A system of powers, actions, & resolution for any platform, time, place, or setting…
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.
– Kelly Berger; system creator, designer, developer
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.
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.
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. –
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.
The core mechanics content is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 United States License.
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.
The GM must assess the success of character’s actions. The capability of the performer is assessed and an action performed. This is then modified by any situational modifers.
> Given that some circumstances prohibit any real chance of success and
many actions can be completed automatically with the right time, materials, & capability,
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.
> Where the outcome is not obvious, a check is required to resolve the action.
Many things preclude obvious outcomes – difficulty, opposition,
lack of proper capability, materials or requisite time can all factor in.
Sometimes a character may want to achieve a result better than the degree of success granted by an obvious result.
A check is the generation of a number between 1 and 100, matched against a relevant skill or attribute level on the standard resolution matrix;
The lower the number, the better the result and degree of success.
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 |
Column Shift (CS) – chance of success: Shifts the adjusted level of use left (neg.) or right (pos.).
Result Shift (RS) – quality of success: Shifts the result degree up (pos.) or down (neg.).
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. |
Scale: The scale presents a range from impossible (-X)
to automatic (+X); penalties or bonuses beyond which only offset their opposite in ever diminishing returns.
Most values (attributes, proficiency,
etc.) are rated from 1 and up, but penalties can drop them to negative values.
> The base level of something is unaltered
by effects, items, or situation (such as base proficiency).
An adjusted level refers to a value after all adjustments, such as attribute modifiers and difficulty, have been applied.
> A value indicating the number of degrees of success, starting at 1 for simple and 5 for perfect. Higher ones often set a modifier for values resulting in a simple or base result.
“Opposed Result”: The result degree of a check or effect is subtracted from a target result degree; normally failure (not fumble) being the worst possible outcome.
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.
In addition to the concept
behind a character, all are composed of common facets which define them in game terms.
Some are simply chosen, whilst others are generated and then developed by through game play.
Each milieu and GM may have unique options for characters based on background, species, or locale.
Facet | Description/Use |
Aptitudes | Aptitude reflects potential in primary game aspects of Faith, Kinetic, Magic, and Psychic. 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. It provides a predisposition towards a pathway of advancement in related traits, skills, and powers. |
Attributes |
Attributes represent common physical and mental aspects. Characters have minimum [permanent] level of 1 to a maximum rating set by species; four (4) is considered average. They often modify the use of skills or are used when non-obvious activities outside a skill rely on attribute checks; a resolution check using attribute level as a target. |
Description | Species, personality, and physical characteristics such as appearance and size. The values 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, both practical and/or academic in nature. They usually have capability requirements to acquire and/or use them effectively. Many non-obvious activities in the game rely on Skill Checks; a resolution check using skill level as a target. |
Traits | Traits are a physical, mental or other distinguishing characteristic – usually something they are born/start with though some can be gained during game play either permanently or temporarily. They personalize a character, making them more unique. They impact other facets, powers, behavior, knowledge, and even background or possessions and often have requirements to acquire and/or use them effectively. |
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.
Starting characters must adjust their facets to conform to the species requirements.
> Sex, handedness, 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, usually at the time of creation.
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 Rating |
Weight Range | Height Range |
1 | 1Kg. – 7Kg. | 1cm – 18cm |
2 | 8Kg. – 14Kg. | 19cm – 36cm |
3 | 15Kg. – 21Kg. | 37cm – 54cm |
4 | 22Kg. – 28Kg. | 55cm – 72cm |
5 | 29Kg. – 35Kg. | 73cm – 90cm |
6 | 36Kg. – 42Kg. | 91cm – 108cm |
7 | 43Kg. – 49Kg. | 109cm – 126cm |
8 | 50Kg. – 56Kg. | 127cm – 144cm |
9 | 57Kg. – 63Kg. | 145cm – 162cm |
10 | 64Kg. – 70Kg. | 163cm – 180cm |
11 | 71Kg. – 77Kg. | 181cm – 198cm |
12 | 78Kg. – 84Kg. | 199cm – 216cm |
13 | 85Kg. – 91Kg. | 217cm – 234cm |
14 | 92Kg. – 98Kg. | 235cm – 252cm |
15 | 99Kg. – 105Kg. | 253cm – 270cm |
16 | 106Kg. – 112Kg. | 271cm – 288cm |
17 | 113Kg. – 119Kg. | 289cm – 306cm |
18 | 120Kg. – 126Kg. | 307cm – 324cm |
19 | 127Kg. – 133Kg. | 325cm – 342cm |
20 | 134Kg. – 140Kg. | 343cm – 360cm |
> 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)
> This is the attacker’s size – the target’s size.
> 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.
> 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
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.
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.
A starting character spends their
beginning character points 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.
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.
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.
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.
For optimal development, archetypes present the most productive use of CP given the character concepts they represent.
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.
>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.
>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 are how characters and effects interact.
All activity has a start, end & outcome and is resolved using maneuvers, skills, attributes or powers to
assess resolution. Many things may grant
some bonus or penalty to the chance and/or degree of the outcome.
Direct actions (ex: attacking) have a direct effect on a target,
while Indirect actions (ex: loading) do not.
All activity has a cycle set by action, circumstances & items, indicating how long it takes under normal conditions.
Loss of activity cycles greater than what is available indicates zn inability for gross movement; they can only perform minute motions in place – turn their head, move digits, etc.
Result | Cycles to Complete |
Perfect | 1/2 |
Full | 1 |
Major | 2 |
Average | 3 |
Simple | 4 |
Failed | 4; incomplete |
Fumbled | 4; -1 RS further attempts |
> Cycles processed in longer than a round, using standard time units.
Processing: A check is made and the result acts as a multiplier of the time it takes for the normal cycle. 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.
> Cycles normally processed in a round, using action measures, phases and initiative.
Processing: Characters have 6 Action Measures (AM) they may use in a round. 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).
Maneuver: An immediate action (such as melee combat) governed by parameters & requirements to achieve a specific outcome.
Normally, all maneuvers must be accomplished in the round they start or are considered interrupted.
Unrestrained: Unrestrianed activity uses the remaining AM from the current round and carries over into following round(s) to complete.
Adjustment | Extended | Immediate |
-4 CS (“snap”) | 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.
Waiting: The amount of AM spent in waiting is equal to the difference between the phase in which waiting is declared and
the phase of the action or condition which triggers the response.
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.
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.
In addition to opposed results, many effects allow resistance check – a passive activity with no tme cycle employed
by a target to reduce or negate a result or outcome. The specific facet used and results of successful resistance is determined by the source.
Unless noted, successful resistance by a target in an area affect applies only to that target.
Targets may voluntarily not resist at any time.
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.
Degree | Load | Impact |
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 (ENC) measures the impact of load and restraint on a target.
The total ENC value of assessed on a target’s Encumbrance Capacity (EC). EC = (MUS x Size)
Encumbered targets (where ENC > EC) suffer a cumulative exertion loss
where the cycle is subtracted from available (AM) for a round or added to complete extended ones.
Unencumbered indicates a target’s ENC total is
less than their capacity; some skills require this.
Non-Encumbered indicates a target’s ENC is naturaly no greater than half their EC; i.e. regardless of adjustments.
Concurrent 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 AM to use than (3 + Size Factor) are too unwieldy to be used this way.
Movement occurs as a concurrent part of immediate activity or as
travel to cross distances. For travel, the specific physical conditions and the familiarity of characters moving through it have will play a factor in the rate at which they move over (or through) it.
Machines, beasts of burden and other less mundane means can make movement over any terrain easier and faster. Speeds are determined by species but may be modified by form, size and the mobility skill.
Immediate | Travel | Adj. | Immediate Movement Description |
Immoblie | None | +4 CS | Paralyzed, unconcious, bound, etc. |
Fine | Base (Walk) |
None | Precision movement (straight line; balancing on an edge, precision coordination – picking a lock, working small devices, etc.). Actions directed at a target less than 10% of the size/form. |
Gross | Fast (Run) |
-2 CS | Imprecise movement, directing actions at targets at least 10% of your size/form. Some overall direction is maintained, roughly 2 AM of immediate distance can assume to be covered. |
Erratic | Rush (Sprint) |
-4 CS | Swift, random directional or extreme movements, control is minimal. Some overall direction is maintained, roughly 2 AM of immediate distance can assume to be covered. |
Motion Adjustment: For combat and other immediate concurrent activity, the degree of the movement impairs the movers actions and makes it more difficult to target them.
This is imposed when the mover attempts to perform other actions along with motion of this type, or when others attempt to target
something engaged in that type of motion. Ranged actions double the penalties and halve any bonuses.
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.
Unless noted, no time is tracked for accelerating to achieve a movement rate.
Type | Mode | Rate | Sustain |
Base | Walking | 80m /min. | 4.8km /hr |
Fast | Running | 400m /min. | 24.0km /hr |
Rush | Sprinting | m /min. | |
Swimming | 100 | 6.0km /hr |
> A character can be assumed to move a total distance each AM equal to 1/10th their base move, divided by 6 (1 for each AM in a round).
For modern humans, this is about 1.3m.
> 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.
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.
Aptitude reflects potential in primary game aspects of Faith, Kinetic, Magic, and Psychic. 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. It provides a predisposition towards a pathway of advancement in related traits, skills, and powers.
A low rating indicates less potential in working with such. It may exclude the acquisition or effective use as such require special understanding or insight which only a higher level of aptitude grants.
Possessing the maximum level in an aptitude often removes limitations on abilities.
> Aptitudes also have an associated pool of power – fuel to work powers associated with the aptitude.
Aptitude Guidelines
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.
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 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.
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. |
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.
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 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.
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 represent common physical and mental aspects. Characters have minimum [permanent] level of 1 to a maximum rating set by species; four (4) is considered average. They often modify the use of skills or are
used when non-obvious activities outside a skill rely on attribute checks; a resolution check using attribute level as a target.
Resolution Check | 1-5 | 6-15 | 16-35 | 36-65 | 66-85 | 86+ |
Base rating | 7 | 6 | 5 | 4 | 3 | 2 |
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.
Attribute Guidelines
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Traits are a physical, mental or other distinguishing characteristic – usually something they are born/start with though some can be gained during game play either permanently or temporarily. They personalize a character, making them more unique. They impact other facets, powers, behavior, knowledge, and even background or possessions and often have requirements to acquire and/or use them effectively.
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.
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.
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.
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.
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
Trait Name | CP Value | Capability Requirements |
Ambidexterity | -4 | [Apt] Kinetic 3*, [Attrib] CRD 4* |
Berserk | -5 | [Attrib] WPR < 8* |
Connection | -2 | |
Conviction | As Attribute | [Apt] Follower Status |
Danger Sense | -5 | |
Equipment | -1 | |
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 |
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 |
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.
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 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.
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.
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.
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 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).
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.
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.
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.
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.
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 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).
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:
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Skill represents a specific body of knowledge and experience around associated activities, both practical and/or academic in nature. They usually have capability requirements to acquire and/or use them effectively. Many non-obvious activities in the game rely on Skill Checks; a
resolution check using skill level as a target.
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; a proficient (base level) level of 4 is considered “competent”.
There is no theoretical limit to the level which can be achieved – continued development merely compensates for difficult situations.
Extended actions done by a competent practicioner – such as things which have been repeatedly done and where all requisite materials and tools abound, can be done automatically in 4 cycles.
> 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 Rating | -X | -7 to -6 | -5 to -2 | -1 to 2 | 3 to 5 | 6 to 9 | 10 to 13 | per 4 lvls. |
Level of Use Adj. | -4 CS | -3 CS | -2 CS | -1 CS | +1 CS | +2 CS | (+1 CS) |
> Skills are grouped into similar elements of physical, mental, or knowlede;
this relation reduces some non-proficiency penalties.
> Each skill is comprised of multiple areas of familiarity, sharing much off the same foundation knowledge and processes, though applied in different manners and/or with different tools or materials.
Acquiring proficiency in a skill grants a single area of familiarity within it.
Gaining additional familiarities once the skill is purchased requires the familiarity trait.
In many cases, activities related to a skill can be attempted without proficiency, though a lack will limit the outcome.
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.
Having the skill, but not familiarity removes the focus (fine
& timed penalties) loss in others, leaving only the -2 CS difficulty loss.
Skill Guidelines
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.
Absolute: Those noted with * cannot be even learned without the indicated minimum.
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 |
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, to a maximum of 1/2 the armor’s normal FV (including tailoring to adjust fit).
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 |
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.
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.
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.
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.
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 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 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.
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.
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.
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 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
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.
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.
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.
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.
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.
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.
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.
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.
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.
Mobility enhances forms of movement. The specific form (walking, swimming, flying, etc.) must be chosen when the skill is taken. Aptitude requirements do not modify the check for species native forms of movement. Mobility covers all speeds of movement of the form, and so can be used to sustain paces over longer distances, offset terrain penalties, and to enhance speed. Mobility also increases EC slightly, equal to mobility level x size factor.
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.
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.
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.
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.
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.
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.
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 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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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).
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 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.).
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 is a struggle between opponents, consisting of actions with the intent to wound or subdue in some manner. Combat’s immediate actions are governed by specific maneuvers.
Many factors influence the opportunities and outcome, such as position & facing, reach, surprise, range, movement,
environmental conditions, cover, and others.
Combat assumes there is some amount of movement taking place at all times that the combatants automatically compensate for; This is negligible in terms of its impact on actions.
Resilience is a measure of how much wounding can be taken before a target’s integrity fails.
Damage from wounds is subtracted from a target’s resilience. For living beings, Base Resilience (natural/unadjusted) is equal to their vitality attribute by
size. Targets may also have toughness, or effects may
temporarily adjust reslience directly or through altering size or vitality.
Damage is applied against any increased resilience first and upon the increase ending,
it does not transfer to the target’s base resilience; it simply goes away.
Resilience = (Size x Vitality) + Toughness
> 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
Anything that affects a target’s physical structure is a wound. Most wounds take the form of trauma (damage), though
weapons or strikes, circumstances, and powers can inflict additional effects on the target.
Differing levels of 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.
> Continued damage to the target beyond the initial wound. Each cycle the target takes more damage until it is stopped by cauterization, a countering effect, or in most cases a successful medical aid check.
> When a target takes more non-fatigue damage than their resilience.
If the negative damage is greater than their HLT x 10 they die immediately, otherwise they lose consciousness and become debilitated until they return to full resilience,
but will live if they can be stabilized within a number of rounds equal to their CON.
> A system no longer able to 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.
> Impinged critical functioning and capability. Each measure imposes -2 CS to all actions
and -1 AM per round/+1 cycle to complete extended to the normal total cycles available to the victim.
Unless noted, all effects are resisted by a (HLT + size factor) check, are cumulative and last a full hour.
> Mental disease take the form of disorientation; An overall mental weakness which compromises rational thought and and logical ability. Each point of disorientation is treated as permanent –
it cannot be restored until the cause or affect is directly addressed and alleviated.
Other than “general disorientation” (which is cured with rest and time at 1/day), it often requires specific alleviatory measures to effect a cure.
Effects occurs when a victim’s total disorientation level exceed their current SAN attribute, they suffer -1 RSN and WPR and a level of Confusion. For each factor of their SAN (min. 1) exceeded, effects are cumulative.
Untreated disorientation may lead to (worsening by degree) anxiety, suspicion, alienation and hysteria; complex behavioral issues
and psychosis . All effects go away once alleviated.
Confusion:
The victim’s perceived situation no longer consistently defines their response. This can be caused by a low sanity attribute or effects. Once the victim has entered into a state of of confusion (resistance and duration determined by effect), their behavior becomes erratic. It often swings from paranoia, to puzzlement, to outright violence.
Random Effect |
Sanity Equiv. |
Effect Label |
Impact Description |
1-10 | 2 | Blank | Victim acts normal but does not immediately understand the current events or friend from foe under stress; no attribute bonsues to skills can be applied |
11-20 | 0 | Distracted | Seems lucid but responses are slowed (all actions +1 cycle) and-2 initiative penalty |
21-35 | -2 | Erratic | Although skill levels can be used, they are penalized with full non-proficiency penalties |
36-55 | -4 | Overwhelmed | Absolute fear – shout & run as fast as possible using nearest exit |
56-70 | -X | Languid | No offensive actions; can only evade to move clear |
71-85 | Catatonic | Unmoving | |
86-100 | Unstable | SAN check or attack nearest target; living preferred. |
> An overall body weakness which compromises energy and health reserves. Each point of malaise
is treated as permanent damage – it cannot be heal until the cause of disease is alleviated.
Other than “general malaise” (which is cured with rest and time), diseases often require specific alleviatory measures (always in additional to rest) to effect a cure.
For each factor of the victim’s malaise total/CON, they suffer -1 HLT & STA, and a cumulative level of incapacitation.
Untreated malaise may lead to higher degree of trauma
for wounds and debilitation. All effects go away once alleviated, and healing commences as normal.
> Paralysis stops motor functions and responses from operating, leaving the target unable to move but mentally capable and aware. It is not necessarily rigidness; it is simply an inability to use the entire body or a portion thereof.
Unless stated, the autonomic functions (breathing, circulation, etc.) function normally, otherwise asphyxiation accompanies it.
If the paralysis results from the blocking of the nervous system then all touch sensation disappears as well.
> Any time a creature’s resilience falls to zero, they will
automatically lapse unconscious. Effects such as consciousness strike, shock, and
chemical agents may require a consciousness check meaning the target must make current VIT check or lose consciousness.
Healing restores resilience
through the repair of damage (though will not repair permanent damage unless noted) using 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).
Other devices, effects, and agents can add more benefits and provide a wide range of healing options,
such as enhancing or mimmicing skill results, improving regeneration rates, converting trauma to a lesser type, etc.
Some skills have peripheral medical capabilities, such as botany, that can assist in healing.
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.
Disease can impact normal healing processes – both mental (disorientation) and
physical (malaise).
> A natural process of healing where a body repairs itself.
The rate indicates how much resilience is regained per cycle based on trauma. Most species have a rate of 1/day, modified by their Health attribute CS adjustment. Negative values act as multipliers at half.
> 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.
> Rehabilitation removes or counters the impact of incapacitating effects.
Most agents are designed to offset specific sources and/or types of effects and will be noted.
Agents are measured in levels, reducing by that number, or will reference a total maximum levels.
A Medical Aid check can alleviate 1 measure of incapacitation per day.
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:
> 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. Negation removes the the force component from attacks.
> 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.
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 is the lack of a breathable medium, such as choking or drowning.
Victims may hold their breath normally for a number of rounds equal to their Stamina; species factors, effects or activity may alter this.
Victims suffer one tenth (1/10) their normal resilience as fatigue damage each round until
unconsciousness. Thereafter, the same value is converted to real damage until death.
If breathing is restored, fatigue trauma from asphyxiation heals at twice the normal rate.
Concussive damage is spread over the entire body area;
distributed through the target as a system wide impact.
Any concussive impact in which the target takes more than half their resilience in damage will require an immediate
consciousness check. Generally concussive damage is too indirect be healed with a medical aid check,
and armor protection is reduced or negated – if effective at all.
> Falls 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.
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 – surface conditions and circumstances can adjust this.
Falling Damage = 1/2 form portion (1m for humans) x 4 damage
Force is concentrated physical pressure applied against a target, great amounts can upset the target’s balance
and ruin their their focus. 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. Effects vary depending upon the ratio of the damage force compared to the target’s encumbrance capacity.
Degree | Force | Effects |
---|---|---|
Minor | >EC | CRD check or interrupted and knocked back (2 AM of immediate movement); RCT check to hold onto items |
Major | >ECx2 | Interrupted and knocked prone; Items dropped |
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.
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.
Combat is handled by opponents preparing for, then choosing
offensive and/or defensive type
maneuvers as situation and ability dictate, and where the outcome is non-obvious, a resolution check is made.
Most combat is performed with some form of weaponry (natural physiology of the species +
ranged or melee item) or by some effect tied to a damage source.
Weapons technology will have various aspects
(requirements and adjustments) which can impact combat dynamics and outcomes; in order to maximize the impact of weaponry, users
must be familiar in their use. Unless noted, characters and creatures
are assumed to be familiar with the use of natural weapony in combat.
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.
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. A character may change facing without penalty once during a round; additional changes cost 1 AM.
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 is
when individuals or groups confronts another in such a way that they are unable to defend
against initial actions targeting them.
Under normal circumstances, these actions automatically get a simple result. Or the attacker may make a check for the result,
with a +4 CS & +1 RS on the outcome.
Normally, a target is allowed a Danger Sense to negate surprise.
Range is the effective distance at which a ranged weapon may be used.
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 | 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 |
Cover employs terrain & environment features to reduce the exposure of the target. The benefits of cover are negated if the viewer can
discern the real position and covering materials pose no ability to stop the attack or damage. Cover is assumed to be complete – no gaps,
openings, joins or other weaknesses which can be exploited. If so, cover can be bypassed using an
piercing strike. There are 2 different types of cover advantage for a target.
Degree | Level |
Minor | 1 |
Moderate | 2 |
Major | 3 |
Complete | 4 |
Overlay: Damage associated with any RS degree equal to or less than the cover level is done to the covering material.
Obscurement: The level is doubled and imposes a CS penalty to hit. The
penalty is doubled again for ranged attacks. Examples are darkness (see illumination
for specifics), mist/smoke or hazy conditions like water, heat waves, etc.
Against area affect attacks,
such as an explosion, each level reduces damage by 25% and adds to any avoidance check.
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.
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.
Hand held or natural weapons always receive a bonus equal to
the character’s damage modifier.
Damage Modifier (DM)
= MUS + Size Factor
Maneuver | Action Measures |
Skill & Modifiers | Description |
Avoid | All/min. 4 | movement/mobility | Focus all efforts on defense; -4 CS one opponent |
Bash | 4 AM | Melee; Per item (simple success) |
Object > 15 ENC (ENC + Size = dmg); smash with force. |
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 |
Movement modifiers are relative. If both parties are moving in the same direction
parallel to each other, the adjustments 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.
> Avoidance is a defensive movement based maneuver
using all the AM for a round (requires min. 4). A single opponent suffers a -4 CS adjustment to hit.
With a successful mobility check, all damage is halved for calculating force.
> A bash is an offensive melee based maneuver which uses an object’s full size and form to project massive force onto a target.
Once an object of > 15 ENC (x size factor) value is acquired, it requires 2 hands and 6 AM to use, and needs only a simple success for full effect. The object’s ENC value + the size of the wielder is done to the target and treated as force strike.
>
A countering action that interposes an object (such as a shield) to absorb the damage that the target would have.
It requires two action measures (2 AM) and 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.
>
An opposing action against an attack that is a controlled movement
to avoid and return to a similar position. Slower ranged
weapons like propelled ones can be dodged
(slow/-2 CS to fast/-4 CS difficulty) but faster ones, like
firearms, cannot. It requires two action measures (2 AM) and a evasion ability check.
Being unencumbered grants a +1 RS.
>
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.
> For full details of actions, see the
grapple ability.
All grappling takes 2 AM.
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 |
>
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.
>
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.
>
An opposing action against an attack which deflects the blow and negates damage, requiring more finesse than a
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.
Using natural weapons to parry will cause a minimum damage equal to the attack base damage, no matter the result; creatures with no natural armor suffer a -1 RS.
>
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 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.
These actions are preparatory or recovery in nature, and do not directly target an opponent themselves but modify actions that do.
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 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.
> Expert (-4 CS) – Marked; Until the target receives medical aid or the equivalent,
they will continue to lose 1 resilience per round.
> Masterful (-8 CS) – Marked; Target must make an immediate
consciousness check.
Weapons generally impose a penalty on resistance to unconsciousness equal to 1/2 the min. MUS requirement for the item.
> Expert (-4 CS) – Damage is assessed as double for determining knock back effects.
> Expert (-4 CS) – Marked; Imposes minor incapacitation (1 measure) on the target.
Weapons generally impose a penalty on resistance to incapacitation equal to the kinetic aptitude requirement for the item.
> Masterful (-8 CS) – Half of all damage done is not
prevented by armor at all.
> Expert (-4 CS) – The strikers size is treated as MUS in damage calculation.
Targeting covers all factors which determine how an effect from range is processed.
Ranged effects manifest in two ways:
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 is the most common method of taking aim, involving nothing more than using sensory input and ability with the weapon or mechanism to target.
> 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.
> 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.
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.
> 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.
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.
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 provide predefined methods to resolve outcomes for certain aspects of the game.
Most come from mundane sources – that is natural sources. These include such things as equipment produced by science and crafting, skills, and machines.
Other effects are considered mystical in nature; effects or influence outside the natural order or progress of events.
Regardless of source, the results are not treated any different unless noted in their source.
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.
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.
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.
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 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.
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.
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.
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.
Light and darkness is critical for most species.
Effects, circumstances and surroundings can change this, based on a scale representing their overall
impact.
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.
Mystic denotes an effect or influence outside of the natural order or progress of things. Effects coming from faith, magic, and psychic powers and items are examples of mystical ability and nature.
All mystical effects have a corresponding strength.
Where any denotation of an effects mystic strength is absent, GM’s should use their best judgement.
Magical elements like Sorcery use the Sorcery skill ALU (or appropriate methodology);
faith elements use the adjurer’s Conviction x 2; and psychic elements use the
psychic’s Opening skill ALU. Unless otherwise stated, mystical effects have no regard for source and do not resist or interfere with each other in any uniform way other than the rules of 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.
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 | 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.
|
||||||||
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.
|
||||||||
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. |
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.
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.
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.
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.
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.
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 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 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.
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.
> 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 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.
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 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.
This is usually best practiced by a professional.
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.
This is usually best practiced by a professional.
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 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.
> 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.
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.
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
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.
> All equipment has an encumbrance rating based on the weight, shape, safety, and stability of the item.
> The maximum points of damage an item can take before it is considered useless.
Unless noted, it ceases to function in its intended capacity in any way. 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.
> An object can be sized to a new owner or built for an owner but is not necessarily fit. Size difference from an items intended size adds to the fit value by each point, making vestments more encumbering.
Sizing requires the same general form and shape – radically different species typiclaly cannot wear items meant for others. The maximum size variance for wearing vestments is 3 points.
Fit is the tailored cut once an item is sized properly. Fit items conform to the wearer’s shape and keep movement unfettered, making vestments less encumbering.
Normally tailoring an items to the right size and fit takes a professional. Custom tailored items are generally fabricated from scratch and do not fit anyone else.
Some items have a fit value (FV) which is used to asses ENC and can be leveraged as a means of working with the item to reduce its ENC.
A tailored fit reduces the FV of an item by half the crafters skill level or (to a maximum of 1/2 the item normal FV).
> 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].
Armor is a defensive barrier which covers a target to protect it.
Many things can coincidentally function as armor, but are not designed for it; usually the term applies to vestments designed for that purpose. They use is either passive (require no action) or active (require direct action). Armor has the the normal properties of
preventative value (PV)/blocking and resilience (PR)/total.
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.
> Helms are passive and cover the vulnerable head against damage and improve resistance on consciousness checks (normally from +1 to +4).
Typically, the same bonus also acts as a penalty to their PER checks for hearing and sight.
If a helm ever takes more damage than its PV, it is instantly rendered useless.
> Screens are passive fields of energy which disperse and negate damage and effects.
They are typically designed to address a specific damage form and/or type of energy. Screens must have a power source of some kind.
> Shields are active; purposefully interposed to block attacks and absorb damage.
Shields use the rules of cover. They can be passively hidden behind (forgoing any actions) against a source of damage coming straight at them as “facing cover”; the cover level indicates how much damage is done to the shield as opposed to the target. Or, they can be used as “blocking cover” where the cover level is a CS bonus to maneuver the shield into the way of a specific attack. Cover levels are reduced or increased relative to the size of target covered based on its fit – which is its median size. A fit of 10 means it works for size 6-15 (10 +/- 5). Adjust 1 level for each size total equal to the fit value away from the median; levels below 1 can only be used for blocking. Shield Bash uses AM equal to their cover level, gain the block bonus in attack though half of all damage done is fatigue.
If a shield ever takes more damage than its PV, it is instantly rendered useless.
> Worn vestments are passive and cover the body. Vestments have Fit Value (FV) – how easy the armor can be fit; as leveraged by the armor use ability.
Materials can be draped over a target to provide armoring, but if it is does not fit the wearer, they made hinder the them. Normal armor statistics assume a
full ‘suit’ a near full covering with the PV & PR values an average over the target’s entire body.
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.
Name | Damage | Blast | Area |
Fragmentation Grenade | 30 base | Omni | 3m |
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.
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.
> Locks usually opened only by the scan of a matching biological organism. Examples include scans of fingerprints, palms, irises, retina, and DNA.
> Locks usually opened by magnetic device or keypad combination.
> Locks usually opened by aligning tumblers through physical movement or combination. They are usually the least technologically advanced locks.
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.
A munition is the item a ranged weapon projects in order to achieve an effect, most commonly
moving the source of damage to the target, out of the direct hands of the attacker.
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.
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.
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.
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. |
> 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.
> 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 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. Each ranged weapon has an effective range in which they are capable of operating.
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
> Weapons have properties other than damage, such as combat strike effects, capability requirements, etc.
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.
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 |
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.
Degree | Min. Cost | Acquisition Time1 | Stock Chance2 | ||||||
Unavailable | x20 (varies) | 3-6 Months | -X | ||||||
Rare | x10 | 1-3 Months | -2 | ||||||
Scarce | x5 | 1-2 Weeks | 2 | ||||||
Uncommon | x2 | 4-5 Days | 6 | ||||||
Common | Normal | 2 Days or less | 10 | ||||||
Easy | Normal or less | Same day or immediate | Auto | ||||||
1: The time is modified by the means of transport systems and communication. | |||||||||
2: Generally, add a suppliers relevant skill level reflecting their ability to stock and acquire an item. |
The availability of items will impact their cost. The availability guidelines are meant
to be used as a base line, local factors (rarity, social upheavel, distance to market, local economics,
race or group relations, etc.) may alter availability of items.
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.
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.
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:
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 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.
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.
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 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.
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.
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.
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.
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
An indoctrinated or lay follower. These followers make up the bulk of the faithful and mostly serve to provide power to those above them.
These followers have been initiated into the deeper ways of the faith and make up the bulk of the powerful symbols of the faith.
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.
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 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.
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.
> 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.
> 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.
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 |
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.
> 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 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. |
Losing Conviction:
Transgressing against the faith; Falling from Grace. Penance for breaking or renouncing vows and violating tenets. |
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.
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)
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
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 |
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.
Strength: In measuring the power of faith based mystical elements, especially as one effect may relate or attempt to overcome another, the base line
strength is based on the adjurer’s Conviction x 2.
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.
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 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.
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 |
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 |
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 |
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
This ritual increases the target’s Will Power attribute by the adjurer’s Faith Aptitude.
[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.
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.
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 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 |
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 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 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 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.
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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.
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.
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 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.
Kinetic Aptitude rating times five, puls Health & Stamina Attributes
(Kientic Apt. x 5) + HLT + STA
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.
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.
> 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.
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 slowed by 2 cycles (max. 6), 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. |
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 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.
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.
> 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
> 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.
> 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.
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 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.
> 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
Releasing Potential: There is no limit to a
character’s expenditure in this way.
Gain = CP x Magic Apt. x 2
Training:
> 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
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 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 Rank | Mana Cost |
Occult Factor |
---|---|---|
Apprentice | 5 | 1 |
Novice | 10 | 2 |
Adherent | 15 | 3 |
Adept | 20 | 4 |
Master | 25 | 5 |
> 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:
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.
> An extended activity with a minor learning path for each occult factor of the formulae.
> 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.
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.
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
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. |
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.
Strength: In measuring the power of magic based mystical elements, especially as one effect may relate or attempt to overcome another, the base line
strength is based on methodology level; The ALU of the Sorcery skill level in the case of sorcery.
Targeting: Magic uses both
pathed and occurrence targeting.
Effects delivered via the touch maneuver (melee ability)
already takes the maneuver AM value into account.
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.
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 |
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 |
Holding | 5 | 6 AM | ALU | 50m | 10 rnds | 2 Surfaces |
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 |
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 |
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 |
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 |
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 |
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 |
Shunned Tool | 10 | 6 AM | -2 CS penalty | 50m | ALU x 1 rnd; 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 |
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 |
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 |
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 |
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 |
Feather Pack | 20 | 2 rnds | Halves ENC | Touch | ALU x 1 hr; continuous | 1 target |
Strength of the Herd | 20 | 2 rnds | +4 MUS | Self | ALU x 10 rnds; continuous | 10m radius sphere |
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 |
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 |
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.
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.
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.
Up to ten (10) targets become better predisposed towards the magus. The targets are under the effect of Fascination with regards to the magus.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
The target gains a measure of alertness while resting. For the duration of the spell the target has the Light Sleeper trait.
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.
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.
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).
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).
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%).
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.
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.
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.
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).
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.
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.
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.
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.
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).
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).
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.
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.
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).
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).
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.
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).
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.
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.
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.
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.
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.
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.
The targets’ eyes glaze over, becoming milky white as they lose all sight. The targets are Blind for the duration of the spell.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 or progress of things. Effects coming from faith, magic, and psychic powers as examples of mystical ability and nature. All mystical effects have a corresponding strength. |
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.
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.