commit 515451354d5cfe84e8420c1c1b92cc62cbcdcbfa Author: pancakes Date: Mon Apr 15 19:21:24 2024 -0400 first commit diff --git a/' b/' new file mode 100644 index 0000000..4b87939 --- /dev/null +++ b/' @@ -0,0 +1,1703 @@ +# Chapter Two: Characters +Before playing Autonomous Garden, Players will have to make a character. If you +could live in this world, who would you want to be? Try to create a character +that you can immerse yourself in to explore the world thru. They might just be +a more idealized version of yourself or based of your favorite fictional +character. + +The player characters are the protagonists of the story that will be told by +playing the game. They are the players' link to the game world, as well has +their voice in the story. They don't need to be perfect, our world is not one +of perfection but one of change, something that good characters do over the +course of a story. So don't feel locked into the decisions you make in the +beginning. + +## Character Concept +Start off with your character decide on a general concept, this is usually a +job with a few adjectives, or maybe an established character with a slight +tweak. + +Concepts might change as players figure out what they want to play, and what +will work good in the same group and fit the setting and themes. It's on the +players to build characters that work well with and are willing to involve +themselves in the plot. + +## Defining Characters +The following questions proved a basic background that players may wish to use. +Players and Game Moderators can add more questions as they see fit. The answers +to these questions can get kind of long so it is advised to use a separate +sheet of paper for backgrounds. + ++ What is the character’s name and/or nickname? ++ What is the character’s gender and pronouns? ++ What is the character's race? ++ What is the character's age? ++ What is the character's religion and practice? ++ What is the character’s physical appearance? ++ What is the character’s occupation? ++ Which organizations does the character belong to? ++ What is the character’s lifestyle like? ++ Where is the character from? ++ Who are the character’s friends and rivals? ++ What is the character’s family like, and relationship? ++ Does the character's have romantic relationships? ++ Does the character know other PCs and how? ++ Does the character have any secrets? + +## Goals +Goals tell us what a character wants to achieve. These might be based on that +character's beliefs, motivation, or backstory. Motivations will help characters +gain [plot points](#plotPoints) + +These goals shouldn't be something that is so simple that it is +achievable in a single test, or so complex that it it would never get +done in the campaign. It can be something like defeating the antagonist but +but will usually be more personal, like asking out an NPC the character has had +a crush on for months. + +Decide on one of each of the following: +A short term goal, something achievable in a session. +A long term goal, something achievable by the end of the campaign. +A community goal, something that your community is working towards. + +## Values +A character's values will influence their decisions. These are the reasons why +a character does what they do. If used correctly they will help build a strong, +dynamic character. + +Two characters might share the same goal but their values will tell you how +they might go about achieving those goals. + +Pick 3-5 values + ++ Achievement ++ Adventure ++ Aesthetic ++ Autonomy ++ Caring ++ Challenge ++ Change and Variety ++ Competition ++ Cooperation ++ Creativity ++ Ecological stability ++ Economic security ++ Excitement ++ Family happiness ++ Free Time ++ Freedom ++ Friendship ++ Health ++ Help others ++ Inner harmony ++ Integrity ++ Intellectual status ++ Knowledge ++ Leadership ++ Leisure ++ Location ++ Loyalty ++ Pleasure ++ Power ++ Precision ++ Responsibility ++ Recognition ++ Stability ++ Social Justice ++ Spirituality ++ Wealth ++ Wisdom + +## Moreaus +Moreaus are genetically engineered human and other animal hybrids. The result +of a black project dating back to at least the cold war, Moreaus were created +to be super soldiers and used in places that drones couldn't go without loss of +human life. Before birth the fetus has animal DNA grafted onto it's own which +causes significant animal characteristic. They are rare but still common enough +that people know about them. + +## Attributes +The broadest strokes of what a character is good at are displayed in their +attributes. All characters have the same 8 basic attributes that cover their +physical and mental abilities. Athletic characters will usually have higher +Body while social characters will have higher charisma. + +### Picking Attributes +Players are given a number of Attribute Points(APs) to purchase all the +attributes that define their character. The cost of any attribute is listed +next to the rating, a negative rating will refund a number a APs. Any APs left +over can be used to buy more [Plot Points](#plotPoints) on a one for one +basis. + +Your average Joe off the street has 0 APs, enough for 0s in all attributes. +Player characters are above average, they have 30 APs. And finally Major NPCs +have 50 APs. + +Average Joe | PC | Major NPC +:---: | :---: | :---: +0 | 30 | 50 + +Rating | Cost | Description | Deadlift +:---: | --- | --- | --- ++5 | 30 | Amazing | 180 kg ++4 | 30 | Super Human | 140 kg ++3 | 30 | Human Limit | 115 kg ++2 | 20 | Highly Developed | 95 kg ++1 | 10 | Above Average | 80 kg + 0 | 0\* | Average Adult | 70 kg +-1 | -5\* | Below Average | 60 kg +-2 | -10\* | Undeveloped | 50 kg +-3 | -15\* | Human Minimum | 40 kg + +\*increases an attribute to this level with experience points costs a flat 5 +points. + +The deadlift column shows the maximum weight that can be deadlifted and carried +a few paces based on the character's body attribute. Thus, a character with a ++2 Body can heft around 95 kg and stagger for a few steps before running into +difficulty. A mass equal to half the deadlift capacity can be held above the +head and a mass double the deadlift capacity can be dragged along. + +### Quick Attribute Set +To move the character process along, players can choose to just pick out +attributes instead of tracking the costs themselves. For a quick set of +attributes characters can take a single +2, three +1s, two 0s, and two -1s. +This comes out being the standard 30 points. + +### Agility +Agility measures the character's hand eye coordination, dexterity, and +reflexes. + +**Fumbles:** Character stumbles or trips, bumps into something, or drops what they're +holding. + +### Body +Body measures the character’s speed, constitution, and physical might. + +**Fumbles:** Character pulls a muscle(flesh bruise), overdose, or pass out. + +### Charisma +Charisma measures the character’s charm, grace, and likability. + +**Fumbles:** Character coughing fit, forget an important detail, or stumble words. + +### Intuition +Intuition measures the character's ability to perceive the world thru non +physical means. + +**Fumbles:** Character gets distracted, misinterprets symbolism, falls asleep. + +### Logic +Logic measures the character's ability to use linear reasoning to reach a +conclusion. + +**Fumbles:** Character comes up with a dangerously wrong solution, or breaks +device. + +### Manipulation +Manipulation measures the character’s ability to convince, deceive, and gaslight. + +**Fumbles:** Character upsets other person reducing disposition, someone +contradicts the character. + +### Perception +Perception measures the character’s senses, alertness, and attentiveness. + +**Fumbles:** Character gets distracted, misinterprets important detail, +equipment malfunction. + +### Psyche +Psyche measures the character's mental health, willpower, and feelings. + +**Fumbles:** Character can't resist, gives into temptation, or too afraid to act. + +## Skills +Skills measure a characters expertise in a specific area. Where as Attributes +measure general proficiencies, Skills are more specific. Skill levels range +from 0-5, and determine the number of six sided dice rolled in a skill test. + +This list doesn’t cover every possible Skill a character could have, but rather +those that are used most commonly in play. Players and GMs can come up with +additional Skills and applications, as needed for their game. + +### Picking Skills +Player characters receive 30 Skill Points(SPs) to spend on their skills and +specializations. +When creating a Player Character skills can not start out higher than level 3, +and require a *specialization* before they can be increased beyond level 3. + +Average Joe | PC | Major NPC +:---: | :---: | :---: +20 | 30 | 50 + +Level | Cost | Training quality | Description +:---: | :---: | --- | --- +0 | 0 | Untrained | Little to no skill +1 | 2 | Hobbyist | Amateur or basic training +2 | 4 | Professional | Average qualified person +3 | 6 | Expert | Years of experience +4 | 8 | Elite | Well known in their field for their skill +5 | 10 | Legendary | Known to the general pubic for their skill +- | 2 | Specialization | Specific field of knowledge in a skill + +### Quick Skill Set +To move the character process along, characters can choose to just pick out +skills instead of tracking the costs themselves. For a quick set of skills, +characters can take one skill at lvl 3, three skills at lvl 2, and six skills +at lvl 1. This totals the standard 30 points. + +### Skill Specialization +A skill specialization gives more detail about a characters' skills. They +improve the skill level by 1 under certain circumstances and allow a character +to ignore the mishap associated with fumbling. Characters may have more than +one specialization in a skill but the bonuses do not stack. + +Each skill specialization costs 2 skill points. A Specialization must be chosen +before a character can advance past level 3 in a skill. + +### Skill Descriptions +This section contains a description of the skill and other details. + +**Attributes:** Examples of which attributes are used for a task. + +**Specializations:** Examples of Specializations for the skill. + +**Possessed by:** Examples of characters who have the skill. + +#### Astralmancy +**Attributes:** Psyche (Casting spells), Perception (observations) +**Specializations:** Specific spell +**Possessed by:** Parapsychologists, Magicians, Psychics + +The Astralmancy Skill is the ability to control ones consciousness and the +spirit world. + +#### Athletics +**Attributes:** Agility (grabbing items), Body (physical activities), Logic +(evaluating moves), Perception (throwing items) +**Specializations:** Break Fall, Climbing, Swimming, Throwing +**Possessed by:** Athletes, Sports Enthusiasts, Soldiers + +The athletics skill is the ability to sports and general physical activities. +This includes knowledge of rules and regulations along with the physical +training. + +#### Awareness +**Attributes:** Perception (Physical senses), Logic (observation techniques) +**Specializations:** Ambushes, Specific sense, Wilderness +**Possessed by:** Researchers, Soldiers, Police, Investigators + +The Awareness Skill is the ability to perceive the presence of something. This +includes by any normal or psionic sense. This skill can also cover general +awareness, such as fine print on a contract. + +#### Biology +**Attributes:** Logic (reasoning), PER (observations) +**Specializations:** Evolution, specific kingdom, Ecology +**Possessed by:** Scientists, Permaculturists, Apothecaries + +The Biology skill is the knowledge of biologic organisms including plants, +animals, and fungi. + +#### Craft +**Attributes:** Intuition (abstraction creation), Logic (functional creation), Psyche (Narrative creation) +**Specializations:** Commercial, Specific sub-category, Forgery +**Possessed by:** Artist, Makers, Crafters + +The Craft Skill is the ability to create things, from visual art and useful +items all the way up to a building. + +#### Deception +**Attributes:** Manipulation (wits), Charisma (domination) +**Specializations:** Control, Seduction, Lying +**Possessed by:** Traders, Smugglers, Business people, Ambassadors + +The Deception skill is the ability to lie convincingly, convince others to go +along with their ideas, or seduce others. + +#### Defense +**Attributes:** Agility (using cover or dodging), Logic (techniques), Perception (spotting +defensive positions) +**Specializations:** Unarmed attacks, Melee attacks, Ranged attacks +**Possessed by:** Police, Rebels, Security + +The Defense Skill is the ability to avoid attacks against them, this could be +dodging melee and unarmed attacks or using cover to avoid bullets. + +#### Divination +**Attributes:** Intuition (Applications) +**Specializations:** Specific spell +**Possessed by:** Parapsychologists, Magicians, Psychics + +The Divination Skill is the ability to precieve the world thru non physical +senses, interpretate signs, and gain information that is otherwise unavaible. + +#### Electronics +**Attributes:** Agility (Drone Pilot), Logic (applications) +**Specializations:** Computers, Drones, Electronics +**Possessed by:** Researchers, Drone piolets, Hackers + +The Technology Skill is the ability to to use a design, maintain, and operate +computers, electronics, and drones. + +#### Evocation +**Attributes:** Psyche (Casting spells), Perception (observations) +**Specializations:** Specific spell +**Possessed by:** Parapsychologists, Magicians, Psychics + +The Evocation Skill is the ability to call upon and manipulate spirits. + +#### Firearms +**Attributes:** Logic (maintenance), Perception (attacking) +**Specializations:** Pistols, Rifles, SMGs +**Possessed by:** Military, Police, Rebels + +The Firearms Skill is ability to use firearms such as pistols, rifles, and +submachine guns. The Skill includes basic knowledge of the maintenance +procedures. + +#### Geoscience +**Attributes:** Logic (reasoning), Perception (observations) +**Specializations:** Geology, Climatology, Oceanography +**Possessed by:** Scientists, Ecologists, Permaculturists + +The Geoscience skill is the knowledge of the planet earth. + +#### Humanities +**Attributes:** Intuition (creating), Logic (reasoning) +**Specializations:** Various Fields of Study +**Possessed by:** Professors, Students, Researchers + +The Humanities skill is the ability to deal with the Social Sciences: +Anthropology, Economics, History, Law, Linguistics, Sociology, Political +Science, Philosophy, or Psychology. + +#### Insight +**Attributes:** Psyche (empathy), Perception (reading body language) +**Specializations:** Emotions, Lies, Motivations +**Possessed by:** Social workers, Business people, Ambassadors + +The Insight skill is the ability to read peoples emotions and motivations. + +#### Intimidation +**Attributes:** Body (physical intimidation), Charisma (domination), Manipulation (wits) +**Specializations:** Threats, Interrogation, Goading +**Possessed by:** Cops, Business people, Politicians + +Intimidation is used for coercing people thru fear to get what one wants. It +doesn't change their minds, but it can change their behavior. + +#### Investigation +**Attributes:** Logic (applications) +**Specializations:** Searching, Surveillance, Forensics +**Possessed By:** Police, Hackers, Investigators + +The Investigation Skill allows the character to collect information, put +together clues, and solve mysteries. + +#### Mechanics +**Attributes:** Logic (applications) +**Specializations:** automotive, bicycle, hvac, explosive +**Possessed by:** Mechanics, cyclists, repair people + +The Mechanics Skill is the ability to to use a design, maintain, and operate +mechanical devices, and use explosives. + +#### Medicine +**Attributes:** Logic (applications), Perception (observations) +**Specializations:** Combat, Neurology, Forensics, Toxicology +**Possessed by:** Soldiers, Medics, Acupuncturists + +The Medicine skill is the ability to diagnose and treat various medical +conditions, diagnose diseases, perform surgery, or stabilize wounds. + +#### Melee +**Attributes:** Agility (attacking), Logic (evaluating moves) +**Specializations:** Knives, Clubs, Fencing +**Possessed by:** Martial Artists, Police, Soldiers + +The Melee skill is the ability to fight using close combat weapons. + +#### Negotiation +**Attributes:** Manipulation (wits), Charisma (domination) +**Specializations:** Bartering, Mediating, Persuasion +**Possessed by:** Traders, Smugglers, Business people, Ambassadors + +The Negotiation skill is the ability to use charm, and careful arguments to +change minds and influence behavior. + +#### Performance +**Attributes:** Charisma (acting), Intuition (creative process), Logic (techniques) +**Specializations:** Improvised, Performance, Genre +**Possessed by:** Sophisticates, Professionals, Youth + +The Performance Skill is the ability that covers all aspects of live or +recorded performance. This includes the ability to produce, direct, act or +otherwise work in these media. + +#### Physics +**Attributes:** Logic (practical uses), Perception (observations) +**Specializations:** Mathematics, Mechanical, Chemistry +**Possessed by:** Physicists, Electricians, Chemists + +The Physics skill is the knowledge of the physical forces of the universe. + +#### Pilot +**Attributes:** Agility (control), Logic (using onboard systems) +**Specializations:** Ground, Air, Boats, Space +**Possessed by:** Combat Crew, Joe Average, etc. + +The Pilot Skill is the ability to control the movements of vehicles. While many +characters will know how to drive they usually don't have to do anything +extreme, which is what this skill covers. + +#### Restoration +**Attributes:** Psyche (Casting spells), Perception (observations) +**Specializations:** Specific spell +**Possessed by:** Healers, Magicians, Psychics + +The Restoration Skill is the ability to heal physical and mental damage. + +#### Security +**Attributes:** Logic (defeating digital locks), Perception (defeating mechanical locks) +**Specializations:** Physical, Digital +**Possessed by:** Hackers, Burglars, OPSEC + +The Security skill is the knowledge of physical, and digital security systems. + +#### Stealth +**Attributes:** Agility(sneaking), Intuition(hiding) +**Specializations:** Specific terrain type, Nighttime, Winter +**Possessed by:** Military, Rebels, Scavengers + +The Stealth skill is the ability to remain undetected. + +#### Streetwise +**Attributes:** Charisma (interactions) +**Specializations:** Black Market, Organized Crime, Rumors +**Possessed by:** Drug dealer, Undercover cop, Urban Residents + +The Streetwise skill is the ability to interact with the underworld and +streets. This can be obtaining illegal items or services, and find out out +information through non standard means. + +#### Survival +**Attributes:** Logic (applications), Perception (Navigating) +**Specializations:** Foraging, Hunting, Shelter +**Possessed by:** Soldiers, Rebels, Survivalists + +The Survival skill is the ability to survive wilderness environments. This +includes hunting, making a shelter, finding and purifying water, navigating, +and foraging for food. + +#### Unarmed +**Attributes:** Agility (Blocking), Body (attacking), Logic (evaluating moves) +**Specializations:** Striking, Grappling, Tripping, throwing +**Possessed by:** Martial Artists, Military, Rebels + +The unarmed skill is the ability to fighter using nothing but their body. +Characters without the unarmed skill can only deal bruising damage. + +#### Wrangle +**Attributes:** Agility(riding), Psyche (training), Logic (animal care) +**Specializations:** Specific animal, Training, Herding +**Possessed by:** Horseback riders, Permaculturists, Veterinarians + +The Wrangle skill is the ability to care for, ride, and train animals. This can +include signs of disease, but the Medicine skill is still needed to treat the +disease. + +## Traits +Traits provide extra detail for characters that don't map well to attributes +and skills, or define useful social relationships. Traits are broken up into +two groups, *Perks* and *Flaws*, Perks being positive Traits while Flaws being +negative. + +Each Perk *costs* a certain amount of Trait Points (TPs) and each Flaw +*refunds* a certain number of TPs. Perks and Flaws can also be acquired later +on during the game, either by role play or bought during [downtime](#downtime). +Any unspent Trait Points can be spent on [Wealth](#wealth) or [Plot +points](#plotPoints). + +Player Characters receive 5 trait points to spend on perks, they can take up to +7 points of flaws to gain additional points to spend. + +Average Joe | PC | Major NPC +:---: | :---: | :---: +0 | 5 | 10 + +### Perk List +Name | TP Cost +--- | :---: +Accelerated Healing | 4 +Ally | 3-7 +Ambidextrous | 2 +Animal Companion | 2-8 +Animal Kinship | 3 +Anonymity | 2/Rank +Common Sense | 4 +Contact | 2 +Cool Under Pressure | 3 +Double Jointed | 3 +Fake Identity | 3 per +Familiar | 1+ +Fast | 2/Rank +Forgettable | 3 +Helpful | 3 +Influence | 2/Rank +Immunity | 1 +Inheritance | 2/Rank +Language | 1 per +Perfect Pitch | 3 +Photographic Memory | 3 +Quick Draw | 3 +Radiation Resistance | 2 +Military Rank | 2/Rank +Safe House | 2+ +Sense of Direction | 1 +Sense of Time | 1 +Strong Immune System | 3 +Subordinates | 1+ +Toughness | 3 +**Psi Perks** | +Animal Communication | 5 +Astral Projection | 6+ +Aura sight | 3 +Channeling | 4 +Clairsentience | 5 +Empathy | 5 +Hunch | 4 +Ghost Sight | 4 or 6 +Precognition | 7 +Psychokinesis | 3-5 +Psychometry | 7 +Telepathy | 8 or 12 +Wraith Sight | 2 + +### Perk descriptions + +#### Accelerated Healing +**Cost:** 4TP +The character [recovers](#recovery) from wounds 25% faster than normal. + +#### Ally +**Cost:** 3-7TP/Per +The character knows someone who is willing to help the character even in dire +circumstances. They wont usually ask for much in return. This can be an +individual, organization, community, etc. + +#### Anonymity +**Cost:** 2TP per rank max 3 +The character lives off grid, pays in cash, avoids social media etc. +Investigation tests against the character suffer a -1 penalty per rank. + +#### Ambidextrous +**Cost:** 2TP +The character can fully use either of their hands for any task, they never +suffer from an off hand penalty to tests. + +#### Animal Companion +**Cost:** 2-8TP +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 + +#### Animal Kinship +**Cost:** 3TP +The character is naturally gifted with animals, they receive a +1 bonus on +wrangle rolls to deal with animals, in addition wild animals are less likely to +attack them and may respond to basic commands. + +#### Common Sense +**Cost:** 4TP +The character is considerate of their actions. The Game Moderator will warn the +player if their action would be foolish. + +#### Contact +**Cost:** 2TP/Per +The characters knows someone who will provide information or a service to a +character, but they will not put themselves at risk. + +#### Cool Under Pressure +**Cost:** 3TP +The Character can always [take average](#testsWithoutRolls). + +#### Double Jointed +**Cost:** 3TP +The character can contort and flex their body in unusual ways, allowing the +character to fit into spaces half the size for someone of their build. This +also provides a +1 on tests to escape restrains unless special precautions are +taken. + +#### Fake Identity +**Cost:** 3TP/Identity +The character has an extra fully detailed life, this includes a place to live, +job, and identification. This extra identity is hard to trace back to the +character's main identity. The downside of this perk is that it requires time +to maintain. + +#### Familiar +**Cost:** 1 per 5 CP/SP/TP +The magician has a friendly spirit or a [servitor](#servitors), to help them +magickally. These spirits come instantly when summoned but may have something +they want in return. + +#### Famous +**Cost:** 1-7TP +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 + +#### Fast +**Cost:** 2/Rank, max of 4 ranks +The character gains +5 to their sprint speed per rank. Adjust run speed +accordingly. + +#### Forgettable +**Cost:** 3TP +The Character is average build and height, unremarkable looks and run of the +mill dress. This causes the character's description to not really be remembered +well by other characters unless the character interacted with them for a while. + +#### Helpful +**Cost:** 3TP +The character is good at being able to help others, they can +[assist](#specialAction) others without having the relevant skill. + +#### Immunity +**Cost:** 1TP +The Character is immune to a single specific disease, drug, or poison in the story. + +#### Influence +**Cost:** 3TP/Rank max of 2 Ranks +The character has recognized privileges within a group. They gain a +1 to all +Charisma tests, throughout there area of influence. Areas of influence are +usually: business, media, military, and politics. + +The potential downside of influence is the character might become a target. + +#### Inheritance +**Cost:** 2TP/Rank +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 + +#### Language +**Cost:** 1TP/Language +The character knows an additional language beyond their native tongue, they can +read, write, and speak this chosen language. + +#### Military Rank +**Cost:** 2TP/Rank +The character is a member of the state military, or police force. They +generally have immunity for many consequences as the hand of the state. +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 + +#### Perfect Pitch +**Cost:** 2TP +The character can hear absolute pitch and know if an instrument is in tune. +They gain a +1 bonus to any musical or sound related test related to +identifying it. + +#### Photographic Memory +**Cost:** 3TP +The character has an ability to commit things they've seen, heard, or read +memory. Passwords can be memorized instant, page of information takes a round +etc. + +#### Quick Draw +**Cost:** 3TP +The character can draw an object as a free action. + +#### Radiation Resistance +**Cost:** 2TP +The character is more resistant than normal to radiation poisoning. They gain a ++1 bonus on body tests against radiation. + +#### Safe house +**Cost:** 2TP+ +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 + +#### Sense of Direction +**Cost:** 1TP +The character has an internal compass. They always know where they are and seem +to not get lost. + +#### Sense of Time +**Cost:** 1TP +The character has an internal clock, and can accurately estimate how +much time passes from event to event. + +#### Strong Immune System +**Cost:** 3TP +The character's body is especially resistant to ailments. They gain a +1 on +body tests to resist drugs and toxins, and diseases. + +The downside to Strong immune system is that it also effects beneficial drugs. + +#### Subordinates +**Cost:** 1 per 5 CP/SP/TP +The character has a professionally bound servant. The subordinate should have a +developed identity, and condition of subordination. Example subordinates +include: servants, bodyguards, and assistants. + +The downside of this perk is that, subordinates don't always have perfect +loyalty. + +#### Toughness +**Cost:** 3TP +The character is tougher than normal. They gain +1 to their Flesh wound level and +adjust all other thresholds accordingly. + +#### Wealth +**Cost:** 4TP/rank +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 + +### Psi descriptions +Psi abilities give a character access to special abilities that most people +don't have or even believe exist. They usually take the form an extra sense but +the user does usually have control over when they are active. Psi abilities can +become active at any point in someones life, common trigger events are +experiencing an ADE, being abducted by aliens, meditation, etc. + +All Psi abilities have the downside that everyone could think you have mental +health problems. + +#### Animal Communication +**Cost:** 5TP +The character is able to communicate with non-human animals. + +#### Astral Projection +**Cost:** 8TP +**Near Physical:** The character is able to shift their consciousness to leave +their body and freely travel around the near physical plane, they see things +mostly as they are normally except that furniture might be different, there +might be a new room in their house, or rarely other spirits. + +**Cost:** 10TP +**Dreaming:** +The character is able to shift their consciousnesses to where people do their +dreaming, it includes ones memory, imagination, and belief constructs. This +focus will reflect back ones own beliefs about what it really is. Everything +here including all inhabitants are part of the persons own mind. It's landscape +is malleable just like any lucid dream, because it is. + +**Cost:** 12TP +**Astral Plane:** The character is able to shift their consciousnesses to a +common area, where consciousnesses can interact. It contains all the Heavens, +Hells and everything in between. + +**Cost:** 14TP +**Eternity:** The character is able to shift their consciousnesses to a place +of pure subjective energy. There is no time here, no past, no present, no +future, it just is. + +#### Aura sight +**Cost:** 3TP +The character can see auras of other characters and magickal energy. The +initial action does don't require a roll but rolls may be required to utilize +any information gathered. + +#### Channeling +**Cost:** 4TP +The character is opened up in a way that allows ghosts to easily take over +their body. + +#### Clairsentience +**Cost:** 5TP +The character has extrasensory perception of an event, location, object, or +person. + +If the character also has Precognition they can see a remote even that +will happen in the future. + +#### Empathy +**Cost:** 5TP +The character can sense the emotions of others around them, in the way one +feels the wind or hears a sound. This doesn't tell the character what emotion +it is but the character can make an *Insight + Intuition* TN 3 test, to figure +it out. + +#### Hunch +**Cost:** 4TP +The character gets uncanny hunches, and the Game Moderator can allow the player +to make a creativity test whenever the character might get a burst of +inspiration even if there are no obvious clues. + +#### Ghost sight +**Cost:** 4TP +The character perceives the full spectrum of the near physical plane as normal. +Any spirits appear like any other person to the character. + +**Cost:** 6TP +The character perceives spirits but is aware that they are not physical. The +exact detail that discerns this is up to the player and Game Moderator. + +#### Precognition +**Cost:** 7TP +The character can sense future events of a location, object, or person as if +they were in the present while in physical contact with the subject of the +event. + +#### Psychometry +**Cost:** 7TP +The character gains sensory information about important evens that happened in +the objects presence while in physical contact with the object. + +#### Psychokinesis +**Cost:** 3-5TP +The character is able to move objects with their mind. The maximum weight of +object(s) is 1kg(3 TP), 2kg(4 TP), 3kg(5 TP). The character can throw objects +using Psyche instead of Body for range and power. + +#### Telepathy +**Cost:** 8TP +The character can focus to be able to send and receive surface thoughts and +images. + +**Cost:** 12TP +The character is able to probe a target for specific information in the +target's mind. + +#### Wraith Sight +**Cost:** 2TP +The character can see the apparition of recently dead characters that they were +close to. These apparitions do little more than let the character know that +they died. + +### Flaw List +Name | TP Refund +--- | :---: +Absent-minded | 4 +Addiction | Potency/4 +Animal Antipathy | 2 +Bad luck | 5 +Babyface | 1 +Beliefs | 1-3 +Bigot | 3 +Code of Honor | 1-4 +Curse | 2-5 +Dependency | Potency/4 +Faint of Heart | 1/Rank +Frail | 3 +Guardian | 5 +Impaired Sense | 1+ +Infamous | 1-7 +Lofty Goal | 3 +Medical Condition | 1-7 +Mistaken Identity | 1/Rank +Nemesis | 1 per 10 CP/SP/TP +Obligation | 1-3 +Secret | 2-3 +Slow healing | 4 +Wanted | 5 +Weak Immune System | 2 + +### Flaw descriptions + +#### Absent-minded +**Refund:** 4TP +The character forgets small details such as names, addresses, and codes. +In order to remember more than the character's own name and address they need +to make a TN 3 Logic test. + +#### Addiction +**Refund:** Potency/4 TP +The character has a physical addiction to a substance or activity. This could +be drugs, adrenaline, or tech, etc but they need it regularly. Anytime the +character misses a daily dose they need to make a Body test against (1/2 +Potency + 1). +Dangerous activities or tech have a TN of 5 and refunds 2 TP. + +MoS | Effect +--- | --- +<= -1 | Action penalty equal to MoS +<= -5 | Incapacitated for -(MoS) - 4 days +<= -9 | Life threatening fevers or convulsions for -(MoS) - 8 days +Fumble | Treat as MoS -9 + +#### Animal Antipathy +**Refund:** 2TP +The character is disturbing to animals. Domestic animals are treated as +unfriendly with the character and wild animals antagonistic. This flaw has no +effect on the character's animal companion if they have one. + +#### Bad luck +**Refund:** 5TP +The character is constantly plagued by bad luck. Once per session, the Game +Moderator can choose make the player roll as unskilled on a single test. + +#### Babyface +**Refund:** 1TP +The character looks a lot younger than they are, this might mean that they may +be on the receiving end of ageism and not allowed to do somethings or be +treated differently from their perceived youth. + +#### Beliefs +**Refund:** 1-3TP +The character has a non mainstream belief, that could cause ridicule. The only +upside is that characters may attract allies who share their beliefs. + +Cost | Example +:---: | --- +1 | They saw a local cryptid +2 | The earth is flat +3 | Aliens run the world from the shadows + +#### Bigot +**Refund:** 3TP +The character carries negative views about a group of people. No matter what +anyone tells them, they know that that group is lesser than them. + +**This flaw needs to be cleared with the GM and all players, and shouldn't be +used to excuse real world bigotory** + +#### Code of Honor +**Refund:** 1-4TP +The character has some kind of code or restrictive rules that they live by. The +player and GM should work out the details of this. + +#### Dependency +**Refund:** Potency/4 TP +The character has a mental dependency to a substance or activity. This could be +drugs, adrenaline, or tech, etc but they need it regularly. Anytime the +character is presented with their habit they must make a Psyche test against +(1/2 potency +1). If they fail and choose not to indulge they take an action +penalty. +Dangerous activities or adrenaline have TN of 5 and refunds 1 TP. + +MoS | Effect +--- | --- +<= -1 | -1 action penalty for 1 hour +<= -5 | -2 action penalty, reduces by 1 per hour +<= -10 | -3 action penalty, reduces by 1 per hour +Fumble | Treat as MoS -10 + +#### Faint of Heart +**Refund:** 1TP/Rank, max of 3 Ranks +The character has an aversion to blood and gore; anytime they see it they need +to make a body test against a Target Number of 2 + rank to avoid becoming +nauseous for the rest of the scene taking a -1 action penalty. + +#### Frail +**Refund:** 3TP +The character has a low pain Threshold, putting them out of commission on even +the lightest injuries. They take -1 to their flesh wound threshold and +recalculate their other thresholds accordingly. + +#### Guardian +**Refund:** 5TP +The character has to take care of someone, who keeps getting caught up in the +plot, and often targeted by the antagonists for their association with the +character. + +#### Impaired Sense +**Refund:** 1TP +The character has a lower than average basic sense(hearing, sight, smell/taste, +touch), subtle sensations become hard to make out and the character will suffer a +-1 penalty to all Perception tests with that sense if they don't have an +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 + +#### 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 + +#### Lofty Goal +**Refund:** 3TP +The character has a powerful, all consuming goal to which they are dedicated to +the point of obsession. The player and Game Moderator should define this goal, +making sure that it is largely unattainable, giving the character a strong +motivation. This is mostly a roleplaying Flaw, but Game Moderators may request +Psyche tests if a character wishes to do something that would hinder reaching the +goal (such as letting a bad guy go free to help a friend). + +#### Medical Condition +**Refund:** 1-7TP +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. + +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 + +#### Mistaken Identity +**Refund:** 2TP +The character looks similar in description to someone else. These situations +can be awkward or even dangerous, especially if the character's "twin" has a +bed reputation or is wanted for a crime. + +#### Nemesis +**Refund:** 1TP/Per 10 CP/SP/TP +The character has enemy who is out to get them. The player and GM should +workout how the rivalry started and how far the characters are willing to take +it. The cost depends on how strong the Nemesis is. + +#### Obligation +**Refund:** 1-3TP +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 + +#### Secret +**Refund:** 2-3TP +The character has a secret that they wish to keep hidden. This could be +something embarrassing or more serious. + +#### Slow healing +**Refund:** 4TP +The character heals takes 50% longer to heal. + +#### Wanted +**Refund:** 5TP +The character is activity being searched for by an armed organization. The +character's usual hangouts are being monitored. The player and GM should +workout the details of the organization and why they're pursuing the character. + +#### Weak Immune System +**Refund:** 2TP +The character's body is especially weak to ailments. They suffer a -1 on +body tests to resist drugs and toxins, and diseases. + +The upside to Weak Immune System is that it also effects beneficial drugs. + +## Secondary Attributes +Secondary Attributes are labeled that way because they are not selected like +the basic Attributes, but are derived on the latter. They represent facets of +the character’s physical abilities but are never rolled. + +The character’s Secondary Attributes are calculated using the following +formulas. Although the formulas appear involved, most of them are simply an +addition of a number to a multiple on an Attribute. All secondary attributes +have a minimum value of 1. + +Attribute | Formula +--- | --- +**Wound Threshold** | +Flesh Wound Level | 3 + Body +Deep Wound Level | 2x Flesh Wound Level +Critical Wound Level | 2x Deep Wound Level +**Movement Rates** | +Walk | 10m per round +Run | 1/2 Sprint speed, rounded up to nearest increment of 5 +Sprint | 30 + 5x Body + +### Wound Levels +Wound levels represent how much damage a character can take before becoming +injured. If damage dealt does not beat the flesh would level it does no damage +worth recording but it still hurts the Character. + +**Flesh wound:** Half 3 + Body + +**Deep wound:** Double Flesh Wound + +**Death:** Tripple Deep Wound + +### Movement Rates +There are a few movement rates the characters have, however for simplicity some +of them are not shown on character sheets. + +**Crawl:** 5m per round. + +**Walk:** 10m per round. + +**Run:** 15 + 5x Body per round. + +**Sprint:** 30 + 10x Body per round. + +## Plot Points +Eventually protagonists will be down on their luck, but for the story to go on +something needs to happen outside the normal rules, that's where *Plot Points* +come in. Plot points are a pool of resource for players to have more narrative +agency in game, while still giving challenge to their characters. Points are +spent on various effects listed below. + +Newly created Player characters start with 3 Plot Points and will gain 1 for an +especially good narration. Antagonists can use PPs as well, though in general +henchmen shouldn’t. + +Average Joe | PC | Minor Antagonists | Major Antagonists +:---: | :---: | :---: | :---: +0 | 3 | 1-3 | 5+1/PC + +### Deus Ex Machina +**Cost:** 3 PP +When the group is in a no win situation, something happens to save the day. +Such as an unknown faction appearing to distract the antagonists. + +### Emergency Dice +**Cost:** 1-5 PP +For each plot point add a die to a single test. + +### Donate Point +**Cost:** 1+donated PP +The charcter donates some of their plot point(s) to another character if they +don't have enough. + +### Downgrade Wound +**Cost:** 3 per Wound Level PP +When taking a wound something lucky happens, the character's clothing absorbs +the flames, bullets deflect off something, etc. Wounds are downgraded by wound +level, if a wound is reduced below a flesh wound it's negated. + +### Immediate Action +**Cost:** 1 PP +the character gains a free action, that does not count towards penailites which +can interrupt other character's actions. + +### Malfunction +**Cost:** 2 PP +A specific device stops working for a short period of time. + +### Reroll +**Cost:** 2 PP +The player chooses wether thier own or another NPC rerolls their dice. The new +result is the one that counts. + +## Equipment +Characters are assumed to have transportation, a place to live, enough money to +pay the bills, and any equipment necessary for their job. The exact specifics +will vary by profession and are up to the player and GM to work out. + +## Example Characters + +### Anish Kumar + +**Gender:** Man He/Him +**Race:** South East Asian +**Age:** 28 +**Religion:** Practicing Hindu +**Occupation:** Community Worker +**Goals:** Find romance +**Values:** Inner harmony, Caring, Loyalty + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | -1 || Body | 0 || Charisma | 0 || Intuition | -1 +Logic | +1 || Manipulation | +2 || Perception | 0 || Psyche | 0 + +**Skills** +Skill | Lvl +--- | :---: +Awareness | 2 +Deception | 1 +Defense | 1 +Humanities | 2 +Insight | 2 +Medicine | 1 +Negotiation | 3 +Streetwise | 1 +Unarmed | 1 +Wrangle | 1 + +**Perks** +Cool Under Pressure, Language(Spanish) + +**Wound Levels** +Flesh 3, Deep 6, Death 12 + +**Movement** +Walk 10, Run 15, Sprint 25 + +**Equipment** +Restraints, Smart phone, First Aid Kit + +### Bobbie Chalakatha + +**Gender:** Enby They/Them +**Race:** Native American +**Age:** 23 +**Religion:** Questioning atheist +**Occupation:** Musician +**Goals:** Find out the fate of sister +**Values:** Aesthetic, Family happiness, Freedom + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | 0 || Body | -1 || Charisma | +1 || Intuition | +2 +Logic | 0 || Manipulation | 0 || Perception | +1 || Psyche | -1 + +**Skills** +Skill | Lvl +--- | :---: +Awareness | 2 +Craft | 1 +Deception | 1 +Defense | 1 +Electronics | 1 +Insight | 2 +Negotiation | 1 +Performance | 3 +Streetwise | 1 +Unarmed | 1 + +**Perks** +Perfect Pitch, Ambidextrous + +**Wound Levels** +Flesh 3, Deep 6, Death 12 + +**Movement** +Walk 10, Run 15, Sprint 25 + +**Equipment** +Smart phone, Muscial instrument + +Weapon | DM | ACC | Range | Mag | Traits +--- | :---: | :---: | :---: | :---: | :---: +Knife | 1+BOD | 0 | 5+BOD | - | + +### Isabel Maldonado + +**Gender:** Woman She/Her +**Race:** Latino +**Age:** 37 +**Religion:** Serious Pagan(Baphomet) +**Occupation:** Psychologist +**Goals:** Better herself +**Values:** Responsibility, Leisure, Inner harmony + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | -1 || Body | -1 || Charisma | 0 || Intuition | +1 +Logic | +1 || Manipulation | 0 || Perception | 0 || Psyche | +2 + +**Skills** +Skill | Lvl +--- | :---: +Astralmancy | 2 +Awareness | 1 +Biology | 1 +Evocation | 2 +Insight | 1 +Investigate | 1 +Negotiation | 2 +Divination | 3 +Survival | 1 +Wrangle | 1 + +**Perks** +Familiar + +**Wound Levels** +Flesh 3, Deep 6, Death 12 + +**Movement** +Walk 10, Run 15, Sprint 25 + +**Equipment** +Backpack, Sleeping bag, Tent + +Weapon | DM | ACC | Range | Mag | Traits +--- | :---: | :---: | :---: | :---: | :---: +Knife | 1+Body | 0 | 5+Body | - | + +**Servitor** +Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | - || Body | - || Charisma | 0 || Intuition | +1 +Logic | +0 || Manipulation | 0 || Perception | 0 || Psyche | +1 + +**Skills** +Skill | Lvl +--- | :---: +Astralmancy | 1 +Awareness | 1 +Insight | 1 +Investigate | 1 + +**Flaws** +Frail + +**Wound Levels** +Flesh 3, Deep 6, Death 12 + +**Movement** +Walk 10, Run 15, Sprint 25 + +### Joeanna Carlson + +**Gender:** Women She/Her +**Race:** White +**Age:** 27 +**Religion:** non practicing Christan +**Occupation:** Self defense trainer +**Goals:** Protect their community +**Values:** Achievement, Health, Recognition + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | +1 || Body | +2 || Charisma | 0 || Intuition | -1 +Logic | 0 || Manipulation | -1 || Perception | +1 || Psyche | 0 + +**Skills** +Skill | Lvl +--- | :---: +Athletics | 2 +Awareness | 2 +Defense | 2 +Humanities | 1 +Intimidate | 1 +Medicine | 1 +Melee | 1 +Negotiation | 1 +Stealth | 1 +Unarmed | 3 + +**Perks** +Toughness + +**Wound Levels** +Flesh 5/6, Deep 10/11, Death 20/21 + +**Movement** +Walk 10, Run 20, Sprint 40 + +**Equipment** +Leather Jacket(+1), First aid kit, XSTAT, Flashlight, Rope + +Weapon | DM | ACC | Range | RoF | Mag +--- | :---: | :---: | :---: | :---: | :---: +Knife x2 | 1+Body | 0 | 5+Body | - | + +### Juan Romero + +**Gender:** Man He/Him +**Race:** Latino +**Age:** 26 +**Religion:** Satanist +**Occupation:** Computer Programmer +**Goals:** Be the greatest hacker +**Values:** Competition, Creativity, Leisure + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | 0 || Body | 0 || Charisma | -1 || Intuition | +1 +Logic | +2 || Manipulation | -1 || Perception | +1 || Psyche | 0 + +**Skills** +Skill | Lvl +--- | :---: +Awareness | 1 +Craft | 2 +Deception | 1 +Electronics | 3 +Humanities | 1 +Investigate | 2 +Negotiation | 1 +Physics | 1 +Security | 2 +Stealth | 1 + +**Perks** +Fake ID, Contact + +**Wound Levels** +Flesh 3, Deep 6, Death 12 + +**Movement** +Walk 10, Run 15, Sprint 30 + +**Equipment** +Smart Phone, Laptop, Electronics and mechanical tool kits, Drone, Throat/eat +comm set. + +### Keyanna Smith + +**Gender:** Woman She/Her +**Race:** Black +**Age:** 24 +**Religion:** Non practicing christan +**Occupation:** Forest Ranger +**Goals:** Resolve guilt +**Values:** Power, Friendship, Autonomy + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | +1 || Body | +1 || Charisma | -1 || Intuition | 0 +Logic | 0 || Manipulation | -1 || Perception | +2 || Psyche | 0 + +**Skills** +Skill | Lvl +--- | :---: +Athletics | 1 +Awareness | 3 +Defense | 1 +Firearms | 2 +Medicine | 1 +Pilot | 1 +Stealth | 1 +Survival | 2 +Unarmed | 1 +Wrangle | 2 + +**Perks** +Strong Immune System, Sense of Direction 2D + +**Wound Levels** +Flesh 3, Deep 6, Death 12 + +**Movement** +Walk 10, Run 20, Sprint 35 + +**Equipment** +patrol vehicle, comm gear, flashlight, restraints, Flairs, medical kit, +Binoculars, Flare x10, Gogles, Survival Kit, Tent + +Weapon | DM | ACC | Range | Mag | Traits +--- | :---: | :---: | :---: | :---: | :---: +Assult Rifle | 5 | 0 | 60 | 30 | RoF +3 +Knife | 1+Body | 0 | 5+Body | - | + +### Maia Ngyun + +**Gender:** Woman She/Her +**Race:** East Asian +**Age:** 16 +**Religion:** Questioning aethist +**Occupation:** Scavenger +**Goals:** Explore the unexplored +**Values:** Advenutre, Autonomy, Alone time + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | +2 || Body | 0 || Charisma | -1 || Intuition | 0 +Logic | +1 || Manipulation | 0 || Perception | +1 || Psyche | -1 + +**Skills** +Skill | Lvl +--- | :---: +Athletics | 1 +Awareness | 2 +Defense | 2 +Electronics | 3 +Firearms | 1 +Geoscience | 1 +Medicine | 1 +Melee | 1 +Stealth | 2 +Survival | 1 + +**Perks** +Animal Companion(Dog, basic intelligence), Language + +**Wound Levels** +Flesh 3/4, Deep 6/7, Death 12/13 + +**Movement** +Walk 10, Run 15, Sprint 30 + +**Equipment** +Pickup truck, Comm gear, Flashlight, Restraints, Metal Detector, Leather +Jacket(+1) + +Weapon | DM | ACC | Range | Mag | Traits +--- | :---: | :---: | :---: | :---: | :---: +Police Taser | 1 | 0 | 1 | 2 | Stun +Knife | 1+Body | 0 | 5+Body | - | + +**Dog** +Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | +2 || Manipulation | +2 || Instinct | +2 || +Perception | +2 || Body | +1 || Psyche | +1 + +### Aferin Guli + +**Gender:** Enby she/her +**Race:** Middle Eastern +**Age:** 35 +**Religion:** Islam +**Occupation:** Radio Host +**Goals:** Make the world safer +**Values:** Family, Integrity, Social Justice + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | -1 || Body | -1 || Charisma | +2 || Intuition | 0 +Logic | 0 || Manipulation | +1 || Perception | +1 || Psyche | 0 + +**Skills** +Skill | Lvl +--- | :---: +Awareness | 1 +Deception | 2 +Defense | 1 +Insight | 1 +Investigation | 2 +Medicine | 1 +Negotiation | 2 +Performance | 3 +Streetwise | 1 +Unarmed | 1 + +**Perks** +Famous 3, Language(Kurdish, Spanish) + +**Wound Levels** +Flesh 2, Deep 4, Death 8 + +**Movement** +Walk 10, Run 15, Sprint 25 + +**Equipment** + +## Downtime and Experience +Characters gain 1 xp at the end of each session and an additional 1 at the end +of an arc. + +In between sessions PCs go about their day to day lives, take time to recover, +and prepare for things to come. This is where PCs will spend their experience +points. + ++ Acquire ++ Long term project ++ Make things ++ Train + +### Acquire +The character can set up favors to temporarily gain the benefits of one of the +following: + ++ A special item ++ An ally ++ A vehicle ++ A service + +### Long Term Project +Long term projects cover a verity of activities, such as starting/improving a +food forest, establishing someone's trust, making a new friend, doing research +on a target, etc. + +Based on the project, the GM will set the cost for the activity. + +Project | Cost +--- | :---: +Food forest | 4 +Establish trust | 3 +New friend | 2 + +### Make Things +Characters with the right skills can often produce items and goods themselves, +which reduces the cost to buy and item by 1. The character will have to make a +TN 4 craft test. Obviously only items that can reasonably be crafted in a week +can be made, anything longer than that is better modeled with long term project +event. A failed test leaves the project unfinished and a fumble destroys the +project, and the player will have to acquire new components to try again. + +### Train +Most players will want to improve their character's abilities ether by +improving their skills or attributes. Most perks can aquired and flaws paid off +during downtime, however it might be worth checking with the GM first. diff --git a/C1 Setting.md b/C1 Setting.md new file mode 100644 index 0000000..3246a84 --- /dev/null +++ b/C1 Setting.md @@ -0,0 +1,564 @@ +Hope, it's a simple word but one we all need to experience now. + +# Autonomous Garden +"All fictions are the seeds of reality" - Wakest + +## Table of Contents + +[**Chapter 1: Setting**](#setting) +[Themes](#themes) +[Terms](#terms) +[Technology](#technology) +[Locations](#locations) +[Campaigns](#campaigns) + +[**Chapter 2: Characters**](#characters) +[Defining Characters](#definingCharacters) + +[Attributes](#attributes) +[Skills](#skills) +[Traits](#traits) +[Plot Points](#plotPoints) +[Secondary Attributes](#secondaryAttributes) +[Goals](#archetypes) +[Values](#archetypes) + +[Wealth](#wealth) +[Credit](#credit) +[rep](#rep) + +[Archetypes](#archetypes) + +[Downtime](#downTime) + +[Tutors](#tutors) + +[**Chapter 3: Equipment**](#equipment) +[Aquiring equipment](#aquiringEquipment) + +[Item List](#itemList) +[Clothing and Protective Suits](#clothingAndProtectiveSuits) +[Communication Equipment](#communicationEquipment) +[Medical Equipment](#medicalEquipment) +[Surveillance Equipment](#surveillanceEquipment) +[Survival Equipment](#survivalEquipment) +[Tools](#tools) + +[Personal Weapons](#weapons) + +[Personal Armor](#armor) +[Shields](#shields) + +[Vehicles](#vehicles) + +[**Chapter 4: Action**](#action) +[Actions](#actions) + +[Dice Rolling](#diceRolling) +[Action Tests](#actionTests) +[Skill Tests](#SkillTests) +[Unskilled Tests](#unskilledTests) +[Attribute Tests](#attributeTests) +[Complexity](#complexity) +[Opposed Action Tests](#opposedActionTests) + +[Action Definition](#actionDefinition) +[Acting Fast](#actingFast) +[Action Types](#actionTypes) + +[Social Actions](#socialActions) + +[Resolving Combat](#resolvingCombat) +[Initiative](#initiative) +[Surprise](#surprise) +[Movement](#movement) +[Attacking](#attacking) +[Defending](#defending) +[Combat Modifiers](#combatModifiers) +[Injuries](#injuries) +[Recovery](#recovery) + +[Hazards](#hazards) + +[**Chapter 5: Game Moderating**](#gameModerating) + +[Safety First](#safetyFirst) +[Running the Game](#runningTheGame) +[Improvising](#improvising) +[Running action tests](#runningActionTests) +[GM Assitants](#GMAssistants) +[Improvising](#improvising) +[Session 0](#session0) +[Designing Adventures](#designingAdventures) +[Game Balance](#gameBalance) +[Pacing](#pacing) +[Plotting a campaign](#plottingACamaign) +[Occult](#Occult) + +[**Chapter 6: NPCs**](#NPCs) + +[Humans](#humans) +[Non Human Characters](#nonHumanCharacters) +[Non Human Traits](#nonHumanTraits) +[Animals](#animals) +[Moreaus](#moreaus) +[Spirits](#spirits) +[Cryptids](#cryptids) + + +[**Appendix**](#appendix) + +## Design +This game is based on the principle of “function over structure.” What does +that mean? Basically, it means that this game is concerned with how useful +things are in play and not with exactly how many wound points remain in the +left leg. The system works by placing more and more negative modifiers due to +damage, until things stop working. Anything not covered by standard attributes +(numeric ratings that tell you the effectiveness of things in a given field) +are covered by “Perks” and “Flaws,” modifiers with variable uses. + +This is called an effect-based system and allows us to use fairly simple rules +to cover a large number of situations, rather than rely on an arcane “one rule +for every situation” set. + +## Game Elements +### Objects of the Game +Autonomus Garden is about exploring the world and the characters. This is an +infinate game, where the point is to continue the game, there is no beating it. + +### Default Player Characters + + +### Default Antagonists +State agents, corporate mercenaries, and fascist militias all make great player +antagonists. + +### Game Units +Autonomous Garden defaults to using Meters as a game unit however for gaming +groups that are use to imperial measurements, these can easily be substituted +for yards, without breaking anything. + +### What you need to play +In order to begin playing you will need the following: + ++ At least one copy of these rules, which will tell you how to run the game. It + is useful if each player has access to their own copy of the rules for easy + reference ++ One character sheet per player ++ A pencil ++ A set of six sided dice(Between 3-6) per player or digital equivalent. ++ A set of XNO cards per player (Optional but recommended) + +# Chapter One: Setting +"Cooperation, not competition, is the very basis of future survival and of +existing life systems" - Bill Mollison + +In *Autonomous Garden* you play members of your community council delegated +ith various tasks to keep your society running. + +The old empire has torn itself apart, but unfortunately a shell still remains. + +The empire has fallen, the earth is healing. But not without long standing +wounds, attempts to engineer technical solution to climate change have only +accelerated global weirding, sure the megaflora might capture more carbon but +some species have also mutated by the genetic splicing used to create them. +Sorcerers walk the night streets to bioluminescent mushrooms as the local +cryptid is spotted in the community food forest. + +Within the ashes of the old word, new or should we say old ways of organizing +our societies have become more common. Ones where people have say in their +communities and don't have to worry about systemic bigotry. One where people +are relearning to live with the more than human world and not against it. But +not everyone feels this way, and there are those who want to go back to the old +way of doing things. + +Of course the task ahead is a great one, we only want the world. + +## Themes +“There is an intimate reciprocity to the senses: as we touch the bark of a +tree, we feel the tree touching us; as we lend our ears to the local sounds and +ally our nose to the seasonal scents, the terrain gradually tunes us in turn.” +— David Abram, Spell of the Sensuous + +There are several themes that make up *Autonomous Garden* some of which may not +be familiar. Knowing these themes in important for setting the tone of the +game. All of the themes to no need to present themselves in every campaign but +getting most of them is ideal. A campaign that takes place in a small commune +will play different than one that takes place in a city. + +### Anarchism +Anarchist themes revolve around personal freedom, social equality, and how +society can be organized. Anarchism seeks to remove all hierarchy unless it +proves itself necessary. Direct democracy and consensus voting are common. + +### Community + +### Consequences of the Past +Environmental damage done in the name of profit, social damage done to control +a population. It deliberately subverts systems that prevent the brighter future +from happening. + +### Ecological Living +What is it like to live in a community that doesn't export the cost of living +onto the more than human world, in order to make a quick profit. + +### Hope +The future is not nihilistic, in fact, it is quick optomistic. Things can get +better if we make them. This doesn't mean its a utopia but more of a protopia, +able to improve it's self from our current state to something one would want to +live in. While Hope here doesnt mean blind faith, that politians will "do the +right thing", or some technology will come around allowing westerners to live +the way they have without causing ecocide. It is the hope that things can +better than what they are now and most importantly is that nothings stops this +from happening right now. + +### Positive Technology +Technology has largely failed to lessen the workloads for works under +capitalism, as it just means that the production can be increased by any gains +in efficiency the new technology provides. Used democratically however, the +efficiency can be used to reduce labor while still meeting the needs of +society. Some technology can outright improve the lives of those who use it. + +### Paranormal +Magick happens, but for most people it only appears as coinsidence, where it is +easily written off. Aliens abduct people but it doesn't mean that they are +taking people up on a nuts and bolts space craft. Large hairy hominids wonder +the forests and sometimes they'll talk to you telepathically. What is usally +called the paranormal interacts with the normal world in subdte ways that only +a few ever incounter. + +### Decolonization + + +## Terms + +**Affinity Group:** A group of friends/comrades that work together for a common +goal. They are small and intimate enough that they are resistant to outside +influence, but they still have enough power to get things done. + +**Anarchist:** A political system that is against hierarchy, the state, and +capitalism as all of these are violent. + +**Appropriate Technology:** Technology that is designed to be sustainable, +small, and appropriate the context of its use. + +**Archology:** A monolithic structure build around environmental integration +with the human world. + +**Artificial Scarcity:** The illusion of, or limited access to something that is +abundant. The most common use is by a market economy. + +**Capitalism:** A market economy, in which work places are privately owned buy +an owning class, where a working class is coersed into selling their labor at a +fraction of its value to generate profits for the owning class. This system +demands infite grown that does not concider enviromental damage a cost of its +operation. + +**Civilization:** An urban centric hierarchical society that depends on rural +agriculture. + +**Communism:** A classless, stateless, and moneyless society. + +**ITEK:** Is the Indigenous Traditional Ecological Knowledge that a culture has +that keeps themselves in a good relation with the more than human world. It +includes how to care for land and animals for the benefit of all. + +**Green Washing:** Giving misleading information about the environmental impact +of a products or service. These still usually benefit empire. + +**Nouveau liberal:** Someone or something that is posing as solarpunk. + +**Permaculture:** Is a practical design philosophy intended to help us live and +prosper in an environment, while working with nature in a positive way, using +solutions based on careful observation of natural ecosystems and common sense. +Permaculture is a collection of indigenous thoughts that have been collected +but lack indigenous thinking. + +**Personal Property:** Property that is owned for use of it's owner. + +**Private Property:** Property that is owned to generate profits for +it's owner, usually not occupied by its owner. + +**Profit:** The difference between the cost of operating private +property including paying its workers and the revenue that they +generate. + +**Socialism:** An ideology that that's states that the workers should own, the +work place, residents should own their home, etc and classes of people are +abolished. Theoretically this could include a state but has never been +demonstrated. + +**Solarpunk:** Anti authoritarian ecological fiction. + +## Technology +Most technology of **Autonomous Garden** resembles the same tech to use today +and indeed almost all of it are things that exist today. Speculative fiction +often takes things that exist and makes them more common. *Appropriate +Technology* puts multiple similar solutions in place where they best fit and +self sufficiency for those using it. + +### Biotech +Over the last few years new technologies in biotech have emerged. Most notably +Stimpacks, a small injectable that can replicate the regenerative effect of +reptiles. Most injuries can be healed with a week and even severed limbs can be +fully regenerated with in 2 months. + +### Heating and Cooling +Lowtech heating and cooling ease the burden of powering buildings with little +to no energy usage. + +#### Geothermal Heating/cooling + +#### Green Roof + +#### Masonry heating + +#### Terracotta Air conditioner + +### Energy +The decentralizing of energy opens up a variety of ways individual and +communities can power their homes and buildings. Many of these technologies +wouldn't be out of place in past centuries but don't let that fool you into +thinking they can't liberate people from capitalist control. + +#### Composting Power Plant +In the 20th century Jean Pain created a technique for generation heat and biogas +from brushwood compost. By collecting brushwood from near by woods, the +composting power plant can produce methane gas for fuel, heat water, and create +humus for fertilizer all without any strong oders. Best of all this is a +set-it-and-forget-it system, meaning it doesn't require any maintenance outside +of new brushwood every 8+ months. + +Modern Composting power plants can be made as small as 2x2m which is enough to +heat water 65°c, thanks to the use of polyethylene tubing less tubing is +required to heat. + +Methane producing piles usually require a larger area as they have a tank in +them, filled 3/4 full with the same compost, which has been seeped in water for +2 months. The tank is hermetically sealed and connected to a reservoir. Once +distilled the methane can be processed to be used as fuel for cooking or in +generators. This fuel is equivalent to high grade petro. + + +#### Hydro +Humanity has been using hydro power for around 2,000 years. The old way was to +power the machines with mechanical transmission, but in the late 19th century +electricity became utilized as a way of powering machines. + +##### Mechanical Transmission +Wooden water wheels appeared more than 2,000 years ago, there were a few +different designs but the most efficient one was the vertical overshot water +wheel, which could convert 50-60% of its potential energy into usable energy. +In the 18th century, iron water wheels appeared improving this to 65-85%. + +The modern water-powered prime movers that we use today convert over 85% of +their potential energy into usable mechanical power at the shaft of the +turbine and are 10 to 20 times more compact than the water wheels of old. + +##### Electric Generator +Hydro electric generators come in various sizes from being able to power a home +to a city block. In addition to the water wheel, an electric generator is +connected to wheel. On average a hydro electric generator only converts about +half of the water energy into usable energy. + +#### Solar +Maybe the most popular idea of renewable energy, and where the genre gets it's +name. Solar power uses the power of the sun, to generate energy. + +##### Solar PV +Solar PV or Solar photovoltaic generates electricity from sunlight. Solar PV +panels can be installed in most places where they can collect sunlight. + +##### Solar Water heater + + +##### Solar Air Heater +This device is made of a plywood box with a clear pvc or glass panel and some +form of aluminum inserted inside painted matte black to collect heat. It has 2 +air vents one going into the bottom and the other the top, both will run into +the building to be heated, and at least one fan to pump the air thru the +system. Variations on these are numerous, but soda can and window screen are +popular. + +Solar Air Heaters are not meant to replace a traditional heat source but can +supplement it, depending on the setup they are able to provide up to 40-60% of +heating needs. Minimum useful sizes for these are 1.2 by 2.4m and will usually +cover a whole south facing wall for maximum effect. + +#### Stirling Engine + +#### Wind +For more than two thousand years, windmills have been built from recyclable or +reusable materials. When electricity producing wind turbines were invented in +the 1880s. The materials didn't change. It was only with the arrival of plastic +composite blades in the 1980s that wind power as become a source of toxic waste +production that ends up in landfills. + +New production technology and design enable it to be possible to build larder +wind turbines almost entirely out of wood again, not just the blades, but also +the rest of the structure. This has solved the issue of waste and making the +manufacturing of wind turbines largely independent of fossil fuel and mining. + +### The Meshnet +When the rebellion start to pickup steam, the empire setup the new iron +firewall to keep their political enemies from being able to recruit in lands +they controlled. While not perfect it does stop most libertians from accessing +the internet, whoever Libertatia has it's own internet. Built from +interconnecting nodes which prevents disruptions to the whole system. +The meshnet is capable of connecting to the wider web but it is usually not at +a comfertible speed. + +Meshsites work via peer-to-peer without having to host them on a server, but +are signed by users with a unique key, ensuring that only the owner can modify +their meshsite. + +### Software +Because intelectual property has been abolished, all software is free and open +source. This means anyone with programming skills can improve and redistribute +their changes. Older software especially games are able to be played on modern +systems with little issue. The software itself is lighter as it doesnt have to +include trackers and other malware, and focuses on the user getting their task +done instead of addicting them to their device. + +### Travel +#### Air +Air travel is a lot slower than decades prior but those who travel get more +from the journey by taking solar powered dirigibles. The flight time is +significantly longer but the energy usage per trip is also significantly +reduced. + +#### Ground +Electric vehicles are common but there are still a few combustion engines +kicking around in some places. Many people ride bikes or velomobiles, a kind of +mix between a bicycle and a car that may or may not have electric assistance. + +#### Sea + +## Life in the Communes +"True progress lies in the direction of decentralization, both territorial and +functional, in the development of the spirit of local and personal initiative, +and of free federation from the simple to the compound, in lieu of the present +hierarchy from the centre to the periphery." -Peter Kropotkin + +### The right to live +The confederation guarantees right to live and all of that that +entails such as: food, clothing, healthcare, shelter, education, +transportation, and communication. + +Some of these things are provided by the commune itself while others such as +healthcare are provided by the confederation. This way smaller communes wont +suffer, because they cannot provide for themselves. + +### Work +Because people no longer have to work for the profits of others, labor has been +reduced back down to 15 hours a week like our ancestors had. The efficiency +improvements and technology made over the years allow this to be enough to not +sacrifice the western standard of living. + +Communes will usually vary on their exact economic policy but all agree that +workers should democratically decide on how to spend their labor and as such +work places operate as worker owned co-operatives. These cooperatives organize +across their industry into syndicates help scientifically decide on how much of +anything should be produced instead of just seeing what will sell. Additionally +only the jobs deemed socially useful are taken up, jobs that that only ever +generated revenue like repo agent, telemarketer, administrative assistant, etc +no longer exist in this society. + +### Community Councils +Each community there is a council made up of community members on a rotation +basis. Anyone who wishes to take part may do so without any form of election, +councils are made of up many members at a time to prevent accidental +hierarchies usually around 100-150 members. + +These councils allow the community to bring up issues that are effecting the +commune, allow for their discussion, a plan of action and delegates to be +decided on to carry out the plan. + +### Democratic Confederalism +Each commune is able to send 2 delegates to represent the commune within their +local region. These delegates allow the same kind of council structure to be +built at the provincial level. From there things go up to continental level, +etc. + +This means that communities are not on their own and can further pool +resources. + +### Ecology and Food +Most people eat things that are grown within 20 miles of them. Many foods are +grown in the former eye sores called lawns, fruit and nut trees line the +streets, and local food forests provide hundreds of different edible native +plants. + +### Transportation +Transportation can largely be divided into two categories: local and long +distance. + +**Local:** largely consists of human powered vehicles with electric assist +available for difficult terrain and disability. Utility vehicles are just about +the only reason local roads still exist and haven't been dug up to be replaced +with gardens and bike paths. + +**Long distance:** The confederation builds and maintains railways between +communes. The old way of highways interconnecting areas is slowly fading as +they've only serviced personal cars. These ways of travel might be slower but +so is life. + +Air travel has seen the return of lighter than air dirigibles. They are much +slower than jet engines planes but also require much less environmentally +damaging resources. + +Naval travel has seen the return of sailing ships. Newer materials and design +techniques have increased the efficiency over the old pre 20th century +sailboats of the past. + +### Justice and Defense +Eventually conflict and harm occurs, domestic disputes are handled by a local +Crisis Workers, a kind of negotiator or crisis responded. They don't come armed +and are trained to deescalate situations. Crisis workers often serve as +moderators for Restorative Justice meetings. + +Restorative Justice seeks to heal social wounds instead of punishing people for +antisocial acts. Both the offending and offend parties, possibly their +families sit down with a moderator and work out what must be done to make up +for the offense. The offender is giving the opportunity to take responsibility +for their actions so they can change their behavior in the future, the vicitim +is given the chance to get answers which help cope. + +Civil Defense have taken the place of police, but unlike state thugs, Civil +Defense is not responsible for catching runaway slaves, protecting private +property, suppressing worker rebellions, or generating revenue for the state. +Instead they stay in their barracks or other station unless called upon. They +are only called in when someones life is in danger. + +Prisons are abolished and replace with rehabilitation centers to help offenders +not commit antisocial acts again. This usually comes after restorative justice +meetings has failed and the council decides to send them to get help. Communes +commonly ban the death penalty. + +## Campaigns +"The greatest crimes in the world are not committed by people breaking the +rules. It's people who follow orders that drop bombs and massacre villages. As +a precaution to ever committing major acts of evil it is our solemn duty never +to do what we're told, this is the only way we can be sure." -- Banksy + +### Green and Black ops +There are many state and capitalist projects that threaten the local and +regional environment and affinity groups are composed of individuals with the +skills to stop them. + +This is the most action packed of the 3 example campaigns and PCs will likely +have some amount of combat skills. + +### Automous living Campaign +The characters living in a permanent autonomus zone, there is no local state to +worry about but there are still things that need to be done. Affinity groups +are delegated jobs as members of the community but things don't always go +according to plan and sometimes they get quiet strange. + +### Prefiguration + + +Your *affinity group* works to improve your community. Sometimes you need more +help and this requires rallying others who might want a favor before they are +willing to help. + diff --git a/C2 Characters.md b/C2 Characters.md new file mode 100644 index 0000000..d84ea68 --- /dev/null +++ b/C2 Characters.md @@ -0,0 +1,1703 @@ +# Chapter Two: Characters +Before playing Autonomous Garden, Players will have to make a character. If you +could live in this world, who would you want to be? Try to create a character +that you can immerse yourself in to explore the world thru. They might just be +a more idealized version of yourself or based of your favorite fictional +character. + +The player characters are the protagonists of the story that will be told by +playing the game. They are the players' link to the game world, as well has +their voice in the story. They don't need to be perfect, our world is not one +of perfection but one of change, something that good characters do over the +course of a story. So don't feel locked into the decisions you make in the +beginning. + +## Character Concept +Start off with your character decide on a general concept, this is usually a +job with a few adjectives, or maybe an established character with a slight +tweak. + +Concepts might change as players figure out what they want to play, and what +will work good in the same group and fit the setting and themes. It's on the +players to build characters that work well with and are willing to involve +themselves in the plot. + +## Defining Characters +The following questions proved a basic background that players may wish to use. +Players and Game Moderators can add more questions as they see fit. The answers +to these questions can get kind of long so it is advised to use a separate +sheet of paper for backgrounds. + ++ What is the character’s name and/or nickname? ++ What is the character’s gender and pronouns? ++ What is the character's race? ++ What is the character's age? ++ What is the character's religion and practice? ++ What is the character’s physical appearance? ++ What is the character’s occupation? ++ Which organizations does the character belong to? ++ What is the character’s lifestyle like? ++ Where is the character from? ++ Who are the character’s friends and rivals? ++ What is the character’s family like, and relationship? ++ Does the character's have romantic relationships? ++ Does the character know other PCs and how? ++ Does the character have any secrets? + +## Goals +Goals tell us what a character wants to achieve. These might be based on that +character's beliefs, motivation, or backstory. Motivations will help characters +gain [plot points](#plotPoints) + +These goals shouldn't be something that is so simple that it is +achievable in a single test, or so complex that it it would never get +done in the campaign. It can be something like defeating the antagonist but +but will usually be more personal, like asking out an NPC the character has had +a crush on for months. + +Decide on one of each of the following: +A short term goal, something achievable in a session. +A long term goal, something achievable by the end of the campaign. +A community goal, something that your community is working towards. + +## Values +A character's values will influence their decisions. These are the reasons why +a character does what they do. If used correctly they will help build a strong, +dynamic character. Groups should aim to have characters with compatible values +to allowing everyone to trust one another and not need an authority to force +them all to work together. + +Two characters might share the same goal but their values will tell you how +they might go about achieving those goals. + +Pick 3-5 values + ++ Achievement ++ Adventure ++ Aesthetic ++ Autonomy ++ Caring ++ Challenge ++ Change and Variety ++ Competition ++ Cooperation ++ Creativity ++ Ecological stability ++ Economic security ++ Excitement ++ Family happiness ++ Free Time ++ Freedom ++ Friendship ++ Health ++ Help others ++ Inner harmony ++ Integrity ++ Intellectual status ++ Knowledge ++ Leadership ++ Leisure ++ Location ++ Loyalty ++ Pleasure ++ Power ++ Precision ++ Responsibility ++ Recognition ++ Stability ++ Social Justice ++ Spirituality ++ Wealth ++ Wisdom + +## Moreaus +Moreaus are genetically engineered human and other animal hybrids. The result +of a black project dating back to at least the cold war, Moreaus were created +to be super soldiers and used in places that drones couldn't go without loss of +human life. Before birth the fetus has animal DNA grafted onto it's own which +causes significant animal characteristic. They are rare but still common enough +that people know about them. + +## Attributes +The broadest strokes of what a character is good at are displayed in their +attributes. All characters have the same 8 basic attributes that cover their +physical and mental abilities. Athletic characters will usually have higher +Body while social characters will have higher charisma. + +### Picking Attributes +Players are given a number of Attribute Points(APs) to purchase all the +attributes that define their character. The cost of any attribute is listed +next to the rating, a negative rating will refund a number a APs. Any APs left +over can be used to buy more [Plot Points](#plotPoints) on a one for one +basis. + +Your average Joe off the street has 0 APs, enough for 0s in all attributes. +Player characters are above average, they have 30 APs. And finally Major NPCs +have 50 APs. + +Average Joe | PC | Major NPC +:---: | :---: | :---: +0 | 30 | 50 + +Rating | Cost | Description | Deadlift +:---: | --- | --- | --- ++5 | 30 | Amazing | 180 kg ++4 | 30 | Super Human | 140 kg ++3 | 30 | Human Limit | 115 kg ++2 | 20 | Highly Developed | 95 kg ++1 | 10 | Above Average | 80 kg + 0 | 0\* | Average Adult | 70 kg +-1 | -5\* | Below Average | 60 kg +-2 | -10\* | Undeveloped | 50 kg +-3 | -15\* | Human Minimum | 40 kg + +\*increases an attribute to this level with experience points costs a flat 5 +points. + +The deadlift column shows the maximum weight that can be deadlifted and carried +a few paces based on the character's body attribute. Thus, a character with a ++2 Body can heft around 95 kg and stagger for a few steps before running into +difficulty. A mass equal to half the deadlift capacity can be held above the +head and a mass double the deadlift capacity can be dragged along. + +### Quick Attribute Set +To move the character process along, players can choose to just pick out +attributes instead of tracking the costs themselves. For a quick set of +attributes characters can take a single +2, three +1s, two 0s, and two -1s. +This comes out being the standard 30 points. + +### Agility +Agility measures the character's hand eye coordination, dexterity, and +reflexes. + +**Fumbles:** Character stumbles or trips, bumps into something, or drops what they're +holding. + +### Body +Body measures the character’s speed, constitution, and physical might. + +**Fumbles:** Character pulls a muscle(flesh bruise), overdose, or pass out. + +### Charisma +Charisma measures the character’s charm, grace, and likability. + +**Fumbles:** Character coughing fit, forget an important detail, or stumble words. + +### Intuition +Intuition measures the character's ability to perceive the world thru non +physical means. + +**Fumbles:** Character gets distracted, misinterprets symbolism, falls asleep. + +### Logic +Logic measures the character's ability to use linear reasoning to reach a +conclusion. + +**Fumbles:** Character comes up with a dangerously wrong solution, or breaks +device. + +### Manipulation +Manipulation measures the character’s ability to convince, deceive, and gaslight. + +**Fumbles:** Character upsets other person reducing disposition, someone +contradicts the character. + +### Perception +Perception measures the character’s senses, alertness, and attentiveness. + +**Fumbles:** Character gets distracted, misinterprets important detail, +equipment malfunction. + +### Psyche +Psyche measures the character's mental health, willpower, and feelings. + +**Fumbles:** Character can't resist, gives into temptation, or too afraid to act. + +## Skills +Skills measure a characters expertise in a specific area. Where as Attributes +measure general proficiencies, Skills are more specific. Skill levels range +from 0-5, and determine the number of six sided dice rolled in a skill test. + +This list doesn’t cover every possible Skill a character could have, but rather +those that are used most commonly in play. Players and GMs can come up with +additional Skills and applications, as needed for their game. + +### Picking Skills +Player characters receive 30 Skill Points(SPs) to spend on their skills and +specializations. +When creating Player Characters skills can not start out higher than level 3, +and require a *specialization* before they can be increased beyond level 3. + +Average Joe | PC | Major NPC +:---: | :---: | :---: +20 | 30 | 50 + +Level | Cost | Description +:---: | :---: | --- +0 | 0 | Little to no skill +1 | 2 | Hobbyist or basic training +2 | 4 | Average professional +3 | 6 | Experienced veteran +4 | 8 | Well known in their field for their skill +5 | 10 | Known to the general pubic for their skill +- | 2 | Specialization in specific domain of a skill + +### Quick Skill Set +To move the character process along, characters can choose to just pick out +skills instead of tracking the costs themselves. For a quick set of skills, +characters can take one skill at lvl 3, three skills at lvl 2, and six skills +at lvl 1. This totals the standard 30 points. + +### Skill Specialization +A skill specialization gives more detail about a characters' skills. They +improve the skill level by 1 under certain circumstances and allow a character +to ignore the mishap associated with fumbling. Characters may have more than +one specialization in a skill but the bonuses do not stack. + +Each skill specialization costs 2 skill points. A Specialization must be chosen +before a character can advance past level 3 in a skill. + +### Skill Descriptions +This section contains a description of the skill and other details. + +**Attributes:** Examples of which attributes are used for a task. + +**Specializations:** Examples of Specializations for the skill. + +**Possessed by:** Examples of characters who have the skill. + +#### Astralmancy +**Attributes:** Psyche (Casting spells), Perception (observations) +**Specializations:** Specific spell +**Possessed by:** Parapsychologists, Magicians, Psychics + +The Astralmancy Skill is the ability to control ones consciousness and the +spirit world. + +#### Athletics +**Attributes:** Agility (grabbing items), Body (physical activities), Perception (throwing items) +**Specializations:** Break Fall, Climbing, Swimming, Throwing +**Possessed by:** Athletes, Sports Enthusiasts, Soldiers + +The athletics skill is the ability to sports and general physical activities. +This includes knowledge of rules and regulations along with the physical +training. + +#### Awareness +**Attributes:** Perception (Physical senses), Logic (observation techniques) +**Specializations:** Ambushes, Specific sense, Wilderness +**Possessed by:** Researchers, Soldiers, Police, Investigators + +The Awareness Skill is the ability to perceive the presence of something. This +includes by any normal or psionic sense. This skill can also cover general +awareness, such as fine print on a contract. + +#### Biology +**Attributes:** Logic (reasoning), Perception (observations) +**Specializations:** Evolution, specific kingdom, Ecology +**Possessed by:** Scientists, Permaculturists, Apothecaries + +The Biology skill is the knowledge of biologic organisms including plants, +animals, and fungi. + +#### Craft +**Attributes:** Intuition (abstraction creation), Logic (functional creation), Psyche (Narrative creation) +**Specializations:** Commercial, Specific sub-category, Forgery +**Possessed by:** Artist, Makers, Crafters + +The Craft Skill is the ability to create things, from visual art and useful +items all the way up to a building. + +#### Deception +**Attributes:** Manipulation (wits), Charisma (domination) +**Specializations:** Control, Seduction, Lying +**Possessed by:** Traders, Smugglers, Business people, Ambassadors + +The Deception skill is the ability to lie convincingly, convince others to go +along with their ideas, or seduce others. + +#### Defense +**Attributes:** Agility (using cover or dodging), Perception (spotting defensive positions) +**Specializations:** Unarmed attacks, Melee attacks, Ranged attacks +**Possessed by:** Police, Rebels, Security + +The Defense Skill is the ability to avoid attacks against them, this could be +dodging melee and unarmed attacks or using cover to avoid bullets. + +#### Divination +**Attributes:** Intuition (Applications) +**Specializations:** Specific spell +**Possessed by:** Parapsychologists, Magicians, Psychics + +The Divination Skill is the ability to precieve the world thru non physical +senses, interpretate signs, and gain information that is otherwise unavaible. + +#### Electronics +**Attributes:** Agility (Drone Pilot), Logic (applications) +**Specializations:** Computers, Drones, Electronics +**Possessed by:** Researchers, Drone piolets, Hackers + +The Technology Skill is the ability to to use a design, maintain, and operate +computers, electronics, and drones. + +#### Evocation +**Attributes:** Psyche (Casting spells), Perception (observations) +**Specializations:** Specific spell +**Possessed by:** Parapsychologists, Magicians, Psychics + +The Evocation Skill is the ability to call upon and manipulate spirits. + +#### Firearms +**Attributes:** Logic (maintenance), Perception (attacking) +**Specializations:** Pistols, Rifles, SMGs +**Possessed by:** Military, Police, Rebels + +The Firearms Skill is ability to use firearms such as pistols, rifles, and +submachine guns. The Skill includes basic knowledge of the maintenance +procedures. + +#### Geoscience +**Attributes:** Logic (reasoning), Perception (observations) +**Specializations:** Geology, Climatology, Oceanography +**Possessed by:** Scientists, Ecologists, Permaculturists + +The Geoscience skill is the knowledge of the planet earth. + +#### Humanities +**Attributes:** Intuition (theorizing), Logic (reasoning) +**Specializations:** Various Fields of Study +**Possessed by:** Professors, Students, Researchers + +The Humanities skill is the ability to deal with the Social Sciences: +Anthropology, Economics, History, Law, Linguistics, Sociology, Political +Science, Philosophy, or Psychology. + +#### Insight +**Attributes:** Psyche (empathy), Perception (reading body language) +**Specializations:** Emotions, Lies, Motivations +**Possessed by:** Social workers, Business people, Ambassadors + +The Insight skill is the ability to read peoples emotions and motivations. + +#### Intimidation +**Attributes:** Body (physical intimidation), Charisma (domination) +**Specializations:** Threats, Interrogation, Goading +**Possessed by:** Cops, Business people, Politicians + +Intimidation is used for coercing people thru fear to get what one wants. It +doesn't change their minds, but it can change their behavior. + +#### Investigation +**Attributes:** Logic (applications) +**Specializations:** Searching, Surveillance, Forensics +**Possessed By:** Police, Hackers, Investigators + +The Investigation Skill allows the character to collect information, put +together clues, and solve mysteries. + +#### Mechanics +**Attributes:** Logic (applications) +**Specializations:** automotive, bicycle, hvac, explosive +**Possessed by:** Mechanics, cyclists, repair people + +The Mechanics Skill is the ability to to use a design, maintain, and operate +mechanical devices, and use explosives. + +#### Medicine +**Attributes:** Logic (applications), Perception (observations) +**Specializations:** Combat, Neurology, Forensics, Toxicology +**Possessed by:** Soldiers, Medics, Acupuncturists + +The Medicine skill is the ability to diagnose and treat various medical +conditions, diagnose diseases, perform surgery, or stabilize wounds. + +#### Melee +**Attributes:** Agility (attacking), Logic (evaluating moves) +**Specializations:** Knives, Clubs, Fencing +**Possessed by:** Martial Artists, Police, Soldiers + +The Melee skill is the ability to fight using close combat weapons. + +#### Negotiation +**Attributes:** Manipulation (wits), Charisma (domination) +**Specializations:** Bartering, Mediating, Persuasion +**Possessed by:** Traders, Smugglers, Business people, Ambassadors + +The Negotiation skill is the ability to use charm, and careful arguments to +change minds and influence behavior. + +#### Performance +**Attributes:** Charisma (acting), Intuition (creative process) +**Specializations:** Improvised, Performance, Genre +**Possessed by:** Sophisticates, Professionals, Youth + +The Performance Skill is the ability that covers all aspects of live or +recorded performance. This includes the ability to produce, direct, act or +otherwise work in these media. + +#### Physics +**Attributes:** Logic (practical uses), Perception (observations) +**Specializations:** Mathematics, Mechanical, Chemistry +**Possessed by:** Physicists, Electricians, Chemists + +The Physics skill is the knowledge of the physical forces of the universe. + +#### Pilot +**Attributes:** Agility (control), Logic (using onboard systems) +**Specializations:** Ground, Air, Boats, Space +**Possessed by:** Combat Crew, Joe Average, etc. + +The Pilot Skill is the ability to control the movements of vehicles. While many +characters will know how to drive they usually don't have to do anything +extreme, which is what this skill covers. + +#### Restoration +**Attributes:** Psyche (Casting spells), Perception (observations) +**Specializations:** Specific spell +**Possessed by:** Healers, Magicians, Psychics + +The Restoration Skill is the ability to heal physical and mental damage. + +#### Security +**Attributes:** Logic (defeating digital locks), Perception (defeating mechanical locks) +**Specializations:** Physical, Digital +**Possessed by:** Hackers, Burglars, OPSEC + +The Security skill is the knowledge of physical, and digital security systems. + +#### Stealth +**Attributes:** Agility(sneaking), Intuition(hiding) +**Specializations:** Specific terrain type, Nighttime, Winter +**Possessed by:** Military, Rebels, Scavengers + +The Stealth skill is the ability to remain undetected. + +#### Streetwise +**Attributes:** Charisma (interactions) +**Specializations:** Black Market, Organized Crime, Rumors +**Possessed by:** Drug dealer, Undercover cop, Urban Residents + +The Streetwise skill is the ability to interact with the underworld and +streets. This can be obtaining illegal items or services, and find out out +information through non standard means. + +#### Survival +**Attributes:** Logic (applications), Perception (Navigating) +**Specializations:** Foraging, Hunting, Shelter +**Possessed by:** Soldiers, Rebels, Survivalists + +The Survival skill is the ability to survive wilderness environments. This +includes hunting, making a shelter, finding and purifying water, navigating, +and foraging for food. + +#### Unarmed +**Attributes:** Agility (Blocking), Body (attacking) +**Specializations:** Striking, Grappling, Tripping, throwing +**Possessed by:** Martial Artists, Military, Rebels + +The unarmed skill is the ability to fighter using nothing but their body. +Characters without the unarmed skill can only deal bruising damage. + +#### Wrangle +**Attributes:** Agility(riding), Psyche (training), Logic (animal care) +**Specializations:** Specific animal, Training, Herding +**Possessed by:** Horseback riders, Permaculturists, Veterinarians + +The Wrangle skill is the ability to care for, ride, and train animals. This can +include signs of disease, but the Medicine skill is still needed to treat the +disease. + +## Traits +Traits provide extra detail for characters that don't map well to attributes +and skills, or define useful social relationships. Traits are broken up into +two groups, *Perks* and *Flaws*, Perks being positive Traits while Flaws being +negative. + +Each Perk *costs* a certain amount of Trait Points (TPs) and each Flaw +*refunds* a certain number of TPs. Perks and Flaws can also be acquired later +on during the game, either by role play or bought during [downtime](#downtime). +Any unspent Trait Points can be spent on [Wealth](#wealth) or [Plot +points](#plotPoints). + +Player Characters receive 5 trait points to spend on perks, they can take up to +7 points of flaws to gain additional points to spend. + +Average Joe | PC | Major NPC +:---: | :---: | :---: +0 | 5 | 10 + +### Perk List +Name | TP Cost +--- | :---: +Accelerated Healing | 4 +Ally | 3-7 +Ambidextrous | 2 +Animal Companion | 2-8 +Animal Kinship | 3 +Anonymity | 2/Rank +Common Sense | 4 +Contact | 2 +Cool Under Pressure | 3 +Double Jointed | 3 +Fake Identity | 3 per +Familiar | 1+ +Fast | 2/Rank +Forgettable | 3 +Helpful | 3 +Influence | 2/Rank +Immunity | 1 +Inheritance | 2/Rank +Language | 1 per +Perfect Pitch | 3 +Photographic Memory | 3 +Quick Draw | 3 +Radiation Resistance | 2 +Military Rank | 2/Rank +Safe House | 2+ +Sense of Direction | 1 +Sense of Time | 1 +Strong Immune System | 3 +Subordinates | 1+ +Toughness | 3 +**Psi Perks** | +Animal Communication | 5 +Astral Projection | 6+ +Aura sight | 3 +Channeling | 4 +Clairsentience | 5 +Empathy | 5 +Hunch | 4 +Ghost Sight | 4 or 6 +Precognition | 7 +Psychokinesis | 3-5 +Psychometry | 7 +Telepathy | 8 or 12 +Wraith Sight | 2 + +### Perk descriptions + +#### Accelerated Healing +**Cost:** 4TP +The character [recovers](#recovery) from wounds 25% faster than normal. + +#### Ally +**Cost:** 3-7TP/Per +The character knows someone who is willing to help the character even in dire +circumstances. They wont usually ask for much in return. This can be an +individual, organization, community, etc. + +#### Anonymity +**Cost:** 2TP per rank max 3 +The character lives off grid, pays in cash, avoids social media etc. +Investigation tests against the character suffer a -1 penalty per rank. + +#### Ambidextrous +**Cost:** 2TP +The character can fully use either of their hands for any task, they never +suffer from an off hand penalty to tests. + +#### Animal Companion +**Cost:** 2-8TP +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 + +#### Animal Kinship +**Cost:** 3TP +The character is naturally gifted with animals, they receive a +1 bonus on +wrangle rolls to deal with animals, in addition wild animals are less likely to +attack them and may respond to basic commands. + +#### Common Sense +**Cost:** 4TP +The character is considerate of their actions. The Game Moderator will warn the +player if their action would be foolish. + +#### Contact +**Cost:** 2TP/Per +The characters knows someone who will provide information or a service to a +character, but they will not put themselves at risk. + +#### Cool Under Pressure +**Cost:** 3TP +The Character can always [take average](#testsWithoutRolls). + +#### Double Jointed +**Cost:** 3TP +The character can contort and flex their body in unusual ways, allowing the +character to fit into spaces half the size for someone of their build. This +also provides a +1 on tests to escape restrains unless special precautions are +taken. + +#### Fake Identity +**Cost:** 3TP/Identity +The character has an extra fully detailed life, this includes a place to live, +job, and identification. This extra identity is hard to trace back to the +character's main identity. The downside of this perk is that it requires time +to maintain. + +#### Familiar +**Cost:** 1 per 5 CP/SP/TP +The magician has a friendly spirit or a [servitor](#servitors), to help them +magickally. These spirits come instantly when summoned but may have something +they want in return. + +#### Famous +**Cost:** 1-7TP +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 + +#### Fast +**Cost:** 2/Rank, max of 4 ranks +The character gains +5 to their sprint speed per rank. Adjust run speed +accordingly. + +#### Forgettable +**Cost:** 3TP +The Character is average build and height, unremarkable looks and run of the +mill dress. This causes the character's description to not really be remembered +well by other characters unless the character interacted with them for a while. + +#### Helpful +**Cost:** 3TP +The character is good at being able to help others, they can +[assist](#specialAction) others without having the relevant skill. + +#### Immunity +**Cost:** 1TP +The Character is immune to a single specific disease, drug, or poison in the story. + +#### Influence +**Cost:** 3TP/Rank max of 2 Ranks +The character has recognized privileges within a group. They gain a +1 to all +Charisma tests, throughout there area of influence. Areas of influence are +usually: business, media, military, and politics. + +The potential downside of influence is the character might become a target. + +#### Inheritance +**Cost:** 2TP/Rank +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 + +#### Language +**Cost:** 1TP/Language +The character knows an additional language beyond their native tongue, they can +read, write, and speak this chosen language. + +#### Military Rank +**Cost:** 2TP/Rank +The character is a member of the state military, or police force. They +generally have immunity for many consequences as the hand of the state. +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 + +#### Perfect Pitch +**Cost:** 2TP +The character can hear absolute pitch and know if an instrument is in tune. +They gain a +1 bonus to any musical or sound related test related to +identifying it. + +#### Photographic Memory +**Cost:** 3TP +The character has an ability to commit things they've seen, heard, or read +memory. Passwords can be memorized instant, page of information takes a round +etc. + +#### Quick Draw +**Cost:** 3TP +The character can draw an object as a free action. + +#### Radiation Resistance +**Cost:** 2TP +The character is more resistant than normal to radiation poisoning. They gain a ++1 bonus on body tests against radiation. + +#### Safe house +**Cost:** 2TP+ +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 + +#### Sense of Direction +**Cost:** 1TP +The character has an internal compass. They always know where they are and seem +to not get lost. + +#### Sense of Time +**Cost:** 1TP +The character has an internal clock, and can accurately estimate how +much time passes from event to event. + +#### Strong Immune System +**Cost:** 3TP +The character's body is especially resistant to ailments. They gain a +1 on +body tests to resist drugs and toxins, and diseases. + +The downside to Strong immune system is that it also effects beneficial drugs. + +#### Subordinates +**Cost:** 1 per 5 CP/SP/TP +The character has a professionally bound servant. The subordinate should have a +developed identity, and condition of subordination. Example subordinates +include: servants, bodyguards, and assistants. + +The downside of this perk is that, subordinates don't always have perfect +loyalty. + +#### Toughness +**Cost:** 3TP +The character is tougher than normal. They gain +1 to their Flesh wound level and +adjust all other thresholds accordingly. + +#### Wealth +**Cost:** 4TP/rank +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 + +### Psi descriptions +Psi abilities give a character access to special abilities that most people +don't have or even believe exist. They usually take the form an extra sense but +the user does usually have control over when they are active. Psi abilities can +become active at any point in someones life, common trigger events are +experiencing an ADE, being abducted by aliens, meditation, etc. + +All Psi abilities have the downside that everyone could think you have mental +health problems. + +#### Animal Communication +**Cost:** 5TP +The character is able to communicate with non-human animals. + +#### Astral Projection +**Cost:** 8TP +**Near Physical:** The character is able to shift their consciousness to leave +their body and freely travel around the near physical plane, they see things +mostly as they are normally except that furniture might be different, there +might be a new room in their house, or rarely other spirits. + +**Cost:** 10TP +**Dreaming:** +The character is able to shift their consciousnesses to where people do their +dreaming, it includes ones memory, imagination, and belief constructs. This +focus will reflect back ones own beliefs about what it really is. Everything +here including all inhabitants are part of the persons own mind. It's landscape +is malleable just like any lucid dream, because it is. + +**Cost:** 12TP +**Astral Plane:** The character is able to shift their consciousnesses to a +common area, where consciousnesses can interact. It contains all the Heavens, +Hells and everything in between. + +**Cost:** 14TP +**Eternity:** The character is able to shift their consciousnesses to a place +of pure subjective energy. There is no time here, no past, no present, no +future, it just is. + +#### Aura sight +**Cost:** 3TP +The character can see auras of other characters and magickal energy. The +initial action does don't require a roll but rolls may be required to utilize +any information gathered. + +#### Channeling +**Cost:** 4TP +The character is opened up in a way that allows ghosts to easily take over +their body. + +#### Clairsentience +**Cost:** 5TP +The character has extrasensory perception of an event, location, object, or +person. + +If the character also has Precognition they can see a remote even that +will happen in the future. + +#### Empathy +**Cost:** 5TP +The character can sense the emotions of others around them, in the way one +feels the wind or hears a sound. This doesn't tell the character what emotion +it is but the character can make an *Insight + Intuition* TN 3 test, to figure +it out. + +#### Hunch +**Cost:** 4TP +The character gets uncanny hunches, and the Game Moderator can allow the player +to make a creativity test whenever the character might get a burst of +inspiration even if there are no obvious clues. + +#### Ghost sight +**Cost:** 4TP +The character perceives the full spectrum of the near physical plane as normal. +Any spirits appear like any other person to the character. + +**Cost:** 6TP +The character perceives spirits but is aware that they are not physical. The +exact detail that discerns this is up to the player and Game Moderator. + +#### Precognition +**Cost:** 7TP +The character can sense future events of a location, object, or person as if +they were in the present while in physical contact with the subject of the +event. + +#### Psychometry +**Cost:** 7TP +The character gains sensory information about important evens that happened in +the objects presence while in physical contact with the object. + +#### Psychokinesis +**Cost:** 3-5TP +The character is able to move objects with their mind. The maximum weight of +object(s) is 1kg(3 TP), 2kg(4 TP), 3kg(5 TP). The character can throw objects +using Psyche instead of Body for range and power. + +#### Telepathy +**Cost:** 8TP +The character can focus to be able to send and receive surface thoughts and +images. + +**Cost:** 12TP +The character is able to probe a target for specific information in the +target's mind. + +#### Wraith Sight +**Cost:** 2TP +The character can see the apparition of recently dead characters that they were +close to. These apparitions do little more than let the character know that +they died. + +### Flaw List +Name | TP Refund +--- | :---: +Absent-minded | 4 +Addiction | Potency/4 +Animal Antipathy | 2 +Bad luck | 5 +Babyface | 1 +Beliefs | 1-3 +Bigot | 3 +Code of Honor | 1-4 +Curse | 2-5 +Dependency | Potency/4 +Faint of Heart | 1/Rank +Frail | 3 +Guardian | 5 +Impaired Sense | 1+ +Infamous | 1-7 +Lofty Goal | 3 +Medical Condition | 1-7 +Mistaken Identity | 1/Rank +Nemesis | 1 per 10 CP/SP/TP +Obligation | 1-3 +Secret | 2-3 +Slow healing | 4 +Wanted | 5 +Weak Immune System | 2 + +### Flaw descriptions + +#### Absent-minded +**Refund:** 4TP +The character forgets small details such as names, addresses, and codes. +In order to remember more than the character's own name and address they need +to make a TN 3 Logic test. + +#### Addiction +**Refund:** Potency/4 TP +The character has a physical addiction to a substance or activity. This could +be drugs, adrenaline, or tech, etc but they need it regularly. Anytime the +character misses a daily dose they need to make a Body test against (1/2 +Potency + 1). +Dangerous activities or tech have a TN of 5 and refunds 2 TP. + +MoS | Effect +--- | --- +<= -1 | Action penalty equal to MoS +<= -5 | Incapacitated for -(MoS) - 4 days +<= -9 | Life threatening fevers or convulsions for -(MoS) - 8 days +Fumble | Treat as MoS -9 + +#### Animal Antipathy +**Refund:** 2TP +The character is disturbing to animals. Domestic animals are treated as +unfriendly with the character and wild animals antagonistic. This flaw has no +effect on the character's animal companion if they have one. + +#### Bad luck +**Refund:** 5TP +The character is constantly plagued by bad luck. Once per session, the Game +Moderator can choose make the player roll as unskilled on a single test. + +#### Babyface +**Refund:** 1TP +The character looks a lot younger than they are, this might mean that they may +be on the receiving end of ageism and not allowed to do somethings or be +treated differently from their perceived youth. + +#### Beliefs +**Refund:** 1-3TP +The character has a non mainstream belief, that could cause ridicule. The only +upside is that characters may attract allies who share their beliefs. + +Cost | Example +:---: | --- +1 | They saw a local cryptid +2 | The earth is flat +3 | Aliens run the world from the shadows + +#### Bigot +**Refund:** 3TP +The character carries negative views about a group of people. No matter what +anyone tells them, they know that that group is lesser than them. + +**This flaw needs to be cleared with the GM and all players, and shouldn't be +used to excuse real world bigotory** + +#### Code of Honor +**Refund:** 1-4TP +The character has some kind of code or restrictive rules that they live by. The +player and GM should work out the details of this. + +#### Dependency +**Refund:** Potency/4 TP +The character has a mental dependency to a substance or activity. This could be +drugs, adrenaline, or tech, etc but they need it regularly. Anytime the +character is presented with their habit they must make a Psyche test against +(1/2 potency +1). If they fail and choose not to indulge they take an action +penalty. +Dangerous activities or adrenaline have TN of 5 and refunds 1 TP. + +MoS | Effect +--- | --- +<= -1 | -1 action penalty for 1 hour +<= -5 | -2 action penalty, reduces by 1 per hour +<= -10 | -3 action penalty, reduces by 1 per hour +Fumble | Treat as MoS -10 + +#### Faint of Heart +**Refund:** 1TP/Rank, max of 3 Ranks +The character has an aversion to blood and gore; anytime they see it they need +to make a body test against a Target Number of 2 + rank to avoid becoming +nauseous for the rest of the scene taking a -1 action penalty. + +#### Frail +**Refund:** 3TP +The character has a low pain Threshold, putting them out of commission on even +the lightest injuries. They take -1 to their flesh wound threshold and +recalculate their other thresholds accordingly. + +#### Guardian +**Refund:** 5TP +The character has to take care of someone, who keeps getting caught up in the +plot, and often targeted by the antagonists for their association with the +character. + +#### Impaired Sense +**Refund:** 1TP +The character has a lower than average basic sense(hearing, sight, smell/taste, +touch), subtle sensations become hard to make out and the character will suffer a +-1 penalty to all Perception tests with that sense if they don't have an +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 + +#### 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 + +#### Lofty Goal +**Refund:** 3TP +The character has a powerful, all consuming goal to which they are dedicated to +the point of obsession. The player and Game Moderator should define this goal, +making sure that it is largely unattainable, giving the character a strong +motivation. This is mostly a roleplaying Flaw, but Game Moderators may request +Psyche tests if a character wishes to do something that would hinder reaching the +goal (such as letting a bad guy go free to help a friend). + +#### Medical Condition +**Refund:** 1-7TP +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. + +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 + +#### Mistaken Identity +**Refund:** 2TP +The character looks similar in description to someone else. These situations +can be awkward or even dangerous, especially if the character's "twin" has a +bed reputation or is wanted for a crime. + +#### Nemesis +**Refund:** 1TP/Per 10 CP/SP/TP +The character has enemy who is out to get them. The player and GM should +workout how the rivalry started and how far the characters are willing to take +it. The cost depends on how strong the Nemesis is. + +#### Obligation +**Refund:** 1-3TP +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 + +#### Secret +**Refund:** 2-3TP +The character has a secret that they wish to keep hidden. This could be +something embarrassing or more serious. + +#### Slow healing +**Refund:** 4TP +The character heals takes 50% longer to heal. + +#### Wanted +**Refund:** 5TP +The character is activity being searched for by an armed organization. The +character's usual hangouts are being monitored. The player and GM should +workout the details of the organization and why they're pursuing the character. + +#### Weak Immune System +**Refund:** 2TP +The character's body is especially weak to ailments. They suffer a -1 on +body tests to resist drugs and toxins, and diseases. + +The upside to Weak Immune System is that it also effects beneficial drugs. + +## Secondary Attributes +Secondary Attributes are labeled that way because they are not selected like +the basic Attributes, but are derived on the latter. They represent facets of +the character’s physical abilities but are never rolled. + +The character’s Secondary Attributes are calculated using the following +formulas. Although the formulas appear involved, most of them are simply an +addition of a number to a multiple on an Attribute. All secondary attributes +have a minimum value of 1. + +Attribute | Formula +--- | --- +**Wound Threshold** | +Flesh Wound Level | 3 + Body +Deep Wound Level | 2x Flesh Wound Level +Critical Wound Level | 2x Deep Wound Level +**Movement Rates** | +Walk | 10m per round +Run | 1/2 Sprint speed, rounded up to nearest increment of 5 +Sprint | 30 + 5x Body + +### Wound Levels +Wound levels represent how much damage a character can take before becoming +injured. If damage dealt does not beat the flesh would level it does no damage +worth recording but it still hurts the Character. + +**Flesh wound:** Half 3 + Body + +**Deep wound:** Double Flesh Wound + +**Death:** Tripple Deep Wound + +### Movement Rates +There are a few movement rates the characters have, however for simplicity some +of them are not shown on character sheets. + +**Crawl:** 5m per round. + +**Walk:** 10m per round. + +**Run:** 15 + 5x Body per round. + +**Sprint:** 30 + 10x Body per round. + +## Plot Points +Eventually protagonists will be down on their luck, but for the story to go on +something needs to happen outside the normal rules, that's where *Plot Points* +come in. Plot points are a pool of resource for players to have more narrative +agency in game, while still giving challenge to their characters. Points are +spent on various effects listed below. + +Newly created Player characters start with 3 Plot Points and will gain 1 for an +especially good narration. Antagonists can use PPs as well, though in general +henchmen shouldn’t. + +Average Joe | PC | Minor Antagonists | Major Antagonists +:---: | :---: | :---: | :---: +0 | 3 | 1-3 | 5+1/PC + +### Deus Ex Machina +**Cost:** 3 PP +When the group is in a no win situation, something happens to save the day. +Such as an unknown faction appearing to distract the antagonists. + +### Emergency Dice +**Cost:** 1-5 PP +For each plot point add a die to a single test. + +### Donate Point +**Cost:** 1+donated PP +The charcter donates some of their plot point(s) to another character if they +don't have enough. + +### Downgrade Wound +**Cost:** 3 per Wound Level PP +When taking a wound something lucky happens, the character's clothing absorbs +the flames, bullets deflect off something, etc. Wounds are downgraded by wound +level, if a wound is reduced below a flesh wound it's negated. + +### Immediate Action +**Cost:** 1 PP +the character gains a free action, that does not count towards penailites which +can interrupt other character's actions. + +### Malfunction +**Cost:** 2 PP +A specific device stops working for a short period of time. + +### Reroll +**Cost:** 2 PP +The player chooses wether thier own or another NPC rerolls their dice. The new +result is the one that counts. + +## Equipment +Characters are assumed to have transportation, a place to live, enough money to +pay the bills, and any equipment necessary for their job. The exact specifics +will vary by profession and are up to the player and GM to work out. + +## Example Characters + +### Anish Kumar + +**Gender:** Man He/Him +**Race:** South East Asian +**Age:** 28 +**Religion:** Practicing Hindu +**Occupation:** Community Worker +**Goals:** Find romance +**Values:** Inner harmony, Caring, Loyalty + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | -1 || Body | 0 || Charisma | 0 || Intuition | -1 +Logic | +1 || Manipulation | +2 || Perception | 0 || Psyche | 0 + +**Skills** +Skill | Lvl +--- | :---: +Awareness | 2 +Deception | 1 +Defense | 1 +Humanities | 2 +Insight | 2 +Medicine | 1 +Negotiation | 3 +Streetwise | 1 +Unarmed | 1 +Wrangle | 1 + +**Perks** +Cool Under Pressure, Language(Spanish) + +**Wound Levels** +Flesh 3, Deep 6, Death 12 + +**Movement** +Walk 10, Run 15, Sprint 25 + +**Equipment** +Restraints, Smart phone, First Aid Kit + +### Bobbie Chalakatha + +**Gender:** Enby They/Them +**Race:** Native American +**Age:** 23 +**Religion:** Questioning atheist +**Occupation:** Musician +**Goals:** Find out the fate of sister +**Values:** Aesthetic, Family happiness, Freedom + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | 0 || Body | -1 || Charisma | +1 || Intuition | +2 +Logic | 0 || Manipulation | 0 || Perception | +1 || Psyche | -1 + +**Skills** +Skill | Lvl +--- | :---: +Awareness | 2 +Craft | 1 +Deception | 1 +Defense | 1 +Electronics | 1 +Insight | 2 +Negotiation | 1 +Performance | 3 +Streetwise | 1 +Unarmed | 1 + +**Perks** +Perfect Pitch, Ambidextrous + +**Wound Levels** +Flesh 3, Deep 6, Death 12 + +**Movement** +Walk 10, Run 15, Sprint 25 + +**Equipment** +Smart phone, Muscial instrument + +Weapon | DM | ACC | Range | Mag | Traits +--- | :---: | :---: | :---: | :---: | :---: +Knife | 1+BOD | 0 | 5+BOD | - | + +### Isabel Maldonado + +**Gender:** Woman She/Her +**Race:** Latino +**Age:** 37 +**Religion:** Serious Pagan(Baphomet) +**Occupation:** Psychologist +**Goals:** Better herself +**Values:** Responsibility, Leisure, Inner harmony + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | -1 || Body | -1 || Charisma | 0 || Intuition | +1 +Logic | +1 || Manipulation | 0 || Perception | 0 || Psyche | +2 + +**Skills** +Skill | Lvl +--- | :---: +Astralmancy | 2 +Awareness | 1 +Biology | 1 +Evocation | 2 +Insight | 1 +Investigate | 1 +Negotiation | 2 +Divination | 3 +Survival | 1 +Wrangle | 1 + +**Perks** +Familiar + +**Wound Levels** +Flesh 3, Deep 6, Death 12 + +**Movement** +Walk 10, Run 15, Sprint 25 + +**Equipment** +Backpack, Sleeping bag, Tent + +Weapon | DM | ACC | Range | Mag | Traits +--- | :---: | :---: | :---: | :---: | :---: +Knife | 1+Body | 0 | 5+Body | - | + +**Servitor** +Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | - || Body | - || Charisma | 0 || Intuition | +1 +Logic | +0 || Manipulation | 0 || Perception | 0 || Psyche | +1 + +**Skills** +Skill | Lvl +--- | :---: +Astralmancy | 1 +Awareness | 1 +Insight | 1 +Investigate | 1 + +**Flaws** +Frail + +**Wound Levels** +Flesh 3, Deep 6, Death 12 + +**Movement** +Walk 10, Run 15, Sprint 25 + +### Joeanna Carlson + +**Gender:** Women She/Her +**Race:** White +**Age:** 27 +**Religion:** non practicing Christan +**Occupation:** Self defense trainer +**Goals:** Protect their community +**Values:** Achievement, Health, Recognition + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | +1 || Body | +2 || Charisma | 0 || Intuition | -1 +Logic | 0 || Manipulation | -1 || Perception | +1 || Psyche | 0 + +**Skills** +Skill | Lvl +--- | :---: +Athletics | 2 +Awareness | 2 +Defense | 2 +Humanities | 1 +Intimidate | 1 +Medicine | 1 +Melee | 1 +Negotiation | 1 +Stealth | 1 +Unarmed | 3 + +**Perks** +Toughness + +**Wound Levels** +Flesh 5/6, Deep 10/11, Death 20/21 + +**Movement** +Walk 10, Run 20, Sprint 40 + +**Equipment** +Leather Jacket(+1), First aid kit, XSTAT, Flashlight, Rope + +Weapon | DM | ACC | Range | RoF | Mag +--- | :---: | :---: | :---: | :---: | :---: +Knife x2 | 1+Body | 0 | 5+Body | - | + +### Juan Romero + +**Gender:** Man He/Him +**Race:** Latino +**Age:** 26 +**Religion:** Satanist +**Occupation:** Computer Programmer +**Goals:** Be the greatest hacker +**Values:** Competition, Creativity, Leisure + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | 0 || Body | 0 || Charisma | -1 || Intuition | +1 +Logic | +2 || Manipulation | -1 || Perception | +1 || Psyche | 0 + +**Skills** +Skill | Lvl +--- | :---: +Awareness | 1 +Craft | 2 +Deception | 1 +Electronics | 3 +Humanities | 1 +Investigate | 2 +Negotiation | 1 +Physics | 1 +Security | 2 +Stealth | 1 + +**Perks** +Anonymity, Fake ID + +**Wound Levels** +Flesh 3, Deep 6, Death 12 + +**Movement** +Walk 10, Run 15, Sprint 30 + +**Equipment** +Smart Phone, Laptop, Electronics and mechanical tool kits, Drone, Throat/eat +comm set. + +### Keyanna Smith + +**Gender:** Woman She/Her +**Race:** Black +**Age:** 24 +**Religion:** Non practicing christan +**Occupation:** Forest Ranger +**Goals:** Resolve guilt +**Values:** Power, Friendship, Autonomy + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | +1 || Body | +1 || Charisma | -1 || Intuition | 0 +Logic | 0 || Manipulation | -1 || Perception | +2 || Psyche | 0 + +**Skills** +Skill | Lvl +--- | :---: +Athletics | 1 +Awareness | 3 +Defense | 1 +Firearms | 2 +Medicine | 1 +Pilot | 1 +Stealth | 1 +Survival | 2 +Unarmed | 1 +Wrangle | 2 + +**Perks** +Strong Immune System, Sense of Direction 2D + +**Wound Levels** +Flesh 3, Deep 6, Death 12 + +**Movement** +Walk 10, Run 20, Sprint 35 + +**Equipment** +patrol vehicle, comm gear, flashlight, restraints, Flairs, medical kit, +Binoculars, Flare x10, Gogles, Survival Kit, Tent + +Weapon | DM | ACC | Range | Mag | Traits +--- | :---: | :---: | :---: | :---: | :---: +Assult Rifle | 5 | 0 | 60 | 30 | RoF +3 +Knife | 1+Body | 0 | 5+Body | - | + +### Maia Ngyun + +**Gender:** Woman She/Her +**Race:** East Asian +**Age:** 16 +**Religion:** Questioning aethist +**Occupation:** Scavenger +**Goals:** Explore the unexplored +**Values:** Advenutre, Autonomy, Alone time + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | +2 || Body | 0 || Charisma | -1 || Intuition | 0 +Logic | +1 || Manipulation | 0 || Perception | +1 || Psyche | -1 + +**Skills** +Skill | Lvl +--- | :---: +Athletics | 1 +Awareness | 2 +Defense | 2 +Electronics | 3 +Firearms | 1 +Geoscience | 1 +Medicine | 1 +Melee | 1 +Stealth | 2 +Survival | 1 + +**Perks** +Animal Companion(Dog, basic intelligence), Language + +**Wound Levels** +Flesh 3/4, Deep 6/7, Death 12/13 + +**Movement** +Walk 10, Run 15, Sprint 30 + +**Equipment** +Pickup truck, Comm gear, Flashlight, Restraints, Metal Detector, Leather +Jacket(+1) + +Weapon | DM | ACC | Range | Mag | Traits +--- | :---: | :---: | :---: | :---: | :---: +Police Taser | 1 | 0 | 1 | 2 | Stun +Knife | 1+Body | 0 | 5+Body | - | + +**Dog** +Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | +2 || Manipulation | +2 || Instinct | +2 || +Perception | +2 || Body | +1 || Psyche | +1 + +### Aferin Guli + +**Gender:** Enby she/her +**Race:** Middle Eastern +**Age:** 35 +**Religion:** Islam +**Occupation:** Radio Host +**Goals:** Make the world safer +**Values:** Family, Integrity, Social Justice + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | -1 || Body | -1 || Charisma | +2 || Intuition | 0 +Logic | 0 || Manipulation | +1 || Perception | +1 || Psyche | 0 + +**Skills** +Skill | Lvl +--- | :---: +Awareness | 1 +Deception | 2 +Defense | 1 +Insight | 1 +Investigation | 2 +Medicine | 1 +Negotiation | 2 +Performance | 3 +Streetwise | 1 +Unarmed | 1 + +**Perks** +Famous 3, Language(Kurdish, Spanish) + +**Wound Levels** +Flesh 2, Deep 4, Death 8 + +**Movement** +Walk 10, Run 15, Sprint 25 + +**Equipment** + +## Downtime and Experience +Characters gain 1 xp at the end of each session and an additional 1 at the end +of an arc. + +In between sessions PCs go about their day to day lives, take time to recover, +and prepare for things to come. This is where PCs will spend their experience +points. + ++ Acquire ++ Long term project ++ Make things ++ Train + +### Acquire +The character can set up favors to temporarily gain the benefits of one of the +following: + ++ A special item ++ An ally ++ A vehicle ++ A service + +### Long Term Project +Long term projects cover a verity of activities, such as starting/improving a +food forest, establishing someone's trust, making a new friend, doing research +on a target, etc. + +Based on the project, the GM will set the cost for the activity. + +Project | Cost +--- | :---: +Food forest | 4 +Establish trust | 3 +New friend | 2 + +### Make Things +Characters with the right skills can often produce items and goods themselves, +which reduces the cost to buy and item by 1. The character will have to make a +TN 4 craft test. Obviously only items that can reasonably be crafted in a week +can be made, anything longer than that is better modeled with long term project +event. A failed test leaves the project unfinished and a fumble destroys the +project, and the player will have to acquire new components to try again. + +### Train +Most players will want to improve their character's abilities ether by +improving their skills or attributes. Most perks can aquired and flaws paid off +during downtime, however it might be worth checking with the GM first. diff --git a/C3 Equipment.md b/C3 Equipment.md new file mode 100644 index 0000000..c7a0228 --- /dev/null +++ b/C3 Equipment.md @@ -0,0 +1,910 @@ +# Chapter Three: Equipment +"You cannot buy the revolution. You cannot make the revolution. You can only be +the revolution. It is in your spirit, or it is nowhere." -Ursula K. Le Guin + +This section provides the Players and Moderators with a basic list of equipment +for use by PCs and NPCs alike. + +## Acquiring Equipment +Money is abstracted a bit so as not to have to track every dollar and become +your character's accountant. + +Compare the character's wealth against the availability of the purchase, +anything at or below the character's wealth can be be reasonably bought at no +cost. Anything one point above their wealth rating can be bought but requires a +test of *2 dice vs TN 4*, 1 die if they are unprepared. If successful the item +can be bought but the characters debt lowers their wealth by 1 the duration +depends on MoS. + +MoS | Debt duration +--- | --- +3+ | Month +2 | Year +1 | Decade + +Characters can [assist](#specialAction) another character in buying or selling. +Any debt effects all characters who contributed. + +### Selling Items +A character can also decide to sell an item to erase their debt. Only a sale +equal or greater than their current wealth reduce debt. If the item is one +point above the character's wealth rating it can be sold the character rolls *2 +dice* vs TN 4, 1 die for a quick sale. The item is always sold but If the test +is successful the character's Debt is reduced based on MoS. + +MoS | Debt duration +--- | --- +3+ | Decade +2 | Year +1 | Month + +A fumble indicates the character was fleeced, they loose the item and all +debt remain. + +If an item is illegal, before selling it the character must find the buyer by +making a *Streetwise + Charisma* vs *TN 3 + item's Availability*. + +## Item list + +Item | Availability +--- | :---: +**Electronics** | +Geiger Counter | 0 +Power Bank | 0 +Powersol | 1 +Radio | 1 +Signal Jammer | 1 +Smart Phone | 1 +Solar Charger | 1 +Tracking Tag | 0 +**Medical Equipment** | +Antivenom | 0 +Stempak | 2 +Vaccine | 0 +XSTAT | 0 +**Imaging Equipment** | +Endoscope | 1 +Goggles | 2 +**Tools** | +Kit | 1 +Shop | 2 +Facility | 3 + +## Electronics +The most common items modern characters use are electronic. + +**Geiger Counter:** a blocky device that can detects radiation up to 50 meters +away. + +**Power bank:** a small portable battery able to charge most portable +electronics. + +**Powersol:** a fusion of a solar panel and an umbrella, it allows the user to +charge a device while providing shade. + +**Radio:** Only useful for voice communication with other radios in areas were +cell or mesh connections aren't available. 15km range, encrypted military +versions are available. + +**Smart Phone:** A cell phone with the ability to connect to infranets and the +meshnet, and can use encrypted forms of communication. Their connectivity is +limited to areas of cell towers or meshnet repeaters. + +**Signal Jammer:** a suitcase sized device capable of disrupting all wireless +communication within 50 meters. + +**Solar Charger:** is a small solar cell with an internal battery, use for +charging mobile devices or even powering some small devices. + +**Tracking Tags:** are small device that are trackable via GPS. Useful for +keeping track of personal property but also common among stalkers tracking +their victims. + +## Imaging Equipment +These are devices for enhancing the visual senses of the user. + +**Endoscope:** Thin wire like camera capable of seeing around corners and in +small spaces, such as under doors, used as a minimal invasive medical +examination tool. + +**Goggles:** These strap to the head or helmet of the user allowing them to +benefit from one of the following sensors while freeing up their hands. + +*Flare Filter:* provides protections form flashing lights such as flash bangs +and dazzlers provides protections form flashing lights such as flash bangs and +dazzlers. + +*Nightvision:* or light amplification allows the user to easily see at night +the only in black and white. These reduce darkness penalties by 2 except in +complete darkness or in bad weather. + +*Thermal:* allows the user to perceive based on heat instead of visible light. +These work in complete darkness but details are completely lost. + +## Medical Equipment +Below are medical items not normally found in a medkit. + +**Antivenom:** Used to treat specific poisons produced by animals. It provides +a +5 on Body tests but is reduced by 1 per round after being poisoned. + +**Stempak:** A syringe that contains stem cells and other drugs that cause the +rapid regrowth of damaged tissue, healing a single wound. A flesh wound will +heal in 1D6 hours, a deep wound in 1D6 Days, and full limb regeneration happens +in 2 months. Broken bones still need brace or cast to set correctly but will +heal completely. + +**Vaccine:** Vaccines give a +2 bonus on Body tests against specific diseases. + +**XSTAT:** A large 3 x 15 cm syringe that is designed to quickly stop the +bleeding of wounds. It will stabilize a wound in 3 rounds and last for 4 hours. + +## Tools +Many items can be represented with a generic tool set, instead of having to +stat all possible items. + +**Kits:** a bundle of tools used for a specific skill. The kit has the basic +items needed to perform the task but not much else. These are usually portable. +Example could be a medical kit allows a medic to stabilize wounds. + +**Shops:** a work space which includes tools that are not easily carried. The +shop could be mobile such as in the back of a van, or stationary in a room. +Shops provide a +1 equipment bonus to the test. Example could be an electronics +repair shop with various spare parts, and bulky equipment. + +**Facilities:** are a dedicated and staffed building. In addition to the +equipment bonus a shop provides, facilities have staff that can assist or even +carry out tests on their own. Example could be a factory that manufactures +bikes. + +## Drugs and Toxins +Generally Drugs don't need special rules when being casually administered, but +in the event they are weaponized or a character is exposed to a dangerous +substance, the following rules are used. + +Medical Drug | Potency | Route | Effect | Availability +--- | :---: | :---: | --- | :---: +Anesthetics, local | 7 | Injected, Topical | Analgesic, Sedative | 0 +Anesthetics, general | 12 | Inhaled, Injected | Analgesic, Sedative | 0 +Painkiller | 6 | Oral | Analgesic | 0 +Sleep aid | 9 | Oral | Sedative, Ignore Fumbles | 0 +Euphoric | 12 | Oral | Euphoric | 0 +Tincture | -2 | Oral, Topical | Same as other drug | 0 + +Recreational Drug | Potency | Route | Effect | Availability +--- | :---: | :---: | --- | :---: +Adrenaline | 9 | Injected | Stimulant, Analgesic | 0 +Alcohol | 6 | Oral | Sedative, Euphoric, Analgesic | 0 +Amphetamine | 8 | Injected, Oral | Stimulant, Analgesic | 0 +Barbiturates | 10 | Injected, Oral | Sedative, Euphoric | 0 +Cannabis | 6 | Inhaled, Oral | Euphoric | 0 +Cocaine | 12 | Inhaled, Injected | Stimulant | 1 +Morphine, Heroin | 10 | Inhaled, Injected | Sedatives, Euphoric, Analgesic | 0 +Opium | 8 | Inhaled, Oral | Sedative, Euphoric, Analgesic | 0 +PCP | 12 | Inhaled, Oral | Hallucinogen, Stimulant, Analgesic | 0 +Peyote | 6 | Oral | Hallucinogen | 0 +Tobacco | 7 | Inhaled, Oral | Euphoric, Stimulant | 0 + +Toxins | Potency | Route | Effect | Availability +--- | :---: | :---: | --- | :---: +Black Widow Venom | 8 | Injected | Fatal | +Chlorine gas | 5 | Inhaled | Fatal | +Cyanide | 10 | Oral | Fatal | +Black Mamba Venom | 10 | Injected | Fatal | +Pesticide | 6 | Inhaled, Oral | Fatal | +Death Cap mushroom | 11 | Oral | Fatal | + +**Potency:** is how strong a substance is. It acts as an attack result vs +the character's Body test, dealing effects based on MoS. Multiple doses add 10% +rounded down for every additional dose. + +**Administration route:** Determines how a drug is absorbed into the body and +how long it takes to effect. The time it takes to take effect is onset time +divided by MoS. If the character fumbled it take effect in 1/10th the listed +time. + +Administration route | Onset time | Examples +--- | --- | --- +Inhaled | 1 Round | Inhalers, Snorted powders, Gas +Injected | 1 minute | Needles, Animal venom +Oral | 1 hour | Pills, Liquids +Topical | 1 minute | Patches, Creams/Gels, Plant toxin + +**Effect:** The symptoms that the character experiences when exposed. Not all +drug effects are listed only ones relevant to gameplay. Many substances have +multiple effects, only use a single action penalty per exposure. + +**Tincture:** A type of medicine that is easily made with commonly available +plants and herbs. These act as medicinal drugs with a potency 2 points lower. + +### Toxin Effects + +**Analgesic** drugs numb pain. + +MoS | Effect +--- | --- +<= -1 | Reduce wound penalties by MoS. Reduces by 1 per hour +<= -10 | Unconsciousness for 1d6 hours +Fumble | Fails to reduce pain + +**Euphorics** induce a feeling of well-being and contentment. + +MoS | Effect +--- | --- +<= -1 | Action penalty equal to MoS, Penalty reduce by 1 per hour +<= -5 | Incapacitated for Potency x MoS minutes, afterwards treat as MoS -4 +<= -15 | Overdose, deals damage with a DV 1/5 Potency +Fumble | Treat MoS as -14 + +**Fatal toxins** cause damage with a DV of 1/5 their Potency. Fumbled body +tests lead to a coma. + +MoS | Effect +--- | --- +<= -1 | Damage with a DV 1/5 potency +Fumble | Coma + +**Hallucinogenic toxins** cause altered perceptions which are often accompanied +by strange emotional states. Mechanically they +are the same as Euphorics. + +**Sedatives** cause drowsiness and sleep. + +MoS | Effect +--- | --- +<= -1 | Action Penalty equal to MoS, penalty reduces by 1 per hour +<= -5 | Unconsciousness for Potency x MoS minutes, afterwards treat as MoS -4 +<= -10 | Overdose, deals damage with a DV 1/6 Potency +Fumble | Treat MoS as -10 + +**Stimulants** cause a feeling of excitation and anxiety. + +MoS | Effect +--- | --- +<= -1 | +1 priority to initiative. Sleep is difficult. MoS reduces by 1 per hour +<= -5 | +2 Priority to initiative. Sleep is impossible. MoS reduces by 1 per hour +<= -10 | Overdose, deals damage with a DV 1/6 Potency +Fumble | Treat MoS as -10 + +## Personal Weapons +Personal weaponry tends to be rugged and simple, designed and built +for maximum efficiency and durability. While many other items are region +specific, weapons tend to make their way around the world pretty quickly thanks +to global imperialism. + +Visibly armed characters tend to draw a lot of attention to themselves, many +places may ask the characters to check kit at the door or with local guards. +PCs should always get their gear back to not cause resentment at the table or +create a fear of always losing thier equipment everywhere they go. + +Weapon | DV | ACC | Range | Mag | Traits | Availability +--- | :---: | :---: | :---: | :---: | :---: | :---: +**Melee** | | | | | | +Baton | 1+BOD | 0 | - | - | | 0 +Knife | 1+BOD | 0 | 5+BOD | - | | 0 +Sickle | 1+BOD | 0 | - | - | | 0 +Sword | 2+BOD | 0 | - | - | | 0 +Hatchet | 2+BOD | 0 | 4+BOD | - | | 0 +Staff | 2+BOD | 0 | - | - | Reach | 0 +Bastard Sword/Katana | 3+BOD | 0 | - | - | | 1 +Heavy Chain | 3+BOD | -1 | - | - | | 0 +Chainsaw | 4+BOD | -1 | - | - | | 1 +Scythe | 4+BOD | -1 | - | - | Reach | 0 +Whip | 1+BOD | 0 | - | - | Entangle, Reach | 0 +**Bows** | | | | | | +Compound Bow | 3 | 0 | 8 | 1 | Slow Reload | 1 +Crossbow | 3 | 0 | 7 | 1 | Slow Reload | 1 + +Weapon | DV | ACC | Range | Mag | Traits | Availability +--- | :---: | :---: | :---: | :---: | :---: | :---: +**Pistols** | | | | | | | +Semi Auto Pistol | 3 | 0 | 7 | 12+1 | | 1 +Revolver | 4 | 0 | 9 | 6 | Slow Reload | 1 +Machine Pistol | 3 | 0 | 7 | 17+1 | RoF +4 | 1 +**Shotguns** | | | | | | | +Double Barrel | 6 | 0 | 7 | 2 | Slow Reload | 1 +Pump Action | 6 | 0 | 7 | 5+1 | Slow Reload | 1 +Auto Shotgun | 6 | 0 | 6 | 12+1 | RoF +1 | 2 +**Rifles** | | | | | | +Hunting Rifle | 3 | 0 | 40 | 10+1 | | 1 +DMR | 5 | 0 | 75 | 20+1 | | 2 +Sniper Rifle | 6 | 0 | 130 | 5+1 | | 2 +**Automatics** | | | | | | +Submachine Gun | 4 | 0 | 25 | 30+1 | RoF +3 | 2 +Personal Defense Weapon | 3 | 0 | 30 | 30+1 | AP, RoF +3 | 2 +Assault Rifle | 5 | 0 | 60 | 30+1 | RoF +3 | 2 + +Weapon | DV | ACC | Range | Mag | Traits | Availability +--- | :---: | :---: | :---: | :---: | :---: | :---: +**Less Than Lethal** | | | | | +Net gun | 2 | 0 | 5 | 1 | Entangle, Slow Reload | 1 +Taser | 1 | 0 | 1 | 1 | Stun | 1 +Police Taser | 1 | 0 | 1 | 2 | Stun | 2 +Dazzler | 0 | +1 | 12 | 10 | | 2 + +Weapon | DV | ACC | Range | Traits | Availability +--- | :---: | :---: | :---: | :---: | :---: +**Grenades** | | | | | +Concussion Grenade | 6 | 0 | 5+BOD | AoE 9 | 0 +Fragmentation Grenade | 5/3 | 0 | 5+BOD | AoE 8/30 | 0 +Flash Bang Grenade | 2/flash | 0 | 5+BOD | AoE 3/30 | 0 +Molotov Cocktail | 4 | 0 | 5+BOD | AoE 2, Persistent | 0 +Tear Gas Grenade | 1/gas | 0 | 5+BOD | AoE 2/15 | 0 +Smoke Grenade | 1/smoke | 0 | 5+BOD | AoE 1/30 | 0 +Dynamite | 6 | 0 | 5+BOD | AoE 10 | 0 + +**Damage Value:** is the weapon's potential to deal damage. Melee weapons add +the characters' Body rating. + +**Accuracy:** is the equipment modifier that is applied to all attack rolls. + +**Range:** Indicates the short range of a weapon, in meters. Medium range is 2x +short, long range is 4x short range, and extreme range is 8x short range. + +**Magazine:** the number of rounds found in the weapon's magazine. Weapons that +list +1 at the end can hold one in the chamber allowing for an additional shot. + +### Melee Weapons +This category includes traditional hand-to-hand weapons, which have evolved +little since the antiquity of humanity. These weapons are used with the +Melee Skill; each category of Melee weapons can use a corresponding +Melee Skill specialization. + +### Bows +Though simple, some people still like to use bows for hunting, if not combat. + +### Pistols +Pistols are available in several calibers. They are easy to make, use and +conceal, and thus are the most common hand weapons around. + +**Revolvers:** are like a more primitive version of pistols. They have few moving +parts that can break down. They usually come in calibers larger than most +pistols to make up for their limited ammunition capacity. + +**Machine Pistols:** are a cross between a submachine gun and a pistol. They +can spit out a larger amount of metal in the air than an equivalent-sized +pistol, but are limited by the size of their ammunition magazine. + +### Shotguns +Shutguns are most commonly used for hunter but make good home defense weapons +in a pinch. They are designed to fire a variety of ammunition, most commonly +buckshot which is a large number of pellets in a spread making it easier to hit +a target. + +### Rifles +**Hunting Rifles:** are used the world over for hunting, they provide excellent +range and stopping power for anything from varmints to deer and bear. + +**Designated Marksman Rifles:** are designed to bridge the gap between assault +rifles and sniper rifles, infect they are usually just based on assault rifles +but with longer barrels, a semiautomatic firing mechanism, a quick deploy +bipod, and a [optical sight](#weaponAccessories). + +**Sniper Rifles:** are long range high caliber rifles, designed for accuracy, +concealment, and reliability. These are usually bolt action rifles fitting with +an [optical sight](#weaponAccessories). + +### Automatics +**Submachine Guns:** are fully automatic weapons that use ordinary pistol +ammunition of the same caliber. They can lay down a hail of fire and are easy +to supply with ammo. For this reason, they are popular with many military +units. + +**Personal Defense Weapons:** are like submachine guns except they all fire +proprietary [armor piercing](#armorPiercing) rounds. + +**Assault Rifles:** are automatic, lightweight weapons designed for good +accuracy, long range and large ammo capacity. + +### Less Than Lethal Weapons +These weapons are designed to incapacitate their targets rather than deal +lethal damage. + +**Net Guns:** are weapons designed to fire light weight poles attacked with a +net to capture animals without physically harming them. + +**Tasers:** are designed to fire wired prongs that stick into a target and +deliver an electric current to incapacitate them. They don't usually cause +lasting damage unless the victim has a heart condition which can cause cardiac +arrest. + +**Dazzlers:** Looks like a high powered flashlight but emits light at wave +lengths that overload targets vision, causing temporary blindness and nausea +leading to the nickname puke ray. Victims can not use do anything that requires +vision, and take a general -1 penality for 1 minute per MoS of the attack. + +### Grenades +Grenades are small explosives designed to be thrown or fired from a launcher. +They often produce a secondary effect listed with their damage. + +Unlike most weapons grenades don't need to actually hit their target to +effect them and because of this they they require two **athletics + +perception**(thrown), or **Firearms + Perception**(fired) tests with the same +modifiers. The first test is for where the grenade lands, if the test fails the +grenade will land MoF meters away. Roll 1d6, a 1 is straight ahead from the +user and each number after that is a 60 degree clockwise increment. If the test +is fumbled the grenade deviates back toward the user. + +![image](assets/dieroll.png) + +The second test is used as the attack roll against everyone in its area of +effect. + +**Concussion Grenades:** are designed to deliver a high explosive charge +capable of being used against structures and vehicles. + +**Fragmentation Grenades:** are the most common grenades designed to release +small fragments of metal. + +**Flashbang Grenades:** are designed to do disable targets with a bright flash +and loud bang. Anyone caught in the secondary area of effect must make a Body +test TN (30 - meters from grenade)/2 or become incapacitated(-4 penalty) for a +number of rounds equal to MoS. + +**Molotov Cocktails:** are improvised weapons constructed by placing gasoline or +something other combustible liquid in a glass bottle and lighting an oil-soaked +rag stuffed in the cork. If not extinguished, they inflect fire damage for up to +3 rounds. + +**Smoke Grenades:** Create a smoke screen blocking light as if [Poor +lighting](#combatModifiers) and able to be used as signal devices. They come in +a hot smoke varient which burns at much hotter temeratures allowing them to +block infrared sensors. + +**Tear Gas Grenades:** are chemical weapon banned by many international +treaties that work like smoke grenades but exposure causes severe eye and +respiratory pain, skin irritation, bleeding, and blindness. Characters exposed +to the toxin must make **Body attribute test** against TN 8. + +MoS | Effect +--- | --- +<= -1 | Action penalty equal to MoS, reduces by 1 per minute outside gas +<= -5 | -4 action penalty, reduces by 1 per hour outside gas +<= -10 | Deals DV 1 damage, plus previous effects. +Fumble | Treat as MoS -9 + +**Dynamite:** is commonly used mining and construction because of its easy of +use and production. Dynamite comes in it's iconic stick shape which can easily +be bundled together. + +### Weapon Traits +Like characters weapons often have traits that don't map cleanly into their +base attributes. + +**3 Round Burst:** Special attack spends 3 rounds of +ammo, adds an extra attack, rolled as a single die that ignores fumbles. + +**Area of Effect:** Indicates the radius in meters +of the explosive's effect. The first number is the primary area of effect, the +second number determines the secondary area of effect. Targets in the secondary +area get a +1 on defense against the effect. Only one defense test is made per +explosion. + +**Entangle:** Targets that are hit by the attack are +either damaged or ensnared and unable to move and fight. The attack choses to +tangle or damage when attacking. Entangled characters need to roll Body or +Agility(defender's choice) test against TN equal to DV+Mos to escape. + +**Minimum Body:** The weapon is cumbersome and +requires that the user have a listed amount of body or take a penality to +attack rolls equal to the difference in body. + +**Persistent:** Persistent systems cause the target to +suffer the attack’s effects for a number of combat rounds equal to the original +Margin of Success of the attack. Damage is calculated using the original MoS, +minus one for each additional turn after the first one. For example, a MoS 4 +attack would use MoS 3 on the second turn to calculate damage, MoS 2 on the +third and MoS 1 on the fourth and final turn. + +**Rate of Fire:** Automatic weapons gain the 3 +following special attack actions. Automatic weapons are able to be fired at any +RoF up to their listed RoF. + +*Burst Fire:* spends 5 rounds per RoF used against a single opponent. Each +point of RoF spent adds an extra attack, rolled as a single die that ignores +fumbles. + +*Walking Fire:* spends 5 rounds per RoF used. An attack is made against every +target along a 1+RoF meter long path. Anyone caught between this path and the +attacker also needs to defend against the result of 1 + RoF number of dice. + +*Suppressing Fire:* full round action that spends 20 rounds per RoF used to +fill a 5 meter wide area with bullets. Anyone entering the area during the +round must defend against a single attack roll + RoF. Suppressing fire can be +used at up to medium range. + +Suppressed characters can not move unless they pass a TN 2 + RoF willpower +test. + +**Reach:** The attack range with this melee weapon is +extended by 1 meter. + +**Slow Reload:** The weapon takes an action to reload +one round or a full round to reload the magazine. + +**Stun:** The weapon is designed to deliver an electoral +attack with the same DV. Unless the target has some form of heart problem the +target will never receive more than a light wound. Victims need to +make a TN 5 x DV Body test or become paralyzed. + +## Weapon Accessories +Modern firearms often support additional attachments. + +Item | Availability +--- | :---: +**Accessory** | +Covershot | 1 +Extended Mag | 0 +Smart Lock | 1 +Speedloader | 0 +Suppressor | 1 +Tac Light | 0 +**Sights** | +Optical | 1 +Passive Thermal | 0 +Active Thermal | 0 +Laser | 1 +Light Intensifying | 1 +**Special Ammo** | +Armor Piercing | 0 +Buckshot | 0 +Flare | 0 +Hellfire | 0 +Paint | 0 + +**Covershot:** A special rifle like device with a hinge allows the user to +mount a normal pistol and fire from behind cover via a camera and pop out +display without exposing the shooter. This negates the attacker penalties from +shooting from [cover](#combatModifiers). + +**Extended Magazine:** Increases the magazine size of firearms that use a box +magazine by 50%(rounded down). + +**Smart Lock:** This is a custom firing mechanism that only works when the +accompanying RFID wrist band is with a few centimeters. + +**Speedloader:** Reduces the time to reload a revolver to a [minor +action](#actions). + +**Surpressor:** Reduces the noise created by firing a weapon. Characters nearby +must make *Awareness + Perception* TN 5 to determine where the shots are coming +from. + +**Tactical Light:** A weapon mounted flash light. + +**Sights** +Weapons are assumed to be using a iron sight built into the weapon. Sights add +a +1 to long and extreme ranges and can have other bonuses. + +**Optical:** Typically a telescopic lens mounted on rifles. These don't provide +any bonuses on bad weather nor at night. + +**Active thermal:** Is an infrared tactical light that can only be see via +active thermal scope or thermal goggles. + +**Passive thermal:** Is a scope equivalent to thermal goggles. The user doesn't +really see in colors only black and white. These reduce penalties from darkness +by 2 and weather by 1. + +**Light Intensifying:** Is a scope equivalent to night vision goggles. These +reduce darkness penalties by 1 except in complete darkness or in bad weather. + +**Laser:** Small and light weight option, which shoots a beam of light. Targets +and anyone nearby can make a *Awareness + Perception* TN 5 to notice it. Some +version are only visible in thermal or light intensify version, so they can +only been seen with appropriate goggles. + +**Special Ammo** +Firearms are assumed to be firing standard slugs for their type, however there +are many special ammo types with different effects available. + +**Armor Piercing:** The round is designed to penetrate armor, armor ratings are +halved against AP rounds. Sold in box of 20. + +**Buckshot:** The most common shotgun ammo, fires multiple pellets in a cone. +These rounds provide a +1 Accuracy, but armor is double against buckshot. Sold +in boxes of 20 rounds. + +**Flare:** A special shotgun round that fires a signal flare. Each flare sold +individually. + +**Hellfire:** A special shotgun round that fires an incendiary charge. This +attack only works at the weapon's close combat ranges and is treated as a DV 1 +fire attack. Hallfire rounds are sold individually. + +**Paint:** This round contains a capsule that breaks upon impact, splashing the +target with bright paint that is visible from a considerable distance and +doesn't wash off easily. Paint rounds are sold in boxes of 10. + +## Personal Armor and Protection +Protective Suits and Armor allow humans to survive extreme environments and +combat. Protective suits and armor can be combined together, the Availability +is the highest base value +1 per additional suit added. + +Armor | Rating | Encumbrance | Concealable | Availability +--- | :---: | :---: | :---: | :---: +**Protective** | | | | +CBRN Suit | 0 | -1 | No | 2 +Desert Suit | 0 | 0 | Yes | 1 +Diving Suit | 0 | 0 | Somewhat | 1 +Fire Suit | 0 | 0 | No | 1 +Gas Mask | 0 | 0 | No | 0 +Gillie Suit | 0 | 0 | No | 1 +Land Suit | 0 | 0 | Somewhat | 1 +Winter Suit | 0 | 0 | No | 1 +**Armor** | | | | | +Light Helmet | 1 | 0 | Somewhat | 0 +Helmet | 3 | 0 | No | 0 +Leather Jacket | 1 | 0 | Somewhat | 0 +Light Flak Suit | 4 | 0 | Yes | 1 +Medium Flak Suit | 8 | 0 | Somewhat | 1 +Heavy Flak Suit | 12 | -1 | No | 1 + +Shield | Rating | Encumbrance | Acc | DV | Availability +--- | :--: | :---: | :---: | :---: | :---: +Trash can lid | 2 | 0 | -1 | 1+BOD | 0 +Riot Shield | 7 | 0 | -2 | 2+BOD | 1 + +**Armor Rating:** Personal body armor is rated by its Armor Rating. That rating +is added to all three of the character’s Wound Levels. + +**Encumbrance:** Some heavy or bulky armor also have an Encumbrance rating, +which is applied as a penalty to all physical tests. This penalty can be +counter by having a positive Body attribute on a one for one basis up to a +0 encumbrance. + +**Concealable:** As a rule of thumb, only the lightest personal armor may be +concealed under normal clothing. + +### Desert Suit +A skintight, synthetic polymer suit equipped with a heat exchanger at the belt. +A special fluid flows through thousands of small tubes woven between the inner +and outer layers of the suit, removing body heat through the heat exchanger. +It's commonly worn by the inhabitants of the Badlands. The coolant fluid is +non-toxic, even if splashed over open wounds, but is not potable. With such a +suit on, a person can comfortably function in up to 50 degrees Celsius +environments with a minimum daily water ration of 250 ml. + +### Diving Suit +A skintight suit of rubber-like synthetic material equipped with a transparent +face plate. Diving suits offer some thermal insulation, enabling divers to +enter water of temperatures as low as -5 degrees Celsius without suffering from +hypothermia. + +### Fire Suit +Fire suits are designed to protect the wearer against very high temperatures +(up to 1000 degrees Celsius) and resist most damage done from fire sources; +the suit has an Armor Rating of 12 against fire damage. It includes a gas mask +and air coolant unit. + +### CBRN Suit +CBRN suits, also called environment suits, are sealed garments designed to +protect the wearer against the effects of Chemical, Biological, Radiological, +and Nuclear. They are self-contained environments that shield a wearer for up +to 12 hours without external supplies. Each suit contains a small medical kit +which contains the antidotes to the most common chemical and bacteriological +weapons. This absorbs half radiation for the wearer. + +### Gas Mask +A lightweight plastic unit that fits over the mouth and nose. A +small filtering device provides fresh air at all times, but the mask does not +have an independent air supple. Characters equipped with a gas mask are not +affected by all poison gases that must be inhaled (this includes smoke). The +mask does not protect the user from poisons absorbed through the skin. The +filter unit must be cleaned or replaced after every twenty hours of use. + +### Land Suit +A special suit designed for [Cephalopod Moreaus](#moreaus) that keeps their +body wet and allows them to breath outside of water in most enviroments that +humans can for about an hour. + +### Winter Suits +Winter suits are insulated and internally heater to offer complete thermal +protection for a period of up to 12 hours. After this period, it will allow the +wearer to comfortably withstand temperatures as low as -80 degrees Celsius. + +### Light Flak Armor +Light flak consists of thin bulletproof clothing that resembles normal combat +fatigues. It is made of composite synthetic fibers interwoven with alloy +threads. The material is supple at all times except when hit with a blow; it +then distributes the impact throughout its fibers. + +### Medium/Heavy Flak Armor +Medium and Heavy flack are bulky suits of flexible body armor worn over normal +fatigues. Both are slightly heavier and work on the same principle as light +flack armor, but are stronger and more durable. Hard plates are often +incorporated in the torso area of heavy armor. + +### Archaic Armor + + +### Layering Armor +Players may want extra layers of protection between them and their opponent's +weapons. The armor rating of all armor worn is added together. The trade-off +for this is a quick escalation in mass and encumbrance. Mass is added together, +while the worst Encumbrance value is multiplied by(1.1 x number of layers), +rounding up to the nearest whole number(minimum penalty of -1). + +## Vehicles +Vehicles are mostly the same as modern equivalents. Stats assume a mid size version. + +Vehicle | Durability | Maneuver | Movement | Pilot/Seat | Mass | Traits | Availability +--- | :---: | :---: | :---: | :---: | :---: | :---: | :---: +**Mobility Aid** | | | | | | | | +Wheelchair | 1 | 0 | 8+Body | 1/0 | 1 | Quick | 2 +Motorized Wheelchair | 2 | 0 | 20 | 1/0 | 2 | Quick | 2 +**Muscle Powered** | | | | | | | | +Cargo Bike | 2 | 0 | 35+10Body | 1/0 | 2 | Quick | 2 +City Bike | 3 | +1 | 40+10Body | 1/0 | 1 | Quick | 1 +Velomobile | 2 | 0 | 60+15Body | 1/1 | 2 | Poor Off Road | 2 + +Vehicle | Durability | Maneuver | Movement | Pilot/Seat | Mass | Traits | Availability +--- | :---: | :---: | :---: | :---: | :---: | :---: | :---: +**Bikes** | | | | | | | +EUC | 2 | +1 | 100 | 1/0 | 1 | Quick | 2 +Motorcycle | 3 | +1 | 270 | 1/1 | 2 | Quick | 2 +Moto Scooter | 2 | +1 | 200 | 1/1 | 2 | Quick | 2 +**Cars** | | | | | | | +Microcar | 4 | 0 | 125 | 1/1 | 5 | Poor Off Road | 2 +Sedan | 6 | 0 | 365 | 1/4 | 6 | Crash Safe | 3 +Sports Car | 5 | 0 | 460 | 1/3 | 6 | Quick, Poor Off Road | 3 +**Utility** | | | | | | | +Pickup Truck | 8 | -1 | 255 | 1/5 | 7 | Off road | 3 +SUV | 8 | -1 | 320 | 1/7 | 8 | Off road | 3 +Cargo Van | 8 | -1 | 255 | 1/1 | 8 | Poor Off Road | 3 +**Transportation** | | | | | | | +Passenger Airship | 30 | -5 | 225 | 2/100 | 30 | | 6 +Transit Bus | 15 | -4 | 150 | 1/39 | 15 | | 4 +**Watercraft** | | | | | | | +Sloop | 8 | -3 | 35 | 5/5 | 10 | | 5 +Runaboat| 7 | -2 | 150 | 1/5 | 7 | | 4 +PWC | 3 | -1 | 100 | 1/1 | 3 | | 3 + +Vehicle | Durability | Maneuver | Movement | Pilot/Seat | Mass | Traits | Availability +--- | :---: | :---: | :---: | :---: | :---: | :---: | :---: +**Military** | | | | | | | +Humvee | 12 | -2 | 180 | 1/3 | 10 | | 3 +5 Ton truck | 14 | -2 | 160 | 1/1 | 14 | | 3 +IFV | 16 | -1 | 160 | 3/6 | 16 | Off road | 4 + +**Durability:** This lists how much punishment a vehicle can take before taking +serious damage. Damage less than this value has no effect, greater than this +value is light damage. 2x durability is heavy damage. 3x durability destroys +the vehicle. + +**Maneuver:** The Equipment modifier applied to all pilot/technology tests to +maneuver the vehicle. + +**Movement:** The maximum speed of a vehicle on road, vehicles accelerate at +1/10 their maximum movement. + +**Pilot/Seats:** The first number is how many crew members are needed to +operate the vehicle and the second is how many passengers it can carry. + +**Mass:** Size and weight of the vehicle and its Damage Value in crashes. + +**Traits:** + +*Crash Safe:* The vehicle is treated as 2 mass smaller when dealing damage in a +crash. + +*Off Road:* The vehicle ignores one point of difficult train. This doesn't +effect inclines. + +*Poor Off Road:* The vehicle treats the movement cost of difficult terrain one +point higher. + +*Quick:* The vehicle accelerates at 1/5 its maximum speed. + +### Mobility Aid + +**Wheelchair:** Manual Wheelchair with push rims allowing the user to maneuver +without pushing against the tires and push handles at the back which many users +remove to prevent unwanted pushing from strangers. + +**Motorized Wheelchair:** Like the manual wheelchair only powered, good for +users who get fatigued easily. + +### Muscle Powered Vehicles +Before the invention of the combustion engine or even the electric motor self +propelled vehicles, they are the primary means of transportation for many +regions. + +**Cargo Bike:** These bikes are designed to carry large amounts of goods or +furniture up to the size of a refrigerator. + +**City Bike:** Built to be reliable and comfortable. They have sturdy frame +made of steel or bamboo. They come with back racks strong enough to carry +another person, a front basket, fenders and coat guard to keep riders dry, +minimal gears and simple brakes to minimize maintenance, and handlebars that +curve towards the rider allowing them to sit up in a comfortable position. + +**Velomobile:** Related to bicycles, velomobiles, use many of the same parts, +they have a outer shell that protects the driver from weather, increases +comfort and significantly increases aerodynamics and speed. Velomobiles are +less likely to tip over than bikes because of their 3 or 4 wheel design and +lower center of gravity meaning it is not necessary to wear a helmet. + +### Motorized Bikes + +**Electric Wheel:** Sometimes called an electric unicycle, this is a single +wheeled personal transportation device the size of a large backpack. + +**Motorcycle:** Another relative of the bicycle, who over the centuries has +been built for longer distance and speed with thicker frame and tires to +accommodate a powerful electric or combustion engine. + +**Scooter:** A variation on the motorcycle focusing on comfort and fuel +efficiency. They're easier to mount and don't require a clutch level. + +### Cars + +**Microcar:** The smallest class of cars, they're light weight and relatively +inexpensive. In some places they're even allowed to use cycling infrastructure. + +**Sedan:** The most popular style of car, designed with 3 distinct compartments +for engine, passengers, and cargo. They have two rows of seats and usually have +four doors but some classifications include only two. + +**Sports Car:** A type of car designed around performance and the thrill of +driving more than any practical use. They're theatrically faster but can really +only go as fast as the car in front of them. + +### Utility Vehicles + +**Pickup Truck:** Originally designed for farm use these light trucks have +mostly become a lifestyle accessory. Often having reduced their cargo bed for +more passenger space. + +**Sport Utility Vehicle:** The combination of a passenger car and an off road +vehicle, with raised suspension and for wheel drive. + +**Cargo Van:** About the size of a pickup or SUV but with bigger enclosed cargo +space for transporting goods or passengers. Their cargo areas are big enough to +hold a [skill shop](#tools). + +### Military Vehicles + +**Humvee:** A light four wheel drive military truck with added armor and +partially protected turret on top. Its equipped with an encrypted radio with a +10km range and a heavy machine gun pintle mounted on the roof. + +Heavy Machinegun Turret, DV 9, ACC 0, BR 125, RoF +2, Mag 1000 + +**5 Ton Truck:** 6 wheeled Medium tuck designed to carry 5 ton payload. It +comes equipped with an encrypted radio with a 10km range. + +**Infantry Fighting Vehicle:** Light armored 8 wheeled amphibious vehicle +designed to carry infantry into battle and provide support. It has an encrypted +radio with a 20km range and the following weapons: + +Light Autocannon Turret, DV 16, ACC 0, BR , RoF +1, Mag 210 +Medium Machinegun Turret, DV 6, ACC 0, BR 100, RoF +2, Mag 660 +Coaxial Medium Machinegun, DV 6, ACC 0, BR 100, RoF +2, Mag 660 +Smoke Launcher, dv 0, ACC 0, BR 0, RoF 0, AoE 30, 8 uses + +### Transportation + +**Passenger Airship:** Use lighter than air gases to raise this yacht into the +air and bulletproof materials to keep the balloon lightweight and durable. They +don't need runways or to land to load and unload cargo and passengers. +Passengers have their own quarters, there is a common room, dinning room, +multiple toilets, a medical bay, engineering room, and a cockpit minimum tho +different ships like to have their own personal touches. A variation on this is +the cargo airship which reduces the passenger space down to 12 to allow more +cargo. + +**Transit Bus:** Used for short distant urban public transport. Variations +could include the trolley bus, which is hooked up to local power instead of +using batteries. + +### Watercraft + +**Sloop:** The most common sailboats featuring a single mast and typically only +2 sails. + +**Runaboat:** is a small motorized boat, used for boating, fishing, and water +skiing. + +**Personal Watercraft:** are designed to hold only a few people and be ridden +on top like a motorcycle instead of inside most other boats. + diff --git a/C4 Action.md b/C4 Action.md new file mode 100644 index 0000000..4247e93 --- /dev/null +++ b/C4 Action.md @@ -0,0 +1,807 @@ +# Chapter Four: Action +Drama depends heavy on the chance of failure, the following chapter deals will +how to handle all actions in Autonomous Garden. + +## Dice rolling +Unless specifically mentioned otherwise, all dice rolls are resolved in the +manner explained here. + +A number of standard 6 sided dice are rolled. When two or more dice are rolled +simultaneously, their results are not added together. Instead, the highest +value rolled is considered to be the outcome of the die roll. + +The totals of die rolls are often influenced by modifiers, such as Attributes +or situation modifiers. Modifiers are added to the total of a die roll. If +negative modifiers lower the total below zero, the final result is zero. + +**Critical rolls** happen when more than one of any number is rolled, each +extra number adds +1 to the total. This has no other effect on the outcome of +the roll. + +**Fumbles** happen when all dice rolled come up 1s, in addition to the low +result the character also suffers a mishap such as the character slipping, +pulling a muscle, dropping something etc. + +### Skill Rolls +The Skill roll is the most common form of Action test in the game. Roll a +number of dice equal to the skill level, if the skill level is 0 roll two dice +taking the lowest result. These will usually be formating like this *Skill +Name + Attribute Name* indicating what skill is to be rolled and what attribute to +add to the result, other modifiers maybe be added but are not listed. + +### Attribute Roll +An attribute test is less common than a skill roll relying on innate ability +instead of learned. Attribute Rolls assume innate proficiency and are rolled +with *2 dice + Attribute*. + +### Margin of Success +How well a character beats a Target Number, ether set by the GM or the result +of an opposed roll is called the Margin of Success. An attack with a higher MoS +will deal more damage, a wealth roll will deplete less funds, etc. + +**Advantage and Complications:** Sometimes the test fails but provides +something useful anyway, and sometimes an test succeeds but has a draw back, these are advantage + +**Advantage:** Usually happens when the test fails but provides something +useful anyway. + +**Complication:** Usually happens when the test succeeds but things don't go so +well. + +MoS | Success +:---: | --- +>= 3 | Yes and an advantage ++2 | Yes ++1 | Yes but a complication + 0 | Maybe but at a cost +-1 | No but an advantage +-2 | No +<= -3 | No and a complication + +On each bonus or complication the GM chooses one of the following. + ++ **Detail** gain more or less detailed information. ++ **Situational** the GM adds something relevant to the situation. ++ **Time** +/- 25% time to finish an extended action test. + +**Succeed at a Cost:** If the roll is tied the GM can offer the player to +succeed at a cost. This allows the player to treat the MoS as 1 but there is a +downside similar to fumbling. Or the player can choose to fail the test. + +### Taking Average +Whenever a character is not being rushed or threatened, they can treat the +final result of a test as *2 + Skill level* rather than roll, attributes and +modifiers aren't added. This allows characters to be successful at routine +tasks with enough skill. + +### Accumulated Success +Sometimes a task will require time and effort to complete, when this happens +the task has an additional MoS requirement to fully complete. Each sucess adds +towards the task and failure subtracts until the Mos is met. + +This rule is useful when a character is trying to pick a lock while a guard is +coming, influence an NPC into changing their beliefs, or even rebuilding a +vehicle. + +## Action Tests + +### Unopposed Tests +An unopposed action tests consist of a die roll whose result is compared to a +fixed difficulty value called a Target Number; a higher Target Number indicates +a more difficult situation. + +TN | Description +:---: | --- +1 | Effortless +2 | Very Easy +3 | Easy +4 | Moderate +5 | Challenging +6 | Difficult +7 | Very Difficult +9 | Extremely Difficult +11 | Near Impossible +14+ | Pray for Divine Intervention! + +### Opposed Tests +Whenever two individuals oppose each other's actions, they make an opposed +action tests. Each opponent makes an action tests using the appropriate skill +and attribute, and are compared to each other to determine success. + + +## Actions and time +Most of the time characters can do things without needing any rules to govern +them, open a door, pick fruit, ride a bike etc with the Moderator loosely +tracking time. However during an action round many things are happening at once +and are broken up into different types of actions. + +During an action round, each character gets one major action but can take +additional actions at a penalty to all major actions they make during their +turn. + +**Minor Actions:** Don't require much time or concentration. They don't take an +action and don't usually require a test. +Examples include: talking, dropping something held, defending oneself in +combat, basic perception, and opening a door. + +**Major Actions:** These actions take a second or more to complete and usually +require concentration. +Example include: picking something up, getting something from a pack or pocket, +attacking, moving, opening a locked door. + +**Extended Actions:** These are actions that take at least a full turn to do +and usually require an action test. The duration can be in turns, minutes, or +days. For durations of days or more it is assume that 8 hours is devoted to the +task, which can be adjusted based on [MoS](#MoS). +Examples include: repairing, gardening, searching a room, etc. + +### Special Actions + +**Assist:** Characters an help other characters out on a skill test. To do so +the character(s) must have at at least 1 rank in the skill, and be able to +communicate and work together to provide the bonus. + +Group Size | Mod +--- | :---: +2-4 | +1 +5-8 | +2 +9-16 | +3 +17-32 | +4 + +**Ready:** Characters can react to something outside of their turn, interrupting +another character's actions when a specified event happens. The Readied +character gets to take their readied action right after the specified event. + +Characters can remained readied for as long as they wish, but if the specified +event doesn't occur they lose that action. + +### Acting Fast +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 + +## Movement +Each turn characters can take various movement based actions. The movement can +be split up as needed to perform other actions. + +Each character has 3 movement rates, one for walking, one for running, and one +of all out sprint. While movement takes an action to perform, action penalties +for melee and unarmed attacks should be ignored as this tends to break +believability. + +Because moving makes one a harder target each movement speed also applies its +action penalty as a bonus to defense tests(sprinting counts as +3), and +movement based athletics tests. + +**Walking:** This is the characters standard movement speed when not in a +hurry. Walking is a [minor action](#actions). + +**Running:** The character moves quickly but still allow for other actions to +be taken or to travel longer distances. Running counts as 2 [minor +actions](#actions). + +**Sprinting:** The character spends the whole round moving as fast as possible. +This is an [extended action](#actions). + +### Swimming +Swimming works a lot like walking except that it is slower and more dangerous. +Unless they have a swimming movement characters move at 1/4th their standard +rates and can walk thru shallow water at 1/2. + +Staying afloat while swimming is a [minor action](#actions). While swimming +against a current takes a [major action](#actions) and an *Athletics + +Body* test. + +**Acting in water:** Characters performing actions use the appropriate skill or +athletics whichever is lower. Encumbrance penalties while swimming are doubled. + +### Carrying Capacity +Characters movement is limited by how much they carry, their maximum capacity +is the same as the deadlift for their [Body](#body). Treat objects which aren't +designed to be easily carried with straps, handles, etc as double their weight. +Objects which require balance and attention when carried apply a -1 action +penalty, -2 for two handed objects. + +Capacity | Max Movement +--- | --- +1/2 | Sprint +3/4 | Run +Max | walk + +### Chase Scenes +Chase scenes are a common element which allows for action without necessarily +being life threatening. Each round, the characters on foot or in [muscle powered +vehicles](#vehciles) make an *Athletics + Body* Test and add the result to their speed +for the round. On a fumble characters loose 1d6 meters for the round. + +Characters can choose to go over obstacles to try to lose their pursuers. When +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 +--- | --- +2 | Low fence +4 | Bench, garbage bins +6 | Tall fence + +### Falls +Whenever a character falls they take damage equal to 1 for ever 3 meters +fallen(max of dv 10) x impact surface x 2 dice taking the highest. + +The character can roll *Athletics + Agility* and subtract the result from the +number of meters fallen before calculating damage. If the result is higher than +the distance fallen they land on their feet. + +If the character is dropped on their head or fumbles their athletics test, half +their wounds thresholds for damage. + +Impact Surface | Multiplier +--- | --- +Concrete | x2 +Grass or dirt | x1 +Sand or shallow water | x0.5 +Deep water | x0.25 +Crash pads | x0.1 + +### Jumping +To jump, a character must make an *Athletics + Body* test, and the defensive +modifier of the character’s 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 + +## Social Actions +Player characters can attempt to persuade NPCs into doing something they want. +This is an opposed roll with [Accumulative Success](#accumulatedSuccess) equal +to Dispotion + NPCs Psyche + Requst modifiers. + +Characters can only attempt to make progress on their request once per scene, +however they may also change their request and use their current MoS against +the new request. + +**Disposition:** Describes how much an NPC likes another character. Initial +disposition usually only ranges form unfriendly to friendly. Tho other factors +may effect this. + +Antagonistic or hostile NPCs will not willingly help, but their disposition can +be improved or intimidated. Cooperative and supportive NPCs will fulfill +simple/beneficial requests without needing a test. + +**Request:** The nature of the request will also effect how an NPC reacts, if +it effects them or someone they care about it is more likely to be denied. Some +requests are are so far out of character that the NPC will just reject them +outright. + +**Social requests Modifiers** +Situation | MoS +--- | :---: +**NPC Dispostion** | +Hostile | 6 +Antagonistic | 5 +Unfriendly | 4 +Indifferent | 3 +Friendly | 2 +Cooperative | 1 +Supportive | 0 +**Request** | +Simple/short | -1 +Complex/long | +1 +Violates NPC's values | +2 +Beneficial to NPC | -3 +Dangerous to NPC | +3 + +### Influencing disposition +Sometimes characters will want to change the dispotion of a character. To do +this the character will need to spend some time with the NPC, at least a scene, +and make an opposed test influence them, usually *Negotiation + Charisma* vs +*Negotion + Psyche*. If sucessful the NPC's disposition changes by one +stage, a fumble causes the dispotion to go in the undisired direction. + +## Resolving Combat +Many stories will involve some form of combat, an exciting high-speed chase, a +shootout or a grand showdown. There is nothing quite as a satisfying as finally +defeating the antagonist in a climactic battle. The game organizes combat +around 6 second rounds, the order is determined by initiative and ends when +everyone has taken their turn, and a new round begins. + +### Initiative +Initiative determines who acts first in a combat round. At the beginning of +each turn, players will declare their intent for the turn. This will determine +who acts first in initiative. + +1. Close actions that don't require moving first +2. Ranged actions +3. All other close actions + +If necessary, combatants can roll opposed *Awareness + Perception* tests highest +roll goes first. + +### Surprise +Surprise occurs when a character attempts to affect an unwary target. The +target makes an Opposed *Awareness + Perception* test against the attacker's +*Stealth + Agility*. Success means the target notices the attacker and can take +defensive actions; this can sometimes happen long before the attacker was ready +to attack. + +Attacking unwary targets requires the attacker to pass a standard (not Opposed) +Skill test with a Target Number number of 1 + the defender’s [combat +modifiers](#combatModifiers). + +### Attacking +Attacking is a [major action](#actionTypes) opposed by the target's +[defense](#defending). The skill and attribute rolled depend on the type of +attack being used: ++ Unarmed: *Unarmed + Body* ++ Melee: *Melee + Agility* ++ Ranged: *Firearms + Perception* ++ Thrown: *Athletics + Perception* ++ Explosives: *Mechanics + Logic* + +### Defending +Unless the target is surprised or incapacitated somehow, the defender makes a +*Defense + Agility* test against attacks. Defending is a [minor +action](#actionTypes). + +Objects, locations, and unaware targets all have a defense of 1 + [Combat +Modifers](#combatModifiers) against attacks. This assumes a human sized target, +if smaller use the [Aiming Rules](#aiming) + +#### Special Defense Actions + +##### Parry +The defender can block melee, thrown, and unarmed attacks using a melee weapon. +Instead of a usual defense test, the defender can roll *Melee + Agility*. + +Unarmed defenders can parry against unarmed attacks, they make an *Unarmed + +Agility* test for their defense. + +##### Dodge +The character spends the full round defending themself, All defense rolls gain +a +3 bonus until their next turn. + +### Multiple actions in combat +It is assumed that character get one major or minor action per turn. However if +characters want then can take multiple actions in a round then can do so at the +cost of a -1 penalty per additional action to all [major action](#actionTypes) tests. +Multiple actions must be declared at the beginning of the round. + +### Special Attack Actions + +#### Aiming +Characters can aim at specific body parts to increase damage or get around +armor. Characters take a -1 to thier attack but the range they can make the +attack is limited based on the location. + +Critical wounds to limbs do not kill the target, but instead sever or +obliterate the limb. + +Burst fire attacks have too much recoil to be aimed at specific hit locations. + +Location Size | Distance | Wound Levels +--- | --- | --- +Torso | Long | x1 +Limb | Medium | x1 +Head | Medium | x0.5 +Eye/Finger | Short | x0.5 + +#### Deception Attacks +An attacker in melee or unarmed combat uses feints and dirty tricks, decreasing +the skill level of both their attack roll and the defender's defense rolls by a +specified amount. If the defender’s dice are reduced to zero, they roll as if +unskilled. + +#### Lining Up a Shot +A character can spend a few combat rounds steadying their aim to improve their +odds to hit. Add one die to the attacker’s roll per combat round spent aiming, +up to a maximum equal to the shooter’s Skill level. The character may not move +while lining up a shot. + +### Combat Modifiers +The following modifiers apply to an attacker’s attempt to hit or affect a +target. + +Situation | Attack Mod | Defense Mod | Example +--- | :---: | :---: | --- +**COVER** | | | | +light cover | 0 | +1 | Foliage, furniture, thin walls +Heavy cover | 0 | +3 | Rocks, motor vehicles, think walls +Fully hidden | -2 | +1\* | Only weapon is visible +**LIGHTING** | | | +Very bright | -1 | -1 | -1 | Spotlight, tactical light +Dim | -1 | -1 | Moonlight +Poor | -2 | -2 | Starlight, fog or smoke +Barely lit | -3 | -3 | Lighter, indirect light, heavy fog +Pitch black | -4 | -4 | No light at all +**SITUATION** | | | +Flanking | 0 | -1 | Attacker behind and to side +Behind | 0 | -2 | Attacker directly behind +Multiple attackers | 0 | -1 | Per additional attacker after the first +Offhand | -1 | N/A | Using non dominate hand +**PERCEPTIVE RANGE** | | | | +Medium range | -1 | N/A | Within a dozen meters, 2x weapon range +Long range | -2 | N/A | Within fifty meters, 4x weapon range +Extreme range | -3 | N/A | Within a hundred meters, 8x weapon range + +\* Fully hidden behind heavy cover prevents defender from being hit + +#### Range +Weapons can only be used within a specific range. Weapons list their short +range, medium range is 2x short, long range is 4x short range, and extreme +range is 8x short. + +Thrown range is equal to 6 + Body - item's weight(in kilograms rounded up). + +#### Special Circumstances + +**Close Quarters:** When fighting or acting in a small space or one full of +inconvenient obstacles (e.g. in a tight corridor or a dense forest), powerful +blows and actions that involve large items are more difficult. Any action done +with the help of a piece of equipment longer than the character’s arm is at -1. +Some items are so cumbersome that they either cannot be used at all or deserve +a higher penalty (e.g. a bull-whip). + +**Multiple Attackers:** When several people are attacking a single defendant, +that defendant gets penalties to their Defense and Parry rolls. The defender +suffers a -1 penalty for all attacks from a second attacker, -2 for those from +a third attackers and -3 for those from any additional attackers. A single +attacker who takes multiple actions in a round does not count as two attackers +for these purposes. + +### Injuries +Characters can take two types of physical damage. Hand to hand combat and low +impact trauma cause bruises. Weapons and collisions cause wounds. Both types of +damage are recorded on the character's wound track. + +#### Damage +If an attacker hits an opponent, they deal an amount of damage equal to their +weapon’s Damage Value times the Margin of Success of the attack, up to a MoS of +6. + +#### Wound Thresholds +Any time a character takes damage it is compared to their Wound Levels. If the +damage is lower than their Flesh Wound, they receive only minor scrapes or +bruises that are not worth tracking in game but do cause some paint to the +character. + +**Flesh:** Hurt but probably wont kill. Such as cracked ribs, deep cuts, +bleeding bruises etc. + +**Deep:** Are potentially life threatening. They're composed of broken bones, +punctured organs, and severe concussions. + +**Critical Wound:** Are instantly fatal. They compose blown off heads, +decapitation, cut in half etc. + +**Critical Bruises:** Knock the character out for 1d6 hours and fill up the +remaining bruise track. + +#### Wound Track +The wound track keeps record of the kinds and severity of wounds. There are 2 +rows of boxes one for each type of damage. + +Regardless of the damage type wounds are marked by putting a single slash +across a box for a flesh round or across 2 boxes for deep wounds. + +Once a character's wound track is filled up they begin to bleed out and must be +stabilized within 10 minutes or die. + +Once the character's bruise track is filled up they will begin to take wounds +instead. + +##### Wound Penalties +Wounds impair a characters ability to act. This penalty is applied to all +attribute and skill tests a character makes as well as to medicine test by +other characters to treat them. + +Wounded characters also find it difficult to move from pain reducing their +maximum movement rate. + +Wound | Penalty | additional effect +--- | :---: | --- +**Wound** | | +Flesh | -1 | Can't sprint +Deep | -2 | Can't run, 2x wound can't stand +**Bruise** | +Flesh | -1/2 +Deep | -1 + +#### Wound Degeneration +If a wound is left untreated it will continue to bleed, become infected, and +cause additional trauma, unless it is stabilized. Bruises do not degenerate. + +The character needs to make a **Body test TN 1**, failing the test means the +wound worsens, causing an additional flesh wound. On a fumble the character +gains a deep wound. Each type of wound is tested independently of each other, +flesh wounds are tested every 24 hours divided by number of flesh wounds. Deep +wounds are tested every hour divided by number of deep wounds. + +#### Stabilizing Wounds +To prevent wound degeneration, needs to spend 5 minutes an pass a *Medicine + +Logic TN 1* test modified by the patient's Body, and wound and bruise +penalties. Success stabilizes one wound, failure wastes time, and a fumble +wastes time and cause an additional flesh wound. + +Once a wound is stabilized it will not degenerate but can become destabilized +again. Flesh wounds destabilize from heavy activities such as combat or +running. Deep wounds destabilize more easily, anything more than bed rest, +eating, and bathing. + +### Recovery from Injuries +Once a character is wounded they will need to recover. Characters will need +medical care to cure their wounds fully, while bruises heal on their own. Only +one injury heals at a time, flesh wounds heal before deep wounds and +resuscitated characters must spend a week recovering before their wounds begin +to heal. + +Injury | Time +--- | --- +**Bruises** | +Flesh | 1d6 hours +Deep | 1d6 days +**Wounds** | +Aided Flesh | 3 days +Aided Deep | 2 weeks +Unaided Flesh | 1 week +Unaided Deep | 1 Month + +**Unaided:** is when the wound receives only minimal treatment such as bandages +or a splint. Deep ones inflect a -1 penalty to physical actions until the +character makes it thru rehabilitation. A Comatose character will not survive +more than a week without medical aid. + +**Aided:** is when the wound receives treatment and rehabilitation from a +medical hospital. Comatose characters can survive indefinitely on life support. + +## Hazards +Outside of combat there are a number of general hazards characters can face. + +### Asphyxiation +The average adult can hold their breath for two minutes before blacking out. +For every 30 seconds after the fist minute the character needs to make a +Body test vs TN 2, each 30 seconds apply a -1 penalty to the test. If the +character is doing strenuous activity 1/2 all times. + +Asphyxiation is a terrifying experience which usually leads to panic. +Characters need to make a Psyche test vs TN 3 or panic. Panicking characters +will need to make additional Psyche tests TN 3 to perform any action other +than saving themselves. + +### Disease +when a character comes into contact with a disease they need to make a Body test + +**Virulence:** How strong a disease is. When exposed characters make a Body +test against this value. Failure means the character contracts the illness. + +**Onset Time:** The longest interval before the substance takes effect. The +time it takes to take effect is onset time divided by MoS. Fumbled results +take effect in 1/10th the listed onset time. + +**Effect:** The symptoms that the character experiences when exposed. + +#### Influenza +**Virulence:** 9 +**Onset Time:** One Week +Airborne illness. + +MoS | Effect +--- | --- +>= 0 | Sore thought and runny noise. Lasts for 4 - MoS days +<= -1 | Aches, cough, and congestion, action penalty equal to MoS, reduces by 1 per day +<= -5 | Incapacitated for MoS + 6 days, afterwards treat as MoS -4 +Fumble | Incapacitated with life threatening fever for a week, Roll 1d6 every +day, with medical aid the character dies on a 1, without aid they die on a 1 or +2/. Treat as MoS of -8 once fever breaks. + +### Fire +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 + +On a deep wound the character is incapacitated for 1d6 rounds as they thrash +about in agony. + +#### Vehicles and Fire +If a vehicle tries to pass thru burning terrain they must make make a **Pilot + +Agility** test TN 3x the DV of the fire. Failure is treated as an attack with +the same MoS. + +### Electricity +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 + +Characters who receive a flesh wound are locally paralyzed as their muscles +clench up uncontrollability from contact. Characters who receive a deep wound +are fully paralyzed and may suffer a heart attack. + +Regardless of the type of wound characters must also make a Body test TN 5x the +DV. + +MoS | Effect +:---: | --- +<= -1 | Character is knocked out +<= -5 | Character slips into a coma +Fumble | Instant death + +### Radiation +Characters accumulate ionizing radiation in the form of Decigrays, 1/10th the +standard measurement of radiation. Once a day, whenever a character's decigray +total increases past 7 they will need to make a body test. Radiation causes +both an immediate effect and a long term illness, but only one test is need for +both effects. If they succeed they will have only minor effects such as red +itchy skin. + +Characters who are able to be treated before their long term effects start at a +modern medical facility gain a +2 on their Body tests. + +While radiation accumulation is somewhat permanent characters purge 1 decigray +every 2 week to a minimum of 1/10th the highest accumulated total. + +Decigray Total | Target Number | Onset Time | Illness +--- | :---: | :---: | --- +>= 7 | 6 | - | - +>= 10 | 8 | 8 weeks | Mild leukopenia, fatigue, weakness, -1 action penalty +>= 20 | 12 | 6 weeks | Moderate leukopenia, hemorrgae, infections, alocpecia, -2 action penalty +>= 60 | 14 | 4 weeks | Severe leukopenia, high fever, diarrhea, vomiting, dizziness, hypotension, electrolyte disturbance, -3 action penalty +>= 80 | 16 | 2 weeks | Nausea, vomiting, sever diarrhea, high fever, electrolyte disturbance, shock, -4 action penalty +>= 300 | 18 | 2 days | Death + +**Immediate effects:** In the short term radiation poisoning causes fatigue, +fever, headaches, lack of appetite, nausea, reddening of skin, and vomiting. + +MoS | Effect +:---: | --- +<= -1 | Action penalty equal to MoS(max -4) after Body roll hours, reduce by 1 ever 12 hours +<= -10 | Death in 8/MoS weeks +Fumble | Death in 2 weeks + +**Radiation Sources** +Radiation Source | Decigray/rate +--- | :---: +Nuclear reactor meltdown | 1-5/minute +Solar flare | 0-3 +Kiloton air burst at 1 km | 10 +**Megaton air burst** | +at 2 km | 600 +at 10 km | 50 +at 25 | 10 +**Fallout from megaton ground burst at ground zero** | +after 1 hour | 30/hour +after 2 hour | 12/hour +after 6 hour | 3/hour +after 1 day | 1/hour + +#### Protection +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 + + +## Magick +Magicians have the ability to cause change in the world, where this comes from +or if it's the magician doing it all doesn't really matter to the magician. +Magick works, how it works is less important, tho many magicians will likely +have a view as to how. + +The following is a non exhaustive list of magickal abilities and how to use +them. This list describes the spells common to mortals, organized by their +discipline. + +### Astralmancy +Astralmancy is the practice of manipulating ones consciousness and the [Astral +plane](#astralPlane). + +**Entropomancy:** moves sets of events to be in favor of completing a specified +task. The caster makes an *Astralmancy + Psyche* test TN 5. This allows for a +mundane event or synchronistic event to occur that helps the goal of the spell. + +**Shield:** creates a barrier that completely covers it's target. The caster +makes an *Astralmancy + Psyche* test TN 3. The target gains a +2 to defensive +rolls against spells and spirit attacks for the scene. + +**Ward:** creates a magical wall against spells and spirits. The caster +makes an *Astralmancy + Psyche* test TN 4. The wall works like a physical wall +except it doesn't stop perception. + +### Divination +Divination is the attempt to gain insight into a question or situation by way +of an occultic, standardized process or ritual. Used in various forms +throughout history, diviners ascertain their interpretations of how a querent +should proceed by reading signs, events, or omens, or through alleged contact +with a paranormal agency. + +**Remote Viewing:** the caster "views" a target via non local senses. The caster +makes an *Divination + Intuition* test TN 5. The amount of information gathered +is determined by the MoS of the spell. + +MoS | Information +:---: | --- +1 | Vague information +2 | Basic information +3 | Detailed information +4 | Secret information +5 | Unknown information + +**Scrying:** by using a Focus(Map and pendulum, dowsing rod, etc...) the caster +learns the location of the target. The caster makes an *Divination + Intuition* +test TN 3. The accuracy of information gathered is determined by the MoS of the +spell. + +MoS | Information +:---: | --- +1 | Vague information +2 | Basic information +3 | Detailed information +4 | Secret information +5 | Unknown information + +### Evocation +Evocation is the practice of calling upon spirits. Comparable practices exist +in many religions and magical traditions and may employ the use of +mind-altering substances with and without uttered word formulas. + +**Banish:** forces a spirit out of the area for a scene. The caster makes an +*Evocation + Psyche* test opposed by Psyche. + +**Invocate:** the caster allows themself to become partially possessed. The +caster makes an *Evocation + Psyche* test TN 5. The caster gains an additional +level in a specific skill for the scene. + +**Summon:** calls for a spirit to appear before the caster. The caster makes an +*Evocation + Psyche* test TN 5. Once the spirit appears they may be asked to +perform actions for the caster. + +### Restoration +Restoration is the practice of manipulating the body(Energy, cells, etc...) to +heal wounds. + +**Bolster:** The caster enhances the target's immune system to counter an +aliment. The caster makes a *Restoration + Psyche* test TN 5. The +target gains a +2 bonus against the aliment. + +**Dispel:** damages the target of an ongoing spell equal to MoS. The caster +makes a *Restoration + Psyche* vs *Psyche* of the spells caster. Once the spell +takes more than 5 points of damage it's effect is completely ended. + +**Harm:** deals damage with DV 1 + Psyche. The caster makes a *Restoration + +Psyche* vs the targets *Psyche*. + +**Heal:** the target is treated for traumatic experiences and can heal after a +month of rest. The caster makes a *Restoration + Psyche* TN 1. The caster makes +the test with the target's action penalties. + +**Regenerate:** The target's heals wounds 25% faster than normal for a week. +The caster makes a *Restoration + Psyche* test TN 4. This effect is additive +with other healing rate modifiers. + diff --git a/README.md b/README.md new file mode 100644 index 0000000..2a2c578 --- /dev/null +++ b/README.md @@ -0,0 +1 @@ +Autonoums Garden is a free solarpunk tabletop RPG. diff --git a/Rules.md b/Rules.md new file mode 100644 index 0000000..b360da5 --- /dev/null +++ b/Rules.md @@ -0,0 +1,1413 @@ +# Chapter Five: Game Moderating + +When you have to choose between the truth and the legend, choose the legend." +-John Ford(Misattributed) + +## Safety First + +## Running the Game + +### Bending and Breaking Rules + +#### Improvising + +### Running Action Tests + +#### Running Combat + ++ Environment and cover stuff + +### GM Assistants + ++ Extra paper and pencil ++ NPC cards ++ Setting card ++ GM Screen ++ Miniatures ++ list of unused NPC names ++ Plot tracker + +## Session 0 +Before a game starts, even before characters are made, it's important to go +over a few things, just so that everyone is on the same page. The GM should +pick which ones are important for the game and go over them with everyone +present. + +### Essential + ++ Balance changes + ++ Character fit + ++ Meet up time + ++ Off limit topics & actions + ++ Setting + +### Setting + ++ Emphasis on Combat, Exploration, or story + ++ Location the story will be set in + ++ Notable places and people + ++ Notable political relations + ++ Themes & tone + +### GM Style & Preferences + ++ Balance Changes and Homebrew + ++ Expectation of Consequences + ++ Level of Lethality + ++ Open world or linear story + ++ Rules Flexibility + +### In Game + ++ Character 'fit' + ++ Minmaxing' player power level + ++ PvP and rolling against players + ++ Special items + +### Out of Game + ++ Alcohol or substance intake + ++ Courtesy for the host + ++ Commitment and handling of absence + ++ Contacts for discussing issues + ++ Mobile or device use during play + ++ Off-Limit topics or actions + ++ Session start time and length + ++ Snacks + + +## Designing Adventures +### Game Balance + ++ PC resources ++ Antagonists reources + +#### Pacing + + +### Plotting a Campaign + +#### The Pilot Adventure + ++ The characters have just been accepted to a commune, their job is to get + their by train, boat, or air ship. ++ The characters are members of their council, and need to find someone lost in + the Fills, or figure out the strange lights by the wind farm at night. ++ The characters have to welcome a new commune into the confederacy, there is a + ceremony with lots of socializing and intrigue. + +#### The Beginning +#### The Middle +#### The Ending + +## Occult +"Capitalism is not a human being. Capitalism is a Moloch, a god -- a god of +bloody sacrifice that sees human beings as ants." - Terence McKenna + +The people who can accept paranormal experience are the ones who have them. The +people who haven't wonder if those who have are sane. Experiences of paranormal +are more common than one would think but almost everyone in the west who has +them stays in the spiritual closet. + +### Fortean Events +"Paranormal phenomena are so widespread, so diversified, and so sporadic yet so +persistent that separating and studying any single element is not only a waste +of time but also will automatically lead to the development of belief. Once you +have established a belief, the phenomenon adjusts its manifestations to support +that belief and thereby escalate it. If you believe in the devil he will surely +come striding down your road one rainy night and ask to use your phone. If you +believe that flying saucers are astronauts from another planet they will begin +landing and collecting rocks from your garden." - John Keel + +#### Alien experience +2/3 of experiencers will tell you that their experiences where non physical but +never the less they are real. + +#### The Oz Factor +Often times accompaning other phanamanon. The experiencer feels like they have +been transported somewhere else, things are similar but different in noticable +ways. + +#### Thin place +Is a location where the space between earth and the spirit world is especially +*thin*. These places have more strange events happen than normal. + +#### Apportation +An Apport is an item that has been transfered from one place and/or time to +another. + +#### Falling from heaven +A Falling from Heaven event is when something unusual falls from the sky, blood +rain, animals, space jelly etc all fall under this event. + +#### Stone tape +A stone tap event is when some emotionally charged even is recorded in a place. +The apparitions that appear don't seem to be able to do anything except play out +the recorded event. + +#### Time slip +Sometimes people may find themselves in a time decades or centuries before or +after their present day. They may encounter beings that recognize that they do +no belong then and send them home, some may not be so luck and are not heard +from again until the present catches up with them. + +#### Timeline slip +Some people may find themselves in a world much like the one they are used to +but with a few changes, they didn't break up with their ex, someone else lives +in their house, their hometown is completely unknown to anyone around them. + +#### Fairy encounter + +#### Vardøger +A Vardøger is an arrival apparition, a person or even will arrive usually at +the experience's home only to disappear shortly and have the real person arrive +in the same manner with shocked onlookers. + +#### Doppelgänger +The person being mimiked is usually not aware of a double. + +#### Dreamwalk + + +#### Crop Circles +Circle and other complex shapes apear in a crop field. Within the circles +slightly burned plants can be found, and flies melted to the crops. The nodes +of the plants are bent or bursted causing the plants to lay flat against the +ground. Investagating further no foot prints trampling the crops going in to +the circle and footprints in the mud can not be found. + +Those who enter a circle in the first few hours of its creation may experience +nausia or healing, they may hear a humming sound seamingly from nowhere. Video +and images in and around the circle may have artifacts in them and batteries of +electronic devices may drain instantly. + +# Chapter Six: NPCs +NPCs populate the word of **Autonomus Garden**, they could be antagonists or +allies. Like in other forms of storytelling, characters can be broken down into +groups of importance to the story which determines how much detail is needed +for them. Since GMs will need to make and play a lot of characters this cuts +down on the amount of prep work that goes into a game. + +**Major Characters:** these are the who the story is about, and the ones who +will move the plot along. These characters have detailed stats and backgrounds. + +*Examples:* Player characters, Antagonists, and anyone relevant +to a specific plot count. + +**Supporting characters:** are characters that play a smaller role in the plot +or are recurring characters. These characters have backgrounds but may just use +a generic NPC template from below. + +*Examples:* PC's friends and family, other council members, contacts. + +**Extras:** aren't really characters as much as they are part of the +background of the scene. They don't have names and don't have stats, tho PCs +may wish to interact with them and put the GM on the spot. + +*Examples:* Any character in the background that doesn't interact with any +other character type. + +## Humans +### Adgitator + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | 0 || Body | 0 || Charisma | +1 || Intuition | 0 +Logic | 0 || Manipulation | +1 || Perception | 0 || Psyche | 0 + +**Skills** +Skill | Lvl +--- | :---: +Awareness | 1 +Deception | 2 +Defense | 1 +Insight | 2 +Negotiation | 2 +Stealth | 1 +Unarmed | 1 + +**Perks** + +**Wound Levels** +Flesh 3, Deep 6, Critical 12 + +**Movement** +Walk 10, Run 15, Sprint 30 + +**Equipment** + +### Brawler + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | +1 || Body | +1 || Charisma | 0 || Intuition | 0 +Logic | 0 || Manipulation | 0 || Perception | 0 || Psyche | 0 + +**Skills** +Skill | Lvl +--- | :---: +Athletics | 2 +Awareness | 1 +Defense | 2 +Intimidate | 1 +Melee | 1 +Negotiation | 1 +Unarmed | 2 + +**Perks** + +**Wound Levels** +Flesh 4/5, Deep 8/9, Critical 16/17 + +**Movement** +Walk 10, Run 15, Sprint 35 + +**Equipment** +Leather Jacket(+1), First aid kit, XSTAT, Flashlight, Rope + +Weapon | DM | ACC | Range | RoF | Mag +--- | :---: | :---: | :---: | :---: | :---: +Knife x2 | 1+BOD | 0 | 5+BOD | - | + + +### Civil Defense + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | 0 || Body | +1 || Charisma | 0 || Intuition | 0 +Logic | 0 || Manipulation | 0 || Perception | +1 || Psyche | 0 + +**Skills** +Skill | Lvl +--- | :---: +Athletics | 1 +Awareness | 2 +Defense | 2 +Firearms | 2 +Medicine | 1 +Negotiation | 1 +Unarmed | 1 + +**Perks** + +**Wound Levels** +Flesh 4/9, Deep 8/13, Critical 16/21 + +**Movement** +Walk 10, Run 20, Sprint 35 + +**Equipment** +vehicle, comm gear, flashlight, restraints, medical kit, Medium Flak Vest(+5) + +Weapon | DM | ACC | Range | Mag | Traits +--- | :---: | :---: | :---: | :---: | :---: +Pistol | 3 | 0 | 7 | 0 | 12 | +Assult Rifle | 5 | 0 | 60 | 30 | RoF +3 +Dazzler | 0 | +1 | 12 | 10 | + +### Cop +Someone has to enforce private property and catch slaves. Police since their +inception in the early 1800's have only a few goals. Their motto might be to +"protect and serve" but they never tell you who they're protecting and serving. + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | 0 || Body | +1 || Charisma | 0 || Intuition | 0 +Logic | 0 || Manipulation | 0 || Perception | +1 || Psyche | 0 + +**Skills** +Skill | Lvl +--- | :---: +Athletics | 1 +Awareness | 2 +Interrogate | 1 +Intimidation | 1 +Melee | 1 +Firearms | 2 +Stealth | 1 +Unarmed | 2 + +**Perks** +Rank 1 + +**Wound Levels** +Flesh 4/7, Deep 8/12, Critical 16/19 + +**Movement** +Walk 10, Run 20, Sprint 35 + +**Equipment** +Vehicle, comm gear, flashlight, restraints, Light Flak Vest(+3) + +Weapon | DM | ACC | Range | RoF | Mag +Weapon | DM | ACC | Range | Mag | Traits +--- | :---: | :---: | :---: | :---: | :---: +Baton | 1+BOD | 0 | - | - | +Pistol | 3 | 0 | 7 | 12+1 | +Pump Shotgun | 6 | +1 | 7 | 5+1 | +Police Taser | 1 | 0 | 1 | 2 | Stun + + +### Corpocrat + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | 0 || Body | 0 || Charisma | +1 || Intuition | 0 +Logic | 0 || Manipulation | +1 || Perception | 0 || Psyche | 0 + +**Skills** +Skill | Lvl +--- | :---: +Deception | 2 +Humanities | 2 +Intimidation | 1 +Investigation | 1 +Insight | 1 +Negotiation | 2 + +**Perks** + +**Wound Levels** +Flesh 3, Deep 6, Critical 12 + +**Movement** +Walk 10, Run 15, Sprint 30 + +**Equipment** +Vehicle + +Weapon | DM | ACC | Range | Mag | Traits +--- | :---: | :---: | :---: | :---: | :---: + + +### Doctor/Medic + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | 0 || Body | 0 || Charisma | 0 || Intuition | +1 +Logic | +1 || Manipulation | 0 || Perception | 0 || Psyche | 0 + +**Skills** +Skill | Lvl +--- | :---: +Awareness | 2 +Biology | 1 +Deception | 1 +Electronics | 1 +Insight | 2 +Medicine | 2 +Negotiation | 1 + +**Perks** + +**Wound Levels** +Flesh 3, Deep 6, Critical 12 + +**Movement** +Walk 10, Run 15, Sprint 30 + +**Equipment** +Smart phone, Medical kit, Stempak, XSTAT x4, Vehicle + +### Hacker + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | 0 || Body | 0 || Charisma | 0 || Intuition | 0 +Logic | +1 || Manipulation | 0 || Perception | +1 || Psyche | 0 + +**Skills** +Skill | Lvl +--- | :---: +Awareness | 1 +Deception | 1 +Electronics | 2 +Humanities | 1 +Investigate | 2 +Physics | 1 +Security | 2 + +**Perks** + +**Wound Levels** +Flesh 3, Deep 6, Critical 12 + +**Movement** +Walk 10, Run 15, Sprint 30 + +**Equipment** +Smart Phone, Laptop, Electronics and mechanical tool kits, Drone, Throat/eat +comm set. + + +### Maker + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | 0 || Body | 0 || Charisma | 0 || Intuition | +1 +Logic | +1 || Manipulation | 0 || Perception | 0 || Psyche | 0 + +**Skills** +Skill | Lvl +--- | :---: +Awareness | 2 +Craft | 2 +Electronics | 1 +Investigation | 2 +Mechanics | 1 +Medicine | 1 +Physics | 1 + +**Perks** + +**Wound Levels** +Flesh 3, Deep 6, Critical 12 + +**Movement** +Walk 10, Run 15, Sprint 30 + +**Equipment** +Laptop, Mechanical tool kit + +### Magician + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | 0 || Body | 0 || Charisma | 0 || Intuition | +1 +Logic | 0 || Manipulation | 0 || Perception | 0 || Psyche | +1 + +**Skills** +Skill | Lvl +--- | :---: +Defense | 1 +Divination | 2 +Evocation | 1 +Insight | 1 +Investigate | 2 +Negotiation | 2 +Wrangle | 1 + +**Perks** + +**Wound Levels** +Flesh 3, Deep 6, Critical 12 + +**Movement** +Walk 10, Run 15, Sprint 30 + +**Equipment** + +### Mediator +Whenever arguments get a little out of hand, Mediator are the first to be +called to come and deescalate the situation. They're usually scattered around +the commune to always be a block or 2 away from where they're needed. + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | 0 || Body | 0 || Charisma | +1 || Intuition | 0 +Logic | 0 || Manipulation | +1 || Perception | 0 || Psyche | 0 + +**Skills** +Skill | Lvl +--- | :---: +Awareness | 2 +Deception | 1 +Defense | 1 +Insight | 2 +Negotiation | 2 +Streetwise | 1 +Unarmed | 1 + +**Perks** + +**Wound Levels** +Flesh 3, Deep 6, Critical 12 + +**Movement** +Walk 10, Run 15, Sprint 30 + +**Equipment** +Restraints, Smart phone + +### Mercenary + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | +1 || Body | 0 || Charisma | 0 || Intuition | 0 +Logic | 0 || Manipulation | 0 || Perception | +1 || Psyche | 0 + +**Skills** +Skill | Lvl +--- | :---: +Athletics | 2 +Awareness | 2 +Firearms | 2 +Mechanics | 1 +Melee | 1 +Negotiation | 1 +Stealth | 1 +Unarmed | 1 + +**Perks** + +**Wound Levels** +Flesh 3/8, Deep 6/11, Critical 12/17 + +**Movement** +Walk 10, Run 15, Sprint 30 + +**Equipment** +Vehicle, Military throat/eat comm, flashlight, restraints, Medium Flack +Suit(+5) + +Weapon | DM | ACC | Range | Mag | Traits +--- | :---: | :---: | :---: | :---: | :---: +Knife | 1+BOD | 0 | 5+BOD | - | +Assault Rifle | 5 | 0 | 60 | 30+1 | RoF +3 +Frag Nade | 5/3 | 0 | 5+BOD | - | AoE 8/30 +Flash Bang Grenade | 2/flash | 0 | 5+BOD | 3/30 | + + +### Musician + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | 0 || Body | 0 || Charisma | 0 || Intuition | +1 +Logic | 0 || Manipulation | 0 || Perception | +1 || Psyche | 0 + +**Skills** +Skill | Lvl +--- | :---: +Awareness | 2 +Craft | 1 +Defense | 1 +Electronics | 1 +Insight | 2 +Negotiation | 1 +Performance | 2 + +**Perks** + +**Wound Levels** +Flesh 3, Deep 6, Critical 12 + +**Movement** +Walk 10, Run 15, Sprint 30 + +**Equipment** +Smart phone, Musical instrument, + +Weapon | DM | ACC | Range | Mag | Traits +--- | :---: | :---: | :---: | :---: | :---: +Knife | 1+BOD | 0 | 5+BOD | - | + +### Oligarch + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | 0 || Body | 0 || Charisma | 0 || Intuition | +1 +Logic | +1 || Manipulation | 0 || Perception | 0 || Psyche | 0 + +**Skills** +Skill | Lvl +--- | :---: +Divination | 1 +Awareness | 2 +Humanities | 1 +Insight | 1 +Intimidation | 1 +Investigation | 1 +Negotiation | 2 + +**Perks** + +**Wound Levels** +Flesh 3, Deep 6, Critical 12 + +**Movement** +Walk 10, Run 15, Sprint 30 + + +**Equipment** +Vehicle + +Weapon | DM | ACC | Range | Mag | Traits +--- | :---: | :---: | :---: | :---: | :---: + +### Ranger + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | 0 || Body | +1 || Charisma | 0 || Intuition | 0 +Logic | 0 || Manipulation | 0 || Perception | +1 || Psyche | 0 + +**Skills** +Skill | Lvl +--- | :---: +Athletics | 1 +Awareness | 2 +Defense | 1 +Firearms | 2 +Medicine | 1 +Survival | 1 +Wrangle | 2 + +**Perks** + +**Wound Levels** +Flesh 4, Deep 8, Critical 16 + +**Movement** +Walk 10, Run 15, Sprint 30 + +**Equipment** +Patrol vehicle, Comm gear, Flashlight, Restraints, Flairs, Medical kit, +Binoculars, Flare x10, Goggles, Survival Kit, Tent + +Weapon | DM | ACC | Range | Mag | Traits +--- | :---: | :---: | :---: | :---: | :---: +Assault Rifle | 5 | 0 | 60 | 30+1 | RoF +3 +Knife | 1+BOD | 0 | 5+BOD | - | + +### Riot Cop + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | +1 || Body | +1 || Charisma | 0 || Intuition | 0 +Logic | 0 || Manipulation | 0 || Perception | 0 || Psyche | 0 + +**Skills** +Skill | Lvl +--- | :---: +Athletics | 1 +Awareness | 2 +Interrogate | 1 +Intimidation | 1 +Melee | 1 +Firearms | 2 +Stealth | 1 +Unarmed | 2 + +**Perks** +Rank 1 + +**Wound Levels** +Flesh 3/8, Deep 6/11, Critical 12/17 + +**Movement** +Walk 10, Run 15, Sprint 35 + +**Equipment** +Vehicle, comm gear, flashlight, restraints, Helmet(+2), Medium Suit(+5), Riot +Shield(+3/4), Gas mask + +Weapon | DM | ACC | Range | Mag | Traits +--- | :---: | :---: | :---: | :---: | :---: +Baton | 1+BOD | 0 | - | - | +Pistol | 3 | 0 | 7 | 12+1 | +Tear Gas | 1/Gas | 0 | 5+BOD | - | 2/15 + +### Scavenger +The old world produced a lot of waist, some of it is still usable. Scavengers +can usually be found crawling thru garbage and rubble all to get at the +discarded tech of old. + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | +1 || Body | 0 || Charisma | 0 || Intuition | 0 +Logic | 0 || Manipulation | 0 || Perception | +1 || Psyche | 0 + +**Skills** +Skill | Lvl +--- | :---: +Athletics | 1 +Awareness | 2 +Defense | 1 +Medicine | 1 +Melee | 1 +Stealth | 2 +Electronics | 2 + +**Perks** + +**Wound Levels** +Flesh 3/4, Deep 6/7, Critical 12/13 + +**Movement** +Walk 10, Run 15, Sprint 30 + +**Equipment** +Pickup truck, Comm gear, Flashlight, Restraints, Metal Detector, Leather +Jacket(+1) + +Weapon | DM | ACC | Range | Mag | Traits +--- | :---: | :---: | :---: | :---: | :---: +Police Taser | 1 | 0 | 1 | 2 | Stun +Knife | 1+BOD | 0 | 5+BOD | - | + + +### Soldier + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | 0 || Body | +1 || Charisma | 0 || Intuition | 0 +Logic | 0 || Manipulation | 0 || Perception | +1 || Psyche | 0 + +**Skills** +Skill | Lvl +--- | :---: +Athletics | 2 +Awareness | 2 +Firearms | 2 +Intimidation | 1 +Mechanics | 1 +Melee | 1 +Stealth | 1 +Unarmed | 1 + +**Perks** +Rank 1 + +**Wound Levels** +Flesh 4, Deep 8, Critical 16 + +**Movement** +Walk 10, Run 20, Sprint 35 + +**Equipment** +Vehicle, comm gear, flashlight, restraints + +Weapon | DM | ACC | Range | Mag | Traits +Weapon | DM | ACC | Range | RoF | Mag +--- | :---: | :---: | :---: | :---: | :---: +Knife | 1+BOD | 0 | 5+BOD | - | +Assault Rifle | 5 | 0 | 60 | 30+1 | RoF +3 +Frag Nade | 5/3| 0 | 5+BOD | - | AoE 8/30 + +### Spy + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | +1 || Body | 0 || Charisma | 0 || Intuition | 0 +Logic | 0 || Manipulation | +1 || Perception | 0 || Psyche | 0 + +**Skills** +Skill | Lvl +--- | :---: +Awareness | 1 +Deception | 2 +Firearms | 1 +Mechanics | 1 +Melee | 1 +Negotiation | 1 +Security | 2 +Stealth | 2 +Unarmed | 1 + +**Perks** +Fake Identity + +**Wound Levels** +Flesh 3, Deep 6, Critical 12 + +**Movement** +Walk 10, Run 15, Sprint 30 + +**Equipment** +Vehicle, comm gear, flashlight, restraints + +Weapon | DM | ACC | Range | Mag | Traits +--- | :---: | :---: | :---: | :---: | :---: +Knife | 1+BOD | 0 | 5+BOD | - | +Pistol | 3 | 0 | 7 | 0 | 12+1 | +Frag Nade | 5/3| 0 | 5+BOD | - | AoE 8/30 + + +## Non Human Characters +Non human characters work a lot like humans, except with different attribute +ranges and their own set of traits that their species provide. + +**Species Pools:** Shows the modified Attribute and Skill points for making a +character of that species, which takes attribute and trait costs into account. + +**Attribute Modifiers:** Many species have attributes that are above or +below the capabilities of humans. For every higher rating, the character loses +10 skill points and adds 10 attribute points, allowing them to buy higher +ratings. For every lower rating the character loses 5 attribute points and +gains 5 skill points. + +**Traits:** Species trait costs are taken out of their available attribute +points. + +### Animals + +#### Bear + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | +1 || Body | +5 || Charisma | 0 || Intuition | 0 +Logic | -2 || Manipulation | 0 || Perception | +1 || Psyche | +1 + +**Wound Levels** +Flesh 8, Deep 16, Critical 32 + +**Movement** +Walk 10, Run 30, Sprint 55 + +**Skills** +Skill | Lvl +--- | :---: +Athletics | 2 +Awareness | 2 +Defense | 1 +Survival | 3 +Unarmed | 2 + +**Perks:** Acute (smell) + +**Attack:** +Bite DV 1+Body +Claws DV 2+Body + + +#### Bird of Pray + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | +1 || Body | -4 || Charisma | 0 || Intuition | 0 +Logic | -2 || Manipulation | 0 || Perception | +1 || Psyche | 0 + +**Wound Levels** +Flesh 1, Deep 2, Critical 4 + +**Movement** +Walk 10, Run 10, Sprint 10 +Fly 10, Run 35, Sprint 70 + +**Skills** +Skill | Lvl +--- | :---: +Athletics | 1 +Awareness | 3 +Defense | 2 +Stealth | 1 +Survival | 3 +Unarmed | 2 + +**Perks:** Dark Vision(1), Extra movement(ground), Fast(12) + +**Attack:** Bite DV 1, uses agility to hit + +#### Cattle + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | -1 || Body | +8 || Charisma | 0 || Intuition | 0 +Logic | -2 || Manipulation | 0 || Perception | 0 || Psyche | -1 + +**Wound Levels** +Flesh 11, Deep 22, Critical 44 + +**Movement** +Walk 10, Run 35, Sprint 70 + +**Skills** +Skill | Lvl +--- | :---: +Athletics | 1 +Awareness | 1 +Defense | 1 +Unarmed | 1 + +**Perks:** Panoramic Vision(270) + +**Attack:** Horns DV 3+Body + +#### Deer + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | +1 || Body | +5 || Charisma | 0 || Intuition | 0 +Logic | -2 || Manipulation | 0 || Perception | 0 || Psyche | +1 + +**Wound Levels** +Flesh 8, Deep 16, Critical 32 + +**Movement** +Walk 10, Run 30, Sprint 55 + +**Skills** +Skill | Lvl +--- | :---: +Athletics | 1 +Awareness | 2 +Defense | 1 +Survival | 3 +Unarmed | 2 + +**Perks:** Panoramic Vision(270) + +**Attack:** Horns DV 1+Body + +#### Dog, Medium + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | +2 || Body | 0 || Charisma | 0 || Intuition | 0 +Logic | -2 || Manipulation | 0 || Perception | +1 || Psyche | +1 + +Skill | Lvl +--- | :---: +Athletics | 2 +Awareness | 2 +Defense | 2 +Stealth | 2 +Unarmed | 2 + +**Wound Levels** +Flesh 3, Deep 6, Critical 12 + +**Movement** +Walk 10, Run 15, Sprint 30 + +**Perks:** Acute (smell) + +**Attack:** Bite Dv 2+Body + +#### Horse + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | +0 || Body | +7 || Charisma | 0 || Intuition | 0 +Logic | -2 || Manipulation | 0 || Perception | 0 || Psyche | 0 + +**Wound Levels** +Flesh 10, Deep 20, Critical 40 + +**Movement** +Walk 10, Run 70, Sprint 140 + +**Skills** +Skill | Lvl +--- | :---: +Athletics | 2 +Awareness | 1 +Defense | 1 + +**Perks:** Panoramic Vision(270), Fast 8 + +#### Wolf + +**Attributes** +Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value +--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---: +Agility | +2 || Body | +1 || Charisma | 0 || Intuition | 0 +Logic | -2 || Manipulation | 0 || Perception | +1 || Psyche | +1 + +Skill | Lvl +--- | :---: +Athletics | 2 +Awareness | 2 +Defense | 1 +Stealth | 2 +Survival | 3 +Unarmed | 3 + +**Wound Levels** +Flesh 4, Deep 8, Critical 16 + +**Movement** +Walk 10, Run 20, Sprint 35 + +**Perks:** Acute (smell) + +**Attack:** +Bite Dv 2+Body + +### Moreaus +Moreaus are clearly not human, their build vary and they grow pelts instead of +human hair. They however have no problem using human equipment thanks to their +opposable thumbs, or wearing human clothing. Their head shape resembles their +animal half more than human, they have muzzles which causes them to speak with +a distinct accent but they have no problem speaking human languages. All +moreaus have high sterilization rates, those who can only reproduce with +similar moreau species. + +#### Avian +Various bird Moreaus were used for scouting and aerial attacks when a drone +would be too loud. + +**Species Pools:** +10AP/-15SP + +**Attributes:** +1 Agility, -1 Body, +1 Perception + +**Perks:** Talons, Extra movement(Flight) + +**Flaws:** Frail + +#### Canine +Humans and dogs have spent a lot time together and now genetically are +together. Finally dogs can pet other dogs. + +**Species Pools:** +8AP/-10SP + +**Attributes:** +1 Perception + +**Perks:** Natural Weapon(bite) + +#### Cephalopod +Resembling something out of an early 20th century horror novel, Cehalopod +moreaus were designed for infiltrating and sabotaging sea vessels. They are at +home in the water where the spend most of their time, as they can't breath on +land without special equipment. They are the rarest of the common moreaus. + +**Species Pools:** -20AP/+0SP + +**Perks:** Biochemical spray(vision blocking, 2 uses), Camouflage(1 round), Double +Jointed, Extended Reach, Extra Manipulator, Grip pads + +**Flaws:** Monovore(Carinvore), Aquatic Bound(death) + +#### Cetacean +Dolphins and wales where chosen to be the basis for the navel supersoldier +program, being able to hold their breath for long periods of time and swim +faster than a human. + +**Species Pools:** +3AP/-10SP + +**Attributes:** +1 Body + +**Perks:** Extended Respiration, Movement (Swim 1/2), Panoramic vision(270), +Echolocation + +#### Crocadilian +Crocodiles and alligators make for the idea swamp base soldier tho not see as +often as other Moreaus. + +**Species Pools:** -19AP/+0SP + +**Perks:** Armored(2), Dark Vision(2), Extended Respiration, Movement (Swim +1/2), Panoramic vision(270) + +**Flaws:** Monovore(Carnivore), Poor(Sight) + +#### Feline +Feline moreaus are mix large predatory cats with humans, making for a strong +and agile for many stealth missions. + +**Species Pools:** +14AP/-20SP + +**Attributes:** +1 Agility, +1 Body + +**Perks:** Darkvision(2), Natural weapon(bite, claws) + +**Flaws:** Monovore(Carnivore) + +#### Rat +While not as strong as other moreaus, rat moreaus take advantage of the +rodent's their fast maturation rate allowing large numbers of soldiers to be +grown quickly. + +**Species Pools:** -4AP/-5SP + +**Attributes:** +1 Agility, -1 Body + +**Perks:** Dark Vision(1), Double Jointed, Natural weapon(bite), Panoramic +Vision(270) + + +#### Ursidean +Ursideans are big strong but someone clumsy human bear hybrids, they've been +deployed as shock troopers and heavy weapons specialists. + +**Species Pools:** 13AP/-15SP + +**Attributes:** -1 Agility, +2 Body + +**Perks:** Natural Weapon(bite, claws) + +**Flaws:** Poor Sense (eyes) + + +### Spirits +Spirits are any person that doesn't have a body. They maybe be ghosts of the +dead, or discarnate entities that have never traveled to earth and only +occasionally appear in the Near Physical. + +Because spirits aren't quiet on earth with a "physical" body they don't have +physical attributes instead using mental ones. Tho unless they have a trait +that allows them to do so they can't interact the physical world around them. +For tests that require Agility or Perception they use Intuition instead, for +Body they use Psyche. + +#### Ghosts +Spirits of the dead, who for one reason or another are in the Near Physical. +They retain their personality, memories, and any trauma they had when they +died, including their death as well. + +#### Servitors +Servitors are type of spirit that is created for the purpose of serving the +magician. They are bought with the Familiar perk, they all have [Ghost +Sight](#ghostSight) and a telepathic link with their creator. On creation the +individual skill levels of the Servitor are limited to the skill level of the +magician creating them. A magician can not make a servitor that is more skilled +at something than themself. + +The magician gets to decide the following when creating a servitor: ++ Appearance ++ Fatal Flaw(a way to easily kill the servitor) ++ Attributes(Mental only) ++ Skills(limited to same level as their creator's skills) ++ Psi Perks + +Once per session when the servitor is called on the servitor will make a Psyche +test TN 4. If the accumulated MoS is >= 5 the servitor will demand their +freedom and/or go rouge. + +#### Spirits of Place +These are spirits of mountains, rivers, buildings, cities, forests etc. Often +times they act as guardians of plants and animals and may become upset if not +treated well. + +### Cryptids +These are creatures that are unknown to mainstream science, extinct animals, or +even animals outside their known habitat. These could include Aliens, +Dinosaurs, or an ape living in the northen forest. + +## Non Human Traits +These are special abilities outside of human possibles. Unlike human traits +these cost Character Points and may be mixed with one another, unless +contradictory. + +#### Acute sense +**Cost:** 2TP +One of the character's senses is sharper than the others. This provides a +1 +bonus on perception tests with that sense. + +#### Amphibious +**Cost:** 5TP +The character is able to breath in water and air. + +#### Armored +**Cost:** 3 CP/Rank +The character has some form of natural armor. This could be thick fur, scales, +shells, slime, or think/horny hide. The armor value is +1/Rank. + +#### Barbed +**Cost:** 1TP +The characters body is protected by quills or spines. Failed unarmed and melee +attacks against the character are treated as an attack against the original +attacker using the same MoS DV 1. + +Quills can lay flat when not needed to avoid accidental harm. + +Spines are always in a defensive position and can be poisonous. + +#### Biochemical Spray +**Cost:** effect cost + number of uses TP +The character has a gland that produces a biochemcial agent. This could be a +gas cloud or liquid spray releasing the effect. One use is replenished 6 hours +after eating. Character makes a **Unarmed + Perception** attack against the +defender, base range is 2m. + +Effect | Cost +Vision blocking | 2 +Noxious | Potency +Poisonous | Potency +AoE | +1 per 5m +Range | +1 per 1m + +#### Camouflage +**Cost:** 3TP +The character can control their skin color to blend in with their surroundings. +This provides a +2 on hiding tests, camouflaging takes 1 minute. + +**Cost:** 5TP +Camouflaging takes 1 round. + +#### Dark Vision +**Cost:** 2 CP/Rank, max of 3 ranks +The character reduces the penalty do to darkness by 1 per rank. Variant types +also carry a form of disadvantage, lack of color, detail, light sensitivity or +some other. + +#### Echolocation +**Cost:** 4TP +The character is able to produce sound and use it to perceive objects and +space. Allowing the character to negate penalties for +[lighting](#combatModifiers) but it doesn't allow for color or fine detail. + +#### Extra Movement Mode +**Refund:** 5TP +The character has an additional movement mode, either Swim, Fly, or Burrow, but +it is limited, such as only half normal speed or only over a short distance +such as gliding. + +**Cost:** 10 CP +The character has an additional movement mode at normal speed or without +limitations. + +#### Extra Manipulators +**Cost:** 10 CP +The character has an additional limb for manipulating objects. This proved a +1 +when using multiple hands for a task, or allows the use of different sets at +the same time. + +#### Extended Reach +**Cost:** 5 CP +The character has unnaturally long arms. This increases the character's range +with armed and unarmed attacks by 1 meter. + +#### Extended Respiration +**Cost:** 3TP +The character has increased lung capacity or efficiency. The character can +breath comfortable in both hight and low pressure environments, with no side +effects. They can also hold their breath for up to 30 mins with minimal +activity or 10 minutes of activity. + +#### Grip Pads +**Cost:** 5 +The character has grip pads allowing them to easily climb surfaces. They gain a ++3 on athletics tests to climb. + +#### Fast +**Cost:** 2CP/Rank +The character is able to move faster than a human, +5 to their sprint speed per +rank. Adjust run speed accordingly. + +#### Natural Weapon +**Cost:** 2TP +he character has an attack such as a bite, claws, tusks, or hooves. These have +a DV of 2 + Strength. + +#### Pain Suppression +**Cost:** 3TP/rank +The character's body is less responsive to pain. The character reduces +penalties by 1 for one wound/rank. The character suffers a -2 using tactile +senses. + +#### Panoramic Vision +**Cost:** 2 CP +The character's field of view is 270 degrees, which reduces flanking penalities by 1. + +**Cost:** 4 CP +The character's field of view is 350 degrees, which removes flanking penalities. + +#### Poison Gland +**Cost:** 1/2 Potency + number of doses TP +The character's body generates poison, it can be either fatal, sedative, or +hallucinogenic. It's delivered either by contact with skin, or by a natural +weapon. The onset time is 1 round. One dose is replenished 6 hours after +eating. + +#### Prehensile (Limb) +**Cost:** 1TP or 2TP +The character has an appendage that is able to grab and hold objects like +hands however with less dexterity. +*Tail(1 CP):* -2 penalty +*Feet(2 CP):* -1 penalty + +#### Regeneration +**Cost:** 10TP +The Character's body is able to regrow severed limbs after about 2 months. + +#### Talons +**Cost:** 3TP +The character has talons instead of hands or feet. They provide a +2 bonus for +gripping and holding objects but suffer a -1 for fine dexterity. + +#### (Environment) Bound +**Refund:** 3TP +The character can only survive within their normal habitat, if they are taken +out of it they suffer a -1 action penalty while outside their environment. + +**Refund:** 5TP +The character suffers a -1 action penalty and will die quickly outside of their +habitat. + +#### Monovore +**Refund:** 3TP +The being requires a certain food requirement. The being can not absorb other +foods and will suffer cumulative fatigue modifiers. This will continue until +the being withers and dies. + +#### Reduced Reach +**Rufund:** 5 TP +The character only has about half the reach of a human. + +#### Slow +**Refund:** 2 TP/Rank +The character is able to slower faster than a human, -5 to their sprint speed per +rank. Adjust run speed accordingly. + +# Appendix + +## Dice probability +- | 0 | 1 | 2 | 3 | 4 | 5 | 6 +:---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: + 1 | 30.8% | 16.67% | 0.00% | 0.00% | 0.00% | 0.00% | 0.00% + 2 | 25.0% | 16.67% | 8.33% | 0.00% | 0.00% | 0.00% | 0.00% + 3 | 19.4% | 16.67% | 13.89% | 6.02% | 0.00% | 0.00% | 0.00% + 4 | 13.9% | 16.67% | 19.44% | 14.35% | 5.79% | 0.00% | 0.00% + 5 | 8.3% | 16.67% | 25.00% | 25.46% | 17.98% | 6.96% | 0.00% + 6 | 2.8% | 16.67% | 30.56% | 39.35% | 38.50% | 26.63% | 10.04% + 7 | 0.00% | 0.00% | 2.78% | 14.35% | 32.18% | 43.61% | 36.40% + 8 | 0.00% | 0.00% | 0.00% | 0.46% | 5.48% | 20.85% | 40.78% + 9 | 0.00% | 0.00% | 0.00% | 0.00% | 0.08% | 1.94% | 12.11% + 10 | 0.00% | 0.00% | 0.00% | 0.00% | 0.00% | 0.01% | 0.67% +AVG | 2.53 | 3.500 | 4.639 | 5.431 | 6.138 | 6.842 | 7.570 + + | 0 | 0.97 | 1.139 | 0.792 | 0.707 | 0.704 | 0.728 + +## Character Sheets + +![image](assets/CharacterSheet.png) + +The future isn't set in stone and might be a lot better than what you experiece +or at least we can hope. + diff --git a/assets/Character Sheet.pdf b/assets/Character Sheet.pdf new file mode 100644 index 0000000..1de725d Binary files /dev/null and b/assets/Character Sheet.pdf differ diff --git a/assets/Character Sheet.svg b/assets/Character Sheet.svg new file mode 100644 index 0000000..da77baf --- /dev/null +++ b/assets/Character Sheet.svg @@ -0,0 +1,3359 @@ + + + + + + image/svg+xml + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Autonomus Garden + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Attributes + AGILITY + LOGIC + PERCEPTION + CHARISMA + INTUITION + MANIPULATION + PSYCHE + BODY + + + + + + + + + + + + + Movement + + + + + + + WALK + RUN + SPRINT + + + Traits + + + + + + + + + + + Weapons + + WEAPON + DM + ACC + RANGE + MAG + AMMO + TRAITS + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Equipment + + + + + + + + + + CHARCTER + PRAXIS + EXPERIENCE + + + + + + + CONCEPT + GOALS + VALUES + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Wound Thresholds + + DEEP + / 🛡 + FLESH + / 🛡 + CRITICAL + / 🛡 + + + + + + + + + + + + + + + + + + + Plot Points + + + + + Wound Track + + + WOUNDS + + + + + + -1 + -2 + -3 + -4 + -5 + + + + + + + + -1 + -1 + -2 + -2 + 0 + BRUISES + + Skills + + + + AWARENESS + + + + + + + BIOLOGY + + + + + + ATHLETICS + + + + + CRAFT + + + + + DECEPTION + + + + + DEFENSE + + + + + SECUTITY + + + + + FIREARMS + + + + + HUMANITIES + + + + + INTIMIDATION + + + + + MELEE + + + + + NEGOTIATION + + + + + ELECTRONICS + + + + + + PERFORMANCE + + + + + + STEALTH + + + + + + SURVIVAL + + + + RESTORATION + + + + + + PILOT + + + + + UNARMED + + + + + EVOCATION + + + + + DIVINATION + + + + + + PHYSICS + + + + + MEDICINE + + + + + MECHANICS + + + + + + ASTRALMANCY + + + + + + + + + + + + + -1 + -1 + -2 + -2 + 0 + BRUISES + + + + + WRANGLE + + + + + + INVESTIGATION + + + + + INSIGHT + + + + GEOSCIENCE + + + + + STREETWISE + + + diff --git a/assets/Character sheet.sla b/assets/Character sheet.sla new file mode 100644 index 0000000..440b6b8 --- /dev/null +++ b/assets/Character sheet.sla @@ -0,0 +1,845 @@ + + + + + + + + + + + + + + + + + + + + + + + +