XRPG
advanced role playing game system
Chris Fleming 1997©
Preliminary
Matter
Rules
Appendix

Preliminary

  This master section serves as explanation for and introduction to this game. The preface section is not entirely important for you to read, but the later sections are important if you want to understand how the ideas and information are presented and organized. I recommend that you read the primers if you plan on learning this game and I recommend that you read the section on campaign specifications if you plan on running a new campaign.

Preface

What is This?

  This is a role playing game system, a set of rules that forms the structure of a role playing game. If you don't know what a RPG is you should go here. A game system is like the laws of nature and physics. It determines the outcome of the player's actions. What would happen if one character tried to strike another or intimidate him? What happens when a character falls off of a building? A gaming system such as this one is used to answer these questions and to do much more. This system is reasonably advanced in use. I designed it to handle any genre or scenario and to do it better than any other game. It is usually what you would refer to as an universal system like GURPSTM, FuzionTM and the like. But I try to keep the mechanics smooth and useful as any game made for a specific setting.

License

Open Publication License
Draft v0.4, 8 June 1999
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    Proper form for an incorporation by reference is as follows:

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    Commercial redistribution of Open Publication-licensed material is permitted.

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How You Can Contribute


  Just please keep in mind that this is just a role playing game system, and there is a lot of role playing information that may not be relevant. I am also a fairly picky person, and I may not incorporate your ideas. So don't feel bad if I don't accept them. However, I do encourage the addition of side projects to provide free settings, worlds, and adventures for this game.

Credits

Creator & Maintainer
Chris Fleming
6527 Old Shell Rd #54
Mobile, AL, USA
chris_fleming@zebra.net
cfleming@salug.org
Play Testers

  Current versions of this game will be maintained around the net at the following locations.

Editor's Rants

  I have been a role-player for a while. Like most people, I started with Dungeons and DragonsTM and I had fun. But as I grew older I progressed to different games and different systems. I never really thought about the systems when I was younger, but one day out of fascination with comic books I purchased the second edition boxed set of DC HeroesTM Role-playing Game. I was in middle school then and it took me a while to figure out how to play it. It was very different than most systems I had played. But after I had mastered it, it became more than just the comic book characters. I was surprised at how well the mechanics of the game worked. I had never realized how important the system is to the game. A good system is of profound importance to a good role playing game. It shapes the universe in which the characters live. It affects the way you play on the most basic level.

Self-consistency--a plausible internal logic--is a quality required in science fiction and fantasy. If you're going to have a willing suspension of disbelief on the part of the reader or player, you can't keep reminding him that your only guiding principle is caprice.

Jon Freeman

  I continued to play other titles with friends, though I didn't like being constricted by archaic systems that feel like they have directly evolved from D&DTM. I've collected a good many systems over the years. Some systems are short and sweet, but their scope is to small; they are prepared to simulate very little in the world. Other systems are very comprehensive, but require tables of data to use. And even these monsters of complexity falter in places.

There are many role playing game systems - they all suck. All systems fail somewhere, some seemingly fail everywhere.

  I wasn't satisfied with any of the role playing games I owned nor any of the material on the Internet. So for personal purposes I started this project. And what you see before you is the product of years of research, comprehension, imagination, and hard work. At present time I am always adding and changing in order to climb the slow ladder to perfection. I wanted a game to be large in size and cover just about everything but orderly structured and very systematic. I wanted it to be realistic in nature yet simple and fast. I wanted something fun that can handle any genre and any character. I wanted the game that could do anything and do it the best. But most of all I want perfection, and this game will continue to evolve and change until I am satisfied. And I want others to be satisfied as well. My gift to the world, is that no one will ever have to do this again.

I am attempting nothing short of my humble perception of elegant perfection. I do not think this game will ever be truly finished, only better than it was yesterday. Never satisfied, only appeased.

  I am a physics student and I have a good grasp for numbers, I am not stating this to assert any superiority, but so that you may understand my interests in a technically sound system. My ideal system would be one that balances realism and power with simplicity. Above all, I will make sure that my game is always credible in the number sense. If someone gets shot in the head, they should die, without any special rule and without any application of common sense. But I do find a great pleasure when I am able reduce the numbers down to a symmetric, concise, and foremost simplistic result. I believe that at its present state this game is very easy to use and extremely scalable, but I find the largest prohibiter to be in actually learning the game and understanding its concepts. Though after learned, it plays like glass.

  I do not think that this game will ever become mainstream to young players, unless it is packaged with some fantastic setting or perhaps pornographic fantasy art. But I do believe that advanced gamers and intelligent new gamers will in the least respect this system.

This system is for intended for advanced gamers. My definition of an advanced gamer is one that can perform basic high school algebra. Perhaps even less. Either way, I don't intend on making you use it. If you question your intelligence, take this simple test. Let X be equal to 4. Roll 1DX.
Virtues to Attain
Occam's Razor
"Everything should be made as simple as possible, but not simpler." Einstein
Quick and simple calculations
Never having to use a calculator while playing. I'm not against complexity, as you will see if you read the rest of this game, but this game is intended for use by humans, and humans can manipulate integers much faster than floating point numbers and we can add and subtract much faster than we can multiply and divide.
No Hacked Rules
No derived attributes. No unnecessary algerbra. No ugly rules that seem ill-fitting and are nothing but unpleasing logic and math.
Swift yet fulfilling gameplay
Combat should play like a quick game of chess. Many options, lots of strategy, and plenty of anticipation and anxiety, but no waiting nor complex series of procedures.
Symmetry and Agreement
All rules should flow in a logical and concise order. Rules should be well organized, consistent, and symmetric. Rules should make sense and even be obvious. The system should maintain an almost self-sustaining axiomic quality. This will allow gamers to remember as little as possible, taken that they only comprehend the basics.
A single task resolution system
But not limited by simplicity. One that incredibly functional - I believe that this has been achieved with the feat roll and feat chains.
Modularity and configurability
Much of the system should be dissectable as possible, allowing the GM as much freedom as she wants. Many options should be given to allow her to tailor the system to fit her needs.
Truely Universal
A system that does it all, and does it better than any other system. How many systems claim to be universal, and yet how many are able to handle both mortals and demi-gods with an unyielding grace? All power levels should be handled well; humans, legends, and deities. And you should be able to apply the system to any situation that arises, and have it work to perfection.

My Recommended Games

  I made this game to do it all and do it all better than anything else, but if you don't like it, I encourage you to find a system that suits your needs. These are my favorite games.

1st Blood of HeroesTM
  Blood of heroes is actually a game based on the system Mayfair used for their DCTM Comics RPG. It has symmetric attributes, an exponential number scale, and a bizarre, open ended task resolution design. It is not perfect, but it makes a very powerful and very complete system that can handle the likes of all the DCTM comic book characters.
  After DCH had died at the printers (thanks Detective Comics), a small company of nice individuals popped up out of the wood work and licensed the abandoned system, later coined MEGS for Mayfair's Exponential Game System. So BoH and DCH are the same game, minus the super-hero write-ups.
  Pulsar Games Inc, being the nice fellows they are, have decided to incorporate many of the useful additions from the net into an supplemental source book as well.

Pulsar Games Inc.TM
www.PulsarGamesInc.com

DC Heroes RPG FAQ
http://www.w3.one.net/~joshdm/dch.html

2nd TorgTM out of print
  Torg is a grand old game. Its features include a number scale, a slick open ended task resolution design, an odd magic system, and the "drama deck". Torg was supported by many world books and made for some nice adventuring.

West End Games®
West End Games®, RR 3 Box 2345, Honesdale, PA 18431
www.westendgames.org

3rd GURPS®
  If you want a system with resources for every setting imaginable, look no further. Steve Jackson Games makes GURPS books for everything. They even made translations of the popular White Wolf titles. And their books get updated regularly as well.

Steve Jackson Games
Steve Jackson Games Inc.
www.sjgames.com
White Wolf publishing is a trademark of them self.

Style Convention

  There is quite a bit of organization to this document. I have tried to maintain a strict set of style conventions, for the sake of clarity.

Organization

  As this document is primarily maintained in hypertext format, there are no page divisions. This entire document is one long page, and I plan to keep it this way. However, there is a great deal of organization within this document. The following is a sample of how this document is organized. All of the sections are hyper linked.

Sample Sheet
Master Section
Primary Section
Secondary Section
Tertiary Section
Primary Subsection
Secondary Subsection
Major Division
Minor Division
Writing
Reference

  Within the writing of this game the first, second, and third persons are all referred to, and they all take on separate meaning as to whom they refer. I find that it is difficult for me to maintain this discipline, so please, as always, inform me of any errors.

I first person, singular
Myself the writer.
We first person, plural
Refers to myself, the writer, and you the reader.
You second person, singular
The reader, GM or player. Someone attempting to learn this game.
He masculine
The masculine third person refers to the player.
She feminine
The feminine third person refers to the GM.
It neuter
It may refer to abilities, but other things as well.
They third person, plural
The plural third person refers to the character or characters in general.
Caster, Attacker
The character who is using a power, attacking, or acting upon someone else.
Target
The character who is acted upon.
Examples

  Within paragraphs, examples are written in italics. This is an example of an example. It's not hard to comprehend.

Glossary
Costs
Base Cost
Different abilities have different costs. There are two types of cost, base cost and factor cost. When an ability provides new function to the character, that other character may not have, that ability will carry a base cost. A base cost is like a one time fee, it must be payed off first, before any amount of the ability can be purchased.
Factor Cost
Some abilities are purchased in amounts. These abilities will have a factor cost. The factor cost is the cost to purchase one unit of the ability. Several units of ability can be purchased for several times the factor cost.
Formating Abilities
Ability Modifiers

  Modifiers change the quality and cost of an ability. A modifier will be followed by a Cost: X%. When a modifier is placed on an ability, you are to multiply the cost that you would normally pay for that modifier by the modifier percentage. When you have multiple percentages, each percentage is multiplied by the normal cost.

  There are many modifiers listed locally for speeds, skills, and especially special abilities. Often times you may want to use a modifier intended for something else to get the desired effect that you want. There is no rule that does not permit that.

Sub Ability
Sub abilities are parts of abilities. When abilities are modular, the sub ability will have its own separate function that is usually included in the entire ability. However, sub abilities allow you to purchase only parts of the entire ability. Sub abilities will be followed by a Sub Cost: X%. When multiple sub abilities are toggled, the percentages are summed, not multiplied like modifiers.
Numbers
Character Points
this game runs on the idea that all characters begin with a set amount of character points to spend and mold the character into a unique persona that is "equal" to all other player's characters. Character Points are used to purchase attributes, advantages, powers, and abilities. Extra character points are gotten from taking on drawbacks and character development.
Character Point Base
how many character points the player begins with to create the character. In this game, different aspects of the character, such as strength and skill, are purchased with character points; much like a car is purchased with money. And just like cars, not all characters may be created equally. The character point base is good measurement of potential.
Character Point Pool
the character's current amount of character points that the player may spend to enhance the character. The amount of character points the character has at any one time can be referred to being in a character point pool, or pool of character points from which the character draws on to "grow". After character creation is done, the character may have a few extra character points left over for later growth.
Values
In this game the term "values" describes real world measurements like kilograms, seconds, and meters. Most values in this game are presented in the metric system. The imperial system is for morons.
Units
a unit is an arbitrary unit of measurement that is used to measure distance, weight, and time. Units also measure attributes, special abilities, and even weapons. When a character has a physical power of 7, that character has 7 units of physical power. When units are added and subtracted I use the notation of "u", as in 5u + 6u. But when values are added and subtracted, I use the notation of "v", as in 5v + 6v. You will see the difference between adding a unit and adding a value later.
d
when an attribute is placed after the lowercase italicized letter 'd', that signifies that the stat is an addition or modifier and is to be added to the base attribute. For instance: a POW 8 with a +2dPOW would equal a POW 10. In this game, all stat modifiers are added in before rolls are made.

Primers

  This is a vast and complex system. It is very hard to just dive into. Therefore I have written these primers to prepare you from the hell that lies ahead, I mean to present some of the ideas that this system runs on.

Character Constructs

  What goes in to the mechanical aspect of making a character? I most games it is their attributes, occupation, race, skills, and spells.

  This game is a bit different. You have to consider the character's attributes, speeds, sensory, skills, vantages, and special abilities.

Attributes
The attributes provide a similar role as in other games. The attributes provide the basic fundamentals of the character's physical, mental, and spiritual aspects. The attributes are used in the most basic activities and interactions.
Speeds
In this game, a character is rated in their speed for every terrain that they can travel over, i.e. land, sea, and air. In an average role playing game, a character's speed is an attribute or is derived from the attributes.
Sensory
The sensory covers the character's 5 or more senses, sight, smell, hear, touch, taste, and other senses that humans do not have.
Skills
Skills are abilities that are learned through training. Skills are split up into three kinds: knowledge skills, skills abilities, and proficiencies.
Knowledge Skills
Knowledge skills are those of a mnemonic nature. Those skills that anyone can learn with given time an memorization. They include the character's general amount of knowledge, the languages they know, and locations they are familiar with.
Skill Abilities
Skill abilities are unique abilities that must be learned with training and exercise. Skill abilities would include the ability to make a bomb, the ability to pick a lock, and the ability to use a computer.
Proficiencies
Proficiencies apply to abilities that everyone has, but the character can perform much better than they normally would be able to, because of special training and experience.
Vantages
Vantages are story elements that influence the character in an indirect manner. Vantages include things like the character's wealth or political status. Because they are story related, some GM's may decide to leave story related items in the story and not use vantages.
Special Abilities
Special abilities include all the miscellaneous abilities that are just weird. Things like the ability to breath underwater or a third arm.

  And last there are the ability modifiers. These are effects that are placed on the ability to alter it.

Ability Based System

  In this system, characters are described by their abilities. The ability to run, the ability to think quickly . . . All abilities have a particular function. They all serve a unique purpose.

  Abilities are either absolute or relative.

Absolute Abilities
Absolute abilities are the easiest to understand. The character either possesses them or they do not. Absolute can not be measured with numbers. An example of an absolute ability would be Impervious to Fire, this ability is simply on or off; it does not protect the character from an amount of fire but all fire, even an infinite amount of fire.
Relative Abilities
Relative abilities are a bit more complicated, they have a magnitude associated with them. The character possesses a certain amount of the ability. The ability is measured with a number, it's magnitude. An example of a relative ability would be Protection from Fire: 5, this ability would protect the character from a Fire: 5.
Ability Modifiers

  Often times a certain ability is defined within this text, but the player or GM may have something else in mind. Luckily, abilities are flexible. But even if they weren't, I suppose you could always home brew your own specialized abilities.

Sub Ability
Sometimes an ability may have far too much function than is needed for the character. The character may only require a small part of the ability. To lower the scope of the ability, sub abilities are purchased instead of the entire ability. Sub abilities have a fraction of the functionality of the entire function. For example, if the Literacy ability contained the functions of both reading and writing, Read could be a sub ability of Literacy.
Ability Modifier
Ability modifiers alter the actual function of the ability. Some make the ability better, these modifiers are considered to be bonuses; and some make the ability worse, these modifiers are considered to be limits. For example, if the ability Morph allowed the character to metamorphosize into anything, Limit to Animals could be a limiting modifier that would only allow the character morph into animals.
Ability Definition

  It is important that you realize that the material in this game does not make up a shopping list of all abilities for your characters. In the following section there are a great many diverse (function wise) abilities that are highly customizable, but this is by no means the answer to all of your needs. There are only few real requirements for any special ability.

Cost

  After the ability is figured out, the GM should determine how much it should cost. This should be based on its objective qualities and not subjective ramifications of the setting or the ability's appeal. Comparing the ability to the many listed in this book should serve as a good reference as well.

Use
Action Type
The dice mechanic used when performing this ability, this may be determined by what attribute(s), if any, the ability is based on.
Toggle
How the ability is turned on and off.
Moment
The moment of an ability determines how long this activity takes to complete. This will be described in more detail here.
Effects

Point Based System

  In this game, character creation is much like purchasing a computer or car. You have a certain amount of money to spend, and plenty of options choose from. The money you have to spend in creating a character is called character points, sometimes abbreviated "CP". The options that you buy are the actual abilities of the character. Every player starts with a set amount of character points and purchases all of the individual abilities that will comprise his character.

  All abilities cost a certain amount of character points. There are two types of costs: base costs and factor costs.

Base Cost
The base cost is the first cost to be payed off to purchase the ability. The base cost is a one time cost that is usually associated with absolute abilities and relative abilities that give new function that the character would not normally possess. For instance, Run, the ability to travel over land, would not have a base cost, because it's function is normally possessed by most characters. Even a paraplegic can squirm across the ground. However, Fly the ability to travel through atmosphere, would have a base cost associated with it, because it is not normally possessed by most characters.
Factor Cost
A factor cost is only used in the case of relative abilities. Purchasing an amount of relative ability is like purchasing gallons of gas. Purchasing 5 gallons of gas at 1$ per gallon will cost 5 gallons × 1 $/gallon = 5 $. Purchasing a Fire: 5 with a factor cost of 10 will cost 5 × 10 = 50.
Cost Modifiers
Sub Cost
Because sub abilities only offer a portion of the ability, the cost of the sub ability is only a portion of the full cost. All sub abilities cost a percentage of the full ability. When purchasing a sub ability, simply multiply the percentage by the full cost to get the sub cost. For instance, a base cost of 50, and a sub cost of 50% would yield a new cost of 50 × .50 = 25.
Mod Cost
Ability modifiers will also change the cost of an ability. They have a percentage associated with them as well. Bonus modifiers make the ability better and cost more; the percentage associated with them will be greater than 100%. Limiting modifiers make the ability worse and cost less; the percentages associated with them will be less than 100%. To purchase the modified ability, simply multiply the percentage with the normal cost to find the new cost.
Problems with point based systems

Where do you draw the line?

  In point based systems you pay for your character. You pay for his abilities. But it can be difficult to decide what is a part of the character and what is not. In some game systems you are asked to even pay for weapons that the character possesses, but I disagree. Either way, there are many other complications that can show up. Many times, advantages and disadvantages can belong more to the story line and to the GM than the actual character. Other problems can also arise. Therefore the GM should set his preferences early on, so problems will not occur.

  If you need more information on this topic, just visit rec.games.frp.misc and post "What do you think about the Arch-enemy drawback?" This question pops up at least once every couple of months.

Character Points in Flux

  Problems can arise that appear to be confusing when using a point based system. This can happen when a players abilities are variable. We will take the case of a full conversion cyborg.

  The only human parts on a full conversion cyborg are their brain and spinal chord. The physical body is completely interchangeable; therefore it is possible for the character to change body styles and thus change his physical attributes. And from that, the cost of the attributes will. Because of this it would be important to record the total costs for each cyborg body, so you will always know just how many character points the character has in their pool.

CP Debt

  Continuing with our cyborg example, let us explore a new possibility. Suppose that the character did something unexpected to the GM and stole a very powerful cyborg body that the character could not afford to pay for with his pool of character points. Then the character would have negative character points. The character is in character point debt. When a character is in character point debt, they cannot purchase any new abilities. The character cannot raise his skill through experience until he has either payed off the debt by earning new character points or dropped some ability that can be dropped, like the powerful cyborg body.

Drawback Abuse

  In a point based game there is the opportunity to take on disadvantages for extra character points. This can often lead to abuse, where a character will take on too many drawbacks and get too many character points. That is why you should be very anal about allowing disadvantages or anti-abilities. There are certain times when you should disallow these.

Campaign Specifications

  In an ideal world this would not be necessary, but if you don't restrict the purchasing of your players nothing will stop player characters from becoming unimaginative gods. It is important to restrict the characters in several ways. You must restrict how much the players can purchase, what abilities the players can purchase, and how much individual ability the player can purchase.

Available Abilities

  It is important that the GM announce what abilities are and are not available before character creation begins. The players should know their options ahead of time so that they may better from an idea of their character. Magic powers are only available in a magical setting, science skills are only available in a technologically advanced setting, . . . Just use common sense.

Maximum Status

  The GM must also decide just how powerful he will allow the player characters to be. The first step to this is by limiting how high any one ability can be. The maximum status is the greatest magnitude allowed for an ability; and generally players shouldn't try push their abilities this high. In fact, few, if any, abilities should be at this level.

Average attributes, for the range of power that the characters are in, are usually 2 or 3 less than the max stat. The max stat applies differently to sensory abilities and speeds. The maximum speed is usually around 6 or 7 less than the max stat, and the average speed is 1 less than that. Though, in all fairness, I would recommend you use common sense over arbitrary numbers.

The GM should note that having multiple maximum attributes within the same class is impossible for a character, i.e. physically, mentally, spiritually. Obtaining a maximum attribute, requires good genes and training so intense that other extreme conditioning within the same class is not possible.

Base Character Point

  The most important limitation imposed upon all characters is how many character points they will have to spend on their character. How large will the base character point pool be?

  Deciding the base character point pool and max stat is easy. The GM simply chooses the power level the characters are to be at. The power level is simply a description of the potential ability of all characters at that level. The power level will generate the characters maximum status, maximum proficiency, and base character point pool. The base CP pool can be either a flat number or a random amount that varies between 80 and 125% of that, 75% + 5D10% in dice terms. The GM should decide if all characters are to be potentially equal or each have a random amount of CP.

Base Character Point Pool
Power Level Max Stat Max Proficiency Flat Base Random Base
Human Ordinary 9 3 1400 1050 + 7D10 × 10
Human Extraordinary 10 4 1600 1200 + 8D10 × 10
Human Extreme 11 5 1800 1350 + 9D10 × 10
Mock-Real 12 6 2000 1500 + 10D10 × 10
Munchkin X X-6 bonus 200(X-2) 150(X-2) + (X-2)D10 × 10
Android, Cyborg
If you are making any android/cyborg character or any character with no spiritual status, then you will have (max stat - 2)×5 less character points in your pool. This character cannot be affected by emotions or magical influence. The character may seem to be intelligent, and may even observe himself and his own 'thinking', but there is no "I am".
Automatons
Automatons are made in a similar fashion, but automatons also have no mental power, mental integrity, or mental endurance. So, their character pool is -(statmax - 2)×8. This character can not be affected by emotions or even psionics. This character is a robot, his choices are limited to the constraints of his programming. I do not recommend this type of character. No one should have to play a non-thinking robot.
Ethereal, Ghost
Also a ethereal or ghost like character can be made without physical stats with (statmax - 2)×5 less character points in your pool. Unfortunately, without the aid of special abilities, this character cannot affect or contact the physical world, but only view it. I do not recommend this type of character.
General Solution
Any character type that lacks N number of attributes will have (stat max - 2)×N less character points in their base character point pool.
Spending Restrictions

  It may also be a good idea for the GM to require or limit the spending of different types of abilities to a certain number in order to guide character creation to the GM's vision.

Matter

  This master section contains all of the material needed to create a character. All of the constructs that go into making a character, as well as some suggestions to measuring the character's alignment and identification as well, are included.

  However some of the information referred to may not make complete sense unless you have delved into the actual rules. It is my suggestion that the rules be read as necessary. But you should not be too worried. The amount of rules you need to read in order to understand this section is only a few pages.

Ability Modifiers

  Ability modifiers are special side effects that are placed on abilities to alter their function to some degree. Modifiers that improve an ability will also make the ability cost more. Modifiers that hinder an ability will make the ability cost less. There are many modifiers presented here, but they are not all applicable to every ability. You should use some intelligent judgment when selecting ability modifiers. It is also the case that a modifier should not allow more ability than intended - that would cost extra.

  All ability modifiers have a cost modifier associated with them in the form of Y%. This percentage is multiplied by the normal cost of the ability to figure the modified cost of the ability.

Control

Unconscious Control Cost: 70%
the character does not control the functioning of the power, it just seems to function on its own, independent of the users need.
Unpredictable Cost: 75%
the power has a 50% chance of working.
Usable by Others Cost: 125%
The power can be transferred to another character's control.
Usable on Others Cost: 125%
A power that cannot be normally used on others can now be used on others by magical or mental means.
Effect

Combination

  When multiple abilities are combined into a single power and the result is a much better power than either two separated, the result is a positive combination. The damages and effects are not doubled, but the effects are combined.

  When multiple powers are fixed in such a fashion that one power cannot be used without another, and this limits the powers, the powers are negatively combined.

Continuous Cost: 80%
The ability is always active.
Invisible Effects Cost: 115%
the effects of the power are not visible. In certain circumstances this power bonus is either useless or absurd. But with some powers, this can be a very useful power bonus. For instance, with a fireball spell, this bonus would be useful. The fireball would be invisible, thus hard to dodge if you didn't know it was coming.
Permanent Cost: 500%
The effects of the ability are permanent
Phased Cost: 125%
this power is not limited to the normal constraints of the material dimension. The power can now affect any thing, which exists in any subspace that shares the same locality of the character's subspace. For example, a normal fireball could now affect a character that is a 2d shadow or even a shapeless specter.
Stun Cost: 50%

  The ability cannot damage, only stun or shock.

Vampire

  What ever effect is dealt on the target, the opposite of that effect is dealt on the user. The user cannot initially defend. So, a magic fire ball could heal a user if it damaged the target, and a healing spell would transfer the damage of the target to the caster.

Venom Cost: 300%

  The effects of the ability compound continuously, decreasing by one unit each turn. So a sticky fire ball that initially did 4 points of damage, would do 3 points of damage the next turn and 2 points of damage the next . . .

Endurance

Endurance Limit

An ability can be made where it can be used endlessly without need of rest, or where it can only be used once before the character's entire endurance is exhausted. Any desired effect that lies inbetween should have a cost modifier that also lies in between.

Drain Cost: 50%
with each use of the power, the units of power attack the users endurance, possibly causing actual damage as opposed to mere exhaustion.
Locus

Increased Moment Cost: 95%

  The ability takes one additional unit of time to prepare for. If the ability already takes a certain amount of time to activate, add the units of time from this drawback to that time, instead of just adding the values. This drawback can be placed on an ability multiple times, each time will increase the charging time by one unit. Most abilities have a preparation of 7, one application of this modifier would increase that to an 8.

  This drawback is useful in the case of spells that must be sung or read aloud, performed with ritual or dance, or any activity that takes more time than one action.

Eye Contact Cost: 95%
the power requires eye contact to function. This power is most suitable for spells and psi-powers and is not allowed to be placed on powers that it will not hamper.
Faith Cost: 75%

  The use of the power requires a faith roll. The faith roll is a basic SP feat with the difficulty being the impossibility of the effect. The more unbelievable and spectacular the effect, the harder it is to do.

Effect Difficulty
Healing a minor ailment, summoning rain 3
Healing an incurable disease, summoning lightning 6
Resurrecting the dead, parting the sea 9
Trigger Cost: 90%

  For the ability to function there must exist some triggering event. Multiple layers of 'Trigger' can be placed on an ability for an even lower frequency of occurrence and shorter period of the event, for more drawback pay.

Layers of Trigger Cost Modification Example Event
Trigger × 1 90% Emergency Situation
Trigger × 2 81% Night xor Day only
Trigger × 3 72.9% Full Moon
Trigger × 4 65.61% Solar Eclipse
Magnitude

Alter Magnitude

  The magnitude of the ability can be increased or decreased 1d. This should only be applied to abilities without factor costs.

Fixed Magnitude Cost: 90%
The ability can only be used at a fixed setting.
Overloading Cost: 300%

  Overloading is the ability to increase the power of an ability by expending more endurance energy. Normally, a character can perform an ability at n units less than full magnitude for their endurance + n in seconds. However, an ability that is overloaded n units can only be performed for their endurance - n in seconds.

  So a character could possibly overload an ability magnitude to + their endurance for one second and pass out from fatigue.

Range

Diminishing Effect Cost: 80%
For every unit the ability travels, the ability is decreased one unit in magnitude. So, the ability weakens over range. This drawback is only applicable to projectiles and such.
Fixed Range Cost: 95%
The power is limited to a preselected range and span.
Range Limit

  The abilities range can be increased to a seemingly unlimited distance, or decreased to physical contact.

Miscellaneous

After Shock Cost: 80%
the power's effects do not manifest until about an hour after the power is used.
Back-Fire Cost: 65%
the power has a 50% chance of backfiring on the user. This limitation cannot be placed on a non-offensive power.
Indirect Aim Cost: 115%
the power affects the target indirectly from the user. This allows the character to attack the target even if a wall is between them. A spell that causes a lightning bolt to come down from the sky and not from the caster, would be an example of indirect aim.
One-way Shield Cost: 150%
the character now has the ability to "cheat" the rules and attack through his own shield.
Personal Immunity Cost: 110%
the character's power can never affect himself.
Scope
Similarity Cost: 50%
The ability is similar to another ability the character owns, so the character really isn't buying two unique abilities. This modifier can only be placed on the cheaper of the abilities, the most expensive ability must be payed for in full. This modifier is useful in the case of vehicle construction where vehicles are heavily stocked with weapons.
Layers of Similarity Cost Example
Similarity × 1 50% The abilities fulfill the same role, but in slightly different ways that may prove useful in a few instances. For example: a tank might have a cannon and a flamethrower.
Similarity × 2 25% The ability adds no real advantage. For example: a tank might have a cannon and a .50 machinegun.
Similarity × 3 12.5% The abilities are pretty much the same thing. For example: a tank could just have 2 .50 machineguns.
Simultaneous Cost: 135%
the power can be use simultaneously with any other action without the normal penalty constraints. This is normally purchased for action toggling powers.
Triggered Detonation Cost: 110%
the character can set the power like a bomb to detonate at a specific time or after a specific event.

Attributes

  The primary stats of the character. They are used in combat and most all character interaction.

  Most game use attributes based on function alone. The standard attributes: strength, dexterity, constitution, intelligence, and charisma are all very different. But you could say that charisma and intelligence are different than the other attributes, because they are attributes that cannot be physically measured. You could say that strength, dexterity, and constitution belong to the physical class, while intelligence and charisma belong to the non-physical class. The attributes in this system are divided into three classes: physical, mental, and spiritual.

physical

  The physical class describes the physical aspects of the character that directly affect the physical world. Attributes that are used when swinging a sword or dodging a bullet. They are the most commonly used stats when fighting. The physical class of man represents the character's physical body, their entire physical existence, except the thinking portion of the brain.

  In the game, these will be the attributes you will use when in combat.

Attributes Dexterity Skill Power Integrity Endurance
Physical Physical Dexterity Physical Skill Physical Power Physical Integrity Physical Endurance
Mental Mental Dexterity Mental Skill Mental Power Mental Integrity Mental Endurance
Spiritual Spiritual Dexterity Spiritual Skill Spiritual Power Spiritual Integrity Spiritual Endurance
mental

  The mental class describes the intellect and reasoning ability of the character. This is not the character's consciousness or self awareness but the computer like logic of the brain. These attributes are used when remembering a fact or solving a puzzle. The mental nature of man represents the cold unfeeling rational of the thinking brain; a mental tool, but not the character himself.

  In the game, these will be the attributes you will use when using skills and knowledge.

Attributes Dexterity Skill Power Integrity Endurance
Physical Physical Dexterity Physical Skill Physical Power Physical Integrity Physical Endurance
Mental Mental Dexterity Mental Skill Mental Power Mental Integrity Mental Endurance
Spiritual Spiritual Dexterity Spiritual Skill Spiritual Power Spiritual Integrity Spiritual Endurance
spiritual

  The spiritual side of man represents his spirit and spiritual mind. Not magic, but the higher portion of the mind, the super conscious if you will. I don't want to get into a discussion of philosophy here, but the mechanical aspect that comes from this is the character's ability to influence and his psychic, chi, and magic or supernatural powers.

  In the game, these will be the attributes you will use when casting spells, using psychic powers, and charming.

Attributes Dexterity Skill Power Integrity Endurance
Physical Physical Dexterity Physical Skill Physical Power Physical Integrity Physical Endurance
Mental Mental Dexterity Mental Skill Mental Power Mental Integrity Mental Endurance
Spiritual Spiritual Dexterity Spiritual Skill Spiritual Power Spiritual Integrity Spiritual Endurance

  As you can see there is a second grouping to the attributes. Dexterity, skill, power, integrity, and endurance are all generic functions, they are the basic attribute archetypes. Each class has an attribute that will take on one of the functions.

I should note, that although you have probably never seen it, the idea of attribute symmetry is not unique to this game. I did not invent this idea, nor could I tell you who did. It is more of an evolved thing that is rarely used. But the most advanced use of attribute symmetry prior to this was probably in DCH, which was first published way back in '87 or something. DCH had the same three classes, but three archetype functions, and attributes were used very differently, in fact most of them weren't used.

Dexterity

(DEX) The dexterity function measure the character's quickness and reaction time, the measure of the character's reflexes. These attributes determine if the character gets initiative in battle or not.

Attributes Dexterity Skill Power Integrity Endurance
Physical Physical Dexterity Physical Skill Physical Power Physical Integrity Physical Endurance
Mental Mental Dexterity Mental Skill Mental Power Mental Integrity Mental Endurance
Spiritual Spiritual Dexterity Spiritual Skill Spiritual Power Spiritual Integrity Spiritual Endurance
Physical Dexterity (PD)
Physical dexterity measures hand to hand speed and overall quickness. It is used when throwing a punch quickly, hastily drawing a gun, or dodging a blast fast enough. A character with high physical dexterity is likely to be a quick fighter and get initiative more often and get more attacks in, while a character with low agility is likely to be slower and get less attacks in, unless they take punches.
PD Description
4 The character has the physical dexterity of a sloth.
6 The character has average physical dexterity.
8 The character has the physical dexterity of an athlete. He reacts quickly to most physical stimuli.
10 The character has perfected his physical dexterity to the pentacle of human perfection. He reacts without conscious thought.
15 The character has physical dexterity beyond parallel, he can even react in time to dodge bullet fire.
Mental Dexterity (MD)

  Mental dexterity is not an actual IQ, but a measurement of mental quickness, responsiveness, and sharp thinking.A character with a high mental dexterity is likely to be witty, while a character with a low mental dexterity is likely to be mentally slow.

  When a player is playing a character with a high mental dexterity, the GM should allow the player extra time to make his decisions. For instance, if the character has a mental dexterity of 10 and the player is deciding where to direct his next punch, he should have more time to decide than another player whose character has a mental dexterity of 6. Of course all of this is up to the GM.
MD Description
4 The character is slow to perform common mental tasks; slow to respond.
6 The character has average mental speed.
8 The character can respond quickly to questions and can perform math in his head at a quick pace.
10 The character's mind calculates at blinding speed. Between him and a trained calculator user, he will always win.

Spiritual Dexterity (SD)

  Spiritual dexterity measures the ability to quickly manipulate magical energies. It is used when hastily aiming a spell or spiritually resisting a spell. It is also used when attempting to perform an act of persuasion or intimidation.

  Spiritual dexterity is the quick command of power and influence. A character with a high spiritual dexterity can influence with a surpassing frequency.

Skill

(SKL) The skill function measure a character's accuracy and coordination. These attributes are used in strike and evasion actions to determine how well the blow or dodge was made.

Attributes Dexterity Skill Power Integrity Endurance
Physical Physical Dexterity Physical Skill Physical Power Physical Integrity Physical Endurance
Mental Mental Dexterity Mental Skill Mental Power Mental Integrity Mental Endurance
Spiritual Spiritual Dexterity Spiritual Skill Spiritual Power Spiritual Integrity Spiritual Endurance
Physical Skill (PS)
Physical Skill measures the character's physical prowess, balance, coordination, and precision. It is used when aiming a punch or gun. A character with high physical skill is likely to be able to pick up any sport, while a character with a low physical skill is likely to be clumsy.
PS Description
4 The character has poor balance and is down right clumsy.
6 The character has average balance and physical skill.
8 The character has the balance of an acrobat and the coordination of juggler.
10 The character has impeccable physical skill. He is able to walk a high wire, while juggling, effortlessly.
Mental Skill (MS)
Mental Skill measures the character's ability to think in an ordered manner. The mental skill attribute is commonly used in feats such as memory checks and solving riddles. A character with a high mental skill is likely to have an aptitude for math, while a character with a low mental skill may be cixelsyd, I mean dyslexic.
MS Description
4 The character suffers from dyslexia, is bad at math, and has a difficult time expressing himself
6 The character is of average intelligence.
8 The character has a high IQ and has an aptitude for math, logic, and computers.
Spiritual Skill (SS)

  Spiritual skill measures the ability to focus and control magical energies. It is the skill of influence that is used when aiming a spell or spiritually evading a spell. It is also used when attempting to perform an act of persuasion or intimidation.

  Spiritual skill is not the ability nor power to influence and use supernatural power, but it is the knowledge of it's working. The understanding of "I" and of the forces used.

Power

(POW) The power function measures raw strength. The ability to lift heavy weight and inflict great damage in attacks. On the universal table they are measured in kg, but no one can lift heavy weight with their MPor SP unless they have first purchased some telekinetic power.

Attributes Dexterity Skill Power Integrity Endurance
Physical Physical Dexterity Physical Skill Physical Power Physical Integrity Physical Endurance
Mental Mental Dexterity Mental Skill Mental Power Mental Integrity Mental Endurance
Spiritual Spiritual Dexterity Spiritual Skill Spiritual Power Spiritual Integrity Spiritual Endurance
Physical Power (PP)

  Physical power is the measurement of the character's muscular strength. A character can lift weight equal to the character's physical power value in kg. He can carry half that amount at half speed.

When an aerodynamic, balanced object is thrown
Physical Power - Mass = Effect: distance, initial speed, approximate initial damage

Mental Power (MP)
A character's mental power is used to overcome most stress and pain. A character's mental power is also a good measure of determination. A character with a high mental power is likely to put maximum effort into everything he does, while a character with a low MP is likely to expend less energy and give up easily.
Spiritual Power (SP)

  Spiritual power is the maximum damage that can be done with any magical attack. It is also used when determining how much the character's presence can affect others when intimidating or persuading.

  The character's spiritual power is a pure measurement of the realization and the consciousness of the "I" within him. A character with a high spiritual power will impact and influence those around them. There is power behind his thoughts and desires. And, unfortunately, this can also lead to egotism, pride, and conceit. A character without a strong spiritual power has less power to influence.

Integrity

(INT) The integrity function measures resistance to damage and capacity for damage.

Attributes Dexterity Skill Power Integrity Endurance
Physical Physical Dexterity Physical Skill Physical Power Physical Integrity Physical Endurance
Mental Mental Dexterity Mental Skill Mental Power Mental Integrity Mental Endurance
Spiritual Spiritual Dexterity Spiritual Skill Spiritual Power Spiritual Integrity Spiritual Endurance
Physical Integrity (PI)
The physical integrity attribute measures how well the character can take physical damage such as getting hit with a baseball bat, or getting burned by fire, or even getting shot with a gun.
Damage capacity Sub Cost: 50%
How much damage can be taken, but not how resistant the character is.
Resistance Sub Cost: 50%
how resistant the character is to damage, but not how much damage he can take.
Penetration Resistance Sub Cost: 12.5%
how resistant the character is to attacks that penetrate such as knives and guns.

  • relative bodies for various substances
  • PI Object
    5 Average Human
    6 Trained Athlete
    7 Extraordinary Human
    Poor Concrete
    8 Quartz
    Glass
    9 Aluminum
    10 Brass
    11 Copper
    14 Steel
    18 Tungsten
    Mental Integrity (MI)
    A character's mental integrity attribute is used when dealing with the stress of daily life. A character with a high mental integrity can deal with tremendous stress at his job and at home without going insane, but a high mental integrity will not give a character determination as WILL does.
    Damage capacity Sub Cost: 50%
    how much damage can be taken, but not how resistant the character is.
    Resistance Sub Cost: 50%
    how resistant the character is to damage, but not how much damage he can take.
    Spiritual Integrity (SI)

      The spiritual integrity attribute is used when resisting spells and coping with harsh emotional distress.

      Spiritual Integrity is the ultimate measure of confidence and individuality. A character with a large spiritual integrity will not easily be swayed by the influence of others. Character's with low spiritual integrities can be manipulated like sheep.

    Damage capacity Sub Cost: 50%
    how much damage can be taken, but not how resistant the character is.
    Resistance Sub Cost: 50%
    how resistant the character is to damage, but not how much damage he can take.

    Endurance

    (END) The endurance function represents how long a character can push his abilities before fatigue. And, endurance acts as a character's resistance and capacity for disease and non combat related damages.

    Attributes Dexterity Skill Power Integrity Endurance
    Physical Physical Dexterity Physical Skill Physical Power Physical Integrity Physical Endurance
    Mental Mental Dexterity Mental Skill Mental Power Mental Integrity Mental Endurance
    Spiritual Spiritual Dexterity Spiritual Skill Spiritual Power Spiritual Integrity Spiritual Endurance
    Physical Endurance (PE)
    Physical endurance is used when sprinting or doing any physical activity that pushes the limit. It also a value of how long a character can hold their breath under water. It can be damaged by physical disease and sickness.
    Resist Fatigue Sub Cost: 30%
    Resist Disease Sub Cost: 20%
    Physical Endurance Capacity Sub Cost: 50%
    Sleep Time Sub Cost: 10%
    Hold breath Sub Cost: 10%
    Mental Endurance (ME)
    Mental endurance is used when pushing mental concentration to the limit. Mental Endurance may also represent the character's attention span and memory ability. Even a character with the highest MP is limited by a low mental endurance. It can be damaged by chronic psychological disease, and lack of rest.
    Spiritual Endurance (SE)

      Spiritual endurance is used when performing powerful arcane magic or long exhausting rituals. It can be damaged by "drain" spells or soul stealing magic.

      Spiritual Endurance is a good measurement of a character's strength of convictions. A character who suffers from spiritual endurance damage over a prolonged amount of time is vulnerable to depression and will feel like giving up.

    Speeds

      Speeds are purchased separately for each terrain, i.e. land speed, air speed, sea speed. So, each individual speed must be tended to, as you would with the individual attributes. All speeds have a value of meters per second.

    Unit Math Normal Math
    Time = Distance - Velocity Time = Distance ÷ Velocity
    Distance = Velocity + Time Distance = Velocity × Time
    Velocity = Distance - Time Velocity = Distance ÷ Time
    Speed Table

    units m/s kmph mph
    0 1 3.6 2.24
    1 2 7.2 4.47
    2 4 14.4 8.95
    3 8 28.8 17.90
    4 16 57.6 35.79
    5 32 115.2 71.58
    6 64 230.4 143.16
    7 128 460.8 286.33
    8 256 921.6 572.66
    9 512 1743.2 1145.31
    10 1024 3686.4 2290.62

    Acceleration advanced

      Acceleration is used when characters are changing velocity, like taking off from rest or stopping. I usually don't recommend going so far into detail, but sometimes the situation may require an exact answer. And when playing with mechs and vehicles, stuff like this is considered fun.

    Unit Math Normal Math
    Time = Velocity - Acceleration Time = Velocity ÷ Acceleration
    Velocity = Acceleration + Time Velocity = Acceleration × Time
    Acceleration = Velocity - Time Acceleration = Velocity ÷ Time

      The character's maximum acceleration is equal to half his velocity, or in units the velocity minus one. So by using the previous equations you can see that the time it takes to reach full speed is 2 seconds. The distance covered is equal to his velocity; more detail is put into calculating the distance in a later section.

      However it is much easier to stop than to take off; the character can decelerate at twice that or equal to his velocity. So from the equations you can see that it takes only 1 second to decelerate to rest. The distance covered is equal to half the velocity.

    Unit Math Normal Math
    time velocity distance velocity distance
    1 sec speed-1 speed-2 ½speed ¼speed
    2 sec speed speed speed speed

      And for those of us who want to know what is happening in that initial second of acceleration from rest, I present this table. I find that this system works best not with grid paper, nor hex mapping, but a simple piece of string marked at 1, 2, 4, 8, and 16 meters, or any amount of units convenient to the size of the scale.

    Run Acceleration
    Limited by Friction

      Accelerating on land requires friction, because if you don't have enough friction you will slip. In fact the acceleration is directly limited by the terrain. If your acceleration becomes limited by the terrain, you may have to recalculate the time it takes to reach full speed.

    Terrain Accelerationmax
    Icy Terrain 0
    Wet Terrain 1
    Sandy Terrain 2
    Good surface 3
    Determining Distance
    The More General Formula

      Determining the distance covered by a character that is accelerating is ugly. That's all I have to say.

    Unit Math
    Distance = (Velocityinitial u + Timeu)v + (Accelerationu + 2×Timeu -1)v
    Real Math
    Distance = Velocityinitial×Time   +   ½Acceleration×Time2

      Under deceleration, the acceleration term in the formula is negative. When accelerating from rest, the initial velocity term is zero.

    Stress from Acceleration

      When a character accelerates to X velocity in one second, there is an amount of stress placed on that character, a physical power X. If the stress of the acceleration overcomes the character's PI, he will pass out.

    Accelerating Curves

      When a character moving at his maximum speed he cannot simply make a 90 degree turn and keep going at full speed. A character is limited in his speed when making a turn, and if he surpasses this limit he will not make the turn he so desired.

    Angle Velocitymax
    45° V-1
    90° V-2
    For a turn made in one second of movement, there is a maximum amount of curvature that can exist in the turn before the character slips. The angle stated in the table is not for a sharp turn, but the total angle made from the original direction in that one second.

    All of these velocities require maximum acceleration: watch out for slipping.

    Atmospheric Resistance

      In the atmosphere, a certain amount of resistance is put up at high speeds. This resistance is a constant PP that can hinder and even damage the character. The resistance values on this table are for streamlined objects. Numbers in red represent Mach 1, the speed at which sound travels through the substance. The number in blue represents terminal velocity, the maximum velocity of a falling object.

    Speed in units 4 5 6 7 8 9 10 11 12 13 X
    Atmospheric Resistance 1 2 3 4 10 13 16 19 21 24 3X-14
    Water Resistance 2 4 6 8 10 12 28 34 40 46 6X-32

      The most damaging factor of moving through the atmosphere at incredible speeds is not the actual friction from the air, but that when the character has passed the speed of sound, he is compressing the air in front of him rather than cutting through it.

      What is the atmospheric resistant good for? It shows you that cape-wearing heroes that fly faster than a speeding bullet need a high PI or their skin might peel off. What is water resistance good for? It shows you that if you jump out of an airplane over the ocean, it will hurt.

    Sonic Booms

      When character reaches the upper limits of 8 units of speed and beyond in atmosphere, the character causes sonic boom with cone shaped shock waves. This occurs because there is a distortion in the way the air flows around the traveling object. The result is an effect similar to thunder. But a sonic boom will cause more than walls to rattle. Sonic booms will shatter windows and leave your ears ringing, perhaps bleeding.

    Speed Modifiers

    Fast Acceleration Cost: 125%
    The character's acceleration is at +1d
    Instant Acceleration Cost: 200%

      The character can accelerate to full speed in an instant and decelerate from full speed in an instant as well. Normally it takes a character about two seconds to get to full speed, but this character can accelerate near instantaneously. For all numerical purposes, distances traveled should be calculated as if the character never had to accelerate from rest, but started at full speed.

      Another consequence of this is the ability to make ridiculous turns at full speed. The character can simply make a 90 degree turn at full speed. Nothing looks so bizarre.

      Stress from accelerating by a person with instantaneous acceleration is + 1.

    Slow Acceleration Cost: 80%
    The character's acceleration is at -1d

    Speeds

    Dig

      Digging or traveling through loose soil. Hard soil will reduce this speed. To find the speed at which the character can dig through a substance, subtract the resistance, or PI, of the substance from the character's units of DIG.

    Speed = DIG - PI

    Substance PI
    Sand 3
    Dirt 4
    Hard Soil 5
    Concrete 7
    Stone 8
    Flight

      Flying through the atmosphere. Possible explanations include telekinesis, gravity manipulation, and winged flight.

    Low Ceiling Cost: 80%
    The character can only achieve a maximum altitude of the character's units of flight.
    Can't Hover Cost: 75%
    The character can fly, but they cannot fly in one place. They must always remain moving horizontally or they will stall and crash.
    Winged Flight Cost: 80%
    the character utilizes wings to fly and cannot maneuver in tight spaces nor fly with their wings hampered or constricted in any way.
    Glide

      The character has the ability to seamlessly glide through the air. When traveling the character adds their units of height to their units of gliding to determine how far the character can glide. When gliding the character will accelerate to additional units of velocity as he decreases in altitude. Therefore the character must dive, and give up possible potential distance, to increase his velocity. But, the character is still limited to a terminal velocity of 7 units.

    Run

      Running over land; the ability all normal humans have. The human running ability is generally between a 2 and a 3. A RUN of 12 can temporarily run across the surface of water, if the character only weighs around 100 or so kg.

    Jumping Sub Cost: 25%
    At full speed a character can horizontally jump their RUN in m. At rest they can jump their RUN-1 horizontally and their RUN-2 vertically.
    Slide, Skate, Roll Cost: 125%
    After the character has accelerated up to speed, the character has the ability to continue traveling at the velocity without effort. But unless the character expends additional effort he can only travel in a linear path and will not stop doing so.
    Space Travel

      Traveling in the vacuum of space. This speed includes flight at a reduced amount. Just because you can fly in space, does not mean that you can survive there. You must have a high PI (at least 12) or relating power and must not have to breathe regularly.

    No Atmospheric Capabilities Cost: 85%
    the character cannot travel within an atmosphere or under high gravity.
    Swim

      Swimming under water, but does not include breathing underwater, surviving great depths, or overcoming the bens. Human swimming is generally around a 0.

    Skim Cost 60%
    swimming on the surface of water, or depending on the character it maybe walking on the surface of the water.

    Sensory

      As with speed, strength, and smarts, the character's sight and smell must also be measured. Sensory abilities determine how and how well the character can sense his environment. From this the character is able to communicate and locate targets. A lack of good perception will hinder these abilities. Speech is no good to a deaf person and a rifle is no good to a blind person.

      In this game, sensory abilities are an invaluable utility for the characters, but they can also be very involving to understand and use. If you were to run a game where no characters were blind or deaf, had sonar or radar, or had any special sensory abilities at all, you may want to just skip the sensory construct all together and just make the perception check a mental feat of some sort. Because of the complex nature of sensory abilities in general, I consider them to be optional, but they can be very fun to use.

    Communication

      Different animal species will communicate through their best sensory abilities. Human beings for example communicated through vocal language and tone of voice, movement and facial expressions, and, to a lesser degree, pheromones. These all correlate with the human's best sensory abilities: vision, hearing, and smell. If the player is to choose a character of an alien species, he should think about how the character communicates by his sensory abilities. And depending on the species, communication between the races may not be physically possible.

    Defining a Sensory Ability

      As with most other abilities in this system, the sensory ability can be simply described with its name and magnitude. However, senses are very complicated things to represent, so many aspects of the sense are represented in one term.

    Sense
    Spectrum
    The actual name of the sense represents the spectrum that the sense covers. Vision for instance, represents sensing in the visible range of light. Each spectrum has its own factor cost.
    Magnitude
    Determines how well the character can sense. This is a very loaded idea that represents many things.
    Sensitivity
    Sensitivity is a measure of how well the character can detect very subtle events occurring in the sensed spectrum. For instance, A high sensitivity to light would allow the character to see well at night.
    Frequency
    Frequency represents how quickly the character can sense and assimilate the information. For instance, on reason it is exceptionally hard to block gunfire with a sword or other object is because the bullet travels so fast, that it is not even perceived. Given a character with an incredible sense ability, they may be able to perceive the bullet's location.
    Resolution
    Resolution is the measure of detail in the sensory information.
    Affects on Other abilities

      Some abilities, like aiming a gun, require the character to be able to have a sufficient vision (or sonar, etc) sense. If the setting is ill-suited for the character's sense, they may be at a disadvantage.

    Out of Range
    Aiming a gun for example, requires the target to be within the character's range of qualified perception. If the target is at a further distance, the difference between that distance and the character's range is taken as a negative on the accuracy of the aim.
    Poor Quality
    If the GM deems that the character's sense is at too low of a quality to serve some purpose, he may also take negatives. The negatives are equal to the difference in the character's sense magnitude and what is required.
    Low Frequency
    When the character's frequency is too low to perceive some event well, negatives are also taken.
    Blind Attempt
    If the character's sense is pretty much useless, then any attempt at an action that would require that sense would fail with the exception of luck or other aid. In this case, if the GM is even willing to give the blind character a chance she may figure the probability, and make a percentage roll. Just so you can see how you would do this, and why you wouldn't want to, I will solve the most common case of this right here.

      Consider a blind character striking wildly at some target within striking range. To find the probability that the blind character will hit we will construct a sphere around the character that extends equally in all directions to meet the target. So imagine a sphere around the character that is just the right size so that the target is touching that sphere. The probability that the character can hit the area of the target would be the ratio of the area that the target takes up on the surface of the said sphere to the surface area of the sphere. So we would divide the size of the target by the surface area of the sphere. In unit terms, this would be around size - 2×distance - 2, where size is the size of the target (1 unit for a human), and distance is the distance from the character to the target and the radius of the sphere.

      Changes to the obtained unit probability may be occur from the result of area effects, like size and spread out attacks, or if the character knows the general location of the target. If the character can confine the target to half the probability sphere, he may add one unit . . . However, if the character is wrong, he is sure to miss.

      The result should be a negative unit. To make that probability rollable, you would first check the real number that the unit is equivalent to. This will be a decimal number less than 1. Multiply that by 100% to obtain a percentage, and then try and roll under that percent on the percentile dice.

      If the player can roll within this percentage, this only means that the character is striking within the correct direction. A standard attack must still be made. Striking in the right direction is no guarantee for success.

    Acoustic

      Hearing sound vibrations that travel through the air and water with your ears. It cannot be used in space, because of the lack of medium.

    Spectrum of Sound

      The spectrum of sound is determined by the frequency of the sound.

    Ultra hearing Factor Cost: 7 for every 20,000 hertz
    >20,000 hertz. This frequency of this range of sound is far too high for any human to hear, so a sonar version of this perception is a good choice.
    Hearing Factor Cost: 10
    15 to 20,000 hertz. This includes the normal range of hearing for humans and is applicable for any hearing that you are accustomed to. In this spectrum low frequency sounds (such as 15 hertz) cannot really be heard, but they can be felt and their direction or distance cannot be judged. The sonar version of this perception is characterized by repetitive clicks.
    Low Frequency Hearing Factor Cost: 7
    <110 hertz. This frequency of sound is good for communicating, because it travels such a long distance.
    Quality Scale of Sound

    10 Texturing
    the character can now sense the textures of surfaces as if the character was touching them. With the aid of sonar the character can read Braille as easily as you or I can read a normal book.
    9 Definition
    the character can sense three-dimensional shapes with high definition, thus the character can sense small changes in shape. At this point the character can identify the shapes of peoples faces.
    8 Depth
    the character can not only sense the general shape of surface reflections, but the character can fully recognize them in three dimensions and accurately judge distances.
    7 Separating
    when focusing on a particular noise the character can ignore or separate all other noises so they do not interfere with the focused sound.
    6 Shape Recognition
    as sound reflects off of a surface, the character can judge the size of the reflecting object. At this point the character could never be fooled by any form of ventriloquism or artificial sound.
    5 Focusing
    the character can focus in on one or more noises to hear it more clearly.
    4 Octave Sensitive
    the character can distinguish between smaller changes in frequency; the character can hear all octaves within his audible spectrum.
    3 Distance
    the character can determine the distance from which the sound emanated.
    2 Tone Sensitive
    the character can discern between low and high frequencies.
    1 Direction
    the character has a general sense of what direction the sound is coming from.
    0 Noise Sensitive
    the character can only sense noise or silence.
    Sensitivity of Intensity Perception

      The range in units determines how far the character can hear a whisper, about 10 decibels. The average human's range is tens of meters. A quality of 7 can hear a heart beat from close range.

    Other Factors

    Sonar Cost: 150%
    the character emits a certain frequency of sound that echoes off of objects, so the character can locate and perceive them better.
    Overflow Filtering Cost: 125%
    the character has the ability to hear both deafeningly loud sound and quiet whispers at the same time. The character must first have a separating quality of hearing to separate the sound elements. The character receives a +3d to resist sound bang attacks.

    Baro

      Sense of atmospheric pressure. Humans have a very limited form of this sense with their sinus cavities. In space, it obviously registers no pressure.

    Sensitivity Scale of Barometric Sensitivity

    7 Absolute Distinction
    the character can determine his relative altitudes, ocean depths, and whether or not they are within an open or closed space.
    6 Sense Minute Pressure Changes
    oncoming and retreating objects; heavy breathing.
    5 Sense Subtle Pressure Changes
    the opening and closing of doors; ventilation and air flow etc.
    4 Distinctive
    the character can always distinguish the difference between being indoors, outdoors, underground, and high in altitude.
    3 Predict Weather
    through sensing minor pressure changes the character can predict local weather forecasts at a decent ability.
    2 Sense Weather
    the character can determine the relative air pressure and humidity.
    1 Sense Large Weather Changes
    such as a storm front or pressure drop.
    0 Sense Great Pressure
    the character can sense great changes in pressure such as a loss of cabin pressure in an airplane or a great increase in depth while in a submarine.

    Electrosensory

      Electrosensory provides the ability to detect electric and magnetic fields and electrical current. This sense used almost always in an underwater environment, as water (especially salinated water) is a good conductor and air is not. And unlike most other sensory abilities, electrosensory is almost always not passive. Electroreceptive species give off a neural discharge. So, two creatures both using electrosensory can more easily sense each other.

      An animal's nervous system gives off a certain signature in the form of an electric field. So an electroreceptive species can use its specialized abilities to locate an animal's signature. This is mainly used to detect prey and prospective mates. Also the ability to detect magnetic fields provides the electroreceptive species with the ability to detect the north and south poles of the earth and thus the species has an innate sense of direction.

    10
    The character can sense multiple fields in all field strengths simultaneously.
    9
    The character can sense signatures with extreme detail. The character can make clear distinctions between individuals of the same species and the character can sense the target's spiritual power.
    8
    The character can sense signatures with great detail. The character can make clear distinctions between species. The character can sense signatures given off by any smaller animals.
    7
    The character can sense a single field origin in more detail. Thus the character can make a few distinctions between targets with similar intensities. The character can finally sense signatures given off by a large animal's nervous system, human sized or larger.
    6
    The character can sense a few different fields within a small spectrum of field strengths simultaneously. The character can sense any small metal objects lying around.
    5
    The character can focus on a small spectrum of field strengths to only pick up wanted signals. The character can sense any largely metallic materials, like a car or steel beam.
    4
    The character can trace field lines to their respective origin. Thus the character can sense location. The character can sense any small "toy" strength magnets lying around.
    3
    The character can sense the earth's poles.
    2
    The character can determine relative field strength. The character can sense nearby power lines and transistors.
    1
    The character can sense any large, nearby conductors or magnets.
    0
    The character can sense polarity; positive and negative, or north and south.

    Olfactory

      The senses of taste and smell similar abilities; each give a specific flavor to certain molecules found in the air or in food and drink. Typically the sense of smell is superior to that of taste with respect to sensitivity.

    Spectrum of Taste

      The spectrum of taste is determined by the medium through which the substance is tasted.

    Smell Factor Cost: 10
    senses substance through the air, gases and vapors.
    Taste Factor Cost: 7
    senses substance by directly touching large amounts of it, solids and liquids.
    Quality of Taste

    10 Sense Flavorless Substances
    the character can even taste substances that are normally odorless or flavorless such as methane.
    9 Judge Contents
    the character can not only taste all flavors, but recognize and name them.
    8 Ultimate Separation and Distinguishing
    with the right amount of sensitivity the character now has the ability to distinguish all flavors within a sample.
    7 Ultimate Differentiation
    the character now tastes a different flavor for each different molecule.
    6 Tracing
    the character can now trace the trail of smells to their current location.
    5 Total Recognition
    the character can now recognize and identify friends by their scent.
    4 Separation and Distinguishing
    the character can separate his tastes and focus on the more slight and subtle tastes within the sample tasted.
    3 Complex Differentiation
    the character can distinguish between literally thousands of smell types. This allows a more definite identification of sampled substances.
    2 Simple Differentiation
    the character can distinguish between a few different tastes and mixtures of those. This is comparable to the human's sweet, sour, and bitter taste.
    1 Determine Likeability
    the character can only make preferences over what substance pleases him.
    0 Sensitivity
    the character can sense edible and pungent material.
    Sensitivity of Taste

      The sensitivity of the sense of smell is determined by how far the character can sense a trace of pungent material substance.

    Photo

      The perception of electromagnetic radiation as it emitted from and reflected off of objects to perceive color and intensity of light.

    Spectrum of EM Radiation

    The spectrum of EM is determined by the frequency of the radiation.

    Gamma Vision Factor Cost: 5
    this perception will be more useful in a space campaign. It would allow the character to detect many forms of nuclear radiation.
    X-ray Vision Factor Cost: 7
    although this will not provide a well-rounded perception, a radar form of this perception will allow the character to "see" through low-density molecules. This will provide a more advantageous x-ray vision. At a coloring quality of perception the character can distinguish between hard, soft, and white x-rays.
    Ultra-Vision Factor Cost: 10
    The character would have a good form of night vision. With the doors shut and all the lights turned off, the character should still be able to see.
    Vision Factor Cost: 7
    perception of visible light will be the most practical spectrum for most campaigns. This will allow characters to see into the normal range of colors that humans are capable of viewing. This perception will prove useless in darkness, but a radar form of this will give the character a flashlight like ability to brighten everything they see, although this will look extremely conspicuous. A sensitivity higher than that of a humans will provide good moonlight vision.
    Infrared Vision Factor Cost: 10
    in a hot climate this perception will not be very useful, but when the temperature of the environment is lower than that of the temperature of persons and objects, the character will be able to see any living persons that are hotter than the air. This is due to the fact that the hot persons and objects are irradiating infrared radiation.
    Radio Vision Factor Cost: 5
    This perception covers all radio frequencies. This includes those used by television and aircraft. Microwaves are included, cellular phones use them.

      A note on the visible range. The visible range of light is actually very small in comparison to all of the other groupings. Also, the visible range is right on the edge of the ultra-violet and infrared ranges. (The distinction is actually arbitrary.) Therefore I would let it be the case that ultra-vision and infrared vision include standard vision, but with much less distinction between the visible colors red, green, and blue.

    Quality Scale of Photo Reception

    Quality Geometry Reference Resolution & Color Depth
    9 3D the character can now see depth Telescoping the character can zoom into small areas as if he were closer to the event
    8
    7 Focusing the character can focus onto a particular object in order to view it better perhaps the future quality for hi-res theaters
    6 2D Layers The character sees layers of two dimensional images
    5 Object Orienting the character can pick out objects from his vision and identify them better standard computer monitor quality, SVGA
    4
    3 2D the character sees a flat picture Shape Contrasting the character can separate an object from its background the character can sense primary colors
    2
    1 Motion the character can sense that objects are moving blurs of black and white shades
    0 the character can only sense the presence or absence of light

    Other Factors

    Wide Field of Vision Cost: 110%
    the character can see 270° around his head.
    Full Field of Vision Cost: 125%
    the character can see all 360° around his head.
    Microscopic Factor Cost: 1
    the character can magnify a small area of view in order to see more clearly. This is similar to the telescopic focusing, except that microscopic focusing can only be used at very close distances. The microscopic advantage is added separate to the cost of the perception its self. Its magnifying power it equivalent to the amount of units, so a magnification of 10 units is about ×1000.
    Polarized Filtering Cost: 125%
    the character has the ability to see both very bright things and very dim things at the same time. So the character can both look into the sun and see an over passing airplane. The character receives a +3d against light flash attacks.
    Radar Cost: 150%
    the character actually emits a certain wavelength of EM radiation that reflects off of objects that he can actually make shape of the object. This way the character can "see in the dark".
    Ultra Sensitivity Cost: 125%
    the character can see well even under poor conditions. For instance, a character with normal vision would easily be able to see at night under star light.

    Tactile

      Touching with nerve endings and does NOT have a range. This perception covers the sense of contact pressure and vibrations felt through a solid medium. Because the sense of touch has no spectrum or range, the factor cost is set at a base amount and the sensitivity is the amount of units purchased.

    Sensitivity Scale of Touch

    10 Tap Phone Line
    the character's fingers can sense vibrations so light that they can tap a phone line. *note: this will not work with fiber optics.
    9 Locate Movement Through Ground Vibrations
    the character can not only sense moving objects, but the character can now locate them.
    8 Sense Motion Through Ground Vibrations
    The character can sense the motion of any nearby object through the ground.
    7 Sense Large Presence Through Ground Vibrations
    the character can sense the presence of large animals or automobiles moving, through the vibrations they send through the ground.
    6 Read Laser Print
    the character can read anything printed by a laser printer or anything else with a low texture contrast.
    5 Read Ink Print
    The character can read anything written or printed in ink by simply brushing his fingers across the page.
    4 Sense Light Vibrations
    the character can sense light vibrations through touch, such as machinery or electronics.
    3 Read Braille
    the character's texture sense is sensitive enough to easily read and recognize Braille lettering.
    2 Texture Sensitive
    the character is sensitive to changes is textures and can determine minor differences.
    1 Optional Sensory
    the character can sense temperature, humidity, electricity, and contact pressure through touch. The character also has a general sense of equilibrium and the placement of joints.
    0 Pressure Sensitive
    the character can feel when an alien object comes in contact with his body, but the character cannot describe
    Other Factors

    Whiskers Cost: 110%
    the character has long whiskers that extend from his face to prevent collisions and located prey.

    Skills

    Knowledge Skills

      Knowledge skills are the type of skills that every character has. Because they are driven in and are nearly innate, they are not fully dependent on the character's mental faculty. They are not physical or reasoning skills, they are memory abilities, although they do require practice and experience. If new skills could be downloaded into your brain, they would be knowledge skills.

    Communications

    The communications skill is a measure of how diverse the character's communication abilities are. How many languages the character knows, and how fast they can learn a new language.

    Skill Communications
    0 single native language
    1 bilingual
    3 a few related languages
    6 an entire family of languages
    10 all common languages, picks up new languages in just a matter of weeks
    Education (General Knowledge)

    Measures the general level of education received and the general amount of knowledge the character has. This does not directly cover occupational skills.

    Education Studies
    0 No formal education
    2 GED
    3 High school graduate
    4 Junior College graduate
    6 BS
    7 Masters
    9 PhD
    Geographic Knowledge

      A skill used to find local land marks, terrain, addresses, or specifics of a specific area. The character may also be familiar with local inhabitants and their customs. The specific area must be selected with the purchase of the skill, because it will determine the skill's cost, but if the area is rather barren and dull, such as a dessert, the cost can be decreased by the GM. In game this skill is used to make memory checks against the specifics. The difficulty of the specifics is to be determined by the GM.

    Knowledge Area Coverage
    1 City
    2 County
    4 State
    6 Continent
    8 Planet
    10 Solar System
    15 Galaxy

    This skill is used with a standard memory check feat (ME) against the difficulty of the task.

    Memory Task Difficulty
    Popular Land Mark: The Clock Tower Automatic
    Area Type: any mall, hotel, or grocery store 2
    Specific Area: a specific mall, hotel . . . 5
    Hard to find area 8
    Obscure or unknown area 10

    Increase Magnitude Close Familiarity Cost: 125%
    The character knows the terrain well and will receive a +1d to all memory checks.
    Decrease Magnitude Poor Familiarity Cost: 80%
    The character knows the terrain fairly poorly and receives a -1d to all memory checks.

    Skill Abilities

      Skills abilities are skills that the average person is unable to perform without experience. A skill ability must be learned from scratch, because without it the character will usually fail when attempting to perform it. Many skill abilities can be performed by a character that does not possess the skill, with unskilled use, but heavy drawbacks will incur. Skills abilities generally require a feat roll to use. Unless stated, they are considered to be the action type of a SKL feat by default.

    Difficulty
    Difficulty is an abstraction that is measured in units of the said ability. A difficulty is a measurement of how hard it is to perform a given feat. Generally, when a character attempts some feat, it will have a difficulty and the GM must judge the amount of difficulty associated with that specific feat.

    Skill Modifiers

    Decrease Magnitude Poorly Skilled

      The character's skill is below his normal aptitude. He will perform this skill at -1d below the utilized attribute.

    Increase Magnitude Well Skilled

      The character is better at this skill than his regular aptitude would allow. He performs at +1d above the utilized attribute.

    Supernatural Skill

      Basically making a skill supernatural alters the effects of a skill to make it subtly magical. It does not make the character any better at the skill, but it adds for some very interesting side effects and sometimes gives new utility to the skill. Also, the character is able to purchase ungodly levels of the skill, because things no longer have to be explainable. So, for instance a character could buy the escape artist skill at 15 units and could escape from being frozen in a solid block of ice. This is only applicable to physical and mental skills.

    Physical Skills

    Athletics

    Acrobatics

      This skill allows the character to perform both acrobatic and gymnastic stunts including rolls, tumbles, flips, somersaults, and tightrope walk. Swinging from ropes and some tumbling can be performed unskilled with no negatives, but complex maneuvers will incur negatives. Note that not only circus performers have this skill, but most movie stunt men do also. And even fake wrestlers must have a working knowledge of tumbling.

    Climbing

      The character is skilled in climbing, repelling, and the use of climbing equipment. Climbing speed is determined by the character's physical power and weight. Physical Power-weight=maximum opportune climbing speed under ideal conditions. Yet even for extremely strong characters, this ideal climbing speed is limited to RUN -2. *Full climbing gear provides a +3d to skill, but unskilled climbers cannot use climbing gear.

    Climbing Conditions Difficulty -d to speed
    Tree 3 -2
    Cliff 6 -3
    Vertical Cliff 8 -4
    Wall 9 -4
    Sheer Wall 10 -5
    Wet +3 -2
    Ice +5 -3
    Rogue

    Escape Artist

      The ability to escape entanglement such as hand cuffs, rope, or a strait jacket. The character is skilled in untying knots single handily, contorting the body, and popping joints in and out.

    Entanglement Difficulty
    Rope 4
    Tightly bound Rope 5
    Hand Cuffs 7
    Strait Jacket 8
    Chains & Shackles 9
    Forgery

      The art of duplicating signatures, documents and art.

    Skill Task
    5 Athletes Signature
    7 Old currency
    9 Fail safe currency
    Pick Locks

      The skill of unlocking locked locks with the aid of a lock pick, or in some instances a credit card. *This skill does not include the ability to pick electronic locks, the electronics skill is needed for that.

    Skill Task
    5 Door Lock
    6 Dead Bolt
    8 Safe Lock
    9 Vault Lock
    Pick Pockets

      The skill of stealing worn jewelry, wallets, and purses without the knowledge of the victim. The thief must make a physical skill feat against the target's current awareness, i.e. sensory.

    Slight of Hand

      The character is skilled in deceiving vision with quick hands and trickery. This kind of skill is most common in Vegas or on the streets of large cities. This skill will aid the character in cheating during card games and quickly hiding drug paraphernalia from police. This also includes palming.

    Palming Sub Cost: 60%
    The hand is quicker than the eye
    Concealment Sub Cost: 40%
    The skill of hiding small objects on the character's body or in another location.
    Stealth

      Stealth is the skill of sneaking around without getting noticed.

    Prowl Sub Cost: 40%
    Prowling is the basic creeping ability. This skill cannot be used within anyone's direct line of sight, but the prowler must still overcome any nearby persons possible sensory ability with a feat.
    Camouflage Sub Cost: 30%
    The ability to hide.
    Counter Tracking Sub Cost: 15%
    The character covers his trail to prevent tracking. To perform the skill properly the character must reduce speed at least half the rolled feat. The highest roll, of course, will succeed.
    Ditching Sub Cost: 15%
    The ability to loose a tailer

    *Note that daylight and weather will also affect this skill as it affects the sensory ability.

    Skill Task
    5 Dense Terrain
    7 Some Obstructions
    9 Open Terrain

    Mental Skills

    The Arts

    Acting

      Acting covers the ability to disguise one's self as another and to act as another does. It is not necessarily a theatrical skill; a good actor will not make a grand performance, but merely play his role and blend in to the background. In adventures, acting is such an important skill, because it allows the character to blend in with the general public and get out of trouble.

    Artistry

      Artistry covers all the basics of the visual arts field. The character is trained in sketching, painting, sculpting, and other forms of expression.

    Musicality

      The character is trained in the basics of music and their application to a general array of instruments. The character has the ability to record and read sheet music and he can carry a beat.

    Information Science

    Computer Science

      Includes the operation of many popular operating systems such as those made by Microsoft, Apple, and any UNIX variants. This skill reflects the character's proficiency and knowledge of a computer. Anyone can use a computer, but it takes skill to perform some tasks.

      Programming is the ability to create new programs and change or exploit existing programs. The character is likely to be familiar with most popular compiled and scripted languages, and perhaps a few mark up languages.

      Cracking is the skill of exploiting vulnerabilities of securities. The character can cut and paste script kiddies, overflow buffers, create viri, and misspell words with ASCII characters so he can be 3l33t.
      Cracking does NOT give the character the ability to decode encrypted information, unless the encryption is a commonly used (and cracked) scheme or the key is known. The cryptography skill, a very powerful computer, and up to months, even years, of processing time must be used for this rigorous process.

    Operation Difficulty
    GUI using a graphical user interface 3
    CLI using a command line interface 5
    Scripting making interpreted programs and performing difficult operation tasks 7
    Programming creating and modifying binary programs to serve exotic tasks 8
    Cryptography

      The skill of breaking and reading codes, ciphers, and secret languages. The character is able to break most types of codes and encryption, the only question is how long it will take.

    Task Difficulty
    Cipher 3
    Encryption Algorithm 6
    Alien Language 9
    Life Science

    Animal Handling

      The character is fully trained in the capture, handling, and breeding of various animal types.

    Decreased Scope Cost: 50%
    The character is limited to a specific type of animal, like falconry or horse breeding.
    Biology

      The study of life. From the microscopic amoeba to the gargantuan blue whale. The character will be knowledgeable on the processes of life and the habits of living creatures. This skill can be invaluable to gain insight on encountered plants and animals.

    Decreased Scope Cost: 50%
    The character either only has a specialized training or doesn't remember all of that education he doesn't regularly use.
    • Botany
    • Pathology
    • Paleontology
    • Zoology
    Medical Science

      Medical science covers the ability to diagnose and treat physical ailment. The character must make a feat for every process of the task. Mental Skill feats need to be made to understand and solve the problem, mental endurance feats should be made to remember all the information having to do with the illness and its treatment, and if necessary, even physical skill feats may have to be made for surgery.

      The character does not have to purchase all of the medical science skill, but unlike most skills, medical science cannot be broken into sub skills. You can, however, purchase specialties that only have a portion of the skill.

    Specialty Cost
    Medicine pharmaceutics, herbal medicine 60%
    Therapy PT, acupuncture 50%
    Doctor 100%
    Merchant

    Appraisal

      Placing a fair market value to knickknacks.

    Trade

      The character is current on trade laws, routes, and where to export/import goods.

    Military Science

    Cartography

      The skill of creating maps.

    Detective

      The basic detective work. The character can determine where shots were fired from, bullet calibers, the basic suspect description, and many other things.

    Criminology Sub Cost: 40%
    Trained knowledge of criminals, their activities, motivations, and so forth.
    Forensics Sub Cost: 60%
    Clue analysis. The scientific approach to examining the scene of crime. The character can presume the time of death, cause of death, and many other things. The character dusts for finger prints, vacuums for foreign hair and fibers, and what ever else is necessary.
    Navigation

      This skill covers the skill of navigating and recording terrain. The character is skilled in memorizing landmarks and can construct maps. Navigation could be considered as a more applied cartography skill. This skill is best paired with astronomy, that way the character can navigate by starlight.

    Strategy

      The character is skilled in battle tactics. The character will know how to approach the enemy as to avoid flanking and ambush. The character can also predict what choices the enemy will make beforehand.

    Tracking

      The character can follow the target from a former location even after the target has left. *Note that daylight and weather will also affect this skill as they affect the sensory abilities.

    Decreased Scope Cost: 50%
    Limited to wilderness xor urban tracking only.
    Condition Difficulty
    Soft Surface 2
    Compact Surface 5
    Hard Surface 9
    Vehicle or Large Animal -3
    Trail is old +1
    Trail is 1 day old +2
    Trail is 2 days old +3
    Bad Weather +2
    Trapping

      The use, construction, and detection of various types of traps and trapping techniques. Traps do not refer to simply animal snares, but any type of triggered weapon or snare, usually some what mechanical in nature. Basic traps rely on tripwires and simple triggers. More complex traps will use weight sensitive balances, motion detection, and even heat detection. These advanced traps will require some mechanics and electronics knowledge to construct.

    Wilderness Survival

      The ability to find food and shelter in an uncivilized area. The character is skilled in constructing lean-to's and other forms of shelter. The main concern is usually warmth. Most stranded persons die of exposure more than any thing else. The character is also skilled in locating water sources and edible material. Just so you know - sometimes poop is considered edible material.

    Physical Science

    Astronomy

      The study of stars and celestial bodies. The character can determine his relative position and direction by the stars, tell the time of day from the sun, tell the time of month from the moon, and many other things.

    Chemistry

      The science of molecular processes. Their functions and kinetics. With the proper facilities the character can analyze and synthesize various chemical compounds.

    Decreased Scope Cost: 50%
    Limited to demolitions, pyrotechnics, xor organic only.
    Electronics

      The ability to repair and maintain all electrical apparatus. Includes wiring, circuitry, and battery dynamics; as well as the fundamentals of currents and fields (magnetic and electronic) and some processor logic.

    Decreased Scope Cost: 50%
    Limited to the knowledge of a basic electrician only.
    Double Decreased Scope Cost: 25%
    Limited to security systems only. The ability to disarm and connect electronic alarm systems, including car alarms.
    Mechanics

      Maintenance and construction of just about anything that doesn't require power, and some things that do. The character can construct and modify buildings, bridges, assembly lines, and even airplanes. But first, and foremost, the character understands the concepts of classical mechanics; concepts like force, work, power, potential, energy, acceleration, momentum, and all that jazz.

    Double Decreased Scope Cost: 25%
    Limited to automotive mechanics.
    Optics

    The science of light. Lasers, mirrors; reflection and refraction. A mixed bag of geometry and physics.

    Thermodynamics

    The science of heat; en-trophy and enthalpy. The character has a strong working knowledge of gases, combustion, and engines. This skill is heavily required when working with any type of engine or refrigerator.

    Political Science

    Law

      The broad knowledge of law in general. The character knows the Local laws and procedure of his residing country. They are also familiar with the great legal works of great Greek and Roman thinkers. Besides remembering rules, law requires a bit of logic, rhetoric, and believe it or not, ethics.

    Decreased Scope Cost: 50%
    Limited to politics only. The character is up to date on current representatives and is knowledgeable on governmental processes.
    Double Decreased Scope Cost: 25%
    Limited to police procedures only. A more intricate knowledge of the procedures police go through filing complaints, arresting, and writing tickets.
    Street Wise

      The character is up on the run down on the streets. The character knows what streets are who's territory and what colors clash. Facts of note include gang colors, gang symbols, gang signs, and where's the best place to get illegal goods.

    Spiritual Skills

    Doorway Spells

    Magical Door

      The caster places a magical door on any surface that allows the caster to travel through to the other side in one step. The character subtracts the INT of the medium from his POW to find the maximum distance through which the door can travel.

    Open Door

      The power will open any door or opening that is physically closed. A magically sealed opening will require a magical feat chain. Also, this power cannot create an opening if there is not one already there.

    Seal Door

      The caster closes a door or opening to where it cannot be opened by physical means. To open the door, the magic of the power must be destroyed.

    Healing Powers

    Heal

      The character can heal any minor afflictions, including colds, hic-ups, nausea, and up to any amount of damage the character is able to. The GM should note that characters that do not want to be healed cannot be healed.

      Healing is performed in two parts. First, a skill feat is made against the relative severity of the damage. The relative severity of the damage is not the actual amount of damage in units, but the amount of damage in ratio to the character's integrity. If you look on the damage table in the rules section, you will see the descriptions of relative damage. Second, if the skill feat was successful, a power feat is made against the amount of damage, and that success is the amount of damage healed.

      This table determines the difficulty of healing physical damage.

    Damage Difficulty
    Minor cuts and scrapes 1
    Black eyes; cuts requiring stitches 3
    Extreme uncomfort 5
    Heavily disoriented 7
    Stricken unconscious 10
    Comma 15
    Decreased Scope Cost: 50%
    This ability can be limited to self xor others only.
    Resurrection

      The character can bring a terminally dead character back to zero health. The power can only work on physical death and the target must have less than overkill damage. The caster must make a spiritual feat roll against the difficulty; the effect equals healed damage, but may not necessarily bring the target back to life. Also, damage can only be healed up to the point where the character is no longer dead. The GM should note that a character that doesn't want to live cannot be resurrected.

    State Difficulty
    Comma 1
    Respiratory failure 2
    Cardiac failure 5
    Brain Dead (verge of overkill) 9
    Long sense dead 20
    Energy Manipulation Powers

    Magical Armor

      The character creates a magical suit of armor. His spiritual power is divided into the armor's dPI, PPI, and PI, while drawback negatives can be taken from dPD and dSpd.

    Supernatural Field

      Place a mental field around the character with his POW that protects him from physical attacks.

    Supernatural Weapon

      Allows the character to create a particular weapon from his mind. They divide their POW among its dPP, dPA, dStrike/dParry (the modifier for strike and parry count as the weapon's dPS attribute, units can be put into these stats together and then unbalanced between them), and PI, while drawback negatives can be taken from dPD and perhaps dStrike/dParry. This weapon is an extension of his mind and cannot be separated from him.

    Psionic Energy Manipulation

      Allows the character to control pure psychic energies. With this power the character can construct objects with sum attributes equal to his POW. The character can also mimic telekinesis, psychic weapon, and psychic field.

    Psychokinesis

      Usually controls some particular element and does physical damage. Examples include air control, electrokinesis, hydrokinesis, magnetism, pyrokinesis, and telekinesis. Their PS, PD, PP coincide with the spiritual attributes.

    Element Bonuses Limitations
    Air control +3d knock back requires air
    Cryokinesis +4dPP against heat lowers temperature but cannot control cold substances, such as ice
    Electrokinesis +3dPP against electronics
    free volume effect in water
    requires conduction
    Hydrokinesis +2dPP against heat requires humidity or source of water
    Magnetism can easily wipe magnetic memory object must contain magnetic material
    Pyrokinesis +3dPP against cold requires oxygen
    Telekinesis Exerts force on anything with mass can only mimic force
    Mnemonics

    Alter Memory

      To add memories, the character makes a mental feat chain against the target and the effect is equivalent to the detail and importance of the memory. The target does not have to act upon this memory, but it can affect his judgment. The target also does not have to believe the memory, but it will remain in his mind.

      The character can also erase short-term memory equaled to the effect gained from a mental feat chain.

    Double Decreased Scope Cost: 25%
    Limited to mind wipe only. The character can only erase memories.
    Memory

     

    Eidictic Memory Sub Cost: 50%
    The character remembers everything they see in perfect quality, just as they first perceived it. Nevertheless, the memory will only last as long as the character's other memories. It's the quality of the memory that is better, not the duration or control.
    Increased Scope Cost: 200%
    covers all sensory abilities; not only sight.
    Storage Cost: 50%
    The character can only store an amount of information equal to his END for an indefinite period of time, or until other information is stored.
    Recall Sub Cost: 50%
    Allows the character to bring up past information as clearly. Any normal memory can be brought back with ease. However, the act of membering isn't enhanced. The character cannot simply memorize a book. But if they managed to do so, they would remember it forever.
    Memory Probe

      Tries to draw out information from a character's mind. The information gained is dependent on how successful the probe was in exceeding the target's INT with a feat chain.

    Spirit-energy Manipulation

    Dispel

      The character makes a supernatural feat chain to simply neutralize any one supernatural power the target may be using for a time equal to the effect gained.

    Supernatural Absorption

      When attacked supernaturally the character can make a mental feat chain against the attack and if they are successful, the effort of the attacker is used to feed the character's endurance or integrity. If the attack is greater than their power, the character takes damage as if they didn't try to resist.

    Supernatural Absorption-expulsion

      The character can absorb a supernatural attack and then release it as an attack of equal strength. The counter attack must be released in the form of a specific power. The character can make a supernaturally feat chain against the attack and if they are successful, the effort of the attacker is reversed upon the attacker. If the attack is greater than their power, the character takes damage as if they didn't try to resist.

    Supernatural Attack

      Are mental powers that directly attack their target's integrity or endurance. They may even attack the other nature, but not with the after mentioned bonuses.

    Supernatural Immunity

      The character adds his POW to his integrity or endurance when resisting a specific power.

    Specific: probes, control.

    Supernatural Shield

      Creates a shield from the character's POW that protects the character from supernatural attacks.

    Enchantment Spells

    Control

      With a supernatural feat chain, this power allows the user to take complete control over someone and use his body like a robot. The controlled target will act like a robot. Effect gained equals the maximum control time.

    Enchantment

      Allows the character to temporarily ± his POW into bonuses for the target person or item. The character can only uphold one enchantment at a time.

    Physical Boost Sub Cost: 25%
    The character can also make a general boost of physical attributes. The character can temporarily divide his POW among his PS, PD, PP, PE, or SPEED. But the character is limited to a +2d to each stat.
    Sensory Boost Sub Cost: 10%
    The character can divide his POW among his sensory to give temporary bonuses.
    Weaken Sub Cost: 25%
    The character makes a magical feat chain against the target and divides the effect as negatives among the target's PS, PD, PP, Speed, and PE. The negatives last as long as the effect.
    Decreased Scope Cost: 50%
    The scope of this ability can be limited in the following ways. Limited to self xor others. Limited to inanimate objects only.
    Paralysis

      Allows the character to paralyze or stun a target for a time equaled to the effect gained. The target may try to break free of this condition as often as possible.

    Sensory Attack

      Allows the character to completely block out the sensory of the target for a time equaled to the effect gained.

    Blind Sub Cost: 331/3%
    Deaf Sub Cost: 331/3%
    Numb Sub Cost: 331/3%
    Transfer Power

      The character can trade any correlating stat or power with the target after performing a spiritual feat chain against him.

    Decreased Scope Cost: 50%
    the character can only trade a stat, but not an ability that the character does not possess.
    Voodoo

      With Voodoo, the attack is made and defended with a spiritual chain, but damage success is not dealt to the SI but the PI.

    Psychic

    Astral Travel

      Allows the character spirit body to travel into other known planes of existence for a length of time equal to his END and a speed equal to his POW. After the given time is elapsed, the character can no longer sustain their travel, and will in fact exhaust themself. Return to the physical body is instant and easy as the body and soul are connected by a fine silvery thread that acts as an umbilical chord.

    Channeling

      The character has the power to use his own body as a medium through which ethereal entities can contact the physical world. It should be noted that contacting the dead is a separate power, some dead souls just don't want to talk, and some powerful beings may want to keep the Medium's body. Prolonged usage can cause permanent spirit disembodiment.

    Clairsentience

      The ability to use sensory abilities like an out of body probe, allowing the character to sense past uncountable obstructions into a space as if the character were there. The character must either focus on an object or location, and they will receive sensory information at an amount determined by a SKL feat. For instance, a character with this power may not normally be able to see past a large wall, but this power would allow the character to, if it is within his range.

    Eye of the Cat Cost: 25%
    Allows the character to perceive through the sensory of a specific animal up to a range of his POW. This power does not give any control of the animal.
    Cognition

      The power of cognition is the power of knowledge. To know the past, present, and future of a particular. In order to have this power, the character must be in tune with the mysticism of the universe. In some settings, this power, or a derivative, is a prerequisite to being a magician.

      The character also possesses the power to read the past of a particular, or postcognition. The character can sense events that occurred in that particular's past. The more dramatic the event, the easier it is to read.

      Finally, the character has the power to read the present, the power to read psychic emanations. All objects and persons radiate some level of emanations; these are usually in the form of strong emotions or little tid bits of information that pertain to the particular. The reader will have a good comprehension of the present situation and emotional state of the particular. This ability will also allow the character to sense great changes in the cosmic balance.

      Precognition is the ability to sense what the future may hold for the read person. Life, death, love, success, treachery, or danger. The more dramatic the fate, the easier it is to read

    Difficulty Event
    2 Death
    4 Tragedy
    6 Treachery
    8 Danger
    10 Discomfort
    Detect

      This power gives the character the ability to detect if a specific is within range and, if possible, to locate the specific, and further, if possible, to determine the quality of the detected specific. The character makes a SKL feat against the distance of the specific. The amount of success will then determine if the character can sense the location of the specific. 2 units will determine the relative distance; 4 units will determine the relative direction. Finally, if there is any amount of success beyond that, it will be used to make a qualitative analysis of the specific.

    Examples
    Treasure
    Traps
    Life-Force
    Spirits
    Ethereal Communication

      The character can communicate between the corporeal world and the coexisting ethereal world. The character cannot see into the ethereal but can act as a medium between the two worlds.

    Exorcism

      Allows the character to remove someone from the effects of control or possession by making a direct feat chain against the controller/possessor.

    Intuition

      The character has a supernatural insight into knowledge and truth without any comprehension or logic. The character can pass judgment using his intuition alone on problems that are binary or have multiple choices. The GM must secretly roll the SKL roll against the matter at hand and if successful, the GM will disclose to the character the correct answer. But if the feat fails, the GM will make a random choice and disclose that to the character.

    The difficulty of the feat is determined by how much better the one correct answer or choice is than the others and the fate of the choices.

    Difficulty Example
    4 One choice will bring life, the other death
    6 One choice will bring pain, the other pleasure
    8 One choice will bring success, the other failure
    Mind Bond

      The character has a mental bond with another character or animal. This bond may vary in strength from telepathy to a mind link. The bond must be with a preselected person and it can overcome any amount of distance.

    Item Link Cost: 50%
    The character is magically linked to a number of items. The character can sense the locations of these powers, recognize the items, and summon them from a distance equal to his POW.
    Mind Merge

      Allows the character to join with the target's mind and know everything about that person. However, the character will only remember information equal to a memory check. Any possessive forces or psychological disorders may also affect the character.

    Possess

      This is a very tricky sort of spell. First the caster must make a successful feat chain to enter the target's body. After that success there may be a constant struggle between every being that resides within the body. You may consider it multiple personality disorder. A strong mage may take over the character or just play with him. But, during all of this, the caster's body is without a soul or security from possession! Also if the caster is some how exorcized from the target body they will never get back to their own body without a spirit traveling power.

    Dream Slider Cost: 65%
    the character can only torment and manipulate others in their dreams.
    Psychic Charismatic

      The character has the power to force his thoughts, emotions, and desires upon others. The character makes a standard feat chain against the opponent. The success of the feat chain is the strength of the forced thought upon that opponent.

    Vocal Transmission Cost: 70%
    The character can only influence others by communicating with them and telling them what he wants them to do or think.

      The character can fool a person's senses and even their emotions. This is most easily compared to what a master hypnotist can do. This power has two parts: suggestion and illusion.

      Suggestion is the ability to make a target "want" to do something. With a supernatural feat chain, gives the target one order at a time that makes the character want to fulfill the order. The order must be somehow communicated to the target and orders that the target may strongly oppose, such as suicide, can increase the difficulty by up to two times.

    Psychological Influence Sub Cost: 25%
    Decreased Scope Cost: 50%
    The scope of this ability can be limited to persuasion xor intimidation only.
    Double Decreased Scope Cost: 25%
    The scope of this ability can be limited to seduce - charm, deception - confuse, humor, calm, instigate - taunt, interrogation, motivate, xor command only.

      Illusion is the ability to fool the target's mind into sensing something not real. With a supernatural feat chain, allows the character to implant illusions into the target's mind for a time equal to the effect gained. The character has negatives on the universal table equal to the number of targets. The character can create false objects or even make real objects disappear. The quality of all illusions is determined by the caster's skill. If any character attempts a perception feat, the GM should allow an attempt to overcome the illusion spell as well.

    Illusion Sub Cost: 75%
    Invisibility Illusion Sub Cost: 25%
    Disguise Illusion Sub Cost: 25%
    Mask Aura Sub Cost: 25%
    The character can mask certain attributes when they are being psychically or mystically sensed. These are will, spiritual power, spirit, magic or psionic ability, alignment, character potential base, experience level, and anything special or foretold about the character. These attributes can be lowered or increased as the character's POW is +d among them.
    Psychic Sensitive

      The character has the power to sense thought the psychic emanations of thoughts, feelings, and desires from from entities, and objects and locations.

      Entities that the character senses give off emanations of their current thoughts. Strong desires and emotions are easily sensed and can even be overwhelming. But if the entity is in no particular strong mood their natural "characteristic" color will show through; and the true nature of the individual can be sensed.

      Objects and locations also share the remnants of the emanations of the individuals around them. A sensitive character will sense a vibe about a particular place. Perhaps nice people live there or a terrible tragedy has occurred.

      To make a quantitative judgment, the character must make an POW feat roll; the more the powerful the color, the easier it is to sense. If there is too little color, the character will not sense it. To make a qualitative judgment, the character must make a SKL feat; the better the feat, the more information the character will receive.

    Difficulty Quantity
    0 a million souls release
    1 a great magic war
    2 a great summoning
    3 a wicked ritual
    4 a spell cast, a magic item, a magician
    5 a strong emotion
    6 a sentient life form
    Psychic Vision Cost: 125%
    The character actually sees psychic emanations visually. Instead of feeling the hate of another the character can actually see the flashing red of anger on the sensed's black aura. Instead of feeling the presence of another, the character can see presence.
    Soul Steal

      No power is more evil in nature than soul stealing, not even the darkest necromancy. Performing a successful soul stealing is comprised of three parts. First the caster must physically kill the target character. Then, before the target's soul leaves his body, the mage must make a successful magical feat chain against the target spiritual integrity. Last the character must place the soul in a "prison" object. This prison object can be anything from a clay jar to a piece of jewelry. The captured soul will then remain in the prison until the object is broken or the mage is killed. After all the work is done the fun starts. The mage can now use any of his spells as if they had the group power and/or group endurance power bonus with the additional power of the captured souls. The mage can also call upon any particular captured soul to cast a spell, but no group power/endurance abilities can be used. This may be the ultimate power for an evil power monger, but a soul set free will take ungodly retribution.

      The reason that the soul is placed in the prison object is that if the soul were to reside within the mage's body, then the captured soul could struggle with the mage for control of his body. As all personas with in any body can struggle for control. Like a person with multiple personalities. But when the mage places the soul in a prison object, the soul can't struggle with anything save the other souls within the prison object. And fittingly, a good mage will place only one soul in a prison object, least they wear each other out.

    Telemechanics

      Allows the character to communicate to machines in their own language that the character some how understands. This does not give the character control of the machine, but an intricate knowledge of it.

    Telepathy

      Allows the character to mentally communicate to a target a distance away equal to his POW. Two characters with this power can talk with no effort.

      In a real psychic campaign, the character must first have the abilities of psychic sensitive and psychic charismatic, as they are the primal methods of receiving and relaying information in a telepathic manner.

    Increased Scope Cost: 200%
    the character can also communicate other forms of information than language. Like sensory and emotion.
    Decreased Scope Cost: 50%
    Limited to empathic telepathy only. Similar to telepathy, but the communication is limited to primal emotions. The character can communicate a distance of his power with emotions such as fear or anger.
    Transfer Essence

      After performing a successful spiritual feat chain the caster can trade bodies with the target, but if the spell fails the characters soul will be temporarily displaced and if the character does not posses the spirit travel power they may not be able to find his former body. *If the spell is stopped with a spell reversal the spell will not reverse but the caster's essence will be thrown a distance from the caster equal to the amount of failure.

    Self Control

    Mind Over Matter

      The character neutralizes physical damage as they are attacked. The character makes a supernatural feat chain against the physical attack and if it succeeds then no damage is taken, otherwise damage is taken as normal. However, the character can only neutralize an amount of damage equal to his PI.

      The character can also overcome pain, hunger, thirst, and fatigue by making a POW feat roll. However, as the effect wears off, these desires will all come back.

    Neutralize Damage Sub Cost: 75%
    Overcome Pain Sub Cost: 25%
    Psychological Tolerance

      The character is immune to being mentally phased or shocked. The character is also immune the effects of charismatic influence, fear, or surprise. They can never undergo shock from mental trauma but the character does take the normal penalties associated with mental damage. The character also has no trouble pushing his mental limits. If a doctor told the character they had three months to live, the character would not be stressed at all.

    Suspension

      Allows the character to enter a death-like trance where they do not age and they can exist without food, water, or air for an extremely long time. The character can only be physically attacked during that time.

    Space Manipulation

    Animation

      Allows the character to animate a substance or picture into a physically lifelike creature with abilities derived from the character's POW.

    Decreased Scope Cost: 50%
    The scope of this power can be limited to certain things. A particular substance, like plants or earth, or water, or even limited to pictures or television only.
    Dimensional Travel

      Allows the character to travel between dimensions based on the "distance" between them. The character must make a magical feat roll against the difficulty. The GM should set this travel difficulty, but basic guidelines are provided.

    Difficulty Realm
    2 Earth
    6 Spirit world
    10 Astral Plane
    18 Hell
    No Inorganics Cost: 90%
    the character cannot take any fully inorganic material with him. This includes clothing and weapons.
    Banish Cost: 200%
    The character can banish an entity into another dimension. The character must make one feat chain to restrain the entity, then a second to force the entity into the alternate dimension. The final effect is equivalent to how far away the entity can be banished to.
    Dimensional Summoning Cost: 200%
    Allows the character to summon, but not control a specific by overcoming its spiritual integrity. Unlike most other psychic and magical powers.
    Open Gate Cost: 200%
    The character can open a dimensional door from one dimension to another. The door will open to its mirror location in the alternate location, but not every location in a dimension will have a mirror location in another dimension. A good chance will be any area of a naturally existing magical influence or positive or negative chi. The difficulty of the power is the same as that of dimensional traveling. Once the dimensional gate is opened, it will remain open as long as the door is stabilized, that is the spell caster must have performed the spell without pushing the caster's limits and the preexisting connection between the two worlds must also be willing. Most likely the gate will close or an anomaly may occur.
    Limbo Pocket

      The character creates a limbo pocket in which they can store an amount of mass equal to his POW.

    Metamorphosis

      The mighty power of transforming one thing to another. Two things are changed. The target's appearance is changed and the target's stats are changed. The appearance change is made with a SKL feat. A good SKL feat will make the target appear more like what it is supposed to. It's like forging a signature. The better skill, the more you can fool someone. The next part is the stat changes. Stats may change up and down as you like, but the total change, positive or negative, must be made with an POW feat. However, the target can resist if they want to. And then the caster must defeat him with spiritual feat chain. And then the total change, effect and time, is limited to the effect dealt. Normally the time of change is only limited by the caster's END.

    Decreased Scope Cost: 50%
    The following are examples of limiting the scope of this ability. Limited to self xor others. Limited to transforming into a specific type of things, like birds.
    Master Dominance Cost: 300%
    the caster has a dominance over the effected as long as the effected retains the effects of the transformation. The transformed can disobey the will of his master on temporary intervals, but ultimately the only cure is to reverse the effects of the transformation.
    Non-Reciprocal Damage Cost: 115%
    physical damage in one form does not affect the other. The opposite is also true. Unfortunately the alternate form damaged will not heal if the character is not in that form.
    Skill Difficulty Example
    2 water
    4 an ice cube
    6 a t-bone steak
    8 a flower
    10 a finely cut diamond
    Reflect Damage

      This power gives the caster the ability to reflect damage from an attacker upon the attacker if the character can perform a successful magical feat against the damage and a spiritual chain against the target. The power must be purchased for each individual resistance attribute.

    Sanctuary

      The character can create an area of sanctuary where if any act of violence is about to occur, the violent person must make a spiritual feat chain against the power; if the violent person fails they are magically escorted outside the sanctuary.

    Shadow Form

      The character can transform from a three-dimensional form to one of only two-dimensions. When the character is in this form they become weightless and cannot be physically touched; can travel through thin openings if they are long enough; the character does not make noise, nor heat, nor smell; they can only be sensed through sight, and even that is difficult. During this transformation, the character can travel at a speed of their SP.

    Summon

      Allows the character to summon, but not control a specific by overcoming its spiritual integrity. Unlike most other psychic and magical powers, the character does not have to be aware of the specific, but it must be within the caster's range.

    Teleportation

      Allows the character to teleport a distance equal to his SP. Any teleportation beyond the character's perception may result in death.

    Weather Control

      The character can control all aspects of weather up to his power level. The caster can manipulate fog, rain, lightning, hail, and wind. The power can be multiplied as normal, so large storms will require great power.

    Miscellaneous Abilities

    Death

      The character deals X damage to a target's integrity or endurance and receives X damage.

    Magic

      Magic is the power to replicate all other powers that exist within the setting.

    Potential Backlash Cost: 50%
    Most spells can be performed, technically, but the potential for danger is extreme. Few walk away from magic with more than they started and no one conquers it. This limit is similar to the the potential backfire limit. When ever the character uses his power, there is a 50% chance that some sort of magical backlash will occur. Consult the table or the GM may have a fiat.
    Roll Backlash
    00 Create Rift
    01-03 Summon Greater Demon
    04-09 Summon Lesser Demon
    10-20 Random effect on random persons
    21-31 Caster takes damage
    32-49 Magic Ability is weakened
    50 Magic Ability is strengthened
    Chi Mastery Cost: 75%
    The character has mastered control over life force its self. The character has magic ability, but only through chi.
    Affect Your Self
    In the character there is chi. This personal chi is the most easiest to manipulate over all other forms of chi. The character can affect his own attitude, and his performance.
    Affect Others
    In others there is chi. But that chi is not under the character's personal control. The character must overpower the target to affect him. Actions of influence on others are met by automatic resistance from that target's spiritual integrity. A feat chain is made as normally.
    Affect the Physical
    It is harder to affect physical things, because its chi is not pure like the soul. And inanimate objects have very little chi at all. Causing change in the physical world requires the chi master to use his own reserves of chi. This means not only burning off spiritual endurance, but physical endurance as well. These extreme actions of chi mastery will tire the character physically and spiritually.
    Grimoirum Cost: 50%
    the character must consort his book of magic for each spell. Random limitations will be placed on each spell. They will most likely be limited by rituals, circle, and power words. The more expensive the spell, the more limitations placed on it. The character may not find exactly what they want, but the book will have a little bit of everything.
    Faith Cost: 50%

      The incredible power to emulate all other powers by faith alone. There are two steps to using this power. First making the appropriate faith roll and second using the emulated power as normally.

      The faith roll is a basic SP feat with the difficulty being the impossibility of the effect. The more unbelievable and spectacular the effect, the harder it is to do.

    Effect Difficulty
    Healing a minor ailment, summoning rain 3
    Healing an incurable disease, summoning lightning 6
    Resurrecting the dead, parting the sea 9

      The next thing to do is to find the power that best represents the desired effect and then use it with the character's spiritual attributes.

    The Word Cost: 75%

      The character has the incredible power to bring his words to life. If they focus on anything they say, they can make it reality. The effect of the power usually occurs in a subtle manner, but fierce words will reign with the might of thunder.

      First the character declares a reasonable statement, like "Meldor your powers are weak and pathetic!" Then the character will make a spiritual feat chain in order to try and fulfill that declaration. In this case, the caster would make a spiritual feat chain against Meldor, and if successful, the caster would actually weaken Meldor's ability. If there is any question as to how to determine the results of the chain, just try to replicate another power.

    Protect

      Any specific must make a successful spiritual feat chain against the caster before the specific can come within range of the caster to affect him.

    Sacrifice Charge

      The character sacrifices his own life to receive temporary heightened ability.

    Time 1 point of damage a full INT Death
    1 battle +1d +2d +3d
    1 melee +2d +4d +6d
    1 action +3d +6d +9d

      The stats that receive the bonuses must be preselected.

    Tongue of Flames

      Allows the character to comprehend and speak in any form of vocal language by making a SS feat against the foreign languages relativity to the caster's own.

    Difficulty Language
    1 Different dialect
    3 Same language group
    5 Same continent
    6 Same planet
    7 Aliens with similar vocal chords
    11 Something perceivable
    Decreased Scope Cost: 50%
    Limited to animal communication only. The power is limited to communicating with animals.

    Proficiency

      A trained knowledge of an ability where it is not the ability which is special but the expertise to which the person performs the ability. This type of skill gives bonuses when under the area of training. The bonuses are usually associated to the character's SKI, but in some proficiencies a portion of the bonus may be associated to the character's DEX or POW. Proficiencies can be purchased multiple times for multiple bonuses. There are three general types of proficiencies primary, secondary, and tertiary. Primary proficiencies cover a large area of specialty. Secondary proficiencies cover a medium level and are included in a primary proficiency. Tertiary proficiencies cover a small area of training and are included in a secondary proficiency. The normal costs for proficiencies are as follows.

    Coverage Unit Cost
    • Primary
      • Secondary
        • Tertiary
    8
    4
    2

      The level of skill is not fully determined by how much is spent on a proficiency, but how many bonuses the character has.

    Bonuses Level
    +1d Novice
    +2d Intermediate
    +3d Expert
    +4d Master
    +5d Legend

      Besides direct bonuses, proficiencies will give the character other advantages. The character can now perform alternate variations of the normal actions. See combat actions. Proficiencies can apply to many types of combat, but not all proficiencies will be able to perform all combat actions. For instance, if you have a hand gun proficiency, you cannot perform a jump kick. Use common sense; if the proficiency seems to be able to perform too many actions, then maybe it should be a more general proficiency.

    Physical Proficiencies

    Hand to Hand

    Primary

    Akido
    Akido relies on an absolute defense. The fighter will never attack outright, but will feed off of the attacker's failure by countering his attack. Akido is the most pacifist of the external martial arts.
    Ch-in-na
    A form of wrestling that centers on the opponent's vital parts. Damage and pain is dealt to the nerves, tendons, and joints.
    Jujutsu
    There are no rules to this form of martial arts. Anything that works is used and anything that does not is trashed. However, most jujutsu fighters are grapplers at heart and tend to go to the ground. Brazilian or Grace Jujutsu has proven its self to be the best one on one martial art in the world in many major, fighting competitions.
    Tae Kwon Do Karate
    "way of hands and feet", Tae Kwon Do is a widely popular form of Karate that relies heavily on striking, as its name applies. It is best used on non-martial artists because of the lack of groundwork and holds. It should be noted that many of the specialized attacks are kicks.
    Muay Thai
    One of the most brutal fighting arts around. Thia kick boxing includes hard punches and kicks, with elbows and powerful knees while in close. A Thia kick boxing match can make an American boxing match look like a pillow fight. Thai kick boxers are often cracked up to resist pain and murdered for not taking falls. Thailand is not the nicest place in the world. Other forms of kick boxing include just plain kick boxing and Savate the French form of kick boxing.
    Shao-lin Kung Fu
    An ancient martial art with many of the most unique derivatives and forms. Its diversity and legend has made it very popular in television and movies. No martial art has been more glorified than Kung Fu. Any true practitioner of Kung Fu should also purchase a Zen Buddhist spiritual proficiency.
    Tai-chi Ch'uan
    National exercise program of communist China. Striking. A patient and defensive martial art that bases its movements on slow, calculating parries.
    Tia-jutsu
    The fighting art of the ninja. The point is to finish the fight as quickly as possible. Devastating strikes are most common, from the target's blind side that is. The fighting art of the ninja is even dirtier than Jujutsu, but what do you expect from an assassin.
    Te
    "hand" the eldest known open handed martial art. A very practical martial art that often integrates the use of farming tools, such as the bo staff, tongfa, nunchaku, or sickle. The purpose was to be able to defend one's self from armed warriors without the aid of "real" weapons. Te fighters are not aggressive; it is in the nature of the martial art to be passive and more protective. Te is not a sport.

    Secondary

    Boxing
    Boxing is limited to closed hand strikes, but illegal moves will include head butts and elbows.
    • Type striking
    • Favored Attributes skill, dexterity, power
    • Favored Combat Actions
      • Offensive damage regulated, strategic
      • Defensive blocking, countering, absorbing
    Greco Roman Wrestling
    An ancient and skillful art that pits two fighters against each other using only grappling and ground work.
    • Type Grappling
    • Favored Attributes skill, power, dexterity
    • Favored Combat Actions
      • Offensive grappling
      • Defensive absorbing
    Sumo
    The national Japanese sport of great tradition. Sumo is a sport and not a fighting art. The object is to push the opponent to the ground or out of the circle. Technique is based on open hand strikes, pushing, hoisting, and slamming.
    • Type Sport
    • Favored Attributes power, skill, dexterity
    • Favored Offensive Actions In Motion, some grappling

    Tertiary

    * Specialized Hand to Hand Maneuver
    Select one combat action and assign a specific HTH move to the action. With the approval of the GM the character can create his own special move a.k.a. the dragon punch or spinning pile driver.
    Weapon

    Zen Projectile Bonus Cost: 125%
    this special proficiency bonus allows the character to make an aimed shot without the weapon being aligned with the character's eye.
    Projectile Weapons General Description

    Primary

    Melee Weapons
    all weapons used in close ranged combat, such as swords, clubs, knives, etc.
    Chain
    the use of all chain weapons including flails, nunchaku, whips, and others.
    Hafted
    the use of blunt club-like weapons, axes, and staves.
    Knives
    the use of small one-handed edged weapons.
    Polearms
    the use of all long arms including spears, pikes, and halberds.
    Shield
    the use of all hand held shields, large and small.
    Sword
    skill of large and small swords including sabers, rapiers, short swords, and long swords.
    Fencing
    the use of the foil, epee, and saber.
    Kendo
    the specific use of the daisho or katana and wakizashi.
    Ancient Projectile Weapons
    any ancient weapon that fires a projectile.
    Archery
    the use of long bows, compound bows, and cross bows.
    Thrown (+power)
    the use of all ancient thrown weapons, such as, shuriken, bolas, and darts.
    Zanji Shinjinken-Ryu
    the art of Samurai swordsmanship. Striking. The fighter is limited to the daisho, naginata, yari, and Samurai long bow.
    Heavy Weapons Base Cost: 8
    modern weapons that are usually shoulder mounted.
    Grenade & Rocket Launcher Base Cost: 4
    the use of bazookas, grenade launchers, and rocket launchers.
    Flamethrower Base Cost: 4
    the use of flamethrowers.
    Small Arms
    any hand held fire arm.
    Automatic
    the use of all semiautomatic handguns.
    Revolver
    the use of cylinder chambered handguns.
    Sub-Machinegun
    the use of all fully automatic handguns.
    Rifle & Shotgun
    the use of rifles and shotguns.
    Machinegun Base Cost: 4
    the use of fully automatic rifles and machineguns.

    Tertiary

    * Tertiary Weapon Proficiency Base Cost: ½ base cost of its basic proficiency
    Select one specific weapon or one specific caliber of weapon.
    Pilot

    Primary

    Land Vehicles
    the character can pilot most any land vehicle, including cars, trucks, motorcycles, and hovercraft.
    Automobile
    the character can pilot cars and trucks, both manual and automatic.
    Motorcycle
    the character is skilled in piloting most two wheeled vehicles.
    Commercial Truck
    the character is skilled in driving commercial trucks and other large land vehicles.
    Race Car
    the character is skilled in driving stock cars, Indy cars, and funny cars.
    Hovercraft Base Cost: 4
    the character is skilled in piloting all forms of hovercraft except the VTOL kind.
    Sea Craft Base Cost: 8
    the character can pilot most any sea vehicle, including motor boats, sail boats, commercial freighters, and submarine.
    Sail Boat Base Cost: 4
    the character is an able captain for most sail propelled seacraft.
    Motor Boat Base Cost: 4
    the character is skilled in piloting motor assisted seacraft.
    Freighter Ship Base Cost: 8
    the character is an able pilot for many large water vessels.
    Submarine Base Cost: 8
    the character is a skilled pilot for submersible water vessels.
    Air Craft Base Cost: 8
    the character can pilot most any air vehicle, including propeller airplanes, jets, and helicopters.
    Propeller Airplane Base Cost: 4
    the character is an able pilot for most propeller driven aircraft.
    Jet Plane Base Cost: 4
    the character is skilled in piloting jet assisted aircraft.
    Helicopter Base Cost: 4
    the character is skilled in piloting all forms of helicopter.
    Space Craft Base Cost: 16
    this skill will depend upon the campaign.
    Space Shuttle Base Cost: 8
    the character is an able pilot for most common space shuttles.

    Tertiary

    * Tertiary Pilot Proficiency Base Cost: ½ base cost of its basic proficiency
    Select one specific type of vehicle.

    Mental Proficiencies

    Primary

    Drive
    an action check used whenever the character tries to push his physical limits or overcome pain.

    Spiritual Proficiencies

    Influence

    Primary

    Intimidation
    The character is skilled in frightening others into submission, inducing fear or a sense of inferiority in them.
    Instigate - Taunt
    the action of insulting, mocking, or challenging others into fighting back, provoking a negative response.
    Interrogation
    the skill of questioning with pressure, a common technique for police officers.
    Command
    the character is skilled in using his influence to instruct and command targets to follow his orders.
    Motivate
    Persuasion
    the action of changing opinion, belief, or actions. Changing core beliefs may be hard, but persuading someone to lend you a dollar may not be so hard; it all depends on the target's values.
    Seduce - Charm
    Tempting people through sexual attraction. Positively influencing others for a favorable regard.
    Deception - Confuse
    the act of lying. A good deception action will not make a good lie, but the character will present the lie well.
    Humor
    Calm
    The action of lowering others' aggression and increasing mental resolve. A good skill for use with hostile or intoxicated persons.
    Magic

    Primary

    Raja Yoga

      'Royal' Yoga is a system of exercises and meditations used by the practitioner to advance himself to a higher state of awareness and being. A yoga practicing mage would be trained in focusing the mind, controlling the autonomic systems of the body, using pranic energies, and the medium of influence and the astral.

      But note. Although the character may think differently, he is most unlikely to be a true Yogi. The character is most likely a street magician or traveling magic man or healer.

    Zen Buddhism
    The character is trained the absolute control of the mind, the ability to achieve a state of nothingness. To think non-thinking, to think beyond thinking.
    * Primary Magic Ability Group Proficiency
    Any group of related special abilities, such as powers that control an elemental force. This proficiency may reflect a type of training that the character has undergone.
    * Secondary Magic Ability Proficiency
    Any one single magic power.
    * Tertiary Magic Sub Ability Proficiency
    Any one specific aspect of a magical power. A trick shot perhaps.

    Vantages

      Vantages are positive or negative factors in the characters life and being that affect him in different ways. They are the quirks and character flaws; and they are the fortunes that give the character that edge. There are two types of vantages, advantages and disadvantages.

      Unlike other abilities, vantages are external to the character. They are more related to the story of the game, and therefore some GM's may opt to leave out the vantage construct completely.

      The character may choose to have secret advantages and drawbacks. If so, the character only allots the character points and the GM notes the advantages/drawbacks on a separate sheet of paper. The GM then integrates them into the adventure but never tells the character exactly what the advantage/drawback is. The GM must make sure that the advantage/drawback does not have to be role-played. For instance, a secret temper drawback would not work because the player would not know to act out the temper but schizophrenia would make an awesome adventure, because the player would never know that everything he experiences may not be real.

    Fame

      A positive amount means that the character has some type of positive fame and is likely to be easily noticed in a crowd or the character has a good reputation and is likely to receive positive attention. For each unit of popularity the character receives a +1d SS when persuading a fan.

      A negative amount is a disadvantage. The character is infamous and feared and is likely to be easily noticed in a crowd. Or the character has a bad reputation. Or the paparazzi and fans hound the character so terribly that the character's popularity has become a disadvantage. For each unit of anti-popularity the character receives a +1dSS when intimidating or a -1dSS when persuading someone whom recognizes him.

    Spiritual Skill Bonus Example
    -3d SS Hitler
    -2d SS Communist Leader
    -1d SS Wanted Felon
    +1d SS Local News Anchor
    +2d SS Misc. Pro Athlete
    +3d SS Elvis
    +4d SS Jesus Christ
    Life Span

      The amount of time the character can possibly naturally live. Value×100 in years. Ten units of extended life span should be considered immortality.

      Negative units can be used as a drawback. This drawback is not allowed in short campaigns.

    Limbs and Manipulation

      Each character is thought of as starting with 2 limbs used for fine manipulation (the arms and hands), and 2 limbs with out fine manipulation used for movement (the legs).

      One of the character's hands (usually the left) is, by default, the character's off-hand. This hand is -1dPS when handling devices that require some amount of coordination.

      For each extra limb the character possesses they receive a +1dCOO to grapple. The extra limbs do not otherwise manipulate the character's stats, but may allow the character to perform extra feats, such as carrying multiple weapons.

    Fine Manipulation Base Cost: 50 points per limb
    Limbs with fine manipulation have the ability to handle weapons and devices, like guns, pencils, and keyboards
    Off Hand Base Cost: 45 points per limb
    The character's off hand is the hand that is not dominant. If you are right handed, this is your left hand. This hand is -1dPS when handling devices that require some amount of coordination; and thus this limb costs less than would a fully capable limb.
    Partial Fine Manipulation Base Cost: 25 points per limb
    This limb can easily pick up and carry things, but it cannot readily use and operate such devices. In fact, the character is -2d to PD, PS, and PP when trying to do so. This is comparable to the hand raccoon or ape.
    No Fine Manipulation Base pay: 10 points per limb
    The limb is totally unable to handle or carry and thing. This is comparable to a leg, tail fin, or balancing tail.
    Resources

      Resources determines just how much money, goods, and man power is at the character's disposal. It determines just what the character owns, his income, and what he can do financially.

      Resources is measured in units and normally 0 units would be the lowest economic bracket of the era with the amount doubling every additional unit, but the relativity of wealth does not always conform to the universal table. 0 should equal the lowest of the lower class, 5 should equal the middle class, and 10 should equal one of the richest persons in the world. A character receives his unit value of wealth for annual income and begins with ten times that amount in life savings. A portion of the character's annual income should be taken by the GM for any taxes and payments. If the character wishes to own any house, car, or other equipment, the items should be paid for with his savings. The character should also have a job or reason to fulfill his income rating.

      The disadvantage form of this is debt, equal to its opposing income value. Horrible debt leads to debtors prison, or slavery. Most slaves will have a few units of this drawback as they do not even own their own life.

    Ties

      Specific ties to organizations or individuals that can some how help the character. The difference between a connection and helper is that a connection will only provide for the character, with information and resources. A connection will never directly help the character by fighting or stepping into the line of fire, but a connection may also call upon the character for information or resources as the character does.

      A negative amount of this results in organizations having a grudge against the character. A particular source may even hunts the character with harmful intent.

    Ties Organization
    -8 Wanted Terrorist
    -6 High Bounty
    -3 Mafia Contract
    -1 Stalker
    1 Thug Gang
    3 Local Police
    5 LA PD
    8 FBI
    10 MIB
    Extreme Ties Cost: 200%
    The character is extremely close to his contacts, and can get most anything from them. Or, for the drawback form of this, they may want him dead.
    Weak Ties Cost: 50%

    Advantages

      In gaming terms, superiorities that benefit the character but may have no direct contact to fighting or reasoning.

    Helper

      The helper advantage is actually a modifier that is placed on an entire group of abilities that represent all of the abilities of that helper. The helper modifier can be layered; the higher the multiple of helper modifiers placed on the abilities, the less dedicated the helper is and the lower the cost of the abilities.

      The character has an advisor, guide, or subservient helper that will aid the character when necessary. The cost is equivalent to the character point cost of the helper multiplied by the cost modification of this modifier.

    Layers of Helper Cost Dedication
    Helper × 1 80% Extreme dedication, a full-fledged bodyguard
    Helper × 2 64% Major dedication, will perform dangerous tasks, such as fighting
    Helper × 3 51.2% Mediocre dedication, will perform larger chores and heavy labor
    Helper × 4 40.96% Minor dedication, will perform tasks and work
    Political Advantages

      Advantages brought on by the character's residing government. They're numerous political advantages that exist, but only a few common advantages are provided.

    Alternate Legal Identity Factor Cost: 25
    some how the character has two or more fully legal identities. The character has multiple birth certificates, drivers licenses, social security numbers, bank accounts, . . .
    Weapons Permit Cost: 10
    the character has the right to carry legal weapons in open view.
    Concealed Weapons Permit Cost: 25
    the character can equip weapons out of view.
    Media Pass Cost: 10
    the character is a member of the media and has access to the back stage of events and crime scenes among other things.
    Software Security Clearance Cost: 50
    the character has a little black box hooked up to his computer that allows him to access all standard encrypted and secure information on the Internet including SSL and SSH, up to 128 bit encryption.
    Federal Security Clearance Cost: 100
    the character has access to a plethora of government files. *In the case of the US, top secret files contain less than 5% useful information, and maybe even less. Also, the really secret governmental files are stored elsewhere and even the president does not have access to them.
    Out of Jurisdiction Cost: 200
    the character is out of the jurisdiction of normal law, and is comparable to an ambassador or the president in the US.
    Private Investigators License Cost: 25
    the character has access to information that normal citizens are restricted from, and the character has certain arresting rights.
    Police Powers Cost: 50
    the character has the right to arrest criminals, a weapons permit, and has access to classified information.
    License to Kill Cost: 100
    the character has full immunity to killing and apprehending criminals when enforcing the law, unless the character is after someone who also has more than just the normal citizens rights.

    Disadvantages

      Disadvantages are facets of the character that hinder them. The use of disadvantages allows you to create the tragic hero, one who seems infallible save one little problem. Disadvantages can add an exiting dynamic to any character but they can also prove to be the most evil thing any GM has ever encountered. Quite often the GM should be very strict about disallowing drawbacks. Drawbacks should always limit and hinder the character.

    Decreased Scope Pay: 50%
    Low frequency limit. The disadvantage doesn't come up very often. This vantage mod can only be applied to those vantages which are not constant.
    Increased Scope Pay: 200%
    High frequency bonus. The disadvantage is likely to come up very often. This vantage mod can only be applied to those vantages which are not constant.
    Drone

      The character is part of a complex social group, where the good of the many is much more important than the character's own wants and needs. Note that the responsibility drawback should not be taken along with this, because this drawback includes the responsibility of the groups needs.

    Drone Organization
    4 USSR
    8 Sparta
    10 Ant Colony
    15 Borg
    Political Drawbacks

      These are drawbacks that are related to the character's rights as a citizen.

    Second Citizen Pay: 10
    The character may technically be a citizen, but they may not have full rights. Like an ex con or a minor.
    Not a Citizen Pay: 25
    the character is not a citizen of the country that the campaign exists within.
    Exile Pay: 50
    The character has been exiled from the major gaming country
    Wanted Felon Pay: 100
    the character is currently wanted for his crimes, and any background check will reveal this.
    Responsibility

      For some reason or another the character has certain responsibilities and cannot get out all of the time. This may be due to school, job, or children.

    Responsibility Example
    2 The character has job and cannot always get off to adventure.
    4 The character has a job and family and isn't ever free for an extended period of time
    6 The character is a doctor and is always on call. They are also required by law to stop and help any injured in an accident.
    8 The character is a policeman and is always on duty. They are also expected to keep up a better example than others and may even loose their job over some controversy
    10 The character is a slave
    Total Amnesia

      The character begins the adventure with no recollection of the past. The GM should not allow the player to look at his character sheet, that way the player doesn't know the character's abilities, so it is as if he had amnesia.

    Special Abilities

    Appearance

    Beauty

      A positive amount means that the character is extremely attractive. For each unit of attractiveness the character receives a +1d SS when persuading, impressing, or seducing someone attracted to your sex. Just because a character does not have the attractive advantage, does not mean that the character is not good-looking, just not enough to turn heads.

      A negative amount is a disadvantage. Whether you are ugly or alien looking, people scream when they see you. For each unit of appearance the character receives a +1dSS when intimidating or a -1dSS when persuading someone who finds him strange.

    Spiritual Skill Bonus Beauty
    +1d SS Stands out in a crowd
    +2d SS Super Model quality
    +3d SS Mortal-goddess
    +4d SS Something unworldly, irresistible, and perhaps supernatural
    Distinctive Features

      The character has a distinctive feature(s) that can be used to identify the character easily. This disability is for the purpose of the character being identified easily. It does not imply that the character is scary, and it must be the case that the character's distinctive feature is unique.

    Magnitude Ramifications
    1 Something that can easily be concealed. A small tattoo perhaps
    3 Something that only a large amount of clothing can conceal. A massive tattoo perhaps.
    5 Something that can only be hidden from a distance. Green skin perhaps.
    7 Something that just can't be well hidden, but doesn't jump out at you from a distance. A third arm for instance.
    9 The character can't go around in public, even from a distance. Perhaps the character is a big purple dinosaur.
    Density

    Densify

      The character has the phenomenal power to increase their mass without taking up more space. They draw ambient mass-energy into their body and undergo an incredible physical change. Every time the character uses one unit of the power they receives the following modifications: +1dPP, +1dPI, -1dSpeed, -1dPD, and +1dMass.

    UNIT MATH: Density = Mass - Volume

      Because the mass of the character increase and their volume stays constant, the character's density increases. At a couple of units the character will find that he sinks more easily in sand and mud. After many units of densify are used, the character will even sink into solid ground and wooden porches.

    Intangibility

      The character has the incredible power to lower the density of his body to a liquid or even gaseous state. Every time the character uses one unit of the power they receive the following modifications: -1dPP, +1dPI to physical contact attacks, and -1dMass. Also, on a side note the character can subtract his units of power from any atmospheric resistance encountered at high speeds. The character can swim through any low viscous substance a couple of units less dense than the character and travel on any substance three units denser than the character.

    Intangibility Consistency
    1 Elastic, pliable
    2 Gelatinous
    3 Viscous liquid (like oil not glass)
    4 Watery consistency
    8 Fog like consistency
    10 Thin gas

    UNIT MATH: Density = Mass - Volume.

    Substance Unit Density Density (kg/m2)
    Air 0 1 .2
    Grain Alcohol 9 789
    Water 10 1,000
    Table Salt 11 2,160
    Aluminum 11 2,700
    Lead 13 11,300
    Gold 14 19,300

      Determining the natural density of the character is easy. If the character floats in water, they are less dense than water; if the character sinks in water, they are more dense than water, but never by more than an entire unit for human-like beings.

    Environmental

    Alternate Sustenance

      Instead of breathing, eating, and drinking the character gets nourishment in another fashion. The nourishment must be specified and fulfilled.

    Cold Blooded

      The character's body temperature remains constant with his environment; therefore the character cannot be read by thermal or infrared sensory.

    Hyper-metabolism

      The character has a voracious appetite and must eat an extremely large diet to stay healthy. The cost is determined by how much food the character needs to eat each day.

    Metabolism Minimum Caloric Intake
    1 4000
    2 8000
    3 16000
    4 32000
    X 4000×2x
    Iron Stomach

      The character has a unique digestive system that protects him from ingested poison, bacteria, fungi, and other inedible or normally harmful things. However, this does not protect the character from things which are externally dangerous such as grenades and uranium.

    Self-sustaining

      The character has no need to eat, breath, or release waste. In place of a respiratory and digestive system the character will have another means of gaining energy.

    Decreased Scope Cost: 25%
    The scope of this ability can be limited in the following ways. Doesn't breath xor doesn't ingest and eliminate only.
    Friction

    Adhesion

      The character can cling to walls and ceilings with no effort. The amount of power determines how much weight can be supported and what speed the character is limited to. Slick surfaces will reduce the power. Adhesion is also limited to the character's physical power. The character can traverse near to level surfaces at full speed; 45 degree angles at -1dRUN; vertical slopes at -2dRUN.

      The character may also increase his maximum running acceleration by his units of adhesion, if his terrain limits him.

    Non-frictive

      The character is naturally slippery and aerodynamic. They may add the units of power to the evasion rolls against bashing attacks and grappling attacks and he may subtract up to 5 units of power from speed when determining atmospheric resistance and up to 14 units of water resistance.

      Bashing attacks are considered to be those without penetration ability. Punches, clubs, and collision are all bashing damage, while guns and knives are not because they penetrate.

    Fusion / Fission

    Fusion

      An amount of objects/characters up to that of the units of power (not value) is fused physically, mentally, and spiritually. The attribute values are totaled; skills and powers are capable. The characters are joined for a time period equal to the caster's SE. The characters must act in unison and any incompatibilities may result in trauma. Also, possessive demons and insanity may be spread or changed.

    Gestalt Cost: 90%
    the characters that can be joined are preselected. The fused psyche of a gestalt character fusion is unrelated to the combining psyches. But normally, the alignment and motivation remain unchanged.
    Non-Reciprocal Damage Cost: 115%
    physical damage in one form does not affect the other. The opposite is also true. Unfortunately the alternate form damaged will not heal if the character is not in that form.
    Split

      The character can split into as many selves as the units of power. There is one master self (controlled by the player) and all the rest are subordinate (controlled by the GM) and do not possess the split power. For every value of splits there are negatives equal to the units to all attributes and powers. Rejoining is up to the master self and can only be done at touching range. The whole self will take damage equivalent to the value sum of all the damages. If the master self dies the subordinate selves will not be playable by the player and the GM will decide their fate. If a subordinate self die, the whole self will take unit negatives for the value of dead split self permanently.

    Luck

    Dumb Luck

      A character with dumb luck will some how do something incredibly lucky when ever he fumbles. But, the character still can fail feats as all other characters do. The only difference, is that rolling a minimum is equal to rolling a maximum, and committing a fo paux is equal to maxing out a limit break.

      Consider a character about to use an Uzi for the first time. Two opponents enter the room and the character prepares to fire the Uzi. The trigger is pulled and nervously, the character drops the Uzi at the first jerk of recoil. The trigger locks and the Uzi falls to the floor spiting out rounds everywhere. After the clip has been exhausted, miraculously all of the opponents are dead, shot by the wild Uzi fire. This is an example of a character with dumb luck committing a fo paux.

      In drawback form of this, the character will always fail when he is sure to succeed. Rolling a maximum is like rolling a minimum, and rolling a limit break is like committing a fo paux.

    Fortune

      This advantage is the same as Luck except the effects are placed on his peers. The other PC's in the character's group may choose to use the bonuses on their selves. Once per hour of gaming, a friend of the player can announce the use of this advantage. The character will receive a +1d bonus to one dice action for every unit of fortune. Or the character can forfeit his hourly advantage and have the ability to reroll any roll once in the gaming session.

      The drawback form of this is the same as the drawback form of Luck except the effects are placed on the character's peers. Once per hour of gaming, if a friend of the character maxes out, the action will automatically fail.

    Lucky

      Once per hour of gaming, the player can announce the use of this advantage. The character will receive a +1d bonus to one dice action per unit of luck. Or the character can forfeit his hourly advantage and have the ability to reroll any roll once in the gaming session.

      A negative amount of this is a disadvantage. Once per hour of gaming, if the character rolls a max out, the action will automatically fail.

    Projectiles

    Physical Conduit

      The character can absorb and then expel certain kinds of physical energies, including electricity, light, and heat. To absorb the energy, the character must make a successful ability feat against the attacking POW. If the character fails, they take full damage. The character can then take that amount of energy in units and expel it back out into the environment.

    Limited Scope Cost: 50%
    The following are examples of limiting the scope of this ability. Absorb only, can't expel. Limited to electricity, light, xor heat.
    Projectile

      The character emits some specific damaging substance or effect. The power's PD, PS, and PP are equivalent to the amount of power. The attributes of the power then can be unbalanced among each other if chosen. The physical power attribute may be further unbalanced between PP and PA; otherwise, the PA is considered nonexistent.

      Example of unbalancing the attributes: Death Ray (a 7 unit power) {PD 5 PS 7 PP 9}.

      The character must not only decide what he shoots out, but from where. The eyes, hands, and chest are all common choices.

      The expulsion can be a non-elemental effect, not having any advantages or drawbacks. But most characters are likely to select an expulsion, like fire or ice, which will have advantages and drawbacks that balance out. Examples of specific projectiles are provided.

    Specific Bonuses Limitations
    Acid +3dPP against metal requires a liquid form; can be diluted in water
    Explosive +3d knock back
    +3dPP underwater
    always a volume effect; the caster is the focal point, always
    Fire +3dPP against cold requires oxygen
    Frozen Air +3dPP against heat requires air
    Ice Shards +2dPP against heat
    +2dPPP
    requires humidity
    Laser +3dPD from speed ineffective to surfaces that may reflect or refract the beam
    Lightning +3dPP against electronics; free volume effect in water requires conduction
    Shrapnel +3dPPP no volume effect
    Sonic +3dPP underwater does not work in a vacuum
    Glue Cost: 125%
    The power also acts as a hold grapple against the target
    Projection

      The character emits some natural effecting specific. The power's PS, PD, and PP are equivalent to the amount of power. The attributes of the power then can be unbalanced if chosen.

    Specific Effect
    Darkness Effect of darkness may reduce EM vision that much
    Absorbs its power in light (includes infrared, heat vision)
    Fog Effect of fog will reduce vision that much
    A Fog: 7 will reduce sonar -1d; Fog: 8 reduces –2d . . .
    Light Flash If shined into unprotected eyes, (usually just by winning initiative) Light Flash will instill blindness for a time equal to the effect.
    The effect can brighten that amount of darkness
    Sound Bang If unleashed around unprotected ears, it will cause deafness for a time equal to the effect.
    Toxic Nature

      The character radiates some form of damaging substance that does not affect the character, but is harmful to everyone else. The damage is the amount of disadvantage taken.

    Regeneration

    Decreased Regeneration

      For every unit of this disability purchased, it takes that many days longer for the character to accumulate a full rest count.

    Degeneration

      Not only does the character not heal, the character looses an amount of health equal to the amount of degeneration purchased, each day. In order for damage to be recovered, the character must be repaired or treated medically.

      This disadvantage can result from being a zombie, being an alien from a non-oxidizing atmosphere, or being deathly susceptible to the common cold. A mechanical character would purchase zero units of this disability, as they do not heal, but do not loose health over time.

    Prevention Pay: 50%
    The degeneration can be treated daily through the use of something simple such as a booster shot.
    Extreme Prevention Pay: 80%
    The degeneration can be treated daily with a very hard to find or hard to get substance, for instance the character may need to drink the blood of a living animal.
    Regeneration

      The character makes an additional unit amount of rest counts each day for his selected resistance. This power must also be chosen separately for each resistance attribute.

    Size

    Growth

      The character has the incredible power to increase in size and mass in a uniform amount. Thus the character's density stays constant and they are nothing but a larger version of their self. The character is merely magnified in proportion. The character can grow to double size for every point of the power. For every time the character doubles in size they receives the following modifications: +1dPP, +1dPI, +1dSpeed (any non-flying speed); the character is -1d to strike normal size opponents and opponents are +1d to strike the large character.

    Shrink

      The character has the incredible power to shrink in size and mass in a uniform amount. Thus the character retains his density and is nothing more than a smaller version of their self. The character can shrink to half size for every point of the power. For every time the character doubles in size he receives the following modifications: -1dPP, -1dPI, -1dSpeed (any non-flying speed); the character is +1d to strike normal size opponents and opponents are -1d to strike the large character.

      Looking at this power, you may ask how can I retain my human strength, like that character in the comic books. Link the power to the Densify power. But then you may ask, why am I so slow now. Well aside the fact that you are six inches tall with three inch legs and weight one hundred and fifty pounds, I don't know.

    Time-based Abilities

      These powers are not suitable for most campaigns. Each individual genre should be limited to one type of time travel, because each type represents only one theory of how time travel may behave.

    Time Travel Modifiers
    Escorting Cost: 150%
    the character may take additional persons and things with him through time. For all persons or person-sized loads the character takes with him, they are -dPOW the value of people.
    Travel by Possession Cost: 75%
    when the character travels through time, only his soul is doing the traveling. The character's mind and soul possess a local person's physical body. The character has no choice over what character to be possessed, the GM chooses the character.

    There are two possibilities to the out come of the soul of the original owner of the body.

    1. He takes over the body of the time traveling character.
    2. He goes into limbo and the character's body begins to die without an owner.
    Travel by Reincarnation Cost: 50%
    The character travels through time by being reincarnated into the body of a yet unborn baby. The character will not know his past life until they have come into age or had some kind of dramatic experience.
    Time Drifting Cost: 75%
    the character has little control over where in time they are going.
    No Inorganics Cost: 90%
    the character cannot take any fully inorganic material with him. This includes clothing and weapons.
    Chrono-sentience

      The character is always aware where they currently exist on the axis of time. Blackouts and dreams will not cause a loss of time. They will know how much time has past. The character can also adjust to time dilation.

    Temporal Inertia

      The character is special in that they exist, relatively the same, on all time lines of alternate dimensions. Therefore if a group of characters traveled to an alternate dimension that was almost completely different from there own where no one the characters know exist, that character would still be there, relatively unchanged. An adverse effect of this power is that the character cannot travel through time, it is just not possible. In fact special relativity does not apply to this character. (If you know what that is, you know this really doesn't make allot of sense.

    Temporal Sentience

      The character always knows what time it is. The character can always tell how much time has passed sense the last time checked. The character can even set mental alarms. Instantly the character can determine the date, time, lunar cycle, and the time past/before sunrise/set.

    Time Flux

      This power allows the character to slow or speed time in a small area of space. The character can add or subtract his units of time flux to every dexterity and speed within a zero unit sized space, or the character can expand that space and subtract the units of size from the amount that the character can alter time passage. For example, a character with 5 points of time flux can make the passage of time within a sphere of radius one-meter either 5 units faster or 5 units slower. Or the character can make the passage of time within a sphere of radius 4 meters either 3 units faster or 3 units slower.

    Time Travel: Forward

      The character can travel forward in time at a rate greater than the "normal" flow of time. The character travels at a rate of X seconds per normal second, where X is the unit value of power. For instance, if a character had 5 points of time travel, and they used the power for just one second, they could actually travel 32 seconds into the future. This can also be translated as X hours per normal hour or X minutes per normal minute. *This power does not allow the character to travel back to his original position in time.

      Where is the character during this process? The character is in an alternate time dimension tangent to the time dimension traveled.

    Time Travel: Alternative

      The character can travel both forward and backwards on the axis of time, but there are great limitations. When the character travels into the past and changes it in some fashion, that change will not affect the character's own present time, because that past was actually an alternate dimension of the character's past. Also, when the character travels into the future, it is only an alternate dimension of the character's future and will not affect the character's true future. In effect, it is just a possible future for the character. The character travels at a rate of ±X seconds per normal second, where X is the unit value of power. For instance, if a character had 5 points of time travel, and they used the power for just one second, they could actually travel 32 seconds into the future or 31 seconds into the past. This can also be translated as ±X hours per normal hour or ±X minutes per normal minute.

    Time Travel: Inane

      The character can travel both forward and backwards on the axis of time. The character can affect and disturb both his future and his past. The character travels at a rate of ±X seconds per normal second, where X is the unit value of power. For instance, if a character had 5 points of time travel, and they used the power for just one second, they could actually travel 33 seconds into the future or 31 seconds into the past. This can also be translated as ±X hours per normal hour or ±X minutes per normal minute.

    Unique

      The character only exists once in one reality. You may travel through a million possible realities, but this character will only be encountered once in any fashion.

    Vulnerability

    Physical Immunity

      The character receives a bonus of the power to PI when taking a specific damage.

    Vulnerability

      The character is extremely vulnerable to a particular substance.

    Attack Vulnerability
    • Factor Pay 5

    The character has a weaker resistance against the substance when attacked, by an amount equal to the amount of disadvantage taken.

    Non-offensive Vulnerability
    • Factor Pay 10

    The character can be damaged by the vulnerability even if the character is not attacked with the substance, by a damage equal to the amount of disadvantage taken

    Miscellaneous Abilities

    Camouflage

      The character is camouflaged to any sensory ability less than or equal to the power. In order for these sensory abilities to sense the character a successful perception feat of the units of camouflage must be made.

      Examples of this power include animals that visually blend into their environment and creatures that have no odor.

    Cat Fall

      The character has the extraordinary power to fall from great heights with out harming himself. When determining how much damage the character takes from falling, the character may subtract one unit of height for every unit of cat fall the character has.

    Computer-aided Intelligence
    Number Crunching
    The character can make numerical calculations faster and more accurate than any human.
    Concrete Memory
    A limited amount of sensory information can be saved perfectly into memory.
    Communications
    The character can also connect to the Internet or directly to another device.
    Damage Stability

      Normally when a character is vitally wounded, their health will continue to decline until he receives medical attention. This can be caused by massive bleeding and or internal damage. But characters with this power will not decline in health; only when the character is dead does their health decline. Also when ever the character is vitally wounded, they don't have to worry about permanent damage from broken bones, concussion, and other forms of reality that usually do not affect comic book characters.

    Death Regeneration

      The character can regenerate from physical death as long as a certain amount of the character's body remains intact. When the character physically killed they can make a power feat against all damage past death. If he succeeds, they will not instantly return to life, but they will not lapse into unrecoverable death. Then the character will recover at his normal rate healing. This does not prevent mental or spiritual death and just because the character is regenerating does not mean the character is conscious.

    Ability Life Requirement
    0 The character can regenerate after heart failure
    1 the character can regenerate after being brain dead
    2 all vital organs must be in pristine condition
    3 Only the nervous, cardiovascular, and respiratory systems must be intact
    4 Only the nervous system need be intact
    5 Only the brain stem need be intact
    6 Only some undamaged nervous tissue need exist
    7 Only some tissue need exist
    8 Only one cell, need exist
    9 Only some DNA need to be intact
    10 the character can regenerate back from any particle in his body; he has complete control over his physical existence
    Etereconscious

      The character is always conscious and has no need to rest or sleep, however rest will provide a resting sleep count for recovery (see more in the rest and recovery section).

    Ethereal Visibility

      The character is supernatural in nature and light passes through him. The character has no shadow, no reflection, and is completely invisible to all nonsentient machines including cameras and burglar alarms. However, this does not give the character any passive stealth abilities against electromagnetic radiation.

    Field

      The character completely surrounds their self with a field that prevents the passage of physical damage. Normally this power will only protect the user, but through the multiplier effect, the field can surround multiple persons. The power can be unbalanced between the power's PS, PD, and PI like the expulsion power. But a power chain is only required when initiating the power to block damage. Once the field is up it will automatically block its PI in damage.

    Decreased Scope Cost: 50%
    The character brings up a shield that prevents the passage of physical damage from one target. The power can block damage from multiple targets through power manipulation.
    Hardened Defense

      The character simply has no vital points. All attacks to any part of the character's body will have the same effect. Attacking the character's head will have no more effect than attacking his leg. Also, the character is not affected by blood loss.

    Decreased Scope Sub Cost: 25%
    Bloodless only. The character has no blood or vital liquid to be lost when wounded.
    Invulnerability

      The character will act fine no matter how injured the character is as long as they are not dead. The character can act without penalties while taking hindering and incapability damage to his integrity. Damage resulting death will instantly kill the character. This power must be purchased separately for every desired resistant attribute.

    Knockback Immunity

      The character is extremely hard to knock down or undergo knock back from damage. The character's power is subtracted from any knock back effect before the knock back takes place.

    Learning Block
    Normal Base Pay: 50
    The character has learned all of the comprehensive knowledge and skills that he possibly can. There is nothing wrong with the character's memory, he has just filled his skill capacity.
    Catastrophic Base Pay: 100
    Not only can the character not learn any more skills, but also the character has filled up their long-term memory. The character can only remember new dates, experiences and friends as long as their short-term memory allows.
    Physical Tolerance

      The character is immune to pain. They can never undergo shock from physical pain and can literally fight to the death, but the character does take the normal penalties associated with damage. The character also has no trouble pushing his physical limits. For example, the character can easily run until he collapses.

    Potential

      The character can increase attributes more than the usual +1d max with character growth. Purchased per class: physical, mental, and spiritual.

      The drawback form of this puts the character at peak condition and he cannot increase his attributes through character growth. Payment per class: physical, mental, and spiritual. This should not be allowed in short campaigns.

    Power Reserves

      The character sets aside a certain amount of character points into a pool, to be used whenever necessary. The character points can be added to current powers, attributes, speeds, and sensory abilities only. For every three character points the character spends on the power reserve, the character gains only one character point into the power reserves.

    Psychological Instability

      The character is on the verge of going to a crazy house. The unit pay is determined by severity and occurrence. The GM decides whenever to have it occur. The following charts the pay.

    Instability Disorder
    1 Tourette's
    3 Manic Depressive
    6 Schizophrenic
    10 Wild
    Ritual Death

      Like a vampire or werewolf the character can only be physically killed in a specific fashion. 5 represents 1 physical means of death, 4 represents 2 physical means of death, 3 represents 4 physical means of death.... This power will not prevent mental or spiritual damage. A means of death that is more of a norm than a ritual may count as two means of death.

      The more units of power, the less amount ways there are to kill the character and the harder it is as well.

    Separate Self

      The character is a virtual Mr. Potato Head. He can separate his body parts and they can act on their own. Each body part will have a set of physical stats appropriate to the body part and the sum of all stats cannot exceed those of the character himself. The units of the power determine how many divisions the person can separate into, how long the character can stay separated, and how far of a range the character can control the parts.

    Stretching

      The character can stretch his body to an extreme degree. The character's elastic body will protect him from bashing damage; they can add his units of stretching to his resistance. The character can also add their units of stretching to physical skill while in grappling combat, because of the extreme degree to which they can contort his body.

    Triggered Trauma

      The character can be traumatized by events that normally wouldn't affect someone. The amount of units reflects the strength of the trauma.

    Water Travel

      Other than high speed water resistance the character never takes penalties while in water. The loss of leverage and thickness of water does not hinder him.

    Combo Abilities

      By mixing powers with bonuses and limits, you can create new powers that you may be in need of. And because of the great plethora of general powers, new and unique powers can easily be created. Just so you understand this, examples have been included.

    Flame Self

      This power covers the character with a sheet of fire that damages opponents with a touch and protects the user from fire, but when using this power the character is susceptible to cold based attacks.

    Type Base Cost Factor Cost Effects
    Expulsion (Fire) 50 10 +3dPP vs. cold; requires oxygen
    Combination 80%
    Personal Immunity 110%
    Simultaneous 135%
    Continuous 80%
    Touch 90%
    Physical Immunity (Fire) 5
    Combination 80%
    Non-0ffensive Vulnerability (Cold) -10 -POWdPI to cold
    Combination 80%

    The Character Within the Character

    Identity

      Although this focus of this game lies in its physics, you should never discount the importance of what separates a character from a sheet of paper. Even in the most hack n' slash of games, all character's should have some personality that makes them different; that makes them human or other. This game gives much to be questioned in the way of who the character is.

    Character Data

      An identity gives important information about the character. No character can be complete without some useless descriptive information.

    Name
    The character's legal name, former name, alias, or any other name they may go by.
    Race
    The genus and species of the character. Humans are homo sapiens.
    Ethnicity
    A classification of people differentiated by common minor genetic derivations and or tribal, religious, linguistic, or cultural origins or backgrounds.
    Sex
    definition of how the character reproduces; must humans are only male or female.
    Height
    how tall the character is in cm; this should also be expressed in units.
    Mass
    how much the character weighs in kg; this should also be expressed in units.
    Build
    the character's muscular, skeletal, and fatty definition.
    Eyes
    the color or unusual features of the character's eyes.
    Skin
    the color and texture of the character's skin.
    Hair
    the color, texture, and pattern of the character's hair.
    Other
    any other normal distinguishing features.
    Blood type
    determines what blood the character can give to/receive.
    D.O.B.
    date of birth.
    P.O.B.
    place of birth.
    Residence
    where the character lives.
    Occupation
    what determines the character's wealth.
    Affiliation
    what group, government, guild, or society the character is affiliated with.
    Marital Status
    is the character married, single, widowed . . .
    Living Relatives
    mother, sister, dependent.
    Biography

      It would be nice to have a written account of how the character came to be and why they are the way they are. Any other important details would be nice as well.

    Personality

      How does the character interact with others? What are the character's beliefs and attitudes? What spirituality is the character and why? What behavioral habits does the character have?

    Description

      An overall evaluation of the character's physical appearance including any costumes or common clothing, unusual features, and physical habits such as a limp. A picture would also be nice, if possible.

    Character Abilities

      Character abilities are skills that will not help the character in battle, or in game at all. In fact these skills may never "help" the character, but they are just nice to have. Examples of character skills are the ability to play a musical instrument or perhaps the character is a comic book guru. Character abilities are free, but the GM should watch for stupid munchkin characters that abuse this privilege. Character abilities are made to give the character personality and a character with every ability soon becomes uninteresting.

    Alignment

      The character's alignment is the quality of his character. Good, evil, honor, and valor are all determined by the character's alignment. The character's alignment will be a strong determining factor in his decision making. It is also very informative as to who the character really is. In this game, a character's alignment is divided into his motivations, beliefs, his personality traits such as virtues and vices, and finally his allegiances.

    Motivation

      A character's motivation determines what pushes the character to reach his desires and what his desires are.

    Adventure
    the character seeks only laughs and thrills. The character wants to have fun and may go to great extents for enjoyment and excitement, including anything dangerous.
    Enlightenment
    the character wanders through his life searching for knowledge, wisdom, and meaning. The character may not want to be virtuous, but they do seek the truth.
    Epicureanism
    The pursuit of pleasure is the goal of life, but the character is not a hedonist. Instant pleasure is not as desirable as long term pleasure. The Epicureanist is socially acceptable, unlike the hedonist. Though morally, they are not very dissimilar. This is the average man who seeks mainly wealth and the luxuries in life.
    Evolution
    The character seeks to train and hone himself and his skills in some form. This could be anything from an obsessive athlete to a academic scholar.
    Hedonist
    Pleasure is the sole happiness of the character's life. The character places his need for pleasure and fear of pain over all other values.
    Help
    Simply put, the desire to do good. The character may not be nice. You may not even consider him good, but they have a desire to do good. They have a conscious. The character is motivated by their view of what is good and just. The character feels that their purpose in life is help their fellow man.
    Narcissism
    The character is primarily concerned with the favor of his own body. This is beyond simply looking at one's self in the mirror. The character has a strong love, infatuation, or even sexual desire for his own body. The character cares strongly about others' opinions of himself has well. This has a tendency to lead to being a pathological liar as well.
    Nihilism
    Values, beliefs, and morality, are futile. Society is so awful that destruction is desirable. The character has no respect for the law or the feelings of others. The character is destructive in nature, depressed on the most part, and finds humor in the inescapable equalizer, death. This could be your average criminal who feels no guilt for his crimes.
    Power Monger
    the character seeks money, power, social status, or perhaps even fear from others. The character is obsessive about his conquests The character will never be satisfied.
    Rebellion
    The character has the desire to do what they feel is either evil or that which is not good.
    Responsibility
    the character feels that they must take charge and fill the role of a provider or leader. The character may or may not be placed in such a situation where they must be responsible. But this is generally a sociologically inherited trait and is held by persons who need to be responsible, like parents for example.
    Survival
    the character is mostly concerned with making a living and fulfilling basic needs, such as a home to live in and food on the table. The character probably a peasant or tribal person
    Core Belief

    Disbeliefs
    Solipsism
    The self can only know but its self and its self is all that there is. There is nothing beyond the self. The self is all that exists. Solipsism is a very single minded theory; a person with this belief is not likely to have any close personal relationships.
    Materialist
    All things of the universe are nothing but a particular sequence of physical substance. Emotion is nothing but a chemical effect in the brain. Life its self is only a random order of particles that takes on certain properties. You have no soul, you are nothing but your physical self. Consciousness is either considered not currently understandable or an illusion (the later is a logical fallacy).
    Atheism
    One who denies the existence of a supreme being. The character may be looking, but so far they have included that the answer is no.
    Agnosticism
    One who believes that the ultimate truth is unknown and unknowable. The person is not an atheist, they simply feel that all evidence is inconclusive, and they are not willing to make such a strong decision with such doubt. The old agnostic adage, from Pascal I believe, is to let the existence of God be a probability; if you go to church, and it turns out that God exists, then you go to heaven, but if you were wrong, then you go to hell; if you don't go to church or God doesn't exist, then you die either way. So, by going to church, the agnostic believer assures him self of the best benefits.
    Beliefs
    Pantheism
    God is seen in the forces of nature and the laws of the universe. Individual gods are usually created to take on particular roles on the universe. As civilizations mingle, gods become merged and mixed. Particular regions may favor a particular god with a temple. The main deity is usually a storm god or a sun god. The gods usually have human or animal qualities. And the believers are usually strongly superstitious.
    Dualism
    There are two opposing forces in nature, good and evil. They are fighting an eternal struggle for supremacy (or they must remain in balance). The Zoroastrian believes that the struggle will end in a great battle between the two forces and their followers. The Taoist believes that the two forces must coexist in moderation, but then again I wouldn't confine the highest taoist teachings to mere dualism.
    Monolatry
    Multiple gods exist, but there is one particular god that is supreme. Do not compare this with Zeus, but more along the lines of a "God of gods."
    Deism
    There is a creational God, but they do not interfere with the natural motion of the universe. Emphasizes natural religion and morality.
    Theism
    The belief in god(s) as the creator of man and the universe, who transcends the universe. There is usually some dogmatic code that is fairly strictly followed, writings from the prophets perhaps.
    Panentheism
    Everything in the universe makes up the existence of God. As all of the cells in your body make up your body. God is the Universe. There is a bit of God within you and all things. The logical argument is that if God is infinite, then there is no room for anything not-God.
    Theosophy
    the knowing of God and the universe through mystical insight. This usually includes a bit of quasi panentheism, and pantheistic evolution and reincarnation of the soul.
    Ethics

    Machiavelianism
    The end justifies the means. It doesn't matter how you perform your task, but that you achieved success.
    Sophism
    "Truth is relative". To the sophist, you are the ultimate judge of truth and morality and the universe its self. The existence of divinity and the existence of truth are regarded as pure assumption. In fact, nothing can be ultimately known. Therefore you should take what life gives you and look for success through the proper use of reasoning and rhetoric.
    Judaism
    The 10 Commandments, plus all those other laws.
    Islam
    I am not very familiar with Islam, but to my understanding they have a code of laws.
    Christianity
    The Sermon on the Mount from Jesus, plus the Judaic Laws. Focuses on humility and love.
    Buddhism
    The 8 fold path. It basically boils down to clean living and love for all things.
    Dharma
    Similar to relative morality, but you set your ideals ahead of you and try to achieve them, as you are expected to. That is your Dharma, it is individual. The lion kills without thought, but for man it is a sin.
    Personal Traits

      Personal traits are little descriptive details about the character's psychology. It is probably best to write a short paragraph about the character's personality than to pick selections from a list, but to get you started I have presented some very common virtues and vices.

    Virtue Vice
    Moderation Extremism
    Tolerance Intolerance
    Humility Pride
    Chastity Lust
    Charity Envy
    Courage Cowardice
    Allegiance

    Allegiance define where the character places his loyalty. The character should not only list his allegiances, but how strong the loyalty is. Is it strong enough to stand up for, perhaps even enough to die for.

    Rules

      In this section in lies the heart of the system. Enjoy.

    Measurements

    The Unit

      It is customary in most tabletop role-playing games to measure certain aspects with numbers and this game is no exception. Consider the two characters Joe and Mac. Joe has a physical power of 6 and Mac has a physical power of 7. Mac is obviously stronger than Joe, but how strong is each character? What does a physical power of 6 or 7 actually mean? That is the purpose of this section.

      All attributes and abilities are measured with a type of number called the "unit". A physical power of 7 means that character has seven units of physical power. And that 7 units of physical power means that the character can lift exactly 128 kilograms. All unit amounts are equivalent to a precise value. A gun that has a physical power of 7 cannot lift, but delivers damage of an amount similar to a man with a physical power of 7.

      To include all genres and power levels and lessen the necessity for math, the units in this system are exponential. And more precisely, with each increment, their values double size. A character with a physical power of 7 can lift 128 kilograms, but a character with a physical power of 8 can lift 256 kilograms, and a character with a physical power of 9 can lift 512 kilograms.

      The default value for units in this game is 2unit in SI units, kg, m, and s. This is targeted towards general power levels and it gives nice round numbers, that can perhaps be calculated even with out a table or calculator. Using different units is possible, and how to do that is explained later. But if you are new to this system, I recommend that you not do that.

      You may criticize the need for this type of scale, but there are many reasons why this exact type of scale is a good choice. I will try to name a few.

    1. Using units as opposed to values allows for greater manipulation between the numbers, as all things are measured in units, all things can be compared and all things can affect each other.
    2. An exponential scale allows the inclusion of both low powered and high powered abilities without any trouble. In a linear scale, very powerful characters have numbers so large that the game may become unplayable. With the scale presented, it is unlikely that you will ever have attributes greater than 30.
    3. An exponential scale reduces some types of calculations. Multiplication and division can be performed with addition and subtraction. Thanks to the exponential scale you should not ever have to use a calculator in play. (Character creation is another thing entirely)
    4. From the previous, many simple math operations can be used to implement kinetics, area effects, size probability, weight and movement, and other various mechanics.
    The Unit to Value Table
    value = 2unit

      For easy play, use integers for stats, but for added realism you may use decimal numbers placed to the tenths or even further. However the table and appendix provided is in whole numbers, so you will need a calculator for measurements.

    Unit
    -10
    -9
    -8
    -7
    -6
    -5
    -4
    -3
    -2
    -1
    Value
    0.00097656245
    0.001953125
    0.00390625
    0.0078125
    0.015625
    0.03125
    0.0625
    0.125
    0.25
    0.5
    Unit
    0
    1
    2
    3
    4
    5
    6
    7
    8
    9
    Value
    1
    2
    4
    8
    16
    32
    64
    128
    256
    512
    Unit
    10
    11
    12
    13
    14
    15
    16
    17
    18
    19
    Value
    1,024
    2,048
    4,096
    8,192
    16,384
    32,768
    65,535
    131,072
    262,144
    524,288
    Unit
    20
    21
    22
    23
    24
    25
    26
    27
    28
    29
    Value
    1,048,576
    2,097,152
    4,194,304
    8,388,608
    16,777,216
    33,554,432
    67,108,864
    134,217,728
    268,435,456
    536,870,912

    Common Conversions
    Unit to Metric Value to English Value
    ±0.5

    Weight & Mass Distance Time
    Units Metric English Metric English Metric English
    -10 1 gm 1/8 Oz 1 mm 1/32 in 1 ms 1 ms
    -9 2 gm ¼ Oz 2 mm 1/16 in 2 ms 2 ms
    -8 4 gm ½ Oz 4 mm 1/8 in 4 ms 4 ms
    -7 8 gm 1 Oz 1 cm ¼ in 8 ms 8 ms
    -6 16 gm 2 Oz 2 cm ½ in 16 ms 16 ms
    -5 31 gm 4 Oz 3 cm 1 in 31 ms 31 ms

    -4

    62 gm 9 Oz 6 cm 2 in 63 ms 63 ms
    -3 125 gm 17 Oz 13 cm 5 in 125 ms 125 ms
    -2 250 gm 34 Oz 25 cm 1 ft 250 ms 250 ms
    -1 500 gm 1 lb. 50 cm 2 ft 500 ms 500 ms
    0 1 kg 2 lb. 1 m 1 yd 1 s 1 sec
    1 2 kg 4 lb. 2 m 2 yd 2 s 2 sec
    2 4 kg 9 lb. 4 m 4 yd 4 s 4 sec
    3 8 kg 18 lb. 8 m 9 yd 8 s 8 sec
    4 16 kg 35 lb. 16 m 17 yd 16 s 16 sec
    5 32 kg 71 lb. 32 m 35 yd 32 s 32 sec
    6 64 kg 141 lb. 64 m 70 yd 64 s 1 min
    7 128 kg 282 lb. 128 m 140 yd 128 s 2 min
    8 256 kg 564 lb. 256 m 280 yd 256 s 4 min
    9 512 kg 1128 lb. 512 m 560 yd 512 s 9 min
    10 1 mton 1 ton 1 km 1120 yd 1 ks 17 min
    11 2 mton 2 ton 2 km 1 mi. 2 ks 34 min
    12 4 mton 5 ton 4 km 2 mi. 4 ks 1 hr
    13 8 mton 9 ton 8 km 5 mi. 8 ks 2 hr
    14 16 mton 18 ton 16 km 10 mi. 16 ks 5 hr
    15 33 mton 36 ton 33 km 20 mi. 33 ks 9 hr
    16 66 mton 72 ton 66 km 38 mi. 66 ks 1 day
    17 131 mton 144 ton 131 km 80 mi. 131 ks 2 day
    18 262 mton 289 ton 262 km 159 mi. 262 ks 3 day
    19 524 mton 578 ton 524 km 318 mi. 524 ks 1 week
    20 1 Gg 1,156 ton 1 Mm 652 mi. 1 Ms 2 week
    21 2 Gg 2,312 ton 2 Mm 1,303 mi. 2 Ms 1 mo.
    22 4 Gg 4,623 ton 4 Mm 2,606 mi. 4 Ms 2 mo.
    23 8 Gg 9,247 ton 8 Mm 5,212 mi. 8 Ms 3 mo.
    24 17 Gg 18,494 ton 17 Mm 10,425 mi. 17 Ms 7 mo.
    25 34 Gg 36,987 ton 34 Mm 20,850 mi. 34 Ms 1 yr.
    26 67 Gg 73,975 ton 67 Mm 41,700 mi. 67 Ms 2 yr.
    27 134 Gg 147,950 ton 134 Mm 83,399 mi. 134 Ms 5 yr.
    28 268 Gg 295,899 ton 268 Mm 166,798 mi. 268 Ms 9 yr.
    29 537 Gg 591,799 ton 537 Mm 333,596 mi. 537 Ms 18 yr.

    Approximate Values

    Length Unit
    Earth to Andromeda 74
    Earth to Proxima Centauri 55
    Earth to Sun 37
    Earth to Moon 29
    Circumference of the Earth 25
    Altitude of a satellite 17
    Length of a football field 7
    Height of a person 1
    Length of a housefly -8
    Dust particle -13
    Cell -17
    Diameter of Hydrogen -33
    Diameter of a nucleus -47
    Diameter of a photon -50
    Mass Unit
    Universe 172
    Milky Way 139
    Sun 101
    Earth 82
    Moon 76
    Human 6
    Mosquito -17
    Bacterium -50
    Hydrogen -89
    Electron -100
    Time Unit
    Age of the Universe 59
    Age of the Earth 57
    Human life span 31
    Period of audible sound -10
    Period of radio waves -20
    Period of visible light wave -49

    Unit & Value Math

      Let's revisit our old friends Joe {PP 6} and Mac {PP 7}. The two characters are trying to lift a stone that weighs 8 units. Neither character can lift the stone alone, so they are attempting to see if their combined physical power will be successful. If you were to add 6 + 7 = 13, you may believe that the characters could lift the stone because 13 is greater than 8. But 13 units is equivalent to 8,192 kilograms, and that is absurd. The point I am trying to make is that a unit sum is not the same as a value sum. In this scenario we are trying to find a value sum; what is the total value the two characters can lift together. If you look at the table, you can figure that the two characters can lift a total of 128 + 64 = 192 kilograms. And this is not enough to lift the stone.

      Many places in this book you will see foo + bar will get you foobar. Unless it explicitly asks otherwise, just add or the numbers as you would normally. Sometimes, I even give the formulas in their unit form and their value form.

    Advanced

      When the "values" of two units are totaled, the actual sum is not the sum of the units, but the sum of the values. This type of addition is used when two or more attributes are totaled or when two powers collide. Also I use the "v" to denote value and "u" for units when there may be any confusion. Two characters, each with a physical power of 7u, are trying to lift a 300vkg tree. The combined physical power is not a 14u, because then they could lift 16,384vkg. That would be silly. The combined physical power is an 8u, because 128vkg + 128vkg = 256vkg. So, the moral is 7u + 7u = 8u. Obviously they cannot lift the tree, because 300vkg > 256vkg.

      As you may come to realize, adding values can get sticky. So to help with the stress, I try to remember two concrete rules. Warning: this is not true for hybrid units, when the scalar is not 1

    1. the value of n units + the value of n units = the value of n+1 units
    2. the value of n units - the value of n-1 units = the value of n-1 units
    Be warned, adding in this manner is only used in adding "values". When adding bonuses such as those that are incurred from weapons, armor, or taking damage, just add the units with plain old math.

      When two or more units are added the values are actually multiplied and when units are subtracted the values are actually divided. This is confusing, but it makes the calculations easier and it is mathematically true. Later the rules state: distance in units-time in units=speed in units. If Johnny Flash travels 16m in 2sec, it is easy to see that he is traveling at a speed of 8m/s. You can also use the unit math, 4u-1u =3u or 8m/s. The reason this is true is because of the way powers of the same base multiply and divide. Au1 × Au2 = Au1+u2 and Au1 ÷ Au2 = Au1-u2. Or as it applies in this game: 2u1 × 2u2 = 2u1+u2 and 2u1 ÷ 2u2 = 2u1-u2, where u1 and u2 are the unit values.

    Math Note
    value = 2unit
    unit = ln(value) ÷ ln(2)

    Measuring the Abstract

      Units are shown to be used for such things as weight, speed, time, distance, and all kinds of measurable qualities. But if that were all units were for, I wouldn't be using them; they are damn confusing. Units are also used to measure abstract things. Things that cannot be normally measured. Things like beauty and reason. But most often, units are used to measure difficulties for feats and potential ability.

    As a rule of thumb, when you rate a human skill or ability you can generalize things as such.

    Units Generalization
    4 Very Poor
    6 Average
    8 Excellent
    10 The limits of mortal ability

    Hybrid Units advanced

      One of the great things hidden in the mechanics of this game is the ability to modify the scale to suit your individual needs. When you alter the scale and use hybrid units or hybrids, the only thing that changes about this game are the costs, and the unit measurements of listed stats. But these things can easily be converted from standard units to hybrids.

    The function used for this game always takes the form a×bx, the standard function is 1×2x

      Two numbers must be selected, the scalar and the base. The base number is a positive number, greater than one, that controls the span of the numbers. Smaller bases widen the span. Larger bases narrow the span. Many persons may feel that the span of numbers that model humans is too narrow. In the standard units, the base is set at 2, this provides easy numbers and human span of 5. I find that a base of 1.25 is great for a very low powered campaign, it yields a human span of 14.

    When I use the term "human span", I mean to implicate the number of possible, normal, human attributes. The standard base has a human span of 5. Attributes generally range from 6 to 10.

      The scalar number shifts the scale up and down. The only usefulness I see to using the factor of a scalar would be to shift the minimum, normal, human attribute to the 1 or 0 position. That makes for nice intuitive numbers.

    The mathematical definition of the hybrid unit
    value = scalar×basehybrid
    hybrid = (ln(value)-ln(scalar))÷ln(base)

    Converting units to hybrids and vica versa
    hybrid = (ln(2unit)-ln(scalar))÷ln(base)
    unit = (ln(scalar)+ln(basehybrid))÷ln(2)

    Converting unit changes to hybrid changes and vica versa
    dAtth = ln(2dAttu)÷ln(base)
    dAttu = ln(basedAtth)÷ln(2)

      The next task you must perform is to generate a hybrid - value table so that you can use your hybrids, and a unit - hybrid conversion table so that you can convert the stats included in this book to your own scale. Also, if you want a particular span and start, you can use the following formulas.

    base = 20span-1
    scalar = 50(.05)start/span

      At this point you are probably wandering how I could ever pass this task off as an easy process. And it is, because you don't have to do any of the math. A computer program is provided with this game, that will calculate and table all of this. You can find it here.

      The final change comes in the costs. The base costs of abilities are fine, but the factor costs are intended for standard units, therefore you must translate the magnitudes of the abilities from hybrid units to standard units. And again, you don't have to do the math, the character calculator will take care of that as well as sub abilities and ability modifiers.

    Interaction Rules

    General Interaction

    Ties

      The tie breaking rules are prioritized. Rules should be followed from first to last, until the tie is resolved. This rule is usually the opinion of the GM.

    1. Highest stat wins.
    2. Character with the Luck advantage wins. Character with negative Luck looses.
    3. Character with a person in his party with the Fortune advantage wins. Character with a person in his party with negative Fortune looses.
    4. Flip a coin.

    Feat Rolls

      A feat roll determines the outcome of a performance that utilizes only one attribute. So, feat rolls are often called feats of physical power, feats of skill, feats of endurance, or by whatever attribute is used. There are two types of feats that occur, opposition feats and talent feats. Opposition feats are those in which there are two forces that either are opposing each other or competing with each other. Examples of an opposition feat could include arm wrestling or racing, because in each only one attribute is used and there are two persons either opposing or competing against each other. Talent feats are those where one force attempts to perform at a certain level. A person trying to lift a heavy weight or jumping a ditch is a good example of this, because the weight or ditch isn't fighting the character. Its difficulty is constant.

      The feat roll assumes that the feat is performed as quickly as possible with full effort. If the feat is perform over an extended period of time, charging rules come into play. Then you will see that the higher attribute always wins.

      On a more mathematical note, the technique used to make a feat roll must fulfill few rules.

      It is understandable that you may not feel comfortable with a single method for making feat rolls. Therefore I have presented multiple methods for making a feat rolls.

    Relative Ability Method

    Ease of Use
    Moderate
    Die Pleasure
    Good
    Realism
    Poor

      With the relative ability method, rolls range from ½ attribute to the whole attribute in a rectangular distribution. Therefore, ½ the attribute will be an automatic action, as this is the lowest roll.

      And because dice start at one and not zero, the feat roll would look something like the following

    ½Attributeround up - 1 + 1D(½Attributeround down + 1)
    or
    Attribute - ½Attributeround down - 1 + 1D(½Attributeround down + 1)

      If you make a table, you will get something like the following. However, you will notice that many of the rolls call for imaginary dice, like D5 and D9.

    Attribute Feat Roll
    1 1
    2 1D2
    3 1 + 1D2
    4 1 + 1D3
    5 2 + 1D3
    6 2 + 1D4
    7 3 + 1D4
    8 3 + 1D5
    9 4 + 1D5
    10 4 + 1D6
    Attribute Feat Roll
    11 5 + 1D6
    12 5 + 1D7
    13 6 + 1D7
    14 6 + 1D8
    15 7 + 1D8
    16 7 + 1D9
    17 8 + 1D9
    18 8 + 1D10
    19 9 + 1D10
    20 9 + 1D11
    Attribute Feat Roll
    21 10 + 1D11
    22 10 + 1D12
    23 11 + 1D12
    24 11 + 1D13
    25 12 + 1D13
    26 12 + 1D14
    27 13 + 1D14
    28 13 + 1D15
    29 14 + 1D15
    29 16 + 1D15
    Contrived Form

      The above method is most useful to those of use who like to remember concrete, logical rules. But some people just like to look at a table to determine what dice to roll. So I have constructed a table of standard feat rolls, all using real dice. However, this method follows no real pattern, and it's not something you want to memorize. There are more methods than listed, so I generated every possible combination of die rolls with a nasty computer program and selected those that looked the nicest. I also extended the table quite a bit, just in case you are using some kind of freak attributes.

    Attribute Feat Roll
    1 1
    2 1D2
    3 1 + 1D2
    4 2 + 1D2
    5 1 + 2D2
    6 2 + 1D4
    7 3 + 1D4
    8 2 + 1D2 + 1D4
    9 3 + 1D2 + 1D4
    10 4 + 1D6
    11 5 + 1D6
    12 4 + 2D4
    13 5 + 2D4
    14 6 + 1D8
    15 7 + 1D8
    16 6 + 1D4 + 1D6
    17 7 + 1D4 + 1D6
    18 8 + 1D10
    19 9 + 1D10
    20 8 + 1D4 + 1D8
    Attribute Feat Roll
    21 9 + 1D4 + 1D8
    22 10 + 1D12
    23 11 + 1D12
    24 10 + 1D6 + 1D8
    25 11 + 1D6 + 1D8
    26 10 + 1D4 + 2D6
    27 11 + 1D4 + 2D6
    28 12 + 2D8
    29 13 + 2D8
    30 12 + 3D6
    31 13 + 3D6
    32 14 + 1D6 + 1D12
    33 15 + 1D6 + 1D12
    34 14 + 2D6 + 1D8
    35 15 + 2D6 + 1D8
    36 16 + 2D10
    37 17 + 2D10
    38 18 + 1D20
    39 19 + 1D20
    40 16 + 4D6
    Attribute Feat Roll
    41 17 + 4D6
    42 18 + 3D8
    43 19 + 3D8
    44 20 + 2D12
    45 21 + 2D12
    46 20 + 1D6 + 2D10
    47 21 + 1D6 + 2D10
    48 22 + 1D6 + 1D20
    49 23 + 1D6 + 1D20
    50 20 + 5D6
    51 21 + 5D6
    52 24 + 1D8 + 1D20
    53 25 + 1D8 + 1D20
    54 24 + 3D10
    55 25 + 3D10
    56 26 + 1D10 + 1D20
    57 27 + 1D10 + 1D20
    58 26 + 2D6 + 1D20
    59 27 + 2D6 + 1D20
    60 28 + 1D12 + 1D20

    Variable Die Method

    Ease of Use
    Good
    Die Pleasure
    Poor
    Realism
    Good
    Att - N + 1DN

      With the variable die method, particular die rolls are made depending on the randomness of the situation. The N factor is the amount of randomness in the roll. It is left as a variable for different types of feats. Some feats being naturally more random than others. I find it to be a bit of a chore to juggle both the amount of difficulty and the amount of randomness.

      You may want to leave N to be a constant number; this will make for every easy die rolls. When using hybrid units, the numbers should be modified. Higher die rolls for lower bases.

    Randomness N Feats
    Low 2 Meticulous chores, like lifting heavy weights.
    Normal 4 Performing a normal function, like punching.
    High 6 Performing skills with many variables at hand, like driving on a wet road.
    Extreme 8 Using an ability in a way that it might not have been intended for.

    High Roll Method

    Ease of Use
    Excellent
    Die Pleasure
    Good
    Realism
    Bad
    1DAtt

      Many people complain that this game is too realistic and no fun to play, because people die too fast. This method will produce and average of much lower numbers and will add allot of randomness to the game, more like fantasy games are. This is also a very simple roll as well.

    Playing Card Method

    Ease of Use
    Easy
    Die Pleasure
    Good
    Realism
    Moderate

      For the playing card method, a deck of cards must be constructed such that the highest card in the deck is the max stat.

      If the max stat is greater than 10, the face cards should then be scaled by some integer so that the max stat is reached. Possible scales are given below.

    Card Unit
    Ace 1
    # #
    Jack 11 12 13
    Queen 12 14 16
    King 13 16 19
    The feat works as follows.
    1. To each player the GM deals one card facing down. (Or they can draw)
    2. Each player can be dealt one card at a time facing up. (Or they can draw)
    3. The player's feat is the sum of his cards.
    4. If the player busts, i.e. the sum of his cards is greater than his ability, then his feat is roll is equal to half his ability, rounded up.
    Probability Method

    Ease of Use
    Moderate
    Die Pleasure
    Questionable
    Realism
    Good

      The probability method is an odd method and is not fully supported by this game. It's not finished yet either.

      Consider two characters of equal ability in an opposition feat. The probability that one character should succeed is 50%. Now consider one character with one unit less ability, having half the value of the other character. We could say that the chance of success is now half, or 25%. One less unit, and the chance of success is 12.5%, and so on.

      For the standard unit, the probability feat works as follows.

    1. Calculate the difference between the abilities of the characters. The low character will roll for the probability.
    2. The probability for success is (-difference - 1)v×100%
    3. Difference Probability
      0 50%
      1 25%
      2 12.5%
      3 6.25%
      4 3.125%
      5 1.5625%
    4. If the low character cannot roll under that percentage on the percentile dice, he fails.
    5. Units of success are measured by the difference in units of what was rolled and what was needed to be rolled.
    6. * For the special cases where one of the abilities is not random, like a talent feat or damage resistance, the difference is either divided or multiplied by two, which ever will help out the nonrandom ability.

      For hybrid units, a custom table must be made like the following.

    Difference Probability
    D 0.5×base-D
    Opposition Feats

      Opposition feats consist of two variable forces that are either opposing or competing against each other. The two opponents both make a feat roll. The highest roll wins by an amount equal to the difference.

      Harry {PD 7} and Willis {PD 9} are two gunslingers in a duel. To see which gunslinger draws his gun first, we must have a feat of physical dexterity. Harry makes his roll (7) and Willis makes his roll (8). Thus Willis draws his gun first, with a difference of 1.

    Talent Feats

      The opposition of a talent feat is constant. It is the feat's difficulty. Difficulties are measure in units just like attributes and tables of difficulties can be found all through out the skills section. And as stated earlier the opposition of a talent feat is constant. It is also at its maximum, because it doesn't vary. Therefore the number that needs to be beaten by the character is the difficulty.

      Jason the Spider {PS 9} is attempting to hold his balance while running during an earthquake. He will make a physical skill feat roll. The difficulty is set at 6. Jason rolls a 7. Jason is just able to run during the earthquake with an effect of 1.

    Feat Chains

      A feat chain is a series of feat rolls that determines the results of more complex procedures like combat maneuvers. The feat chain is commonly used in combat, using powers, persuading, and many other things. Generally the feat chain consists of three different feats. A dexterity feat, to determine initiative; a skill feat, to determine accuracy; and a power vs. resistance feat, to determine damage. The results of each feat will affect the next feat.

    Declaration

      Before any chain or feat is performed, each player must always declare his action. A player can never declare or change his action in the middle of a feat chain. But a player may decide to cancel his action and defend or do nothing immediately after initiative is determined.

    It may be a good idea for each player to declare his actions in secret to the GM, because the characters never know what the players are declaring. This prevents problems with abuse of player knowledge.
    Initiative

      Initiative determines how fast an action occurs, or which actions occur first in time. Each action is played out in order of highest initiative to lowest initiative. Actions with higher initiative occur first and because of this, sometimes characters with low initiative don't get to perform their actions because they get smacked upside the head.

      If a character gets initiative over another character, that loosing character will be at a disadvantage to react to the faster character's action. The success of the initiative is actually taken as a negative dSKL to the slower character if he attempts to make an action against the faster character.

      But initiative is not always needed. If only one character is performing an action or if the order of actions doesn't need to be determined, initiative may not need be determined.

    Strike

      The strike determines if the attacking character(s) succeed in actually hitting the target. If the target defends, the attacker may miss. A failed strike roll will miss the intended target.

    Depending on the level of precision and realism you want to obtain when you play, there may be a few things you should consider when you strike. These are addressed in latter sections.
    1. Line of sight
    2. Size
    3. Distance
    4. Movement

      The results of the strike roll determine just how accurate the action was. Highly successful strikes are likely to have hit vital areas of the body, like the head, neck, and eyes. The GM should infer from good strike exactly where the blow was landed. Hitting the target in vulnerable areas will do more damage. Thus the success of the strike roll will decrease the resistance of the target. But, resistance is constant difficulty, so it cannot be reduced completely. A resistance can only be reduced to half from a good strike roll.

      The success of the strike roll can only increase damage so much as the integrity is vulnerable in certain locations or against certain angles. If the integrity has no vulnerabilities, a well placed blow is no better than a poorly aimed blow, with both having the same power behind them. The one half limit is only a rule of thumb. The GM may want to bend this as she sees fit; she may even want to consider two numbers for damage resistance, the second being the resistance of most vulnerability.

    Effect

      The damage determines how badly the target is wounded. The attacker must succeed in his strike to incur damage. There is one notable difference about this feat. The INT opposition is constant, like a difficulty.

    Summary

    1. Initiative DEX Feat
    2. Strike SKL Feat
    3. Damage POW Feat with INT difficulty

      Little Billy {MD 6, MS 6, MP 6} decides to attacks his playmate {MD 4, MS 4, MI 4} with a psychic surge.

    For initiative, Billy rolls a 5 and the playmate rolls a 3. Billy wins initiative by an effect of 5 - 3 = 2. Therefore, the playmate now has an effective MS of 4 - 2 = 2, to defend with.

    To strike Billy rolls a 5; and the playmate rolls a 2. Billy succeeds in the strike by an effect of 5 - 2 = 3. There fore, the playmate's effective resistance is 4 - 3 = 1, but limit this to half the resistance = 2.

    For damage Billy rolls a 6; and the playmate's resistance is a 2. So, the damage the playmate incurs is 6 - 2 = 4 and that is enough to stun the playmate, and lethally injure them.

    *It should be noted that this method of resolving a chain assumes that the character is fully exerting himself. If the character is not able to give full effort or does not wish to give full effort, he may reduce any of the utilized attributes.

    Simultaneous Attack

      Often times, even though a character looses initiative, the player will still want to carry out his action. It is possible for a character to attack while being attacked, but this is usually a disadvantage.

    Moment advanced

      The moment of an ability is the measure of time needed to complete the activity, this is usually not necessary to determine (I don't even know of any systems that can do this), but it can prove useful. The moment and the rolled dexterity feat (or just the feat roll, if it is not a feat chain) will determine the exact amount of time that is required to complete the activity.

      The moment is given as a number, if it is not given then it is 7 units by default. That number is the required dexterity feat for completion time to be zero units or one second. So, a character who rolls a 7 for initiative can deal a punch in one second. Feats that fall short of the moment will take longer to complete, and feats that are better will take less time to complete the activity. For feats below the moment, just take that difference as the time it takes to complete the task. For feats above the moment, just take the negative of that difference to be the time it takes to complete the activity. So an initiative of 5 will take 7-5=2 units or 4 seconds. While an initiate of 9 will take 9-7=2, and -2 units is .25 seconds.

    Timed Combatadvanced

      The basic rules are all you really need for combat, but If you have played other RPG's, you may be confused about the pace of time. Unlike other games that slice time into 'rounds' of action, X looks at each action individually, allowing for real time simultaneity in combat, provided that you take the extra step and factor in the moment of each action.

      From the moment, the time that the action spans is determined. But there is just one question, who's action do you use, the attackers or the defenders, and what if there are multiple opponents? Actually, neither, both, Mu. You always take the highest initiative to measure the time span of the action that matters. And just so you understand why, let's review the four common possibilities for one-on-one combat.

    The attacker gets initiative, strikes, and damages
    We do not concern ourselves with the longer amount of time it takes for the defender to complete their evasion, because it was not completed.
    The attacker gets initiative, strikes, and doesn't damage
    Again we do not concern ourselves with the defenders failed evasion. An intelligent defender would not continue with a failed evasion after it fails.
    The attacker gets initiative and misses
    This time things are a bit different. We do not concern ourselves with the completion of the defenders evasion, because even incomplete, it worked. The defender could continue the dodging in the same direction, but they do not have to.
    The attacker looses initiative and the defender chooses to defend and not attack
    Here we do not worry about the completion of the attacker's action, because it failed from the beginning. The attacker could continue the failed attack and may even get attacked without the chance to defend, but that would be a mistake.

      And what about multiple opponents? Just look at each attack individually, and note that some attacks take less time than others, and because of that, in the same amount of time, a faster attacker may get in more attacks. Basically you have to record the the time totals for each character; and let the character with the lowest time total make their next action first.

      Goon1 and goon2 are roughing up Sarah the milking cow. They all roll initiative. Goon1 gets a 7, goon2 gets a 6 and Sarah gets a 5. The goons both attack, but now goon1 gets to attack again before goon2, because his action took less time. Now lets say goon1 rolled a 6 for the initiative of the next attack. That's 1 second from the first attack plus 2 seconds for this current attack for a total of 3 seconds. The second goon only has a total of 2 seconds from one attack, therefore his turn is next. Meanwhile, what about Sarah, when does she get to dodge again or attack. Well, she can attempt a dodge against every attack, unless she is defending someone else at the same time. But, you can just try to dodge everyone altogether. And she may attack, when she stops defending. This may seem difficult, but if you keep track of everyone's time totals and current actions, everything will be clear.

    Charging

      When a feat is performed in the regular manner, it is assumed that it is performed at full effort, in the shortest amount of time feasible. For instance, a character with a physical power of 8 can lift 8 units of weight, but the character may not be able to lift 8 units of weight, instantly, every time they try. The character may need a little extra time to prepare and a little extra time to perform. Then they should be able to lift the weight. This is called charging.

      When a character charges, they spend extra time performing the feat and in return they perform closer to their full potential. The amount of randomness is decreased; there is less chance for the character to fail.

    A feat roll usually looks something like
    X + 1DY

    For a charged feat that lasts and additional n times longer than the feat normally would, the feat roll is modified to be
    (X + n) + 1D(Y - n)

    Thus average rolls are much higher, and approach the characters full potential as the character charges longer. When the character has charged so much, that die roll is 1D0, further charging will not benefit the character.

      Max: PP 10. Max tries to quickly lift a 9 unit weight off of the ground. He makes a feat roll of (1D6 + 4) 8. Max fails. He then squats and prepares before lifting, spending and additional four times longer than usual. The lift then becomes automatic, 1D2 + 8 > 8.

    Limit Breaks

      The idea of performing beyond limits is not new to roleplaying. Almost every system has some form of this. This system is no exception. Whenever you max out a roll, make a secondary roll, and depending on your reality level you may incur bonuses. If your secondary roll also maxes out, you may make another roll. And if you max that roll out . . .

      The converse can also be true. Whenever you roll a one, reroll. And if you roll a one again, the action automatically fails. This is called a faux pas.

      The amount that a person can perform past his potential is directly related to the reality level of the world the characters exist within.

    Actuality
    Realistic settings do not allow the ability to perform past the given ability. The character is limited to the normal bounds of his ability. No limit break rolls need be made.
    Extreme
    Incredible yet plausible settings allow the ability to perform just a bit above his normal bounds. For every maxed out limit break, the roll will incur one additional bonus point. This can be explained through adrenaline, extreme circumstance, or just a phenomenon.
    Gritty
    For every half roll on limit break, the roll will incur one additional bonus point; and for every maxed out roll on a limit break, the roll will incur two additional bonus points.
    Action
    For every two rolled, will yield one additional bonus point
    Trippin
    All the rolls add up.

    Damage

      In all characters there is a possibility of injury and death by many different means. This game takes a very good approach to understanding damage as it applied to all of the integrity and endurance attributes, as they can take damage. But before I can begin, I will discuss the concepts that form this theory of damage.

    Stress
    The measure of force that is applied to the object. Think of stress as a constant amount of strength squeezing or pushing the character. In this game, the power attribute is a measure of how much force can be exerted. And in combat, the power feat determines the actual amount of stress in that given attack. But, just because stress is applied, does not mean that damage is dealt.
    Damage
    The measure of the degree of deformation or strain. Damage, in turn, reduces performance and leads to total destruction.
    Damage Resistance
    A tougher object will take less damage from the same amount of stress, than a weaker object. That tougher object has a higher damage resistance. If you kick a dog and then you kick a tree, who will have taken the most damage. The damage resistance is defined as the amount of stress needed to incur damage. In this game we use the objects integrity to determine the damage resistance, however the damage resistance can be altered as a subability of integrity.
    Health
    The character's health is what is effected by damage. When a character takes damage, it is subtracted from his current health. When a character's health reaches zero, they are swooned. When a character's health is negative, they are fatally injured. The amount of health a character has is determined by their Damage Capacity. Health is regenerated.
    Damage Capacity
    The maximum damage that the object can have taken before it becomes permanently damaged. All objects have a certain damage capacity that helps determine how severely injured they are. In this game we use the objects integrity to determine the damage capacity, however the damage capacity can be altered as a subability of integrity.

      Both integrity and endurance attributes take separate damages and can lead to injury and death. They all have a damage capacity. And that damage capacity is a simple scale that ranges from negative the attribute to positive the attribute. This scale represents the character's hit points. At full health, the character is at positive the attribute, and as the character takes damage, the amount of hit points they have decreases. And as the hit points decreases, the character will begin to feel the effects of the damage, eventually become stricken unconscious, and possibly even killed.

      When noting the amount of damage a character has taken, you can first consider the difference between positive and negative amounts of health. When the character has a positive amount of hit points, they are very much alive. This damage is considered non-fatal damage. When the character has a negative amount of hit points, they are either dying or dead. This is considered fatal damage.

    + Non-fatal
    - Fatal

      And as damage is taken, the character be hindered in that area. For instance, if a character has taken a great deal of physical damage, all his physical actions will have negative modifiers.

      To rate the character's health, the following table is used. The character's health is divided into the upper positive half and the lower negative half. Each half is split into thirds. If a character has a positive amount of health, you must determine in what range does the character's health lie (in ratio to their full health). The highest third is for 66% to 99% full health, the middle third is for 33% to 66% full health, the lower third is for 1% to 33%, . . .

      Each range of health will yield important information. The amount of negatives placed on that class of attributes, the number rest counts needed to heal up to the next segment (this will be explained in the latter section), and the status of the character's over all condition.

    Health Negatives Rest Counts Description
    100% Full Health
    3/3 -0d 1 Cuts, scrapes, bruises, and black eyes. There is pain, but it may not be noticeable until afterwards.
    2/3 -1d 2 Deep bruising, minor concussions, and bruised ribs. Real pain begins. The character is now truly suffering.
    1/3 -2d 4 Hair line fractures, concussions, and a punctured lung. The damage is starting to take it's toll. The character is not functioning very well.
    0% Point of Inability
    -1/3 -3d 8 Severe concussions, a broken bone, and some internal hemoraging. If conscious, the character is disoriented, perhaps even in a state of shock.
    -2/3 -4d 16 Internal hemoraging, blood loss, and perhaps some organ damage. The character needs emergency medical treatment, though it is possible that they could survive without professional care.
    -3/3 -5d 32 The character's health will continue to decline without immediate medical treatment. It is very unlikely that the character is conscious.
    -100% Absolute Death
    Recovering Damage

    Rest Count
    A rest count is a period of time equal to one full day of rest and treatment or two full days of activity.

      To recover the character must make rest counts. The most fatal damage is recovered first, but the most fatal damage takes the longest to recover. The previous table shows how many rest counts are needed to progress in healing to the higher requirement.

      All that is required is to find rest count requirement the character's damage status is in. The amount of rest counts listed is the amount needed to progress to the requirement above it. For characters with multiple units of healing from one rest count requirement to the next, the GM should divy up that health so that the character does not just heal a whole bunch at once.

      Jane the crack whore got beaten severely when she didn't pay her pimp. Her health was reduced to zero, i.e. she was beaten unconscious. After checking the above table, the GM determines that it will take Jane 4 rest counts to heal the first third of her health, an additional 2 rest counts to heal the second third, and an additional 1 rest count to heal back up to full health. That makes a total of 7 rest counts. That's two weeks working on the street for Jane before she's up to full strength.

    You may wonder why the damage healing method in this game is so odd, but consider this. In an average rpg, a character will heal 1D6 hitpoints per day. That means, on average, a character with twice as many hit points will take twice as long to heal. Why should the "tougher" character take longer to heal?
    Infection and Other Degeneration

      A consequence of improperly treated injury can be infection. Unlike contact damage, infection attacks the character's endurance. The bacteria or virus literally makes a feat against the character's endurance. If the GM is picky enough, she may even keep record of the power of individual diseases. Plagues are fun like that, one day they may miss you, the next day they may kill you.

    Overcoming Soreness

      If a character takes a specifically nasty blow or injury, it is possible that they may retain some soreness even though they have healed to a healthy status. And this means that the character will also retain some negatives. Something as silly as a twisted ankle can put the character at a -2d for all lower body actions, for weeks.

    Shock Trauma

      There is a psychological effect that is associated with pain and terror of all kinds. The strong overcome it and the weak succumb to it.

      You can try to resist it or you can just take it, but if you are defeated by it, you will break. A character may attempt to "fight" the trauma by making a successful POW feat against the shock trauma. If this failed or is unattempted, the trauma directly attacks the character's integrity, but deals no actual damage. The effect measures how much the character is psychologically effected.

      When a character is damaged physically or psychologically it hurts. In this game we call this shock. For any amount of damage taken there is an equal amount of shock. And there are certain circumstances that will cause psychological shock without even damaging the character; these are considered traumatic events. Traumatic events can effect characters psychologically. Mind trauma shocks the MI; soul trauma shocks the spiritual integrity. No form of trauma damages the character's integrity, but they can have many negative effects. The character may go into shock, lash out, or even take on permanent disorders.

    Decencitizaion

      When a character becomes subjected to the same trauma over and over, they becomes better at dealing with it. For the value amount of times the character has experienced the event, they receive a unit amount of bonus towards resisting the trauma.

    MI Trauma
    Physical Addiction
    Hunger / Thirst
    Flesh Lust
    Pain / Fatigue
    SI Trauma
    Psychological Addiction
    Danger
    Rape
    Death / Violence
    High Damage

      Taking large amounts of damage will often result in bad consequences for the character, in addition to the normal hindrances.

    Stun Damage

      Whenever a character takes enough damage, so that they take on additional negatives, they are momentarily stunned - they automatically loose the very next initiative. This allows a character inflicting damage to possibly follow up and combo the character repeatedly into unconsciousness.

    Lethal Damage

      If a character ever takes an amount of damage equal to or greater than to his resistance in one action, the character has suffered some sort of permanent, and possibly deadly injury.

    Exertion & Recovery

    Exertion Limits

      A character can exert them self at full capacity for a period of time equal to their endurance value in seconds. A character can exert them self at n units less than full capacity for a period of time equal to their endurance + n value in seconds. If, somehow by bend of rules the character is able to exert them self at n units above full capacity, they can do it for a period of time equal to their endurance - n value in seconds.

    Full Magnitude
    Exerting at peak is like sprinting. It will exhaust the character very quickly. Exhaustion will begin after an amount of time equal to the character's correlating endurance.
    Full Magnitude - 1
    Exerting at one less unit is like jogging. This is much easier on the character's endurance. Exhaustion will begin after an amount of time equal to the character's correlating endurance + 1.
    Full Magnitude - 2
    Exerting at two less units is like briskly walking. This can be maintained for an extended period of time. Exhaustion will begin after an amount of time equal to the character's correlating endurance + 2.
    Full Magnitude - n
    Exhaustion will begin after an amount of time equal to the character's correlating endurance + n.
    Effects of Fatigue

      When a character reaches fatigue, normally, they are unable to further push them self. At this point, the dexterity, power, and speeds correlating to the endurance and the endurance in it's self will be reduced to -1 their former and will remain so until the character completely makes up for that exertion.

      Only a character with a strong desire and determination will have the drive to push himself this far, or a person on drugs.

    Rest

      The character must rest for all time spent at peak activity. Unrested time will count against the character if activity reoccurs. Consider the character's endurance as a pool of time. During activity, that time is taken from that pool, and during rest, time is placed back in that pool.

      For example: Shawn the track runner has a PE of 7. He runs at maximum speed for 128 seconds and falls on the ground heaving in pain. Now, some of his stats are at -1 their former. Shawn only rests 64 seconds before he gets up and sprints full speed (which is now 1 less) for 64 seconds and falls on the the ground vomiting and choking. Now some of his stats are at -2 their normal. Shawn only rests 32 seconds before he musters the strength to get up run some more (at -2 now, which is pathetic) for 32 seconds and falls to the ground and with his strength at a -3 he is unable to get up.

    Sleeping Times

      The amount of time a character needs to sleep each night is dependent upon their lowest endurance and the amount of activity they have undergone.

    Lowest endurance Sleep needed per day Regular Sleep
    5 8 hours 8 hours every day
    10 4 hours 8 hours every two days
    15 2 hours 8 hours every four days
    20 1 hour 8 hours every eight days

      For each sleeping period the character misses, they will function at one unit less with their dexterity, skill, power, endurance, and speed. When certain mental and spiritual attributes get too low, the character will begin to suffer psychologically. Extreme loss of sleep, that is, the character is not allowed to go to sleep, may result in may result in actual damage to the character's PE and ME.

    Physical Interaction

    Combat Actions

    In this game we divide combat into three types: long ranged, close ranged, and grappling

    Long Range
    Long ranged combat is combat where the characters are out of each others reach and projectile weaponry is normally used. Long ranged combat is performed with regular chain resolution. In fact, long ranged combat is usually the easiest because many times, as with unarmed opponents, there is no need for initiative to be determined.
    Close Range
    Close ranged combat occurs when the characters can possibly contact each other physically, but are not grappling nor entangled. Close ranged combat is performed with regular chain resolution.
    Grappling
    When the characters are entangled or go to the ground, that is grappling. Unlike the normal modes of combat, in grappling a skilled fighter may substitute PP with PS and a strong fighter may substitute PS with PP. You may think the stronger fighter will have the advantage, but the skilled grappler is almost sure to win. Remember that a grappling proficiency would give the grappler bonuses to his PS and with physical power substitution, they can use their heightened physical skill twice. A skilled grappler is at a great advantage over any other fighter if the battle goes to the ground.

      In this section we present methods for performing irregular actions, those that are performed differently and have different consequences than regular combat actions. When figuring in changes with these irregular actions, it is important to know that the proficiency bonuses are still added as well. It is also important to know that only proficient characters can perform any of these special actions.

    Offensive Actions

      When a character attacks it is assumed that they make a normal attack. A regular feat chain is performed. This goes for punches, kicks, elbows, knees, and the regular use of a power. However, some attacks, like flying kicks, take a special amount skill and are performed in a slightly different way than the regular feat chain.

    Damage Regulated Attacks
    Overpowered Attack

    In an overpowered attack the character strikes as hard as possible, perhaps even enough to injure himself. In doing so, the character's attack becomes very inaccurate.

    -n
    +(n-1)
    dSKL
    dPOW
    where n is a number less than or equal to the characters level of proficiency
    Flailed Attack

    A flailed attack is one where the character strikes quickly at the opponent in order to fend him off or just get a shot in. The flailed attack is more accurate than normal, but it lacks the power of a regular attack.

    +(n-1)
    -n
    dSKL
    dPOW
    where n is a number less than or equal to the characters level of proficiency
    In Motion Attacks Physical only
    When the attacking character is in motion and attempting to perform a melee attack, the attack is increased by the additional amount of speeds behind the attack.
    Charge

    A charge is a collision, where the attacking character simply charges strait into the target. Examples of this include the shoulder charge, or the spear.

    SPDu+MASSu is substituted for POW in the damage roll.

    Charging Attack

    A charging attack is one where the character is in motion while performing some attack. Unlike the charge, where the motion is the attack, in a charging attack the motion amplifies the attack. Examples of this include a dashing punch or kick and even a leaping kick. For additional information, see Moving Target/Attacker

    -SPDdPS
    +SPDdPP
    Grappling Attacks Physical only
    As stated previously, when two characters are grappling, PP and PS are interchangeable.
    Slam
    The slam is the regular attack while grappling, however holds are more commonly used. If successful the target may automatically lose initiative for the next attack.
    Hold

    A hold is when the target is placed in a position from which they are at an attacking disadvantage and it is difficult to escape from.

    To attempt a hold requires a feat of physical power between the two characters. If the character is successfully placed in the hold, they are -1dPS and -1dPP. And further more the attacker is able to attack the specific part of the body that is in the hold without having to make a strike roll.

    Mount

    The mount is the position in which the mounted character is lying back down and the mounter is atop him with his legs straddled around the mounted character's waist. The characters are directly facing each other. If a character is ever mounted, the fight is usually over. His legs become virtually useless and his upper body attacks loose all leverage to the mounter.

    Attempting a mount requires a feat of physical power between the two characters. If a character is successfully mounted, they will loose the their leverage.

    Strategic Attacks
    Entangle Physical only. Level: 3
    Like a normal parry, but success will pull the attacker into a hold. Can be used with chain/rope weapons.
    Feint Level: 2

    The feint is a deceptive trick move that fools the opponent into a reaction that will leave him at a disadvantage. The feint is then followed by real maneuver. The feint is only an introductory move. The feint will either draw an attack or defense from the opponent. And the character will either follow with a defense or attack respectively. However, the feint is completely useless if the opponent fails to react at all.

    When performing a feint you must decide if you will feint to an attack or feint to a defend. Then a normal strike roll is performed (after initiative of course). The success of the feint will be used as negatives to the opponents next strike roll, whatever it may be. However, if the attacker committed a feint to an attack and lost initiative the second round, then opponent will not take negatives, because the attacker could not commit him to a defense.

    Guard Cancel Level: 2

    A guard cancel is attack that does not intend to damage the target, but lower his defense for a follow up attack. A very successful guard cancel may even disarm the target.

    A regular feat chain is performed, but the success does not deal damage. It will lower the target's skill for a follow up attack, if the attacker can get initiative.

    Soft Strike Level: 2

    A strike that cannot be countered because the attacker does not overstrike or even fully extend the action.

    -1dDEX
    -1dPOW
    Hard Strike Level: 4

    An attack that strikes directly and cannot be parried or blocked, except with a true shield or wall.

    -1dPOW
    -1dSKL
    Defensive Actions

      When a character defends against a psychic of magic attack the character resists that attack in the normal manner. When a character defends against a physical attack that character is evading the attack. The character is literally dodging. Blocking and parrying is not an option, this can only be performed by a skilled character

    Blocking
    Block

    Blocking is a form of defense that is forceful. Blocking is almost like attacking the oncoming attack. Any character can perform a mental or spiritual block, but a physical block or parry can only be performed by a proficient character.

    The parry consists of the character placing his arm, or whatever object they are parrying with, between the attack and himself. Parrying can be used with a weapon.

    Lock Physical only
    The lock is a parry where if successful, the defender steps in to lock swords with the attacker so they cannot use the sword. The lock is primarily used in sword fighting, kickboxing, and boxing where there is no grappling.
    Power Block Level: 3
    The power block is Like a normal block, but the defender is deliberately trying to injure the attacker. Success will deal base damage to the attacker. The power block can be performed with a weapon, but it is not likely to do damage against a weapon.
    Spell Cancel Spiritual only. Level: 3
    The spell cancel is performed like a normal spiritual resistance, but if the defender succeeds the attacker's spell fails to affect any targets.
    Countering
    Counter Level: 2
    Roll like a normal evasion, but if successful, the evasion success is subtracted from the opponents next evasion roll to your counter attack, if you can get initiative.
    Anti Counter Level: 3
    A free action where the character rolls a second time against the opponent's counter to not receive negatives from his failed attack.
    Power Override Mental or spiritual. Level: 3
    If the defending character also possesses the attacking power (or a similar one, this is dependent on the setting and the GM), they can use their own power against the attacker's. Both characters will make feat chains against the other and the winner's power will affect the loser.
    Spell Reversal Spiritual only. Level: 4
    The opponent makes a feat chain against the attacker's attack. If the opponent wins, the attacker's spell is reversed upon him.
    Absorbing Damage
    Roll With Impact
    When hit the character tries to roll with the attack to lessen damage. The character makes a second evasion roll, and if successful the character takes -1 effect. With physical use this action can only be used against impact attacks except projectiles.
    Universal

    Simultaneous Actions

    When the character tries to perform n actions in one action, there is some degradation in ability, but it still may be possible.

    to each action
    (-2n)dSKL
    (-2n)dDEX
    (-2n)dPOW
    Chi Abilities

      Chi abilities are applied to hand to hand proficiencies with the supernatural skill modifier. And thus they are not realistic.

    Extended Strike
    The character can strike with out actually touching. By focusing their chi at the target, they is able to extend the range of their attack by a distance less than or equal to their units of proficiency.
    Summon Charge
    The character is able to spend time charging their ability in order to receive a temporary bonus to the performed feat. Before using the ability, the character must charge n times as long as it normally takes to perform the ability. Where n is a number less than or equal to their units of proficiency. The character will then receive a +nd to the ability.
    Tap Strike
    The character has the ability to inflict full damage with seemingly harmless attacks, like a simple tap.

    Penetration

      Although high velocity projectiles only incur a certain amount of damage, they penetrate with much higher ability. Their PPP (Penetration physical power) is used like PP to determine effect, but the damage is limited to the actual PP. This damage may seem too weak, but it must be noted that the damage is ultimately likely to be internal. The damage has a high possibility of causing severe internal damage, which, without immediate medical treatment, will continue to weaken the character with passing time, to the point of death.

      Melee weapons may also have penetration values. Thrusting and chopping weapons may have a dPPP that is added to the total PP, to determine the used PPP.

      Some armours, namely bullet proof vests, give special protection against penetrating attacks. Their dPPI, or penetration physical integrity bonus, is used against penetrating attacks. But this dPPI is not used against blunt attacks, only penetrating attacks.

    Special Circumstance

    Spreading Out Attacks

      A power's effective range is normally limited to the POW of the power; the power is limited to one target, but by spreading out the power, the character can attack multiple targets at a lessened POW and range. This is a very easy task to perform. Simply take the amount of targets and subtract the units from the power's strength. But if the targets are spread apart, the negatives may be greater or even impossible.

     Johnny Flame wants to hit two targets 1m apart with his fireball {PS 8, PD 6, PP 8}. Johnny sacrifices 1 units of POW to spread the fireball to two targets at a PP 7. If Johnny were to attack only one thug with this spread out attack, Johnny would have a +1dPS, because the attack covers a larger area and is more difficult to avoid.

    Visit the "Size Matters" section in Special Circumstances section for more information on using spread out attacks.
    A Note on Shields

      Any shield will not only hamper the type of damage intended to the person in the shield, but to any of that type of damage directed from the inside the shield to hurt someone outside the shield. Armadillo Jack brings up a physical force field, but now he cannot shoot the enemies he is protected from with his rocket launcher.

    Accuracy

    Distance

      Distance can hinder accuracy. When attempting to attack a target a distance away, the distance will act as a negative dPS to the character's strike. Therefore, positive unit distances will hinder the character's aim and negative unit distances will aid the character's aim.

      Weapons that can be aimed are a bit different. They are made for use over long distances. An aimed weapon, if aimed correctly, can be used a distance of the character's vision or the weapons effective range before the character will incur distance negatives.

    Size

      Big targets are easy to hit. Small targets are difficult to hit. When size and area is referred to, it is not an exact measurement of volume or surface are, just imagine a circle or sphere with a certain radius.

      Attacking small or large targets modify physical strike rolls; modifiers are equivalent to size (value of meters) or relativity units, positive or negative. Attacking a human is relatively easy, the main body is about a meter is size, and therefore there are no modifiers to strike. However attacking his head might have a minus one to attack. And on the other hand, attacking a giant would be a plus one to strike.

      You should also note how you can miss a specific target, yet hit the more general target. A person aiming for the heart may fail the strike roll by one unit, which is not enough to hit a target as small as the heart area, but is good enough to hit the main body.

      With attacks that are spread out, as with using a flame thrower, the area covered by weapon will also yield bonuses to strike. Attacks that cover areas greater than human size will yield strike bonuses equal to the area covered. So, an explosive grenade that covers a area with a 2 meter radius would yield a +1 bonus to strike when used against one just one target. However, if you were to attempt and strike two adjoining targets, you would not receive the bonus, because the area of coverage just covers the target. The bonus is only given when the area of coverage extends well beyond the target.

    Damage

    Back Damagerealistic

      When a character is punching and kicking something that has a greater physical integrity than the character, the character may take damage to his fists and feet. This is clearly seen if you try to punch a tree. If you intently strike the tree with a much force as you would strike a punching bag, you will break the bones in your hand and split open the skin covering your knuckles. The reason this happens is because your fist is less resistant than the tree and will absorb some of the damage more easily than the tree will.

      Base damage is the difference in PI between the character and his target. If the damage roll for the attack exceeds your own physical integrity, you will take damage to the hand or foot, up to base damage, depending on the damage roll.

      Pulling a punch and or wearing protective clothing can reduce back damage. Protective clothing, especially made for punching and kicking will help just as much as armor.

    Circumstance Effect
    Padded Gloves -1d
    Shoes -1d
    Boots -2d

      However, if a Shao-lin monk strikes the tree with even greater strength, their hand will not bleed, because they has toughened their PI and they know what they are doing. Character's with a certain combat proficiencies can take their units of proficiency use them for back damage prevention. So a character with two units of karate proficiency and a physical integrity of 6 can chop a block of wood with a physical integrity of 8 without worry of breaking his hand. It is all a matter of skill.

    Blood Loss

      Heavy bleeding, as by the loss of a limb or internal injury, will drain at the character's physical endurance constantly till death. A character can loose up to a unit of physical endurance every minute, depending on the severity of the hemoraging.

    Damage Location

      If you are shot in the arm, with the exception of blood loss and mental trauma, you will not die. The arm can be destroyed, but you will not die. 50 units of damage can be dealt to the arm, but you will not die!.

      If you have the time and patience, it is a good idea to think of each limb as separate from the body when recording damage. (All having the same PI) They can be destroyed individually, and they can take individual negatives as to their ability. Some games divide hit points into many separate parts: the fore arm, the hand, . . etcetera. It is not often that I use my hand without using my entire arm or visa versa. It is practical to only think separately of each limb and the trunk+head; and this keeps play somewhat fluid.

    Falling Damage

      Is equal to the height in units multiplied by two. 18 units of damage is the maximum damage that can be taken by falling (and not landing on your head), due to terminal velocity.
      However, characters that are especially aerodynamic or nonfictive must add their of power to the normal 18 unit maximum to determine their maximum damage that can be taken from falling.

    Malnutrition

      A character can go without water for a time equal to their PE value in 30 minute increments before they begins to loose PE.

      A character can go without food a time equal to their PE value in hours before they begins to loose PE.

    Radiation

      The effects of radiation are complex to represent in game form. I will try to use a more generalization of effects than any actual unit amounts.

    Sources

      Radiation is all around you. Hell, you couldn't even see if it weren't for radiation.

    Space
    Cosmic radiation is found all through out space. Much of the radiation never gets through our upper atmosphere. In space, you are subjected to a bit more radiation, but orbiting around the earth will not be harmful. Cosmic radiation comes in many forms, heavy particles and light particles. All kinds of things are bound to happen. I don't know how good it would be to get in the path of a pulsar.
    Natural Deposits & Reactors
    Even in uranium mines, the amount of radiation isn't likely to be harmful. Uranium just isn't found in large amounts like iron or coal. However, billions of years ago, when less uranium had decayed there existed a larger abundance of uranium; even enough for natural reactors to form, releasing large amounts of heat.
    Nuclear Reactors
    Being in a power plant isn't harmful. Being in a power plant during a melt down is. A good bit of radiation is released, and an awfully incredible amount of heat. An unstoppable amount of heat. Handling nuclear material can be quite safe when precautions are taken, but unprotected material can release a nice bit of radiation. You will get sick, and you probably will contract cancer, that is, if you don't melt. Did I mention the intense heat?
    Penetration

      You must note what kind of "harmful" radiation comes in contact with the person. Not all radiation can ever be dangerous.

    Low Penetration, Heavy Particles
    Externally low penetrating particles are not dangerous. Clothing will deflect alpha particle emissions but beta particle emissions will penetrate up to a PPI of 10, but not lead and the like. Internally, alpha and beta emissions are extremely dangerous. For instance, radon gas is not harmful just because you are exposed to it, but because you breathe it in and it can't escape and tears up your lungs.
    High Penetration, Light Particles
    Gamma rays, X rays, and cosmic rays will all penetrate the character's body unless there is some kind of magnetic deflection like a plasma field. And some particles will simply pass right through you, inflicting no damage at all. There are only effects when radiation interacts.
    Effects

      Normal background radioactivity is relatively harmless. Working in a power plant, or in radiology, isn't likely to affect the character. But what type radiation gamers will be more likely to come across is something lingering in the aftermath of a nuclear war. This amount of radiation can be extremely dangerous. It is important that you know what the effects of this. Just remember, that with nuclear weapons and meltdowns, it is usually the extreme heat that kills you.

    Dosage Short Term Dose Long Term Dose
    10 Sieverts Immediate and severe sickness followed by death within just days. There is no long term
    5 Sieverts Severe sickness and a high likely hood of contracting a fatal cancer. Increasing sickness to death.
    1 Sievert Minor radiation sickness. The characters will be nauseous and their immune systems will be depleted. May cause the character to contract a fatal cancer a few years later.
    .05 Sievert Little if any effect. May eventually contract cancer.

      But you might say, "hey what about "super guy" radiation doesn't hurt him." Well, they probably have an incredibly high physical integrity and physical endurance, far greater than that of any human or animal. So the GM should use his discretion wisely with the subject of the effects of radiation on persons of incredible toughness.

    Suffocation

      A character can hold his breath a time equal to their PE value in seconds before they begins to loose PE.

    Temperature

      When determining how temperature can damage the character, you must first choose the character's body temperature. For humans this is 37° C. Now, when the character is in an environment that is not close to their natural body temperature, they are constantly attacked, and if the physical power of that attack overcomes their physical integrity, they will most surely die within time.

      The strength of the attack is equal to the difference of the temperature of the environment and the character's normal body temperature in ° C, in units. This assumes that the character is appropriately dressed. Being naked in the snow or dressed warmly in an oven can increase the physical power by 1.

    PP °C °F
    4 16° 28.8°
    5 32° 57.6°
    6 64° 115.2°
    7 128° 230.4°
    8 256° 460.8°
    9 512° 921.6°
    10 1024° 1843.2°

      However, this is not a good model for super low temperatures, but it is not likely that the character will come into contact with such super low temperatures, it is hard enough to reproduce them in the laboratory.

    Hindrances

    Gravity

      As far as gravity is concerned, all the rules in this game are base on the acceleration due to gravity of earth, or one g. Under more g's characters are –1dto all speeds, PD, and PP for every increase of g's. Also falling damage and maximum falling damage is increased. And when the amount of g's overcome the character's PI the force begins to damage the character.

    Knock Back

      When a character is hit, the attacker makes a physical power feat against the difficulty of the opponents integrity. That feat determines the damage that is incurred. But secondarily, that physical power feat is also made against the difficulty of the character's weight to determine knockback. Knockback is the distance that the character is "knocked" from the attack. Blunt attacks, or those with no penetration, will incur full knock back. But penetrating attacks will have the their PPP subtracted from the knockback. And if the character is knocked into a hard object like a wall, then subtract the knockback from the character's integrity to determine how much additional damage is taken when the character strikes the wall.

    No Leverage

      Occurs when the character is in zero gravity or swimming in deep waters. All characters are -2dPS and -2dPP.

    Water Resistance

      All characters are -2dPD and -2dPP while submerged in a liquid of viscosity similar to that of water.

    Motion

    Collision

      Imagine two characters running at each other head on. Each lowers their head to spear the other. How much damage will each character take? Well, the better question to ask would be, how much physical power is applied to each character?

    In Short

      Normally, when one character spears another, you simply add his mass and his speed to find the resultant physical power applied to the target. But in this scenario both characters are rushing towards each other. Therefore the speed each character is more, relative to the other. So, the value sum of the characters' speeds is used instead of just one character's speed. It is important to remember that a value sum of the speeds is taken and not a regular unit sum. The reason is because the actual values of the speeds are added together and not multiplied.

      The previous assumes that the two characters are running at each other head on. If one character were to be retreating from another, you would subtract the value of his reverse speed from the oncoming character's momentum. And if the characters were attacking each other at angles, then you would have to use trigonometry to find the vector components, and that should not be allowed during a role playing game, and therefore I will not discuss that.

    Expanded advanced

      When two objects collide damage may occur. When looking to find the ~physical power applied to one object, we find the relative momentum of the other object. To do this we take the difference in velocities between the two objects and multiply that by the mass of the other objects. The most difficult part is finding the velocity between the two objects. You must visualize that one object is at rest, then imagine what the total velocity of the other object would be as it collides. For two objects that collide head on you will add their speeds together. For two objects that are traveling in the same direction, you subtract the smaller speed from the larger. Objects that collide at angles, will require some geometry and I will not go into that. But once you have found that total velocity, you also use it to find the damage on the other object.

      For two objects that collide head on, where object 1 has a mass m1 and a speed s1 and object 2 has a mass m2 and speed s2, the damage for each is found as such.

    Damage to Object 1 Damage to Object 2
    Unit Math (s1v+s2v)u+m2u (s1v+s2v)u+m1u
    Real Math (s1+s2)×m2 (s1+s2)×m1

      But remember that these formulas are for head-on collisions. If the one object is moving from the other, the velocities will be subtracted. I am not going to explain this in detail, mainly because I really don't expect many people to understand this ugly stuff. It requires a little knowledge of physics.

      A drunk driver in a large truck collides head on with a mid-sized sedan. The sedan weighs 10 units and is traveling at a velocity of 4 units. The truck weighs 11 units and is traveling at a velocity of 5 units.

      The physical power dealt against the sedan is (4v+5v)u+11u~=17u. The sedan is smacked silly by the large truck. But, by looking at the automobile tables you may notice that the average car will protect you from about *** units of damage, so the passengers have probably taken around *** units of physical power against them with seat belts and airbags.

      The physical power dealt against the truck is (4v+5v)u+10u~=16u. But, by looking at the automobile table you may notice that the truck will protect you from about *** units of damage, so the drunk has probably taken around *** units of physical power with seat belts.

      In melee combat, collisions occur when performing shoulder charges, spears, tackles, and even jump kicks. Unlike a rushing attack, collision attacks don't incur accuracy penalties, because all of the accuracy is directed towards the motion. With rushing attacks accuracy must be directed towards the actual attacks as well as the motion.

    Moving Target/Attacker

    Melee

      In a rushing attack, the attacker is -dSpeed to physical skill and +dSpeed to physical power. This is when the attacker is rushing the target head on. An approaching target will add to the relative speed and a retreating target will take from the relative speed.
      Perpendicular movement will also decrease accuracy, but it will not increase the damage.

    Long Ranged

      With long ranged attacks, you are only concerned with perpendicular motion. It directly subtracts from accuracy.

    Confused?

      When you are directly facing the opponent, perpendicular motion is the side to side motion, and all other motion is either approaching or retreating.

    Spiritual Interaction

    Influence

      Influence is the ability to alter others views and opinions and basically getting people to do what you want. To try and influence some one, you just make a spiritual feat chain. There are many ways in which you can influence some one and many reasons to do so.

    Influence
    Persuasion Intimidation
    Seduce - Charm Instigate - Taunt
    Deception - Confuse Interrogation
    Humor Command
    Calm Motivate

      The target's resistance can be affected secondarily (by things other than the influence feat chain) in two ways: the relationship between the influencer and the target, and preconceptions of the target.

      The relationship between the influencer and the target is an important factor. An enemy isn't likely to be charmed by the character. An extreme enemy can have their RES as much as doubled in resistance to the influencer's persuasion.

      Often times, preconceptions of the target will affect the character's ability to influence him. Enemies are less likely to be charmed, and friends are more likely to be duped, but in either case if the character tries and tries again to influence the target, each time gets more difficult, like the boy who cried wolf. Could you imagine a hooker that can easily be seduced? A crack whore, for instance, could have their RES as much as doubled in resistance to seduction as a result of their psychological callous.

      The reaction of the target completely depends on the effect gained by the influence feat. You can't simply make some one kill them self be cause you succeed in a feat chain, it would take a grand success of more the targets resistance, like shock. In fact, if you fail, you may offend the target.

    Effect Example
    Complete Miss The influencer's attempt fails completely. An undesired effect may take place.
    Negative Effect The influencer's attempt strikes a chord, but the results will not be that intended.
    0 A poor attempt. Completely ineffective.
    1 A nice attempt, but only good enough for smile or grimace.
    50% RES Very effective. Good enough to sell a Rollodex.
    100% RES Extremely effective. A little more of this and you can start your own cult.
    150% RES Enough to force someone to do something they are very inclined not to.

    Occult Actions

    Energy
    What is expended with each use of the character's POW, and what is stored in the character's END that becomes exhausted when rest is required.
    Spiritual Energy
    Specificly, the energy that is expended by the SP and stored by the SE. This will be a major topic of this section.

      Occult Actions are performed by those characters with occult proficiencies and usually occult or psychic and magic related powers. The word occult refers to the "science of the supernatural". An occult practitioner is open to a wide range of new abilities that a normal person is not, just as a trained practitioner of the martial arts is open to a new set of abilities. The basic function of these new abilities is a wider scope of influence and the ability to manipulate spiritual energy.

    Occult Influence

      The occult practitioner is not limited to the few means of influence that normal man is. The practitioner can suggest any emotion or psychic state. And the practitioner can do this even without words and sight, but that requires full concentration.

    Spiritual Energy Manipulation

    Ignorance
    A trained mystic can take energy from ignorant persons and animals with reasonable ease. The definition of an ignorant person is fairly loose, as many nonpracticioners can resist having their energy drained. But generally, any non-practitioner that is not strongly individual or having strong beliefs makes an easy free lunch.
    Willingness
    Energy can be taken from a willing subject with relative ease. However, stealing energy from an unwilling subject requires a successful feat chain.
    Amount
    It is never a good idea to take all of the energy from a willing subject. This will leave them exhausted and vulnerable. They may even start to resist if they feel that the practitioner pushing it.
    Contact
    Energy is much easily transfered through physical contact. Without contact, the transfer of energy requires full concentration.
    Group
    Group incantations, usually formed by holding hands, are not only useful for combining the value sum of endurances, but this can also create a live circuit for each member to contribute power as well.
    Sacrifice
    Just as physical contact aids the passage of spiritual energy, blood can amplify it even more. In fact a blood sacrifice can transfer energy, by passage of blood, to non-practitioners and poorly trained practitioners. Death sacrifices even go so far as releasing extra energy, one extra unit. This is the binding energy of the soul to the physical body.

    Mindscape

      In highly magical campaigns, characters may find themselves in situations where their are in the astral plane, in the psyche of another, trapped in a magical prison, or in some other sort of supernatural location. In such places, the laws of physics are very different. As the characters are no longer in the physical world; their physical stats become useless. Only the characters mental and spiritual stats are used. The characters may soon find that they can use the sheer power of will and aura to affect the supernatural world around them. However, this is all left up to the whim of the GM. I only mention it to point out that this kind of situation is what symmetric attributes should be used for. Characters can engage in deadly combat by using only their mental and spiritual stats to duke it out. All sorts of things are possible.

    The Matrix

      The Matrix represents a mental world where the characters are set to preselected physical attributes, but are able to use their mental attributes when they become enlightened. The characters are still constricted by certain rules, namely gravity, solid surfaces, and death. But the smart characters (hint: they were all hackers), are able to use their incredible mental stats to break the limits of a normal human being.

    Character Evolution

      Over the course of a campaign it is likely that the characters will progress in their skills and even pick up a few new tricks. Character evolution is mostly an implementation of the GM. She has full control over this delicate procedure. Too much character evolution and the characters will become far to powerful; too little development and the game may get stagnant. I propose a few different options to the GM, because I do not think that one model will clearly reflect every game and every situation.

    No Growth
    The GM may announce that there will be no character evolution at all. This may seem harsh, but for quickie games and when ever you are using premade or modeled characters, this may be ideal.
    Normal Growth
    Normal growth is defined as character evolution that comes about through training and hard work. The characters must train and use their skills to advance them. And the character must spend ample time learning new skills. This model places all of the decision making directly on the GM. The GM must decide at what point the character has advanced. I suggest that characters should only advance a little every few weeks of role playing, but this is very dependent on the game as well. If I were to play a Dragon Ball Ztm game, it would be probable to develop a new ability every adventure and then some. However this is very munchkin, and it will only lead to stupidity.
    Leveled Growth
    Leveled growth is the character evolution model that is used by most RPG systems. In leveled growth the players are actually rewarded for their gaming actions and receive experience points. These experience points then go towards the development of their characters. This player rewarding is explained in more detail later on.

    Development Hierarchy

      As the character develops, his attributes unfold in the sequence of physical, mental, spiritual. For a reference of average attributes, review the section on races, it lists character profiles for humans, dwarves, elves, . . .

    Physical

      The physical attributes of a character top off around the age of 20 or when ever physical maturity is reached for the race. Around 6 months of strenuous physical training can bump individual attributes up one unit. Extreme physical training can continue to increase the individual physical attribute to near it's peak; each additional unit will take at least double the previous amount of time to bump up. When the characters attributes are highly developed, they can become rusty if substantial exercise is not maintained. However, the rusty attributes can be retrained more easily.

      The physical attributes begin to degrade around the age of 50 or much earlier if the character slows down his physical activity. The attributes, except PI, will generally decrease around a unit, by which ever are used the least.

      The PI attribute is generally lower than the other physical attributes and it is also much harder to develop. PI increases and decreases much less and slower than the other attributes.

    Mental

      The mental attributes can continue to increase beyond the age of maturity to around 30, if the character continues to attend schooling or exercise their mental faculties. Mental attributes can be trained and increased like their physical counterparts. But they tend to degrade less and are more easily retrained.

      Mental degradation occurs as the brain does, around the late 60's. But, the numbers can vary from character to character. Not all of the attributes are likely to degrade, and not always as much as their physical counterparts.

    Spiritual

      The spiritual attributes can continue to increase up till the character's death. They only decrease from psychological detachment; this can be caused by mental illness.

    Growth System

      Independent if the GM decides to use normal or leveled growth, the characters are still under the restrictions of plausibility and story continuity. Characters are regulated as to how and how much they can develop.

    Methods of character growth.

    Training

    Practice and hard work will always pay off. Characters can always train to increase their skills and to learn new ones.

    Learning New Skills

    To learn a new skill, the character must first have the potential to learn it and then have some one to teach it to him. And then he must practice, allot.

    Having the potential to learn a new ability can mean very different things depending on the situation. For a character to learn a psychic ability, they must be psychic, for a character to learn a spell, they must have some innate ability. And most of all the character must have decent attributes for the attributes that will be used. It is the decision of the GM if the character has the potential. And for supernatural powers, this has allot to do with the setting.

    The character must have somewhere to learn the skill from. This is usually another willing character who is able enough to teach.

    When the character finally does learn the new skill, it will initially begin at a value lower than the teacher's and lower than the attribute it is based upon. Limiting modifiers should be placed on the ability to hinder it in this way. Later experience can hone the ability.

    Furthering Old Skills
    Increasing a preexisting ability through training alone requires constant usage of the ability at difficulties that the character is barely able or even unable to perform at.
    Experience
    Abilities may be increased if the character simply uses the ability allot. However the GM should be careful in deciding how much time is required, and their should be limits applied to this.
    Story line Element
    The GM may directly intervene with a gift from heaven or a freak occurrence and alter the character in some way. This is always tied into the story line and doesn't happen often.

      If the character is fully developed (a mature adult) the character can only raise an attribute one unit. Under extreme circumstances the character can raise the attribute an additional unit.

    Player Rewarding

      With player rewarding players are rewarded for their role playing efforts and this in turn makes their characters better. Player characters are rewarded for conflict, thinking, and playing. Non-player characters can only be rewarded for conflict, if rewarded at all. The idea of player rewarding brings a certain amount of competitiveness to the game as players will compare their experience points to others. I find player rewarding to be fun; it makes the RPG more like a game.

    Conflict

      Conflict experience can result from fighting, arguing, or any negative character interaction. Conflict experience can also result from abstaining from unnecessary conflict. The two factors of conflict experience are opposition and the consequence of failure. Opposition considers the power of the enemy versus the character; the consequence of failure considers how fatal failure could possibly be (to the character or others). The resulting experience is calculated as such.

      Minor opposition Equal opposition Major opposition
    Harmless Failure 10 25 50
    Punishing Failure 25 50 75
    Deadly Failure 50 75 100
    Thinking

      Thinking experience can result from clever ideas, deduction, judgment, and insight. The two factors of thinking experience are the necessity of insight and the usefulness and quickness of the idea. The necessity of the insight considers how much this thinking may help the character. The usefulness and quickness of the idea considers the speed and wit of the thought process and not the value of the idea. The resulting experience is calculated as such.

      Unnecessary Necessary Critical necessity
    Fair idea 10 25 50
    Good Idea 25 50 75
    Quick and Clever Idea 50 75 100

    Role-playing

      Playing experience results from how well the player acts the role of the character. The two factors of playing experience are playing in character and role playing. Role playing considers how well the character acts and plays a role, but not that the role exhibits qualities of the correct character. Playing in character considers how well the player follows the guide lines of the character. This includes following the characters alignment and motivations. This also includes correctly portraying the character's intelligence, will, spiritual skill, and other nonphysical attributes.

      Little acting Some acting effort 100% Acting
    Follows some guidelines 10 25 50
    Follows most guidelines 25 50 75
    Within all boundaries 50 75 100

    Experience

      Experience can also be gained from anything the GM feels necessary, but try not to over reward because of the great potential of experience in this system.

      Experience is totaled and after the player has a total of 1000 experience points, the character is rewarded with 1% of the character's base character point pool in extra character points to spend on character evolution. The next character reward requires the character have a total of 2000; then 4000; then 8000 and so on. So for a character with 2000 character points in his base character pool, they will receive 20 character points on a level up. The player is free to spend this character points on any aspect of the character providing that the character takes the necessary steps to advance himself. Characters only grow better in the skills and powers they use and practice and not the ones they ask the GM for. No character can learn how to fly over night.

      This system of character point growth is important in theory for two reasons. Number one, stronger characters grow stronger. If two characters receive the same amount of experience, the character with the larger base character point pool will gain more, because they have more potential. Number two, gaining character points becomes more and more difficult; this simulates any learning curve.

    Appendix

      Unlike the system, this appendix is not meant to do everything. There are simply too many weapons, and articles of equipment for me to even categorize. And besides, looking up individual weapons in an endless repository is not something I would enjoy. The purpose of this appendix is to wet your palette; to give you a taste of how to integrate weapons and armor into your game; to give you an understanding of how the character stacks up against other races and animals; and to give you some inspiration on how you can possibly make your own setting with individually tailored races, occupations, and weapons. I encourage the GM to develop her own setting into something unique. But there is plenty material here to base most any game off of.

    Races

      Character templates are presented to make character creation easier. A character template will give the average attributes, speeds, and sensory abilities of a race or character type and sum up the costs. This also gives the player a general idea of how his character stacks up to the rest of the populace.

    Human
    XXX character points

    Identity
    NameHuman
    Life-baseCarbon
    SpeciesHomo Sapien
    Height/Length1.5-2 m
    Mass60-100 kg
    BuildBiped. Humanoid.
    ColoringPale to dark skin, with blonde to red to black hair. Blue, green, or brown eyes.
    HabitLive in family units or solitary. Gather in colonies.
    DistributionAll earth terrain.
    DietOmnivorous.
    Breeding1+ babies per live birth. 9 month gestation.
    Life span70+ yr
    BehaviorDiffers greatly, but influenced by social interactions
    Dexterity Skill Power Integrity Endurance
    Physical 6 6 6 5 6
    Mental 6 6 6 6 6
    Spiritual 6 6 6 6 6
    Sensory
    Vision 8
    Hearing 4
    Smell 3
    Taste 2
    Touch 2
    Baro 1
    Speeds
    Run 2
    Swim 0

    Dwarven
    XXX character points

      The mysterious, subterrainian race known as the dwarven are known to be one of the first sentient races. This is thought to be because of the many ancient, cavernous dwarf-cities in existence. The Dwarves are master craftsmen, architects, and miners. And their size is not a sign of weakness, but of their evolutionary need to live in cramped underground quarters. A full sized dwarf can be up to twice as strong as a human.
      Dwarves have a near human-sized torso and head, but shorter limbs. However, they are built like rocks. There broad stature makes them as wide as they are tall.

    Identity
    NameDwarven
    Life-baseCarbon
    SpeciesHomo miromagnus
    Height/Length1.2-1.5 m
    Mass45-90 kg
    BuildBiped. Humanoid.
    ColoringPale to dark skin, with blonde to red to black hair. Blue, green, or brown eyes.
    HabitLive in family units or solitary. Gather in underground colonies.
    DistributionAll earth terrain.
    DietOmnivorous.
    Breeding1+ babies per live birth. 9 month gestation.
    Life span300+ yr
    BehaviorGenerally rash but friendly. Nice people, but easily offended.
    Dexterity Skill Power Integrity Endurance
    Physical 6 6 7 5 6
    Mental 6 6 7 6 7
    Spiritual 6 6 6 6 6
    Sensory
    Vision 8 Ultra Sensitivity
    Hearing 4
    Smell 3
    Taste 2
    Touch 2
    Baro 5
    Speeds
    Run 1
    Dig 0
    Swim 0
    Advantages
    Life Span 2

    Elven
    XXX character points

      The magical race known to mankind as elven were once the kings of men before the great war. Now they live in secluded kingdoms, far from the shadow of man. Elves tend to be other arrogant towards other races, not because they are better than the other races, but because they know that they are. Ever since the great war elves and dwarves haven't gotten along.
      From afar elves are indistinguishable from humans. But, they are a tad taller in stature, more royal in appearance, and they have long pointed ears.

    Identity
    NameElven
    Life-baseCarbon
    SpeciesHomo Magi-supremeus
    Height/Length1.6-2 m
    Mass75-100 kg
    BuildBiped. Humanoid.
    ColoringPale skin, with variable colored hair and matching eyes. The hair color is usually dependent on their local habitat.
    Habit Live in family units or solitary. Gather in colonies separate from mankind.
    DistributionAll earth terrain.
    DietHerbivorous.
    Breeding1+ babies per live birth. 12 month gestation.
    Life span500+ yr
    BehaviorTend to be arrogant, but otherwise similar to humans.
    Dexterity Skill Power Integrity Endurance
    Physical 7 6 6 5 6
    Mental 6 6 6 6 6
    Spiritual 6 6 7 7 6
    Sensory
    Vision 9 Ultra Sensitivity
    Hearing 5
    Smell 3
    Taste 2
    Touch 2
    Baro 1
    Speeds
    Run 2
    Swim 0
    Advantages
    Attractive 1
    Life Span 3

    Ogre
    XXX character points

      Ogres are generally more stocky in appearance than humans. Their limbs are shorter to conserve heat and their muscles are more well developed. The easiest way to distinguish an ogre from a human is from their large brow, and protruding jaw. But despite this, ogres are not as dumb as they look, but they do have more instinctual needs than humans. An intelligent ogre is not likely to delve into any artistic studies.

    Identity
    NameOgre
    Life-baseCarbon
    SpeciesHomo sapien neanderthalenisis
    Height/Length1.5-2 m
    Mass70-110 kg
    BuildBiped. Humanoid.
    ColoringPale to dark skin, with dark hair. Brown eyes.
    Habit Live in family units or solitary. Gather in clans.
    DistributionCold and glacial climates. Cave dwellers.
    DietOmnivorous.
    Breeding1+ babies per live birth. 9 month gestation. Ogre's hips are wider than humans, allowing more child birthing.
    Life span40+ yr
    BehaviorMostly tribal.
    Dexterity Skill Power Integrity Endurance
    Physical 6 6 7 6 7
    Mental 6 5 6 6 6
    Spiritual 5 6 6 6 6
    Sensory
    Vision8
    Hearing4
    Smell3
    Taste2
    Touch2
    Baro1
    Speeds
    Run2
    Swim0
    Disadvantages
    Life Span1

    Wolven
    XXX character points

      The wolf-like race known as the wolven are woodland dwellers. They live off the land as hunter-gatherers. They have a very distinct code of honor. Their cross-clan rivalries can spark bloody wars, but they are fairly peaceful with other races. But as the human territory encroaches their own . . .
      Wolven are large thick-furred beings with broad stature and dominating composure.

    The Code of the Wolven
    Honorable Birth
    The Wolven must be born of pure lineage. Both parents must be of the same clan, of the same class, and of course properly wedded.
    Honorable Life
    The Wolven must live in service and respect of is clan and family.
    Honorable Death
    All Wolven must either die in battle, die in child bearing, or die by ritual suicide. Otherwise they will not receive the proper burial.
    Identity
    NameWolven
    Life-baseCarbon
    SpeciesCani erectus
    Height/Length1.75-2.25 m
    Mass90-140 kg
    BuildBiped. Humanoid.
    ColoringUsually brown or black fur. Blue, green, or brown eyes.
    Habit Live in family units or solitary. Gather in tribes.
    DistributionWolven live in the northern woodlands.
    Diet Carnivorous-omnivorous.
    Breeding2+ babies per live birth. 6 month gestation.
    Life span40+ yr
    BehaviorThe wolven society is very complex. They are highly territorial and like to maintain definite levels of dominance. Even though, wolven can make very pleasant and loyal friends.
    Dexterity Skill Power Integrity Endurance
    Physical 6 6 7 7 7
    Mental 6 5 6 6 6
    Spiritual 6 7 6 6 6
    Sensory
    Vision8
    Hearing5
    Smell5
    Taste2
    Touch2
    Baro3
    Speeds
    Run2
    Swim0
    Disadvantages
    Life Span1

    Modifiers

      Character modifiers are alterations that change the very nature of the character, perhaps even genetically.

    Immortal

    Skills
    Proficiency (sword) +2
    Abilities
    Life Span: 10
    Death Regeneration: 4
    Regeneration: 10
    Detect: (other immortals: constant, unlimited usage) 4
    Drawbacks
    Hunted:

    Vampire

    Attributes
    +1dPD
    +1dPP
    +1dPI
    +1dSP
    +1dSI
    +1dSE
    Abilities
    +2 Visual Sensitivity
    Cold-Blooded
    Ethereal Visibility
    Life Span: 10
    Alternate Sustenance (blood)
    Death Regeneration: 4
    Regeneration: 10
    Metamorphosis (self: bat, fog, wolf)
    Metamorphosis (others: vampire) permanence, contagious
    Drawbacks
    Addiction: (blood) 3
    Degeneration (blood requirement; -1 pt/day)
    Attack Vulnerability: (silver) -3dPI
    Non-Offensive Vulnerability: (sunlight) a full PI of damage per turn
    Non-Offensive Vulnerability: (holy water) a full PI of damage per turn in vast amounts, but a squirt gun will do about a point of damage

    Werewolf

    Metamorphosis (under the light of a full moon)
    Attribute
    +2dPD
    +2dPP
    +2dPI
    +2dPE
    +1dRun
    -2dMD
    -2dMS
    Abilities
    +2 Visual Sensitivity
    +2 Hearing Sensitivity
    Death Regeneration: 4
    Regeneration: 10
    Metamorphosis (self: wolf)
    Metamorphosis (others: werewolf) permanence, contagious
    Drawbacks
    Psychological Instability (Wild)
    Appearance +2dSS
    Hand Manipulation (partial)
    Attack Vulnerability: (silver) -3dPI

    Occupations

      Character packages are like occupations or classes in other RPG's. But because there are no real character classes in this system, I decided it would be nice to make life a little easier for you by further diminishing your choices when making a character. Sometimes, too much choice can be distracting and annoying.

    Druid Priest

    Core Beliefs
    Paganism:
    Attributes
    +1dSP
    +1dSI
    +1dSE
    Skills
    Subject Knowledge (Druid Magic/Rituals) +1dDMS
    Prowl
    Pharmaceutics: (Herbal Medicine)
    Poison
    Astronomy: +2
    Proficiency: (Green Magic) +1
    Spells
      The character does not start with any spells, but the following spells may be learned. Animation (Green, water, wind, earth), Heal, Metamorphosis, Paralysis, Psychokinesis (air control or hydrokinesis), Suspension, Transmutation, Weather Control, Enchant, Mystical Reserves, Sacrifice Charge, Sanctuary, and Sense Magic. All powers are spiritual. Circle, ritual, and rune are common power limits.
    Character Skills
    Elder Gods Lore: base level

    Knight

    Ethics
    And first, he was faultless in his five senses,
    Nor found ever to fail in his five fingers,
    And all his fealty was fixed upon the five wounds
    That Christ got on the cross, as the creed tells;
    And whenever this man in melee took part,
    His one thought was of this, past all things else,
    That all his force was founded on the five joys
    That the high Queen of heaven had in her child.
    And therefore, as I find, he fittingly had
    On the inner part of his shield her image portrayed,
    That when his look on it lightened, he never lost heart.
    The fifth of the fives followed by this knight
    Were beneficence boundless and brotherly love
    And pure mind and manners, that none might impeach,
    And compassion most precious--these peerless five
    Were forged and made fast in him, foremost of men.
    Now all these five fives were confirmed in this knight,
    And each linked in other, that end there was none,
    And fixed to five points, whose force never failed,
    Nor assembled all on a side, nor asunder either,
    Nor anywhere at an end, but whole and entire
    However the pattern proceeded or played out its course.
    And so on his shining shield shaped was the knot
    Royally in red gold against red gules,
    That is the peerless pentangle, prized of old in lore.

    Sir Gawain and the Green Knight
    Core Beliefs
    Theism: Catholic Christian
    Attributes
    +2dPS
    +1dPP
    +1dPI
    +1dPE
    Skills
    Education: +1
    Intelligence
    Strategy
    Police Procedures
    Proficiency (Wrestling) +1
    Proficiency (Pole Arms) +1
    Proficiency (Sword) +2
    Proficiency (Shield) +1
    Proficiency (Hafted) +1
    Pilot (Horse) +2
    Advantages
    Income: +1
    Political: weapons permit, police powers
    Character Skills
    Dance: base level
    Musical Instrument: (pick one)
    Writing

    Ranger

    Attributes
    +1dPS
    +1dPE
    Skills
    Prowl: +1
    Climbing
    Camouflage
    Counter Tracking
    Navigation
    Trapping
    Wilderness Survival: +2
    Tracking
    Proficiency: (Archery) +2
    Proficiency: (Spear) +1

    Rouge

    Charity
    mostly selfish
    Attributes
    +2dPD
    +2dPS
    +1dRun
    Skills
    Escape Artist
    Forgery
    Pick Locks
    Pick Pockets
    Prowl: +2
    Slight of Hand
    Black Market Trade

    Animals

      This appendix is provided for animal encounters, but may not correctly represent all of any animal's attributes. The GM should feel free to alter any stats.

      If the game is being run within a magical setting, the GM may want to announce that all animals have the sense magic power and that domestic animals have a +3d bonus.

    Land Animals

    Anaconda

      Anacondas are the largest and heaviest snakes in the world. A recently fed anaconda can last months, perhaps even a year, without eating again.

    Identity
    Name Anaconda
    Life-base Carbon
    Species Eunectes murinus
    Height/Length 5-10 m
    Mass 100-250 kg
    Build serpentine
    Coloring Dark patches on a dull yellow/green background.
    Habit Solitary. Nocturnal.
    Distribution The basins of South America.
    Diet Carnivorous, but no large animals.
    Breeding Viviparous with 20-40 young.
    Life span
    Behavior The snake will wait patiently in the water for animals to drink. Then the anaconda will ambush the drinking animal. However, animals as large as humans will scare the anaconda away. Anacondas are not known to attack humans. The anaconda attacks by entangling and strangling its prey.
    Dexterity Skill Power Integrity Endurance
    Physical 4 6 9 6 6
    Mental 3 2 4 4 4
    Spiritual 2 2 2 2 2
    Sensory
    Vision 3 wide field of vision
    Infrared Vision 2
    Smell 3
    Touch 8
    Speeds
    Run 0
    Swim 2 water travel
    Abilities
    Visual Camouflage 1
    Prowl 7
    Hold Breath 10 min

    Bear (large)

    Identity
    Name Bear
    Life-base Carbon
    Species Ursidae
    Height/Length 2 m
    Mass 100-800 kg
    Build Quadruped/biped
    Coloring White to brown. Dependent on species
    Habit Solitary.
    Distribution North American woodlands.
    Diet Carnivorous-omnivorous.
    Breeding live birth with two young. 6-8 week gestation.
    Life span 15-30 years.
    Behavior Bears are very irritable and solemn creatures.
    Dexterity Skill Power Integrity Endurance
    Physical 9 7 9-11 8-9 8-9
    Mental 3 4 6 5 5
    Spiritual 4 5 4 5 5
    Sensory
    Vision 7
    Hearing 4
    Smell 7-15
    Taste 3
    Touch 2
    Baro 1
    Speeds
    Run 3-4
    Swim 1-2
    Abilities
    +2dPI fire, cold
    Climb 6

    Cheetah

    Identity
    Name Cheetah
    Life-base Carbon
    Species Acinonyx jubatus
    Height/Length 1.1-1.5 m
    Mass 50-60 kg
    Build Quadruped.
    Coloring Black spots on yellow or tan background. Light underside.
    Habit Diurnal. Family or male groups. Or solitary females.
    Distribution The african Savannah.
    Diet Carnivorous: usually smaller animals.
    Breeding live birth with 2-8 young. 3 month gestation.
    Life span 7-12 years.
    Behavior Unlike other large predator cats, cheetahs chase down their prey rather than ambushing it. They are also easily frightened; they devour their kill very quickly and will abandon it at the sight of a lion, hyena, or even vultures.
    Dexterity Skill Power Integrity Endurance
    Physical 9 9 6 6 6
    Mental 3 3 4 4 4
    Spiritual 4 3 3 4 4
    Sensory
    Vision 9
    Hearing 4
    Smell 4
    Taste 2
    Touch 2
    Baro 1
    Speeds
    Run 5
    Swim 1
    Abilities
    Prowl 6
    Visual Camouflage 6

    Crocodile (large)

      The crocodile is the oldest surviving dinosaur on earth and the closest living relative to the bird.

    Identity
    Name Crocodile
    Life-base Carbon
    Species Crocodylus
    Height/Length up to 6-8 m
    Mass up to 750-1800 kg
    Build Quadruped-serpentine.
    Coloring Dark green.
    Habit Solitary, or small groups
    Distribution Africa sans the northwest.
    Diet Carnivorous, aggressive eaters.
    Breeding 30-70 eggs. 3 month incubation.
    Life span 70-100 yr
    Behavior Let's just say that the crocodile is one of the few animals worthy of its reputation as a man killer.
    Dexterity Skill Power Integrity Endurance
    Physical 7-8 6 9-10 8-9 4-5
    Mental 3 3 4 4 4
    Spiritual 3 4 2 4 5
    Sensory
    Vision 4
    Hearing 3
    Smell 3
    Taste 2
    Touch 8
    Baro 1
    Speeds
    Run 4
    Swim 4 water travel
    Abilities
    +3dMP pain
    Hold Breath 10 min

    Elephant

      Elephants are the largest of all living land animals. Their trunks are versatile organs that can be used as a trumpet, snorkel, straw, feeler, hand, or strong arm.

    Identity
    Name Elephant
    Life-base Carbon
    Species Elephantidae
    Height/Length 3-4 m high
    Mass up to 5000-10900 kg
    Build Quadruped.
    Coloring Grey.
    Habit Roaming herds or solitary males.
    Distribution Africa and India-Asia.
    Diet Herbivorous.
    Breeding 1 calf. Just under a 2 year gestation.
    Life span yr
    Behavior Elephants are very social animals. They usually travel in herds of a dozen or two. They have a matriarchal society and the young are protected adamantly.
    Dexterity Skill Power Integrity Endurance
    Physical 6-7 7 10-13 10 12
    Mental 4 5 4 4 5
    Spiritual 4 4 3 4 5
    Sensory
    Vision 7
    Low frequency hearing 3
    Smell 10-15
    Taste 2
    Touch 2
    Baro 2
    Speeds
    Run 3
    Swim 0
    Abilities
    -3dJump

    Gorilla

    Identity
    Name Gorilla
    Life-base Carbon
    Species Gorilla gorilla
    Height/Length 1.4-1.7 m
    Mass 90-180 kg
    Build Quadruped-biped.
    Coloring Dark and covered with black to reddish-brown hair.
    Habit Groups of 5-15; 1 silver back.
    Distribution Equatorial Africa.
    Diet Herbivorous/Omnivorous.
    Breeding 1-2 young. 9 month gestation.
    Life span 35-30 yr
    Behavior Despite their size and intimidation, they are very shy creatures. However they are extremely territorial and will attack a human intruder if he does not stand his ground.
    Dexterity Skill Power Integrity Endurance
    Physical 7 8 9 8 7
    Mental 4 4 5 5 5
    Spiritual 4 4 3 4 5
    Sensory
    Vision 8
    Hearing 4
    Smell 4
    Taste 2
    Touch 2
    Baro 1
    Speeds
    Run 2
    Swim 1
    Abilities
    Climb 7

    Horse

      It should be noted that of all the horses on earth only the zebra is truly wild. All other wild horses such as the mustang are formerly domestic. Zebras cannot be broken.

    Identity
    Name Horse
    Life-base Carbon
    Species Equus
    Height/Length 1.5-2 m
    Mass upto 1100 kg
    Build Hooved quadruped.
    Coloring
    Habit
    Distribution
    Diet Herbivorous.
    Breeding Single birth. 11 month gestation.
    Life span
    Behavior
    Dexterity Skill Power Integrity Endurance
    Physical 7 7 7 8 8
    Mental 4 3 4 5 4
    Spiritual 3 3 3 2 3
    Sensory
    Vision 7
    Hearing 4
    Smell 3
    Taste 2
    Touch 2
    Baro 2
    Speeds
    Run 4
    Swim 1

    Lion

    Identity
    Name Lion
    Life-base Carbon
    Species Panthera leo
    Height/Length 1.7-2.5 m
    Mass 150-250 kg
    Build Quadruped.
    Coloring
    Habit A single male pride or nomadic males.
    Distribution Africa and India.
    Diet Carnivorous, but omnivorous if starving.
    Breeding 3-5 cubs per liter. 4 month gestation.
    Life span 30 yr
    Behavior The lion is a very lazy animal, sometimes spending 20 hours a day resting. In prides the females do most of the work. The male must only protect his dominance. The females hunt in groups and raise the cubs.
    Dexterity Skill Power Integrity Endurance
    Physical 8 8 8 8 7
    Mental 4 3 5 5 5
    Spiritual 4 5 4 5 5
    Sensory
    Vision 9
    Hearing 4
    Smell 5
    Taste 2
    Touch 2
    Baro 1
    Speeds
    Run 3
    Swim 1
    Abilities
    Mane {PI 9}
    Visual Camouflage 1
    Prowl 7

    Viper

    Identity
    Name Viper
    Life-base Carbon
    Species Viperidae
    Height/Length
    Mass
    Build Serpentine.
    Coloring
    Habit Avid hunters.
    Distribution Lower north ameica; eastern south America.
    Diet Carnivorous: small animals.
    Breeding
    Life span
    Behavior will attack if threatened
    Dexterity Skill Power Integrity Endurance
    Physical 7 5 1 4 8
    Mental 2 2 3 4 4
    Spiritual 2 5 2 4 3
    Sensory
    Vision 3 wide field of vision
    Infrared-Vision 2
    Smell 7
    Touch 8
    Speeds
    Run 1
    Swim 1
    Abilities
    Visual Camouflage 1
    -1dPI cold
    Bite {PA 8, Poison 13, delayed effect}
    Prowl 6

    Wolf

    Identity
    Name Wolf
    Life-base Carbon
    Species Canis
    Height/Length 1-1.5 m
    Mass 80 kg
    Build Quadruped.
    Coloring Varies with terrain.
    Habit Packs of 7-10.
    Distribution Northern America.
    Diet Carnivorous.
    Breeding 4-5 cubs liter. 2 month gestation.
    Life span 8-16 yr
    Behavior Wolves are very social animals. A pack consists of an alpha male and an alpha female. All other wolves will defer to them.
    Dexterity Skill Power Integrity Endurance
    Physical 8 8 6 7 8
    Mental 4 4 4 4 4
    Spiritual 4 5 4 5 5
    Sensory
    Vision 9
    Hearing 5
    Ultra-hearing 5
    Smell 10
    Taste 2
    Touch 2
    Baro 2
    Speeds
    Run 4
    Swim 1
    Abilities
    Prowl 7
    Tracking 6
    +2dPI cold

    Sea Animals

    Electric Eel

      The electric eel is found in the Amazon River. It is not a true eel but an electric fish. Other electric fish include the electric ray and electric catfish.

    Identity
    Name Electric Eel
    Life-base Carbon
    Species Electrophorus electricus
    Height/Length
    Mass
    Build
    Coloring
    Habit
    Distribution
    Diet
    Breeding
    Life span
    Behavior
    Dexterity Skill Power Integrity Endurance
    Physical 7 7 4 4 8
    Mental 2 2 3 4 4
    Spiritual 2 3 2 3 3
    Sensory
    Vision 4
    Hearing 4
    Electosensory 5
    Taste 5
    Touch 2
    Baro 2
    Speeds
    Swim 2 water travel
    Abilities
    Electric Shock 6
    Visual Camouflage 1

    Giant Squid

      The titanic and fantastic creature known as the giant squid is hard to fathom. In recent centuries this creature was as believable as mermaid. Giant squid are the fastest of all invertebrates and are thought to attack and kill sperm whale.

    Identity
    Name Giant Squid
    Life-base Carbon
    Species Architeuthis
    Height/Length
    Mass
    Build
    Coloring
    Habit
    Distribution
    Diet
    Breeding
    Life span
    Behavior
    Dexterity Skill Power Integrity Endurance
    Physical 9 9 10-11 9-11 8
    Mental 4 4 4 4 4
    Spiritual 3 3 2 4 3
    Sensory
    Vision 8
    Hearing 3
    Electrosensory 4
    Taste 3
    Touch 3
    Baro 2
    Speeds
    Swim 4 water travel
    Glide 5
    Abilities
    Ink 9
    Visual Camouflage 4
    Prowl 8

    Great White Shark

    Identity
    Name Great White Shark
    Life-base Carbon
    Species Carcharodon Carcharias
    Height/Length 3-6 m
    Mass 1150 kg
    Build Piscine
    Coloring Dark top with white underside.
    Habit Solitary
    Distribution nonpolar ocean
    Diet Carnivorous aggressive eaters.
    Breeding 2 live birth.
    Life span 30-40 yr
    Behavior The largest and deadliest of all sharks. They will nibble at anything resembling a fish, but the crunchy bones of a human are displeasing. Most human encounters are nonfatal, but a single bite can rip off a 50 kg chunk of meat.
    Dexterity Skill Power Integrity Endurance
    Physical 7 8 12 10 8
    Mental 3 2 3 5 8
    Spiritual 2 3 2 4 3
    Sensory
    Vision 9
    Hearing 8
    Electrosensory 5
    Taste 10
    Touch 4
    Baro 3
    Speeds
    Swim 4 water travel
    Abilities
    Visual Camouflage 1
    Etericonscious must swim forward to breath

    Killer Whale

    Identity
    Name Killer whale
    Life-base Carbon
    Species Orcinus orca
    Height/Length 7-9 m
    Mass 4000-6500 kg
    Build Piscine
    Coloring Black with white underside.
    Habit Pods of 5-30 members
    Distribution All oceans.
    Diet Carnivorous
    Breeding 1 calf. 1+ year gestation
    Life span 100 yr
    Behavior Orcas are hunting strategists. While hunting in pods, they round up prey. They are the only whales known to eat other mammals. They are not known to attack humans.
    Dexterity Skill Power Integrity Endurance
    Physical 7 7 11-12 10-11 8
    Mental 4 4 5 5 4
    Spiritual 4 5 3 5 5
    Sensory
    Vision 8
    Hearing 7 sonar
    Electric 5
    Taste 2
    Touch 2
    Baro 3
    Speeds
    Swim 4 water travel
    Abilities
    +2d cold
    Hold Breath 30 min
    Visual Camouflage 1

    String Ray

    Identity
    Name Stingray
    Life-base Carbon
    Species Dasyatidae
    Height/Length
    Mass
    Build
    Coloring
    Habit
    Distribution
    Diet
    Breeding
    Life span
    Behavior
    Dexterity Skill Power Integrity Endurance
    Physical 7 7 5 5 7
    Mental 2 2 3 4 3
    Spiritual 2 3 2 3 3
    Sensory
    Vision 4
    Hearing 4
    Taste 3
    Touch 2
    Baro 1
    Speeds
    Swim 1 water travel
    Abilities
    Tail {PA 7, Poison 7}
    Visual Camouflage 3

    Tiger Shark

      The tiger shark is the second largest of all sharks.
    Identity
    Name Tiger Shark
    Life-base Carbon
    Species Galeocerdo cuvieri
    Height/Length
    Mass
    Build
    Coloring
    Habit
    Distribution The warmer regions of the oceans.
    Diet
    Breeding Liver birth of up to 80 pups.
    Life span
    Behavior The tiger shark is the most aggressive of all sharks.
    Dexterity Skill Power Integrity Endurance
    Physical 7 8 10-11 9 8
    Mental 3 2 3 5 3
    Spiritual 2 4 2 4 3
    Sensory
    Vision 9
    Hearing 7
    Electric 5
    Taste 10
    Touch 4
    Baro 3
    Speeds
    Swim 4 water travel
    Abilities
    Visual Camouflage 1

    Air Animals

    Bat (small)

    Identity
    Name Small Bat
    Life-base Carbon
    Species Microchiroptera
    Height/Length .07 m, .2 m wingspan
    Mass .03 kg
    Build Pteroid
    Coloring Dark
    Habit Nocturnal. Colonies of 6-2000 members.
    Distribution All over. They live in caves, trees, and barns.
    Diet Insectivores.
    Breeding Single live birth. Semi-annual gestation.
    Life span 10-20 yr
    Behavior Bats are very social animals; most live in large colonies. Bats are the most important predators of night-flying insects. Most do eat insects, but some of the larger variety eat fruit, few eat meat, but only three species feed on blood. They never attack humans.
    Dexterity Skill Power Integrity Endurance
    Physical 6 7 0 2 6
    Mental 3 3 2 2 2
    Spiritual 3 3 2 3 3
    Sensory
    Vision 4
    Hearing 7
    Ultra-Hearing 7 sonar
    Smell 8
    Taste 2
    Touch 2
    Baro 2
    Speeds
    Run 0
    Fly 4

    Condor

    Identity
    Name Condor
    Life-base Carbon
    Species Vulture gryphus and grymnogyps californianus
    Height/Length
    Mass
    Build Pteroid
    Coloring
    Habit
    Distribution
    Diet
    Breeding
    Life span up to 70 years
    Behavior
    Dexterity Skill Power Integrity Endurance
    Physical 7 8 4 4 10
    Mental 3 3 4 4 4
    Spiritual 3 3 4 4 4
    Sensory
    Vision 8
    Hearing 4
    Smell 10
    Taste 2
    Touch 2
    Baro 2
    Speeds
    Run 1
    Fly 4
    Abilities
    Prowl 7
    Tailing 7

    Falcon

      Falcons are famous for being trained as hunting birds.

    Identity
    Name Falcon
    Life-base Carbon
    Species Falco
    Height/Length
    Mass
    Build Pteroid
    Coloring
    Habit
    Distribution
    Diet
    Breeding
    Life span
    Behavior
    Dexterity Skill Power Integrity Endurance
    Physical 8 9 3 3 9
    Mental 3 3 4 4 4
    Spiritual 3 3 4 4 4
    Sensory
    Vision 8
    Hearing 4
    Smell 0
    Taste 0
    Touch 2
    Baro 2
    Speeds
    Run 1 Fly 6
    Abilities
    Tailing 6
    Prowl 6

    Vulture

    Identity
    Name Vulture
    Life-base Carbon
    Species Cathartidea and accipitridae.
    Height/Length
    Mass
    Build Pteroid
    Coloring
    Habit
    Distribution
    Diet
    Breeding
    Life span
    Behavior
    Dexterity Skill Power Integrity Endurance
    Physical 7 8 5 5 10
    Mental 3 3 4 4 4
    Spiritual 3 3 4 4 4
    Sensory
    Vision 8
    Hearing 4
    Smell 12
    Taste 2
    Touch 2
    Baro 2
    Speeds
    Run 1 Fly 4
    Abilities
    Tracking 5
    Prowl 6

    Weapons

    Ancient Weapons

      The ancient weapon category is used to describe any weapon that does not utilize modern technology, we do not mean to imply that the weapons are old.

    Melee Weapons

      Melee weapons are hand-held weapons that are used in close combat.

    dPD
    the PD modifier when performing any action with the weapon. This value illustrates the encumbrance from the weight and shape of the weapon.
    dPS
    the accuracy modifier when using a weapon. This is dependent on the balance and reach of the weapon. It also depends on how you use the weapon.
    Strike
    the PS modifier when striking.
    Parry
    the PS modifier when making a parry.
    Throw
    the PS modifier when throwing the weapon.
    dPP
    the modifier to the character's PP when using the weapon. Normal type melee weapons can only increase a character's PP to around 15. This is due to the physical limitations of all weapons. Magic weapons may not have such restrictions.
    dPPP
    the penetration modifier to penetrating weapons. Many edged weapons can be used to thrust and slash, therefore the proper dPPP must be used. When using a penetrating weapon you add the dPP and the proper dPPP.
    chop
    The penetration modifier when slashing, cutting, or slicing with a penetrating weapon.
    thrust
    The penetration modifier used when trusting or stabbing with a penetrating weapon.
    PI
    the damage capacity of the weapon. Normal striking and parrying may not harm the weapon, unless its PI is much less than the total physical power of the attack and the weapon strikes a hard surface without penetrating. Directly harming the weapon, like prying a door open, will test the weapon's PI.
    Tech Level Substance dPI dWeight
    0 Wood -3 -2
    1 Bronze -1 0
    2 Iron 0 0
    2 Steel +1 0
    3 Titanium +1 -1
    3 Lithium Alloy +1 -2
    4 Beryllium Alloy +2 0
    4 Vanadium Carbides +2 0
    Hand(s)
    how many hands needed to wield the weapon.
    Dual Weapons
    When a character is using two weapons the rules must be clarified. First of all the character's off-hand is automatically -1dPS. So if the character is right-handed, his left hand is -1dPS. Then if a character wishes to strike one target with both weapons, he is only making one chain. Each dPP and dPA of the character's weapons are added to the character's physical power for the attack. So if the character is striking with two +2dPP, +1dPA long swords and the character has a physical power of 7, the physical power used for the chain is 11 and the penetration ability is 13. When a character wishes to strike two separate targets or block with one weapon and strike with the other, this is treated as two different actions, so a simultaneous action must be made.
    Length
    the length of the weapon.
    Weight
    the weight of the weapon.
    Weapon dPD
    dPS
    dPP
    dPPP
    PI Hand(s) Length Weight
    strike parry throw chop thrust
    Chain Weapons
    Ball & Chain -2 +1 +1 -3 +2 8 1-2 .9 m 2.0 kg
    Bull Whip +1 +1 -3 4 1 2.5 m 1.5 kg
    Flail -1 +2 +1 -3 +1 7-8 2 1.6 m 2.5 kg
    Manriki-Gusari -1 +1 +1 8 2 1.7 m 1.1 kg
    Hafted Weapons
    Battle Axe -1 +1 +1 -2 +1 +1 8 1-2 .8 m 2.1 kg
    Mace -1 +1 +1 -2 +2 9 1-2 .7 m 2.0 kg
    Tonfa +1 +1 7-8 1 .6 m 1.0 kg
    Polearms
    Bo +2 +2 -3 +1 7-8 2 2.8 m 1.4 kg
    Pike -3 +1 +2 7-8 2 5.5 m 6.5 kg
    Pole Axe -2 +1 +1 +1 +2 +1 7-8 2 2.1 m 2.9 kg
    Spear +2 +1 +1 +1 +1 7-8 2 2.0 m 2.0 kg
    Blades
    Dagger -1 -0 +1 +2 6 1 0.4 m 0.5 kg
    Long Sword -1 +1 +1 -2 +1 +1 +2 8 1 0.8 m 1.5 kg
    2-Handed Sword -3 +2 +2 -3 +2 +2 +2 9 2 2.0 m 6.3 kg
    Fencing Blade +2 +2 -2 +1 +3 7 1 1.0 m 0.8 kg
    Katana +2 +2 -3 +1 +3 +1 9 1-2 1.1 m 1.4 kg
    No-Dachi -2 +2 +2 +2 +3 +1 8 2 1.9 m 4.0 kg
    Thrown
    Throwing Axe +1 +1 +1 +1 8-9 1 .4 m .9 kg
    Throwing Knife +1 8-9 1 .3 m .3 kg
    Shuriken +1 -2 8-9 1 .1 m .1 kg
    Shield
    Cape -2 +2 7 1 .35 m .5 kg
    Small Shield 0 +1 9-10 1 .35 m 1 kg
    Large Shield -3 +2 9-10 2 .6-1 m 5 kg
    Projectile Weapons
    dPS
    This is a negative number that represents the poor accuracy of the projectile. However, this does assume that the character is aiming the weapon. Firing wild will incur additional distance negatives as described in the special circumstances section.
    PP
    the weapon has its own separate PP when being used.
    PPP
    the weapon's penetration physical power.
    User PP
    Pull
    This is the physical power needed to directly pull the string of a bow.
    • Compound Bows: are -2dPull, once drawn
    • Cross Bows: provide a method of drawing and setting the string without needing such an incredible strength, through the use of cranks and levers. A super strong hero could draw the string directly and reduce the load moment back down to a 7.
    Recoil
    The recoil is the measure of the power of the kick from the weapon. A high recoil will hamper the weapons accuracy. A character must have a physical power and weight equal to the recoil in order to fire the weapon well. Every unit of recoil greater than that of the character's physical power or weight (which ever is lower) will be subtracted from the character's PS when they attempt to fire the weapon. But this does assume that the character uses both hands when firing the weapon. Using one hand is like having one unit less of physical power against the recoil.
    Moment
    Load Moment
    This determines the time needed to load and prepare the weapon for use.
    • Handguns can be reloaded with a full magazine or speed loader at the default moment of 7 units.
    • For empty magazines and cylinders, it takes the default moment of 7 units to load each individual round. To conserve game time, you may simply add the amount of bullets (converted to units) to the default moment of 7, to find the moment of loading all of the rounds in one, lengthened, action.
    • Bows and exotic projectiles may have their individual loading moments listed.
    Fire Moment
    This determines the time needed to fire the weapon. For most weapons, this is the default of 7, but bows and exotic projectiles may have their individual loading moments listed.
    Range
    effective range/maximum range (major negatives).
    Rate of Fire
    The rate of fire is a measure of how many rounds can be fired in a limited amount of time.
    Spray
    When firing a spray of bullets, you cover a larger area and have a greater chance of hitting your target. You may add the amount of bullets fired in units to your physical skill before resolving the strike feat.
    +bulletsudPS
    Concentrated Burst
    When firing a concentrated burst, you fire more shots in the same vecinity and will generally deal more damage. You may add the amount of bullets fired in units to the physical power of the weapon before determining damage.
    +bulletsudPP
    Weapon dPS PP Hand(s) User PP Moment Range
    PPP Pull Recoil Load Fire
    Sling 0 7 1 7 8 100 m
    Blow Gun 0 6
    6
    1-2 7 7 30 m
    Short Bow -1 7
    10
    2 6 5 7 7 90/225 m
    Long Bow 0 8
    11
    2 7 6 7 7 90/275 m
    Pistol Crossbow -2 7
    9
    1-2 7 5 8 7 40/225 m
    Medium Crossbow -1 8
    10
    2 8 6 8 7 45/275 m
    Heavy Crossbow -2 8
    11
    2 10 7 9 7 60/330 m
    Siege Crossbow -3 9
    12
    2 11 8 10 7 80/425 m
    Modern Weapons

      Because of the great variety in contemporary weapons, I have listed only the most generalized of calibers. From the calibers you can determine the damages, penetrations, and negatives from the kick.

      Guns are listed by a very broad span of calibers. Specific calibers may vary in statistics by no more than 1 unit. You should note that specific calibers are generally only compatible with that same caliber, off the top of my head I could name three types of 9mm rounds that are usually incompatible with each other.
    Handguns

    Feed

      A handgun will usually hold around 6 or 7 rounds; extended clips may hold up to 13 rounds, and more for small calibers. Submachine guns generally hold between 20 and 40 rounds in a clip, and can fire between 5 to 10 rounds in one second.

    Range

      The given effective range for most handguns is about 50 meters.

    Caliber PP PPP Recoil
    .22
    5.45mm
    .25
    6.35mm
    7 10 5
    .30
    7.62mm
    .32
    7.65mm
    8 12 5
    9mm 8 13 5
    .357 9 14 5
    .38 8 14 6
    .40
    10mm
    .41
    11mm
    9 14 6
    .44 .45 9 14 7
    .50
    12.7mm
    9 15 7
    Rifles
    Feed

      A rifle can generally hold between 5 to 30 rounds in a cartridge. Bolt action rifles just hold one round in the chamber. Machine guns, however, will hold between 50 to 250 rounds in a magazine or belt. Most machineguns can fire between 10 to 20 rounds in a second.

    Range

      The effective range of a rifle is usually between 500 to 1000 meters; high powered sniper rifles and machine guns can have effective ranges up to 5000 meters.

    Caliber PP PPP Recoil
    .22
    5.45mm
    .223
    5.56mm
    8 12 5
    6.45mm 6.5mm 8 13 5
    7mm 9 15 5
    .30
    7.5mm

    7.65mm
    9 14 5
    7.92mm 8mm 9 15 5
    .50
    12.7mm
    10 15 8
    14.5mm 10 16 8
    Special Rounds

      Special round modifications are placed on the rounds to increase performance. These are very generalized modifications, and can be placed on rounds multiple times (up to two mods per round) and in conjunction.

    Mod dPP dPPP Notes
    Armor Piercing -1 +2 The round either has a hard core or jacket and perhaps is coated with Teflon for even more penetration. A hard core may even be combined with a soft jacket for a round that is both armor piercing and expanding. The round expands less in the body and does less tissue damage, and it is also more likely to travel through the body.
    Expanding Round +2 -1 The rounds are fixed in such a fashion that they expand on entrance into the body and deal much more tissue damage, but because they expand, they penetrate less. Expanding rounds are more likely to jam than regular rounds, but this depends on how well they are made.
    High Power +1 +1 High power rounds are pressure packed with more gun powder or perhaps some other type of explosive. High power rounds are more likely to fire prematurely or explode inside the chamber than regular rounds.
    Shotguns
    Feed

      A shotgun only hold one shell in the chamber, or up to 8 shells in a tubular mag.

    Shotgun dPS PP PPP Recoil Range
    Sawed Off +2 10 11 7 15-18m
    Buckshot +1 10 11 7 50-75m
    Slug +0 10 12 7 50-75m
    Heavy Weapons
    Weapon dPS Recoil PP PPP Range Area
    Fragment Grenade NA NA 10 13 thrown 4 mR, +2dStrike
    High Explosive Grenade NA NA 11 17 thrown 4 mR, +2dStrike
    Flamethrower +3 (area) 6 10 NA 50 m
    40 mm Grenade 0 9 11 18 350 m 3mR, +2dStrike
    120 mm Shell 0 10 12 19 100-3000 m 10 mR, +3dStrike
    SAM missile +3 (guidance system) NA 14 21 6000 m 15 mR, +4dStrike

    Weapon Equipment

    CO2 Recoil Suppression
    -1dRecoil
    Gun Mount/Stand
    these will provide a PP against the recoil of a weapon. A good gun stand will have an effective PP of 8.
    Sight/Scope
    makes up for the characters lower vision (lower than the range of the gun) or night vision. Different scopes include: telescopic, passive night vision or moon light, and infrared. No bonuses, but no negatives.
    Laser Targeting
    provides the ability to point and shoot. With laser targeting all strikes become aimed shots.

    Sci Fi Weapons
    Great Scientific Achievements of the Future
    Superspace Discovery

      The discovery of superspace is probably the single greatest scientific achievement of mankind. It happened during a quantum mechanics experiment with a certain type of theoretical complex wave. The purpose of the experiment was to separate the wave into its real and imaginary parts, so that at least the real part could be measured. The imaginary wave was to pass freely into space. Well, as it so happened, in an adjacent room, a lab researcher was in the direct path of this imaginary wave. Just moments after the completion of the experiment, the researcher was found dead. Cause of death, unknown; the entire body had just quit. No one thought the complex wave experiment was at fault. But as more experiments were done, at a certain frequency, any one in the path of the imaginary wave would die without natural cause.

      Despite several unfortunate deaths, the scientists knew that they had discovered something incredible. They had stumbled on to a new field of science that had never been comprehended, or perhaps never recognized. More calculations were done and many more experiments.

      What the scientists found was that that specific undetectable wave wasn't touching the physical body of the victims, this they expected.. But it was affecting something with properties of a class similar to its self and displacing that something from the physical body. And without that something the physical body would soon die.

      What the scientists had before them was a new realm of science. The superspace, filled with superwaves and superparticles, all with superphysical properties. That experiment was actually delocalizing the very soul of the being in its path. Yes, science had discovered the soul, at least that's what they referred to it as. No single discovery ever had so dramatic effect. And no technology ever had such enormous possibilities for good and evil.

      As the experiments continued, the results became more bizzare. Beings were found that only existed in superspace, but they were very real. There was no magic to it, no great mysticism. These supercreatures ranged from parasitic like blobs to very intelligent and extremely perceptive things. Most of the few intelligent species found were shocked and curious at the discovery of space and of us. Some however . . .

    Subspace Containment
    FTL, cloaking
    Dark Matter Theory

      The existence of a phenomenon was discovered in extremely low temperatures, .001 K and below, where certain condensates would dissolve into nothingness. This perplexed many scientists, because it completely contradicted the longstanding theories of conservation of mass, charge, and energy.

      As physicists contemplated what was happening to the condensate, one particular young scientist hypothesized the existence of negative heat, or dark heat (this not being the same as a simple reduction in heat), but the idea was quickly rejected by the consortium. If the theoretical dark heat did exist, calculations revealed that there would also have to exist dark energy in general, and more bizzare dark matter. As time passed, and more study was done, the formally rejected theory was found to be very close to the truth.

      Dark mass energy did have the property of negating mass energy. In fact, mass energy and dark mass energy can be created in equal parts from virtual space, under special constraints. When dark mass energy and mass energy come in contact, they cancel each other out. The side effect of this, is that dark mass energy is extremely difficult to detect. You cannot see it, because like a black hole, it will steal your photons. But after new methods of dark matter detection had been invented, it was found that there was an incredible amount of dark matter floating around the universe, that had been previously undetected. And, many scientists speculate that the universe its self was created from nothing into equal parts energy and dark energy.

    Armada
    Monomolecule Blades
    Monomolecule blades simply consist of a macromolecule, like a diamond, or hard polymers, whose lattice is structured in such a fashion that a "sharp" edge can be constructed without weakening the durability of the blade. Monomolecule blades are considerably more sharp than even the finest razor blades.
    Vibro Blades

      The vibro blade is a method of cutting using only air. It relies on the principle of in phase sound. In phase sound propagates in a less chaotic and more direct path than regular sound. And in phase sound is not heard unless you are in its path. In phase sound is also considerably more intense than regular sound as well.

      A proper vibro blade will fire a high amplitude in phase wave and its correlating opposite at the same target in space from two different angles. When the two waves meet, they cancel each other out. And in doing so, they tend to rip apart most solid materials.

      A vibro blade weapon is a hand held device that, because of its size, is limited to a range of only centimeters.

    SRL Blades

      Short Range Lasers are a phenomena that occurs when the electromagnetic wave travels a distance half its wavelength and then reverses direction. The light wave becomes trapped in an endless cycle, traveling back and forth, the distance of half its wavelength.

      The SRL blade is a device that acts as a handle, a SRL emitter, and a magnetic guide for the beam. The result is a powerful close hand weapon that can easily slice a man in two.

      The actual em waves are invisible to the human eye, as they are a type of radio / micro wave. However, the beam heats the surrounding air into plasma which can easily be seen by the human eye.

      When an SRL blade is used to attack and is either parried by another SRL blade or resisted, there is a weight to the blade. It feels like you are striking with a elastic weapon. The reason for this is the magnetism involved. The reversing wave is held in place by a magnetic guide; there are allot of electric and magnetic fields involved. Just know that SRL blades can be parried and resisted and it will feel like you are using a real blade.

    RC Rounds
    Rifled cylinder rounds are simply hollow cylindrical tubes fired with a rifling process. The RC surpasses regular bullets in both accuracy and penetration, and the RC round can be made to splinter on entry in order to give the effect of a dumdum bullet. RC rounds cut through hard armor like a straw can poke through a potato. The trick of the RC round lies in how it is fired.
    Rail Gun
    A rail gun is a device that projects bullets by using magnetism instead of combustion. A magnetically charged round passes through a voltage difference and gains an extreme amount of kinetic energy. Rail guns are generally more powerful and safe than combustion powered weaponry.
    Sonic Pulse Cannon
    Sonic cannons use a series super powered magnets to super impose multiple sound waves in a sonic blast that can rip apart a car. The sonic cannon releases a quick pulse of ultra low frequency, super high amplitude sound waves that have an incredible amount of power associated with them.
    Laser Light Amplification by Stimulated Emission of Radiation
    Lasers are formed by a confined system of metastable excited atoms. This is usually done by putting energy into gas and reflecting the emitted radiation back into the gas, further exiting it. Lasers are used as long ranged cutting weapons to "burn" through material. Though they are not good for brutal killing, as they coagulate the wounds they leave.
    Maser Microwave Amplification by Stimulated Emission of Radiation
    Maser weapons fire microwave beams, which will agitate the water in a material and cause it to boil. A maser can easily cook a human, but any amount of metal plating will completely block out its effectiveness.
    Plasma Cannon
    Dark Grenade
    The dark grenade is a specially constructed device that creates a small amount of energy, in the form of photons, and dark matter, in the form of a type of a dark condensate. When the dark grenade is activated, a blinding flash of light is given off that is hot enough to burn your skin off. But that is only half of the reaction. What is left of the grenade is a thick amount of dark matter about the size of your fist. It appears to be dark hole into which all heat in the surrounding area and all light and matter in its immediate visentity is sucked into, until the entire amount of dark matter is canceled. After the dark grenade has done its job everything around it is frozen. The matter closest collapses into condensate; the gas all around falls to the ground in the form of liquid; and most everything else is completely destroyed.
    Neutron Grenade
    Nano Fiber Penetration Resistant Armor
    Magnetically Shielded Plate
    Chameleon Camouflage

    Armor

    dPI
    the modifier to the users physical integrity while wearing the armor.
    dPPI
    the additional resistance to penetration attacks for the character while they wear the armor
    PI
    The actual physical integrity of the armor its self. This is also the maximum amount of protection the armor can give the character. This is not the physical integrity stat used when the character is wearing the armor.
    Armor dPD dSpeed dPI
    dPPI
    PI Coverage (weight)
    Leather 0 0 +1
    NA
    8 vest, half/full suit 5 kg
    Chain Mail -1 0 +1
    +1
    9
    9
    vest, half/full suit 20 kg
    Scale Mail -1 -1 +2
    +1
    10 half/full suit 25 kg
    Plate Mail -2 -1 +2
    +2
    11 helm, half/full suit 30 kg
    Class I suit: -1 0 +1
    +1
    9 concealed 1 kg, vest 1 kg, suit 9 kg, helm 1.5 kg
    Class II suit: -1 0 +1
    +2
    10 concealed 1.5 kg, vest 1.5 kg, suit 10 kg, shield 1.5 kg, helm 1.5 kg
    Class III suit: -1 0 +2
    +2
    11 vest 3 kg, suit 11 kg, shield 1.8 kg, helm 1.5 kg
    Class IV suit: -1 0 +2
    +3
    12 vest 3 kg, suit 12 kg, shield 2.5 kg
    Class V suit: -1 0 +3
    +3
    13 vest 4.5 kg, suit 13.5 kg

    Vehicles

      This section is useful in showing how vehicles can be described in this system, and thus played in combat.

    Stats

    Primary Stats
    dPI
    This is the amount of protection that the pilot receives while inside the vehicle. A low amount would represent a vehicle with no seat belts, no bullet proof shielding on the cock pit, and no environmental protection.
    PI
    This is the physical integrity of the actual vehicle. This is also the maximum amount of protection the pilot can receive.
    Speed
    The speeds are figured individually, just like a character. Land speed and jumping ability should be figured separately, as most vehicles can't jump.
    dPD
    This is the modifier to the pilot's physical dexterity while they are piloting the vehicle. This is a negative number that reflects how much lag there is in the response.
    PD
    This is the maximum physical dexterity at which the vehicle can be piloted.
    dPS
    This is the modifier to the pilot's physical skill while they are piloting the vehicle. This is a negative number that represents how poor the control is.
    PS
    This is the maximum physical skill at which the vehicle can be piloted.
    PE: overheat time
    The time it takes for the vehicle to over heat when running at full throttle.
    PE: run time
    The amount of time the vehicle can run at average speed, before it runs out of fuel.
    Smart Vehicle Stats

      Smart vehicles can pilot themselves, and use their own weapons. Often times, individual weapons will have their own smart attributes separate from that of the vehicles piloting ability.

    MD
    The vehicle's own mental dexterity, or facsimile of it is used for its physical dexterity when the vehicle pilots its self and uses its own weapons. The vehicle is also restricted by the movement and weapon usage regulations that plague the pilot.
    MS
    The vehicle's mental skill, is used for the vehicles physical skill when it pilots its self and aims its own weapons.
    Sensory
    Sensory abilities are figured individually, just like a character. These are required for the vehicle to maneuver and aim weaponry.
    Offensive Stats
    PP
    Some mecha have arms or tentacles and have the ability to lift and punch and such.
    Weapons
    Guns and such are purchased individually. It usually best to purchase a small amount of weapons; I recommend just one or two - bombs and guns. They all have a few common stats.
    dPD
    Often times, large weapons such as tank cannons are sluggish to aim. They will have a certain amount of lag attributed to them.
    PD
    Almost all weaponry will use some sort of mechanical joint to rotate and pivot in order to aim. There are limits as to how fast the motorized arm can be manipulated. The physical dexterity of the weapon is a measure of the maximum dexterity at which the weapon can be used.
    dPS
    Some weapons have a poor aim. This is not common with modern weapons.
    Area Effect
    The area effect determines how many units of space the projectile effects when it hits. This will act as a positive daccuracy when firing at single targets.
    Smart Guidance
    Every unit of smart guidance gives the weapon bonuses to accuracy when fired.
    PP
    The physical power of the weapon's effect.
    dPPP
    The additional penetration of the weapon
    Range
    The effective range of the projectile.
    Heat
    The units of heat endurance the weapon burns off with every shots.
    Payload
    Most weapons can only fire a limited amount of shots before needing to be reloaded. The payload is the number of shots the weapons holds.
    Vehicles

    Motorcycle
    Race Car
    Military Helicopter
    Military Jet
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