Change format to be description first and numbers last unless it is

dependant on MoS
This commit is contained in:
squeakypancakes 2024-11-29 20:07:17 -05:00
parent 79f1859da4
commit 1265c63c3b
2 changed files with 129 additions and 127 deletions

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@ -586,14 +586,19 @@ The character has a well trained and emotionally bonded pet, steed, or
companion. These companion stay by their caretaker's side instead of wondering
off and doing their own thing.
Cost | Description
:--: | ---
1 | Small such as a house cat
2 | Medium such as a dog
4 | Large such as a bear
+1 | Untrainable
+2 | Basic training
+4 | Advanced training
Total up the cost from the following table based on the Size and Training of
the companion.
Description | Cost
--- | :---:
**Size** |
Small such as a house cat | 1
Medium such as a dog | 2
Large such as a bear | 4
**Training** |
Untrainable | 1
Basic training | 2
Advanced training | 4
#### Animal Kinship
**Cost:** 3TP
@ -640,15 +645,15 @@ they want in return.
The character well known, they may be an artist, athlete, or political figure.
Disposition of NPCs are likely to be higher based on the NPCs values.
Rank | Description
:---: | ---
1 | Stand out in local community
2 | Known throughout your town/city
3 | Known provincially
4 | Known nationally
5 | Famous in multiple countries
6 | Well know on multiple continents
7 | World famous
Description | Cost
--- | :---:
Stand out in local community | 1
Known throughout your town/city | 2
Known provincially | 3
Known nationally | 4
Famous in multiple countries | 5
Well know on multiple continents | 6
World famous | 7
#### Fast
**Cost:** 2/Rank, max of 4 ranks
@ -684,16 +689,16 @@ Inheritance is treated as an additional wealth rating. Because it is outside
of the character's income using Inheritance doesn't accrue debt but lowers the
Inheritance rating permanently.
Rank | Value
:---: | ---
1 | Hundreds
2 | Thousands
3 | 10 Thousands
4 | 100 Thousands
5 | Millions
6 | 10 Millions
7 | 100 Millions
8 | Billions
Value | Rank
--- | :---:
Hundreds | 1
Thousands | 2
10 Thousands | 3
100 Thousands | 4
Millions | 5
10 Millions | 6
100 Millions | 7
Billions | 8
#### Language
**Cost:** 1TP/Language
@ -708,13 +713,13 @@ The character has access to additional resources, and equipment.
The downside of this perk is having to obey a strict hierarchy.
Rank | Military Rank
:---: | :---:
1 | Enlisted
2 | Non-Comissioned Officer
3 | Junior Commissioned Officer
4 | Senior Commissioned Officer
5 | Flag Commissioned Officer
Military Rank | Rank
--- | :---:
Enlisted | 1
Non-Comissioned Officer | 2
Junior Commissioned Officer | 3
Senior Commissioned Officer | 4
Flag Commissioned Officer | 5
#### Perfect Pitch
**Cost:** 2TP
@ -742,17 +747,17 @@ The character is more resistant than normal to radiation poisoning. They gain a
The character has a place that is unattached to their identity, or has
some kind of security, making it a ideal place to hide out if needed.
Cost | Example
:---: | ----
2 | Small, such as basement apartment
3 | Average Size, Family home
4 | Large, Mansion
+1 | Location
+1 | Luxury
+1 | Secret Exit
+1 | Security System
+1 | Weapon cache
+1 | Work Equipment
Example | Cost
--- | :---:
Small, such as basement apartment | 2
Average Size, Family home | 3
Large, Mansion | 4
Location | +1
Luxury | +1
Secret Exit | +1
Security System | +1
Weapon cache | +1
Work Equipment | +1
#### Sense of Direction
**Cost:** 1TP
@ -790,19 +795,17 @@ adjust all other thresholds accordingly.
The character has access to money in a market economy. This can be cash on hand
or how good an investment a bank thinks they are, its also a recurring income.
Rank | Credit
:---: | ---
10 | 100 Billions
9 | 10 Billions
8 | Billions
7 | 100 Millions
6 | 10 Millions
5 | Millions
4 | 100 thousands
3 | 10 thousands
2 | Thousands
1 | Hundreds
0 | Poverty
Value | Rank
--- | :---:
Poverty | 0
Hundreds | 1
Thousands | 2
10 Thousands | 3
100 Thousands | 4
Millions | 5
10 Millions | 6
100 Millions | 7
Billions | 8
### Psi descriptions
Psi abilities give a character access to special abilities that most people
@ -1052,27 +1055,27 @@ appropriate device to assist them.
Characters who are blind or deaf long term develop coping techniques that allow
them to participate.
Cost | Effect
:---: | ---
1 | -1 to Perception tests with sense, unless using an aiding device
2 | -1 to Perception tests with sense
2 | Character cant perform actions that require sense, but it is curable
8 | Character cant perform actions that require sense
Effect | Refund
--- | :---:
-1 to Perception tests with sense, unless using an aiding device | 1
-1 to Perception tests with sense | 2
Character cant perform actions that require sense, but it is curable | 2
Character cant perform actions that require sense | 8
#### Infamous
**Refund:** 1-7TP
The character has a bad reputation, whether they deserve it or not. Disposition
of NPCs are likely to be lower based on the NPCs values.
Rank | Description
:---: | ---
1 | Stand out in local community
2 | Known throughout your town/city
3 | Known provincially
4 | Known nationally
5 | Infamous in multiple countries
6 | Well know on multiple continents
7 | World infamous
Description | Refund
--- | :---:
Stand out in local community | 1
Known throughout your town/city | 2
Known provincially | 3
Known nationally | 4
Famous in multiple countries | 5
Well know on multiple continents | 6
World famous | 7
#### Lofty Goal
**Refund:** 3TP
@ -1088,21 +1091,21 @@ goal (such as letting a bad guy go free to help a friend).
The character has some illness or medical condition that needs to be treated
regularly.
Total up the cost from the following table based on the Frequency and Severity
of the symptoms.
Total up the refund from the following table based on the Frequency and
Severity of the symptoms.
Refund | Description
:---: | ---
| **Frequency**
0 | Specific circumstance or environment
1 | Few times a month
2 | Few times a week
3 | Daily
| **Severity**
1 | -1 to actions
2 | Flesh wound
3 | Deep wound
4 | Death
Description | Refund
--- | :---:
**Frequency** |
Specific circumstance or environment | 0
Few times a month | 1
Few times a week | 2
Daily | 3
**Severity** |
-1 to actions | 1
Flesh wound | 2
Deep wound | 3
Death | 4
#### Mistaken Identity
**Refund:** 2TP
@ -1121,11 +1124,11 @@ it. The cost depends on how strong the Nemesis is.
The character is has something they need to do on the regular. The cost is
based on how hard and often it must be done.
Cost | Example
:---: | ---
1 | Easily finished or monthly
2 | Moderate difficulty, or once every week or 2
3 | Difficult or dangerous task, Multiple times a week
Example | Refund
--- | :---:
Easily finished or monthly | 1
Moderate difficulty, or once every week or 2 | 2
Difficult or dangerous task, Multiple times a week | 3
#### Secret
**Refund:** 2-3TP

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@ -160,12 +160,12 @@ Sometimes characters need to do an extended action and there isn't enough time.
Characters can take a penality to the test to reduce the time required for an
extended action.
Mod | Time required
:---: | ---
-1 | 1/2
-2 | 1/4
-3 | 1/8
-4 | 1/16
Time required | Mod
--- | :---:
1/2 | -1
1/4 | -2
1/8 | -3
1/16 | -4
## Movement <a name="movement"></a>
Each turn characters can take various movement based actions. The movement can
@ -226,11 +226,11 @@ this happens both parties make another *Athletics + Body* test, the winner
adds their MoS to their speed. Fumbles causes a crash, and the character looses
a round recovering.
TN | Obstacle
Obstacle | TN
--- | ---
2 | Low fence
4 | Bench, garbage bins
6 | Tall fence
Low fence | 2
Bench, garbage bins | 4
Tall fence | 6
### Falls
Whenever a character falls they take damage equal to 1 for ever 3 meters
@ -256,12 +256,12 @@ To jump, a character must make an *Athletics + Body* test, and the defensive
modifier of the characters current movement. The horizontal distance jumped is
MoS x 0.75 meters. Vertical distance is MoS x 0.25 in meters.
TN | Surface
:---: | ---
3 | Standard
6 | Rough
10 | Slippery
14 | Climbing
Surface | TN
--- | :---:
Standard | 3
Rough | 6
Slippery | 10
Climbing | 14
## Social Actions <a name="socialActions"></a>
Characters can attempt to persuade NPCs into doing something they want. They
@ -594,11 +594,11 @@ day, with medical aid the character dies on a 1, without aid they die on a 1 or
Fire automatically deals 2 dice x DV damage from a full round of exposure, less
than a full round the DV is halved, and on a fumble the DV is also halved.
DV | Source
:---: | ---
0 | Lighter, Match
1 | Campfire, Torch, Flare
2 | Bonfire, Chemical fire, Inferno
Source | DV
--- | :---:
Lighter, Match | 0
Campfire, Torch, Flare | 1
Bonfire, Chemical fire, Inferno | 2
On a deep wound the character is incapacitated for 1d6 rounds as they thrash
about in agony.
@ -612,14 +612,14 @@ the same MoS.
Electricity will deal 2 dice x DV from a full round of exposure, less than a
full round the DV is halved, and on a fumbled the DV is also halved.
DV | Source
:---: | ---
1 | Wall outlet
2 | Power lines
4 | Power mains
5 | Small lightning strike
10 | Large lightning strike
20 | Hydroelectric dam generator
Source | DV
--- | :---:
Wall outlet | 1
Power lines | 2
Power mains | 4
Small lightning strike | 5
Large lightning strike | 10
Hydroelectric dam generator | 20
Characters who receive a flesh wound are locally paralyzed as their muscles
clench up uncontrollability from contact. Characters who receive a deep wound
@ -686,12 +686,11 @@ after 1 day | 1/hour
Protection is measured in a Radiation Shielding Factor. This number effectively
divides the amount of radiation a character receives.
RSF | Source
:---: | ---
1.5 | Unprotected vehicle
15 | Typical house
40 | Public Fallout shelter
Source | RSF
--- | :---:
Unprotected vehicle | 1.5
Typical house | 15
Public Fallout shelter | 40
## Magick <a name="magick"></a>
Magicians have the ability to cause change in the world, where this comes from