Autonomus_Garden/Rules.md

36 KiB

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 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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