Abilities
Introduction
This chapter starts with a detailed description
of History Points (HP). It then sets out
how to invent and grade abilities. Then it
explains how to use abilities in the game.
It is vital that you understand these concepts.
Player Section: Abilities and History PointsPip
Cost for a Level Increase
In order to play a character you will need
to keep track of four kinds of numbers. These
numbers are the ability scores for your character.
-
The attributes of the character. Physical
Fitness (PF), Mechanical Aptitude (MA), Intellect
(IN), Intuition (IU), Psychic Prowess (PY),
and Mystical Prowess (MP).
- Skills based on attributes. These are divided
into Mundane Skills (based on PF, MA, IN,
or IU), and Powers (based on PY, or MP).
- Conditions.
- History Points (HP), these are an abstract
measure of experience.
- Derived quantities (Damage Capacity, Speed
Factor, and Carrying Capacity).
- Power deteriments due to using powers.
The purpose of all of these numbers is to
allow your character to perform actions in
the game.
The least effective means of performing an
action is to use an attribute score. This
is what is used if no other option is available.
The most effective means to perform an action
is to use an ability based on an attribute,
but one that is specific to the action being
taken. That kind of ability is called a skill. There are three broad categories of skills
in ascending grades of difficulty: basic,
difficult, and extreme. Skills are further
classified as either mundane or powers. Skills
always begin at the number of the associated
attribute. There are mundane skills, those based on PF, MA, IN, or IU. There
are psychic powers based on PY. There are supernatural powers based on MP.
The means to perform a specific kind of action
not based on an attribute is a condition. Conditions always begin at a level of 1.
All increases in scores, what we call levels, require you to purchase one of more pips in that score with HP. The pip system is
based on multiples of five, that is if your
level in something will be up to five then
an increase will cost one pip, from six to
ten it will cost two pips, and so forth.
See the tables entitled Pip Cost for a Level
Increase and HP Costs for Pips.
Of course that leads to the question, "How
do I purchase a pip?" That is a little
bit complicated and is summarized in the
table HP Cost for Pips.
Pip Cost for a Level Increase
Level Goal |
Pip Cost |
1-5 |
1 per level |
6-10 |
2 per level |
11-15 |
3 per level |
16-20 |
4 per level |
21-25 |
5 per level |
26-30 |
6 per level |
Additonal multiples of 5 |
+1 pip per level |
Player Section: Attributes, Skills, and Conditions
We now get into the formalities of the ability
system. At its core you will be inventing
the abilities of your character. This begins
with your character's attributes, introduced
in the first chapter. We will say little
about the attributes, as there is little
to add.
As stated previously in this chapter, abilities
are what allow your character to function
in the game system. To that end we have the
following definitions:
- Mundane Skills are based on the PF, MA, IN,
or IU of the character. The starting number
of the skill is the attribute that it is
based on. Some abilities are composite skills that have several abilities listed, say
(PF + MA), in this case it is the average
of the listed abilities rounded up.
- Psychic Powers are based on the PY of the
character. The starting number of a psychic
power is the PY of the character.
- Supernatural Powers are based on the MP of
the character. The starting number of a supernatural
power is the MP of the character.
- Mundane Conditions are abilities not associated
with an attribute. The starting number of
a mundane condition is 1. Conditions that
are favorable are termed advantages. Those that are unfavorable, or in some
way constrain the character, are called disadvantages.
- Power Conditions are abilities that are psychic
or supernatural in origin, but they are not
based on PY or MP. Such conditions start
at 1.
Starting numbers can be modified if there
is a destiny in place.
So how do you go about getting an ability
for your character? You begin by defining
what the ability allows the character to
do, and then you give it a name. The GM will
then tell you how hard it is to get. In game
terms there are three grades of difficulty:
- Basic.
- Difficult.
- Extreme.
You can see what these mean on the chart
HP Cost for Pips
HP Cost for Pips
Pip Type |
HP Cost |
Primary Attribute |
10 per pip |
Other Attribute |
20 per pip |
Basic Mundane Skill or Condition |
1 per pip |
Difficult Mundane Skill or Condition |
2 per pip |
Basic Power or Power Condition |
2 per pip |
Extreme Mundane Skill or Condition |
3 per pip |
Difficult Power or Power Condition |
4 per pip |
Extreme Power or Power Condition |
6 per pip |
Examples of Abilities
Here are some examples of abilities:
- Swimming (PF): The ability to move in the
water without drowning.
- Strength (PF): The ability to apply physical
force.
- Drive Auto (MA): The ability to safely operate
an automobile.
- Computer Use (IN or IU): The ability to use
a computer for day-to-day things.
- Higher Mathematics (IN or IU): The character
has an in-depth knowledge of the principles
of mathematics and practice in their techniques.
- Danger Sense (IU): The ability to know when
there is danger to the character so that
they may act just before it occurs.
- Jet Pilot (PF + MA + IN + IU): The character
can operate and fly a jet.
- Commando (PF + MA + IN + IU): The character
can perform all the abilities of a commando.
Examples of Advantages
Here are two examples of advantages:
- Night Vision: The ability to see at night.
- Fame: The character is well-known.
Examples of Disadvantages
Here are two examples of disadvantages:
- Afflicted: The character has suffered a disease
or injury that hinders them physically. This
condition is a negative modifier to any PF-based
skill attempt.
- Phobia: The character has an unreasoning
fear of something. Whenever confronted with
the object of their fear a roll must be made
on this condition. If the roll is successful
the character is unable to act so long as
the object of their fear is present.
Examples of Power Conditions
Here are two examples of psychic conditions:
- Psychic Leader: This advantage allows a character
to combine a single power from several psychic
characters to perform a single act.
- Psychic Allergy: This detriment forces the
character to get sick whenever a psychic
power is used in their presence (suffering
the result of a roll on the allergy as a
detriment to all skill attempts so long as
the psychic skill is in use).
Here are two examples of supernatural conditions:
- Power Source: This advantage makes the character
into a supernatural source of power. All
power detriments are reduced as they occur
by the amount of this condition.
- Cursed: This detriment is the result of a
spell placed upon the character. The curse
must be specified along with any means of
escaping the curse (every curse has a way
out, but the character may not know it).
GM Section: Attributes, Skills, and Conditions
Encourage your players to be creative and
invent their own skills and conditions whenever
possible. It is likely that there may be
several skills or conditions of the same
name, but with different definitions. This
is fine. It is even possible that a condition
may have the same definition as a skill.
You must judge how hard an ability is to
learn. An ability is basic when it meets any of the following criteria:
- It is simple to perform.
- It is a natural amplification of a normal
bodily function.
- It is focused on a single object or subject.
- It is very commonplace in society.
An ability is difficult when it meets any of the following criteria:
- It is complicated.
- It is not focused, but is general.
- It takes a normal bodily function and makes
it unusual.
- It performs several basic-level abilities
at once.
- It does something unusual, but not unheard-of
in the society.
An ability is extreme when it meets any of the following criteria:
- It is among the most difficult to learn.
- It is all-encompassing in scope.
- It takes a normal bodily function and makes
it seem wondrous.
- It performs several basic- and difficult-level
abilities.
- It is something almost unheard of or considered
legendary in the society.
For the examples given above:
- Swimming is basic since it is simple to perform.
- Strength is basic as it is a natural extension
of the body.
- Drive Auto is basic since it focuses on a
single item.
- Computer Use (IN) is basic as it focuses
on a single item.
- Higher Mathematics is difficult as it combines
knowledge and technique for a variety of
subjects..
- Danger Sense is basic since it is commonplace.
- Jet Pilot is difficult as it is unusual.
- Commando is extreme because it combines several
basic and difficult abilities into one.
- Night Vision is difficult as it makes vision
unusual.
- Fame is basic since it is common.
- Psychic Leader is difficult since it is unusual.
- Psychic Allergy is difficult as it is unusual.
- Power Source is extreme since it is legendary.
- Cursed is extreme since it is legendary.
Some abilities take time to learn. Basic
abilities that take time should take a few
weeks to learn. Difficult abilities that
take time should take three times as long
as a basic ability. Extreme abilities that
take time should take about a year to learn.
You always reduce this learning time by the
number of pips you have in the attribute
the skill or power is based on, in days.
Thus a 3 in an attribute reduces the time
by 3 days; a 7 in an attribute (9 pips) reduces
the time by 9 days. Bear in mind that this
reduction assumes that a character is working
for only a couple of hours a day; this level
of study does not impact the role-play of
the character at all. If the player states
in role-play, that their character is spending
half a day each day required to gain the
ability, that learning time will be halved;
should a character be involved in strenuous
activity for most of the day during role-play,
that day will be lost in terms of study.
If the player states, in role-play, that
their character is spending an entire day
working at gaining a specific ability for
the period of time required to gain it, that
learning time will be reduced to a third
of the normal time (six months becomes two
months); this level of study prevents the
character from role-play activities beyond
this study.
You may also use up to two abilities that
are deemed appropriate by the GM to reduce
the number of days to acquire an ability,
this allows you to use abilities you already
have to assist in learning new abilities.
While learning an ability you may use it,
but at reduced capabilities. During the learning
process you get no bonus for using a difficult
of extreme ability.
Grade |
1-30 days |
31-180 days |
181 days+ |
Basic |
-1 |
- |
- |
Difficult |
-2 |
-1 |
- |
Extreme |
-3 |
-2 |
-1 |
Should you expend HP you can reduce the learning
time by half of the current learning time
by purchasing the ability again, with fractions
rounding up. You can do this over time, and
need not spend all of the HP at once (though
you cannot split up the cost of each additional
reduction in time, you must pay the cost
for the ability each time).
Example 1: Basic Skill or Condition: You
have spent 1 HP and must now wait 30 days
to get the skill. If you purchase the skill
again, thus expending more effort (2 HP),
you will get it after 15 days. If you purchase
it again, then you pay 3 HP will spend 8
days learning it. A third time (4 HP) reduces
this to 4 days.
Example 2: Basic Power: You have spent 2HP
and must now wait 30 days to get the power.
If you purchase the skill again, thus expending
more effort (4 HP), you will get it after
15 days. If you purchase it again, spending
6 HP, then you will spend 8 days. A third
time (8 HP) reduces this to 4 days.
Example 3: Difficult Skill or Condition:
You have spent 2 HP and must now wait 180
days to get the skill. If you purchase the
skill again, thus expending more effort (4
HP), you will get it after 90 days. If you
purchase it again, then you pay 6 HP and
will spend 45 days learning it. A third time
(8 HP) reduces this to 23 days. A fourth
time (10 HP) reduces this to 12 days.
Example 4: Difficult Power: You have spent
4 HP and must now wait 180 days to get the
power. If you purchase the skill again, thus
expending more effort (8 HP), you will get
it after 90 days. If you purchase it again,
then you pay 12 HP and will spend 45 days
learning it. A third time (16 HP) reduces
this to 23 days. A fourth time (20 HP) reduces
this to 12 days.
Example 5: Extreme Skill or Condition: You
have spent 3 HP and must now wait 365 days
to get the skill. If you purchase the skill
again, thus expending more effort (6 HP),
you will get it after 183 days. If you purchase
it again, then you pay 9 HP and will spend
92 days learning it. A third time (12 HP)
reduces this to 46 days. A fourth time (15
HP) reduces this to 23 days.
Example 6: Extreme Power: You have spent
6 HP and must now wait 365 days to get the
power. If you purchase the skill again, thus
expending more effort (12 HP), you will get
it after 183 days. If you purchase it again,
then you pay 18 HP and will spend 92 days
learning it. A third time (24 HP) reduces
this to 46 days. A fourth time (30 HP) reduces
this to 23 days.
Player Section: Specials
With every new level gained in an ability
the character can add to that ability so
long as the player of the character has something
specific in mind (the GM should allow only
a few seconds for the player to decide on
such an addition). Be sure to think these
up in advance. This extension of a definition
is called a special. A special adds a sentence
to the existing definition of the ability,
thus enhancing it in some way. Whenever an
ability score reaches a level of 5, or a
multiple of 5, the resulting special can
be exceptional. Note that acquiring a new
ability never gives you a special.
You may also research specials, without increasing
their level. You may also use HP to purchase
such a special, in this case you spend the
HP required to purchase a pip in the ability,
but instead of gaining a level you gain the
special instead. Researched specials can
involve plusses to perform the ability under
specific circumstances. Inform the GM of
the special you want to research. The GM
will ask you to make a roll based on the
skill you are extending. Inform the GM of
the result of your roll. The GM will tell
you whether or not it is successful and,
if it is successful, how long the research
will take.
GM Section: Specials
Specials can be hard to grasp. Not all abilities
will have specials, at least not due to level
increases. A special due to a level increase
is something that qualitatively adds to the
description of the ability. No level increase-based
special may add to the ability in a numerical
way. It is possible for a supportive ability
(such as a knowledge skill) to add to some
kind of activity. For example, a Knowledge
of Physics skill may develop a special allowing
a +1 to hit with melee weapons when Knowledge
of Physics is used as a modifier.
Researching specials requires a research
roll (see the Player Section and GM Section:
Using Skills and Conditions in the Game below).
The result of the research roll will determine
how long it will take to acquire the special.
If the ability is difficult, there is a -1
research modifier. If the ability is extreme,
there is a -2 research modifier. If the ability
is a power there is an additional -5 research
modifier. If the special is judged to be
a modifier of 5 style special, then there
is an additional -5 modifier. If it is judged
to be a modifier of 10 style special, then
there is an additional -10 research modifier.
The same is true for any factor of 5 requirement
for a special, the modifier will be the level
requirement.
If the result is not a 1 or more, then it
fails—there are no partial successes in research.
If the research fails, then another research
roll can be made after a few weeks for a
basic ability, three times as long for a
difficult ability, and a year for an extreme
ability.
On a result of 1-4, the research will take
a full year. On a result of 5-9, the research
will take a half-year. On a result of 10-14,
the research will take a season. On a result
of 15-19, the research will take a few weeks.
On a result of 20-24, the research will take
a week. On a result of 25-29, the research
will take a day. On a result of 30-34, the
research will take several hours. On a result
of 35-39, the research will take an hour.
On a result of more than 39, the research
is immediate.
Examples: Specials Acquired Through Gaining
Levels
Here are some examples of specials gained
through level increases:
- Swimming: The ability to move in the water
without drowning. The character can also
rescue others in the water.
- Strength: The ability to apply physical force.
The character can increase their Carrying
Capacity by their Strength score.
- Drive Auto: The ability to safely operate
an auto. The character can evade pursuit
on the road.
- Computer Use: The ability to use a computer
for day-to-day things. The character can
program a computer for simple tasks.
- Higher Mathematics: The character has an
in-depth knowledge of the principles of mathematics
and practice in their techniques. The character
can invent conjectures about mathematics.
- Danger Sense: The ability to know when there
is danger to the character. The character
knows the general direction a danger is coming
from.
- Jet Pilot: Jet Pilot: The character can operate
and fly a jet. Use the aircraft computer
more effectively, the character gains the
ability to use their Computer Use skill as
a modifier.
- Commando: The character can perform all the
abilities of a commando. The character is
also trained to fly helicopters.
Examples: Specials Gained Through Research
Here are some examples of specials gained
through research:
- Swimming: The ability to move in the water
without drowning. The character can also
rescue others in the water. The character
is more effect at using their innate physical
fitness for breath control, the character
gets a +1 to swimming when using PF as a
modifier.
- Strength: The ability to apply physical force.
The character can increase their Carrying
Capacity by their Strength score. The character
has learned to focus their strength into
a more damaging punch and gets to add their
Strength level to the damage done by a punch
when using Strength as a modifier, but it
does not add to the die roll.
- Drive Auto: The ability to safely operate
an auto. The character can evade pursuit
on the road. The character has extensive
practice in driving on ice.
- Computer Use: The ability to use a computer
for day-to-day things. The character can
program a computer for simple tasks. The
character is focused on PC-style computers,
and thus gets a +1 to use a PC-style computer.
- Higher Mathematics: The character has an
in-depth knowledge of the principles of mathematics
and practice in their techniques. The character
can invent conjectures about mathematics.
The character has learned to identify patterns
based on their mathematics study, thus the
character gets a +1 to use the skill to identify
patterns.
- Danger Sense: The ability to know when there
is danger to the character. The character
knows the general direction a danger is coming
from. The character has developed an attunement
to supernatural forces, thus the character
gains a +1 to sense supernatural danger.
- Commando: The character can perform all the
abilities of a commando. The character is
also trained to fly helicopters. The character
has spent a significant time in using submachine
guns, thus the character gets a +1 when using
a submachine gun.
- Jet Pilot: Jet Pilot: The character can operate
and fly a jet. Use the aircraft computer
more effectively, the character gains the
ability to use their Computer Use skill as
a modifier. The character has spent a lot
of time training for bad weather, thus the
character gets a +1 to fly in instrument
flight conditions.
Examples: Multiple-of-5 Specials
Here are some examples of specials gained
at a multiple of 5 levels:
- Swimming: The ability to move in the water
without drowning. The character can also
rescue others in the water. The character
is more effect at using their innate physical
fitness for breath control, the character
gets a +1 to swimming when using PF as a
modifier. The character can free dive to
a depth of ten times their swimming score.
- Strength: The ability to apply physical force.
The character can increase their Carrying
Capacity by their Strength score. The character
gets a +1 to the damage done by a punch when
using Strength as a modifier. The character
can add their carrying capacity by their
strength score again.
- Drive Auto: The ability to safely operate
an auto. The character can evade pursuit
on the road. The character has extensive
practice in driving on ice. The character
can treat a car chase as an easy task.
- Computer Use: The ability to use a computer
for day-to-day things. The character can
program a computer for simple tasks. The
character is focused on PC-style computers,
and thus gets a +1 to use a PC-style computer.
The character can crack a computer network
over the Internet.
- Higher Mathematics: The character has an
in-depth knowledge of the principles of mathematics
and practice in their techniques. The character
can invent conjectures about mathematics.
The character has learned to identify patterns
based on their mathematics study, thus the
character gets a +1 to use the skill to identify
patterns. The character has develiop their
ability to napply mathematics generally,
thus gaining a +1 when using higher mathematics
as a general modifier.
- Danger Sense: The ability to know when there
is danger to the character. The character
knows the general direction a danger is coming
from. The character gets a +1 to sense supernatural
danger. The character will know the nature
of any sensed danger.
- Commando: The character can perform all the
abilities of a commando. The character is
also trained to fly helicopters. The character
has spent a significant time in using submachine
guns, thus the character gets a +1 when using
a submachine gun. The character makes any
combat task one stage easier (see GM Section:
Using Skills and Conditions in the Game for
details on the difficulty of ability attempts).
- Jet Pilot: The character can operate and
fly a jet. Use the aircraft computer more
effectively, the character gains a +1 when
using Computer Use as a modifier. The character
has spent a lot of time training for bad
weather, thus the character gets a +1 to
fly in instrument flight conditions. The
character makes any jet pilot task one stage
easier (see GM Section: Using Skills and
Conditions in the Game for details on the
difficulty of ability attempts).
Player Section: Psychic Powers
Psychic powers are powers that come from
within the character. These are the only
powers that the character has control of.
They are invented just like any ability.
There is one additional factor, the type
of power it is.
- Internal powers are the most basic; they
effect only the individual. Internal powers
incur no power detriment and take less than
a second to activate.
- Powers of thought either read, interpret,
or project thoughts. Such powers require
at least a second to perform. For each minute
of additional concentration before making
the attempt, there will be a 1 point favorable
modifier.
- Powers of perception allow the psychic to
learn and sense using thoughts. Such powers
require at least five seconds to perform.
For each minute of concentration before making
the attempt, there will be a 1 point favorable
modifier.
- Powers of emotion either read, interpret,
or project emotions. Such powers require
at least five seconds to perform. For each
minute of concentration before making the
attempt, there will be a 1 point favorable
modifier.
- Powers of dream either read, interpret, or
project dreams. Such powers require at least
ten minutes to perform. For each hour of
concentration before making the attempt,
there will be a 1 point favorable modifier.
Except for internal powers every use of a
psychic power causes a psychic power detriment.
This is a special kind of condition that
decreases with time Psychic Detriment (b).
The condition is a negative modifier for
all attempts to use psychic powers as the
primary ability. This does not apply to psychic
powers used as modifiers. The use of basic
powers increases the power detriment by 1
pip, difficult powers increase the detriment
by 2 pips, and extreme powers increase the
detriment by 3 pips. A character can recover
from the detriment at a rate of 1 pip per
hour, or 2 pips per hour when resting.
GM Section: Psychic Powers
If you allow psychic powers in your world,
then consult the chapter Psychic Powers for
details. For now you will have to decide
if psychic powers occur in the brain of the
character, or if there is a psychic world
that people can become attuned to.
In any case, here is the method of determining
the grade of psychic powers. A psychic power
is basic if:
- It is an internal power.
- It works only on the character using it.
- It can only be used by touch.
- It can be used at any range, but only with
active cooperation of the target.
- It can be used at any range, but only if
the character knows exactly where the target
is.
- It is focused on a single object or subject.
A psychic power is difficult if:
- It can be used at any range, and it does
not require cooperation.
- It can be used at any range, but the psychic
needs to know who/what the target is.
- The power is stored somehow.
- The power combines several basic powers.
- The power is more general.
A psychic power is extreme if:
- It can be used at any range without knowing
anything about the target.
- It allows the psychic to grant power to another.
- The power is dangerous to use.
- The power is all encompassing in scope.
- The power combines several difficult powers.
Examples of Psychic Powers
Here are some examples of psychic powers.
- Bodily Control: A basic internal power allowing
the psychic to control their body.
- Clairvoyance: A basic power of perception
allowing the character to see what is happening
at a place known to the character.
- Clairvoyance: A difficult power of perception
allowing the character to see what is happening
at a place or the location of a person or
thing whose name is known to the psychic.
- Clairvoyance: An extreme power of perception
allowing the psychic to see things they would
not otherwise be able to see.
- Read Thoughts: A difficult power of thought
allowing the psychic to read the thoughts
of another.
- ESP: An extreme psychic power of thought
allowing the character to know things.
Here are some examples of specials due to
level increases.
- Bodily Control: A basic internal power allowing
the psychic to control their body. The ability
to ignore pain.
- Clairvoyance: A basic power of perception
allowing the character to see what is happening
at a place known to the character. The character
can also hear what is happening.
- Clairvoyance: A difficult power of perception
allowing the character to see what is happening
at a place or the location of a person or
thing whose name is known to the psychic.
The character can also hear what is happening.
- Clairvoyance: An extreme power of perception
allowing the psychic to see things they would
not otherwise be able to see. The character
can also hear what is happening.
- Read Thoughts: A difficult power of thought
allowing the psychic to read the thoughts
of another. The psychic can use this to identify
enemies.
- ESP: An extreme psychic power of thought
allowing the character to know things. The
character has learned to use their ESP in
enhancing other abilities, the character
thus gains a +1 modifier in any attempt to
know something when using ESP as a modifier.
Here are some examples of specials due to
research.
- Bodily Control: A basic internal power allowing
the psychic to control their body. The ability
to ignore pain. The character has gained
a +1 to their ability use Bodily Control
to climb.
- Clairvoyance: A basic power of perception
allowing the character to see what is happening
at a place known to the character. The character
can also hear what is happening. Gain a +1
when a person known to the psychic is present
at the target.
- Clairvoyance: A difficult power of perception
allowing the character to see what is happening
at a place or the location of a person or
thing whose name is known to the psychic.
The character can also hear what is happening.
Gain a +1 when a person known to the psychic
is present at the target.
- Clairvoyance: An extreme power of perception
allowing the psychic to see things they would
not otherwise be able to see. The character
can also hear what is happening. Gain a +1
when a person known to the psychic is present
at the target.
- Read Thoughts: A difficult power of thought
allowing the psychic to read the thoughts
of another. The psychic can use this to identify
enemies. Gain a +1 when the target is known
to the psychic.
- ESP: An extreme psychic power of thought
allowing the character to know things. The
character can gain a +1 modifier in any attempt
to know something when using ESP as a modifier.
Gain a +1 when the information being sought
relates to a friend of the psychic.
Here are some examples of level 5 specials.
- Bodily Control: A basic internal power allowing
the psychic to control their body. The ability
to ignore pain. The character has gained
a +1 to their ability use Bodily Control
to climb. The character makes any unarmed
combat task one grade easier (see GM Section:
Using Skills and Conditions in the Game for
details on the difficulty of ability attempts).
- Clairvoyance: A basic power of perception
allowing the character to see what is happening
at a place known to the character. The character
can also hear what is happening. Gain a +1
when a person known to the psychic is present
at the target. Sense supernatural forces.
- Clairvoyance: A difficult power of perception
allowing the character to see what is happening
at a place or the location of a person or
thing whose name is known to the psychic.
The character can also hear what is happening.
Gain a +1 when a person known to the psychic
is present at the target. Sense supernatural
forces.
- Clairvoyance: An extreme power of perception
allowing the psychic to see things they would
not otherwise be able to see. The character
can also hear what is happening. Gain a +1
when a person known to the psychic is present
at the target. Sense supernatural forces.
- Read Thoughts: A difficult power of thought
allowing the psychic to read the thoughts
of another. The psychic can use this to identify
enemies. Gain a +1 when the target is known
to the psychic. Gain the ability to communicate
mind-to-mind with another being.
- ESP: An extreme psychic power of thought
allowing the character to know things. The
character has learned to use their ESP in
enhancing other abilities, the character
thus gains a +1 modifier in any attempt to
know something when using ESP as a modifier.
Gain a +1 when the information being sought
relates to a friend of the psychic. Gain
a +1 to Speed Factor due to knowing what
the immediate future brings.
Player Section: Supernatural Powers
Supernatural powers are powers that come
from beyond the character. These are powers
that the character has limited or no control
over. They are invented just like any other
ability. As with psychic powers there is
an additional factor, the style of power
it is.
- Low Magic: These are supernatural powers
that are designed to be practical. They are
designed to allow the character to exert
an influence to compel magical spirits to
grant a power to the character. The purpose
of the power granted is called the magical
intention. The application of the power to
the magical intention is called a spell.
Note that low magic in no way implies low
power, many of the most powerful magics are
low magic. If you want to effect the psychic
or mundane worlds then you first apply a
+80 to the results, then you subtract 10
for crossing the veil from the astral to
the psychic world, or subtract 20 to cross
the veil from the astral plane to the mundane
world. The GM may assign other detriments
depending on the situation. It is important
to realize that unless a specific special
exists, or the ability is specifically designed
to help with magic, no mundane or psychic
ability may be used to assist with low magic
without incurring a -80 detriment (this is
not a power detriment).
- Spirit Magic: These are supernatural powers
that are designed to allow the character
to interact directly with a spirit in the
spirit world. Both the benefits, costs, and
dangers are substantially greater than with
low magic. If you want to effect the astral
plane (magical world) then you first apply
a +80 to the results, then you subtract 40
to cross the veil from the spirit world to
the magical (astral) world. If you want to
effect the psychic or mundane worlds then
you first apply a +160 to the results, then
you subtract 50 for crossing the veil from
the spirit world to the psychic world, or
60 to cross the veil from the spirit world
to the mundane world. The GM may assign other
detriments depending on the situation. It
is important to realize that unless a specific
special exists, or the ability to specifically
designed to help with spirit-level magic,
no mundane, or psychic ability may be used
to assist with spirit magic without incurring
a -160 detriment, and no low magic power
can be used with incxurring a -80 detriment
(this is not a power detriment).
- High Magic: These are supernatural powers
that allow the character to awaken parts
of themselves that are in tune with magical,
spiritual, and even divine realms. Often
the magic is not practical in a day-to-day
sort of way, but the purpose of such magics
is to eventually become a living god. If
you want to effect the spirit world then
you first apply a +80 to the results, then
you subtract 40 to cross the veil from the
divine world to the spiritual world. If you
want to effect the astral plane (magical
world) then you first apply a +160 to the
results, then you subtract 80 to cross the
veil from the divine world to the magical
(astral) world. If you want to effect the
psychic or mundane worlds then you first
apply a +240 to the results, then you subtract
130 for crossing the veil from the spirit
world to the psychic world, or 140 to cross
the veil from the spirit world to the mundane
world. The GM may assign other detriments
depending on the situation. It is important
to realize that unless a specific special
exists, or the ability to specifically designed
to help with high magic, no mundane, or psychic
ability may be used to assist with spirit
magic without incurring a -240 detriment,
no low magic power can be used with incurring
a -160 detriment, and no spirit power can
be used with incurring a -80 detriment (this
is not a power detriment).
- Religious Magic: These are supernatural powers
granted by divine powers in return for devotion
and worship. There are no magics more powerful
than this, though the character has the least
control over them of any of the styles. If
you want to effect the spirit world then
you first apply a +80 to the results, then
you subtract 40 to cross the veil from the
divine world to the spiritual world. If you
want to effect the astral plane (magical
world) then you first apply a +160 to the
results, then you subtract 80 to cross the
veil from the divine world to the magical
(astral) world. If you want to effect the
psychic or mundane worlds then you first
apply a +240 to the results, then you subtract
130 for crossing the veil from the spirit
world to the psychic world, or 140 to cross
the veil from the spirit world to the mundane
world. The GM may assign other detriments
depending on the situation. It is important
to realize that unless a specific special
exists, or the ability to specifically designed
to help with religious magic, no mundane,
or psychic ability may be used to assist
with spirit magic without incurring a -240
detriment, no low magic power can be used
with incurring a -160 detriment, and no spirit
power can be used with incurring a -80 detriment
(this is not a power detriment).
In addition to the style of magic there are
also several types of magic:
- Natural Magic: This type of magic utilizes
natural ingredients, processes, and places
as a basis for the casting of spells. You
attune yourself to the ingredients, processes,
or places until you are one with them. Then
you discover the magic within, and awaken
it either within you, or within the ingredient,
process, or place.
- Ritual Magic: This type of magic utilizes
layers of symbolism, postures, chants, prayers,
songs, items, and the like to build up lengthy
procedures for the casting of spells. Rituals
will have a formula: they begin with a consecration
step (where the character holds the magical
intention in mind), gathering the power to
compel the forces, calling out to the forces,
compelling the forces to grant the spell,
and then dismissing the forces and returning
to a normal state.
- Constructive Magic: This type of magic builds
up the elements of a spell step by step,
piece by pieces, until it is completed. To
accomplish this you begin by magically reforming
an object or individual so that they can
accept the magic. Then you build the intended
magic within them to the intention you wish.
- Internal Magic: This type of magic requires
changes in the state of consciousness (trances,
astral projection, etc.) of the character
in order to cast spells. You begin by mastering
the change in consciousness. Then you discover
the magic you intend within your new state
of consciousness. Then you become one with
that new magic.
The thing to remember here is that all of
these powers are designed to be the basis
for a kind of spell casting. Without a magical
intention, the goal of using a power to accomplish
a specific task, they are nothing. A magical
intention without a power is nothing. Together
they form a spell.
When defining these powers make sure to include
all relevant steps as details that will bring
it alive for the character
GM Section: Supernatural Powers
If you allow supernatural powers in your
world, then consult the chapter The Supernatural
World for details. For now you will have
to decide if supernatural powers occur in
the physical world of the character, or in
a separate Supernatural World.
In any case, here is the method of determining
the grade of supernatural powers. A supernatural
power is basic if:
- It is low magic or spirit magic that takes
at least a week of preparation and hours
to execute.
- It is a religious internal or natural magic
for the faithful masses.
- It is a religious internal, natural, or ritual
magic for invested clergy.
- It is a low, spirit, or religious magic perception.
A supernatural power is difficult if:
- It is low magic or spirit magic that takes
at least a day of preparation and an hour
to execute.
- It is a religious ritual magic for the faithful
masses.
- It is a religious constructive magic for
invested clergy.
A supernatural power is extreme if:
- It is a high magic style.
- It is a low magic or spirit magic that requires
little time to prepare and execute.
Examples of Supernatural Powers
Here are some examples of supernatural powers.
- Herbal Powers: This is a basic low natural
magic allowing the character to cast a spell
based on a specific magical intention. When
first learned, the character learns one magical
intention and one spell for that intention.
The first intention was a healing herb, with
a spell for healing wounds.
- The first step is to find and harvest the
herb you want (an herb that fits your magical
intention). This requires an Herbal Powers
roll to not ruin the herb.
- You then spend a week in daily meditation
on the herb while fasting. You must then
make a successful Herbal Powers roll to be
attuned to the herb (this must be modified
by either PF or Endurance or some similar
skill to offset fatigue).
- You have a week to perform the next step
before the herb is wasted. You then spend
a day to discover the power within the attuned
herb. You must make an Herbal powers roll,
using the score of the herb as a free modifier.
The result is the spell.
- There are two options of how it is cast.
The first is to make the herb into a kind
of talisman that has its magical power available
to anyone who owns the herb—when the duration
of the effect is over the herb crumbles to
dust. The second is to draw the power into
the character as a power—when you have done
this the herb crumbles to dust.
- Magical Senses: This is a basic internal
magic power allowing the character to be
aware of the presence of supernatural beings
or spells.
- Planetary Ritual: This is a difficult low
magic ritual allowing the character to cast
a spell based on what planetary influences
are currently in force. This will require
a Planetary Ritual roll in order to time
the ritual correctly. The ritual must be
performed at a particular hour of the day.
When first learned, the character learns
one magical intention and one spell for that
intention. The character must have a brazier
for consecration, a crystal for gathering
the power, a gong for calling our to the
spirit, a dagger for compelling the spirit,
and a wand for dismissal. These items must
be made prior to the ritual, by making a
Planetary Ritual roll. The inital intention
is knowledge, and the first spell is to identify
magical effects.
- The first step is to spend ten minutes performing
the consecration. This requires a Planetary
Ritual roll, and the character may use the
score for the brazier as a free modifier.
The character acquires a difficult power
detriment.
- The second step is to spend five minutes
performing the gathering of the power that
you will use in compelling the spirit. Here
you collect the astral light into the crystal.
This requires a Planetary Ritual roll, using
the previous result as one modifier, and
the character may use the score from both
the brazier and the crystal as a free modifier.
The character acquires another difficult
power detriment.
- The third step is to spend ten minutes performing
the calling out to the spirit. This requires
a Planetary Ritual roll, using the previous
result as one modifier, and the character
may use the score from the brazier and the
gong as free modifiers. The character acquires
another difficult power detriment. There
is a -5 modifier for the spirit.
- The fourth step is to spend thirty minutes
performing the compelling of the spirit.
This requires a Planetary Ritual roll, using
the previous result as one modifier, and
the character may use the score from the
brazier, the crystal, and the dagger as free
modifiers. The character acquires another
difficult power detriment. There is a -5
modifier for the spirit.
- The final step is the dismissal of the forces,
and a return to normality. This requires
a Planetary Ritual roll, the character may
use the score from the brazier, the crystal,
and the wand as free modifiers. The character
acquires another difficult power detriment.
There is a -5 modifier for the spirit.
- Personal Religious Ceremony: This is a difficult
religious magic ritual allowing a character
initiated into a religion to cast a spell
of worship after an hour long ritual. The
character needs a holy symbol created by
a priest. The result of the ritual is split
between duration and a number of HP. The
HP purchase a condition called Sanctity.
Sanctity is the level of holiness, a character
has.
- Gestures of Power: This is an extreme low
magic internal power allowing the character
to use a magical gesture to cast a spell.
When this power is first purchased the magician
knows how to perform one spell within a specific
magical intention. This is very fast style
of spell-casting, within a couple of seconds,
but has a -8 modifier due to difficulty.
The first intention is protection and the
gesture is protection from physical harm
(this will need to be brought down to the
mundane level for a net +60 to the effect
if the roll is successful).
- Smith Magic: This is an extreme high construction
magic allowing the character to use the construction
of magic items to bring about mystical connections
to their astral forms, then spirit forms,
and then their souls. When this power is
first acquired the character gains the skill
Knowledge (Smith Magic) (IN) (d). The character
will need to make their magical workshop
consisting of a forge, anvil, hammer, tongs,
and quench. Formulas for each of these items
will need to be developed, along with their
innate capabilities. Begin with the quench,
this requires daily meditation where the
smith-mage immerses their hands in the quench
and expends power, this goes on for a week
until the water and the container have been
washed in the smith-mage's power—at which
point this becomes the Quench of the Art
and soaking a metal object in iot five times
produces the effect Durable, making an object
more able to resist being damaged. The tongs
are washed in the Quebnch of the Art for
a week, after which they are called the Tongs
of the Art, they prevent the smith-mage from
being cursed by any object they work with
through Protection from Curses. Using the
tongs to soak the hammer in the Quench daily
for a week converts the hammer to the Hammer
of the Art, granting it the ability to Alter
Form of anything being worked on. The Hammer
is used to alter the form of the anvil, which
is then saoked in the Quench with the Tongs
each day for a week to Produce the Anvil
of the Art with the ability to Shape Form
of the object being worked. You use the hammer
and avil to produce the components of the
forges, each of which are washed in the quench
with the tongs daily; then another week is
required to assemble the Forge of the Art
with the power to Break Down Magical Opposition
and effectively rewrites the magical identity
of an object placed in it. You can work with
any metal to produce magic items requiring
a day of effort per kilogram of the item
(no less than a day can pass).
Here are some examples of level specials.
- Herbal Powers: This is a basic low natural
magic allowing the character to cast a spell
based on a specific magical intention. When
first learned, the character learns one magical
intention and one spell for that intention.
The first intention was a healing herb, with
a spell for healing wounds. The second spell
will be done under the same intention, this
time the spell is cure disease.
- Magical Senses: This is a basic internal
magic power allowing the character to be
aware of the presence of supernatural beings
or spells. The special is the ability to
indentify magical effects when using Knowledge
(Magic) as a modifier.
- Planetary Ritual: This is a difficult low
magic ritual allowing the character to cast
a spell based on what planetary influences
are currently in force. This will require
a Planetary Ritual roll in order to time
the ritual correctly. The ritual must be
performed at a particular hour of the day.
When first learned, the character learns
one magical intention and one spell for that
intention. The character must have a brazier
for consecration, a crystal for gathering
the power, a gong for calling our to the
spirit, a dagger for compelling the spirit,
and a wand for dismissal. These items must
be made prior to the ritual, by making a
Planetary Ritual roll. The inital intention
is knowledge, and the first spell is to identify
magical effects. The second spell is also
under knowledge, it is the ability to teach.
- Personal Religious Ceremony: This is a difficult
religious magic ritual allowing a character
initiated into a religion to cast a spell
of worship after an hour long ritual. The
character needs a holy symbol created by
a priest. The result of the ritual is split
between duration and a number of HP. The
HP purchase a condition called Sanctity.
Sanctity is the level of holiness, a character
has. As a special, the character can use
sancitity as a modifier for any ability attempt
within the powers of their god.
- Gestures of Power: This is an extreme low
magic internal power allowing the character
to use a magical gesture to cast a spell.
When this power is first purchased the magician
knows how to perform one spell within a specific
magical intention. This is very fast style
of spell-casting, within a couple of seconds,
but has a -8 modifier due to difficulty.
The first intention is protection and the
gesture is protection from physical harm
(this will need to be brought down to the
mundane level for a net +60 to the effect
if the roll is successful). The second gesture
is the gesture of protection from magical
harm.
- Smith Magic: This is an extreme high construction
magic allowing the character to use the construction
of magic items to bring about mystical connections
to their astral forms, then spirit forms,
and then their souls. When this power is
first acquired the character gains the skill
Knowledge (Smith Magic) (IN) (d). The character
will need to make their magical workshop
consisting of a forge, anvil, hammer, tongs,
and quench. Formulas for each of these items
will need to be developed, along with their
innate capabilities. Begin with the quench,
this requires daily meditation where the
smith-mage immerses their hands in the quench
and expends power, this goes on for a week
until the water and the container have been
washed in the smith-mage's power—at which
point this becomes the Quench of the Art
and soaking a metal object in iot five times
produces the effect Durable, making an object
more able to resist being damaged. The tongs
are washed in the Quebnch of the Art for
a week, after which they are called the Tongs
of the Art, they prevent the smith-mage from
being cursed by any object they work with
through Protection from Curses. Using the
tongs to soak the hammer in the Quench daily
for a week converts the hammer to the Hammer
of the Art, granting it the ability to Alter
Form of anything being worked on. The Hammer
is used to alter the form of the anvil, which
is then saoked in the Quench with the Tongs
each day for a week to Produce the Anvil
of the Art with the ability to Shape Form
of the object being worked. You use the hammer
and avil to produce the components of the
forges, each of which are washed in the quench
with the tongs daily; then another week is
required to assemble the Forge of the Art
with the power to Break Down Magical Opposition
and effectively rewrites the magical identity
of an object placed in it. You can work with
any metal to produce magic items requiring
a day of effort per kilogram of the item
(no less than a day can pass). A special
will be to create a magical focus device
for smith magic in the shape of a ring.
Here are some examples of researched specials.
- Herbal Powers: This is a basic low natural
magic allowing the character to cast a spell
based on a specific magical intention. When
first learned, the character learns one magical
intention and one spell for that intention.
The first intention was a healing herb, with
a spell for healing wounds. The second spell
will be done under the same intention, this
time the spell is cure disease. Then you
research a new herb with invisibility as
a power, and that is the new spell.
- Magical Senses: This is a basic internal
magic power allowing the character to be
aware of the presence of supernatural beings
or spells. The special is the ability to
indentify magical effects when using Knowledge
(Magic) as a modifier. A researched special
is a +1 to any magical operation using magical
senses as a modifier due to the ability to
sense the flow of magical power.
- Planetary Ritual: This is a difficult low
magic ritual allowing the character to cast
a spell based on what planetary influences
are currently in force. This will require
a Planetary Ritual roll in order to time
the ritual correctly. The ritual must be
performed at a particular hour of the day.
When first learned, the character learns
one magical intention and one spell for that
intention. The character must have a brazier
for consecration, a crystal for gathering
the power, a gong for calling our to the
spirit, a dagger for compelling the spirit,
and a wand for dismissal. These items must
be made prior to the ritual, by making a
Planetary Ritual roll. The inital intention
is knowledge, and the first spell is to identify
magical effects. The second spell is also
under knowledge, it is the ability to teach.
A researched special is due to special study
for timing rituals, thus gaining a +1 to
correctly time a planetary ritual.
- Personal Religious Ceremony: This is a difficult
religious magic ritual allowing a character
initiated into a religion to cast a spell
of worship after an hour long ritual. The
character needs a holy symbol created by
a priest. The result of the ritual is split
between duration and a number of HP. The
HP purchase a condition called Sanctity.
Sanctity is the level of holiness, a character
has. As a special, the character can use
sancitity as a modifier for any ability attempt
within the powers of their god. A researched
special is to gain a +1 to the personal religious
certemony when using a holy symbol of the
god.
Here are some examples of specials-at-five
for supernatural powers.
- Herbal Powers: This is a basic low natural
magic allowing the character to cast a spell
based on a specific magical intention. When
first learned, the character learns one magical
intention and one spell for that intention.
The first intention was a healing herb, with
a spell for healing wounds. The second spell
will be done under the same intention, this
time the spell is cure disease. Then you
research a new herb with invisibility as
a power, and that is the new spell. Herbal
powers are one leave easier to perform.
- Magical Senses: This is a basic internal
magic power allowing the character to be
aware of the presence of supernatural beings
or spells. The special is the ability to
indentify magical effects when using Knowledge
(Magic) as a modifier. A researched special
is a +1 to any magical operation using magical
senses as a modifier due to the ability to
sense the flow of magical power. The character
can perceive the astral plane directly.
- Planetary Ritual: This is a difficult low
magic ritual allowing the character to cast
a spell based on what planetary influences
are currently in force. This will require
a Planetary Ritual roll in order to time
the ritual correctly. The ritual must be
performed at a particular hour of the day.
When first learned, the character learns
one magical intention and one spell for that
intention. The character must have a brazier
for consecration, a crystal for gathering
the power, a gong for calling our to the
spirit, a dagger for compelling the spirit,
and a wand for dismissal. These items must
be made prior to the ritual, by making a
Planetary Ritual roll. The inital intention
is knowledge, and the first spell is to identify
magical effects. The second spell is also
under knowledge, it is the ability to teach.
A researched special is due to special study
for timing rituals, thus gaining a +1 to
correctly time a planetary ritual. Planetary
rituals are one step easier than normal.
- Personal Religious Ceremony: This is a difficult
religious magic ritual allowing a character
initiated into a religion to cast a spell
of worship after an hour long ritual. The
character needs a holy symbol created by
a priest. The result of the ritual is split
between duration and a number of HP. The
HP purchase a condition called Sanctity.
Sanctity is the level of holiness, a character
has. As a special, the character can use
sancitity as a modifier for any ability attempt
within the powers of their god. A researched
special is to gain a +1 to the personal religious
certemony when using a holy symbol of the
god. The character may call upon a lesser
spiritual servant of the god for assistance.
- Gestures of Power: This is an extreme low
magic internal power allowing the character
to use a magical gesture to cast a spell.
When this power is first purchased the
magician
knows how to perform one spell within a
specific
magical intention. This is very fast style
of spell-casting, within a couple of seconds,
but has a -8 modifier due to difficulty.
The first intention is protection and the
gesture is protection from physical harm
(this will need to be brought down to the
mundane level for a net +60 to the effect
if the roll is successful). The second
gesture
is the gesture of protection from magical
harm. A researched special is the gain
a
+1 when using Dexterity as a modifier for
gestures of power. Gestures of power are
one step easier than normal.
- Smith Magic: This is an extreme high construction
magic allowing the character to use the construction
of magic items to bring about mystical connections
to their astral forms, then spirit forms,
and then their souls. When this power is
first acquired the character gains the skill
Knowledge (Smith Magic) (IN) (d). The character
will need to make their magical workshop
consisting of a forge, anvil, hammer, tongs,
and quench. Formulas for each of these items
will need to be developed, along with their
innate capabilities. Begin with the quench,
this requires daily meditation where the
smith-mage immerses their hands in the quench
and expends power, this goes on for a week
until the water and the container have been
washed in the smith-mage's power—at which
point this becomes the Quench of the Art
and soaking a metal object in iot five times
produces the effect Durable, making an object
more able to resist being damaged. The tongs
are washed in the Quebnch of the Art for
a week, after which they are called the Tongs
of the Art, they prevent the smith-mage from
being cursed by any object they work with
through Protection from Curses. Using the
tongs to soak the hammer in the Quench daily
for a week converts the hammer to the Hammer
of the Art, granting it the ability to Alter
Form of anything being worked on. The Hammer
is used to alter the form of the anvil, which
is then saoked in the Quench with the Tongs
each day for a week to Produce the Anvil
of the Art with the ability to Shape Form
of the object being worked. You use the hammer
and avil to produce the components of the
forges, each of which are washed in the quench
with the tongs daily; then another week is
required to assemble the Forge of the Art
with the power to Break Down Magical Opposition
and effectively rewrites the magical identity
of an object placed in it. You can work with
any metal to produce magic items requiring
a day of effort per kilogram of the item
(no less than a day can pass). A special
will be to create a magical focus device
for smith magic in the shape of a ring. A
researched special is to use Smith-Magic
to duplicate Knowledge (Metals). The Smith-Mage
may alter an existing magic item by adding
to its current abilities by one pip per level
of success after working on it for one kilogram
per day (with a minimum of one day).
GM Section: Abilities for Units, Habitations,
Nations, and Societies
Groups of people, such as military units,
factory workers, or any other group that
shares similar training and experience, may
develop abilities just like characters can.
In this way you can determine how well a
group performs as a single unit. For example,
a military unit might have skill in a common
weapon, to see how well the unit uses the
weapon you roll once on the weapon skill,
just like you would for a character.
Habitations, such as villages or cities,
nations, and secret societies can also develop
abilities. For example, if a place is known
for its furniture, then you may make a roll
on that ability to determine if any furniture
is available should a character want it.
Player Section: Using Skills and Conditions
in the Game
During game play, situations will arise where
a character must take action. There are two
possible methods for resolving the outcome
of specific actions. For simple tasks where
the character has a skill that applies the
GM will usually just assume success. When
the results of a success are important, or
when there is doubt as the whether an action
is successful (such as when the attempt is
being resisted), an ability roll must be
made.
An ability roll is handled according to the
steps below.
- Choose the ability that best matches what
you want the character to do. If worse comes
to worse use the attribute closest to what
you want. Make sure the GM approves of your
choice, and be ready to justify this choice
with a role play reason. You may use a single
special from the ability you choose. If the
primary ability is a power, you may gaurantee
success. This ensures that result will be
a complete and total result of 1 (even after
detriments and the cost of HP equivalents).
- Add to this your first modifier. This is
an ability that seems supportive of the
attempt.
If nothing else, use an attribute. It is
possible that nothing will be appropriate,
in which case there will be no modifiers.
Make sure the GM approves of your choice,
and be ready to justify this choice with
a role play reason. You may use a single
special from the ability you choose.
- Add your second modifier if there is one.
Make sure the GM approves of your choice,
and be ready to justify this choice with
a role play reason. You may use a single
special from the ability you choose.
- Add any additional modifiers due to items
or hung effects. Make sure the GM approves
of all of your choices, and be ready to justify
them with role play reasons. You may use
any item you are holding or wearing.
- Subtract the roll of a d10 from the result.
- If you have previously guaranteed success,
then any negative result is adjusted to make
the result a full success. The number of
points of adjustment result in a number of
pips in power detriment.
GM Section: Using Skills and Conditions in
the Game
From the GM point-of-view an ability roll
is handled according to the steps below.
- Make sure that the character chooses the
best ability in terms of role-play, and not
just to get a big number. Make sure the player
is thinking in terms of primary ability then
modifiers. Does their role play reason make
sense?
- Make sure that the reasons for the first
and second modifiers are good ones.
- Make sure the modifiers for items and hung
effects are good ones.
- When possible, observe the d10 roll. Or have
another player observe it.
- The GM then applies a modifier to the result
of step 4 based upon applicability of the
choice in step 1 and the difficulty of the
choice. Applicability ranges from 0 for a
perfectly applicable choice, to -10 for something
barely applicable. If a choice for the primary
ability is applicable and difficult then
the GM should grant a favorable modifier
of +1 up to +4. If a primary ability is applicable
and extreme then the GM should grant a favorable
modifier of +5 up to +9.
- The GM applies modifiers for the difficulty
of the task:
- Easy task for someone with skill (sweeping
the floor with a really good broom) +10 or
more.
- Simple task for someone with skill (riding
a bicycle after practicing for weeks) +5
to +9.
- Normal task for someone with skill, +4 to
-4.
- Challenging task (playing chess with someone
better than you) -5 to -9.
- Hard task (recalling every word of a conversation
you participated in days ago) -10 to -19.
- Master-level task (climbing a rope with a
broken arm) -20 to -39.
- Legendary task (creating a painting that
makes those who view it weep at its beauty)
-40 to -79.
- Impossible task (forcing a demon possessing
you from your body by force of will alone)
-80 or worse.
The result of a skill roll is called the
level of success. If the level of success is a 0 we call
that a ¾ success. If the level of success
is -1 the result is a ½ success. If the level
of success is -2 the result is a ¼ success.
Partial success have results determined by
the GM as appropriate to the skill being
attempted; it is entirely possible that only
a full success will result in anything useful.
If the d10 roll is an unmodified 10 then
we have an unexpected result. Unexpected results can occur, even if the
skill attempt is a success. Roll the d10
again to determine the results:
1: You have done exactly the right thing
and succeeded, even for an impossible task!
It is possible for miraculous things to occur.
A demon is slain by a punch, a fall from
a high building is survived, etc.
2-3: You have had a favorable result. Some
additional effect has worked in your favor
(most often this will be the acquisition
of a new skill related to what is being done,
or an increase in an existing skill).
4: The effort takes twice as long as expected,
or requires twice the effort. This could
result in a double power detriment.
5: The effort takes three times as long as
expected, or requires three times the effort.
This could result in a triple power detriment.
6: The effort takes four times as long as
expected, or requires four times the effort.
This could result in a quadruple power detriment.
7: The effort takes eight times as long as
expected, or requires eight times the effort.
This could result in an octuple power detriment.
8-9: The effort has resulted in some unfortunate
effect. Equipment might be broken, information
might be garbled, something was done wrongly,
there might be minor injuries. You have had
a minor accident (you spilled ink all over
the book you are studying, you poked a friend
in the arm with your sword as you swing at
an enemy doing light damage, you are distracted
while casting a spell by a creaking noise
that reminds you of something hunting you,
etc.) A sudden storm strikes without warning.
The bad thing need not be related to the
die roll, only that the character is effected
by it.
10: The effort has resulted in a really bad
accident! Equipment used might be destroyed,
you might have learned exactly the wrong
thing, there might be severe injuries, you
might have killed yourself. Death should
be a rare result here, but if the situation
fits it is possible. For example, you set
fire to the library where you are studying
by candlelight; as you fire a machine gun
at the enemy a friend is bumped into your
line of fire before you can react doing extreme
damage; a magical spell that would transport
you and your friends to safety has backfired
and transported you all into the hands of
your enemy, a tsunami has struck the area
and widespread destruction has resulted.
It is possible that the result has nothing
to do with the attempted action by the character,
just that the character is effected by it.
Example: Ability Use
The character decides to attempt to land
an airplane. The player chooses to use their
Jet Pilot 3 (d) (the ability to operate a
jet airplane), Reaction Time 3 (the ability
to react quickly), and Dexterity 3 (eye-hand-coordination).
The GM decides this is a normal task and
gives it a 0 modifier, and +1 due to the
modifier for a difficult ability. The player
rolls a 10, followed by a 2. This results
in a 0, a 3/4 success. And it is a favorable
accident on top of that. The GM rules that
the character's Reaction Time has increased
by 1 and the passengers of the plane suffer
a rough landing.
Player Section: Using Items for Modifiers
Most items are pretty average. It is possible
that an item is particularly well made (what
we will call an Item of Quality), or it is
an item of power. In such cases there will
be a +number associated with it. This plus
can be used as an additional modifier. It
is possible to base your effort on this number,
as if it were an ability.
GM Section: Using Items for Modifiers
Plusses to an item should be based upon the
abilities of those who made it. Should you
decide it is important, or that the item
is above average, make a d10 roll against
the three abilities of the crafter who made
the item. The result is the number of HP
that the item can use to buy its plusses.
A result of eight difficult HP becomes a
+4 difficult modifier.
Example: Using Items for Modifiers
In the previous example, say the jet has
an ILS (Instrument Landing System) that gives
a +1 to the roll. This changes the result
to a 1, a successful landing, despite the
accident. This is a perfect landing.
Player Section: Hung Effects
It is possible to have effects last for a
period of time. For example, the character
needs to keep watch for several hours and
the character makes a die roll for it. Since
this is to last so long, one modifier must
be an ability that allows the character to
stay alert for a time. For this duration
there is a -1 modifier.
Longer durations are possible if the character
makes a good story for it. For example, the
character is studying every day so they have
a hung effect of knowledge
In any case after the duration modifier,
any remainder will be converted into HP to
pay for the hung effect. You can call the
effect by any name appropriate to what you
want to do.
GM Section: Hung Effects
The modifier for durations is as follows:
Duration |
Modifier |
One Hour or less |
0 |
Day or Night |
-1 |
Entire Day |
-2 |
Up to ten days |
-3 |
Month or less |
-4 |
Half-Year or less |
-5 |
Year or less |
-6 |
5 years or less |
-7 |
Decade or less |
-8 |
Half century or less |
-9 |
Century or less |
-10 |
5 Centuries or less |
-11 |
Millennium or less |
-12 |
Several millennia |
-12 - the number of millennia |
Forever |
-50 |
For durations longer than a day, if there
is not a good story behind the attempt, make
it a challenging task. For more than a month,
make it a hard task. For a year make it a
master-level task, and so on.
Examples: Hung Effects
A character wants to be able to react faster
than normal, in effect increasing their Speed
Factor of 2. They have the skill Reaction
Time 3 (giving the character the ability
to react to the unknown), Endurance 3 (the
ability to resist fatigue), and PF of 2.
The character wants this to go on for the
next six hours, gaining a -1 modifier. The
GM assigns a -2 for average difficulty. The
roll is a 4, for a total of 3 + 3 + 2 - 1
-2 - 4 = 1. So for the next six hours the
character has a Speed Factor of 3.
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