A system of powers, actions, & resolution for any platform, time, place, or setting…
Incarna has changed over the
years. Its still predominantly my independent dream of a system that
ultimately fits a particular style of play that emphasizes realism,
risk, and collaborative effort to achieve the story goals set forth by
the GM. Its not an overly templated system that compartmentalizes an
easy vision for character and ‘monster’ information. I’ve tried to
strip back a lot of information and rely on imagination and individual
flavor to best leverage the mechanics. I think the Incarna ver. 2.0
really emphasize much better character concept, integrated with better
rules presentation and an easier, slimmer set of core mechanics. There
was a lot more effort to understand what part of the rules were used
and which not so important. I really focussed on the basics, on making
combat feel more dynamic, and on distinctive character options. The
ideas pried from the old rules will find a home in other places, but
I’m much more confident in this 2.0 release and feel like I can now
really start building more supplemental materials because the
groundwork is more solid.
– Kelly Berger; system creator, designer, developer
First off, all the people who came before us
that deserve an obligatory tip of the hat. Those who created the countless game
systems that have provided millions of people all around the globe with
experiences they could only dream of. Many have tread these grounds before me,
and I must assume that others will come after. I hope that this
contribution will stand amongst the more memorable. Such an effort
was not conceived without aid.
The Core Mechanics provides all basics of character facets and resolving
actions using the Incarna game system. It provides solid exemplary materials and mechanics
upon which all further game materials are based – including important concepts, character definition, action
resolution, traits and skills, combat, movement and fundamental game mechanics for common
powers of faith, magic and psychic origins. The goal is to familiarize the user
with all the basic concepts of the game, so that they can create a character and play out
basic scenarios.
The Most Important Thing to Know About The Rules:
The Incarna mechanics are meant as a guideline. They support a system which can be implemented on many platforms, and is easier to use on some more than others.
If rules slow down play, figure out what works better for you and your play group. Do not let strict mechanics
get in the way of enjoying the play. –
Free License Guidelines: The Incarna core mechanics are free
to copy, print, cite and use for any personal, non-commercial use.
No other materials, especially subscription based materials may be
distributed or reposted in any format without express consent. If you
re-publish any of the materials, in any form, you must include all the
appropriate notices and include links or printed URLs to the Incarna
Gaming Network web site. Note: The content provided in convienent
sections under the ‘material’ tab on the core features page can contain
mixed content – only content in the full core mechanics is covered
under this license.
The core mechanics content is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 United States License.
All Incarna guides have many embedded features.
Knowing how to use these features and what settings maximize your experience will make it easier to use the site
and find materials. Below is a brief listing of the most common elements
that enhance the user experience online.
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 can represent any time period, place, technology, or knowledge in any setting. Settings are referred to as a milieu:
An instance of the game rules applied to a specific time and place.
Each milieu may extend the rules and add specific abilities and powers
unique to them. The core mechanics are all that is required to create
your own encounters in your own milieu – they focus creating characters
and resolving in-game activity. Activity in the game is resolved
through roleplaying: Participants assume the role of a character with
their own persona and goals, responding to the events in the milieu as
the character interaction unfolds. The drama created through this
roleplaying is the heart of the gaming experience.
Game participants take the role of Game Master
(GM) or Player. Game Master
and Player are common concepts in RPG’s.
Players control their own characters (known as Player Characters, or PC’s) and decide what they will do in-game.
Control of the milieu, the non-player characters (NPC’s), and all that ultimately happens in it is handled by the GM.
As the players decide their character’s actions in response to the scenarios the GM places them in,
the GM will determine how the milieu changes and other characters react to them.
Each role uses the same set of rules to resolve outcomes. The unique instance of a specific GM controling a milieu and the play scenarios within it
is referred to as a campaign.
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 Incarna Core Rules Guide is the only rules you need.
More important for the gaming experience though is is your imagination and the ability to visualize your
character in in-game situations. More than just checks and rules is the drama of a good tale.
For social gaming, there should be at least one player and a GM, but it
is usually more fun with multiple players.
The GM must assess each activity the characters engage in to determine success or failure.
The basic process model is to first assess the capability of the originator of the activity.
This includes all relevent aptitude, attributes, skill(s), and their knowledge ro familiarity with the items they are using.
The GM or player will then chose which acction to perform, which is modified by any
difficulty or opposition.
All these things are then considered to determine the result.
Obvious Result:
Some situations may warrant an automatic result. Many actions can be completed automatically, given the right
time, materials, and skill.
Conversely, in some circumstances a character may never be able
successfully complete a specific action. A GM may rule that an action
attempted by a character has an obvious outcome and rule it as success
or failure without any check. The specific outcome varies – obvious
results bypass strict rule mechanics in that point values and such are
ignored in favor of a reasoned outcome; i.e. a target asleep may be
killed by a dagger, though the weapon would not warrant such a result
based solely on the damage it does in combat. Something which seems
obvious to a player may in fact call for a check; the GM knows more
about all the variables impacting each situation.
Result Check: Where the outcome is uncertain, a check is required to assess
success or failure. Many things preclude automatic outcomes –
difficulty, opposition,
lack of proper capability, materials or requisite time can all factor
in. And though automatic results are easy, a character may want to
achieve a result better than minimum success, in which case a result
check is warranted. A check is the generation of a number between 1 and
100; The lower the number, the better the result.
This is then matched against a relevant skill or attribute on the standard resolution matrix
to determine the degree of success.
Level | -X | -7 | -6 | -5 | -4 | -3 | -2 | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | +X | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Result Check |
0 | 0 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 9 | 11 | 13 | 15 | 17 | 19 | 22 | 25 | 28 | 32 | 36 | 41 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
0 | 0 | 1 | 3 | 5 | 7 | 9 | 11 | 13 | 15 | 18 | 21 | 24 | 28 | 32 | 36 | 40 | 44 | 48 | 52 | 56 | 60 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
0 | 1 | 2 | 5 | 7 | 10 | 13 | 16 | 19 | 23 | 28 | 33 | 38 | 43 | 48 | 53 | 58 | 63 | 68 | 72 | 76 | 80 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
0 | 2 | 4 | 7 | 10 | 14 | 18 | 22 | 26 | 31 | 37 | 44 | 51 | 58 | 64 | 70 | 76 | 82 | 88 | 93 | 97 | 100 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Higher Checks Indicate Failure; success is measured in Result Degrees: | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Full Result | Major Result | Average Result | Simple Result |
The scale presents a range from most difficult (-X)
to easiest (+X). The far ends are points of diminishing returns – any penalty or bonus beyond which only offsets its opposite.
Most values (attributes, proficiency,
etc.) are rated from 0 and up, but penalties can drop them to negative values.
Level of Use: The unaltered value is its base level –
with no effects or impacts of any kind altering it (such as base proficiency).
An adjusted level refers to a value after all adjustments have been applied.
Degree of Success: A value indicating the number of degrees of success, starting at 1 for simple and 5 for perfect.
Column Shift (CS): This adjusts the chance of success by shifting the adjusted level of use left (neg.) or right (pos.).
Result Shift (RS): This adjusts the quality of success by shifting the result degree up (pos.) or down (neg.).
Degree | Outcome Description |
(5) Perfect | Best; A 01 result check |
(4) Full | Optimal |
(3) Major | Better than average |
(2) Average | Average/most common |
(1) Simple | Barely successful |
(0) Failed | No measurable success |
Fumbled | Worst; A 100 result check – mishap occurs |
Characters are representations of an individual within the game. All
characters have the same set of facets, but the value of each varies
from one character to another. For assistance in creating characters,
see the getting started guide.
In addition to the concept
behind a character, all are composed of common elements (referred to as
“facets”) which define them in game terms. From physical appearance to
mental capabilities, all have an impact on game play in some way. Some
can simply be chosen, whilst others are generated and then developed by
through game play. Each character will be unique with their own
combination of facets.
Facet | Description/Use |
Aptitudes |
Aptitude is the foundation of all things, reflecting potential in certain game aspects. It does not determine specifically how a character must react or what skills they must take, but it will influence how they develop. High aptitude provide a beneficial pathway of advancement through a predisposition towards related traits and skills with a natural unfettered ability in the use of related powers. |
Attributes |
Attributes represent physical and mental aspects found in most species. They are measured in levels from 1 and up to quantify them in terms of game mechanics. Attributes modify the use of skills, and are sometimes checked when an activity directly dependant on the attribute’s function must be performed and is not covered by a skill. |
Physical | Species, personality, and physical characteristics such as appearance and size. The physical characteristics derrived from size include resilience, encumbrance, and a damage modifier when using some weapons in combat. |
Powers | Based on other facets, a character will choose powers related to them (magic, faith, etc.). These powers will operate per their descriptions and will be found within appropriate materials. |
Skills |
Skill represents a specific body of knowledge and experience around associated activities. This can be practical and/or academic in nature. |
Traits |
Traits are a distinguishing characteristic of some sort, whether it is physical, mental or otherwise. Traits are for the purpose of personalizing the character, and making them more unique. They can impact powers, skills, behavior, knowledge, and even possessions. |
Each milieu and GM has their own options for characters based on
background, species, or locale. Make sure to ask your GM and/or read
all milieu and campaign materials to familiarize yourself with the
facet items available to your character.
Character Points represent accumulated experience of a character. A
player has an amount of starting character points with which to create
their character, afterward character development is done using earned
character points – awarded by the GM. These are used to increase or
gain various facets – attributes, traits, etc. – just like experience
and learning allows real individuals to grow and survive. Character
points may be used instantly when gained or saved, depending on what
the character’s goals are. Ultimately, CP’s may be spent in any way
allowed by the game rules or by the GM.
Character Point Guidelines
Every character has to be a member of a
species allowed by milieu and the GM. This may determine much of the
character’s perspective, religion, tendencies, behaviors, taboos,
limits and requirements for facets (aptitudes, attributes, traits,
skills). Locale may also factor in species selection and impact
starting facets as well. Each species is unique, having advantageous
and limiting aspects which influence the character’s options or
behaviors. Some concepts may not even seem to work well with certain
species, but the GM and player may work together to accommodate nearly
anything.
> Sex, age ranges, hair color, eye color,
weight, height, voice, unique features as well as specific behaviors can in some part be delineated by species.
Players must choose characteristics for their character within these values.
Character Species Guidelines
Size is set by species and indicates general
weight and form. Each point of size represents a range of roughly 7kg.
Size varies greatly from miniature (below 1) to beyond 1000. Exact size
weights vary by distribution of mass reflected in frame, build, etc.
Size is critical to the resilience
of an individual, calculating encumbrance capacity,
and the damage modifier for combat, as well as
possibly gain some advantages in reach and weapon use (see Combat).
> This is used as a measurement in calculating many important effects, including
damage modifier, possible results of an
action interruption,
and constitution.
SF = Current Size / 10 (round down)
> This is the attacker’s size – the target’s size.
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 |
> The exact measure of a creature’s height or primary dimension.
This is used as a factor to determine how game effects impact creatures of differing dimensions.
> This is used in many aspects, from equipment to combat, to provide an adjusting
value based on differences in height and dimension. All equipment and effects presented are,
by default, scaled to human-size.
Species larger than human divide their height by the human norm of two meters (2m) and
round the result to achieve their Form Scale value. For species smaller than human, round
their height up to the nearest of the following values: 2m, 1m, 50cm, 20cm, 10cm, 5cm,
2cm, 1 cm. Divide this rounded value by two meters (2m) for the Form Scale value.
Size/Form Guidelines
Sensory information comes in any number of forms, all of which
receive and process information, enabling characters to interact with
the world. It is possible that these senses may be altered, thus
improving or hindering the activity of a character. Sensory acuity and
range is determined by species.
Sensory input comes from the environment a character is in. Changes to the immediate environment,
such as the level of illumination, will affect the spectrum of information processed
and quality of the analysis. Senses are governed by the standard rules of sensory adjustment.
A
starting character spends their beginning CP on the facets they desire
and then must earn CP through game-play. These can be used to develop
any facet of a character allowed by the rules or the GM. There is no
specific method as to how a character distributes these points, though
species and game mechanic limitations will factor in to determining the
ratings for some character facets.
The process of discovering, assimilating, integrating, and recalling information from
is a complex activity that uses approaches of academic (written and discussion) and
practical (experimentation) nature.
> Study is done to learn new things. The time varies by relevant context – usually a skill.
Simple study is an easy process of rote recitation and memory; it relies on a single context, usually RSN. Advanced study is integrative, requires a check
(based on primary modifier or RSN 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
appropriate values.
Study Cycle = [Context] x [Time]
Example: Botany skill at [level 1] x [1 Month] = 1 dedicated month to learn
> Research is searching a body of for a reference or
incorporating experimentation/new knowledge into a known body of
knowledge in order to extend it. Searching for references attempts to
go beyond what is easily recalled by a skill check. It varies in the
time, based on the volume of information and search tools (such as a a library).
Checks are against level 0 or relevant ability (usually modified by RSN).
Time for experiementation varies widely by specific activity and the materials or equipment needed.
Regimen: Regimen: A set of disciplines (mental
and/or physical) requiring dedicated time that enhances the normal
learning and use of knowledge or a character facet. Time of 1-2 hours
is generally spent each day, but a regimen can accommodate a reasonable
total-hours-over-week approach as well.
For optimal development, archetypes present the most productive use of CP given the character concepts they represent.
Character history options are all milieu and/or species dependant. Each milieu
will have its own set of character options listed in the Character Guide for the milieu.
Activity, (if resolution is not obvious),
is handled through direct and indirect actions types, using skills or other abilities to
attempt a result check.
Indirect actions (ex: loading) do not directly affect a target.
Direct actions (ex: attacking) have a direct effect on a target.
All actions have a start, end, and an outcome.
> Immediate actions governed by specific parameters & requirements to achieve a specific outcome. All melee combat actions
are handled by maneuvers, such as lunging with a spear to hit an opponent.
> Action resultion takes into account all activity aspects and situational modifiers, checked against
the approriate value (skill, attribute, etc.), then compared with the standard resolution scale
to determine quality of success. Actions can be impacted by many things, all of which may grant
some bonus or penalty to the chance
and degree of the outcome.
Incarna uses normal units of time (days, hours, etc.),
the game system employs the round for most encounters. Progress is
defined by several elements:
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 phase resolve in order of lowest Initiative Value, those which occur in the same IV are resolved in order of the highest RCT then by PER.
Adjustment | Extended | Immediate |
-4 CS | 1/2 | 1/2 (“snap”) |
+1 CS | x2 | +1 AM |
+2 CS | x5 | +2 AM |
+3 CS | x10 | +3 AM |
+4 CS (max.) | x20 | +4 AM |
Under normal circumstances, activies can be done hastily or slower. Safety or accuracy may be disregarded
and additional attention or planning may be taken. Extended and immediate activity are increased based on the cycle time
listed for the extended activity, or by AM for immediate activities. All prolonged
immediate actions are the result of careful aim.
At the start of each round, characters assess their available
Measures (normally 6, but effects such as
encumbrance may alter this). Intent is declared at the start of the round in order of initiative, highest to lowest.
As actions are resolved, their measures are subtracted from the character’s available
ones. The order in which actions resolve is based on the phase in which it resolves;
adding the cycle (# measures) value to the last phase in which the declarer resolved an action, starting at zero for the first of the
round and progressing as used; actions going in the same phase resolve in order of initiative. Targets may counter
actions; this does not move phase forward. Normally, no immediate action may take less than 1 measure.
> The amount of measures spent in waiting is equal to the difference between the phase in which wiating is declared and
the phase of the action or condition which triggers the response.
Result Degree | Time to Complete |
Perfect | Half of an Activity Cycle. |
Full | One (1) Activity Cycle. |
Major | Two (2) Activity Cycles. |
Average | Three (3) Activity Cycles. |
Simple | Four (4) Activity Cycles. |
Failed | Four (4) Activity Cycles pass; incomplete. |
Fumbled | 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.
Interruption is a loss of
continuity in performing an activity which requires continuous
follow-through to achieve it’s outcome. Interrupted activity still
expends all associated time and power requirements, but with no effect.
Unconsciousness and knock back
causes automatic interruption; other effects may cause a break in the
thought process resulting in interruption. Where such effects can be
resisted, the appropriate check will be noted; otherwise all such
checks use willpower to resist. Unless noted, a simple result is all
that is needed to overcome interruption. Wounds do not usually require
a check against interruption, but where necessary, it must do more
damage than a target’s constitution to require a check.
Countering negatively affects the resolution of an action, reducing or even negating the outcome.
Countering comes in the forms of difficulty (effecing the chance of success) and opposition
(altering the result of the attempt).
Degree | Penalty | General Conditions for Difficulty |
Trivial | (None) | Circumstances minimal; no penalty warranted. |
Mild | -1 CS | Negates a slim margin of ability. |
Moderate | -2 CS | Negates average proficiency. |
Major | -4 CS | Negates competent proficiency. |
Severe | -8 CS | Negates mastery. |
Crippling | -12 CS | Negates nearly all levels of proficiency. |
Disabling | -16 CS | Only possible for the most skilled. |
Conditions which adversely impact the chance of success
impose a CS penalty to the level of use of an item or action. All adjustments are cumulative unless noted.
Conditions adversely impacting the quality of success impose a RS penalty.
In the case of two opposed results, the effectiveness of the target result is reduced
by the number of degrees of the opposing result. A failed outcome is not normally reduced to a fumble.
> Familiarity indicates proficiency and experience in performing an action or working with a specific item
within a known frame of reference to achieve a consistent chance of success. Lack of familiarity means the victim must exert themselves beyond normal boundaries to achieve success.
Lack of familiarity progresses through 2 levels:
Achieving: When appropriate study
and practice cannot be employed to gain familiarity, it can be
developed through direct exposure. It takes 10 successful uses of an
item (i.e. doing damage with a weapon), each in different encounters.
Familiarity Group: Some skills, such as melee, shoot, fend, etc. reference a broad spectrum of technology and exposure
(like weapons). As such, they are organized into broad groups of familiarity which make for easier learning
once one of the group is learned.
Creatures normally have a dominant limb/hand – not necessarily in
exclusion of all others, but used in habit. All others are considered
“off” handed. Item statistics assume use with the single dominant hand.
Skill requirements (such as min. MUS and CRD), may require using more than one hand.
Skills are learned with the dominant hand unless the intent (such as a sheild) is otherwise.
Proficiency may be gained for off-hand use.
Advanced combat maneuvers exist which leverage handedness.
Degree | ENC | Exhaustive 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
(AM subtracted from the target’s available for each round).
EC = (MUS x Size)
Unencumbered indicates when an individual’s ENC total is
less than their capacity.
Movement can have an impact on activity of many types. For travel,
the specific physical conditions and the familiarity of characters
moving through it have will play a factor in the speed at which they
move over (or through) it. Machines, beasts of burden and other less
mundane means can make movement over any terrain generally easier and
faster. For combat and other immediate skills, the severity of the
movement impacts targeting and impairs both defensive and offensive
actions.
Degree | [Ranged]Penalty | Explanation/Description |
Fine | None | Precision movement (straight line; balancing on an edge, precision coordination – picking a lock, working small devices, etc.). Any actions directed at a target less than 10% of the size/form. |
Gross | -4 CS | Imprecise distance movement, directing actions at targets at least 10% of your size/form. |
Erratic | -8 CS | Swift, random directional or extreme movements, control is minimal. Unless overall direction is maintained, nothing may be targeted by other actions. |
Penalty: This is imposed when the character
attempts to perform other actions along with motion of this type, or
when others attempt to target something engaged in that type of motion.
Penalties are halved for non ranged actions.
Movement rates 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.
Type | Mode | Rate | Sustain | Action1 Penalty |
Base | Walking | 80m /min. | 4.8km /hr | |
Fast | Running | 400m /min. | 24.0km /hr | -4 |
Rush | Sprinting | m /min. | -8 | |
Swimming | 100 | 6.0km /hr | -2 |
Type: Qualified in 3 categories: Base (equiv. of fine), Fast (equiv. of gross), and Rush (equiv. of erratic). For characters, these
are set by species. Unless noted, no time is tracked for accelerating to achieve a movement rate.
> Once during a given round, a character with mobility
may attempt to gain free movement. This represents their ability to
coordinate their actions and make the most efficient use of their
movement. This movement does not cost any AM or cause penalties. Each degree of success represents one meter (multiplied by Size Factor) of free movement.
> A character can sustain a movement
rate equal to their STA; for base in hours, fast in minutes, and rush
in rounds. After that, a Mobility check is required. A failed check imposes a degree of exhaustion,
with further failed checks imposing additional degrees.
Climate | Terrain | Cover |
Arctic | Aquatic | Barren |
Arid | Coastal | Forest |
Temperate | Lowland | Grassland |
Tropical | Mountain | Jungle |
Steppe |
Physical conditions of an environment have an effect on many aspects of the game. A character’s
familiarity with the three facets making up the base physical conditions can impact any ability which relies on them
(ex:
Botany, Meteorology, Mobility [Type], Survival, Zoology.).
The sheer diversity of these indicates a broad spectrum of familiarity.
Familiarity: In addition to basic non-proficiency, environments of these conditions may warrant additional
adjustments to any relevant checks. For proficient characters, a penalty of -1 CS per category lacking familiarity is
acceptable.
Coordinated activities are
multiple direct actions done at the same time; reducing total AM and
chance of success in exchange for increased actions. All actions are
subject to handedness penalties. All actions must be with a different item or limb and all targets must be within reach at the same moment.
Generally, items requiring more than 3 AM to use are too unwieldy to be used concurrently.
Action points allow characters to affect
specific actions that they are performing, increasing their impact or
efficacy. These are awarded at the GM’s discretion, like character
points, and can be accumulated by a character with no limit. Action
points may be used at instantly at any moment without added time. When
used, they represent a character drawing on all their experience,
prowess and luck.
Point Cost | Effect |
1 | Bonus: The character gains a +4 CS on their next action or check. |
1 | Re-Check: Character may re-check their last action for a different result. This applies to resolution of any type. The best result of the two is used for resolution. |
1 | Simple Success: A specified check automatically achieves a simple result. |
Aptitude is the foundation of all things, reflecting potential in
certain game aspects. It does not determine specifically how a
character must react or what skills they must take, but it will
influence how they develop. High aptitude provide a beneficial pathway
of advancement through a predisposition towards related traits and
skills with a natural unfettered ability in the use of related powers.
There are four aptitudes that a character can possess: Faith, Kinetic, Magic, and Psychic.
Low aptitude may exclude the acquisition or effective use of some skills, powers,
or traits. These require some special understanding or insight which only a higher level of aptitude will grant.
The lower the aptitude rating, the less potential and ability a character will have in working with related powers.
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.
Aptitude Guidelines
Aptitudes also have an associated pool of
power – power which can be used as a fuel to work powers associated
with the aptitude.
Faith aptitude is the
measure of capacity to connect and bond, share energy and reinforce
connections with higher powers for a greater ideal. Harmony between the
self and a greater ideal allows for insight to transcend mundane
boundaries. This is best accomplished between similar and sympathetic
essences. The key concepts associated with faith aptitude are insight, connection, community, bonding, and sharing. The pool of power associated with this aptitude is synergy
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
Kinetic aptitude is a
measure of the potential to recognize & manipulate the physical
world. The laws of observable existence govern the perceptions of those
inclined towards physical aptitude – through manipulation of these, all
desired things are possible. The key concepts associated with physical
aptitude are theory, science, kinetic action, and change. The pool of power associated with this aptitude is chi
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 aspects found in most species.
They are measured in levels from 1 and up to quantify them in terms of
game mechanics. Attributes modify the use of skills, and are sometimes checked when an activity directly dependant on the attribute’s function must be performed and is not covered by a skill.
Attributes use the range delineated in the std. resolution matrix to quantify their value.
Within this, attributes have a minimum [permanent]
rating of 1 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
This attribute is paired
with Reactions.
Hand-eye coordination and balance are both aspects of the Coordination
attribute. A high rating in coordination is good when the character
must perform feats requiring fine motor skills. This attribute affects hand to hand and ranged combat because it allows the character to control weapons better or aim projectile weapons with greater accuracy.
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. |
This attribute is paired
with Coordination.
This measures the character’s overall
physical quickness to respond, and swiftness of action. This is a
physical rating only, and many situational factors may cause a
character to react slower than their Reactions would indicate.
Reactions affect all combat actions, but are hampered by heavy
equipment and armor.
Reactions (along with reach) will determine a character’s initiative.
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. |
This attribute is paired
with Vitality.
This is a measure of the characters overall constitution
and the body’s ability to defend against metabolic or structural
changes, e.g. disease, illness and toxins. Health affects the rate of
recovery from these, as well as wounds and physical damage.
The CS modifiers for a characters Health rating directly modify their rate of healing by adjusting their healing factor. Each +1 CS adds 1 to the healing factor, and each -1 CS halves it.
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. |
This attribute is paired
with Health.
Vitality is a measure of life force. It may
be reflected in physique. Vitality is one element which forms the basis
of a character’s physical resilience VIT x SIZ = Resilience. It is a foundational attribute for those who wish to practice magic.
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. |
This attribute is paired
with Stamina.
This is a measure of the sheer muscle power of
an individual. It affects how much an individual can carry and what
items can be used effectively. The muscle rating is one component in
the calculation of damage modifier; DM = MUS + Size Factor.
Characters gain a damage bonus in hand-to-hand physical attacks equal their Muscle. This damage is added after weapon damage is calculated.
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. |
This attribute is paired
with Muscle.
Stamina represents muscle tone and efficiency. It is the major facet of
a individual’s endurance and ability to handle prolonged encumbrance.
Those with a greater stamina than muscle rating will have very good
muscle tone.
Rating | Description |
-4 |
Any normal activity will fatigue the character almost instantly. The basic functions of propelling oneself will bring the character to the point of exhaustion in a number of minutes equal to their Stamina rating. |
-2 |
Any prolonged activity, even movement and motor functions will tax the stamina at this level. The character cannot go for longer than their STA in minutes without exhausting themselves. |
0 |
Characters and creatures with such stamina are likely to remain out of combat or any strenuous activity. Sprinting for more than a few ten meters will instantly exhaust a character. |
2 |
Most activities can be accomplished with such a stamina rating. The less than average stamina in unnoticed, except as simply tiring sooner than average. |
4 |
This level of stamina is average for most. Given the right amount of skill and will, great feats of stamina are possible. |
6 |
Although higher than average, such stamina will largely go unnoticed except in prolonged events. Such a character will likely to tire less quick. |
8 |
The tone and physique of such a character is well defined and obvious. Prolonged endurance training (running, etc.) will come easily to an individual with such stamina. |
10 |
A being with this level of stamina will be physically active long after individuals of lesser ability have fallen into exhaustion. |
12 |
Possessing the ideal body weight to fat ratio few have developed their stamina beyond this. |
+X |
The absolute peak of physical staying power has been achieved. |
This attribute is paired
with Willpower.
Charisma represents how personable the
character naturally is, regardless of motivations or situation. This
reflects the magnetism of an individual’s personality and affect on
those around them. Personal allure, charm, and the level of social
sophistication can all be represented by charisma.
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. |
This attribute is paired
with Charisma.
Willpower is the capacity to override or
control the effects of physical and mental sensory input. An
individual’s measure of Willpower can aid them in overcoming normal
perceived limits. It functions as a barrier against outside attempts to
influence normal thought processes.
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. |
This attribute is paired
with Perception.
This indicates how insightful an individual
is and how much they can unconsciously inter-relate things. Intuition
does not rely on a known frame of reference; it is an innate sense,
unrelated to anything they may have learned. It is a foundational
attribute for those who wish to practice faith.
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. |
This attribute is paired
with Intuition.
Perception represents the measure of acuity
of the senses, as well as how well attuned an individual is to
immediate surroundings. Perceptive ability is somewhat indicative of a
less conscious ability to discern distinctions and a certain awareness
of background information as it is processed by the senses. If the
individual sensory ratings are not used, Perception is used as a
general check for all senses.
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. |
This attribute is paired
with Sanity.
This is indicative of how well the character can employ structure and
logic, as well as assimilate and remember information. Reason is used
in deducing outcomes rationally, learning
and recalling information, and understanding processes. Reason is not
intelligence, but is crucial to make intelligent decisions; leveraging
information that allows for connections and inferences based on related
knowledge or experience even vaguely similar.
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. |
This attribute is paired
with Reason.
Sanity measures the individual’s threshold of
perceived reality. Sanity is directly related to the ability to
rationalize input from the senses and personify oneself in the
immediate mental, social, and physical state. It represents an
individual’s ability to resist and recover from mental disorders and
disorientation.
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, skills, 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.
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 | CP Value | Requirements & Notes |
Ambidexterity | -3 | Apt: Kinetic 3, Attrib: CRD 4 |
Berserk | -5 | Attrib: WPR < 8 |
Connection | -2 | |
Conviction | As Attribute | Apt: Follower Status |
Danger Sense | -5 | |
Equipment | -2 | |
Familiarity | -1 | |
Good Luck | -1 | |
Kinetic Faculty | As Skill | Apt: Kinetic 4 |
Less Sleep | -2 | Attrib: STA 5 |
Library | -1 | |
Light Sleeper | -2 | Attrib: PER 4 |
Occult Reserve | As Skill | Apt: Magic 2 |
Provision | -2 | |
Studious | -2 | Attrib: REA 4 |
Toughness | As Skill |
Trait Name | CP Value | Requirements & Notes |
Bad Luck | +1 | |
Blood Lust | +1 | |
Code of Conduct | +1 | |
Curiosity | +1 | |
Daredevil | +1 | |
Deep Sleeper | +1 | |
Honest | +1 | |
Phobia | +1 | |
Short Fuse | +1 | |
Tithe | +1 |
The character is equally coordinated with both (all) hands and arms. This trait negates any penalty for using an item in the off hand, and halves any difficulty penalties for using multiple items in concurrent actions – e.g. wielding a weapon in each hand. The character still possesses a dominant hand which is inclined to be used above all others.
The idea of bad luck
is that the character is made to suffer. The Game Master is allowed to
change one outcome for the character per game session. This can be any
result, random event, or situation to the detriment of the character.
Game Masters should use common sense in determining how this is applied
that it may better the story; a character should not have to re-check a
resolution after performing a life saving action.
Berserk is a
frenzied state of aggression. The state only allows its victims to
engage in melee combat and allows no defensive actions. Ranged devices
are allowed, though once a weapon‘s
ammunition is exhausted, the target must switch to melee. Berserk
grants the target +2 MUS, STA, and WPR and renders them immune to fear and insanity.
Additionally the victim gains a temporary bonus of +4 to their
Toughness. All effects of poison are delayed until the rage ends;
whichever is shorter. While in the frenzied state, PER, INT, and RSN
suffer a -4 penalty.
The victim must stay in
the state until all immediate foes within sight or reach have been
killed, to a maximum of 1 hour. On ending, the victim must make SAN
check at the end of each round to end the berserk state. A failed check
means the victim must direct their fury upon their nearest foes,
companions, breakable objects, or themselves in some way. Once the
berserk state is passed, the victim suffers twice the amount of resilience gained in fatigue damage.
Characters with a
Willpower rating greater than 7 cannot go berserk. An emotional trigger
is required to achieve it, such as hatred, lust, or even a heightened
edge such as three previous rounds of combat.
The victim is
consumed by the desire to see and cause the spilling of blood. They
will revel in the feel, sight, and scent of blood in battle. They must
make a check when fighting begins, or begin close quarter combat
(disdaining ranged weapons unless a gory result can be witnessed at range) as soon as possible.
Victims must make a successful WPR check to resist the compulsion.
The character must
abide by a defined code of conduct. If the character willfully and
knowingly fails to abide by their code (in both letter and spirit),
they will be unfocused and plagued by guilt; suffering a -1 CS penalty to all actions. If not obvious, an INT check can assess the possibility of this for a given action. The penalty
is in effect until they are able to redeem themselves, redressing
wrongs and offsetting the consequences of their failure. Codes must
require the character to conform to specific ideals which will govern
their behavior in a majority of their dealings. It must be established
before play.
Connections are
NPC’s with abilities and knowledge (items, information, etc.) which the
character can tap into for their benefit. It is assumed that some part
of the character’s history has been spent in building this
relationship. The contact can be a friend, relative, or neutral
contact. The nature of the contact can be either personal or business.
The contact will always be accessible to the character, having achieved
a preferential status. Though the connection is favorably inclined,
help will still come at some sort of cost. The nature and history
between the connection and the character must be determined before
play.
The Game Master should
choose a number of abilities equal to the CHA of the character as the
core abilities of the connection. The levels of connections will
typically be two levels higher than the character’s (if duplicated) or
a level of six (6) – whichever is higher. Duplicates will increase as
the character’s does, to a maximum of ten.
The connection will not risk their life in any
actions for the character. Connections will typically offer goods and
services at 10% less than going rates, though always enough to make
some profit. The connection will not be proactive about communicating
with the character about information, goods, or services which would
interest them.
Conviction is representative of a follower’s true strength of belief – a measure of the developed bond between them and their faith. It is used in various powers of faith to influence the strength of an effect. A character’s Conviction is rated and improved as if it were an attribute.
A starting character’s conviction can be no more than one (1).
The victim
experiences an insatiable urge to perform whatever steps are necessary
to discover things which are hidden, observe events whose outcome is
undetermined, or that are obscured in some manner – i.e. pull levers,
see what is behind a door, investigate a strange sound, etc.
Victims must make a successful WPR check to resist the compulsion.
This is an innate
sense that the target is about to come to some harm or other danger. On
a successful INT check, this trait alerts the character to
circumstances under which surprise would automatically be achieved,
thus negating the effects of it. In all other circumstances in which an
check is allowed against a threat, the character gains a +4 CS bonus.
Threats lacking conscious intent (e.g. mechanical traps, unintelligent life, etc.) impose a -4 CS penalty to any checks.
Danger sense allows a
last-second defensive action for the target only. There is no time to
communicate the danger to others in time for them to act.
The victim loves
the thrill of personal danger and excessive risk taking. In normal
situations, the character will use abilities such as jump, climb, etc.
to attempt visibly spectacular results for actions. The victim will
always volunteer for difficult missions. They will take the most
difficult of a given set of options in order to prove themselves.
Victims must make a successful WPR check to resist the compulsion.
An INT check is
required to wake up any time before normal sleep cycle (according to
the character’s species) has been completed. Normally, the character
will sleep through all manner of disturbances (thunder storms, combat
around them, etc.). Direct physical contact will not normally awaken
the character unless damage is caused. A character waking from deep sleep will be groggy, suffering mild disability for five (5) minutes.
The character
begins play with a minimum amount of equipment necessary to dress, eat,
sleep, and perform all of their skills and abilities for a minimum of a
month or equaivalent. All such equipment should factor in
appropriateness based on climate and environment. Note that equipment
does not include extra academic or reference materials, only references
used while acquiring proficiency. Equipment includes a weapon for any weapon familiarity,
melee or fend skills, a minimal kit (toolkit, medical kit, etc.) for
any ability requiring one, fundamental clothing and accouterments. For
example, a carpenter would start with a basic utility belt, and a small
selection of hand tools – enough to build a table, but not a house.
Every milieu will have a ‘basic equipment’
package for general day-to-day living which is also included in this
trait. The Game Master must approve the final list of equipment.
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 skill the character has proficiency
in.
The character is
lucky. This allows the Game Master to alter the outcome of random
events or actions in the character’s favor. Additionally, the character
is granted a measure to be used in one positive alteration of events
during a single game session, in one the following ways:
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.
This allows the character to develop chi
cornerstone powers. These powers are developed through innate pathways,
outside of conscious processes. A 4 kinetic aptitude is required for
these powers to manifest in this way. A character may tap a maximum
number of cornerstone powers equal to half their kinetic faculty
rating, and only a single one may manifest at the time of character
creation. These can only be developed if the related skills and
activity are actively being attempted and used.
The character can
achieve the same amount of rest as normally required for their species
in 2/3 the normal time. Only the normal cycle of sleep is affected, no
other regenerative effects from rest (such as healing) are impacted.
The character owns
a personal reference set for study or minor research. These bodies of
work can be either in printed or electronic form depending on milieu
and technology. The field of study or lore (associated skill) that the
library is the subject of must be specified when the trait is taken. A
library must be kept and stored somewhere, and it may not always be
accessible to the character, depending on the media.
Should the character
have time to utilize a library in the course of an action related to
its subject, the library will grant a bonus. For example, a lawyer with
access to a legal reference library and studies it ahead of time, may
gain a bonus when presenting their case. This trait may be purchased
once for each field of study.
This library contains the bare amount of reference materials
to reflect the character’s current body of knowledge. Amateur academic
types are typical of this group. This library will grant a +1 CS where
appropriate.
On a subconscious
level the character is aware of sensory input from the local
environment during sleep. The character gets a PER check to awaken from
slumber whenever a disturbance or sound out of the ordinary enters
their environment as if they were awake.
The complexities
and vagaries of magic make it difficult to integrate seamlessly with
the directing of mana to invoke a distinct effect. Magi develop a
distinct layer of memory and focused concentration, called an Occult
Reservoir, on which formulae are imprinted so they can be readily woven
into the greater pattern. Magi build this reservoir by developing a
reserve of energy called Occult Reserve. Without this developed system,
the practice of magic becomes inconsistent in its results are
unreliable.
Occult Reserve is
increased as 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. It will compel its
victim to react in a manner outside their control. The subject of the
phobia must be prevalent enough so as to cause the character possible
adverse effects in more than obscure circumstances. This is generally
developed by a traumatic experience and/or societal reinforcement.
The object of phobia will not be approached. Fright (WPR check) will drive the victim to move quickly out of the presence or reach of immediate harm.
The character has a
portion of their continuing (not starting) mundane supplies garnered
and paid for by an institution to which they belong (religious order,
craft guild, family, etc.). This trait is somewhat reflective of the
depth of relationship between the institution and the character and
what responsibilities the character may have within it. This assumes
that the institution has the means and structure to provide for the
character in the manners described by the trait, typically through
tithes.
The basic living essentials are provided for by
the character. This includes toiletries, minimal tools of the trade or
a loan if such are expensive, basic clothing appropriate for the
occasion, profession and/or climates. Mundane tools, supplies and
traveling gear will be replaced as needed. Lodgings and food (under all
but the most life-threatening conditions or unless negotiated) are the
responsibility of the character. The character must requisition from
established location and channels or pay for their supplies themselves.
The character has a
quick temper and is easily angered. A check is required to avoid a
negative or hostile reaction in situations where the character’s temper
or patience is tested. Any real or imagined negative activity will
automatically provoke a check. Characters with this trait will not
necessarily make exceptions for their companions.
Victims must make a successful WPR check to avoid the compulsion. Close contacts are allowed a warning of some kind.
The character has developed techniques which enhance the efficacy of their learning process and use of reference materials. This trait adds +2 CS to any check which relates to the success of learning new material. It reduces the effort to achieve familiarity
by half, and grants a +1 CS for each 4 points of RSN to be applied to
some academic type skill (science, lore, etc.) the character has
proficiency in if it has an library (trait) associated with it.
Some of the
character’s wealth must be donated to the authorities or powers
representing the bond of tithe: a personal patron, business front,
church, guild, brotherhood, etc. The donation may be gift, sacrifice,
or whatever means are prescribed by the authority. The contract of the
tithe is one of trust and is meant to be adhered to in spirit as well
as letter. In exchange for the tithe, the character may be entitled to
some form of benefits – this will be detailed in the contract of the
tithe.
Simple tithe contracts
do not require lands and goods to be tithed; however, the value of and
any revenue collected from such is subject to tithing. Any benefits of
tithing may be rendered null by the authorities should they feel it is
being abused or unaccounted for. A character that wishes to stop
tithing without approval suffers the wrath of the power they are
tithing to.
A total of 10% of all the value of all wealth is tithed.
The character has developed greater than normal fortitude against physical hardships. This is reflected in augmented resilience and constitution. For each level gained in this trait, the character’s resilience
is increased by an amount equal to the character’s kinetic aptitude
plus their CS adjustment from Stamina (minimum of 1). The amount of resilience gained this way cannot exceed a character’s base resilience.
Skill 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 a skill represents, gained from spending CP. It is measured
in levels, each representing greater development; there is no
theoretical limit to the level which can be achieved.
> In most cases, activities related to a skill can be attempted
without proficiency. Attributes and effects can even grant some
positive levels of use – but without real proficiency, they
must exert themselves outside their normal operative ability and such actions are both
awkward and taxing; -2 CS penalty for each 1 AM of ENC penalty (min. -1 CS), and -1 RS.
If a character some profiency in a skill with the same group, the taxing CS penalty is negated.
> 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 skill, 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 skills are affected by at least one attribute, and many by a second. These attributes confer CS adjustments to the skill’s level of use, higher ratings give bonuses and lower ratings impose penalties.
Attribute Rating | -X | -7 to -6 | -5 to -2 | -1 to 2 | 3 to 5 | 6 to 9 | 10 to 13 | per 4 full lvls. |
Level of Use Adj. | -4 CS | -3 CS | -2 CS | -1 CS | +1 CS | +2 CS | (+1 CS) |
Skill Guidelines
For many skills and items used in conjuntion with them, a certain amount of minimum capability is required.
Failing to meet these imposes a penalty on the attempted activity:
Skill Name | Mod 1 | Mod 2 | Group | Requirements |
Armor Use | STA | INT | Combat | [Apt] Kinetic 4, Proficiency |
Botany | RSN | PER | Academic | Proficiency |
Camouflage | PER | Stalking | [Apt] Kinetic 1 | |
Climbing | CRD | MUS | Athletics | [Apt] Kinetic 1, Unencumbered |
Computer: Operate | RSN | Computers | ||
Computer: Software Development | RSN | Computers | Proficiency, Knowledge: Computer: Operate, Mathematics 2 | |
Electrical: Interfacing | RSN | Gadgetry | ||
Evasion | RSP | PER | Unarmed | [Apt] Kinetic 1, Unencumbered |
Fend | CRD | PER | Armed | [Apt] by item, [Attrib] by item |
Grapple | MUS | CRD | Unarmed | [Apt] Kinetic 1, [Attrib] CRD 4 |
Jumping | MUS | CRD | Athletics | [Apt] Kinetic 2, Unencumbered |
Language | RSN | INT | Communication | Proficiency |
Literacy | RSN | Communication | Proficiency | |
Lore: [Subject] | RSN | Academic | Proficiency | |
Lore: Occult | RSN | Academic | Proficiency | |
Lore: Religious | RSN | Academic | Proficiency | |
Mana Sense | VIT | PER | Awareness | [Apt] Magic 1, Proficiency |
Mathematics | RSN | Science | Proficiency | |
Medical: Aid | RSN | PER | Medical | Proficiency, [Other] Tools |
Meditation | SAN | WPR | Awareness | [Attrib] SAN 4, Unencumbered |
Melee | CRD | MUS | Armed | [Apt] by item, [Attrib] by item |
Mobility [Type] | CRD | STA | Athletics | [Apt] [By Form], [Attrib] STA 4, Unencumbered |
Opening | PER | SAN | Awareness | [Apt] Psychic 1 |
Orienteering | INT | REA | Observation | [Apt] Kinetic 2 |
Persuasion | INT | CHA | Social | [Attrib] CHA 4 |
Physics | RSN | Science | [Apt] Kinetic 1, Proficiency, Knowledge: Mathematics | |
Pilot: Aquatic | CRD | PER | Piloting | [Apt] Kinetic 1 + by vehicle |
Pilot: Atmospheric | CRD | PER | Piloting | [Apt] Kinetic 2 + by vehicle |
Pilot: Surface | CRD | PER | Piloting | [Apt] by vehicle |
Propel | CRD | PER | Ranged | [Apt] by item, [Attrib] by item |
Repair | INT | PER | Practical | [Apt] Kinetic 2, [Other] Tools: Kit or Shop |
Ride Mount | CRD | INT | Athletics | [Apt] Kinetic 2 |
Security: ID + Disarm | INT | PER | Gadgetry | [Apt] Kinetic 2, [Other] Tools |
Security: Open Locks | CRD | PER | Gadgetry | [Apt] Kinetic 1, [Other] Tools |
Shoot | CRD | PER | Ranged | [Apt] by item, [Attrib] by item |
Sleight of Hand | RSP | CRD | Deception | [Apt] Kinetic 2 |
Sorcery | PER | RSN | Magic | [Apt] Magic 2, Unencumbered, Proficiency, [Other] Mathematics |
Stealth | CRD | PER | Stalking | [Apt] Kinetic 2, Unencumbered |
Streetwise | REA | INT | Observation | |
Survival | RSN | INT | Foraging | [Apt] Kinetic 1 |
Swimming | STA | CRD | Athletics | [Apt] Kinetic 1, Unencumbered |
Tracking | PER | Observation | [Apt] Kinetic 1, [Attrib] PER 4 | |
Zoology | RSN | PER | Academic | Proficiency |
In taking this ability, the character is assumed to train in
the use of worn armors and defensive vestments. The character is
effective in distributing their weight and moving in it, in ways that
reduce the encumbrance impact of worn armor by an amount equal to the fit value of the armor multiplied by the skill 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
recovery and other things. The availability and cost of making these
will vary by setting. Starting characters will know about these agents,
but will not have acquired the ability to make them safely and
repeatedly.
Name | Effect | Notes |
Bolster | Counters 1 Malaise | Herbal; 8 hours/-1 MUS |
Boost | Counters 4 Fatigue | Herbal; 8 hours/-1 RCT |
Burn | Irritant 1 Fatigue Damage | Powder/Salve; 1 min, applied to skin |
Clean | +1 Medical Aid | Ointment (smells) |
Dye | Change color | Liquid |
Heal | Heals 1 Real Damage | Poultice; instant, applied to skin (smells) |
Itch | Interruption | Powder; 3 rounds/WPR resist, applied to skin |
Stench | Nausea; -1 CS/WPR +4 resist | Powder; 3 rounds |
Stimulant | +1 CS | Powder; 3 rounds/Strained for 1 hour + 4 fatigue |
This is the ability for an individual to obscure, mask, or
concealing oneself, others or items/objects by covering them in such a
manner or using natural cover/shadows/obstructions as to make them
unnoticeable to an observer. The employer of the ability may gain a +2
CS bonus depending on the surroundings if they can view directly view
and tell how well they have camouflaged the object in question.
A failed check may allow individuals encountering the
camouflaged object a PER check to notice something is not right.
Camouflage may not work in all circumstances: Noise, smell, and movement
by the camouflaged object as well as more acute senses or senses other
than sight may modify or allow a check to become aware the camouflaged
object.
This ability allows a character to scale vertical distances.
They are competent with their hands and feet for surface holds as well
as the ability to pick a path to get to their destination. Each climb
will be rated in difficulty based upon surface quality and environmental conditions. This difficulty functions as a negative CS penalty to the character’s climb check. Some surfaces may simply not allow for a check without the special equipment.
Free climbing down is more difficult for humanoids than climbing up and imposes at least a -2 CS penalty
to the checks. If a character fails a climb check they may make a MUS
check, modified by gear or situation, as a final effort against
falling.
Gain access and operation of computer systems. This allows the
user to activate and manipulate the computer output devices (primarily
display). It allows functional knowledge of common programs and
hardware elements as well as program types within known societies.
Gain access to and operation of computer systems. This allows
the user to activate and manipulate computer terminals and peripheral
devices. It allows functional knowledge of common programs and hardware
elements as well as program types within known societies. It also shows
ability to search and display information using known programs.
This ability governs the development of software applications.
A character attempting to create an application must make a successful
skill check. Software development is an extended action influenced
by complexity of the desired program(s). This skill is also used for
computer hacking involving the rewriting of existing programs.
This ability grants the character knowledge and skill over
electrical hardware components. This includes the assembly, addition,
and maintenance of such components as circut boards, computer hardware,
and motorized components. A practitioner using the appropriate parts
may construct a devices. Construction of the components themselves or
direct hardware modification may require a real engineer.
Evasion is a countering action
in which the character attempts to move out of the way quickly,
avoiding an object or force which would normally strike them. Evasion
can have multiple applications, depending on the desired level of
control and recovery. The most common use of evasion is the dodge maneuver.
Fend is a countering action which attempts to reduce the force and/or damage away from the target. This includes deflecting (such as a parry maneuver with a weapon) as well as interposing (such as a block maneuver with a shield). This allows the starting character to be familiar with a single item to fend with, typically the same as their melee, or a device such as a shield. No familiarity is required when employing this ability with natural weaponry, but it may be required by maneuver. Unfamiliarity and proficinecy penalties may apply.
Grapple is grabbing and holding
a target in some fashion as well as controlling them once grappled. The
means by which this is accomplished as well as the options available
depends upon the particular body shape & form, maneuver and the
equipment (if any) used. The immediate result of a grapple is either a
whole or half hold maneuver;
both confer offensive bonuses in combating each other, and defensive
penalties for both against all attacks coming from any source. A major
or better check achieves a full hold, any other success achieves a half
hold. Any further grapple attempts on a held target receive a -1 AM
bonus for the holder. Attackers wishing to target only enemies in a
grappled state must take a penalty
equal to the offensive bonus; otherwise the target is determined
randomly. Two different attackers may combine for a full hold, but
penalties to avoid hitting them are still only as a half hold.
A character proficient in jumping may propel their own body
weight over various distances and circumstances. The distance jumped is
dependent upon the base movement of the species. Unencumbered characters can vertically leap half their movement rating in meters and horizontally leap a distance equal to twice their movement
rating in meters without a check. A running start will increase the
horizontal distance by half again (50%). Attempting to jump greater
distances or attempting a running jump from a specific mark requires a
jumping check. A character attempting to achieve greater distances
receives a negative CS penalty equal to -2 CS for every additional 25% of the base distance. Jumping can be used to accomplish a force attack.
A language is a methodology to express concepts or specific permutation of a basic form of communication.
Language implies understanding, not merely conditioned response. Many
languages are rudimentary and have a limit as to what can be expressed
in their use. Some languages are designed to convey a higher meaning in
abstract concepts, and others may even be a combination of sensory
elements. This does not mean that a conversation beyond basic concepts,
needs and feelings is possible unless all parties using it to
communicate have the capability and the ability. Each language is a
separate ability.
Any character trying to communicate using a language which is considered a dead language to them to someone who speaks it natively must make a check to ensure their idea is clearly understood.
Literacy is the ability of communication,
both receiving and transmitting, within a permanent medium: written
letters, chiseled runes, knotted ropes, etc. When this ability is
taken, the specific recorded language must be chosen. If a language has
multiple recorded forms they are treated as a single ability if the
recorded forms are integrated (e.g. Literacy: Japanese would cover
Kanji, Hiragana, and Katakana). If the multiple recorded forms are used
in separate and distinct manners, then they are treated as separate
abilities
This covers a general lore
in the chosen subject matter. The possessor of the skill may recall
facts and rumors regarding such. It only covers general [common]
knowledge, not subtle nuances of specific teachings or powers.
The
character may apply their knowledge to witnessed or reported
phenomenon, analyzing the phenomenon to known historical references to
try and explain the phenomenon. Meanings may be easily misconstrued in
absence any form of literacy or linguistic ability with a related language.
This covers a general lore
in occult (magic) ways and culture. The possessor of the skill may
recall facts and rumors regarding such. It only covers general [common]
knowledge, not subtle nuances of specific teachings or powers.
The
character may apply their knowledge to witnessed or reported
phenomenon, analyzing the phenomenon to known historical references to
try and explain the phenomenon. Meanings may be easily misconstrued in
absence any form of literacy or linguistic ability with a related language.
Occult lore is the study of magic and its place within the world at large. This includes institutions and their influence,
outlooks and goals. Common knowledge of magical effects, places, and
personalities, as well as known events, and powers involved.
Practitioners of magic will be able to use proper terms and provide
detailed knowledge of specific formulae based on their rank.
This covers a general lore in religious doctrine and faiths.
The possessor of the skill may recall facts and rumors regarding such.
It only covers general [common] knowledge, not subtle nuances of
specific teachings or powers.
The character may apply their
knowledge to witnessed or reported phenomenon, analyzing the phenomenon
to known historical references to try and explain the phenomenon.
Meanings may be easily misconstrued in absence any form of literacy or linguistic ability with a related language.
Religious lore is the study of faith and its place within the world at large. This includes hierarchy and politics, sects within the faith, beliefs associated with the faith (tenets, philosophy, dogma, myths, etc.), ceremony, accouterments, and symbols and how they are all used.
Mana sense extends the character’s perceptions to becomes aware
of the flow of mana and may detect the presence of magical effects.
Items and creatures that are currently altered from their normal state
by magic will be highlighted to the character’s senses. Any summoned or
conjured objects or creatures will also be readily apparent.
Activation of the ability costs one (1) mana and one (1) round
of concentration. If successful the character may determine the
presence of magic for one (1) minute.
It is assumed that all characters have at least some ability
with rudimentary addition and subtraction used in basic tabulation and
for counting. This ability represents advanced mathematics beginning
with complex arithmetic and algebra. Higher order mathematics are a
matter of level and frame of reference.
This level of 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). No familiarity is required when employing this ability with natural weaponry, but it may be required by maneuver. Unfamiliarity and proficinecy penalties may apply.
This allows the starting character to be familiar with a single item to melee with, typically the same as that of their fend skill.
Mobility 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.
The art and skill of guiding thoughts and perceptions towards a
desired effect. Regardless of topic, the concepts used to persuade must
be plausible; i.e. you cannot persuade someone into walking off a cliff
edge when physical evidence overwhelmingly suggests against it. You can
persuade people to follow your instructions, or talk them into
believing something is in their best interests. Normally there is no
resistance to persuasion other than direct contradictory beliefs,
knowledge or some protection against such things.
Persuasion requires conversational (or equivalent) level (4) of communication ability, without which all attempts will suffer a -4 CS.
Physics is the study of matter and energy and how they
interrelate. At its most simple level it may provide an understanding
of mechanics, optics, and acoustics, but its study expands to include
electromagnetism, subatomic particles, nuclear reactions, and quantum
theory. Physics is the underlying basis for most engineering.
This ability encompasses all vehicles
that function on or in the water. This includes everything from a row
boat to an aircraft carrier or a submarine. The skill includes some
basic knowledge of upkeep maintenance as well.
This ability encompasses all vehicles
that function in the atmosphere. This includes everything from a glider
to a jet. The skill includes some basic knowledge of upkeep maintenance
as well.
This ability encompasses driving all ground vehicles
with an inherently stable base – wheeled, tracked or hover. This
includes everything from a car to a bus to a truck to a tank. The skill
includes some basic knowledge of upkeep/maintenance as well.
Anything requiring the driver to balance the vehicle (mono track, 2 wheels, etc) suffers an additional -2 CS disability penalty for non-proficient drivers.
Propel governs actiosn and maneuvers employing throwing
anything at or near a specific target and the usage of thrown items or
those which utilize manpower to augment natural ranged ability (such as
a sling or bow). This allows the starting character to be familiar with a single item to use. Unfamiliarity and proficinecy penalties may apply.
Objects which are not intended to be propelled are difficult to
use in such a manner. Propelling an object not lending itself to such a
use suffers a -2 CS penalty for small objects and -4 CS penalty for large.
Repair is a handy-man’s skill; it allows a character to perform minor repairs which restore half an item’s normal resilience. Regardless, the item also receives a level of degradation.
The skills allows the practitioner to examine, jury rig or patch up
items loosely related to any of the abilities they possess. The basic
common materials and methods for fabrication are known, in addition to a general sense of how things work. Repair does not allow for the complete, quality engineering of items. Any repair attempt suffers a -1 RS for each level of item degradation.
This is the ability to ride an animal. A single familiar
mount must be chosen when the ability is taken. Animals that qualify as
a mount are any creature with its own volition that can be ridden and
guided by an individual. This generally applies to only living
creatures but may encompass magical and mechanical constructs which
mimic them at the GM’s discretion.
This ability grants the possessor the ability to find and disarm security measures and traps
that can be foiled by disabling or circumventing its triggering
mechanism or by safely triggering it. Such circumvention can be in the
form of a bypass, cut wire, balance pressure, etc. Unless otherwise
stated by the character attempting to disarm or security device itself,
such efforts are considered permanent.
This ability allows a character to bypass locks
without use of the appropriate key. This may include a physical
manipulation or an electronic bypass, depending upon the nature of the
lock. Unless otherwise stated by the character attempting to disarm or
security device itself, such efforts are not considered permanent.
Using this ability upon powered or technologically advanced locks may require the character also combine some sort of related ability, depending upon the lock in question.
Shoot governs actions and maneuvers that launch ammunition directly by aim and simple trigger release from ranged weapons along a straight line such as guns, and cross-bows. Unfamiliarity and proficinecy penalties may apply.
Sleight of hand is the art of slight touch, motion, and
misdirection. This ability includes executing stage tricks, picking
pockets, palming items, juggling, etc.
This ability can be countered in the following ways: A PER check.
Sorcery is a magic methodology using a combination of words,
gestures, and mental imaging to weave the flows of magic. Practitioners
of sorcery
are called sorcerers. The magus invokes formulae called spells through
the processes of casting. These spells include words that must be said,
actions that must be performed, images that must be visualized, and
calculations that must be made. The thoughts, words, and actions of the
magus serve as guides for the casting of spells.
Stealth is the ability to move without making a sound. This
involves good awareness of the physical body and moving in a flowing
motion with no heavy footsteps. Usually this requires moving slower
than normal and may be obvious to others unless hidden. Attempting
stealth while moving faster than half normal walking speed or over
surface conditions such as creaky floors, gravel, etc., will impose a penalty. Any encumbrance imposes a CS penalty equal to the AM penalty for the degree.
This ability can be countered in the following ways: A PER check.
This ability gives a character working knowledge of cities and
urban cultures. This knowledge gives them the ins and outs of the best
places for goods, equipment, and normal services. This covers attempts
to lose pursuers in winding streets and crowds, to tail other people
through the same, and to generally move about the area in the most
efficient manner possible. It is also an indication, to a certain
degree, of a character’s ‘street smarts’.
This ability can be used to determine territorial boundaries
and markings of factions within a city as well as their impact and how
to safely interact with them. A character can accomplish this to a
certain degree in unfamiliar territory as many of the same streetwise
skills are still applicable, they would simply be ignorant of the full
depth of information they might desire, suffering a -4 CS penalty. This can be offset by spending time to gather information about the locale.
The survival ability allows the character to survive in various
conditions of hardship where normal urban and social conventions will
not suffice (climate, terrain, surroundings, etc. – see environmental conditions
for different focuses). Survival allows a character to find shelter
within the specific environment and to forage for enough food to stave
off starvation. The ability rating can be used on checks against
strain, accidents, and hardship and on checks for illness, disease,
exposure, and fatigue in travel (adding a bonus to any attribute checks
such as HLT, or STA where warranted).
The act of providing food requires the character spend four
hours and may be done without a check unless the game master rules that
resources are particularly scarce in the region. This encompasses both
foraging and hunting, but it only provides enough for one person,
though a character may attempt to provide for others. This requires a
check and can be done either by taking more time (an additional 4 hours
per person) or expanding their efforts within the limited time frame.
Each additional person the character seeks for provide for within the
same time imposes a cumulative -1 CS penalty to their survival check.
The type of condition must be specified when the ability is taken. Different species and settings may allow for more esoteric terrain
types such as underwater survival for an aquatic species or oppressive
conditions based on constrained and sensory impairment (underground or
prison conditions).
Swimming is the ability to stay afloat in and move about in
water or other liquid. This includes not panicking when underwater,
being able to tread water for an extended amount of time, and correct
breathing during distance swimming so one does not get worn out.
Abnormal conditions (heavy waves, strong current, etc.) or attempting
to swim in a medium with a different viscosity (oil, mud, etc.) may
impose a penalty.
Tracking is the ability to find and follow evidence of a
target(s) passing by the disturbance they have cause in the surrounding
terrain.
This may includes the ability to determine some of the characteristics
of the target(s) being tracked (e.g. number, weight, size, time since
passing, etc.) depending on the evidence left behind. A penalty may be imposed based upon the terrain
(flat rock, earth, sand, etc.) and environment (rain, snow, etc.) in
relation to the method of tracking (visual cues, scent, etc.).
Zoology is the study of the animal kingdom. This includes
classification, breeding, nursing, evolution, habitat, distribution,
basic structure, and dietary concerns. This also allows the character,
given the appropriate observation time, to determine if a natural
animal is aggressive, hostile, neutral or harmless. Given a full sleep
cycle or more of observation, the character can determine the same
information for new animals. Such things as the location of a lair and
an idea of its habits (diet, breeding, etc.) can be gained only if
directly observed though. An animal’s potential impact on its
environment, its medicinal value or poison potency can only be
determined with proper equipment or experimentation and a successful
check.
Combat is a struggle between opponents, consisting of actions with the intent to do damage or subdue in some manner. Combat’s immediate actions are governed by specific maneuvers.
Many factors play into the outcome of combat. Circumstances such as position & facing, reach, surprise, range, movement,
environmental conditions, cover, and others all play a part.
Resilience is a measure of how
much physical damage that can be taken before the integrity of a target
begins to fail. Damage is injury done to a target, subtracted from the
target’s resilience. Sources of damage include weapons, mystical
effects, falling, poison, acid, etc.
For living beings, resilience is derived by multiplying their vitality attribute by
size; if either changes, resilience will as well. Base Resilience is the natural, unadjusted resilience rating.
Targets may also have an innate toughness. Some
effects may temporarily boost resilience (even above normal). Damage is applied against these effects first. Upon ending,
damage absorbed by the boosted resilience does not transfer to the target’s base resilience, it simply goes away.
Resilience = (Size x Vitality) + Toughness
> A measure of resilience which represents a threshold of endurance against different forms of phsyical ailments,
including malaise from disease.
CON = (Size Factor x Health; min. = Health) + Toughness Level
Damage Form | Potential Effect(s) | Potential Trauma |
Acid | Aggravation | Real, Deep |
Ballistic | Aggravation, Force | Real, Deep |
Blast | Concussion, Force | [All] |
Burn (Fire/Ice) | Impairment | Real, Deep |
Choking | Asphyxiation | Fatigue, Real |
Drowning | Asphyxiation | Fatigue, Real |
Electric | Stun | Fatigue/Real |
Exposure/Flu | Malaise/Exhaustion | Fatigue |
Falling | Concussion | Real |
Impact | Blunt/Slash/Pierce; Force | Fatigue, Real |
Radiation | Debilitation, Malaise | [All] |
Starvation | Malaise/Exhaustion | Fatigue/Real |
Damage comes from many forms. All damage manifests as some form, all
of which includes a trauma level. Many will have secondary effects,
such as the force which accompanies all physical attacks.
Cycle: A damage source will always have a
cycle – how often it applies against the target. Unless noted otherwise
(as per round, minute, hour, day, etc.), the damage cycle is instant
and is only applied once for each effect.
Asphyxiation occurs when a character is without breathable medium, such as choking or drowning.
Asphyxiated victims suffer one tenth (1/10) their total normal resilience as fatigue damage each round until
unconsciousness. If applicable, each round thereafter, the same value is converted to real damage until death.
If normal breathing is restored, fatigue trauma from asphyxiation heals at twice the normal rate.
A victim may be able to stave off asphyxiation by holding their
breath – normally for a number of rounds equal to their Stamina.
Species factors, effects or activity may alter this.
Concussive damage is damage spread over the entire body area;
it is distributed through the target as a system wide impact, though it may have other specific effects.
Any concussive impact in which the target takes more than half their resilience in damage will require an immediate
consciousness check. Generally concussive damage cannot be healed with a medical aid check,
and armor protection is reduced or negated – if effective at all.
> This is concussive damage from a distance fall greater than half the victim’s form portion
causes 4 points of concussive damage for each distance of form portion
(about 1 meter for humans); any distance less is considered fatigue
damage. Surface conditions (sloped or soft landing area, etc.) may
alter this. If conditions allow, a victim can perform a controlled fall for up to twice their form portion
in distance and suffer no damage with a successful CRD check.
Falling Damage = 1/2 form portion (1m for humans) x 4 damage
Stun is electrical and counted as fatigue damage; it has no direct force component. Any damage after reducing the target below 1 treated as real damage.
Any stun attack doing more than half the resilience of the target will also weaken the target – requiring a RCT check for each held item or it will be dropped, and a STA check
or the target will fall prone. Conductive armor or shielding offers no defense against stun.
Trauma is indicative of the depth and degree of strain damage places
on the target, reflected in different corresponding rates (hour, day,
& week) used for regeneration.
Unless noted as otherwise, damage is treated as real trauma which may be healed normally.
> Some real damage may preclude the ability to heal. Effects which disintegrate
or destroy parts of a body (limbs, organs, etc.) which do not normally regenerate, are removed, some damage may be permanent.
Unless noted, permanent damage is subtracted directly from the resilience of the target (Size & Vitality are unaffected).
> 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.
> Any time a creature’s resilience falls to zero, they will
automatically lapse unconscious. Effects such as crippling wounds, shock, and
chemical agents may lead to losing consciousness, rendering targets unable to act.
Effects which require a consciousness check mean the target must make current VIT check or lose consciousness.
> Death occurs when a character receives non-fatigue damage greater than their resilience.
The victim immediately enters a state of debilitation and without some intervention, the character will die.
Anything that affects a target’s physical structure is a
wound. Many effects cause wounds that go beyond simple trauma, capable
of inflicting punishing impact to the character’s actions and
abilities. The wound type scale has an increasing degree of pain and
impact on areas of critical function. Characters with weapons can
accomplish much of the same effects using marked strikes.
Healing restores resilience
through the repair of damage. Healing can be accomplished or enhanced by specialized knowledge and materials.
Unless explicitly stated, healing restores lesser trauma first and will not heal deep trauma.
> Living beings have a natural
process of healing known as regeneration. The rate (referred to as the
‘healing factor’) indicates how much resilience is regenerated
naturally based on trauma rates. Most species have a rate of 1,
modified by their Health attribute CS adjustment. Negative values act
as multipliers at half.
> Debilitation is a condition which prohibits or inhibits a
system’s ability to heal itself. It can no longer handle sudden shocks,
jolts, or changes to its current state. Only normal healing can
progress without risk. Any single change in resilience (positive or
negative) greater than the Constitution of the target requires an immediate VIT check. Failure indicates that the victim is reduced to 1 resilience. Further failures
turn all damage into deep trauma.
> Reconstitution is the ability to repair destroyed portions of
the anatomy or critical processes, such as an entire organ or limb or
in the case of permanent damage.
Regeneration does not reconstitute lost limbs or organs. Most creatures are not able reconstitute,
though where possible, will specify what and how reconstitution covers.
Medical abilities can augment normal healing and handle the
treatment of ailments and damage. In addition to proficiency in such
abilities, other devices, effects, and agents can add more benefits and
provide a wide range of healing options. Simple healing, such as a
wounds check or constant care, restores normal damage only.
Availability of materials and knowledge will determine what can be
achieved. The best naturally occurring healing materials should be able
to do is either a minor one time effect, or a conversion of trauma to a
lesser type.
Permanent Damage: Ability greater than Medical Aid is required
for a character to heal permanent damage. Usuall complex powers, devices or agents
are required to accomplish such things.
Result Degree | Healing Effect |
Full | 4 Resilience |
Major | 3 Resilience |
Average | 2 Resilience |
Simple | 1 Resilience |
> Skills like Medical Aid
can heal damage. A wounds check can be made for each wound within 1
hour after receiving it (otherwise normal healing take over). A check
can never heal more than the wound, and cannot be attempted on a wound
more than once.
> Medical Aid,
along with the appropriate materials & equipment, will increase the
normal healing rate (+1) 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.
> Devices and materials which enhance or mimmic skills or provide automatic results can be found or purchased.
Some abilities have peripheral medical capabilities, such as botany, that can assist in healing.
The first way to prevent damage is a countering effect. After such effects, physical barriers may be interposed to absorb the damage. Items designed for this (such as armor & shields) are most effective.
Other methods are to negate it through material or effects which soak or counter the damage. Damage prevention measures commonly have two properties:
> the most powerful effects negate damage along with the special effects it may carry with it.
Any damage exceeding the capability of the negation is passed on to the target.
> Absorption transfers damage from the target to something else –
usually in the form of materials worn or interposed between the target
and source. Absorption does not reduce any special effects or force
of a physical blow if the item used to protect the target is held or
attached to it. Any damage exceeding the capability of the absorption
is passed on to the target.
Relative position determines what opportunities are available to the
combatants, and the normal adjustments for position outside a
face-to-face encounter.
Elevation limits the approach of one combatant to another.
In melee this evaluates to an attacker at a
position of at least half again the defenders height. This may be from standing on an object, sitting on a mount, lying
prone, etc. It may increase the range of
attack for any ranged weapon.
Position | CS Adj. |
---|---|
Attacking from Elevation | +1 CS |
Attack to Elevation | -1 CS |
Front Arc | None |
Defend Side/Flank/Rear Arc | -1/-2/-4 CS |
Attack to Side/Flank/Rear Arc | +1/+2/+4 CS |
Facing denotes the direction a character is facing in relation to the position of opponents.
It defines their combat arcs and their ability to attack or defend against them.
The four positions around a target: front, side, flank, and rear. The character suffers a penalty on
attempts to attack and defend against opponents outside the front arc.
Surprise
is when individuals or groups confronts another in such a way that
catches them without warning. Those surprised cannot defend against the
initial actions targeting them. Under normal circumstances, these actions automatically get an average result. Or the attacker may make a check for the result
if some further effect or success is desired, gaining a +4 CS and +1 RS on the outcome.
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. Each rank denotes one
quarter of a meter (.25m). All weapons have a reach ratings, and all
creatures have a personal reach determined by their species physiology.
Effective Reach = Personal + Weapon
Reach Advantage:
If a combatant has at least double the reach ranks of their opponent and a better initiative value, then their opponent must expose themselves to an snap attack. If reach is closed so that one or more combatants cannot effectively wield their weapon at reach, reach advantages is lost.
The form scale between
opponents will modify chances of success between them.
It is generally more difficult for a large target to strike a small target and
vice versa. When matching opponents, the difference in the scale acts as a
negative CS penalty to the larger combatant attempting to strike the smaller and
a positive CS bonus to the smaller combatant attempting to strike the larger.
Combat is performed with some form of weaponry, natural (inherent to the physiology of the character) or by item.
Weapons (covered under technology will have various aspects
(requirements and adjustments) which can impact combat dynamics and outcomes.
Remember that in order to maximize the impact of weaponry, those choosing them
must be familiar in their use. Unless noted, characters and creatures other than
PC’s are assumed to be familiar with the use of natural weapony in combat –
player characters are not.
Combat 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:
Combat maneuvers, like all actions, use obvious outcomes where appropriate or the resolution check
if appropriate. After initiative is determined, the attacker and
defender choose maneuvers. Maneuvers modifiers are assessed and actions
are resolved, including all countering. Damage corresponds to the final
result degree of the attack. Damage prevention measures are applied and
remaining damage is dealt to the target. If the attack had any special
effects associated with it, those are resolved at this time.
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. |
Hand held or natural weapons always receive a bonus equal to
the character’s damage modifier.
Damage Modifier (DM)
= MUS + Size Factor
Combat maneuvers consist of attack and defense measures for face to face or over range between opponents.
Weapons are typically employed using one of these to increase
damage depending on the source of the measure.
Maneuvers performed with an off-hand may suffer penalties.
Defensive measures consist of damage reduction in addition to countering maneuvers.
Maneuver | Action Measures |
Ability & Modifiers | Description |
Block | 2 AM | Fend; Per item (simple success) |
Interpose objects to absorb damage |
Dodge | 2 AM | Evasion (+1 RS) | Controlled avoidance of an attack |
Fire | Per item | Shoot; Per weapon | Shooting a ranged item |
Launch | Per item | Propel; Per weapon | Throw or launch a ranged item |
Lunge | Per item | Melee; Per weapon | Harm or secure |
Parry | 2 AM | Fend; Per weapon | Deflecting an attack |
Swipe | Per item | Melee; Per weapon | Harm or secure |
Touch | 1 AM | Melee | Brief, simple contact; +4 CS |
>
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.
>
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.
>
Firing is an offensive shooting based
maneuver which manipulates an item and/or weapon to discharge ammunition over a distance onto a target.
Fire actions are simple aim and trigger, usually taking only 1 AM – loading is not included.
> For full details of actions, see the
grapple ability.
All grappling takes 2 AM.
Maneuver | Grapple Result |
Attackers Adjustment |
Defenders Adjustment |
Full Hold | Major+ | +4 melee & grapple | -4 evade & fend |
Half Hold | Simple+ | +2 melee & grapple | -2 evade & fend |
Break Hold | MUS – grapple * | ||
* : Size Difference may also be used as a modifier |
>
Launch is an offensive propel based
maneuver which manually empowers an item and/or weapon to discharge ammunition over a distance onto a target.
Total AM is set by item/device.
>
A lunge is an offensive melee based maneuver which positions the attack form through, into, or on its target in a forward thrusting motion.
It focuses the energy of the attacker and weaponry directly into the target, across an area defined by its surface.
Total AM is set by item/device.
>
A parry is a countering action
which attempts to deflect or soften the blow in some way and requires more finesse than a simple
block maneuver. Parrying does not normally
damage the object used to parry. Performing a parry takes two actions measures (2 AM) and requires a
fend ability check to counter the attack.
• Natural Weapons: Any weapon which is likely to cause damage to
the attacker in its contact to parry will do the base weapon damage.
>
swipe is an offensive melee based maneuver which positions the attack form across its target in a cutting or swinging motion.
It may draw weaponry along the surface, or focus the energy of the attack in a small area.
Total AM is set by item/device.
> Touch is a simple (1 AM) melee based
maneuver to bring some portion of the attacker’s body in contact with
the target. It carries no force nor inflicting damage. The attacker has
a much greater set of options without concern for contact surface,
direction, or force; the maneuver is so easy it gains a +4 CS.
Action | Action Measures |
Modifiers |
Careful Aim | 1 AM | +1 CS per AM, max. of +4 CS |
Draw | 1 or 2 AM | 1H or 2H; Must be accessible |
Drop Prone | 1 AM | Reduces exposure (-4 CS), attackers advantaged |
Force Attack | All | Treats Size as Muscle for damage |
Load & Chamber | Per item | (Usually min. of 2) |
Marked Strike | None | Penalties are -4 CS & -8 CS |
Rise From Prone | 2 AM |
These actions are preparatory or recovery in nature, and do not
directly target an opponent themselves but modify actions that do.
> Following the standard time modifers,
additional time me be taken to aim an attack by studying a target’s
movements, patterns, and steadying to gain an improved chance of
success. This can grant up to a maximum of +4 CS; 1 for each AM.
> Drawing a small weapon (under sixty percent (60%) of the user’s height)
takes 1 AM. Drawing a large weapon (equal to or greater than sixty percent (60%) of
the user’s height) takes 2 AM.
> A source is able to direct it’s full mass into an attack (fall, jump,
etc.) to increase damage and put the target off balance. The attacker
goes last and uses all their AM for the round. In return they get +1
RS, substitute size for muscle, and do 50% more damage for calculating knock back.
Failure indicates the attacker ends up prone.
> Munitions must be
reloaded after the employing weapon is emptied. In some cases this is
after every attack, others use a reservoir of ammunition that may be
used before reloading. Some weapons may also require a separate manual
chamber time (e.g. pump shotgun). Times are noted by item, though
usually a minimum of 2 AM.
> 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 1 AM. It can grant
a measure of protection from ranged attacks, reducing their effective size to 1/5 normal (for human) – resulting in
major effective cover (-4 CS).
While prone, a character is at an elevation disadvantage.
Prone – Rise: Rising from a prone position takes time and balance. It requires 2 AM
to rise. The elevation
disadvantage remains until rising is complete.
Targeting covers all factors which determine how an effect from range is processed.
Ranged effects manifest in two ways:
Aiming is directing a pathed effect to a location.
It requires leveraging both time and ability to generate some measure
of accuracy. Effects requiring aim can benefit from careful aim as well. Where not covered by specific parameters, aim is handled by the perception attribute.
Effects which target an area (indirect) require less accuracy than those which directly target an object or individual.
There are many means of enhacing aim.
> Free aim is the most common method of taking aim, involving
nothing more than using sensory input and ability with the weapon or
mechanism to target.
> Criteria based (color, material, shape, heat, etc. &
combinations) means of acquiring and locking on a target. Homing
effects will have a designated level of ability indicating general
accuracy and are limited by the acuity and range of the targeting
source.
> The effect moves with the acquired target once the aimed effect
has been loosed – the defender cannot avoid the effect, though the
attacker must still aim and succeed. The effect manifestation will
attempt to go around physical blockages to reach the intended target.
If no path exists, the effect manifestation impacts intervening
obstructions.
Effects which spread material over an area, such as a shotgun
buckshot or grapeshot, effectively enhance accuracy. Some of these
effects manifest effectively at close range, but they diminish quickly
over distance. There are many shapes and sizes that an area effect can
cover – specific effects will detail this.
> Effects which have a blast radius – an area where physically manifested conditions
cause damage – can have one of two effects: contained and diminished. Every effect which
produces a blast has a center of effect. This is the origin of the effect (ground zero),
and the area in which the fuel or source is ignited and densest.
Contained: The total blast area and center of effect are the same – all damage and effects are
distributed evenly in the area. Many mystical effects employ this.
Diminished: The effect scatters itself with force, diminishing over distance – the specific measures of which are set by the effect.
Resistance/avoidance is normal in the primary effect area, but are made at +4 CS in the secondary area.
Random: Targets within reach of each other comprise a crowd. A crowd’s size
is the sum of its Size Scale values. A bonus to strike a crowd is applicable only
to ranged combat or area affect attacks. Damage is distributed randomly amongst
members of the crowd.
Selective: When firing into a crowd, an attacker has the option of trying to hit a particular
target within the crowd rather than firing wildly and hoping they strike their
intended target. This imposes a -4 CS penalty on their attack roll. If the attack
fails it either completely misses everyone, or, at the GM’s discretion, a
check on the Misses and Bounces chart can be used to determine where the attack
went.
For some ranged attacks it is important to track failed results as they
may still have an effect. This is most typically important for ordinance and
area affect attacks, but it can be applied to any ranged attack as the Game
Master sees fit. The relative location of where the attack actually lands is
determined by a check on the Misses and Bounces diagram. The target is
represented by the green T and the attacker by the red X.
The distance the effect or object travels away from the intended target is largely dependent on
it’s source. The GM must determine this.
Game effects provide predefined methods to resolve outcomes for certain aspects of the game.
An [influence]
effect wherein the victim feels an overwhelming dependence on the
subject. The subject provides a sense of immediate satisfaction and
safety; without which the victim does not feel comfortable. Addiction
will drive it’s victim to seek out fulfillment, with increasing risk
and/or harm to themselves or others in order to satisfy their craving.
If an addiction goes unfulfilled, the victim must make a WPR check; the
longer the time since it was last fulfilled, the greater the penalty.
Addiction can be broken through treatment, isolation and/or denial.
The lasting effects and the accompanying urges vary by the addiction.
An [awe] effect wherein the victim is thoroughly spell-bound by the subject which
automatically persuades the victim of reasonable requests and suggestions by the source of the effect.
The victim can be persuaded to unreasonable actions which resisted with a RSN check.
An [influence]
effect wherein the wherein a particular feeling of satisfaction or
safety is gained in acting on the compulsion. Compulsions are resisted
with a WPR check. There is no build up of feelings or side effects if
the compulsion is held in check or not fulfilled. Victims will not go
out of the way to fulfill a compulsion, only acting on them when an
opportunity presents itself through the normal course of events.
Compulsions can be overcome with treatment and effort over time. Once overcome, there are no residual urges or behavior.
The victim’s perceived situation no longer clearly defines their choice of any action.
The victim must make a SAN check to be able
to choose their actions.
Failure indicates that their activity will for the rest of the round will be
randomly determined. The following chart provides an example of such.
Check | Label | Immediate Effects | Extended Effects |
1-15 | Fixate | Communicates with or studies nearest subject. | Same; victim is intense but unanimated. |
16-30 | Stuck | Previous action repeated; target chosen randomly if none are obvious. | Same |
31-45 | Paranoid | Attacks random targets; living preferred. | Same |
46-60 | Dazed | Stand in place; only defensive actions can be taken. | Same |
61-75 | Distress | Flees in fright from targets coming near. | Same; will remain in one area without perceived threats. |
76-90 | Disoriented | Performs random non-combat action (search for keys, change clothes, etc.); characters get a PER check to defend against any attacks against them. |
Same |
91-100 | Engaged | The victim acts normally, though all actions are strained (-1 RS). | Same; +1 cycle |
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.
If malaise exceeds the victim’s CON, normal activity becomes
exerted and is strained (-1 HLT & STA; no snap actions, fine perception or motor actions).
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 | Equiv. Sanity |
Overwhelmed Duration |
Other Effects |
Mild | 2 | None | Distracted (SAN check or -1 AM for the round) |
Moderate | -2 | 1 Round | Distracted & skills suffer non-proficiency (NP); -1 RS |
Severe | -4 | 1 Minute | Distracted, non-proficiency, & a degree of Exhastion |
Crippling | -X | 1 Hour | Distracted, non-proficiency, & 2 degrees of Exhastion |
> A victim is totally overcome by external stimulus. Any time
they are confronted in any way, asked to engage in confrontational
behavior, or are placed under stress they must make a check against shock. Regardless of other effects, skills and abilities used during
this time will have the victim’s SAN attribute adjustment applied as a penalty, even if normally positive.
> The victim’s mental state is unfocussed & erratic. Extended activities
automatically take an extra cycle to complete. For immediate activity, each round the victim must make a SAN check or
lose 1 AM from those available for that round.
An [fright] effect wherein the victim is consumed by the threat of the subject.
So deep is the feeling, the victim must make a WPR check or become paralyzed.
If successful the victim cannot face their fear and must flee, dropping all items, under the effects of fear from the subject.
An [awe] effect wherein the victim practically venerates the subject.
They are totally devoted and will proactively look for ways to please the source.
The victim is automatically persuaded
of all requests and suggestions by the source of the effect. Those
which violate the victim’s ethical code may be resisted with a RSN
check, success only indicating they have rationalized not fulfilling
that specific request.
An [awe] effect wherein the victim is enamored of the subject.
Any reasonable request or suggestion as part of normal interaction is treated as a
persuasion attempt on the victim.
Failure only indicates a polite refusal.
Severely taxing their physical limits or attempting something beyond
what normal operative ability can achieve will lead to exertion. If the
source referencing this effect is measured in levels, the cumulative
impact stacks with other levels, progressively worsening and affecting all activity.
Otherwise, the source will reference the named degree only.
Degree | Effect | Operative Ability Impact |
Mild | Awkward | -2 CS balance penalty on actions for each AM penalty of ENC (minimum -1 CS penalty); extended activity take 1 extra cycle |
Moderate | Taxed | -1 RS and extended activity takes 1 extra cycle |
Major | Strained | -1 HLT & STA; No snap actions are possible; fine motor movement or fine perception cannot be employed (such as a marked strike). |
Severe | Forced | -2 RS and extended activity takes 2 extra cycles |
Crippling | Labored | -1 MUS & WPR; RCT check at the end of the round for each item held or it will dropped. Any successful attack against the victim requires them to make a STA check or fall prone. |
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 (most commonly caused by encumbrance) is a draining effect on a body, a sapping of energy that reduces the victim’s
available activity. For immediate actions, the number of available
action measures (AM) is reduced each round.
Extended activity is increased by a number of cycles equal to the immediate AM penalty.
Disabling indicates the character may talk or gesture in place, but not change location.
If the source referencing this effect is measured in levels, the cumulative impact stacks with other levels, progressively worsening and affecting all activity.
Otherwise, the source will reference the named degree only.
An [fright]
effect wherein the victim is afraid fo the subject. The victim must
make a WPR check or flee from the source of fear. Victims may defend
themselves as needed, but will continue moving away. If successful,
they are completely unaffected.
Facing Fear: If the victim of a failed check has no place to flee to, they must face the
source of fear. In doing so, all actions will suffer a -4 CS penalty.
Force is physical pressure applied against a target, great amounts
can upset the target’s balance. Not all effects have force; things such
as flame or poison have no force component. Damage from physical weapons carry force comenstruate with their damage and can cause knock back –
even knocking targets outside the reach of attacks in progress.
Degree | Force | Effects |
---|---|---|
Minor | >EC | Interrupted; RCT check to hold onto items; CRD check or knocked prone |
Major | >ECx2 | Interrupted; Items dropped & knocked prone |
When a target is struck with enough force
to be put off-balance. Exact effects vary depending upon the ratio of
the damage (force) compared to the target’s encumbrance capacity (EC).
Light and darkness is critical for most species.
Effects, circumstances and surroundings can change this, based on a scale representing their overall
impact.
Light Level | Normal Adjustment |
Description |
Dark | -8 CS | There is, functionally, no visible light by which to see. At most there is only ambient light such as clouded night skies in the wilderness or the deepest caverns. |
Dim | -4 CS | The light level is low enough that a human has trouble distinguishing fine details and features, though basic shapes and movement can be discerned. Dim light is associated with starlight or candlelight. |
Gloomy | -2 CS | Gloom is a general darkening such that fine features begin to blur or become soft shadows, taking longer to make out details. Gloom is associated with a setting sun. Gloom can be acclimated to given time. |
Full | A human’s vision is not impaired sufficiently to cause a problem. Full light is easily associated with the spot of a flashlight, the flame of a torch, the clear light of the full moon, and the light of the sun. |
|
Radiant | -2 CS | The light level is slightly above the acceptable level for human eyes, cuasing minor pain and squinting. Radiant light is the equivalent of looking almost directly into unobstructed noon-day sun. Radiant light can be acclimated to given time. |
Glaring | -4 CS | The light level is so high that it makes it difficult for a human to make out details, forcing them to squint. Glare is associated with looking directly at a bright light such as a flashlight and with the reflection of sunlight from water or snow. |
Blinding | -8 CS | For a human this light level is intolerable, causing blindness upon exposure. Looking directly at a very bright light source such as a spotlight or sun may be considered blinding. |
Perception/Illumination: [Though specific to sight, this could apply to any primary sense.]
Each species has a base degree of illumination at which they are comfortable.
For humans this is Full Light. Each step beyond the range
of comfort, in either direction, reduces their sense of sight) and imposes a doubling -2 CS
penalty on skills that require some sort of visual orientation.
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.
Degree | Difficulty Penalty | Exhaustive Penalty |
Trivial | 1 AM | |
Mild | -1 CS | 2 AM |
Moderate | -2 CS | 3 AM |
Major | -4 CS | 4 AM |
Severe | -8 CS | 5 AM |
Crippling | -12 CS | 6 AM |
Disabling | -16 CS | No Movement |
Incapacitation occurs when a victim’s critical functioning and capability is impinged.
This reduces the effectiveness of the victim through difficulty and exhaustion.
If the source referencing this effect is measured in levels, the cumulative impact stacks with other levels, progressively worsening and affecting all activity.
Otherwise, the source will reference the named degree only.
Mystic powers will be described, in addition to their specific effects, using the power facets.
The facets are common attributes – distance, duration, etc. Each power may be different in how it operates,
and which facets it employs, but all use the common power facet model.
Effect Facet | Description/Explanation | ||||||||||||||||
Cost | The amount of fuel (synergy, mana, etc.) expended in evincing the effect. | ||||||||||||||||
Time | The amount of time required to evince the effect. | ||||||||||||||||
Accordance | Any physical objects, usually symbolic to the effect, that are required to evince the effect. | ||||||||||||||||
Power | The strength of the effect; where variable, this is the maximum possible value. | ||||||||||||||||
Distance | The maximum (*M) range at which the effect can be evinced. | ||||||||||||||||
Duration | The maximum (*M) length of time for the effect. Where an effect has a impact that repeats, the impact is assessed at the start of the noted time interval.
|
||||||||||||||||
Volume | The maximum (*M) area of effect. ‘Target’ indicates a single being or object, otherwise the shape of the area will be noted in the effect. Most volume effects are omni-directional.
|
||||||||||||||||
Resistance |
The facet checked for resistance (if any) and the modifiers. Effect descriptions will note results of successful resistance.
Unless noted, successful resistance by a target in an area affect applies only to that target. Targets may voluntarily not resist at any time.
|
||||||||||||||||
Target Note | All effects follow general tageting guidelines – even if the target is the source and automatic. | ||||||||||||||||
*M: Some facets are maximums, allowing a character to choose some value up to the listed maximum. This choice must be made when the power is evinced and is unalterable once made. |
> Stacking is when the same specified effect is applied multiple
times having a cumulative impact. Unless stated in descriptions,
effects do not stack. Effects are still successful and present at the
same time, but the target can only gain the benefit of the most powerful at any given moment.
Those with multiple outcomes only consider the specific outcome for
stacking; i.e. if an effect grants +1 CS to any attribute, the same
effect could be used as long as the attribute was different. Inherent
permanent properties of an items will normally stack with effects; i.e.
A weapon granting +1 CS bonus to anyone using it would stack with an
effect granting a +1 CS.
An [fright]
effect wherein the victim has their normal perspective of threat or
challenge overwhelmed and must resist with a WPR check or flee –
dropping all items and moving as fast as possible. The victim will
suffer from asphyxiation if they must
face their fear, ending when unconsciousness is achieved.
If successful the character must still flee under the effects of fear from the subject.
Paralysis stops motor functions from operating. Paralysis is not
necessarily rigidness; it is simply an inability to use the entire body
or a portion thereof. When paralyzed, a victim’s response systems to
does not operate. The victim is still mentally capable and aware but
unable to move. If the paralysis results from the blocking of the
nervous system then all touch
sensation disappears as well. Normally, the victim’s autonomic
functions (breathing, circulation, etc.) continue to function normally.
If the paralysis also stops autonomic functions, then asphyxiation accompanies it.
Rehabilitation (rehab) removes or counters the impact of incapacitating effects.
Some agents are designed to offset specific sources and/or types of effects and will be noted.
If the source referencing this effect is measured in levels, incapacitation is reduced by that number.
Otherwise, the source will reference the named degree only.
An [horror] effect wherein the victim feels an overwhelming sense of loathing and disgust towards a subject.
The victim must make a SAN check or immediately turn away or disengage, interrupting
any action which may be targeting the source of revulsion; defensive actions gain a +4 on such interruption checks.
Senses process input from the environment.
As sensory ability is diminished or overwhelmed, victims suffer negative effects.
Senses have a standard range that deviates from a normal (average) point of acuity.
Unless noted, effects which enhance senses are also accompanied by familiarity with the ability to process the new level of input.
Each species has a range within each sense that they are comfortable in and/or can acclimate to.
Degree | Effect |
Dense | -8 CS |
Weak | -4 CS |
Dull | -2 CS |
Normal | No Adj. |
Sharp | +2 CS |
Strong | +4 CS |
Acute | +8 CS |
Acclimation: The ability to adapt and compensate to a changes in the degree of sensory input.
Typically creatures which can acclimate only do so by a single degree. In most cases,
it takes a full minute or more so as to treat the new degree as normal.
An [horror] effect wherein the
mind of the victim is broken by the subject and must make a SAN check. Failure indicates interruption of the current action.
Each action thereafter, with the duration of the effect, requires a SAN check to complete or it is interrupted.
An [horror] effect wherein the
mind of the victim is shattered and the rational thought process; any current action is automatically interrupted.
The victim may continue to attempt actions, each requiring a SAN check
or it is interrupted as well. Any action targeting or focused on the
subject receives a -4 penalty.
Technology relies on
science to provide equipment and practices based upon laws which govern
all events and actions. These laws are fixed, repeatable and knowable.
Production practices enable goods to be mass-produced at high quality,
creating an atmosphere were many luxuries and items can be made
available to all. Generally, the more prevalent science is, the greater
and faster the advances in technology are likely to be – although this
is not necessarily true in all cases. Technology is the primary answer
to mystic powers governed by non-physical aptitudes (faith, magic, etc.).
Knowledge is simply information. Knowledge is learned
and developed by organizing it into academic bodies of related
information. The most effective organization of knowledge is through
formal scientific methods to create integrated fields of study. Less
efficient organization is accomplished through informal bodies of lore.
Both produce the ‘science’ for their practitioners. Science, and
consequent technology can develop along multiple different paths in any
given setting. Generally, newer advances are built upon old and the
science progresses. The dissemination, availability, and use of the
information and technology produced are critical to this building
process. Knowledge and technology are commonly lost or has their growth
retarded because of material needs, protections, disuse, need,
replacement, and ideological purging. Integrating knowledge with
experience provides a level of comprehension for characters. In order
to cover current event, possessors of bodies of knowledge must spend
time to update them.
Communication the expression and transmission of knowledge – it is the only way knowledge is passed on through learning.
Communication typicaly has two forms: Expressed and recorded.
> Typically expressed communication is by a language
or its equivalent. This may be basic gestures and sounds, smells, etc.
It implies understanding, not merely conditioned response. It requires
the physical capability to express correctly, though phsyiological
limits may only allow rudimentary communication of basic feelings and
ideas.
> Recorded communication uses lasting or permanent materials to symbolize or denote the language it applies to.
It can range from basic thoughts to something more fully expressed than language.
The power of technology lies in science, which manifests through the development of structured
learning to form the core engineering practices, and the
equipment it produces.
Artistry: Items which are worked to include
elements beyond practicality are considered art. Objects created solely
for the purpose of expression, or to please the viewer can also be
considered art. Many objects may have an artistic flair, increasing
their value or adding at least to the desirability (and price) of it. Items of art intended to sell for a significantly more than their normal counterpart always require a check for the outcome.
Art is a very subjective term.
Engineering is the application of science. Engineering practices are
the information and methods by which something is proven or done, be it
making a device or breeding a prize bull. Each practice utilizes
abilities to effect change; these abilities are divided into three
levels of sophistication: maintenance, creation, and innovation.
Some engineering may require a great deal of extended time (possibly
even life times) and activity, along with funds, to complete
successfully.
> 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.
> 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.
> 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.
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.
Time: The fabrication process is an extended activity.
All items have an activity cycle denoting the time t complete the fabrication process under normal conditions.
Unless noted, no check is necessary to craft a familiar 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 familiarity, complexity, and the nature of the material.
> Repair is the activity of working a finished item that has been
damaged, to its undamaged capability. The difficulty of repair is
dependent upon the amount of damage and the intricacies of the item in
question as well as the availability of tools and materials.
Minor: Minor repairs are largely cosmetic (leaving evidence) and cannot be performed on useless (zero resilience) objects. This involves bending parts back into place, hammering out dents, and replacing simple pieces.
Minor repairs can be performed on almost any physical object with the repair ability.
Specific minor repairs can be performed with the associated crafting
ability. For each level of item degredation, a -1 RS is imposed on
repair skill checks. Successful attempts will restore half (50%) the
item’s normal resilience; however, any attempt imposes a level degradation.
Major: Major repairs involve a rebuild or reassembling of an object. This requires an appropraite crafting skill, and
can repair items rendred useless. With only minor difficulty and material allowing, a major repair will leave no trace.
Major repairs ignore any degradation levels, removing one if successful.
> Crafting is the act of creating physical objects from an
existing design or instruction. Just about any object can be crafted.
The mechanics of crafting are universal; its the time, necessary
materials, and ability that will vary. This is generally a craft
ability, but other abilities may be applicable (e.g. cooking). The GM
may rule that the crafter requires additional abilities due to the
nature or design of the project.
Technological items produced from the practices and processes of science – distilled and transformed into workable products.
These are broken into various groups (such as armor
and weapons)
of products that share common characteristics either in their mechanics
or use. Equipment may do such things as enhance or replicate skills,
powers, provide offensive or defensive capability, change the
environment, or provide transportation.
Std. Technology Guidelines
Unless noted, equipment statistics assume human sized users.
Most items can be adapted for users of different sizes and physiology.
Where appropriate, use the form scale as a multiplier for values.
> For equipment to be effective, the user must be able to understand its use.
Without comprehension, penalties are incurred when attempting to use the equipment, if it is even possible to use.
> Equipment users must be physically capable of operating the item.
Requirements and penalties for lack thereof will be noted with items as appropriate.
Adding crew or technology (robotics, remote controls, etc.) to operate as needed may be possible to offset lack.
> All equipment has an encumbrance rating based on the weight, shape, safety, and stability of the item.
Some values can be adjusted by ability (such as Armor Use skill) and customization
such as weapon facets and
tailored fit in the case of worn items such as armor.
> The maximum points of damage an item can take before it is considered
incapable of its function. Items can be repaired if not rendered useless.
> Fit is how well worn items balance the wearer; conforming to
their shape and keeping movement unfettered. Worn equipment 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.
Anything worn has been designed for a particular average form considering size, shape, build, frame, and bulk. To assess fit,
compare an item to its wearer.
Fit | Description | ENC Impact 1 |
Non-Fitting | 2+ Size difference. | -5 CS or +50% |
Comfortable | 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 provide power 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. Equipment requiring power will be noted.
Compatibility between power sources is dependent upon milieu and the
GM. Where appropriate, power sources will be measured in Energy Units
(EU) as a universal means of measuring power. 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 which covers a target and absorbs damage.
Many things can function as armor, but are not designed for it. Armor is most
often referred to as worn or carried protective vestments designed for that purpose –
though it may have multiple functions. Armor properties are:
> Shields are purposefully employed to be interposed between the target and damage, blocking attacks and
absorbing damage. Shields often confer bonus to block and/or other abilities.
Unlike worn armor, shields generally require no fit.
> Vestments which requir no action from the wearer to be effective. Armor can
be worked to provide additional functionality, but its primary job is to absorb damage.
Explosives are devices that detonate, causing damage over an area. Explosives are consumed when used.
Unless otherwise stated, some form of evasion may be attempted to reduce the effect.
Most explosives are omni-directional, though
more sophisticated ones (usually called shape charges) can be channeled into a single direction.
Light sources emit or consume light. Unless noted, light degrades linearly from the source to its maximum distance.
Light can either be shed in an omni-directional (equally in all directions) manner, or projected in a directional (focused along a path) fashion.
Locks are devices intended to keep an object shut against unwanted intrusion. Each is built with a
‘key‘ (an object, code, or other designed trigger) that opens it without difficulty. Without the proper knowledge
or tools, it may not be possible to forcibly pick open a lock.
Locks can be fashioned in varying qualities for their type, making it more difficult or easier to pick.
> Locks usually opened only by the scan of a matching biological
organism. Examples include scans of fingerprints, palms, irises,
retina, and DNA.
> Locks usually opened by magnetic device or keypad combination.
> Locks usually opened by aligning tumblers through physical
movement or combination. They are usually the least technologically
advanced locks.
Machines are devices that perform an action themselves; unlike
tools, which aid the performance of an action. Typically they are
mechanical or electrical in nature, but may also be biological,
nuclear, or of any other sort. They may be automated with a power
source or manually worked. Machines always have a function – the effect the machine has. A machine may perform almost any function, including the replication of abilites and powers.
A munition is the item a ranged weapon projects in order to achieve
an effect. The effect is tied to the munition, hence many types of
munitions are typically available for a single weapon. The munition may
be capable of being used as a weapon itself, but typically is designed
for maximum effect as a munition launched from a ranged weapon.
Munitions are listed with a base damage that may be modified by the
effect or weapon projecting them.
Name | Base Damage | Armor Piece | Knock Back | Aggravated | Range Multiplier |
.22 | 8 | ||||
.45 | 12 | 1 | |||
Crossbow Quarrel | 8 | 1 | 1 | ||
Flight Arrow | 8 | 2 | |||
Shotgun Shot | 11 | 1 | |||
Shotgun Slug | 13 | 1 | 1 | ||
Sling Stone | 6 | 1 |
Any feature or planted device that is intended to be
triggered against an intruder is considered a trap. These range from
simple pits, alarms and alerts, to land mines and capture cages.
Passive traps are triggered by the victim, end employ triggers such as
trip wires, pressure plates or electronic sensors. Active traps are
triggered by an observer using a toggle-type switch.
Tools are equipment that aid in or allow the performance of a
function. Tools required for a task will be noted, bear in mind some
tasks (surgery, picking a lock, crafting, etc.) require specific tools,
without which they cannot be performed. More advanced or better quality
tools may provide bonuses, though most pre-industrial technologies are
limited to +4 in extreme cases. Where appropriate, tools are
accompanied by materials which get used. All sets assume these are on hand, in quantities appropriate to the storage of the set.
Set | Description and Use |
Shop | Appropriate space to the tasks and a full set of devices and implements. A shop is a costly affair, it must constantly be re-supplied. Most shops are not portable. |
Kit | A full set of devices and tools. In most cases this means a encumbering container, portable but requiring significant effort to carry around and it must be replenished. |
Brace | A singular or few tools or or devices are required to perform the task. Unless noted, this set is portable, and can be carried upon the person with minimal encumbrance. |
> A mount is a creature which has been trained to be ridden as transport and/or supply carrying. Mounts require the ride skill in order to do anything beyond sitting astride it – which any creature with the right physiology may do.
Without any ride skill, riders may find themselves sore and impaired at the end of a long journey.
> A vehicle is any form of powered transport. Power may come from
the driver (as in a bicycle), but in most cases refers to an engine
which consumes some sort of fuel and provides the energy to move the
vehicle. The driver controls the vehicle, directing its course, speed,
and maneuvering through some interface. Vehicles come in many forms:
personal (1-2 occupant), sedan (3-5 occupants), utility (5-8), and
transport (9+). In all cases, occupant space may be converted or
sacrificed for storage space. If a vehicle travels by directing another
creature or force and has no power of its own, it is a drawn platform.
Drawn Vehicles: Platforms attached to a creature of some kind which pulls, pushes or moves the platform in some way.
To control it requires the animal handling or
ride ability, depending on if driver controls animals from a distance or sits astride a mount.
Simply towing a load in a transport platform requires little ability. Terrain navigation, care, maneuvering,
etc. all require an appropriate ability.
Weapons are used in combat to cause damage to opponents.
Weapons can be adjusted for species of different sizes by multiplying Damage
and Reach by the Form Scale.
Natural: 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 Name |
Typical Cost |
Craft Check |
Impact |
Heft | 2x | -1 | -1 required MUS; made specifically for the character and benefits ONLY them |
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. CRD/MUS requirements; takes one less MUS & CRD to wield |
Poise | 20x | -4 | -1 min. aptitude requirements; takes one less point of kinetic aptitude 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
Incomparable: (Cost x200) -1 min MUS/CRD & aptitude requirements, -1 AM, +1 base damage & +1 CS
> Weapons can have many effects other than damage.
All weapon use is governed by the basic combat abilities (
Evasion, Fend, Grapple, Melee, Propel, Shoot).
Weaponry is grouped together here in their ability groups to show where familiarity may be achieved swifter, or leveraged by the familiarity trait –
if the GM or circumstances allow.
The general properties of weapons shows the strengths and weaknesses
of the groups and should be used as a guideline in assessing weapons
not listed. Often times these assume some basic material composition
specific to the setting – GM’s may wish to alter values based on
variations.
Skill Group | Desc. & Use Notes |
Knives | Small bladed weapons generally smaller than the users forearm – Utility knife, rondel, tanto, kerambit, punal, bowie. General Properties: fast, no knock back, easy |
Swords | Bladed weapons longer than the users forearm – Dao, jian, hand-and-a-half, rapier, gladius, yataghan, wakizashi. General Properties: faster, no knock back, good reach, high aptitude |
Whips | Flexible weapons evenly weighted throughout the striking area – Chain, lasso, nine-section whip, cat o’ nine-tails, bullwhip. General Properties: slightly faster, great reach, never knock back, little damage, high aptitude |
Flails | Flexible weapons with focused striking areas – Sap, nunchaku, flail, kusari-gama, slungshot, rope-dart, three-section staff. General Properties: slower, good knock back, difficult to fend with or against, high aptitude |
Axes | Hafted weapon with a heavy short- bladed head – tomahawk, hatchet, ono, battle-axe, maul, fasces, francisca. General Properties: slower, less reach, good knock back |
Picks | Hafted weapon with a lateral spike head to focus impact – warhammer, horseman’s pick, pickaxe. General Properties: |
Maces | Hafted weapon with a non-directional weighted head or end. Head may be round, oval, or flanged. General Properties: average speed, some knock back, easy |
Staves | Pole weapon with no focused striking area, typical use uses all parts of the weapon – jo, bo, silambam, sibat, quarterstaff. General Properties: slightly faster, good reach, some knock back |
Spears | Pole weapons with a head or area designed primarily for thrusting – sharpened stick, pike, lance, pike, pilum, hasta, military fork, boar spear. General Properties: faster, good reach, can have armor piercing |
Polearms | Long pole weapons with a head designed primarily for slashing or hammering motions. Polearms have many combinations of heads with different functions, but this acts as a catchall category for weapons the height of the user or taller. Examples: halberd, naginata, glaive, pollaxe, fouchard, bec de corbin (raven’s beak). General Properties: good reach, easy (with 2 hands) |
Shield | A weapon whose primary use was the defense of the user by being placed between the user and harm. Shields come in a variety of forms and and come in a variety of additional effects and properties such as improved blocking (based on protected target size) spikes, rims, surface bashes, and attached blades . These are typically disposable instruments. Examples: aspis, scuta, heater, kite, buckler, targe, riot shield. General Properties: average speed, good knock back, little real damage. |
Bow | A missile weapon that shoots arrows driven by its elastic limbs. The weapon is held, powered, and aimed through the use of a minimum of two limbs. Different construction methods provide the bow with different size and power characteristics. Examples: Daikyu, hankyu, English longbow, recurve, composite bow, compound bow. General Properties: ranged, not easy, good range, fast to reload, armor piercing available |
Crossbow | This weapon is a bow, mounted horizontally onto a stock. The release is initiated through a trigger or lever. The bow is cocked by muscle power or with the help of a windlass or lever. General Properties: ranged, easy, good range, slow to reload, armor piercing (better than bows) |
Sling | A flexible device designed to hurl stones or bullets shaped for range and power. General Properties: ranged, high aptitude, ready ammunition |
Spear thrower | A device that aides in the hurling of a dart or spear by providing additional leverage to the throwing arm. Examples: woomera, atlatl. General Properties: increased range, slower |
Thrown weapon -small | A 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.
Faith is a character’s connection to a greater
force; one which embodies the highest ideals & principles of their
beliefs. The power of this force stems from the collective belief and
reverence from living things. Faith is embodied as a collective or
singular divine entity (a deity or deities) or force – a fount and
focal point of worship. A deity may focus on principles, ideals,
behaviors, places, actions, or even an elemental power given
significance by a faith’s tenets. Every faith has followers – who
typically organize themselves in an institutional body to more easily
promulgate it. The nature of each follower’s relationship with their
faith is reflected in their state of grace.
The focus of faith: Faiths are organized to bring
together like-minded individuals in a community whose morals,
direction, perspectives and goals are shaped by their religious beliefs
and formalized as codified tenets. Powers of faith are generally geared
towards serving, protecting, and enriching the lives of the faithful;
followers which employ more aggressive powers are the exception rather
than the rule. All faiths need their defenders and symbol of strength
and power, but most followers are focused on the community and helping those in it.
Community: At the heart of all faith is community.
This is what gives faith its strong focus.
As part of the strength of that community, characters pursuing a path of faith will almost always
have a mentor – an inspiring figure who helped them discover their faith.
In some cases the characters may surpass their mentors in importance, relevance and power,
but they may continue look to them with respect and for assistance in making difficult decisions and/or serving as a sponsor.
Worship: Worship is the most common type of communion between
the divine and the follower. The follower pours their emotion and
energy into an appropriate form of adoration – prayer, 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 converting
new followers. Each faith will differ in the powers they allow their
followers to learn and use – focusing on those which are relevant to
the goal and tenets of the faith. The types of mystical power available to followers are:
Consecration gives followers the ability to use powers of faith, and the bonds connecting faith and the follower – Conviction and Synergy – fuel them.
Faith powers also require a process of learning and worship to grant the follower the knowledge of how to use them.
Grace is a measure of the regard between the divine source and a subject. Greater states of grace are indicative of the
closer relationship between the subject and divine and the trust developed.
It is achieved and developed through the fulfillment of general expectations – adherence to tenets, values and continued service to the faith.
Grace is personal and does not necessarily indicate function or formal rank within a faith or its institutions.
The act which imbues a subject with grace. Living beings, places,
and items can be consecrated.. The process of consecration forges these
connections, leveraged by abilities and powers.
Consecration of a place creates holy ground,
of an item creates relics,
and grace in living followers.
State of Grace |
Grace Factor |
Sanctified | 1 |
Dedicated | 2 |
Exalted | 3 |
Sacred | 4 |
Annointed | 5 |
Grace Factor: Grace of a particular degree has a quantifiable measure of divine potential.
> Passage is the progress of a subject through the levels of
grace, meeting the requirements and gaining the benefits of each. All
living subjects must pass through each in turn as they develop, while
other subjects can be imbued directly with grace of a specific level if
needed.
Degree | Factor | Description |
Acceptance | +2 | Same deity, faith, tenets |
Sympathy | +1 | Different sect, complimentary faith |
Neutral | 0 | Commonality is coincidental, competitive |
Antipathy | -1 | Fundamental difference, tenets at odds |
Rejection | -2 | Directly opposed |
Harmony is an indicator of how two consecrated targets relate to each other in terms of their faiths. This can
affect the outcome of abilities and powers when applied (usually using the
harmony factor) in certain situations.
Holy Ground is land and/or a structure
consecrated to the service of a faith. It can be any location or
structure (waterfall, church, etc.). The effects of Holy Ground depend
on the level of consecration. Holy ground does not necessarily have any
adverse affects on those of opposing faiths or tenets; however its
benefits are only afforded to followers of the same faith.
All Holy Ground affects the ease in communing with a deity: apply the harmony factor to meditation checks.
Many faiths have common
articles and employ common symbols of their faith; water, idols, books,
clothing, incense etc. Most items are not fully consecrated and possess
no intrinsic power, meant as symbols and reminders of the presence of
the divine tenets. For followers of higher grace, consecrated items are
integral to their worship and use of faith powers. Many faith powers
utilize one or more articles to connect and focus divine power – some
even having adverse effects upon those who opposed the faith.
Holy Symbols:
All of the faithful are expected to wear or possess some symbol of the faith.
A cleansed holy symbol is required in order to adjure powers of faith.
A follower is one who embraces and lives, to some
measurable degree, according to the tenets of the faith they embrace.
Any character may profess belief, but followers live it and judge
themselves by it. The higher the grace or service, the more they are
considered a symbol and advocate of the faith. To serve is the highest
calling, gaining notice from the divine or institutions that represent
it. Their commitment is marked through their passage and ranks of
institutional status (if applicable).
Faith Guidelines
An indoctrinated or lay follower. These followers make up the bulk
of the faithful and mostly serve to provide power to those above them.
These followers have been initiated into the deeper ways of the faith and make up the bulk of the powerful symbols of the faith.
Those truly devout followers who wish to serve the ideals pass into
the ranks of the exalted. It is from these that the great agents of
faith come.
Those who pass into the ranks of the sacred followers have achieved
a trust and bond which sets them above all others. They are the beacon
to which all others strive to aspire.
Annointed followers are next to the divine itself, a singluar power
within the community of the faithful whose deeds and actions place them
beyond any mundane authority in the eyes of the faithful.
All faiths have
certain expectations of the faithful. This typically includes specific
behavior such as an oath or oaths of service, codes of conduct,
attendance at gatherings, acceptance of authority hierarchy, reverence
of special times, colors, or symbols, etc. They must openly embrace the
faith’s ideals and propagate those ideals and beliefs while converting
others to the faith in the process. All the observances that a follower
must live by make up the basic tenets.
A follower must spend what energy and effort they can to live in
accordance with the tenets of the faith and their status. Followers
must never actively oppose the tenets of the faith or go against any
behavior or conduct expressly forbidden by them. Do to do means they
have transgressed against the faith and may have to submit to divine
punishment.
> Followers must commune in a holy place and seek new insights into their relationship with the faith.
Only then may they undergo their passage to attain their new state of grace.
> A follower must adhere to a
standard pathway to power – passage through each state of grace
wielding the powers which represent and reinforce their role. This
ensures that followers represent the faith appropriate to their
station. Individual faiths may have path of power restrictions unique
to them.
State of Grace |
Min. Faith Aptitude |
Synergy Pool |
Max. Rituals |
Max. Gifts |
Sanctified | 0 | -10 | None | Grace Factor |
Dedicated | 1 | +5 | Conviction | Grace Factor |
Exalted | 2 | +5 | Conviction | Conviction |
Sacred | 3 | No Limit | Conviction | |
Annointed | 4 | No Limit | No Limit |
Transgression occurs when a
follower fails in meeting their expectations or acts counter to the
interests of the faith; repeated failure to abide by the tenets,
tarnishing the faith’s reputation, acting against authorities or holy
objects or places. There are multiple levels of shame & absolution for those who transgress.
Grace, powers, and political status can all be reduced or removed as appropriate to the transgression.
> Loss of all conviction and blessings, half synergy, related
traits, and all grace and political status. Punishment may be sought by
followers of the abandoned faith as well.
Conviction measures the strength of a character’s belief in their faith.
Many powers of faith depend on or leverage conviction in some way. See the
conviction trait for more details.
Gaining Conviction: Followers normally only start with one (1).
Improvement is treated as if it was an attribute. |
Losing Conviction:
Transgressing against the faith; Falling from Grace. Penance for breaking or renouncing vows and violating tenets. |
Synergy represents a character’s pool of power
from which they draw energy to adjure acts of faith. It is a finite
reserve of energy with which the follower directly channels the effort
of the divine to evince the effect they desire.
Intuition Attribute rating times five plus Faith Aptitude rating
times five. Any change after character creation adjusts synergy
accordingly.
(INT x 5) + Faith Apt. x 5)
Spent synergy is recovered at a rate equal to the character’s Faith aptitude
per hour, regardless of any physical exertions or state of rest.
Effects such as meditation
may alter this. Recovery rates of zero, caused by low aptitude or other
conditions, return
one point of synergy per 2 hours. A negative rate increases the hours
it takes to recover one point of synergy by 1 per negative point.
Synergy Recovered = Faith Apt./Hour
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 |
Rituals
are the core of faith powers. They are accomplished through symbolic
gestures, words, and obserances in conjuntion with the use of synergy
to produce consistent results. Each faith will have a list of the
rituals that followers of appropriate grace can learn. Rituals fall
into levels of power reflected in the grace required to use, in turn
based upon it’s symbolic value, priority, and their overall power.
Ritual Type | CP Cost |
Exalted | 1 |
Sacred | 2 |
Annointed | 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 Week 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 or adjured incorrectly. All rituals directly
correlate to the same level of grace required for a follower to
implement it. Followers can only learn rituals of their grace or lower.
Each ritual learned adds 5 to the follower’s synergy total.
There are common rituals which all faiths will be able to use, though they may be offered at different levels of grace.
Ritual Name | Synergy | Time | Power | Distance | Duration | Volume |
Bolster Health | 5 | 1 rnd | Touch | 2 rounds | 1 Target | |
Greater Comfort | 5 | 3 rnd | Touch | 1 hour | 1 Target | |
Greater Test of Grace | 5 | 3 rnd | Touch | F x 1/2 hr | 1 Target | |
Healing – Minor | 5 | 6 AM | F x 5 resilience | Touch | Instant | 1 Target |
Ritual Name | Synergy | Time | Power | Distance | Duration | Volume |
Clear Converse | 10 | 6 AM | 1 language | G x 10m | 1 hr | 1 Target |
Greater Inspiration | 10 | 1 min | +2 CS | Touch | 1 hour | 1 Target |
Greater Vigil | 10 | 3 rnd | Touch | 1 hour | F x 1 Target | |
Insightful Observation | 10 | 2 rnd | +4 CS/+1 RS | Touch | 1 hr | 1 Target |
Intuition of the Faithful | 10 | 10 rnd | C x 1m | F x 1 min | F x 1 Target | |
Unfulfilled Prayer | 10 | 1 min | Personal | F x 1 hr | Self |
Ritual Name | Synergy | Time | Power | Distance | Duration | Volume |
Cleansing | 20 | 30 min | Touch | Permanent | 1 Target | |
Greater Boon | 20 | 1 min | Divine Favor | Touch | 1 hour | 1 Target |
Greater Guidance | 20 | 1 min | 1 Answer | Self | Instant | Self |
Greater Onus | 20 | 3 rnd | C x 10m | 1 hour | 1 Target | |
Inspired Will | 20 | 4 AM | +F points | C x 1m | F x 10 min | 1 Target |
Offering | 20 | 5+ min | Varies | Touch | Permanent |
The target is granted bolstered bodily health
in order to fight off the effects of any toxins, disease, or effects
which are resisted by the target’s health. If the effect is already
under way, a new check is allowed. If the effect has not begun to take
effect, the target’s conviction is added to the check. If no resistance
is normally allowed, a check is granted at a base level of zero only if
the target possesses some conviction.
The target place or object is purified in the eyes of the faith. Assuming no other acts are required, people, objects, and places considered to be free of any negative faith effects. All traces of taint from offence or penalty from transgression against the faith
of the adjurer are removed. Once cleansed, the target can receive
adjurations upon it without a chance of failure. This ritual is always
used in preparation for consecrating holy ground and relics of faith.
The adjurer cannot perform this ritual upon themselves or upon items dedicated to another faith.
The target follower is granted a level of skill in a language equal to the adjurer’s conviction. This allows basic communication only. No written comprehension
or understanding of social or cultural references is included, and it
will be obvious the target is not a native speaker. The language, once
chosen, is set for the duration of the effect.
This ritual functions much like the prayer of the same name. For the duration, the target gains +1 on any check to resist mystical effects and is protected against all onus prayers for the duration. A greater blessing negates any current onus prayer effects and the target is granted 3 measures of good luck (similar to divine favor). This power negates a greater onus, ending its own effects instantly thereafter.
This ritual functions much like the prayer of the same name. The target has all the effects of current pain, incapacitation, malaise, fatigue, and exertion are suppressed for the duration of the ritual. Immediately, half of all fatigue damage is restored along with 2 levels of incapacitation. Additionally, all effects of fear or horror are dispelled when the ritual is first adjured, and all such effects are resisted with a +2 for the duration.
This ritual functions much like the prayer
of the same name. The adjurer seeks to make the most beneficial
decision, given a set, known number of options. The answer will be
quick, in the form of some sort of vision, omen, or sign appropriate to
the faith. The adjurer must make a check based on INT + faith aptitude to interpret the answer, otherwise it will be unclear. If a follower begins to rely heavily on guidance (more than once per day) the deity may refuse to answer, or impose penalties.
This ritual functions much like the prayer
of the same name. The target gains +2 CS on all resistance and ability
checks for a single encounter within the duration. Once the specific
effect the adjustment is to be applied to is chosen, it cannot change.
Once the encounter is over or duration is expired, the inspiration is
at an end.
This ritual functions much like the prayer of the same name. An onus
represents a deity’s displeasure and animosity directed at the target.
The target must make a WPR check or become afflicted with three (3)
measures of the Bad Luck to be used against them within the duration. In addition, the target suffers a -1 CS penalty on any checks to resist mystical effects. Once the uses of bad luck are used, the onus is at an end. A greater onus negates and prevents all blessing prayers for the duration, and will negate a greater blessing, ending its own effects instantly thereafter.
This ritual functions much like the prayer
of the same name. The target gains a check for any action they are
contemplating or performing to determine if it or its result is
directly opposed to the faith’s tenets or any code of conduct related to the faith, will directly harm another follower of the their faith,
or will change their state of grace in any way. The check is based on
INT + Conviction. Both target and adjurer will know the result of the
check.
This ritual functions much like the prayer
of the same name. This grants a certain measure of divine awareness for
the target. All surprise checks made within the duration of the effect
is made as if the target had Danger Sense.
Both the adjurer and the target will become aware the target is in
danger if the check is made. If the target already possesses the trait,
the check is made with a +4 bonus. Any checks made to avoid or counter
the threat gain a +1 bonus as well.
This ritual regenerates the target. The target is healed an amount of resilience equal to the adjurer’s faith aptitude times five (Apt. x 5). This healing
stops all aggravated bleeding, but it will not reconstitute or
re-attach limbs or organs. This will not heal damage from disease
(malaise) or deep trauma.
Divine awareness will infuse the target,
granting them an altered perspective on what they are viewing. After
viewing the object of observation for three full uninterrupted rounds,
the next single activity which targets it within the duration gains the
benefit of the insight in the form of a +4 CS and +1 RS. This can be a
single immediate action or an extended activity – as long is it
completes within the duration.
This ritual increases the target’s Will Power attribute by the adjurer’s Faith Aptitude.
[Intuition Channeling] This allows the adjurer to channel the
greatest base (unadjusted) Intuition amongst them so that all involved
take on the same attribute rating for the duration of the effect; the
highest Intuition rating among those affected is gained by all. The
adjurer can only affect a maximum number of targets equal to their
faith aptitude. Attribute effects are set for the duration – i.e.
changing one of the faithful’s Intuition rating will not affect any
other.
The follower
offers a direct or symbolic sacrifice to their deity, in return for
divine blessings. The adjurer of the power may state who the offering
blessings are granted to at the time of the adjuration. The recipient
must be with 1km x adjurer’s conviction. Some deities will have
specific acts or items associated with their faith
which can be offered for blessings, in addition to general ones. All
offerings must be made on holy ground or under circumstances proscribed
by the faith. Normally only a single object or target can be offered per ritual.
This ritual allows the faithfull to adjure a prayer along with the ritual. The prayer
does not complete until the adjurer desires it to at a later time. The
adjurer will require concious thought and 1 AM to fulfill the prayer, which must be done within a matter of 1 hour per aptitude. When the prayer is fulfilled, those around will hear and feel an echoing effect appripriate to the faith.
Gifts are powers granted to followers
directly by the deity – they require no holy symbol to adjure. They are
petitioned for – each having a minimum conviction in order to petition
for and use. A gift may mimic any other faith power, trait, ability,
magical or other power.
Learning Gifts: The follower spends time in supplication equal to [gift’s min. conviction] x 1 week
in worship petitioning their deity for the power to use the gift, after
which they make a Intuition check which will indicate if the deity
grants the gift. If the deity does not grant the gift, the follower
cannot petition for it again until they increase their conviction or
intuition.
Gift Name | Conviction | Cost | Distance | Duration | Power | Volume |
Collaborative Ritual | 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.
Blessings are measures of faith power granted based on service to the faith and reflective of divine approval.
They draw down divine power to empower the follower, adjuring the simple powers of favor and prayer.
Service in the community, institutions, or various acts can also grant blessings.
The amount of blessings a follower may gain has no limit other than those imposed by the standard path of power,
but once used, it is gone from the adjurer’s total blessings forever.
Unless noted, their use is accompanied with minor audible and/or visual
element; a soft glow, a distant horn, or other effect appropriate to
the faith of the adjurer.
Divine favor manifests as a form of good luck directed for the benefit of a follower.
Favor can only be used by and only targets the follower expending the blessing.
It instantly grants a boon which is used by the adjurer for any situation.
Prayers are divine powers of common to all faiths which use blessings to
adjure their results through simple movements and words.
Learning Prayers:
Prayers are taught to all followers of the faith. They can be used by any follower with conviction, but their adjuration effects must be fueled by blessings to have any effect.
Boon: (Blessings = 1) A boon is a manifestation of divine favor. It grants the target a measures of good luck during its duration. Once the measure is used, the effect is at an end. A boon will negate an onus, both being negated in the process. This prayer is the minor version of the greater ritual of the same name. |
Comfort: (Blessings = 2) All the effects of current pain, malaise, and exertion are suppressed for the duration of the prayer. Immediately, 5 points of fatigue damage is healed along with 1 level of incapacitation and all effects of fear or horror are dispelled. All such effects are resisted with a +1 for the duration. This prayer is the minor version of the greater ritual of the same name. |
Guidance: (Blessings = 10) The adjurer seeks to make the most beneficial decision, given a set, known number of options. The answer will be quick, in the form of some sort of vision, omen, or sign appropriate to the faith. The adjurer must make an INT check to interpret the answer, otherwise it will be unclear. If a follower begins to rely heavily on guidance (more than once per day) the deity may refuse to answer, or impose penalties. This prayer is the minor version of the greater ritual of the same name. |
Inspiration: (Blessings = 5) The target gains +2 CS on a chosen ability (attribute, skill, etc.) for the duration. The specific ability need not be specified when adjured, the target gets to choose according to their need within the duration. Once the specific ability the adjustment is to be applied to is chosen, it cannot change. This prayer is the minor version of the greater ritual of the same name. |
Onus: (Blessings = 5) An onus represents a deity’s displeasure and animosity directed at the target. The target must make a WPR check or become afflicted with three (3) measures of the Bad Luck to be used against them within the duration. Once the uses of bad luck are used, the onus is at an end. An onus prayer will negate a blessing prayer, both being negated in the process. This prayer is the minor version of the greater ritual of the same name. |
Test of Grace: (Blessings = 1) For the duration, the adjurer gains an INT check for any action they are contemplating or performing to determine if it or its result will lead to transgression. This prayer is the minor version of the greater ritual of the same name. |
Vigil: (Blessings = 2) This grants a certain measure of divine awareness for the target. The surprise checks made any time within the duration of the effect is made as if the target had Danger Sense. If the target already possesses the trait, the check is made with a +4 bonus. This prayer is the minor version of the greater ritual of the same name. |
Kinecism is about how things manifest and change materially. There
is the obvious, simple material form of a being or object, subject to
the direction of conscious volition but also to the seeming random
chaos of their environment. Underlying this expression of kinecism is a
natural force which binds the flow and movement of all things together
so that at every instant, all things affect all other things.
Most milieus will be strongly oriented towards the material world,
employing the results of technological and social advancement. Most
beings understand this, they are beings of material and form and think
firstly in terms of material solutions – nearly all interaction between
things occurs on this level of perception. Knowledge and technology
often advance to a point where there is little need for faith, magic,
or psychic development. Technology works the same for all users, it is
the great leveling for all beings – no specific understanding or
insight is needed in order to work a technological item – only
knowledge which exists independent of aptitude.
Underlying life and all of creation is movement. In a material sense
all things must interact, and this interaction is accomplished
fundamentally by physical movement – even still items move at a
microcosmic level. Independent of physical movement and volition is an
inevitable set of processes which run without will, direction, or
oversight. Within the seeming chaos of the cosmos, this natural order
abounds. This creates a form of energy catalyzing transitions of
physical state from one form to another, exchanging energy, creating,
destroying, constantly processing through time and space. The order
within this flow is governed by chi. Through knowledge of chi, a living
being can find stillness. From these quiet places, the movement and
press of waking life can be observed in order to stretch or compress
activity and to charge or drain energy, to restore or to harm.
Chi represents a character’s pool of power
from which they draw energy to manifest kinetic powers. It is not
merely physical power or electrical power, but a different power all
together. Chi leverages how targets relate to and between one another
in both physical and mental ways, with the most control exerted in how
a practitioner’s body relates to the immediate world around them. It is
based on aptitude, but also relies on the physical state of the user,
especially the stamina and health for achieving a harmony which
maximizes control.
Normally, chi powers are developed through the discipline of Quigong (detailed elsewhere).
However, characters can learn to tap into these cornerstone powers
unconsciously. Cornerstone powers are the most fundamental and
intuitive of chi powers, usable by any character with a 4 kinetic
aptitude. These are tapped through kinetic faculty trait, while those with discipline and focus (and less aptitude) may achieve the same feats
through intense practice and study in other forms.
Kinetic Aptitude rating times five, puls Health & Stamina Attributes
(Kientic Apt. x 5) + HLT + STA
Spent chi is recovered at a rate equal to the character’s aptitude
per hour, regardless of any physical exertions or state of rest.
Effects such as meditation may alter this.
Recovery rates of zero, caused by low aptitude or other conditions, return
one point of chi per 2 hours. A negative rate increases the hours it takes to recover one point of chi by 1 per negative point.
Cornerstone powers are the fundamentals of chi, the most basic and core effects.
They are enacted spending chi. Cornerstone powers take no AM to enact. They apply
only to a single check that must be declared when the power is used.
Power | Cost | Description/Explanation |
Bending | 5 | +1 to sleight of hand, persuade, camouflage, stealth |
Centering | 5 | +1 to orienteering, meditation, survival |
Connecting | 5 | +1 to [mobility], swim, jump, climb |
Fixate | 5 | Draws upon an inner landscape to fixate on a praticular fact or moment; +1 when drawing on knowledge for factual reference (not action) – such as academic or science skills |
Focus | 10 | Impervious to interruption and reduces extended activity to its minimum time, regardless of success degree. |
Free | 10 | Ignore ENC penalties and +4 on any attempt to free themselves from restraint |
Motion | 5 | Concurrent action no penalty, cannot be knocked back |
Power | 5 | +1 CS self/-1 CS to opponent; grapple, fend or melee maneuvers only |
Pull | 5 | Lag a target – only immediate and direct within 5m |
Push | 15 | Target is knocked back; melee, grapple, propel, shoot – the item must have been touched by the chi user |
Sinking | 10 | Any result gains a +1 RS |
Swift | 10 | Snap Action without the penalty – only immediate and direct |
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 mana a character may manipulate this energy, causing
ripples and waves in the water or vibrations and tears through the weaves.
The practice of magic is a rigorous, methodical endeavor. It relies on
the convergence of mathematical application with abstract symbolism and
mental imagery which the magus must combine and concentrate upon intensely
to ensure the flow of mana to evince a magical effect. Working
magic begins with honing the ability to observe mana.
Mana perceived can then be interacted with, using an occult reserve. The exploration, experimentation and practice is codified into methodologies,
allowing the magus a means of control by way of structured rules, formulae, and abilities.
Magical formulae are imprinted in the magus’s Occult Reservoir
to be invoked in a technique appropriate to the methodology they relate to, powered
by mana from the magus.
Methodologies are the formalized, structured practices, knowledge
and concepts behind a specific approach to magic. They are the primary
means through which magi wield magic, allowing them to implement
formulae. Each methodology encompasses a specific approach to magic and
the manipulation of its energy by thought, sound, motion, and other
means. Formulae from one methodology cannot be implemented by means of
another, though there may be formulae with a similar or identical
effect within different methodologies. The most common methodology is Sorcery
– which involves the full range of visual, audial, and mental aspects
in its practice. The sounds employed in working magic are usually words
from specific languages, the knowledge of which is indispensable to a
magus.
Each methodology is a skill
that must be learned. The magus must begin play with a source of
learning. This is can be a named teacher or institutional background
for the milieu or a [novice level] Library trait along with the literacy ability of at least level 4 in the language it is recorded in.
> All methodologies require the magus be proficient in the Mana Sense skill.
The reliance is absolute; A character’s methodology level may never be greater than twice the character’s Mana Sense level.
Maximum Methodology level = Mana Sense level x 2
> All methodologies rely on a foundation of one or more mundane
skills. The magus must possess a level of proficiency in the ability as
dictated by the occult factor
of the formula the magus wishes to implement. A magus that does not meet this requirement cannot implement or learn the formula.
> A magus’ ability is measured in ranks of ability, related to
the power they can wield. This is determined by magic aptitude and
methodology skill level; each methodology is ranked independently. Magi
with a higher magic aptitude achieve ranks faster for their level of
ability. The rank of mastery directly correlates to the rank of formulae the magus may implement.
Rank Name | Apt. 2 | Apt. 3 | Apt. 4 |
---|---|---|---|
Apprentice | Level 1 | Level 1 | Level 1 |
Novice | Level 5 | Level 4 | Level 3 |
Adherent | Level 10 | Level 8 | Level 6 |
Adept | Level 15 | Level 12 | Level 9 |
Master | Level 20 | Level 16 | Level 12 |
Achieving a Higher Rank: There is no specific activity one
must perform to advance in rank; however, institutions or mentors may
require a magus prove themselves worthy of a rank they claim.
Mana is the living energy in all things and is the fuel that powers
magic. Living creatures have more than inanimate objects due to the
energy needed for the conscious expenditure of mana to work magic. The
maximum amount of this energy that a being can possess is known as the
Mana Pool.
> All things have a base quantity of mana based on
aptitude and vitality, which can be augmented; with a minimum mana pool
of 1. one (1).
(Magic Apt. + VIT) x 5, minimum 1
Releasing Potential: There is no limit to a
character’s expenditure in this way.
Gain = CP x Magic Apt. x 2
Training:
> Mana recovers at a rate equal to the character’s Magic Aptitude per hour. This
recovery is regardless of any physical 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 recovers one point of mana every two hours. A negative mana recovery rate increased
the number of hours it takes to recover one (1) point of mana. Example: a
character with a rate of recovery of negative three (-3) recovers one mana
every four (4) hours.
Mana Recovered = Magic Apt./Hour
The occult reservoir engages a distinct part of memory and
concentration on which formulae are imprinted so they can be readily
woven into the greater pattern at will. Normally, only formulae
contained within the Occult Reservoir can be invoked, otherwise they
are indistinct and fail. It is a place of energy set aside which allows
them to constantly focus part of their mind on complex patterns that
integrate the associated effects into the cosmic flow of mana. Like all
knowledge though, magic is stored in deep memory – not lost or
forgotten. This is actively built with the Occult Reserve trait, against which formulae are affixed.
Using: Each formula occupies an amount of space dictated by its
occult factor.
Affixing formulae within it is automatic, but requires the magus to
spend time in study upon the formulae for an uninterrupted amount of
time equal to the formulae’s occult factor in hours. Removing formulae is accomplished instantaneously.
Formulae are instances of application of methodology to achieve a
specific effect. All formulae are reflect their complexity and power
and directly correlate to the same rank of ability required for a magus to implement the formula. Unless noted, a magus can only learn or implement formulae of their rank of ability or lower.
Formula Rank | Mana Cost |
Occult Factor |
---|---|---|
Apprentice | 5 | 1 |
Novice | 10 | 2 |
Adherent | 15 | 3 |
Adept | 20 | 4 |
Master | 25 | 5 |
> Formulae of a particular rank share a quantifiable measure of difficulty and power.
This is known as the occult factor and used in the following ways:
After obtaining a formula, it must be learned before it may be
invoked – this does not require an expediture of character points. To
do this, the magus must possess anything normally necessary for its
invocation. A formula of higher rank than the magus’s own rank of
ability cannot be learned.
> In addition to the 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.
Time: This is a normal extended activity with a learning
cycle equal to the formulae’s occult factor x 7 days (a week
equivalent), and uses a Reason check. If a recorded medium is used (a
written medium is easier dissemination), the magus must possess a Literacy skill
in the language in which the formula is recorded equal to the occult
factor of the formula in order to understand recorded information.
Any formulae not within the occult reservoir may be remembered
imperfectly when drawn upon. Any time formulae is moved into the occult
reservoir from normal memory, a methodology check is required. If they
attempt to use the formulae based on a failed check later, the
invocation is considered interrupted. A magus may offset by a few
means.
Condition | Formulae for each Methodology |
---|---|
Methodology | One (1) of each rank |
Equipment Trait | One (1) apprentice rank |
Library Trait | One (1) apprentice, novice and adherent rank |
Reason Attribute | One (1) apprentice rank if RSN > 6 |
Studious Trait | One (1) apprentice and novice rank |
A beginning character starts play having learned a number of
formulae dependent upon what may be implemented by rank. This is also
determined by a variety of conditions including skills, traits, attributes, and aptitude.
Formulae may be chosen by whatever method the GM desires, usually
reflecting the source of the learning (e.g. mentor, institution, etc.).
All a magus’s beginning formulae are learned and affixed in their occult reservoir, unless outside their capability.
Formulae granted beyond the character’s ability to learn must be recorded in written form for study later.
Characters possessing a formulae library (trait) of any kind are assumed to have all their beginning formulae recorded in it.
Invocation
is the rote implementation of a formula, allowing the magus to bring
about it’s effects. This requires following a series of steps defined
by the appropriate methodology and formulae that includes any number of
means for harnessing, directing, and focusing magical energies –
possibly involving verbalizations, motions, visualization, and the use
of objects. The steps are codified and largely immutable. This rote
procedure ensures formulae are executed correctly every time. Normally
a formula may only be invoked if it is affixed in the Occult Reservoir.
Failure: Invocations always succeed unless they are interrupted, avoided or resisted by the target.
Stacking: Unless noted, all magic powers conform to the standard rules of stacking multiple similar effects.
Targeting: Magic uses both
pathed and occurrence targeting.
Effects delivered via the touch maneuver (melee ability)
already takes the maneuver AM value into account.
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 [WPR] 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.
Constant: Any level of constant disruption such as
encumbrance, insanity, or adverse environmental conditions
requires a methodology check at the outset of invocation, with a -1 penlty per occult factor of the formulae being invoked.
Formulae Label: Spell
Invocation Act: Casting
Mundane Skills: Mathematics, Language
Sorcery is a skill
that uses a combination of words, gestures, and mental imaging to weave
the flows of magic. Practitioners are called sorcerers or simply magus.
Sorcerers invoke formulae called spells through the processes of
casting. Spells include words that must be said, actions that must be
performed, images and patterns that must be visualized, and
calculations that must be made. The natures of these all serve as
guides for the spell’s effects. Sorcery is often seen as a baseline
methodology; it is the thread against which others are compared. This
is the method most associated with
magic and is retold throughout myth and fable. The sorcerous art
requires great feats of mathematical calculations for time and distance
along with spoken word. The magus must possess a level of proficiency
in these skills as dictated by the occult factor of the formula the
magus wishes to cast.
Formulae Name | Mana | Time | Power | Distance | Duration | Volume |
Curling Flash | 5 | 4 AM | ALU x 2 Fire Damage | 50m | Instant | 1 target |
Desireous Candor | 5 | 6 AM | See Description | 50m | ALU x 10 rnds; continuous | 1 target |
Discern Metal | 5 | 2 rnds | See Description | Self | ALU x 10 rnds; continuous | 1 target |
Dragging Mist | 5 | 4 AM | ALU x 10 ENC | 50m | 10 rnds; continuous | 1 target |
Flame Hand | 5 | 2 AM | ALU x 2 fire damage | Touch | Instant | 1 target |
Guarded Repose | 5 | 6 AM | See Description | Touch | ALU x 1 hr; continuous | 1 target |
Hear Afar | 5 | 6 AM | 100m radius | Self | ALU x 10 rnds; continuous | 1 target |
Know When the Stillness Ends | 5 | 2 rnds | See Description | Touch | ALU x 1 day; continuous | 1 target |
Locate the Weave | 5 | 6 AM | 10m radius | Self | ALU x 10 rnds; continuous | Self |
Minor Resolve | 5 | 2 rnds | +1 WPR Bonus | Touch | ALU x 1 hr; continuous | 1 target |
Minor Weakness | 5 | 6 AM | -1 MUS Penalty | 50m | ALU x 1 rnd; continuous | 1 target |
Mist Spike | 5 | 4 AM | ALU x 2 Piercing Damage | 50m | Instant | 1 target |
Preserve Plant Sample | 5 | 2 rnds | Vegetable Matter | Touch | ALU x 1 day; continuous | 1 target |
Pumice Shield | 5 | 6 AM | ALU x 5 AR | Touch | 1 hr; continuous | 1 target |
Refresh | 5 | 6 AM | ALU x 5 Fatigue | Touch | Instant | 1 target |
Scouring | 5 | 6 AM | See Description | Touch | Instant | 1 target |
Serviceable Repair | 5 | 6 AM | ALU x 5 Structure | Touch | Instant | 1 target |
Sharing Basic Knowledge | 5 | 6 AM | Level 1 | Touch | ALU x 10 rnds; continuous | 1 target |
Sudden Mist | 5 | 6 AM | -4/-2 CS Penalty | Self | 10 rnds; continuous | ALU x 1m radius sphere |
Torchlight | 5 | 6 AM | Full Light; 5m radius | Touch | ALU x 1 hr; continuous | 1 target |
Unnerving Stare | 5 | 6 AM | Panic | 50m | ALU x 1 rnd; continuous | 1 target |
Worm Tooth | 5 | 6 AM | ALU x 1 Fatigue Damage | 50m | Instant | 1 target |
Formulae Name | Mana | Time | Power | Distance | Duration | Volume |
Archer’s Boon | 10 | 2 rnds | Double’s Range | Touch | ALU x 1 hr; continuous | 1 target |
Basalt Shield | 10 | 6 AM | ALU x 10 AR | Touch | 1 hr; continuous | 1 target |
Beckon the Dead Voice | 10 | 2 rnds | 1 month | Touch | ALU x 10 rnds; continuous | 1 target |
Beguiling Voice | 10 | 6 AM | Charm | 50m | ALU x 10 rnds; continuous | 1 target |
Burning Words | 10 | 6 AM | See Description | Touch | ALU x 1 hr; continuous | 1 target |
Collapsing Knives | 10 | 6 AM | ALU x 1 Slash Damage | 50m | 10 rnds; continuous | 1 target |
Distant Voice | 10 | 2 rnds | 1km radius | Self | ALU x 1 hr; continuous | 1 target |
Favored Tool | 10 | 2 rnds | +1 CS Bonus | Touch | ALU x 1 hr; continuous | 1 target |
Flickering Flames | 10 | 6 AM | ALU x 1 Fire Damage | Touch | 1 hr; continuous | 1 target |
Frightful Eyes | 10 | 6 AM | Fright | 50m | ALU x 1 rnd; continuous | 10 targets |
Hazy Visage | 10 | 6 AM | -2 CS penalty to attackers | 50m | ALU x 1 rnd; continuous | 1 target |
Hone the Edge | 10 | 2 rnds | +2 Base Damage | Touch | ALU x 1 hr; continuous | 1 target |
Leaden Force | 10 | 6 AM | Doubles ENC | 50m | ALU x 10 rnds; continuous | 1 target |
Lesser Recovery | 10 | 6 AM | ALU x 2 Resilience | Touch | Instant | 1 target |
Periaptery | 10 | 24 hours | Apprentice Spell | Touch | Permanent | 1 target |
Searing Dart | 10 | 4 AM | ALU x 5 Fire Damage | 50m | Instant | 1 target |
Shackling Fog | 10 | 6 AM | ALU x 5 ENC | 50m | 10 rnds; continuous | 10m radius sphere |
Shunned Tool | 10 | 6 AM | -2 CS penalty | 50m | ALU x 1 rnd; continuous | 1 target |
Smokey Lungs | 10 | 2 rnds | See Description | Touch | ALU x 1 hr; continuous | 1 target |
Soften the Steel | 10 | 6 AM | -2 base Damage | 50m | ALU x 1 rnd; continuous | 1 target |
Steadfast is the Shield | 10 | 2 rnds | Doubles AR | Touch | ALU x 1 hr; continuous | 1 target |
Touch of Composition | 10 | 2 rnds | Composition | Touch | Instant | 1 target |
Touch of Identity | 10 | 2 rnds | Identity | Touch | Instant | 1 target |
Touch of Operation | 10 | 2 rnds | Operation | Touch | Instant | 1 target |
Formulae Name | Mana | Time | Power | Distance | Duration | Volume |
Attention of the Many | 15 | 6 AM | Fascination | 50m | ALU x 10 rnds; continuous | 10 targets |
Collapsing Blades | 15 | 6 AM | ALU x 2 Slashing Damage | 50m | 10 rnds; continuous | 1 target |
Contorted Countenance | 15 | 6 AM | Shock | 50m | ALU x 1 rnd; continuous | 1 target |
Granite Shield | 15 | 6 AM | ALU x 20 AR | Touch | 1 hr; continuous | 1 target |
Mass Refresh | 15 | 6 AM | ALU x 5 Fatigue | Touch | Instant | 10m radius sphere |
Obsidian Shield | 15 | 6 AM | ALU x 2 AV | Touch | 1 hr; continuous | 1 target |
Razor Wind | 15 | 6 AM | ALU x 5 Slash Damage | 50m | Instant | 10m radius sphere |
Recovery | 15 | 6 AM | ALU x 5 Resilience | Touch | Instant | 1 target |
Rigid Arm | 15 | 6 AM | Dominant Limb | 50m | ALU x 10 rnds; continuous | 1 target |
Shielding Flames | 15 | 6 AM | ALU x 2 Fire Damage | Touch | 1 hr; continuous | 1 target |
Sightless Eyes | 15 | 6 AM | Sight | 50m | ALU x 1 rnd; continuous | 10 targets |
Watchful Hound | 15 | 2 rnds | See Description | Self | ALU x 1 hr; continuous | 10m radius sphere |
Watery Lungs | 15 | 2 rnds | See Description | Touch | ALU x 1 hr; continuous | 1 target |
Formulae Name | Mana | Time | Power | Distance | Duration | Volume |
Animate Lesser Earthen Guardian | 20 | 6 AM | See Description | 50m | ALU x 10 rnds; continuous | 1 target |
Crystal Conveyance | 20 | 6 AM | 1 km | Self | Instant | 1 target |
Feather Pack | 20 | 2 rnds | Halves ENC | Touch | ALU x 1 hr; continuous | 1 target |
Gossamer Sheath | 20 | 6 AM | ALU x 1 Resilience | Touch | 10 rnds; continuous | 1 target |
Phantom Chains | 20 | 6 AM | See Description | 50m | ALU x 1 rnd; continuous | 1 target |
Strength of the Herd | 20 | 2 rnds | +4 MUS | Self | ALU x 10 rnds; continuous | 10m radius sphere |
Termination of Desire | 20 | 6 AM | -8 CS WPR penalty | 50m | ALU x 1 rnd; continuous | 1 target |
Formulae Name | Mana | Time | Power | Distance | Duration | Volume |
Animate Greater Earthen Guardian | 40 | 6 AM | See Description | 50m | ALU x 10 rnds; continuous | 1 target |
Calcification of the Flesh | 25 | 6 AM | See Description | 50m | ALU x 10 rnds; continuous | 1 target |
Collapse of the Craven | 25 | 6 AM | Dread | 50m | ALU x 1 rnd; continuous | 10 targets |
Crystal Lens of the Mind | 25 | 6 AM | See Description | 50m | ALU x 10 rnds; continuous | 1 target |
Immolation | 50 | 6 AM | ALU x 20 Fire Damage | 1km | 10 rnds; discrete | 10m radius sphere |
Isolated Conflagration | 25 | 6 AM | ALU x 20 Fire Damage | 50m | 10 rnds; discrete | 1m radius sphere |
Mass Recovery | 25 | 6 AM | ALU x 5 Resilience | Touch | Instant | 10m radius sphere |
Obsidian Rain | 35 | 6 AM | ALU x 10 Slashing Damage | 1km | 10 rnds; discrete | 10m radius sphere |
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).
This creates a simple periapt, grafting an
apprentice spell to an object. The magus who casts this must make a
Sorcery check in order to succeed, -1 RS penalty for each magic
aptitude they have less than 4. If successful, the caster grafts twice
the mana to cast the grafted spell on the target, permanently removing
it from their total. The points of each are based on the spell the
caster immediately follows this spell with – which must be held in
their own Occult Reservoir. The fetish confers a +1 ALU when the caster
casts the spell grafted to it; but only when the fetish is held or worn
by the caster. A fetish made this way only benefits the maker. Only a
single spell per item can be grafted this way. A magus can only benefit
from a number of periapt’s equal to the highest occult factor they may
achieve.
The caster cannot be interrupted during the casting, otherwise the
spell fails. Additionally, the spell can only be cast in a ‘clean room’
– a room cleansed of all other influences. No other person may have
been the last to handle any object or touch any surface of the room.
The fetish must be cleansed and laid upon a clean surface along with
the materials of the spell. No others may have been the last to touch
any materials or items used in the spell during the last month or
equivalent period. If not, the sorcery check made when the spell is
complete suffers a – 1 RS penalty. The cost of the preparation and
cleansing materials should roughly be equal to the mana of the grafted
spells multiplied by the normal starting currency of the milieu.
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).
The character is skilled in the magical arts such as sorcery. Some
aptitude is required to wield any magical powers beyond those simply
triggered by mana and/or condition. Magi focus on occult powers and
lore. Complex magical powers like sorcery require mathematics and
complex expressions in addition to the ability to visualize the flow of
mana using the mana sense skill. A magus will also have good knowledge
of occult lore and other related knowledge of flora and fauna.
Knowledge is key to the magus and there are many area to specialize in,
depending on the setting. Earned CP usually goes to core lores, mana
sense, math and magical disciplines like sorcery as well as expanding
their occult reservoir. Abilities which help them find and translate
magical lore into usable formula are also important, so they can make
use of found objects and materials.
Core Magic Related Terminology
(Template: Basic Magus [Fantasy])
The
magus is a man of magic. They have little room for other pursuits, and
their early life is devoted completely to the art. They understand the
flows of mana and each has studied to gain powers both practical and
some suited more towards their own goals.
Species Reference: Human (Size: 10)
(Remaining CP = 4)
Faith = 0 / Kinetic = 0
/ Magic = 4 / Psychic = 0
Attribute | Value | Adj. |
Coordination | 3 | |
Reactions | 3 | |
Health | 4 | |
Vitality | 6 | +1 CS |
Muscle | 3 | |
Stamina | 3 | |
Reason | 6 | +1 CS |
Sanity | 6 | +1 CS |
Charisma | 4 | |
Willpower | 4 | |
Intuition | 4 | |
Perception | 4 |
Core:
Language (4; primary), Mobility [Type] (native at +X)
Other:
Literacy (3), Lore: Occult (1), Mana Sense (3), Mathematics (3), Meditation (1), Sorcery (3)
Library (1), Occult Reserve (2)
Base Resilience | 60 [not incl. toughness or other modifiers] |
* Characters
with a kinetic aptitude of less than 3 will be limited to the easiest
and most simplistic forms of weaponry. They run the risk of suffering
from disability penalties in choosing skills or items that rely on kinetic aptitude. Some of these can be offset by acquiring
quality weapons/items with facets that reduce the requirement.
The magus will start with the normal accompanyment
of spells for his abilities. Because they have the library trait, all
of their spells are assumed to be part of a spell library, recorded for
easy reference later.
Apprentice: 1 by rank, 1 for library
Novice: 1 by rank, 1 for library
Adherent: 1 by library (cannot learn yet)
A magus may have many items to augment their abilities. These are
fairly readily available in most settings, and expected as part of a
repitoire than the archetype of a magus represents. Nearly any ability,
skill, power or efffect can be harnessed by magic, to some degree.
There are also common simple items, which are rudimentary to the craft
of the magus and appear in nearly every milieu and setting in some
form.
Crystal of Reserve: (scarce) This enhances the possessor’s Occult Reservoir by a point when held or worn.
Glyph of Self: (easy) Every magus has a unique
symbol that is theirs alone. Often these are inscribed on an amulet,
small tablet or mirror and used to center the magus in their process of
meditation, granting a +1 bonus when studied to start meditation.
Orb of the Craft: (rare) This device is attuned to the flow of magical events in the setting of the magus.
In gazing into its depths, its plays out the lore, stories and knowledge of magical happenings.
Such a process takes an hour, but the gazer gains +1 on their check for occult lore.
Stone of Power: (common) This item grants the possessor extra mana as if they had spent a single CP to enhance their mana pool.
Talisman of Revealing: (uncommon) This grants the possessor +1 on Mana Sense checks when held or worn.
Most items will have to be purchased, though some can be created and some acquired
using traits.
The equipment trait, in addition to the formal mundane items it grants, represents additional
starting items unique to the magus archetype. A single Periapt
will be granted to the starting magus. Additionally, the GM may grant some mundane items of use
directly related to their craft – and perhaps a Glyph of Self.
Items of real impact are typically expensive to create. Other items, which leverage mundane effects and
and skills can be come by or created more easily. Magi often study the natural world,
learning and creating items around such things as
Lores and Botany;
often building libraries of reference work (with bonuses in using) to go with them.
Using: Where not govered specifically by the item, substances
can be hidden and splashed at short range, employed effectively 1m away
from finger tips; or hurled in a container – either way using the propel skill.
Overview: Fetishes are material object which enhance a magi’s
magical capabilities. Fetishes take many forms, technically even
chemical and herbal reagents are fetishes of a sorts. These material
items serve to focus, channel, and store the energies and powers of
magic. The common fetishes of a magus are typically utilitarian items –
a walking stick, a hat, a stave, or robe. It is because these items are
part of a common outfit that they are so iconic as fetishes as well.
Materials: The crafting of materials and items that will
become fetishes can be done by anyone, however the more durable a
wizard wishes it to be, the more specialized the materials and
craftsmanship tend to be. How these crafting particulars affect the
final item’s outcome do not affect the basics of the fetish and how it
works. Placing fetish powers upon a device requires nothing special in
the way of materials or crafting process. In addition to the item
itself, it often requires a clean work space – this in turn requires
time and materials to keep clean.
Creating: The spell of Periaptery
can create simple, low powered fetishes which grant an ALU bonus to a single spell.
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: William Altman (past designer), Mario Kundzins |
Project Mgmt: | Kelly Berger |
Web Work: | Kelly Berger |
Media & Art: | Direction – Kelly Berger & Tara Flannery (past) Artists – Various Consultation/Assistance: Larry Dobson |
Legal Mgmt: | William J. Altman (past) |
Testing: | Beta 3 – Version 1: Kelly Berger, William J. Altman, Lamont Glass, Charlie Grenier, Steven Grenier, Morgan Nunley, Keigan Craig, Kiana Brown, Jesse Moran, Corey Cordray, Larry Dobson, Mario Kundzins |
Marketing: | Direction – Kelly Berger Management – |
Early Design: (Original) Kelly Berger, Larry Dobson, Jim Aske, Lamont Glass; Creative Consultant: Eric Swanson
Early Testing: (Alpha – Beta 2) Kelly Berger, Jim Aske, Larry James, Kelly Royal, Tom and Marcia Royal, Eric Swanson, Lamont
Glass, Sean Drew, Dave Grenier, L.J. Corpuz II, Theresa and Trevor Smith, William
Altman, Raoul St. Pierre, Erin Carriger, Troy Lancaster, Colin Booth, Avram Maslan, Mike St. Pierre, Mari
Michelson-Hubbell, James C. Alley, Charlie Grenier, Steven Grenier.
The following people strode a long the path with me, testing worlds and concepts even before Incarna was an
idea: Eric “The Equalizing” Swanson, William “The Poisoner” Altman, Matthew (Wait, he’s undead, right?) Burke,
Marcus “Atta-boy!” Chapman, Mario (I’ll come back and kill you all!) Kundzins, Richard Deitel,
L.J. Corpuz II, David “Scorcher” Kouchi, Raoul “The Incorrigible” St. Pierre,
Aaron (I spring my reverse bungee cord!) Cole, David (whoa Bobbo!) Caine, Christi Cuellar, Weston Drumheller, Brian
(serf’s up!) Schorr, Thad (Was that evil?) Berger, Jamie (I will break you,
little girlie man) Newitt, Lamont “Sister” Glass, Sean “El Sieve” (Take it
in the head for the team!) Drew… and Glen, Rick, & Eric K from ‘the early days’ (’78-’82)
and finally Mike Ball for all the bizarre & amazing game adventures and inspiration.
I apologize to any others who I may have missed – so much ground to cover.