32 KiB
Chapter Five: Game Moderating
When you have to choose between the truth and the legend, choose the legend." -John Ford(Misattributed)
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
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Balance changes
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Character fit
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Meet up time
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Off limit topics & actions
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Setting
Setting
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Emphasis on Combat, Exploration, or story
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Location the story will be set in
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Notable places and people
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Notable political relations
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Themes & tone
GM Style & Preferences
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Balance Changes and Homebrew
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Expectation of Consequences
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Level of Lethality
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Open world or linear story
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Rules Flexibility
In Game
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Character 'fit'
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Minmaxing' player power level
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PvP and rolling against players
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Special items
Out of Game
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Alcohol or substance intake
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Courtesy for the host
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Commitment and handling of absence
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Contacts for discussing issues
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Mobile or device use during play
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Off-Limit topics or actions
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Session start time and length
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Snacks
Designing Adventures
Game Balance
- PC resources
- Antagonists resources
Pacing
Improvising
The nature of collective story telling is that someone will ad something that the GM didn't plan for and the GM will need to create something on the fly. This might be a background for a one off NPC that the players took a liking to, a route to an objective that makes sense and the character is equipped to handle, or the PCs breaking the sequence of the plot in some unexpected way. This should be expected and the GM is going to have to come up with something when it does.
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.
Running the Game
Bending and Breaking Rules
Part of being the GM is knowing when a rule should be followed or not. Sometimes a character will do something that could require a test, if it adds nothing to the story than it should be ignored. If the scene begins after the players break into a facility there is no need to make the players roll to get in as it adds nothing and if they fail the test the scene that they want to get to is delayed or doesn't even happen at all. If a character is casually doing drugs there is no reason to have the player roll to resist it that will only interrupt role play.
Spotlight
The GM as director needs to ensure that all players are given equal opportunity to play their character and contribute. If one character is given the spotlight it can make them feel like they're the main character and everyone else is a background character which is not what ttrpgs are about.
Running Action Tests
Inexperienced GMs often put little to no narrative weight behind 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
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
Artist
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 |
---|---|
Awareness | 1 |
Craft | 2 |
Defense | 1 |
Electronics | 1 |
Insight | 2 |
Negotiation | 1 |
Performance | 2 |
Wound Levels Flesh 3, Deep 6, Critical 12
Movement Walk 10, Run 15, Sprint 30
Equipment Toolkit
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 |
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, Gas mask, Riot Shield(+7)
Weapon | DM | ACC | Range | Traits | Mag |
---|---|---|---|---|---|
Knife x2 | 1+BOD | 0 | 5+BOD | - | |
Baton | 1+BOD | 0 | - | - | |
Molotov Cocktail x2 | 4 | 0 | 5+BOD | AoE2, Persistant | - |
Enforcer
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 | 1 |
Defense | 2 |
Firearms | 2 |
Intimidation | 1 |
Melee | 1 |
Pilot | 1 |
Unarmed | 1 |
Wound Levels Flesh 4/10, Deep 8/14, Critical 16/22
Movement Walk 10, Run 20, Sprint 35
Equipment Smartphone, Tact Vest(+6), Helmet(+2), Goggles(Nightvision), Medical kit, Sight(Passive themal), Radio
Soldier
Weapon | DM | ACC | Range | Mag | Traits |
---|---|---|---|---|---|
Knife | 1+BOD | 0 | 5+BOD | - | |
Assault Rifle | 5 | 0 | 60 | 30+1 | RoF 3 |
Semi auto Pistol | 3 | 0 | 7 | 12+1 | |
Frag Nade | 5/3 | 0 | 5+BOD | - | AoE 8/30 |
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 |
Wound Levels Flesh 3, Deep 6, Critical 12
Movement Walk 10, Run 15, Sprint 30
Equipment Electronics and mechanical tool kits, Multi Motor Drone, Tracking Tag
Leader
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 | 1 |
Humanities | 1 |
Investigation | 1 |
Insight | 2 |
Negotiation | 2 |
Streetwise | 2 |
Wound Levels Flesh 3, Deep 6, Critical 12
Movement Walk 10, Run 15, Sprint 30
Equipment Signal Jammer, Tracking tag x5
Land Steward
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 | 2 |
Biology | 2 |
Defense | 1 |
Geoscience | 1 |
Medicine | 1 |
Survival | 1 |
Wrangle | 2 |
Wound Levels Flesh 4, Deep 8, Critical 16
Movement Walk 10, Run 15, Sprint 30
Equipment Solar Charger, Antivenom
Weapon | DM | ACC | Range | Mag | Traits |
---|---|---|---|---|---|
Revolver | 4 | 0 | 9 | 6 | Slow Reload |
Knife | 1+BOD | 0 | 5+BOD | - |
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 |
Wound Levels Flesh 3, Deep 6, Critical 12
Movement Walk 10, Run 15, Sprint 30
Equipment Magic kit
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 |
Wound Levels Flesh 3/7, Deep 6/10, Critical 12/16
Movement Walk 10, Run 15, Sprint 30
Equipment Radio, Ballistic vest(+3)
Weapon | DM | ACC | Range | Mag | Traits |
---|---|---|---|---|---|
Dazzler | 0 | +1 | 12 | 10 |
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 |
Wound Levels Flesh 3, Deep 6, Critical 12
Movement Walk 10, Run 15, Sprint 30
Equipment Medical kit, Stempak, XSTAT x4, Antivenom(local venomous animal)
Ranger
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 |
Firearms | 2 |
Medicine | 1 |
Stealth | 1 |
Survival | 2 |
Wound Levels Flesh 3, Deep 6, Critical 12
Movement Walk 10, Run 15, Sprint 30
Equipment Smartphone, Ghillie Suit, Medical kit, Survival Kit, Radio, Solar Charger
Weapon | DM | ACC | Range | Mag | Traits |
---|---|---|---|---|---|
DMR | 5 | 0 | 75 | 20+1 | |
Knife | 1+BOD | 0 | 5+BOD | - |
Scavenger
The old world produced a lot of waste, 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 |
Wound Levels Flesh 3/4, Deep 6/7, Critical 12/13
Movement Walk 10, Run 15, Sprint 30
Equipment Metal Detector, Leather Jacket(+1), Multi Motor Drone, Electronics Toolkit, Radio
Weapon | DM | ACC | Range | Mag | Traits |
---|---|---|---|---|---|
Police Taser | 1 | 0 | 1 | 2 | Stun |
Knife | 1+BOD | 0 | 5+BOD | - |
Scientist
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 |
Biology | 2 |
Electronics | 1 |
Geoscience | 2 |
Investigation | 1 |
Negotiation | 1 |
Physics | 2 |
Wound Levels Flesh 3, Deep 6, Critical 12
Movement Walk 10, Run 15, Sprint 30
Equipment CBRN Suit, Toolkit, Geiger Counter
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. These modifiers are added after buying attributes. For every higher rating, the character loses 10 skill points. For every lower rating the character 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: -2AP/-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: -14AP/-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: -7AP/-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: -9AP/-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: -4AP/-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 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 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
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