – the effect the machine has. A machine may perform almost any function, including the replication of abilites and powers.

Munitions

A munition is the item a ranged weapon projects in order to achieve an effect. The effect is tied to the munition, hence many types of munitions are typically available for a single weapon. The munition may be capable of being used as a weapon itself, but typically is designed for maximum effect as a munition launched from a ranged weapon.
Munitions are listed with a base damage that may be modified by the effect or weapon projecting them.
Unless noted, the following rules apply: different caliber or versions of the same munition type do not function in similar weapons;
munition of the same caliber can be used in any type of weapon which uses it.

  • Range Multiplier: Some munition can affect the normal range of the weapon projecting it.

Traps

Any feature or planted device that is intended to be triggered against an intruder is considered a trap. These range from simple pits, alarms and alerts, to land mines and capture cages. Passive traps are triggered by the victim, end employ triggers such as trip wires, pressure plates or electronic sensors. Active traps are triggered by an observer using a toggle-type switch.

  • Find: A modifier to detect the trap using the Security: ID+Evade skill, due to its level of concealment.
  • Disarm: If the trap is more than a physical feature (e.g. a pit), it may be disarmed using the Security: ID+Disarm skill. It may be attempted once the trap has been found. Complexity may impose an adjustment.
  • Trigger: This describes how the trap effects are triggered.
  • Effect: The effects of the trap, should it be triggered.

Tools

Tools are equipment that aid in or allow the performance of a function.
Tools required for a task will be noted, bear in mind some tasks (surgery, picking a lock, crafting, etc.) require specific tools, without which they cannot be performed.
More advanced or better quality tools may provide bonuses, though most pre-industrial technologies are limited to +4 in extreme cases.
Where appropriate, tools are accompanied by materials which get used. All sets assume these are on hand, in quantities appropriate to the storage of the set.

Tool Set Types
Set Description and Use
Shop Appropriate space to the tasks and a full set of devices and implements. A shop is a costly affair, it must constantly be re-supplied. Most shops are not portable.
Kit A full set of devices and tools. In most cases this means a encumbering container, portable but requiring significant effort to carry around and it must be replenished.
Brace A singular or few tools or or devices are required to perform the task. Unless noted, this set is portable, and can be carried upon the person with minimal encumbrance.

Transports

Mounts

> A mount is a creature which has been trained to be ridden as transport and/or supply carrying. Mounts require the ride skill in order to do anything beyond sitting astride it – which any creature with the right physiology may do.
Without any ride skill, riders may find themselves sore and impaired at the end of a long journey.

Vehicles

> A vehicle is any form of powered transport. Power may come from the driver (as in a bicycle), but in most cases refers to an engine which consumes some sort of fuel and
provides the energy to move the vehicle. The driver controls the vehicle, directing its course, speed, and maneuvering through some interface.
Vehicles come in many forms: personal (1-2 occupant), sedan (3-5 occupants), utility (5-8), and transport (9+).
In all cases, occupant space may be converted or sacrificed for storage space. If a vehicle travels by directing another creature
or force and has no power of its own, it is a drawn platform.

Drawn Vehicles: Platforms attached to a creature of some kind which pulls, pushes or moves the platform in some way.
To control it requires the animal handling or
ride ability, depending on if driver controls animals from a distance or sits astride a mount.
Simply towing a load in a transport platform requires little ability. Terrain navigation, care, maneuvering,
etc. all require an appropriate ability.

Weapons

Weapons are used in combat to cause damage to opponents.
Weapons can be adjusted for species of different sizes by multiplying Damage
and Reach by the Form Scale.

Natural: Nearly all creatures have a part of their body which can be used as a melee or ranged weapon.
It is widely varied by species in effect and form – claw, bite, breath, spittle, grapple, quills, punch, kick, etc.

Natural weaponry is automatically familiar to its possessor for non-proficiency purposes.

Melee: Any weapon that is used in hand-to-hand fighting. One portion of the weapon is held by the wielder while another portion is used to strike the target.

Ranged: Any weapon that launches munitions or is launched itself at a distance.

Weapon Facets

   >

For equipment, the following facets are used to describe the impact of refined workmanship
or mystic effects. Although multiple values are demonstrated, mundane craftsmanship should only be able to achieve a single degree without
significant precision technology and advanced materials; maximum of 2 degrees through mundane techniques.

Facet
Name
Typical
Cost
Craft
Check
Impact
Heft 2x -2 -1 required MUS
Speed 2x -1 +1 initiative
Quality 5x -3 +1 base damage; does additional 1 per result category, i.e. +4 on a full
Power 10x -4 +1 CS; anyone using it gains a +1 bonus on all checks with it
Ease 20x -4 -1 min. CRD/MUS requirements; takes one less MUS & CRD to wield
Balance 20x -4 -1 min. aptitude requirements; takes one less point of kinetic aptitude to wield
Poise 50x -8 -1 AM to use; weapon is faster and attacks takes one less AM

Fine: (Cost x 10) -1 min. MUS, +1 base damage, & +1 initiative

Superior: (Cost 20x) -1 min. MUS, +1 base damage, +1 initiative, & +1 CS

Excellent: (Cost 50x) -1 min. MUS/CRD requirements, +1 base damage, +1 initiative, & +1 CS

Flawless: (Cost 100x) -1 min. MUS/CRD requirements, -1 AM, +1 base damage, +1 initiative, & +1 CS

Incomparable: (Cost x200) -1 min. MUS/CRD & aptitude requirements, -1 AM, +1 base damage, +1 initiative, & +1 CS

Properties of Weapons

> Weapons have properties other than damage, such as combat strike effects, capability requirements, etc.

  • Armored Reduction: Intended to operate against unarmored; natural armor/leathers reduce all damage by half & solid armors take no damage and negate all damage.
  • Damage: Denoted as X – the damage the dealt for each result degree of the attack.
  • Range: The range distances; For short range in the case of a single value.
  • Reach: Denoted as X, where X is the reach value for the weapon.
  • Fend Mods: "Hard Fend": Fend attacks from = -2 RS / "Fend Flaw": Using to fend = -2 RS

Weapon Groups

[]

All weapon use is governed by the basic combat abilities (
Evasion, Fend, Grapple, Melee, Propel, Shoot).
Weaponry is grouped together here in their ability groups to show where familiarity may be achieved swifter, or leveraged by the familiarity trait –
if the GM or circumstances allow.

The general properties of weapons shows the strengths and weaknesses of the groups and should be used as a guideline in assessing weapons not listed. Often times
these assume some basic material composition specific to the setting – GM’s may wish to alter values based on variations.

Weapon Groupings
Skill Group Desc. & Use Notes
Knives Small bladed weapons generally smaller than the users forearm – Utility knife, rondel, tanto, kerambit, punal, bowie.
General Properties: fast, no knock back, easy
Swords Bladed weapons longer than the users forearm – Dao, jian, hand-and-a-half, rapier, gladius, yataghan, wakizashi.
General Properties: faster, no knock back, good reach, high aptitude
Whips Flexible weapons evenly weighted throughout the striking area – Chain, lasso, nine-section whip, cat o’ nine-tails, bullwhip.
General Properties: slightly faster, great reach, never knock back, little damage, high aptitude
Flails Flexible weapons with focused striking areas – Sap, nunchaku, flail, kusari-gama, slungshot, rope-dart, three-section staff.
General Properties: slower, good knock back, difficult to fend with or against, high aptitude
Axes Hafted weapon with a heavy short- bladed head – tomahawk, hatchet, ono, battle-axe, maul, fasces, francisca.
General Properties: slower, less reach, good knock back
Picks Hafted weapon with a lateral spike head to focus impact – warhammer, horseman’s pick, pickaxe.
General Properties:
Maces Hafted weapon with a non-directional weighted head or end. Head may be round, oval, or flanged.
General Properties: average speed, some knock back, easy
Staves Pole weapon with no focused striking area, typical use uses all parts of the weapon – jo, bo, silambam, sibat, quarterstaff.
General Properties: slightly faster, good reach, some knock back
Spears Pole weapons with a head or area designed primarily for thrusting – sharpened stick, pike, lance, pike, pilum, hasta, military fork, boar spear.
General Properties: faster, good reach, can have armor piercing
Polearms Long pole weapons with a head designed primarily for slashing or hammering motions. Polearms have many combinations of heads with different functions, but this acts as a catchall category for weapons the height of the user or taller. Examples: halberd, naginata, glaive, pollaxe, fouchard, bec de corbin (raven’s beak).
General Properties: good reach, easy (with 2 hands)
Shield A weapon whose primary use was the defense of the user by being placed between the user and harm. Shields come in a variety of forms and and come in a variety of additional effects and properties such as improved blocking (based on protected target size) spikes, rims, surface bashes, and attached blades . These are typically disposable instruments. Examples: aspis, scuta, heater, kite, buckler, targe, riot shield.
General Properties: average speed, good knock back, little real damage.
Bow A missile weapon that shoots arrows driven by its elastic limbs. The weapon is held, powered, and aimed through the use of a minimum of two limbs. Different construction methods provide the bow with different size and power characteristics. Examples: Daikyu, hankyu, English longbow, recurve, composite bow, compound bow.
General Properties: ranged, not easy, good range, fast to reload, armor piercing available
Crossbow This weapon is a bow, mounted horizontally onto a stock. The release is initiated through a trigger or lever. The bow is cocked by muscle power or with the help of a windlass or lever.
General Properties: ranged, easy, good range, slow to reload, armor piercing (better than bows)
Sling A flexible device designed to hurl stones or bullets shaped for range and power.
General Properties: ranged, high aptitude, ready ammunition
Spear thrower A device that aides in the hurling of a dart or spear by providing additional leverage to the throwing arm. Examples: woomera, atlatl.
General Properties: increased range, slower
Thrown weapon -small A catch-all category for small thrown objects used in combat, these objects are typically shorter than the length of the users forearm. Examples: shaken, knife, rock, rabbit stick, boomerang, grenade.
General Properties: short ranged, damage adjustment applies
Thrown weapon -large A catch-all category for large thrown objects used in combat, these objects are typically larger than the length of the users forearm. Examples: hurlbat, javelin, plumbata, tomahawk.
General Properties: short ranged, damage adjustment applies, slow
Blowgun A long tube that projects a dart through the power of the breath. These weapons are usually for hunting small game.
General Properties: short ranged, little damage, easy
Firearm – small Projectile device that is powered through the rapid burning of a propellant. Small firearms are designed to be employed with a single hand. Examples: match-lock, flint-lock, wheel-lock, revolver, derringer, semi-automatic pistol, machine pistol.
General Properties: ranged, variety of munitions, armor piercing available, stored rounds, burst available
Firearm – large Projectile device that is powered through the rapid burning of a propellant. Large firearms are designed to be employed with two hands. Examples: match-lock, flint-lock, wheel-lock, lever-action, pump-action, semi-automatic, automatic, grenade launcher.
General Properties: long ranged, variety of munitions, armor piercing available, stored rounds, burst available
Beam weapons – small Weapon that discharged directed energy. Small beam weapons are designed to be used with with a single hand.
General Properties: ranged, variety of damage sources, difficult to defend
Beam weapons – large Weapon that discharges directed energy. Large beam weapons are designed to be used with two hands.
General Properties: ranged, variety of damage sources, difficult to defend, massive damage
Improvised Cups, bottles, chair leg, refuse, etc.
General Properties: little damage, easy

The Value of Goods

Goods will have a value relative to their complexity, usefulness, artistry, and availability.

Assessing Value: The appraising ability allows for the assessment the relative value of goods. A character
may be treated as having a level of appraising for objects directly related their other abilities. This relies on a
knowledge of specific currency and experience in the trade of the tools or materials connected with the ability.
This level of appraising is equal to half their level in the other ability. A character with the Ride
(horse) ability would be able to assess the value of a horse or mule in dealings with merchants.

Mystic Items

Mystic items are those which have been altered by powers to have properties and abilities not normal to their mundane
forms. Normal items made better through science and improved processes are not considered mystic – such enhancements become
the normal state for the item. Magic, faith, etc. all offer ways of creating mystic items and embedding powerful effects
in them to be used or triggered by those wielding them.

Phantasmal Conditions

> Phantasmal manifestations look and react as if they were real but are not. Any damage done is considered real for determining its effects, but once the target is taken unconscious
all damage is converted to fatigue. Healing is as if the damage were real, untill they regain consciousness.

Ghostly Conditions

> Ghostly manifestations lack properties of force and have a greatly reduced kinetic impact – not capable of damaging physical, non-living items.
Armor protects against it, but damage is not dealt to the armor – only that which gets through, damaging a living target, is real.

Spectral Conditions

> Spectral manifestations lack any physical properties and treat physical barriers as if they were not there; incapable of damaging non-living items.
No normal physical barrier protects against it, all attacks simply go through, damaging living targets.

Using Mystic Items

Mystic items must be ‘wielded’ appropriately before their powers can be tapped into by the user. Items are
built around a specific form and/or function. If a shirt contains magic powers to affect the wearer, it must be worn for
these to take effect. There is no specific prohibition on the number of items which can be accumulated and used by
a single creature, there are practical concerns of a mundane nature. One cannot wear 2 pairs of boots, for example.
And, while possible, wearing a ring on each finger may make holding on to items difficult and cause soreness
and swelling which may continue and affect other aspects of activity. It is up to the GM to determine the most
appropriate penalties and effects. Inidividual milieu’s may also have provisions governing this as well.

Mystic Item Base Adjustment

Mystic items may be marked with a base adjustment for use. Anyone who can wield the item, providing other properties do not
prohibit it, gain the adjustment as a CS bonus in using the item. This adjustment is applied on top of any other adjustments,
stacking with other effects.

Example Equipment and Items Which Enhance Skills
Skill Name Equipment or Items
Armor Use Tailored armor to the fit of the wearer.
Biology Extensive reference information (+1 CS)
Botany Extensive reference information (+1 CS)
Camouflage Camouflage suit or netting (+1 CS in appropriate terrain for color of suite), dark suit (+1 CS in darkness), body paints (if worn gear not available)
Craft: Plants Power woodworking equipment [such as table saw, lathe] (+1 CS) when using for appropriate funtion as well as reducing time factors
Chemistry Catalysts, reagents, (+1CS on performing reaction), advanced lab and chemical analysis equipment (+1CS to +3CS on performing reaction or analysis)
Climbing Rope and harness (+1 CS)
Computer: Operate Indexing Program (+1 CS find info); Human-Machine Interface Optimizers (+1 CS)
Computer: Software Development Integrated Development Environment (+1 CS)
Cooking Spices (+1 CS to), quality food (+1 CS), quality cookware (+1 CS), recipe guides (+1 CS)
Electrical: Interfacing Connector Kit (+1 CS)
Empathy voice stress analyzer (+1CS or more)
Evasion
Fend
Fishing sonar fish finder (+1CS ro more), bathymetric charts (+1CS to +3CS depending on quality), loran or GPS (returning to a known good fishing area)
Geography Detailed maps (+1 CS)
Grapple
Jumping
Language
Lore: [Subject] Extensive reference information related to subject matter (+1 CS)
Lore: Mentalist Extensive reference information related to subject matter (+1 CS)
Lore: Occult Extensive reference information related to subject matter (+1 CS)
Lore: Religious Extensive reference information related to subject matter (+1 CS)
Lore: Species Extensive reference information related to subject matter (+1 CS)
Mana Sense
Mathematics Good electronic calculator or ref. data sheets (+1 CS)
Medical: Aid Full kit (+1 CS); quality sutures, stitches, scalpels, painkillers, splints, anotomical ref information.
Meditation Appropriate incense to trance ideals (+1 CS)
Melee
Mobility [Type]
Musical Instrument Well crafted instrument (+1 CS)
Opening
Orienteering Equipment to determine location and direction or travel [compass, loadstone,GPS, maps and charts]
Persuasion
Physics
Propel
Literacy
Repair Extensive tool kit (+1 CS)
Ride Mount Saddle (+1 CS), stirrups (+1 CS), bit/bridle (+1 CS)
Security: ID + Evade
Security: Open Locks Extensive reference information (+1 CS), broad spectrum or high quality physical picking devices (+1 CS)
Shoot
Sleight of Hand
Sorcery
Stealth Noise dampening clothing (+1 CS); ‘stealth suit’
Streetwise
Survival
Swimming
Tracking
Pilot: Aquatic
Pilot: Atmospheric
Pilot: Surface
Zoology Extensive reference information (+1 CS)

Faith Guidelines

[Psychic Meditation]

Faith is a character’s connection to a greater force; one which embodies the highest ideals & principles of their beliefs. The power of this force stems from the collective belief and reverence from living things. Faith is embodied as a collective or singular divine entity (a deity or deities) or force – a fount and focal point of worship. A deity may focus on principles, ideals, behaviors, places, actions, or even an elemental power given significance by a faith’s tenets. Every faith has followers – who typically organize themselves in an institutional body to more easily promulgate it. The nature of each follower’s relationship with their faith is reflected in their state of grace.

[Faith]

The Path of Faith

The focus of faith: Faiths are organized to bring together like-minded individuals in a community whose
morals, direction, perspectives and goals are shaped by their religious beliefs and formalized as codified tenets. Powers of faith are generally geared towards
serving, protecting, and enriching the lives of the faithful; followers which employ more aggressive powers are
the exception rather than the rule. All faiths need their defenders and symbol of strength and power, but most followers are focused on
the community and helping those in it.

Community: At the heart of all faith is community.
This is what gives faith its strong focus.
As part of the strength of that community, characters pursuing a path of faith will almost always
have a mentor – an inspiring figure who helped them discover their faith.
In some cases the characters may surpass their mentors in importance, relevance and power,
but they may continue look to them with respect and for assistance in making difficult decisions and/or serving as a sponsor.

Worship: Worship is the most common type of communion between the divine and the follower. The
follower pours their emotion and energy into an appropriate form of adoration – prayer or phrases of veneration, song, dance, meditation, or other proscribed activities. This energy is directed at the divine source,
energizing and empowering it and connecting the follower and divine. Shared worship is central to many faiths – mutually affirming
to all parties and stronger in many ways. Many effects direct the follower to spend time in worship in order to bring about or earn
a stated end. Such time can be spread out over mmultiple days, though worshipers cannot
spend more time in worship than they spend in rest for a day.

Faith Powers

Demonstration of faith power is central to enhancing and strengthening belief – and to converting new followers. Each faith will differ in the powers they allow their followers to learn and use – focusing on those which are relevant to the goal and tenets of the faith.
The types of mystical power available to followers are:

  • Rituals: Powers which are common in effect, but prioritized and manifested differently between faiths.
  • Gifts: Abilities granted to followers in reward for their actions. These can replicate nearly any other power, effect, or ability.
  • Blessings: Granted for service. These are used in the seeking of divine common forms of intercession, such as favor and prayer.

Consecration gives followers the ability to use powers of faith, and the bonds connecting faith and the follower – Conviction and Synergy – fuel them.
Faith powers also require a process of learning and worship to grant the follower the knowledge of how to use them.

Grace

Grace is a measure of the regard between the divine source and a subject. Greater states of grace are indicative of the
closer relationship between the subject and divine and the trust developed.
It is achieved and developed through the fulfillment of general expectations – adherence to tenets, values and continued service to the faith.
Grace is personal and does not necessarily indicate function or formal rank within a faith or its institutions.

Consecration

The act which imbues a subject with grace. Living beings, places, and items can be consecrated.. The process of consecration forges these connections, leveraged by abilities and powers.
Consecration of a place creates holy ground,
of an item creates relics,
and grace in living followers.

States of Grace
State of
Grace
Grace
Factor
Min. Faith
Aptitude1
Sanctified 1 0
Dedicated 2 1
Exalted 3 2
Sacred 4 3
Annointed 5 4
1: For followers.

Grace Factor: Grace of a particular degree has a quantifiable measure of divine potential.

Passage

> Passage is the progress of a subject through the levels of grace, meeting the requirements and gaining the benefits of each.
All living subjects must go through each in turn as they develop (manifested by a rite of passage for each), while other
subjects can be imbued directly with grace of a specific level if needed.

Harmony

Harmony Scale
Degree Factor Description
Acceptance +2 Same deity, faith, tenets
Sympathy +1 Different sect, complimentary faith
Neutral 0 Commonality is coincidental, competitive
Antipathy -1 Fundamental difference, tenets at odds
Rejection -2 Directly opposed

Harmony is an indicator of how two consecrated targets relate to each other in terms of their faiths. This can
affect the outcome of abilities and powers when applied (usually using the
harmony factor) in certain situations.

Consecrated Places – Holy Ground

[Cathedral]

Holy Ground is land and/or a structure consecrated to the service of a faith. It can be any location or structure (waterfall, church, etc.). The effects of Holy Ground depend on the level of consecration. Holy ground does not necessarily have any adverse affects on those of opposing faiths or tenets; however its benefits are only afforded to followers of the same faith.

All Holy Ground affects the ease in communing with a deity: apply the harmony factor to meditation checks.

Consecrated Items – Relics

Many faiths have common articles and employ common symbols of their faith; water, idols, books, clothing, incense etc.
Most items are not fully consecrated and possess no intrinsic power, meant as symbols and reminders of the presence of the divine tenets.
For followers of higher grace, consecrated items are integral to their worship and use of faith powers. Many faith powers utilize one or more articles to connect and focus divine power – some even having adverse effects upon those who opposed the faith.

Holy Symbols:
All of the faithful are expected to wear or possess some symbol of the faith.
A cleansed holy symbol is required in order to adjure powers of faith.

Consecrated Beings – Followers

A follower is one who embraces and lives, to some measurable degree, according to the tenets of the faith they embrace. Any character may profess belief, but followers live it and judge themselves by it. The higher the grace or service, the more they are considered a symbol and advocate of the faith. To serve is the highest calling, gaining notice from the divine or institutions that represent it. Their commitment is marked through their passage and ranks of institutional status (if applicable).

 Faith Guidelines

  • Followers must choose which faith (determined by their milieu and/or species) they are to be a follower of.
  • Starting followers will begin play with an appropriate holy symbol or other materials necessary for worship of their faith.
  • Improving: Followers meeting aptitude, conviction, and other expectations can attain higher states of grace (confirmed through an appropriate rite of passage).

Sanctified Follower

An indoctrinated or lay follower. These followers make up the bulk of the faithful and mostly serve to provide power to those above them.

Dedicated Follower

These followers have been initiated into the deeper ways of the faith and make up the bulk of the powerful symbols of the faith.

Exalted Follower

Those truly devout followers who wish to serve the ideals pass into the ranks of the exalted. It is from these that the great agents of faith come.

Sacred Follower

Those who pass into the ranks of the sacred followers have achieved a trust and bond which sets them above all others. They are the beacon to which all others strive to aspire.

Annointed Follower

Annointed followers are next to the divine itself, a singluar power within the community of the faithful whose deeds and actions place them beyond any mundane authority in the eyes of the faithful.

Expectations of Followers

All faiths have certain expectations of the faithful. This typically includes specific behavior such as an oath or oaths of service, codes of conduct, attendance at gatherings, acceptance of authority hierarchy, reverence of special times, colors, or symbols, etc. They must openly embrace the faith’s ideals and propagate those ideals and beliefs while converting others to the faith in the process.
All the observances that a follower must live by make up the basic tenets. A follower must spend what energy and effort they can to live in accordance with the tenets of the faith and their status. Followers must never actively oppose the tenets of the faith or go against any behavior or conduct expressly forbidden by them.
Do to do means they have transgressed against the faith and may have to submit to divine punishment.

Seeking a Higher State of Grace

> Followers must commune in a holy place and seek new insights into their relationship with the faith.
Only then may they undergo their passage to attain their new state of grace.

Path of Power

> A follower must adhere to a standard pathway to power – passage through each state of grace
wielding the powers which represent and reinforce their role. This ensures that followers represent the faith appropriate to their station.
Individual faiths may have path of power restrictions unique to them.

Follower Path of Power
State of
Grace
Min. Faith
Aptitude
Synergy
Pool
Max.
Rituals
Max.
Gifts
Sanctified 0 -10 None Grace Factor
Dedicated 1 +5 Conviction Grace Factor
Exalted 2 +5 Conviction Conviction
Sacred 3 No Limit Conviction
Annointed 4 No Limit No Limit
  • Followers cannot learn more sacred rituals than exalted rituals.
  • Followers cannot learn more annointed rituals than sacred rituals.
  • A follower’s conviction rating should never be less than their Grace Factor. If so, any attempt to seek a higher state of grace will fail.

Transgression

Transgression occurs when a follower fails in meeting their expectations or acts counter to the interests of the faith; repeated failure to abide by the tenets, tarnishing the faith’s reputation, acting against authorities or holy objects or places. There are multiple levels of shame & absolution for those who transgress.
Grace, powers, and political status can all be reduced or removed as appropriate to the transgression.

[Trans]

Abandoning a Faith

> Loss of all conviction and blessings, half synergy, related traits, and all grace and political status. Punishment may be sought by followers of the abandoned faith as well.

Conviction

[Conviction Power]

Conviction measures the strength of a character’s belief in their faith.
Many powers of faith depend on or leverage conviction in some way. See the
conviction trait for more details.

Gaining Conviction:
Followers normally only start with one (1).

Improvement is treated as if it was an attribute.

(CP Cost = 2x Level Attained)

Losing Conviction:

Transgressing against the faith; Falling from Grace. Penance for breaking or renouncing vows and violating tenets.

Synergy

Synergy represents a character’s pool of power from which they draw energy to adjure acts of faith.
It is a finite reserve of energy with which the follower directly channels the effort of the divine to evince the effect they desire.

Beginning Synergy

Intuition Attribute rating times five plus Faith Aptitude rating times five. Any change after character creation adjusts synergy accordingly.

(INT x 5) + Faith Apt. x 5)

Gaining Synergy

  • Character Points: One per grace factor for each CP spent.
  • Learning New Rituals:
    A follower is granted 5 synergy for each ritual they learn.

Recovering Synergy

Spent synergy is recovered at a rate equal to the character’s Faith aptitude
per hour, regardless of any physical exertions or state of rest.
Effects such as meditation may alter this.
Recovery rates of zero, caused by low aptitude or other conditions, return
one point of synergy per 2 hours. A negative rate increases the hours it takes to recover one point of synergy by 1 per negative point.

Synergy Recovered = Faith Apt./Hour


Adjuration

Adjuration is the request and channeling of a power of faith. The follower becomes a conduit to the divine power, having no understanding of the way it works – only that it comes from their bonds of faith. The power of belief lies in awareness, typically the adjurer must be obvious and meaningful (movement, sound/words, etc.) about the act, and include items of accordance – a material symbol related to, or connected with the faith.

Failure: Adjurations always succeed unless they are interrupted, avoided or resisted by the target.

Stacking: Unless noted, all faith powers conform to the standard rules of stacking multiple similar effects.

Targeting: Unless noted otherwise, faith powers are ocurrence type targeting by divine intent and do not miss. Any other delivery by abilty/maneuver (ex: melee/touch)
already takes the maneuver AM value into account.

Adjuration Powers Effect Facets
Facet Description/Explanation
Cost The Synergy required.

Time Time to adjure; initiative
is the adjurer’s Conviction.
Accordance Materials; A Holy Symbol (at least); relics, holy ground, etc. may serve as well.

Power Strength of the effect.
Distance Maximum range for effect.
Duration Time effect lasts.
Volume Area impacted.
Resistance The check to resist the effect.
F = Faith Aptitude | C = Conviction


Rituals

Rituals are the core of faith powers. They are accomplished through symbolic gestures, words, and obserances in conjuntion with the use of synergy
to produce consistent results. Each faith will have a list of the rituals that followers of appropriate grace can learn.
Rituals fall into levels of power reflected in the grace required to use, in turn based upon it’s symbolic value, priority, and their overall power.

Ritual Learning Requirements
Ritual
Type
CP
Cost
Meditation
Level
Exalted 1 None
Sacred 2 2
Annointed 4 4

Learning Rituals: Time is spent as a minor learning path in contemplation, and/or directed by a mentor or follower of superior status.
Once learned, it is imprinted in follower’s memory by the power of faith and cannot be forgotten or adjured incorrectly.
All rituals directly correlate to the same level of grace required for a follower to learn and adjure it.
Each ritual learned adds 5 to the follower’s synergy total.

There are common rituals which all faiths will be able to use, though they may be offered at different levels of grace.

Devout Rituals

Ritual Detail Listing
Ritual Name Synergy Time Power Distance Duration Volume
Bolster Health 5 1 rnd Touch 2 rounds 1 Target
Greater Comfort 5 3 rnd Touch 1 hour 1 Target
Greater Test of Grace 5 3 rnd Touch F x 1/2 hr 1 Target
Healing – Minor 5 6 AM F x 5 resilience Touch Instant 1 Target

Dedicated Rituals

Ritual Detail Listing
Ritual Name Synergy Time Power Distance Duration Volume
Clear Converse 10 6 AM 1 language G x 10m 1 hr 1 Target
Greater Inspiration 10 1 min +2 CS Touch 1 hour 1 Target
Greater Vigil 10 3 rnd Touch 1 hour F x 1 Target
Insightful Observation 10 2 rnd +4 CS/+1 RS Touch 1 hr 1 Target
Intuition of the Faithful 10 10 rnd C x 1m F x 1 min F x 1 Target
Unfulfilled Prayer 10 1 min Personal F x 1 hr Self

Pious Rituals

Ritual Detail Listing
Ritual Name Synergy Time Power Distance Duration Volume
Cleansing 20 30 min Touch Permanent 1 Target
Greater Boon 20 1 min Divine Favor Touch 1 hour 1 Target
Greater Guidance 20 1 min 1 Answer Self Instant Self
Greater Onus 20 3 rnd C x 10m 1 hour 1 Target
Inspired Will 20 4 AM +F points C x 1m F x 10 min 1 Target
Offering 20 5+ min Varies Touch Permanent
Bolster Health

The target is granted bolstered bodily health in order to fight off the effects of any toxins, disease, or effects which are resisted by the target’s health. If the effect is already under way, a new check is allowed. If the effect has not begun to take effect, the target’s conviction is added to the check. If no resistance is normally allowed, a check is granted at a base level of zero only if the target possesses some conviction.

Cleansing
20 (Annointed)
30 min
Permanent
willing only

The target place or object is purified in the eyes of the faith. Assuming no other acts are required, people, objects, and places considered to be free of any negative faith effects. All traces of taint from offence or penalty from transgression against the faith of the adjurer are removed. Once cleansed, the target can receive adjurations upon it without a chance of failure. This ritual is always used in preparation for consecrating holy ground and relics of faith.

The adjurer cannot perform this ritual upon themselves or upon items dedicated to another faith.

Clear Converse
1 language
G x 10m
1 hr

The target follower is granted a level of skill in a language equal to the adjurer’s conviction. This allows basic communication only. No written comprehension or understanding of social or cultural references is included, and it will be obvious the target is not a native speaker. The language, once chosen, is set for the duration of the effect.

Greater Boon
20 (Annointed)
1 min
Divine Favor
1 hour

This ritual functions much like the prayer of the same name. For the duration, the target gains +1 on any check to resist mystical effects and is protected against all onus prayers for the duration. A greater blessing negates any current onus prayer effects and the target is granted 3 measures of good luck (similar to divine favor). This power negates a greater onus, ending its own effects instantly thereafter.

Greater Comfort

This ritual functions much like the prayer of the same name. The target has all the effects of current pain, incapacitation, malaise, fatigue, and exertion are suppressed for the duration of the ritual. Immediately, half of all fatigue damage is restored along with 2 levels of incapacitation. Additionally, all effects of fear or horror are dispelled when the ritual is first adjured, and all such effects are resisted with a +2 for the duration.

Greater Guidance
20 (Annointed)
1 min
1 Answer
Self
Instant
Self

This ritual functions much like the prayer of the same name. The adjurer seeks to make the most beneficial decision, given a set, known number of options. The answer will be quick, in the form of some sort of vision, omen, or sign appropriate to the faith. The adjurer must make a check based on INT + faith aptitude to interpret the answer, otherwise it will be unclear. If a follower begins to rely heavily on guidance (more than once per day) the deity may refuse to answer, or impose penalties.

Greater Inspiration

This ritual functions much like the prayer of the same name. The target gains +2 CS on all resistance and ability checks for a single encounter within the duration. Once the specific effect the adjustment is to be applied to is chosen, it cannot change. Once the encounter is over or duration is expired, the inspiration is at an end.

Greater Onus
20 (Annointed)
3 rnd
C x 10m
1 hour
WPR – 4

This ritual functions much like the prayer of the same name. An onus represents a deity’s displeasure and animosity directed at the target. The target must make a WPR check or become afflicted with three (3) measures of the Bad Luck to be used against them within the duration. In addition, the target suffers a -1 CS penalty on any checks to resist mystical effects. Once the uses of bad luck are used, the onus is at an end. A greater onus negates and prevents all blessing prayers for the duration, and will negate a greater blessing, ending its own effects instantly thereafter.

Greater Test of Grace

This ritual functions much like the prayer of the same name. The target gains a check for any action they are contemplating or performing to determine if it or its result is directly opposed to the faith’s tenets or any code of conduct related to the faith, will directly harm another follower of the their faith, or will change their state of grace in any way. The check is based on INT + Conviction. Both target and adjurer will know the result of the check.

Greater Vigil

This ritual functions much like the prayer of the same name. This grants a certain measure of divine awareness for the target. All surprise checks made within the duration of the effect is made as if the target had Danger Sense. Both the adjurer and the target will become aware the target is in danger if the check is made. If the target already possesses the trait, the check is made with a +4 bonus. Any checks made to avoid or counter the threat gain a +1 bonus as well.

Healing – Minor
F x 5 resilience
Instant
WPR

This ritual regenerates the target. The target is healed an amount of resilience equal to the adjurer’s faith aptitude times five (Apt. x 5). This healing stops all aggravated bleeding, but it will not reconstitute or re-attach limbs or organs. This will not heal damage from disease (malaise) or deep trauma.

Insightful Observation

Divine awareness will infuse the target, granting them an altered perspective on what they are viewing. After viewing the object of observation for three full uninterrupted rounds, the next single activity which targets it within the duration gains the benefit of the insight in the form of a +4 CS and +1 RS. This can be a single immediate action or an extended activity – as long is it completes within the duration.

Inspired Will
20 (Annointed)
4 AM
+F points
C x 1m
F x 10 min
WPR

This ritual increases the target’s Will Power attribute by the adjurer’s Faith Aptitude.

Intuition of the Faithful
C x 1m
F x 1 min
F x 1 Target

[Intuition Channeling] This allows the adjurer to channel the greatest base (unadjusted) Intuition amongst them so that all involved take on the same attribute rating for the duration of the effect; the highest Intuition rating among those affected is gained by all. The adjurer can only affect a maximum number of targets equal to their faith aptitude. Attribute effects are set for the duration – i.e. changing one of the faithful’s Intuition rating will not affect any other.

Offering
20 (Annointed)
5+ min
Varies
Permanent

The follower offers a direct or symbolic sacrifice to their deity, in return for divine blessings. The adjurer of the power may state who the offering blessings are granted to at the time of the adjuration. The recipient must be with 1km x adjurer’s conviction. Some deities will have specific acts or items associated with their faith which can be offered for blessings, in addition to general ones. All offerings must be made on holy ground or under circumstances proscribed by the faith. Normally only a single object or target can be offered per ritual.

  • Lesser: (1 blessing) Associated with faiths in opposition: Holy Symbol of initiates or higher, ruin of relics or holy ground, living sacrifice (if allowed by tenets) of initiates or higher. Mundane precious goods valued at 5x milieu starting currency (or equiv.). Unique symbols of defeated enemies of the faith.
  • Greater: (2 blesings) Any important versions of lesser offerings, living sacrifice (if allowed by tenets) of dedicated or pious enemies of the faith.

Unfulfilled Prayer
Personal
F x 1 hr
Self

This ritual allows the faithfull to adjure a prayer along with the ritual. The prayer does not complete until the adjurer desires it to at a later time. The adjurer will require concious thought and 1 AM to fulfill the prayer, which must be done within a matter of 1 hour per aptitude. When the prayer is fulfilled, those around will hear and feel an echoing effect appripriate to the faith.

Gifts

Gifts are powers granted to followers directly by the deity – they require no holy symbol to adjure.
They are petitioned for – each having a minimum conviction in order to petition for and use. A gift may mimic any other faith power, trait, ability, magical or other power.

Learning Gifts: The follower spends time in supplication equal to [gift’s min. conviction] x 1 week in worship petitioning their deity for the power to use the gift, after which they make a
Intuition check which will indicate if the deity grants the gift. If the deity does not grant the gift, the follower cannot petition for it again until they increase their conviction or intuition.

Gift Name Conviction Cost Distance Duration Power Volume
Collaborative Ritual 3 0 Apt. x 5m 1 adjuration F x Followers
Collaborative Ritual
Conviction: 3
Time: 1 rnd.
Duration: 1 adjuration
Distance: Apt. x 5m
Volume: F x Followers
Power:

This allows the adjurer to distribute the cost of ritual powers of faith between multiple members of the faith who chose to actively participate. All participating must be focused on the adjurer and the power they are affecting – they can do nothing else. The adjurer can choose how much each participant contributes to the adjuration.

Blessings

Blessings are measures of faith power granted based on service to the faith and reflective of divine approval.
They draw down divine power to empower the follower, adjuring the simple powers of favor and prayer.
Service in the community, institutions, or various acts can also grant blessings.
The amount of blessings a follower may gain has no limit other than those imposed by the standard path of power, but once used, it
is gone from the adjurer’s total blessings forever.
Unless noted, their use is accompanied with minor audible and/or visual element; a soft glow, a distant horn, or other effect appropriate to the faith of the adjurer.

Divine Favor

Divine favor manifests as a form of good luck directed for the benefit of a follower.
Favor can only be used by and only targets the follower expending the blessing.
It instantly grants a boon which is used by the adjurer for any situation.

Prayers

Prayers are divine powers of common to all faiths which use blessings to
adjure their results through simple movements and words.

Learning Prayers:
Prayers are taught to all followers of the faith. They can be used by any follower with conviction, but their adjuration effects must be fueled by blessings to have any effect.

Using Prayers

  • Time: 1 round.
  • Distance: Touch
  • Volume: One (1) Target
  • Duration: Instant or 1 hour/until used.
Common Prayers of all Faiths
[Symbol]
Boon: (Blessings = 1)
A boon is a manifestation of divine favor. It grants the target a measures of good luck during its duration. Once the measure is used, the effect is at an end. A boon will negate an onus, both being negated in the process. This prayer is the minor version of the greater ritual of the same name.

[Symbol]
Comfort: (Blessings = 2)
All the effects of current pain, malaise, and exertion are suppressed for the duration of the prayer. Immediately, 5 points of fatigue damage is healed along with 1 level of incapacitation and all effects of fear or horror are dispelled. All such effects are resisted with a +1 for the duration. This prayer is the minor version of the greater ritual of the same name.

[Symbol]
Guidance: (Blessings = 10)
The adjurer seeks to make the most beneficial decision, given a set, known number of options. The answer will be quick, in the form of some sort of vision, omen, or sign appropriate to the faith. The adjurer must make an INT check to interpret the answer, otherwise it will be unclear. If a follower begins to rely heavily on guidance (more than once per day) the deity may refuse to answer, or impose penalties. This prayer is the minor version of the greater ritual of the same name.

[Symbol]
Inspiration: (Blessings = 5)
The target gains +2 CS on a chosen ability (attribute, skill, etc.) for the duration. The specific ability need not be specified when adjured, the target gets to choose according to their need within the duration. Once the specific ability the adjustment is to be applied to is chosen, it cannot change. This prayer is the minor version of the greater ritual of the same name.

[Symbol]
Onus: (Blessings = 5)
An onus represents a deity’s displeasure and animosity directed at the target. The target must make a WPR check or become afflicted with three (3) measures of the Bad Luck to be used against them within the duration. Once the uses of bad luck are used, the onus is at an end. An onus prayer will negate a blessing prayer, both being negated in the process. This prayer is the minor version of the greater ritual of the same name.

[Symbol]
Test of Grace: (Blessings = 1)
For the duration, the adjurer gains an INT check for any action they are contemplating or performing to determine if it or its result will lead to transgression. This prayer is the minor version of the greater ritual of the same name.

[Symbol]
Vigil: (Blessings = 2)
This grants a certain measure of divine awareness for the target. The surprise checks made any time within the duration of the effect is made as if the target had Danger Sense. If the target already possesses the trait, the check is made with a +4 bonus. This prayer is the minor version of the greater ritual of the same name.

Kineticism Guidelines

Kinecism is about how things manifest and change materially. There is the obvious, simple material form of a being or object, subject to the direction of conscious volition but also to the seeming random chaos of their environment.
Underlying this expression of kinecism is a natural force which binds the flow and movement of all things together so that at every instant, all things affect all other things.

The Material World

Most milieus will be strongly oriented towards the material world, employing the results of technological and social advancement.
Most beings understand this, they are beings of material and form and think firstly in terms of
material solutions – nearly all interaction between things occurs on this level of perception.
Knowledge and technology often advance to a point where there is little need for faith, magic, or psychic development.
Technology works the same for all users, it is the great leveling for all beings – no specific understanding or insight is needed in order to work a technological item – only knowledge which exists independent of aptitude.

The Underlying Processes

Underlying life and all of creation is movement. In a material sense all things must interact, and this interaction is accomplished fundamentally by physical movement – even still items move at a microcosmic level.
Independent of physical movement and volition is an inevitable set of processes which run without will, direction, or oversight. Within the seeming chaos of the cosmos, this natural order abounds.
This creates a form of energy catalyzing transitions of physical state from one form to another, exchanging energy, creating, destroying, constantly processing through time and space. The order within this flow is governed by chi.
Through knowledge of chi, a living being can find stillness. From these quiet places, the movement and press of waking life can be observed in order to stretch or compress activity and to charge or drain energy,
to restore or to harm.

Chi

Chi represents a character’s pool of power from which they draw energy to manifest kinetic powers.
It is not merely physical power or electrical power, but a different power all together.
Chi leverages how targets relate to and between one another in both physical and mental ways, with the most control exerted in how a practitioner’s body relates to the immediate world around them.
It is based on aptitude, but also relies on the physical state of the user,
especially the stamina and health for achieving a harmony which maximizes control.
Normally, chi powers are developed through the discipline of Quigong (detailed elsewhere),
though those with natural aptitude can tap into cornerstone powers unconsciously.

Beginning Chi

Kinetic Aptitude rating times five, puls Health & Stamina Attributes

(Kientic Apt. x 5) + HLT + STA

Gaining Chi

  • Character Points: One per point of kinetic aptitude for each CP spent.

Recovering Chi

Spent chi is recovered at a rate equal to the character’s aptitude
per hour, regardless of any physical exertions or state of rest.
Effects such as meditation may alter this.
Recovery rates of zero, caused by low aptitude or other conditions, return
one point of chi per 2 hours. A negative rate increases the hours it takes to recover one point of chi by 1 per negative point.


Chi Cornerstones

Cornerstone powers are the fundamentals of chi, the most basic and core effects.
They are developed unconsciously by those with a 4 kinetic aptitude using the kinetic faculty trait.
They are enacted by spending chi and take no AM. They apply to a only those actions involving the character
and only a single check that must be declared when the power is used.

Cornerstone Path of Power

> Like other aptitude based powers, the Chi Cornerstone powers follow a standard
path of power which outlines how powers are taken. For cornerstone powers, a character must first take a 5 cost power before taking one that costs 10. Likewise they must take a 10 point power
before a 15 point one and 15 before 20.

Chi Cornerstone Powers
Power Cost Description/Explanation
Bending 5 +1 CS to sleight of hand, persuade, camouflage, stealth
Centering 5 +1 CS to orienteering, meditation, survival
Connecting 5 +1 CS to [mobility], swim, jump, climb
Drive 10 Any result gains a +1 RS, failures are unaffected
Fixate 5 Draws upon an inner landscape to fixate on a praticular fact or moment; +1 CS when drawing on knowledge for factual reference (not action) – such as academic or science skills
Rooted 10 Impervious to interruption and reduces extended activity to its minimum time, regardless of success degree.
Free 10 Ignore ENC penalties and +4 CS on any attempt to free themselves from restraint
Motion 5 Concurrent action no penalty, cannot be knocked back
Power 5 +1 CS self/-1 CS to opponent; grapple, fend or melee maneuvers only
Pull 5 Action against target is lagged (x2 cycles, immediate within 5m only)
Push 15 Target is knocked back; melee, grapple, propel – the item must have been touched by the chi user
Sink 10 Any result gains a -1 RS, failures are unaffected
Swift 10 Snap Action (1/2 cycles; only immediate and direct) with no penalty
Restrained Energy 20 An action/maneuver is chosen ahead of time and must be performed within a number of minutes equal to their HLT. The activity goes in 1 AM – no other such restrained actions or chi powers can be used until then. This can only be used 1/day due to the strain it puts on the practitioner.

Magic Guidelines

[Magic]

The practice of magic is a rigorous, methodical endeavor. It relies on
the convergence of mathematical application with abstract symbolism and
mental imagery which the magus must combine and concentrate upon intensely
to ensure the flow of mana to evince a magical effect. Working
magic begins with honing the ability to observe mana.
Mana perceived can then be interacted with, using an occult reserve. The exploration, experimentation and practice is codified into methodologies,
allowing the magus a means of control by way of structured rules, formulae, and abilities.
Magical formulae are imprinted in the magus’s Occult Reservoir
to be invoked in a technique appropriate to the methodology they relate to, powered
by mana from the magus.

Methodologies

Methodologies are the formalized, structured practices, knowledge and concepts behind a specific approach to magic. They are the primary means through which magi wield magic, allowing them to implement formulae. Each methodology encompasses a specific approach to magic and the manipulation of its energy by thought, sound, motion, and other means. Formulae from one methodology cannot be implemented by means of another, though there may be formulae with a similar or identical effect within different methodologies.
The most common methodology is Sorcery – which involves the full range of visual, audial, and mental aspects in its practice.
The sounds employed in working magic are usually words from specific languages, the knowledge of which is indispensable to a magus.

Learning a Methodology

[]

Each methodology is a skill that must be learned.
The magus must begin play with a source of learning. This is can be a named teacher or institutional background for the milieu or a [novice level] Library trait along with the literacy ability of at least level 4 in the language it is recorded in.

Mana Sense

> All methodologies require the magus be proficient in the Mana Sense skill.
The reliance is absolute; A character’s methodology level may never be greater than twice the character’s Mana Sense level.

Maximum Methodology level = Mana Sense level x 2

Mundane Skill

> All methodologies rely on a foundation of one or more mundane skills. The magus must possess a level of proficiency in the ability as dictated by the occult factor
of the formula the magus wishes to implement. A magus that does not meet this requirement cannot implement or learn the formula.

Path of Power

> A magus’ ability is measured in ranks of ability, related to the power they can wield. This is determined by magic aptitude and methodology skill level; each methodology is ranked independently.
Magi with a higher magic aptitude achieve ranks faster for their level of ability.
The rank of mastery directly correlates to the rank of formulae the magus may implement.

Standard Magic Path of Power
Rank Name Apt. 2 Apt. 3 Apt. 4
Apprentice Level 1 Level 1 Level 1
Novice Level 5 Level 4 Level 3
Adherent Level 10 Level 8 Level 6
Adept Level 15 Level 12 Level 9
Master Level 20 Level 16 Level 12

Ranking by Level: This is based on the base proficiency level, not adjusted level of use.

Achieving a Higher Rank: There is no specific activity one must perform to advance in rank; however, institutions or mentors may require a magus prove themselves worthy of a rank they claim.

Mana

[magic]

Mana is the living energy in all things and is the fuel that powers magic.
Living creatures have more than inanimate objects due to the energy needed for the conscious expenditure of mana to work magic. The maximum amount of this energy that a being can possess is known as the Mana Pool.

Beginning Mana Pool

> All things have a base quantity of mana based on aptitude and vitality, which can be augmented; with a minimum mana pool of 1.
one (1).

(Magic Apt. + VIT) x 5, minimum 1

Gaining Mana

Releasing Potential: There is no limit to a
character’s expenditure in this way.
Gain = CP x Magic Apt. x 2

Training:

  • Methodology = level x Magic Apt.
  • Mana Sense = level x Magic Apt.

Recovering Mana

> Mana recovers at a rate equal to the character’s Magic Aptitude per hour. This
recovery is regardless of any physical strain or state of rest. Objects and
locations may alter this as well as the meditation ability. A character with mana
recovery rate of zero recovers one point of mana every two hours. A negative mana recovery rate increased
the number of hours it takes to recover one (1) point of mana. Example: a
character with a rate of recovery of negative three (-3) recovers one mana
every four (4) hours.

Mana Recovered = Magic Apt./Hour


Occult Reservoir

[mage]

The occult reservoir engages a distinct part of memory and concentration on which formulae are imprinted so they can be readily woven into the greater pattern at will.
Normally, only formulae contained within the Occult Reservoir can be invoked, otherwise they are indistinct and fail.
It is a place of energy set aside which allows them to constantly focus part of their mind on complex patterns that integrate the associated effects into the cosmic flow of mana. Like all knowledge though, magic is stored in deep memory – not lost or forgotten.
This is actively built with the Occult Reserve trait, against which formulae are affixed.

Using: Each formula occupies an amount of space dictated by its

occult factor. Affixing formulae within it is automatic, but requires the magus to spend time in study upon the formulae for an uninterrupted amount of time equal to the formulae’s
occult factor in hours. Removing formulae is accomplished instantaneously.

Formulae

Formulae are instances of application of methodology to achieve a specific effect. All formulae are reflect their complexity and power and directly correlate to the same rank of ability required for a magus to implement the formula. Unless noted, a magus can only learn or implement formulae of their rank of ability or lower.

Formula Properties Summary
Formula Rank Mana
Cost
Occult
Factor
Apprentice 5 1
Novice 10 2
Adherent 15 3
Adept 20 4
Master 25 5

Occult Factor

> Formulae of a particular rank share a quantifiable measure of difficulty and power.
This is known as the occult factor and used in the following ways:

  • Minimum level of mundane ability associated with a methodology, to use formulae of the rank.
  • Used as a measure in weeks for learning new formulae or as hours for affixing formulae in the Occult Reservoir.

[]

Learning Formulae

After obtaining a formula, it must be learned before it may be invoked – this does not require an expediture of character points. To do this,
the magus must possess anything normally necessary for its invocation. A formula of higher rank than the magus’s own rank of ability cannot be learned.
If reference materials are used, the magus must possess a minimum literacy skill of double the occult factor of the formulae, or a level of 4 – whichever is more.

Time

> An extended activity with a minor learning path for each occult factor of the formulae.

Attempt

> In addition to the expenditure of time, at the end of each attempt the magus must expend any mana and materials that are required for the normal invocation of the formula.

  • Success: The formulae is affixed in their Occult Reservoir.
    If the magus does not have enough room in their Occult Reservoir, they must remove one or more formulae currently within the Occult Reservoir to make room.
  • Failure: The magus has not perceived all the aspects of the formula clearly. They must remove all notions and traces of their previous attempts before attempting to learn it again, spending time
    equal to a major learning path for each of the formula’s occult factor in weeks. Each failure imposes a cumulative -1 RS on the next check.

Occult Modes

Modes are the specific approach and body of knowledge taken to implement formulae.
These modes amount to ‘schools of thought’ and can be varied within a single setting. A magus must be
familiar with one in order to study formulae and use any recorded reference materials.

Beginning Formulae

Beginning Formulae Summary
Condition Formulae for each Methodology
Methodology One (1) of each rank
Equipment Trait One (1) apprentice rank
Library Trait One (1) apprentice, novice and
adherent rank
Reason Attribute One (1) apprentice rank if RSN > 6
Studious Trait One (1) apprentice and novice rank

A beginning character starts play having learned a number of formulae dependent upon what may be implemented by rank. This is also determined by a variety of conditions including
skills, traits, attributes, and aptitude. Formulae may be chosen by whatever method the GM desires, usually reflecting the source of the learning (e.g. mentor, institution, etc.).
All a magus’s beginning formulae are learned and affixed in their occult reservoir, unless outside their capability.
Formulae granted beyond the character’s ability to learn must be recorded in written form for study later.
Characters possessing a formulae library (trait) of any kind are assumed to have all their beginning formulae recorded in it.

 Magic Guidelines

Invocation

Invocation is the rote implementation of a formula, allowing the magus to bring about it’s effects. This requires following a series of steps defined by the appropriate methodology and formulae that includes any number of means for harnessing, directing, and focusing magical energies – possibly involving verbalizations, motions, visualization, and the use of objects. The steps are codified and largely immutable. This rote procedure ensures formulae are executed correctly every time. Normally a formula may only be invoked if it is affixed in the Occult Reservoir.

Failure: Invocations always succeed unless they are interrupted, avoided or resisted by the target.

Stacking: Unless noted, all magic powers conform to the standard rules of stacking multiple similar effects.

Targeting: Magic uses both
pathed and occurrence targeting.
Effects delivered via the touch maneuver (melee ability)

already takes the maneuver AM value into account.

Formula Powers Effect Facets
Facet Description/Explanation
Cost The Mana required.

Time Time to invoke.
Accordance Materials
Power Strength of the effect.
Distance Maximum range for effect.
Duration Time effect lasts.
Volume Area impacted.
Resistance Check to resist the effect.


Scry Ball

Sorcery

Formulae Label: Spell

Invocation Act: Casting

Interruption Conditions: [WPR check] As refined activity; check is penalized by conditions of unencumbered & the occult factor of the spell as well.

Mundane Skills: Mathematics, Language and/or Literacy

Sorcery is a skill that uses a combination of words, gestures, and mental imaging to weave the
flows of magic. Practitioners are called sorcerers or simply magus. Sorcerers
invoke formulae called spells through the processes of casting. Spells include words that must be said, actions that must be performed, images and patterns
that must be visualized, and calculations that must be made. The natures of these all
serve as guides for the spell’s effects. Sorcery is often seen as a baseline methodology; it is the
thread against which others are compared. This is the method most associated with
magic and is retold throughout myth and fable.
The sorcerous art requires great feats of mathematical calculations for time and distance along with spoken word.
The magus must possess a level of proficiency in these skills as dictated by the occult factor of the formula the magus wishes to cast.

Sorcery: Apprentice Rank Spells

Spell List
Formulae Name Mana Time Power Distance Duration Volume
Curling Flash 5 4 AM ALU x 2 Fire Damage 50m Instant 1 target
Desireous Candor 5 6 AM See Description 50m ALU x 10 rnds; continuous 1 target
Discern Metal 5 2 rnds See Description Self ALU x 10 rnds; continuous 1 target
Dragging Mist 5 4 AM ALU x 10 ENC 50m 10 rnds; continuous 1 target
Flame Hand 5 2 AM ALU x 2 fire damage Touch Instant 1 target
Guarded Repose 5 6 AM See Description Touch ALU x 1 hr; continuous 1 target
Hear Afar 5 6 AM 100m radius Self ALU x 10 rnds; continuous 1 target
Holding 5 6 AM ALU 50m 10 rnds 2 Surfaces
Know When the Stillness Ends 5 2 rnds See Description Touch ALU x 1 day; continuous 1 target
Locate the Weave 5 6 AM 10m radius Self ALU x 10 rnds; continuous Self
Minor Resolve 5 2 rnds +1 WPR Bonus Touch ALU x 1 hr; continuous 1 target
Minor Weakness 5 6 AM -1 MUS Penalty 50m ALU x 1 rnd; continuous 1 target
Mist Spike 5 4 AM ALU x 2 Piercing Damage 50m Instant 1 target
Monkey Paw 5 6 AM ALU/2 50m 1 rnd 1 Spot
Preserve Plant Sample 5 2 rnds Vegetable Matter Touch ALU x 1 day; continuous 1 target
Pumice Shield 5 6 AM ALU x 5 AR Touch 1 hr; continuous 1 target
Refresh 5 6 AM ALU x 5 Fatigue Touch Instant 1 target
Scouring 5 6 AM See Description Touch Instant 1 target
Serviceable Repair 5 6 AM ALU x 5 Structure Touch Instant 1 target
Sharing Basic Knowledge 5 6 AM Level 1 Touch ALU x 10 rnds; continuous 1 target
Sudden Mist 5 6 AM -4/-2 CS Penalty 20m 10 rnds; continuous ALU x 5m radius sphere
Torchlight 5 6 AM Full Light; 5m radius Touch ALU x 1 hr; continuous 1 target
Unnerving Stare 5 6 AM Panic 50m ALU x 1 rnd; continuous 1 target
Worm Tooth 5 6 AM ALU x 1 Fatigue Damage 50m Instant 1 target

Sorcery: Novice Rank Spells

Spell List
Formulae Name Mana Time Power Distance Duration Volume
Archer’s Boon 10 2 rnds Double’s Range Touch ALU x 1 hr; continuous 1 target
Basalt Shield 10 6 AM ALU x 10 AR Touch 1 hr; continuous 1 target
Beckon the Dead Voice 10 2 rnds 1 month Touch ALU x 10 rnds; continuous 1 target
Beguiling Voice 10 6 AM Charm 50m ALU x 10 rnds; continuous 1 target
Burning Words 10 6 AM See Description Touch ALU x 1 hr; continuous 1 target
Collapsing Knives 10 6 AM ALU x 1 Slash Damage 50m 10 rnds; continuous 1 target
Distant Voice 10 2 rnds 1km radius Self ALU x 1 hr; continuous 1 target
Favored Tool 10 2 rnds +1 CS Bonus Touch ALU x 1 hr; continuous 1 target
Flickering Flames 10 6 AM ALU x 1 Fire Damage Touch 1 hr; continuous 1 target
Frightful Eyes 10 6 AM Fright 50m ALU x 1 rnd; continuous 10 targets
Hazy Visage 10 6 AM -2 CS penalty to attackers 50m ALU x 1 rnd; continuous 1 target
Hone the Edge 10 2 rnds +2 Base Damage Touch ALU x 1 hr; continuous 1 target
Leaden Force 10 6 AM Doubles ENC 50m ALU x 10 rnds; continuous 1 target
Lesser Recovery 10 6 AM ALU x 2 Resilience Touch Instant 1 target
Mist Form 10 5 AM Reduced Damage/-2 CS Touch ALU x rnds 1 target
Periaptery 10 24 hours Apprentice Spell Touch Permanent 1 target
Searing Dart 10 4 AM ALU x 5 Fire Damage 50m Instant 1 target
Shackling Fog 10 6 AM ALU x 5 ENC 50m 10 rnds; continuous 10m radius sphere
Shunned Tool 10 6 AM -2 CS penalty 50m ALU x 1 rnd; continuous 1 target
Smokey Lungs 10 2 rnds See Description Touch ALU x 1 hr; continuous 1 target
Soften the Steel 10 6 AM -2 base Damage 50m ALU x 1 rnd; continuous 1 target
Steadfast is the Shield 10 2 rnds Doubles AR Touch ALU x 1 hr; continuous 1 target
Touch of Composition 10 2 rnds Composition Touch Instant 1 target
Touch of Identity 10 2 rnds Identity Touch Instant 1 target
Touch of Operation 10 2 rnds Operation Touch Instant 1 target

Sorcery: Adherent Rank Spells

Spell List
Formulae Name Mana Time Power Distance Duration Volume
Attention of the Many 15 6 AM Fascination 50m ALU x 10 rnds; continuous 10 targets
Collapsing Blades 15 6 AM ALU x 2 Slashing Damage 50m 10 rnds; continuous 1 target
Contorted Countenance 15 6 AM Shock 50m ALU x 1 rnd; continuous 1 target
Granite Shield 15 6 AM ALU x 20 AR Touch 1 hr; continuous 1 target
Mass Refresh 15 6 AM ALU x 5 Fatigue Touch Instant 10m radius sphere
Obsidian Shield 15 6 AM ALU x 2 AV Touch 1 hr; continuous 1 target
Razor Wind 15 6 AM ALU x 5 Slash Damage 50m Instant 10m radius sphere
Recovery 15 6 AM ALU x 2 Resilience Touch Instant 1 target
Rigid Arm 15 6 AM Dominant Limb 50m ALU x 10 rnds; continuous 1 target
Shielding Flames 15 6 AM ALU x 2 Fire Damage Touch 1 hr; continuous 1 target
Sightless Eyes 15 6 AM Sight 50m ALU x 1 rnd; continuous 10 targets
Watchful Hound 15 2 rnds See Description Self ALU x 1 hr; continuous 10m radius sphere
Watery Lungs 15 2 rnds See Description Touch ALU x 1 hr; continuous 1 target

Sorcery: Adept Rank Spells

Spell List
Formulae Name Mana Time Power Distance Duration Volume
Animate Lesser Earthen Guardian 20 6 AM See Description 50m ALU x 10 rnds; continuous 1 target
Crystal Conveyance 20 6 AM 1 km Self Instant 1 target
Feather Pack 20 2 rnds Halves ENC Touch ALU x 1 hr; continuous 1 target
Gossamer Sheath 20 6 AM ALU x 1 Resilience Touch 10 rnds; continuous 1 target
Phantom Chains 20 6 AM See Description 50m ALU x 1 rnd; continuous 1 target
Strength of the Herd 20 2 rnds +4 MUS Self ALU x 10 rnds; continuous 10m radius sphere
Termination of Desire 20 6 AM -8 CS WPR penalty 50m ALU x 1 rnd; continuous 1 target

Sorcery: Master Rank Spells

Spell List
Formulae Name Mana Time Power Distance Duration Volume
Animate Greater Earthen Guardian 40 6 AM See Description 50m ALU x 10 rnds; continuous 1 target
Calcification of the Flesh 25 6 AM See Description 50m ALU x 10 rnds; continuous 1 target
Collapse of the Craven 25 6 AM Dread 50m ALU x 1 rnd; continuous 10 targets
Crystal Lens of the Mind 25 6 AM See Description 50m ALU x 10 rnds; continuous 1 target
Immolation 50 6 AM ALU x 20 Fire Damage 1km 10 rnds; discrete 10m radius sphere
Isolated Conflagration 25 6 AM ALU x 20 Fire Damage 50m 10 rnds; discrete 1m radius sphere
Mass Recovery 25 6 AM ALU x 5 Resilience Touch Instant 10m radius sphere
Obsidian Rain 35 6 AM ALU x 10 Slashing Damage 1km 10 rnds; discrete 10m radius sphere

Sorcery Formula Descriptions

Animate Greater Earthen Guardian
40
6 AM
Occurrence
See Description
50m
ALU x 10 rnds; continuous
1 target
VIT

This spells animates a volume of minerals to create a Greater Earthen Guardian for a short time. The exact form of the animation is dependant upon the material used and the magus’s imagination. See Greater Earthen Guardian for details.

This has no affect upon sentient or animated minerals.

Animate Lesser Earthen Guardian
20
6 AM
Occurrence
See Description
50m
ALU x 10 rnds; continuous
1 target
VIT

This spells animates a volume of minerals to create a Lesser Earthen Guardian for a short time. The exact form of the animation is dependant upon the material used and the magus’s imagination. See Lesser Earthen Guardian for details.

This has no affect upon sentient or animated minerals.

Archer’s Boon
10
2 rnds
Occurrence
Double’s Range
ALU x 1 hr; continuous
1 target
VIT

When cast upon a projectile launcher (e.g. a bow, gun, sling, etc.), that weapon doubles its range (+100%) for all range categories save point blank.

Attention of the Many
15
6 AM
Occurrence
Fascination
50m
ALU x 10 rnds; continuous
10 targets
SAN

Up to ten (10) targets become better predisposed towards the magus. The targets are under the effect of Fascination with regards to the magus.

Basalt Shield
10
6 AM
Occurrence
ALU x 10 AR
1 hr; continuous
1 target
WPR

As the spell completes a glossing of dark, striated stone crosses over the target. For the duration the target is wrapped in a field. This will absorb all damage that would normally strike the target before any other damage absorption effects (e.g. armor), until it is exhausted. The amount of damage this spell can absorb is equal to ten times the magus’s Sorcery skill level (ALU x 10).

Beckon the Dead Voice
10
2 rnds
Occurrence
1 month
ALU x 10 rnds; continuous
1 target
VIT

The lingering essence of a living being is called from their remains. The magus may converse with and question the dead. The dead is obliged to respond, and is compelled to tell the truth. The dead may attempt to lie, but doing so requires a successful WPR check each time. The dead can convey only that knowledge which was possessed in life. The answers of the dead can only be heard by the magus, who hears them as ephemeral whispers.

The majority of the remains or the head of the corpse must be present.

Beguiling Voice
10
6 AM
Occurrence
Charm
50m
ALU x 10 rnds; continuous
1 target
SAN

The target of the formulae becomes beguiled by the magus and easily manipulated. The target is under the effect of Charm with regards to the magus.

Burning Words
10
6 AM
Occurrence
See Description
ALU x 1 hr; continuous
1 target
VIT

Once the spell is completed the target object touched by the magus will take on the spoken words of the magus. The magus may automatically choose what words appear and what words do not appear. The words themselves appear as though burned or charred onto the surface, though in the same hand as the magus. Text fills in upon the object as is most logical to the magus (e.g. writing on the pages of the as opposed to across its spine, unless appropriate). The written words are permanent in nature and cannot be erased through mundane means; however, this affords no protection to the object upon which the writing appears. If the target fills with text then the spell ends prematurely.

Calcification of the Flesh
25
6 AM
Occurrence
See Description
50m
ALU x 10 rnds; continuous
1 target
VIT

Target living creature’s flesh stiffens, becoming chalky white. As the spell completes the target becomes solid limestone. All of the target’s bodily functions are suspended for the duration and when the spell’s duration expires, they are returned to normal. Alterations to the target while transformed are carried through to their real form once they revert back. A target completely altered (e.g. pulverizing the calcified target and using them in mortar), will not revert after the duration has expired.

Collapse of the Craven
25
6 AM
Occurrence
Dread
50m
ALU x 1 rnd; continuous
10 targets
WPR

A low rumbling welcomes the ensnaring black wisps that wrap themselves about the chosen targets. All affected are under the effect of Dread with regards to the magus.

Collapsing Blades
15
6 AM
Occurrence
ALU x 2 Slashing Damage
50m
10 rnds; continuous
1 target
WPR

The target is surrounded by a series of grey phantom like blades. Though not initially detrimental to the target, if the target is struck, the blades collapse inward, damaging the target further. While the spell is active, any melee attack that comes in contact with the cocoon of blades triggers the affect, which causes the blades to damage the target. The amount of slashing (physical) damage dealt is equal to twice the magus’s Sorcery skill level (ALU x 2). This damage cannot be avoided (e.g. blocked or dodged), but it can be absorbed or reduced by armor or similar protections.

An unwilling target of the spell may resist; this is a simple check. If successful then the spell has no effect. Once the spell is in effect the target receives no further resistance checks.

Collapsing Knives
10
6 AM
Occurrence
ALU x 1 Slash Damage
50m
10 rnds; continuous
1 target
WPR

The target is surrounded by a series of pale grey phantom like knives. Though not initially detrimental to the target, if the target is struck, the knives collapse inward, damaging the target further. While the spell is active, any melee attack that comes in contact with the cocoon of knives triggers the affect, which causes the blades to damage the target. The amount of slashing (physical) damage is equal to the magus’s Sorcery skill level (ALU x 1). This damage cannot be avoided (e.g. blocked or dodged), but it can be absorbed or reduced by armor or similar protections.

An unwilling target of the spell may resist; this is a simple check. If successful then the spell has no effect. Once the spell is in effect the target receives no further resistance checks.

Contorted Countenance
15
6 AM
Occurrence
Shock
50m
ALU x 1 rnd; continuous
1 target
SAN

The magus chooses two targets within range. The first is horrified by the second. Interaction between the primary and secondary target is treated as though the primary target is affected by Shock with respect to the secondary target. Only the target that is horridified gains a resistance check.

Crystal Conveyance
20
6 AM
Occurrence
1 km
Self
Instant
1 target
VIT

Upon invocation, the world around the magus becomes faceted and its color dissolves to become a crystal cocoon. The facets begin to clear and place the magus wished to travel to becomes visible as they appear there. Others simply see the magus disappear from their original location or appear at their new location.

The magus must be able to percieve the destination, which must be within one (1) kilometer. When the magus transports themself they exchange location with whatever substance is at the target destination. Usually this is air, but an errant spell could cause doom for an unwary magus.

Sentient targets may automatically resist if they do not wish to be transported. Targets with a will or sentience must be moved in whole. Body parts cannot be sent spinning through space.

Crystal Lens of the Mind
25
6 AM
Occurrence
See Description
50m
ALU x 10 rnds; continuous
1 target
SAN

The magus opens a window into the target’s mind. Though there is no external manifestation, the magus may choose to focus attention upon this inner window to perceive current events and thoughts as the target experiences them; anything the target is currently experiencing or thinking about is perceived by the magus. Alternatively the magus may experience the target’s memories. Again these are experienced from the point of view of the target. Memories are experienced in real time. This does not necessarily grant the magus any understanding of what the target is or was thinking or experiencing.

When using this upon a species or mindset notably dissimilar than one’s own (e.g. a relatively normal human using it on someone in bloodlust or on a dragon but not if used on a relatively normal elf), a SAN check is required. Failure means the magus suffers Confusion or takes on personality or behavior of the target, as decided by the Game Master. The magus may make a SAN check to return to normal every minute. Until the SAN check is successful, the magus continues the aberrant behavior.

Curling Flash
5
4 AM
Occurrence
ALU x 2 Fire Damage
50m
Instant
1 target
HLT

Flames manifest briefly, curling about and singeing the magus’s target of choice. The target is automatically struck for an amount of fire (elemental) damage equal to twice the magus’s Sorcery skill level (ALU x 2). Where this attack automatically hits the target (cannot be blocked, dodged, or parried), it must still contend with armor and other protections.

Desireous Candor
5
6 AM
Occurrence
See Description
50m
ALU x 10 rnds; continuous
1 target
WPR

The target feels naturally compelled to only speak or act in a truthful manner. For the duration of the spell the target has the Honest trait.

Discern Metal
5
2 rnds
Occurrence
See Description
Self
ALU x 10 rnds; continuous
1 target
VIT

The magus’s eyes turn a steely grey as their perception shifts. Now they are capable of perceiving the world in terms of metals. The magus can discern the type and purity in relation to their frame of reference of any metal they perceive.

Distant Voice
10
2 rnds
Occurrence
1km radius
Self
ALU x 1 hr; continuous
1 target
WPR

Upon invocation the magus names a single target within one kilometer (1km) with which to communicate. The magus may choose to have any of their spoken words heard by the target at the volume at which the magus speaks. Others near the target do not hear the magus’s voice unless they are near enough to hear magus speaking directly. Likewise the target may communicate with the magus in turn. Communication by both the magus and the target are done by speaking. So where those around them will not hear who they are talking to, those gathered will hear them speaking.

The target must remain within one kilometer (1km) for communication to be possible. Exceeding this distance while the spell is active does not prematurely end the spell.

Dragging Mist
5
4 AM
Occurrence
ALU x 10 ENC
50m
10 rnds; continuous
1 target
WPR

Thin tendrils of light green mist curl about the target seeming to drag them down, slowing them and making it harder to move. The total encumbrance (ENC) of the target is increased by an amount equal to ten times the implementing magus’s Sorcery skill level (ALU x 10).

Favored Tool
10
2 rnds
Occurrence
+1 CS Bonus
ALU x 1 hr; continuous
1 target
VIT

The target non-living object takes on an aqua hue under white light for the duration of the spell; it grants a +1 CS bonus on all action associated with its normal function.

Feather Pack
20
2 rnds
Occurrence
Halves ENC
ALU x 1 hr; continuous
1 target
VIT

Target item seems lighter and remarkably easier to handle. For the duration of the spell the target’s encumbrance is half (-50%) of what it normally would be. When used upon a container, the container and all of its contents are only half as encumbering as they normally would be. Once removed from the container the encumbrance of the items returns to normal.

Flame Hand
5
2 AM
Pathed
ALU x 2 fire damage
Instant
1 target
None

Flames curls and contorts about the magus’s hand, burning the touched target. The magus must touch the target for this spell to take effect. If successful the spell deals amount of fire (elemental) damage equal to twice the magus’s Sorcery skill level (ALU x 2) to the target.

Flickering Flames
10
6 AM
Occurrence
ALU x 1 Fire Damage
1 hr; continuous
1 target
WPR

The target is surrounded by a series of flickering flames. This fire does not harm the target, instead it harms those that attack them. While the spell is active, any melee attack comes in contact with the fiery shield and is damaged in turn. The amount of fire (elemental) damage is equal to the magus’s Sorcery skill level (ALU * 1). This damage cannot be avoided (e.g. blocked or dodged), but it can be absorbed or reduced by armor or similar protections.

An unwilling target of the spell may resist; this is a simple check. If successful then the spell has no effect. Once the spell is in effect the target receives no further resistance checks.

Frightful Eyes
10
6 AM
Occurrence
Fright
50m
ALU x 1 rnd; continuous
10 targets
WPR

The magus projects a palatable aura of fear felt only by the target(s). The target(s) cannot meet the magus’s gaze and attempts to flee their presence. The target(s) is under the affect of Fright with regards to the magus.

Gossamer Sheath
20
6 AM
Occurrence
ALU x 1 Resilience
10 rnds; continuous
1 target
WPR

The target becomes wrapped in a thin, white gossamer cloud. As attacks contact the shield the cloud reacts, clinging to the wound and restoring it as best it can. While the spell is active, any attack that comes in contact with the gossamer sheath triggers the affect, which causes the sheath to heal the target. The amount of damage healed (resilience) is equal to the magus’s Sorcery skill level (ALU x 1).

An unwilling target of the spell may resist; this is a simple check. If successful then the spell has no effect. Once the spell is in effect the target receives no further resistance checks.

Granite Shield
15
6 AM
Occurrence
ALU x 20 AR
1 hr; continuous
1 target
WPR

As the spell completes a shimmer of dark stone crosses over the target. For the duration the target is wrapped in a field. This will absorb all damage that would normally strike the target first, before any other defensive measures, until it is exhausted. The amount of damage this spell can absorb is equal to twenty times the magus’s Sorcery skill level (ALU x 20).

Guarded Repose
5
6 AM
Occurrence
See Description
ALU x 1 hr; continuous
1 target
VIT

The target gains a measure of alertness while resting. For the duration of the spell the target has the Light Sleeper trait.

Hazy Visage
10
6 AM
Occurrence
-2 CS penalty to attackers
50m
ALU x 1 rnd; continuous
1 target
WPR

The target becomes hazy and indistinct up close as though being seen through a heat wave. All melee attacks and ranged actions within five (5) meters (adjusted for form scale) taken against the character are at a difficulty of two (2). Thus such actions suffer a -1 CS.

Hear Afar
5
6 AM
Occurrence
100m radius
Self
ALU x 10 rnds; continuous
1 target
WPR

The magus may project their sense of hearing to any single point within a hundred meters (100m) that they may perceive at the time of casting. The character may hear things as though they were at that point so long as they remain within a hundred meters (100m) of the point. There is no visible manifestation of the projected hearing.

Holding
5
6 AM
Occurrence
ALU
50m
10 rnds
2 Surfaces
MUS

This effect causes 2 surfaces to be bound together. The 2 target surfaces will attempt to bind to one another the next instant they touch, within the duration of the effect. The strength of the bond is treated as if it had a MUS rating equal to the caster’s ALU. This could bind a shoe to a floor, keep a door or window closed, etc.

Hone the Edge
10
2 rnds
Occurrence
+2 Base Damage
ALU x 1 hr; continuous
1 target
VIT

Target non-living object briefly glows red. Thereafter, for the duration of the spell, it appears to catch the light slightly differently as though it were more reflective than normal. The target gains a +2 bonus to its base damage.

Immolation
50
6 AM
Occurrence
ALU x 20 Fire Damage
1km
10 rnds; discrete
10m radius sphere
HLT

the target location explodes in a sea of flame that churns in a spiral pattern over the course of ten (10) rounds. Each round those in the volume of effect take an amount of fire (elemental) damage equal to twenty times the magus’s Sorcery skill level (ALU x 20).

Isolated Conflagration
25
6 AM
Occurrence
ALU x 20 Fire Damage
50m
10 rnds; discrete
1m radius sphere
HLT

A large flaming hand manifests and closes upon the target location, which explodes in a sphere of fire. Those in the volume of effect take an amount of fire (elemental) damage equal to twenty times the magus’s Sorcery skill level (ALU x 20).

Know When the Stillness Ends
5
2 rnds
Occurrence
See Description
ALU x 1 day; continuous
1 target
VIT

Once the spell is cast upon the target object, should it be moved a substantial amount (e.g. the lid or door is opened, the statue is toppled, etc.), the magus automatically becomes aware of this the instant it is moved as well as the location. This is governed by the magus’s perceptions, sense of identity, and understanding of what constitutes substantial movement for the target.

Once the condition is triggered, the spell has no further affect and dissipates, its power spent

Leaden Force
10
6 AM
Occurrence
Doubles ENC
50m
ALU x 10 rnds; continuous
1 target
VIT

With a brief, bass thrum, the target non-living object becomes heavier and less balanced. It is now almost a chore to carry as its ENC is doubled (+100%).

Lesser Recovery
10
6 AM
Occurrence
ALU x 2 Resilience
Instant
1 target
HLT

The target’s wounds are lit with a yellow inner glow that expands to fill the entire surface area of each wound. As the spell completes the glow recedes leaving (partially) healed wounds behind. The target recovers an amount of resilience equal to twice the casting magus’s Sorcery skill level (ALU x 2). Aggravated wounds that are not completely healed continued to bleed, and all wounds will scar as they might normally.

Locate the Weave
5
6 AM
Occurrence
10m radius
Self
ALU x 10 rnds; continuous
Self
WPR

For the duration of the spell, the magus is aware of the presence and location of any magical effect within ten meters. The magus is not aware of the quantity or quality of said magic, merely its location and presence.

Mass Recovery
25
6 AM
Occurrence
ALU x 5 Resilience
Instant
10m radius sphere
HLT

The wounds of all targets within the volume of effect are lit with a yellow inner glow that expands to fill the entire surface area of each wound. As the spell completes the glow recedes leaving (partially) healed wounds behind. The targets recover an amount of resilience equal to five times the casting magus’s Sorcery skill level (ALU x 5). Aggravated wounds that are not completely healed continued to bleed, and all wounds will scar as they might normally.

Mass Refresh
15
6 AM
Occurrence
ALU x 5 Fatigue
Instant
10m radius sphere
HLT

All targets within the volume of effect become flushed as the energy of their bodies are substantially renewed. The targets recover an amount of fatigue equal to twice the casting magus’s Sorcery skill level (ALU x 5).

Minor Resolve
5
2 rnds
Occurrence
+1 WPR Bonus
ALU x 1 hr; continuous
1 target
WPR

The target’s soul and mind become steeled, gaining a measure of confidence and inner strength. The target’s WPR is increased by one (1) for the duration of the spell.

Minor Weakness
5
6 AM
Occurrence
-1 MUS Penalty
50m
ALU x 1 rnd; continuous
1 target
VIT

Target’s muscles become soft and flabby, losing a measure of strength previously possessed. The target’s MUS is lowered by one (1) for the duration of the spell.

Mist Form
10
5 AM
Occurrence
Reduced Damage/-2 CS
ALU x rnds
1 target
WPR

The target becomes ghostly white and takes on the appearance of being shrouded in heavy mist. All damage to the target suffers a -1 base damage penalty (or -4 if a set amount) with no damage bonus from MUS or Size, half damage from electrical sources and double damage from fire sources, and all attacks directly targeting them suffer a -2 CS (-4 CS from outside of point blank range). Conversely, the objects worn, held or used have the same material alteration, imposing penalties to hit and damage on items they target. While in mist form they can move through tight areas easily – as if they had a size of half normal. They also suffer no penalties for trivial encumbrance.

Mist Spike
5
4 AM
Pathed
ALU x 2 Piercing Damage
50m
Instant
1 target
None

Wisps of green mist curl about the magus’s throwing arm as the spell is cast. The mist forms itself into a mist like spike that flies through the air towards its target once the spell is complete. This attack uses the magus’s Sorcery adjusted skill level to hit. If the target is struck, they suffer a base amount of piercing (physical) damage equal to the twice magus’s Sorcery skill level (ALU x 2). It does ALU x5 to ghostly targets. This attack may be blocked or dodged as normal, but it may not be parried. It must be fully dodged to avoid damage.

Monkey Paw
5
6 AM
Occurrence
ALU/2
50m
1 rnd
1 Spot
MUS

A translucent hand can work/manipulate distant non-living objects which are not being prevented from movement in some way. The manipulation is relative to the caster’s position as if they were in front of the object. If the object moves, it may go out of reach. The caster has no tactile feedback, and delicate things such as picking locks cannot be accomplished. This can be used to open windows, turn door handles, push something off a ledge, push a button, pull a lever, etc. The hand has a MUS equal to 1 for each 2 levels of sorcery ALU.

Obsidian Rain
35
6 AM
Occurrence
ALU x 10 Slashing Damage
1km
10 rnds; discrete
10m radius sphere
HLT

Dark whisping shards manifest in a torrential cascade of cutting shards that rains over the area for ten (10) rounds. Each round those in the volume of effect take an amount of slashing (physical) damage equal to five times the magus’s Sorcery skill level (ALU x 10).

Obsidian Shield
15
6 AM
Occurrence
ALU x 2 AV
1 hr; continuous
1 target
WPR

As the spell completes, a shimmer of glossy black stone crosses over the target. For the duration the target is wrapped in a field that will negate a certain amount damage that would normally strike the target. This negation occurs before any other defensive measures. The amount of damage this spell can negate is equal to twice the magus’s Sorcery skill level (ALU x 2).

Periaptery
10
24 hours
Occurrence
Apprentice Spell
Permanent
1 target
N/A

This creates a simple periapt, grafting an apprentice spell to an object. The magus who casts this must make a Sorcery check in order to succeed, -1 RS penalty for each magic aptitude they have less than 4. If successful, the caster grafts twice the mana to cast the grafted spell on the target, permanently removing it from their total. The points of each are based on the spell the caster immediately follows this spell with – which must be held in their own Occult Reservoir. The fetish confers a +1 ALU when the caster casts the spell grafted to it; but only when the fetish is held or worn by the caster. A fetish made this way only benefits the maker. Only a single spell per item can be grafted this way. A magus can only benefit from a number of periapt’s equal to the highest occult factor they may achieve.

The caster cannot be interrupted during the casting, otherwise the spell fails. Additionally, the spell can only be cast in a ‘clean room’ – a room cleansed of all other influences. No other person may have been the last to handle any object or touch any surface of the room. The fetish must be cleansed and laid upon a clean surface along with the materials of the spell. No others may have been the last to touch any materials or items used in the spell during the last month or equivalent period. If not, the sorcery check made when the spell is complete suffers a – 1 RS penalty. The cost of the preparation and cleansing materials should roughly be equal to the mana of the grafted spells multiplied by the normal starting currency of the milieu.

Phantom Chains
20
6 AM
Occurrence
See Description
50m
ALU x 1 rnd; continuous
1 target
MUS

Chains of a ghostly green mist surround the target and preventing movement. If the target does not succeed in their resistance check then their entire body is paralyzed. Autonomic systems within the body will continue to function normally.

Preserve Plant Sample
5
2 rnds
Occurrence
Vegetable Matter
ALU x 1 day; continuous
1 target
VIT

The target becomes locked in a state of suspended animation; natural function and deterioration of the object is suspended for one (1) day. The object may still affected by outside interference such as a fire or a blow from a weapon. This only affects vegetable matter and cannot be used on sentient beings.

Pumice Shield
5
6 AM
Occurrence
ALU x 5 AR
1 hr; continuous
1 target
WPR

As the spell completes a shimmer of sandy porous stone crosses over the target. For the duration the target is wrapped in a field. This will absorb all damage that would normally strike the target first, before any other defensive measures, until it is exhausted. The amount of damage this spell can absorb is equal to five times the magus’s Sorcery skill level (ALU x 5).

Razor Wind
15
6 AM
Occurrence
ALU x 5 Slash Damage
50m
Instant
10m radius sphere
HLT

A dull grey orb manifests at the center of the target volume then explodes into small cyclone of ghostly blades. All targets within the volume of effect suffer cuts and lacerations receiving an amount of slashing (physical) damage equal to five times the magus’s Sorcery skill level (ALU x 5).

Recovery
15
6 AM
Occurrence
ALU x 2 Resilience
Instant
1 target
HLT

The target’s wounds are lit with a yellow inner glow that expands to fill the entire surface area of each wound. As the spell completes the glow recedes leaving (partially) healed wounds behind. The target recovers an amount of resilience equal to twice the casting magus’s skill level (ALU x 2). Aggravated wounds that are not completely healed continued to bleed, and all wounds will scar as they might normally.

This spell also allows for the partial use of fetish objects that are bound to dead magi. The item will let go of its enchantment on a successful VIT check of the invoker. Success means that the fetish contains a single point of mana which may be drawn on by anyone with a magic aptitude of 1 or more who is in contact with the drained fetish. If the attempt fails or when the object is finally drained, it turns to dust.

Refresh
5
6 AM
Occurrence
ALU x 5 Fatigue
Instant
1 target
HLT

The target becomes flushed as the energy of their body is renewed. The target recovers an amount of fatigue equal to five times the casting magus’s Sorcery skill level (ALU x 5).

Rigid Arm
15
6 AM
Occurrence
Dominant Limb
50m
ALU x 10 rnds; continuous
1 target
HLT

The target’s dominant arm pales slightly and then becomes rigid. They are incapable of consciously moving it as a state similar to rigor mortis takes hold. The affected limb is paralyzed and no long under the target’s control.

Scouring
5
6 AM
Occurrence
See Description
Instant
1 target
VIT

All dirt, grime, ink, stain, dye, etc upon the target sloughs away leaving the target clean. This affects both transient and permanent material. Thus it can bleach dyed clothing and remove tattoos. Clean is a relative state depending upon the target and should be adjudicated by the Game Master.

Searing Dart
10
4 AM
Pathed
ALU x 5 Fire Damage
50m
Instant
1 target
None

The magus generates a flaming dart as long as their forearm over their hand. With a flick this is flung towards a single target of the magus’s choice. This attack uses the magus’s Sorcery adjusted skill level to hit. If the target is struck, they suffer an amount of fire (elemental) damage equal to five times the magus’s Sorcery skill level (ALU x 5). This attack may be blocked or dodged as normal, but it may not be parried. It must be fully dodged to avoid damage.

Serviceable Repair
5
6 AM
Occurrence
ALU x 5 Structure
Instant
1 target
HLT

Rips, tears, dents, gouges and other signs of damage on the target object become laced by thin golden threads that pull together and mend structural damage to the target. The target object recovers an amount of structural damage (resilience) equal to five times the implementing magus’s Sorcery skill level (ALU x 5). This only affects non-living targets.

Shackling Fog
10
6 AM
Occurrence
ALU x 5 ENC
50m
10 rnds; continuous
10m radius sphere
WPR

Pale green tendril of mist manifest and curl about all targets within the volume. As they take hold they bind and slow the victims, making it harder to move. For the duration, the ENC of all affected targets is increased by an amount equal to five times the Magus’s Method: Sorcery skill level (ALU x 5).

Sharing Basic Knowledge
5
6 AM
Occurrence
Level 1
ALU x 10 rnds; continuous
1 target
WPR

The touched target gains temporarily gains a single skill at level one (1). This skill must be one that the magus already knows at or above level one (1) as the magus is sharing their knowledge of the skill with the target. This is a real level of skill and is not an increase to existing skill levels. If the target already has the skill at level one (1) or higher then the spell has no affect upon the target.

Shielding Flames
15
6 AM
Occurrence
ALU x 2 Fire Damage
1 hr; continuous
1 target
WPR

The target is surrounded by a series of swirling flames. This fire does not harm the target, instead it gravitates towards incoming blows and harms those that attack the target. While the spell is active, any melee attack comes in contact with the fiery shield and is damaged in turn. The amount of fire (elemental) damage is twice the magus’s Sorcery skill level (ALU * 2). This damage cannot be avoided (e.g. blocked or dodged), but it can be absorbed or reduced by armor or similar protections.

An unwilling target of the spell may resist; this is a simple check. If successful then the spell has no effect. Once the spell is in effect the target receives no further resistance checks.

Shunned Tool
10
6 AM
Occurrence
-2 CS penalty
50m
ALU x 1 rnd; continuous
1 target
VIT

The target non-living object appears to wither or rust though no change in structural integrity takes place. For the duration of the spell it incurs a -2 CS penalty on all action associated with its normal function.

Sightless Eyes
15
6 AM
Occurrence
Sight
50m
ALU x 1 rnd; continuous
10 targets
VIT

The targets’ eyes glaze over, becoming milky white as they lose all sight. The targets are Blind for the duration of the spell.

Smokey Lungs
10
2 rnds
Occurrence
See Description
ALU x 1 hr; continuous
1 target
HLT

For the duration of the spell the target’s lungs feel slightly stiffer. This does not impose any penalty or difficulty upon the target, in fact the target may breath normally within a smoke filled environment. The target suffers no penalties associated with breathing smoke filled air. This does not make the character any less vulnerable to heat or alleviate any obscurement caused by smoke.

Soften the Steel
10
6 AM
Occurrence
-2 base Damage
50m
ALU x 1 rnd; continuous
1 target
VIT

Target non-living object briefly glows green. Thereafter, for the duration of the spell, it appears dull and less reflective than normal. The target receives a -2 penalty to its base damage.

Steadfast is the Shield
10
2 rnds
Occurrence
Doubles AR
ALU x 1 hr; continuous
1 target
VIT

A dark green pulse emanates from where the magus touches the target object. As the spell completes it settles as a light shading.

For the duration of the spell the target’s current and maximum structure (resilience) or AR is doubled (+100%). When the spell ends the extra structure is lost and the maximum returns to normal. This only affects non-living objects.

Strength of the Herd
20
2 rnds
Occurrence
+4 MUS
Self
ALU x 10 rnds; continuous
10m radius sphere
VIT

Those gathered around the magus at the time of casting gain a +4 bonus to their Muscle for the duration of the spell. This is considered a real increase to the Muscle score. As such it will also impact related skills, encumbrance capacity, and damage adjustment.

Sudden Mist
5
6 AM
Occurrence
-4/-2 CS Penalty
20m
10 rnds; continuous
ALU x 5m radius sphere
VIT

The targetted volume suddenly seethes with mist. The mist causes moderate obscurement. Ranged attacks into or through the affected volume suffer a -4 CS. Melee attacks suffer half this.

Termination of Desire
20
6 AM
Occurrence
-8 CS WPR penalty
50m
ALU x 1 rnd; continuous
1 target
WPR

The target loses nearly all will to act or resist. Their opinions and wants mean nothing. The target’s Willpower is lowered by eight (8) for the duration of the spell.

Torchlight
5
6 AM
Occurrence
Full Light; 5m radius
ALU x 1 hr; continuous
1 target
VIT

The target object touched by the magus glows a pale yellow. The object becomes a light sources giving full illumination for a primary radius of five (5) meters.

Touch of Composition
10
2 rnds
Occurrence
Composition
Instant
1 target
WPR

The magus’s fingers trace across the target object’s surface as the spell is invoked, then across the magus’s face, lifting forth knowledge of the target’s composition and placing it in the mind of the magus. The results require the magus to make a successful RSN check. The formula grants insight into the physical composition and structure of the target. This is one level beyond the subject’s current state. Thus analyzing a body would yield knowledge of its component systems, analyzing a specific system would yield knowledge of the component organs, analyzing a specific organ would yield knowledge of its component cells, and so forth. All knowledge gained is still subject to the magus’s frame of reference.

Touch of Identity
10
2 rnds
Occurrence
Identity
Instant
1 target
WPR

The magus’s fingers trace across the target object’s surface as the spell is invoked, then across the magus’s face, lifting forth the target’s identity and placing it in the mind of the magus. The results require the magus to make a successful RSN check. The magus gains basic knowledge pertinent to the identity of the subject. This includes what it is in classification terms the character understands (e.g. weapon, armor, animal, vegetable), the primary purpose of the subject, and the name of the subject. If the subject has other, meaningful names attached to it the magus may learn those at the Game Master’s discretion. The more well known the name is, the more likely it is that it would be learned as that identity has permeated the object.

Touch of Operation
10
2 rnds
Occurrence
Operation
Instant
1 target
WPR

The magus’s fingers trace across the target object’s surface as the spell is invoked, then across the magus’s face, lifting forth the operating procedures associated with the primary purpose of the target and placing it in the mind of the magus. The results require the magus to make a successful RSN check. The magus learns all the basic functions of the object and how to implement them. If the object requires a phrase, code, particular button configuration or similar, that is learned. The magus does not gain any level of skill with the target object, however.

Unnerving Stare
5
6 AM
Occurrence
Panic
50m
ALU x 1 rnd; continuous
1 target
WPR

The target is overcome with fear and attempts to flee from the magus. The target(s) is under the affect of Panic with regards to the magus.

Watchful Hound
15
2 rnds
Occurrence
See Description
Self
ALU x 1 hr; continuous
10m radius sphere
VIT

When cast the magus forms a ten meter (10m) radius sphere. Should any creature with hostile intent towards the magus or those in contact with the magus when the spell is cast enter the area, an ephmeral hound appears at the location of the interloper howling loud enough to wake any but a deep sleeper. Those with the Deep Sleeper trait may make an Awareness check to wake. The hound is also triggered when an individual already within the volume of affect forms hostile intention to those protected, even if it is one of the protected. Once the hound is triggered, the spell effect ends.

The hound may spy magically hidden or obfuscated targets with the appropriate check.

Watery Lungs
15
2 rnds
Occurrence
See Description
ALU x 1 hr; continuous
1 target
HLT

The target takes on the ability to breathe in water and synthesize oxygen from it as though it were air. This may be uncomfortable and even disorienting when the subject is first exposed to its effect. When the duration ends the subject will automatically expel excess liquid from the lungs so they can breath normally again if they have not already.

Worm Tooth
5
6 AM
Occurrence
ALU x 1 Fatigue Damage
50m
Instant
1 target
VIT

Grey haze manifests and contracts about the target swiftly. If the spell is successful then a portion of the target’s life force is drained from the target and transferred to the magus. The amount of fatigue that is transferred is equal to the implementing magus’s Sorcery skill level (ALU x 1).

Key Concepts

Term Explanation
AM Action Measure
ALU Resolution Check – Adjusted Level of Use
Adventure Qualifiers A series of descriptive elements that serve as a guideline for characters recommended for an adventure.
APP Appearance Attribute
Brief This type of document provides a broad overview of the subject matter it contains. Examples include System Briefs (star systems), and Species Briefs (for non-player life forms).
Build-Out ‘Build-out’ is a personalized (usually by a Game Master) version of a product or material reference. Build-outs rely on and should reference (link back to) the source material they expand on. Build-outs are meant to add depth and character to the source material for a specific instance of the game.
CP Character Point
CHA Charisma Attribute
CS Resolution Check – Column Shift
CRD Coordination Attribute
Existence The expression of the entirity of all dimensions and spheres within all times and possibilities
GM Role – Game Master
HLT Health Attribute
IM Initiative Modifier
INT Intuition Attribute
Milieu A milieu is a specific time-place setting
MUS Muscle Attribute
Mystic Mystic denotes an effect or influence outside of the natural order of things. Faith, magic, and psychic powers are examples of mystic ability and source.
PER Perception Attribute
Player Role – Player
Profile A Profile gives an in-depth look at its subject matter. It is rather like a dossier. Examples include Planetary Profiles and Species Profiles (for player character life forms).
RCT Reactions Attribute
RSN Reason Attribute
Reality An instance of a specific set scientific laws governing a dimension within a particular sphere.
RC Whenever the results of an action are not pre-determined, a result check must be made. Depending on the type of action, the result is compared to a value (ability level, attribute rating, etc.) and the success or failure is determined.
RS Resolution Check – Result Shift
RPG Role-Playing Game
Round A six second time interval during which actions take place in an encounter.
SAN Sanity Attribute
SIZ Size Attribute
SF Size Factor is the terminology used when the Size attribute rating plays a part in a action resolution. The role of SF changes, dpeending on the action.
Species Profile A Species Profile is an in-depth examination of a character species within a milieu. Each milieu will have several Species Profiles, one for each major species or player avaialable speciees. Within these profiles are attribute, aptitude, biology, traits and typical abilities of members of the species.
STA Stamina Attribute
Turn The particular point during which a character’s action takes place in a round.
VIT Vitality Attribute
WPR Will Power Attribute

Our Mission:
To [develop and] promote a game system simple enough to be played
by all and adaptive enough for any platform, setting or technology, as well as grow and facilitate
the support of a community of persons interested in extending the system and
related materials.


Core Game Credits
Design: Kelly Berger, Larry Dobson & Lamont Glass

Consultation: William Altman (past designer), Mario Kundzins

Project Mgmt: Kelly Berger
Web Work: Kelly Berger
Media & Art: Direction – Kelly Berger & Tara Flannery (past)
Artists – Various

Consultation/Assistance: Larry Dobson
Legal Mgmt: William J. Altman (past)
Testing: Beta 3 – Version 1: Kelly Berger, William J. Altman, Lamont Glass, Charlie Grenier, Steven Grenier, Morgan Nunley, Keigan Craig, Kiana Brown, Jesse Moran, Corey Cordray, Larry Dobson, Mario Kundzins
Marketing: Direction – Kelly Berger

Management –

Early Design: (Original) Kelly Berger, Larry Dobson, Jim Aske, Lamont Glass; Creative Consultant: Eric Swanson

Early Testing: (Alpha – Beta 2) Kelly Berger, Jim Aske, Larry James, Kelly Royal, Tom and Marcia Royal, Eric Swanson, Lamont
Glass, Sean Drew, Dave Grenier, L.J. Corpuz II, Theresa and Trevor Smith, William
Altman, Raoul St. Pierre, Erin Carriger, Troy Lancaster, Colin Booth, Avram Maslan, Mike St. Pierre, Mari
Michelson-Hubbell, James C. Alley, Charlie Grenier, Steven Grenier.

The following people strode a long the path with me, testing worlds and concepts even before Incarna was an
idea: Eric "The Equalizing" Swanson, William "The Poisoner" Altman, Matthew (Wait, he’s undead, right?) Burke,
Marcus "Atta-boy!" Chapman, Mario (I’ll come back and kill you all!) Kundzins, Richard Deitel,
L.J. Corpuz II, David "Scorcher" Kouchi, Raoul "The Incorrigible" St. Pierre,
Aaron (I spring my reverse bungee cord!) Cole, David (whoa Bobbo!) Caine, Christi Cuellar, Weston Drumheller, Brian
(serf’s up!) Schorr, Thad (Was that evil?) Berger, Jamie (I will break you,
little girlie man) Newitt, Lamont "Sister" Glass, Sean "El Sieve" (Take it
in the head for the team!) Drew… and Glen, Rick, & Eric K from ‘the early days’ (’78-’82)
and finally Mike Ball for all the bizarre & amazing game adventures and inspiration.
I apologize to any others who I may have missed – so much ground to cover.


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