ARC, version 2.0.0a -- basic notes.
Quickly, hop to the other sections:
Character Points
Futuristic
Mad Science
SpARCy's Whiteboard
Medical
Swashbuckling
Magic
Psionics
Dice exist on an attribute-based system; a person can therefore be very
high in one attribute (say, have incredible Strength) while being
much less effective in another (poor or average Luck.) Sides are
retained,
to symbolize actual skill. A hits-based roll would indicate the raw
power of something, whereas a high-die-based roll would indicate the
sheer skill. Dice number can also be affected by, for example,
appropriate advantages; Keen Vision would raise the Awareness die pool
for vision-based rolls, for example.
The attributes:
Strength - The physical prowess of the individual, used for physical
and melee combat.
Intellect - Mental prowess, used for magic and for knowledge-based
skills.
Endurance - Physical endurance, used for metahuman / innate powers and
used in physical resistances.
Willpower - Mental endurance, used for psionic powers and mental
resistances.
Dexterity - Freedom of movement and grace, used for dodging, movement,
and ranged combat.
Charisma - Ability to socialize effectively, used for 'convincing'
rolls.
Luck - The personal fortune of an individual, which is used in
instances of - well, blind luck.
Awareness - Perceptive capabilities, used for perception (especially
skill-based.)
Base HP is formed from Strength and Endurance; base EP is formed
from Endurance and Willpower.
Speed is a factor of Dexterity and Endurance.
Getting all attributes raised one level should be -slightly- cheaper
than raising them each a level individually. For example, if it costs
five points a level for an individual +1, it should cost 'only' 30 for
all to be raised a level. Still pondering whether to use a staggered
system (costs increase as you go up) or a leveled system (costs are
universal.) There also should be limits to development; maybe '3 levels
above the
default for what you are.' A human could get up to 5d in something
particular
-- without horrible cost. Perhaps 5 for the first level-up, 10 for the
second, 20 for the third? Then, setting base power for a race -- like
humans,
or wanderkin, or vampires -- would be done in the Physiology section,
and
done likewise. 5, 10, 20, 40, 60...? Hmm.
Defense: Use Str dice for physical defenses (blocks and parries); Dex
dice for dodging; Will for mind defenses; Int for magic resistance; End
for physical resistance.
Half-dice -- The standard for defense rolls. Most defense situations
use this; therefore, having at least a 3 in an appropriate attribute
will guarantee you two defense dice.
Third-dice -- Unlikely defense situations (defending while stunned,
defending against a surprise attack)
Quarter-dice -- Pretty damn improbable defenses (parrying a bullet,
trying to block a car.)
Defense dice are rounded; if defense dice equal zero after modifiers,
this defense form is invalid. (Most people don't parry bullets, ever.)
However, a Miracle Dodge or Miracle Resist is always available.
Some books:
Adventurer's Guide
Gamemaster's Guide
Worldbook: Nexus
High Fantasy
Magic
Psionics
Mad Science
Futuristic
Medieval
Network
etc.
Sourcebooks would allow more room to put stuff.
Advantages and Drawbacks
Benefits, Side Effects, and Flaws
Martial Arts Disciplines:
Use average of Str and Dex, rounded up, for Martial Arts attack dice.
Unlike normal HTH combat, Martial Arts can inflict CHP damage instead
of THP. However, you must have Discipline to use the techniques of a
particular Art.
2 CP: Discipline 0 - A student. Basic attacks.
10 CP: Discipline 1 - A graduate. Intermediate moves.
25 CP: Discipline 2 - A master. Advanced moves.
50 CP: Discipline 3 - A grandmaster. Master moves.
Discipline allows you to use the maneuvers of a martial art, and is
added to your dice pool. Discipline has other requirements beyond CP
expenditure, which may lower cost. However, if the requirements are
broken in play,
it will take at least one full year to restore discipline (perhaps less
for minor infringements; impure thoughts might ruin Discipline for a
week
if the vow were a vow of celibacy.)
Students may attempt to use maneuvers they know without proper
discipline at -d10 per level.
Example: Ambrose Colby is Str 3, Dex 2, and has Discipline (Colby-Fu)
of 2. He is d40 normally, and has +d12 skill in Colby Fu. His final
attack dice would be 5d52. A talented martial artist can kick the crap
out of
normal people (but in a mundane world, bullets still work.)
HP = (Str * 5) + (End * 5) + (Base sides / 4) + Effects of
advantages/drawbacks.
EP = (Will * 5) + (End * 5) + (Base sides / 4) + Effects of
advantages/drawbacks.
So someone with Str 5, End 4, Will 2, and d40 would have 55 HP and
40 EP.
Munnics and Imagination Entities:
A pretty interesting retake -- it's basically a matter of how people
create things from their thoughts and dreams, both in such real-world
ways as poltergeists and specters and haunts (not actual ghosts, but
those 'leftover images' -- very popular horror movie stuff), and in
fantasy realms, such things as Psyches (and, if you go out on a limb of
logic, other 'personal-monster' realms.)
Basically, Imagination Entities, in simplest form, are physical
constructs formed from the thoughts, dreams, and desires of a Munnic -
a person who can actually bring these things about. On some worlds,
like most Earths, Munnics most commonly use this power while in an
altered state like sleep or meditation, bringing about poltergeists,
hauntings, succubi, and other sleep 'delusions'. On others, like Verga,
these Entities can permanently manifest
-- the Psyches of Psyche Tamer. In some cases, their source is psionic
--
the example of the monk who can call 'the spirits of warriors past' to
defend
him. In some cases, it's magical -- 'aerial servant', anyone? And in
some,
it's a matter of the environment itself -- Verga, for instance, or
Nexus.
Sometimes, Munnics (mundane incarnations, if you want to go for the
full
technobabble) are capable of controlling them... other times, like
their
own inward emotions, they've got no control at all. Some Entities run
free,
while others only exist at their Munnic's will. However, they usually
have
several things in common:
- Focus. The source of the Entity. An Entity without Focus is
Free-Range; most Focused Entities owe at least partial alliegance to
the controller of the Focus. However, a Focus gives a defeated Entity a
place to return to where they can safely recover. Some examples: Cards
(Vergan Psyches), jewels
(Nexican Psyches, magic-users in general), the Munnic's subconscious
(those
wacky psions)... With a Free-Range Psyche, they're pretty much an
independent
creation. (And, dependent on the world, may or may not be forced to
accept
a new Focus. Anyone got a Pokeball? Heh.)
- Powers. Entity powers depend on the world, but in general, Entities
have far more diversity and variety than their Munnic counterparts.
Usually, the powers of a created Entity complement the Munnic's skills,
or reflect their inner personality -- though some reversals may occur.
A firefighter's Entity might extinguish fires (reflecting his desire
and career) ... or start them (reflecting his inner love of flame).
- Personality. Frequently, Entities are aspects of a Munnic's
personality - whether this means they share a similar sense of humor
and habit, are symbolic of inner fears and desires, or emphasize
virtues and strengths. The aforementioned firestarter Entity may be
symbolic of the firefighter's love of fire, for example. Entities tend
to at least have one personality flaw in common with their creator,
often at more severe levels.
"Sleeping Giants" and Spectral Entities --
The internal struggles of an individual can, in some environments,
create Entity-based effects without the conscious knowledge of the
individual. The more deranged or upset the person is, the more powerful
these Entities can become. Death, the ultimate personal disruption, can
also bring these things about. The following is for a GM who wants to
subject someone (an NPC, or perhaps a troubled PC) to the dangers of
their own psyches.
Poltergeist - The Poltergeist is the simplest manifestation of Entity
activity; it is generally invisible and can only be sensed, not seen.
Unless reaching Full Manifestation, a Poltergeist's threat is generally
low, and limited to enacting actual events (although someone who saw
his family murdered could still be very dangerous in this fashion) and
ends when the Munnic
awakens. Poltergeists are also frequently created during an emotional
(frequently violent) death or number of deaths, giving rise to 'haunted
houses' without actual spirits of the dead - merely their impressions.
Specters - Specters are actual, visible forms (though they frequently
don't appear in mirrors or on normal film... or appear in strange ways)
that relive an event;
usually caused by death, they sometimes occur around the disturbed as
well. They are seldom dangerous in early stages, but as they manifest,
they can be as nasty as Poltergeists to anything that gets in the way...
Haunt - A full-fledged Entity that usually resembles the creator at
the point in life when his disturbance occurred (or on his death.) The
Entity is generally ghostly, but can be dangerously corporeal --
although
the Haunt is not the actual Munnic, per se, it generally highly
reflects
the behavior and mannerisms of the person. Haunts are the most
purposeful
of these 'Spectral Entities', and live out the Munnic's stronger
desires.
Even at low levels of Manifestation, the Haunt can terrify; as it gains
strength, it will actively seek to fulfill its purpose (whatever that
may
be.)
Degrees of Manifestation:
None - The Entity has no power to manifest at all. Some Entities,
especially the inhabitants of a haunted site, must be 'triggered' to
gain manifestation, while others increase and decrease over time.
Triggers can be simple ('whoever disturbs the Pharaoh will suffer'),
complex ('he died right there in the living room... the room where
Johnny was murdered last night'), or obscure ('I never knew my stamp
collection would draw such an... interest'). In general, however, the
more reminiscent events are to the reason the Entity was created, the
more likely it is to manifest or gain manifestation.
Minor - Small displays of power; floating items, statues that seem to
blink, lights flickering. 'Spectrals' tend to hold to related events,
but always can pull simple unconnected parlor tricks when they wish.
Their
Will - 2 is used in lieu of physical Str for such things as moving
objects,
or for any psionic tricks.
Moderate - Significant displays, disturbing images, and dangerous
pranks. Entities created by death generally start to become dangerous,
especially to anyone who is reminiscent to the killer or the killed.
Events frequently hearken to actual past events, especially those
within the area of the haunting. A Poltergeist might make swords move
to re-enact a sword battle, for example, while a Specter or a Haunt may
relive a particular scene. Will - 1 for
tricks and troubles.
Major - Full power; the 'Spectral' is capable of broad illusions or
re-enactments, can cause many effects at once, may 'possess' someone to
act out something, etc. Poltergeists will be capable of more impressive
manipulations, Specters will actively bring others in on their drama,
and
Haunts will actively start working on their purpose (which is bad if
the
original purpose was demented...) No penalty to Will.
Full - A 'Spectral' that is indulged long enough will reach Full
Manifestation; at this point, it is a full-fledged being or force, no
longer tied to its source. Awakening the Munnic creator will no longer
banish the Entity, and it is considered a Free-Range Entity from then
on. Alternately, it can
voluntarily choose a Focus, and thus gain the power to manipulate it,
or
hide within it to emerge at full strength later for a surprise attack.
Burst-Fire Guns:
When using such a weapon, you can choose to fire in bursts (up to the
RoF of the weapon), or can hold down the trigger and keep firing until
the gun is empty. Bursts generally score a minimum of (attack high die
hits -
defense high die hits), or hits equal to (burst number - defense high
die
hits), whichever is more, if the defense fails. Burst-fire weapons can
be
aimed while firing - if you are watching where your shots hit, you gain
the
Accuracy bonus on every successive burst against the same target. While
maintaining
fire, you may dodge or block - either ruins Accuracy, and being hit
reduces
your next segment's shoot skill by -d10 if you keep firing (-d20 if
you're
knocked down.) The primary advantage of burst fire is the ability to
make
an area very unsafe to venture through (-20 to high die of suppressive
fire,
but effective deterrent all the same; -10 to high die if firing on a
specific point). Of course, aiming directly at a door and Waiting to
fire a spray
is effective too...
Split Attacks:
If you have enough dice, you can 'split attacks' (no more than your
Dex.) The defender must split defense dice to defend against each of
your attacks individually, or can try the Evade (dodge the first strike
- if failed,
the entire group hits.) Split attacks can be used with single-shot guns
to fire multiple shots per turn.
Feints:
A fake-out attack; target must use Int for defense. If feint is
successful, target's next defense is lowered by one die per three hits
of the feint's high die.
Weapon Rules:
Fist attacks inflict Str * 2 damage, plus the hits of the high die.
Weapons increase this (a big axe might do Str * 5, for instance.)
Fists don't do lasting damage (unless using Martial Arts), because they
deduct from THP. Consider it 'damage that goes away at the end' unless
exclusively fighting. Martial Arts does CHP damage at user's option.
Guns have a damage rating; a .22 may have 7, while a .45 has 15. This
is how much damage each shot inflicts, before body armor.
Bows inflict Strength * 4 to 6 damage, but require Dexterity to aim,
and the Strength of the bow must match the user to work properly.
Crossbows inflict a set amount of damage, but require a certain amount
of Strength to load quickly (but less Strength to fire.)
Explosions inflict a set amount of damage based on the power of the
explsosive, and halve damage every (base damage / 4) feet.
Shields:
Shields are great for defense; however, a broken shield is useless. On
a success, the shield takes the damage. Larger shields add to the
amount of block dice the user has before dividing:
Buckler/Improvised (arm-shield, chair): +0d.
Small Shield/Large Improvised (lg. arm shield, table): +1d
Medium Shield (kite shield): +2d
Large Shield (tower shield): +3d
Surround Shield (barrier): +4d
Weapon Parrying:
Large weapons make better parrying tools.
Short (knife): +0d
Medium (shortsword): +1d
Long (longsword): +2d
Very long (quarterstaff): +3d
Unbalanced weapons (maces, halberds, flails, etc) do not give bonuses.
Parrying successes deflect an attack; however, the weapon may be
damaged. "Slow" projectiles may be parried at 1/2 dice (rocks, thrown
weapons);
"fast" projectiles may be parried at 1/3 dice (arrows); bullets may not
be parried, usually, but if somehow it's possible, make it at 1/4 dice.
Dodging:
Leaping Dodge: +2d, but ends up lying down.
Rolling Dodge: +1d, but ends up kneeling.
Initiative:
Basically, your initiative is a 1d6 ... plus the stat relevant to
whatever you're trying to do. Usually, Dex for physical stuff, Int for
magic, Will for psi, and End for metapowers. So if you're Speedy-Fly
Leupaii, with
Dex 7, and you've got your gun all ready to go, that means your
Initiative
is between 8 and 13. If you're Simple Zombie (Dex 1), it's between 2
and
7. Let's go with those two for a while for demonstrative purposes.
Let's say that Leupaii rolls a 4. The Initiative he'll most likely be
using would be for his happy rapid gun shooting (+ Dex 7 = 11), but if
he happened to want to pull off a psi trick and had Will of 3, he'd be,
well, (+ Will 3 = 7). So we already know that his gun fu will be much,
much faster than the zombie possibly will be, whereas his psionic
tricks, while still fast, aren't sublime.
Zombie boy, being unlucky (it's tempting to write a rule that gives
people the option to reroll a single die once per Luck point they have,
just to be nice ... but even if such a rule existed, it won't help the
Luck 0 zombie), rolls a lowly 1. Since the only thing the zombie can
really do is plod
along slowly, his effective Initiative is, yes, a lowly, lowly 2.
Now...
Remember a while back, when I had thoughts about that whole 'over ten
or
under one' aspect of Initiative?
Well, as written, it's obviously possible to exceed 10. Going 'under
1', on the other hand, will require something that actually penalizes
your
initiative - we'll get to that.
It works the same way (hence why it's 1d6 - so you have to either have
very good stats, or some specific init-booster, to get above that 10);
so Speedy-Fly Leupaii gets two actions. Isn't that special? His first
action takes place normally on '11' - his second, if he doesn't get
delayed by
something, takes place on 1.
So he goes first, and assuming the zombie is still mobile, also goes
immediately afterwards. With me so far?
That's the easy side of things, and that's as far as it really needs
to go. The rest is optional, or if you feel like being retentive, or
just
had your Reali-ties for breakfast.
Remember when we mentioned you had to state what you were doing at the
-start- of the turn? There's a reason. Let's say Speedy-Fly Leupaii is
dealing with his zombie problem. He's planning, and his player tells
the
GM this, to shoot the zombie until it falls over; and if it's not down
with his first action, he's going to back up and keep right on shooting
with his second.
Suddenly, right around "2" on the initiative counter, as our zombie is
doing... whatever it is he's doing, heh heh, a ghostly thing shows up.
Under the old system, SF could forget all about the fact that he'd been
busy emptying a gun into a zombie, and just turn and poof it. Problem
is...
the bad guys can do that too. (If Speedy-Fly suddenly gets joined by
six
of his friends, and the zombie's been lumbering towards SF, it could,
under
the old system, turn and smack one of the newcomers if it wanted to.)
Or,
to put it into video-game-speak <grin> if what you're shooting at
dies,
you aren't going to just attack empty air, now are you?
So let's say our GM is in a nasty mood. Superfly Leupaii has his gun
and is just about to use that '11' to start firing... but the GM
informs
him of something he hadn't noticed beforehand (because it occurs at
'the
beginning of the turn').
[As you're preparing to attack, you notice that in the distance, you
can see another zombie... and it looks like it's chewing on one of your
companions...]
In short, your char's Awareness made them notice something that wasn't
actually part of your personal problem. Now, odds are, you're going to
want to change your attack - or, you can hope that they live and you
can
get 'em with the second attack. But let's assume that SF's a nice guy.
He
opts to Change His Action. (In capitals, no less. Oooh.) This gives him
a -2 on Initiative (because he's moving, turning, re-aiming, whatever)
--
if the 'zombie eating his friend' had an Initiative of 10,
it still gets that attack in (because 11 - 2 equals 9. Sorry,
L-friend.) Of course, there's nothing that gets the message of 'don't
do that again' across quite like hot lead...
Assuming the zombie doesn't have an initiative of 9 or higher, it's
pretty safe to pull the 'point over there instead and click repeatedly'
thing.
Since he's taken that -2, though... his second action is gone (1 - 2 is
less than zero, which means 'happens as next turn.') Still, I'm sure
his
friend appreciates it.
Next, let's look at the zombie SF was originally aiming at. He's a
zombie - a slow, stupid zombie - but he's lumbering in SF's direction.
But, as
we all know, movement takes time, right? So let's say it takes that
slow,
stupid zombie a full five seconds to waddle his green ass over, because
of his speed and the distance. Well, every second of movement gives you
a -1 to Initiative (if you're in the 'obviously not in combat' range.
If
you're five feet away, you can jump and slash, or whathaveya, but if
you're
across the banquet hall, we're talking some running.)
Remember, our zombie only has a 2 to Initiative... so the time it takes
him to get there is pretty much going to count as his turn. (You can go
ahead and use a full turn to move if you wanna, after all, and in this
case, the zombie can't do anything else.) So. Poor zombie bastard. It's
SF's turn again (Mr. I'm Special and Have an 11 Init, You Bugger!) Now
that he's
at least gotten zombie boy's attention, he decides he'd really like to
do something about the guy that's plodding in his direction. Wouldn't
you?
So, he opts to shoot the living hell out of said zombie... and ... is
reminded
by his GM that he fired seven bullets this round, and the gun SF is
using
has 12 bullets. Reminded when the last two shots he makes don't happen
because of 'click'. Oops. Still, the zombie mucks up its dodge, and
ends
up going down in a splat.
However, the zombie he fired a lot of bullets at isn't happy that he
just got shot at, and is starting to lurch over. He's got an Initiative
of 5, but like our other zombie,
it takes him five seconds to come over -- so he doesn't get to attack
this turn.
SF always carries extra clips for his gun handy... and with his high
dexterity, he loads it fast. Still, Mr. GM is anal, so it's worth
noting...
dropping the clip is -1, loading the clip is (4 - Dex, min. 1 second)
--
so it takes him two seconds to rearm. -2 -- which means, he loses his
second
action again. However, considering he's got an 11, he's not
particularly
worried -- as once again, he gets the first action of next turn, and
proceeds
to finish our zombie friend off.
Fortunately for SF, his clips are readily handy -- because Readying an
object that isn't prepared (whether drawing a weapon, finding an
object, or searching a pack) usually takes time, and inflicts an
Initiative penalty as per GM ruling (-1 to draw a sword; -0 to tug
something off of a clip
or brace; -5 to rummage quickly for an easily found object; up to a
turn
or more for something you have to search for.)
Even though SF lost a few actions in there, the fact that he's so fast
meant that he still managed to hit and take out his targets, without
getting injured. A slower person might still keep his action -- but
considering
it may well occur after the zombies' thanks to the delay, wouldn't be
so
healthy.
Here's another one: Ever see one of those situations where the
cops are aiming at a door, and just waiting for their quarry to pop his
little head out and do something stupid? Let's say SF is still in
'combat
mode', and using that same Initiative. Because he's not a trustful
bugger,
he's decided he's going to Wait to see if the zombie he shot starts
moving
before going to check on his friend.
Now, when you Wait, if something occurs before your turn, you get a -2
(because you're effectively changing your action to deal with it);
if something happens -on- your turn, you get a -1 (you react
immediately after), and if something happens after your turn, you react
immediately.
Since SF has an Initiative of 11, this means that when he waits for
something, he can pretty much plug it the second it starts moving. If
he'd had a lousy 4, then he'd react on a 2 to the zombie getting up and
rarrghing on a 5.
All-Out Attack:
You gain a second attack (on each of your turns), but can only dodge
as a defense; you must use a Miracle Defense against anyone but your
target. All-Out Attack cannot be performed with guns unless you have
two.
All-Out Defense:
You can make two defenses in a single turn segment, and gain +1d to
each defense (before splitting.)
Two Weapons:
The advantages of two weapons are obvious -- two things to hit someone
with, and two things to defend with.
Double Attack --
If using both weapons to attack, a single attack gets +2d. Split
attacks (no matter how many) get +1d each. However, attacks are at -d10
(the penalty of using your off hand) unless you're Ambidextrous.
Balanced --
Using one weapon to attack and one to defend; you may not use split
attacks, but you get +1d to attack and parry. Only the offhand weapon
suffers
the -d10, and only if you are not Ambidexterous.
Double Defend --
If using both weapons to defend, a single parry gets +2d; split parries
get +1d each. Parrying is at -d10 unless you are Ambidexterous.
Double Guns --
Shooting at One Target --
Split your attack as normal, but you get two attacks - one with each
gun. This counts as an All-Out Attack. (The off-handed gun gets -d10 if
you aren't Ambidextrous.)
Double Strafe -
Since strafe firing is mostly a matter of luck and timing, and already
gives a -d20 to skill, no further penalty is incurred (even for the
non-Ambidexterous.) Gives two 'attacks' as normal.
Shooting at Two Targets --
Treat as Shooting at One Target, but each attack gets an additional
-d10, unless you have Independent Foci, because you must split your
attention.
More Limbs:
Omnidexterous allows you to use all your limbs at once. For those using
this as above, add 1d for each extra weapon; subtract -d10 per pair for
offhandedness if attempting to use all those limbs at once without
Omnidexterity. You must have one level of Independent Foci (and one
eye) for each target), and a -d5 is incurred for each extra pair (so
the eight-eye, eight-arm octoboss isn't quite such an army slayer; even
though he gets a ton of attacks, he's at -d15 to all of 'em regardless
of advantages.)
Character Points have been moved to a separate page
for space.
Some beasties!
Zombie (Simple).
Base sides: d35. Str 4, Int 1, End 4, Will 1, Dex 1, Cha 0, Luck 0,
Aware 1. HP 49, EP 34.
Cannot Heal Psionically, Cannot Be Mended, Cannot Heal Naturally,
Doesn't Bleed, Undead Being, Tough Skin, No Pain Sense.
These basic zombies are a good example of average haunted cemetary
inhabitance, or the infantry of a necromantic army. Though they are
tough adversaries and can obey orders, they are slow, not too bright,
and obviously have no charm or luck going for them. They can be
repaired with necromantic magic, but otherwise retain damage, thus
making them useless for permanent or long-term work.
The best way to kill a zombie is to set it on fire and wait for it to
burn to death; they are too simple under most circumstances to realize
the danger of being on fire at all. Otherwise, head shots at a distance
are recommended, and as with most things, decapitation is effective.
Some stuff:
Gladys' Miners' Supplies
Dynamite -- Not the most practical of weapons, but extremely useful for
mining and demolition. A single stick (1/2 lb) is enough to cause 20
points of damage to 5 feet, 10 points of damage to 10 feet, etc. A
six-pack is sufficient to level a small building, cause a cave-in, or
clear a normal obstruction. (120 points of damage to 30 feet, 60 points
to 60 feet, 30 points to 90
feet, and so on.)
Flare - Only frequent in areas guaranteed safe from flammable gas, and
still seldom used even then. Flares hurt (5 points of damage if
touching the burning end; 15 points of damage if embedded in a target
(using a flare gun, for instance), are very bright (End vs. 20 to
resist being blinded,
double for each of the following conditions: used at very close range,
seen
while wearing light amplifiers, used abruptly in very dark setting),
and
are capable of igniting flammable materials; all very good reasons not
to
use them in a dark cave, where accidents may happen.
Miner's Pick - A sturdy pick meant for breaking through rock. Works
okay as a weapon, too, though it's unbalanced. Required for any major
digging through tough surfaces (concrete, stone, hard soil.) Strength *
5 damage, can become embedded in targets.
Miner's Shovel - A shovel made for digging, with a spaded end.
Acceptable weapon, but an unbalanced one. Strength * 3 damage.
Durability:
Objects have a DR rating, and a rating for how many hits the object can
sustain.
Durability (10): 4 means the object has an effective DR of 10, and can
be struck 4 times before breaking.
Material determines base durability. Size determines base hits.
Steel: Durability 10.
This means a steel knife (a small object) would have a DR of 10, and
could take three hits. 30 points of damage in one shot, or three
parried hits that did ten points of damage or more, would break the
knife. Yay.
Iron: Durability 9, -10% hits.
Bronze: Durability 9, -10% hits, -20% damage.
Wooden: Durability 5. +50% hits, -20% damage. All damage is considered
blunt.
Lead: Durability 8, heavy.
Industrial Steel: Durability 12.
Advanced Steel: Durability 14, +20% hits, +10% damage.
Future-Alloy Steel: Durability 16, +40% hits, +20% damage.
Hardened Plastic: Durability 8, -10% hits, very light.
Brick: Durability 5.
Dirt: Durability 2, +200% hits.
A dirt wall ten feet thick would be Durability 2, 90 hits (or would
take 180 points of damage to destroy.)
Concrete - Durability 8, +100% hits.
Electronics - Durability 4.
Interior Door: (6) 3
Wooden Door: (8) 4
Reinforced Door: (12) 4
Plastic Door: (14) 2
Steel Door: (18) 3
Thick Steel Door: (18) 6
Tiny object: 1 hit. (palmpad)
Small object: 3 hits. (laptop)
Medium object: 6 hits. (solid door)
Large object: 10 hits. (thin wall)
V. Large object: 16 hits. (norm wall)
Massive object: 24 hits. (thick wall)
Solid: 30 hits per ten foot section.
Functionals:
The amount of damage needed to render something useless is less than
the amount required to destroy it.
Complexity
Simple - 1/2
Moderate - 1/3
Complex - 1/4
Advanced - 1/5 (dropping it is bad.)
Ultra-Tech - 1/6 (hope it's well armored...)
Microtech - 1/8 (one scratch can ruin your whole day.)
Redundancy in a system (three processors instead of one, for instance)
allows a system to function to a limited extent when damaged; the
amount needed to disable it entirely varies. Redundancy increases
weight, but nobody likes a CIWS system that fails utterly when damaged.
Limited -- Some major systems divided up. +50% to above functional
ratio and weight.
Moderate -- Many systems are divided, and some are completely
replicated. +100% to above functional ratio and weight.
Complete -- Total system redundancy. +200% to above functional ratio
and weight.
When a weapon strikes a reasonably hard object (harder than it is)
there is a chance the object may break or become weakened; half damage
inflicted is also inflicted on the weapon. A steel sword with a
Durability of 10 would get notched if used for a 20-point-damage
attack. If the attack was impaling, the broken end will likely get
embedded in the user (jousting lances that break can really be a pain)
and is considered embedded entirely.
With arrows and spears, the wooden part is most likely to break during
impact; the arrowhead itself may or may not break. Regardless, a weapon
that
breaks on impact becomes either useless, or a less effective weapon
(half
weapon bonuses, or double penalties, -1) that is half the original
Durability.
The aforementioned Durability 10 longsword would become a broken
Durability
5 shortsword that can't impale people well.)
Special Arrows:
Piercer - Known as the Dragon-Piercer in ancient times, the Piercer's
hardened, long point makes it ideal for punching through heavy skin,
scales,
or armor, and penetrating deep for embedded damage.
Whistler - Also known as the Bow Call, Whistlers are traditionally used
as attention-getting devices. Feather coloration is sometimes used to
convey a particular symbol.
Messenger - This blunt arrowhead unscrews to reveal a small compartment
for storing a rolled piece of paper (other materials have been tried,
but most unduly weight the arrow.)
Godsmack - The Godsmack contains a small pouch of explosive powder,
with a slow-burning fuse. Though famed for its usefulness against
skeletons and other beasts, its inability to pierce a target first is a
strongly detrimental factor.
Container - Containers are hollow arrowheads meant for storing a fluid
substance, usually a poison or flammable compound. The force of impact
is usually sufficient to dislodge the cap, releasing the contents. One
particularly nasty use is to fill it with organic solvent...
Snip - A gnomish invention, the Snip is an arrow specifically for
ropecutting. Assuming the Snip is fired accurately, the spring holding
the Snip blades apart is dislodged on impact, bringing the blades
together and cutting the rope.
Boomsnip - A legendary gnomish invention combining the Snip and the
Godsmack. A never-blows-out wick, Godsmack pouch, and some wire can
convert a normal Snip into this more powerful weapon that is very
devastating when accurate, and sufficient to sever steel cables.
Metahuman Capabilities and Superpowers
The difference between metahuman powers and common magic or psionics is
fairly important, though easily missed; while metahuman powers may have
effects similar to magical or psionic powers, they originate entirely
from the user, and need no other power (although metahuman fire will
still prove ineffective underwater, metahuman lightning will still be
attracted to metal, etc.)
Metahuman capabilities include natural, but unusual states of being (a
body
made of water, flying by holding out one's arms, gills) that, while
perhaps
innate to the user's species, are nevertheless not natural to humans or
normally learnable by them.
Metahuman Technology
Technology can simulate some metahuman powers (night vision goggles can
help a person see in the dark, for instance), but generally, the more
abnormal the power, the more technologically developed a civilization
must be to
emulate it precisely and usefully. (Building an ENIAC-sized mechanical
monster
to create a puff of flame is more interesting to theoretical scientists
than to the military, which has flamethrowers already, for example.) In
general, the more power, space, and research available, the more likely
it is that a civilization can emulate, engineer, or counter a metahuman
power.
Metahuman Power Sources
Metahuman powers are generally taxing in one way or another; the
metahuman may require a special diet (or simply eat a lot) to maintain
his ability
to use these powers, for example, or have to undergo a treatment or
ritual.
Metahumans and Genetics
In sufficiently advanced societies with knowledge of genetics,
metahuman traits may be detected, identified, and possibly engineered.
The potential (armies of superhuman forces that can fly and have
excellent senses, for
example) may be what limits genetic research, or endangers metahumans,
on
some worlds.
Sections of the main ARC:
Character Creation
The Art of Online Roleplaying
Adventures and Action
Rest and Relaxation
Skills and Schemes
Damage, Dismemberment, and Death
Skill Group -- A group of related skills; some skills/advantages affect
them. Ex: Creative Spark adds +5 to any Artistic, Mechanic, or
Craftsman skill rolls that involve invention or creation.
Attribute Raising for Fun and Profit:
Developed Attribute +1: 5 CP
+2: 12 CP
+3: 24 CP
Debilitated Attribute -1: -6 CP
-2: -15 CP
(-3): -30 CP
etc.
Developed Attributes: Attributes that are enhanced or lowered due to
personal training (or lack.)
Racial Attribute +1: 6 CP
+2: 15 CP
+3: 30 CP
+4: 50 CP
Each additional +1: +25 CP
Racial Attribute -1: -8 CP
-2: -20 CP
Racial All-Attribute +1: 36 CP
+2: 90 CP
+3: 180 CP
+4: 300 CP
Each additional +1: +150 CP
Racial All-Attribute -1: -48 CP
-2: -160 CP
Racial Attributes: Attributes that are born into a race.
Power Boost +1: 8 CP
+2: 20 CP
+3: 40 CP
Power Boost All +1: 48 CP
+2: 120 CP
+3: 240 CP
Power Boosts are amplifying elements that increase a particular
attribute -- for example, the blessing of the gods, a power increase
provided by a magical or technological enhancement, or a permanent
spell. Items can be broken, however, and spells can be dispelled, so
these may cost less. Power Boosts can be combined (a rod that adds +2
to Strength, and a ring that adds +1 to Strength), but cannot total
more than +3 to any given attribute.
Racial Attributes, Developed Attributes, and Power Boosts can stack; so
an elf that has a Racial Dex bonus of +1 (6 CP), has trained
extensively to Develop his Dex by +3 (20 CP), and has been blessed by
the gods with a +3 Power Boost to Dexterity (40 CP) would be Dex 9, for
66 CP. Remember, however, that leaves seven other ways in which your
char is strictly average.
CPieces = 1/100th CP (for those percentile-system nuts. Earn one for
successful action in times of crisis, or 2 hours of training.)
Renown -- Ease of being recognized. High renown is somewhat of a flaw,
while negative renown is generally an advantage.
Job Class: Pirate
Base Cost: ? (Base cost is equal to 10% of the max cost of the job
class -- how much it would cost to take the most expensive version of
everything one can possibly attain.)
Cost Per Level: ? (Cost per level equals (max cost -20% -modifiers for
difficulty) /20, rounded up.)
Requirements of Class: Str 2, Dex 2.
Basic Advantages/Flaws:
Proficient at: Swimming, Climbing, Ropeskill, WS: Cutlass, WS: Pistol
Reputation -2 (Pirate) amongst Lawmen if recognized
Specialty Areas: Navigation, Cannons, Boarding, Helm, Carpenter, Medic,
Deckman
Per level: +1 to WS: Cutlass or Pistol; +1 to one Specialty area.
Per 2 levels: +1 to Swimming, Climbing, and Ropeskill.
Per 4 levels: +1 Renown.
Level 10 SS: Stylish Flair -- +5 to any Flashy maneuver (usually -5).
Requires Dex 3 to progress beyond Level 10.
Level 15 SS: Intimidating Nature -- Opponents must check morale to act
unless in self-defense or fleeing.
Level 20 SS: Legendary Name -- +2 to Reputation (universal) if
recognized.
Learn SS of Specialty at level 8; learn one additional SS (of other
specialty) at levels 12, 16, and 20.
Navigation -- Navigator, Mapreading. Specialty Skill: Routefinder. You
can plot the safest course (50% normal chance of dangers, 150% time
required) or the fastest course (50% time required, but 150% normal
chance of dangers) in addition to a common course to the destination.
Cannons -- Gunner: Cannon, Scrounging. Specialty Skill: Speedload.
Reduce reload times by 50%.
Boarding -- WS: Any chosen melee weapon (usually Cutlass, Dagger, or
Club). Specialty Skill: Rushthrough. Can always attack first when
charging (unless in unusual situations); if attack is successful,
target is automatically knocked down and can be passed by.
Helm -- Helm (Ship), Observation. Specialty Skill: Maneuverist. +10 to
evasive maneuvers.
Carpenter -- Carpentry, Shipbuilding. Specialty Skill: Patchwork.
Temporary fixes restore double normal DP.
Medic -- Medic, Surgery. Specialty Skill: Stabilize. Successful Medic
skill attempt halves negative HP of target.
Deckman -- Acrobatics, Ropeskill. Specialty Skill: Surefooted. In
unstable or slippery footing, can travel at double normal rates safely.
A Level 12 Pirate Boarder might have:
Renown 3, +6 Swim/Climb/Rope, +6 WS: Pistol, +12 WS: Cutlass, +6 WS:
Dagger, Reputation -2 (from Lawmen), Stylish Flair, Rushthrough,
Surefooted. And would be trained to at least Dex 3.
ARCv2 Base Skill Sides:
d20: -10 CP
d21: -9 CP
d22: -8 CP
d23: -7 CP
d24: -6 CP
d25: -5 CP
d26: -4 CP
d27: -3 CP
d28: -2 CP
d29: -1 CP
d30: 0 CP
2 CP per side up to d40
3 CP per side up to d50
4 CP per side up to d60
etc.
Note that there is a counterbalance -- Proficiency in skills costs CP.
However, a GM may determine that certain Proficiencies are acquired for
free (for example, someone from a noble background would certainly have
Etiquette and Politics...) This is entirely up to the GM, or perhaps
there's a 'Proficiency pool' -- a certain amount of CP given to each
character specifically for the purpose of Proficiencies... Hmm.
CP Allotment: 100
40 for stats, 40 for talents, 20 for skills. -25 in drawbacks (can
be used for any category.)
CP Allotment: 50
20 for stats, 20 for talents, 10 for skills. -20 in drawbacks.
CP Allotment: 0
0 for stats, 0 for talents, 0 for skills. -15 in drawbacks.
CP Allotment: 150
60 for stats, 60 for talents, 30 for skills, -30 in drawbacks.
Skill Areas:
Guns - The universal art of using firearms. [Pistol, Shotgun, Rifle,
SMG]
BP Guns - Black powder weapons. [Flintlock, Musket]
Ray Guns - Beams, blasts, and bolts. [Laser, Blaster]
The Big Guns - Using vehicular or other heavy weaponry.
Driving - Land vehicles and other similar vehicles.
Riding - Riding another creature.
Piloting - Flying vehicles and most other vehicles that involve
three-dimensional piloting.
Boating - Watercraft without oars.
Skill areas are meant to be reasonably broad (Generic). The
Ultra-Generic category has been removed.
Skill Benefits: Determine what you can do with a skill.
Clueless: -20 to sides. You have never, ever dealt with this before,
seen it, heard it, or anything.
Untrained: -10 to sides. You have some clue (seen it on TV?) but no
actual experience.
Average: -5 to sides. You have a small amount of actual experience; not
proficient, but could be worse.
Proficient: +0 to sides. You can perform mundane functions without
a problem, and can use your skill in situations where proficiency is
required.
Skilled: +5 to sides.
Expert: +10 to sides.
Master: +15 to sides.
Grandmaster: +20 to sides.
Wizard: +25 to sides.
Miracleworker: +30 to sides.
As only up to +20 can be purchased, being beyond that requires
advantages as well as training. Fill in the other ranks with nifty
descriptive stuff later.
|
Generic
|
Specific
|
Ultra-Specific
|
Clueless (-20)
|
0
|
0
|
0
|
Untrained (-10)
|
1/2
|
1/4
|
1/10
|
Average (-5)
|
1
|
1/2
|
1/4
|
Proficient (+0)
|
2
|
1
|
1/2
|
Per +1 up to +10
|
+1
|
+1/2
|
+1/4
|
Per +1 up to +20
|
+2
|
+1
|
+1/2
|
Skilled (+5)
|
7
|
3 1/2
|
1 3/4
|
Expert (+10)
|
12
|
6
|
3
|
Master (+15)
|
22
|
11
|
5 1/2
|
Grandmaster (+20)
|
32
|
16
|
8
|
Remember, higher skills automatically count for lower ones; proficiency
is free if you have it in a higher skill. (If you have proficiency in
Guns, you have proficiency in pistols, rifles, SMGs, etc.) In crosstime
campaigns, some skills may have an era (medicine, for example) - this
notes what gear and techniques you use to practice with. A modern
blacksmith is much more familiar with industrial equipment than with
beating something on an anvil with a hammer, for example.
What do skill benefits do?
Well, for example, at Average level or less, your skill in Demolitions
is only sufficient to let you disarm bombs, or build crude ones (alarm
clock and dynamite). Proficient users can build or disarm any sort of
non-military explosive (including firework displays), and if Skilled at
Chemistry, can make their own home-made explosive compounds. Skilled
users can handle military-grade equipment.
Some skills require a certain amount of training to be usable at all;
Demolitions is not for the Clueless, and Lockpicking is hardly learned
by watching Mission: Impossible. If a person wants to try anyhow, treat
them as two levels less skilled (an additional -d10 for every level
below
Clueless) for the purposes of attempting it. "Okay, James. You're going
to need a 40 to disarm the nuclear bomb, and considering you're
normally
Proficient at Demolitions, in this case you're going to be at a -d10 to
your
sides." Anything that is outside the normal scope of the skill should
be
considered one level harder (nuclear bombs, for example, would require
an
Expert to defuse -- military-grade and unusual) unless the character
has
skills to back up his expertise in the field (a Chemistry buff can make
their
own explosives by being merely Proficient, whereas most concoctors
require
Skilled training; a person who happens to know how to build nuclear
weapons
would have an easier time of disarming them; and so forth.)
Points spent on a specific or ultra-specific skill cannot be 'bumped
up' unless the amount spent already exceeds the amount required to set
the
skill at +20, in which case, the excess points can be moved up at half
credit.
For example, if John paid for a +20 with the Walkner rifle (including
proficiency) for 8 CP, but later decided to get himself +5 with rifles
(and the specific proficiency), the 1/2 point cost of ultra-specific
proficiency, and the first +5 (5/4 CP) would be redundant. This means
he now can spend half of 1 3/4 CP, or 7/8 CP, on increasing either the
rifle skill, or the generic guns skill. If he puts 1 full point in
rifles, upping it to +7,
this is paid for by the 1/4 point he gets back for this upgrade, and he
still has 1/8 point he can leave on the rifles skill for future
training.
The moral of the story? You can buy a specialization cheaply, but it's
more
cost-effective to improve your skills over time.
Miracleworkers:
Miracleworkers are those whose talent is far beyond normal capacity;
these are the people with the skill and vision to work wonders. A
Miracleworker can pull off near impossibilities (especially in
cinematic campaigns), such as catching arrows blindfolded, creating
entirely new sciences, building vehicles of destruction from an
everyday junkyard, and breaking complex encryptions in their heads. If
a skill has no special notes for Miracleworkers, just bear in mind that
they work even more quickly and effectively than the best of
unadvantaged individuals.
Upgrading:
Remembering that half of outdated CP can be transferred, a person
Proficient in the Webley (a US skill) could spend 1 3/4 CP (plus 1/4
earned from the newly outdated) to turn it into Proficiency with all
guns.
Game Time in Training:
8 hours per day is the most one can spend training; most instructors
teach 1 or 2 hour classes. 50 hours is enough to 'make' 1 CP - 10 weeks
of a 1-hour class is enough to make you Average at a generic skill,
Proficient at a specific skill, or +2 (Proficient) at an ultra-specific
skill.
Skill Groups:
Academic Skills (G: History S:
History - Melee Weapons US: History -
Medieval Swords)
Artistic Skills
Drawing - [Medium (pencil, pen, charcoal,...) - Style] or [Style -
Medium]
Painting - [Medium - Style] or [Style - Medium]
Singing - [Style - Language] or [Language - Style]
Writing - [Style - Language] or [Language - Style]
Poetry - [Style - Language] or [Language - Style]
Photography - Style - Specific Circumstance
Dancing - Style - Specific Circumstance
Storytelling - Style - Specific Circumstance
Animal Skills
Animal Care - Climate - Animal
Animal Driver - Vehicle type - Animal
Riding - Animal type - Animal
Animal Medic - Animal type - Animal
Athletic Skills
Speed - Type (running, swimming, flying) - Surface (track, plains,
hills)
Balance - Type (beamwalking, footing, weighting) - Specific Circumstance
Acrobatics - Type (dodge, land, tumble) - Specific Circumstance
Climbing - Surface - Specific Circumstance
Combat Skills
Martial Art: (combat style) -- Type (offense, defense, etc) - Maneuver
Melee Weapons - Weapon Type - Weapon
Weapon Types: Balanced 1H, Unbalanced 1H, Balanced 2H, Unbalanced 2H,
Swords, Axes, Close Weapons...
Ranged Weapons - Weapon Type - Weapon
Throwing - Weapon Type - Weapon
BP Guns - Weapon Type - Weapon
Guns - Weapon Type - Weapon
Beam Weapons - Weapon Type - Weapon
Gunner - Weapon Type - Weapon
Craftsman Skills
Armorer - Type - Item
Leatherworker - Type - Item
Carpenter - Type - Item
Woodworker - Type - Item
Domestic Skills
Cooking - Style (Chinese, Mexican) - Dish
Scientific Skills
Archaeology - Culture - Specific
Architecture - Culture - Item
Mechanical Skills
Electrical Design - Type - Item
Electronic Design - Type - Item
Vehicle Design - Type - Item
Architect - Type - Building
Mechanic - Type - Item
Technical Skills
Operator - Type - Item
Computers - Function (information search, software maintenance) -
Program
Hacking - Type (neural, trojan, remote) - Program
Rogue Skills
Lockpicking - Lock Type - Brand Name
Stealth - Environment (urban, rural, forest...) - Specialty (Move
Quietly, Move Unseen, Gentle Step)
Prestidigitation - Type (pickpocket, sleight of hand, juggling?) -
Specifics (the bump)
Fast-Talk - Situational (combat, relaxed, formal) - Routine (selling
snake oil)
Poisons - Style (making, use, understanding) - Specific Poison
Social Skills
Etiquette - Culture - Social Level / Group (lower-class, middle-class,
upper-class, royal, pirates...)
Politics - Culture - Social Level / Group
Law - [Culture - Division (criminal, civil, tax, etc.)] or [Division -
Culture]
Socializing - Social Level/Group - Atmosphere (relaxed, formal,
religious...)
Profession: Company - Social Skill. This generic skill is almost always
bought with a Specific
specialization. This skill enables you to perform and understand the
basic functions and procedures of your job, and can sometimes
substitute for
other skills (although some professions require you have actual skill
in
certain areas - a chef must be able to cook, not just manage a kitchen)
at GM option. TV Bums tend to gain 'Untrained' in the Police profession
from all those Cops shows, incidentally. Those with low Professional
skill tend to
become
mired in the red tape, whereas those with high skill are good at
dealing
with 'the system'. By taking the generic form, one can become good at
professional
understanding of an entire business (McDonalds, Police Precinct, Ajax
Chemical
Conglomerates), which includes the general company policies and an
understanding
of all job functions (though not necessarily an ability to perform in
those
capacities.)
Profession Notes -- Profession skill never
gives more than 2 hits of success (high die 20) when used in place of
other skills (Salesmanship, for instance.) Still, this is generally
enough, and encompasses the basics of one's work (a merchant would know
about maintaining a store, local trade laws, etc.)
Profession: Thieves' Guild -- This generic skill serves as knowledge of
the general operations of a Thieves' Guild (from panhandling to
assassination, depending on the guild) -- useful for a variety of
unscrupulous purposes.
Most people are at least Proficient in their chosen profession, thus
getting that 'good enough' for their skills. Profession skill is most
often directly called on for job performance evaluation purposes,
though; it is recommended that, for instance, policemen work on their
marksmanship, chefs on their cooking, merchants on their salesmanship,
etc., to advance and maintain their careers.
Profession is a 1/2D skill that provides some general indivation of how
things are going at work, and relies on Int (or Str for manual labor,
or Dex for sports, or Cha for politics.) Those whose earnings depend on
skill generally make (high die) * $X (barring disaster or triumph.)
Generally, anything over a 20 is 'good enough' for work.
Negotiation - Allows you to negotiate to attempt to get a better
reaction from a participant. Only works to those open to it.
Salesmanship - Like Negotiation, but more exclusively for bartering and
trading. Only works to those open to it; Aurillian vendors are
notorious fixed-rate price advocates.
A contest of Negotiation (skill vs. skill) generally results in one of
the following outcomes:
Winner by 20 or more -- Complete success
Winner by 10 to 19 -- Good success
Winner by 3 to 9 -- Partial success
Tied/won/lost by 2 or less -- Stalemate
Loser by 3 to 9 -- Partial loss
Loser by 10 to 19 -- Major loss
Loser by 20 or more -- Complete loss
Reactions: 4d6 - 4
-5 or worse: Utter hostility. Vendors will not sell to you, and may
alert authorities.
-4 to -1: Very hostile. Vendors will sell at 200% normal price or worse.
0 to 3: Hostile. Vendors sell at 150%.
4 to 7: Negative. Vendors sell at 120%.
8 to 12: Indifferent. Normal prices.
13 to 16: Positive. Vendors sell at 90%.
17 to 20: Friendly. Vendors sell at 80%.
21 to 24: Very friendly. Vendors sell at 50% or at-cost, whichever is
higher.
25 or better: Utterly friendly. Vendors sell at 25% or at-cost,
whichever is higher.
Salesmanship/Negotiation Results (Haggling):
5 or less: No discount / 200% cost / -4 reaction (-2 if Negotiation)
6 to 10: No discount / 150% cost / -2 reaction (-1 if Negotiation)
11 to 15: No discount / 125% cost / -1 reaction (-0 if Negotiation)
16 to 20: No discount / 100% cost
21 - 25: 10% discount / 90% cost or at-cost
26 - 30: 20% discount / 80% cost or at-cost / +1 reaction
31 - 35: 30% discount / 70% cost or at-cost / +2 reaction
36 - 40: 40% discount / 60% cost or at-cost / +3 reaction
40 - 45: 50% discount / 50% cost or at-cost / +4 reaction
46 - 50: 60% discount / 40% cost or at-cost / +5 reaction
51 - 55: 70% discount / 30% cost or at-cost / +6 reaction
56+: 80% discount / 20% cost or at-cost / +8 reaction
Language Skills (G: Language
set [Faetongue] S: Language
[Faetongue Aerial] US: Dialect [Faetongue Aerial -- Avylyss])
Literacy - Language set - Language
Nexusian
Language Sets:
Faetongue
Faetongue Common - Also referred to as
the elven tongue, fairyspeak,
or faespeak, this is the second most common language spoken by
humanoids,
found in nearly every civilized location where the fae live.
Faetongue Sylvan - Woodland fae tend
towards a particular dialect of
faespeak, which can be understood by those with skill in Faetongue
Common
as if they had half their normal skill bonus.
Faetongue Tropica - Avylyss inhabitants
in particular tend to speak
this variety of faespeak when they do - it is a somewhat rugged dialect
that has a slightly stilted sentence structure.
Faetongue Aerial - Spoken by flying fae
and those who tend to live
in
very high places, this dialect sounds beautiful, yet fleeting in its
tone.
Faetongue Grassroots - This is considered
the lowest version of
faespeak
by elite faerie entities, but is the language of the small pixies and
fairies
that live in the grasses, the hills, and the plains.
Subterran
Subterran Common - Often known simply as 'Gnomish', this is the
language
most commonly spoken by underground dwellers and those who associate
with
them. It tends to be very descriptive - those who live underground
often
need a lot more description to understand what they cannot see.
Subterran GnomitypespeakingperfectCommon
- This alternate version of
'Gnomish', spoken mostly by gnomish inventors, is amazing in one single
quality - it is actually a perfectly normal version of Universal
Common,
but is spoken at such speed that it is difficult to understand and is
often
mistaken for a completely foreign language. Gnomish inventors who are
inclined
to haste in their words tend to botch other languages similarly,
thereby
creating Subterran GnomitypespeakingperfectFaetongue and so on.
Subterran Minerumbles - Known most often
as 'Dwarven', this
underground
language, which may or may not be a distorted version of Subterran
Common
(they do have the same grammar structure), is most often spoken by the
secretive dwarves, who are not very sociable. Sages have speculated
that
Minerumbles is the true Subterran Common, and the original language
from
which the present version of Subterran Common evolved, but has fallen
out
of use to the point of being known as a dialect.
Subterran Goblinoid - Spoken by orcs,
goblins, and hobgoblins, this
rough, guttural tongue has many dialects, as most tribes tend to vary
their
speech slightly over time. Still, a proficient user of the language can
generally understand goblin speech, even if it doesn't sound
particularly
noble.
Draconica
Draconica Primus - The main form of dragon spoken by those who do not
have Common as their native tongue, this slightly long-winded form of
speech
dates back to before the Seal of Alshira, although it has steadily
fallen
out of use since then, and is nearly a dead language.
Draconica Magnus - This language does not
really sound much like
Primus
at all, being a separate language formed by the Great Dragon clans of
Nexus. Also nearly a dead language, though mostly simply due to the
low population of Great Dragons.
Draconica Modern - The modern form of
draconic personal
communication, this language also is commonly spoken by various
lizardman races (except leupaks) and occasionally spoken (in some form
or another) by new arrivals to Nexus.
Diabolesque
Diabolesque Archaic - This is the more
ancient version of
Diabolesque,
reserved for calling upon the older, more powerful demons, and for
communication
between them. Lesser demons sometimes understand this language to some
extent, but in general it is reserved for greater demon summoning and
private
conversations.
Diabolesque Magus - This magical tongue,
used by demons and mages
who
rely on demons, is the hellish language of spells that are True Evil in
intent.
Diabolesque Planaris [A-H] - The various
planes of Hell have a
variety
of sub-languages which the inhabitants, demonic or otherwise, tend to
use
and understand; although these languages vary greatly in name, they are
based on eight particular subtypes.
Aquatic
Aquatic Common - Most sentient underwater
species speak this
particular
tongue, optimized for audibility underwater even by beings with no
underwater
communication skills.
Aquatic Faespeak - Underwater elves speak
this version of faespeak,
which is too close to Aquatic Common to be listed under the Faetongue
category.
Aquatic Nomaespeak - Nomae are capable of
underwater communication,
and
have this specific language by which to convey their wishes and
desires.
Aquatic Merspeak - Merfolk of the
southern reaches speak this
modified version of Aquatic Common amongst themselves.
Leupakian
Leupakian Common - Leupaks tend to speak
this language most often;
it
is a slightly guttural tongue, mostly invented by Nefirian Sunflame,
which
has caught on to some extent within circles of leupakian purists.
Leupakian Archaic - Even more guttural
than its successor, Leupakian
Archaic is a savage tongue that dates back to the first protoleupaks.
However,
it is animalistic at best, and difficult to convey intense or complex
concepts
with.
Leupakian Angelic - This version of
Leupakian Common is slightly
more
regal, but includes a complex system of codewords that hide secret
messages.
Leupakian Common speakers can usually understand Angelic, although the
codewords make little sense. Angelic is known as such due to its
primary
location - Angel Wing Fortress - although the inhabitants also
understand
Universal Common.
Leupakian Daebol - With the sentence
structure and harsh clicks of
Diabolesque, the megaloleupaks' "native" tongue doesn't win them many
votes for excellent voice - which may explain why their debates
generally last until someone unleashes plasma breath.
Nexusian Special Languages:
Universal Common - Human 'English'. The most common language spoken in
Nexus City, simply
because for some peculiar reason it seems to appear in at least one
place
on practically any planet (90% chance that a strange world has
Universal
Common speakers -somewhere- on it; somewhere may be from a whole
country
to a city to a few people to a single hermit, depending on the
circumstances.)
Barbarian's Tongue - This 'primitive' tongue is quick - those speaking
in this language tend to speak five words a second, or more if
particularly
emotional or angry. Those who do not understand the language tend to
consider
barbarians primitive because they refuse to speak clearly. Avel'Nikash,
despite rumors, does not have this as a national language, although it
is spoken often amongst hunting parties there. Although it cannot
support lengthy concepts, it can be written.
Thieves' Lingo - This is not so much a separate language as it is a
series of code phrases and slang words; these words can be worked into
a normal conversation to attempt to convey a particular concept.
Thieves' Lingo is considered a Dialect of a particular language.
Merchant's Barter Cant - This is not a separate language, exactly, so
much as a common grouping of words meant to convey a certain concept
(in
this case, buying, selling, and trading especially) that most worldly
merchants,
even if their native tongue is un-Common, master in order to trade with
a wide variety of cultures. This counts, however, as a Language
(Specific skill).
Helm Skills
For piloting your own body, use the Speed skill. It's not just for fast
movement! For riding on another creature, use the Riding skill.
Driving
Piloting
Boating
Astronavigation
Magical Skills
Enchantment - Type - Spell
Vitomancy - Spell - Specific Circumstances
Psionic Skills
Telepathy - Type (offensive, communication, defensive) - Power
Metahuman Skills
Wildcard Skills
More to come...
Claiming that God does not exist because there
are people suffering & dying is like saying that barbers do not
exist because there are people with long hair!
Default Proficiencies: 20 CP of freebie proficiencies.
Samples:
Aurillian Noble: Profession - Nobleman, Literacy: Aurillian, LS
(Aurillian), Etiquette: Aurillian, Politics: Aurillian
-- Noblewomen: Sewing, Singing, Musical Instruments
-- Noblemen: Melee Weapons: Swords, Martial Art: Fencing, Socializing:
Upper-Class, History: Aurillian
Soldiers: Melee Weapons: Swords, BP Gun: Rifle, LS (Aurillian), Law:
Aurillian
-- Naval: Gunner: Cannon, Ropeskill, Tactics: Water
-- Land: Tactics: Land, Shield: Kite Shield, Throwing: Axe
Citizens: LS: Aurillian, Politics: Aurillian
-- Upper-Class: Etiquette: Aurillian Upper-Class, Negotiation: Aurillian
-- Middle-Class: Negotiation: Aurillian, Cooking: Aurillian,
Socializing: Middle-Class
-- Lower-Class: Scrouging, Cooking: Aurillian, Socializing: Lower-Class
Profession: <> would be a good idea; most medieval professions
are Specific skills, and encompass basic talents (knowing who to bribe,
where to ply your trade, and how to run things.)
Administration -- A good manager can run anything, even without all the
info. Also useful for 'understanding the system' of something you
aren't an actual part of.
Streamlined Combat:
Start of
Combat Turn
1. Declare actions at the start of a turn. You can change them later at
an initiative penalty.
Start of
Individual Turn
2. Attack is declared.
3. Defense is declared.
4. Attack is rolled.
5. Defense is rolled.
6. Damage is figured (including modifiers from defense, advantages,
etc.)
7. Next individual turn, until all turns complete; then return to step
1.
Damage:
Str * 2 + HDH (high die hits) = Fists.
Str * 3 + HDH = Baton.
Sharp weapons inflict more damage, and increase HDH.
Example:
Club: Str * 3 + HDH
Shortsword: Str * 4 + HDH * 2
An ogre (Str 5) with HDH 7 would inflict 22 damage with that club, or
34 damage with the sword.
A normal man (Str 2) with HDH 3 would inflict 9 damage with the club,
or 14 damage with the sword.
Armor:
DR 1 to 5: Low, wouldn't stop most attacks.
DR 6 to 10: Moderate. Every 8 points of DR inflicts 1 dmg to natural
weapons (ever punch plate mail?) if the attack doesn't penetrate.
DR 11 to 20: Good.
DR 21 to 30: Excellent.
Flex: 1/5 damage penetrates armor.
Rigid: Normal damage.
Deflective: DR + 50% (chance of glancing blows.)
Flintlock: 15 dmg, Aim +10, Rcl -10.
Dice:
Full -- Attack.
1/2 -- Normal defense.
1/3 -- Unlikely defense.
1/4 -- Impossible defense.
Normal Defense / defense against area attack / special or explosion
attack
Beat HD with 1 die: Fully blocked / 1/2 / 3/4
Beat HD with 2 dice: Fully blocked / 1/4 / 1/2
Beat HD with 3 dice: Fully blocked / fully blocked / 1/4
Beat HD with four dice or more: Fully blocked.
Dangerous Footing:
In areas where you must move slowly to avoid injury, success on a Speed
(or Riding or Helm) will allow safe speed improvements; +20% to 'safe'
speed per hit on a 1/2D skill roll. (If you are exceeding this, though,
accidents may occur...)
Skill Use:
Full dice - Progress, knowledge skill.
1/2 dice - Action skill, most common skill uses.
1/3 dice - Skill use in bad circumstances.
1/4 dice - Skill use in impossible circumstances, one-shots.
Luck:
Full -- Raw overall fortune. Can make a Miracle Defense (use Luck dice
in place of normal stat, only luck-based penalties apply, d20s can be
used in place of normal dice -- any 20 rolled means Miracle Defense
succeeds) a number of times equal to dice.
1/2 -- Blind Luck. Can opt to roll 1/2D-1 events over again per day.
1/3 -- Fantastic Luck. Can make 1/3D-1 events critical success
automatically per day.
1/4 -- Miraculous Luck. Can completely influence 1/4D-1 events per day.
Luck also allows you to roll (1/2D) chaos dice instead of 1, or get
(1/2D) chances at a game of chance instead of one (choose the most
favorable.)
Miracle Defense:
1/2 -- Miracle Dodge.
1/3 -- Miracle Dodge against area effects (normally cannot be entirely
avoided.)
1/4 -- Miracle Dodge against special effects (normally cannot be
avoided at all.)
Example: Amy the luckdragon has an impressive Luck of 6. In Miracle
Dodge situations (up to six per day), she excels -- getting 3 Miracle
Dodge dice against most attacks, and 2 Miracle Dodge dice against
normally insurmountable attacks. Also, she may reroll 2 events over per
day, can make one event a critical success, and even influence one
event per day. Not to mention she's masterful at cards (having three
chances to get a good hand).
This means that a high Luck stat has very strong uses. It still isn't a
magic bullet, though -- there's no other uses for Luck besides, well,
luck, and once it runs out, it runs out.
Dice Table For The Lazy
Full - 1/2 - 1/3 - 1/4
1 - 1 - 0 - 0
2 - 1 - 1 - 0
3 - 2 - 1 - 1
4 - 2 - 1 - 1
5 - 3 - 2 - 1
6 - 3 - 2 - 2
7 - 4 - 2 - 2
8 - 4 - 3 - 2
9 - 5 - 3 - 2
10 - 5 - 3 - 3
Fencing -- Fencing uses a light, narrow stabbing blade suitable for
swift attacks and defenses; the martial art of fencing focuses on the
rapier's strong points, rather than clumsy hacking and slashing.