A system of powers, actions, & resolution for any time, place, or setting…
The making of the Incarna game system was quite an
ordeal. The toughest part of any game system is making sense of the real world
in terms of game mechanics. There will always be a sacrifice of realism for
resolution and fun. Several people approached this difficulty in different
manners, and it was highly amusing to see some of the more interesting
resolutions proposed for the game system. At the time it was being developed,
the majority of the input was from engineers, programmers, and technology
focused individuals in general. Many of the people involved were also
practicing one form or another of the martial arts. The philosophy and practice
of martial arts brought into question all we understood about the mechanics of
perception and reality. Often times, the calling into question of something one
feels is unshakable only serves to create a more solid base. I must admit
though, more often than not, it left many things unanswered. The development of
these rules were no different. For every answer there were two questions, and
it was sometimes quite frustrating. As the final word in mechanics, I
reconstructed the rules many times, and in many instances came full circle. I
hope that all the effort and fun in creating the game system yields as much in
fun for those who chose to play it.
– 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 abilities, 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.
If you do not find what you are looking for, try other Incarna resources.
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Incarna is a role-playing game (RPG)
system that leverages a set of mechanics, approaches, and content to
create a unified system which can represent any time period, place,
technology, or knowledge level. The system is used as a basis for
creating settings – referred to as a milieu – and
encounters within them. A milieu is an instance of the game system
applied to a unique time and place. The system users then have
characters that interact in this milieu, producing the story as the
drama unfolds.
Key Concepts: Make sure you read the mechanics completely to familiarize yourself with the complete
set of terms and concepts.
There are two roles available in Incarna:
Game Master (GM) and Player. The Game Master
and Player are common concepts in RPG’s.
Control
of the milieu is handled by the GM – which may be a person or program
designed to react to in-game action. The GM has the responsibility of
preparing the action and its outcomes and resolving it without bias.
The long-term and immediate repercussions of the actions of characters
in the milieu are contemplated and decided upon by the GM in a manner
that maintains continuity of the story and the plots and flavor of the
campaign. A campaign is the name for a particular instance of a milieu
and the play scenarios associated with it.
A play scenario
is a related series of encounters explaining how they relate and how to
use them to create a single story. This often includes maps, media,
action details, characters, and explanation of repercussions. It has a
complete story line and all the information needed for a GM to resolve
all outcomes normally possible within it.
The players and GM interact in a milieu of the GM’s design or choice.
The GM will set up and/or oversee a set of materials which documents a story,
its main characters, timeline, places, and scenarios. Individual worlds or scenarios may be either built
by or purchased by the GM.
The players control the actions of the people they are responsible for and the GM handles the rest. These
people are represented as characters.
As the players relate their character’s actions (in response to the
scenarios the GM places them in) to the GM, the GM will determine how
the world and other people react to them. Each party uses the rules to
resolve outcomes; from travelling, to commerce, to violent conflict –
the rules will dictate which mechanics to use in each situation and how
to resolve the outcome.
In some cases, the GM may be able to asses a situation and determine
there is an automatic result. Many actions can be completed automatically, given the right circumstances
(time, materials, ability, etc.). Conversely, in some circumstances, a character may never be able successfully
complete a specific action. The area in between – where the outcome is uncertain, is where the mechanics
of the system must be used to determine the outcome. Many things may preclude automatic outcomes – difficulty,
environmental condition, active opposition, lack of proper capability,
materials or requisite time can all come into play. This is especially true if those initiating the action
want to achieve a better than average result. The standard method of resolving outcomes where the outcome is uncertain
is through a Result Check. This is a generation of a number between one and one hundred.
This is matched to an appropriate result scale (typically the standard resolution matrix)
to determine the degree of success. The lower the result check value, the better the result outcome.
In many cases, the GM will
know more about a situation than the players, and even when the outcome
seems uncertain or beyond doubt they can choose to change the specific
outcome, chance of success and/or quality of the result. They may
adjust any aspect of the resolution process at any time.
The only required materials for using the Incarna game system is the Incarna Core Rules Guide.
This contains the basic rules for creating characters and resolving actions and situations. However, the
most important thing you need is your imagination. Roleplaying relies on imagination and being able to
visualize your character in real-life situations. The game requires at least one player and a GM, but it
is most fun with multiple players since roleplaying games are not generally solo activities and part of
g the new experiences with others. There are many other expanded guides, supplements and add-ons
that expand on both the rules and roles (player
& Game Master) of the game.
Subscription based products will contain many new and enhanced elements to expand your roleplaying experience.
Characters are unique representations of an individual within the
game. The GM and/or players control their actions, depending on the
game encounters, motivations and their personality.
Characters controlled by a Player. A
player directly determines all actions their PC makes in response to
the scenarios described by the GM. The exceptions are when they are
under the influence of some external force beyond their control
(hypnotism, confusion, etc.) – at which time they may become, in part
or whole, a non-player character.
A character that is ultimately
directed by the GM. An NPC may be controlled by a player under the GM’s
direction, who can alter the player’s choice of actions for them based
off their own unique knowledge of the character and scenario.
Characters can be created in many ways. There is no strict method of creating a character, only rules defining
character facets at time of creation and during play. One way to approach character creation is to follow the standard character map.
Carefully consult the milieu guide you will be playing
in to determine species, location or other potential variables.
Physical features, powers, capability, experience, and behavior should
all fit together meaningfully. Consult your GM if something seems out
of place on your character, and remember that the GM can disallow any
facet of your character. Make sure the concept will go with the species
perspectives.
All characters
share common elements (referred to as ‘facets’) which define them in
game terms – from physical appearance to mental capabilities, all have
an impact on game play in some way. Some are simply determined by the
player for their character but many are generated using the system and
then developed by the player using the rules through game play. Each
character will be unique with their own combination of facets, although
may share a lot in common with others.
Facet | Description/Use |
Concept | All character have the same basic composition elements, including concept, species, personality, and physical characteristics such as size and appearance. |
Aptitudes |
Aptitude is the foundation of all things. It represents a predisposition towards certain aspects of game life: problem solving, natural inclination towards certain facets (traits, abilities, powers, etc.), and a measure potential in certain game aspects. It does not determine specifically how a character must react or what abilities they must take, but it will influence how they develop by providing a beneficial pathway of advancement. |
Attributes |
Attributes represent physical and mental characteristics which are found in most species. They are measured in levels to quantify them in terms of game mechanics. Attributes modify the use of abilities, and are used when some activity directly dependant on the attribute’s function must be performed (and no ability directly covers it). |
Traits |
Traits are a distinguishing characteristic of some sort, whether it is physical, mental or otherwise. Traits are for the purpose of personalizing the character, and making them more unique. They can impact powers, abilities, behavior, knowledge, and even possessions. |
Abilities |
Ability represents a specific body of knowledge and experience around associated activities. This can be practical and/or academic in nature. |
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. |
The player should have an image in their
mind of what their character is like. Character concept will, in part,
determine which character facets are given highest priority. It shapes
the entire outlook and function of the character within the game. What
affectations and behaviors of a species or culture does the character
embrace? How do they act, dress, speak, and conduct themselves? What
are their habits and motivations – wealth, fame, power, or pleasure?
Are they a strong warrior, a skulking cat burglar, a hardened soldier,
or perhaps a witty debutant?
Each milieu and GM has their own options for characters based on
background, species, or locale. Make sure to ask your GM and/or read
all milieu and campaign materials to familiarize yourself with the
personal characteristics available to your character.
Every character has
to be a member of a species allowed by milieu and the GM. Race may
determine or direct much of the character. Outlook, religion,
tendencies, behaviors, taboos, physical limits and requirements,
minimum aptitudes and attribute ratings, traits, abilities and starting
locations may all be influenced by what species the character is. Each
species has its own unique set of characteristics. Some are
advantageous while others may serve to limit the characters options or
behaviors in certain situations. A character concept may not even be
allowable by certain species. However, the GM and player may envision
scenarios with specific changes to rules and species by to accommodate
anything.
Physical Characteristics:
Characters will have their physical characteristics defined and limited
by their species. Sex options, ranges for age, hair color, eye color,
weight, height, voice, unique features as well as specific behaviors
can in some part be delineated by species.
Each player must choose characteristics for their character within this range.
Character Species Guidelines
All characters will have basic personality elements. This includes
such things as name, sex, age, mannerisms, outlook, a code, etc. There
is no strict methodology for determining such things. Personality is
unique to each character and it is part of the player’s role to define
these elements for their character. Some of it will emerge during play
as the player gets more comfortable and their experience begins to
show, just as it would in real life. Some guidelines for these
characteristics can be found in the species profile for the race of the
character to be. Many of the characteristics will be limited by how the
species has evolved within the particular milieu you are playing in.
Size elements are set by species and indicate the character’s weight and general form. A character can be opt to assume the
average size rating that is listed for the species, or randomly generate a number within the normal range for their species
within the milieu they are playing in. 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 various bodily facets (frame, build, etc.).
Size will have bearing on the overall Resilience
of an individual, the damage they are capable of inflicting, and
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 |
Form portion is 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.
Form scale 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 Difference: The character’s size – the target’s size.
Size factor is used as a measurement in calculating many important effects, including
damage modifier, possible results of an
aggravated wound, action interruption,
and constitution.
Size Factor (SF) = Current Size / 10 (round down)
Size/Form Guidelines
Sensory information comes in any number of forms. Characters receive
and process this information, enabling them 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.
Character Points represent accumulated experience of a character. A
player has an amount of starting character points with which to create
their character, afterward character development is done using earned
character points – awarded by the GM. These are used then to increase
or gain attributes, traits, and abilities, and improve the character –
just like experience and learning allows real individuals to grow and
survive. Character points may be used instantly when gained or saved,
depending on what the character’s goals are. Ultimately, CP’s may be
spent in any way allowed by the game rules or by the GM.
A starting character has
thirty (30) base CP, plus a number of additional CP equal to their starting Charisma rating (after species adjustments and initial splits);
CP = 30 + CHA. These can be used to develop
any facet of a character. 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 final ratings for some
character facets.
Character Point Guidelines
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.
Activity within the game is processed through a single model of time and actions.
Actions have a start, end, and resolve with a specific outcome. Indirect actions (ex: loading) resolve outside of a direct encounter
or affect direct actions. Direct actions (ex: attacking) have a direct effect on a target.
A maneuver is an immediate action, governed by specific parameters.
In addition to the standard units of time (days, hours, etc.),
the game system employs the round for most encounters. All
actions will have an activity cycle value which indicates how long it takes to resolve.
Immediate: Cycles normally processed in a round, using action measures.
Extended: Cycles processed in longer than a round, using standard time units.
Initiative is used to determine when a specific action takes place in relation to others within the same
phase. All actions have an Initiative Value (IV) equal to
a character’s current RCT plus the effective reach of their weapon/action.
Actions which occur in the same IV are resolved in order of the highest RCT then PER.
Any time the outcome of an action cannot
be automatically determined simply by an assessment of the circumstances
around it, a result check
is made for the attempted action. The check is made based on a level derived from
relevant ability, attribute, powers, items, and situational modifiers and
then compared with the standard resolution scale
to determine quality of success.
ALU/Rating | -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 Values Indicate a Failed Result – | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Result Degree: | Full Result | Major Result | Average Result | Simple Result |
Reading the Scale: This scale represents a range from most difficult
to easiest (left to right, respectively). The far end of each represents a point
of diminishing returns, considering all possible modifiers. Most measurable elements
(attributes, proficiency,
etc.) are rated from 0 and higher, but penalties can cause a drop to negative values.
Result Degree | Description/Interpretation |
Perfect Result | Best possible; A 01 result check. |
(4) Full Result | Optimal normal outcome. |
(3) Major Result | Better than average outcome. |
(2) Average Result | Average/most common outcome. |
(1) Simple Result | Barely successful outcome. |
(0) Failed Result | No measurable success. |
Fumbled Result | Worst possible outcome (100 result check); wrong target or mishap. |
Level of Use: The natural state of any value is its base level –
with no effects or impacts of any kind altering its value (such as base proficiency).
An adjusted level refers to a value after all level adjustments have been applied.
Degree of Success (DoS): An integer indicating the number of degrees of success, starting at 1 for simple and 4 for full.
In cases where the outcome of an activity is not automatic, it must be processed according to standard guidelines.
At the start of each round, characters assess their available
Action Measures (normally 6, but effects such as
encumbrance may alter this). Intent is declared at the start of the round in order of initiative, lowest to highest.
As actions are resolved, their AM value is subtracted from the character’s available
AM; A character must have remaining AM >= the AM of the action being attempted.
The order in which actions resolve is based on the phase in which it resolves;
adding the activity cycle (AM) value to the last phase in which the declarer resolved an action, starting at zero for the first of the
round and progressing as used. A character may counter
an action at any point (if they have enough AM); countering does not move phase forward. Actions
taking place in the same phase are resolved in order of their initiative.
Normally, no immediate action may take less than 1 measure.
Waiting: The amount of
measures spent in waiting is equal to the activity phase value of the
action or condition which triggers the response.
Result Degree | Time to Complete |
Perfect Result | Half of an Activity Cycle. |
Full Result | One (1) Activity Cycle. |
Major Result | Two (2) Activity Cycles. |
Average result | Three (3) Activity Cycles. |
Simple Result | Four (4) Activity Cycles. |
Failed Result | Four (4) Activity Cycles pass; action incomplete. |
Fumbled Result | Four (4) Activity Cycles pass (as Failed). Further attempts suffer a -1 RS penalty. |
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.
Action qualifiers are non-concurrent circumstances which change how direct actions manifest.
Time Adjustment | Adjustment |
1/2 (snap) | -4 CS |
+1/2 (lagged) | +1 CS |
x51 | +2 CS |
x101 | +3 CS |
x201 | +4 CS |
1: Extended actions only |
Only extended activity can be prolonged beyond ‘lagged’. Activity cycles are based on normal circumstances. They can purposely
be done hastily, disregarding safety or accuracy. Conversely, additional attention, focus,
steadiness, record keeping, or planning can be taken to improve chances of success.
Degree | ENC | Exhaustive Base Effect |
Trivial | > EC | 1 AM |
Mild | > EC x 2 | 2 AM |
Moderate | > EC x 3 | 3 AM |
Major | > EC x 4 | 4 AM |
Severe | > EC x 5 | 5 AM |
Crippling | > EC x 6 | 6 AM |
Disabling | > EC x 7 | No Movement |
Encumbrance measures the impact of items carried & worn
on their weight, shape, safety, and stability. An individual’s total ENC is compared to their Encumbrance Capacity (EC);
encumbered characters suffer exhaustion effects. Unencumbered indicates when an individual’s ENC total is
less than their capacity. EC = (MUS x Size)
Interruption is a loss of
continuity in performing an activity which requires total
follow-through to achieve it’s end; combat activities, most use of
powers and anything involving total concentration can be interrupted.
Interrupted activity still expends all associated time and power
requirements, but with no effect.
Physical: Actions interrupted by unconsciousness,
stun, or knock back fail automatically
and any action measures are lost. Otherwise the character may make a Willpower
check, and must match or beat the result degree of the interruption. If the source
of this interruption is a wound, it must do more than a target’s constitution to require a check.
Attentive: Distraction, fear, and other effects may cause a
break in the thought process resulting in interruption. If such effects
can be resisted, the appropriate check will be noted; otherwise it will
assume Willpower. The result must match or beat the result degree of
the interruption if appropriate.
Countering opposes the resolution of an action, reducing or even
negating the outcome. Countering can be in the form of reduced degree
of success (such as limited familiarity or proficiency, or an opposing
power or action) or in penalties to the chance of success (such as
disability or difficulty).
Penalty: Reduced capability in the form of disability and difficulty. These impose a
CS penalty to the level of use of an item or action. All penalties are cumulative unless noted.
Disability Degree |
Ability Penalty | Conditions for Difficulty |
Trivial | (None) | While not ideal, circumstances do not warrant a penalty. |
Mild | -1 CS | Negates only the slimmest margin of skill. |
Moderate | -2 CS | Negates what would be considered average proficiency. |
Major | -4 CS | Negates what would be considered as competent proficiency. |
Severe | -8 CS | Negates what would be considered mastery. |
Crippling | -12 CS | Negates nearly all levels of proficiency. |
Disabling | -16 CS | Leaves only the slimmest margin for the most proficient ability. |
Disability: Lack of requisite aptitude and/or attributes for using an item or performing an action.
For each facet and/or measure of capability not met, a degree of disability is imposed.
Difficulty Is a measure of complexity or external impact such as weather, materials, and terrain.
Opposing: The result degree
of the opposed action is compared to that of its target. Generally, if
the opposing result is equal or greater, the target result is negated;
otherwise it is reduced in effectiveness by the number of degrees of
the opposing effect or action. Only targets aware of an action being
attempted against them may actively oppose them, as in the case of defensive combat maneuvers.
Familiarity: Based on perception and
understanding within a known frame of reference, not strictly mechanics
of ability, it does not directly modify chance of success (though
incomprehensible things may prove to impose penalties for difficulty as
well) but rather fundamental results.
Degree | Operative Ability |
Familiar | The proficiency and experience needed to achieve a consistent chance of success. |
Foreign | There is a lack of real proficiency and/or experience to achieve a consistent chance of success; all results are reduced by one degree (-1 RS). |
Alien | The item or activity is totally outside the comprehended frame of reference for the character. If an action can be attempted, the result degree is reduced by two (-2 RS) and any extended activity will take twice the normal cycles. With repeated and constant exposure, the impact can be reduced to ‘foreign‘. Truly alien items and situations may be seen as unsafe or hostile and require a fear check to attempt. |
Becoming Familiar with Items: Unless noted
elsewhere, it can be assumed that familiarity can be developed in an
on-the-fly (as opposed to study over time) method through direct
exposure to the new item or tool. Full familiarity
may be achieved with 5 successful uses of an item, each in a separate
series of extreme events; i.e. using a weapon successfully (doing
damage) in five different combats. Familiarity can be achieved through
an appropriate amount of formal or self training as well (to be
assessed by the GM).
Familiarity Group: Some abilities, 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.
Creatures normally have a dominant limb/hand – not necessarily in
exclusion of all others, but used in habit before them. All others are
considered “off” handed. Item statistics assume use with the single
dominant hand. Capability requirements (such as min.
MUS and CRD), may require using more than one hand. Handedness limits may be overcome by gaining proficiency as an off-handed ability.
More than a single direct action
can be performed at once. Often this is done when movement is done
while attempting another action. This may also be by virtue of using an
item in each hand (subject to handedness penalties).
A character cannot use a specific item more than once during an action phase.
The process of discovering, assimilating, integrating, and recalling information from
bodies of knowledge is a complex activity that can combine both or either approach of academic (written and discussion) or
practical (actual testing).
Study: Time to learn things varies by context (ability, power, etc.), but it always operates the same.
Simple study is an easy process of rote learning requiring
both approaches which automatically succeeds; it relies on a single
relevant context value (conviction, reason, etc.). Advanced study requires a check (based on primary modifier or Reason if nothing is specified)
based on multiple relevant contexts to provide a base cycle value. Context will factor in the base check value,
comprehension, a penalty for use of only one approach, degree of inter-relatedness with other skills, non-proficiency) and other
values as appropriate.
Study Cycle = (Context) x [Time Factor]
Research: Research can have two purposes:
Searching for references and incorporating experimentation against a
known body of knowledge in order to extend it.
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.
An object not at rest or unmoving can be qualified to be in some
state of movement; this can have an impact on activity of many types.
The specific physical conditions and the familiarity characters moving
through it have will play a factor in the speed at which they move over
(or through) it. Machines, beasts of burden and other less mundane
means can make movement over any terrain generally easier and faster.
There are three different types of movement:
Rate | Mode | Rate | Sustain | Action1 Penalty |
Base | Walking | 80m /min. | 4.8km /hr | -2 |
Fast | Running | 400m /min. | 24.0km /hr | -4 |
Rush | Sprinting | m /min. | -8 | |
Swimming | 100 | 6.0km /hr | ||
1: Concurrent activity penalty |
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.
Sustained:A
character can sustain their base movement rate equal to STA in hours. A
character can sustain their fast movement rate for an equal number of
minutes. Lastly, their rush rate can be sustained for a number of
rounds (or equivalent). After that, a Mobility check is required. A failed check imposes a degree of exhaustion,
with further failed checks imposing additional degrees.
Climate | Terrain | Cover |
Arctic | Aquatic | Barren |
Arid | Coastal | Forest |
Temperate | Lowland | Grassland |
Tropical | Mountain | Jungle |
Steppe |
Physical conditions 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: Condition, 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 is the foundation of all things. It represents a
predisposition towards certain aspects of game life: problem solving,
natural inclination towards certain facets (traits, abilities, powers,
etc.), and a measure potential in certain game aspects. It does not
determine specifically how a character must react or what abilities
they must take, but it will influence how they develop by providing a
beneficial pathway of advancement.
There are four aptitudes that a character can possess: Faith, Physical, Magic, and Psychic.
Low aptitude may exclude the acquisition or effective use of some abilities, powers,
or traits. These require some special understanding or insight which only a higher level of aptitude will grant.
Possessing the maximum level in an aptitude frees a character from many of the
limitations imposed upon usage of game powers with lower levels of aptitude.
Aptitudes also have an associated pool of
power – power which can be used as a fuel to work powers associated
with the aptitude.
Aptitude Guidelines
The lower the aptitude rating, the less potential and ability a character will have in working with related powers.
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.
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.
Physical 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.
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.
Attributes represent physical and mental characteristics which are
found in most species. They are measured in levels to quantify them in
terms of game mechanics. Attributes modify the use of abilities, and are used when some activity directly dependant on the attribute’s function must be performed (and no ability directly covers it).
Attribute | Brief Description | |
Pair |
Coordination | Manual dexterity |
Reactions | Speed of action | |
Pair |
Health | Soundness of the body |
Vitality | Life essence | |
Pair |
Muscle | Physical Muscle power |
Stamina | Physical endurance | |
Pair |
Charisma | Personality, magnetism |
Willpower | Mental will, motivation | |
Pair |
Intuition | Innate apprehension |
Perception | Sensory acuity | |
Pair |
Reason | Logic, deduction, learning |
Sanity | Grip on reality |
Each species will favor different attributes, these being more
central to their way of life and/or survival. This can vary for a
species by milieu, culture, and environment.
Attributes use the range delineated in the std. resolution matrix to quantify their value.
Within this, values have a minimum rating of -7 to a maximum rating set by species, with a value of four (4) considered average. Attributes are always generated in closely related pairs, reflecting the close nature of their underlying principles.
Once assigned the base values, they are adjusted independent of one another.
Resolution Check | 01-05 | 06-15 | 16-35 | 36-65 | 66-85 | 86-95 | 96-100 |
Base rating | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
Attributes, aside from being a way to describe your character,
impact many game activities. Any time a character performs an activity
(maintain a situation or accomplish a task directly related to it)
based directly an attribute, they may have to make a resolution check
to determine the outcome. Such checks are made against their
character’s attribute rating using the standard resolution matrix.
Attribute Guidelines
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.
Generated using the standard attribute generation method.
Attribute can be improved with CP using the standard attribute improvement method.
Rating | Description |
-4 |
Physically challenged. Voluntary motor skills are such as a character can hardly stand, walk or manipulate anything without Faltering. |
-2 |
Clumsy, Walking is difficult as everything in your path keeps jumping in front of your feet. |
0 |
Uncoordinated. Character can function normally but tasks that require simple motor skills, such as tying a knot, require higher levels of concentration to perform. Character’s sense of balance is impaired when out of normal circumstances (i.e. inexperienced humans at sea or zero gravity). |
2 |
All motor skills function normally. Character cannot perform fine motor skills simultaneously (i.e. rubbing head and patting stomach). Stress can cause characters to fumble fine motor skills. |
4 |
Character’s coordination will operate normally under stress and situations they can adapt to. |
6 |
Character adapts easily to complex coordination tasks. Professional dancers easily achieve this level of capability. |
8 |
Character is obviously graceful. Balance and movements are executed in a manner that can impress those less capable. Acrobats, ballerina and some stunt men achieve this level of ability. |
10 |
The finest dancers and most graceful of martial artists achieve levels that rival those of natures best. All movements are fluid and natural looking, no matter how fast. Just walking is impressive for individuals with this level of ability. |
12 |
Individuals with this sort of coordination can perform physical actions requiring extremely precise movements and timing. Catching a thrown dagger is not unknown to this level of ability. |
+X |
This level of ability if virtually unheard of. Every action, every motion is economical of movement. Breathing is an art and every single action within the body is measured, calculated and enabled with a level of grace and will that most people are unable to comprehend. |
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.
Generated using the standard attribute generation method.
Attribute can be improved with CP using the standard attribute improvement method.
Reactions (along with reach) will determine a character’s initiative.
Rating | Description |
-4 |
The character’s actions will seem delayed and very deliberate. Response time is easily perceptible. |
-2 |
The sloth-like reactions of the character are noticeable in day-to-day activities. Such characters must concentrate to accomplish simple things such as drinking without spilling. The slightest impairment will cause the character to falter. |
0 |
The character is perceived as slow. Combat is difficult. Such characters will likely use faster weapons, ranged weapons or distance advantage in combat situations. |
2 |
Character is slightly slower than normal. Acts of avoidance appear uncontrolled. |
4 |
Average Reactions. Character can interact and keep up with most normal situations, and the heightened state of combat will pose no difficulties beyond the norm. |
6 |
Character is slightly faster than normal. All acts of avoidance look mostly controlled. |
8 |
Excellent speed. Boxers often possess such speed and reflexes and are capable of landing fast jabs without telegraphing their intent. |
10 |
Reactions are such that those possessing it could possibly catch a glass falling from a counter. |
12 |
Reaction time of this caliber indicates that the individual is pretty dammed fast. |
+X |
Characters of this skill have been known to be able to react to the twang of a bow. Slow moving projectiles that are anticipated could be avoided at long range if the individual is prepared. |
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.
Generated using the standard attribute generation method.
Attribute can be improved with CP using the standard attribute improvement method.
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.
Rating | Description |
-4 |
Health this low will cause every cut to be infected, every cold to turn into pneumonia, and any exertion to cause prolonged aching. Such characters will be five times as likely to contract diseases and/or suffer ill effects from them. |
-2 |
Sickly. Character is constantly sick and has a severely deficient immune system. They will be twice as likely to contract diseases and/or suffer from their effects. |
0 |
Poor health, character is constantly getting sick and usually takes weeks to recover. |
2 |
Such a character will be far more likely to catch diseases, although effects and recovery will be normal. |
4 |
The average healthy state of a normal person. |
6 |
Health of this level manifests as a penchant to rarely get sick. Effects and recovery from diseases and stress are normal. |
8 |
Such characters rarely seem to get sick. Character recovers quickly form sickness and wound effects. |
10 |
Superior health. Illness is not a problem. Diseases run their course quicker, infections rarely happen and the effects of wounds heal without complications. |
12 |
The constitution of these beings is amazing. Character seems invincible to almost all forms of disease or illness, wounds and even broken limbs will heal without any complications. |
+X |
Health of this degree is startling. Characters possessing it will almost seem radiant. Disease, illness, and fitness are never in question. |
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.
Generated using the standard attribute generation method.
Attribute can be improved with CP using the standard attribute improvement method.
Rating | Description |
-4 |
A character at this level barely has a will to live. They are unfit, and have no care as to their own well being. Such characters will be in a constant state of aversion. |
-2 |
An individual of this level is able to function without worry in most cases. They are unfit for such things as combat, and trauma will usually cause the character to collapse. |
0 |
Character at this level of vitality enjoy normal lives, but are unfit. Their focus is on other things, and they are mostly unsuited to actions that require physical vigor. |
2 |
The vitality of someone at this level is good enough to serve in most situations. While they are up to the task of combat, they will tend to shy away from it. Fitness is usually sub-standard, and roles that involve a lot of physical assertion will be difficult. |
4 |
These characters have a good chance of standing up to most physical rigors. Their fitness is average, and health is usually good to follow. |
6 |
Vitality of average proportions. Such characters can withstand most mild trauma without difficulty. |
8 |
Characters at this level usually have an excellent physique. They are trim and fit, and their metabolism is extraordinary. |
10 |
Most professional athletes possess vitality of this magnitude. The character’s regiment focuses on a high degree of activity or understanding of the body. |
12 |
Such extraordinary vitality is indicative of a zest for life seen only in those who live close to death. Characters with this vitality can deal with punishment far beyond the normal. |
+X |
This level of vitality is virtually unheard of. Massive trauma can easily be withstood, their metabolism purges toxins quite well and it enhances all aspects of their life. To creatures with this Vitality, everything will look more vivid. |
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.
Generated using the standard attribute generation method.
Attribute can be improved with CP using the standard attribute improvement method.
Characters gain a damage bonus in hand-to-hand physical attacks
equal their Muscle. This damage is added after weapon damage is
calculated.
Rating | Description |
-4 |
This is enough muscle for most beings to hold themselves in a stance, and propel themselves. |
-2 |
Generally, this degree of muscle indicates an ability to engage in combat (i.e. has the physical means), but are not necessarily so inclined. |
0 |
Characters and creatures of this rating will generally employ physical force as a last resort, but are fully capable of harming opponents. |
2 |
At this level of muscle, a character or creatures is capable of elevating more than their own weight. |
4 |
Muscle of this magnitude is average to most humans. |
6 |
Above average musculature structure; character can lift their weight. |
8 |
Densely muscled; character can lift their own weight and more. |
10 |
Heavily muscled; muscles are clearly noticeable no matter the bulk, moving weights creater than themselves is no problem. |
12 |
Extreme musculature structure and physique. |
+X |
Massive musculature structure. |
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.
Generated using the standard attribute generation method.
Attribute can be improved with CP using the standard attribute improvement method.
Rating | Description |
-4 |
Any normal activity will fatigue the character almost instantly. The basic functions of propelling oneself will bring the character to the point of exhaustion in a number of minutes equal to their Stamina rating. |
-2 |
Any prolonged activity, even movement and motor functions will tax the stamina at this level. The character cannot go for longer than their STA in minutes without exhausting themselves. |
0 |
Characters and creatures with such stamina are likely to remain out of combat or any strenuous activity. Sprinting for more than a few ten meters will instantly exhaust a character. |
2 |
Most activities can be accomplished with such a stamina rating. The less than average stamina in unnoticed, except as simply tiring sooner than average. |
4 |
This level of stamina is average for most. Given the right amount of skill and will, great feats of stamina are possible. |
6 |
Although higher than average, such stamina will largely go unnoticed except in prolonged events. Such a character will likely to tire less quick. |
8 |
The tone and physique of such a character is well defined and obvious. Prolonged endurance training (running, etc.) will come easily to an individual with such stamina. |
10 |
A being with this level of stamina will be physically active long after individuals of lesser ability have fallen into exhaustion. |
12 |
Possessing the ideal body weight to fat ratio few have developed their stamina beyond this. |
+X |
The absolute peak of human physical staying power has been achieved. |
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.
Generated using the standard attribute generation method.
Attribute can be improved with CP using the standard attribute improvement method.
Rating | Description |
-4 |
Such beings are an outcast from society. Social skills are so poor that other beings will often be repulsed by the presence of character. |
-2 |
Repulsive, other beings actively avoid the character. Their mannerisms are such that only the most tolerant will interact with them. |
0 |
Lewd, lacking in manners and/or ethics. Is often vulgar and usually calls things as perceived and voices opinions regardless of social or political recourse. Such beings will be shunned in almost all social circles. |
2 |
Below Average, possesses a general concept of social manners and occasionally abides by them, more so when it is convenient. |
4 |
Average, possesses general knowledge of social ethics and manners and has a relatively good concept of when to apply them. Character is relatively easy to socialize with. |
6 |
Above average, Character is politically correct and well liked in social situations. |
8 |
Such a character is well thought of. Polished and easy to get along with, they can be the epitome of politically correct. Character is typically well liked and makes friends easily. |
10 |
Tremendous social and communication skills come as easily as breathing. The character will have a tendency to leave an impression wherever they go. |
12 |
Superior, Character always fits into any political or social circles. Elicits positive responses and can easily defuse hostile situations. |
+X |
Enrapturing. In merely speaking, the character commands attention. Has a voice of velvet with a personality to match. Always knowing the right thing to say and receiving a positive response. |
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.
Generated using the standard attribute generation method.
Attribute can be improved with CP using the standard attribute improvement method.
Rating | Description |
-4 |
Beings possessed of such a lesser Willpower live in a state of constant malaise. The slightest threat can lead to panic and/or drastic measures. They are incapable of enforcing their decisions when any sort of other command or urge is impressed upon them for they are easily compelled to follow the will of those around them. |
-2 |
Easily manipulated and controlled. They are indecisive and can seem extremely reluctant to choose a particular path. |
0 |
Such individuals can easily be convinced that they should react contrary to normal. They will never be overly confident in their decisions and will tend to have a negative self-image. |
2 |
Those possessing this level of Willpower are rarely intentionally put into confrontational roles. They are more open to suggestion and more easily lead. |
4 |
Average Willpower. |
6 |
Such will indicates a penchant for being stubborn, even if going against logic. They can often be perceived as stubborn or headstrong. |
8 |
Willpower of this level is obvious to all. These individuals can be completely focused once they set upon a path. Their decisions, once made, are always followed through with. |
10 |
Individuals with this level of Willpower exude an aura of sheer will. Their requests can often sometimes seem as a demand unless tempered with charisma or leadership. They are used to achieving their ends no matter the cost. |
12 |
Will of this caliber is nearly indomitable. They can endure great hardships without showing discomfort, and conquer the effects of pain easily. |
+X |
Such a person can seem to be domineering. They are used to getting their way and do so either through coercion, bullying, or negotiation. The Willpower of this individual will attempt to prevail over others in every circumstance. |
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.
Generated using the standard attribute generation method.
Attribute can be improved with CP using the standard attribute improvement method.
Rating | Description |
-4 |
This slightest bit of Intuition will enable a character to have basic inter-relational capability. Original thought and creativity are at their lowest level. In conversation, such individuals will seem dull or boring. |
-2 |
Characters possessing this level of Intuition will rarely deviate from routines. They will almost never have a creative thought or an original idea. |
0 |
Intuition at this level indicates a general lack of confidence in incorporating new methods and actions. Although the character is fully capable and often has original, new ideas, they lack the ability to incorporate them. Generally they will be distrustful of others novel ideas as well, unless the logic is inescapable. |
2 |
Whatever logic a character possesses will likely override any intuitive responses. The confidence may exist, however the obvious is more likely to be focused on, while such a character would be reluctant to try (although will make known) their intuitive responses. |
4 |
A character with this level of Intuition will consider both intuitive input and logical factors when making a decision. Logic will generally be held in higher regard. |
6 |
While not understanding the mechanics of their own intuitive judgments, these characters will trust their “gut instincts” most of the time. This trust is present even in some situations that are obviously contradicted by logical analysis. |
8 |
At this level of Intuition the individual is aware of their system of intuitive responses and will often rely on them in interacting with others. They have begun to see their own feelings in others eyes and have become keenly aware of their posture, stance and presentation of themselves. |
10 |
Such levels of Intuition indicate a high level of inter-relation between events. Much of the insight is produced on an unconscious level. The character is considered very creative, and is perceived as possessing a high level of understanding of the nature of things. The character is aware of the sympathetic resonance in all things within their sphere of awareness. |
12 |
A character with Intuition this high will learn to see others in themselves, and can easily sense peripheral emotions and feelings in others, given time to observe. More often than not, their instinctual responses will be appropriate. They are often excellent judges of character. |
+X |
Intuition of this level indicates a general sensitivity to all living things. They have a good understanding of character types, motivations and perceptions. |
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.
Generated using the standard attribute generation method.
Attribute can be improved with CP using the standard attribute improvement method.
Rating | Description |
-4 |
Beings with this low of Perception will rarely notice anything that goes on around them. The only sensory input they are likely to react to would be direct physical contact. Strong sensory input can easily confuse such individuals. |
-2 |
The everyday happenings of life, while perceived, are generally ignored. Such characters will tend to ignore everything but their current task, and must focus intently to carry on in-depth conversations. Awareness of direct repercussions of their actions can be understood logically, but is typically not felt. |
0 |
Individuals will tend not to notice background input unless consciously attempting to. Small details (smells colors, etc.) of anything but direct contact will not be clear, though events themselves will be. |
2 |
Those dealing with the individual will likely notice a general disconnectedness in details and events if described. The individual may have a tendency to register small details as they would like them to be, and not as they in fact are. |
4 |
Perception at this level prioritizes nearly all foreground events, but retains background as well. This represents average Perception. The ability to distinguish sought after characteristics is high, yet background features may overload acquisition and/or recognition. |
6 |
This degree of perception indicates an innate ability to notice details and distinguishing characteristics. Such an individual has a good sense of proximity, and actively employ their senses to gather information. |
8 |
Perception of this ability is usually indicative of a being whose senses are trained to notice a high degree of detail, and pick up on variations/changes. The individual is highly cognizant of the relationships of time, space and the physical senses, especially their primary sense(s). |
10 |
Memories and activities are distinguished by non-primary senses (i.e. smell, as opposed to the heavily relied upon visual sense in most humanoids). Such individuals are sensitive to physical changes in the immediate surroundings. Remembered details are very vivid. |
12 |
At such a level, the perceptive ability can unconsciously distinguish out-of-place sensory input, and are receptive to high levels of detail. Remembered details are very vivid and distinctive. The senses of the individual are always engaged. |
+X |
An individual has near near-painfully vivid perception of events they directly observe. What can be remembered is done so within a totally immersive sensory framework. Minute changes in time, space, and physical surroundings, and the individual’s relationship with it are perceived unconsciously and on a level which is unfathomable to normal beings. |
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.
Generated using the standard attribute generation method.
Attribute can be improved with CP using the standard attribute improvement method.
Rating | Description |
-4 |
Cause and effect relationships are barely perceptible. Thought processes are very chaotic; suffers from inability to learn in any academic learning – direct experience is the only way. |
-2 |
A character with this level of reason will understand the principles of action and reaction, but cannot think beyond immediate circumstances. Learned material appears mostly irrelevant; retention is flawed, and the learning process is as well. It takes such characters five times as long (if not more) as normal to assimilate what little they can. |
0 |
Reason of this caliber is required to comprehend systems (multiple cause/effect relationships). Grasping complex subjects require intense application (theoretical and practical) of the meager abilities possessed. Any academic learning is through focused, extended (twice as long) concentration and study. |
2 |
Most will not be able to tell the character is deficient in reasoning ability. Complex systems take extra study, and usually a practical example is required to fully grasp the concepts. Without some extra time, retention is less than normal. Most animals do not possess logic greater than this. |
4 |
Average reasoning ability. Usually, theory alone is enough to grasp the logic in systems. Retention is high is information can be consistently applied. |
6 |
Complex concepts are grasped easily that others of lesser ability would struggle with. They ability to cross reference information and correlate between bodies of knowledge is strong. Assimilation of new materials is easier. Time required is often less (given the ability to understand), as well as an assured retention is good. |
8 |
Informed, logical decisions and rationale flow into most every thought and action. All information is carefully correlated and cross-referenced. Planning is deliberate and well calculated. Retention of materials is good, even without consistent application. |
10 |
Individuals possessing this level of reason may seem cold and calculating. Emotions tend to be subordinate to logic unless there is some cause it can serve. Information is easily assimilated, even casually, and retention is high. |
12 |
Such individuals may impose a parsimonious logic upon everything. Information is filtered based on logical, practical concepts. Such individuals are more likely to have social difficulties as logical needs may override the other needs of the individual unless they coincide with them. Individual’s possessing this level of reason go out of their way to make sense of those things that they do not understand, and are critical of even the minutest of details. |
+X |
The need to impose logical perspective is overriding. Given the proper information, seemingly unrelated material will be shown to have a logical connection (however convoluted the connection may be it still persists). Scholasticism of this level indicates an overall ease of knowledge acquisition and retention which is unfathomable to the normal individual. The character will tend to focus intently on every detail, rarely letting the opportunity to learn something new go by. |
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.
Generated using the standard attribute generation method.
Attribute can be improved with CP using the standard attribute improvement method.
Rating | Description |
-4 |
The persons grip on reality is very fragile. Radical changes to the normal frame of reference (physical world) around them will snap their link with reality, and moderate insanity will quickly follow. |
-2 |
Strong variances will cause a character to retreat into the self, their last fixed bastion of clarity. May become violent if their situation appears to be continuously out of their control. Even at this level, the character will suffer from moderate insanity. |
0 |
These characters will do their best to maintain a status quo around them. They generally will not participate in actions that will threaten the stability of their life or situation. Some (up to 35 rating) characters can be prone to mild insanity. |
2 |
Generally, these characters will be resistant or reluctant to make large changes or handle changes without serious rationale and or external help (although they are open to such help). |
4 |
Average sanity. These characters can cope with change on a day to day basis, but prefer stability. |
6 |
Sanity of this level indicates an ability to perceive that is beyond what is considered “normal” without losing touch of reality. |
8 |
This level of Sanity indicates an ability to be dynamic about the perception of the self. These characters easily cope with changes to the physical world around them and have little difficulty adapting to radical alterations to their senses and perception. |
10 |
The Sanity of these characters allows them to cope with the change in rational input where traditional thought processes no longer serve. The character is able to personify themselves no matter the physical or mental properties that must be use to do so. |
12 |
The character is so secure in their own self that there is very little that can affect their grip on reality. |
+X |
Complete master of one’s own mind and emotions as well as how they relate to the world at large. Though the world around them may come undone their psyche will remain steadfast. |
Traits are a distinguishing characteristic of
some sort, whether it is physical, mental or otherwise. Traits are for
the purpose of personalizing the character, and making them more
unique. They can impact powers, abilities, behavior, knowledge, and
even possessions.
Most traits are things a character is born with, acquired at the time of character creation, though they can also be gained during game play either permanently or temporarily.
Almost any trait and/or its effect can be negated, reversed or overcome through some means.
Character Traits:
Traits available to all species are considered Character Traits. These
can vary from one milieu to another, so check the guides for specific
milieus to learn if any traits unique to the milieu exist or if any
have been altered or disallowed.
Species Traits:
Traits that are available to a character due to the physiology of their
species. Some are required by all, others represent optional variations
within the species.
Trait Type | Description / Function |
Background | Background traits represent additional resources and character depth; most cost character points rather than provide additional ones. Background traits should only cost CP at time of character creation, similar conditions to background traits worked for through game play do not cost CP. |
Behavioral | Behavioral traits are drives or beliefs which cause a character to act in manner not completely in their own control. |
Faith | Faith traits are characteristics which depend some way upon the faith of the character and/or the institution which may support it. Every faith trait requires that the character be a follower of a faith. |
Intellectual | Intellectual traits deal with mental qualities, quirks, and thought processes. |
Magic | Magic traits are characteristics which affect interaction with magical energies. This may alter how a character perceives or manipulates these energies or even alter the their capacity for or resistance to them. |
Physical | Physical traits are those which are based on biological process or physiological make up. |
Psychic | Psychic traits deal with characteristics related to psychic mechanisms and ability. These can be affinities to powers or a pre-disposition to various levels of awareness, communication, and attunement. |
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.
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 | Type | CP Value | Requirements & Notes |
Ambidexterity | Physical | -3 | Apt: Physical 3, Attrib: CRD 4 |
Berserk | Behavioral | -5 | Attrib: WPR < 8 |
Connection | Background | -2 | |
Conviction | Faith | As Attribute | Apt: Follower Status |
Danger Sense | Psychic | -5 | |
Equipment | Background | -2 | |
Familiarity | Physical | -1 | |
Good Luck | Psychic | -1 | |
Less Sleep | Physical | -3 | Attrib: STA 5 |
Library | Background | -1 | |
Light Sleeper | Physical | -2 | Attrib: PER 4 |
Occult Reserve | Magic | As Ability | Apt: Magic 2 |
Provision | Background | -2 | |
Studious | Behavioral | -2 | Attrib: REA 4 |
Toughness | Physical | As Ability |
Trait Name | Type | CP Value | Requirements & Notes |
Bad Luck | Psychic | +1 | |
Blood Lust | Behavioral | +1 | |
Code of Conduct | Behavioral | +1 | |
Curiosity | Behavioral | +1 | |
Daredevil | Behavioral | +1 | |
Deep Sleeper | Physical | +1 | |
Honest | Behavioral | +1 | |
Phobia | Behavioral | +1 | |
Short Fuse | Behavioral | +1 | |
Tithe | Background | +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 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. The idea of bad luck
is that the character is made to suffer, not killed; a character should
not have to re-check a resolution after performing a life saving action.
Berserk is a
frenzied state of combat. 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 victim will switch to melee combat. The
state grants the victim +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 by 2 of its damage cycles
or 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. Once this happens, the victim must make WPR 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 the same amount of temporary 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 strict code of conduct and/or ethics. If the character
willfully and knowingly fails to abide by their code, they shame
themselves. If not obvious, characters should be allowed an INT check
to determine the possibility of this, in assessing any action. Until
they are able to redeem themselves through something which balances out
or rights the wrong, they will be unfocussed and plagued by guilt;
suffering a -1 CS penalty
to all actions. Codes do not necessarily have to be as full and
all-encompassing like such codes as chivalry or bushido, but must
require the character to conform to specific ideals which will govern
their behavior in a majority of their dealings.
The specific code of
conduct must be established before play. The same penalties apply for
both the letter and spirit of the code.
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 active bond between them and their faith. It is used in various
powers of faith to open a channel directly to the source of a
follower’s faith. A character’s Conviction is rated and improved as if
it were an attribute.
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 PER 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 perform all
of their abilities and abilities. All such equipment should factor in
appropriateness based on climate and environment. Note that equipment
does not include academic or reference materials in any form, only
occupational equipment for performing it.
This equipment includes a single weapon familiarity and a single weapon
related to it, a minimal kit (toolkit, medical kit, etc.) for any
ability requiring one, fundamental clothing and accouterments which are
required for any traits or abilities. 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.
This trait can be purchased for any item, weapon (wpn. skill group),
tools, device or object which is outside the minimal or normal exposure
which would be gained through proficiency in an ability. This allows
the character to automatically be familiar
with the subject without spending game time. The specific subject must
be declared at the time of acquiring the trait. Generally this trait is
only acquired during character creation, though it could be used to
reduce game time set aside to achieve that end. This trait can only be
taken for subjects related to an ability the character has proficiency
in.
The character is
granted a measure to be used in one positive alteration of events
during a game session. The trait reflects a general luck which also
allows the Game Master to alter the outcome of events or actions,
allowing minor beneficial outcomes automatically or granting success if
failure is only by the slimmest of margins. The measure may be used
once in the following ways:
This trait can only be taken once per character.
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.
The character can
achieve the same amount of rest as normally required for their species
in two thirds the normal time. Only the normal cycle of sleep is
affected, no other regenerative effects from rest are impacted.
The character owns
a personal library that can be used for reference, 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 (associated
ability) that the library is the subject of must be specified when the
trait is taken.
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 may gain a bonus when presenting
their case.
This trait may be
purchased once for each field of study. A library must be kept and
stored somewhere, and it may not always be accessible to the character,
depending on the media.
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 an ability. 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. This is generally
developed by a traumatic experience and/or societal reinforcement. 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.
The object of phobia will not be approached. Fright 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) supplies garnered and paid
for by an institution to which they belong (religious order, craft
guild, 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. Lodgings and food (under all but
the most life-threatening conditions or unless negotiated) are the
responsibility of the character.
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 developed techniques which enhance the efficacy of their learning process. This trait adds +2 CS to any check which relates to the success of learning new material.
A percentage of the
character’s wealth must be donated to the authorities or powers
representing the bind of tithe: a personal patron, business front,
church, guild, brotherhood, etc. The donation may be donation,
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.
Most 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 may suffer 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 the character’s Physical Aptitude plus their CS adjustment from Stamina (minimum of 1).
The amount of resilience gained from toughness can never exceed a character’s base resilience.
Ability represents a specific body of knowledge and experience around associated activities. This can be practical and/or
academic in nature.
Proficiency is practiced familiarity with the activities and
knowledge an ability represents. It is measured in levels, each
representing greater development; there is no theoretical limit to the
level which can be achieved.
Non-Proficiency: In most cases, activities
related to an ability can be attempted without proficiency. Attributes
and effects can even grant some levels of use – but without real proficiency, the act is foreign to the character – outside the normal way they operate and imposes a -1 RS non-proficiency penalty, limiting their degree of success.
Skill Groups: Abilities are grouped in a fashion that use similar skills, knowledge and/or processes.
This is leveraged by items, powers and effects is various ways.
When a character attempts to resolve an action based on an ability, their level of use (proficiency level + adjustments) is calculated and check on the standard resolution scale;
Any proficiency level greater than 12 is a measure of ability to compensate for negative adjustments (difficulty, handedness,
etc.). Many actions can be a accomplished automatically and do not
require a check. Where some question of exposure or degree of
experience may factor into this decision (such as fabricating items), a proficiency level of 4 is considered competent enough.
All abilities are affected by at least one attribute, and many by a second. These attributes confer CS adjustments to the ability’s level of use, with higher ratings giving bonuses to and lower ratings imposing penalties.
Attribute Rating | -X | -7 to -6 | -5 to -2 | -1 to 2 | 3 to 5 | 6 to 9 | 10 to 13 | per 4 full lvls. |
Level of Use Adj. | -4 CS | -3 CS | -2 CS | -1 CS | +1 CS | +2 CS | (+1 CS) |
Ability Guidelines
Specific ability list:
Language (4; primary), Mobility [Type] (native at +X)
Minimums: For each minimum (aptitude, attributes, etc.) not met, a cumulative degree of disability is imposed. In the case of unavailable tools, the character may be unable to use the ability at all.
Proficiency Requirement: Some level of proficiency (base level > 0) is required even attempt, or the character is unable to attempt the action.
Knowledge Requirement: Other abilities are
required to acquire and practice the ability. Lacking this, the
character is unable to perform the ability. If a level is not listed
with the required ability, it limits the proficiency of the referenced
ability to double its level.
Ability Name | Mod 1 | Mod 2 | Group | Capability Requirements |
Armor Use | STA | INT | Combat | [Apt] Physical 4, Proficiency |
Botany | RSN | PER | Academic | Proficiency |
Camouflage | PER | Stalking | [Apt] Physical 1 | |
Climbing | CRD | MUS | Athletics | [Apt] Physical 1 |
Computer: Interfacing | RSN | Gadgetry | Knowledge: Computer: Operate | |
Computer: Operate | RSN | Computers | ||
Evasion | RSP | PER | Unarmed | [Apt] Physical 1 |
Fend | CRD | PER | Armed | [Apt] by item, [Attrib] by item |
Grapple | MUS | CRD | Unarmed | [Apt] Physical 1, [Attrib] CRD 4 |
Jumping | MUS | CRD | Athletics | [Apt] Physical 2 |
Language | RSN | INT | Communication | Proficiency |
Literacy | RSN | Communication | Proficiency | |
Lore: [Subject] | 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 |
Melee | CRD | MUS | Armed | [Apt] by item, [Attrib] by item |
Mobility [Type] | CRD | STA | Athletics | [Apt] [By ForMagic], [Attrib] STA 4 |
Opening | PER | SAN | Awareness | [Apt] Psychic 1 |
Orienteering | INT | REA | Observation | [Apt] Physical 2 |
Persuasion | INT | CHA | Social | [Attrib] CHA 4 |
Pilot: Aquatic | CRD | PER | Piloting | [Apt] Physical 1 |
Pilot: Atmospheric | CRD | PER | Piloting | [Apt] Physical 2 |
Pilot: Surface | CRD | PER | Piloting | [Apt] by vehicle |
Propel | CRD | PER | Ranged | [Apt] by item, [Attrib] by item |
Repair | INT | PER | Practical | [Apt] Physical 2, [Other] Tools: Kit or Shop |
Ride Mount | CRD | INT | Athletics | [Apt] Physical 2 |
Security: Disarm | INT | PER | Gadgetry | [Apt] Physical 2, [Other] Tools |
Security: Open Locks | CRD | PER | Gadgetry | [Apt] Physical 1, [Other] Tools |
Shoot | CRD | PER | Ranged | [Apt] by item, [Attrib] by item |
Sleight of Hand | RSP | CRD | Deception | [Apt] Physical 2 |
Sorcery | PER | RSN | Magic | [Apt] Magic 2, Proficiency, [Other] Mathematics |
Stealth | CRD | PER | Stalking | [Apt] Physical 2 |
Survival: Condition | RSN | INT | Foraging | [Apt] Physical 1 |
Survival: Urban | REA | INT | Observation | |
Swimming | STA | CRD | Athletics | [Apt] Physical 1 |
Tracking | PER | Observation | [Apt] Physical 1, [Attrib] PER 4 | |
Zoology | RSN | PER | Academic | Proficiency |
In taking this ability, the character is assumed to train in
the wearing and use of worn armors and defensive vestments. The
character is effective in distributing its weight and moving with it in
ways that reduce the encumbrance impact of worn armor. The adjustment
is the fit value of the armor multiplied by the ability level.
Armor can also be fitted to reduce its encumbrance
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 a wounds check (half again) or can be applied by anyone (same as base wounds check value). The cost of making these will vary by setting.
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.
This ability grants the character knowledge and skill over
computer hardware components. This includes the assembly, addition, and
maintenance of such components. A practitioner using the appropriate
parts may construct a computer or similar device. Construction of the
components themselves or direct hardware modification may require the
Engineering: Electrical skill.
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.
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).
Using unfamiliar weapons incurs a mild penalty (-1 CS); wielded weapons follow the broad spectrum group rules. No familiarity is required when employing this ability with natural weaponry, but it may be required by maneuver.
Grapple is the ability of 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; both confer offensive bonuses in combating each
other, and defensive penalties for both against all attacks coming from
any source. 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.
Grapple Results: A major or better check achieves a full hold, any other success achieves 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. This penalty is equal to -2 CS for every additional 25% of the base distance.
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.
Mana sense extends the character’s perceptions. The character
becomes aware of the pooling 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. 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 medical assistance
can suture, set limbs, provide continuous care against disease and
infection, and can identify damage to internal systems. They can
diagnose the most common illnesses, toxic effects, and bodily
breakdowns. A wounds check
for this ability involved 5 minutes per result degree (5-20 total). Any
aggravated effects end immediately after a successful wound checks
begin; no further loss is suffered.
Result Degree | Healing Effect |
Full | 4 Resilience |
Major | 3 Resilience |
Average | 2 Resilience |
Simple | 1 Resilience |
Constant Care: 50% Increase in healing factor. 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).
Using unfamiliar weapons incurs a mild penalty (-1 CS); wielded weapons follow the broad spectrum group rules. No familiarity is required when employing this ability with natural weaponry, but it may be required by maneuver.
Mobility is enhanced movement for movement
forms. The specific forms (walking, swimming, flying, etc.) must be
chosen when the ability is taken. Aptitude requirements do not modify
the check for native forms of movement. Mobility covers all speeds of movement
of the form, and so can be used to sustain paces over longer distances
and tough conditions. Additionally, it can be used for enhanced speed
and racing as needed.
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.
Persuasion is the art and skill of influencing a targets
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.
Persuasion requires conversational level (4) of communication ability. Barring this, such attempts to influence will seem alien in effect to the target (-2 RS).
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.
This ability regulates throwing anything at or near a specific target and the usage of all manner of weapons that are thrown or which utilize leverage to augment natural throwing ability (such as a sling or bow).
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.
Using unfamiliar weapons incurs a mild penalty (-1 CS); wielded weapons follow the broad spectrum group rules. No familiarity is required when employing this ability with natural weaponry, but it may be required by maneuver.
Repair is a handy-man’s skill; it allows a character to perform minor repairs and jury rig objects loosely related to the other 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.
This is the ability to ride an animal. The type of animal must
be indicated 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 disarm any 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. 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.
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.
The shoot ability governs actions that launch ammunition directly by aim and simple trigger release from ranged weapons along a straight line such as guns, and cross-bows.
Using unfamiliar weapons incurs a mild penalty (-1 CS); wielded weapons follow the broad spectrum group rules. No familiarity is required when employing this ability with natural weaponry, but it may be required by maneuver.
Sleight of hand is the art of dexterity 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.
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. Stealth is treated as an action qualifier, not a concurrent action when combined with other actions.
This ability can be countered in the following ways: A PER check.
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).
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.
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.
Resilience is a measure of how much physical damage that can be taken before the integrity
of a target begins to fail. For living beings, resilience is derived by multiplying their vitality attribute by
size; if either changes, resilience will as well. Base Resilience is the natural, unadjusted resilience rating. In addition, targets may have an innate toughness.
Resilience = (Size x VIT) + Toughness
Temporary Resilience: Effects may temporarily boost a target’s
resilience (even above normal). Any damage is applied against these effects first. Upon ending,
damage absorbed by the boosted resilience does not transfer to the target’s base resilience, it simply goes away.
Damage is injury done to a target,
subtracted from the target’s resilience. Sources of damage include
weapons, mystical effects, falling, poison, acid, etc. Unless noted as
otherwise, damage is treated as normal trauma which may be healed.
Trauma measure is indicative of the depth and degree of strain
damage places on the target, reflected in different corresponding
healing rates (hour, day, & week) used for regeneration.
Permanent Damage: Some real damage may preclude the ability to heal. Effects which disintegrate
or destroy segments of a body (limbs, organs, etc.) which do not normally regenerate, are removed, some damage may be permanent.
Unless noted, permanent damage is deducted directly from the resilience of the target (Size & Vitality are unaffected).
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.
Many diseases are accompanied by an overall body weakness known as malaise – damage which cannot heal until the disease is alleviated.
In addition to the damage, malaise manifests as a degree of exhaustion. This is resisted by the victim’s Constitution: Malaise > CON = exhaustion.
Constitution (CON) = (Size Factor x HLT; min. = HLT) + Toughness Level
If untreated, these effects may increase to real trauma,
incapacitation and worse over time. Diseases may require specific alleviatory measures, in addition to rest, to combat or cure them; such will be noted in their description.
Insanity is the result of a beings inability to rationalize
themselves and/or their surroundings. It is evinced as disorientation
in the short term. Victims of insanity will often show signs of
anxiety, suspicion, alienation and hysteria – worsening in progressive
degrees. Other effects of progressive insanity may include confusion at
the GM discretion. Prolonged insanity or specific effects may trigger
specific mental disorders, neurosis, psychosis, etc.
Degree | SAN Penalty |
Shock Check |
Other Effects |
Mild | -1 CS | None | None |
Moderate | -2 CS | Initial Only | All abilities suffer NP penalty (non-proficiency; -1 RS) |
Severe | -3 CS | Each Minute | Ability NP penalty + 1 Degree of Exhastion |
Crippling | Worse | Each Round | Ability NP penalty + 2 Degrees of Exhastion |
Damage Source | Type | Potential Effect(s) | Potential Trauma |
Acid | Wound | Aggravation | Real, Deep |
Ballistic | Wound | Aggravation, Force | Real, Deep |
Blast | Wound | Concussion, Force | [All] |
Burn (Fire/Ice) | Wound | Impairment | Real, Deep |
Choking | Wound | Asphyxiation | Fatigue/Real |
Drowning | Wound | Asphyxiation | Fatigue/Real |
Electric | Wound | Stun | Fatigue/Real |
Exposure/Flu | Disease | Malaise/Exhaustion | Fatigue |
Falling | Wound | Concussion | Real |
Impact/Blunt | Wound | Force | Real |
Pierce | Wound | Force | Real |
Radiation | Wound | Impairment, Malaise | [All] |
Slash | Wound | Force | Real |
Starvation | Disease | Malaise/Exhaustion | Fatigue/Real |
Damage can come from many sources. These are manifestations of materials and substances which
can cause harm. The sources are classified by their manifestation.
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.
Anything that affects a target’s physical structure can be considered a wound.
All types of damage are capable of having an incapacitating wound effect attached to it.
Simple wounds are those which cause basic trauma and nothing more, though wounds can have additional effects.
Aggravated wounds continue
to do damage to the target beyond the initial wound. Each round the
target takes more damage until it can be tended to. Cauterization, a
countering effect, or in most cases a successful medical aid check will
halt further damage.
Asphyxiation occurs when a character is without breathable medium, such as choking or drowning.
As a general rule, asphyxiated victims suffer one tenth (1/10) their total normal resilience as fatigue damage each round, at which point
they are rendered unconscious. If applicable, each round thereafter, the same value is converted to real damage until death.
If normal breathing is restored, fatigue trauma from asphyxiation heals at twice the normal rate.
A victim may be able to stave off asphyxiation by holding their
breath – normally for a number of rounds equal to their Stamina.
Species factors, effects or activity may alter this.
Concussive damage is damage spread over the entire body area;
it is distributed through the target as a system wide impact, though it may have other specific effects.
Any concussive impact in which the target takes more than half their resilience in damage will require an immediate
consciousness check.
Falling a distance greater than half the victim’s form portion
causes 4 points of concussive damage for each distance of form portion
(about 1 meter for humans); any distance less is considered fatigue
damage. Surface conditions (sloped or soft landing area, etc.) may
alter this. If conditions allow, a victim can perform a controlled fall for up to twice their form portion
in distance and suffer no damage with a successful CRD check.
Falling Damage = 1/2 form portion (1m for humans) x 4 damage
Impairment is an effect causing extraordinary devastation to a target which prohibits or inhibits its ability to heal itself.
Impairment has two forms: localized (wound) and system (bodily).
An attack can be made to strike a portion of a body that is critical to its function, delivering a level of incapacitation.
Living organisms are especially vulnerable to such attacks which cause
incapacitating wounds. The incapacitation effects of such wounds last
until all the damage caused by the wound is healed. Multiple incapacitating wounds have their effects stacked (i.e. 2 such wounds will render the victim mildly incapacitated).
Stun is an electrical discharge dispersed into a body; it has no direct force component. Conductive armor or shielding offers no defense against stun.
Stun damage is fatigue damage, with 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 have the additional effect of requiring a RCT check for each held
item or it will be dropped, and another check or the target will fall prone.
Any time a creature’s resilience falls to zero, they will
lapse unconscious. Also, a blow to the head, crippling wounds,
shock, and chemical effects may lead to losing consciousness. Many
things may cause the character to go unconscious, rendering them unable
to act.
Consciousness Check: The target must make current VIT check.
Effects can leverage a scale of wounds which have an increasing degree of pain and impact on areas of critical function.
Characters with weapons can accomplish nearly the same effects using marked strikes.
Death occurs when a character receives enough damage to drop their Resilience below 1.
If the damage includes an amount of fatigue equal or greater than the portion below 1, the result is unconsciousness.
Otherwise, the victim immediately enters a state of system impairment.
Healing restores resilience
through the repair of damage. Living beings have a natural process of
healing known as regeneration. Many effects replicate or adjust this
restorative process on living and non-ling targets. Healing can be
enhanced by specialized knowledge and materials. Effects which heal will not heal deep trauma unless explicitly
stated. Unless stated otherwise, general healing restores lesser trauma
first.
Healing Factor:
This indicates the effectiveness of a healing process. The rate of
healing for all damage is multiplied by the healing factor. Each
species has its own base healing factor (most have a 1). The Health
attribute CS adjustment modifies healing factor as well, negative
values as multipliers at half.
Regeneration is the process by which a body naturally repairs itself. The speed of this process is dependent on the trauma measure associated with each wound.
Loss or destruction of physical portions of a body (such as an organ or limb, and permanent damage) cannot normally be repaired by regeneration – the ability to reconstitute is required.
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.
Most creatures are not able reconstitute, though where possible, will
use standard healing elements (factor, etc.) as noted in an effect
source or species guidelines.
Medical abilities (Medical Aid for example)
can augment normal healing and handle the treatment of ailments and damage. In addition to proficiency in such
abilities, devices, effects, and agents can add more benefits and provide a wide range of enhanced impacts.
Wounds Check: Many medical abilities (ex: Medical Aid)
can repair simple damage. A wounds check can be made for each wound
within 1 hour after receiving it (otherwise normal healing take over).
An check can never restore more than the wound, and cannot be attempted
on wounds more than once (though constant care can provide additional healing overall).
Result Degree | Healing Effect |
Full | 4 Resilience |
Major | 3 Resilience |
Average | 2 Resilience |
Simple | 1 Resilience |
Constant Care: Medical ability (Medical Aid
for example), along with the appropriate materials & equipment,
will increase the normal healing rate if applied continuously. This
requires a minimum of 8 hours per day spent by the care giver, while
the patient can do nothing but rest.
The first way to prevent damage is a countering countering action. This will reduce the impact on all other
preventative means thereafter. In addition to, or after such actions, 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. Items
and effects which prevent damage will have at least two properties:
Either through material or by dampening effect, the damage is negated along with the special effects it may carry with it.
Any damage exceeding the capability of the negation is passed on to the target.
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 force
of a physical blow if the item used to protect the target is held or
attached to it. Any damage exceeding the capability of the absorption
is passed on to the target.
Combat is a struggle between opponents, consisting of actions with the intent to do damage or subdue in some manner. Combat’s immediate actions are governed by specific maneuvers.
Many factors play into the outcome of combat. Circumstances such as position & facing, reach, surprise, range, movement,
environmental conditions, cover, and others all play a part.
Relative position determines which opportunities are available to the combatants.
Elevation limits the approach of one combatant to another. Elevation in melee evaluates to an attacker at a
position of at least half again the defenders height. Elevation 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.
This defines their combat arcs and affect their ability to attack or defend against them.
There are four positions around a character: 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
catches them without warning. Those surprised cannot defend against the
surprise actions targeting them. If there are no penalties, these actions automatically get an average result. Or the attacker may make a check for the result
if some further effect or success is desired, gaining a +4 CS on the check.
Range is the effective distance at which a ranged weapon may be used.
A ranged weapon is any device which moves the source of damage to the target, out of the hands of the attacker.
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 is a defense that employs existing terrain features to reduce the perceived
exposure of the target, making it more difficult to hit. Cover does not encompass Illumination.
The amount of reduced exposure dictates the penalty for an attacker to hit a target. In
melee the adjustments are half that of the ranged adjustments. The benefits of obscurement are negated if the viewer can extrapolate the real position
of the target based on what is exposed, intervening materials, and knowledge of its form.
Degree | Penalty | Cover | Obscurement |
---|---|---|---|
Trivial | (less) | ||
Mild | -1 CS | 10% | Heat waves, mostly calm water. |
Moderate | -2 CS | 20% | Light fog, shallow or moving water. |
Major | -4 CS | 40% | Fast running water, light smoke. |
Severe | -8 CS | 60% | Smoke, dark or deep water. |
Crippling | -12 CS | 80% | Murky water, dark smoke, thick wet fog. |
Disabling | -16 CS | 99% | Inability to make out details with normal senses. |
Against area affect attacks,
such as an explosion, the percentage cover is multiplied by the damage to give the amount that actually
affects the target.
Reach denotes the furthest point from a body
which an effective melee attack can be made. Measured in ranks, each
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
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.
Combat is handled by opponents preparing for, then choosing
offensive and/or defensive type
maneuvers as situation and ability dictate, and following the standard attack resolution process:
After initiative is determined, the attacker and
defender choose maneuvers. Modifiers to maneuvers are assessed and all
actions are resolved using appropriate ability or other checks, with any countering calculated.
Combat maneuvers, like all actions, use the rules of obvious outcomes where appropriate, or the standard action result scale.
Damage from attacks correspond to the result degree of the check. Damage prevention measures are applied and the remaining
damage is dealt to the target, reducing their resilience. If the attack
had any special effects associated with it, those are resolved at this time.
Hand held or natural weapons always receive a bonus equal to
the character’s damage modifier.
Result | Weapon Damage/Outcome |
Perfect | 4x base damage and armor piercing + consciousness check. |
Full | 4x base damage. |
Major | 3x base damage. |
Average | 2x base damage. |
Simple | Base damage. |
Failure | The attack misses. |
Fumble | RCT check for each item or dropped. |
Damage Modifier (DM) = MUS + Size Factor.
Maneuver | Action Measures |
Ability & Modifiers | Description |
Block | 2 AM | Fend; Per item (simple success) |
Interpose an object to absorb damage |
Dodge | 2 AM | Evasion (+1 RS) | Controlled avoidance of an attack |
Fire | Per item | Shoot; Per weapon | Shooting 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 |
Offensive measures consist of attack maneuvers face to face or over range with an opponent.
Weaponry is typically employed using one of these.
A successful attack will deliver damage depending on the item or effect of its source.
Offensive maneuvers performed with an off-hand may suffer penalties.
Defensive measures consist of countering maneuvers such as block, parry, or dodging and damage reduction.
Defensive maneuvers performed with an off-hand may suffer penalties.
Block
A block is a countering action that
interposes an object (such as a shield) to take the damage that the target would have taken.
Performing a block takes two action measures (2 AM) and requires a fend ability check.
Any success is treated as a full success for countering purposes. Any damage the blocking item cannot absorb is passed on to the target.
Dodge
A dodge is a countering action that is a controlled movement
to avoid an attack, returning to a similar position against the attacker. Slower ranged
weapons like propelled ones can be dodged
(slow/-2 CS to fast/-4 CS difficulty) but faster ones, like
firearms, cannot. Performing a dodge takes two action measures (2 AM) and requires a evasion ability check. Any success automatically gets a +1 RS.
Fire
Firing is an offensive shooting based
maneuver which manipulates an item and/or weapon to discharge ammunition over a distance onto a target.
Grap & hold
For full details of actions,
see the
grapple ability.
Maneuver | AM | Offensive | Defensive |
Full Hold | 3 AM | +4 melee & grapple | -8 evade & fend |
Half Hold | 3 AM | +2 melee & grapple | -4 evade & fend |
Break Hold | 3 AM | MUS – grapple * | |
* : Size Difference may also be used as a modifier |
Lunge
A lunge is an offensive melee based maneuver which positions the attack form through, into, or on its target in a forward thrusting motion.
It focuses the energy of the attacker and weaponry directly into the target, across an area defined by its surface.
Parry
A parry is a countering action
which attempts to deflect or soften the blow in some way and requires more finesse than a simple
block maneuver. Parrying does not normally
damage the object used to parry. Performing a parry takes two actions measures (2 AM) and requires a
fend ability check to counter the attack.
Parrying Natural Weapons: Any weapon which is likely to cause damage
in its contact to parry will do the base weapon damage to the attacker.
Swipe
A swipe is an offensive melee based maneuver which positions the attack form across its target in a cutting or swinging motion.
It may draw weaponry along the surface, or focus the energy of the attack in a small area.
Touch
Touch is a simple (1 AM) melee based
maneuver to bring some portion of the attacker’s body in contact with
the target. It carries no force nor does it inflict any damage. The
attacker has a much greater set of options without concern for contact
surface, direction, or force.
These actions are preparatory or recovery in nature.
Action | Action Measures |
Modifiers |
Careful Aim | 1 AM | Careful aim grants +1 CS per AM, max. of +4 CS |
Draw | 1 or 2 AM | 1H or 2H; Must be unlocked and accessible |
Drop Prone | 1 AM | |
Force Attack | All | |
Load & Chamber | Per item | |
Marked Strike | None | Penalties start at -4 CS |
Rise From Prone | 2 AM |
Careful Aim:
Additional careful aim may be taken for any action which uses aiming in
its basic performance. By studying a target’s movements, patterns,
weaknesses, steadying themselves, etc. the attacker can gain an
improved chance of success. For every AM spent in careful aim, the
attacker receives a +1 CS bonus, up to a maximum of +4 CS.
Drawing a Weapon: Drawing a small weapon (under sixty percent (60%) of the user’s height)
takes a single action measure. Drawing a large weapon (equal to or greater than sixty percent (60%) of
the user’s height) takes two action measures.
Force Attack:
Force attacks are when a character is able to direct all their mass into an attack (fall, jump,
etc.) to increase damage and upset the balance of a target. The
attacker goes last and uses all their AM for the round. In return, they
substitute size for muscle, get a +1 RS, and do half again damage in
calculating knock back.
Failure causes the attacker to end up prone.
Load & Chamber:
Projectile weapons must be reloaded after their ammunition is spent. In
some cases this is after every attack, in others there is a reservoir
of ammunition that may be used before a reload is required. Some
weapons may also require a separate manual chamber time (e.g. pump
shotgun). Times are noted by weapon.
Marked Strike: A marked strike is an attack which relies on fine perception to attempt to hit a vital or vulnerable area to weaken an opponent in addition to damage.
A penalty is applied to the attack attempt employing a marked strike, depending on the difficulty. Multiple strike effects can be attempted in a single attack – all penalties are cumulative.
Expert (-4 Penalty) | Masterful (-8 Penalty) |
Aggravation 1/round | Armor Pierce |
Incapacitating | Unconsciousness |
Effect on Armored Targets: For any strikes to be effective, the attacker must do enough damage to go through armor or employ the masterful armor piercing effect.
Prone – Drop: Purposefully (as opposed to results of knock back or other effects) going to a prone position takes a single action measure. It can grant
a measure of protection from ranged attacks, reducing their effective size to 1/5 normal (for bi-pedal creatures).
While prone, a character can attack, block, etc. as normal, though they are at an
elevation disadvantage.
Prone – Rise: Rising from a prone position takes time and balance. It requires two
action measures to rise. The elevation
disadvantage is not lost until the action is complete.
Targeting covers all factors which determine how an attack from
range is processed. Ranged attacks may only be performed on targets the
attacker is aware of. Ranged effects manifest in two ways:
Aiming is the basic activity of targeting, using sensory input to
direct a pathed effect to a location. It requires the leveraging of
some agent (time, ability, etc.) employed to generate some measure of
accuracy. Any effect requiring aim can benefit from careful aim as well. Where not covered by an ability or other parameters, aim is handled by using the PER attribute.
Homing: Criteria based (color, material, shape,
heat, etc. & combinations) means of acquiring and locking on a
target. Homing effects will have a designated level of ability
indicating general accuracy and are limited by the acuity and range of
the targeting source.
Guiding: The effect moves with the acquired
target once the aimed effect has been loosed – the defender cannot
avoid the effect, though the attacker must still aim and succeed. The
effect manifestation will attempt to go around physical blockages to
reach the intended target. If no path exists, the effect manifestation
impacts intervening obstructions.
Some attacks fire a spread of material in an area, such as a shotgun loaded with buckshot or
grapeshot. Such attacks are very effective at close range, but they diminish quickly at extended ranges. 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.
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.
Mystic game 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 power (synergy, mana, etc.) expended in the process of evincing the effect. | ||||||||||||||||
Time | The amount of time required to evince the power 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. ‘Touch’ requires contact with the target when the effect is 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. The shape of the area will be noted in the effect. ‘Target’ indicates a single being or object within limits of the effect. |
||||||||||||||||
Resistance |
If noted, the facet checked for resistance, any modifiers, and the
result for a successful check. Unless noted, the a successful resistance by one target in an area affect applies only to that target. A target may voluntarily not resist at any time.
|
||||||||||||||||
A note on targeting |
All effects require some form of targeting. Even if the target is the effect’s source and automatic, it must still conform to the general tageting guidelines. |
||||||||||||||||
*M: Some facets are maximums, allowing a character to choose some value up to the listed maximum. This choice must be made when the power is evinced and is unalterable once made. |
Stacking is when the same specified effect is applied multiple
times. Unless specifically stated in their description, effects from
powers, items, etc. do not stack. Multiple 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.
Effects with multiple outcomes only consider the outcome for stacking;
if the effect grants a +1 CS to any attribute, the same effect could be
used as long as the attribute is different. Inherent properties – part
of an items permanent normal state, will stack with effects. Example: A
high quality knife which grants +1 CS bonus to anyone using it would
stack with an effect granting a +1 CS.
Force is the physical pressure applied against a target, often
affecting it’s position or standing. Not all effects have force; things
such as flame or poison alone have no force component. Most damage from physical weapons has force, and overwhelming force can cause knock back.
Enough force may even move the target outside the reach of current
attacks, causing them to fail. Other effects may be imposed by the GM
depending on the nature of the effect causing it.
Degree | Force | Effects |
---|---|---|
Minor | >EC | Interrupted; RCT check to hold onto items; CRD check or knocked prone |
Major | >ECx2 | Interrupted; Items dropped & knocked prone |
Knock back occurs when a target is struck
with enough force to be interrupted. The exact effect will vary
depending upon the ratio of the force received compared to the target’s
encumbrance capacity (EC).
Awe is when a target experiences something as inherently positive and beyond all measure of expectation. Victims will be compulsively
drawn to be near the subject, losing themselves in the presence of the
subject. Victims tend to see the subject of the effect in the best
possible light, excusing offenses, defending them, and generally acting
in their best interests. Victims will generally not seek to leave the
pleasure of its presence except for daily routines and bodily
functions, or if they have been commanded or compelled otherwise.
Any reasonable request or suggestion is treated as a persuasion attempt on the victim.
The victim is automatically persuaded
of requests and suggestions by the source of the effect. Unreasonable
actions can be resisted with a SAN check, success ends the effect.
The victim is 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 SAN
check, success only indicating they have rationalized not fulfilling
that specific request.
Horror is when a target experiences something as inherently negative and beyond all measure of expectation. Victims will be compulsively
repelled from the subject and seek to place distance or barriers
between themselves and the subject. Victims tend to see the source in a
negative light, something to be excluded and prejudiced against. Steps
will be taken to ensure the victim is not associated with the subject.
Expressions of horror by a victim will be obvious and uncontrollable –
facial distortion, tone of voice, etc.
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 checks.
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, with the duration of the
effect, requires a SAN check to complete or it is interrupted.
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.
Many effects can influence a victim to think and/or act a certain
way. Overt measures such as a threat or bribe, are case wherein the
victim’s desires are completely subverted externally. Coercive
influence is where the will of the target is manipulated – changing the
target’s desire to align with the source’s.
This is the active directing of a target’s thoughts and perceptions,
convincing or dissuading them of something. In the case that such a
direction would bring the target into danger, a success indicates that
they have been convinced the risk outweighs the benefits. Persuasion is
based on the ability
of the persuader. Normally, there is no specific resistance to
persuasion unless the target has direct contradictory beliefs,
knowledge, or is protected by some effect which assists them to resist
coercion.
A compulsion is a behavioral quirk, 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. Compulsive behavior can be overcome with
treatment and effort over time. Once overcome, there are no residual
urges or behavior.
An overwhelming feeling of immediate satisfaction and safety is
gained from acting on the compulsion; without which the victim does not
feel comfortable. Addiction will drive a character to seek out
fulfillment, with greater 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.
The victim’s perceived current situation no longer clearly defines the choice of any action.
Confusion stems from some form of mental or physical trauma. The victim must make a SAN check to be able
to choose their next action. Failure indicates that their activity will for the rest of the round will be
randomly determined. The following chart provides an example of such.
Random Check | Effects on Victim |
1-15 | Engaging: Starts trying to talk to closest person or object, the last action being attempted is forgotten; conversation is random and intense. |
16-30 | Continue previous action; If no obvious target exists, a new one is chosen randomly. |
31-45 | Paranoia causes the victim to attack a random target; living preferred over inanimate. |
46-60 | Dazed: Stand in place; defense is possible, but no offensive action can be taken or movement in any direction made. |
61-75 | Victim flees in fright from nearest item or being (closest attacker if applicable). |
76-90 | Disoriented: Random non-combat action is attempted (search for an object, examine an object, remove/add clothing, use of a power, wander in a random direction, etc.); characters get a PER check to defend against any attacks against them. |
91-100 | Some clarity allows the victim to choose normally, though all actions are exerted. |
Fright is a reasoned negative response to outward stimuli, believing
that overwhelming harm or death may result from the subject. A
character subjected to fright will attempt to avoid any confrontation
with the source of the fear, moving away from its source if possible.
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.
The victim must make a WPR check or become overwhelmed and 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.
So deep is the feeling, the victim must make a WPR check or become paralyzed. If successful the character must still flee under the effects of fear from the subject.
Paralysis stops motor functions from operating. Paralysis is not
necessarily rigidness; it is simply an inability to use the entire body
or a portion thereof. When paralyzed, a victim’s response systems to
does not operate. The victim is still mentally capable and aware but
unable to move. If the paralysis results from the blocking of the
nervous system then all touch sensation disappears as well.
The victim’s autonomic functions (breathing, circulation, etc.)
continue to function normally. If the effect that causes paralysis also
stops autonomic functions, then the paralysis is accompanied by asphyxiation.
Degree | Exhaustive Base Effect |
Trivial: | 1 AM |
Mild: | 2 AM |
Moderate: | 3 AM |
Major: | 4 AM |
Severe: | 5 AM |
Crippling: | 6 AM |
Disabling: | No Movement |
Exhaustion (one of the effects of encumbrance) is a draining effect on a body, a sapping of energy that reduces the performance of actions.
This is characterized by a loss of action measures each round while exhausted.
Upon reaching ‘Disabling’, the character may talk or gesture in place, but not change their location.
In addition to the loss of AM, all degrees include the effects of basic Exertion:
Debilitation is the result of over-exertion of physical and/or mental processes; a greater form of exhaustion.
In addition to the normal affects of exertion, the target suffers an inability to perform actions requiring fine motor movement or fine perception
(such as a marked strike).
In addition to the affects of debilitation (incl. exertion), the victim must make a RCT check at the end of the round for each item used in an action or drop it.
Any attack which succeeds in any way against the victim will require them to make a WPR check or fall prone.
Incapacitation is an progressive overall weakening of the body, reducing the general effectiveness of the victim through disability and exhaustion.
Specific effects may not use the full scale, but those which refer to ‘levels’ of incapacitation stack together (i.e. 1 level + 1 level = Mild), indicating a progress of impairment.
Degree | Disability Penalty | Exhaustive Penalty |
Exhaustive Effects |
Trivial | 1 AM | Exertion | |
Mild | -1 CS | 2 AM | Exertion |
Moderate | -2 CS | 3 AM | Exertion |
Major | -4 CS | 4 AM | Exertion + Debilitation |
Severe | -8 CS | 5 AM | Exertion + Debilitation |
Crippling | -12 CS | 6 AM | Exertion + Debilitation + Wasted |
Disabling | -16 CS | No Movement | Exertion + Debilitation + Wasted |
Penalties: These penalties are cumulative with any other penalties imposed from encumbrance, difficulty, etc.
Rehabilitation (rehab) removes or counters the impact of exhaustive
and incapacitating effects. Such agents are generally designed to
relieve very specific sources and/or types of effects.
Effect Name | Debilitative Counter |
Alleviation | Counters Incapacitation (1-for-1 level basis or by degree). |
Energized | Counters Exhaustion effects |
Infused | Counters Wasting effects |
Refreshed | Counters Debilitation effects |
The senses
govern how input from the environment is processed. Each species has a
range within each sense that they are comfortable in. As the sensory
ability is diminished, a character will suffer negative effects. Sense
have a standard range of adjusted effects, deviating from an normal
(average) point of acuity. Senses can be affected to cause an
adjustment, and where allowed the affected senses may be allowed to acclimate to the change.
Unless noted, effects which enhance senses are also accompanied by familiarity with the ability to process the new level of input.
Degree | Effect |
Negligible | -8 CS |
Weak | -4 CS |
Dull | -2 CS |
Normal | No Adj. |
Sharp | +2 CS |
Strong | +4 CS |
Acute | +8 CS |
Acclimation: The ability for a creature to adjust to a change in the degree of sensory input.
Typically those creatures which can, can only acclimate to a single degree of change from species normal. In most cases,
it takes a full minute for a body to adapt itself to treat the new degree as normal.
Sensory Loss: If a creature has had the organ
or physical feature which processes a sense completely removed or
destroyed, they will have an inability to perform any actions which rey
strictly on the sense. The same is true for any effect which mimics
such an effect. At some point, for each species, there reaches a point
where sensory input is completely cut off, which universally serves to
disorient, confuse, and distort perception of the local environment.
The maximum penalty for actions relying on the sense is -8 CS for gross
motor
/ perception and -16 CS for fine motor / perception.
Light and darkness is always determined by local circumstances and
surroundings. Artificial sources can change this, based on a scale representing their overall
effectiveness. The level of illumination is measured Dark to Blinding.
Light Level | Normal Adjustment |
Description |
Dark | -8 CS | There is, functionally, no visible light by which to see. At most there is only slight ambient light. This level of darkness is associated with clouded night skies in the wilderness and the deepest caverns. |
Dim | -4 CS | The light level is low enough that a human has trouble distinguishing details and features, though basic shapes and movement is easy enough to make out. Dim light is associated with starlight, candlelight, and even the light of the half moon. |
Gloomy | -2 CS | Gloom is a general darkening such that 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, over forcing them to squint. Glare is easily associated with directly looking at a bright light such as a flashlight and with the reflection of sunlight from pavement, save, 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 Light. |
Sight/Illumination: Each species is provided a base degree
of illumination at which they are comfortable. For humans this is Full Light. Each step beyond the range
of comfort, either darker or lighter begins to lead to blindness (inability to use the sense of sight) and imposes a doubling -2 CS
disability penalty on abilities that require some sort of visual orientation.
If the action requires fine perception the penalty may double.
The maximum penalty is -8 CS for gross perception and -16 CS for fine perception.
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.).
Core Sci/Tech Related Terminology
Science, and consequently technology, can develop along
multiple different paths in any given setting. Across all spectrum,
development within a particular pathway is generally linear: newer
advances are built upon the foundational knowledge lain by earlier
ones. The dissemination, availability, and use of knowledge are
critical to this building process – most of which are in turn limited
by the technology which facilitates them. Knowledge, and the technology
accompanying it, is commonly lost or has its growth retarded because of
material needs, protections, disuse, need, replacement, and ideological
purgation.
Knowledge is learned and developed by organizing it into academic
bodies of related information. 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 is crucial to knowledge, for it is the only way knowledge is passed on through learning.
Communication typicaly has two forms: Expressed and recorded.
Learning: Learning new languages
(regardless of form) does not require that the student possess the
physical faculties to learn the language. Only the mental ability to
learn the language is required. Both set of faculties are needed for a
language to be used to effectively communicate.
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.
Engineering is the application of science. Engineering practices are
the information and methods by which something is proven or done, be it
making a device or breeding a prize bull. Each practice utilizes
abilities to effect change; these abilities are divided into three
levels of sophistication: maintenance, creation, and innovation.
Some engineering may require a great deal of extended time (possibly
even life times) and activity, along with funds, to complete
successfully.
Maintenance is the means of upkeep. Almost
nothing new is made or conceived through maintenance; the purpose is to
restore the subject to its original form or reinforce a created
condition. Maintenance usually requires the least ability to perform.
Creation is the process of crafting a new
subject. Creation follows a series of instructions in accordance with
an existing design. If the steps are properly followed without
interference, the result is always assured and just a matter of time.
Though it may require a good deal of skill to properly enact
instructions.
Innovation is the research and development
of entirely new products or methods leading to improvements upon
existing designs. Innovation requires a deep understanding of every
aspect involved. The results of innovation may be replicated through
creation.
Fabrication is the act of manufacturing items; applying engineering practices to materials.
Artistic Items: Art
is a very subjective term. Items which are worked to include elements
beyond simple 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.
Time: All forms of fabrication are extended activity.
All items have a specific time (activity cycle) it takes to complete the fabrication process under normal conditions.
Unless noted, no check is necessary to repair or craft a normal item, treating the outcome
as if it were an automatic simple result.
Where not supplied or the situation is abnormal, the GM should choose
an appropriate activity cycle, considering things such as familiarity, complexity, and the nature of the material.
Requirements: The fabrication of items assumes at least average quality materials are used, full
time, and tools and references needed to perform the task. Without minimum requirements, the GM may impose penalties or rule the item cannot be made.
Repair is the activity of returning a finished item that has been
damaged, to its undamaged state. 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.
Degradation: When an item is reduced to zero
resilience. Normally, its maximum possible resilience is permanently
reduced by 50%. After two full cycles of degradation, an item is
considered unusable and cannot be repaired.
Minor Repairs: Minor repairs are largely
cosmetic and only partially restore an object. They involve bending
parts back into place, hammering out dents, and replacing simple parts.
There will always be evidence of the work. 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. Each successful attempt will restore twenty percent (20%) of
the item’s resilience; however, each attempt imposes a -1 RS cumulative
penalty on all further minor repairs.
Major Repairs: Major repairs involve a rebuild
or reassembling of an object. To fully repair a broken glass vase the
character may have to reheat and cast the glass. For armor entire parts
are removed and either reforged or replaced. With only mild difficulty
and material allowing, a major repair will leave no evidence of the
job. Major repairs can only be conducted by using a craft ability.
Each successful attempt will restore twenty percent (20%) of the item’s
resilience. Major repairs ignore any limits imposed by previous minor
repairs.
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.
Once the practices and processes of science are distilled and
transformed into workable products, they become technological items:
equipment. 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 abilities,
provide offensive or defensive capability, change the environment, or
provide transportation.
Std. Technology Guidelines
Comprehension: For equipment to be effective, the user must be able to understand its use and achieve maximum effect.
Without comprehension, penalties are incurred when attempting to use the equipment, if it is even possible to use.
Resilience: The maximum points of damage the item can take before it is considered broken and/or useless
(incapable of fulfilling its function). Items can be repaired.
Use: Equipment users must be physically capable
of operating the item. Additionally, adding crew to serve as needed may
be used in place of improper physiology or by design – as with some
large or complex equipment. Any such requirements and penalties for
lack thereof will be noted with items as appropriate. Technology
(robotics, remote controls, etc.) may offset the need for crew. The GM
may impose penalties on any task regarding the operation of the
equipment in question. Conversely, excess crew does not necessarily
provide bonuses.
Encumbrance (ENC): All equipment has an ENC
rating based on the weight, shape, safety, and stability of the item.
This is used when assessing the impact of encumbrance. The ENC values can be adjusted by ability (such as Armor Use), quality, and the amount of customizing done to suit the user – such as a tailored fit in the case of worn items (armor, etc.).
Fit is how well worn items balance the wearer; conforming to their
shape and keeping movement unfettered. Equipment which is worn must fit
for it to be effective. Some items, like armor, have a fit value
(FV) which can be leveraged as a means of working with the item to
reduce its ENC. 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 as a multiplier for values.
Fit Value ENC Reduction = Fit Value (of item) x Ability Level (as appropriate)
Determining Fit: Anything worn has been designed for a particular
gross form (usually based on species average; e.g. ‘human’), size, and
shape (build, frame, and bulk). An item is compared to its wearer and
the specific fit for that wearer assessed as follows:
Degree | Description | ENC Impact 1 |
Non-Fitting | 2+ Size difference. | -5 CS or +50% |
Fit | 1 Size difference; the item grants the typical benefits associated with it. | None |
Tailored | Made specifically for a an individual, matching the fit facets at the time of making. | +5 CS or -50% |
1: Items covered by an ability (such as Armor Use) use the CS modifier and fit value (if no proficiency is possessed, treat as a base level of zero w/no disability), others the percentage. |
Power sources are needed for devices that are not manually powered.
Without it, dependent technology ceases to function. Many kinds of
fuels can be used as direct sources or to charge a device in turn
providing power. Devices will list required fuels(s) for functioning.
Compatibility between power sources is dependent upon milieu and the
GM. Where appropriate, power sources will be measured in Energy Units (EU). This is a universal means of measuring power in the Incarna system.
Drain Rate: Devices that use a power source are depleted at a set rate. Devices will list their drain rate as X amt. / [time unit].
Armor is a barrier of some sort which protects a target by absorbing damage.
Armor is mostly thought of in the making and wearing of protective
vestments. The vestments may have multiple purposes, but their job is
to protect those wearing them. Armor can be adjusted for species of
different sizes by multiplying the AV and AR by the Form Scale. Armor properties are:
Shields are defense forms that get interposed between their target
and damage. A shield is specifically designed for blocking damage of
some sort and may confer a CS bonus to block. Using a shield requires
that the ability to actively employ the shield. There is more
versatility in this than in worn armor, but it is also generally more encumbering. Unlike worn armor, shields require no fitting or special outfitting.
Armor which requires no thought or intervention from the user to be
effective. It can be made from materials such as metal, skins, bone,
synthetics, and other forms that will depend on the milieu.
Explosives are devices that detonate. They cause an effect, typically damage, over a proscribed area. Explosives are consumed when used.
Typically the controlled use of explosives is governed by the demolition ability.
Unless otherwise stated, some form of evasion may be attempted to reduce the effect, targets in the secondary area gain a +4 CS on any avoidance or resistance checks.
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 lock has or had a
‘key‘ (a physical object, code, or other designed trigger) that would open it without difficulty. Without the proper knowledge
or tools,
it may not be possible to forcibly pick open a lock. Individual locks
can be fashioned in vary qualities for their type making it more
difficult or easier to pick.
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. 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.
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 (which will be noted in their description). It will also be
noted what type of tool set is required for a task. 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 to the performance of the task for which they
are designed, 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 ability
in order to do anything beyond sitting astride it – which any creature
with the right physiology may do. Without any ride ability though,
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: Almost all creatures have some part of their natural form which can be used as a weapon.
It is widely varied by species in effect and form – claw, bite, breath, spittle, grapple, punch, kick, etc.
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.
For equipment, the following facets are used to describe the impact of
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 | Cost | Craft | Impact |
Heft | 2x | -1 | -1 required MUS; it must be made from scratch for the character and benefits ONLY that character |
Power | 5x | -2 | +1 base damage; does additional 1 per result category, i.e. +4 on a full |
Quality | 10x | -4 | +1 CS; anyone using it gains a +1 bonus on all checks with it |
Ease | 20x | -4 | -1 min MUS & CRD requirements; takes one less CORD/MUS to wield |
Balance | 50x | -4 | -1 AM to use; weapon is faster and attacks takes one less AM |
Fine: (Cost 20x) +1 base damage & +1 CS
Superior: (Cost 50x) -1 min MUS/CRD requirements, +1 base damage & +1 CS
Excellent: (Cost 100x) -1 min MUS/CRD requirements, -1 AM, +1 base damage & +1 CS
All weapon use is governed by the basic combat abilities (
Evasion, Fend, Grapple, Melee, Propel, Shoot).
Weaponry is grouped together here in their skill groups (similar to 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.
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, and be made of wood, stone, or metal. 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 sizes, from small bucklers to tower shields, and are typically disposable instruments. Shields can have a variety of offensive implementations including spikes, rims, surface bashes, and attached blades. 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. The limbs of the bow may be made from wood, composite, or metal materials. General Properties: ranged, easy, good range, slow to reload, armor piercing (better than bows) |
Sling | A flexible device designed to hurl stones or bullets. Bullets can be made of clay or lead. 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 catchall 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 catchall 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 |
Weapon | Ability/Maneuver | Min. CRD |
Min. MUS |
Phy. Apt. |
AM | Reach | Base Damage |
Off. | Def. | Enc | Price | |||||||||
Club |
|
10 | ||||||||||||||||||
Hatchet |
|
12 | ||||||||||||||||||
Knife |
|
4 | ||||||||||||||||||
Spear |
|
15 |
Weapon | Ability/Maneuver | Min. CRD |
Min. MUS |
Phy. Apt. |
AM | Reach | Base Damage |
Off. | Def. | Enc | Price |
Short Bow | 19 |
Weapon | Ability/Maneuver | Min. CRD |
Min. MUS |
Phy. Apt. |
AM | Reach | Base Damage |
Off. | Def. | Enc | Price |
Light Automatic Rifle | 34 | ||||||||||
Medium Semiautomatic Pistol | 10 |
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.
Magic is interaction with the underlying binding energy of the universe. This energy,
called mana, is in all things. Those who can sense it describe it through metaphor as
flowing liquid or air that gathers in greater concentration in the living or as a woven
fabric whose threads become more distant and thin within the gulf of empty space. Through
the use of abstract concepts that involve symbolic ceremony, a visualization of effect,
and an expenditure of personal mana a character may manipulate this energy, causing
ripples and waves in the water or vibrations and tears through the weaves.
Core Magic Related Terminology
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 unfettered flow of mana to evince a magical effect. Working
magic begins with honing the ability to sense mana to observe.
Mana perceived can then be interacted with safely, using an occult reserve.
The exploration, experimentation and practice is codified into
methodologies. Methodologies allows 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 drawn on using a technique appropriate to the methodology they
relate to, possibly involving verbalizations, motions, visualization,
and the use of objects. These effects are fueled by the mana pool of
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 through thought, sound, motion, and
other means. Formulae are unique to their methodology: Formulae from
one methodology cannot be implemented by means of another. There may,
however, 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 an ability
that must be learned. The magus must begin play with a source of
learning. This is can be a named teacher or institutional background
for the milieu or a [novice level] Library trait along with the literacy ability of at least level 4 in the language it is recorded in.
Mana Sense: All methodologies require the character be
proficient in the Mana Sense ability. The reliance grows as the
character progresses in the methodology. A character’s methodology
level may never be greater than twice the character’s Mana Sense level.
Maximum Methodology level = Mana Sense level x 2
Mundane Ability: All methodologies rely on a
foundation of one or more mundane ability. The magus must possess a
level of proficiency in the ability as dictated by the rank of the
formula the magus wishes to implement. A magus that does not meet this
requirement cannot implement or learn the formula.
Magi are ranked by levels of mastery, related to the power they can
wield. This is determined by magic aptitude and methodology ability
level; each methodology is ranked independently. Magi with a higher
magic aptitude achieve ranks of mastery faster for their level of
ability. The rank of mastery directly correlates to the rank of formulae the magus may implement.
Mastery Rank | Apt. 2 | Apt. 3 | Apt. 4 |
---|---|---|---|
Apprentice | Level 1 | Level 1 | Level 1 |
Novice | Level 4 | Level 3 | Level 2 |
Adherent | Level 8 | Level 6 | Level 4 |
Adept | Level 12 | Level 9 | Level 6 |
Master | Level 16 | Level 12 | Level 8 |
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
Mana Gain by Training:
Mana recovers at a rate equal to the character’s Magic Aptitude per hour. This
recovery is regardless of any physical exertions or state of rest. Objects and
locations may alter this as well as the meditation ability. A character with mana
recovery rate of zero, caused by a Magic Aptitude of zero (0) or an alteration,
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 mana recovery of negative three (-3) recovers one mana
every four (4) hours.
Mana Recovered per Hour = Magic Apt.
The occult reservoir is a distinct layer of memory and focused
concentration on which formulae are imprinted so they can be readily
woven into the greater pattern at will. Without this, the practice of a
drawing on a methodology sputters and fails; Normally, only formulae contained within a character’s Occult Reservoir can be invoked.
It is not a pool of sum knowledge, but rather energy set aside which
allows them to constantly focus part of their brain on complex pattens
that integrate the associated effects into the cosmic flow of mana.
Magical knowledge, like any other, is stored in deep memory – not lost
or forgotten. This reservoir is built using the Occult Reserve trait.
Using: Removing data from the Occult
Reservoir is accomplished instantaneously. Affixing data within the
Occult Reservoir is automatic, but takes time. This requires the magus
to spend time in study upon the desired knowledge for an uninterrupted
amount of time equal to their occult factor in hours. Each formula occupies an amount of space in the Occult Reservoir dictated by the
rank of the formula.
Formulae are instances of application of methodology to achieve a
specific effect. All formulae are ranked to reflect their complexity
and power and directly correlate to the rank of mastery required for a magus to implement the formula. Unless noted, a magus can only learn or implement formulae of their rank of mastery or lower.
Formula Rank | Mana Cost | Occult Factor |
---|---|---|
Apprentice | 1 to 5 | 1 |
Novice | 6 to 10 | 2 |
Adherent | 10 to 15 | 3 |
Adept | 16 to 20 | 4 |
Master | 21 + | 5 |
Occult Factor: All formulae of a particular rank
share certain qualities in terms of cost, learning, and other things.
This offset is known as the occult factor.
After obtaining a copy of a formula or instruction for one, the
formula must be learned before it may be invoked normally. To do this,
the magus must possess anything normally necessary for its invocation
(e.g. mana, freedom of movement, etc.). Formulae do not require any
direct Character Point expenditure to learn. Normally, a formula of higher rank than the magus’s own rank of mastery may not be learned.
Regardless of all other things, it is impossible to learn a formula of
higher rank than could ever be obtained with magus’s Magic Aptitude.
Time: Formulae learning is a normal extended activity using a
learning cycle equal to the formulae’s occult factor x 12 hours (a half
day equivalent). The learning check uses the Reason attribute to
determine success.
Attempt: In addition to the normal expenditure of time, at
the end of each learning cycle the magus must expend any mana and
materials that are required for the normal invocation of the formula.
Success: If a magus successfully learns a new formula or
similar, it is automatically affixed in their Occult Reservoir. If the
magus does not have enough room in the Occult Reservoir when the new
formula is learned, the magus must remove one or more formulae
currently within the Occult Reservoir to make room.
Failure: The magus has not perceived all the aspects of the
formula to reliably use it. They must clear their minds before
attempting to learn it again, spending a period of time equal to the
formula’s occult factor
in weeks to remove all notions and traces of their previous attempt.
Each failure imposes a -1 RS on the next learning check. If the magus
fails 4 times, they are not able to grasp the subtleties of the formula
and cannot learn it ever.
Magic formulae, like any other information, is susceptible to
forgetfulness. If any formulae cannot be fit within the occult
reservoir, it may be remembered imperfectly when drawn upon. Any time
formulae is moved into the occult reservoir from normal memory, the
magus make a methodology check to accomplish this without erroring. If
they attempt to use the formulae later, another methodology check is
required, or the invocation is considered interrupted. A magus may
offset by 2 means.
A beginning character starts play having learned a number of
formulae dependent upon what may be implemented by rank. The exact
number of starting formulae are provided by a variety of conditions
including abilities, traits, attributes, and aptitude.
The beginning formulae may be chosen by whatever method the GM desires,
but should reflect the source of the learning (e.g. mentor,
institution, etc.). It is assumed that all of a magus’s beginning
formulae are learned and entered into 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.
Any character possessing a formulae library (trait) of any kind is assumed to have all their beginning formulae recorded in it.
Condition | Beginning Formulae for each Methodology |
---|---|
Methodology | One (1) for each rank mastered |
Equipment Trait | Two (2) apprentice rank formulae |
Library Trait | One (1) 1 apprentice, novice and adherent rank formulae per CP adj. the library grants |
Reason Attribute | One (1) apprentice rank formulae per RSN CS bonus |
Studious Trait | One (1) apprentice and novice rank formulae |
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. The
steps are codified and largely immutable. This rote procedure ensures
formulae are executed correctly every time. Normally a formula may only
be invoked if it is affixed in the Occult Reservoir.
Failure: Invocations always succeed unless they are interrupted, avoided or resisted by the target.
Stacking: Unless noted, all magic powers conform to the standard rules of stacking multiple similar effects.
Targeting: Magic uses both
pathed and occurrence targeting.
Effects delivered via the touch maneuver (melee ability)
already takes the maneuver AM value into account.
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. |
Magic is a delicate art. It requires total concentration with both
precision and accuracy by the magus in the construction of its weaves.
Any disturbance in the practice can lead to interruption.
If required, a successful check indicates the magus maintained focus
and adjusted for the adverse effects, completing the process normally.
Multiple conditions are cumulative, requiring only a single check.
Attentive: Any level of encumbrance or any sort of exhaustive
effect which distracts the magus’s concentration requires an
appropriate methodology check at the outset of invocation, with a -1 CS
imposed per AM of exhaustive penalty.
Movement not necessary to the invocation forces a check as well. The
check suffers the the same penalty as for concurrent activity based on movement rate type.
Formulae Label: Spell
Invocation Act: Casting
Sorcery is an ability that uses a combination of words, gestures, and mental imaging to weave the
flows of magic. Practitioners of sorcery are simply called magi or 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.
Sorcery is often seen as the baseline amongst the methodologies; it is the
thread against which others are compared. This is the method most associated with
magic and is retold throughout myth and fable. This process involves the utterance
of words of power, physical gestures in accordance with the flows of magic, and a
mental imaging of the effect and its causes. Through these spells, the magus can
seemingly evoke any change in the world about them.
Mathematics: The sorcerous art requires great feats of mental
agility from its practitioners. A magus must be capable of mentally
performing mathematical calculations. The magus must possess a level of
proficiency in the mathematics ability as dictated by the rank of the
formula the magus wishes to implement. A magus that does not meet this
requirement cannot implement or learn the formula.
Formula Name | Short Description |
Curling Flash | Target is struck for ALU x 2 Fire damage. |
Desireous Candor | Target gains the Honest trait. |
Discern Metal | Attunes the magus’s senses to metal. |
Dragging Mist | Target’s encumbrance is increased by ALU x 10. |
Flame Hand | Inflicts ALU x 2 fire damage on touched target. |
Guarded Repose | Target gains the Light Sleeper trait. |
Hear Afar | Sets a point from which the magus can listen. |
Know When the Stillness Ends | The magus will know when the target moves. |
Locate the Weave | Detect magic in the area. |
Minor Resolve | Increase target’s WPR by 1. |
Minor Weakness | Reduce target’s MUS by 1. |
Mist Spike | Inflict ALU x 2 piercing damage to one target. |
Preserve Plant Sample | Puts plant in state of suspended animation. |
Pumice Shield | Target gains a shield of ALU x 5 AR. |
Refresh | Heal ALU x 5 fatigue. |
Scouring | Clean the target, even of permanent effects such as stains. |
Serviceable Repair | Heal ALU x 5 structure. |
Sharing Basic Knowledge | Grant one of the magus’s skills to the target up to level 1. |
Sudden Mist | A conjured mist obscures the area. |
Torchlight | Provides Full Illumination in the area. |
Unnerving Stare | Target is affected by Panic. |
Worm Tooth | Siphon ALU x 1 fatigue from the target to the magus. |
Formula Name | Short Description |
Archer’s Boon | Double the range of touched weapon. |
Basalt Shield | Target gains a shield of ALU x 10 AR. |
Beckon the Dead Voice | Enables the magus to speak with a corpse. |
Beguiling Voice | Target is Charmed by the magus. |
Burning Words | The magus’s spoken words burn into the target surface. |
Collapsing Knives | Surrounds target in a field that inflicts ALU x 1 additional slashing damage when hit. |
Distant Voice | Allows the magus to speak to a target up to 1km away. |
Favored Tool | Grants a +2 CS Bonus when using the target object. |
Flickering Flames | Target is surrounded in flames that deals ALU x 1 fire damage to attackers each time they strike. |
Frightful Eyes | Targets are affected by Fright. |
Hazy Visage | Imparts a -2 CS diffculty against incoming attacks. |
Hone the Edge | Target item’s base damage is increased by 2. |
Leaden Force | Double the ENC of target object. |
Lesser Recovery | Heal ALU x 2 resilience. |
Searing Dart | Inflicts ALU x 5 fire damage to the target. |
Shackling Fog | Increase ENC of all targets in the area by ALU x 5. |
Shunned Tool | Imparts a -2 CS penalty when using the target object. |
Smokey Lungs | Target may breathe normally in smokey environments. |
Soften the Steel | Target item’s base damage is decreased by 2. |
Steadfast is the Shield | Doubles the AR of target object. |
Touch of Composition | Determine the composition of the target. |
Touch of Identity | Determine the identity of the target. |
Touch of Operation | Determine how the target works. |
Formula Name | Short Description |
Attention of the Many | Affected targets are Fascinated by the magus. |
Collapsing Blades | Surrounds target in a field that inflicts ALU x 2 additional slashing damage when hit. |
Contorted Countenance | Target is affected by Shock |
Granite Shield | Target gains a shield of ALU x 20 AR. |
Mass Refresh | Heal ALU x 5 fatigue to everyone in the area. |
Obsidian Shield | Target gains a shield of the reduces damage by ALU x 2. |
Razor Wind | Inflicts ALU x 5 slash damage to an area. |
Recovery | Heal ALU x 5 resilience. |
Rigid Arm | Paralyze the target’s dominate arm. |
Shielding Flames | Target is surrounded in flames that deals ALU x 2 fire damage to attackers each time they strike. |
Sightless Eyes | Blinds up to 10 targets. |
Watchful Hound | An alarm is raised when enemies breach the perimeter. |
Watery Lungs | Target may breathe normally in aquatic environments. |
Formula Name | Short Description |
Animate Lesser Earthen Guardian | Creates a short lived Lesser Earthen Guardian to serve the magus. |
Crystal Conveyance | Magus teleports up to 1km distance. |
Feather Pack | The target and its contents have their ENC reduced by half. |
Gossamer Sheath | Target is healed for ALU x 1 Resilience when struck. |
Phantom Chains | Phantom chains bind and paralyze the target. |
Strength of the Herd | All affected targets gain +4 MUS. |
Termination of Desire | Reduce target’s WPR by 8. |
Formula Name | Short Description |
Animate Greater Earthen Guardian | Creates a short lived Greater Earthen Guardian to serve the magus. |
Calcification of the Flesh | Turns target into limestone. |
Collapse of the Craven | The magus inspires Dread in affected targets. |
Crystal Lens of the Mind | The magus peers into the thoughts or memories of another. |
Immolation | Long range spell that inflicts ALU x 20 fire damage each round for ten rounds. |
Isolated Conflagration | Inflicts ALU x 20 fire damage to an area. |
Mass Recovery | Heal ALU x 5 resilience to everyone in the area. |
Obsidian Rain | Inflicts ALU x 10 slashing damage to an area each round for 10 rounds. |
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 lingering essence of a living being is
called from their remains. The magus may converse with and question the
dead. The dead is obliged to respond, and is compelled to tell the
truth. The dead may attempt to lie, but doing so requires a successful
WPR check each time. The dead can convey only that knowledge which was
possessed in life. The answers of the dead can only be heard by the
magus, who hears them as ephemeral whispers.
The majority of the remains or the head of the corpse must be present.
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.
The magus chooses two targets within range. The
first is horrified by the second. Interaction between the primary and
secondary target is treated as though the primary target is affected by
Shock with respect to the secondary target. Only the target that is
horridified gains a resistance check.
Upon invocation, the world around the magus
becomes faceted and its color dissolves to become a crystal cocoon. The
facets begin to clear and place the magus wished to travel to becomes
visible as they appear there. Others simply see the magus disappear
from their original location or appear at their new location.
The magus must be able to percieve the destination, which must be
within one (1) kilometer. When the magus transports themself they
exchange location with whatever substance is at the target destination.
Usually this is air, but an errant spell could cause doom for an unwary
magus.
Sentient targets may automatically resist if they do not wish to be
transported. Targets with a will or sentience must be moved in whole.
Body parts cannot be sent spinning through space.
The magus opens a window into the target’s
mind. Though there is no external manifestation, the magus may choose
to focus attention upon this inner window to perceive current events
and thoughts as the target experiences them; anything the target is
currently experiencing or thinking about is perceived by the magus.
Alternatively the magus may experience the target’s memories. Again
these are experienced from the point of view of the target. Memories
are experienced in real time. This does not necessarily grant the magus
any understanding of what the target is or was thinking or experiencing.
When using this upon a species or mindset notably dissimilar than
one’s own (e.g. a relatively normal human using it on someone in
bloodlust or on a dragon but not if used on a relatively normal elf), a
SAN check is required. Failure means the magus suffers Confusion or
takes on personality or behavior of the target, as decided by the Game
Master. The magus may make a SAN check to return to normal every
minute. Until the SAN check is successful, the magus continues the
aberrant behavior.
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.
Thin tendrils of light green mist curl about
the target seeming to drag them down, slowing them and making it harder
to move. The total encumbrance (ENC) of the target is increased by an
amount equal to ten times the implementing magus’s Sorcery skill level
(ALU x 10).
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.
The target becomes wrapped in a thin, white
gossamer cloud. As attacks contact the shield the cloud reacts,
clinging to the wound and restoring it as best it can. While the spell
is active, any attack that comes in contact with the gossamer sheath
triggers the affect, which causes the sheath to heal the target. The
amount of damage healed (resilience) is equal to the magus’s Sorcery
skill level (ALU x 1).
An unwilling target of the spell may resist; this is a simple check.
If successful then the spell has no effect. Once the spell is in effect
the target receives no further resistance checks.
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.
The target becomes hazy and indistinct up close
as though being seen through a heat wave. All melee attacks and ranged
actions within five (5) meters (adjusted for form scale) taken against
the character are at a difficulty of two (2). Thus such actions suffer
a -1 CS.
The magus may project their sense of hearing to
any single point within a hundred meters (100m) that they may perceive
at the time of casting. The character may hear things as though they
were at that point so long as they remain within a hundred meters
(100m) of the point. There is no visible manifestation of the projected
hearing.
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).
Once the spell is cast upon the target object,
should it be moved a substantial amount (e.g. the lid or door is
opened, the statue is toppled, etc.), the magus automatically becomes
aware of this the instant it is moved as well as the location. This is
governed by the magus’s perceptions, sense of identity, and
understanding of what constitutes substantial movement for the target.
Once the condition is triggered, the spell has no further affect and dissipates, its power spent
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.
Wisps of green mist curl about the magus’s
throwing arm as the spell is cast. The mist forms itself into a mist
like spike that flies through the air towards its target once the spell
is complete. This attack uses the magus’s Sorcery adjusted skill level
to hit. If the target is struck, they suffer a base amount of piercing
(physical) damage equal to the twice magus’s Sorcery skill level (ALU x
2). This attack may be blocked or dodged as normal, but it may not be
parried. It must be fully dodged to avoid damage.
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).
Chains of a ghostly green mist surround the
target and preventing movement. If the target does not succeed in their
resistance check then their entire body is paralyzed. Autonomic systems
within the body will continue to function normally.
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 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.
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).
The target’s dominant arm pales slightly and
then becomes rigid. They are incapable of consciously moving it as a
state similar to rigor mortis takes hold. The affected limb is
paralyzed and no long under the target’s control.
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.
Pale green tendril of mist manifest and curl
about all targets within the volume. As they take hold they bind and
slow the victims, making it harder to move. For the duration, the ENC
of all affected targets is increased by an amount equal to five times
the Magus’s Method: Sorcery skill level (ALU x 5).
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.
For the duration of the spell the target’s
lungs feel slightly stiffer. This does not impose any penalty or
difficulty upon the target, in fact the target may breath normally
within a smoke filled environment. The target suffers no penalties
associated with breathing smoke filled air. This does not make the
character any less vulnerable to heat or alleviate any obscurement
caused by smoke.
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 targetted volume suddenly seethes with
mist. The mist causes moderate obscurement. Ranged attacks into or
through the affected volume suffer a -4 CS. Melee attacks suffer half
this.
The target loses nearly all will to act or
resist. Their opinions and wants mean nothing. The target’s Willpower
is lowered by eight (8) for the duration of the spell.
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 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 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
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.
Grey haze manifests and contracts about the
target swiftly. If the spell is successful then a portion of the
target’s life force is drained from the target and transferred to the
magus. The amount of fatigue that is transferred is equal to the
implementing magus’s Sorcery skill level (ALU x 1).
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 of 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.
Core Faith Related Terminology
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. 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.
A character can follow two different paths in the community of faith:
Acts of Service: These are acts which the servants of faith use to protect, guide and direct
the community of the faithful. It is part of their role as guides –
to participate in, witness, and provide for these acts. These include functions of: Healing ([all] medical,
botany), Teaching (learning, [all] language, tenets), Making (repair, [all] craft),
Advocate (legal counsel, persuasion) and Sanction (marriage, passage rites, moral counsel, mentor and sponsor) and leading others in the proper forms of worship.
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, 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.
Demonstration of faith power
is central to enhancing and strengthening belief – and to gaining more
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. Three types of mystical power are available to followers:
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.
Consecration is the measure of a deity’s regard. Living beings,
places, and items can be consecrated; becoming an active part of the
faith and connected directly to its source. The process of consecration
forges these connections, allowing the bonds to be leveraged by powers.
Consecration is represented as holy ground in places,
relics in items, and grace in living beings.
Each representation has unique characteristics.
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 makes it easier for followers to commune with their deity: +1 meditation checks.
Many faiths have common
articles, symbols of their faith; water, robes, idols, books, clothing,
incense etc. Most are not fully consecrated objects – most possess no
intrinsic power, meant as symbols and reminders of the presence of the
divine. For followers of devout or higher grace, consecrated items are
integral to their worship and use of faith powers. Many faith powers
utilize one or more articles of faith to connect and focus the divine
power – some even having adverse effects upon those who opposed the
faith. There are some common items of faith, which can be purchased by
any worshiper from church authorities, certain stores and/or mentors.
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.
Holy Water: Water is a universal symbol
affirming life and energy. Its transience, mutability (moves between
solid, liquid, and gas), and life giving hydration all make it one of
the most common receptacle of faith powers. Holy water is always pure
and drinkable unless noted. It does 4 points of damage to undead. It
can be applied to items and weapons to negate one degree of result (RS)
penalty against undead, but will only stay spread effectively for a
single successful attack.
Incense of Direction: This material is
intended as a burnt offering of incense, flower petals, or other
similar materials sacred to the faith, whose vapors enhance the
connection in prayers seeking guidance from a deity. This material may
grant a bonus of +1 to +4 CS on checks for the
Guidance prayer, adding 1 round of time for each CS (in addition to any preparation).
Incense of Focus: This material aids in the process of regaining synergy through meditation.
The burning or destruction of the offering, creates vapors which
enhance the connection between the deity and follower. This material
may grant a bonus of +1 to +4 CS on meditation checks. The material
must be burned for every hour of meditation.
Grace is a the state of a character’s consecration to their faith. It
is achieved and developed through the fulfillment of general expectations
– adherence to tenets, values and continued service to the faith.
Though the state of grace of a follower is personal and does not
necessarily indicate function or formal rank within a faith or its
institutions, it is formalized through the rites of passage.
The states of grace which a follower may possess are (in order): Indoctrinated, Initiated,
Devoted, Dedicated, and Pious.
Rites of Passage:
The progress of a follower through the states of grace is known as
their passage. At each stage of their passage, a follower must
participate in a rite reflecting their state of grace to mark their
progress. These rites are (in order): Indoctrination, Initiation,
Devotion, Dedication, and Piety. Usually, a follower of higher rank or
status will sponsor
the new follower in the rite. Each rite has a function in terms of its
significance and at the conclusion, the follower is raised to their new
state of grace.
Seeking a Higher State of Grace: A follower is required
to commune in a holy place and seek new insights into their relationship with the faith.
Only then may they undergo their rite of passage as a supplicant to attain their new state of grace.
Sponsor: Under normal conditions, all
followers going through a rite of passage or attaining some higher rank
must have a sponsor who vouches for their worthiness. They are often a mentor, someone with a higher state of grace or political rank than the supplicant.
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:
Improvement is treated as if it was an attribute. |
Losing Conviction:
Transgressing against the faith; Falling from Grace. A reduction can be imposed as 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 to manipulate the power of their faith.
Intuition Attribute rating times five plus Faith Aptitude rating times five
(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 day. A negative rate increases the days it
takes to recover one point of synergy by 1 per negative point.
In addition, time spent communing in prayer, holy places, relics, or circumstances may impact this. Up to double
the base rating; if multiple conditions add to the base, only that granting the highest is added; effects are not cumulative.
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 the rites of passage and ranks
of status.
Faith Guidelines
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.
Adhere to the Tenets: 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.
Avoid Transgression: Transgression occurs
when a follower fails in meeting their expectations or acts counter to
the interests of the faith; repeated failure to abide by the tenets,
tarnishing the faith’s reputation, acting against authorities or holy
objects or places. There are multiple levels of shame & absolution for those who transgress:
(Minor) Discountenance: Those of minor
impact, short term, or done unwillingly. Redemption is done through
some proscribed activity (offering, charity, or publicizing their
regret) or to be cleansed by their mentor
or a follower of greater grace or authority. Until then, they will
suffer from guilt and be unfocused, incurring a -1 CS penalty to all
actions.
(Major) Fall From Grace: Those of major
impact, public, long term and/or done willingly. The follower suffers a
-1 CS penalty to all actions, -4 Conviction & loss of any gifts
relying on it. They are also reduced in grace and political status (a
level of each as appropriate) until they can perform an act of
redemption in the eyes of the deity and/or authorities, or are cleansed by their mentor or follower of greater grace or authority.
Abandoning the Faith: The follower will lose
all conviction and divine measures, half their synergy, related traits,
and all political and follower status. Depending on the nature of the
abandonment, revenge or punishment may be sought by followers of the
old faith as well.
This is a follower who professes belief
in the most minimal of means. They follow prescribed acts of faith as
part of their daily life and mostly adhere to the dogmatic teachings of
the faith. They are typically not actively furthering the faith, nor
are they required to sacrifice formally for the faith. In most cases,
minor financial or material sacrifice is made for the greater community
of the faithful.
Initiate followers embrace and
exemplify the tenets of the faith, but do little to actively promulgate
the message or ideals of the faith beyond their local community or to
the inclusion in their own daily life. Their main contribution is to
financially, materially, and simply to live as an example to others in
deed and through teaching. The sacrifices they make are typically in
support of established faith institutions, issues and communities,
rather than advancing new ones.
Devout commitment is for those who
wish to actively promote the ideals and values of their faith, but do
so in sacrifice of their normal life and activities. In addition to
this, the follower may provide monetary or material benefits to the
faith’s community. These followers have just begun to explore their
limited faith powers, those easily attainable and important as a sign
of the commitment of the faith to the community.
Dedicated followers have given
themselves over to exemplary adherence to the tenets and causes of the
faith. Their grace serves as an indication that they are of the highest
level of calling, willing to place their beliefs before their own
personal feelings. They have gone through several rituals to prove
their faith, spent much time (and likely goods) in service to their
faith, and would be willing to fight to the death for their faith or in
service to its community or institutions.
Pious followers
have tied their fate and fortune to that of their faith. They are a
perfect vessel of their faith. They are the most powerful and committed
of the faithful, giving time, material wealth and their life to the
faith. As such, they are granted enhanced or unlimited powers in places
where other follower’s progress may stop. They are looked upon by other
followers as favored by the deity.
Adjuration
is the request and channeling of a power of faith. The follower becomes
a conduit to the divine power, having no understanding of the way it
works – only that it comes from their bonds of faith. The power of
belief lies in awareness, typically the adjurer must be obvious and
meaningful (movement, sound/words, etc.) about the act, and include
items of accordance – a material symbol related to, or connected with
the faith.
Failure: Adjurations always succeed unless they are interrupted, avoided or resisted by the target.
Stacking: Unless noted, all faith powers conform to the standard rules of stacking multiple similar effects.
Targeting: Unless noted otherwise, faith powers are ocurrence type targeting by divine intent and do not miss. Any other delivery by abilty/maneuver (ex: melee/touch)
already takes the maneuver AM value into account.
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 |
A follower must adhere to a standard
pathway to power – learning through the hierarchy of faith powers which
best represent and reinforce their role as servant and symbol the the
community of faithful. This ensures that the follower learns
appropriately and respectful of their station.
Rituals
are the core of faith powers. They are accomplished through rote
obserances which produce the consistent results. Each faith will have a
list of the rituals that followers of appropriate grace can learn.
Ritual Type | CP Cost |
Devout | 1 |
Dedicated | 2 |
Pious | 4 |
Learning Rituals: Time
is spent in contemplation, and/or directed by a mentor or follower of
superior status. After a proscribed time and/or circumstances – usually
1 Day x CP cost – the ritual is learned. Once
learned, it is imprinted in follower’s memory by the power of faith and
cannot be forgotten. 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. 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 |
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 | |
Tongues | 10 | 6 AM | 1 language | F x 10m | 1 hr | 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 Blessing | 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 |
Offered Sacrifice | 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.
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 measures of offering.
The adjurer of the power may state who the offering measures are
granted to at the time of the adjuration. The target of the granted
measures must be with 1km x adjurer’s conviction. Some deities will
have specific acts or items associated with their faith which can be
sacrificed for offering, in addition to the general one. All offerings
must be made on holy ground or under circumstances proscribed by the
faith. A character can normally only offer one item in sacrifice per
ritual.
The target follower is granted a level of skill in a language equal to the adjurer’s faith aptitude. 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 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 in reward for their actions. They are petitioned
for, not learned the way rituals are. Gifts strongly leverage
conviction, each having a minimum rating in order to use. A gift may
mimic any other faith power, trait, ability, magical or other power.
Learning Gifts: The follower spends time euqal to [gift’s min. conviction] x 1 Day
in worship petitioning their deity for the power to use the gift, after
which they make a conviction check which will indicate if the deity
grants the boon. They must have the minimum conviction listed to use
the gift. Like the rites of passage, this is an act of supplication.
Gift Name | Min. Conviction | Cost | Distance | Duration | Power | Volume |
Collaborative Ritual | 4 | 0 | Apt. x 5m | 1 adjuration | F x Followers |
Conviction: | 4 | ||||||||
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.
Measures are a power of faith granted based on steady
service to the faith and the measure of divine approval. It is
expressed as either permanent Devotions or temporary Offerings.
Measures draw down divine power to intercede on behalf of the follower, adjuring the simple powers of prayer and favor.
Gaining: Grace alone grants some divine measure.
Additionally, service in the community, institutions, or various acts
can also grant measures. The follower must spend time in worship in
order to replentish their measures, regaining them at 1 point for each
time period defined by their grace.
Grace | Granted | Worship Time |
Indoctrinated | None | |
Initiated | 1 | 24 hours per measure |
Devout | 2 | 16 hours per measure |
Dedicated | 5 | 12 hours per measure |
Pious | 10 | 6 hours per measure |
Devotions: A permanent pool of divine measures.
This pool is restored by worship up to the maximum of that granted by all affects.
Offerings: A pool of divine measures which cannot be regained, once used.
Prayers are minor acts of faith common to all faiths, adjured using simple movements and words invoking divine aid.
Learing Prayers: Prayers are taught to all indoctrinated followers
during their initial time of learning and service early in the faith.
They can be spoken by any, but their adjuration effects must be fueled by divine measures to have any effect.
Blessing: (Measures = 5) A simple blessing is a manifestation of a faith’s favor. A blessing has the effect of granting the target three (3) measures of the Good Luck trait for its duration. Once the uses of the blessing are used, the effect is at an end. A blessing 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: (Measures = 1) 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. Additionally, all effects of fear or horror are dispelled when the ritual is first adjured, and 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: (Measures = 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: (Measures = 2) The target gains +2 CS on a chosen ability for a single encounter within the duration. This could be a single set of extended activity – such as breaking into a house. 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 prayer is the minor version of the greater ritual of the same name. |
Onus: (Measures = 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: (Measures = 1) The adjurer gains a check for the action they are contemplating or performing to determine if it or its result is 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. This prayer is the minor version of the greater ritual of the same name. |
Vigil: (Measures = 2) This grants a certain measure of divine awareness for the target. The next surprise check 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. Any checks made to avoid or counter the threat gain a +1 bonus as well. This prayer is the minor version of the greater ritual of the same name. |
Divine favor manifests as a form of good luck directed for the benefit of a follower. Favor can only be used on targets of the same faith.
There are two types of favor: General – applied to any situation as
determined by the need of the follower; and Martial – specifically used
by defenders of the faith to protect its followers or the defeat its
foes. Favor is expressed as bonuses and advantages to be used as best
determined by the follower. Unless noted, favor is accompanied with
minor audible and/or visual element; a soft glow, a distant horn, etc.
Adjuring favor: The tenents or coventants of a faith will determine
whether or not a follower can use martial favors.
General
|
Martial
|
Term | Explanation |
AM | Action Measure |
ALU | Resolution Check – Adjusted Level of Use |
Adventure Qualifiers | A series of descriptive elements that serve as a guideline for characters recommended for an adventure. |
APP | Appearance Attribute |
Brief | This type of document provides a broad overview of the subject matter it contains. Examples include System Briefs (star systems), and Species Briefs (for non-player life forms). |
Build-Out | ‘Build-out’ is a personalized (usually by a Game Master) version of a product or material reference. Build-outs rely on and should reference (link back to) the source material they expand on. Build-outs are meant to add depth and character to the source material for a specific instance of the game. |
CP | Character Point |
CHA | Charisma Attribute |
CS | Resolution Check – Column Shift |
CRD | Coordination Attribute |
Existence | The expression of the entirity of all dimensions and spheres within all times and possibilities |
GM | Role – Game Master |
HLT | Health Attribute |
IM | Initiative Modifier |
INT | Intuition Attribute |
Milieu | A milieu is a specific time-place setting |
MUS | Muscle Attribute |
Mystic | Mystic denotes an effect or influence outside of the natural order of things. Faith, magic, and psychic powers are examples of mystic ability and source. |
PER | Perception Attribute |
Player | Role – Player |
Profile | A Profile gives an in-depth look at its subject matter. It is rather like a dossier. Examples include Planetary Profiles and Species Profiles (for player character life forms). |
RCT | Reactions Attribute |
RSN | Reason Attribute |
Reality | An instance of a specific set scientific laws governing a dimension within a particular sphere. |
RC | Whenever the results of an action are not pre-determined, a result check must be made. Depending on the type of action, the result is compared to a value (ability level, attribute rating, etc.) and the success or failure is determined. |
RS | Resolution Check – Result Shift |
RPG | Role-Playing Game |
Round | A six second time interval during which actions take place in an encounter. |
SAN | Sanity Attribute |
SIZ | Size Attribute |
SF | Size Factor is the terminology used when the Size attribute rating plays a part in a action resolution. The role of SF changes, dpeending on the action. |
Species Profile | A Species Profile is an in-depth examination of a character species within a milieu. Each milieu will have several Species Profiles, one for each major species or player avaialable speciees. Within these profiles are attribute, aptitude, biology, traits and typical abilities of members of the species. |
STA | Stamina Attribute |
Turn | The particular point during which a character’s action takes place in a round. |
VIT | Vitality Attribute |
WPR | Will Power Attribute |
Our Mission:
To [develop and] promote a game system simple enough to be played
by all and adaptive enough for any platform, setting or technology, as well as grow and facilitate
the support of a community of persons interested in extending the system and
related materials.
Inspiration | Kelly Berger |
Design: | Kelly Berger, Larry Dobson & Lamont Glass Consultation: Eric Swanson, Jim Aske, William Altman (past designer) |
Project Mgmt: | Kelly Berger |
Web Work: | Kelly Berger |
Media & Art: | Direction – Kelly Berger & Tara Flannery 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.