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!RULES.#01
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:INTRO
~MYSTIC EARTH ROLE PLAYING GAME RULES~
ALL MATERIAL INCLUDED WITH THIS PACKAGE ARE
COPYRIGHT (C) 1993 BY JOSEPH TELLER, CYNTHIA SHETTLE & KIRALEE MCCAULEY
AND IS NOT USABLE FOR COMMERCIAL MEANS OF ANY KIND.
` You were born to live with Magic `
` We all were, the whole human race.`
` We're never more than half alive `
` unless we have it....`
~ - Zalazar~
If you have never played a roleplaying game, this system will not
appear to be complete - its created with an experienced player in mind.
This is a skill and not a class based system - that is players choose
from a variety of skills and not a single controlling class that will
manipulate their capabilities.
This is also a GROWING system - that is it is designed with the
concept that one must tinker with a basic system in order to find
perfection, it can be improved by player suggestions and play results
into a more vibrant system that is playable and fun. It is not meant to
be stagnant!
The system is designed with DART Hypertext usage in mind, as such the
files may appear slightly odd in the way they are organized when printed
out or read mearly as text files.
:Character_Generation
Character Generation in Mystic Earth is designed to be easier then
other systems, and leaves much to the decisions of the players and GM
for final result.
There is NO such thing under this system as rolling a new
character up in 10 minutes - expect to spend anywhere from an hour
to a week to properly design a character for player usage. This means
devotion to design. If you don't think you can deal with this then
ask the Game_Master* to assist you in an idea or design a character
for you that they feel would fit the situation and group in general.
There were several goals in mind when we undertook the design of
the mechanics of Mystic. First the player had to have a lot more
control of character design then in other games. Second we wanted
roleplaying to be the main objective and not necessarily deal with
combat type situations in each adventure/module/scenario. Third we
wanted an improved Magic system with both versitility and creativity
in mind. We also wanted simplicity in play, that is, the character
generation stage would be the HARD part and need the most referencing
to the rules by players and GM alike.
First one rolls 3 d10 dice and add them together. If you have a
double or triple then you get to reroll those dice involved again and
add them to the total until you stop matching. To this you add 150
and the total is your character construction points.
Then you begin the process by following the tables...
┌───────────────────────┬──────────────────────────────────────────┐
│ TABLE │ Quick Info │
├───────────────────────┼──────────────────────────────────────────┤
│ * Races │ Humans & Non-Human options │
│ Disadvantages │ (and Personality quirks) │
│ Character_Advantages│ Great Things cheap! │
│ Weight │ General build for your height etc │
│ Stats │ What they mean - Then Calculate Stats! │
│ Background │ Legitimacy, Siblings, Inheritances │
│ Childhood │ Was it good, bad, indifferent? │
│ Handedness │ Which hand do you use etc? │
│ History │ Forming basic info on your past │
└───────────────────────┴──────────────────────────────────────────┘
<!skills.#01> The list of available skills to buy
with your Education.
<!trads.#01> If you choose MAGIC then you need to
go onto to determine the hows and whys
of it.... Make sure to read the main
rulebook areas on spellcasting and
magic, its not as easy as it looks!
┌───────────────────────┬──────────────────────────────────────────┐
│ TABLE │ Quick Info │
├───────────────────────┼──────────────────────────────────────────┤
│ * Property │ What do you have? │
│ Relationships │ Optional info about your love life. │
│ Age │ Calculate the characters Chron. Age │
│ Wealth │ Primary cash on hand & Income │
└───────────────────────┴──────────────────────────────────────────┘
<!EQUIP.#01> Let's Go Shopping & Buy Equipment!
:Advanced_NPCs
This primarily is for the GM's running the game and does not
apply to players. Occasionally there is a need to design a more
experienced character for the players to deal with, and this is a
quick, rough system to do just this.
For each YEAR of age older the character is to be over their
base design you can add the equivilant of 10 character construction
points to their start to reflect earned interest.
:Age
To calculate a player character's starting age we take a simple
calculation : You begin with a base of 14, and add 1 year for every
5 EDUCATION points the character has invested.
To calculate birthdate : Roll 1d12 for month, 1d30 for day or
simply choose a date you are comfortable with knowing the
perception you have for the character.
Aging can reduce a character's effectiveness in some ways regarding
their body. As a character grows older some stats are lowered accordingly
if they are aging normally (there are some ways to reduce or temporarily
stop aging effects):
RACE AGES EFFECTED HARD PROW APP INT MA
----------- ---------------------- ---- ---- --- --- --
Human * 40, 50, 60, 70, 80, 90 -1 -2 -1 0 0
1/2 Elf 75, 100, 125, 150, 175 -2 0 0 0 0
High Elf 700, 800, 900, 1000, 1100 -2 0 0 0 +1
Dark Elf 500, 600, 700, 800 -2 0 0 0 0
Gypsy 100, 150, 200, 250 -1 -1 0 0 0
Dwarf 100, 200, 300, 400 0 -1 -2 0 0
Gnome 300, 400, 500, 600 -1 -1 0 0 0
Giant 30, 40, 50, 60 0 -2 -1 -1 0
Nymph 400, 450, 500 -2 0 0 -1 0
Shadoe 750, 800, 850, 900, 950 -1 0 0 0 +1
* Humans include Lycanthropes, 1/2 giants, Vasharu and merefolk
Unaffected entirely by aging are Changelings
Thus at each age bracket their stats are subtracted from as per
the chart. Players are cautioned, especially when designing humans
or giants, to pay CAREFUL attention to the effects of investing EDU
points on their characters capabilities!
The above, of course, can be prevented if the character has the
UNAGING advantage or has spells to keep them rejuvenated in some way.
:Aimed_Blows
To aim a blow of an attack or to aim a particular body part for a
missile attack takes a particular modifier to the chance to hit due to
the difficulty of the action. On missile hits these will correlate to
the Missile Hit Locale Table. For Hand Weapons or HTH/Martial Combat
at such a locale the effects listed below would apply (if any):
MODIFIER LOCALE HAND NOTE
-------- ------ ---------
- 80% Eye If damage is greater than 1/4 of their
total HTK then they are blinded in that
eye (save vs Hardiness to avoid perm.)
- 50% Head If damage is greater than 1/4 of their
total HTK then they must save vs HARD
to avoid unconsciousness. If a mage they
will lose concentration on any spell they
are casting or must actively control.
- 30% Any Limb (Arm/Leg). If damage is 10% of their HTK
or more they must make a PROW roll to hold
on to any weapon in that limb. If damage is
1/4 or better than their HTK they must make
HARD save or the limb is broken.
- 60% Genitals If damage is 10% of their HTK or more they
must save vs HARD or be stunned and in pain
prone for 1d10 rnds. If damage sustained is
50% of HTK or better then unconscious for
1d10 minutes from the pain and must save vs
HARD or cannot function sexually until has
a regeneration or Full Heal cast on them.
- 10% Abdomen If damaged, save vs HARD or stunned for one
round from having breathe 'knocked out'.
If damage is 50% or better of HTK then must
make a save vs HARD or spend one round
vomiting stomache's contents as well.
:Armour
Armour cushions a weaponed attack (and some magical attacks) reducing
or eliminating the damage inflicted to the character. Armour thus has a
maximum absorption rate for a blow, but it can also wear out, and thus
has a Damage Capacity rating, which is lowered by the amount of damage
that is absorbed in each combat.
Damaged armour can be repaired with the right tools, skills and
supplies, so long as the armour has at least 1 point of Damage Capacity.
Armour has a drawback in that it reduces ones Prowness defensively
against attacks, depending on its weight and design.
ARMOUR ABSORBS DMG CAP PROW MOD. COST
------ ------- ------- --------- ----
Heavy Clothing 2 6 1 n/a
Soft Leather boots 2 10 0 $50
Soft Leather Jacket 2 10 1 $120
Soft Leather trousers 2 10 1 $50
Soft Leather Headgear 1 10 0 $30
Soft Leather Gloves 1 4 1 $5
Soft Leather Skirt 2 8 0 $40
Hard Leather Shoes 1 10 0 $40
Hard Leather Boots 2 16 0 $70
Flak Jacket 6 60 4 $350
Kevlar Vest 12 60 5 $700
Kevlar Helmet 6 36 0 $300
Lexan Mesh armour 15 90 6 $900
Motorcycle Helmet 6 6 0 $100
Ballistic Cloth Suit 20 120 2 $5000
Advanced Polymer suit 25 250 3 $20000
Starlite Body Armour 15 300 6 $10000
[Starlite is a miracle plastic. Its real value is against flame
and heat where it acts as ABS 30 and loses NONE of its capacity
against such an effect; it also is ABS 30 against Lasers and
other light based attacks but DOES lose capacity against such]
Armour subtracts from a Mage's chance to cast by the Prowness modifier
multiplied times 2, if their tradition requires movement to cast.
Availability of Kevlar, Lexan, ballistic and polymer armours to
civilians is rare and usually is bought thru underground contacts.
Starlite is primarily used by Firefighters and is very rare.
:Background
Characters background is often left entirely up to a player.
The following section will help flesh out some background:
Legitimacy - important in male dominated societies,
01-80 Legit 81-00 Illegitimate
01-30 Raise By Both Parents
31-45 Raised by mother alone
51-55 Raised by Father alone
56-65 Raised by mother & step-father/significant other
66-75 Raised by father & step-mother/significant other
76-90 Raised by other relative (grandparent etc)
91-93 Raised in Group Family with Both parents and
extended family members
94-95 Raised in Group Family with Father only Present
96-99 Raised in Group Family with Mother only Present
00 Raised in Group Family without Parents Present
If Illegitimate the Character is assumed raised under the
welfare system of the state (if born in the USA or one of
the other Industrialized nations) or in a fosterage
situation. All such get a +3 Wealth to be applied to one
certified skill, based on state provided schooling.
If the Child was Legitimate number of siblings are rolled:
01-25 None
26-60 One
61-75 Two
76-85 Three
86-90 Four
91-95 Five
96-00 Six!
For each sibling (if any) roll on the following:
ROLL Sex Older? Alive?
01-05 F Y Y (S means a Twin)
06-15 M Y Y (or triplet etc)
16-24 M N Y
25-36 M N N
35-49 M Y N
50-59 F N Y
60-74 F Y N
75-79 F N N
80-85 F S N
86-89 F S Y
90-95 M S Y
96-00 M S N
Parents have a 50% chance each of still being alive. Do not
role for parents if not legitimate. [Note if the Character has
the advantage ~Ageless~ then there is only a 25% chance of each
parent being alive].
If both Parents are Dead and child is Legitimate then the
character gets a roll to possible inheritance modifiers to their
wealth via the following : From ten maximum rolls, minus one
roll from this for each LIVING sibling of the character, and
one for each older sibling (with a minimum of 1 roll on the table)
then roll on the following table:
ROLL RESULT
---- ------
01-05 +5 to WEALTH
06-15 +4 to WEALTH
16-30 +3 to WEALTH
31-50 +2 to WEALTH
51-80 +1 to WEALTH
81-90 one additional roll on the PROPERTY* table
91-00 nothing received for this roll
If the character is legitimate and BOTH parents are alive they
get WEALTH * $15 in cash on hand instead of a Wealth modification.
:BackStab
A backstab is, in simplest terms, an attack from behind. In
actuality it means any attack that an opponent can't directly see
coming for some reason. Such an attack gains the attacker a +20%
chance to strike addition over normal (Does NOT apply to magic!)
Backstab does NOT increase damage as some game systems infer, only
the above increase in potential to strike.
:Certification
If you have more than 2 skills that are 'Teacher Level'
(10 ranks!) then you MUST certify all such skills after the first two
for balance.
Far too many people have been avoiding the certification system
and trying to function without such, which is not viable under the
system. If you are performing a skill as your main income source it
MUST be certified, even if you are NOT teacher Level in it!
For specifics on what requires certification, see <!SKILLS.#01>*
:Changing_Weapon
A character who needs to draw weapon or who is changing Weapon must
minus 10 from their initiative roll on the round they are doing so. A
character that is switching from armed combat to magic or from magic to
a weapon must ALSO lose 10 from their initiative roll (20 if the
second weapon is a bow weapon that must be strung before usage).
:Character_Advantages
Character advantages allow one to craft a bit of the unusual and
more individualistic into a character. They cost points, which are
purchasable with standard point or those gotten from disadvantages.
Note that a Mundane* might also have an advantage, so not all
mundanes are quite 'normal' by player perspectives....
COST ADVANTAGE
---- ---------
1 ~Additional Spells~ The character has extra spell
construction points over that granted at start,
with an additional Aptitude worth of Spells for each
construction point spent on this advantage. These can
be applied to ANY of their traditions.
1 ~Mundane_Contacts~ These are mundanes that the
character has buisness or loose friendship associations
with and who might provide a source of information or
temporary refuge etc. The player must specify the
relationship data and a rough idea of the person
(EX: Casual Boyfriend they go out with once every
week or so). A boss or fellow employee is NOT a
Mundane Contact you pay for. They are unlikely to be
vital to a situtation, but are as unlikely to be
in danger.
1 ~Distant Relative (Mundane)~ This is an uncle, aunt or
other distant relative that the character might hear from
once every few months and doesn't live within 100 miles
of the character's home. They might prove useful if the
character needs to go to where the relative is living
for a day or two's stay once a year at most. There is a
5% chance each month of a distant relative dying and possibly
leaving the character something in their will.
2 ~Useful Close Relative (Mundane)~ this is a relative who
might supply sleeping space in an emergency, a small loan,
borrowing of a car etc. They may also be used AGAINST a
character under some circumstances (like being held hostage).
They are important to the character but not someone they see
daily, but should be in the area the player lives in.
2 ~Street_Contacts~ These are usually mundanes that the character
can tap as a purchasing or resale outlet or contact for
the criminal underworld. The player must specify the
type of each. Note that a contact is NOT always accessible
and may even cheat a character that has a low Streetwise
score or expose them to the authorities if they are treated
badly themselves. A street contact has NO LOYALTY in the
long term. Specify type:
General Goods Fence (Buys/sells most stolen property)
Availability varies, higher prices charged.
Specialized Fence (deals in a limited line, but
pays better, better availability. Examples:
Aircraft & Their Parts
Artwork & Collectables
Automobiles & Their Parts
Drugs & Chemicals
Electronics & Appliances
Explosives
Firearms
ID Cards, Licenses, & Documents & Credit Cards
Information on Other People (Informant)
Jewelry & Precious metals
Marine Craft & Supplies
Military Hardware & Vehicles
Trucks & Their Parts
Note that you CAN have street contacts without Streetwise
skill but you will ALWAYS pay as a minimum the prices in
the <!EQUIP.#01>* List and often times more.
An Informant (above) does not necessarily have to be connected
into the underworld directly and does not have to be a
criminal. A Reporter or detective might have informants such
as a contact in City Hall or an officer on the police force,
or a friend that works for a credit agency.
3 ~Ambidextorous~ : This is being neither left nor right
handed and thus being able to use both hands at the
same time. It gives a +1 to PROW Potential and will
allow the use of 2 one handed weapons (with seperate
skill rolls on each with no modifiers from handedness).
3 ~Mage Contacts~ : This is a friendship or other loose
relationship with a member of the Magical Community. It is
not someone who would risk their life for you, but might
provide things like a Close relative would and also might
do so into the magical realm (like casting a spell for the
PC, or loaning them energy or a book or helping in a ritual
cast or acting as an introduction to an important teacher
etc.) A Wiccan Tradition mage would consider the other
Coven Members at least this.
3 ~Natural Linguist~ All languages are EASY (1000 eps) to
learn in gameplay. The Linguist can buy 2 languages per
construction point instead of the normal one.
3 ~Subnormal Body Temperature~ Gives 5% improvement to save
vs cold based attacks/spells, 5% decrease to save vs fire
and heat based attacks/spells. This can be bought in
multiples to compound effectiveness.
3 ~Equine Competent~ Gets a +10% base to Riding Landbased
and/or animal handling or animal training if any of these
skills are taken. Never attacked by Horses unless they try
intentionally to do them harm. Able to befriend them easily.
3 ~Canine Competent~ Gets a +10% base to animal training when
dealing with any canine. Can befriend dogs, foxes and other
canines easily and will not be harmed by them unless seeking
them harm directly.
3 ~Feline Competent~ Gets a +10% base to animal training when
dealing with any feline. Can befriend housecats, lynx, tiger,
lion, panther, puma and other felines easily and will not be
harmed by them unless seeking harm directly.
3 ~Snake Competent~ Never attacked by snakes unless trying
intentionally to do them harm. Able to befriend and
train them easily (+10% to train).
3 ~Excessive Pheromones~ Gets +5 Appearance to members
of the opposite sex within 30' radius. This can be bought
in multiples. If GAY this is bought as a DISADVANTAGE
since the character attracts people sexually they don't
want activity with!
5 ~Chronic Insomniac~ Gives +25% to chance to save vs sleep
spells and effects. Cannot sleep more than 8 hours in
a 24 hour period.
5 ~Fast Metabolisim~ Gets a +5 to all Initiative rolls.
Heals at double the normal rates for daily recovery (2 per
day without physician, 4 with physician) and gets a
+10% to all saves to avoid infections & diseases.
Cannot be bought in multiples or bought with Hypermetabolism.
Cannot be bought by Lycanthropes.
5 ~Mentor Mage~ This is a character's Teacher, or a High
Priestess whoose coven they are in, or someone equally
important that would risk much to help the character in
an emergency (but not necessarily their life) and would
provide advice or training.
5 ~Phonographic Memory~ Character can remember ANYTHING they
have ever heard in their life perfectly. For musicians
and singers this allows them a wider repertoire in their
ability and thus gives them a +10% to their base success.
A person with Phonographic Memory will never forget verbal
instructions and gets also a +10% with Voice Mimicry,
Singing, Ventriloquism and duplicating Animal Noises.
If the character is a bardic mage they get a +10% to their
spellcasting success and can add +5 to the calculation of
Their Q-Factor when learning new spells from other Bards
For details on Q-Factor see : <NewSpell.#01>
5 ~Fear Competent~ Is unaffected by all fear-based effects.
5 ~Fame~ This is the PC being famous in some way. They might
be the author of a book, have designed a particular spell,
be known as a TV personality, Talk Show Host, Movie Star,
Columnist, Theatrical Performer, Stage Magician, or other
factor that makes them visible to at least part of the
public. It does NOT have to be associated with Magic
activity, UNLESS they are also a PUBLIC MAGE.
5 ~Universal Digestion~ This gives the character complete
immunity to ingested poisons (note that it can be bought
for 2 points by a dwarf or gnome) and allows them to eat
almost any natural material and gain nutritional value
from it to survive. Thus they may eat ANY plant, any food
type that might on someone else cause indigestion because
of spice levels, and can even consume thin lumber or
leather or hemp rope for nourishment.
5 ~Missile Competent~ Character gets a +10% to all base skills
of usage of missile weapons and ALWAYS gets a roll vs their
PROW to avoid missile attacks even if they lack a shield.
Does NOT apply to Bows, Crossbows or firearms!
5 ~Naturally Invisible to Undead~ (Wraiths, Shadows, Ghosts
and Spectres etc).
7 ~Lover Mage~ This is as close as an NPC can get. This is
an NPC who would risk anything for the character. They do
not literally have to be a physical lover - a twin of the PC
that lives with them could also fall within this category.
Usually these should be fully written up and have their own
character sheet as they are also likely to NEED the PC's
help in return (its a two edged sword). This advantage is
ONLY with the GM's full agreement and co-operation!
7 ~Natural Immunity~ to ALL diseases, even magical ones!
(Note obviously cannot buy HIV positive as a disadvantage!)
7 ~Firearm Competent~ has a natural affinity to Firearms,
calculating shots with lightning accuracy. The Firearm
competent gets a +10% base to any firearm skills.
7 ~Beast Friend~ gets a +20% base for animal training and
handling skills. A Beast friend can befriend any animal
(NOT Fish, microbes, insects, bacteria, worms, spiders,
molluscs, crestaceans!) They will never be intentionally
harmed by ANY animal, unless trying to harm such themselves.
10 ~Household Name~ This is Fame taken one step beyond. This
is someone who everyone can remember easily by name with
a simple INT save in most cases - that is, at least 20%
of the population will know who this person is by their
name and may also know their face. A Famous Actress,
Comedy Act, Politicians, Big name writers (say Steven King),
Popular Singers etc fall into this category. This is NOT
Bought with fame. If a Public Mage you WILL be known for
this as well among your info.
10 ~Naturally Fireproof~, takes no damage from natural fire
and takes only 1/2 damage from magical fire.
10 ~Perfect Balance~ Automatically makes all saves vs PROW.
Gets +10% to base for those physical skills oriented
towards personal balance, such as Dancing, Juggling,
Climbing, Acrobatics, Gymnastics, trapeeze, Tight Rope,
and martial arts.
10 ~Shock Resistant~ Gets no damage from all electrical
attacks, and 1/2 damage from spells of this nature.
10 ~Photographic Memory~ Able to remember written words in any
language they can read/write in. This reduces all learning
times by 10% on the teaching table. Also a person with this
skill whoose READ thru a library of magical reference books
never needs to own one to do research!
10 ~Body Density~ This character has a 'thick' skin and
strong bones. It adds a +.25 factor to weight calculations
(but doesn't change their weight category). They have a
Natural Absorbtion of 5 points of damage from all attacks
armour would apply to. They get a +10% to hardiness when
saving against things like being stunned by a critical
hit by a weapon or the breaking of a bone. They get a
+1 to all damage they do in HTH Combat or Martial Arts.
10 ~Charismatic~ This charactor naturally projects a feeling
of peacefullness, friendship and warmth to all sentients
that they meet. Those who meet the person for the first
time must save vs INT, those who fail will trust them easily,
and they will have a +10 to APP in their eyes in general.
They would also have to make a save to actually try to harm
hurt or annoy the person with this ability directly.
15 ~Lightning Calculator~ this person has the ability to do
complex mathematics in their head quickly, gets a +20%
to Billiards/Pool, Gambling, Mathematics and firearm bases.
15 ~Ageless~ This person ceased to age at a Player decided
lifepoint and has continued on since looking basically the
same. Their body has long-term cellular regeneration, so
that scars fade after a year and that even lost body parts
eventually will grow back after a period of time. They will
not die from 'old age' but are vulnerable to other forms of
death - if they are careful they might live hundreds or
even thousands of years. They still die upon passing the
-10 HTK point, but are unaffected by age-based magic that
is directed at them. An ageless character WILL know that
they are such. (Ageless ability is much like the Shadoe
racial aging factor). For more ageless notes see notations
on the rest of the character generation tables.
15 ~Forgotten~ This character projects a low level continuous
mental ability that makes them forgettable to others. When
encountered their face, actions, voice etc will only be
remembered by a person (mundane or otherwise) as long
afterwards as they had been around them. This does not
work on machines, Naturally Mind Shielded People or mages
who have a spell to memorize a person that casts such on
them. It also does not affect close relatives (parents,
siblings etc) that grew up around them as the ability
does not become apparent until after puberty.
15 ~Superior Statistic Potential~ This character has a GREATER
than racial POTENTIAL to one of their Stats. They Must define
which stat this is bought for, and can by multiples of it.
IT allows them to raise DEX, PROW, HARD, INT or MA during play
thru the normal progression rules but adds 5 to their usual
racial maximum limit in that stat. (See Experience* for the
details on raising a Stat in Play).
20 ~Hyper Metabolisim~ This person has an extremely excellerated
metabolisim. It gives them a +10 to all Initiative rolls.
They get a +20% to save vs all infections and diseases.
They recover from physical damage at an extreme rate of
1 HTK per hour without care (but cannot regenerate lost
limbs, digits, bones, etc). Cannot be bought in multiples.
Cannot be combined with Fast Metabolism. Cannot be bought
by a Lycanthrope.
20 ~Naturally Mind Shielded~ Cannot be charmed, telepathically
read or conversed with, cannot be teleported against
own will or feebleminded in any way. NOTE this advantage
cannot be bought by a Mentalist Tradition Character!
Also note that a being with this advantage CANNOT lower
the shield by choice - it is ALWAYS on, period.
25 ~Magic Ampliphier~ This rare ability can ONLY manifest in
someone who has Magical Aptitude of 5 or more. This person
actually ENHANCES all spells cast with a 30' radius of them,
both their own and everyone else, adding 1 rank to the
effect of all spells (but this does NOT apply to things like
reduced casting time, only effect intensity). This ability
cannot be turned off by them nor manipulated by them in
any way. [Multiples CAN be bought of this, adding 30' to
the area of effect]
25 ~Magical Dampner~ This rare ability can only manifest in
someone who has a magical aptitude of 20 or less. They actually
dampen all spells cast within a 30' radius of them, their own
as well as someone elses, reducing 1 rank from the spell effects
(and negating entirely those of only one rank). This ability
cannot be turned off by them or manipulated by them in any way.
[Multiples CAN be bought of this, adding to the number of ranks
dampened out but not affecting the radius].
:Childbirth
Although rare in a Roleplaying Game, for consistancy sake, the
basic rules for survival of a childbirth of both the child and
the mother are as follows:
Normal Childbirth survival rate = Hardiness + HTK
Add +20 if the woman is attended by a midwife, EMT or
otherwise skilled person for delivery
+30 if the Woman is attended by a Physician
+10 if the woman is in a clinical/hospital environment
+2 per year under the age of 45
+5 for every child the woman has given birth to previously
(NOTE that for long lived non-humans the age calculation is
+1 for every year under the age of 200).
A 96-00 is always accidental death of the subject. Note that
Childbirth Labor takes 3d10 Hours minus 1 hour per child the
woman has previously had (BUT never less than 1 hour in length).
If the GM has determined that there are complications then add
1d10 to the hours of labor and minus 20% from the survival roll.
Remember a seperate roll is made both for woman and child, but
they are based on the woman's calculations from above. A newborn
child will have only 1 point in each Stat (and none in MA if
both parents have no MA, 50% chance if one parent has MA and a
75% change if both parents have MA) and will gain 1 character
construction point each month thru their early years.
Detail beyond this should NOT be expected of the GM by the players.
:Childhood
General Experiences
ROLL RESULT
---- ------
01-05 Exceptionally good childhood! : +1 APP and EDU
06-65 Good childhood : no mods
66-80 Nomadic childhood : 1 additional language learned
81-90 Frightening Childhood : roll on phobia table
91-95 Confusing Childhood : roll on fetish table, add 5
when rolling on RELATIONSHIPS
96-00 Tragic childhood : +1 HARD and add 7 when rolling
on relationships.
Schooling (Not for Giants, Merefolk, Gypsies or Elves)
(or persons outside the Industrial nations)
(minus five from the roll if Wealth >30 )
ROLL RESULT
---- ------
-05-05 Private Schools attended. Auto Skill Rank in:
Read/Write, One additional Modern Language, Typing,
History (national), mathematics, History (World),
Computer operation, Speed Reading, Politics (theory),
Physics, Philosophy, Economics, First Aide. One Sports
Related Skill from the Following : Baseball, Basketball,
Football, Hockey, Gymnastics, Swimming, Skating, Skiing,
Bowling, Billiards, Bows, Swords (lightweight), Riding
(land based), Pole Vault, Running, Rowing, Hanggliding,
Golf, Firearms Rifle (For skeet).
06-20 Quality School System Attended. Auto Skill Rank in:
Read/Write, One additional Modern Language, Typing,
History (national), mathematics, History (World),
Computer operation, First Aide. One Sports Related
Skill From The Following : Baseball, Basketball,
Football, Hockey, Gymnastics, Swimming, Skating (ice
or roller), Bows, Pole Vault, Running, or Bowling.
21-85 Public School System (normal) Attended. Auto Skill
Ranks in: Read/Write, Mathematics, History (national),
Typing, First Aide. One Sports Related Skill From The
following : Baseball, Basketball, Football, Hockey,
or Gymnastics.
86-00 Poor Public School Attended. Auto Skill Ranks in:
Alertness, Dagger & Knives, Concealment, HTH Combat,
Streetwise, Bludgeons, Urban Survival, Security Systems,
Either Basketball or Dance.
:Combat_(Revised)
A Physical Combat attack may take some time under these revised
rules but will closer approach realism without detracting fun from
the overall play.
The attacker makes their roll to Hit, based on their skill chance
to hit. There are no modifiers to this except those modifiers that
affect the attacker personally (ex: Armour PROW modifiers, any spells
on them that might reduce their chance, aiming modifiers etc).
The target being then receives, if the attacker was successful, a
saving throw. This chance is based on their PROW plus or minus any
modifiers like physical cover (against a missile attack) etc. If
they save then they are NOT hit. If the target is using a weapon
that gets PROW mods then they receive such mods to their chance. If
they are using a viable parrying weapon against a weapon that can be
parried then their save is increased by 1 point per RANK (upto 10)
that they have in their weapon skill.
Thus two experts in rapier with 25 PROW each would each have a
roll to hit of 125% (missing on a 96-00) and a save against an incoming
attack of 40% against the attack.
A critical Hit (01-05) can only be saved against with a critical
save (01-05).
A struck target receives the damage inflicted by the weapon* minus
the damage absorption of their armour* (if any). If the armour absorbs
more damage than the weapon inflicts then the result means the attacker
takes damage from making the attack... an example, for realists, is the
person who tries to punch a man in plate armour with a bare fist - the
puncher takes the damage not the man in armour. If the attack is with
a weapon then there is a 50% chance that the weapon breaks from the
action (25% if the weapon is magical).
Missile* attacks are handled based on the idea of target coverage.
A target using natural cover or a shield gets a reduction beyond the
natural prowness factor from hitting.
Gernade attacks are made not against a being but the space they
occupy and thus their defensive value is NOT applied against the
attack (But a miss may place the grenade in a different area then
they occupy, sometimes still resulting in a need for damage saves).
A 96-00 is a CRITICAL_MISS and the <!Fumble.#01> table should be
consulted when such occurs. Likewise a roll of 01-05 is a CRITICAL_HIT*.
:Critical_Hit
When an attack roll is made and a 01-05 is rolled, this is an
automatic hit and also one that has CRITICALED and will do extra
effect (roll on following table):
ROLL RESULT
---- ------
01-25 Double Damage
26-50 Double Damage & Target must roll vs Hardiness or
is knocked unconscious for 1d10 rnds.
51-75 Double Damage, Target is Stunned for next round.
76-95 Triple Damage, Target losses a limb (01-75) or eye (76-00)
and must roll vs Hardiness or unconscious 2d10 rnds.
96-00 Instant Kill if opponent fails a HARD save, else
does Triple Damage.
:Death
Death occurs when a character has been in negative HTK for 10 rounds
or more. If this happens, then they will be unrevivable except by any
extraordinary means such as the spell 'Kiss of Life', act of the divine
etc. A character that is -10 Hit points or more is dead instantly.
:Deities
The deities of the Mystic Earth do NOT usually appear in physical
or even spiritual manifestation upon the world or its adjourning planes
as it violates much of their concepts of power. Many work through the
plane of dreams, or the dreamtime as means of contacting their followers.
Deities do not directly manipulate the physical world, and are part
of the concepts of Jungian Collective Consciousness that exists. They
possess power that affects the minds and spirits of beings and they
absorb into themselves their followers for a time when they die, only
to reform them again in a new lifeform later (a form of both afterlife
and rebirth).
Ghosts are astralists without bodies, or beings who died without
being claimed by a deity in some way. Their abilities are limited when
affecting the material world.
The system is left purposely vague for GM's to deal with as they
would and to cease from imposing any one belief system on the game.
Leave it to the fact that the gods don't show up very often and cannot
remain upon the material world for long without risking loss of power
and position. When on the material world they can only be in one place
at a time, but while immaterial they can be with all their followers
simultaneously in thought.
:Disadvantages
This is an OPTIONAL set of the rules. Players do NOT have to take
these in designing their character, but may find it advantageous to do
so overall in their character design in both developing a more interesting
character and in developing character background and personality.
Each option taken has a set value of construction points to them,
and will give points that can be added to your total creation pool.
Note that these problems and disadvantages CANNOT BE BOUGHT OFF as in
other game systems thru experience, so be careful on what you purchase in
order to get extra points. Also you cannot get two contradictory ones
(ex: Code vs Killing and Bloodlust) or two that are nearly similar except
in intensity (Code vs Killing, Disdain for killing and Avoids Bloodshed
are similar variations on a single theme, while two different Sexual
Deviations would be acceptable).
OPTIONAL POINTS GAINED
-------- -------------
Albinism : Has no natural pigmentation; hair and 5
skin are pink-white and eyes are pink.
(Not takable by Dark Elves!). They are
memorable and cannot blend into a crowd
(-20% for Shadowing base). Have no
resistance to sunburn; -10% for any
Awareness and ranged weapon skill rolls
made in sunlight.
Alcoholic : must save vs INT to avoid drinks etc 3
Alcoholics are -25% to perform all skills
for 3 days after finishing a drinking
binge.
Allergy : Allergy's are of one of two kinds, 2 (airborne)
air borne or internal. Air borne 3 (internal)
allergies cause a watering of the eyes,
skin irritations, joint swellings and
possibly breathing problems. They do
no physical damage when encountered, but
will make the victim suffer a -20% to
all leveled skill rolls while exposed.
Internal is a food allergy or an allergy
to something that is drank or injected
(such as a bee sting). These do physical
damage (with no saves or absorption)
when encountered, at least d10 (for minimal)
dose effect; to 5d10 for maximum effect.
GM decides the dosage effectiveness.
Anosmia : Has no sense of smell or taste. 3
-20% base to cooking and brewing.
Annoying Habits : Picks teeth, complains regularly, 1
scratches constantly, Belches or
passes gas loudly and publicly,
sloppy eater etc. [ONLY 3 maximum allowed]
Asthma : Character has difficulty breathing in any 5
skill usage that requires physical exertion.
-10% base to all physical based skills like
HTH Combat, Martial Arts, Tantrics,
Acrobatics, Contortionist, Football,
Gymnastics, Hockey, Hanggliding, Hunting,
Juggling, Jumping, Masonry, Mountaineering,
Rowing, Skating (roller), Skating (ice),
Skiing, Trapeeze, Tumbling, Bludgeon Weapons,
chopping weapons, Swords (any category),
Staffs. [Non-leveled skills in this list
are NOT purchasable by the character except
at TRIPLE normal cost]
Aversion To Killing : This is someone who can only kill 3
if its absolutely necessary in their mind
and MUST make an INT save to be able to
do so at the last minute. This is the
person who might kill if their child's
life was on the line or if it was a matter
of their life or the other persons but would
make a terrible soldier and never an
assassin.
BloodLust : If in a fight this character kills, period. 10
They do not fight for the fun of it, and
have no morale controls preventing them
from liking killing a foe. They do not
accept surrender from others and avoid
such themselves. Once fighting they won't
quit till the foe is dead. Not recommended
for player characters.
Caffeine Addiction : Gets headaches after 6 hours without 2
caffeine in some form, leaving them -10% to
perform all skills until caffeinated.
Clumbsy : The opposite of perfect balance, this 5
person has imperfect balance beyond belief.
Gets -10% to base for those physical skills
oriented towards personal balance, such as
Dancing, Juggling, Climbing, Acrobatics,
Gymnastics, trapeeze, Tight Rope, and
martial arts. Automatically FAILS all
Prowness Saving throws.
Code of Ethics : This is a code amoung Mages in how one 5
uses ones powers and abilities amoung mages
and non-mages. It is not to be confused with
a code of honor or a code against killing.
The code of honor includes such things as
unduly risking the exposure of the magical
community to the notice or ridicule of the
mundanes (Subtle Action instead of obvious);
Avoid 'outing' a private mage into public
status against their will. Avoid using ones
powers to benefit oneself unduly : Using a
spell to cheat at cards; reading a mind to
blackmail a person; Using telepathy or empathy
based magics to force someone to act against
their normal will to cause them harm; Stealing
a Soul; Possesing a sentient and getting them
killed; Using magic to keep someone under your
control by a love spell. All are breaches of
ethics. When in doubt if something is ethical
in the system ask the GM....
Code Of Honor : This is a code of how one handles oneself 3
in business and in combat, and is often
considered vital to a Taoist or martial
artist to be properly played. It is NOT a
purely oriental concept.
Under this code one does NOT Directly Lie,
Cheat at games of Chance (or skill) or directly
steal from a competitor (though one may pay a
professional to steal for you).
In combat one does not stike opponents from
behind unaware, use weapons against unarmed
opponents (unless you disarmed them), or fight
'dirty' (Throwing dirt in ones opponents eyes,
striking the sexual organs, twisting a blade
after it is in a wound).
Code vs Killing : Will refuse to kill foes 5
Color Blindness : (total only) cannot distinguish beyond 3
'shades of grey' and has problems with
anything that is color coded.
Combat Paralysis : This is someone who is shocked by 5
violence that touches their life. They
must make a save each round of melee
vs INT or simply stand unmoving in shock.
(once successful they are fine for the
rest of the combat). They are at PROW 0
while in shock. Receiving a wound negates
this paralysis too....
Corporate Enemy : This is the result of a character that 3
has earned the hatred and scorn of a major
corporation, either as a rival or a previous
employee. It means a -5 to their rolls when
Job Hunting or seeking advancement within
their job (if not self employed). It also
means that the Corporation may be seeking to
find various ways to harm their lives, spy on
them or even may go so far as to seek to
eliminate them thru a hit man subtly.
Additional corporate enemies after the 1st are
worth only 1 point.
Criminal Record : This is someone who has been in jail 5
previously at one time for criminal
activity and might be watched by some
authorities.
Deafness : (Complete) all language skills cost double 7
normal at start (except Lip Reading and
Read/Write) and are maximum difficulty to
learn in play. Ventriloquism, animal noises
and voice mimicry skills are not possible.
All music oriented skills cost twice normal
to buy and increase skills in. Also -20%
to base for awareness skill rolls.
Defender : Fights only when attacked using only 7
what is needed to defend and no more
Will refuse to kill.
Dependent NPC : This is a child, elderly mother, or other 5
character built on 1/2 the normal base points
and always mundane. The character must help
provide for their survival and must care
about them and be subject to psychological
stress if they are threatened or harmed.
Dependents MUST live with the PC.
Drug Addiction : This is an addiction to an illegal 5
substance, such as cocaine. This requires
that you take an advantage of a contact
(streetwise or other) that can supply you
with the drug involved (since it is illegal).
Cost to the character is $150 per week. If
they miss a week or more then they lose 10%
with all skills for each week without it for
upto 4 weeks cumulative. On the 5th week they
take a loss of 1d10+2 HTK permanently as well,
but will on the 6th week be back to normal
success and be free of the disadvantage (and
still considered to be mathematically
'balanced'.
Players CANNOT choose to go without a drug
on purpose unless a character has been in
constant play for at least a MONTH.
Epilepsy : (Severe) suffers seizures in stressful or 10
life threatening situations if fails a
HARD save, that lasts 1d10 minutes during
which they cannot act, think, speak or pay
attention to their surroundings.
Fanaticism : This character has a mental belief that 5
overrules everything else in their life.
This may be faith in a religion, political
cause or patriotism. They will go out of
their way for their cause beyond all else,
even risking personal harm.....
Fear Of Firearms : Cannot use a firearm and will react 3
negatively to firearms in the hands of
friends.
Government Agent : This person is an agent for a specific 15
government bureau (CIA, FBI, FDA, NSA,
Medusa, Interpol, etc) and thus must follow
orders in dangerous situations and maintain
a cover from the general public etc.
Gets automatic RANK in STREETWISE skill.
Government Employee : This person is an employee of the 3
government in their job and may have to work
extra shifts, holidays, and in emergencies,
giving them less free time.
Height* : See seperate section on Height effects.
Hemophilia : When wounded will continue to bleed at a 7
rate of 1 HTK/rnd until wound is properly
treated by EMT/Physician skills or by magic
means to close the wound.
Hidden Secret : This character has a secret, which MUST 5
be worked out with the GM, that is something
that they do not want exposed to some or
many persons in their life as it would be
damaging to job, relationships, etc and
for which they MIGHT even be blackmailed for.
HIV Positive : This person has been exposed to the AIDS 7
virus but so far does not have full blown
AIDS (but may become such later).
Illegal Alien : This person has to hide their identity 4
and may have to purchase false ID etc.
Impulsive : This character hates talk and debate and 3
will act first and think later. Avoids
major planning sessions or waiting for
anything.
Indecisive : Gets a -5 to Initiative Rolls in 3
combat situations. Cannot Take a Fast
or Hyper Metabolisim advantage!
Inferior Statistic Potential : This is applied to any 10
of the base Stats (APP, INT, PROW, HARD,
or MA) and reduces the maximum they can
have in that stat by 5 points (But cannot
be used to lower a stat potential below
5 points). IT Can be bought in multiples on
on a Stat or several stats. If used on a
stat that would normally have a racial
bonus potential you LOSE the racial Bonus
before you can apply the inferior option!
Lame : Moves when walking/running at 1/2 the normal 5
rate of distance covered due to bad leg.
Gets a -20% to base of martial arts, HTH,
Dance, Trapeeze, acrobatics, gymnastics.
Legal Alien : This person has a work visa and green 2
card equivalent in the USA.
Lethargic : The opposite of a Insomniac, this person 3
needs more sleep than the average person.
If they have less than 10 hours of sleep
in a 24 hour period then they are at -10%
to perform any skill until they do get a
solid 10 hours sleep. They also get a -10%
save vs Sleep spells.
Lost Eye : This person has lost an eye in such a way 5
that it cannot be repaired, regenerated,
regrown or restored in any way. They get
a -20% to any sight oriented skills,
including all Firearms, all missile weapons,
all drafting, gem craft and Awareness.
Loyalty : Blood and friendship are thicker then ethics 5
and law. A loyal character will never abandon
a friend in need.
Magic Susceptable : This character has a reduced save 7
against all spells cast at them, as they do
NOT get their INT save (if mundane* they have
only a 01-05 chance to save!). They cannot
have the advantage Natural Mind Shield. They
Will get a save based purely on their
aptitude.
Mental Illness : ANY true insanity (not phobia or 10
sexual deviations) see ~<!Insanit.#01>*~
Minority Group Member : If the character falls into a 3
racial, Sexual or Religious Minority then
they can take this disadvantage (NOTE that
American Indians in Mystic are NOT
minorities and are treated with respect in
the society on Mystic Earth USA).
Being Female is NOT a minority status, while
being Black is. Being Homosexual is being in
minority status, being a Necrophiliac isn't
(Its a sexual deviation). Being non-human
doesn't count.
Mute : Cannot speak or produce any sounds with 10
voice (Mimicry, ventriloquism etc). Should
buy Sign language, read/write or similar
to communicate with others. This is VERY
difficult for a player character to have.
Negative Reputation : This is the opposite of the 5
Fame Advantage. This is someone who is
known and not appreciated in the magical
world or their field of endeavor. If a
reporter this is the calling card of a
yellow journalist. If a politician, the
people feel you're a crook. If an actor
you've done some really visible bad work.
If a wanted criminal your picture is in
every post office and there are APB's
sent out regularly on you. If a mage, the
majority of the community consider you
unethical, dangerous or a fraud and will
avoid you or try to foil your plans.
Nearsighted : -10% to base chance to use Missiles/guns 1
Notorious Reputation : This is the opposite of a 10
Household Name advantage. You are a well
known something that lots of people hate,
dislike, distrust, or are disgusted by.
Your reputation preceeds you and lots of
folks will shun you (Richard Nixon would
fall into this category, among politicians,
Mordred, Morgan leFay and Uri Geller would
among mages (two unethical and one a fraud).
One Arm : Cannot use 2 handed weapons or devices. 7
All driving & piloting skills cost double.
Typing and glassblowing cost double.
Cannot juggle, perform trapeeze, climb.
Outside Own Timeline : This is used for a character that 5
has time traveled from the past or is from
an alternative version of the worlds
timeline. It can be used in tangent with
'Unfamilair with Modern tech.' This person
will have an INCOMPLETE version of history
or one that differs greatly. They must pay
+1 additional for any History, Area
Familiarity or in some cases language skills
to match their new world/Timeline/Present's
actuality to be fully functional with them.
If newly arrived they cannot take disadvantages
of Wanted Criminal, Corporate Enemy, Underworld
Enemy, Rivals (unless they have followed!),
Governement Agent (any type) or advantages like
Contacts (unless they followed!).
Any skill certification skills they have must
be rebought (legally or illegally) in the new
locale to be accepted.
This disadvantage is ONLY usable with the GM's
permission!
Overconfident : Proud, boastful, fails to plan 3
ahead for possible defeats, refuses
to retreat in combats unless INT save
made successfully.
Overdeveloped Sense of Vengeance : This character will be 3
seeking to kill or ruin an enemy on a regular
and constant basis and will risk anything for
revenge. The swordsman from "The Princess
Bride" was a perfect example, spending 20
years learning his trade just to hunt down and
kill in combat the man who slew his father.
Once offended they don't stop and even logic
fails against vengeance.
Pacifist : Refuses to take violent action even 10
to defend self and NEVER kills foes.
Will lecture those who aren't pacifists
to convert them to become such.
Phobias : roll vs INT to overcome if encountered 1
TEMPORARILY (See ~<!Insanit.#01>*~ for list)
(Maximum of 5 allowed)
Prejudice : A prejudice is caused by ones upbringing or 1
experience, usually founded on false beliefs or
stereotypes one has of another race, religion,
race or society. When encountering one's
prejudice you will act irrationally and make
poor judgements based on it. Examples: Gay Men;
"all gay men are wimps who grew up without a
good father figure and have no value in combat.
They are all sexually peverted and want to
convert others, especially small boys. They do
make good hair dressers, interrior decorators and
flower arrangers but have no place in men's
businesses. Never drop the soap in a shower at
the Gym, they'll pounce without thinking and they
let their hormones rule them and once they get
you you're doomed to be one!" is an exteme and
absolutely incorrect prejudiced viewpoint. People
with prejudices will act upon them, make
judgements on them and will avoid the subject of
such. (Think ARCHIE BUNKER!). Pc's only get credit
for their first 3 prejudices, but can have an
unlimited number.
Previous Government Agent : This is someone who WAS a
government agent (see above) and left their
Agency. They are either subject to occasional
reactivation or subject to attempts to eliminate
them. Gets automatic rank in STREETWISE.
Subject to reactivation, foreign government 5
Subject to reactivation, of US government 7
Subject to Termination, of Foreign Government 15
Subject to Termination, of US Government 20
You CANNOT be both a current Agent of a
government AND a previous agent of that same
government! If you are a government Agent you
cannot be a previous agent of another
government, except with the termination clause
- and if you are the Previous is only worth 1/2
normal value.
If you are a previous agent for more than one
government then the first one is worth full
value, the second is only 1/2 value and the third
on (if any) is worth ONLY one point.
If you are a previous government agent of the
US subject to termination then you ARE a wanted
criminal automatically and cannot buy that
disadvantage again. You are also bound by the
rules under Wanted Criminal.
Public Mage : This person has publicly let it be known 5
that they practice a form of magic, via
group involvements, protests, blatant
displays etc and may be harassed, approached
by people wanting help, etc
Rivals : This refers to the next three categories, of
Rivals. If you have more than one rival of any
of the three types then you only receive 1/2 the
value for the second. A Third or further is only
worth 1 point.
Rival, Known : This is a rival, oftentimes a rival mage or 5
professional in the same field, whom the
character has an ongoing rivalry with. This
may lead to attempts of embarrassing the
character, hurting reputation, damaging them
financially or simply surpassing them on
a social or academic level. The character can
either respond in kind or try to ignore them.
An example of a friendly rivalry would be
that between SHerlock Holmes and Inspector
Lastrade.
Rival, Stalking : This is the opposite of an unknown Rival, 5
where the character is seeking to harm as
such someone who doesn't know that they are
out to cause them harm. An example for this
can be found in the move "Amadeus'.
Rival, Unknown : This is a rival that the character is NOT 7
aware of, but who will be behind the scenes
trying to set them up for embarrassment,
financial damage, disrupting their life etc.
(GM gets to decide the nature of the rival
and their actions).
Roomate/Housemate : This is an NPC that shares living 3
space and reduced the rent of the PC by 1/2.
They are a mundane, and easily endangered
because they live with the PC but don't
understand about the world as the PC knows
it. They are important to the PC as they may
restrict activity or cause a need for lots
of explanations. GM decides detail on the
NPC.
Sexual Deviation : See ~<!Insanit.#01>*~ for list 2
(Maximum of 3 allowed)
Slow Healer : This is a person whoose Immune system and 3
healing functions bodily are at 1/2 that of
the normal rate under all conditions of natural
healing. They get a -10% to save against
diseases.
Sterility : Cannot have children/reproduce normally 2
Tobacco Addict : This is the constant smoker who goes 2
thru at least a pack a day. Smoking is on
the downtrend in Western Civilization
and is worse than an annoying habit.
Truthfulness : Cannot lie knowingly to anyone 5
Unalertness : Cannot EVER get the skill of Alertness. 5
Gets a -5 to all initiative rolls and
only notices things on an awareness roll
VS INT on a roll of 01-05.
Underworld Enemy : (Not takable if you are on the Witness 3
Protection Plan). You've gotten a major
criminal organization out to get you. They
fight dirty, they fight for keeps and they
don't hold back. Like the Witness Protection
plan this means you are in definate DANGER
reguarly from being discovered and eliminated.
Unfamiliar With Modern Technology : This is a person from a 3
'backward's ' country, or outside their
original timeline for some reason. They cannot
use many modern devices or must be taught to
use them. Among things they can't use:
Computers
Electric Typewriters
Modern (Post WWII) automobiles, trucks etc
Modern (Post WWI) Airplanes
Television
Teletypes
Most modern shop machinery (Post WWI)
Video Games
Video Recorder
Stereos
CD Players
Cassette Tapes
Unfamiliar With Technology : Takes the Modern one step further. 5
This is the person who cannot use or understand
anything developed or made after about 1890 in
the way of equipment or devices and will need
things like running water, Flush Toilets, Street
Lights, and lots more explained to them to
understand.
Wanted Criminal : This person is wanted for a felony of 7/12
some sort or is a military deserter. Can
be from some other country (first number)
or within the country game is in (second)
Crime must be of a felony equivalent
(minimum 10 year sentence). Remember that a
Wanted criminal cannot be working from their
Legal ID, they must buy illegal ID if they wish
to function in society and may have to change
such regulalry to avoid capture. There is a 5%
chance each month that you are recognized and
reported to authorities if you stay within an
area (not cumulative though). You CANNOT start
with a vehicle larger than a car or van (no
planes, trains, Tanks, Boats, Ships, Hovercraft,
jets, etc) and must have such registered under
another ID that you have bought.
Weight* : See seperate section on Weight ranges.
Witness Protection Plan : You were a witness to a major 5
criminal procedure and have been given a false
identity by the government (with appropriate ID)
in return to testify against an organized crime
figure. You start with an extra $1500 from the
government but cannot have ANY Relative contacts,
or receive any inheritances after game begins.
Additionally you must be careful as somewhere
there are hitmen/assasins looking for you for
revenge. You cannot be a wanted current criminal,
government Agent (present/previous), Public Mage,
posses fame, household name, negative reputation,
legal alien, illegal alien, notoroius reputation
or have a dependent NPC at start.
The GM reserves and has the right to refuse any chosen disadvantage
from this chart or problems from the Insanity Table based upon their
opinion of character design needs.
:Disarming
Disarming is a maneuver used with any weapon that gives a prowness
add when used in combat. To perform it one must announce such as ones
intent before the attack and specify the weapon they are attempting to
knock away from the opponent's grasp. Disarming is MUCH harder then
attacking to wound, and so it is done at -50% of one's normal success
with the attack. If successful the opponent's weapon is knocked away
and out of play. It takes 1d10 rounds to find and recover a weapon.
:Experience
Experience is a value in the mystic earth Campaign used for
improving existing skills, HTK, MCAP and Spell Ranks and to learn new
skills and spells. It represents learning experiences and personal
accomplishments of the character involved.
The GM will award these points dependent on activity and action.
Points are earned for combats, for usage of skills while in play
successfully, for roleplaying and for special learning experiences.
Any character that is NOT involved in active play earns 5 experience
points each day, no matter what they are doing, unless they are
unconscious, simply healing, or otherwise absolutely inactive. No other
experience will be gained in downtime, except the SPENDING of experience
points to learn new skills or Spells (see teacher rules), or the Teaching
of said skills to others (and earning as per the teacher rules -
~<!SKILLS.#01 Teacher>*~, that will affect the character's experience
levels. A player might specify other activities, but Will NOT gain
experience for such.
Side runs may occur outside the normal game, at the GM's discretion
if the character wishes to do something of import outside the normal
vein of the game. These may be done face-to-face or thru the mail or
any other means the GM considers viable.
The GM's basic system for awarding experience is covered under
~Gaining_Experience*~ under these rules.
Experience Points are usually used to improve skills that are
already possessed. These are from lessons learned from doing. These
can be used to improve ones RANK* in a known spell (cost = 500 exps.
per rank bought) or to gain skill levels in a particular skill
based on your current Education Level in that skill, as per the
following chart (an education level adds 10% to success with a skill):
Current Skill Levels Experience need for next skill Level
------------------------ -----------------------------------
1 (10%) 250
2 (20%) 500
3 (30%) 1000
4 (40%) 2000
5 (50%) 3000
6 (60%) 5000
7 (70%) 7500
8 (80%) 10000
9 (90%) 15000
10 (Or greater) (100%+) 20000
This means that it gets harder to get better in a skill you are
already well trained in, and that there is an advantage to more
specialization at the beginning of one's career then to generalization.
Standard experience Points can be used to improve one's Statistics.
250 points can be spent to add 1 point to Hits-to-Kill, making it harder
to kill the character. Or one can increase Magical Capacity by 1 point
for the same 250 points.
Increasing other stats (PROW, HARD, INT, APP) can be accomplished but
only by much greater effort and ONLY if the stat is less than its
racial maximum (25 points for a human). It costs 1000 eps to raise a
statistic by 1 point.
Once an experience point is spent it is gone - don't make the mistake
of thinking this is like TSR's AD&D game where one keeps a running
total!
Experience Points are used to purchase NEW skills or NEW spells
(for mages). To learn a new skill you NEED to have access to a
teacher, have training points saved up and in many cases need to
pay for the teachers skills at teaching. This will give you 1 (one)
skill level in the skill (10%) plus your BASE in the skill to perform
it. See the <!SKILLS.#01>* Section for details on costs. Information
on teachers is also available : ~<!SKILLS.#01 Teacher>*~
Generally costs to learn a new skill are broken down into 3 learning
cost categories, costing 1000, 2500 or 5000 eps to learn the new skill.
New spells are learned at an eps cost of 100 * the Base Energy cost
for the spell. Thus a spell with a 1 point base costs 100 eps to learn,
while one with a 20 point base costs 2000 eps to learn and one with
a 50 point base costs 5000 eps to learn.
If a player character is acting as the teacher for another player for
a spell, or as teacher for a skill that they have 100% Training in or
are certified and have a Teacher's certification then they can gain
experience by teaching the other character. Such a teacher would gain
10% of the eps spent by the character to learn the skill.
For More on Learning spells from a teacher see <NEWSPELL.#01>
Experience points can also be used to purchase ranks in spells that
are already known to the caster. ALL Spells can have additional Ranks.
The main thing Ranks do (it costs 500 points for a rank add) is reduce
the time to cast a spell by one round each rank, but no spell can be
reduced below a 1 round casting time, for obvious reasons. Some Spells
will list a RANK option - this means that adding ranks also increases
the effects of the spell in some way in the description.
~See Also : Gaining_Experience* ~
:Explosives
The following are used in demolitions, mining and such:
Dynamite, stick 4d10 dmg 5' radius/stick
Fulminated Mercury (oz)1d10 dmg 5' radius/oz
Nitroglycerine (Pint) 6d10 dmg 10' radius/pint
Plastique, pound 8d10 dmg 20' radius/pound
Claymore mine 8d10 dmg 15' radius
Satchel Charge 10d10 dmg 30' radius
Note that special skill is needed to use most explosives and that
fuses, electric detonators or blasting caps are needed with many
of the above to set them off. Also there is strict control over
the purchase and application of such in the USA and other countries.
To plant, set timers on, construct/use fuses on and otherwise USE
explosives requires the skill Demonlitions.
A person with this skill AND Chemistry skills can MAKE their own
explosives and gernades.
:Firearms
Firearms always present a problem in game design because they tend
to be very powerful, firing high speed projectiles that are difficult
to work with. For simplicity we are dividing them into the skills:
Firearms_Black_Powder* (all varieties)
Firearms_Shotguns*
Firearms_Pistols*
Firearms_Rifles*
Firearms_Automatic_Pistols*
Firearms_Automatic_Rifles*
Firearms_Military_Support*
Like most weapon skills, they are all PROWness based.
Shields are useless against firearms, but damage is accrued overall
except when the shooter uses Aimed_Blows* .
The exception is a Lexan shield, such as police use, which offer
a +20% to the users defense to reduce chance of being hit in the first
place.
Note that most guns are in some way controlled within the USA and
many other countries and that ownership is difficult in many cases or
illegal (such as in the case of automatic weapons), without special
permits, licenses and such. A Certified gunsmith doesn't have these
drawbacks, though.
:Firearms_Black_Powder
WEAPON DAMAGE RANGE # OF Shots Reload Rnds
------ ------ ----- ---------- -----------
.22 Derringer 1d10+3 Medium 1 3
.32 Derringer 1d10+5 Medium 2 3
.40 Flintlock Pistol 1d10+6 Long 1 7
.45 Revolver (cap & ball) 1d10+8 Far 6 5
.75 Musket 1d10+8 Extreme 1 5
.30 Buffalo Gun 2d10 Extreme 2 5
.600 Express rile 2d10+2 Extreme 2 5
Black Powder weapons are considered ANTIQUE and their possession
is NOT as highly regulated as other firearms in most states
(Except New York, New Jersey, Massachusetts and Illinois).
:Firearms_Shotguns
WEAPON DAMAGE RANGE # OF Shots Reload Rnds
------ ------ ----- ---------- -----------
.12 flechette firing 1d10+8 Long 1 or 2 1/2
.12 slug firing 2d10 Long 1 or 2 1/2
.10 flechette 2d10 Far 1 or 2 1/2
.10 slug firing 2d10+2 Extreme 1 or 2 1/2
Semi-automatic .10 slug 2d10+2 Extreme 5 (clip) 1
You cannot purchase a shotgun in the USA legally if you are a wanted
criminal in the USA.
:Firearms_Pistols
WEAPON DAMAGE RANGE # OF Shots Reload Rnds
------ ------ ----- ---------- -----------
.22 revolver 1d10+6 Medium 9 2
.22 Target pistol 1d10+6 Far 1 1
.32 Auto pistol 1d10+7 Long 10/clip 1
.9mm Auto pistol 1d10+7 Far 10/clip 1
.7mm HP Auto Pistol 1d10+8 Extreme 10/clip 1
.38 special revolver 1d10+7 Far 6 2
.45 revolver 1d10+7 Far 6 2
.45 Auto pistol 1d10+7 Long 8/clip 1
.357 Mag Revolver 2d10 Far 6 2
.357 Auto Mag 2d10+2 Far 10/clip 1
.44 Mag. Revolver 2d10+3 Far 6 2
.44 Auto Mag 2d10+4 Far 10/clip 1
The above cannot be bought legally if you are a wanted criminal.
:Firearms_Rifles
WEAPON DAMAGE RANGE # OF Shots Reload Rnds
------ ------ ----- ---------- -----------
.22 Rifle 2d10 Extreme 10/clip 1
.22 Carbine 2d10 Extreme 10/clip 1
.30 Rifle 2d10+1 Extreme 10/clip 1
.30 Carbine 2d10+1 Extreme 10/clip 1
.30 HP Rifle 2d10+2 Extreme 10/clip 1
.30 HP Carbine 2d10+3 Extreme 10/clip 1
.40 HP Carbine 2d10+4 Extreme 10/clip 1
.50 HP Rifle 2d10+5 Extreme 10/clip 1
9mm HP Rifle 2d10+4 Distant 10/clip 1
The above cannot be bought legally if you are a wanted criminal.
:Firearms_Automatic_Pistols
WEAPON DAMAGE RANGE # OF Shots Reload Rnds
------ ------ ----- ---------- -----------
2mm Needler (Full_Auto*) 2d10+4 Long 20/clip 1
9mm Machine Pistol (FA) 2d10+4 Far 30/clip 1
You cannot purchase the above legally unless you are a gunsmith,
government agent or foreign diplomat.
:Firearms_Automatic_Rifles
WEAPON DAMAGE RANGE # OF Shots Reload Rnds
------ ------ ----- ---------- -----------
7mm Assault Rifle (Full_Auto*) 2d10+2 Extreme 30/clip 1
2mm Needler Rifle (Full_Auto*) 2d10+2 Extreme 40/clip 1
.45 Thompson SMG (Full_Auto*) 2d10 Extreme 100/drum 5
M-16 Assault Rifle(Full_Auto*) 2d10+4 Distant 30/clip 1
AK47 Assault Rifle (FA) 2d10+3 Distant 30/clip 1
12mm HP Sniper Rifle (FA) 2d10+6 Distant 10/clip 1
9mm Uzi 2d10+4 Distant 40/clip 1
You cannot purchase the above legally unless you are a
gunsmith or government agent.
:Firearms_Military_Support
WEAPON DAMAGE RANGE # OF Shots Reload Rnds
------ ------ ----- ---------- -----------
40mm Grenade Launcher TEAR GAS Extreme 1 1
10mm Light Machine Gun (FA) 2d10+8 Extreme 50/belt 5
10mm Machine Gun (FA) 3d10 Extreme 50/belt 5
Flamethrower 6d10 Medium 6 150 HARD 15+
M16 Grenade launcher by grenade Distant 1 2
LAW (Light Anti-tank) 8d10+5 Extreme 1 not reloadable
SAM (stinger missile) 8d10+20 Distant 1 5
Gyrojet Pistol 3d10+2 Distant 1 1
You cannot purchase the above legally unless you are a government
agent.
:Full_Auto
Full auto (fully Automatic) means that the weapon fires in
bursts of 3 or more bullets each time the trigger is pressed,
the longer the pressing the more shots fired.
(Unless single shot firing) Roll 1d10+2 to determine number of
bullets released in the burst over the first, maximum being the
actual number in the clip. Each additional bullet adds 2 points
to the inflicted damage to the attack. Maximum number of shots
that can be fired is the number in the clip, of course.
A shooter CAN choose before the roll to 'Empty The Clip'
into the target, in which case there is no roll for number of
bullets fired as it is assumed that ALL the remaining shots are
fired at that ONE target.
Strafing is a practice with a full auto weapon, to fire at
two or more adjacent targets in a single burst. To do this the
player declares the action and the targets, then rolls the
number of bullets fired and decides how many at each target
(at least one per target). Targets must be with 5' of each other
at the time of firing. There is a -20% to hit the targets,
applied as if additional defense to the target. The player makes
a single roll vs their skill and wether they hit each target is
determined by the differential between roll and defense on each
target.
:Gaining_Experience
This is always a tough part of a system to design, and often
is a cause of major disputes. In Mystic Earth the Emphasis is on
CHARACTER portrayal, not combat or necessarily saving the world
every 10 minutes from certain doom.
Experience falls into two categories in the system, automatics
and calculated. Players are expected to handle the automatics, while
the Game_Master* handles the calculated numbers. The GM has final
arbitration and decision rules regarding the calculated eps, no
exceptions.
`~Automatics:~`
Combat - For every point of damage actually inflicted by
a weapon weilded by your character BEFORE armour
modifiers, intentionally to an opponent you will
receive one point. This may seem low to you but
falls into the category of our de-emphasizing
the value of such in the system.
Spells - For every point of energy expended in casting
a spell by your Character, EXCEPT that which
is lost thru bad skill rolls (Klutzes DO count
as experience as you learn thru your mistakes)
you gain one point.
Mundane - All characters receive an automatic 5 points
daily for mundane ordinary life if they spend
that day conscious and active in some way.
This may seem small compared to some systems
but makes it more important to be in play than
in downtime and to be experiencing life.
Skills - Using a non-level skill is worth NO experience
in play. Using a leveled skill successfully
(Except spellcasting and weapon skills!) is
based on the GM specified difficulty level
of what you're doing with it:
Level 0 = (no roll) 0 points
1 = (no mods) 1 point
10 = -10% success 10 points
20 = -20% success 20 points
30 = -30% success 30 points
40 = -40% success 40 points
50 = -50% success 50 points
A Level 0 is considered an automatic success.
Note that some weapon based skills, such as an
archery contest, may be worth experience under
this table IF the GM states such.
`~Calculated:~`
The system that seems to work best for this is for the GM to
set up a work table to track on, with categories running down
a column on the left and character names running across the
top in a classic X/Y coordinate grid.
The categories should be:
Concept
Creativity
Daring Do
Decisiveness
Goals
Intelligence
Leadership
Misc
Personality
During play the GM should, depending on the actions of the
characters, award a tally mark in a category to a character
from events. Each Tally should be worth a certain number of
points (Suggested : 50). At the start of the next session
these should be given to the player and a clean slate started.
Characters can invest eps when the Game_Master* declares it
reasonable, in downtime or at the start of the evening's
play etc. An average session should net, if a player is being
reasonable, between 200 and 1000 eps from these calculateds.
Some characters will only gain limited eps in an area, for
example not everyone can get leadership eps in a situation,
or a character might be designed as a 'follower' and it
wouldn't be in character to lead - but they would get points
within Concept or Personality instead for sticking to their
character's design or mindset! It all works out in the end.
:Game_Master
Also known as a GM, the Game Master is the final arbitrator of all
rules disputes, mechanics problems and operational decisions. The GM
designs the world base that the game is based in, plays the NPCs and
helps stimulate and narrate the general story line.
The Gm's job is the toughest, as the GM must do most of the heavy
paperwork and design as well as financial investment in the props and
tools used in running the game. Remember that the GM 's roll is part
Lawyer, part judge, part actor, part storyteller and part writer
(and sometimes artist!). Be nice to your GM!
:Grenades
Grenades do not take a special combat skill to use properly, simply
the easy non-leveled skill 'Familiarity : Grenade'. When a character
throws an actual grenade they must choose a target locale and then hurl
the weapon at such.
Grenades can be thrown a maximum of 50 feet plus 1 foot per point
of Hardiness over 10. They affect a 10' radius with damage to all
who within the area. Targets do not get their PROW modifier.
A person with Throwing Weapons skill can use that skill to target
a grenade more accurately if they have a higher chance of hitting such.
Normally the chance to hit with a grenade is INT+PROW %.
Additionally a skilled thrower gets a +1 foot per rank of that skill.
A klutzed grenade throw results in a special roll:
01-50 Forgot to pull the pin, grenade doesn't do anything
51-75 Grenade hits but was a dud! nothing happens
76-00 Character threw pin and not the grenade... it explodes
in their hand and makes hand unusable as well as
normal damage.
Anti-Personnel Frag. Grenade 3d10 damage
Smoke Grenade (obscures)
Tear Gas -25% all skills; obscures
Black Powder (homemade) 2d10 damage
Moltov Cocktail (fire based) 2d10+3 damage
White Phosphorus 3d10+1d10 burn damage
Thermite 4d10 heat based
Concussion 2d10 & save vs HARD or
unconsciousness.
:Handedness
This simple table is to determine the handedness of any character
with hands:
Roll Result
---- ------
01-10 Ambidextrous (Gets +1 to PROW Potential
3 point bought Advantage!)
11-30 Left Handed
31-00 Right Handed
Using a weapon with the hand you are not skilled with is a -25% from
the skill usage.
:Head_Damage
In the event a character receives damage to their HEAD that is 75%
or more of their entire HTK the character will suffer effects of such
damage as outlined in the <!Insanity.#01> file.
:Healing
Normal healing rate for characters is at a rate of 1 HTK per DAY.
This presumes that bleeding has been stopped. Use of First Aide skill
will give an instant HTK point when first applied and stops the bleeding.
It does NOT otherwise modify the healing rate.
In the case of a broken bone, First Aide will allow the setting of the
bone in 10 rounds time. A set bone gets 2 HTK instant recovery and will
insure that the injury can be dealt with (usage of splint obviously) so
that the slow-down from it will only reduce prowness by 2 points while
the bone is on the mend. Thus a character with a broken leg will not be
entirely incapacitated from the adventure....
An EMT applying their skill to a recent wound (within 10 minutes)
that has not been otherwise treated will stop the bleeding (if still
present) and give back 2 HTK when first applied but otherwise does not
affect the healing rate.
A Physician applying their skill and possessing the correct tools,
to a recent wound (within 10 minutes) that has not been otherwise
treated can return 3 HTK. A physician's care for a patient daily will
increase their normal HTK rate to 2 pts per day with the proper tools.
Characters with the ~Ageless~ advantage will heal at twice the
stated healing rate under the care of a Physician daily.
:Height
I don't believe in forcing a particular height on a player. So
long as their chosen height is within the RACE limits of their
character then they are fine.
BUT considering that characters are working within human
society as we perceive it you can consider the following:
01-05 Little : Disadvantage for 3 points. This person is
less than 4' in height and has to deal with the stereotypes
and problems therein. This person has to buy their clothes
in the children's department of stores (-10% to costs)
but must equip their furniture etc specially (+20% to cost).
Gives an effective -3 to appearance to anyone taller than
them due to society prejudice. -3 from thier doing HTH or
Martial arts damage.
06-15 Small : Disadvantage for 1 Point. This person is less
than 5' tall in height. If female they buy Petite clothes
but has to often alter the clothing by hand or pay for
it to be altered. They all -1 from doing HTH/Martial damage.
If male gives -3 APP to anyone taller then them due to
prejudice within society in general. PROW potential gets
a +1 over racial.
16-80 Average : 5' to 6' is average range for people and offers
no special modifiers or costs.
81-95 Tall : 6'1 to 6'5 is tall. Disadvantage for 1 point. Adds
10% to clothing costs, if male, 20% if female. If female
it gives them a -3 to Appearance when dealing with males
of lesser height.
96-00 Towering : 6'6 to 7'5. Disadvantage for 3 points. Adds
30% to clothing costs. Gives a -3 to Appearance when
dealing with anyone of lesser height. Movement indoors is
slowed by 1/4 due to doorway heights etc. Gets +1 to all
HTH/Martial Damage due to leverage factors. PROW potential
is lowered by 3 from normal racial maximums.
:History
Player characters ALWAYS have had a past life before they became
Adventurers. Each character gets a roll on the following table to help
flesh out this information:
~Ageless~ advantage characters can roll TWICE on this table and
choose which of the two results is the one they want.
ROLL RESULT
---- ------
01-25 Character has been living a mundane life for the past year
working rather boring but stable positions and has an
additional $1500 saved up in the process. Job has now ended,
leaving them at loose ends.
26-30 Character has recently had a very close friend die from
tragic accident and partially blames themselves for the death.
31-32 Character has recently had a close friend or relative die
from AIDS.
33-34 Character has recently had a distant relative pass away and
leave them a stipend of $250 in a will - they never really
knew the relative.
35-40 Character has been eating well and exercising regularly,
+1d10 HTK.
41-60 If character is a mage, they've been training in spare time,
increases one spell of their choice to +1 Rank. Else the
character has recently had a VERY successful business activity
pay off and has an additional $500 on hand.
61-89 If character is a Mage then they have managed to expand
their capacity +10 thru regular practice; Else they have had
another $500 windfall on a lottery ticket.
90-95 Character has had a frightening experience in the past month
that has had a lasting impression. Roll Once on Phobia Table.
96-00 Character has been severely ill or wounded recently, and is
just now recovered. -1 HTK.
:Initiative
Initiative in non-combative situations is purely at GM's discretion.
In combat initiative is decided by each involved individual rolling 1d10
and adding this to their Prowness. Highest goes first, and then
downwards in numeric order to lowest. If two match they have simo
action.
Drawing Weapon reduces the initiative by 5 for things like swords,
reduces it by 10 for bows that need to be strung before usage.
Initiative may be modified by GM's determination of the situation,
or by things such as character disadvantages.
SURPRISE can occur in a game, just leading into combat, under
certain circumstances, in which case anyone who is surprised will not
be able to act that round. This usually occurs in the case of an
ambush....
:Latent
A Latent is someone who has a Magical Aptitude of at least 1, who
has had no spellcasting training. They will APPEAR to be mundane
until they are made to realize their potential by a mage in most cases
(A few may discover things themselves, becoming either a Wild Latent
or a Rogue Mage).
A Wild Latent is a Latent who can tap some of their Aptitude and
Capacity, producing effects with some slight success. In mechanics
this means a roll vs their INT whenever they try to make something
work (in a rather uncontrolled fashion).
These should not be confused with a 'One Trick Pony' (also called
a singlespeller or a One Shot Mage). These are persons who have had
training in a single Tradition enough to know a Single spell only,
but may have many ranks with that one spell built up over a period
of time [an extremem specialist]. These folks KNOW the score, but
either left training prematurely or chose the path as they felt the
one effect they have was all they wished out of magic in life.
These terms have all fallen into usage by their usage initially
within the technomage tradition, who have been responsible for much
of the distribution of magical information in the past ten years
thru bulletin boards, disks and CD libraries.
:Learning_Spells_In_Game
Spells take 100 eps per power point base needed to cast them, so
a 1 point spell costs 100 points and a 20 point spell costs 2000
points to learn.
The learning of spells works differently then that of learning a
new skill when it comes to the TIME required to do so, and the
fact that one does NOT have to be a trained teacher or a teacher
rank in Spellcasting to teach a single spell, since it is only
a small fractional part of applying spellcasting knowledge.
To Calculate the time needed to teach a spell we use a different
calculation and table the is used in standard skills.
In the following Formula Mage1 is the one who knows the spell,
Mage2 is the student. Both MUST be of the same tradition!
Spell Q Value = (Mage1 Intuition + Mage1 Aptitude +
Mage1 Spellcasting Rank) + (Mage2 Intuition +
Mage2 Aptitude + Mage2 Spellcasting Rank)
Or in simplest terms:
(M1(I)+M1(M)+M1(R)) + (M2(I)+M2(M)+M2(R))
Add 5 to the Spell Q Value if Mage1 has teacher skill.
Add 5 to the Spell Q Value if the Mages have an active Apprentice
Link spell between them. Add 3 for all other mental links
or active telepathy (EXCEPT MIND-SPEECH EQUIV.)
Q_Table
-------------------------------------------------------------------------
SPELL POINT BASE Q-Value's Time To Learn in HOURS
-------------------------------------------------------------------------
I 6-10 11-25 26-50 51-75 76-100 101-125 126-150 151+
---------------------------------------------------------
1 6 5 4 3 2 1 .5 .5
2-3 7 6 5 4 3 2 1 .5
4-5 8 7 6 5 4 3 2 1
6-10 9 8 7 6 5 4 3 2
11-15 10 9 8 7 6 5 4 3
16-20 11 10 9 8 7 6 5 4
21-25 12 11 10 9 8 7 6 5
26-30 13 12 11 10 9 8 7 6
31+ 14 13 12 11 10 9 8 7
--------------------------------------------------------------------------
:Magic
Magic is, within game terms, the transformation of energy or matter
into a new state or form. The primary catalyst varies based upon the
desired effect, but always involves the will of an intelligence, the
tapping of natural energies and/or matter. Nothing can be generated from
a void.
Magic is such that no machine or other false intelligence can tap
and utilize its energies, and thus the rejection of science as to its
existence. The exception to this is the creations and devices that are
manipulated by Technomages. The existances of these beings is what has
spawned some level of interest in magic by the goverment and a few
foundations and corporations in recent years.
All persons who perform magic are considered mages, no matter what
tradition they may follow or philosophy they may believe.
Anyone who becomes a mage is reminded that "Once you've begun to
walk the paths of magic, there's no getting off it."
Besides mages there are also Mundane and ~Latent*~ characters.
Mundanes* have a tendancy to write off magical events occuring
around them to coincidence, illusions created by machines or hypnotism,
drug induced hysteria or advanced technology. They are often immune to
some kinds of magic because of their ignorence and lack of Magical
Aptitude.
:Magic_Capacity
Magical capacity represents the maximum amount of energy that a
character can contain and control within themselves. It regenerates
with rest, based upon the character's Magical Aptitude Statistic.
A character can contain more energy then they can regenerate, but
cannot hold more than their capacity. They can expand their capacity
with experience* .
Capacity begins as twice the character's Magical Aptitude.
An additional point is added for each education RANK spent on
the character's Primary Tradition at creation, upto 10 ranks. Spent
energy recharges upto the Capacity, based upon sleep or meditation
performed (for more on Meditation see ~<!SKILLS.#01 Meditation>*~).
A Character that has the ~Ageless~ advantage gets an extra
Capacity point at start.
Additionally at Character generation a player can spend some of
their generation points to increase Capacity directly, getting 5 points
of Capacity for every Point spent in this manner.
Spent energy returns from sleep based upon one's aptitude (round
up when calculating this) and cannot exceed one's capacity (Excessive
energy is simply lost in dissipation):
Eight Hours Sleep = 100% of Aptitude regenerates
Seven Hours Sleep = 85% of Aptitude regenerates
Six Hours Sleep = 75% of Aptitude regenerates
Five Hours Sleep = 60% of Aptitude regenerates
Four Hours Sleep = 50% of Aptitude regenerates
Three Hours Sleep = 35% of Aptitude regenerates
Two Hours Sleep = 25% of Aptitude regenerates
One Hour Sleep = 10% of Aptitude regenerates
Sleeping beyond 8 hours does not regenerate additional energy.
:Magic_Duration
DURATION COST ADDITION
First Round 0
additional Round after 1st 1
5 rounds 2
1 Minute (10 rounds) 3
10 minutes (100 rounds) 5
1 hour (60 mins, 600 rounds) 10
1 day (24 hours, 14400 rounds) 30
At the end of the duration of a spell the caster can choose whether
to maintain it again for that length of time or to let it expire.
If they Choose to Maintain it they again pay the Duration cost in
energy but do NOT have to recast the spell or pay other costs for
it.
:Magic_Range
~RANGE~ adds to the cost of a spell. All spells are range 0 (Touch)
at start, unless energy is placed into the spell. The following chart
gives the costs based upon range as compared to those produced by game
weapons etc. Normally Line of Sight is needed to target with a spell
unless special area effects or categories are involved in the spell.
RANGE CLASSIFICATION ADDITIONAL COSTS
Touch (Requires RTH) none
Short 30' (10y) 1
Medium 60' (20y) 3
Long 90' (30y) 5
Far 120' (40y) 10
Extreme 360'(120y) 15
Distant 720'(240y) 20
Anything LOS beyond 720' 25
(See also : Spellcasting_Blind* )
Remember that the range is the MAXIMUM the effect can reach, not the
minimum it can be used on!
:Magic_Save
A saving throw against a magic spell ONLY applies when the effect
is against a sentient target that is conscious and not willing their
defenses down.
The save against a spell is the Target Being's INTuition plus, if
they have any, their Magical Aptitude. Against this they make a save
percentage roll and if they make the number or less then they have
saved and the spell effect fails.
Some Characters will have modifiers to saves against certain kinds
of magic forms or traditions as well to improve their chances.
:Magic_Targets
~TARGETS~ adds to the cost if multiple beings are to be targeted by
a spell. Each additional being after the first adds another 5 points to
the spell cost and calls for a separate save for each of the involved
targets (so that all get defensive factors). Range, Duration etc do NOT
have to be paid for a second time.
:Magic_Traditions
All magic practitioners are usually trained by a tradition. This is
the format that a person has learned how to do magic in. Not all magic
traditions are compatible or even hospitable to each other, many are in
positions of rivals or competitors and some even as enemies.
Each tradition has certain skills it associates with itself that an
initiative must learn as a basis of the tradition (Ex: A Technomage
MUST have at least computer operation skill). They may also have some
restrictions in their operation (such as Alchemists) and practices.
From a Tradition a Mage learns a collection of skills, and of course
will learn SPELLCASTING, the skill needed to cast a spell (its what
being a mage is all about, of course!) Mages do NOT require certification
in Spellcasting or in the related skills, just that you can perform
them and deal with the basics.
Spellcasting is an INT based skill, but DOES require the person
to have a Magical Aptitude of at LEAST one point to utilize. Normally
it cannot be learned as a NEW skill within gameplay, since a large
amount of time is involved, so if you wish to be a mage you should
take at least one rank in it at start for ease of play.
A Mage, after investing the number of educational ranks they have
placed in the skill gets their EDUCATION invested multiplied by their
Aptitude in spells from their own Tradition list, so a Mage with a
20 Aptitude and 2 EDU invested would get 40 Points worth of spells (base)
that they pick from that Traditions spell List. They could pick 40
one point spells, two 20 point spells, or a wide mixture of everything,
so long it adds up to the total. They cannot buy a spell with a HIGHER
Base casting cost then their MAGICAL APTITUDE stat and be able to
cast it themselves.
Since ALL spells in the system now get some benefit from having
multiple Ranks (except some of the VERY simplest of spells) when
choosing spells a player may for the character choose to buy the same
spell TWICE (or more) and for each additional 'purchase' they get to
add a rank to their knowledge of the spell.
A mage can have a second Tradition, so long as it is not one that
conflicts specifically with their MAJOR tradition. A second tradition
is always that, so that the mage will always be -20% from their normal
Spellcasting percentage to cast spells in that tradition, and only get
their Aptitude in Spells in that tradition (no multiplier), but has to
expend an extra education point to have it (though it helps not their
casting ability). A third tradition (rare) would be at -40% to spellcast
from, get only Aptitude in spells in it and would also cost an extra
education point. You cannot take a second or third tradition if it
negates the training base of spellcasting (if you have 2 education in
spellcasting you cannot take a second tradition, if you have less than
five education points invested you cannot take a third tradition etc).
Remember that if you take more than one tradition you still MUST
get all the requisite skills for the other traditions you take, so
it can get quite expensive in points to have too many traditions.
To gain a new tradition while in play takes a teacher, the learning
of all the prerequisite skills for the tradition, and the time and
experience to learn a difficult skill (see ~<!SKILLS.#01>*~).
For info on specific traditions : ~<!trads.#01>*~
:Missile
Missiles are weapon attacks that consist of throwing or firing
a propelled object at increased velocity where 50% of the damage or
more is caused by the velocity. Ranges are considered for 'accuracy'
in the following information and are NOT necessarily the maximum range.
If an attempt to use a missile is at a Longer range than below, subtract
25% from the users chance to hit target for EACH additional range class
increase. One Missile attack per round is possible unless a character
has 10 skill levels or more with the weapon, in which case ONE
additional attack can be accomplished with the missile on the same
target. This does NOT apply to Crossbows, Slings, Spears or Javelins.
Crossbows and Prods take 1 full round to reload unless they are the
'repeating' design style found in some oriental cultures.
SHORT = 30' MEDIUM = 60' LONG = 90' FAR = 120' Extreme = 360' Distant =720'
WEAPON DAMAGE RANGE CLASS
------- ------ -----------
Axe,hand (hatchet) 1d10+6 SHORT
Bow, Compound Light 2d10+4 LONG
Bow, Compound Heavy 2d10+8 FAR
Bow, Long 1d10+8 FAR
Bow, Short 1d10+6 LONG
Crossbow, Heavy 2d10+10 FAR
Crossbow, Light 1d10+8 LONG
Crossbow, Repeating 1d10+8 MEDIUM
Crossbow, hand 1d10+5 MEDIUM
Crossbow, Sniper 2d10+5 EXTREME (Can add Sights too)
Dagger, Throwing 1d10+4 SHORT
Dart 1d10+3 SHORT
Javelin 1d10+4 MEDIUM
Prodd 1d10+3 LONG
Sling 1d10+1 LONG
Spear 1d10+6 MEDIUM
Staff Sling 1d10+4 FAR (no SHORT shots)
Throwing Stars 1d10+3 SHORT
NOTE : 2 Throwing stars can be thrown in one round normally, 3 if
trained at 10 skill levels (100%) or better
The repeating crossbow is an expensive and relatively
rare device. It holds a clip of 5 bolts and allows them
to be lever loaded, so that no time is lost between shots
in reloading as in a standard crossbow. Of course when the
5 shots are gone then it DOES take 2 rounds to fully reload
the clip.
Unlike Oerth RPG, damage is considered to be applied overall and
any armour is applied, with specific locale modifiers, except when the
attacker is using aimed blows.
This is in the interest of combat simplicity.
:MOVEMENT
We assume for game mechanics that a person can move easily at
a rate of about 30' per round (just shy of 2mph) while performing other
actions. They can move unobstructed at a rate of 60' per round if not
taking any physical action. They can move 90' per round over flat,
clear, unobstructed terrain while they perform no actions physical or
mental for short periods of time after spending a round in movement.
Thus at the middle range we are assuming they can achieve a
10 minute mile (10' per second) rate with normal encumbrance and
non-hazardous terrain.
A cluttered terraine reduces progress by 1/3 of the stated
footage above, as would attempting to move stealthily/silently or to
follow a trail while doing so.
Thus someone moving across a cluttered terraine, stealthily
while prepping a spell can cover 30-10=20-7 = 13'/round.
:MUNDANE
A Mundane is the term used within the rule system and among many
magicians for a personage who does not really believe in magic or who
lacks any Magical_Aptitude* points entire.
Mundanes are the majority of the population of the world and often
go about blindly unrealizing that magic abounds around them and that
the supposedly structured and organized world they perceive as real
is far more complex then they perceive.
Player characters are never really mundanes. They may be not
possessing of magical aptitude, but will always be 'different' and more
open minded to the existence of magic even if they cannot perform it.
Once their lives have been touched by magic, non-human races and the
like they will never be the same again.
Unusual Mundanes DO exist, who may possess Advantages, making them
challenges for mages to deal with.
:NPC
Shorthand term for 'Non-Playing Character' in the game. NPC's are
all characters NOT played by an actual player but utilized by the
Gamemaster in the adventure for plot, roleplay and combat.
NPC's are just like real people in many ways and deal with all the
usual problems associated with such.
Experience gain for NPC's is based on one of two factors, if an NPC
is heavily involved in a game run then they get the average of the
roleplaying eps earned by the player characters as a group.
If an NPC is only mildly involved in a run then they receive only
10% of the experience average for the run.
NPC eps are always rounded to the nearest 10.
:PC
Shorthand for 'Player Character' in this game, that is a character
run by a player in the game, in contrast to NPC* a character played
by the Gamemaster as part of the adventure occurring.
:Previous_Play
This is an ADVANCED rule and is used only with GM agreement. It
allows a player that is retiring a character, or who has lost a
character to death or who is placing a character into long term down
time from the rest of the party and introducing a new character to
avoid being quite so disadvantaged.
Basically the GM awards 1 construction point for each play session
that the player's previous character was involved in, including side
runs. It does NOT include sessions where the character was in NPC mode,
earned NO experience or was run by another player because the player
didn't attend the game.
It benefits players who keep characters alive for long periods of
time and disadvantages those who keep changing characters or who
keep dying foolishly or who only make an occasional game. This seems
fair and an evenhanded way of handling the situation.
:Property
The character gets 1 roll plus 1 roll for every 20 points of WEALTH
they have after purchasing all skill training. If roll duplicates
(ex: rolling two vehicles and they possess only one vehicle skill, then
take the second option on the entry.) ~Ageless~ advantage characters
get an extra roll on the table as well.
ROLL RESULT
---- ------
01-20 Tools for One Specialized Trade Skill (EX; Thieves Tools,
Leatherworking kit, Sewing kit, Armour repair kit,
cooking gear, etc) that the character is trained in.
Player chooses which skill. Otherwise +$100 to cash on hand.
21-25 One weapon the character is trained in, non-magical.
(If has no weapon skills then add + $300 to cash on hand.)
26-55 One vehicle the character is trained in driving or
Pilot skills. Otherwise +$500 to cash on hand.
Vehicle is assumed to be used but in good condition.
Vehicle is owned outright (no outstanding loan).
56-60 Character has STOCK in a major corporation that pays a
quarterly dividend of WEALTH * 10 and has the latest
quarters dividend in cash on hand at start. (GM's choice
of stock - stock was an inheritance!)
61-65 If character has computer operator skills or better then
they have a computer system of their own (used 586,
600 Meg Drive, modem, CD Rom & FLoppy drive with SVGA).
Second roll they get a portable with a 300 Meg drive.
Third roll, or if NOT a computer competent then they
get +$1000 to starting funds.
66-70 Character owns a condo with an annual service and tax
fee of $3500 (and is assumed to have just paid the
years fee).
If second roll the character owns a small Townhouse
(6 rooms) and pays annual taxes/fees of $5,000 on it.
With annual fee having been just paid recently.
71-75 Character owns reasonable furnishings for their apartment,
dorm, group house, condo or house (if second roll then
+$250 to starting cash, unless the character is self
employed in which case they can have office furnishings).
76-85 One major appliance for their place of residence from
the following list (or +$100):
Refrigerator VCR Freezer
Washer Color Television
Dryer Stereo System
86-89 +$50 in cash!
90-98 Any 12 pieces of excellent clothing from the price lists.
99 Complete set of Encyclopedia Britanica (2 years old)
(if second roll then +$25)
00 Nifty cheap digital watch (if second roll on this then +$10).
:Races
Races can either be chosen (with GM's agreement) or be rolled
randomly (as per the table below). Non-humans are normally hidden
among humanity while growing up and most humans do not believe in
the presence of such among them. Note that the stat modifiers
listed (for example to PROW) are NOT added to the stat by the race
choice - these simply increase the allowed RANGE that the stats can be
bought up to by in character generation and for later experience
increase of stats.
Remember the ONLY statistic that can be 0 at start is Magical
Aptitude, and this does NOT apply to races that have an aptitude
above 25 by pluses below (they MUST take the minimum!)
Non-Humans have an advantage or disadvantage value, represented
by a positive or negative construction point cost.
ROLL Race & Notes
---- ------------
01-79 Human : the standard in the system, it has a maximum
25 in A, H, I, P, M. Minimum of 3 in each,
except M (min. 0).
Construction Cost = 0
80 High Elf : +10 M. +5 P, A & I. -5 H.
Immune to all Sleep & Charm spells.
Infravision 90'.
Nightvision 60'
Lifespan averages 1200 years.
Height 5' - 5'5.
Elves tend to be slighter of frame than the human norm.
and possess pointed ear lobes.
Construction Cost : 20
81 1/2 Elf, 1/2 Human : +5 I, A, P, M.
Lifespan of about 250 years.
Infravision 60'.
Construction Cost : 5
82 Dark Elf (Drow) : +5 P. + 10 I, M.
Immune to all Sleep & Charm spells.
Infravision 120'.
Nightvision 60'.
Height 4'5 - 5'5.
Lifespan averages 800 years.
Drow are Dark skinned elves that range from a dusky grey
tone (as found among Human Egyptians etc) to a full
dark brown/Black (as found among Africans and those of
African descent).
Construction Cost : 15
83 Gypsy : +5 I, A. +10 P, M.
Night vision 90'
They add +2 for each 10 APP if rolling on Relationships table
Have their own spoken-only tongue that isn't taught to an
outsider (Language Skill : Romany).
Lifespans are about 250 years. (A Gypsy at 100 looks like they
are still in their 20's, around 200 they look about 40 etc.)
Gypsies are a nomadic people, said to have a distant
connection to the elves in the past, and 25% of all gypsies
have elf-like ears.
Gypsies do not own land and do not respect the rights
of land owners. They believe they may travel as they would
over the face of the world.
Gypsies primarily wear brightly colored clothing, to
distinguish themselves from the Ganjo.
Gypsies believe in a true tribal mentality and guard their
own from the Ganjo, the outsiders.
Gypsy culture has not the sexual problems that modern man
does, they are polygamous, with group families that span and
grow.
It is said that the Gypsy curse is a strange power of these
people, and acts different on whoever it is cast, resulting
in great sorrow in the victim of it. How, why and what it
works and does cannot be explained here.
They are friendly with the occasional Werecreatures and have
been known to have such as allies. They dislike Dwarves and
Gnomes, and will go out of their way to antagonize them.
There are tribes of gypsies who are human and not in
descendancy from elves in any way, but which are part of
the culture. They Have Normal Human vision and lifespans,
no pointed ears, and the only racial discrepancy is that
they have a slightly higher (+5) add to M.
Construction Cost : 10
84 Dwarf : +5 H. -5 I, A, M.
height 4-4.5 feet.
Infravision 60'
Nightvision 60'.
Lifespan average of 450 years.
Dwarves Get to add Their HARDINESS to their INTUITION for
defense against magical attacks or when a Magic save is
needed vs Intuition.
Dwarves are 90% protected against poisons.
Although Dwarves are more limited by their racial maximums,
there ARE Dwarves who take up magic, who can end up with
potent saving throws if they have maximized stats
(I 20 + M 20 + H 30 = 70%!).
Construction Cost : 10
85 Gnome : +5 H, P, M.
Infravision 60'.
Lifespan of about 600 years.
Cousins of the Dwarves, they do not share their magic
defenses, but DO share their poison protection (but at 75%).
Construction Cost : 15
86 Changeling : +5 I, -5 H.
Lifespan is unlimited.
The changelings are a race of humanoids with natural
shapeshifting abilities. Changelings can, at will,
change their appearance, able to take on any humanoid
form between 2' and 7' in height with an apparent mass
to fit, of any race within those ranges.
They do NOT modify their actual stats, but can manipulate
their appearance to appear less or more attractive as
needed.
They are so complete in their changes as to be able to
even change their sex to suit a need. They are able to
breed with other races, but the offspring are 90% true to
their mates race and 10% become full changeling (their are
no half-blooded ones!). If trained in Disguise they can
take the shape of SPECIFIC persons, based on that skill roll.
Changelings can only have 1 memorized form per I. point.
Construction Cost : 15
87 MereFolk : +5 A, M.
Can breathe both air and water (Amphibious)
Begin with Swimming as a natural skill.
+5 Initiative while in water.
Merefolk take double damage from all fire based attacks.
Merefolk take double damage from Exposure to dehydrating
weather effects.
Lifespan averages 80 years (like humans)
Construction Cost : 5
88 Vasharu : +5 A, M, P. -5 H.
Height 5-6'
Weights -.25 from normal range.
Natural Hermaphrodites (both male & female sexual features)
(They have both primary and secondary organs).
Vasharu among their own kind breed true.
If mating with a non-Vasharu they are unlikely to produce
offspring, but if they do there is a 80% probability of
such being Vasharu, otherwise it will be of the race and
traits of the other parent.
Lifespan averages 80 years
Construction Cost : 5
89 Giants : +20 H. -5 I, A, P, -10 M.
Height 7'-9'
See Also HEIGHT* disadvantages
Lifespan averages 60 years.
Construction Cost : 0
90 1/2 Giant, 1/2 Human: +10 H. -5 P, M.
Height 7'-8'
See Also HEIGHT* Disadvantages
Human range lifespan
Construction Cost : 0
91 Nymph : +5 A, M, P. -5 H.
Height 5'-5'5
Nightvision 60'
+12 to roll on Relationship table if taken
Lifespan averages 500 years
These females are human appearing but lack body hair except
on the head (various shades).
Nymphs are capable of mating with humans and elves, but
produce offspring rarely due to a limited fertility period.
Nymphs always breed true and produce Nymph children.
Construction Cost : 5
92 Shadoe : + 5 A, H, I, M, P.
Height 4'9 - 6'
Infravision 60'
Immune to All known Diseases
Lifespan averages 1000 years (do not appear to age beyond 25)
Males are swarthy skinned and dark haired, females are
light haired and pale skinned.
Descendants of the dimensional travelers known once
as Shadowlords.
Construction Cost : 20
:Lycanthropes (weres)
All Lycanthrope sub-races possess unique factors to themselves,
but there are some similarities that are shared by them all
as a category:
Three forms : One human, one pure animal and one hybrid
Animal forms are generally described below,
by category, player decides specific. The
hybrid form shares qualities of both human
form and of animal, including speech capabilities.
and ability to use tools with limbs etc. They
can cast HUNG spells in any form without penalty.
They usually take penalties for no voice or hand
gestures when in animal form.
They regenerate at a rate 1 HTK per hour, except when in
contact with silver.
Silver weapons and silver plated weapons do double damage.
Lifespan is normal human range
Immune to Polymorph-type spells
Lycanthropy is NOT a disease spread by bites etc, it is
purely hereditary in nature.
Lycanthropes control their shifting between forms via an
EASY, INT-based skill, SHAPESHIFTING. A klutz
on the skill causes them to be stuck in one
form for a period of time. If a lycanthrope
is stuck in a form, he is immune to involuntary
changes.
The moon's phase can affect how easy it is to change by 10%.
Untrained lycanthropes will frequently change
involuntary, and occasionally get stuck.
Lycanthropes who are under stress may assume animal form and
will be unable to change back until the stress
is removed.
Lycanthropes may assume human form when they fall asleep (or
are knocked unconscious).
Normal clothing worn by a lycanthrope will be assumed into the
form and reappear when reverting to human. A
skill roll is required for heavy or loose items.
Anything made of silver will be left behind.
Other were's are by GM's discretion and should be discussed
with such in regards to design (ex: dolphins, seals, sharks,
alligators, elephants, etc).
93 Apes : +5 H, I, P.
+20% to climbing when in hybrid/full forms
Enhanced hearing in hybrid/full forms.
Tail counts as extra limb in full form
+5% added to all Prow saves/skills in full form
examples : chimpanzee, gorilla, orangutan, spider monkey
Construction Cost : 10
94 Avian : +5 I, M. -5 H.
Enhanced Distance vision in Hybrid/full
Flight in most Full forms, thrice running speed of man
+10 to P added when in flight in Full form only.
If flightless then double running or swimming speeds
Talons 1d10+4 in Full form if raptor
examples : Eagle, Emu, Hawk, Parrot, Raven, Sparrow
Construction Cost : 5
95 Canine : +5 H, I, P.
Enhanced Sense of smell in Hybrid/full
Enhanced Sense of Hearing in Hybrid/full
Bite does 1d10+6 dmg in Hybrid/full
Double running speed when in full form
examples : Fox, Dog, Wolf
Construction Cost : 15
96 Equine : +5 H.
Enhanced Sense of smell in Full Form.
Hoof stomp does 1d10+6 dmg in Full Form
Double running speed when in full form
Double carrying capacity in weight in full form
Examples : burro, Horse, mule, zebra
Construction Cost : 5
97 Feline : +10 P. +5 M. -5 H.
Enhanced hearing in hybrid/full form
Enhanced nightsight (all forms)
Claw attack does 1d10+4 in hybrid/full form
Claws help with climbing (+20%) in hybrid/full forms
examples : housecat, lion, panther, tiger
Construction Cost : 10
98 Rodent : + 5 P. -10 H.
Enhanced hearing in hybrid/full
Enhanced sense of smell in all forms
Enhanced nightsight in hybrid/full
Bite attack does 1d10+4 in hybrid/full
Claws help with climbing (+20%) in full form
Radar Sense & Flight at twice running (if bat) in full
Gliding in full form at running (if flying squirrel)
examples : bat, gerbil, hamster, mouse, rat, squirrel
Construction Cost : 5
99 Serpent : + 5 P, M. - 10 H.
Enhanced sense of Taste in all forms
Enhanced sense of Smell in Full form
Resistance to Heat based attacks (1/2 dmg) in hybrid/full
Double movement speed when in full form
Bite 1d10+4 (if venomous then save HARD or additional 1d10)
examples : black snake, coral snake, rattlesnake, waterviper
Construction Cost : 5
00 Ursine : +10 H. -5 I.
Enhanced Sense of smell in full form.
Claw attack does 1d10+8 in Hybrid/full form
Bear HUG attack does 2d10 crushing dmg in full form.
Resistant to cold based attacks (1/2 dmg) in Full form
examples : any bear (black, brown, grizzly, etc), Yeti
Construction Cost : 20
:Ranks
Ranks are a way to apply ordinary experience points. A rank is bought
with a particular Spell by a mage, for 500 points of experience. This
will reduce the Casting Time of the spell by one round per additional
rank over the initial first the spell is known at, but never below a
one round casting time.
Some spells also increase their maximum effects by increasing ranks,
such as increased damage or area of effect, and these will be noted on
the spell lists. A caster CAN choose to reduce the effect of a spell
they are casting, but NEVER below the effects of the spell at Rank 1.
:Regeneration
Certain races, beings and creatures regenerate. You cease to regenerate
once you are in negative HTK for 10 rounds or more (See Death*), or below
negative 9 HTK. You cannot regenerate someone dead back to life.
Regeneration is NOT possible from negative HTK if the damage was caused
by fire or acid.
:Relationships
Player characters have existed for some period of time before the
game and MAY have developed some romantic relationships over this time
that would fall into the characters history. This section is optional.
ROLL RESULT
---- ------
-10-05 Virgin with NO physical relationships or emotional ones
ever in lifetime up to now.
06-10 Platonic emotional relationship in the past that ended
in sorrow.
11-15 Character (IF living with Parent - See Background*)
was the victim of undesired incest.
16-20 Character (If Living with Siblings) had experimental
sexual involvement with sibling.
21-25 Character had sex only once in a casual encounter.
26-30 Character had sex only once in a PAID casual encounter
31-50 Character had a regular sexual relationship that didn't
last beyond a year with one individual.
51-55 Character had a sexual relationship with a teacher or
person they were apprenticed to.
56-75 Character had a long-term sexual relationship with a
peer that lasted longer than a year. (1)
76-80 Character had a long-term sexual relationship that
ended due to the death of the partner.
81-95 Character has had several regular sexual relationships. (1)
96-98 Character has an illegitimate child from a long-term
relationship (Reroll if character is not heterosexual) (1)
99-100 Character has a Legitimate Child from a long-term relationship
(Does not apply if the character is homosexual). (1)
100-105 Character had been involved in a three member relationship
for a period of time. (2)
106+ Character has had to resort to selling sexual favors
in order to survive poverty at one point in life.
When rolling on this table for ELVES always add +10 to the roll.
Also characters should add +1 to their roll for every 5 points
of APPearance they have.
Dwarves and Gnomes Minus 10 from the roll due to culture influences.
(1) Character MAY have a current sexual partner (NPC)
By agreement and arrangement with GM.
(2) Characters may still be involved in the Menage a Trois and the
other members may be PCs or NPC's by agreement and arrangement
with the GM.
:Religions
A bountiful number of religions exist, but their value to a
character is limited. Unlike OERTH there is no advantages to being
a priest/minister/rabbi/clergy to ones stats or skills, but there
may be social, political or financial advantages at times. A clergy
person must take religion and philosophy skills of at least 3 ranks.
But spends no extra points for their status otherwise. Players are
warned - play a religious leader and you will be expected to act
in character accordingly to the ethics/beliefs of that system.
Religion is broken down to a specific Skill of Religions in
general, leveled, which includes understanding other religions,
and Familiarity skills (NL) with particular religions. A Priest etc
must be CERTIFIED in religion skill to be doing such as an income
source. Layfolk (non-Priests) are best off to take simply Familiarity
skills. A Priest is considered to have, as part of their religion
skill, familiarity with 3 religions including their own. All others
must be studied seperately. Having familiarity gives you basic
understanding of the belief system and its holidays etc, while having
Religion skill gives you an understanding of your own religion's
rituals, scriptures etc and the ability to perform such.
:Rogue_Mage
The Rogue Mage is a Mage that hasn't learned magic thru the
traditional concept of existing mage types but has instead rushed to
try to learn specific spells.
Rogue Mages DO have an advantage beyond the variety of spells, they
can try to learn spells thru observing other mages cast spells. When
doing so they cannot be involved in any other activity beyond watching.
After another mage has successfully cast a spell then they may attempt
to learn the effect, by making a roll against their INT+Magic Aptitude.
If successful they add the spell to their selection, else they have
failed.
The rogue mage MUST spend the EPS to learn the spell even if they
fail the learning roll, thus it is difficult for them to acquire new
spells, BUT they learn it at the rank they saw it cast. They cannot
put eps into buying new ranks with the spell and cannot relearn a spell
at a higher rank then they already know it at until reaching their
teacher level.
If the being they saw cast it was casting it with tools then they
MUST only cast it with duplicates of said tools. They CANNOT memorize
a Hung spell going off as such a spell is incomplete.
Rogues cannot teach others their magic until they have achieved
TEACHER rank in Spellcasting. At that point they cease to be true rogues
and instead are the founders of a new Mage Tradition Type, losing the
learning advantages of a Rogue, but gaining the ability to create NEW
spells.
Rogues gain advantages if the have ~<!SKILLS.#01 Spell_Analysis>*~
As they make a skill roll vs it when observing a spell casting for
learning purposes, and if successful then they get a plus 10% to their
chance to learn the spell.
Rogues cannot do research for Spell_Design*, Spell_Stacking* or
Spell_Modification* until they have reached TEACHER rank (10 EDU) in
spellcasting and thus are founders of their own tradition.
Rogues cannot learn another tradition, until after they have reached
teacher rank in spellcasting.
:ROUND
A Combat round is 6 seconds of real time activity, there are 10
rounds to the minute. Combat in real time tends to be fast paced and
often lasts only a minute or two in many situations before a conclusion
occurs.
:Sexual_Preference
Its not my desire to make characters unplayable, so players can
decide their character's own sexual preferences (Hetero, Homo or Bi),
though quirks and things of a similar nature may occur via the insanity
and mental quirks table.
Note that some sexual practices may be considered placing a character
into a Minority group for disadvantage points.
:Shields
Shields allow a character to possibly deflect entirely an incoming
missile attack. A roll is made vs the character's Prowness and if
successful then the missile was knocked aside instead of hitting.
The shield ONLY applies if the character can see the attack coming.
Shields also assist against HTH attacks with light weapons (any
one handed weapon) against one such an attack per round. Under these
circumstances they add a +10% to the defense of the target against the
attacker.
Shields for the most part offer NO protection from firearms.
Sheilds can be used as a makeshift Bludgeon (see Weapon_Bludgeons*)
:Shooting
When using a firearm, the GM can assign modifiers to the chance
to hit target. Normally all that is subtracted from the chance to
hit is the targets PROW, but additional factors come into gunplay
that affect things. The GM has the final decision on this!
Attacker is moving while firing -20% from chance to hit
is drawing and shooting -40% from chance to hit
Vision obscured by smoke, etc -20% from chance to hit
Target is moving +20% to Defensive Save
is immobilized +60% to chance to hit
is surprised -20% to Defensive Save
is under partial cover +20% to Defensive Save
is within 30' range -10% to Defensive Save
at/beyond weapon maximum range -40% to hit
Strafing Targets (FA only) +20% to Defensive Save
For other details see Firearms*
:Spell_Casting
Spell Casting is NOT an instantaneous or simple process. Magic* takes
time to work, requires concentration and effort and isn't done without
price. A spellcaster can APPEAR to be as fast as a fighter only by
pre-planning ahead of time.
The easiest means is to cast properly, which means the usage of a
ritual casting that takes time. A mage in the field doesn't always have
the time to set up a ritual, and thus spellcasting is risky business on
some levels. A spellcasting roll of 96-00 always means EXTREME failure
or what we call KLUTZ* results.
The time it takes to cast a spell is based on the Base Cost in
Energy that the spell takes to cast (except in the case of a RITUAL).
Thus a spell that base costs 10 energy points takes 10 combat rounds to
cast in full, during which the mage cannot allow themselves to be
distracted, interrupted or exert any physical efforts beyond the
casting of the spell. During Casting a Mage is at 1/2 their normal
Prowness. Note that Base cost is the spell listing cost of the spell,
and does not include any modifiers for tools, rituals etc.
The casting time to cast a spell can be reduced by two methods,
the first is to buy additional RANKS* in the spell thru experience, at
a cost of 500 eps per Rank. Each Additional rank reduces the casting
time on that spell permanently by one round (with a MINIMUM of one
round). The second Method is to RUSH the casting - this is dangerous
and for each round that they try to reduce the casting time by they
must remove 10% from their chance to cast, thus rushing a ten point
spell down to one round is a -90% chance of success!
:Spellcasting_Blind
This is the term used when a mage needs to cast at a target that
they cannot see line of sight when casting. This may be caused by
actual blindness, a physical object being between the caster and the
target (ex: A Wall), the target being invisible etc. The result is the
spell caster doesn't have an exact form to aim the spell at or even
an exact direction.
The spellcaster must be able to give some sort of idea of who or
what they wish to aim the spell at. Be it 'The space directly behind
this wall on the other side' or 'Whoever it is hiding in that doorway
in the shadows' or 'The Person who stole my purse' or 'The goblin
following behind me'.
A blind spell cast reduces the chance of success by 20%. Such a
cast also will fail if the mage fails to put enough energy in for the
range the target is actually at. On the other hand, this gives the
mage the opportunity to succeed that an archer or other fighter can't
do at all - a balancing of potential with difficulty.
:Spellcast_Ritual
Rituals are used by mages to uplift their mental states to the proper
level to access their energy sources and memories in the production of
spells. The Ritual differs from mage to mage but usually includes the
cleaning of a space physically, placing themselves within that space,
protecting the area psychically and then performing those elements
needed to prepare themselves, items, and draw forth the results sought.
Often times rituals are used to combine energies with several different
mages within the space in order to cast a more powerful version of a
known spell or to attempt to create a new spell from their combined
knowledge and experience. Mages rarely will do this with persons who
they do not trust entirely - because within a casting space they cannot
lie unto each other without being caught in such a lie and they cannot
use combat magics of any type against someone they invited within the
space. The Space is referred to as a circle.
Spectators may be present at a spellcasting in circle to assist
the mages in raising energy etc - spectators are usually required to
chant, hold light sources or perform mundane protection against any
intrusion on the circle from mundane means.
A full ritual casting takes an hour, that is 3,600 combat rounds,
and raises the chance of successfully casting by 20% plus 1% per
mage involved and each spectator involved. In many cases this makes
spells nearly foolproof, except for the potential 96-00 failure.
Note that a Primary caster MUST be designated in the spellcasting,
and their percentage is used to do the casting.
When mages who are of the same Tradition combine efforts to cast a
spell that they personally all know ritually, there is an advantage
that occurs, as they can ADD their ranks in the spell together. That
is if one knows the spell at rank 3 and another knows it at rank 2
then they effectively cast the ritual at Rank 5. This cannot be applied
to a mage casting of a spell that normally has a limit to its ranks
to cast greater than that limit.
If mages of different traditions try to work a ritual together of
a spell they know then they count but a single rank for each caster
except the primary caster (who gets all their normal ranks).
Those within the ritual can transfer energy within the circle into
the casting cost so that the primary caster doesn't have to supply all
the initial casting energy, even if they do not know the spell or are
of a different tradition.
When a ritual is going to be maintained beyond its original duration
the primary caster must make the decision and deal with the energy
costs.
~Spellcast_Tools*~ can be used in the ritual to reduce the cost in
energy to some extent as well, and improve the success chance.
Everyone within a Circle is considered in TOUCH range for the
casting if they need to be targeted. Additionally, if they are casting
a spell on a target being outside the circle and have a personal
possession of the target (ex: Lock of hair, Blood Sample, Ring, etc)
or can physically see the target thru the casting within LOS, then the
target is considered also to be at TOUCH range, an advantage to say
the least.
:Spellcast_Tools
One way for a mage to reduce the cost of a spell is to develop tools
for the practice of magic. These are a little different than the making
of a magical device. They are not magical themselves in nature, nor will
they detect as such. What they are are focuses for a mage for magic,
which assist in the reduction of spell costs by their nature.
Spellcasting tools and must be made with great care and effort. Any
mage tool takes twice as long to make as its regular counterpart (if
made my the mage themself) OR must be of excellent quality. The tools
must be consecrated by the mage (a process that takes an hour per tool).
Using such a tool reduces the energy cost of the spell by
one point per two spellcasting of the caster in general from the base
cost (it will not reduce cost for points spent on Duration or Range or
Targets). If the mage decides to use multiple tools in a spellcasting
it reduces the base cost cumulatively per tool, to a minimum of one
(and again only from the BASE).
Using a tool also increases the chance of successful casting by 5%
if they are less than teacher level in casting (but a 96-00 will ALWAYS
klutz!), or it lowers the opponents SAVE by 10 if they are teacher level.
The drawback of the tools is their physical cost, their time to be
made and consecrated and the fact that each tool used in the spell
adds one round to the time used to cast the spell in the first place.
Tool Examples : Silver Dagger Candles Chalice
Holy Symbol Incense Silver Bell
Walking Staff Brazier
Obviously this is merely an option to the mage and not all mages
practice magic this way. Some traditions may have specific tools that
are acceptable only, and others may accept NO tools at all.
:Spell_Design
Characters who are members of a tradition can experiment and design
new spells based on their knowledge. This breaks down into several
different forms of experimentation :
Spell_Modification*
Spell_Stacking*
and downright spell design. Spell design is the creation of a spell
from scratch, using one's understanding of the theories of magic to
produce a new effect that has no direct connection to an existing spell
that you know.
Spell Design may be a matter of careful study or desperation. If
studied the player must give the GM* a full description of what they
think the spell does. The GM will assign a point cost and a decision
in regards to options and whether the spell actually would be within the
characters tradition.
Studied design requires a period of 40 hours of research work, 10
if the character has access to a good magical library. The usual
experience for the spell must be spent. If insufficient experience is
available then they can't learn the spell.
Desperation works differently. This is raw trying - they describe the
effect to the GM and the GM tells them if the effect would fit within
their tradition. If yes then they try by casting; the GM tells them
after the spell is begun the energy cost, and they cannot abort the
spell prematurely, even if the spell takes more than the energy they
have on hand. They cast against 1/2 their normal chance for success,
and cannot rush the spell on the first casting.
Desperation casts ALWAYS use the energy. If the spell fails it will
klutz, no exceptions. If it succeeds then they know the spell as part
of their tradition. They Must spend the usual experience needed to
gain the spell (if they do not have enough, the GM may choose to let
them keep a negative balance to be paid from all experience gained from
that point on). If they failed to cast under desperation they also
lose the experience spent on the spell.
If a player insists on a character developing a spell outside their
tradition(s) then the GM will label it as such and it will, wether made
from design or desperation, be considered in a separate tradition
category of its own and the appropriate casting minuses will be
attached to the spell from then on (and it will always be their least
known tradition for calculations sake).
:Spell_Hanging
Spell hanging is one way to provide faster spell casting results.
The mage prepares a few spells for usage later on, by linking the spell
to a power word of their own making. They LOSE the energy for that
spell immediately and it is stored in a 'Hanging slot' until the word
of power is uttered. One Spell per 5 points of Intuition possessed by
the caster can be 'hung' and a hung spell MUST be used before the slot
can be reused. Thus it is most probable a mage has at most 4 or 5 such
spells pre-prepared. A Hung spell can be cast in a single round, as it
only requires the caster to speak the power word out loud.
A mage cannot tap the energy stored in their hung spells, nor can
they otherwise access them. They also have to specify range and duration
and number of targets when the spell is made, leaving no ability to
modify the spell. They cannot recover this energy as well until the
spells are actually cast, so care should be taken not to devote too much
to this area.
It is suggested that GMs insist that players using the Hung spell
method keep the details of the spells hung written down with the intent
of keeping the players honest.
Hanging a spell takes Fifteen Minutes (150 combat rounds).
:SPELL_KLUTZ_LEARNING
Characters can LEARN from a spell klutz of their own a new spell,
except for Rogues (See Rogue Rules), Rituals and spells performed with
Tokens or Tools, in the following Manner.
The character must either HAVE uninvested Eps or the player must
agree to invest ALL new eps to be earned into the new spell until it
is paid for. Cost of the spell is according to the BASE COST (this is
usually, but not always, the same as that of the spell they were intending
to spell when the klutz occured - GM has descretion on estimating this
but its never more than the points spent for the original casting). The
GM will also decice which modifier (Duration, Range, Targets, etc apply).
There is no roll to learn it, as there was under other systems. The
eps cost is 100 * the base (thus usually between 100 and 2500 eps). No
time is spent in memorizing your own klutz this way.
The klutz will always be in the guild of the original casting. If the
spell is bought with future eps then no other spell can be learned while
the present klutz is being paid for in this manner, and until it is paid
for there is an additional -20% to cast this spell again.
:Spell_Modification
This is a spell design variant, where a mage takes an existing
spell in their repertoire and modifies it to produce a variant effect.
Example of such is a spell to make an automobile engine fail to start,
being modified to also affect a Jet engine.
Modifications are easier then Designing a new spell or developing
a Spell Stack, but have a smaller range of application. The GM will
assign a modified cost for the new effect, the character must spend
1/2 the usual experience cost to learn a new spell.
If done as a design project the character must spend 20 hours in
research (5 hours with access to a magical reference library); if done
in desperation the character will be at a flat -20% to cast the spell
the first time (Failure though does cause loss of the eps in the case
of desperation casting).
The spell, of course, is learned in the same tradition as the one
it was based on.
:Spell_Stacking
This is a spell design variant, where a magic using character
combines 2 or more spells together to produce a new effect, and in the
interim reduces the overall cost. Opposite effects cannot be linked
this way (EX: Fireball & Fire-Extinguish).
A Spell Stack, like a spell modification, costs 1/2 the normal
experience to learn.
It is also risky the first time it is done, if done in desperation or
as a spur of the moment casting idea, being at -20 % of the character's
normal chance to successfully cast the spell as per the tradition it is
in. They will spend the appropriate experience (EVEN IF THEY FAIL TO
CAST IT, IN WHICH CASE THEY LOSE THE EXPERIENCE) to learn the spell.
If the stack is done as a design project and not as a desperation
or spur of the moment concept, the character must take 20 hours (5
if they have access to a magical library) to do the design work, and
spend the appropriate experience. There are no minuses to cast the
first time if a stack is done this way, and no risked lost experience.
The advantage is that duration and range costs are only paid ONCE
instead of for EACH of the spells, thus reducing costs. Also, once such
a combination has been cast successfully the player can consider the
innovation a NEW spell for their selection from that point on without
the penalties.
If a character has multiple traditions they can combine spells from
each tradition this way to make a new spell. They MUST place the new
spell in the weaker of the Traditions involved for casting percentages,
but can be taught to other mages trained in BOTH traditions, if they
so wish.
:Stats
Character Statistics are intended to represent a mathematical value
for scale purposes in various game events. The higher the value the
'better' that the statistic involved.
Appearance (A) - A measure of physical beauty & Presence, and
its ability to influence others.
Education (E) - This is a measure of training levels acquired
up to this point in life. Used to buy skills.
Hardiness (H) - A measure of health and physical strength*, this
also measures how much abuse/wounds can be survived
as it is the base for HTK.
Intuition (I) - A measure of linkage to nature and the
supernatural, including luck and magic.
Prowness (P) - A measure of coordination & body awareness, it
includes defensive values in close combat.
Wealth (W) - A measure of property value, Social standing
and influence. This affects starting possessions.
Magical
Aptitude (M) - A measure of magical ability and capability.
The Aptitude * 2 becomes the starting
Magical_Capacity* of the character. It is also
used to calculate the regeneration of magical
energy while in rest or meditation.
It also ADDS to the Character's chance to
save against a hostile spell cast directly
at them (see 'Magic_Save*').
The choice of using a limited stat system is done to ease game play,
reduce paperwork and enhance speed of usage. Characters do not have
Intelligence or Wisdom definitions, as I feel these must be undefined
as being part of the concepts and personality of the player that
brings the character to life under the system.
Statistics are limited to a minimum of 1, for logical reasons, and
the upper limit is to prevent characters from becoming wildly out of
balance, especially if using scenarios made for other game systems
that don't allow stats outside this range even for divinities.
Non-Humans MUST take as a minimum the additional range to their
Race. If the race has +5 I then they must take at least an Intuition
of 5.
Stats are also used to define the base chance to perform a skill.
The number of Skill levels in the skill plus the base stat equals
the percentage roll needed to succeed. This allows a player to do
simple math instead of consulting lots of charts and graphs.
A character has one skill rank per education point.
Each skill level equals a 10% capability in the skill. A player may
invest as many levels as wished in a skill, and thus can start as
skilled in a way as they wish. Additional skill levels are gained
after the initial ones through experience. ALL skills at start
have a maximum ceiling limit of 10 ranks (100%), but can be raised
beyond this in play.
Remember that a Player character is NOT a 'normal' everyday
person. They are usually better trained and sometimes wealthier than
the average person in the society they are in. Additionally all
player characters are assumed to not be ~mundane*~
Characters at START can also have extra Magical Capacity bought, at
a rate of 5 points for every 1 Point of character generation spent
into this.
Like-wise they can purchase extra HTK at start at a rate of 5 HTK
per Character Generation point.
:Strength
Other systems utilize STRENGTH as a major Statistic, while this
system incorporates it into the HARDINESS ~stats*~ result, as well
as our using this to give the base amount of wound damage a character
can take. This is out of need to streamline paperwork and increase
roleplaying features of the game.
This is also because physical hardiness is not necessarily
represented by muscle alone - some of it is related to not mass but
control of that mass, and some of it to ones immune system and
bone structure.
A high Hardiness also does not assist greatly in combat - yes,
a super strong character may occasionally do more damage in hand to
hand damage, but with most weapons the weapon is an equalizer.
If a character is involved in hand-to-hand combat then we shall give
a modifier. A normal Fist blow does 1d10 damage. To this, for every 10
points of strength possessed by the character add 1 to the damage done.
A Normal kick does 1d10+2 damage - and this too will get the strength
add of damage the same way.
As a measure for lifting weights, figure HARDINESS * 10 as being the
maximum pounds the character can lift without causing physical harm.
Figure that for an encumbrance (pack) weight Hardiness * 5 is a fair
result.
:Teleportation
Several spells include the ability to teleport objects or persons.
It should be noted for GM reference that you cannot teleport something
when you are on a different plane of existance from it. Thus you cannot
teleport someone who is astral, or teleport from the material plane
to the astral plane or the ethereal.
Likewise someone on the astral plane cannot teleport a person on
the material plane.
The exception is a device made by an enchanter with Astral Effectiveness
as part of its design.
:Token_Magic
Token magic is a variation on Magic which has both its own
advantages and disadvantages in regards to casting. Token mages
still have a regular tradition, and some traditions do NOT have
token mages at all.
A token mage will create a focus that is used but once to cast a
spell, and is often thrown at a target or in some other means expended
in the casting (a common one is a small satchet of herbs that are
burned, consumed or tossed at an opponent).
The token mage may have several tokens for the same spell. Like
a Hung spell, a token spell is pre-set, its Duration, range, number of
targets etc must be chosen when the token is made, and the energy is
imbedded in the token. Unlike a Hung spell it cannot be erased from the
caster's memory (but a token can be stolen or destroyed before its usage).
The energy bound in a token is not counted against the caster's total
like a hung spell, and can be recovered back as per normal.
A Token spell NEEDS the caster to be free to move for the most part to
cast it, since a physical object must be used.
A token takes an hour to prepare, limiting the number a mage
may have ready by the amount of time. Additionally they MUST list what
the concept of the characters tokens are based on (Herbs, Beads, Glass
figurines, etc) and ALL their spells must be based on a similar concept
(ex: different herb mixes for each spell, different figurine shape
for glass figurines, different colored bead for each spell).
Anyone can activate a token by throwing it at a target - but knowing
what a token does is entirely something only another token mage can
possibly analyze.
A token at hand takes but a single round to use, more if the
particular token must be searched for. Each token costs at least $5
to create in materials.
Token magic does NOT reduce the cost of spellcasting, nor can they
utilize HUNG spells like ordinary mages. They cannot do spell inventing
by desperation but MUST be involved in careful scholarly Spell_Design*,
Spell_Stacking* or Spell_Modification*.
:Wealth
Character starting wealth is determined by the Wealth Statistic.
This is used to determine starting funds, and assumes the character has
been saving funds for some time before play begins.
A starting character, after the purchasing of skills and spending
off of required wealth points for such etc gets a starting fund of
their Wealth * $25 which can be used to purchase possessions.
If the character is working a full time job then the receive an
annual income equal to their WEALTH * $1000 to pay bills etc with.
Note that by working a full time job the character will spend 40 hours
a week at work during weekdays plus another 5 hours probably spent in
commute time and getting ready for work, leaving little time but
weekends for 'adventuring'.
If the character is working Part time from their chosen occupation
then they make their wealth * $400 a year. This assumes a 20 work week
and 5 hours spent in commute time and preparation. (This is a 2,3 or
4 day a week job).
If a shorter Part time job is assumed then assume they can make
from a 10 hour per week job wealth * $200 a year. Also assume 2 hours
of commute time (this is a 1 or 2 day a week job).
If the character is a student they carry a 16 hour weekly schedule
mon-fri, are assumed to be either on campus or in a near-campus group
house that is being covered by parents, grants, loans etc, and have
wealth * 200 in aide to work with each year. 4 hours weekly of labs,
assignment time etc is expected under this additionally, but leaves more
free time. A student MIGHT have a part time job as well to make the
extra spending money they want.
Weekly income is equal to annual income or aide /52 weeks.
If the player's character has decided to 'live by their wits' or
is self-employed in some way (such as a detective) then they do NOT
receive a weekly paycheck, but get at start their WEALTH * 50 in starting
cash to work with (unlike the above).
Employed Characters (NOT students or live-by-their-wits) can start
the game with a credit card that they can purchase on the equipment table.
This will give them a credit line equal to 20% of their annual income,
at an interest rate to be stated by the GM (anywhere from 11% to 20%
annually).
A self-employed character (such as a detective) CAN start with a
credit card as well to purchase equipment on the table. Their credit
line will be (WEALTH * WEALTH) in dollars at a GM rolled interest rate.
[GM decides interest rate for card as 1d10+10%]
If a character's job does not in any way involve their adventuring
life and vice-versa, then their Wealth Stat (for calculation purposes)
may increase. After every year on the job a 1d100 roll is made. To this
is added +3 if the character is CERTIFIED in the job they are doing,
+10 if the character is at 10 ranks EDU ('teacher level') in the skill
if it is leveled, and +1 for every year after the first that they have
held the job. -1 for every week of missed work because of adventuring
(including hospitalization time). Then consult the chart:
Total Result
----- ------
-52 to 05 Fired from the position. 25% chance of collecting
unemployment for 6 months at 1/3 normal income
while job hunting.
06 to 20 Layed off from the Position. 75% chance of
collecting unemployment for 6 months at 1/3 normal
income while job hunting.
21 to 30 Layed off as company went Bankrupt or moved out of
the country. 100% chance of collecting unemployment
for 6 months at 1/3 normal income while job hunting.
31 to 60 No change in job status or wealth.
61 to 80 +1 to Wealth but job remains the same
81 to 90 +2 to Wealth but job remains the same
91 + +5 to Wealth and job title has changed
Note that going to unemployment wastes 2 hours a week, daytime.
Job hunting is done by rolling on the following table each week
when unemployed or looking Roll 1d100; -5 if fired; +3 if certified in
main skill for the job; +5 if Rank 10 in the skill ('teacher level');
+1 for each year after the 1st at last job; -1 for each week out of
work; -5 if a minority group member; -5 if legal alien; -10 if illegal
alien; -10 if Public Mage; -10 if Criminal Record; -20 if wanted
Criminal in USA; +10 if still employed when job hunting.
NOTE: The minuses for being out of work are NOT applied if a character
is looking for their first job or if the time since leaving their last
job was spent in a certified school (such as a college or technical school).
Job hunting takes 4 hours a week.
TOTAL RESULT
------------ -------------------
Less than 20 No Useful prospects at all
20 To 25 Job Lead. Add +5 to Next Weeks Roll.
26 To 70 Interviewed. Add +10 to next weeks roll.
71 To 80 Job offer, but at -5 to present Wealth if taken
81 To 95 Job Offer, with no change to Wealth if Taken
96 To 98 Job Offer, with +1 to Wealth if taken
99 To 100 Job Offer, with +3 to Wealth if Taken
101 To 105 Job Offer, with +5 to Wealth if Taken
106 or higher Job Offer, with +7 to Wealth if Taken
:Weapon
Weapons are used to inflict damage (we all knew that right?) The
system in this case is designed to keep combat damage results simple
and easy to calculate. Each Weapon has a damage rating that is a
numerically based on the D10 with modifiers, so that a whole lot of
extra dice aren't needed during play.
If a CRITICAL_HIT occurs, by rolling 01-05 to Hit, extra damage
may be inflicted by the weapon beyond the stated and that table should
be consulted.
Weapons are divided into skill categories. If a weapon you feel is
appropriate for your character is not listed then PLEASE speak to
the GM about it so that she/he can add it appropriately.
Characters that train their weapon skill to 10 EDU ranks and beyond get
DOUBLE the prowness adds defensively listed below for the weapons. Those
who train in a weapon with negative prowness to use reduce the loss of
PROW defensively by 1/2 the listed amounts if at 10 EDU ranks or better.
Characters that train to the point of 20 ranks or more get a second
attack with the weapon as the last action of the round.
:Weapon_Bludgeons
WEAPON DAMAGE NOTES
------------ ------ ----------------------------------
Brass Knuckles +2 to HTH Punch damage only
Cestus 2d10+2 -4 Prowness defensively when used
Club 1d10+4
Frying Pan (Tool) 1d10+4
Hammer (weapon) 1d10+8
Hammer (tool) 1d10+4
Mace 2d10
Nightstick 1d10+4
Shield (norm) 1d10+2 [Used to 'bash']
Shield (Spiked) 1d10+6 [Used to 'Bash']
Shovel (tool) 1d10+2 -2 Prowness when used
:Weapon_Bows
WEAPON DAMAGE RANGE NOTES
------------------- ------ ----- -------------
Bow, Compound Light 2d10+4 LONG HARD 10+ to use
Bow, Compound Heavy 2d10+8 FAR HARD 20+ to use
Bow, Long 1d10+8 FAR HARD 15+ to use
Bow, Short 1d10+6 LONG HARD 10+ to use
:Weapon_Chopping
WEAPON DAMAGE NOTES
------------ ------ ----------------------------------
Axe, Battle 2d10+6 -2 Prowness when using
[Must be at least 4' tall to use]
Axe (tool) 1d10+6 -2 Prowness when using
Machette 1d10+5 (no Prow Mods)
:Weapon_Crossbows
WEAPON DAMAGE NOTES
------------ -------- ----------------------------------
Heavy 2d10+1 HARD 20+ to use
Light 1d10+8 HARD 15+ to use
Repeat 1d10+8 HARD 15+ to use
Hand 1d10+5 HARD 5+ to use
Sniper 2d10+5 HARD 10+ to use
:Weapon_Daggers
WEAPON DAMAGE NOTES
------------ ------ ----------------------------------
Dagger 1d10+3
Ice Pick (tool) 1d10+3
Knife 1d10+2
Main Gauche 1d10+5 +4 Prowness when used w/Rapier else +2
vs Daggers, Light swords, Sai
Swiss Army Knife 1d10+1
:Weapon_Exotic
WEAPON DAMAGE NOTES
------------ ------ ----------------------------------
Blowgun 1d10+1 60' range, darts may be poisoned for
extra damage or effects.
Boomerang 1d10+4 Throwable from 30-120' range (no shorter)
returns if misses target.
Electro-Baton 1d10+2 and make save vs HARD or unconsciousness
M.A.C.E. Sprayer 1d10-5 Blinds attacker for 2d10 rounds
Needle (tool) 1d10-2
Nunchakus 1d10+6 +2 Prowness when used against itself,
Sai, Light Swords, Staffs and knives/daggers.
[Must be at least 3' tall to use]
Sai 1d10+4 Can disarm swords on a critical
Can parry vs Light Swords, Katanna,
knives, Daggers, Chopping Weapons & whips
or flails.
+5 prow when used defensively, +10 for pair
Stazer 1d10-4 make save vs 1/2 HARD or unconsciousness
Tear Gas Sprayer 1d10-4 Blinds attacker for 3d10 rounds
:Weapon_Swords_(Heavy)
WEAPON DAMAGE NOTES
------------ ------ ----------------------------------
Claymore 2d10+4 +2 Prowness VS all swords
[User must be at least 5' tall]
Flamberge 2d10+2
Scimitar 2d10+1 [Must be at least 5' tall to use]
Sword, Bastard 2d10+2 [Must be at least 5'5 tall to use]
Sword, Broad 2d10 [Must be at least 5' tall to use]
Sword, katana 2d10 +3 Prowness vs all Heavy Swords, Sai
Lightswords & Daggers.
Sword, Long 1d10+8 +2 Prowness when used against heavy swords
[Must be at least 5' tall to use]
Sword, Two-handed 3d10+2 [Must be at least 6' tall to use]
:Weapon_Swords_(Light)
All These can be used to Parry each OTHER, Katana or any
Dagger/Knife but not other Heavy Swords etc.
WEAPON DAMAGE NOTES
------------ ------ ----------------------------------
Sword, Short 1d10+6 +1 [Must be at least 3' Tall to use]
Sword, Stick/Cane 1d10+6 +2 Prowness when used
Rapier 1d10+8 +5 Prowness when used (except vs 2 handed
swords and bastard swords)
[Must be at least 4' tall to use]
Sabre 2d10 +3 Prowness (except vs 2hand/bastard)
[Must be at least 5' tall to use]
:Weapon_Staffs_&_Polearms
Those with PROW adds can be used to Parry each other or Light
Swords and Daggers/knives.
WEAPON DAMAGE NOTES
------------ ------ ----------------------------------
Bo Stick 1d10+6 +2 Prowness when using
Halberd 2d10 -10 Prowness when using
[User MUST be at least 5' tall]
Jo Stick 1d10+5 +2 Prowness when using (single Hand!)
Lance 3d10+2 -5 Prowness when used on Foot,
and only 1d10+2 damage.
Pick, Military 2d10
Pick (Tool) 1d10+6 -5 Prowness when used
Pike 2d10 -5 Prowness when used
[Must be at least 4' tall to use]
Pitchfork (tool) 1d10+6 -5 Prowness when used
Quarter Staff 1d10+6 +5 Prowness when used (except vs mounted)
[Must be at least 4' tall to use]
Scythe 2d10 [Must be at least 5' tall to use]
Spear 1d10+8 +2 Prowness when used on foot
Staff Sling 1d10+5 +5 Prowness when used (except vs mounted)
[Must be at least 4' tall to use]
Trident 2d10
:Weapon_Throwing
WEAPON DAMAGE NOTES
------------ ------ ----------------------------------
Dart 1d10+2 if ambidextrous gets 2/rnd
Knife 1d10+4 if ambidextrous gets 2/rnd
Shuriken 1d10+3 2/rnd, 3rd if ambidextrous
:Weapon_Whips_&_Flails
WEAPON DAMAGE NOTES
------------ ------ ----------------------------------
Ball & Chain 2d10+4 -5 Prowness when using
Bullwhip 1d10+8 (Disarms opponents on critical
instead of double dmg if possible)
[Must be at least 3' tall to use]
Cat-Of-9-Tails 1d10+6
Flail 2d10+2
Horse Whip 1d10+3 -5 Prowness when using
Morning Star 2d10+6 -5 Prowness when using on foot
:Weight
01 - 10 Obese (Use 3.75 base for male, 3.25 for female)
Obesity is a Disadvantage and the player
can reroll or take 3 points of disadvantage
construction points and stay obese.
Cannot be APP over 15 or PROW over 10.
15 - 25 Pot-bellied (Use 3.25 base for male, 2.75 for female)
This is an overweight character and should
reroll or take 2 points for this as a
disadvantage. Cannot be APP over 20,
or PROW over 15.
26 - 40 Husky (Use 3.00 base for male, 2.25 for female)
This is a 1 point disadvantage. Reroll
if not suitable to character concept.
PROW cannot be over 20 or APP over 25.
41 - 70 Average (Use 2.75 base for male, 2.00 for female)
71 - 95 Athletic (Use 2.50 base for male, 1.75 for female)
This is a 1 point advantage, and you
should reroll if not suitable for concept.
Prow & HARD Maximum for Character gets a +3
to range allowed.
96-00 Underweight (Use 2.25 base for make, 1.25 for female)
This is a 2 point disadvantage. Character
gets -1 to dmg for punch/kick in combat.
Reroll if not suitable to character concept.
Weight for Height is height in inches * above number.
Shadoe and Elves minus .25 from the calculation.
Giants, Dwarves and Half Giants add .25 to the calculation.