High Fantasy Role Playing
Core Attributes
Strength______ Health________
Agility________ Death Limit____
Stamina______ Experience____
Intellect ______
Charm_______
Typical people have a D4, D6, D6, D6, and a D8, To spread between Strength, Agility, Stamina, Intellect, and Charm. Special characters have whatever dice the referee desires
Characters can begin with a D4, D6, D8, D10, and a D12, or whatever attributes the player wants (within guidelines set by the referee)
Health is based on the max dice on (Agility+Stamina+Intellect)/2. This represents minor cuts and bruises, bumps and scrapes, thus how much damage you can take before it becomes serious.
Death Limit is based on max dice on (Stamina+Intellect)/2. This is serious damage, also known as Crits or Injuries. Each point of damage you take in this range acts as a penalty to every attribute check.
Experience is earned after each game, and begins as zero.
Talents
Strength
>Muscle. Used to cause damage with physical attacks
>Leverage. Lift = check x25 kg, Throw = check x5 meters
>Movement. Run = check x1 meter/second, Leap = check x1 meter
Agility
>Striking. Used to hit in both melee and ranged combat
>Dexterity. Used for fine motor control, using tools, etc
>Evasion. Used to dodge/parry/block attacks
Stamina
>Endurance. Resist exhaustion/fatigue/tiredness and body control powers.
>Constitution. Adds to Stamina to define Health and Death Limit
>Resilience. Used to resist incoming damage
Intellect
>Perception. Helps checks to notice/detect hidden and secret things
>Wits. Used for general thinking speed and problem solving
>Will Power. Resists charm, mental/psychic attacks/influences
Charm
>Beauty. To use your physical form to charm/seduce/influence
>Charisma. To use your wit and personality to charm/seduce/influence
>Intimidation. Used to bully, intimidate, bluff, scare, etc
Typical people have a D4, D6, D6, D6, D8, To place on 5 of the 15 talents
Special characters have whatever dice the GM wants to give them.
Characters can begin with a D4, D6, D8, D10, and a D12, or whatever talents the player wants (within guidelines set by the referee)
Talents are areas of expertise or natural abilities to the characters basic attributes. As a general rule a talent can be rolled along side its governing attribute, and take the highest roll for the result.
The exception is Constitution, half the maximum dice number adds to Heath and Death Limits.
Talent (and Skill) dice can also be used on magic/powers, if the game allows it.
Note that Evasion, Resilience, and Will Power are collectively known as 'Defences'.
Skills / Rounding Out
Core Skills
You can then assign other skills to your character, being as specific or general as you like.
You begin with 10 skills rated as per your starting Intellect.
Examples Skills :-
Melee combat : brawling, martial arts
Melee weapons : swords, axes, maces, polearms, knives
Ranged weapons : bows, xbows, thrown
Assassination : stealth, backstab, poison
Defence : use armor, use shield, dodge, block/parry
Firearms : pistol/1 handed, rifle/2 handed, mounted guns
Profession (pick), Hobby (pick)
Military : demolitions, survailance, combat tactics, battle history
Social : leadership, fast talk/lying, charm/seduction, persuasion, bargin/haggle, intimidation
Wilderness Survival : direction sense, weather sense, hunting, fishing, survival (pick terrain), mountaineering, swimming
Drive/Pilot : weapons systems, piloting evasion, specialist (pick vessel type)
Computers : build/repair, research, programming, hacking
Academics : maths, languages (pick), general science, science (pick), mechanics/engineering, electronics, history, geography, astronomy, religions, politics, lore (pick), law, business/finance, Performance : acting, singing, dancing, gymnastics, athletics, sport (pick), musician (pick), art (pick), artisan (pick)
Interogation : body language, torture
Freebie Points
Once Attributes, Talents, and Skills have been picked, you can enhance a few dice to round out the character. Each character gets 9 ' freebie points'. Enhancing an Attribute dice costs 3 FP per step, a Talent dice costs 2 FP per step, and a Skill dice costs 1 FP per step. FP's can also be used to buy merits.
Flaws
Flaws give extra freebie points, 1-3 each, and are used to buy merits and Skills/Talents/Attributes.
Minor flaw (1): Small curse, role playing flaw, penalises rare situations.
Major flaw (2): Dangerous effect/curse, big rare or small constant effects.
Serious flaw (3): Dramatic curse or life threatening effects.
Merits
Merits cost 1-3 points each from flaws or freebie points.
Minor merit (1): Small boon, benefits rare situations
Major merit (2): Important benefit, big rare or small constant effects.
Serious merit (3): Advantage of great effect.
Health / Death Limit
Each character has a health score, which is equal to (Stamina+Agility+Intellect)/2. Damage is done by Strength and/or weapons, which is resisted by Stamina/armor. Excess damage over the resistance is damage taken, damage first hits the Health score. Each time damage crosses from equal or under Health, to exceeding Health, then the character suffers a knock-down (prone and helpless) for 2D6+Crits seconds. All damage in excess of Health is classed as CRITICAL HITS or INJURIES, your number of injuries will penalise every attribute check. When injuries exceed Death Limit (Stamina+Intellect)/2, the character is dead. Damage heals at 1 point her 2 hours, Crits heal at 1 point per 2 days.
Game System
When taking any action, you can roll all the applicable dice that cover that action, and take the best result. For example, if you have dice in agility, striking, melee combat, and fencing, you could roll all four and take the highest dice result, during a sword fight. The opposition to your roll would be the targets defence dice, or could be a dice roll from another character, or a simple 'difficulty' as set by the referee (4+ is average). The level of success is generally the difference between the 'action' and 'defence' rolls. For example, one character could roll strength dice, while another defends with resiliance, if strength dice roll higher, then that could be damage done, reduced by the resiliance roll. A further point is having abilities or tools with multiple dice. In this case, still roll all the applicable dice, and take the best number of dice equal to the ability with the highest number of dice. Thus if you had 1D10 sword skill, 1D8 Strength, and a 3D6 Vibro sword, you would roll all 5 dice and take the best 3, and add them up for your result. In the case of a draw between attack and defence, victory goes to whoever used the most specialised or limited skill.
The Action Round
A typical action round is about 6 seconds of game time.
Every character gets 1 action as standard. You get to defend from any incoming actions.
You can take 2 actions if a seperate weapon is held in each hand, the first attack is at -1 penalty to hit and the second attack has a -2 penalty to hit. If using a 2 handed weapon, you gain +1 to hit and +1 to damage (melee weapons), or +2 to hit (ranged weapons).
Dodging does not count as an action choice, as you get to use defences against every incoming attack, however, every different defence after the first (in 1 round) has an accumulative -1 penalty. You can give up your actions to simply concentrate on dodging, in which case, each dodge check this round has a +2 bonus. You can also declare a 'wild swing' in melee, this gives up all your dodges for this round, but you attack with +1 to hit and +2 to damage.
Darkness
Lack of light can hamper Agility / Evasion / Accuracy effectiveness, the characters actions would have to pass the following difficulties in addition to any other opposition to the action.
Early Dusk (D4), Low Dusk (D6), Moonlight (D8), Near Dark (D10), Total Dark (D12).
Falling
Distance........Dice...../..Surface..........Dice.........Thus a fall of 5 meters onto normal soil might do
80 m+.............5.........../..Solid...............D12.........1D6 damage, while a 100 meter fall onto jagged
40 m+.............4.........../..Hard...............D10..........rocks could inflict 5D12 damage.
20 m+.............3.........../..Rough............D8............An Agility/Armor check against the damage dice
10 m+.............2.........../..Land...............D6............will half the resulting damage, with Stamina
3 m+................1........../..Mud.................D4............finally resisting the impact.
Experience
After each game, the referee awards experience points to each character.
Xps.................................Zero................One...............Two.................Three
Role Playing.................No input.........Minor.............Good...............Great
Game Difficulty.............Too Easy........Easy..............Average..........Hard
Game Success............Failure...........Some............Major...............Total
Buying a new D2 for an Attribute or improving an Attribute by 1 dice step costs 30 xps.
Buying a new D2 for a Talent or improving a Talent by 1 dice step costs 20 xps.
Buying a new D2 for a Skill or improving a Skill by 1 dice step costs 10 xps.
If you enhance Attributes or Talents, then Health and Death Limit may change too.
Equipment
Melee Weapons
Damage.Cost......Type................................................Examples
D4............8............Tiny sharp, Small blunt...............Dart, hammer, whip, knife
D6............15..........Small sharp, medium blunt......Dagger, club, cudgel, short bow, hatchet
D8............30..........Medium sharp, large blunt........Long sword, scimitar, mace, longbow, spear
D10..........60..........Large sharp, huge blunt............Broad sword, mornng star, polearm, lance
D12..........120........Huge sharp..................................Claymore, flamberge
Archaeic Armor........................................................./..Shields
Defence (Stamina).Cost...Type............................./..Block (Agility)........Cost.......Type
D4...............................10.......Leather......................./..D4...........................5..............Buckler
D6...............................20.......Hardened leather...../..D6...........................10............Small
D8...............................40.......Mail............................./..D8...........................20............Medium
D10 ............................80.......Banded plate............./..D10........................30............Large
D12 ............................160.....Full plate..................../..D12.........................50...........Tower
Firearms...................Damage...Range..Capacity..Cost............./..Modern Armor........Defence.Cost
Revolver....................3D6............10.........6................20................/..Kevlar Fibre............3D4........20
Heavy pistol..............3D8...........20.........8................35................/..Light kevlar..............3D6........40
Machine pistol*........3D4............25........30..............50................/..Medium Kevlar.......3D8........80
Shotgun....................3D10..........20.........8................75................/..Heavy Kevlar..........3D10........160
SawnOff shotgun....3D12..........5............8................75................/..Full Kevlar..............3D12........320
Assault shotgun......3D10..........25.........30.............150
Rifle...........................3D6............100.......8................50
Automatic rifle*........3D6............100.......30..............200 * capable of spray, 60 degree arc
Machine gun*...........3D8............80.........60..............200 * However, this uses all ammo
Futuristic Weapons........Damage..Range.....Cost....../..Future Armor........Defence..Max........Cost
Light Energy Pistol.........5D4..........100...........200......../..Fibre Plate............5D4.........100........200
Dual Core E-Pistol.........5D6..........100...........300......../..Light Scout............5D6.........150........450
Trinity Energy Pistol........5D8..........100...........400......./..Mercanary..............5D8.........200........800
Outsider Energy Pistol...6D8..........150...........720......./..Heavy Merc............5D10.......250........1250
Light Energy Burster * ....5D8..........75.............600......./..Gladiator................5D12.......300........1800
Dual Core E-Burster * ....5D10.......75..............750......./..Light Warrior.........6D8..........240........1152
Trident Energy Burster *5D12........75.............900......./..Medium Warrior...6D10.......300........1800
Outsider E-Burster *.......6D12........100...........1440..../..Heavy Warrior.......6D12.......360........2592
Light Energy Rifle............5D6..........150...........450
Dual Core E-Rifle............5D8..........150...........600......./..Future Shield.......Block..Max....Cost
Trion E-Rifle.....................5D10........150...........750......./..Energy Buckler....D4......100.....40
Outsider Energy Rifle.....6D10........200...........120......./..Light E-Shield.....D6......125.....75
Energy Granade..............5D8...........8r..............25........./..Med E-Shield.......D8......150.....120
Energy Trap/Mine............5D10.......10r.............30........./..Large E-Shield....D10....175.....175
Vibro Knife / Sword.........5D6..........0.................60........./..Tower E-Shield...D12....200.....240
Vibro Sword.....................5D8..........0.................80
Energy Sword..................6D10........0 ................120 * capable of spray, 60 degree arc
Note that futuristic weapons ignore (and ruin) archaeic and modern armor, only futuristic armor can defend against futuristic weapons, for the armor itself is layerd with energy reflectors.
Futuristic armor has a maximum damage capacity, where-upon it loses 2 dice of defence and can be ruined by energy weapons. It takes the armor 10 minutes to recharge its shielding.
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Psionics
Psionic characters do not get extra dice to define their Psionic powers, these dice must come from normal talents and skills. Thus psionicists (at first glance) may appear to be weaker than other characters, having low talents, few skills, or an excess of flaws over merits, however, Psionic powers themselves are powerfull, giving them a significant edge.
There are 3 Psionic talents, and 12 related Psionic skills. To use any Psionic power, roll both its skill dice and its talent dice and take the best result. If applicable, range is (5 meters x check result), and area of effect is (1 meter x check result). Base difficulty is 3.
Attributes..............Skills
Divination.............Read thoughts/emotions, Object reading, ESP, Clairvoyance
Telepathy..............Send thoughts/emotions, Control thought/memory, Control emotions,Telemechanics
Psychokinesis....Telekinesis, Pyrokinesis, Teleportation, Force lightning
Powers
Read thoughts/emotions. Resisted with WillPower ro read surface/current thoughts and emotions, add 2 difficulty for delving into deep memories.
Object reading. The character can scan an object touched to experience emotions and visions connected to the item. Difficulty is 3 (1 day per success), 4 (1 week per success), 5 (1 month per success), 6 (4 months per success), 7 (1 year per success).
ESP. With this power, the character becomes aware of any magic/psionics/powers, as well as picking up on danger and general location of sentient life. Lasts around 1 round per success.
Clairvoyance. The character can place all their senses at range, area of effect, and/or experiencing the world from somebody elses senses (resisted with their WillPower).
Send thoughts/emotions. Used for telepathic communication. Difficulty is the targets WillPower. Add 2 difficulty if sending with enough force to distract/confuce the target for 1 round.
Control thought/memory. Used to change a targets current thoughts and change memories. Add 2 difficulty to change memories.
Control emotions. To directly change a targets emotions. Base difficulty for changes that last 1 round per check result, add 2 difficulty for longer lasting effects (1 hour per check result).
Telemechanics. To interface with and control complex machines, electronics, and computers.
Telekinesis. This power mimics 'Strength', but being able to use it at range and an area. It is possible to use it 'point blank' and add it to normal Strength.
Pryokinesis. Generates heat and flame. The check result is as per damage, against the targets Endurance. Generating a long burning fire without fuel adds 2 to the difficulty (or subtracts 2 from the check result) for 1 round per check result/success.
Teleportation. Self is base difficulty 3, max teleportation range is 5 meters per check result. Teleporting others or teleporting targets in an area requires the check to beat the mass ported. Unwilling subjects can use their endurance to resist.
Force lightning. This power shunts the electrons between 2 points or in an area and then releases them to create a stream or an explosion of lightning. A lightning touch is the basic power, with check results needed for max range or area.
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Magic
Magic based characters do not get extra dice to define their Magic powers, these dice must come from normal talents and skills. Thus Mages (at first glance) may appear to be weaker than other characters, having low talents, few skills, or an excess of flaws over merits, however, Magic powers themselves are powerfull, giving them a significant edge.
Magic is defined in 9 schools, and as specific spells, with 2 special spells that link them.
The schools of magic are bought with talent dice, spells are bought with skill dice.
Difficulties
The basic difficulty for casting spells successfully is 3.
Range: Check result x5 meters.
Area: Check result x1 meter radius.
Duration : Check result x1 round.
Wild-Talent
Mages that only have the schools of magic (or even just 1 of them) with no spells, are classed as wild-talents. These are spell casters with little or no 'formal' magical training, or have been trained in natural magical forces without the arcane studies to combine the schools. Each school of magic is used for any effect within its domain, but magical schools can not be mixed.
Hedge-Magic
Mages that only have spells and no schools of magic are classed as hedge-mages. These are individuals with no innate magical talent, yet have been trained in the arcane. Each spell describes a specific effect.
>Warlock or Enchantress
A Warlock or Enchantress is a Hedge-Mage that has not learned Read/Detect Magic and Cantrips. Each spell that the Warlock or Enchantress knows must fall within a single school of magic.
>Witch or Wizard
A Witch or Wizard is a Hedge-Mage that has learned Read/Detect Magic and Cantrips. The Witch and Wizard can have spells that mix and combine many schools of magic.
Arcanist
The Arcanist has both schools of magic and spells. This allows them to roll the dice for both and take the best result, making them consistently more powerfull than hedge-mages or wild-talents.
>Sorcerer or Sorceress
The Sorcerer or Sorceress is an Arcanist that has not learned Read/Detect Magic and Cantrips, their spells focus on single specific schools of magic for their effects. They can use the raw power of the schools of magic as well as spells, but can not produce magic that combines schools.
>Magician (Arch-Mage)
A Magician (both male and female) is an Arcanist that has learned Read/Detect Magic and Cantrips. This mage can freely combine their schools of magic 'on the fly' and may have spells that define effects that mix various schools too. For any magic produced, they may roll all relevant dice and take the best result, giving them a greater chance to over-power even Sorcerers. A Magician becomes known as a Archmage once they know all 9 schools of magic to at least D6 each, though of course, some are much more powerfull than others.
The 9 schools of magic are Necromancy, Enchantment/Charm, Elementalism, Shape Changing, Illusion, Conjuring/Summoning, Warding, Divination, and Healing.
To cast any spell, roll the dice for each school of magic involved and/or the specific spell, and take the best result.
Read/Detect Magic
Originally thought to be part of the divination school, this actually coveres all schools of magic. This spell can be used to read magical writing, detect runes and sigils and their purpose, and to percieve the use and nature of magic in an area.
Cantrips
This spell can create any magical effect, but in a very small and fragile way. No matter what dice roll is used, the effect barely register as a 'one'. Max range is 5 meters with a 1 meter radius area. Attempting to add duration gives only 1 round. Cantrips still has many uses, such as summoning a book from a shelf, flicking a switch, lighting candles, etc.
The 9 schools of magic are defined as follows.
Necromancy
The magic of death, darkness, and negative energy. This can be used as a direct attack to drain the life force from targets, or to raise skeleton and zombie minions (for 1minutes per check result) from corpses.
Enchantment/Charm
Basic spells are used to control others thoughts and emotions, and more, to modify and controls a persons personality. Aside from the 'charm' spells, this school of magic is used to add magical forces to inanimate objects, by adding thought and emotion to an item, it can then be implanted with other powers. Short term effects are handled as normal. Permanant effects (such as creating an enchanted sword) may takes months in the spell-casting. Creating permanant magic items has a difficulty of 8, with the item given specific spell effects.
Elementalism
This school of magic focuses on elemental forces, fire, frost, lightning, earthquakes, howling winds, etc. Beings that are normaly resistant to magic CAN be effected by this school, since it works by using magic forces to create real/natural effects.
Shape Changing
This is the magic of transformation, both self and others. These spells almost always have a duration. Each point of success over the targets Endurance allows mass to be changed by 25kg or halved if reducing below 25kg.
Illusion
Basic difficulty of illusion spells is 1 per component, visual, audio, thermal, olfactory. The spell must exceed any subjects WillPower, or they wont believe the illusion is real.
Conjuring/Summoning
This school of magic can summon items and beings from elsewhere. The effects are permanant if they are already within 'range', or of temporary duration if a generic item is summoned or the target is out of range.
Warding
Warding magic can be used to give protective effects, such as enhancing Evasion by the number of success points, or adding the success level to the strength of a lock or door, or even to weaken such a barrier.
Divination
Magic used to uncover truth, enhance perception by the success level, and to detect unseen forces. Reading minds would have to pass the subjects WillPower
Healing
This is the magic of life energy, and is used to heal damage, and would heal normal damage before Critical Injuries. 2 success points are used to heal specific conditions, such as blindness or disease. Combining this school with Necromancy allows the mage to cause (curse) such conditions.
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Elemental Shadowmancy
Elemental Shadowmancy is a distinct sphere of magic. It can be learned by any level character, but the dice to learn these powers must come from talents and skills. Thus Shadowmancers (at first glance) may appear to be weaker than other characters, having low talents, few skills, or an excess of flaws over merits, however, Elemental Shadowmancy itself is dangerously powerfull, giving them a significant edge.
Elemental Shadowmancy has 1 core talent ability (Elemental Shadowmancy), and 4 skills that define a wide range of powers. Although the 4 magic skills can NOT be mixed, they each have a variety of effects.
Extra abilities become available as more dice are gained (ability plus skill combined).
Shadow Lightning
Initially used to generate dark lightning. From 3 dice onwards it can be used to manipulate air and winds, including granting flight. From 4 dice on it can be used for mental attacks and telepathy. Using this sphere causes black lightning to flow between the characters eyes for upto a minute.
Shadow Fire
Initially used to generate blasts of shadow fire. From 3 dice onwards it may be used to manipulate or extinguish other fires. From 4 dice on it can be used to generate illusions and darkness. Using this sphere causes waves of shadow to cascade from the character for upto a minute.
Shadow Frost
Initially used to generate blasts of abyssal cold. From 3 dice on it may be used to manipulate heat, cold, and liquids. From 4 dice it can be used for charm effects and emotional attacks. Using this sphere causes unnatural cold to radiate from the character for upto a minute.
Shadow Steel
Initially used to boost all 3 defensive abilities (evasion, resiliance, willpower). From 3 dice onwards it may be used to manipulate solids or to raise skeletons/zombies. From 4 dice it can be used for telekinesis and summoning. Using this sphere causes the characters skin to take on a metalic sheen for upto a minute.
Limits
Range is the max roll x5 meters, area is the max roll x1 meter, duration is the max roll x1 round.
The Shadow Curse
Elemental Shadowmancy is postulated to be a supernatural disease, either self induced, or inflicted upon the character by the abyssal powers summoned.
Continuous spellcasting causes the shadowmancy curse to 'flare up'. Each spell cast gives a cumulative +1 effect bonus. This does not increase range/duration/etc, but makes effects and damage harder to resist. Thus the first spell is +1, the second is +2, the third is +3, etc. After a number of rounds of NOT shadowcasting equal to the bonus, the bonus begins to fall at 1 point per round, though any shadowcasting will cause this bonus to rise again.
However, this shadow power bonus also taxes the casters life. The bonus is damage to the caster, reduced by the characters Resiliance.
Shadowmancers
These characters are not built for open warfare, since the shadow curse will start to kill them, usually after about 10 rounds of continual casting. Those shadowmancers that do favour such activity usually arm themselves in other ways, and may be skilled with guns, swords, etc.
Its more likely that shadowmancers will be found within the academics and the rogues of society, and even more likely, they will not be found at all. Typically, you will not know your opponent is a shadowmancer, until shortly before your death.
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Super Characters
Powers
Characters may have special powers that are innate, mutant, or endowed, from genetics or magical origins, or even from advanced technology. They do not get extra dice to define their special powers, these must come from normal talent dice
Power Levels
To define your powers, use Talent dice, with a roll on the chart below to see how many dice.
D100.........1............2-5.......6-15........16-30.....31-50.....51-70......71-85.....86-95.....96-99......100
Dice...........1............2..........3..............4..............5.............6..............7..............8.............9...............10
Thus you could take your D10 talent dice, and with a roll of 40, that would be a power of 5D10.
Note that many powers have 'sub powers', or various specific effects. Once a power is chosen, the character has all the sub powers. At character creation, you may choose to boost sub powers with individual skill dice.
When it comes to experience, the main powers are developed as per Talents, whilst sub powers can be boosted as per skills.
Individual Powers
Powers rarely have duration, while many can have range, and some have area (1 meter x check result). Of course, this depends on the character and the powers chosen, but essentially, the rules for spells and psionics should be followed. However, there is no core/base difficulty. Simply define the naure of each power and its effects.
Dice........Lift.......... ........Leap(Speed).............Throw/Range..........Time
1D...........x25 kg............x1 (M/Second)............x5 meters................x1 Round
2D...........1 metric ton...30................................125...........................2 Minutes
3D...........3 mt................100..............................250...........................6 Minutes
4D...........10 mt..............300 (Mach .88)..........500..........................20 Minutes
5D...........30 mt..............1k (Mach 2.94)..........1km..........................1 Hours
6D...........100 mt...........3k (Mach 8.82)...........2km.........................3 Hours
7D...........300 mt...........10k (29.4)...................5km..........................12 Hours
8D...........1k mt..............30k (88)......................10km ........................2 Days
9D...........3k mt..............100k (294).................20km........................1 Week
10D ........10k mt............300k (0.1% C)...........50km........................1 Month
11D........30k mt.............1kk (0.3 % C)...........100km......................1 Season
12D........100k mt..........3kk (1% C)................200km.....................1 Year
13D........300k mt..........10kk (3 % C).............500km.....................3 Years
14D........1kk mt............30kk (10% C)............1000km...................10 Years
15D........3kk mt.............100kk (30 % C)........3000km...................30 Years
16D........10kk mt...........300kk (Light)............10kkm......................100 Years
Roll Powers
1 Standard Powers and Ultimate Sets
2 Defence Powers
3 Movement Powers (-2 dice rank underground, -1 water, +1 air, +2 space)
4 Body Modifications
5 Senses (pick an enhanced sense, or the ability to detect a specific force)
6 Force Damage Powers
7 Ultimate Skill (Gives one unique skill with super-level dice)
8 Ultimate Attribute (Duplicates one of the 8 Attributes with super-dice, rolled with it)
9 Mental Powers
10 Miscellaneous (these must be only rolled for, or else picked with a disadvantage)
Strandard Powers
1) Super Athlete. This power gives additional dice to be used alongside all uses of Strength, Agility, and Stamina. The character can thus lift greater weights, run faster, punch harder, is more accurate, precise, and evasive, and can resist incoming damage and forces while having higher Health and death limits than others.
2) Super Intellect. This power gives additional dice to be used alongside all uses of Intellect.
3) Super Charm. This power gives additional dice to be used alongside all uses of charm.
Ultimate Sets
(Fire, Frost, Electric, Radiation, Toxic, Kinetic, Sonic, Darkforce, Energy, etc).
The ultimate sets contain several powers based upon a single mutation or enhancement, which can manifest with various effects.
A) Armor, the enhancement fills the body, making them very hard to damage or manipulate.
This can be rolled alongside resiliance or willpower, and taking the best result.
B) Immunity, the enhancement gives (max dice result) resistance to the chosen force.
C) Flight, the enhancement can be cascaded from the body to provide flight.
D) Detection, pick an enhanced sense, or the ability to detect the specific force
E) Manipulation, the chosen force within range can be increased, moved, dampered, etc.
F) Beam/Bolt, single target attacks such as lighnings bolts, laser beams, etc.
G) Blast, Area effect at range, such as fireballs, froststorm, energy bursts, etc.
H) Wave, 60 degree arc wave attack from the character, such as sonic wave, toxic spray, etc.
I) Power Punch, Power type damage on a physical hit, be it a punch, kick, etc
Defence Powers
1 Armor (basic defence/resistance against all attacks and forces)
This can be rolled alongside resiliance and/or willpower, and taking the best result.
2 Immunity (the enhancement gives (max dice result) resistance to a chosen force).
3 Power Reflection (resistance to a specific power type, or all damage at -2 ranks.
Damage resisted is reflected back, excess damage is taken)
4 Power Absorption (resistance to a specific power type, or all damage at -2 ranks
Damage absorbed either heals the character, or can be used to fuel another power)
5 Regeneration (Out of combat, the character heals the rank within 1 minute. Once per
minute can roll the power for healing, but this switches the power off for 2 minutes)
6 Solar Regeneration (The character heals the power rank damage/crits per round, even if in combat, as long as they are under sunlight. Once per minute can roll the power for healing, if under sunlight, but this switches the power off for 2 minutes)
7 Water Breathing (The character can breath water. For 10 experience each, 2 further
effects can be developed, super-speed swimming, and Resistance to water powers)
8 Life Support (The character doesnt need to eat, breathe, drink, can survive normal
limits of heat/cold/radiation/etc. High [but natural] damage from the elements can be
resisted with a roll on this power, but artificial or super powers are not covered)
9 Immortality (The character does not age or die. If the number of Crits taken exceeds the
the Death-Limit, the character is out of action, powers fail, and the body will heal only at
normal levels, the character becomes functional once Crits reaches zero. Note that
healing can not occur while taking damage, and 'death' loses all xp points. Actual death
can occur, the max dice represents an absolute Death Limit above the normal one).
10 Vampiric Healing (on a touch, the character causes damage, the success over the
targets Endurance can heal their own damage, or to negate the need to eat, sleep, or
rest, inflicting that on the subject. This power is resisted with Endurance, not Resiliance).
Movement Powers
1 Flight (basic flight, note that water is -1 rank, air is +1 rank, space +2 ranks, for speed)
2 Leaping (power rank leaping power)
3 Wall Crawling (Can move at normal speeds on walls/ceilings, can roll this power as a
defence against being dislodged, for 10 xps can develope it into rank-speed)
4 Lightning speed (Rank speed. This initially applies to running, but may apply to other
movement powers that the character possesses)
5 Teleportation (Can teleport to rank range within sight)
6 Levitation (can levitate self and others, up and down, as per Throw/Range per round)
7 Swimming (The character can swim fast. For 10 experience each, 2 further effects
effects can be developed, water breathing, and Resistance to water powers)
8 Tunnelling (The character can burrow/dig at -2 rank speeds, for 10 experience each
can develope super-speed tunnelling, and non-retractable claws capable of rank damage)
9 Dimension Travel (The character can plane shift from one reality to adjacant planes,
some dimensions may have strong borders, requiring a roll on the power)
10 Time Travel (The character may time jump into the future or past. At the GM's
discretion, major temporal disruptions may create alternate timelines and realities,
and even minor changes may unbalance the characters reality in ways they never
expected)
Body Modifications
1 Change Others (change others on touch into a specific element or an animal form for
upto rank time, or until they beat the power with a stamina or willpower check, subjects
retain their own mental attributes)
2 Growth (each dice adds 30% height, width, depth, and doubles weight. In growth form,
the Growth dice can be rolled alongside Strength and Stamina, however, it is also
rolled alongside Agility/Evasion checks and take the worst result)
3 Shrinking (each dice shrinks the character by 30% height, width, depth, and halves
weight. Rolled alongside Strength and Stamina and take the worst result, but can be
rolled with Agility and take the best result)
4 Density Control (the character can decrease and increase their mass, this gives effects
similar to growth and Shrinking, but without the size change)
5 Phasing (allows the character to become insubstantial and pass through solid objects.
While phased, can not physically attack or be attacked, but may still be susceptible to
magic and psionic type attacks)
6 Invisibility (makes the character invisible to normal sight, and for 10 experience will also
apply to infrared/ultraviolet/etc. Perception checks versus power rank are needed before
any other actions can be made to affect the character)
7 Plasticity (this makes the character slightly elastic and malleable. This can be used
alongside agility, can be rolled to reduce falling damage, can be used for 'bouncing',
similar to leaping, and a limited disguise ability without color changes)
8 Elongation (allows the character to extend his body and limbs over a distance of 1 meter
per maximum power dice)
9 Shape-Shifting (become other objects and things, upto 50% size change. Can be used to
mimic wings, claws, and even armor. Perception checks can be made to notice that the
object or person is a shape-change)
10 Imitation (a Specialised shape-shifting to mimic other people, in this case, speach and other mannerisms can also be duplicated).
11 Self-Transformation (change the self into various elemental states or substances.
Awareness is retained, and enhanced movement or defences may be gained)
12 Animal-transformation (Transform into animal forms. With the general power, the nature can be determined as a shape-change with perception checks, while a power that has a specific anmal form will be indestinguishable from the real thing. This power can be used to mimic wings, gills, claws, etc)
13 Chameleon (The power to blend with your surroundings as a form of invisibility. The
character must be stationary, though while blended the power roll aids Endurance against
environment effects natural to the area that the character blends into)
14 Alter-ego (The character can transform between 'normal' and 'super' forms. The 2 forms can have different appearance, even different gender, and maybe even different personalities. Other powers might not be available in the 'normal' form. The power rank is the defence between perception checks to identify the 2 forms as the same person. A limitation of a specific trigger can be taken to change forms, in which case the power rank can be used to resist the trigger or to change without it, usually difficulty 10)
15 Power Punch (chosen power type damage on a physical hit, be it a punch, kick, etc)
16 Extra body parts (This must be defined at character creation, the extra body parts can be used as legs (rank speed), arms (extra attack), wings (flight), prehensile tail, etc. The power rank may define the strength and agility of the additional limbs).
17 Extra attacks (This power gives extra attacks/actions. Use the power rank for the accuracy/agility of these actions, and the dice can be split. For example, a 4D rank can be used for a single 4D extra attack, or 2x 2D attacks).
18 Claws (The character has claws, which can be retractable. Use power rank for damage)
19 Vampiric Healing (on a touch, the character causes damage, the success over the
targets Endurance can heal their own damage, or to negate the need to eat, sleep, or
rest, inflicting that on the subject. This power is resisted with Endurance, not Resiliance).
20 Withering Touch (Use the power rank for damage, however, normal 'health' damage from this power takes 2-days per point to heal, while Crits take upto 2 weeks per point. Even magical or super-powered healing is only 1/3rd effective against withered damage. Finally, called shots with this power can be used to disable limbs, cause blindness, etc).
Force Damage Powers
1 Manipulation (Can manipulate, but not create, one specific force or element)
2 Beam/Bolt (Single target attacks such as lighnings bolts, laser beams, etc)
3 Blast (Area effect at range, such as fireballs, froststorm, energy bursts, etc)
4 Wave (60 degree arc from the character, such as sonic wave, toxic spray, etc)
5 Power Punch (Chosen power type damage on a physical hit, be it a punch, kick, etc)
6 Power Aura (Chosen power type damage within 10 meters of the character)
Mental Powers (many mental powers are undetectable except via other detection powers)
1 Time Control Set (Attribute power that has several 'skill' power uses)
A) Allows 1 extra action per round at rank initiative/agility.
B) Allows enhanced movement speed, adding power rank to normal movement.
C) can create a 10 meter 'slow' radius affecting others if the power beats their willpower/ defences [the slow effect halfs actions, movement, and agility checks]
D) Can summon 'time duplicates' to help, 1 per dice, and after the effect is ended the character vanishes out of time for the same duration multiplied by the number of duplicates summoned.
2 Telepathy (This power is used to send telepathic messages to others over range)
3 Illusion Generation (There are 2 forms of this power, one creates illusions that any can view, the other crates images that only exist in targeted minds. Illusions can have various components, visual, audio, thermal, olfactory, and physical, upto 1 component per dice of ability. Physical illusions are not actually physical and can not support weight, though victims may believe them to. Perception may be rolled to see though an illusion)
4 Telekinesis (This power can be as a basic 'skill' to use strength at range, even for attacks, or it can be as an attribute 'ultimate set' with many effects such as flight, force fields, kenetic blasts, etc)
5 Mind control (Rolling this power against anothers WillPower allows the character to totally over-ride another personality and take control of them. This power has no duration, but the character must retain visual contact, and they may be helpless while maintaining this.
The victim may get additional checks to break free if the possessing character puts them into dangerous situations or actions totally against their normal personality).
6 Emotion Control (Rolling this power against anothers WillPower allows the character to control anothers emotions. The attacker picks an emotion (and even the target of that emotion), and if successfull, effects last for the ranked duration. The character must roll again each time they want to modify the targets emotions)
7 Force Field Generation (This power can be as a basic 'skill' as a form of body armor, or it can be as an attribute 'ultimate set' with many effects such as flight, force fields, ranged defence fields, force blasts, etc)
8 Animal Control/Communication (The character can mentally command and communicate with animals. Animals language may be in the form of emotions and instincts. Commanding an animal into a dangerous situation may have to beat its WillPower)
9 Telemechanics (This power crosses various effects between telekinesis, electric generation, and mechanical detection. This power allows the character to activate and control machines and computers at range and with duration)
10 Empathy (Used to read anothers surface emotions. Deeper insticts and drives may be uncovered, although this last use may take a full round of uninterupted focus)
11 Psi-Shield (This may be used alongside WillPower against mental/emotion/psionics)
12 Mind Probe (Rolling this power against another persons WillPower, the character can read surface thoughs, or delve into deeper thoughts and memories, although this last use may take at least a full round un uninterupted focus)
13 Animate Images (The character can pull images out of its backdrop and make them real, creating real objects or even creatures. Created items have rank duration, and abilities according to its nature as shown in the image, but not above the power rank)
14 Possession (Once the power is rolled to defeat anothers WillPower (on touch), the characters body vanishes, being absorbed as a spirit to possess the victim. The character is now in total control with the victims personality being aware, but pushed to the back. Any damage taken is taken by both characters, and the possessing characters is ejected at the end of the duration, unless another check versus WillPower is succeeded. While possessing another, the character may have access to both sets of skills and powers, and may use the subjects physical attributes)
15 Transfarrel (This power allows the character to swap minds between bodies with another character. Ths allows mental attributes and skills (and powers) to be swapped between bodies, for the duration. This lasts for a limited duration if done at range, or permanant if done by touch, a check versus the targets WillPower is required)
16 Astral Projection (The character can seperate his spirit/mind from his body. They can travel their current dimension or cross others in spirit form, and may only have access to mental or magic/psionic based powers. In the physical world, they may be undetectable except to certain detection powers. After power-rank duration, the character has to roll the power against their own WillPower or be pulled back to their body).
17 Psionic Attack (can make telepathic attacks at range at rank damage/effect)
18 Precognition (On touching a creature or item, the character can gain insights into its future, to a max limit of the power rank duration. The most likely result should be given, which may not be the absolute outcome according to the characters actions. Additionally, the game master may have the power function outside of the characters control, in order to warn or just scare them)
19 Postcognition (On touching a creature or item, the character can gain insights into its past, to a max limit of the power rank duration x10. This may be used in investigations, and the the game master may have the power function outside of the characters control, in order to warn or just scare them)
20 Plant Control (This power allows the character to command plants in range, including movement, growth, and limited intellect. These abilities only exist while the character concentrates on them. Plant Strength/Endurance are natural for their form, but not exeeding the power rank)
Miscellaneous Powers
These powers can not be freely picked unless taken with a disadvantage, they can however be randomly rolled).
1 Lucky (Can re-roll the lowest dice per ability checked, and can roll this power alongside Agility and Perception. The 'Lucky' dice can be used once each per round)
2 Jinx (All others in radius area will fail their actions, if the characters Jinx rolls higher. If those actians would have failed anyway, then the GM can impose a 'catastrophic failure', with various bad results such as broken weapons, falling prone, etc)
3 Nulifying Power (On touch reduces 1 power of a subject for rank time. The check on this power acts as penalty points of the power targeted, resisted with WillPower or Endurance. For 10 xps the power can be extended to be a ranged attack or affect 1 additional power)
4 Power Absorption (On touch, roll this power versus the subjects power to be stolen,
if the character wins, the absorption power is replaced by the target power for rank duration, during which time the victim can still use that power. For 10 xps this power can be extended to temporarily remove the power from the subject or affect 1 extra power)
5 Irresistible Force (Work out this powers average dice roll, this is the powers 'Score'. When using other abilities the 'Score' reduces/ignores opposing defences. The 'Score' also adds to your own defence rolls. There are disadvantages this potent power, the character might break or damage nearly everything touched, and must have a flight power or fall into the worlds gravity well)
6 Reality Manipulation (This is the final ultimate power, and it can do nearly anything, with the exception of Irresistible Force. Generally each use of the power will be combined with an attribute to hit/dodge/etc, with the power roll alone being used for damage/effects. One effect can be maintained at once, 10 xps can be spent to extend the number of maintained effects)
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Vampire/demon placehilder
(I do have vampire stuff to add here, but i'm not happy with it yet, ill post it once its complete)
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This could have been alot quicker if the HTML coding didnt remove all the tabs and spaces, which ruined the charts, grrrr.
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For those who are put off by all the info presented, the game system is quite simple
1) Your characters have attributes/skills/powers/talents/etc, these are represented by dice, using D4 to D12.
2) Survivability is represented by Health (bruises) and Death Limit (serious).
3) When using any ability, roll all applicable dice, and take the BEST dice for the result.
4) For opposed actions, compare dice check results, the difference between them is the level of success or failure.
5) Everything is just additional lore.
Feel free to copy, print out, use, modify, etc.
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