8271 lines
387 KiB
Plaintext
8271 lines
387 KiB
Plaintext
C O S M O S
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THE UNIVERSAL ROLE PLAYING SYSTEM
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1. Introduction
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2. Character Generation and Development
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2.1 Abilities
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2.2 Races
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2.3 Alignments
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2.4 Levels
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2.5 Levels & Ranks
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2.6 Earning Experience Points
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3. Action Resolution
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3.1 Skill Rolls
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3.2 Skill vs Difficulty
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3.3 Skill vs Skill (Opposed Actions)
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3.4 Automatic Failure or Success
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3.5 Resistance Rolls
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3.6 Action Points
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3.61 Combat
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3.62 Movement
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3.63 Reduced Action Point Expenditure
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3.64 Increased Action Point Expenditure
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3.7 Altering Rolls
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3.8 Penalties Due to Damage and LEL Loss
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4. Skills
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4.1 Skill Point Costs
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4.2 Fractional Skill Advancement
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4.3 Skill Descriptions
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5. Magic & Psionics
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5.1 Spell Casting and Psionic Use
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5.11 Spell & Psionic Power Points
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5.12 Power Point Recovery
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5.13 Chance of Failure
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5.14 Ability Requirements
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5.141 Mage Spells
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5.142 Priest Spells
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5.143 Psionic Abilities
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5.15 Required Time
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5.151 Spell Casting
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5.152 Psionic Use
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5.16 Canscellation
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5.2 Realms
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5.21 Magical
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5.22 Psionic
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5.3 RR Bonuses
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5.4 Magical & Psionic Devices
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5.5 Spell System Conversions
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5.51 Dungeons and Dragons
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5.52 RoleMaster
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5.6 Combined Spell Casting and Psionic Use
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5.7 Joint Spell Casting and Psionic Use
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5.8 Spell and Psionic Aquisition by Non Spell/Psionic Users
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6. Additional Spells
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6.1 Purposes for Magic Items
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7. Psionics and Mutant Powers
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8. Mutants and Altered Beings
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9. Combat
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10. Time and Space (The MultiVerse)
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1. Introduction
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It's been some time now since I have actively participated in any long ongoing
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RPG campaign. Like many gamers, my first introduction to the world of role
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playing was the Dungeons and Dragons RPG, which soon led to AD&D. Never seeing
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any other RPG's before, as this if I am correct was one of the first, I thought
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it was the only thing worth playing. After many years of the seemingly redundant
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adventures, playing in everything from "Oh wow, I we found a copper piece!" to
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"I use my scroll of Death Star to destroy The Chaos Shield" and even campaigns
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that had five players but no DM that went something like, "I killed you."
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"No you didn't." "Yes I did." I began to find a number of problems with the AD&D
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game. Problems like:
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1. Why can I only attack once in a one minute period?
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2. Why do all mages have to be poor fighters?
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3. Why can't a chaotic evil cleric of Vorg, the god of child molesting and nun
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raping use edged weapons that shed blood?
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4. If I cracked someone's skull open with my mace can't I assume that some blood
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will be shed?
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5. Why can't I learn how to track without being good aligned, (Ranger) what is
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a bounty hunter then?
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6. Why can't there be paladins of other than Lawful good or Chaotic evil
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alignment?.
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7. That dragon is 100' long. How could I miss him. Is what you meant that I hit
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but did no damage?
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8. How do I make magic items.
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9. Do all assassins have to be evil? What if I only kill evil people?
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10.If elves are seemingly superior to humans in almost every aspect, why are
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they limited in what maximum level they can attain.
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Well, those were just a few of my qualms with the AD&D game. Don't get me wrong,
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if it wasn't for AD&D I probably wouldn't be writing this. However, what was
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wrong with AD&D probably more that what was right was what led me to make this
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game. I looked through many other RPG's, and although they all offered
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something of value, I felt that no one RPG had everthing I wanted in a game.
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Some were too generic, while others were too complex. This gmae is by no means
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an original achievement. It is basically an amalgamation of what I thought
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to be the best parts of many different RPG's like Marvel Superheroes,
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BattleTech, RoleMaster, Traveller, and of course AD&D.
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COSMOS is my attempt at creating a truly universal role playing system that
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would give sufficient rules for running any type of RPG campaign. The COSMOS
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system allows players to create any type of character be it fantasy, Sci-Fi, or
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reality, and use that character in any setting. Many game systems can similate
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one individual setting fine, but fall apart if different genres are combined.
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The COSMOS system supports individual settings as well as the combination of
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multiple settings. I should probably now warn you that this games contains a
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plethora of Star Trek and Star Wars references. If you have a great adversion
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to them or if you are pregnant, have lower back or heart problems, then get
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off the ride while you still can. This is by no means the finished version
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off the COSMOS system. Consider it to be more of a prototype. (It hasn't even
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been play tested.) This game assumes that the reader is already ready
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familiar with standard role playing conventions like dice rolling, GM (game
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master), classes, skills, etc.
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Since characters are what make any story and any RPG interesting, without
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further adue let's begin by delving into the sometimes frightening, sometimes
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shocking, but always enlightening world of character development.
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2. Character Generation
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Character generation and development in COSMOS uses a skill based system
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in which character points are used to buy skills which define the character.
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Every character has a character level which is a statement about the general
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level of power of the character, regardless of what skills the character may
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possess. Character levels are based solely on experience points. Two characters
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with the same number of experience points have the same character level. Skill
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levels differ from character levels in the fact that they represent the
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expenditure of character points, which are based on experience points, to buy
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certain skills. Thus, for two characters who are equal level, one character may
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have a high skill level in a few skills, while the other character has a low
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skill level in many skills, all depending on how their character points were
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spent. All characters begin with up to 200 character points, at 1st level, with
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zero experience points. Every 10 experience points are equal to 1 character
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point. Character level is dependent on the amount of experience points earned.
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When these experience points are used they are not subtracted from the total
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earned. Thus, a character who has earned 1001 experience points would 2nd level
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and would have 100 character points to spend in skills, raising abilities, or
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augmenting die rolls during the course of the game. A character can use some,
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all, or none of his accumulated character points at any time. It is beneficial
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for all characters to have some unused experience points that can be used
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during gameplay to augment die rolls. Often this will mean the difference
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between life and death in certain situations.
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All character's should start with between 100 and 200 character points
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initially during character creation. It is up to the GM to decide if all
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character's begin with the full 200 character points, a fixed number within the range, or if players roll r
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andomly to see how many character points they receive. Some options for this
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are rolling percentile dice, 10D10's, 5D20's, etc, and adding this total to
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100.
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The next step is to roll for character abilities. There are six primary
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character abilities, three physical and three mental. The physical stats are
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strength, constitution, and dexterity. The mental stats are intelligence,
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wisdom,and charisma. Initial human stats fall into the range of 1-20. The best
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way to roll these would be with 5D4's. Other ways are by rolling 2D10's, 1D20,
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or percentile dice divided by 5. Some GM's may allow rolling extra dice and
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discarding the lowest rolls. For example, 7D4's are rolled, and the lowest 2
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are discarded. Players should not be too worried about rolling low initial
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stats since they can be raised by the expenditure of character points. One
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ability can be raised by lowering another at the GM's option. For example, a
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player with 14 strength and 17 intelligence could opt to lower his intelligence
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by 1 to 16, and raise his strength by 1 to 15. Some GM's may allow this at a 2
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point deduction per 1 point increase, thus the 17 intelligence would be
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lowered by 2 to 15, and the 14 strength would be raised by 1 to 15. Some GM's
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may wish to separate the primary abilities into secondary abilities, each of
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which cover a small area the the primary ability. This is described in the
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Abilities section. Some other physical attributes like the five sences, sight,
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hearing, touch, taste, and smell can be rolled for in the same 1-20 range. If
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they are not rolled for they are all considered to be at average level and
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have a score of 10.
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After abilities have been rolled, skills are purchased. What skills that
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can be purchased depend on the type of campaign the GM is running and the type
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of environment the character is from. Characters from a fantasy setting may
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have access to magic skills but not access to technological skills such as
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building warpdrives and laser rifles, etc. Basically, if a skill does not exist
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in an environment it cannot be learned. On certain occasions the GM may allow
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character's to invent certain skills in their setting which don't exist. A high
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level and very knwoledgable mage may wish to study the laws of physics and
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discover a method of space travel that does not require magic, just as a
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scientist may try to study the laws of magic and utilize its powers.
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Even though the COSMOS system is skill based as opposed to class based,
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this does not mean that there are no classes per say. A character's class is
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defined by the types of skills he chooses to learn. A character who spends
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most of his character points in learning magical skills would be considered to
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be a mage. A mage who learns mostly illusion spells would be an illusionist
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while a mage who learned mostly summoning spells may be called a conjuror. A
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priest who worshiped a nature diety may be called a druid, etc. Characters who
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spend about an equal number of points in two or more areas can be considered
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multiclassed. Thus there can exist warrior mages, warrior priests, priest
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mages, or any other combination. A paladin would be mainly a warrior but would
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also have limited priest abilities. A Jedi knight could be a warrior and/or
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pilot who also possessed psionic abilities. Instead of destroying the
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character classes, the skill based character system allows any character class
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to be created without making any one class more powerful than another since
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every power or skill is "payed for" in character points. Players and GM's
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should work together to create new character classes for their campaigns. Since
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most skills will have to be learned from a teacher, that teacher will only be
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able to teach those skills which he possesses thus creating a pattern as to
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what proffesions possess what skills. A multi-classed character will often
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have to find multiple instructors to learn all necesary skills.
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2.1 ABILITIES
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All abilities have a numerical score and a rank, which applies to a certain
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range of numerical scores. For instance, one character has 20 dexterity
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and the other has 24 dexterity. They both have a dexterity rank of excellent
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but the character with 24 dexterity is slighly more dextrous than the character
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with 20 dexterity. As for bonuses on certain actions, they both have the same
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rank and therefor the same bonus.
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Each of the six primary abilities, except for strength, has several
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secondary abilities. If only the primary abilities are used, then the score
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for that ability indicates that score in all of its secondary abilities. A
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character with 15 Constitution has 15 health,endurance, phitness, etc. Since all
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secondary abilities are related but not identical, they should only differ
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by about three ranks (not points) at the most. A person can have more hand eye
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coordination than agility, but cannot lack total bodily dexterity and still
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be proficient with his hands.
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STRENGTH: Strength is defined simply by the amount of force the character
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can generate. It is basically a measure of the raw physical power of the
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character. It dictates how much weight the character can lift and carry, and
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the amount of damage he will do armed and unarmed mellee combat as well as with
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self powered missile weapons. Strength has no secondary traits.
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Strength Score Max Lift (kg) Max Carry (kg)
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1 10 3
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2 20 5
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3 30 8
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4 40 10
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5 50 13
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6 60 15
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7 70 18
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8 80 20
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9 90 23
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10 100 25
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11 110 28
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12 120 30
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13 130 33
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14 140 35
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15 150 38
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16 160 40
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17 170 43
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18 180 45
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19-25 200 50
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26-35 450 113
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36-45 1000 250
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46-55 2500 625
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56-65 3600 900
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66-75 5000 1250
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76-85 6400 1600
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86-95 8000 2000
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96-112 10000 2500
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As is can be seen from the above chart, a character can carry 25% of what it
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can normally lift. The following shows the chances for a character trying
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to lift different weights that fall into his strength rank.
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Relative Rank of Weight Chance to Lift
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Rank -3 99%
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Rank -2 95%
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Rank -1 90%
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Rank 75%
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Rank +1 50%
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Rank +2 25%
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Rank +3 10%
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Rank +4 5%
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Rank +5 1%
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Encumberance: Characters carrying any additional weight will naturally
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not move as fast as unencumbered characters.
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% Max Carry Movement and Action Points
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5% 100%
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10% 95%
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20% 90%
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30% 80%
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40% 70%
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50% 60%
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60% 50%
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70% 40%
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80% 30%
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90% 20%
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95% 10%
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100% 5%
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Thus a character who could carry a maximum of 50 kg who was carrying
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25 kg (50%) would be at 60% of his total movement and action points.
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CONSTITUTION: constitution is defined as the summation of the following
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secondary traits:
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Health: applies to resistance to disease, toxins, and rate healing, and
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minimum number of DC (damage capacity) the character can fall to before death
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occurs. A character who reaches 0 DC is unconscious. A character can fall to
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a negative number of his DC before dying. Thus a character with 10 Health
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would die once -10 DC were reached. The health bonus or penalty also applies
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to the amount of DC that is added or subtracted from each DC purchace. Note
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that no DC purchase can be reduced to less than 1 by any penalty. A character
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had 20 health who gained 10 DC would have 14 DC total with the health bonus.
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Endurance,
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Stamina,
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Physique,
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Fitness: The above apply to the duration for wich physical exertion can be
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maintained, such as long distance running, holding ones breath, and the chance
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of surviving ressurrection and system shocks.
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DEXTERITY
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Agility: applies to acrobatics, dodging, actions which require full body
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movement as opposed to only hand movements.
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Coordination: everything but reflexes and speed.
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Hand-eye Coordination: includes all manual actions such as weapon
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proficienciesss, gunnery skills, lock picking, etc.
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Balance: climbing, tightrope walking, acrobatics, etc.
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Reflexes: initiative, dodging
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Speed: movement rate
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INTELLIGENCE
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Memory: bonus/penalty applies to adjustment on number of spells levels a mage
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can memorise
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Learning: percentage bonus/penalty when learning educational and technical
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skills. Score of 20 in learning has a +4 bonus or a +4% decreased
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in the amount of character points it takes to learn those skills
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Reasoning: analytical thinking, logical thought
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WISDOM: wisdom is not intelligence, it is how a character uses his intelligence
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to guide his actions and make decisions
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Intuition: sixth sence, instincts
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Judgement: making decisions
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Perception: finding clues
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Empathy: intuition about others' emotions
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Willpower,
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Psyche,
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Self Discipline
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Mental Endurance/Strength: resist mental attacks or control
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CHARISMA
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Persuasiveness: encouraging other people's actions
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Charm: attracting others
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Leadership: ability to lead others
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Personality: interacting with others
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COMLINESS
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This is more of a trait than an ability. Although I do not recomend its use
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I have still included it here just incase anyone wants to use it. I find
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comliness to be more of an opinion based in the viewer of the character than
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in the character himself. Elves are usually considered attractive to other
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elves and to humans as well. Orcs may be attactive to eachother but are usually
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not seen as such by other races. Too often male players will have female
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characters with 30 comliness. Besides the abundance of Freudian overtones
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they also feel that their character should be able to control anyone they
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meet merely by their sheer beauty. I find it a better system just to describe
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the characters physial appearance and work from there. If this ability is not
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used then all characters are assumed to be of an average comliness for their
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race.
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PSIONIC APTITUDE: if this ability is used the penalty or bonus applies to the
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number of psionic points, the character point reduction, and the Skill Roll
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bonus when attempting any psionic action. If this ability is not used all
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characters are assumed to have an average psionic aptitude of 10.
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MAGICAL APTITUDE: as above but applies to mages
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CHANNELING APTITUDE: as above but applies to priests
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SPEED 5 meters/round/speed score
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SENCES: Unless otherwise specified, all characters have average scences, ie.
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a score of 10 in all of the five sences.If the GM chooses, characters can
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roll for their sences and use the appropriate penalties or bonuses from them.
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Any perception based skill that uses one or more of the sences can have a
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bonus or penalty from a high or low sence score. For example, a character
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who had a hearing score of 16 would have a +2 LS on the hear noise skill.
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Sight: 10 indicates average human sight. This is for a distance of 10 meters.
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A sight score of 20 would indicate that the character could see at 20 meters
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how most people would see at 10 meters.
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Hearing
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Touch
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Taste
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Smell
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Ability Scores
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Score Range Rank Bonus/Penalty
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0
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1-4 Feeble -5 (-3 at 4, -4 at 3, -5 at 2)
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5-7 Poor -2 (-1 at 7, -2 at 5)
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8-12 Fair 0
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13-14 Good +1
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15-16 High +2
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17-18 Exceptional +3
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19-25 Excellent +4
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26-35 Remarkable +5
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36-45 Incredible +6
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46-55 Amazing +7
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56-65 Immence +8
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66-75 Awesome +9
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76-85 Monstrous +10
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86-95 Supreme +11
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96-105 Unearthly +12
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2.11 Increasing Abilities
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When initially rolled, no ability may be higher than 20, not including and
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racial bonuses. Abilities can be raised by spending an amount of the initial
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200 character points, or later by spending earned character points that are
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gained with experience. Spending initial character points allows abilities to
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be raised no greater than 30, at a char pt cost equal to the point being raised
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to. Example, a character with 16 Dexterity wants to raise it to 18. It would
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cost 17 points to raise it to 17, and then 18 points to raise it to 18, for a
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total 35 char pts. If abilities are raised at later levels, once experience pts
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are gained, then the cost is 100 times above. So the above character would have
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to spend 1700 char pts (17000 exp pts.), plus 1800 char pts (18000 exp pts) for
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a total of 3500 char pts. (35000 exp pts). GM's may opt to allow increase
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beyond normal racial limits, possibly at double the point cost. Normal human
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limits are a score of 30.
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DAMAGE CAPACITY: Damage capacity indicates the amount of damage a character can
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sustain before being killed. For 0 level characters their damage capacity is
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the sum of their constitution scores and any strength bonuses, thus the average
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person will have 10 DC points, player characters can roll up to 20 in strength
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and constitution for a total of 24 DC points, and raising strength and
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constituion to maximum human limits will yield a DC of 35 points. For every
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level greater than zero, the character can spend character points to buy more
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DC. This can only be done once per level. If the character misses a level, ie.
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does not by any DC for that level, he can buy it twice the next level. Thus the
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number of DC purchases can never excede the character's level. Note that this
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has nothing to do with individual skill levels. A 10 level character can have
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10 DC purchases, regardless of whether his highest skill level was above or
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below 10th level.
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EXPERIENCE POINT LOANS: Many times GM's may have a new character enter an
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already existing campaign, who's character's are above 1st level. In many
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cases, players who do not work their own characters up from 1st level do not
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play them as well because they have invested no time in developing that
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character. To remmedy this problem GM's can use an experience point loan
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system. Character's can start out at any level the GM chooses. The character,
|
||
however has 0 experience points. Before he can advance a level or buy any
|
||
additional skills he must pay off the loan at double the experience point cost.
|
||
Example, a character starts off at 4th level. A 4th level character has 4001
|
||
experience points. This character will have 400 character points for his level,
|
||
plus the 100-200 character points for a beginning character to buy any skills
|
||
he wishes. Before gaining any new experience, the character must earn 8001
|
||
experience points at which point he will actually be at 4th level with 4001
|
||
experience points. From there on he can earn experience points normally and
|
||
advance in skills and levels. Any magical items which the character is given
|
||
initially must also be paid back in experience points. The cost is 1 exp pt
|
||
per spell point cost of making the item. Monetary items should be paid back at
|
||
1 exp pt per 10 monetary units.
|
||
|
||
2.2 RACES
|
||
|
||
Every player character must choose what race or species he is. In many
|
||
campaigns most races will be humanoid in form but this does not need to be the
|
||
case. It is quite possible to have player character races that little or no
|
||
resemblance to any humanoid form. Some may even be able to take on human form.
|
||
This game system uses humans as the basis from which all other races are
|
||
compared. All human ability scores have an initial maximum of 20 and can be
|
||
raised up to a maximum of 30. Other races may have bonuses or penalties to the
|
||
six primary abilities. If the bonuses and penalties are equal, and the maximum
|
||
rank is 40, (1 rank higher than human maximums) then there should be no
|
||
additional experience point cost for that race. For example, a GM may wish to
|
||
devise an elven race that a +5 bonus on dexterity with a maximum score of 40,
|
||
and a -5 penalty on constitution. For these abilities alone there is no extra
|
||
experience point cost. For every bonus point that is not balanced with a
|
||
penalty, the experience point penalty is 1%. Thus having +5 on strength with
|
||
no other penalty would give the character a 5% experience point penalty, and
|
||
he would only receive 95% of all earned experience. Depending on the type of
|
||
campaign the GM is running, he may wish to have all races possess some
|
||
abilities superior to normal human abilities, without an equal amount of
|
||
penalties. If this is the case then there does not have be an experience point
|
||
penalty as it is likely that the opponents these characters are facing have
|
||
similar abilities. No one character race should be greatly more powerful than
|
||
another. The GM may decide to give a certain amount of points in designing an
|
||
race. Any amount of abilites that excede this point limit must be balanced
|
||
with experience point penalties.
|
||
There are three types of skills or powers that races can possess, innate
|
||
learned, and developed. Innate powers are powers that are not learned by a
|
||
member of a race but are in the biological makeup of that race. For instance,
|
||
dwarven races may possess an innate resistance vs magic, while elven races may
|
||
possess an innate resistance vs sleep and charm spells. These powers may start
|
||
out at a certain level and stay fixed at that level, or start out at first
|
||
level and increase with the level of the character. Most powers should affect
|
||
only the character and not other beings. Some typical innate powers are
|
||
protections and resistances vs various attack forms, and the abililtes to heal,
|
||
regenerate, change form, see in different parts of the EM spectrum, etc. Races
|
||
with extended biological powers should be treated as mutants in terms of
|
||
character point costs.
|
||
Some races may also have skills which are not inborn but a learned by all
|
||
members of a race at an early age. Many of these skill will be related to the
|
||
type of environment the race is in. Dwarves may have skills related to mountain
|
||
climbing, mining, smithing, etc. For skills such as these the experience point
|
||
loan system should be used. When the experience point loan system is use
|
||
for a few skills, but not the entire character, then experience points can
|
||
be earned normally, but the character must pay back skills at the same
|
||
doubled cost but has until he reaches the level of that skill to do so.
|
||
For example, a dwarf character is given 5th level mining skill at the start.
|
||
He will earn experience points normally but must pay back double the
|
||
character points it cost for the mining skill by the time the character
|
||
reaches 5th level. If he does not pay it back by that time, the all further
|
||
experience goes into paying back that skill and he will not gain an actual
|
||
level experience to 6th level until it is payed, regardless if his actual
|
||
amount of accumulated experience would put him at 6th level.
|
||
Developed powers are powers that are not inborn to a particular race but
|
||
the potential for them is. For example, the Deryni are a race of psionic
|
||
beings. Although all have psionic ability they do not all have the same degree
|
||
of ability. The ability they have is developed. Developed skills should be
|
||
able to be self taught by the individual at the same spenditure of experience
|
||
points. Any magical or psionic ability given to a certain race should never
|
||
except in a very few special cases go beyond eight level in power. Most races
|
||
should also not be allowed to use any power until they are of equal or greater
|
||
level to that power. A drow elf who has developed the know alignment power
|
||
should be at least 6th level.
|
||
|
||
|
||
2.3 Alignments
|
||
|
||
Alignment represents a beings general moral and ethical outlook. Alignment
|
||
does not control a characters actions but does guide how the being will
|
||
respond to certain ethical and moral situations. A character's actions should
|
||
not be based on alignment, rather, his alignment should be based on his
|
||
actions. Just as people can develope and change, so can their alignment as
|
||
certain experiences in their life change their view of the world. Time for
|
||
a Star Wars reference, Darth Vader was originally good but experiences in
|
||
his life (the emperor) caused him to turn evil, and later other experiences
|
||
(Luke) caused him to become good again. There are two components to alignment,
|
||
the first applies to the beings position to law or chaos. The second more
|
||
important part applies to the beings position of good or evil. This is the
|
||
dominant part of alignment and will usually decide what "side" a being is
|
||
on and what groups will work together. Beings good alignment, but who differ
|
||
in their views of law and chaos will work together much more easily than
|
||
beings who agree on law or chaos but differ in their views of good and
|
||
evil.
|
||
|
||
LAWFUL GOOD: believe that law an order are most important to achieve the
|
||
greatest good. Lawful Good beings will not lie, cheat or steal. They will
|
||
never kill an unarmed foe or otherwise defenceless foe. The lawful good
|
||
being believes that some personal freedoms may have to be sacrificed to endure
|
||
good for the whole. To quote Spock, "The needs of the many, out weigh the needs
|
||
of the few."
|
||
|
||
LAWFUL NEUTRAL: Concepts of good and evil hold little importance to the lawful
|
||
neutral character. Above all else, order must be maintained if it means
|
||
sacrificing the livelyhood of a few. Trust, honesty, honor, and loyalty are
|
||
vital to a being of this alignment. The samurai from medieval Japan and the
|
||
Klingons from Star Trek (TNG) can be considered to be of lawful neutral
|
||
alignment.
|
||
|
||
LAWFUL EVIL: Order and control is key to this alignment. There is a hiearchal
|
||
structure to the world, with the strong controlling the week. Goods holds no
|
||
meaning as long as order is preserved. While a lawful evil being will steal,
|
||
kill, and torture, he will not lie or cheat, he will always keep his word,
|
||
even if it does not benefit him, and will always prefer a fair fight. A
|
||
lawful evil character will not kill without reason, and will often not be
|
||
concerned with les powerful beings who do not interfere with him.
|
||
|
||
NEUTRAL GOOD: This alignment holds that their must be a balance of law and
|
||
personal freedom to ensure the greatest good for all. Personal freedom is
|
||
necesary, but laws are also necesary to ensure the stability of good.
|
||
|
||
NEUTRAL: This alignment holds that there must be a perfect balance in the
|
||
universe between good and evil, between law and chaos. All these forces
|
||
are important as no one can exist without the other. This does not mean that
|
||
a true neutral character can not commit solely good or evil actions, or can
|
||
have no loyalties. It means that the neutral character chooses a place for
|
||
himself in this cosmic balance and acts to maintain this balance. He may
|
||
change sides over time but will not be erratic in his actions, acting good
|
||
one moment, and evil the next.
|
||
|
||
NEUTRAL EVIL: personal gain is of most important to the neutral evil being.
|
||
They have no true allegiance but will ally themselves with groups if it
|
||
suits their interests, and will act alone at other times.
|
||
|
||
CHAOTIC GOOD: personal freedom is most important to ensure the greatest good
|
||
for all. This belief holds that people are basically good and will make the
|
||
correct dicisions if allowed to govern themselves. Law and order only seek
|
||
to take away personal freedom and place power into evil hands. Chaotic good
|
||
beings will still be loyal to another being, but they will base their loyalties
|
||
on what serves the greatest good, and will not be loyal to someone whom they
|
||
believe to be evil. They will lie when necesary if the outcome is good.
|
||
|
||
CHAOTIC NEUTRAL: good and evil hold no relevance to life, personal freedom
|
||
and individuality is most important. Life and nature is order enough for
|
||
beings of this alignment. This is often the most misplayed alignment as
|
||
players use it as a way to have no governing motives for their actions.
|
||
|
||
CHAOTIC EVIL: chaotic evil beings hold personal freedom as the essence of
|
||
personal gain. Other life has little or no meaning to them. They will lie,
|
||
cheat, steal, kill, and torture if it serves their interests or simply
|
||
amuses them. They trust no one and themselves are the farthest from being
|
||
trustworthy. The only order which appeals to them is controlling other
|
||
beings through fear and personal might.
|
||
|
||
AMORAL: This alignment is usually not allowed for players but often only
|
||
applies to beings of unimaginable power who trascend all concepts of good,
|
||
evil, law and chaos. Their is some higher purpose to their actions which
|
||
mere mortals could not possibly begin to understand. The being Q from Star
|
||
Trek and the being Galactus from Marvel comics are good examples of this.
|
||
Many alien races of vastly superior intelligence and technology may also
|
||
fall into this category.
|
||
|
||
TENDENCIES: alignments may also include tendencies which show what other
|
||
part of the alignment a being may tend to. Tendencies may only be one step
|
||
removed from the actual alignment. For Example, a Lawful Good being could tend
|
||
towards neutral good, or lawful neutral. The being could not tend to
|
||
lawful evil or chaotic good as this indicates a change in alignment of
|
||
2 steps. Lawful to neutral is one step, lawful to evil is to steps. A chaotic
|
||
neutral being could tends towards good, evil, or true neutral.
|
||
|
||
CHANGING ALIGNMENT: Since characters are not static entities, neither are
|
||
alignments. If a player or GM wants to change the alignment of a character
|
||
there must be a reason in the character's life that would cause him to due
|
||
so. Some reasons may include the death of a close friend or loved one,
|
||
betrayal, being under the tutiledge of soemone with different views, etc.
|
||
Alignments can only be changed by one 1/2 step per level or year, whichever
|
||
amount of time is less. For example, Darth Vader is initially of Lawful Good
|
||
alignment at 15th level before he encounters the emperor. After some study
|
||
under the emperor his alignment slowly changes to LG with LN tendencies at
|
||
16th level, LN at 17th level, LN with LE tendencies at 18th level, and LE at
|
||
19th level.
|
||
|
||
2.4 Levels
|
||
As stated previously, character level is determined by the total amount of
|
||
earned experience, regardless of what skills the character possesses. It is
|
||
possible, although highly unlikely that a character could be high level but
|
||
have no skills, possibly using all of his experience points to augment die
|
||
rolls. Basically, the level of character or any being is a good estimate of
|
||
their power. Although the COSMOS system supports beings from 0 level to 50th
|
||
level, characters between 10th and 20th level are considered high level, with
|
||
10th level equalling name rank level, knight or mage status for those two
|
||
medieval archetypes, and 20th level would indicate lord or archmage status
|
||
respectively. Players should rarely reach greater than 20th level, and then
|
||
only after extended amount of gameplay. For another and hardly the last
|
||
Star Wars reference, Luke Skywalker would be around 15th level, Darth Vader
|
||
would be around 20th level, and the Emperor and Yoda would be about 30th
|
||
level. The needed experience points per level are as follows:
|
||
|
||
Level Experience Points
|
||
|
||
1 0 - 1000
|
||
2 1001 - 2000
|
||
3 2001 - 4000
|
||
4 4001 - 8000
|
||
5 8001 - 16000
|
||
6 16001 - 32000
|
||
7 32001 - 64000
|
||
8 64001 - 128000
|
||
9 128001 - 256000
|
||
10 256001 - 512000
|
||
|
||
256,000 Experience Points Per
|
||
Level Beyond the Tenth
|
||
|
||
|
||
2.5 Levels & Ranks
|
||
|
||
Along with character levels, COSMOS also uses the rank system to dscribe
|
||
a level of power or complexity. Those who have played the Marvel Superheroes
|
||
game will be familiar with this system, although it is changed slightly in
|
||
COSMOS. Ranks often apply to technology to describe how advanced an item is.
|
||
All materials have ranks to determine how strong they are and how resistant they
|
||
are to certain types of damage. Poisons have ranks associated with their
|
||
potency. Character abilities also have ranks as they are often used against
|
||
or in conjuction with other ranks. The term level rank refers to the rank
|
||
associated with that particular level. For instance, from the chart below it
|
||
can be seen that the level rank for 6th level is rank 50. Conversly, the
|
||
Rank Level for rank 50 is 6th level. In general, Tech Level 50 weapons do
|
||
50 points damage for a human sized rifle weapon, a 6th level magic spell
|
||
could do about 50 points damage, an 11th level engineer could build and
|
||
repair technological items in their field of Tech Level 100, a poison of about
|
||
rank 50 intensity. Rank is also sometimes refered to as class, ie, class 50
|
||
and rank 50 metals are of the same strength.
|
||
|
||
Level Rank
|
||
|
||
1 5
|
||
2 10
|
||
3 20
|
||
4 30
|
||
5 40
|
||
6 50
|
||
7 60
|
||
8 70
|
||
9 80
|
||
10 90
|
||
11 100
|
||
12 125
|
||
13 150
|
||
14 200
|
||
15 250
|
||
16 300
|
||
17 400
|
||
18 500
|
||
19 750
|
||
20 1000
|
||
21 1250
|
||
22 1500
|
||
23 1750
|
||
24 2000
|
||
25 2500
|
||
26 3000
|
||
27 3500
|
||
28 4000
|
||
29 4500
|
||
30 5000
|
||
32 5500
|
||
34 6000
|
||
36 6500
|
||
38 7000
|
||
40 7500
|
||
42 8000
|
||
44 8500
|
||
46 9000
|
||
48 9500
|
||
50 10000
|
||
|
||
|
||
Rank Number Range Average Rank Number
|
||
|
||
0 0
|
||
1-4 3
|
||
5-7 6
|
||
8-12 10
|
||
13-14 13
|
||
15-16 15
|
||
17-18 17
|
||
19-25 20
|
||
26-35 30
|
||
36-45 40
|
||
46-55 50
|
||
56-65 60
|
||
66-75 70
|
||
76-85 80
|
||
86-95 90
|
||
96-112 100
|
||
113-137 125
|
||
138-162 150
|
||
163-187 175
|
||
188-212 200
|
||
213-237 225
|
||
238-262 250
|
||
263-287 275
|
||
288-312 300
|
||
313-337 325
|
||
338-362 350
|
||
363-387 375
|
||
388-412 400
|
||
413-437 425
|
||
438-462 450
|
||
463-487 475
|
||
488-512 500
|
||
513-537 525
|
||
538-562 550
|
||
563-587 575
|
||
588-612 600
|
||
613-637 625
|
||
638-662 650
|
||
663-687 675
|
||
688-712 700
|
||
713-737 725
|
||
738-762 750
|
||
763-787 775
|
||
788-812 800
|
||
813-837 825
|
||
838-862 850
|
||
863-887 875
|
||
888-912 900
|
||
913-937 925
|
||
938-962 950
|
||
963-987 975
|
||
988-1125 1000
|
||
1126-1375 1250
|
||
1376-1625 1500
|
||
1626-1875 1750
|
||
1876-2125 2000
|
||
2126-2375 2250
|
||
2376-2625 2500
|
||
2626-2875 2750
|
||
2876-3125 3000
|
||
3126-3375 3250
|
||
3376-3625 3500
|
||
3627-3875 3750
|
||
3876-4125 4000
|
||
4126-4375 4250
|
||
4376-4625 4500
|
||
4626-4875 4750
|
||
4876-5125 5000
|
||
5126-5375 5250
|
||
5376-5625 5500
|
||
5626-5875 5750
|
||
5876-6125 6000
|
||
6126-6375 6250
|
||
6376-6625 6500
|
||
6626-5875 6750
|
||
6876-7125 7000
|
||
7126-7375 7250
|
||
7376-7625 7500
|
||
7626-7875 7750
|
||
7876-8125 8000
|
||
8126-8375 8250
|
||
8376-8625 8500
|
||
8626-8875 8750
|
||
8876-9125 9000
|
||
9126-9375 9250
|
||
9376-9625 9500
|
||
9626-9875 9750
|
||
9876-10125 10000
|
||
|
||
2.6 Earning Experience Points
|
||
|
||
Experience points are a numerical representation of a character's experiences
|
||
which pertain to a character's particular profession or individual areas of
|
||
study. It is through earning experience points that character's improve
|
||
their skills, learn new ones, and gain levels. Earning experience points
|
||
represents the fact that characters are practicing their skills in real life,
|
||
practical situations. Training in a particular skill is an important
|
||
component of learning skills but it is the actual experience in using these
|
||
skills real life situations that is the key component in learning and
|
||
improving skills. Often, the action which earns a character experience must
|
||
be one that has something at state or has some danger involved. A warrior
|
||
practicing sword techniques against a straw dummy is not going to be earning
|
||
experience points. A fighter who is using a sword to defend his life will
|
||
earn experience. A thief who practices picking the lock to his own home will
|
||
not earn experience while the same thief who picks the lock of a king's
|
||
vault in order to procure vast quantities of gold will earn experience.
|
||
The experience point system in COSMOS is geared at encouraging players
|
||
to use their skills creatively to solve problems. In many RPG's, experience
|
||
is earned through conflict with other living creatures, usually combat. This
|
||
is usually not a problem as players will each use their individual skills the
|
||
best way they know how to overcome the creature. Warriors will fight, mages
|
||
will cast spells, priests will heal wounded party members, etc. Character's
|
||
should only be able to improve skills that they actually use when they are
|
||
needed. A priest who never heals his comrades should not be able to gain any
|
||
more healing spells. A fighter who never uses a particular weapon should not
|
||
be able to improve his skill in that weapon. In short, players are allowed
|
||
to spend character points any way they choose as long as it coincides with
|
||
the skills they used during an adventure.
|
||
One often abused method of earning experience is through the finding
|
||
of treasure, be it money, magical or technological items. The act of finding
|
||
treasure itself does not give a character experience. The rewarding of
|
||
experience points for finding treasure is meant to reflect the actions that
|
||
took place in order to find the treasure, avoiding obstacles, making
|
||
crucial decisions, etc. A 0 level farmer who walks into a deserted castle
|
||
and finds 3 billion mithril pieces does not earn any experience points.
|
||
There was no danger and he didn't utilize any skills. A thief who breaks
|
||
into an ancient tomb and avoids all the traps in his path will earn
|
||
experience for treasure found. The experience for individual actions are
|
||
shown below.
|
||
|
||
KILL FOE Level Of Foe Experience Point Value
|
||
|
||
1 5 X DC
|
||
2 10 X DC
|
||
3 15 X DC
|
||
4 20 X DC
|
||
5 25 X DC
|
||
6 30 X DC
|
||
7 35 X DC
|
||
8 40 X DC
|
||
9 45 X DC
|
||
10-11 50 X DC
|
||
12-13 75 X DC
|
||
14-15 100 X DC
|
||
16-17 125 X DC
|
||
18-19 150 X DC
|
||
20-24 200 X DC
|
||
25-30 300 X DC
|
||
31-35 400 X DC
|
||
36-40 500 X DC
|
||
41-45 750 X DC
|
||
46-50 1000 X DC
|
||
|
||
SUBDUE FOE - Same as kill foe. Often good aligned characters will only kill
|
||
foes when necesary and will usually not kill a sufficiently weaker or
|
||
unarmed foe. Subduel includes causing an opponent to surrender, or causing
|
||
the foe to be in a situation where the player could kill hi if he chose but
|
||
does not, ie knocking a foe unconcious for an extended period of time. This
|
||
rule is added to decrease the murder rate since most players will kill foes
|
||
that their character's normally wouldn't since killing is the only way to
|
||
earn experience points.
|
||
|
||
CAPTURE FOE - Same as kill for. Includes any time when a foe is trapped by
|
||
the player in a confined area and is at the mercy of the player.
|
||
|
||
CAUSE FOE TO RETREAT - 1/2 kill value. If foe is reduced to 25% or less of
|
||
his DC, then the experience points are 3/4 kill value.
|
||
|
||
USE SPELL, PSIONIC, OR INNATE POWER - This applies to the use of such powers
|
||
outside combat situations. The experience point value is the same as the
|
||
power points spent.
|
||
|
||
USE SKILL SUCCESSFULLY - This also applies to situations outside combat.
|
||
The experience points earned are equal to the SR roll of the skill. For
|
||
example, a player uses a find traps skill at 5th level. He rolls a 45 on the
|
||
percentile dice. The actual SR he rolled was 65 so he earns 65 experience
|
||
points if that skill is successful. Unsuccessful skill attempts earn no
|
||
experience.
|
||
|
||
FIND TREASURE - Experience point value equals the total levels of the foes
|
||
divided by the total levels of the party members, times the
|
||
monetary value of the treasure. For example, a party with members of 10th,
|
||
12th, 14th, and 15th level, find 10,000 monetary units of gold which was
|
||
guarded by a 20thlevel dragon. In addition from any experience points gained
|
||
from slaying the dragon, the party receives 20/51*10,000 for a total of
|
||
3921 experience points, or 980 experience points per each of the for
|
||
characters.
|
||
|
||
NEAR DEATH - any time a character goes below 10% of his maximum DC he gets
|
||
1/4 his kill value in exp. pts. if he does not die during that particular
|
||
encounter. For example, a 10th level character with 100 DC is reduced to
|
||
10 DC, if he survives the encounter he receives an additional 1250
|
||
experience points, ie 10*50*100/4 = 1250.
|
||
|
||
KILLED AND RESSURRECTED - any time a character dies and is brought back
|
||
from death he receives his full kill value in experience points.
|
||
|
||
|
||
3. Action Resolution
|
||
|
||
Action resolution in COSMOS is performed with one all powerful universal chart.
|
||
Almost every action has a necessary skill roll, refered to as SR, to ensure its
|
||
success. Most SR's are in the range of 5 to 95, while some extremely difficult
|
||
tasks might have SR's well over 100. The necesary SR is indicated in each skill
|
||
in the skill description section. Any skill that is not given a SR (excluding
|
||
combat skills which will be dealt with later) can be judged as having an SR
|
||
of 75, yielding a 25% chance of success at 1st level in the indicated skill.
|
||
No matter what the difficult for any skill is, rolling a natural 5 or less
|
||
on percentile dice indicates automatic failure. Rolling a natural 96 or above
|
||
on percentile dice indicates automatic success. The chance for automatic
|
||
success or failure increases and decreases respectively with level which
|
||
will be described later. For dice rolls, percentile dice (2 10 sided dice)
|
||
are almost exlusively used. Other dice such as D4, D6, D8, D12,and D20, are
|
||
also used, usually for determining damage from weapons. Any number can be
|
||
randomly rolled by first rolling percentile dice and then multiplying that
|
||
percentage by the maximum possible value. For example, a phaser rifle can
|
||
do up to 200 points damage. Percentile dice are rolled and a 35 is the result.
|
||
35% times 200 maximum points yields a total of 70 points of damage.
|
||
|
||
|
||
3.1 Skill Roll Chart
|
||
|
||
LEVEL
|
||
Roll 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
|
||
|
||
0 -5 0 5 10 15 20 25 30 35 40 45 49 53 57 61 65 69 73 77
|
||
1 -4 1 6 11 16 21 26 31 36 41 46 50 54 58 62 66 70 74 78
|
||
2 -3 2 7 12 17 22 27 32 37 42 47 51 55 59 63 67 71 75 79
|
||
3 -2 3 8 13 18 23 28 33 38 43 48 52 56 60 64 68 72 76 80
|
||
4 -1 4 9 14 19 24 29 34 39 44 49 53 57 61 65 69 73 77 81
|
||
5 0 5 10 15 20 25 30 35 40 45 50 54 58 62 66 70 74 78 82
|
||
6 1 6 11 16 21 26 31 36 41 46 51 55 59 63 67 71 75 79 83
|
||
7 2 7 12 17 22 27 32 37 42 47 52 56 60 64 68 72 76 80 84
|
||
8 3 8 13 18 23 28 33 38 43 48 53 57 61 65 69 73 77 81 85
|
||
9 4 9 14 19 24 29 34 39 44 49 54 58 62 66 70 74 78 82 86
|
||
10 5 10 15 20 25 30 35 40 45 50 55 59 63 67 71 75 79 83 87
|
||
11 6 11 16 21 26 31 36 41 46 51 56 60 64 68 72 76 80 84 88
|
||
12 7 12 17 22 27 32 37 42 47 52 57 61 65 69 73 77 81 85 89
|
||
13 8 13 18 23 28 33 38 43 48 53 58 62 66 70 74 78 82 86 90
|
||
14 9 14 19 24 29 34 39 44 49 54 59 63 67 71 75 79 83 87 91
|
||
15 10 15 20 25 30 35 40 45 50 55 60 64 68 72 76 80 84 88 92
|
||
16 11 16 21 26 31 36 41 46 51 56 61 65 69 73 77 81 85 89 93
|
||
17 12 17 22 27 32 37 42 47 52 57 62 66 70 74 78 82 86 90 94
|
||
18 13 18 23 28 33 38 43 48 53 58 63 67 71 75 79 83 87 91 95
|
||
19 14 19 24 29 34 39 44 49 54 59 64 68 72 76 80 84 88 92 96
|
||
20 15 20 25 30 35 40 45 50 55 60 65 69 73 77 81 85 89 93 97
|
||
21 16 21 26 31 36 41 46 51 56 61 66 70 74 78 82 86 90 94 98
|
||
22 17 22 27 32 37 42 47 52 57 62 67 71 75 79 83 87 91 95 99
|
||
23 18 23 28 33 38 43 48 53 58 63 68 72 76 80 84 88 92 96 100
|
||
24 19 24 29 34 39 44 49 54 59 64 69 73 77 81 85 89 93 97 101
|
||
25 20 25 30 35 40 45 50 55 60 65 70 74 78 82 86 90 94 98 102
|
||
26 21 26 31 36 41 46 51 56 61 66 71 75 79 83 87 91 95 99 103
|
||
27 22 27 32 37 42 47 52 57 62 67 72 76 80 84 88 92 96 100 104
|
||
28 23 28 33 38 43 48 53 58 63 68 73 77 81 85 89 93 97 101 105
|
||
29 24 29 34 39 44 49 54 59 64 69 74 78 82 86 90 94 98 102 106
|
||
30 25 30 35 40 45 50 55 60 65 70 75 79 83 87 91 95 99 103 107
|
||
31 26 31 36 41 46 51 56 61 66 71 76 80 84 88 92 96 100 104 108
|
||
32 27 32 37 42 47 52 57 62 67 72 77 81 85 89 93 97 101 105 109
|
||
33 28 33 38 43 48 53 58 63 68 73 78 82 86 90 94 98 102 106 110
|
||
34 29 34 39 44 49 54 59 64 69 74 79 83 87 91 95 99 103 107 111
|
||
35 30 35 40 45 50 55 60 65 70 75 80 84 88 92 96 100 104 108 112
|
||
36 31 36 41 46 51 56 61 66 71 76 81 85 89 93 97 101 105 109 113
|
||
37 32 37 42 47 52 57 62 67 72 77 82 86 90 94 98 102 106 110 114
|
||
38 33 38 43 48 53 58 63 68 73 78 83 87 91 95 99 103 107 111 115
|
||
39 34 39 44 49 54 59 64 69 74 79 84 88 92 96 100 104 108 112 116
|
||
40 35 40 45 50 55 60 65 70 75 80 85 89 93 97 101 105 109 113 117
|
||
41 36 41 46 51 56 61 66 71 76 81 86 90 94 98 102 106 110 114 118
|
||
42 37 42 47 52 57 62 67 72 77 82 87 91 95 99 103 107 111 115 119
|
||
43 38 43 48 53 58 63 68 73 78 83 88 92 96 100 104 108 112 116 120
|
||
44 39 44 49 54 59 64 69 74 79 84 89 93 97 101 105 109 113 117 121
|
||
45 40 45 50 55 60 65 70 75 80 85 90 94 98 102 106 110 114 118 122
|
||
46 41 46 51 56 61 66 71 76 81 86 91 95 99 103 107 111 115 119 123
|
||
47 42 47 52 57 62 67 72 77 82 87 92 96 100 104 108 112 116 120 124
|
||
48 43 48 53 58 63 68 73 78 83 88 93 97 101 105 109 113 117 121 125
|
||
49 44 49 54 59 64 69 74 79 84 89 94 98 102 106 110 114 118 122 126
|
||
50 45 50 55 60 65 70 75 80 85 90 95 99 103 107 111 115 119 123 127
|
||
51 46 51 56 61 66 71 76 81 86 91 96 100 104 108 112 116 120 124 128
|
||
52 47 52 57 62 67 72 77 82 87 92 97 101 105 109 113 117 121 125 129
|
||
53 48 53 58 63 68 73 78 83 88 93 98 102 106 110 114 118 122 126 130
|
||
54 49 54 59 64 69 74 79 84 89 94 99 103 107 111 115 119 123 127 131
|
||
55 50 55 60 65 70 75 80 85 90 95 100 104 108 112 116 120 124 128 132
|
||
56 51 56 61 66 71 76 81 86 91 96 101 105 109 113 117 121 125 129 133
|
||
57 52 57 62 67 72 77 82 87 92 97 102 106 110 114 118 122 126 130 134
|
||
58 53 58 63 68 73 78 83 88 93 98 103 107 111 115 119 123 127 131 135
|
||
59 54 59 64 69 74 79 84 89 94 99 104 108 112 116 120 124 128 132 136
|
||
60 55 60 65 70 75 80 85 90 95 100 105 109 113 117 121 125 129 133 137
|
||
61 56 61 66 71 76 81 86 91 96 101 106 110 114 118 122 126 130 134 138
|
||
62 57 62 67 72 77 82 87 92 97 102 107 111 115 119 123 127 131 135 139
|
||
63 58 63 68 73 78 83 88 93 98 103 108 112 116 120 124 128 132 136 140
|
||
64 59 64 69 74 79 84 89 94 99 104 109 113 117 121 125 129 133 137 141
|
||
65 60 65 70 75 80 85 90 95 100 105 110 114 118 122 126 130 134 138 142
|
||
66 61 66 71 76 81 86 91 96 101 106 111 115 119 123 127 131 135 139 143
|
||
67 62 67 72 77 82 87 92 97 102 107 112 116 120 124 128 132 136 140 144
|
||
68 63 68 73 78 83 88 93 98 103 108 113 117 121 125 129 133 137 141 145
|
||
69 64 69 74 79 84 89 94 99 104 109 114 118 122 126 130 134 138 142 146
|
||
70 65 70 75 80 85 90 95 100 105 110 115 119 123 127 131 135 139 143 147
|
||
71 66 71 76 81 86 91 96 101 106 111 116 120 124 128 132 136 140 144 148
|
||
72 67 72 77 82 87 92 97 102 107 112 117 121 125 129 133 137 141 145 149
|
||
73 68 73 78 83 88 93 98 103 108 113 118 122 126 130 134 138 142 146 150
|
||
74 69 74 79 84 89 94 99 104 109 114 119 123 127 131 135 139 143 147 151
|
||
75 70 75 80 85 90 95 100 105 110 115 120 124 128 132 136 140 144 148 152
|
||
76 71 76 81 86 91 96 101 106 111 116 121 125 129 133 137 141 145 149 153
|
||
77 72 77 82 87 92 97 102 107 112 117 122 126 130 134 138 142 146 150 154
|
||
78 73 78 83 88 93 98 103 108 113 118 123 127 131 135 139 143 147 151 155
|
||
79 74 79 84 89 94 99 104 109 114 119 124 128 132 136 140 144 148 152 156
|
||
80 75 80 85 90 95 100 105 110 115 120 125 129 133 137 141 145 149 153 157
|
||
81 76 81 86 91 96 101 106 111 116 121 126 130 134 138 142 146 150 154 158
|
||
82 77 82 87 92 97 102 107 112 117 122 127 131 135 139 143 147 151 155 159
|
||
83 78 83 88 93 98 103 108 113 118 123 128 132 136 140 144 148 152 156 160
|
||
84 79 84 89 94 99 104 109 114 119 124 129 133 137 141 145 149 153 157 161
|
||
85 80 85 90 95 100 105 110 115 120 125 130 134 138 142 146 150 154 158 162
|
||
86 81 86 91 96 101 106 111 116 121 126 131 135 139 143 147 151 155 159 163
|
||
87 82 87 92 97 102 107 112 117 122 127 132 136 140 144 148 152 156 160 164
|
||
88 83 88 93 98 103 108 113 118 123 128 133 137 141 145 149 153 157 161 165
|
||
89 84 89 94 99 104 109 114 119 124 129 134 138 142 146 150 154 158 162 166
|
||
90 85 90 95 100 105 110 115 120 125 130 135 139 143 147 151 155 159 163 167
|
||
91 86 91 96 101 106 111 116 121 126 131 136 140 144 148 152 156 160 164 168
|
||
92 87 92 97 102 107 112 117 122 127 132 137 141 145 149 153 157 161 165 169
|
||
93 88 93 98 103 108 113 118 123 128 133 138 142 146 150 154 158 162 166 170
|
||
94 89 94 99 104 109 114 119 124 129 134 139 143 147 151 155 159 163 167 171
|
||
95 90 95 100 105 110 115 120 125 130 135 140 144 148 152 156 160 164 168 172
|
||
96 91 96 101 106 111 116 121 126 131 136 141 145 149 153 157 161 165 169 173
|
||
97 92 97 102 107 112 117 122 127 132 137 142 146 150 154 158 162 166 170 174
|
||
98 93 98 103 108 113 118 123 128 133 138 143 147 151 155 159 163 167 171 175
|
||
99 94 99 104 109 114 119 124 129 134 139 144 148 152 156 160 164 168 172 176
|
||
100 95 100 105 110 115 120 125 130 135 140 145 149 153 157 161 165 169 173 177
|
||
|
||
LEVEL
|
||
|
||
Roll 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37
|
||
|
||
0 81 85 88 91 94 97 100 103 106 109 112 115 117 119 121 123 125 127 129
|
||
1 82 86 89 92 95 98 101 104 107 110 113 116 118 120 122 124 126 128 130
|
||
2 83 87 90 93 96 99 102 105 108 111 114 117 119 121 123 125 127 129 131
|
||
3 84 88 91 94 97 100 103 106 109 112 115 118 120 122 124 126 128 130 132
|
||
4 85 89 92 95 98 101 104 107 110 113 116 119 121 123 125 127 129 131 133
|
||
5 86 90 93 96 99 102 105 108 111 114 117 120 122 124 126 128 130 132 134
|
||
6 87 91 94 97 100 103 106 109 112 115 118 121 123 125 127 129 131 133 135
|
||
7 88 92 95 98 101 104 107 110 113 116 119 122 124 126 128 130 132 134 136
|
||
8 89 93 96 99 102 105 108 111 114 117 120 123 125 127 129 131 133 135 137
|
||
9 90 94 97 100 103 106 109 112 115 118 121 124 126 128 130 132 134 136 138
|
||
10 91 95 98 101 104 107 110 113 116 119 122 125 127 129 131 133 135 137 139
|
||
11 92 96 99 102 105 108 111 114 117 120 123 126 128 130 132 134 136 138 140
|
||
12 93 97 100 103 106 109 112 115 118 121 124 127 129 131 133 135 137 139 141
|
||
13 94 98 101 104 107 110 113 116 119 122 125 128 130 132 134 136 138 140 142
|
||
14 95 99 102 105 108 111 114 117 120 123 126 129 131 133 135 137 139 141 143
|
||
15 96 100 103 106 109 112 115 118 121 124 127 130 132 134 136 138 140 142 144
|
||
16 97 101 104 107 110 113 116 119 122 125 128 131 133 135 137 139 141 143 145
|
||
17 98 102 105 108 111 114 117 120 123 126 129 132 134 136 138 140 142 144 146
|
||
18 99 103 106 109 112 115 118 121 124 127 130 133 135 137 139 141 143 145 147
|
||
19 100 104 107 110 113 116 119 122 125 128 131 134 136 138 140 142 144 146 148
|
||
20 101 105 108 111 114 117 120 123 126 129 132 135 137 139 141 143 145 147 149
|
||
21 102 106 109 112 115 118 121 124 127 130 133 136 138 140 142 144 146 148 150
|
||
22 103 107 110 113 116 119 122 125 128 131 134 137 139 141 143 145 147 149 151
|
||
23 104 108 111 114 117 120 123 126 129 132 135 138 140 142 144 146 148 150 152
|
||
24 105 109 112 115 118 121 124 127 130 133 136 139 141 143 145 147 149 151 153
|
||
25 106 110 113 116 119 122 125 128 131 134 137 140 142 144 146 148 150 152 154
|
||
26 107 111 114 117 120 123 126 129 132 135 138 141 143 145 147 149 151 153 155
|
||
27 108 112 115 118 121 124 127 130 133 136 139 142 144 146 148 150 152 154 156
|
||
28 109 113 116 119 122 125 128 131 134 137 140 143 145 147 149 151 153 155 157
|
||
29 110 114 117 120 123 126 129 132 135 138 141 144 146 148 150 152 154 156 158
|
||
30 111 115 118 121 124 127 130 133 136 139 142 145 147 149 151 153 155 157 159
|
||
31 112 116 119 122 125 128 131 134 137 140 143 146 148 150 152 154 156 158 160
|
||
32 113 117 120 123 126 129 132 135 138 141 144 147 149 151 153 155 157 159 161
|
||
33 114 118 121 124 127 130 133 136 139 142 145 148 150 152 154 156 158 160 162
|
||
34 115 119 122 125 128 131 134 137 140 143 146 149 151 153 155 157 159 161 163
|
||
35 116 120 123 126 129 132 135 138 141 144 147 150 152 154 156 158 160 162 164
|
||
36 117 121 124 127 130 133 136 139 142 145 148 151 153 155 157 159 161 163 165
|
||
37 118 122 125 128 131 134 137 140 143 146 149 152 154 156 158 160 162 164 166
|
||
38 119 123 126 129 132 135 138 141 144 147 150 153 155 157 159 161 163 165 167
|
||
39 120 124 127 130 133 136 139 142 145 148 151 154 156 158 160 162 164 166 168
|
||
40 121 125 128 131 134 137 140 143 146 149 152 155 157 159 161 163 165 167 169
|
||
41 122 126 129 132 135 138 141 144 147 150 153 156 158 160 162 164 166 168 170
|
||
42 123 127 130 133 136 139 142 145 148 151 154 157 159 161 163 165 167 169 171
|
||
43 124 128 131 134 137 140 143 146 149 152 155 158 160 162 164 166 168 170 172
|
||
44 125 129 132 135 138 141 144 147 150 153 156 159 161 163 165 167 169 171 173
|
||
45 126 130 133 136 139 142 145 148 151 154 157 160 162 164 166 168 170 172 174
|
||
46 127 131 134 137 140 143 146 149 152 155 158 161 163 165 167 169 171 173 175
|
||
47 128 132 135 138 141 144 147 150 153 156 159 162 164 166 168 170 172 174 176
|
||
48 129 133 136 139 142 145 148 151 154 157 160 163 165 167 169 171 173 175 177
|
||
49 130 134 137 140 143 146 149 152 155 158 161 164 166 168 170 172 174 176 178
|
||
50 131 135 138 141 144 147 150 153 156 159 162 165 167 169 171 173 175 177 179
|
||
51 132 136 139 142 145 148 151 154 157 160 163 166 168 170 172 174 176 178 180
|
||
52 133 137 140 143 146 149 152 155 158 161 164 167 169 171 173 175 177 179 181
|
||
53 134 138 141 144 147 150 153 156 159 162 165 168 170 172 174 176 178 180 182
|
||
54 135 139 142 145 148 151 154 157 160 163 166 169 171 173 175 177 179 181 183
|
||
55 136 140 143 146 149 152 155 158 161 164 167 170 172 174 176 178 180 182 184
|
||
56 137 141 144 147 150 153 156 159 162 165 168 171 173 175 177 179 181 183 185
|
||
57 138 142 145 148 151 154 157 160 163 166 169 172 174 176 178 180 182 184 186
|
||
58 139 143 146 149 152 155 158 161 164 167 170 173 175 177 179 181 183 185 187
|
||
59 140 144 147 150 153 156 159 162 165 168 171 174 176 178 180 182 184 186 188
|
||
60 141 145 148 151 154 157 160 163 166 169 172 175 177 179 181 183 185 187 189
|
||
61 142 146 149 152 155 158 161 164 167 170 173 176 178 180 182 184 186 188 190
|
||
62 143 147 150 153 156 159 162 165 168 171 174 177 179 181 183 185 187 189 191
|
||
63 144 148 151 154 157 160 163 166 169 172 175 178 180 182 184 186 188 190 192
|
||
64 145 149 152 155 158 161 164 167 170 173 176 179 181 183 185 187 189 191 193
|
||
65 146 150 153 156 159 162 165 168 171 174 177 180 182 184 186 188 190 192 194
|
||
66 147 151 154 157 160 163 166 169 172 175 178 181 183 185 187 189 191 193 195
|
||
67 148 152 155 158 161 164 167 170 173 176 179 182 184 186 188 190 192 194 196
|
||
68 149 153 156 159 162 165 168 171 174 177 180 183 185 187 189 191 193 195 197
|
||
69 150 154 157 160 163 166 169 172 175 178 181 184 186 188 190 192 194 196 198
|
||
70 151 155 158 161 164 167 170 173 176 179 182 185 187 189 191 193 195 197 199
|
||
71 152 156 159 162 165 168 171 174 177 180 183 186 188 190 192 194 196 198 200
|
||
72 153 157 160 163 166 169 172 175 178 181 184 187 189 191 193 195 197 199 201
|
||
73 154 158 161 164 167 170 173 176 179 182 185 188 190 192 194 196 198 200 202
|
||
74 155 159 162 165 168 171 174 177 180 183 186 189 191 193 195 197 199 201 203
|
||
75 156 160 163 166 169 172 175 178 181 184 187 190 192 194 196 198 200 202 204
|
||
76 157 161 164 167 170 173 176 179 182 185 188 191 193 195 197 199 201 203 205
|
||
77 158 162 165 168 171 174 177 180 183 186 189 192 194 196 198 200 202 204 206
|
||
78 159 163 166 169 172 175 178 181 184 187 190 193 195 197 199 201 203 205 207
|
||
79 160 164 167 170 173 176 179 182 185 188 191 194 196 198 200 202 204 206 208
|
||
80 161 165 168 171 174 177 180 183 186 189 192 195 197 199 201 203 205 207 209
|
||
81 162 166 169 172 175 178 181 184 187 190 193 196 198 200 202 204 206 208 210
|
||
82 163 167 170 173 176 179 182 185 188 191 194 197 199 201 203 205 207 209 211
|
||
83 164 168 171 174 177 180 183 186 189 192 195 198 200 202 204 206 208 210 212
|
||
84 165 169 172 175 178 181 184 187 190 193 196 199 201 203 205 207 209 211 213
|
||
85 166 170 173 176 179 182 185 188 191 194 197 200 202 204 206 208 210 212 214
|
||
86 167 171 174 177 180 183 186 189 192 195 198 201 203 205 207 209 211 213 215
|
||
87 168 172 175 178 181 184 187 190 193 196 199 202 204 206 208 210 212 214 216
|
||
88 169 173 176 179 182 185 188 191 194 197 200 203 205 207 209 211 213 215 217
|
||
89 170 174 177 180 183 186 189 192 195 198 201 204 206 208 210 212 214 216 218
|
||
90 171 175 178 181 184 187 190 193 196 199 202 205 207 209 211 213 215 217 219
|
||
91 172 176 179 182 185 188 191 194 197 200 203 206 208 210 212 214 216 218 220
|
||
92 173 177 180 183 186 189 192 195 198 201 204 207 209 211 213 215 217 219 221
|
||
93 174 178 181 184 187 190 193 196 199 202 205 208 210 212 214 216 218 220 222
|
||
94 175 179 182 185 188 191 194 197 200 203 206 209 211 213 215 217 219 221 223
|
||
95 176 180 183 186 189 192 195 198 201 204 207 210 212 214 216 218 220 222 224
|
||
96 177 181 184 187 190 193 196 199 202 205 208 211 213 215 217 219 221 223 225
|
||
97 178 182 185 188 191 194 197 200 203 206 209 212 214 216 218 220 222 224 226
|
||
98 179 183 186 189 192 195 198 201 204 207 210 213 215 217 219 221 223 225 227
|
||
99 180 184 187 190 193 196 199 202 205 208 211 214 216 218 220 222 224 226 228
|
||
100 181 185 188 191 194 197 200 203 206 209 212 215 217 219 221 223 225 227 229
|
||
|
||
LEVEL
|
||
|
||
Roll 38 39 40 41 42 43 44 45 46 47 48 49 50
|
||
|
||
0 131 133 135 136 137 138 139 140 141 142 143 144 145
|
||
1 132 134 136 137 138 139 140 141 142 143 144 145 146
|
||
2 133 135 137 138 139 140 141 142 143 144 145 146 147
|
||
3 134 136 138 139 140 141 142 143 144 145 146 147 148
|
||
4 135 137 139 140 141 142 143 144 145 146 147 148 149
|
||
5 136 138 140 141 142 143 144 145 146 147 148 149 150
|
||
6 137 139 141 142 143 144 145 146 147 148 149 150 151
|
||
7 138 140 142 143 144 145 146 147 148 149 150 151 152
|
||
8 139 141 143 144 145 146 147 148 149 150 151 152 153
|
||
9 140 142 144 145 146 147 148 149 150 151 152 153 154
|
||
10 141 143 145 146 147 148 149 150 151 152 153 154 155
|
||
11 142 144 146 147 148 149 150 151 152 153 154 155 156
|
||
12 143 145 147 148 149 150 151 152 153 154 155 156 157
|
||
13 144 146 148 149 150 151 152 153 154 155 156 157 158
|
||
14 145 147 149 150 151 152 153 154 155 156 157 158 159
|
||
15 146 148 150 151 152 153 154 155 156 157 158 159 160
|
||
16 147 149 151 152 153 154 155 156 157 158 159 160 161
|
||
17 148 150 152 153 154 155 156 157 158 159 160 161 162
|
||
18 149 151 153 154 155 156 157 158 159 160 161 162 163
|
||
19 150 152 154 155 156 157 158 159 160 161 162 163 164
|
||
20 151 153 155 156 157 158 159 160 161 162 163 164 165
|
||
21 152 154 156 157 158 159 160 161 162 163 164 165 166
|
||
22 153 155 157 158 159 160 161 162 163 164 165 166 167
|
||
23 154 156 158 159 160 161 162 163 164 165 166 167 168
|
||
24 155 157 159 160 161 162 163 164 165 166 167 168 169
|
||
25 156 158 160 161 162 163 164 165 166 167 168 169 170
|
||
26 157 159 161 162 163 164 165 166 167 168 169 170 171
|
||
27 158 160 162 163 164 165 166 167 168 169 170 171 172
|
||
28 159 161 163 164 165 166 167 168 169 170 171 172 173
|
||
29 160 162 164 165 166 167 168 169 170 171 172 173 174
|
||
30 161 163 165 166 167 168 169 170 171 172 173 174 175
|
||
31 162 164 166 167 168 169 170 171 172 173 174 175 176
|
||
32 163 165 167 168 169 170 171 172 173 174 175 176 177
|
||
33 164 166 168 169 170 171 172 173 174 175 176 177 178
|
||
34 165 167 169 170 171 172 173 174 175 176 177 178 179
|
||
35 166 168 170 171 172 173 174 175 176 177 178 179 180
|
||
36 167 169 171 172 173 174 175 176 177 178 179 180 181
|
||
37 168 170 172 173 174 175 176 177 178 179 180 181 182
|
||
38 169 171 173 174 175 176 177 178 179 180 181 182 183
|
||
39 170 172 174 175 176 177 178 179 180 181 182 183 184
|
||
40 171 173 175 176 177 178 179 180 181 182 183 184 185
|
||
41 172 174 176 177 178 179 180 181 182 183 184 185 186
|
||
42 173 175 177 178 179 180 181 182 183 184 185 186 187
|
||
43 174 176 178 179 180 181 182 183 184 185 186 187 188
|
||
44 175 177 179 180 181 182 183 184 185 186 187 188 189
|
||
45 176 178 180 181 182 183 184 185 186 187 188 189 190
|
||
46 177 179 181 182 183 184 185 186 187 188 189 190 191
|
||
47 178 180 182 183 184 185 186 187 188 189 190 191 192
|
||
48 179 181 183 184 185 186 187 188 189 190 191 192 193
|
||
49 180 182 184 185 186 187 188 189 190 191 192 193 194
|
||
50 181 183 185 186 187 188 189 190 191 192 193 194 195
|
||
51 182 184 186 187 188 189 190 191 192 193 194 195 196
|
||
52 183 185 187 188 189 190 191 192 193 194 195 196 197
|
||
53 184 186 188 189 190 191 192 193 194 195 196 197 198
|
||
54 185 187 189 190 191 192 193 194 195 196 197 198 199
|
||
55 186 188 190 191 192 193 194 195 196 197 198 199 200
|
||
56 187 189 191 192 193 194 195 196 197 198 199 200 201
|
||
57 188 190 192 193 194 195 196 197 198 199 200 201 202
|
||
58 189 191 193 194 195 196 197 198 199 200 201 202 203
|
||
59 190 192 194 195 196 197 198 199 200 201 202 203 204
|
||
60 191 193 195 196 197 198 199 200 201 202 203 204 205
|
||
61 192 194 196 197 198 199 200 201 202 203 204 205 206
|
||
62 193 195 197 198 199 200 201 202 203 204 205 206 207
|
||
63 194 196 198 199 200 201 202 203 204 205 206 207 208
|
||
64 195 197 199 200 201 202 203 204 205 206 207 208 209
|
||
65 196 198 200 201 202 203 204 205 206 207 208 209 210
|
||
66 197 199 201 202 203 204 205 206 207 208 209 210 211
|
||
67 198 200 202 203 204 205 206 207 208 209 210 211 212
|
||
68 199 201 203 204 205 206 207 208 209 210 211 212 213
|
||
69 200 202 204 205 206 207 208 209 210 211 212 213 214
|
||
70 201 203 205 206 207 208 209 210 211 212 213 214 215
|
||
71 202 204 206 207 208 209 210 211 212 213 214 215 216
|
||
72 203 205 207 208 209 210 211 212 213 214 215 216 217
|
||
73 204 206 208 209 210 211 212 213 214 215 216 217 218
|
||
74 205 207 209 210 211 212 213 214 215 216 217 218 219
|
||
75 206 208 210 211 212 213 214 215 216 217 218 219 220
|
||
76 207 209 211 212 213 214 215 216 217 218 219 220 221
|
||
77 208 210 212 213 214 215 216 217 218 219 220 221 222
|
||
78 209 211 213 214 215 216 217 218 219 220 221 222 223
|
||
79 210 212 214 215 216 217 218 219 220 221 222 223 224
|
||
80 211 213 215 216 217 218 219 220 221 222 223 224 225
|
||
81 212 214 216 217 218 219 220 221 222 223 224 225 226
|
||
82 213 215 217 218 219 220 221 222 223 224 225 226 227
|
||
83 214 216 218 219 220 221 222 223 224 225 226 227 228
|
||
84 215 217 219 220 221 222 223 224 225 226 227 228 229
|
||
85 216 218 220 221 222 223 224 225 226 227 228 229 230
|
||
86 217 219 221 222 223 224 225 226 227 228 229 230 231
|
||
87 218 220 222 223 224 225 226 227 228 229 230 231 232
|
||
88 219 221 223 224 225 226 227 228 229 230 231 232 233
|
||
89 220 222 224 225 226 227 228 229 230 231 232 233 234
|
||
90 221 223 225 226 227 228 229 230 231 232 233 234 235
|
||
91 222 224 226 227 228 229 230 231 232 233 234 235 236
|
||
92 223 225 227 228 229 230 231 232 233 234 235 236 237
|
||
93 224 226 228 229 230 231 232 233 234 235 236 237 238
|
||
94 225 227 229 230 231 232 233 234 235 236 237 238 239
|
||
95 226 228 230 231 232 233 234 235 236 237 238 239 240
|
||
96 227 229 231 232 233 234 235 236 237 238 239 240 241
|
||
97 228 230 232 233 234 235 236 237 238 239 240 241 242
|
||
98 229 231 233 234 235 236 237 238 239 240 241 242 243
|
||
99 230 232 234 235 236 237 238 239 240 241 242 243 244
|
||
100 231 233 235 236 237 238 239 240 241 242 243 244 245
|
||
|
||
To use the SR table, roll percentile dice and cross reference the die roll
|
||
with the character's level in that particular skill. There are two main types
|
||
of SR's. These are skill vs difficulty and skill vs skill.
|
||
|
||
3.2 Skill vs Difficulty (Unopposed Action)
|
||
|
||
A character has 5th level find traps skill. The SR for success is 80. The
|
||
character must roll a 60 or above on percentile dice as 60 cross referenced
|
||
with 5th level gives an SR of 80, the necessary score needed to accomplish the
|
||
skill. Often their will be bonuses or penalties applied to a skill. These
|
||
bonuses or penalties are described in terms of Level Shifts, abbreviated as LS.
|
||
A positive level shift indicates that number is added to the characters skill
|
||
level when trying to accomplish that skill. For instance, if the above character
|
||
had a perception score of 16 he would have a +2 LS bonus to his skill roll.
|
||
When he rolled he would cross reference the die roll with 7th level because
|
||
5th level +2 level shifts equal 7th level. In this case he would only need
|
||
to roll a 50 to accomplish the skill. If the trap was unusually hard to find,
|
||
there might be a penalty, say a -1 LS,so the character would roll as if
|
||
he was only 4th level in that skill.
|
||
|
||
3.3 Skill vs Skill (Opposed Action)
|
||
|
||
Skill vs skill is when the success of one action is determined by the
|
||
success or failure of another's action. Combat is a common example of this.
|
||
If character A is attacking character B then A makes a SR to hit B. If B is
|
||
defending then B makes a SR to defend against A, be it to block, parry, or
|
||
dodge. As long as no one SR indicates automatic failure, the higher SR wins.
|
||
If the attacker wins, then he hit the defender. If the defender wins, then he
|
||
successfully evaded the attack.
|
||
Another example would be the tracking and covering tracks skills. If the
|
||
trackers SR is higher, then he successfully tracked the individual. If the
|
||
track coverer's SR is higher, then he successfully eluded the tracker.
|
||
|
||
3.4 Automatic Failure or Success
|
||
|
||
Depending on the character's level in a particular skill, a natural die roll
|
||
on the precentile dice (not an SR from the chart) will indicate automatic
|
||
failure or automatic success. The following gives the natural die rolls acording
|
||
to level wich indicate automatic success or failure.
|
||
|
||
Skill Level Automatic Failure Automatic Success
|
||
|
||
1-5 01-05 96-100
|
||
6-10 01-05 94-100
|
||
11-15 01-04 92-100
|
||
16-20 01-04 90-100
|
||
21-25 01-03 88-100
|
||
26-30 01-03 86-100
|
||
31-35 01-02 84-100
|
||
36-40 01-02 82-100
|
||
41-45 01 80-100
|
||
46-50 01 76-100
|
||
|
||
No special outcome other than the normal success for a specific task is given
|
||
by the automatic rolls. For example, regardless of what SR was necesary for a
|
||
character using a longsword with 10th level skill, if he rolled a natural 94 or
|
||
higher on the percentile dice he would automatically hit his target. Likewise,
|
||
if he rolled a natural 5 or lower he would automatically miss his target. The
|
||
GM may opt to use critical failures and critical successes which indicate an
|
||
excepional success or failure in an action. These are most commonly used in
|
||
combat. A list of possible criticals is given in the combat section. Any type
|
||
of criticals can be used, but both critical successes and failures must be
|
||
used, the GM should not use just one or the other. They should also be equal
|
||
in their helpfulness or harmfullness. For instance, if a roll of 100 on a
|
||
critical success chart in combat kills the opponent automaticaly, then the same
|
||
roll of 100 in the critical failure chart should kill the player automaticaly.
|
||
|
||
|
||
|
||
3.5 Resistance Rolls
|
||
|
||
Resistance rolls noted as RR's are similar to SR's but they differ in the
|
||
fact that they depend mainly on the character's level and not any one skill
|
||
level. RR's are made to avoid or resist the effects of certain attacks, usually
|
||
spells, psionics, poisons, etc, that allow a chance of resisting them. For
|
||
example, Obi Wan Kenobi is with Luke when they get stopped by some Storm
|
||
Troopers. Obi Wan uses his suggestion power and says, "You don't need to see
|
||
his papers, these aren't the droids you're looking for, we can go about are
|
||
business."
|
||
The Storm Troopers must make a RR to resist the attack. They roll percentile
|
||
dice and cross reference their character level with Obi Wan's level of skill
|
||
in his suggestion power. If their percentile roll is less than the indicated
|
||
number, then they say,"We don't need to see his papers, these aren't the
|
||
droids we're looking for, you can go about your business." If the number
|
||
rolled is equal to or greater than the indicated number, then Obi Wan better
|
||
hope that his Jedi Robes are blaster proof.
|
||
Often character abilites will give LS's to a RR. In the above example,
|
||
if the Storm Troopers had high scores in Wisdom (mental strength) as opposed
|
||
to weak minds, then would receive a positive LS on their die roll and would
|
||
make RR's as if they were of a higher level.
|
||
Another example refers to making RR vs poisons. If the character's
|
||
constitution is equal to the poison rank then there is no bonus or penalty and
|
||
the character's level is use alone to determine the roll. If the character's
|
||
constitution was of a higher rank than the poison then he would get a positive
|
||
LS in his roll. A 5th level character with 20 (Excellent) Constitution would
|
||
save as if he was 7th level, +2 LS, vs a 16 (High) rank poison since his
|
||
constitution is 2 ranks higher than the strength of the poison. If his
|
||
constitution was High and the poison was Excellent, then he would make an RR
|
||
as if he were only 3rd
|
||
level, -2 LS.
|
||
|
||
|
||
RESISTANCE ROLLS
|
||
|
||
|
||
ATTACK LEVEL
|
||
|
||
0 1 2 3 4 5
|
||
|
||
0 50 55 60 65 70 75
|
||
1 45 50 55 60 65 70
|
||
2 40 45 50 55 60 65
|
||
3 35 40 45 50 55 60
|
||
4 30 35 40 45 50 55
|
||
5 25 30 35 40 45 50
|
||
D 6 20 25 30 35 40 45
|
||
E 7 15 20 25 30 35 40
|
||
F 8 10 15 20 25 30 35
|
||
E 9 5 10 15 20 25 30
|
||
N 10 4 5 10 15 20 25
|
||
C 11 4 4 5 10 15 20
|
||
E 12 4 4 4 5 10 15
|
||
13 4 4 4 4 5 10
|
||
L 14 4 4 4 4 4 5
|
||
E 15 4 4 4 4 4 4
|
||
V 16 4 4 4 4 4 4
|
||
E 17 4 4 4 4 4 4
|
||
L 18 4 4 4 4 4 4
|
||
19 4 4 4 4 4 4
|
||
20 3 4 4 4 4 4
|
||
21 3 3 4 4 4 4
|
||
22 3 3 3 4 4 4
|
||
23 3 3 3 3 4 4
|
||
24 3 3 3 3 3 4
|
||
25 3 3 3 3 3 3
|
||
26 3 3 3 3 3 3
|
||
27 3 3 3 3 3 3
|
||
28 3 3 3 3 3 3
|
||
29 3 3 3 3 3 3
|
||
30 2 3 3 3 3 3
|
||
31 2 2 3 3 3 3
|
||
32 2 2 2 3 3 3
|
||
33 2 2 2 2 3 3
|
||
34 2 2 2 2 2 3
|
||
35 2 2 2 2 2 2
|
||
36 2 2 2 2 2 2
|
||
37 2 2 2 2 2 2
|
||
38 2 2 2 2 2 2
|
||
39 2 2 2 2 2 2
|
||
40 2 2 2 2 2 2
|
||
41 2 2 2 2 2 2
|
||
42 2 2 2 2 2 2
|
||
43 2 2 2 2 2 2
|
||
44 2 2 2 2 2 2
|
||
45 2 2 2 2 2 2
|
||
46 2 2 2 2 2 2
|
||
47 2 2 2 2 2 2
|
||
48 2 2 2 2 2 2
|
||
49 2 2 2 2 2 2
|
||
50 2 2 2 2 2 2
|
||
|
||
|
||
ATTACK LEVEL
|
||
|
||
6 7 8 9 10
|
||
|
||
0 80 85 90 95 96
|
||
1 75 80 85 90 95
|
||
2 70 75 80 85 90
|
||
3 65 70 75 80 85
|
||
4 60 65 70 75 80
|
||
5 55 60 65 70 75
|
||
D 6 50 55 60 65 70
|
||
E 7 45 50 55 60 65
|
||
F 8 40 45 50 55 60
|
||
E 9 35 40 45 50 55
|
||
N 10 30 35 40 45 50
|
||
C 11 25 30 35 40 45
|
||
E 12 20 25 30 35 40
|
||
13 15 20 25 30 35
|
||
14 10 15 20 25 30
|
||
L 15 5 10 15 20 25
|
||
E 16 4 5 10 15 20
|
||
V 17 4 4 5 10 15
|
||
E 18 4 4 4 5 10
|
||
L 19 4 4 4 4 5
|
||
20 4 4 4 4 4
|
||
21 4 4 4 4 4
|
||
22 4 4 4 4 4
|
||
23 4 4 4 4 4
|
||
24 4 4 4 4 4
|
||
25 4 4 4 4 4
|
||
26 3 4 4 4 4
|
||
27 3 3 4 4 4
|
||
28 3 3 3 4 4
|
||
29 3 3 3 3 4
|
||
30 3 3 3 3 3
|
||
31 3 3 3 3 3
|
||
32 3 3 3 3 3
|
||
33 3 3 3 3 3
|
||
34 3 3 3 3 3
|
||
35 3 3 3 3 3
|
||
36 2 3 3 3 3
|
||
37 2 2 3 3 3
|
||
38 2 2 2 3 3
|
||
39 2 2 2 2 3
|
||
40 2 2 2 2 2
|
||
41 2 2 2 2 2
|
||
42 2 2 2 2 2
|
||
43 2 2 2 2 2
|
||
44 2 2 2 2 2
|
||
45 2 2 2 2 2
|
||
46 2 2 2 2 2
|
||
47 2 2 2 2 2
|
||
48 2 2 2 2 2
|
||
49 2 2 2 2 2
|
||
50 2 2 2 2 2
|
||
|
||
|
||
ATTACK LEVEL
|
||
|
||
11 12 13 14 15
|
||
|
||
0 96 96 96 96 96
|
||
1 96 96 96 96 96
|
||
2 95 96 96 96 96
|
||
3 90 95 96 96 96
|
||
4 85 90 95 96 96
|
||
5 80 85 90 95 96
|
||
D 6 75 80 85 90 95
|
||
E 7 70 75 80 85 90
|
||
F 8 65 70 75 80 85
|
||
E 9 60 65 70 75 80
|
||
N 10 55 60 65 70 75
|
||
C 11 50 55 60 65 70
|
||
E 12 45 50 55 60 65
|
||
13 40 45 50 55 60
|
||
14 35 40 45 50 55
|
||
L 15 30 35 40 45 50
|
||
E 16 25 30 35 40 45
|
||
V 17 20 25 30 35 40
|
||
E 18 15 20 25 30 35
|
||
L 19 10 15 20 25 30
|
||
20 5 10 15 20 25
|
||
21 4 5 10 15 20
|
||
22 4 4 5 10 15
|
||
23 4 4 4 5 10
|
||
24 4 4 4 4 5
|
||
25 4 4 4 4 4
|
||
26 4 4 4 4 4
|
||
27 4 4 4 4 4
|
||
28 4 4 4 4 4
|
||
29 4 4 4 4 4
|
||
30 4 4 4 4 4
|
||
31 3 4 4 4 4
|
||
32 3 3 4 4 4
|
||
33 3 3 3 4 4
|
||
34 3 3 3 3 4
|
||
35 3 3 3 3 3
|
||
36 3 3 3 3 3
|
||
37 3 3 3 3 3
|
||
38 3 3 3 3 3
|
||
39 3 3 3 3 3
|
||
40 3 3 3 3 3
|
||
41 2 3 3 3 3
|
||
42 2 2 3 3 3
|
||
43 2 2 2 3 3
|
||
44 2 2 2 2 3
|
||
45 2 2 2 2 2
|
||
46 2 2 2 2 2
|
||
47 2 2 2 2 2
|
||
48 2 2 2 2 2
|
||
49 2 2 2 2 2
|
||
50 2 2 2 2 2
|
||
|
||
|
||
ATTACK LEVEL
|
||
|
||
16 17 18 19 20
|
||
|
||
0 96 96 96 96 97
|
||
1 96 96 96 96 96
|
||
2 96 96 96 96 96
|
||
3 96 96 96 96 96
|
||
4 96 96 96 96 96
|
||
5 96 96 96 96 96
|
||
D 6 96 96 96 96 96
|
||
E 7 95 96 96 96 96
|
||
F 8 90 95 96 96 96
|
||
E 9 85 90 95 96 96
|
||
N 10 80 85 90 95 96
|
||
C 11 75 80 85 90 95
|
||
E 12 70 75 80 85 90
|
||
13 65 70 75 80 85
|
||
14 60 65 70 75 80
|
||
L 15 55 60 65 70 75
|
||
E 16 50 55 60 65 70
|
||
V 17 45 50 55 60 65
|
||
E 18 40 45 50 55 60
|
||
L 19 35 40 45 50 55
|
||
20 30 35 40 45 50
|
||
21 25 30 35 40 45
|
||
22 20 25 30 35 40
|
||
23 15 20 25 30 35
|
||
24 10 15 20 25 30
|
||
25 5 10 15 20 25
|
||
26 4 5 10 15 20
|
||
27 4 4 5 10 15
|
||
28 4 4 4 5 10
|
||
29 4 4 4 4 5
|
||
30 4 4 4 4 4
|
||
31 4 4 4 4 4
|
||
32 4 4 4 4 4
|
||
33 4 4 4 4 4
|
||
34 4 4 4 4 4
|
||
35 4 4 4 4 4
|
||
36 3 4 4 4 4
|
||
37 3 3 4 4 4
|
||
38 3 3 3 4 4
|
||
39 3 3 3 3 4
|
||
40 3 3 3 3 3
|
||
41 3 3 3 3 3
|
||
42 3 3 3 3 3
|
||
43 3 3 3 3 3
|
||
44 3 3 3 3 3
|
||
45 3 3 3 3 3
|
||
46 2 3 3 3 3
|
||
47 2 2 3 3 3
|
||
48 2 2 2 3 3
|
||
49 2 2 2 2 3
|
||
50 2 2 2 2 2
|
||
|
||
|
||
ATTACK LEVEL
|
||
|
||
21 22 23 24 25
|
||
|
||
0 97 97 97 97 97
|
||
1 97 97 97 97 97
|
||
2 96 97 97 97 97
|
||
3 96 96 97 97 97
|
||
4 96 96 96 97 97
|
||
5 96 96 96 96 97
|
||
D 6 96 96 96 96 96
|
||
E 7 96 96 96 96 96
|
||
F 8 96 96 96 96 96
|
||
E 9 96 96 96 96 96
|
||
N 10 96 96 96 96 96
|
||
C 11 96 96 96 96 96
|
||
E 12 95 96 96 96 96
|
||
13 90 95 96 96 96
|
||
14 85 90 95 96 96
|
||
L 15 80 85 90 95 96
|
||
E 16 75 80 85 90 95
|
||
V 17 70 75 80 85 90
|
||
E 18 65 70 75 80 85
|
||
L 19 60 65 70 75 80
|
||
20 55 60 65 70 75
|
||
21 50 55 60 65 70
|
||
22 45 50 55 60 65
|
||
23 40 45 50 55 60
|
||
24 35 40 45 50 55
|
||
25 30 35 40 45 50
|
||
26 25 30 35 40 45
|
||
27 20 25 30 35 40
|
||
28 15 20 25 30 35
|
||
29 10 15 20 25 30
|
||
30 5 10 15 20 25
|
||
31 4 5 10 15 20
|
||
32 4 4 5 10 15
|
||
33 4 4 4 5 10
|
||
34 4 4 4 4 5
|
||
35 4 4 4 4 4
|
||
36 4 4 4 4 4
|
||
37 4 4 4 4 4
|
||
38 4 4 4 4 4
|
||
39 4 4 4 4 4
|
||
40 4 4 4 4 4
|
||
41 3 4 4 4 4
|
||
42 3 3 4 4 4
|
||
43 3 3 3 4 4
|
||
44 3 3 3 3 4
|
||
45 3 3 3 3 3
|
||
46 3 3 3 3 3
|
||
47 3 3 3 3 3
|
||
48 3 3 3 3 3
|
||
49 3 3 3 3 3
|
||
50 3 3 3 3 3
|
||
|
||
|
||
|
||
ATTACK LEVEL
|
||
|
||
26 27 28 29 30
|
||
|
||
0 97 97 97 97 98
|
||
1 97 97 97 97 97
|
||
2 97 97 97 97 97
|
||
3 97 97 97 97 97
|
||
4 97 97 97 97 97
|
||
5 97 97 97 97 97
|
||
D 6 97 97 97 97 97
|
||
E 7 96 97 97 97 97
|
||
F 8 96 96 97 97 97
|
||
E 9 96 96 96 97 97
|
||
N 10 96 96 96 96 97
|
||
C 11 96 96 96 96 96
|
||
E 12 96 96 96 96 96
|
||
13 96 96 96 96 96
|
||
14 96 96 96 96 96
|
||
L 15 96 96 96 96 96
|
||
E 16 96 96 96 96 96
|
||
V 17 95 96 96 96 96
|
||
E 18 90 95 96 96 96
|
||
L 19 85 90 95 96 96
|
||
20 80 85 90 95 96
|
||
21 75 80 85 90 95
|
||
22 70 75 80 85 90
|
||
23 65 70 75 80 85
|
||
24 60 65 70 75 80
|
||
25 55 60 65 70 75
|
||
26 50 55 60 65 70
|
||
27 45 50 55 60 65
|
||
28 40 45 50 55 60
|
||
29 35 40 45 50 55
|
||
30 30 35 40 45 50
|
||
31 25 30 35 40 45
|
||
32 20 25 30 35 40
|
||
33 15 20 25 30 35
|
||
34 10 15 20 25 30
|
||
35 5 10 15 20 25
|
||
36 4 5 10 15 20
|
||
37 4 4 5 10 15
|
||
38 4 4 4 5 10
|
||
39 4 4 4 4 5
|
||
40 4 4 4 4 4
|
||
41 4 4 4 4 4
|
||
42 4 4 4 4 4
|
||
43 4 4 4 4 4
|
||
44 4 4 4 4 4
|
||
45 4 4 4 4 4
|
||
46 3 4 4 4 4
|
||
47 3 3 4 4 4
|
||
48 3 3 3 4 4
|
||
49 3 3 3 3 4
|
||
50 3 3 3 3 3
|
||
|
||
|
||
ATTACK LEVEL
|
||
|
||
31 32 33 34 35
|
||
|
||
0 98 98 98 98 98
|
||
1 98 98 98 98 98
|
||
2 97 98 98 98 98
|
||
3 97 97 98 98 98
|
||
4 97 97 97 98 98
|
||
5 97 97 97 97 98
|
||
D 6 97 97 97 97 97
|
||
E 7 97 97 97 97 97
|
||
F 8 97 97 97 97 97
|
||
E 9 97 97 97 97 97
|
||
N 10 97 97 97 97 97
|
||
C 11 97 97 97 97 97
|
||
E 12 96 97 97 97 97
|
||
13 96 96 97 97 97
|
||
14 96 96 96 97 97
|
||
L 15 96 96 96 96 97
|
||
E 16 96 96 96 96 96
|
||
V 17 96 96 96 96 96
|
||
E 18 96 96 96 96 96
|
||
L 19 96 96 96 96 96
|
||
20 96 96 96 96 96
|
||
21 96 96 96 96 96
|
||
22 95 96 96 96 96
|
||
23 90 95 96 96 96
|
||
24 85 90 95 96 96
|
||
25 80 85 90 95 96
|
||
26 75 80 85 90 95
|
||
27 70 75 80 85 90
|
||
28 65 70 75 80 85
|
||
29 60 65 70 75 80
|
||
30 55 60 65 70 75
|
||
31 50 55 60 65 70
|
||
32 45 50 55 60 65
|
||
33 40 45 50 55 60
|
||
34 35 40 45 50 55
|
||
35 30 35 40 45 50
|
||
36 25 30 35 40 45
|
||
37 20 25 30 35 40
|
||
38 15 20 25 30 35
|
||
39 10 15 20 25 30
|
||
40 5 10 15 20 25
|
||
41 4 5 10 15 20
|
||
42 4 4 5 10 15
|
||
43 4 4 4 5 10
|
||
44 4 4 4 4 5
|
||
45 4 4 4 4 4
|
||
46 4 4 4 4 4
|
||
47 4 4 4 4 4
|
||
48 4 4 4 4 4
|
||
49 4 4 4 4 4
|
||
50 4 4 4 4 4
|
||
|
||
|
||
ATTACK LEVEL
|
||
|
||
36 37 38 39 40
|
||
|
||
0 98 98 98 98 99
|
||
1 98 98 98 98 98
|
||
2 98 98 98 98 98
|
||
3 98 98 98 98 98
|
||
4 98 98 98 98 98
|
||
5 98 98 98 98 98
|
||
D 6 98 98 98 98 98
|
||
E 7 97 98 98 98 98
|
||
F 8 97 97 98 98 98
|
||
E 9 97 97 97 98 98
|
||
N 10 97 97 97 97 98
|
||
C 11 97 97 97 97 97
|
||
E 12 97 97 97 97 97
|
||
13 97 97 97 97 97
|
||
14 97 97 97 97 97
|
||
L 15 97 97 97 97 97
|
||
E 16 97 97 97 97 97
|
||
V 17 96 97 97 97 97
|
||
E 18 96 96 97 97 97
|
||
L 19 96 96 96 97 97
|
||
20 96 96 96 96 97
|
||
21 96 96 96 96 96
|
||
22 96 96 96 96 96
|
||
23 96 96 96 96 96
|
||
24 96 96 96 96 96
|
||
25 96 96 96 96 96
|
||
26 96 96 96 96 96
|
||
27 95 96 96 96 96
|
||
28 90 95 96 96 96
|
||
29 85 90 95 96 96
|
||
30 80 85 90 95 96
|
||
31 75 80 85 90 95
|
||
32 70 75 80 85 90
|
||
33 65 70 75 80 85
|
||
34 60 65 70 75 80
|
||
35 55 60 65 70 75
|
||
36 50 55 60 65 70
|
||
37 45 50 55 60 65
|
||
38 40 45 50 55 60
|
||
39 35 40 45 50 55
|
||
40 30 35 40 45 50
|
||
41 25 30 35 40 45
|
||
42 20 25 30 35 40
|
||
43 15 20 25 30 35
|
||
44 10 15 20 25 30
|
||
45 5 10 15 20 25
|
||
46 4 5 10 15 20
|
||
47 4 4 5 10 15
|
||
48 4 4 4 5 10
|
||
49 4 4 4 4 5
|
||
50 4 4 4 4 4
|
||
|
||
|
||
ATTACK LEVEL
|
||
|
||
41 42 43 44 45
|
||
|
||
0 99 99 99 99 99
|
||
1 99 99 99 99 99
|
||
2 98 99 99 99 99
|
||
3 98 98 99 99 99
|
||
4 98 98 98 99 99
|
||
5 98 98 98 98 99
|
||
D 6 98 98 98 98 98
|
||
E 7 98 98 98 98 98
|
||
F 8 98 98 98 98 98
|
||
E 9 98 98 98 98 98
|
||
N 10 98 98 98 98 98
|
||
C 11 98 98 98 98 98
|
||
E 12 97 98 98 98 98
|
||
13 97 97 98 98 98
|
||
14 97 97 97 98 98
|
||
L 15 97 97 97 97 98
|
||
E 16 97 97 97 97 97
|
||
V 17 97 97 97 97 97
|
||
E 18 97 97 97 97 97
|
||
L 19 97 97 97 97 97
|
||
20 97 97 97 97 97
|
||
21 97 97 97 97 97
|
||
22 96 97 97 97 97
|
||
23 96 96 97 97 97
|
||
24 96 96 96 97 97
|
||
25 96 96 96 96 97
|
||
26 96 96 96 96 96
|
||
27 96 96 96 96 96
|
||
28 96 96 96 96 96
|
||
29 96 96 96 96 96
|
||
30 96 96 96 96 96
|
||
31 96 96 96 96 96
|
||
32 95 96 96 96 96
|
||
33 90 95 96 96 96
|
||
34 85 90 95 96 96
|
||
35 80 85 90 95 96
|
||
36 75 80 85 90 95
|
||
37 70 75 80 85 90
|
||
38 65 70 75 80 85
|
||
39 60 65 70 75 80
|
||
40 55 60 65 70 75
|
||
41 50 55 60 65 70
|
||
42 45 50 55 60 65
|
||
43 40 45 50 55 60
|
||
44 35 40 45 50 55
|
||
45 30 35 40 45 50
|
||
46 25 30 35 40 45
|
||
47 20 25 30 35 40
|
||
48 15 20 25 30 35
|
||
49 10 15 20 25 30
|
||
50 5 10 15 20 25
|
||
|
||
|
||
ATTACK LEVEL
|
||
|
||
46 47 48 49 50
|
||
|
||
0 99 99 99 99 99
|
||
1 99 99 99 99 99
|
||
2 99 99 99 99 99
|
||
3 99 99 99 99 99
|
||
4 99 99 99 99 99
|
||
5 99 99 99 99 99
|
||
D 6 99 99 99 99 99
|
||
E 7 98 99 99 99 99
|
||
F 8 98 98 99 99 99
|
||
E 9 98 98 98 99 99
|
||
N 10 98 98 98 98 99
|
||
C 11 98 98 98 98 98
|
||
E 12 98 98 98 98 98
|
||
13 98 98 98 98 98
|
||
14 98 98 98 98 98
|
||
L 15 98 98 98 98 98
|
||
E 16 98 98 98 98 98
|
||
V 17 97 98 98 98 98
|
||
E 18 97 97 98 98 98
|
||
L 19 97 97 97 98 98
|
||
20 97 97 97 97 98
|
||
21 97 97 97 97 97
|
||
22 97 97 97 97 97
|
||
23 97 97 97 97 97
|
||
24 97 97 97 97 97
|
||
25 97 97 97 97 97
|
||
26 97 97 97 97 97
|
||
27 96 97 97 97 97
|
||
28 96 96 97 97 97
|
||
29 96 96 96 97 97
|
||
30 96 96 96 96 97
|
||
31 96 96 96 96 96
|
||
32 96 96 96 96 96
|
||
33 96 96 96 96 96
|
||
34 96 96 96 96 96
|
||
35 96 96 96 96 96
|
||
36 96 96 96 96 96
|
||
37 95 96 96 96 96
|
||
38 90 95 96 96 96
|
||
39 85 90 95 96 96
|
||
40 80 85 90 95 96
|
||
41 75 80 85 90 95
|
||
42 70 75 80 85 90
|
||
43 65 70 75 80 85
|
||
44 60 65 70 75 80
|
||
45 55 60 65 70 75
|
||
46 50 55 60 65 70
|
||
47 45 50 55 60 65
|
||
48 40 45 50 55 60
|
||
49 35 40 45 50 55
|
||
50 30 35 40 45 50
|
||
|
||
|
||
3.6 Action Points
|
||
|
||
All physical actions have an action point cost that indicates how much time a
|
||
character needs to spend to complete that action. Spells and psionics have a
|
||
certain amount of actual time that is required which can be translated into
|
||
action points to see what other physical actions the character can complete
|
||
along with spell casting and psionic use.
|
||
All characters begin with 10 action points at 1st level. Zero level beings
|
||
have 5 action points. Action points increase by 1 point/level, ie 10th level
|
||
character has 20 action points. Action points indicate what kinds and how much
|
||
activity the character can carry out each 6 second round. All activities have
|
||
an action point cost.
|
||
|
||
3.61 Combat
|
||
|
||
The area where actions points are most crucial is during combat. Attacking,
|
||
drawing weapons, loading weapons, dodging, evading, blocking, and parrying
|
||
are all aspects of combat which require the expenditure of action points.
|
||
All weapons have their own specific action point cost/weapon. The action point
|
||
cost reflects the size and weight of the weapon, as well as the general
|
||
complexity in using it. The cost to draw and sheath a weapon is given as a
|
||
fraction of the action point cost for attacking with the particular weapon.
|
||
Parrying with a weapon costs they same as an attack. Shields are used for
|
||
blocking attacks and can also be used as weapons. The action points for these
|
||
manuevers are the same. Ancient missile weapons that use ammunition, ie bows,
|
||
crossbows, slings, blowguns, etc, have separate action points to load and fire
|
||
the weapon. Arrows are bolts can be loaded, knocked, and then fired. Although
|
||
the time for the complete action is usually more than most mellee weapons,
|
||
once an arrow is knocked and aimed at a target, it can be released almost
|
||
immediately, usually before and mellee attack can occur.
|
||
Dodging and Evading cost 5 action points to perform. Weapon and shield
|
||
proficiencies will decrease the amount of action points necesary for the
|
||
related action, so more actions can be performed in a single round.
|
||
|
||
3.62 Movement
|
||
|
||
one's full movement rate for 1 full round takes all of a character's action
|
||
points. Moving at full rate for 1/2 round takes up 1/2 action points, 1/4
|
||
movement equals 1/4 action points, etc. Trying to accomplish any actions not
|
||
related to movement (actions other than jumping, tumbling, acrobtics, etc)
|
||
will be accomplished at 1/2 the character's level in the particular skill or
|
||
action.
|
||
|
||
3.63 Reduced Action Point Expenditure
|
||
|
||
The actions points listed for any action indicate how many points are required
|
||
to perform the action at the normal level of skill and effort. A character can
|
||
choose for any action to spend less points than are necesary. This reflects
|
||
that the character is spending less time and effort on the action. An
|
||
appropiate instance of this might be when attacking a large and unarmored
|
||
creature. The creature is very easy to hit and so attacks require less skill
|
||
and effort. A character would put his effort into the quantity of attacks as
|
||
opposed to the quality of each individual attacks. The penalties for reduced
|
||
action point expenditure are as follows:
|
||
|
||
Action Points Reduction Penalty
|
||
|
||
1/2 -1 LS
|
||
1 -2 LS
|
||
2 -3 LS
|
||
3 -4 LS
|
||
4 -5 LS
|
||
5 -6 LS
|
||
6 -7 LS
|
||
7 -8 LS
|
||
8 -9 LS
|
||
9 -10 LS
|
||
10 -12 LS
|
||
|
||
No action can be reduced below 1 action point.
|
||
|
||
3.64 Increased Action Point Expenditure
|
||
|
||
This is just the opposite of reduced action point expenditure. It reflects the
|
||
fact that the character is spending more time and effort into a particular
|
||
action, and is trading the quantity of actions for the quality of an action.
|
||
The bonuses for increased action point expenditure are as follows.
|
||
|
||
Action Point Increase Bonus
|
||
|
||
x 1.5 +1 LS
|
||
x 2 +2 LS
|
||
x 2.5 +3 LS
|
||
x 3 +4 LS
|
||
x 3.5 +5 LS
|
||
x 4 +6 LS
|
||
x 4.5 +7 LS
|
||
x 5 +8 LS
|
||
|
||
3.7 Altering Rolls
|
||
|
||
At any time during the course of the game, players may use any extra experience
|
||
points that their character has to alter die rolls, usually involving SR's
|
||
and RR's. They must announce before the roll wether or not they are going to
|
||
spend experience points the augment the die roll. Some may view this as buying
|
||
luck, others may view this as glorified cheating. In any apsect, the player's
|
||
character forfeits experience points in return for raising a die roll. The
|
||
experience points necesary to raise any given roll by the folling amounts are
|
||
as follows.
|
||
|
||
Level Shifts Experience Points
|
||
|
||
1 50
|
||
2 100
|
||
3 250
|
||
4 500
|
||
5 750
|
||
6 1000
|
||
7 2500
|
||
8 5000
|
||
9 75000
|
||
10 10000
|
||
|
||
In rolls that don't directly apply to level shifts such as outcomes that are
|
||
pure chance such as lotteries, rolling to see which member of the party get's
|
||
a certain pick of the treasure, etc, each level shift is equivalent to +5 on
|
||
the percentile dice. A player who spends 50 exp pts before rolling for treasure
|
||
who rolls a 56 actually gets a 61 because of the +5 points added by his exp pt
|
||
spenditure.
|
||
|
||
3.8 Penalties Due to Damage and LEL Loss
|
||
|
||
Characters who have suffered damage and Life Energy Level drains do not
|
||
function at their maximum abilities and thus have a penalty on all actions.
|
||
|
||
% Damage Capacity or LEL Penalty
|
||
|
||
100% 0 LS
|
||
90% -1 LS
|
||
75% -2 LS
|
||
50% -4 LS
|
||
25% -6 LS
|
||
10% -8 LS
|
||
5% -10 LS
|
||
|
||
Note that the penalties are cumulative. If a character was at 75% of his
|
||
damage capacity and 90% of his LEL's then he would have a total penalty
|
||
of -3 LS on all actions.
|
||
|
||
4. Skills
|
||
|
||
Skills are the heart of the COSMOS character generation system. Skills are
|
||
what make a character what he is and are what distinguish him from other
|
||
characters. In any campaign, the characters should select skills that together
|
||
with other characters in the group help them in their adventures in a specific
|
||
setting.
|
||
|
||
4.1 Character Point Costs for Skills
|
||
|
||
The number before each skill description indicates the number of character
|
||
points for level 1 of that skill. The cost for a the first level of a skill is
|
||
used to figure out the cost for successive levels for that skill by consulting
|
||
the following chart.
|
||
|
||
Skill Level Character Points
|
||
|
||
1 5 6 8 10 12 15
|
||
2 5 6 8 10 12 15
|
||
3 10 12 16 20 24 30
|
||
4 20 24 32 40 48 60
|
||
5 40 48 64 80 96 120
|
||
6 80 96 128 160 192 240
|
||
7 160 192 256 320 384 480
|
||
8 320 384 512 640 768 960
|
||
9 640 768 1024 1280 1536 1920
|
||
10 1280 1536 2048 2560 3072 3840
|
||
|
||
1 20 25 30 35 40 45
|
||
2 20 25 30 35 40 45
|
||
3 40 50 60 70 80 90
|
||
4 80 100 120 140 160 180
|
||
5 160 200 240 280 320 360
|
||
6 320 400 480 560 640 720
|
||
7 640 800 960 1120 1280 1440
|
||
8 1280 1600 1920 2240 2560 2880
|
||
9 2560 3200 3840 4480 5120 5760
|
||
10 5120 6400 7680 8960 10240 11520
|
||
|
||
1 50 60 75 100 125 150
|
||
2 50 60 75 100 125 150
|
||
3 100 120 150 200 250 300
|
||
4 200 240 300 400 500 600
|
||
5 400 480 600 800 1000 1200
|
||
6 800 960 1200 1600 2000 2400
|
||
7 1600 1920 2400 3200 4000 4800
|
||
8 3200 3840 4800 6400 8000 9600
|
||
9 6400 7680 9600 12800 16000 19200
|
||
10 12800 15360 19200 25600 32000 38400
|
||
|
||
1 175 200 250 300 400 500
|
||
2 175 200 250 300 400 500
|
||
3 350 400 500 600 800 1000
|
||
4 700 800 1000 1200 1600 2000
|
||
5 1400 1600 2000 2400 3200 4000
|
||
6 2800 3200 4000 4800 6400 8000
|
||
7 5600 6400 8000 9600 12800 16000
|
||
8 11200 12800 16000 19200 25600 32000
|
||
9 22400 25600 32000 38400 51200 64000
|
||
10 44800 51200 64000 76800 102400 128000
|
||
|
||
1 750 1000
|
||
2 750 1000
|
||
3 1500 2000
|
||
4 3000 4000
|
||
5 6000 8000
|
||
6 12000 16000
|
||
7 24000 32000
|
||
8 48000 64000
|
||
9 96000 128000
|
||
10 192000 256000
|
||
|
||
|
||
All skill levels 11th level and above cost the same as as the skill at 10th
|
||
level. Example, a base 50 character point skill costs 12800 character points
|
||
at 10th level, 12800 character points at 11th level, 12800 at 12th level, etc.
|
||
From that above chart it can be seen that if 50 is the number before Priest
|
||
Skill in the skill descriptions, then 1st level for that skill costs 50
|
||
character points, 2nd level cost another 50, 3rd level costs 100, 4th costs
|
||
200. etc.
|
||
|
||
4.2 Fractional Skill Advancement
|
||
|
||
If the player or GM wishes, skills can be increased by a fractional amount
|
||
instead of only a complete level. Some skills will offer no benefit from
|
||
fractional increases while other, usually technologicaly based, will. For
|
||
example, a character who has 16th level warp engineering skill can manufacture
|
||
Tech Level 300 warp drives. At 17th level he will know how to manufacture warp
|
||
drives of Tech Level 400. If the player wishes he can spend a fraction of the
|
||
character points needed to attain 17th level in skill. Spending 1/4 the
|
||
required amount of character points will put him at 16.25 level and allow him
|
||
to make Tech Level 325 warp drive. 1/2 char pts. attains 16.5 level and
|
||
allows for Tech Level 350 drives, etc. Another example which does not apply to
|
||
technology would be a weapon proficiency in longswords. At 1st level in
|
||
lonsword skill the percentile roll is equal to the actual skill roll, ie
|
||
rolling a 50 on the dice means a SR of 50. At 2nd level the skill is increased
|
||
by 5% so rolling a 50 would actually be a SR of 55. If fractional skill
|
||
advancement is used the character could spend half the required points to
|
||
attain 2nd level in ability and therefor raise his skill by 2.5% to level 1.5.
|
||
In the case above, then, rolling a 50 would equate to an SR of 52.5.
|
||
|
||
|
||
4.3 Skill Descriptions
|
||
|
||
|
||
4.31 PHYSICAL
|
||
|
||
DAMAGE CAPACITY
|
||
Each level, beginning at level 1, the character can opt to buy an additional
|
||
number of DC points. This applies to character level, not any particular skill
|
||
level. The point costs are as follows:
|
||
|
||
2 1/1
|
||
3 1-2
|
||
5 2-4
|
||
7 2-5
|
||
10 3-6
|
||
20 3-7
|
||
25 4-8
|
||
40 4-9
|
||
50 5-10
|
||
55 5-11
|
||
60 6-12
|
||
75 10-20
|
||
100 15-30
|
||
125 20-40
|
||
150 25-50
|
||
|
||
The first number indicates the minimum amount of points the character can
|
||
recieve when buying that point range. The second number is the maximum.
|
||
Example, if a character chooses to purchace points in the 5-10 range, it will
|
||
cost him 50 character points at first level. He can roll a D10 and if 5 or
|
||
higher is rolled, he recieves that number in a Damage Capacity. If lower than
|
||
5 is rolled, then 5 is taken, since 5 is the minimum number of points for that
|
||
range. Only 1 set of points can be purchased each level, although the
|
||
different ranges can be purchaced each level, so a character could buy 5-10 on
|
||
one level, 6-12 on another level, and so on. The level of purchasing in terms
|
||
of how many character points they cost is the same as the level of the
|
||
character purchasing them. For example, a 3rd level character purchasing DC in
|
||
the 5-10 point range, it would cost him 100 character points, ie 50 char pts
|
||
at 1st level, 50 at 2nd level, and 100 at 3rd level.
|
||
|
||
6 Climb Walls SR:40 1/Every 10 meters. -1 LS/Rank of surface slickness.
|
||
|
||
5 Athletics: SR:50: gives ability in any 1 atheltic game and will allow
|
||
performance in other games once their rules are learned at -5 LS
|
||
|
||
Acrobatics
|
||
|
||
8 Fall: SR 75: Allows player to fall 2 meters/level without taking damage as
|
||
long he is within 1/2 meter/level of a verticle to slow his fall. For every
|
||
5% failure the max distance without taking damage is reduced by 1 level.
|
||
Example, a player with 5th level falling skill makes a SR of 70. This means
|
||
he can fall only 8 meters without taking damage.
|
||
|
||
5 Tightrope Walk: SR 80: allows walking on ropes or narrow beams or ledges at
|
||
no greater than a 45 degree slope. Every 5 degrees is a -1 LS penalty.
|
||
Movement is 5 meters/round. SR made every round. Using a balancing item
|
||
such as a pole or staff weapon will increase chance by 2 LS.
|
||
|
||
5 Pole Vault: SR 75: using a pole and at least a 10 meter running start, the
|
||
player is able to vault upwards. Pole used must be at least 1.5 times
|
||
character's hight. Verticle distance is 1.25 character's hight at 1st level
|
||
plus .25 character's hight/level above the 1st. Every 5% failure indicates
|
||
-1 LS in height.
|
||
|
||
5 Highjump: SR 75: 5 meter running start. Verticle distance is 75% character's
|
||
height at 1st level plus 25% per additional level. Every 5% failure
|
||
indicates -1 LS in height.
|
||
|
||
5 Broadjump: SR 75:standing broadjump allows horizontal jump of charcter's
|
||
height plus 1/3 height/level. Running broad jump requires a 5 meter running
|
||
start and doubles distance covered. Penalty of -1 LS in distance per 5%
|
||
failure.
|
||
|
||
10 Tumbling-Attack: SR 95: adds +1 LS to hit/2 skill levels in attack
|
||
maneuver's utilizing tumbling.
|
||
|
||
10 Tumbling-Evasion: SR 90: similar to dodge skill, adds +1 LS per level of
|
||
this skill to dodge or evade skills if successful.
|
||
|
||
20 Dodging: if SR excedes SR of attacker, a missile attack is dodged. -5 LS
|
||
for bullets and energy weapons
|
||
|
||
25 Evasion: if SR is higher than attacker's a mellee attack is successfully
|
||
evaded.
|
||
|
||
2000 Ambidextrous: Allows the character to use two both hands with equal
|
||
skill. The off hand is used at -6 LS. When both hands are used
|
||
simultaneously in actions that are normally used with only the primary
|
||
hand (usually combat) the primary hand is at -4 LS along with the
|
||
secondary hand at -6 LS. The penalty is rediuced by 1 LS/level of skill
|
||
until zero penalty is reached in both. No bonus is achieved at higher
|
||
levels.
|
||
|
||
10 Equestrian SR 50: skill of riding particular animal and creatures. Player
|
||
must pick one main creature to specialize in. Other related creatures can be
|
||
ridden at a -1 LS - -5 LS penalty depending on how different the creature
|
||
is.
|
||
|
||
8 Herding: SR 60
|
||
|
||
5 Billiards: skill of playing pool
|
||
|
||
15 Wrestling:
|
||
Grappling: see Hold below under unarmed attacks
|
||
Overbear: if SR is 25 greater than defender's SR the opponent is knocked
|
||
down. The opponent will lose all actions that round and will lose
|
||
initiative the next round. Once an opponent is knocked down a grappling
|
||
attack can be made at +5 LS.
|
||
|
||
6 Climb Cliffs & Trees: SR 40
|
||
|
||
5 Kayaking,Rafting: SR 75
|
||
|
||
5 Swimming: SR 50
|
||
|
||
6 Scuba: SR 60: skill of smimming underwater with or without breathing
|
||
equipment. Effective constitution is increased by 1 rank/ 4 levels for
|
||
maximum time to hold one's breath.
|
||
|
||
6 Diving: SR 60: 2 meter hight + 1 meter/level. Requires 1 meter of water/ 2
|
||
meters of height
|
||
|
||
10 Surfing
|
||
|
||
10 Skiing
|
||
|
||
5 Rowing
|
||
|
||
15 Hangliding
|
||
|
||
8 Skating
|
||
|
||
5 Stilt Walking:
|
||
|
||
10 Athletic Games
|
||
|
||
10 Distance Running: Raises effective constitution for long distance running
|
||
by 1 rank/4 levels.
|
||
|
||
10 Sprinting: raises effective speed by 1 rank/4 levels for a duration of 1
|
||
round, then 1 round/rank increase of speed must be spent in rest.
|
||
|
||
5 Juggling
|
||
|
||
Dancing
|
||
|
||
|
||
4.32 Magic and Psionics
|
||
|
||
50 Priest Skill
|
||
This skill involves the worship of and service to a diety or dieties, or some
|
||
form of powerful entity. In return for this service, the priest gains the
|
||
power to cast the spells which he has learned through his studies. This source
|
||
of this power is the diety itself, or other powerful being who serves it. Most
|
||
priest spells will serve to strengthen and defend himself, his comrads, and
|
||
above all else, his diety's cause. Depending on the particular diety the
|
||
priest worships, certain spells will be made available to him that normally
|
||
would only be available to a mage or another priest of higher level. For
|
||
instance, a priest who worships a fire diety should be allowed all fire spells
|
||
at the lowest level possible. Fireball, flame arrow, and wall of fire are a
|
||
small example of spells that would be readily available to this type of priest.
|
||
Poor service to a diety should be penalized in the form of losing an amount of
|
||
spell abilities in concordance with the priest's performance or lack there of.
|
||
Priest magic is more of a metamagic, lying somewhere between normal magic and
|
||
psionics. The collective consciousness of a diety's worshippers give that diety
|
||
his power. This collective consciousness is similar to psionic energy. The
|
||
priest then channels tis power from his diety into the form of various spells.
|
||
The base 50 character point cost for the priest skill indicates that the
|
||
character has all the normal spell realms available to him. At a base cost
|
||
of 45 char pts, the priest has 20 realm points to choose realms. A base char pt
|
||
cost of 40 gives the priest 10 realm points to choose realms.
|
||
|
||
75 Mage Skill
|
||
This skill involves the truest source of magic, while the priest, as stated
|
||
above uses a form of meta-magic, a combination of magic and psionic energy. As
|
||
opposed to priest magic which comes from a certain diety, the source of power
|
||
for mages most often comes from another plane where magical energy is in its
|
||
natural state. This plane could be the positive or negative material plane, as
|
||
well as some other magical dimention. The mage skill involves the arcane
|
||
knowledge of spell casting. With this skill, the mage learns how to summon this
|
||
power from a distant source, and then to focus, shape, and direct this energy
|
||
in the form of a particular spell. Each individual spell must be learned as a
|
||
separate skill, the mage skill allowing the knowledge and the power to cast a
|
||
particular level of spells. Similar to priest skill, the base 75 character
|
||
point cost allow the entire range of mage spells. The base 60 point mage skill
|
||
gives the mage 50 realm points. The base 55 char pts gives 40 realm points,
|
||
50 char pts gives 30 realm points, the 45 char pts give 20 realm points,
|
||
and the 40 char pts gives 10 realm pts.
|
||
|
||
|
||
Solar Mage (Solamancer): as opposed to normal mages who regenerate spell
|
||
points over time with rest, the solar mage does not require rest but requires
|
||
to be in sunlight to regenerate. While indoors and not exposed to light no
|
||
regeneration will occur. The regeneration multipliers are as follows:
|
||
|
||
Normal Daylight x 1
|
||
Bright Sunlight,Noontime x 2
|
||
Dusk,Sunset x 0.5
|
||
Sunrise x 1.5
|
||
Cloudy,Overcast x 0.25
|
||
Nightime, Solar eclipse x 0
|
||
Artificial Light x 0.5
|
||
|
||
Lunar Mage (Lunamancer): as above with following conditions:
|
||
|
||
Dusk x 1.5
|
||
Nightime x 1
|
||
Cloudy,Overcast x 0.5
|
||
1/2 Moon x 1.5
|
||
Full Moon x 2
|
||
Daylite,lunar eclipse x 0
|
||
|
||
Hydro Mage (Hydramancer):as above with following conditions:
|
||
|
||
Light Rain x 0.5
|
||
Heavy Rain x 1
|
||
Small Stream or Lake x 1
|
||
River, Sea x 1.5
|
||
Ocean x 2
|
||
Normal Land x 0.5
|
||
Desert x 0
|
||
|
||
Geo Mage (Geomancer): as above with following conditions:
|
||
Spring x 1.5
|
||
Summer x 1
|
||
Fall x 1
|
||
Winter x 0.5
|
||
Desert x 0.25
|
||
Savana x 0.5
|
||
Forest x 1
|
||
Icelands x 0.25
|
||
Rain Forest x 2
|
||
|
||
Astral Mage (Astramancer): will regenerate normally while in all planes other
|
||
planes only one plane removed from the astral, will regenerate at -25% per
|
||
additional plane removed. A plane bordering the astral counts as one plane
|
||
removed. Two planes removed equates a 25% reduction in regeneration. At 5
|
||
planes removed their is zero regeneration.
|
||
|
||
Ethereal Mage (Aethamancer): as Astal Mage
|
||
Planar Mage: this type of mage picks 1 plane as his primary plane. Otherwise,
|
||
the effects are the same as for astramancers and aethamancers.
|
||
|
||
* Note that the above mage options cost no skill points as they replace the
|
||
normal regeneration methods. At the GM's option priest's can also pick the
|
||
above powers if their diety's sphere of influece coincides with them. Thus a
|
||
priest of a sun goddess could duplicate the powers and penalties of a solar
|
||
mage. It is also possible for psionicists to use the above options, again at
|
||
the GM's discretion.
|
||
|
||
10 Magical Devices: this raises the chance to successfully use magical devices
|
||
by +1 LS/4 skill levels.
|
||
|
||
10 Psionic Devices: as above but applies to psionic devices.
|
||
|
||
10 Endurance Reserves: this skill allows mages, priests, and psionicits to use
|
||
their endurance in the form of damage capacity points to add to their spell
|
||
or psionic points. This skill can be utilized for magic or psionic energy
|
||
and does not have to be learned separately for the two. The character can
|
||
forfeit 2 of his damage points per each level of this skill. For every hit
|
||
point forfeited, he gains 2 spell points or 5 psionic points. Thus a 10th
|
||
level caster could lose 20 damage points in return for 40 spell points. A
|
||
10th level psionicist could lose the same 20 damage points in return for
|
||
100 psionic points. The chance for failure is the same as the chance for
|
||
spell failure with the level of the skill being equal to a spell level.
|
||
Having this skill at 10th level and it at 10th level gives a 25% chance of
|
||
failure. Failure indicates that the damage points are lost, but no spell or
|
||
psionic points are gained.
|
||
|
||
Spell and Psionic Aquisition
|
||
|
||
Char Pts Spell/Power Level Char Pts Spell/Power Level
|
||
|
||
10 1 4096 16
|
||
15 2 4352 17
|
||
20 3 4608 18
|
||
40 4 4864 19
|
||
80 5 5120 20
|
||
160 6 5632 21
|
||
320 7 6144 22
|
||
640 8 6656 23
|
||
1280 9 7168 24
|
||
2560 10 7680 25
|
||
2816 11 8192 26
|
||
3072 12 8704 27
|
||
3328 13 9216 28
|
||
3584 14 9728 29
|
||
3840 15 10240 30 - 50
|
||
|
||
15 New Spell Development
|
||
The knowledge of researching and developing new spells. Mages without this
|
||
skill can still conduct spell research, but having this skill will add to
|
||
the chances for success. +1 LS/level on researching new spells.
|
||
|
||
20 Spell Summoning
|
||
All spells have verbal components, some have material and somatic as
|
||
well. This spell allows the caster to summon and "mentally" cast a spell
|
||
which he knows. Using this skill means that any and all of the normal
|
||
components (V,M,S) are not necessary. Casting time is also reduced for this
|
||
reason. This is a base 80 feat. For each spell level of the spell being
|
||
summoned below the max spell level the mage can cast, the level of this
|
||
feat is reduced by 5 down to a minimum of 50. Because of the lack of
|
||
components, spells summoned in this manner cost 50% more than their normal
|
||
spell pt. cost. A spell must be known by the caster, but not memorized to
|
||
use this power.
|
||
|
||
25 Reduce Spell Point Cost: SR 75: allows spells to be cast at a power point
|
||
cost 2 levels less than normal, 1st and 2nd level spells cost the same as
|
||
cantrips. The caster can reduce the cost of any spell equal or under his
|
||
level in this skill. For every level higher than this skill trying to be
|
||
reduced the penalty is -2 LS. Example, a caster has this skill at 6th level.
|
||
He can cast a 6th level spell normally costing 6 points at the cost of only
|
||
3 points if the SR is successful. That same caster trying to reduce the
|
||
cost of a 7th level spell would need a SR of 85 (2 LS). If the SR fails,
|
||
the point cost is doubled, a 6th level spell would cost 12 points. Failure
|
||
by more than 50% means a spell fumble. This skill must be taken separately
|
||
for priest and mage magic.
|
||
|
||
10 Power Channeling
|
||
There are three separate versions of this skill, one for mages, priests, and
|
||
psionicists. This skill allows a character to transfer power points from
|
||
himself to another being. The power points transfered must be of the same type,
|
||
ie mage spell points to mage spell points, psionic points to psionic points,
|
||
etc. The character can transfer a number of power points equal to the cost for
|
||
using a spell or psionic power of a level equal to his level in this skill
|
||
each round. For example, a mage who had this skill at 8th level, could transfer
|
||
10 power points per round as an 8th level spell cost 10 power points to cast.
|
||
A character using this skill can transfer up to half of his power points without
|
||
penalty. If he transfers between 51-75% of his power he must make a RR or fall
|
||
unconscious for 1 turn/5% failure. Transfering over 75% puts a -1 LS on the RR
|
||
for every 5% of the total power transfered over 75%. Range is 1 meter/level.
|
||
|
||
10 Spell/Power Perception
|
||
This skill also has three separate types like above. This skill allows a
|
||
character to perceive the general nature and effects of spells or psionics while
|
||
they are being used or cast. The SR is 75, + or - 1 LS for each level of the
|
||
spell/power trying to be perceived below or above the user's highest level
|
||
spell or power he can use. Range is 5 meters/level.
|
||
|
||
20 Spell Mastery
|
||
This is a form of specialization for one specific spell. If a mage wishes to
|
||
gain mastery in multiple spells he will have to purchase this skill multiple
|
||
times for each spell and each level of mastery of that spell. The character pt
|
||
cost is that of a 20 pt. skill of the spell level. For example, 1st level
|
||
mastery of a first level spell, like sleep for instance, would cost 20 pts. It
|
||
would cost another 20 pts for 2nd level mastery of sleep, another 40 pts for
|
||
3rd level mastery, and so on. First level mastery of fireball, since it is a
|
||
3rd level spell would cost 80 pts (20 + 20 + 40 = 80). The 2nd level of mastery
|
||
for that spell would cost 240 pts (80 +160). There are a number of increased
|
||
effects applicable to different types of spells depending on the level of mastery. The effects for
|
||
each level of mastery are:
|
||
|
||
Save +/- 1 (for every 2 levels of mastery)
|
||
Damage Caused/Healed +10%
|
||
Range/Area of Effect +20%
|
||
Duration +20%
|
||
|
||
If the spell is an offensive spell which requires a save, all saves against
|
||
are made at -1 for 2 levels of mastery. If it is a protection spell which
|
||
gives the recipient a save, the save is at +1 for every 2 levels of mastery.
|
||
Damage caused is for fireball, lightning bolt, cause light wounds, etc. Damage
|
||
healed applies to all healing spells. In both cases, the 10% bonus applied.
|
||
The range/area of effect, and the duration is increased by +20% per level of
|
||
mastery.
|
||
|
||
Spell Specialization
|
||
Allows individual spell advancment, in other words it raises level at which
|
||
spell is cast by 1 for each level of specialization, a 5th level caster with
|
||
1st level speciallization in fireball casts that fireball as a 6th level
|
||
caster. The point cost is the cost of a spell 1 level higher than the
|
||
current level of that spell. To raise the power of a 5th level spell to 6th
|
||
level it costs the same as buying a 6th level spell.
|
||
|
||
50 Realm Mastery
|
||
This is very similar to the spell mastery skill. All spells are divided into
|
||
eight main areas. These are: Divination, Necromantic, Evocation, Conjuration,
|
||
Enchantment, Alteration, Phantasm, and Abjuration. Choosing this skill gives
|
||
the same bonuses as spell mastery, except that the bonuses apply to a specific
|
||
area of spells and not just one particular spell. Bonuses for this skill and
|
||
spell mastery are cummulative. The judge may also decide to allow other types
|
||
of specialization. An example of this could be elemental spells, possibly
|
||
divided into earth, air, water, and fire spells. Other examples are protection
|
||
spells, or travelling spells like levitation, flying, teleport, planeshift, etc.
|
||
|
||
10 Gem Tapping
|
||
This power can be used by mages, priests, and psionicists to tap the innate
|
||
magical or psionic energies that exist in certain gems and crystals. This
|
||
skill must be learned separately for each type of energy to be tapped: mage,
|
||
priest, or psionic. The GM should decide which type of gems and crystals can
|
||
be tapped, and which kind of energy can be absorbed from them. For each level
|
||
of this skill, the character can drain up to the number of spell points of a
|
||
spell of equal level from the gem. An 8th level mage with 8th level gem
|
||
tapping skill could absorb up to 10 spell points at a time. This skill takes 1
|
||
round/use but can only be used 1/turn. For every 100 CR value of the gem, 1
|
||
spell/psionic point can be absorbed, but for every spell/psionic point absorbed,
|
||
the gem is reduced in value by 100 CR. The skill roll is the same as for
|
||
casting a spell or using a psionic power of equal level.
|
||
|
||
15 Gem Storing
|
||
This skill is similar to gem tapping, but instead of draining power from a gem
|
||
or crystal, this allows the character to use the innate magical/psionic
|
||
properties of the gem to store points. For every 100 CR value, 1 point may be
|
||
stored. If the SR fails up on storage, the gem is rendered flawed and
|
||
worthless. In all other aspects, this skill functions the same as above.
|
||
|
||
20 Circle Magic
|
||
This is a subset of magic craft that deals specifically with the construction
|
||
of magic circles. The effects of most circles serve to protect, summon, gain
|
||
knowledge, an increase a mages power. The circle can be designed like any
|
||
other magic item, permanent or non permanent. The powers of the circle are
|
||
only activated when a being enters, or attempts to enter, the circle. Basically
|
||
circle magic acts the same as item enchantment except the magic affects a
|
||
stationary area as opposed to an item. Almost any spell that affects an area
|
||
can be learned as a separate circle magic spell. The titles of friend or foe
|
||
can be defined by the creator when constructing a circle. A circle of
|
||
protection from magic could give +3 on saves vs. magic to all allies of the
|
||
creator, including the creator himself, while inside the circle. Beings with
|
||
magic resistance who are considered to be foes of the creator can make a RR
|
||
against the level of the caster to enter the circle. If the RR is successful
|
||
even a enemy of the caster can gain beneficial powers of a circle. Note, if a
|
||
spell system is used in which spells cover circle magic, this skill can be
|
||
replaced by learning the required spells.
|
||
|
||
10 Read Scrolls(Magical) SR:95 This skill is aimed at non-spell users, or
|
||
users of magic which differs from the type embedded in a particular scroll.
|
||
-1 LS/level of spell, plus a -2 LS/level of spell above reader's level. +1
|
||
LS / level of user's mage or priest skill that may lies in a different area
|
||
of magic than that embedded on the scroll.
|
||
|
||
10 Magical Languages SR:50 This skill involves learning the runes and symbols
|
||
in which magic is written. A character's level in his native magical
|
||
language is considered to be the same as his mage skill level and he does
|
||
not require this skill in order to read his native magical language.
|
||
This skill is for other possible languages in the surrounding region of the
|
||
mage. -1 LS/Level of spell above the language skill. -1 LS/each plane
|
||
removed from native plane. This skill must be taken once for each knew
|
||
language desired to be learned.
|
||
|
||
60 Psionics
|
||
This area of skill deals with powers that are derived from the mind itself.
|
||
Every living creature is assumed to have some lifeforce. The psionicist draws
|
||
upon the energy of this lifeforce to perform certain powers. At low levels, the
|
||
power comes from the psionicist himself, at higher levels, the psionicist draws
|
||
this energy from the ambient energy of the cosmos itself. In some ways this
|
||
area of knowledge is similar to magic skills of the priest and mage. The laws
|
||
governing magic and psionics are very different however. The psionicist is more
|
||
consciously in control of his powers. His powers do not come from an outside
|
||
source until higher levels. Psionicists still live in and must abide by the
|
||
laws of physics. For any power of the psionicist there is a physical
|
||
explanation for it. The forces normally involved in the physical world are
|
||
produced by the psionicist's own mental energy. When a mage transforms a target
|
||
into into a frog he does not have to know anything about the frogs biology as
|
||
the laws of magic do not require this. The psionicist is mentally transforming
|
||
the form of a being to a frog, down to the very cellular level. Many psionic
|
||
powers duplicate the effects of technological items. In all other ways,
|
||
psionics closely resemble the powers of the mage and priest skills. Psionics
|
||
also has reduced base char pt costs for reduced realms. They are as follows:
|
||
|
||
55 char pts = 40 realm pts
|
||
50 char pts = 30 realm pts
|
||
45 char pts = 20 realm pts
|
||
40 char pts = 10 realm pts
|
||
|
||
|
||
10 Ki, Skill: SR 75: gives a +1 LS/4 Levels when performing any skill. Can be
|
||
used 1/day/4 levels.
|
||
10 Ki, Strength: as above except strength is raised by 1 rank/4 levels for 1
|
||
action.
|
||
10 Ki, Dexterity: as above
|
||
10 Ki, Constitution: as above
|
||
10 Ki, Intelligence: as above
|
||
10 Ki, Wisdom: as above
|
||
10 Ki, Charisma: as above
|
||
10 Ki, Resistance: as above except the bonus is for and RR
|
||
|
||
50 Enchant Weapons: magic skill which applies only to the enchantment of
|
||
magical weapons. Usable by non-magical races like dwarves known to create
|
||
weapons of great power. All spells particularly related to weapons can be
|
||
learned.
|
||
|
||
45 Enchant Armor: as above, applies to armor
|
||
|
||
Spell Casting in Armor
|
||
This skill is similar to wearing armor except that it decreases the penalties
|
||
for spell casting in armor as opposed to other actions. Penalties decrease the
|
||
same as in the wear armor skills. Note that certain materials will add
|
||
additional penalties as they may have properties that inhibit the use of magic.
|
||
The types of armor only apply to classes of armor, not the material which the
|
||
armor is made of. Note that any spell that has somatic components requires at
|
||
least one hand to be free.
|
||
|
||
10 Padded,Leather,Studded Leather: -3 LS on all spell casting
|
||
15 Ring,Scale,Chain: -4 LS on all spell casting
|
||
20 Banded,Splint,Plate Mail: -5 LS on spell casting
|
||
25 Plate Armor: -8 LS on all spell casting
|
||
|
||
40 Bard Songs
|
||
|
||
30 Alchemy: This skill is a combination of chemistry and magic. This form of
|
||
magic has at its heart the need for material components, potions, salves,
|
||
etc. Spells which affect a user of a substance produced may be duplicated
|
||
with alchemy. The GM will have to judge what spells fall under this skill.
|
||
Some common spell types that should be included are healing spells, mind
|
||
altering spells like divination, confusion, telepathy, etc. Drugs that
|
||
raise or lower a persons attributes, or alter his physical structure,
|
||
protecting him from elemental attacks. Alchemy can also be used to create
|
||
poisons and antidotes, as well as affecting materials. It can be used to
|
||
create, alter, or destroy different types of matter. It takes 1 week per
|
||
level of spell to be produced if the alchemist is equal in level. If the
|
||
alchemist is higher in level than the spell he is trying to produce, the
|
||
time is reduced by 1 week per level down to a minimum of 1 day.
|
||
|
||
4.33 Combat
|
||
|
||
Weapon Proficiencies
|
||
These skills involve the knowledge of using weapons in mellee and missile
|
||
combat. The level in each skill is the level at which the player attacks (and
|
||
parries in the case of mellee weapons) with that weapon. For weapon areas that
|
||
have more than one weapon, only 1 weapon is chosen as the main weapon. The
|
||
player chooses in what order he will learn the use of the other weapons. Each
|
||
weapon is used at -1 LS preference below the main weapon. For thrown weapons,
|
||
the player could choose to learn them in the order of preference of daggers,
|
||
darts, and shurakin. At 3rd level he would attack at 3rd level with daggers,
|
||
2nd level with darts, and 1st level with shurakin. Damage for all weapons is
|
||
increased by 1 rank/4 levels of skill. If the GM wishes, the damage bonus for
|
||
inbetween levels can also be computed. Action point cost is reduced as followed:
|
||
|
||
Proficiency Level Action Point Cost
|
||
4 0.9
|
||
8 0.8
|
||
12 0.7
|
||
16 0.6
|
||
20 0.5
|
||
24 0.45
|
||
28+ 0.4
|
||
|
||
The penalty for using weapons that the character is not proficient in
|
||
is proportional the the character point cost. The penalties are as follows:
|
||
|
||
Char Pts Penalty
|
||
|
||
10 -1
|
||
20 -2
|
||
30 -3
|
||
40 -3
|
||
50 -4
|
||
60 -6
|
||
70 -8
|
||
|
||
40 Shortsword
|
||
50 Sword(Long,Broad,Bastard(1 handed)
|
||
50 Katana,Wakizashi
|
||
70 Sword Two-Handed,Bastard,Flamberge
|
||
60 Sabre,Scimitar,Falchion,Cutlass,Kopesh
|
||
20 Daggers,Knives
|
||
30 Thrown Weapons (Daggers,Darts,Shurakin,Discs,etc.)
|
||
30 Blunt
|
||
20 Chain (flail,nunchaku,morningstar)
|
||
30 Staves & Spears (staves, spears)
|
||
60 Bows(Archery)
|
||
70 Crossbow
|
||
40 Axe
|
||
70 Pole Arm
|
||
40 Lance
|
||
70 Whip,Lasso,Bola,Rope (these weapons can entangle 1 non weapon arm if the SR
|
||
is 25 greater than the defenders, weapon arm at 40 greater, legs at 50
|
||
greater, both arms at 60 greater, or head at 75 greater. The defender must
|
||
beat the attacker's SR to break free at -1 LS for 1 arm, -2 for weapon arm,
|
||
-3 for legs, -4 for head, and -5 for both arms.)
|
||
|
||
50 Siege Weapons (Ram,Catapult,Ballista,etc.)
|
||
20 Pistol
|
||
10 Grenade
|
||
30 Rifle,Mellee (includes the ability to use a rifle as a melee weapon using
|
||
rifle buts and bayonet attacks)
|
||
30 Rifle
|
||
20 E-Pistol
|
||
30 E-Rifle
|
||
Energy Mellee Weapon
|
||
50 Sword
|
||
40 Hafted Weapon (axe,mace,hammer, etc)
|
||
30 Staff Weapon (spear,staff,lance,etc)
|
||
|
||
40 Missile Launchers
|
||
50 Jousting (Combines skill for all lances and equestrian skill of equal level
|
||
for a given type of steed.)
|
||
50 Fencing (Foil,Eppe,Sabre)
|
||
|
||
|
||
1000 Two weapons: skill in use of any two weapons at a time, each of which
|
||
must be able to be held normally in 1 hand depending on the character's
|
||
size and strength. Normal penalties for characters not skilled in two
|
||
weapons are -6 LS for the off hand, and -4 LS for the main hand. For
|
||
every level of this skill, the penalty is reduced by 1 LS. After zero
|
||
penalty is reached, the player begins to receive a bonus of 1 LS each
|
||
level to hit.
|
||
|
||
750 Paired Weapons: as above except applies usually to using two identicle
|
||
weapons (2 shortswords,2 daggers, etc). Some GM's may allow special pairs
|
||
of different but similar weapons like the katana and wakizashi used by the
|
||
Samurai.
|
||
|
||
5 Quickdraw: picked once for each weapon, reduces the point cost for drawing
|
||
a weapon by 1 action point/2 levels down to a minimum of 1 point.
|
||
|
||
10 Sniping: +1 LS to hit/ 2 levels of skill. +1% chance of critical/level of
|
||
skill.
|
||
|
||
Wear Armor
|
||
Manuvering in armor is not instinctal and has to be learned. The penalties
|
||
after each armor catagory are for those who are unskilled in the use of such
|
||
armors. The penalties decrease by 1 LS/2 skill levels until zero penalty is
|
||
reached. Note other penalties due to encumberance may still occur. The armor
|
||
types below only apply to the type of armor and not the material. Armor made
|
||
from the exoskeleton of a giant arthropod would probably fall into the area of
|
||
plate mail or plate armor. Animal hides could fall into the category of
|
||
leather or scale armor.
|
||
|
||
10 Padded,Leather,Studded Leather: -3 LS on all physical actions
|
||
15 Ring,Scale,Chain: -4 LS on all physical actions
|
||
20 Banded,Splint,Plate Mail: -5 LS on all physical actions
|
||
25 Plate Armor: -8 LS on all physical actions
|
||
|
||
Shield Proficiencies
|
||
25 Buckler: bucklers give a +2 LS to block mellee and missile attacks. Most
|
||
mellee attacks and blunt missiles like slings stones which aren't criticals
|
||
can be deflected by the shield. This does no damage to the shield. Missiles
|
||
such as arrows, bullets, energy weapons, etc, will do damage to the shield
|
||
on a successful hit, just like any other form of armor. For all shields
|
||
except bucklers, attacks from the side are at -2 LS to block. Thus a medium
|
||
shield is only +3 LS to block side attacks. Attacks from behind cannot be
|
||
blocked.
|
||
20 Small: as above, +4 LS
|
||
25 Medium: as above, +5 LS
|
||
20 Large: as above, +6 LS
|
||
20 Tower: as above, +10 LS
|
||
|
||
* Note that shields follow the same proficiency rules as for weapons
|
||
|
||
10 Brawling: damage from unarmed attacks increased by 1 rank/4 levels. Action
|
||
point cost reduced 10%/level.
|
||
|
||
15 Boxing: damage from punching attacks(not kicks) is increased by 1 rank/2
|
||
levels. Action point cost is reduced by 20%/level.
|
||
|
||
15 Wrestling:
|
||
Grappling: see Hold below under unarmed attacks
|
||
Overbear: if SR is 25 greater than defender's SR the opponent is knocked
|
||
down. The opponent will lose all actions that round and will lose
|
||
initiative the next round. Once an opponent is knocked down a grappling
|
||
attack can be made at +5 LS.
|
||
|
||
Disarming
|
||
15 Armed: opponent must make a SR vs player's SR. If opponent fails by more
|
||
than 50%, he loses his weapon. Compare player's weapon class to opponents
|
||
and use the difference as a penalty or bonus. Action point cost is the same
|
||
as a normal attack. This skill must be learned separately for every type of
|
||
weapon just as weapon proficiencies.
|
||
|
||
20 Unarmed: as above but does not require the use of a weapon. Failure on part
|
||
of the player by more than 50% means he has taken damage from the weapon.
|
||
If the player is using two hands he may opt to gain possession of the
|
||
weapon if the disarming is successful.
|
||
|
||
|
||
20 Subduing: SR 75: usable on beings with an intelligence and wisdom in the
|
||
5 - 18 range. Being of lower intelligence cannot be subdued, those with
|
||
higher intelligence must decide wether or not to surrender. Subdual must be
|
||
declared before combat. Only blunt attacks can be used, including pommels
|
||
and flats of swords. Only 1/4 damage is actual, 3/4 is subdual. A SR must
|
||
be made for each attack. If the SR fails, all damage is actual. If more than
|
||
half the beings remaining hit points is suffered in actual damage, the
|
||
subdual fails.
|
||
|
||
10 Unhorsing: if the SR is greater than the rider's, he falls from his horse
|
||
taking normal falling damage, losing all actions that round and initiative
|
||
the next round. Weapons aproximately 1 meter or longer must be used.
|
||
|
||
|
||
Martial Arts
|
||
50 Unarmed Attacks: as weapon proficiencies but applies to attacking and
|
||
defending without the use of weapons. Damage is increased by 1 rank/2
|
||
levels. Action point cost is reduced 20%/level, this equates to about 1
|
||
extra attack every five levels, not including any other action point
|
||
bonuses.
|
||
|
||
10 Double Punch: SR 50: if successful lands two punches on a target, action
|
||
point cost of only one attack. If unsuccessful by less than 50, one attack
|
||
misses but a SR can still be made for the other. If failure is greater than
|
||
50, both automatically miss.
|
||
|
||
20 Crushing Blow: SR 75: takes 1 round preparation. If succesful, damage is as
|
||
skill level -1 rank strength.
|
||
|
||
10 Circle Kick: SR 75: double damage if successful, lose next allowed attack
|
||
if unsuccesful.
|
||
|
||
15 Leaping Kick: SR 80: triple damage, lose 1 full round if unsuccessful
|
||
|
||
10 Back Kick: SR 75: attack rear without penalty, no need to turn around.
|
||
|
||
20 Scissors Kick: SR 80: Attack to opponents on either side in 1 attack, lose
|
||
1/2 action points if unsuccessful.
|
||
|
||
15 Body Flip: SR 75: opponent loses all remaining action points for the round
|
||
and loses next initiative, as well as suffering damage.
|
||
|
||
20 Throw: SR 80: double damage as body flip, opponent thrown 2 meters plus
|
||
1/2 meter/level. Loses all remaining actions and next initiative.
|
||
|
||
15 Pain Touch: SR 75: opponent is -1 LS/level of attacker for up to 1 round/2
|
||
levels
|
||
|
||
20 Stun: SR 50 greater than defenders indicates defender is stunned for up to
|
||
1 round/level.
|
||
|
||
25 Paralize: SR 50 greater than defender means defender is paralysed for up to
|
||
1 turn/level
|
||
|
||
25 Quivering Palm: SR 95: death if RR is failed. Requires 1 round of
|
||
preparation, usable 1/day/5 levels
|
||
|
||
15 Weapon Catch: SR 25 greater indicates opponent's weapon is caught.
|
||
Additional SR's made each round to see who has control over the weapon. An
|
||
SR of 50 greater will allow the character to take the weapon from the grasp
|
||
of its weilder.
|
||
|
||
20 Weapon Breaker: SR 90: If successful, weapon must make a RR vs the
|
||
characters level rank strength or be broken.
|
||
|
||
15 Hold: if SR is 50 greater then defender's, defender is held and unable to
|
||
move. A SR must be made each round against the defender's SR. Once held,
|
||
the defender's SR is at -5 LS. Include all bonuses for strength and agility
|
||
for both sides.
|
||
|
||
20 Pain Hold: as above except attacker has 1 arm and both legs free. Defender
|
||
is held in such a way that any movement trying to get out of the hold will
|
||
cause him great pain. +5 LS to strike with free hand and legs.
|
||
|
||
10 Lock: as above, if SR is 50 greater than opponent, a weapon or shield arm
|
||
is locked by the character and unable to be used. +5 LS to strike as above.
|
||
|
||
15 Choke Hold: SR 80: opponent will feint from lack of breath as if his
|
||
constitution was 1/5 of normal. Attempts to break free are at -5 LS, plus
|
||
-1 LS per each round of choking.
|
||
|
||
20 Incapacitate: SR 80: one limb or part of a limb can be rendered useless for
|
||
up to 1 hour/level.
|
||
|
||
10 Immovability: If SR is 25 greater than attacker's, character cannot be
|
||
knocked down by overbearing or similar atttacks.
|
||
|
||
20 Missile Deflection: SR 85: missiles such as arrows, spears, daggers,
|
||
shuriken,etc, are deflected.
|
||
|
||
25 Missile Catching: SR 95: as above except missile is caught
|
||
|
||
15 Vital Area: same as assassination skill but only includes unarmed attacks
|
||
|
||
20 Speed Attack: SR 80: requires 1 round of preparation, after that the
|
||
characters speed and action points are increased by 20%/level. Speed can be
|
||
maintained for 1 round/2 levels. For every round of increased speed the
|
||
character must rest for an equal number of rounds. 1/2 constitution bonus
|
||
if any can be added to the max number of rounds the speed may be maintained.
|
||
If the SR is successful there is no penalty on actions. Applies only to
|
||
physical attacks, spells and psionics are not affected.
|
||
|
||
20 Blind Fighting: penalty for fighting while blinded or in total darkess is
|
||
reduced by 1 LS/level.
|
||
|
||
8 Ambush: SR 75
|
||
|
||
6 Detect Ambush: SR 75
|
||
|
||
10 Tactics: skill of strategy and planning, as 1 LS/4 levels in all large
|
||
scale combat
|
||
|
||
25 Gunnery: skill of firing large, vehicular weapons
|
||
|
||
20 Artillery: skill of using large land based, non-vehicular weapons
|
||
|
||
|
||
4.34 Subterfuge
|
||
|
||
6 Pick Pockets SR:70 - 1 LS /Level of victim. Failure greater than 25
|
||
indicates character is noticed
|
||
|
||
10 Open Locks SR 75 +- 1 LS /Level of difficulty of lock below or above the
|
||
skill level. 1 Attempt/Lock each level.
|
||
|
||
5 Find traps SR:80 -1 LS /Level of trap setter above searcher's skill level.
|
||
1 Attempt/Trap each level
|
||
|
||
6 Hide In Shadows SR:30 Assumes standard darkness level of class 20. +- 1 LS /
|
||
Darkness rank above or below this standard level.
|
||
|
||
15 Stealth: SR 80: chance of being undetected
|
||
|
||
10 Remove Traps: SR:80 As find traps.
|
||
|
||
6 Move Silently SR:85 1/5 meters of movement. Penalties applicable for
|
||
wearing specific materials. Bonuses applicable for general noise levels in
|
||
the area.
|
||
|
||
6 Hear Noise SR:90 +1 LS/Hearing Rank above 10.
|
||
|
||
6 Climb Walls SR:40 1/Every 10 meters. -1 LS/Rank of surface slickness.
|
||
|
||
25 Assassination SR:75 +- 1 LS/Level above or below victim. Acts as a critical
|
||
hit. Assumes target is surprised, stunned, blinded, paralized, etc. Also
|
||
grants a +1 % chance /level of a critical on any normal attack.
|
||
|
||
20 BackStabbing
|
||
Assumes target is suprised, stunned, etc, as for assassination. Damage is
|
||
increased by 100% at level 1, + 50% /level thereof. For example, double
|
||
damage at 1st level, triple damage at 5th level, etc. Base chance to hit is
|
||
also increased by %5 per level in addition to any normal bonuses for back
|
||
attacks.
|
||
|
||
20 Knockout: SR 75: this skill is used when death or injury is not wished on
|
||
the opponent, but rather capture or incapacitation is desired. If the SR is
|
||
successful, and the victim fails a RR vs the attacker, the victim is
|
||
knocked unconscious for 1 turn/ 5% failure. On any successful knockout
|
||
their is a chance for an unwanted critical. The base chance is 20% -2% per
|
||
level above the 1st.
|
||
|
||
4 Begging SR:50 Character receives 1 base monetary unit for every 5 pts
|
||
greater than the base success roll. +1 LS/Charisma rank above 10. Failure by
|
||
more than 25% means the target acts in a hostile manner.
|
||
|
||
6 Bribery SR:70 -1 LS/Wisdom rank of target above character's Intelligence.
|
||
-25 Against Lawful targets, -20% against good targets. Bonuses applicable
|
||
depending on amount of compensation player is offering in comparison to
|
||
targets wealth, social status, etc. Targets of high social status or who
|
||
possess great wealth will need more compensation than targets of lower
|
||
status and who possess less wealth.
|
||
|
||
6 Trickery(Duping) SR:80 -1 LS/Intelligence and Wisdom ranks of targets above
|
||
the character's intelligence.
|
||
|
||
10 Counterfitting SR:80 -1 LS/Counterfitting or Minting skill of target above
|
||
the characters skill. The bonus for targets possessing the minting skill
|
||
assumes they are familiar with the item. SR:60 To detect counterfeits. -1
|
||
LS/level of counterfitting skill of target above character's skill level.
|
||
|
||
8 Covering Tracks: SR 75
|
||
|
||
20 Stalking: SR 75: target remains in sight of player. Failure means target is
|
||
lost. Failure by more than 50% means player is noticed.
|
||
|
||
15 Forgery: SR 75: also includes the ability to detect other forgeries.
|
||
Chance is reduced by 1 LS for wisdom bonus of viewer
|
||
|
||
15 Disguise: SR 80
|
||
|
||
12 Escape: SR 90
|
||
|
||
8 Set Pits & Snares: SR 60
|
||
|
||
10 Set Traps: SR 75
|
||
|
||
8 Ambush: SR 75
|
||
|
||
6 Detect Ambush: SR 75
|
||
|
||
30 Spying: SR 90
|
||
|
||
25 Intelligence: SR 75: includes accessment of enemy's strength, numbers,
|
||
type of arsenal, location of prisoners and other specific individuals
|
||
|
||
25 Counter Intelligence: SR 75: chance of allows misinformation about actual
|
||
facts, or covering up facts. If used against someone using intelligence or
|
||
spying to gain information, a SR higher than the subject trying to find out
|
||
information must be made
|
||
|
||
6 Palming: SR 75: items which can fit in hands
|
||
|
||
10 Interrogation: SR 75: chance of extracting information from prisoners
|
||
|
||
10 Torture: SR 65: as interrogation but a failed SR by more than 50 indicates
|
||
serious harm, possibly death to the individual
|
||
|
||
5 Magic Tricks: SR 60
|
||
|
||
6 Concealment: SR 80 (small items, about 30 cm in length)
|
||
|
||
15 Impersonation: SR 75 (general) SR 90 (specific individual)
|
||
|
||
8 Immitation(Mimicry): SR 75: as impersonation but applies to only voice and
|
||
not actual appearance
|
||
|
||
6 Hide in Natural Surroundings: SR 30
|
||
|
||
10 Surprise: SR 90: chance to surpise an oponent
|
||
|
||
10 Surveilance: SR 75: failure by more than 50 indicates that the player is
|
||
noticed
|
||
|
||
|
||
4.35 Crafting
|
||
|
||
6 Minting SR:60: the skill of making monetary units, roll against minter's
|
||
level when trying to counterfeit
|
||
4 Glassblowing SR:95
|
||
|
||
|
||
15 Weapons Smith: SR 80: Skill of making anchient weapons. Does not include
|
||
bows but does include crossbows.
|
||
|
||
10 Swordsmith: as above, applies only to swords and daggers
|
||
|
||
10 Boyer/Fletcher: as above, applies to bows and arrows (crossbows not included)
|
||
|
||
20 Siege Engineering: skill of making siege weapons such as catapults,
|
||
ballistas, battering rams, etc
|
||
|
||
50 Enchant Weapons: magic skill which applies only to the enchantment of
|
||
magical weapons. Usable by non-magical races like dwarves known to create
|
||
weapons of great power. All spells particularly related to weapons can be
|
||
learned.
|
||
|
||
45 Enchant Armor: as above, applies to armor
|
||
|
||
25 Armorer: SR 85: skill of crafting anchient armor styles. Can used modern
|
||
material in construction.
|
||
|
||
5 Blacksmith: SR 70: skill in crafting common metal items
|
||
|
||
5 Leatherworker: SR 75: skill in crafting items of leather such as bags,
|
||
pouches, and leather armor
|
||
|
||
10 Locksmith: SR 85:skill in making locks, grants pick lock skill at -5 LS
|
||
|
||
10 Gemcutter: SR 90: skill in cutting gems and appraisal of them.
|
||
|
||
8 Jewler: SR 80: skill of making jewlry from precious metals, does not
|
||
include gemcutting skill but does include appraisal of jewlry and gems
|
||
|
||
|
||
25 Poison: SR 90: allows manufacture of poisons equal to player's level rank
|
||
in potency. Each dose takes 10 mintues/rank number in strenth. Rank 5
|
||
poison takes 50 minutes to create 1 dose. Skin contact poisons are at level
|
||
-2 in strength. Poison Gas is at level -5 Strength. Every 5% failure means
|
||
-1 LS in poison strength.
|
||
|
||
15 Antidote: SR 90: as poison except this skill deals with the production of
|
||
antidotes to poisons. An antidote of lesser strength than the poison it is
|
||
trying to cure will cure up to its own strength in damage. If the specific
|
||
type of poison is knowm, then a specific antidote to that poison can be
|
||
made. If an antidote is used for a poison it was not specifically designed
|
||
for it has a 50% chance of working if it is at least equal in strength to
|
||
the poison. For every rank of the antidote above the poison strength the
|
||
chance of it being effective increases by +5%.
|
||
|
||
15 Herbalry: SR 90: This skill uses herbs to produce a variety of alchemy
|
||
effects. It is equal to poison and antidote skill of 1/2 level. Healing
|
||
herbs can also be produced that act as healing spells of equal level. Herbs
|
||
can be used that produce other spell effects such as strength, increased
|
||
stamina, weakness, sleep, etc. The judgement is up to the GM. Most spells
|
||
effect should be able to be reproduced by a herbalrist of equal or slightly
|
||
higher level.
|
||
|
||
|
||
30 Alchemy: This skill is a combination of chemistry and magic. This form of
|
||
magic has at its heart the need for material components, potions, salves,
|
||
etc. Spells which affect a user of a substance produced may be duplicated
|
||
with alchemy. The GM will have to judge what spells fall under this skill.
|
||
Some common spell types that should be included are healing spells, mind
|
||
altering spells like divination, confusion, telepathy, etc. Drugs that
|
||
raise or lower a persons attributes, or alter his physical structure,
|
||
protecting him from elemental attacks. Alchemy can also be used to create
|
||
poisons and antidotes, as well as affecting materials. It can be used to
|
||
create, alter, or destroy different types of matter. It takes 1 week per
|
||
level of spell to be produced if the alchemist is equal in level. If the
|
||
alchemist is higher in level than the spell he is trying to produce, the
|
||
time is reduced by 1 week per level down to a minimum of 1 day.
|
||
|
||
20 Ship Building: SR 85: Includes the ability to make any sea going vessel,
|
||
depending on the area's tech level
|
||
6 Minting SR:60: the skill of making monetary units, roll against minter's
|
||
level when trying to counterfeit
|
||
4 Glassblowing SR:95
|
||
|
||
6 Drawing: SR 75
|
||
8 Painting: SR 80
|
||
8 Sculpting: SR 85
|
||
10 Metalurgy: SR 80
|
||
5 Sewing
|
||
5 Weaving
|
||
5 Carpentry: SR 75
|
||
5 Brewery: SR 75
|
||
8 Wine Making: SR 85
|
||
6 Masonry: SR 80
|
||
5 Pottery: SR 75
|
||
5 Ceramics
|
||
5 Barber
|
||
5 Book Making
|
||
5 Candle Making
|
||
5 Knitting
|
||
5 Messenger
|
||
5 Tailoring
|
||
5 Taxidermy
|
||
6 Drafting: SR 85
|
||
6 Scribe: SR 85
|
||
8 Caligraphy: SR 85
|
||
5 Skinning: SR 60
|
||
5 Cooking
|
||
|
||
|
||
* For all crafts, arts, and smithing skills, a SR of twice the require SR
|
||
indicates an item of superior quality. This means a higher monetary value
|
||
for gems, jewlry, art. etc, and a higher armor class, damage,
|
||
weapon class, and range for ancient weapons and armor. For example, the
|
||
weaponsmith skill has a SR of 80, so a SR of 160 is needed for an item of
|
||
superior quality. Note that an automatic success roll will also count as
|
||
a superior quality roll if criticals are used. For an item of superior
|
||
quality, roll percentile dice and consult the following chart.
|
||
|
||
Roll MC Rank MU Damage Rank WC Rank Time
|
||
|
||
01-25 +1 x10 +1 +1 x2
|
||
25-50 +2 x25 +1 +2 x2
|
||
51-75 +3 x50 +2 +3 x3
|
||
76-90 +4 x100 +2 +4 x3
|
||
91-95 +5 x250 +3 +5 x4
|
||
96-99 +6 x500 +3 +6 x4
|
||
00 +7 x1000 +4 +7 x5
|
||
|
||
If the player decides to spend less extra time than is necesary in making the
|
||
item of quality, then the bonuses are limited to the time spent. For example, a
|
||
player who rolled 51 but only spent twice (x2) the time in making the item would
|
||
have the item limited to +2 MC rank, x25 MU, etc, and if no extra time is spent
|
||
at all, then the item is of normal quality.
|
||
|
||
|
||
4.36 Social
|
||
|
||
|
||
4 Begging SR:50 Character receives 1 base monetary unit for every 5 pts
|
||
greater than the base success roll. +1 LS/Charisma rank above 10. Failure by
|
||
more than 25% means the target acts in a hostile manner.
|
||
|
||
6 Bribery SR:70 -1 LS/Wisdom rank of target above character's Intelligence.
|
||
-25 Against Lawful targets, -20% against good targets. Bonuses applicable
|
||
depending on amount of compensation player is offering in comparison to
|
||
targets wealth, social status, etc. Targets of high social status or who
|
||
possess great wealth will need more compensation than targets of lower
|
||
status and who possess less wealth.
|
||
|
||
|
||
5 Investigate SR:80: More than 25% failure indicates misinformation. Skill of
|
||
finding out information on people's. Use Int and Wis mods when dealing with
|
||
physical evidence, use Charisma mods when dealing with people
|
||
|
||
5 Summon Aid SR:75: Character can summon up to 1 level of aid/level. For
|
||
every 5% above the SR, 1 extra level is summoned. Number of beings will
|
||
never be higher than character's level. Summoning time for full aid is 1-10
|
||
days. Time can be shorted at a sacrifice of the amount of aid summoned.
|
||
|
||
15 LeaderShip: Effective charisma is increased by 1 rank/5 levels in leadership
|
||
situations
|
||
|
||
10 Interrogation: SR 75: chance of extracting information from prisoners
|
||
|
||
10 Torture: SR 65: as interrogation but a failed SR by more than 50 indicates
|
||
serious harm, possibly death to the individual
|
||
|
||
15 Impersonation: SR 75 (general) SR 90 (specific individual)
|
||
|
||
8 Immitation(Mimicry): SR 75: as impersonation but applies to only voice and
|
||
not actual appearance
|
||
|
||
15 Contacts: up to the character's level in contacts can be maintained. Thus a
|
||
character with 10th level contacts could have either 1 10th contact, 2 5th,
|
||
or 5 2nd, etc. Contacts will usually not fight with the character or
|
||
endanger themselves in any way. Usually they are profecionals be them
|
||
engineres who can repair the character's equipment, and cybermedic who can
|
||
help repair a cybernetic character who install additonal parts, a person
|
||
who may loan the character money, equipment, or vehicles, ect. Any service
|
||
of the contact is free, and additional parts they need, possibly to repair
|
||
items will be at the lowest possible cost.
|
||
|
||
8 Literature
|
||
6 Poetry
|
||
10 Music
|
||
|
||
Language
|
||
10 Speak
|
||
15 Read/Write
|
||
20 Speak,Read/Write
|
||
* 5th level incicates ability to communicate most information, but not fluently
|
||
10th indicates fluency
|
||
15th level indicates native speaker
|
||
20th level indicates ability to reproduce different styles and dialects of a
|
||
language, from different subcultures of a larger culture
|
||
|
||
5 Fortune Telling: SR 75
|
||
|
||
10 Teaching/Instructing: allows the teaching of any skill the character
|
||
possesses, up to the max level of his teaching skill
|
||
|
||
5 Animal Handling: SR 60
|
||
|
||
10 Animal Training: SR 75 :skill of training animals to respond to simple
|
||
verbal and visual commands
|
||
|
||
12 Falconry: SR 80: as animal training but applies to falcons or any other
|
||
trainable avian
|
||
|
||
12 Protocal(Etiquette)
|
||
|
||
15 Diplomacy
|
||
|
||
12 Charm/Impress: SR 75: If subject fails his save he acts as if under a charm
|
||
person spell or psionic power. Add any charisma bonuses. Any penalties
|
||
count doubly.
|
||
|
||
15 Intimidate: SR 75: if the subject fails his RR he acts submissively to the
|
||
character. His main interest will be to avoid any possible conflict and to
|
||
protect his well being. This skill is only effetive at up to 50% greater
|
||
then the character's level. Thus a 10th level character could have a
|
||
maximum level in intimidation skill of 15th level.
|
||
|
||
8 Story Telling
|
||
|
||
10 Public Speaking
|
||
|
||
6 Trading
|
||
|
||
6 Signaling
|
||
|
||
10 Ventriloquism
|
||
10 Lip Reading
|
||
8 Singing
|
||
6 Gaming
|
||
10 Gambling
|
||
10 Streetwise
|
||
12 Hypnosis
|
||
8 Acting
|
||
6 Advertising
|
||
|
||
4.37 Perception
|
||
|
||
10 Spell/Power Perception
|
||
This skill also has three separate types like above. This skill allows a
|
||
character to perceive the general nature and effects of spells or psionics while
|
||
they are being used or cast. The SR is 75, + or - 1 LS for each level of the
|
||
spell/power trying to be perceived below or above the user's highest level
|
||
spell or power he can use. Range is 5 meters/level.
|
||
|
||
6 Hear Noise SR:90 +1 LS/Hearing Rank above 10.
|
||
|
||
15 Tracking: SR 75: -2 LS/day elapsed, -5 LS/hour precipitation. Player can
|
||
also infer mass and size of creature, movement rate, possible physical
|
||
condition, etc. Player picks 1 type of terrain (forest, desert, etc) to
|
||
specialize. All other terrains are at -2 LS. This skill can be taken
|
||
multiple times to specialize in all types of terrain.
|
||
|
||
5 Identify Tracks: SR 75: assumes creature is common to area. Each degree or
|
||
rarity decreases chance by -2 LS. (common, uncommon, rare, etc.) Skill
|
||
counts for only one region. To learn to identify tracks in other region or
|
||
terrain types, possibly even other worlds or planes, skill must be taken
|
||
multiple times.
|
||
|
||
8 Mapping SR 80
|
||
|
||
8 Appraisal: SR 75: grants knowledge of the monetary value of objects. Each
|
||
type of object counts as a separate skill.
|
||
|
||
8 General Appraisal: SR 95: as above but applies to all types of objects.
|
||
|
||
5 Poison Detection: SR 90
|
||
|
||
5 Identify Pure Water: SR 50
|
||
|
||
6 Detect Ambush: SR 75
|
||
|
||
30 Spying: SR 90
|
||
|
||
25 Intelligence: SR 75: includes accessment of enemy's strength, numbers,
|
||
type of arsenal, location of prisoners and other specific individuals
|
||
|
||
8 Alertness: Decreases chance to be surprised by 10%/level, minimum of 5%
|
||
|
||
10 Surprise: SR 90: chance to surpise an oponent
|
||
|
||
10 Surveilance: SR 75: failure by more than 50 indicates that the player is
|
||
noticed
|
||
|
||
8 Tactical Games
|
||
|
||
Lore
|
||
|
||
20 General
|
||
5 Regional
|
||
5 Mineral
|
||
5 Metal
|
||
8 Flora
|
||
8 Fauna
|
||
15 Demons
|
||
10 Undead
|
||
8 Lycanthropes
|
||
15 Dragons
|
||
15 Demi-Human
|
||
10 Elven
|
||
10 Dwarven
|
||
8 Hafling
|
||
8 Gnomish
|
||
15 Humanoid (orcs,goblins,etc);
|
||
10 Fairie
|
||
20 Planar
|
||
10 Misc Race: includes any race other than those stated above from any
|
||
setting, fantasy or science fiction.
|
||
|
||
* For miscellaneous lores, the GM should set SR's depending on how specific
|
||
the information is. Suggested SR's are:
|
||
General: SR 50
|
||
Specific: SR 75
|
||
Exacting: SR 95
|
||
|
||
6 Heraldry: SR 75
|
||
|
||
6 Speed Reading: SR 75
|
||
|
||
6 Mnemonics: effective intelligence for the purpose of memorization is
|
||
increased by 1 rank/4 levels
|
||
|
||
6 Signaling
|
||
|
||
10 Ventriloquism
|
||
10 Lip Reading
|
||
8 Sence Time
|
||
5 Sense Direction: SR 75
|
||
5 Detect Grade or Slope: SR 50
|
||
5 Detect New Construction: SR 50
|
||
6 Detect Sliding Walls: SR 60
|
||
5 Detect Depth/Altitude: SR 75
|
||
6 Detect Unsafe Construction: SR 80
|
||
|
||
|
||
4.38 Science
|
||
|
||
20 Mathematics
|
||
25 Law
|
||
20 Psychology
|
||
15 Philosophy
|
||
15 Sociology
|
||
15 Business
|
||
10 Religion/Mythology
|
||
15 Oceanography
|
||
10 Paramedic
|
||
15 Dentistry
|
||
20 Criminology
|
||
25 Forensics
|
||
25 Physics
|
||
25 Astronomy
|
||
10 Astrology
|
||
15 Military Science
|
||
15 Aerodynamics
|
||
15 Biology
|
||
15 Botany
|
||
15 Zoology
|
||
20 Chemistry
|
||
15 Geology
|
||
15 Meteorology
|
||
15 History
|
||
15 Architecture
|
||
8 Acupuncture: SR 85
|
||
20 Computer Programming
|
||
10 Computer Operation
|
||
20 Anthropology
|
||
25 Genetics
|
||
25 Medicine
|
||
20 Pathology
|
||
|
||
* Note: For educational skills there is no set SR. SR's are dependent on the
|
||
difficulty of the task. The level of educational skills can be compared to 20th
|
||
century educational degrees. Levels 1-5 indicate up to highshool level of
|
||
knowledge with level 5 being equivalent to a highschool diploma. Levels 6-10
|
||
are equivalent to 4 years of college with 10th level equal to a B.S. degree.
|
||
Levels 11-15 are equivalent to graduate school with level 15 equalling a
|
||
masters degree. Level 15-20 is equivalent to additional schooling, levels 20+
|
||
indicate a doctorate degree. SR's should be made with this taken into acount.
|
||
If some information should only be known by a highschool graduate, give a SR
|
||
for that info to be a SR of 75. This gives a 50% chance to a 5th level
|
||
individual since rolling a 50 on the universal chart will give a result of 75
|
||
because there is a 5% increase in all skills up to the 10th level. 5th level
|
||
would be +25% so 50 + 25 = 75.
|
||
|
||
|
||
4.39 Piloting
|
||
|
||
10 Car
|
||
15 Motorcycle
|
||
15 Truck/Bus
|
||
20 Tank
|
||
20 Hovercrft
|
||
25 Aircraft(Propeller,Jet)
|
||
50 Combat Aircraft
|
||
25 Helicopter
|
||
50 Combat Helicopter
|
||
15 Seacraft(Sail,Motor)
|
||
30 Aerospace
|
||
50 Combat Aerospace
|
||
25 Mech(land)
|
||
50 Mech(Transformable 2)
|
||
75 Mech(Transformable 3)
|
||
50 Combat Mech(Land)
|
||
75 Combat Mech (Transformable 2)
|
||
100 Combat Mech (Transformable 3)
|
||
15 Power Armor
|
||
30 Combat Power Armor
|
||
10 Cybernetic Devices
|
||
|
||
Navigation
|
||
15 Air
|
||
12 Land
|
||
15 Sea
|
||
20 Space
|
||
20 Hyperspace
|
||
|
||
4.3A Engineering
|
||
|
||
15 Civil
|
||
15 Mechanical
|
||
15 Automotive
|
||
20 Electrical
|
||
10 Demolitions
|
||
25 Computer
|
||
40 Robotics
|
||
25 Chemical
|
||
25 Biomedical
|
||
40 Bionics (Cybernetics)
|
||
75 Mecha
|
||
100 StarShip
|
||
PowerPlants
|
||
15 Chemical
|
||
25 Nuclear
|
||
20 Solar
|
||
20 Electrical
|
||
15 Geothermal
|
||
10 Kinetic
|
||
25 Matter/Antimatter
|
||
30 Bio Energy
|
||
40 Aerospace
|
||
25 Warp Drive
|
||
30 Hyper Drive
|
||
20 Fusion Drive
|
||
15 Photon Sail
|
||
15 Repulsor Drives
|
||
15 AntiGrav Drives
|
||
20 Transporters
|
||
30 Time/Space Distorters
|
||
20 Shields
|
||
25 Sensors/Cloaking Devices
|
||
10 Tractor/Pressure Beams
|
||
45 Life Force/Psionic Generators
|
||
30 Terraformers
|
||
10 Life Support Systems
|
||
|
||
Weapons
|
||
15 Chemical Projectiles
|
||
20 EM Projectiles
|
||
20 Rockets,Missiles
|
||
20 Chemical/Biological
|
||
25 Energy(Lasers,Phasers,Disrupters)
|
||
25 Particle,Nuclear
|
||
30 Bio(Cosmic) Energy
|
||
Explosives
|
||
15 Chemical
|
||
20 Nuclear
|
||
25 Antimatter
|
||
|
||
* For enginering skills, for all technologies up to tech level 95, 10th level
|
||
indicates knowledge to build and repair items of that tech level. For
|
||
technologies of tech level 100 and above, the level rank of the player's skill
|
||
in that area indicates what type of items he can build and repair. Warpdrives
|
||
of tech level 200 can be made by a character who is level 14 in warp drive
|
||
enginering. To make warp drives of tech level 400 he must be 17th level, etc.
|
||
These rules also can apply to other technical skills like armor making. The
|
||
level rank should coincide with the strongest material the player can forge.
|
||
A 5th level armorer could make armor of metal class 40. The GM may opt to have
|
||
a maximum meterial class in his fantasy setting. Say he opts for material
|
||
class 100 as the maximum. A character he is greater than level 11 would not be
|
||
able to make armor stronger than material strength 100, but no knowledge of it
|
||
exists. If that character somehow travelled to another setting, possibly
|
||
anothet world, he could learn how to make metals up to his level rank if
|
||
knowledge of how to make them existed in the area. At a level equal to the
|
||
tech level rank of the item, the chances for accomplishing different feats
|
||
are as follows:
|
||
|
||
Construct: 50% +5%/level above. Note that tech level ranks increase
|
||
differently than skill level ranks. At 17th skill level, a character has a 50%
|
||
chance of successfully constructing a TL 400 warp drive. His chance for
|
||
constructing a TL 375 (1 tech level rank below) is 55%. TL ranks greater that
|
||
the character's skill rank cannot be built.
|
||
|
||
Repair, Light: 75% chance with bonuses as above. Light damage is considered to
|
||
be 10% damage or under. A 100 Damage Point item that has 90 Damage Points left
|
||
is considered to have light damage. Note that items of a higher TL rank than
|
||
the skill level rank can be repaired, but the chance is at -10% per greater
|
||
rank. Thus a character with 17th level warp drive enginering would have a 65%
|
||
chance to repair light damage on a TL 425 warp drive.
|
||
|
||
Repair, Moderate: 50%, as above with moderate damage at 25%
|
||
Repair, Heavy: 25%, as above with heavy damage being at 50%
|
||
Repair, Severe: 10% with severe damage being 50%
|
||
|
||
|
||
Inventing: characters can normally only build items that are within the tech
|
||
level of their society. If a character only has TL 400 devices available, he
|
||
cannot readily create TL 500 items just because he is 19th level. At a level
|
||
who's rank is higher than the present tech level available to the player,
|
||
there is a base 5% chance of inventing or advancing to the next tech level.
|
||
Intelligence bonus count at an additional 1%/bonus point. For every level
|
||
above a certain tech level, the character gets a roll to see if he achieved
|
||
the new tech level. Example, a character with skill level 18 tries to improve
|
||
a warp engine. The rank for 18th level is 450, this is 2 tech level ranks
|
||
above 400, the normal rank available to him. He gets two rolls. If a 96 or
|
||
higher is rolled, the TL is increased 1 rank to TL 425. If both rolls are
|
||
successful, he will have succeded in increasing it to TL 450, his skill level
|
||
rank. If none of rolls were successful, he would get another series of rolls
|
||
at 19th level. At 19th level, the level rank is 500. This is 4 ranks above TL
|
||
400 so he would get 4 rolls to see if he increased the TL. If he had already
|
||
increased the TL to TL 450 when he was 18th level, he would only get 2 rolls,
|
||
since level 19 rank is 500, only 2 TL ranks above 450.
|
||
|
||
Exceding Normal Limits: engineers can temporarily excede the normal limits of
|
||
technological items for short periods of time. If the engineer is a higher
|
||
skill level than the TL rank of the item, he can increase it by a number of
|
||
ranks up to his skill level. A 17th level warp drive engineer could increase
|
||
the power of a TL 200 warp drive up to 8 ranks, to TL 400 rank. The chance for
|
||
success and the time limits are as follows:
|
||
|
||
1 sec 1 rnd 1 trn 5 trn 10 trn 1 hour
|
||
+1 TL Rank 75% 70% 65% 60% 55% 50%
|
||
+2 TL Rank 65% 60% 55% 50% 45% 40%
|
||
+3 TL Rank 55% 50% 45% 40% 35% 30%
|
||
+4 TL Rank 45% 40% 35% 30% 25% 20%
|
||
+5 TL Rank 35% 30% 25% 20% 15% 10%
|
||
+6 TL Rank 25% 20% 15% 10% 5% 4%
|
||
+7 TL Rank 20% 15% 10% 10% 4% 3%
|
||
+8 TL Rank 15% 10% 5% 4% 3% 2%
|
||
+9 TL Rank 10% 5% 4% 3% 2% 1%
|
||
+10 TL Rank 5% 4% 3% 2% 1% 1%
|
||
|
||
For every rank that the engineer could raise the TL but doesn't, the chance
|
||
for success increased by 5%. A 17th level enginere could raise a TL 200 warp
|
||
engine to TL 400, up to 8 levels. He he chooses to only raise it to TL 300,
|
||
his chance is increase by 20%, since he raised it by 4 ranks less than he
|
||
could, at +5%/rank.
|
||
|
||
|
||
|
||
END
|
||
|
||
|
||
|
||
|
||
5. Magic & Psionics
|
||
|
||
5.1 Spell Casting and Psionic Use
|
||
|
||
5.11 Power Points
|
||
|
||
Spell/Power Level Point Cost Spell/Psionic Points
|
||
Cantrip 1/2
|
||
1 1 1
|
||
2 1 3
|
||
3 2 6
|
||
4 3 10
|
||
5 5 15
|
||
6 6 21
|
||
7 8 28
|
||
8 10 36
|
||
9 13 45
|
||
10 15 55
|
||
11 18 66
|
||
12 21 78
|
||
13 25 91
|
||
14 28 105
|
||
15 32 120
|
||
16 36 136
|
||
17 41 153
|
||
18 45 171
|
||
19 50 190
|
||
20 55 210
|
||
21 61 231
|
||
22 66 253
|
||
23 72 276
|
||
24 78 300
|
||
25 85 325
|
||
26 91 351
|
||
27 98 378
|
||
28 105 406
|
||
29 113 435
|
||
30 120 465
|
||
31 128 496
|
||
32 136 528
|
||
33 289 561
|
||
34 153 595
|
||
35 162 630
|
||
36 171 666
|
||
37 181 703
|
||
38 190 741
|
||
39 200 780
|
||
40 210 820
|
||
41 221 861
|
||
42 231 903
|
||
43 242 946
|
||
44 253 990
|
||
45 265 1035
|
||
46 276 1081
|
||
47 288 1128
|
||
48 300 1176
|
||
49 313 1225
|
||
50 325 1275
|
||
|
||
The column titled Point Cost is the point cost for using a spell or power at
|
||
that particular level. The column titled Spell/Psionic Points the base number
|
||
of power points that a priest, mage, or psionicist can use when casting spells
|
||
or using powers. It is also the number of spell levels a priest or mage can
|
||
memorise. For example, a 6th level mage can memorise up to 21 spell levels at
|
||
a time, not including any bonuses for intelligence. A 6th level mage them
|
||
could choose to memorise 3 6th level and 1 3rd level spells, or 5 4th level
|
||
and 1 1st level spells, or any combination not exceding 21 spell levels.
|
||
Priests and mages can have a bonus to how many levels they can memorise based
|
||
on their wisdom or intelligence respectively. Psionicists add the average of
|
||
their intelligence, wisdom, and charisma scores to their power point total
|
||
each level. For example, a 6th level psionicist with an average of 15 in the
|
||
above three stats, would have a base of 21 psionic power points plus 90
|
||
(6th level x 15) for a total of 111. This greater point total than mages or
|
||
priests is because many psionic powers that have a duration must be constantly
|
||
concentrated on, and therefore require a power point expenditure each round of
|
||
duration of the power, where as mage and priest spells last their full
|
||
duration on only 1 expenditure of spell points when the spell is initially
|
||
cast. For instance, a mage casting telekinesis expends power points once and
|
||
then the spell lasts for the duration. A psionicist could use that power for
|
||
as long as he concentrated as long as he had enough psionic points to do so. A
|
||
psionic power like transfer consciousness would require point expenditure
|
||
every time the subject had a RR vs him, since he would have to expend power
|
||
points to keep his hold on the subject only at those times when he was
|
||
resisting. For every additional 100% point expenditure for spells or psionics,
|
||
the RR vs it is as if the user was 1 level higher. An 8th level mage needs 10
|
||
spell points to cast an 8th level spell. If 20 power points are used, the RR
|
||
vs the spell is as if he was 9th level, if 30 points are used, the RR isas if
|
||
he was 10th level, etc. For spells/powers that increase in power with the
|
||
users level, the caster/psionicist can use the spell or power at a lower
|
||
level, no lower than the level of the spell or power, and only pay the point
|
||
cost for that level. For example, fireball is a 6th level spell, but it
|
||
increases in power with the level of the mage. A 10th level mage could cast
|
||
this spell at his full power, costing 10 spell points, or cast it at a lower
|
||
level down to level 6, the minimum to cast this spell, at which it would cost
|
||
only 6 points to cast. Priest spells and psionic powers work in the same way.
|
||
|
||
5.12 Power Point Recovery
|
||
|
||
Spells take 10 minutes/ spell level to memorise. A 6th level spell takes 1
|
||
hour to memorise. Cantrips take 5 minutes to memorise.
|
||
Spell points regenerate at the caster's level/hour. A 6th level caster
|
||
regenerates 6 spell points/hour.
|
||
Psionic Points regenerate at the psionicist's level/half hour. A 6th level
|
||
psionicist regenerates 6 psionic points/half hour or 12 psionic points/hour.
|
||
The above regeneration times apply to when the player is at rest. Moderate
|
||
walking with little exertion will not affect the regeneration time. Heavy
|
||
exertion like running or combat will slow the regeneration time to 1/2
|
||
normal. Meditation will increase regeneration by 1.5 times normal. Sleeping
|
||
will double regeneration rate; 2 times normal. Note that if the player does
|
||
not have a restful sleep, such as nightmares possibly caused by spells or
|
||
psionic powers, he only regenerates at 1/2 normal, just as in heavy exertion.
|
||
|
||
5.13 Chance of Failure
|
||
|
||
Spell and psionic use require a percentile roll to indicate success.
|
||
All spells and psionics have a base chance of failure of 25% (natural roll of
|
||
25), for all spells and powers of equal level than the user. For every level of
|
||
the user greater than the spell or power, the chance of failure decreases by 5%
|
||
to 4 levels greater than the power, and then decreases by 1% every 2 additional
|
||
levels. Their is a base chance of 5% (natural roll of 96+)for a spell or
|
||
psionic critical for a spell or power of equal level. The chance increases by
|
||
1% per additional level above the spell or power. When the user increases in
|
||
level incomparison to the spell or power, the chance of failure goes down.
|
||
Spell users and psionicists can also attempt to cast spells or use powers
|
||
higher than their level, or spells or powers whithin their level that they
|
||
have not yet learned. A spell user will have to have some information on the
|
||
spell, be it a written text or observation of another casting that spell.
|
||
The base chance for using spells or power "on the fly" is 25% for a spell or
|
||
power of equal level. For every level of the attempted feat below the skill
|
||
level, the chance is increased by 5% up to 95%, at which point it increases by
|
||
1% per level until a maximum of 99% is reached. Example, a 10th level mage
|
||
trying to cast an 8th level spell which he does not know has a 35% chance of
|
||
success. The character can also cast spells which he knows but does not have
|
||
curently memorised. Use the above system but treat every level of the
|
||
character character above the spell as 2 levels. In this case, a 10th level
|
||
mage trying to cast an 8th level spell which he knows but does not have
|
||
memorised has a 45% chance of success. The chance of attempting a feat above
|
||
the character's skill level is 25% - 5% per level of the spell or power higher
|
||
than the character's skill level. A 10th level mage trying to cast a 12th
|
||
level spell would have only a 15% chance of success. When only a 5% chance is
|
||
reached success chance only goes down by 1% per additional level. Example, a
|
||
10th level mage trying to cast a 15th level spell would have a 4% chance, not
|
||
a 0% chance of success.
|
||
|
||
5.14 Ability Requirements
|
||
|
||
5.141 Mage Spells
|
||
|
||
Intelligence must be equal to the the level of spell to be cast,
|
||
with a minimum intelligence of 10 required for spells of levels 1 through 10.
|
||
Example, a 15th level spell requires 15 intelligence, an 8th level spell
|
||
requires 10 intelligence. For every point of intelligence below the required
|
||
level down to ten, the chance for spell failure is increased by 5%. A 12th
|
||
level mage with 10 intelligence trying to cast a 12th level spell has a 35%
|
||
chance of spell failure. For every point of intelligence below 10 the chance
|
||
for failure is increased by 10%. For example, the same 12th level mage trying
|
||
to cast a 12th level spell with 8 intelligence has 55% chance of failure; +10%
|
||
for the 2 points of intelligence below 12, and +20% for the 2 points of
|
||
intelligence below 10. Note that it is very uncommon for mages to have an
|
||
intelligence below 10, usually an intelligence of this rank is the result of
|
||
some outside force and is often only temporary.
|
||
|
||
5.142 Priest Spells
|
||
|
||
Same as mage but use wisdom instead of intelligence
|
||
|
||
5.143 Psionic Abilities
|
||
|
||
as mage but only one of the three mental stats, intelligence, wisdom, or charisma needs to be of the required level. The
|
||
average of the other two must be 10 or greater. The same +10% chance of
|
||
failure is given for having the average fall below 10. Thus, a 14th level
|
||
psionicist with 14 charisma, 12 intelligence, and 8 wisdom could use psionic
|
||
powers with no increased chance of failure. If his charisma (the highest stat)
|
||
fell to 12, his chance of failure would be increased by 10%. If the average of
|
||
the other two stats fell to 8, his chance of failure would be increased an
|
||
additional 20%.
|
||
|
||
5.15 Required Time
|
||
|
||
5.151 Spell Casting
|
||
|
||
Unless the casting time is specified to take a extended period of time, to
|
||
compute the necesary time for casting a certain spell divide the spell level by
|
||
the caster's level. The result times 2 is the number of rounds needed to cast
|
||
the spell. Thus a spell of equal level to the caster takes 2 rounds to cast.
|
||
Spells 1/2 the level of the caster take 1 round to cast. Note that this is not
|
||
equal to the number of action points needed to cast the spell. To figure out
|
||
the number of action points multiply the number of rounds needed to cast the
|
||
spell times the caster's number of action points per round. Example, a 10th
|
||
level character who also had 10th level in mage skill would have 20 action
|
||
points. Casting a 10th level spell would take 2 rounds, or for that caster,
|
||
take 40 of his action points. A 5th level spell would take 1 round and cost him
|
||
20 action points. A 2nd level spell would only take 1/5 of a round, or for the
|
||
mage in question, only 4 of his action points in a single round. Multiple
|
||
spells can be cast in a single round. Spells and psionics can be cast or used
|
||
in less time than is required, but at a penalty. To find the penalty, find the
|
||
level that the character would have to be to use that power in a certain amount
|
||
of time. For each level he would have to be above his actual level, their is a
|
||
5% penalty. Example, a 10th level mage wants to cast a 10th level spell in
|
||
round as opposed to 2 rounds. He would have to be 20th level to cast that spell
|
||
in round (half the time) so there would be a 50% penalty in his skill roll, or
|
||
+50% to hi chance of spell failure.
|
||
|
||
5.152 Psionics Use
|
||
|
||
Same as for spells except multiply by 1 round as opposed to 2 rounds. Thus a
|
||
10th level psionicist using a 10th level power only requires 1 round, not 2
|
||
rounds. Many powers require continuous concentration so even though they have
|
||
already begone to take effect, the psionict must continue to concentrate on
|
||
them and is not allowed any other activity.
|
||
|
||
|
||
5.16 Canscellation
|
||
|
||
Cancellation of Spells and Psionics can occur whenever a spell caster or
|
||
psionicist takes damage while he is in the process of casting a spell or
|
||
using a power, he must make a RR to avoid having the power fail. Every 2 points
|
||
of damage the character receives from an attack is equivalent to 1 attack
|
||
level against which he must make an RR. Example, a tenth level mage is hit for
|
||
20 points damage. 20 divided by 2 gives an attack level of 10. Since the mage
|
||
is 10th level he has a 50% chance to avoid can cellation of the failure. If
|
||
the mage suffered 26 points of damage, he would need to make an RR vs a 13th
|
||
level attack.
|
||
|
||
5.2 Realms
|
||
|
||
Magic and psionics can be divided into a individual of realms, each realm
|
||
containing spells or powers which all possess similar characteristics. The
|
||
normal character point costs for priest, mage, and psionic skills indicate that
|
||
all spells/powers in their realms can be learned at the normal character point
|
||
costs and levels. Spells ouside a certain realm can be learned by mages and
|
||
priests, but at a higher level and a higher char pt cost. There are also
|
||
reduced char pt versions of the above three skills, indicating that the
|
||
character has access to fewer realms than normal, and that powers from other
|
||
realms cost more char pts. Each realm has a certain point cost. Each reduced
|
||
version of the above skills has a point value used to buy individual realms.
|
||
Once again, the base skill costs indicate that the entire range of realms are
|
||
known. Some realms may overlap others as to what spells or powers are contained
|
||
within them.
|
||
|
||
5.21 Magical
|
||
|
||
Realm Points Description
|
||
|
||
Alchemy (M) 10 changing matter, making magic items
|
||
Alteration (M) 10 changing living things
|
||
Change (M) 15 change all things
|
||
Charm (M) 10 mental alteration on beings
|
||
Light & Color (M,P) 10 light, prismatics, change color, sight, detection
|
||
Darkness (M,P) 10 darkness, undetectability
|
||
Evocation (M) 10 summoning energy and magically created objects
|
||
Summoning (M) 10 summoning living things
|
||
Elements (M) 20 air, earth, fire, water, lightning, elementals,etc
|
||
Air (M,P 5 gases, wind, breathing, smoke, fog
|
||
Earth (M,P) 5
|
||
Fire (M) 5
|
||
Water (M,P) 5
|
||
Ice (M) 5
|
||
Lightning (M) 5
|
||
Illusion (M) 30
|
||
Enhansments (M) 10 spell alterations-range,duration,effect,etc
|
||
Mind (M,P) 20 knowledge and alteration of mental processes
|
||
Necromantic (P) 20 life,death,healing,curing,disease,etc
|
||
Divination (M,P) 20 aquiring knowledge
|
||
Sences (M,P) 5 sight,hearing,touch,taste,smell,intuition,etc
|
||
Undead (P) 10 summoning,control,creation,protection,abilities
|
||
Nature (P) 10 plants,animals,weather,earth,water,air
|
||
Animal (P) 5 animals, not monsters or rare creatures
|
||
Plant (P) 5 plants,herbs,wood
|
||
Weather (P) 10 prediction,altering,controlling
|
||
Creation (M,P) 10 create non magical items
|
||
Protection (M,P) 10 all forms of protection
|
||
Wards (M,P) 10 keeping harm at bay,repulsions
|
||
Healing (P) 10 curing wounds,disease,poison, NOT resurrection
|
||
Love/Fertility (M,P) 10
|
||
Control (M,P) 10 controlling living things
|
||
Malady (P) 10 causing wounds,disease,poison
|
||
Luck (M,P) 5 Increasing SR's and RR's,wishes
|
||
Curses (M,P) 5 Decreasing "
|
||
Movement (M,P) 10 any Non-extra planar, running,flying,teleport
|
||
War (P) 10 combat,bravery
|
||
Time (M,P) 10 altering,stopping, and traveling in time
|
||
Planes (P) 10 extra-planar movement,protection,space alteration
|
||
|
||
The "M" or "P" in parenthesis indicates what skill, mage or priest, the realm
|
||
is most associated with. A mage or priest can aquire spells outside his realm,
|
||
but they are at +4 levels than normal, and the char pt cost to learn them are
|
||
doubled. The only exception is that Mages can NEVER learn resurrection as this
|
||
power is a major defining element of the priest as the bridge between the
|
||
worlds of life and death. The 45 char pt version of the priest skill has a
|
||
realm pt value of 20. A druid character could be created by choosing nature
|
||
and healing realms, each costing 10 pts for a total of 20.
|
||
|
||
|
||
5.22 Psionic
|
||
|
||
Note that COSMOS already has its own psionic system and the power descriptions
|
||
are already divided into realms.
|
||
|
||
Realm Points
|
||
|
||
Alter Attributes 10
|
||
Biomanipulation 20
|
||
Enhansed Sences 10
|
||
Resistances 10
|
||
Alter Physical Structure 20
|
||
Energy Manipulation 20
|
||
Matter Manipulation 20
|
||
Time/Space Manipulation 20
|
||
Mental Manipulation 30
|
||
|
||
|
||
5.3 RR Bonuses
|
||
|
||
Mages, priests, and psionicist make RR's vs spell and psionics at a level
|
||
equal to their character level, +1 LS/ 4 skill levels against their own type of
|
||
power. Thus, a 12th level mage would make RR's at +3 vs all mage spells, a 12th
|
||
level priest would be at +3 LS vs priest magic, and a 12th level psionicist
|
||
would be a +3 vs. psionics. Note that mages. priests, and psionists gain the
|
||
same RR bonus against other attack forms if that attack form duplicates their
|
||
type of power. For example, a priest would still get a RR bonus against a mage
|
||
casting a drain life energy level spell, since control over life and death are
|
||
predominately the realm of priests. Also, a psionicist would get a RR bonus vs
|
||
spell that effect the mind like charm person, suggestion, magic jar, etc, since
|
||
control of the mind is a major part of the realm of psionics.
|
||
|
||
5.4 Magical and Psionic Devices
|
||
|
||
All character using psionic and magical devices must make an RR vs the spell
|
||
or power level that's trying to be used. Mages, priests, and psionicists get
|
||
the same RR bonuses as above when using items that duplicate their own powers.
|
||
|
||
|
||
5.5 Spell System Conversions
|
||
|
||
Instead of creating an entirely new list of spells, spells from other game
|
||
systems can be imported to COSMOS with little change. The spell system for
|
||
COSMOS is used while the spell effects are the same as in the original system
|
||
with a few exceptions. This was done because creating an entirely new list of
|
||
spells would probably hinder and restrict the possibilities of the game. There
|
||
is a wealth of spells in various game books, many, like AD&D for instance,
|
||
almost every one possesses. Instead of wasting these resources COSMOS utilizes
|
||
them. One may think it strange to combine unrelated spell systems into a single
|
||
game but this is actually more realistic given the universal nature of the
|
||
COSMOS system. In the entire universe, in all of its different planes and
|
||
parrallel dimentions there should be millions of different spells and the rules
|
||
of magic should differ slightly fro different environments. Since many people
|
||
probably already have AD&D books, which don't include many important spells
|
||
that could be used for constructing magic items, COSMOS includes such spells.
|
||
This takes the guess work out of what type of magic items can be made and who
|
||
can make them. Other systems like Rolemaster already include such rules but one
|
||
will probably find that the COSMOS rules are a little more generous and may
|
||
wish to use those instead. Magic construction systems which give more powerful
|
||
items to weaker characters than in COSMOS should probably not be used as they
|
||
may unbalance gameplay.
|
||
|
||
5.51 Dungeons & Dragons
|
||
|
||
D&D, AD&D Player's Handbook and Oriental Adventures, as well as 2nd edition
|
||
AD&D spells and spells appearing in Dragon magazine can be converted fairly
|
||
easily. In AD&D, new spell levels are gained for about every 2 character
|
||
levels, so a 5th level character can learn 3rd level spells, thus the character
|
||
level is about twice the spell level. In COSMOS, the character level is equal
|
||
to the spell level. Except for 1st and 2nd level AD&D spells, the spell level
|
||
is merely doubled. 3rd level AD&D spells are 6th level cosmos spells, 5th level
|
||
become 10th, and 9th level become 18th. Where as AD&D spells stop at level 18,
|
||
COSMOS spells go to level 50. With 1st and 2nd level spells the GM can keep all
|
||
1st level spells at 1st level and make all 2nd level spells 4th level COSMOS
|
||
spells, or he could divide them into weaker and stronger spells. Some stronger
|
||
1st level AD&D spells like sleep, familiar, shocking grasp, protection from
|
||
evil, etc, could be used as 2nd COSMOS spells. Some weaker 2nd level AD&D
|
||
spells could be used as 3rd level COSMOS spells while the more powerful 2nd
|
||
level spells would be 4th level COSMOS spells. Also, all 7th level cleric
|
||
spells in AD&D are received by the character when he is 16th level as opposed
|
||
to mages who receive them at 14th level. In COSMOS some or all of these 7th
|
||
level AD&D spells should be 16th level COSMOS spells, especially ressurrection,
|
||
restoration, and regeneration. All cure wounds spells in AD&D not including
|
||
heal should heal D5's in damage per level and not D8's. Example, a 4th level
|
||
cure wounds spell should cure from 1 - 20 points of damage (4th level x 5
|
||
points per level). Elemental spells like fireball, lightning bolt, etc, should
|
||
do 1 - 10 points/level. A 6th level mage could cast a fireball doing up to 60
|
||
points damage.
|
||
|
||
5.52 RoleMaster
|
||
|
||
Since RoleMaster level progression is more linear than COSMOS level
|
||
progression, higher level RM spells are usually much lower level spells in
|
||
COSMOS. These are the conversions, otherwise the spells are not changed.
|
||
|
||
RM Spell Level Cosmos Spell Level
|
||
1 - 10 1 - 10
|
||
11 - 13 11
|
||
14 - 16 12
|
||
17 - 19 13
|
||
20 - 22 14
|
||
23 - 24 15
|
||
25 - 29 16
|
||
30 - 39 17
|
||
40 - 44 18
|
||
45 - 49 19
|
||
50 - 53 20
|
||
54 - 55 21
|
||
56 - 57 22
|
||
58 - 59 23
|
||
60 - 61 24
|
||
62 - 63 25
|
||
64 - 65 26
|
||
66 - 67 27
|
||
68 - 70 28
|
||
71 - 72 29
|
||
73 - 75 30
|
||
|
||
5.6 Combined Psionic Use
|
||
|
||
Unlike spells, psionics do not have verbal, somatic, or material components,
|
||
and more than one power can be used simultaneously. The chance of failure is
|
||
double that of the highest power used, ie a 25% failure becomes 50% failure.
|
||
The maximum number of power levels that can be used in conjunction cannot
|
||
excede half the users level, and the number of individual powers used cannot
|
||
excede 1/4 of the users level. Example, an 8th level psionicist can use 2 2nd
|
||
level powers simultaneously. A 4th level psionicist could use 2 1st level powers
|
||
simultaneously. The total power point cost for all the powers used must still
|
||
be spent.
|
||
|
||
5.7 Joint Spell Casting and Psionic Use
|
||
|
||
Spell and psionic users can join their powers to augment their abilities.
|
||
They must each make the normal failure rolls and then they can combine and
|
||
number of power points to increase the power of their spells, or use powers
|
||
which each of them alone didn't possess enough power points for the power.
|
||
In any case, both users must know the spell or power, but the effect occurs
|
||
at the level of the highest of the users.
|
||
|
||
5.8 Spell and Psionic Aquistion for Non Spell/Psionic Users
|
||
|
||
In some instances it may be more practical for a character to only learn a few
|
||
spells or psionic ability, but not need the entire range of that skill. The GM
|
||
should decide what classes should have limited magic or psionic ability. For
|
||
example, paladins may learn only a few priest spells, and martial artists will
|
||
learn a limited number of psionic abilities. In most cases, these characters
|
||
should not be able to learn spells or powers beyond eighth level in power. To
|
||
learn any 1 individual spell or power they spend 5 times the character point
|
||
cost for that spell or power, not the cost for buying the skill for that spell
|
||
or power.If only learning a few powers, then this system is most efficient. If
|
||
the player wishes to learn a number of powers, then it is more cost efficient
|
||
in character points to take the normal priest, mage, or psionic skills.
|
||
The number of power points that character has to use the limited number of
|
||
powers are identicle to the number he would have if he were that level in
|
||
a particular skill. For example, a paladin who learned the priest spell
|
||
know alignment (8th level spell) would have as many power points as an 8th
|
||
level priest would have, or 36 points without any bonuses.
|
||
|
||
5.9 Altering Rolls
|
||
|
||
5.91 Spending Experience Points
|
||
|
||
Experience points can be used to alter the rolls for magic and psionic success
|
||
similar as to with skill rolls, but with a few differences. Where a +1 LS meant
|
||
a +5% increase in the roll, a +2 LS indicates a +5% increase in the roll. The
|
||
natural rolls for automatic failure and success still hold. If experience
|
||
points are used to alter the roll to achieve a critical, a modified roll of
|
||
1.5 times the natural is needed. Example, if a natural 96 indicated a critical,
|
||
a modified 144 indicates a critical.
|
||
|
||
5.92 Spending Extra Power Points
|
||
|
||
Spending more power points than necesary can also alter the success roll.
|
||
|
||
Power Points Used Bonus
|
||
|
||
x1.5 +5%
|
||
x2 +10%
|
||
x3 +15%
|
||
x4 +20%
|
||
x5 +25%
|
||
x6 +30%
|
||
x7 +35%
|
||
x8 +40%
|
||
x9 +45%
|
||
x10 +50%
|
||
|
||
From the above table it can be seen that if a 8th level mage casting an 8th
|
||
level spell (10 points) spent 20 points, his chance of failure would be only
|
||
15%, in other words he would have to roll 35 or below for the spell to fail
|
||
as opposed to rolling 25. In any case, no failure chance can be reduced below
|
||
2%. The bonus also works for critical as stated above.
|
||
|
||
|
||
6. Additional Spells
|
||
|
||
Imbed Spells allow spells to be imbedded in items, needed to produce temporary
|
||
or permanent magical items.
|
||
|
||
Spell Spell Point Multiplier Spell Level
|
||
|
||
6 Imbed Once x 5 Level
|
||
10 Imbed 1/Millenia x 25 Level
|
||
10 Imbed 1/Century x 50 Level
|
||
10 Imbed 1/Decade x 75 Level
|
||
10 Imbed 1/Year x 100 Level
|
||
10 Imbed 1/Month x 300 Level -1
|
||
10 Imbed 1/Week x 400 Level -2
|
||
11 Imbed 3/Week x 450 Level -2
|
||
11 Imbed 5/Week x 500 Level -2
|
||
11 Imbed 7/Week x 550 Level -3
|
||
11 Imbed 1/Day x 500 Level -3
|
||
12 Imbed 3/Day x 600 Level -3
|
||
12 Imbed 1/Hour x 750 Level -4
|
||
12 Imbed 1/ 1/2 Hour x 775 Level -4
|
||
12 Imbed 1/10 Turns x 800 Level -4
|
||
12 Imbed 1/Turn x 850 Level -4
|
||
13 Imbed 1/2 Rounds x 875 Level -5
|
||
14 Imbed 1/Round x 900 Level -5
|
||
12 Imbed 1/Hit x 900 Level -5
|
||
15 Imbed On Command x 1000 Level -6
|
||
16 Imbed Constant x 2000 (1000) Level -6
|
||
|
||
* For the above imbed spells, the spell point multiplier is used to determine
|
||
how long it will take to imbed a certain spell in an item. Multiply the cost
|
||
in spell points for the spell to be imbeded by the spell point multiplier.
|
||
Divide this number by the number of spell points the caster has to find the
|
||
length of time in days. Example, a 15th level caster wants to imbed an item
|
||
with a teleportation spell that will function on command. Teleportation is a
|
||
10th level spell an costs 15 spell points. The spell point multiplier for an
|
||
item which functions on command is 1000. 15 times 1000 = 15,000 spell points.
|
||
The average 15th level caster will have 120 spell points. 15000 divided by 120
|
||
spell points equals 125 days required to manufacture the item. The cost for
|
||
imbedding multiple spells will increase the manufactoring time. The maximum
|
||
number of spell levels that can be imbeded in any 1 item can be no greater
|
||
than twice the caster's level. The item must have a monetary value equal to
|
||
the total spell point cost of making the item. The imbed once spell can be
|
||
used several times, each use meaning that the spell can be used once. This
|
||
duplicates items that have charges such as wands, staves, and rods. The column
|
||
titled spell level indicates the level of spell that can be imbeded. Level
|
||
indicates that a spell of equal level to the caster can be embeded. Level -2
|
||
means that spells 2 levels below the caster's level can be embeded. Instead of
|
||
embedding actual spells, spell points that can be used by the weilder of the
|
||
item can be embeded. For example, a 10th level spell costs 15 spell points.
|
||
Embedding 15 spell points into an item that could be used 1/day would cost 15
|
||
spell points x 500 for the spell point multiplier for a total cost of 7,500
|
||
spell points. Also, spells which apply particularly to weapons like vorpal,
|
||
sharpness, return, etc, cost half the listed spell point cost. A vorpal sword
|
||
that is continuously vorpal would have a spell point multiplier of 1000 instead
|
||
of 2000. Attack spells that function 1 round or more should be at twice the
|
||
normal point cost. Spells that grant immunity to general attack forms such as
|
||
the "hit only by magical weapons" spells cost four times normal. Healing spells
|
||
that function 1/10 turns or more cost twice the normal point cost.
|
||
|
||
12 Imbed Empathy: imbeds an item with empathy, equivalent to the spell or
|
||
psionic power
|
||
14 Imbed Low Intelligence: imbeds intelligence up to 5
|
||
16 Imbed Intelligence: imbeds intelligence up to 10
|
||
18 Imbed High Intelligence: imbeds intelligence up to 15
|
||
20 Imbed Very High Intelligence: imbeds intelligence up to 20
|
||
25 Imbed Genius Intelligence: imbeds any amount of intelligence, no greater
|
||
than the casters.
|
||
14 Imbed Purpose : imbeds a purpose into the item. Certain powers that the item
|
||
possesses can be made only to function when combatting or protecting against
|
||
a certain purpose. See the purpose listing for spell point cost reductions
|
||
for powers that only function for a given purpose.
|
||
14 Imbed Alignment: Imbeds a certain alignment into an item. Every 5% failure
|
||
indicates 1 step alteration of the alignment.
|
||
|
||
Power Word: A power can be learned for every spell. Power words still need to
|
||
be prepared before casting. The preparation itself is almost identicle to
|
||
casting the actual spell but once the spell casting is actually completed, the
|
||
magical energy is sealed, and will only be released when the power word is
|
||
spoken. Power words themselves only take 2 action to cast. The actual
|
||
preparation of the spell takes the normal casting time. The magical energy
|
||
sealed in the power word can last indefinately until the caster speaks it. A
|
||
power word for any spell has a level equal to 4 levels higher than that spell.
|
||
A 1st level spell has a 5th level spell as its power word. A 6th level spell
|
||
has a 10th level spell as its power word, etc. Note that the initial
|
||
preparation costs no spell points. Spell points are only spent went the power
|
||
word is actually spoken.
|
||
|
||
20 Vorpal: raises WC by 5 ranks, adds 10 level shift to critical percentage as
|
||
well as raises critical hit effects by 25%
|
||
|
||
18 Sharpness: as above but WC increase by 3 ranks, + 5 level shifts to
|
||
critical percentage, +10% on critical effects
|
||
|
||
8 Piercing: applies to pointed missile weapons, such as daggers, darts,
|
||
spears, arrows, ballistas,etc. Catapults, sling stones, or other blunt are
|
||
not affected by this spell. When a thrown or fired the weapon will do damage
|
||
as if it was fired with a strength of 20, plus 1 rank/5 levels above the
|
||
10th.
|
||
|
||
Return: this causes a missile or any thrown weapon to return by flight to its
|
||
wielder's hand the following round after it is used.
|
||
|
||
Return if Miss: as return but only returns if it misses its target
|
||
|
||
Return, Same Round: as return except it will return in the same round assuming
|
||
the character didn't use up more than 1/2 his actions points that round up to
|
||
the time it was thrown or launched.
|
||
|
||
Return by Teleportation: as return except it does travel normally but teleports
|
||
back to the user. This prevents any creature or object blocking its return.
|
||
|
||
Return by Teleporation,Same Round: as above but teleports back in the same
|
||
round.
|
||
|
||
Distance: Increased all ranges (short, medium, long, etc) of missile weapons
|
||
by 1 rank/4 levels
|
||
|
||
Submission: subject will surrender to caster if RR is not made for 1 turn/level
|
||
|
||
Change Blade: allows any bladed weapon to be changed into another of
|
||
proportional size. Magical items must make a RR of 100 or become disenchanted.
|
||
|
||
Change Hammer: as above but applies to any blunt weapon
|
||
|
||
Change Weapon: as above but applies to any ancient weapon
|
||
Duration of 1 round/level with up to 6 changes/round.
|
||
|
||
Rust: all metallic objects that undergo oxydation will rust and be useless.
|
||
Objects save as their material class or their power level for magic and
|
||
psionic objects. 1 item of up to 1 space/level in volume may be affected.
|
||
|
||
Decompose: as rust but applies to organic compounds
|
||
|
||
10 Animate Weapon, Lesser: A weapon can be made to fight on its own up to a
|
||
maximum number of rounds equal to 1/4 the caster's level. The weapon will
|
||
attack at 1/2 the mage's or weilder's level, or 1/2 the skill level in the
|
||
weapon, whichever is higher. This includes chance to hit, damage, and number
|
||
of attacks per round.
|
||
|
||
15 Animate Weapon: Same as above except weapon fights at full level of the
|
||
mage, weilder, or weilder's skill level with that weapon. Duration is 1/3
|
||
casters level.
|
||
|
||
Lesser Dancing: On the first action with the weapon (attack or parry) the
|
||
weapon is +1. Each successive action raises it an additional +1 until the
|
||
maximum plus is achieved. This magical bonus applies to the bonus to hit, not
|
||
to damage. This acts in a way to "charge" the sword. At any point after the
|
||
first action the character can release the weapon and it will attack at his
|
||
level and skill for 1 round/ current plus of the weapon. For example, a
|
||
character has a +4 sword of lesser dancing (wether by magic item or a temporary
|
||
enchantment on it) the first action it is +1, then +2,+3,+4. Any time after it
|
||
has reached a certain plus, before being sheathed, it can be released. The
|
||
first round it is at its current plus, the next round it is one plus lower.
|
||
When its plus reaches zero it will fall to the ground unless grasped by the
|
||
wielder. A weapon does not have to be used until its max plus is reached. A
|
||
+4 sword could be used for 2 actions and the released to fight for 2 rounds,
|
||
the first round at +2, the second round a +1.
|
||
|
||
Dancing: Same as lesser dancing except the magical bonus does not change. A +4
|
||
weapon is always +4, but it can be charged up to 4 actions to fight for 4
|
||
rounds.
|
||
|
||
Continual Dancing: As Dancing except the weapon does not have to be charged.
|
||
It will fight for a number of rounds up to its magical bonus and then have to
|
||
rest for a number of rounds equal to how many it fought. A +5 sword used for
|
||
3 rounds would require 3 rounds of rest. Note that these rounds of rest mean
|
||
only that it cannot dance, it can still be wielded normally by the user and be
|
||
considered resting.
|
||
|
||
Sphere/Cube of Force: as wall of force except it creates a 1 meter/level
|
||
diameter sphere, or a 1 meter/level wide cube.
|
||
|
||
Insanity
|
||
|
||
Luck: +1 LS/5 levels on all RR's and totally random rolls such as gambling,
|
||
dividing treasure, and anything that only applies to probability and not
|
||
skill or power.
|
||
|
||
Force Field: as psionic power
|
||
|
||
Energy Field(all): as psionic power
|
||
|
||
Energy Bolt (all):as psionic power
|
||
|
||
Gotterdammerung
|
||
|
||
Armageddon
|
||
|
||
Plague: as cause disease but affects a 1 km/level square area.
|
||
|
||
Cure Plague: as above but allows the caster the make a RR against the power of
|
||
the plague that affects all within the area as if they all made their RR as
|
||
the caster.
|
||
|
||
Viscid Globs
|
||
|
||
Pre-incarnate: this will bring a former incarnation of the subjects spirit
|
||
back in its original form or can be use to bring a former spirit back in the
|
||
subjects current body. Unless the former incarnation, the results are
|
||
completely random. Up to the caster's level/2 in incarnations can be
|
||
pre-incarnated. Example, a 20th level caster could bring back the spirit of a
|
||
being from 10 incarnations before him.
|
||
|
||
Miracle
|
||
|
||
Nova
|
||
|
||
Genesis: as psionic power
|
||
|
||
18 Slay: This spell must be learned individually for each type of creature to
|
||
be affected. A slay vampire spell and a slay titan spell are two different
|
||
spells which must be learned separately. If the RR is failed the creature is
|
||
slain. The only type of magic which can protect against this is protection vs
|
||
Death Magic. For instance, Golems which may be immune to most spells are
|
||
affected by a slay spell. All saves vs this are made at 1/2 the subjects level.
|
||
Magic resistance is treated normally.
|
||
|
||
15 Slaying: As above, this spell must be learned for each type of creature.
|
||
When this spell is cast, all damage that the target recieves is increase by
|
||
100%/ 5 levels above 10th, ie. double damage at 15th level, triple damage at
|
||
20th, quadruple at 25th, and quintuple at 30th. Duration is 1 round/level.
|
||
|
||
Time Travel: as temporal distortion power
|
||
|
||
Warp Space: as psionic power
|
||
|
||
Hyperspace: as psionic power
|
||
|
||
10 Encumber: increases apparent weight of an object (1 space/level in size) or
|
||
person by 10%/level.
|
||
|
||
10 Unencumber: as above but decreases at 5%/level.
|
||
|
||
16 Death Servant: caster can summon a death servant which will stay with him
|
||
for a duration of of 1 year/level. The death servant is uncorpeal and
|
||
invisible. The death servant will prevent the caster from dying any 1 time,
|
||
then he will leave the service of the caster. This prevention can be blocking
|
||
the blow of a weapon that would cause enough damage to kill the caster, not
|
||
allowing him to drink a potion that would prove deadly, moving him clear of a
|
||
trap, etc. It is only in the time of eminant death that the death servant will
|
||
become corpeal although will still remain invisible.
|
||
|
||
25 Death Army: acts as a raise dead spell with up to the caster's level times
|
||
5 rank in levels of dead can be raise and will fight for the caster. Duration
|
||
of 1 hour/level
|
||
|
||
Spirit Army
|
||
|
||
12 Store Spell: This allows the caster to store any spell or number of spells
|
||
which he knows within an item that is of the proper construction to accept it
|
||
(see magical construction). The total spell levels stored that can be stored
|
||
cannot excede the caster's level. If this spell is used multiple times to
|
||
store a greater number of spell levels into a item, a RR must be made each
|
||
additional time it is cast on an item already containing spells to see if they are cancelled by the new spell. The spell
|
||
can remain in the item for up to 1 day/level. Any time before then, it can be
|
||
cast from the object instantly at a cost of 1 action point.
|
||
|
||
Spell Turning: this spell will turn part or all of a spell back unto its
|
||
caster. The caster of this spell makes a RR vs the cast spell. If the RR is
|
||
equal or within 10% of the required roll, the spell is cancelled, having no
|
||
effect on the target or the caster. For every 5% greater the RR is, 5% of the
|
||
spell is turned back upon the user. If the SR of the attacker was 105, and the
|
||
RR of the mage was 110, then 5% of the spell would be turned unto the
|
||
attacker. If damage rolled was 100, then the attacker would receive 5 points
|
||
damage and the mage would receive 95 points damage. This percentage also
|
||
applies to the level of the spell. In the case above, if a 20th level spell
|
||
was cast, the attacker would recieve the spell himself at only 5% of its level,
|
||
equalling 1st level. If he fails his save against a 1st level spell, the
|
||
spell effects him at 5% intensity and duration. Duration of 1 round/2 levels.
|
||
|
||
Spell Reflection: as spell turning but is all or nothing. A RR indicates the
|
||
entire spell is turned back on the caster at the same level of power he casted
|
||
it. If the RR is failed by any ammount, the mage recieves the full effect. Same
|
||
duration as above.
|
||
|
||
Weapon Turning: as spell turning but applies to damage from mellee weapon
|
||
attacks. RR's are made against the SR of the attacker. SR's are totalled with
|
||
all bonuses to hit including magic.
|
||
|
||
Weapon Reflection: as above but reflects mellee weapon attacks
|
||
|
||
Weapon Deflection: as reflection but only deflects attacks, it does not turn
|
||
them back upon the attacker
|
||
|
||
Blade Turning: as weapon turning but affects only edged mellee weapons
|
||
|
||
Blade Reflection: as above
|
||
|
||
Blade Deflection: as above
|
||
|
||
Missile Turning: as above but affects only missiles
|
||
|
||
Missile Reflection: as above
|
||
|
||
Missile Deflection: as above
|
||
|
||
Attack Turning: as above but effective against all physical attacks, mellee,
|
||
missile, claws, bite, etc
|
||
|
||
Attack Reflection: as above
|
||
Sword Destruction: this is a special type of destruction spell that affects
|
||
and weapon an being is currently using. Weapons that are not drawn and ready
|
||
for battle are not affected by this spell. If the target fails his RR, his
|
||
weapon must make a RR vs the spell or be destroyed. Weapons are not totally
|
||
disintegrated, but they are broken and unusable. Mending or magical mending
|
||
will restore weapons affected by this spell.
|
||
|
||
Shield Destruction: as above but affects shields
|
||
|
||
Armor Destruction: as above but affects armor.
|
||
|
||
Change Alignment: a new alignment is randomly rolled for the subject. Duration
|
||
is permanent until restored or changed back to the original alignment.
|
||
Changing Alignment to original status by this spell is 100% successful if the
|
||
SR is made. Failure by 50% or less indicates that 1 part of the alignment is
|
||
returned to normal while the other part remains the same. Thus a LG creature
|
||
changed to CE would be LE or CG if failure was within 50%.
|
||
|
||
Reverse Alignment: alignment is reversed, Newtral components are not affected.
|
||
CG becomes LE, LN becomes CN, NG becomes NE, N is unaffected. Any extra
|
||
alignment tendacies are also reversed; NG with chaotic tendacies becomes NE
|
||
with Lawful tendacies.
|
||
|
||
Change: the subject must make separate RR's to avoid a change in species
|
||
(treat as a random transformation spell) sex, and alignment. Change in sex
|
||
will be that of the opposite sex unless subject is hermaphrodiric where a
|
||
change to one sex will occur. Asexual creatures will be unaffected by this
|
||
change. The change in alignment is also random, but if the RR is failed some
|
||
change must occur. If a LE being rolls LE for the change, the change should be
|
||
rerolled. Note that the mind of the subject is still intact, save for possible
|
||
change in alignment.
|
||
|
||
Polymorph
|
||
|
||
Transformation
|
||
|
||
Direction
|
||
Contrariness: the subject will be against any idea proposed to him. Harmful
|
||
effects allow a save. For instance, knowing a enemy was under contrariness and
|
||
telling him not to kill himself would allow him a save in order to avoid the
|
||
effect. Duration of 1 turn/level.
|
||
|
||
15 Increase Ability: will increase any of one the subject's abilities by 5
|
||
points. Each ability is a separate spell. Duration of 1 round/level.
|
||
|
||
20 Increase Ability Rank I: as above but increase is by 1 rank
|
||
|
||
25 Increase Ability Rank II: as above, 2 ranks
|
||
|
||
30 Increase Ability Rank III: as above, 3 ranks
|
||
|
||
35 Increase Ability Rank IV: as above 4 ranks
|
||
|
||
40 Increase Ability Rank V: as above, 5 ranks
|
||
|
||
20 Increase Ability to Rank I: as above, ability is increased to rank 20.
|
||
Usuable only 1/month and 1/year/person.
|
||
|
||
25 Increase Ability to Rank II: as above, rank 30
|
||
|
||
30 Increase Ability to Rank III: as above, rank 40
|
||
|
||
35 Increase Ability to Rank IV: as above, rank 50
|
||
|
||
17+ Increase Prime Requisite/Rank/to Rank: duplicates all above effects but
|
||
affects the prime requisite of the character. Level is +2 on all above levels.
|
||
Example, learning Increase Prime Requisite Rank I would be a 27 level spell.
|
||
Again, each spell is a separate spell.
|
||
|
||
* Note that only 1 type of the above spells can be used on any 1 subject. A
|
||
subject could have an ability raised to a rank, but then not raised by a rank
|
||
or by a number of points.
|
||
|
||
18 Prismatic Sphere: This spells creates a sphere of 1 meter/level in diameter
|
||
of 7 concentric shells, each shell colored from red to violet in order of
|
||
the rainbow. The caster can assign a particular offensive spell to each shell
|
||
of the sphere. The total levels of spells can be up to three times the mages
|
||
level. For example, the mage at 20th level could make the shells have the
|
||
effects of a 2nd, 3rd, 5th,8th, 10th, 12th, and 14th levels spells.
|
||
(4+4+6+8+10+12+16 = 60) All spells must be arranged from lowest to highest,
|
||
the lowest being on the outside layer, and the highest being on the inside
|
||
player. Also, the mage can give each shell a protection or resistance spell,
|
||
with the same number of levels to work with and the same arrangment. The
|
||
mage must also decide upon one spell per shell,that will take down that
|
||
shell, regardless of at what level the spell was cast. The spell to take
|
||
down the shell layer cannot be a higher level than the offensive or
|
||
defensive spell that is cast into that shell. Duration is 1 turn/level. The
|
||
mage is immune to the effects of his own sphere. If the sphere is created
|
||
upon a being, or a being teleports into the sphere, decide which layer he
|
||
falls into considering that the shells are equally spaced. Note that each
|
||
layer must be brought down before the next can be affected. Each prismatic
|
||
sphere with its individual properties is considered a separate spell.
|
||
Effects of the sphere are decided when the spell is initially being learned,
|
||
not while it is being casted.
|
||
|
||
14 Prismatic Spray: Causes a multihued spray that has a range of 1 meter/2
|
||
levels and is 1 meter wide. All in path must make a RR to avoid the effects.
|
||
The affects that can be produced are the same as in prismatic sphere. Any
|
||
number of spell affects, 1 per color, can be produced, the total levels not
|
||
exceding the caster's level times 3. Roll % for all in path:
|
||
Roll Hit By Roll Color
|
||
01-25 1 color 01-15 red
|
||
26-50 2 colors 16-30 orange
|
||
51-75 3 colors 31-45 yellow
|
||
76-85 4 colors 46-60 green
|
||
86-90 5 colors 61-75 blue
|
||
91-95 6 colors 76-90 indigo
|
||
96-100 7 colors 91-100 violet
|
||
|
||
16 Prismatic Wall: as sphere except it creates wall up to 10 square meters
|
||
in surface area/level.
|
||
|
||
16 Prismatic Ray: as spray except affects only 1 target but at a range of 5
|
||
meters/level.
|
||
|
||
20 Prismatic Protection: grants protection vs any prismatic effect
|
||
|
||
12 Defense: decreases all mellee attacks upon recipient by 10% (2 LS's) +5%
|
||
per level above 12th up to a maximun of 75% at 25th level.
|
||
|
||
5,10,15,20,25,30,35,40,45,50
|
||
Protection I - X: the various protection spells include protection vs attacks,
|
||
magic, good, evil, undead, demons, devils, etc. Just about any purpose that
|
||
a magical item can have can have a protection spell counterpart. The
|
||
protection spell grants a +1%/level bonus against the force to be protected
|
||
against, or can also subtract that percentage from all attacks from that
|
||
force. Example, 10th level protection vs undead would give the character
|
||
+10% on all RR's vs undead, and all undead would subtract 10% from their
|
||
offensive rolls against the character. Each type of protection counts as a
|
||
separate spell.
|
||
|
||
Protection, 1 Meter Radius: as above except 4 levels higher than each.
|
||
|
||
Protection, 2 Meter Radius: as above except 6 levels higher than each.
|
||
|
||
Protection, 5 Meter Radius: as above except 8 levels higher than each.
|
||
|
||
Resistance: as above but grants resistance (RR) vs a type of attack form, at
|
||
the level of the spell. Examples of resistances are magic, disease, poison,
|
||
fire, lighting, cold, breath weapons, death magic, etc. A sucessful RR at
|
||
the appropriate level indicates the attack form had no effect.
|
||
|
||
Resistance, 1 Meter Radius: as above
|
||
|
||
Resistance, 2 Meter Radius: as above
|
||
|
||
Resistance, 5 Meter Radius: as above
|
||
|
||
10 Power: increases all SR's and RR's by 5%, mellee and missile damage
|
||
increased by 1 rank (self propelled missiles such as guns and beam weapons not
|
||
included), opponents are -5% to hit. Duration of 1 round/level.
|
||
|
||
15 Immense Power: as above but at 10% and 2 ranks
|
||
|
||
20 Grand Power: as above but at 15% and 3 ranks
|
||
|
||
23 Supreme Power: as above but at 20% and 4 ranks
|
||
|
||
25 Unearthly: as above but at 25% and 5 ranks
|
||
|
||
30,35 Divine: as above but at 30% - 35% and 5 ranks
|
||
|
||
40,45,50 Cosmic: as above but at 40%-50% and 5 ranks
|
||
|
||
16 Transfer Enchantment: caster is able to transfer the magical enchantment
|
||
from one object to another. The object receiving the enchantment must be of
|
||
the proper construction and materials to receive the enchantment as in
|
||
normal enchantment. Items which already possess magical properties can have
|
||
enchantments transfered to them, but an additional SR for each power
|
||
allready existing in them must be made to see if the are cancelled. A SR
|
||
for every power being transfered must also be made. Spells higher than the
|
||
caster's level lower the SR by 5% per level higher than his own. Thus a +5
|
||
Longsword could be made into a +5 dagger or bow or axe, etc. A ring of fire
|
||
resistance could be made into a necklace of fire resistance.
|
||
|
||
Delusion
|
||
|
||
Summoning
|
||
|
||
12 Displacement: character appears up to 1/2 meter/5 levels from his actual
|
||
position. First attacks will always miss unless the area of effect is equal
|
||
or higher than the amount of displacement. Attacks start at -5 LS to hit
|
||
then increase by 1 LS per attack until after 5 attacks there is no more
|
||
penalty.
|
||
|
||
10 Missile Attraction/Repulsion: all missiles are + or - 5%/5 levels to hit a
|
||
given target. Duration of 1 round/level
|
||
|
||
10-30 Immunity to Edged Weapons I-V: Grants a RR vs the SR of the attack,
|
||
including all magical bonuses. A sucessfull RR indicates the weapon had no
|
||
affect.
|
||
|
||
10-30 Immunity to Missile Weapons I-V: as above
|
||
|
||
10-30 Immunity to Blunt Weapons I-V: as above
|
||
|
||
16 Weapon Pact: subject is totally immune to any 1 type of weapon. Types
|
||
include swords, daggers & knives, arrows, spears & javelins, hammers, maces,
|
||
clubs, axes, etc. Each pact is a separate spell. Duration of 1 round/level.
|
||
|
||
14 Spell Transference: allows spells which act on touch to be transfered to an
|
||
item. When the item touches a target the spell takes effect. For instance, a
|
||
priest who had the slay living spell which acts upon touch could transfer it
|
||
to a staff which he was more proficient in than his bare hands. When the staff
|
||
touched a target, it would take the effects of the spell as if it was touched
|
||
by the caster. The spell lasts for a duration of 1/round per level or until
|
||
the object of the spell touches a target.
|
||
|
||
6 Speed: increase movement speed by 100%/6 levels. Action points are not
|
||
increased.
|
||
|
||
10 Striding & Springing: allows subject to make verticle and horizontal leaps
|
||
and strides as if his strength to weight ratio was 1 rank higher/ 5 levels.
|
||
|
||
5 Move Silently: as silence spell but only affects subject and his
|
||
possessions.
|
||
|
||
6 Camoflauge: allows character to change pigment and blend in with suroundings
|
||
at level -3 rank. If the target moves the camoflauge is reduced by 2 ranks.
|
||
|
||
5-25 Increase Skill I-V: Increases one skill by 5%/5 levels. Increase Skill I
|
||
gives 5% increase, II gives 10% increase, etc. Applies to only one skill.
|
||
Each separate skill counts as a separate spell. Duration of 1 turn/level.
|
||
|
||
10-30 Increase Skill Area I-V: as above except an entire skill area is
|
||
increased. Some examples of skill areas are weapon skills, mage skills,
|
||
unarmed combat skills, acrobatics, theivery, lore, engineering, etc.
|
||
|
||
10-30 Grant Skill I-V: as increase skill but can grant skills to subjects who
|
||
don't have them. At 10th level a caster could grant level 1 mage skill to a
|
||
subject.
|
||
|
||
20-40 Grant Skill Area I-V: as above except an entire skill area is granted.
|
||
* note that the above increase and grant skill powers can be taken as a 1
|
||
general spell that will affect a random skill or skill area.
|
||
|
||
7+ Increase Prime Skill/Area: as above except at 2 levels higher than each.
|
||
|
||
15 Double Critical Chance: normal chance for a critical is doubled. For
|
||
instance, if subject needed to roll a natural 96+ (5%) he would now only have
|
||
to roll a 91+ (10%). Duration 1 round/level.
|
||
|
||
20 Triple Critical Chance: as above but tripled, 5% becomes 15% etc.
|
||
|
||
25 Quadruple Critical Chance: as above, times 4
|
||
|
||
30 Quintuple Critical Chance: as above, times 5
|
||
|
||
16 Damage +1/2: raises all physical damage caused by 50%, duration 1 round/level
|
||
|
||
20 Double Damage: as above, damage x2
|
||
|
||
25 Triple Damage: as above, damage x3
|
||
|
||
30 Quadruple Damage: as above, damage x4
|
||
|
||
40 Quintuple Damage: as above, damage x5
|
||
|
||
6 Water Walking: allows being to walk over normal water or liquids without
|
||
sinking as it was normal ground. Note that the subject is still touching the
|
||
liquid so that walking over acid or lava would cause some damage.
|
||
|
||
12 Enchant Weapon to Hit I: adds +1 LS to hit
|
||
|
||
14 Enchant Weapon to Hit II: + 2 LS
|
||
|
||
16 Enchant Weapon to Hit III: +3 LS
|
||
|
||
18 Enchant Weapon to Hit IV: + 4 LS
|
||
|
||
20 Enchant Weapon to Hit V: +5 LS
|
||
|
||
22 Enchant Weapon to Hit VI: +6 LS
|
||
|
||
24 Enchant Weapon to Hit VII: +7 LS
|
||
|
||
26 Enchant Weapon to Hit VIII: +8 LS
|
||
|
||
28 Enchant Weapon to Hit IX: +9 LS
|
||
|
||
30 Enchant Weapon to Hit X: + 10 LS plus 1 LS/ 2 levels of caster above the
|
||
30th.
|
||
|
||
12 - 30
|
||
Enchant Weapon to Damage (Rank) I - X: as above except damage rank and weapon
|
||
class is raised by 1 rank for each plus stated above Weapons will do their WC
|
||
in damage against non - living objects or the objects material strength,
|
||
whichever is less.
|
||
|
||
12 - 30 Enchant Weapon to Damage (Points)
|
||
|
||
12 -30
|
||
Enchant Armor I - X: As enchant weapon to hit, raises rank of material
|
||
strength and hence armor class
|
||
|
||
* Note that the above enchantment spells must be learned successively. Enchant
|
||
to hit +1 must be learned before enchant to hit +2.
|
||
|
||
26 Create Lifeforce: as psionic power
|
||
|
||
24 Create Flesh: as create organism power except only a physical body is
|
||
created without any lifeforce. Physical traits cannot excede the casters level
|
||
rank/20.
|
||
|
||
12,16,20,25,30 Control I-V: as psionic domination power. affects a certain
|
||
type of creature wether it be undead, demons, devils,dragons, humanoids, etc.
|
||
Each type of control counts as a separate spell.
|
||
|
||
12 Wound Closure: all wounds are closed the following round after they are
|
||
inflicted. Half damage from edged weapons is healed the following round
|
||
assuming the subject is not dead. Example, a player who received 10 points
|
||
damage from a sword would have 5 points of that damage healed the following
|
||
round. Bleeding which would persist after the wound was inflicted will be
|
||
prevented by this power. Duration of 1 turn/level
|
||
|
||
Seeking
|
||
|
||
16 Call Spirit: as resurrection except only the spirit or soul is called, the
|
||
physical body remains in its present condition. When called the spirit can be
|
||
imbued in a body that is ready to receive it.
|
||
|
||
14 Absorbtion, Magical: allows the mage to absorb spell levels up to his
|
||
level/round. Thus a 15th level mage could absorb 1 14th level spell in a round,
|
||
or any combination of spells who's level did not excede 14. The absorbed
|
||
spell levels can be used to restore the mage's spell points; a 14th level
|
||
spell would restore 28 spell points to the mage. Note that the mage can excede
|
||
his max spell points by 50%, but extra spell poinst dissipate ate the rate of
|
||
5/round. Duration of 1 round/level.
|
||
|
||
15-30 Physical Absorbtion I-IV: absorbs 25% plus 5%/level above the 15th of all
|
||
damage caused by physical attacks (swords, bullets, etc) and from elemental
|
||
attacks such as fire and lightning. Duration of 1 round/level.
|
||
|
||
Convert Matter/Antimatter
|
||
|
||
10 Heroism: temporily raises the LEL of the character by 1 LEL/5 levels of the
|
||
caster. Also gives level rank resistance to fear.
|
||
|
||
25 Phoenix: same as psionic discipline, Alter Physical Structure, Energy.
|
||
Duration of 1 round/level.
|
||
|
||
16 Absorb LEL Draining: The subject can absorb 1 draining of a LEL/4 levels of
|
||
the caster. Thus a 16th level caster could protect a subject from up to 4
|
||
levels of draining with no effect on the subject. Duration is 1 turn/level or
|
||
until the max number of LEL's are drained.
|
||
|
||
18 Life Protection: when the character dies his soul enters a specially
|
||
prepared cell, having the same specifications as in the trap the soul spell.
|
||
The soul is protected there for 1 day/level of the caster, immune to any
|
||
outside harm save physical destruction of the holding cell. This spell also
|
||
give level rank resistance to domination, possession, magic jar spells and
|
||
the like. The enchantment will last on subject for 1 day/level of the caster.
|
||
|
||
12-30 Disrupt Undead I-X: a beam of positive energy is emited from the
|
||
caster's hands up to a range of 1 meter/level. Any undead struct by it must
|
||
make a RR of be destroyed.
|
||
|
||
Heal All: as psionic power
|
||
|
||
Mass Destruction: as destruction but effects up to 1 level in being/level of
|
||
the caster.
|
||
|
||
Weakness: as psionic power
|
||
|
||
Insanity: roll for random insanity if RR is failed
|
||
|
||
16 Loneliness: subjects charisma reduced to a score of 1-5 until restored
|
||
|
||
20 Poverty: all characters monetary wealth which he possesses on his person or
|
||
elsewhere vanishes completely
|
||
|
||
Death Star: produces a beam equal to a tech level 5000 energy rifle.
|
||
|
||
Steal Soul: as soul stealing power
|
||
|
||
Evolve: as psionic power
|
||
|
||
Deevolve: as psionic power
|
||
|
||
Accelerate Growth: as psionic power
|
||
|
||
Decimation
|
||
|
||
Obliteration
|
||
|
||
Wall of Annihilation: as psionic power, up to a 1 square meter/level can be
|
||
produced
|
||
|
||
Sphere of Annihilation:as psionic power
|
||
|
||
Recharge Item: specially prepares a magical item to receive spell points to
|
||
recharge it. Every 5 spell points put into the item will restore 1 of the
|
||
item's spell point, the same as for the imbed once spell. Note that
|
||
electrical items can also be recharged, each spell point equaling 10 power
|
||
points. Mass Flying: as flying except up to 1 being/level or an object equal
|
||
or less than the caster's level rank in size.
|
||
|
||
Mass Teleport: as teleport with specifications as for mass flight above.
|
||
|
||
Mass Telepathy: as telepathy, up to one being/level can be affected.
|
||
|
||
Telepathic Bond: as psionic power
|
||
|
||
10-30 Wounding I-V: when cast upon a weapon, for every hit that the weapon
|
||
inflicted, 1-5 (depending on type of I-V) points of damage will be suffered
|
||
each round until healed or a cure disease spell is cast upon the subject
|
||
|
||
Feed Item: allows a magical item to feed upon the quasi-magical properties of
|
||
gems, crystals, and precious metals. Every 10 CR (credits) in monetary value
|
||
fed upon restore 1 spell pt of power to the item. A maximum of level rank in
|
||
CR can be fed upon 1/turn. For every level rank in CR, a RR must be made to
|
||
see if the item rejects the power source. Any gems, metals,etc, fed upon are
|
||
left decayed, corroded, etc, worthless without any value or special
|
||
properties.
|
||
|
||
20 Magical Mending: allows the mending of any 1 magical item that is broken
|
||
but not totally destroyed,and restores all magical properties.
|
||
|
||
16 Duplicate: allows the duplication of any item up to 1 space/level in size
|
||
or 1000 CR/level in monetary value. Magic items can bu duplicated but the
|
||
duplicates are non-magical. The caster must make a RR for the item. If it
|
||
fails,the item is destroyed.
|
||
|
||
Golem Magic
|
||
|
||
18 Build: as duplicate except items can be built from scratch
|
||
|
||
14 - 30 Giant Strength I-VIII: grants strength of ranks 30 through 100 for 1
|
||
round/level
|
||
|
||
32 - 38 Giant Strength IX - XII: as above for ranks 125-200
|
||
|
||
40 - 50 Giant Strength XIII (xxx ? )
|
||
|
||
5 Armor I: grants armor class equal to AC 10. Damage absorbtion is not granted,
|
||
only the A.C. Any weapon which would penetrate the magical armor does full
|
||
normal damage. If the recipient already wears armor, the the better of the
|
||
two A.C.'s is used, but the normal will still absorb any damage up to its
|
||
capacity, even if the magical armor granted a greater A.C. Duration of 1
|
||
round/level.
|
||
|
||
10 Armor II: as above, AC 20
|
||
|
||
15 Armor III: as above AC 30
|
||
|
||
20 Armor IV: as above AC 40
|
||
|
||
25 Armor V: as above AC 50
|
||
|
||
30 Armor VI: as above AC 60
|
||
|
||
32 Armor VII:as above AC 70
|
||
|
||
34 Armor VIII:as above AC 80
|
||
|
||
36 Armor IX: as above AC 90
|
||
|
||
40 Armor X:as above AC 100
|
||
|
||
5 Holding I: imbues a container with extradimential space equal to 1
|
||
space/level above the 4th, Duration 1 hour/level
|
||
|
||
10 Holding II: as above, but at level rank/5 in spaces
|
||
|
||
15 Holding III: as above
|
||
|
||
20 Holding IV: as above
|
||
|
||
25 Holding V: as above
|
||
|
||
30 Holding VI: as above
|
||
|
||
35 Holding VII: as above
|
||
|
||
40 Holding VIII: as above
|
||
|
||
45 Holding IX: as above
|
||
|
||
50 Holding X: as above
|
||
|
||
Age: as psionic power
|
||
|
||
Youth: as psionic power
|
||
|
||
16 Drain Magic: as aborbsion but can drain magical energy from items which
|
||
have charges
|
||
|
||
18 Canscellation: range 1/2 meter/level. A given magic item of the caster's
|
||
choice that is within range must make a RR or be totally drained of its
|
||
magical power, becoming a normal item. Magical items within or behind other
|
||
magical items cannot be affected until the item blocking them is canscelled.
|
||
This spell will pass right through normal objects.
|
||
|
||
25 Magical Restoration: restores the magical powers to any one object that has
|
||
been drained, cancelled, or lost its magic in any other way.
|
||
|
||
20 Vampiric Regeneration: caster has half of all physical damage he causes in
|
||
mellee combat to be restored to him. Example, doing 10 points of damage will
|
||
heal the caster of 5 points. Duration of 1 round/level.
|
||
|
||
12 Hit Only By Magical Weapons: caster is only affected by magical weapons,
|
||
spell and psionics have normal effects, but only physical attacks which are
|
||
magical may hit. Beings which possess some magical powers can affect the
|
||
caster if they are at least 1/2 the casters level
|
||
|
||
14 Hit Only By Silver Weapons: as above except applies to only magical or
|
||
silver weapons (or some other composition such as mithril or cold, unforged
|
||
iron)
|
||
|
||
16 Hit Only By Magical Weapons I: as above but applies to +1 weapons
|
||
|
||
20 Hit Only By Magical Weapons II: as above, +2 weapons
|
||
|
||
25 Hit Only By Magical Weapons III: as above, +3 weapons
|
||
|
||
30 Hit Only By Magical Weapons IV: as above, +4 weapons
|
||
|
||
35 Hit Only By Magical Weapons V: as above, +5 weapons
|
||
|
||
40 Hit Only By Magical Weapons VI: as above, +6 weapons
|
||
|
||
44 Hit Only By Magical Weapons VII: as above, +7 weapons
|
||
|
||
46 Hit Only By Magical Weapons VIII: as above, +8 weapons
|
||
|
||
48 Hit Only By Magical Weapons IX: as above, +9 weapons
|
||
|
||
50 Hit Only By Magical Weapons X: as above, +10 weapons
|
||
|
||
Mass Plane Shift: as psionic power
|
||
|
||
Transfer Plane: as psionic power
|
||
|
||
6.1 Purposes for Magical and Psionic Items
|
||
|
||
Purposes for magical and psionic items are used as a contingency to dictate
|
||
when a certain power will function, ie that power will only function when
|
||
acting to carry out the purpose it was designed for. Adding purposes to a
|
||
power reduces the total power point cost for imbedding that power in an
|
||
item. Different purposes give different power point reductions depending
|
||
on how general or how specific the purpose is. The fraction shown in
|
||
parenthesis after the purposes below show what fraction of the total power
|
||
point cost is takes to imbed a given spell. For example, the power point
|
||
multiplier for imbedding a power that works 1/Hit is 900. If a power was
|
||
imbedded to work once per hit when used against dragons the power point
|
||
multiplier would be 1/3 of 900, or only 300 times the normal cost for
|
||
imbedding that spell since the power point reduction is 1/3.
|
||
|
||
Slay Evil (1/2)
|
||
Slay Good (1/2)
|
||
Slay Law (1/2)
|
||
Slay Chaos (1/2)
|
||
Slay Non Neutrals (3/4)
|
||
Slay Non Good (3/4)
|
||
Slay Non Evil (3/4)
|
||
Slay Non Lawful (3/4)
|
||
Slay Non Chaotic (3/4)
|
||
Protect Balance (1/2)
|
||
Slay Specific Alignment (1/5)
|
||
Slay Diametrically Opposed Alignment (1/4)
|
||
Slay Race (Elves, Dwarves, humans, Orcs, etc) (1/4)
|
||
Slay Sub-Race (Drow Elves, mountain dwarves, etc) (1/6)
|
||
Slay Humanoids (any humanoid race including elves, humans, orcs, trolls, etc)
|
||
(3/4)
|
||
Slay Specific Species (Red Dragon is a specific species while Dragons are a general class of creatures)
|
||
(1/6)
|
||
Slay Mages (1/5)
|
||
Slay Priests (1/5)
|
||
Slay Fighters (1/5)
|
||
Slay Spell Users (1/4)
|
||
Slay Magic Using Creatures (1/5)
|
||
Slay Non Spell Users (1/3)
|
||
Slay Non-Mages (3/4)
|
||
Slay Non-Priests (3/4)
|
||
Slay Psionics (1/6)
|
||
Slay Non-Psionics (3/4)
|
||
Slay Conjured Creatures (1/6)
|
||
Slay Outer Planar Creatures (1/5)
|
||
Slay Planar Specific Creatures (Positive, negative, abyss, etc. Note that slay
|
||
prime material creatures can only be imbeded from a plane other than the
|
||
prime material. Each individual plane counts as one purpose) (1/5)
|
||
Slay Golems (1/5)
|
||
Slay Lycanthropes (1/5)
|
||
Slay Shapechangers (1/4)
|
||
Slay Elementals (1/4)
|
||
Slay Fire Using/Dwelling Creatures (1/4)
|
||
Slay Cold Using/Dwelling Creatures (1/5)
|
||
Slay Regenerating Creatures (1/5)
|
||
Slay Non Humanoids (3/4)
|
||
Slay Demons (1/4)
|
||
Slay Devils (1/4)
|
||
Slay Daemons (1/4)
|
||
Slay Undead (1/4)
|
||
Slay Vampires (1/5)
|
||
Slay Life Draining Creatures (1/4)
|
||
Slay Giants (1/4)
|
||
Slay Dragons (1/3)
|
||
Slay Good Dragons (1/4)
|
||
Slay Evil Dragons (1/4)
|
||
Slay Reptiles (1/4)
|
||
Slay Avians (1/5)
|
||
Slay Mammals (3/4)
|
||
Slay Aquatic Creatures (1/5)
|
||
Slay Amphibians (1/6)
|
||
Slay Dieties (3/4)
|
||
Slay Servants of Specific Diety (3/4)
|
||
|
||
7. Psionics & Mutant Powers
|
||
|
||
Alter Attributes
|
||
All attributes last for a duration of 1
|
||
turn/level is psionically based, or indicate the new level of ability of a
|
||
biologically enhansed/mutated creature.
|
||
|
||
8 Enhansed Strength: ability is raised 1 rank for every 4 levels above
|
||
4th, 1 rank at 8th level, 2 ranks at 12th level, etc.
|
||
|
||
8 Enhansed Dexterity: as strength
|
||
|
||
10 Enhansed Intelligence: as strength but a 1 rank for every 5 levels
|
||
above 5th. 1 rank at 10th, 2 ranks at 15th, etc
|
||
|
||
10 Enhanced Wisdom: as intelligence
|
||
|
||
8 Enhansed Constitution: as strength
|
||
|
||
10 Enhansed Charisma: as intelligence
|
||
|
||
6 Enhanced Speed: as strength but at 100% increase/ 6 levels. Includes
|
||
multiplication of action points. Double speed at 6th level, triple at 12th
|
||
level, etc.
|
||
|
||
|
||
Enhansed Senses
|
||
|
||
4 Night Vision: Grants normal daylight vision in nightime conditions
|
||
|
||
6 Telescopic Vision: Increases distance vision by 1 rank/level
|
||
|
||
10 X-ray Vision: Grants normal vision through materials. Range =
|
||
0.5/Density Class of Material x level / round
|
||
|
||
6 Microscopic Vision: Increases vision of minute objects by 1
|
||
rank/level
|
||
|
||
6 Infra-Vision: Allows vision in the infra-red spectrum at normal
|
||
vision range
|
||
|
||
4 Ultra-Vision: as above, allows for vision in ultra-violet
|
||
spectrum
|
||
|
||
10 Radar: Allows projection and sensing of radiation in the radio
|
||
wavelength at level rank range
|
||
|
||
8 Sonar: Allows projection and sensing of sound waves at full range
|
||
of frequencies at level rank -2 range
|
||
|
||
5 Side Vision: Allows normal vision in a 300 degree arc, +5 on all
|
||
suprise rolls dependent on vision
|
||
|
||
6 Parabolic Vision: Allows normal vision in a 360 degree arc, + 8
|
||
LS on all suprise rolls dependent on sight
|
||
|
||
6 Microwave Vision: allows vision in the microwave spectrum at
|
||
level rank range
|
||
|
||
10 Gamma Vision: Allows vision in the gamma wavelength at level
|
||
rank range
|
||
|
||
12 EM Vision: Allows vision in the entire EM spectrum at level rank
|
||
range
|
||
|
||
Extra Planar Vision
|
||
|
||
14 Astral Sight: Allows normal vision into the astral plane while
|
||
corpeal body remains in another plane. Range is reduced by 1 rank for each
|
||
plane greater than 1 removed from the astral plane
|
||
|
||
12 Ethereal Sight: As astral sight
|
||
|
||
16 Negative Plane Sight: As astral sight
|
||
|
||
16 Positive Plane Sight: As astral sight
|
||
|
||
Extra Planar Hearing
|
||
|
||
12 Astral Hearing: As astral sight but allows for hearing
|
||
|
||
10 Ethereal Hearing: As astral hearing
|
||
|
||
10 Empathic Vision: Allows user to see through the eyes of another
|
||
being if that being fails its RR. Note that the link also serves as
|
||
a medium for gaze attacks. Range for the empathic link is at level rank
|
||
range with the following adjustments:
|
||
|
||
Target never seen: - 4 Ranks
|
||
Target only seen briefly: -2 Ranks
|
||
Target Known: + 1 Rank
|
||
Target Well known: +2 Ranks
|
||
Target known closely: + 4 Ranks
|
||
|
||
9 Empathic Hearing: Same as empathic vision, with suseptability to
|
||
sonic based attacks
|
||
|
||
14 Empathic Sence: Same as empathic vision but includes all forms
|
||
of sensory input. All effects which the target is exposed to are
|
||
transmited through this power including damage
|
||
|
||
4 Enhansed Hearing: Increases hearing 1 rank/level, includes
|
||
distance and frequency
|
||
|
||
4 Enhansed Smell: as above
|
||
|
||
4 Enhansed Taste: as above
|
||
|
||
4 Enhansed Touch: as above
|
||
|
||
Resistences
|
||
For attacks which cause damage, resistance negates all damage up to the level
|
||
rank of the power if it is above the the Weapon class or intensity of the
|
||
powrer's level rank. For example, at 6th level resistance, up to be 50 points
|
||
damage can be negated if it's intensity is greater than rank 50. If the
|
||
intensity is rank 50 or below, then no damage is suffered regardless of if the
|
||
actual amount of damage is greater than 50. In most cases, the damage and
|
||
intensity will be fairly equal. Any damage received above the level rank is
|
||
suffered, so 6th level resistance against 100 points of damage at rank 100
|
||
intensity will cause the character to suffer 50 points of damage.
|
||
|
||
6 Heat: Grants Level Rank -4 resistance to heat based attacks
|
||
|
||
6 Cold: As above
|
||
|
||
6 Electricity: As above
|
||
|
||
6 Energy: As above
|
||
|
||
8 Mental Attacks: As above
|
||
|
||
Alter Physical Structure
|
||
|
||
8 Metal: user can change his body into a metallic compound of level
|
||
rank -5 material strength, also grants the armor class of that material,
|
||
physical strength equal to that material, and an additional 5 time the
|
||
material class in hit points. Example, a 10th level character tranforms
|
||
his body into a class 40 metallic substance. That character now has 40
|
||
strength, armor class 40, can absorb 40 points of damage per hit without
|
||
losing hit points, and gains an additional 200 hit points. Physical
|
||
damage remains after transformation to original form. Physical damage
|
||
retained is proportional to the factor by which hit points were increased.
|
||
If hit points were increased by a factor of 3, that for every 3 points of
|
||
damage received in metallic form, 1 point of damage will remain in the
|
||
original form. Note that while transformed the user is susuptable to
|
||
attacks which affect metals such as magnetism and corrosion.
|
||
|
||
8 Mineral: Same as above
|
||
|
||
8 Vegetation: While in vegetation form the character can carry on
|
||
photosynthesis and will not require food as long as there is a source of
|
||
organic compounds nearby. Also grants minor regeneration while in sunlight.
|
||
Carbon dioxide, not oxygen is required for respiration.
|
||
|
||
8 Animal: Grants complete transformation into animal form while
|
||
retaining mental properties.
|
||
|
||
8 Water(Liquid): Character's body completely transforms into water,
|
||
or some other liquid if the character's body is not water based.
|
||
While in water form character can take on any shape, sliding under doors
|
||
or moving through any substance permeable to water. Strength is 1/4 normal.
|
||
Edged and blunt attacks do no damage. Heat and energy attacks do double
|
||
damage. Cold attacks do no damage but act to slow or even freeze the
|
||
individual. A character while in water form has his speed reduced
|
||
in proportion to how much cold damage he takes. If the character takes
|
||
1/2 his hit points in cold damage, he is at have his movement rate and his
|
||
action points are halved as well. If his total amount of hit points are
|
||
taken in cold damage the n the character is frozen solid and is
|
||
effectively unconcious. Edged attacks while frozen do normal damage and
|
||
blunt attacks do double damage.
|
||
|
||
10 Gel: Character's body takes on a state that is between solid and liquid,
|
||
having a consistancy much like toothpaste. Blunt and edged attacks do no
|
||
damage. Heat and energy attacks do normal damage. Cold attacks have the
|
||
same effect as above. Strength is halved. Character can change shape and
|
||
slip through small crevices as described above, but likes that ability to
|
||
permeate as above.
|
||
|
||
8 Air(Gas): Character assumes a gasseous form and is totally immune to
|
||
kinetic and energy attacks. Character has no strength so to speak but can
|
||
push and repel objects as a pressure beam at power rank -4 LS. Character
|
||
can use his gasseous form to suffocate beings as suffocate power listed
|
||
under biomanipulation. Character can pass through any object permeable to
|
||
air. Severe cold can affect the character while in gasseous form. Taking
|
||
total hit points in cold damage from cold sources of 100 intensity or
|
||
greater will cause the character to change into liquid form. Taking total
|
||
hit points in cold damage from sources of intensity 500 or greater turn user
|
||
into gel, and intensities of 1000 or greater will freeze character.
|
||
|
||
10 Fire: Characters body turns into a living fire entity equal to a energy
|
||
field produced by a 0.1 space generator of level rank tech level. User has
|
||
energy absorbtion power except that excess energy has no effect and will
|
||
not cause damage. Physical attacks do no damage and all weapons must make
|
||
an RR vs heat at level rank -4 intensity. Cold based attacks do double
|
||
damage. Tachyon and all energy absorbtion effects do full damage. While in
|
||
fire form, user can also be effected by pyrokesis.
|
||
|
||
10 Electricity: same as above except that cold based attacks have no effect.
|
||
User can be effected by electrical and magnetic control.
|
||
|
||
14 Plasma: same as fire except that cold based attacks under level rank
|
||
intensity do no damage and intenisty of the plasma is at full level rank
|
||
power.
|
||
|
||
16/20/20 Energy(Normal,Positive,Negative)
|
||
As above except the normal energy form can only be harmed by tachyon
|
||
and energy absorbtion. The positive energy form can only be effected by
|
||
negative energy or by energy absorbtion.The character can use his positive
|
||
energy form to heal and res tore life levels. Likewise, the negative
|
||
energy form can be used to drain life levels.
|
||
|
||
6 Expansion: Allows increase in volume by a factor of power rank -5 in
|
||
spaces. For example, at 6th level a human sized being (1 space) could
|
||
increase his volume by a factor 5, expanding to a volume of 5 spaces. A
|
||
being who's normal size was larger, for instance 4 spaces in size, would
|
||
expand to 20 spaces at 6th level. Note that only volume is increased,
|
||
not mass or strength.
|
||
|
||
6 Reduction: Allows reduction in volume but not in mass. Although
|
||
strength is not inherently reduced, there may be some loss of
|
||
strength in certain situations due to a loss of leverage caused by
|
||
the reduced size. A 6th level the character can reduce
|
||
himself to 75% of his original size. Thereafter, the character can reduce
|
||
himself to a fraction of 1/(level - 5) in size. Therefore at 7th
|
||
level, the character could reduce himself to 1/(7 - 5) or 1/2 his
|
||
original size.
|
||
|
||
8 Increase Mass/Density: Allows increase in mass and size if density
|
||
is not changed, or mass and density if size remains the same. Factor
|
||
of increase equals power rank -7.
|
||
|
||
8 Decrease Mass/Density: Allows decrease in size and mass if density
|
||
remains the same, or decrease in mass and density if size remains
|
||
the same. Fraction of mass is equal to 1/(level - 6). Strength is
|
||
also reduced through this discipline.
|
||
|
||
2 Alter Appearance: Allows user to polymorph slightly to change
|
||
his appearance. The new appearance must still be one that belongs
|
||
to the same species as the character. For example, a human
|
||
character could change the appearance of his or her sex, skin
|
||
tone, hair color, eye color, hight or weight. A human character
|
||
could not appear any humanoid such as an orc or alien lifeform.
|
||
|
||
8 Polymorph: Allows the character to change his form to any creature
|
||
he has seen or encountered which does not excede his size by any
|
||
more than a factor of 10. This ability only grants form and not
|
||
the true biological structure. A player polymorphed into a cobra
|
||
would look and move like a cobra but would not have a venomous bite. A
|
||
player transformed into a bird could learn how to fly but this ability
|
||
would not come instantly to him the first time this form is assumed.
|
||
|
||
12 Shapechange: Same as polymorph but also allows assumption of
|
||
non-living forms as well. Thus a person could change into
|
||
something that would resemble a rock or a tree, but that
|
||
character would still be affected normally be attacks and would
|
||
not assume the mineral hardness of rock.
|
||
|
||
16 Transformation: as polymorph except all physical traits are
|
||
duplicated while original mental traits are retained. A character
|
||
transformed into a cobra would still have his mental abilities including
|
||
psionics and skill, and would have the physical traits of a cobra,
|
||
including a venomous bite, and be cold blooded. Use of the new form is
|
||
considered second nature to the character. Use of flight in a bird form
|
||
would not require any practice.
|
||
|
||
10 Metamorphasis: this power is intended to be used with biological mutations
|
||
although it could possible be used with psionic as well. When this option is
|
||
chosen when creating a mutant character, the characters powers function only
|
||
in the new form. When he is in his normal form, he has no special biological
|
||
powers although all skills and other powers remain. Several rolls can be
|
||
made on the physical mutations table to determine the effect of the
|
||
metamophasis. If the metamorphasis in uncontrollable, then taking this
|
||
option actually grants the character the number of character points for
|
||
a 10th level power each character level it is in effect. If the power is
|
||
controllable then the time for metamorphasis is 1 round - 1 second/2 levels
|
||
above the 10th.
|
||
|
||
|
||
6 Camoflauge: Allows user to change the pigment of himself and his
|
||
belongings to blend in with surroundings at level rank -3 ability.
|
||
Level of camoflauge is reduced 2 ranks if the character moves while
|
||
under observation.
|
||
|
||
8 Elasticity: User's body becomes elastic and maleable. Serves as power rank
|
||
-6 body armor vs blunt attacks, and power rank -6 body armor
|
||
vs edged attacks. Also grants level -6 falling skill and +5 LS on escape
|
||
skill.
|
||
|
||
8 Elongation: Allows user to elongate his body to the following
|
||
lengths per level:
|
||
|
||
Level Length in meters
|
||
8 1
|
||
10 2
|
||
12 5
|
||
15 10
|
||
20 25
|
||
25 50
|
||
30 100
|
||
40 500
|
||
50 1000
|
||
|
||
5 Adhesion: Allows user to adhere to objects with level rank -2 strength.
|
||
Note that the adhesion strength does not effect the character's strength
|
||
and it is possible for the user to damage himself and even tear off limbs
|
||
by uing this ability.
|
||
|
||
4 Increase Muscle Density: as Increased Strength
|
||
|
||
4 Skeletal Enhansment: as increased strength but applies to material
|
||
strength of skeleton.
|
||
|
||
6 Body Armor: If psionically based this acts somewhat like a personal force
|
||
field. If biologically based the body's physical structure is altered.
|
||
In either case this power gives the equivalent of 1 layer of body armor at
|
||
level -5 rank.
|
||
|
||
5 Invisibility: Character's body is completely transparent to visible light
|
||
but can be detected by other means such as infra and ultra vision.
|
||
|
||
9 Mass Invisibilty: renders invisible (as above) a number of beings equal
|
||
to the character's level or a volume of living/non-living material of level
|
||
rank size in spaces, which ever is less. Example, a 9th level character
|
||
could render 9 human sized creatures invisible, or 1 giant creature or
|
||
material having a size of 80 spaces or any number of creatures/objects
|
||
whose total size is no more than 80 spaces.
|
||
|
||
Energy Manipulation
|
||
|
||
4 Energy Generation (Touch): can generate level -3
|
||
rank in power points/round at a cost of 1 psionic point/ 10 power points.
|
||
|
||
1 Light: illuminate a 10 square meter area/level to normal daylight
|
||
conditions. 1 Darkness: darken a 10 square meter area/level to normal
|
||
nightime conditions
|
||
|
||
Energy Projection
|
||
|
||
5 Heat: project heat at level rank range and damage
|
||
|
||
5 Cold: project cold at level -2 rank range and damage
|
||
|
||
12 Electron:project an electron beam at level rank tech level damage and range
|
||
as for a 0.1 space device
|
||
|
||
14 Positron: as above
|
||
|
||
5 Fire: as above
|
||
|
||
16 Fission: as above
|
||
|
||
18 Fusion: as above
|
||
|
||
14 Proton: as above
|
||
|
||
16 AntiProton: as above
|
||
|
||
5 Electricity: as above
|
||
|
||
18 Newtron: as above
|
||
|
||
20 AntiNewtron: as above
|
||
|
||
9 Energy(EM radiation): as above
|
||
|
||
10 Ion: as above
|
||
|
||
9 Plasma: as above
|
||
|
||
16 Phaser: as above
|
||
|
||
20 Tachyon: as above
|
||
|
||
17 Disruption: as above
|
||
|
||
15 Bio: as above
|
||
|
||
30 Cosmic:as above
|
||
|
||
24 Extra-Dimentional: as above
|
||
|
||
16 Positive: as above but with level -5 rank effect and range
|
||
|
||
16 Negative: as positive
|
||
|
||
7 Paralytic: projects a beam of paralytic energy at level -3 rank range and
|
||
strength
|
||
|
||
Energy Field level +2 (all of above types): as 0.1 space energy field
|
||
device at level rank tech level
|
||
|
||
4 Charge Object: charge object with level rank number of power points per
|
||
round, 10 round charging time max. Energy decreases at rate of level rank
|
||
in power points per turn.
|
||
|
||
30 Annihilation Field: totally annihilates any and all matter it comes into
|
||
contact with, minimum of 5000 pts damage on contact. Covers 1 square
|
||
meter/level.
|
||
|
||
28 Annihilation Sphere: As above but creates a sphere of up to 1 space/level
|
||
in volume and can be moved at a rate of 1 meter/round/level.
|
||
|
||
10 Energy Absorbtion: absorb level -5 rank in damage points/round. Energy
|
||
absorbed up to the characters maximum can be used to heal the character or
|
||
be converted into psionic points. Energy beyond the absorbtion amount will
|
||
cause damage. Energy absorbed will dissipate at a rate of 10 points/round.
|
||
|
||
8 Physical Absorbtion: as above but only applies to physical or kinetic based
|
||
attacks.
|
||
|
||
Energy Draining (non-lifeforce) (Touch,Distance,Field)
|
||
|
||
5 Touch: as energy generation except energy is drained. As with absorbtion
|
||
this power can be used for healing or for psionic strength points.
|
||
|
||
7 Distance: as above but at level -5 rank distance in meters
|
||
|
||
9 Field: as above but per square meter covered. For example a 9th level
|
||
character could create a 1 square meter field covering himself that could
|
||
drain up to 50 power points per round that the field comes in contact with.
|
||
The character could also create a larger field that covers 10 square meters
|
||
that could absorb only 5 power points (50 power points/ 10 square meters)
|
||
per round.
|
||
|
||
9 Energy Amplification: Amplifies all energy and energy effects such as damage
|
||
caused by energy weapons in a 1 meter/level radius by 20%/level. Includes
|
||
kinetic energy such as projectile and melee weapons. The user can actively
|
||
choose to amplify certain energies and not others like raising energy
|
||
produced by allies' energy weapons but not the energy produced by shields
|
||
of foes. The character can do this but at 1/2 level and can only affect a
|
||
number of energy sources equal to 1/2 his level. For instance, a 10th
|
||
level character could amplify 5 energy sources 100% effectively doubling
|
||
them.
|
||
|
||
6 Energy Dampening: same as above but energy and energy effect are reduced
|
||
by a certain percentage. 12 Energy Rechanneling: Same as energy absorbtion
|
||
except absorbed energy cannot be incorpated for use in healing or psionic
|
||
point gain. Instead, the energy can be rechanneled back at any given
|
||
target. Energy will dissipate over time just as with energy absorbtion and
|
||
the character can rechannel what ever amount of energy he has stored at
|
||
any time. The energy concentration (weapon class) upon rechanneling is not
|
||
the same as it was upon absorbtion but can be greater or less than
|
||
depending on the character's level rank. The to hit roll required is based
|
||
upon the highest skill level the character has in any ranged weapon.
|
||
|
||
10 Energy Reflection: same as energy absorbtion except that instead of
|
||
absorbing and storing energy, energy is imediately reflected at a given
|
||
target. Excess energy that cannot be reflected is taken as damage. To hit
|
||
roll is the same as above. The character can also choose to split the
|
||
reflected energy to hit multiple targets. The penalty to hit is -4 LS
|
||
cumulative per multiple targets. Example, firing at 3 targets at once
|
||
gives each to hit roll a -8 LS penalty.
|
||
|
||
8 Kinetic Energy Reflection: Same as above but applies to kinetic energy
|
||
weapons such as projectiles, particle beams, and most melee weapons.
|
||
|
||
14 Energy Conversion: can change any form of energy (electricity, heat, bio,
|
||
etc) into another. The amount of energy that can be converted per round is
|
||
equal to the character's level rank in power points. Unless used up, the
|
||
energy will stay in its new form for 1 turn/level and then change back into
|
||
its original form.
|
||
|
||
7 Wave Alteration: This power can duplicate the powers of energy
|
||
amplification and dampening but only one waves such as sound and EM
|
||
radiation. It also allows for change in wavelength and frequency. Thus
|
||
radio waves could be changed into visible light to extract
|
||
information. Normal sound waves could be amplified to produce sonic
|
||
attacks.
|
||
|
||
5 Sonic Manipulation: similar to above but applies only to sound
|
||
waves. Area of effect is 1 meter/level radius. Within area of effect it
|
||
also allows the character to create an area of silence, it can also be
|
||
used to mimic and produce sounds and voices with mimicry success same as
|
||
for mimicry skill of equal level.
|
||
|
||
16 Cloaking Field: produces same effect as 0.1 space cloaking device of level
|
||
rank tech level.
|
||
|
||
12 Displacement: character appears up to be 1/2 meter/level from where he
|
||
actually is. First attacks will always miss unless the weapon or area of
|
||
effect is as large as the amount of displacement. Consecutive attacks
|
||
begin at -5 LS to hit and the increase 1 LS/attack until after 5 attacks
|
||
there is no more penalty.
|
||
|
||
10 Magnetism: same effect as adhesion but only affects magnetic and
|
||
para-magnetic substances. Also, the power can act at distance as a tractor
|
||
or repulsor beam. Power can also be used as a magnetic force field equal in
|
||
power to a 0.1 space device of level rank tech level. Can also be used to
|
||
affect magnetically based computers and devices as an ion beam of level
|
||
rank intensity.
|
||
|
||
8 Force Field: as 0.1 space device of level -2 rank
|
||
|
||
9 Particle Shield: as above at level -3 rank
|
||
|
||
10 Energy Shield: as above at level -4 rank
|
||
|
||
8 Force Field Other(Hold): as grappling attack at level -5 rank strength and
|
||
ability.
|
||
|
||
|
||
Matter Manipulation
|
||
|
||
6 Molecular Agitation: raises temperature of a material to level -5 rank in
|
||
heat intensity. Affects level -5 number of spaces in volume. Materials
|
||
raised to a heat intensity greater than their heat resistance (usually
|
||
material strength) begin to take damage. Items in contact with such
|
||
materials will also take damage each round they are in contact.
|
||
|
||
9 Matter Creation: able to create an amount of any form of matter
|
||
equal to level -8 spaces in volume. The material strength of the material
|
||
able to be produced is equal to level -7 rank. For each rank above 10 the
|
||
volume is reduced by 1 space. Complex synthetic materials have their
|
||
amount limited to a number of cubic centimeters, not spaces. Such
|
||
materials include energy crystals or nuclear reactor fuels.
|
||
|
||
20 AntiMatter Creation: able to create 1 gram/level of antimatter.
|
||
|
||
18 Matter/Antimatter Conversion: able to convert 1 gram/level of matter into
|
||
anti-matter or one kg/level of anti-matter into matter. In a universe where
|
||
antimatter is the common state of matter this power is reversed and 1
|
||
gram/level of antimatter can be converted into matter and 1 kg/level of
|
||
matter can be converted into antimatter.
|
||
|
||
12 Matter Projection: as matter creation except the matter can be
|
||
projected at up to level -4 rank range and strength. The creator can have
|
||
the projected matter take any form he wishes (bridge, wall, battering ram,
|
||
cage, etc) after it has been projected or reaches a specific destination.
|
||
|
||
6 Matter Absorbtion: allows the character to absorb matter into his body
|
||
upon contact. The amount of matter being absorbed is equal to the
|
||
character's level -6 rank in kg. At 6th level 1 kg can be absorbed. The
|
||
strength of materials that can be absorbed is equal to level -5 rank.
|
||
Antimatter cannot be absorbed without taking damage. The character will
|
||
gain mass from absorbing matter. If too much matter is absorbed, more than
|
||
the character can bear according to strength, the character will be unable
|
||
to move, possibly even taking damage. This power can be used in normal
|
||
situations or it can even be used to aborb bullets and other projectiles
|
||
as well as damage from matter based energy weapons (particle beams,
|
||
plasma,etc) equal to the character's level rank. Magical items receive a
|
||
resistance roll to see if they are absorbed.
|
||
|
||
10 Molecular Manipulation: this is a king of telekinesis that is used to alter
|
||
the structure and shape of matter. The character can affect 1 space/10
|
||
levels or 0.1 spaces/level of material with a material strength no greater
|
||
than the characters level rank. For each rank below the maximum material
|
||
strength the character can affect, the volume affected at 1 level higher
|
||
per rank. An 11th level character could affect 2 spaces of rank 5 material.
|
||
This power will not destroy matter but it can bend bars, create holes in
|
||
armor, etc.
|
||
|
||
9 Repulsion/Attraction: equal to a 0.1 space pressure/tractor beam
|
||
device
|
||
|
||
12 Repulsion/Attraction field: equal to a 0.1 space tactor/repulsor
|
||
field device
|
||
|
||
14 Molecular Alteration: affects 10 kg/level above 13th. Able to rearrange
|
||
atoms to form new molecules. Atoms themselves cannot be changed. Thus
|
||
water could be separated into hydrogen and oxygen. Coal could be turned
|
||
into diamond. Oxygen could be turned into ozone, etc.
|
||
|
||
7 Increase/Decrease Object Density: This power applies to innanimate,
|
||
non-living objects. Otherwise it is the same as the two increase and
|
||
decrease mass/density disciplines. 16 Quantum Manipulation: This power
|
||
allows one to rearrange subattomic particles to transform 1 element or
|
||
substance into another. Thus by the use of this power lead could be turned
|
||
into gold and vice versa. 1 kg/level can be affected.
|
||
|
||
5 Expansion/Reduction (object): same as expansion and reduction
|
||
disciplines but applies to inanimate objects. Can affect level -4 rank in
|
||
material strength.
|
||
|
||
10 Dematerialize/Materialize: character is able to convert
|
||
his body into a molecularly debonded matter stream similar to a
|
||
transporter. The character is able to pass through unshielded matter which
|
||
does not have a density greater than the character's level. Shields can be
|
||
passed through with a SR of 75 -1 LS for each rank of damage the shield
|
||
can absorb above the character's level rank. If the SR is unsuccessful,
|
||
the character takes damage equal to the shield's damage capacity, most
|
||
likely killing the character. Energy and particle weapons have full
|
||
effect. Character is also able to transport himself or other matter as a
|
||
1 space level rank transporter device.
|
||
|
||
25 Energize: The character is able to convert his entire body into energy,
|
||
equivalent to a level rank 1 space energy field device. Also grants
|
||
energy aborbtion,reflection,draining(by contact) and projection powers at
|
||
level ability. Character is also able to move a lightspeed and has no mass.
|
||
|
||
12 Gravity Manipulation: Able to increase/decrease the gravity of an object by
|
||
50%/level. Reduction below 100% indicates antigravity allowing for
|
||
levitation and flight. Can affect level rank in kg. Note that only weight,
|
||
not mass is affected by this power.
|
||
|
||
25 Genesis: Can affect 1 square kilometer/level/use. Able to transform
|
||
geological and climate conditions to such that could support
|
||
life, not necessarily earth based life. Can affect already life supporting
|
||
areas to support different kinds of life, like changing a desert region
|
||
into a tropical rain forest.
|
||
|
||
9 Telekinesis: Similar to repulsion and attraction powers, this power allows
|
||
for the mental movement of objects. Objects can be moved and manipulated
|
||
just as they would be physically. The mass that can be manipulated is equal
|
||
to the level rank in kg. The dexterity at which objects can be manipulated
|
||
is equal to the character's level -8 rank in dexterity or his natural
|
||
dexterity, whichever is higher. Weapons can be used at the character weapon
|
||
skill level or psionic level, whichever is lower.
|
||
|
||
5 Telekinetic Bolt: This projects a bolt of telekinetic force of level -4
|
||
rank damage, weapon class, and range. 5 Flying: Allows flight at level
|
||
rank in meters/second speed.
|
||
|
||
4 Levitation: allows character to move vertically at a rate of 10
|
||
meters/round, or move another object or person no more than 100 kg in mass.
|
||
|
||
16 Control Weather: Character has complete control over weather conditions
|
||
in a 5 square kilometer/level range. Character may increase/decrease
|
||
temperature by 1 degree celsius/level, raise/lower wind velocity by
|
||
2 kmph/level, alter humidity levels, create precipitation, fog, thunder
|
||
storms, etc.
|
||
|
||
7 Hydrokinesis: Character has telekinetic control over water or other liquids.
|
||
Able to manipulate 1 space/level of water with level -6 rank strength and
|
||
use it to act as a shield to absorb level -6 rank damage.
|
||
|
||
12 Terrakinesis:same as above except at level -9 rank strength and can create
|
||
a level -9 rank shield.
|
||
|
||
7 Aerokinesis: control all gases in a 2 meter/level radius. Able to
|
||
manipulate gases with level -6 rank strength.
|
||
|
||
10 Pyrokinesis: Able to fuel and control all fire in a 2 meter/level radius.
|
||
Able to project flames or use as a shield. All fire in range can be raised
|
||
or lower by level -4 ranks in intensity.
|
||
|
||
8 Cryokinesis: Able to control temperature in a 2 meter/level radius. Ability
|
||
to create water or ice from atmospheric humidity. Cold projection power.
|
||
Create ice shield of level -5 rank. Raise or lower cold intensity by level
|
||
-4 ranks.
|
||
|
||
10 Plant Control: allows telekinetic control (as telekinesis power) of all
|
||
plants within a 1 meter/level above the 9th radius.
|
||
|
||
7 Project Adhesive: project a level -2 rank strength adhesive to cover a level
|
||
rank number of spaces at a level rank range.
|
||
|
||
7 Project Corrosive: as above
|
||
|
||
9 Etherealness: Character is able to project up to 1 human sized being or up
|
||
to 100 kg into the ethereal plane. If the character projects himself, he can
|
||
fully enter the ethereal plane and therefore be out of view and danger from
|
||
those occupying the same area in the prime material plane. Note that this
|
||
means the character cannot see or interact with anything in the prime material
|
||
plane either. If he chooses to be on the border ethereal, he can see into
|
||
the prime material plane but not interact or be interacted with it.
|
||
|
||
14 Mass Etherealness: as above but limit is 1 space/2 levels.
|
||
|
||
11 Phasing: similar to etherealness, but this ability allows the character to
|
||
remain in the prime material plane but be slightly out of phase with normal
|
||
matter. The character looks solid but is able to pass through all matter
|
||
and shields of less than 10 times the character's level rank.
|
||
|
||
14 Ectoplasmic Form: creates a quasi-material form, part of which lies in
|
||
the material plane and part of which lies in some other plane, most likely
|
||
astral or ethereal. The fraction of the form which lies in one plane or
|
||
the other can be controlled by the character. Thus the object can be
|
||
seemingly ethereal in nature and can pass through matter, or solid and
|
||
manipulate objects with level/5 rank strength and dexterity. Range is 1
|
||
meter/level radius.
|
||
|
||
9 Explode: explode objects of to level -8 rank in spaces and at level -7
|
||
rank strength. Exploded objects do their material strength in damage in a
|
||
level/3 radius in meters.
|
||
|
||
9 Implode: same as above except object is crushed. Damage is taken to all
|
||
beings and objects within the imploded object.
|
||
|
||
Time/Space Manipulation
|
||
|
||
18 Time Stop: able to stop time in a 1 meter/level radius sphere for a
|
||
duration of 1 round/level. This discipline can also be used to restart
|
||
the normal flow of time in an area where it has been stopped.
|
||
|
||
14 Slow Time: able to slow the passage of time in a 1 meter/level radius by
|
||
50% plus 5%/level above the 14th.
|
||
|
||
14 Speed Time: same range as above, able to speed time by 100%/level above
|
||
the 13th.
|
||
|
||
22 Temporal Distortion: as 1 space device
|
||
|
||
18 Temporal Shield: character is able to create a 1 meter/level zone of
|
||
protection against all time and space alteration/distortion powers.
|
||
|
||
9 Time Sence: Character can sence distortions in time and wether certain
|
||
beings or objects are from a the time, or are from a future or past time,
|
||
and how far into the past or future.
|
||
|
||
14 Duo-Dimention: character can exist in two of the three dimentions.
|
||
He can choose to have no length, width, or height. In essence,
|
||
he exists as a 2 dimentional plane. Attacks from the front or rear of the
|
||
plane will hit normally. Attacks from the other two sides, possibly the
|
||
sides or top are unable to hit, and will seemingly pass right through the
|
||
character. This skill can also be used to fit between small crevices.
|
||
Which attacks can hit are relative to what dimention he is not existing
|
||
in. A character with no height can only be attacked from above or below. A
|
||
character with no length can only be atacked from the sides. A character
|
||
with no width can only be attacked from the front or back. If the
|
||
character makes a SR he can move through objects at the proper angle.
|
||
Duration of 1 round/level.
|
||
|
||
20 Dimention Door: creates a gateway 1 meter/4 levels square (5 meter x 5
|
||
meters at 20th level) between current dimentionand any other desired
|
||
dimention. 1 turn/level duration.
|
||
|
||
9 Teleportation: teleport up to 10 km/level
|
||
|
||
13 Exoteleportation: teleport object within sight no more than 10 kg/level
|
||
up to a 10 km/level distance.
|
||
|
||
22 Spacial Distortion: as 1 space device
|
||
|
||
15 Astral Projection: Character can project himself into the astral plane
|
||
|
||
18 Mass Astral Projection: as above except 1 being/2 levels can be transported
|
||
|
||
16 Warp Space: as 1 space device
|
||
|
||
22 Create Wormhole: create a 5 meter diameter wormhole connecting
|
||
two points in space which are up to level rank/10 lightyears distant from
|
||
eachother. For every 5 meters greater in diameter the wormhole is, its
|
||
distance decreases by 1 rank.
|
||
|
||
20 Enter Hyperspace: as 1 space device
|
||
|
||
14 Plane Shift: character able to enter any plane of existance
|
||
|
||
18 Mass Plane Shift: as above except 1 being/2 levels can be transported
|
||
|
||
26 Transfer Plane: a portion of any plane measuring 100 meters/level square
|
||
is exchanged with an equal portion of the plane the character is allready on.
|
||
Thus a 26th level character could transport a 2600 meter x 2600 meter area
|
||
of the astral plane onto the material plane. Duration of 10 turns/level.
|
||
|
||
18 Gate: as dimention door except the portal is only one way, character's
|
||
choice.
|
||
|
||
Alter Planar Existance
|
||
|
||
25 Positive: character can alter his being so he can exist normally in the
|
||
positive material plane as if he were native to that plane
|
||
|
||
25 Negative: as above
|
||
|
||
20 Elemental: as above
|
||
|
||
22 Quasi Elemental: as above
|
||
|
||
22 Hyperspace: as above
|
||
|
||
24 Astral: as above
|
||
|
||
23 Ethereal: as above
|
||
|
||
Biomanipulation
|
||
|
||
1 Bioluminescence: character can make his body glow at level rank intensity
|
||
up to a maximum of rank 20.
|
||
|
||
6 Blind: opponent is blinded for 1 turn/5% RR failure
|
||
|
||
4 Deafen: opponent is deafened for 1 turn/5% RR failure
|
||
|
||
5 Mute: opponent unnable to speak or produce any vocal
|
||
sounds for 1 turn/5% RR failure 4 Cancel sense of taste: opponent has no
|
||
sence of taste, duration is 10 turns/5% RR failure
|
||
|
||
8 Cancel sense of touch: no feeling, opponent at -5 dexterity ranks for 1
|
||
turn/5% RR failure
|
||
|
||
4 Cancel sense of smell: opponent has no sence of smell for 1 turn/5% RR
|
||
failure
|
||
|
||
9 Choke: opponent trachea is immediately obstructed,
|
||
unconsciousness will occur after opponent can no longer hold his breath
|
||
and then eventually death. If the power is released before this time opponent
|
||
will be unharmed
|
||
|
||
5 Sufficate: as above except power takes 1 round/constitution rank of
|
||
opponent to reach full effect and then is equal to choke power.
|
||
|
||
6 Increase/Decrease Metabolism: allows psionicist to increase or decrease
|
||
the rate at which his body functions. Increase is 50% plus 10%/level above
|
||
6th. Decrease is 50% plus 5%/level above 6th. Increase grants increased
|
||
speed, although more food in take is required in proportion to metabolism
|
||
increase. Also, poisons and medications work faster. Decrease slows down
|
||
speed, effectiveness of poisons and medications, as well as decreases food
|
||
requirements.
|
||
|
||
6 Increase/Decrease Heart Rate: character can decrease his own or someone
|
||
else's heart rate so as to appear dead, or spead up someone's heart rate
|
||
to speed poison or medication effect, or to kill him. Character's heart
|
||
rate can be raised one rank per round of concentration, each round allowing
|
||
a RR. When then the constitution rank is exceded an RR must be made to
|
||
avoid cardiac arrest.
|
||
|
||
9 Alter Sensory Perception: can alter a being sensory perception so he can
|
||
be made to believe he is or is not seeing, hearing, tasting, or touching
|
||
something that is not real.
|
||
|
||
5 Pain: opponent is at -2 ranks in dexterity and at -1/2 levels of attacker
|
||
on all physical rolls including attacking, defending, piloting, etc.
|
||
|
||
8 Paralysis: opponent is paralysed for duration of concentration
|
||
|
||
6 Limb Paralysis:as above except on ly 1 limb is paralyzed.
|
||
|
||
9 Stun: opponent is stunned until concentration is stopped, allowing an RR
|
||
each round, or for round/5% RR failure. All actions at -10 LS.
|
||
|
||
18 Kill: death unless RR is made
|
||
|
||
9 Weakness: strength reduce 1 rank/5% failure down to a minimum of 1,
|
||
duration of 1 round/5% failure, strength returns at 1 rank/round there
|
||
after.
|
||
|
||
12 Exhaustion: as weakness except constitution is also affected
|
||
|
||
7 Sleep: opponent falls asleep for 1 turn/5% failure
|
||
|
||
9 Bioscan: character gains all biological information concerning target,
|
||
including heart rate, metabolism, temperature, cerebral activity, immune
|
||
system, etc.
|
||
|
||
7 Clumsiness: as weakness, dexterity is affected
|
||
|
||
5 Slow: opponent slowed to 50% his normal movement rate at 5th level, plus
|
||
5%/level above the 5th. Action points are also reduced.
|
||
|
||
5 Haste: as slow except movement and action points are increased by 100% at
|
||
5th level, plus 10%/level above the 5th.
|
||
|
||
16 Temporal Stasis: all biological processes are stopped on any
|
||
creature. Creature is in perfect suspended animation for 1 day/level.
|
||
|
||
5 Adrenaline stimulation: character can stimulate adrenal glands to increase
|
||
strength, constitution, and speed by 1 rank/2 levels for a 1 round
|
||
duration.
|
||
|
||
6 Cure Disease: allows user to cure disease
|
||
|
||
6 Cause Disease: allows user to cause disease with level rank severity.
|
||
|
||
10 Accelerate Growth: allows growth rate of an organism to be accelerated by
|
||
50% at 10th level plus 50%/level above the 10th. Duration is 1 day/use.
|
||
|
||
10 Regeneration, Minor: Allows healing of damage equal to Level/2 every turn.
|
||
If power is biologically based, healing rate is based on Constitution/4.
|
||
|
||
15 Regeneration: As above except rate is level or Constitution/2.
|
||
|
||
20 Regeneration,Major: As above except rate is level x2 or Constitution.
|
||
|
||
25 Instant Regeneration: As major regeneration except rate is per round
|
||
instead of per turn.
|
||
|
||
8 Hyper Intake/Expulsion: Character is able to inhale
|
||
and exhale large volumes of gas at high pressure. Force is equal to a
|
||
tractor/pressure beam of corresponding tech level rank. Short range is 1
|
||
m/level. Medium range is twice short range but at 1/2 power. Long range
|
||
is at 3 times short range but at 1/4 power.
|
||
|
||
1 - 10 Heal I - X: Heals level in hit points/round
|
||
|
||
15 Heal All - 2 meters: as heal x but heals any number of individuals in a
|
||
2 meter radius
|
||
|
||
20 Heal All - 5 meters: as above
|
||
|
||
25 Heal All - 10 meters: as above
|
||
|
||
30 Heal All - 50 meters: as above
|
||
|
||
40 Heal All - 100 meters: as above
|
||
|
||
50 Heal All - 1 km: as above
|
||
|
||
22 Evolve: This discipline can transmute an organism to a higher
|
||
stage of evolution. The new form does not have to be an exact species that
|
||
exists or could exist in the organism's evolutionary chain but must be
|
||
similar to one. For example, a fish could be evolved into an amphibian.
|
||
That amphibian would not have to be a frog or salamander as such, but
|
||
would have to have amphibian properties such as water permeable skin and
|
||
be cold blooded. Some judgement has to be used for organisms at the top of
|
||
their evolutionary chain, such as humans. For humans, to evoltionary paths
|
||
are possible, one path which gives way to physical evolution: greater
|
||
size, increased health, stamina, and life span. The other possible path
|
||
would still increase health but would probably give up physical strength
|
||
for increased intelligence and possible psionic abilities. Point cost is
|
||
50 pts/ family removed, 100 pts/order removed, 500 pts/class removed, 1000
|
||
pts/phylum removed, and 5000 pts/kingdom removed.
|
||
|
||
22 Deevolve: Similar to evolve. A human could be deevolved into a frog or
|
||
into a humanoid amphibious creature.
|
||
|
||
8 Poison: Character is able to psionically manipulate chemicals in target
|
||
to induce a poison into the targets bloodstream. Poison strength is equal
|
||
to level -7 rank.
|
||
|
||
16 Clone: Given a tissue or blood sample to work with, this discipline allows
|
||
the character to make a clone of an organism. The clone when completed
|
||
will be at the infant stage of growth. Other disciplines can be used to
|
||
increase the age of the organism. When the organism reaches the age if the
|
||
template organism it should be identicle in appearance and have physical
|
||
attributes which are no more than 2 ranks removed from the original
|
||
organism. Biological mutations are also duplicated by this process.
|
||
|
||
6 Water Breathing: Allows extraction of oxygen from normal water for
|
||
respiration. This discipline also applies to creatures who may use a
|
||
different substance for respiration such as carbon dioxide or other gasses.
|
||
|
||
8 Adaptation: character can physically adapt to any climate extreme that
|
||
could support some form of life. Duration 1 day/use.
|
||
|
||
18 Longetivity: biologically based power, always in affect. if psionically
|
||
based it must be used constantly. Aging rate is decreased by 50% at
|
||
18th level, plus 5% level above 18 until 26th level, and then by 1% per
|
||
level until aging stops completely at 36th level.
|
||
|
||
26 Immortality: character does not age and is immune to desease and toxins
|
||
below his level rank in intensity, but can be killed by normal means. If
|
||
this power is not biologically based but psionically based, then the
|
||
psionicist must expend enough power points as if he was making a permanent
|
||
(constant) psionic item with the power of Immortality.(see Empower Object
|
||
under Mental Powers and Imbed Spells) This means that learning the power
|
||
does not give instant mortality but that it must be attained gradually
|
||
through power point expenditure over time.
|
||
|
||
16 Age: Character can age a creature by 1 year/level.
|
||
|
||
16 Rejuevenate: as age except age is reduced
|
||
|
||
14 Wither: one limb of a creature is withered and useless, or one space/level
|
||
of plant/fungus life is withered and dead.
|
||
|
||
25 Create Organism: character can actually create any type of organism of his
|
||
choice having no more than his level in spaces and whose total attributes
|
||
are not greater than 1/10 of his level rank. Any special powers count at
|
||
attributes at their level rank power.
|
||
|
||
Mental Manipulation
|
||
|
||
7 Psionic Blast: projects a cone of psionic force 5 meters
|
||
wide plus 1 meter/level above 7th, and 10 meters long plus 2 meters/level
|
||
above the 7th. Affects are as follows per % RR failure. Note that the % RR
|
||
failure is the difference betweens the attackers skill roll and the
|
||
defenders skill rolls, taking into account all LS.
|
||
|
||
01-05: stunned 1 round, -1 LS all actions
|
||
06-10: as above, 2 rounds, -2 LS
|
||
11-15: as above, 3 rounds, -3 LS
|
||
16-20: as above, 4 rounds, -4 LS
|
||
21-25: as above, 5 rounds, -5 LS
|
||
26-30: as above, 6 rounds, -6 LS
|
||
31-35: as above, 7 rounds, -7 LS
|
||
36-40: as above, 8 rounds, -8 LS
|
||
41-45: as above, 9 rounds, -9 LS
|
||
46-50: as above, 10 rounds, -10 LS
|
||
51-55: Confused 1-8 rounds
|
||
56-60: Fear
|
||
61-65: Enraged
|
||
66-70: Sleep 5-50 turns
|
||
71-75: Coma 1-10 days
|
||
76-80: Loss of 1 sence (sight,taste,touch, smell,hearing)
|
||
81-85: Amnesia
|
||
86-90: Random Insanity (Kleptomania,Schizoid, Schizophrenia,
|
||
Pathological Liar, Monomania, Dementia
|
||
Praecox(Hopelessness),Melancholia,
|
||
Megalomania, Mania, Lunacy, Manic-Depressive, Halucinatory Insanity,
|
||
Catotonia Sado-Masochism, Homicidal Mania, Hebephrenia, Suicidal
|
||
Mania)
|
||
91-95: Feeblemind
|
||
96-100: Physic Wound ( 1 random ability is lost)
|
||
101-105: Severance ( 1 skill area)
|
||
106-110: Death
|
||
111-115: Under control of character for 1-10 weeks
|
||
115-120: Death plus loss of 1 psionic ability
|
||
121-125: Death plus all psionic ability lost
|
||
126+ Death but psionic ability is gained upon ressurection
|
||
|
||
Note that on any natural 100 roll, at the GM's discretion, the defender
|
||
should roll to see if he or she has gained psionic ability.
|
||
|
||
4 Mind Thrust: as psionic blast except attack is individual
|
||
|
||
10 Psychic Crush: as mind thrust except +25 on all effects, ie. a RR failure
|
||
of 100 is treated as 125.
|
||
|
||
1 Mind Blank: +2 vs mental attacks
|
||
|
||
18 Psychic Wind: creates psychic wind in the astral (or possibly ethereal)
|
||
plane
|
||
|
||
20 Psychic Storm: as psionic blast except +25 on all effects
|
||
|
||
9 Psychic Blade: creates a blade of psychic force that the creator can
|
||
control telekinetically at a range of 2 meters plus 1 meter/level above
|
||
the 9th. Does level -9 rank damage per round. Damage can be divided among
|
||
individual attacks in any way the character wishes. Example, at 9th level a
|
||
character can attack once in a round for 20 points damage, twice for 10
|
||
points damage, 4 times for 5 points damage, up to the number of attacks the
|
||
user has.
|
||
|
||
14 Emotion Feed: user is able to regenerate psionic ability points through
|
||
feeding on the emotional energy of others. Range is 5 meters/level. Typical
|
||
emotional states that can be fed upon are happiness, sadness, fear, and
|
||
anger. From 1-10 points per round/person can be regenerated through this
|
||
process. The characters maximum psionic point total can be excede by 50%
|
||
plus 5% per level above the 14th. Points above the character's maximum will
|
||
decay at a rate of 5 points/round once the source of emotion has ceased.
|
||
The amount of points gained from each individual (1-10) must be decided
|
||
upon by the GM according to the degree of emotion in the area of effect.
|
||
Opposite emotions will cancel. 5 points of fear will cancel 5 points of
|
||
anger.
|
||
|
||
9 Psychic Hammer: as psychic blade except a hammer is created
|
||
|
||
14 Inhibition: character can plant an inhibition in the target's mind to
|
||
prevent him from doing any one activity. Such activities which can be
|
||
prevented are eating, sleeping, talking, attacking, defending, spell
|
||
casting, moving, breathing, etc. The target gets one RR when the power is
|
||
first used and then 1 RR each week there after. Multiple inhibitions can be
|
||
planted into a single target. Most inhibitions will not be imediately life
|
||
threatening. An inhibition against defending will not prevent a character
|
||
from attacking or from running away. Preventing a character from breathing
|
||
will cause him to stop breathing until he feints at which time he will
|
||
resume breathing. Only conscious control will follow inhibitons. A
|
||
character who transfers his mind into a character who has an inhibition
|
||
will not be subjected to that inhibition.
|
||
|
||
12 Obligation: target is obligated to attempt any action to the best of his
|
||
ability that is not immediately life threatening. For instance, a character
|
||
could not be obligated to stab himself with his sword, but he would be
|
||
obligated to seek out and slay a dragon. If the user wanted the to target
|
||
to return the treasure as well, another obligation must be used. Duration
|
||
is until one full attempt has been made. The target will start the action
|
||
at the soonest possible time.
|
||
|
||
14 Geas: As obligation but for every week his actions at at -1 LS/week after
|
||
the power takes affect until it is completed or failed. Compound instructions
|
||
may be given so a target could be forced to slay a dragon and return with
|
||
its treasure. If it is failed, the present action penalty, depending on
|
||
how long the duration was, will stay in effect for 1 month plus 1
|
||
day/level.
|
||
|
||
20 True Geas: as Geas but if the task is failed instead of an action penalty
|
||
the target must make a RR vs death or die. Ifthe save is made the penalties
|
||
are gone.
|
||
|
||
18 Power Absorbtion, Physical: character can absorb by physical contact only,
|
||
all physical powers and attributes of a target, each can be absorbed up to
|
||
the maximum level/rank of the character's level/2. Physical powers include
|
||
strength, constitution, dexterity, and all powers that are biologically
|
||
(not psionically) based. Thus an 18th level character could have his
|
||
strength, constitution, and dexterity raised to a maximum of 80 if the
|
||
target had 80 in these stats. Also, he could aborb biolical powers up to
|
||
the 9th level in power. This absorbtion is drained from the target. If the
|
||
target had 100 strength in this case, it would now have 20 stength. A 10th
|
||
level power would now be reduce to 2nd level. The character retains these
|
||
absorbed powers for 1 turn/level. At the end of this duration the target's
|
||
powers return to him.
|
||
|
||
22 Power Absorbtion, Mental: as above except all mental abilities like
|
||
intelligence, wisdom, charisma, memories, skills, spells, psionics, etc
|
||
are aborbed.
|
||
|
||
26 Power Absorbtion, All: as above, absorbs both physical and mental abilities.
|
||
|
||
6 Euphoria: target is in a state of absolute bliss, lacking all fear
|
||
inhibitions, and mistrust. If the target is not threatened in any way this
|
||
state will last for 1 round/level. During this time the target will not
|
||
attack and will believe almost anything that is told to him and will trust
|
||
all. For every threatening action that is directed at the target the target
|
||
gets an additional RR to break out of his euphoric state.
|
||
|
||
12 Transfer Emotion: This allows the psionicist to transfer one emotion per
|
||
use to a recipient. The psionicist will be totally unaffected by powers
|
||
that effect that emotion for he no longer has it. The subject will suffer
|
||
doubly from the effects of the emotion or in otherwords resist attacks at
|
||
1/2 his level of ability. A psionicist who transfered fear would be immune
|
||
to all fear powers. If the subject was level 10, or had 10th level
|
||
resistance to fear, he would make all RR's at 5th level of ability.
|
||
Duration is 1 day/level.
|
||
|
||
16 Mind Merge: this power allows the psionicist and another being to
|
||
merge their minds together as one. While merged they totally share each
|
||
others thoughts and knowledge. All mental powers, abilities, and skills
|
||
can be used interchangably between the two. The duration is 1 turn/level
|
||
and the maximum distance between the two is 1 meter/level.
|
||
|
||
16 Mind Meld: all knowledge and memories (but not skills) are exchanged
|
||
bwtween 2 individuals. The meld takes round/ max year of age of the
|
||
recipient. Thus the younger of the two can have his thoughts exchanged
|
||
prior to completion of the member. Memories are not lost, buteach retains
|
||
their own plus eachothers.
|
||
|
||
20 Mass Mind Meld: as mind meld except up 1 being/level can be affected.
|
||
|
||
25 Mass Mind Merge: as above except up to 1 being/2 levels can be merged
|
||
|
||
20 Merge: This power allows two beings to merge together as one. All powers,
|
||
attributes, and abilities are combined in the new form. Only the best of
|
||
all attributes, powers and abilities are kept. A being with 20 intelligence
|
||
and a being with 30 intelligence will merge to have 30 intelligence, not an
|
||
average of 25. The same holds true with powers and skills. Note that
|
||
personality, alignment, as well as physical appearance are molded together
|
||
into a new form, reflective of the two original forms. If this power is
|
||
used against an unwilling target he gets an RR, and an additional RR each
|
||
day to break free of the merged form. Note that the merge can be broken
|
||
anytime between wiling individuals, but another merge cannot be attempted
|
||
by either of them for an amount of time equal to the duration of the merge,
|
||
no sooner than 1 month regardless of wether the merge lasted shorter than
|
||
that. Any attempts before that time period yield a high chance of insanity
|
||
and system shock possibly leading towards death.
|
||
|
||
30 Mass Merge: as merge except 1 being/level can be merge together into the
|
||
new form.
|
||
|
||
18 Body Merge: as merge except only the physical traits are merged, including
|
||
any and all powers which are biologically based, even if they are of a
|
||
magical nature. Unwilling targets get an initial RR. If they fail their RR
|
||
the consciousness is repressed as in the transfer consciousness power.
|
||
Target's get an additional RR each day to break free. If they do, both
|
||
bodies are returned to their normal physical and mental states. It is more
|
||
common to use this power once a sever consciouness, trap the soul, destroy
|
||
soul, or like power has been used to ensure the merge is permanent. A
|
||
willing target will still have its mind repressed by the psionicist but
|
||
can be freed and time it tries it the psionicist allows it, or if it makes
|
||
a RR.
|
||
|
||
12 Insanity: causes a random insanity in the target which will last
|
||
until cured by magical, psionic, or conventional means such as medicine
|
||
and psychology.
|
||
|
||
4 Thought Shield: +2 vs all mental attacks, psionic or magical
|
||
|
||
14 Cure Psychic Wound: able to cure effects of psionic combat such as
|
||
feeblemind and ability loss
|
||
|
||
6 Mental Barrier: as thought shield, +4
|
||
|
||
16 Mental Trigger: places a trigger in the target's mind so that if it is
|
||
tampered with in a certain way, decided upon by the character, feeblemind
|
||
or death will result. The character decides wether a feeblemind or death
|
||
trigger is to be placed. The RR is made when the power is used, not when
|
||
the target's mind is tampered with. The RR vs death trigger is +5 LS. If
|
||
the target makes the RR vs death he may still fail the RR vs feeblemind.
|
||
Possible actions on a target which will set off a trigger are telepathy,
|
||
esp, mental attack, thought steal, charm, etc. Usually these triggers are
|
||
to prevent the target from giving up certain information. Once the
|
||
original RR has been failed, the only way to cancel the trigger is through
|
||
psionic cancellation.
|
||
|
||
12 Cancellation: this acts similar to dispel magic but applies to psionically
|
||
caused effects. Effects can only be cancelled in the duration of the power.
|
||
For example, a victim of a psionic blast could not have a feeblemind effect
|
||
cancelled, but could have it cured through other means. Alteration of a
|
||
substance that has a permanant duration and instantaneous effect cannot be
|
||
cancelled. A being who is still under the influence of a charm, blindness,
|
||
geas, trigger, obligation, etc, could have these effects cancelled.
|
||
|
||
18 Amplification: The character can use the mental energies of all being
|
||
in a 1 meter/level range to augment his own psionic abilities. If a RR is
|
||
not made the subject falls into a deep sleep which lasts up to 1/2 of the
|
||
character's level in hours. Subjects under amplification by an 18th level
|
||
character will be in asleep for 1-9 hours. For every point of
|
||
intelligence, wisdom, or charisma drained the character's psionic point
|
||
total increases by 2 points. Draining 10 points (not ranks) of
|
||
intelligence will add 20 points the character's psionic ability total.
|
||
Also, the character can drai up to 50% of any subjects psionic ability
|
||
points without danger to the subjetc. Any more than 50% yields the
|
||
following affects if an additional RR is not made:
|
||
|
||
51-60% = temporary amnesia (1-level in weeks)
|
||
61-70% = permanent amnesia
|
||
71-80% = feeblemind
|
||
81-90% = coma for 1 - level days, must make system shock RR each day
|
||
or die
|
||
91-100% = death
|
||
|
||
12 Intellect Fortress: as thought shield, +6 at a 5 meter radius, plus 1
|
||
meter/level above the 16th.
|
||
|
||
16 Tower of Iron Will: as thought shield, +8 at a 1 meter radius, plus 1 meter
|
||
every 4 levels above the 16th.
|
||
|
||
20 Endowment: character can imbue a willing subject with psionic ability.
|
||
Psionics will still have to be learned normally, this just grants the
|
||
ability to possess them. The character must make a RR to gain psionic
|
||
ability. Also, the character can give up some of his own powers and bestow
|
||
them upon the subject. The subject must be at the proper level to gain
|
||
each power, and that power will function at the subject's level. The
|
||
subject must make an RR to gain each abilty, and the character must make a
|
||
SR at -1 LS per level of power being bestowed. The character can also
|
||
bestow psionic ability points. For every 10 points bestowed from his own
|
||
point total, a SR at -1 LS/10 points must be made, even if points are
|
||
bestowed over a period of time. If 10 points are bestowed on 1 use, the SR
|
||
is at -1 LS. Another 10 points makes the SR at -2 LS. All bestowed
|
||
abilities and points are lost and must be relearned normally.
|
||
|
||
16 Temporary Endowment: as above except bestowed powers last 1 turn/level and
|
||
the are returned to the bestower.
|
||
|
||
12 Mind Bar: as thought shield, +6
|
||
|
||
14 Empower Object: this ability is used to create psionic objects of power,
|
||
much in the same way that magical items are enchanted. Each day that the
|
||
item is worked upon it must be prepared with an expenditure of 50 psionic
|
||
points. Psionic powers cost 20 points/level at which they are transfered.
|
||
Example, mind bar is a 12th discipline, so it costs a minimum of 240 points
|
||
to install. If the character was 16th level, he could install this power
|
||
at 16th level at a cost of 320 points. The psionicist can also choose to
|
||
install powers that function at the level of ability of the possessor.
|
||
Installing each power cost 20 points/level of the power. For instance, a
|
||
10th level possessor in this case could not use the mind bar power of an
|
||
item because mind bar is a 12th level power. A 16th level possessor could
|
||
use mind bar at 16th of power. Possessors of psionic objects who
|
||
possess psionic ability can use their own psionic points instead of the
|
||
items to utilize its powers. Power points can be installed that regenerate
|
||
with time, the same way the normal psionic points do. It costs 1000 power
|
||
points/level/point installed that will regenerate with time. As with above,
|
||
the psionicist can choose whether these points regenerate as the psionicist
|
||
who installed them or as the possessor of the object. The objects power can
|
||
be sealed with an application of permanency. If the object is not sealed it
|
||
will lose 10% of its power points and 1 power per day. Unless the creator
|
||
of the object mistakenly installs it with an intellience which conflicts
|
||
his own, the psionicist has power over his object any time it is within a
|
||
range of 1 meter/level. If the object is in another's possession, SR's must
|
||
be made each round to control the object. An intelligent object will usually
|
||
fight it's possessor if that possessor conflicts with its creator. Power
|
||
can also be installed that are usable 1/time period. The costs for these
|
||
are:
|
||
|
||
Power Psionic Point Multiplier Psionic Level
|
||
|
||
Imbed Once x 5 Level
|
||
Imbed 1/Millenia x 25 Level
|
||
Imbed 1/Century x 50 Level
|
||
Imbed 1/Decade x 75 Level
|
||
Imbed 1/Year x 100 Level
|
||
Imbed 1/Month x 300 Level -1
|
||
Imbed 1/Week x 400 Level -2
|
||
Imbed 3/Week x 450 Level -2
|
||
Imbed 5/Week x 500 Level -2
|
||
Imbed 7/Week x 550 Level -3
|
||
Imbed 1/Day x 500 Level -3
|
||
Imbed 3/Day x 600 Level -3
|
||
Imbed 1/Hour x 750 Level -4
|
||
Imbed 1/ 1/2 Hour x 775 Level -4
|
||
Imbed 1/10 Turns x 800 Level -4
|
||
Imbed 1/Turn x 850 Level -4
|
||
Imbed 1/2 Rounds x 875 Level -5
|
||
Imbed 1/Round x 900 Level -5
|
||
Imbed 1/Hit x 900 Level -5
|
||
Imbed On Command x 1000 Level -6
|
||
Imbed Constant x 2000 (1000) Level -6
|
||
|
||
For the above imbed powers, the psionic point multiplier is used to
|
||
determine how long it will take to imbed a certain spell in an item.
|
||
Multiply the cost in psionic points for the power to be imbeded by the
|
||
psionic point multiplier. Divide this number by the number of psionic
|
||
points the caster has to find the length of time in days. Example, a 15th
|
||
level user wants to imbed an item with a teleportation power that will
|
||
function on command. Teleportation is a 10th level power and costs 15
|
||
psionic points. The psionic point multiplier for an item which functions
|
||
on command is 1000. 15 times 1000 = 15,000 psionic points. The average
|
||
15th level user will have 270 psionic points. 15000 divided by 270
|
||
psionic points equals 55 days required to manufacture the item.
|
||
The cost for imbedding multiple powers will increase the manufactoring
|
||
time. The maximum number of power levels that can be imbeded in any 1 item
|
||
can be no greater than twice the psionicit's level. The item must have a
|
||
monetary value equal to the total psionic point cost of making the item.
|
||
The imbed once power can be used several times, each use meaning that the
|
||
power can be used once. This duplicates items that have charges such as
|
||
wands, staves, and rods. The column titled power level indicates the level
|
||
of power that can be imbeded. Level indicates that a power of equal level
|
||
to the caster can be embeded. Level -2 means that spells 2 levels below
|
||
the psionicits's level can be embeded. Instead of embedding actual powers,
|
||
psionic points that can be used by the weilder of the item can be embeded.
|
||
For example, a 10th level power costs 15 psionic points. Embedding 15
|
||
psionic points into an item that could be used 1/day would cost 15 psionic
|
||
points x 500 for the psionic point multiplier for a total cost of 7,500
|
||
psionic points. Attack powers that function 1 round or more should be at
|
||
twice the normal point cost. Healing powers that function 1/10 turns or
|
||
more cost twice the normal point cost. Note that embedding is inluded in
|
||
the empower object discipline, whereas in spells it is separate from
|
||
the enchant an item spell. Otherwise, it functions identically to
|
||
enchanting a magic item.
|
||
|
||
18 Power Emulation, Physical: same as power absorbtion except the powers
|
||
are not drained from the subject, they are merely copied or emulated. The
|
||
subject does not lose any powers or abilities.
|
||
|
||
22 Power Emulation, Mental: as above but applies to mental powers and
|
||
abilities
|
||
|
||
26 Power Emulation, All: as above but applies to both physical and mental
|
||
powers and abilities
|
||
|
||
16 Power Parallelism, Physical: similar to power absorbtion and emulation
|
||
in effects and duration, except that powers are not drained or duplicated,
|
||
merely the level of those powers are duplicated. Example, a subject has
|
||
strength of 30, constitution of 40, and dexterity of 50. These will all be
|
||
duplicated up to the character's level in ability. In addition, if the
|
||
subject had a biologically based power of enrgy absorbtion at the 18th
|
||
level in ability, the character could have any of his physical powers
|
||
raised to 18th level in ability, up to his maximum level in power
|
||
parallelism. at 16th level, his physical stats and powers could be raise
|
||
up to a rank of 70 (16/2 = 8, rank for level 8 is 70), or to a level of 8.
|
||
Hit dice can also be parallelled.
|
||
|
||
20 Power Parallelism, Mental: same as above except mental stats, intelligence,
|
||
wisdom, and charisma, as well as skills, spells, and psionics are
|
||
paralleled.
|
||
|
||
24 Power Parallelism, All: as above but applies to both physical and mental
|
||
abilities and stats
|
||
|
||
16 Power Dampening: as energy dampening but applies to biologically based or
|
||
psionic powers. If this power is biologically based it will affect
|
||
biologically based powers. If it psionically based it can affect either
|
||
biologically based or psionic powers, but each one counts as a separate
|
||
power, both must be learned to dampen both types of powers.
|
||
|
||
18 Power Disruption: as above except this ability does not dampen powers, it
|
||
prevents the use of them if a RR is not made for each individual. The user
|
||
of this discipline is of course immune to its affects.
|
||
|
||
10 Read memories: allows reading of subjects memories if a RR is failed, at
|
||
the following costs:
|
||
|
||
general recolections = 10 points/month,
|
||
major events = 20/year,
|
||
detailed examination of shielded memory = +50 in addition of normal cost.
|
||
|
||
14 Siphon Memories: similar to above but applies to deceased subjects. The
|
||
amount of the subject's memories that can be siphoned is equal to a
|
||
percentage of the psionicist's level x 10, - 10% per minute the subject
|
||
has been dead. A 14th level psionist could siphon 100% of the memories
|
||
within 4 minutes after death, 90% after 5 minutes, 80% after 6 minutes,
|
||
etc. The least recent memories are lost first, and the most recent
|
||
memories are siphoned first. The character can also choose to assimilate
|
||
these memories. These memories will last for a duration of 1 day/level.
|
||
The character can assimilate these at a SR of 100, -1 LS/day. If the
|
||
assimilation is successful, the character can incorporate these memories
|
||
to mimic the individual's personality and aura, including projected
|
||
alignment. If the SR fails, the character goes insane.
|
||
|
||
16 Erase Memories: character can erase any one memory of any one occurance
|
||
|
||
16 Adjust Memories: similar to above, except the memory cannot be erased but
|
||
it can be altered. For example, the memory of a witnessed murder cannot be
|
||
erased, but the identity of the murdered could be altered in the subject's
|
||
memory.
|
||
|
||
12 Discord: all subjects who fail their RR in a 1 meter/2 levels radius stop
|
||
all their present actions and start arguing and bickering with each other.
|
||
They will be so caught up in their arguments that they will not notice non
|
||
threatening actions. Once a threatening action is made on an individual,
|
||
the effect is cancelled for that individual. If the subjects are chaotic in
|
||
alignment their is 25% chance the argument will lead to violence, evil
|
||
alignments yield a 50% chance. Thus their is a 75% chance for chaotic evil
|
||
individuals to enter a violent dispute.
|
||
|
||
12 Feeblemind: subject must make two RR's, one for intelligence and one for
|
||
wisdom. If either is failed, that stat is reduced 5 ranks plus 1 rank for
|
||
every 5 levels above the 10th, ie -6 ranks at 15th level, -7 ranks at 20th
|
||
level, etc.
|
||
|
||
8 Comprehention: this power is similar to a form of telepathy, it allows the
|
||
character to comprehend any spoken language that he hears, but not speak it.
|
||
|
||
18 Power Amplification: similar to power dampening, but it affects increases
|
||
the levels at which biological and psionic powers function. Again, there
|
||
are two types of this power and both can be learned as two separate psionic
|
||
disciplines.
|
||
|
||
6 Animal Telepathy: the user can communicate telepathically with the
|
||
following forms of animal life at the following ranges:
|
||
|
||
Level Range Animal Life
|
||
6 6 meters + 1/level mammals
|
||
8 5 meters + 1/level marsupials
|
||
10 3 meters + 1/level avians
|
||
11 2 meters + 1/level reptiles
|
||
12 1 meter + 1/level amphibians
|
||
13 1 meter/level fish
|
||
15 2 meters + 1/2 levels arthropods, mulusks, etc
|
||
17 1 meter + 1/2 levels monsters which don't fall
|
||
into above catagories
|
||
20 1 meter/2 levels plants
|
||
|
||
10 Telepathy: allows mental communication with any creatures in sight, or
|
||
well known creatures in a range of 300,000 km + 100,000 km/level above the
|
||
10th. In either case the subject must have an intelligence of 5 or higher.
|
||
|
||
14 Telepathic Bond: this creates a telepathic link between the psionicist
|
||
and another being which can increase the range of telepathy or allow for
|
||
any other mental abilities to be used over this range. The range is 100
|
||
km/level for all psionic abilities except telepathy where it efectively
|
||
doubles the range. Through this telepathic link psionics can be used such
|
||
as attacks, empathic sight, or any other power. If the target is unwilling
|
||
he gets a RR vs the link and a normal RR for each power sent through the
|
||
link.
|
||
|
||
9 Preserve: preserve a dead body from decay for 1 day/level
|
||
|
||
16 Trap/release Soul: This ability allows the psionicist to trap a beings
|
||
soul within a specially prepared prison. The type of prison which can be
|
||
used is up to the GM, but usually they are gems or crystals, or some other
|
||
valuable object, preferable with psionic capacitating properties. The
|
||
prison must have a monetary value of 1000 CR/level of the victim being
|
||
imprisoned. Prisons can always be used on subjects lower than the level
|
||
they can accomodate. The psionist must also expend 1000 psionic
|
||
points/level of the intended subject to prepare the prison to receive the
|
||
subject's lifeforce. Subjects can also be trapped without previous point
|
||
expenditure to prepare a prison if a SR 0f 150 is made, but this requires
|
||
that the subject be within sight. The psionicist can use this this power
|
||
at the time he wishes to imprison a subject, or he can use this power to
|
||
set a trap when it is triggered in a certain way. Certain triggers can
|
||
include touch, high energy levels, psionic activity, etc, and the trap can
|
||
be set to attack certain individuals or certain types. If an attempt at
|
||
entrapment fails, the prison does not lose its powers and can be used
|
||
again. Once a being's soul is trapped, is it trapped indefinately, or
|
||
until the trap is either broken or he is freed. Once the soul is trapped
|
||
the body is dead, but it can regain life if the trapped soul, or some
|
||
other soul, is transferred to it, assuming the body is still in proper
|
||
physical condition to maintain life.
|
||
|
||
18 Imprisonment: this power entombs the subject in a psionically created
|
||
prison existing in another plane, most likely the atsral plane. While
|
||
imprisoned, the subject is in a perfect state of suspended animation, he
|
||
will be kept in perfect health, or whatever is present state was before
|
||
being imprisoned, and will not age. Also, the subject is totally impervious
|
||
to all normal and psionic attacks. The only powers which can affect the
|
||
prison is cancellation and the opposite power of imprisonment; freedom.
|
||
Note that freedom is not a separate power that must be learned but is
|
||
included as the opposite of imprisonment.
|
||
|
||
6 Clairaudience: This power allows the psionicist to concentrate upon a known
|
||
loction at the same range as telepathy, 300,000 km + 100,000 km/level above
|
||
to 6th. While concentrating upon this location he can hear all sounds he
|
||
would normally be able to hear if he was actually at that location. The
|
||
location must be on the same plane as the psionicist unless some form of a
|
||
gateway to that plane is opened.
|
||
|
||
6 Clairvoyance: same as above but allows for sight
|
||
|
||
10 Beyond Sence: combines powers of clairvoyance and clairaudience.
|
||
|
||
14 Dying Stasis: this power maintains the soul or lifeforce of a being
|
||
within the physical body for a duration of 1 day/level. This power does
|
||
not include preservation of the body which must be maintained by other
|
||
means. The character is still dead. Even though his lifeforce has not left
|
||
his body (and possibly gone to another plane) it is not properly
|
||
integrated with the body and theirfore cannot return living status.
|
||
|
||
5 Detect Good/Evil: Allows detection of good or evil at a range of 5
|
||
meters/level. Detecting the aura of objects decreases the chance for
|
||
success by 5 LS. Finding the bend of the aura towards law of chaos can be
|
||
done at a -10 LS penelty
|
||
|
||
5 Detect Law/Chaos: as above
|
||
|
||
5 Detect Magic: range as above, detection of specific type or nature of magic;
|
||
conjuring, elemental, necromatic, protection, etc, can be done at a -5 LS
|
||
penalty. The relative power can also be detected. A separate SR is made,
|
||
for each 5% failure the relative power level is incorect by + or - 1 level
|
||
(or rank).
|
||
|
||
5 Detect Psionics: same as detect magic
|
||
|
||
5 Detect Energy: same as above
|
||
|
||
5 Detect Life: same as above
|
||
|
||
7 Detect Lie: same range as above, allows user to detect any lie he hears.
|
||
|
||
12 Force Truth: forces the subject to answer all questions of the psionicist
|
||
to the best of his ability while the power is in effect. Psionic points
|
||
must be expended each round, and the subject gets a RR for each question he
|
||
is asked. The questions can be asked vocally or telepathically.
|
||
|
||
7 Detect Alignment: combines powers of detect good/evil/law/chaos with no
|
||
penalty
|
||
|
||
6 Speak with dead/living: allows the psionicist to converse with a
|
||
deceased being whos body is within a range of 1 meter/2 levels. The
|
||
maximum length of time dead of the subject to be conversed with as long as
|
||
the duration and number of questions that can be asked depends on the
|
||
level of the psionicist:
|
||
|
||
Level Max Time Dead Time Questioned No. of Questions
|
||
|
||
6 1 day 1 round 1
|
||
8 1 week 5 rounds 2
|
||
10 1 month 1 turn 3
|
||
15 1 year 5 turns 4
|
||
20 10 years 10 turns 5
|
||
25 100 years 30 turns 6
|
||
30 1000 years 60 turns 8
|
||
The Max time dead increases by a factor of 10 for every 5 levels beyond
|
||
the 30th, but the time of questioning and number of questions does not
|
||
change. If the subjects body is not in range but is well known, the power
|
||
can still be used but at a 1 rank lower in max time dead, duration, and
|
||
number of questions. Thus a 20 level psionicist could question a well
|
||
known individual who's body was not in range for a time of 5 turns, ask 4
|
||
questions, and who has not been dead more than 1 year. The max time dead
|
||
is also up to judgement by the GM. The GM may decide that in his world a
|
||
beings spirit changes shortly after death so it is not in a form to be
|
||
questioned as much or at all. The speak with living power is also up to
|
||
discretion by the GM. It allows a deceased psionicist who's spirit is
|
||
intact to converse with the living.
|
||
|
||
14 Material Projection: similar to speak with living, but this power allows
|
||
the psionicist to project and image of himself as long as his voice,
|
||
including creating a medium to transmit psionic powers into the material
|
||
world. Max time dead is 1 month/level of psionicist before death. The max
|
||
duration is 1 turn/level. The level at which this duration is dependent on
|
||
decreases by 1 turn/month dead. Thus a 20 level psionicist could converse
|
||
for 20 turns at 1 month, 19 turns at 2 months, etc.
|
||
|
||
10 Domination: allows the psionicist to mentally control another being thus
|
||
causing the being dominated to follow the psionicist's mental commands.
|
||
The psionicist can dominate one being of equal or lesser level than himself.
|
||
For every level of the being attempted to be controlled greater than the
|
||
psionicist's level, his SR is reduced 1 LS. If the RR is failed, the subject
|
||
will follow any instructions which are not dangerous to its survival. The
|
||
subject can be commanded not to attack,if he is not already being attacked,
|
||
to give away an item with is not needed to sustain its life. Money, for
|
||
instance could be given away but a breathing apparatus that the subject
|
||
needs to survive would not. Such potentially fatal commands (like stab
|
||
yourself, jump off that ledge, etc) require double the point expenditure
|
||
and are resisted at +5 LS.
|
||
|
||
14 Mass Domination: as domination except a number of beings who's
|
||
level does not excede twice the psionicist' level can be dominated. Every
|
||
level more than the psionicist's that is trying to be dominated reduces
|
||
his SR by 1 LS.
|
||
|
||
22 Severence: this power allows the psionicist to delve into a subject's mind
|
||
and block the use of certain abilities. Severing spell abilities cost 20
|
||
points/spell level being severed. Severing the spell abilities of a 10th
|
||
level caster would cost 200 points. To sever any one level of spell ability
|
||
and to leave the others intact cost 5 point/spell level being severed.
|
||
Psionic severence works the same as for spell abilities. Severence of
|
||
skills costs 20 points/level of skill severed. Thus a 10th level skill
|
||
would cost 200 points to sever totally, or could be lowed to be performed
|
||
at level nine at the expenditure of 20 (20 points x 1 level) points.
|
||
Innate magical or quasi psionic (biological based, mutant powers) cost
|
||
20 points/level severed per ability. The duration is permanent until
|
||
cancelled or normal abilities are restored.
|
||
|
||
16 Drain Lifeforce, Touch: Drains 1 life energy level if a RR is not made
|
||
upon touch. Also, for every additional 5% failure above 50% (if any), an
|
||
additional life energy level is drained. Thus if the RR failure is 55, 2
|
||
LEL's are drained. For every LEL drained of the subject, all his actions
|
||
are at -1 LS. In addition, his strength and constitution are reduced by
|
||
one rank, and his total damage capacity (Hit points) is reduce by one
|
||
level, usually the average being the total hit points divided by his
|
||
level. Thus a 10th level mage would still be able to cast 10th level
|
||
spells as his knowledge is unaffected, but his SR's are at -1 LS. A
|
||
warrior would not lose multilple attacks but his attack roles would also
|
||
be at -1 LS. For the psionicist who drained the LEL, all his actions are
|
||
increased by 1 LS, although his level remains the same. His strength and
|
||
constitution are increased by 1 rank, although their ranks cannot excede
|
||
the character's level rank. His hit points are also raised by the same
|
||
amount the subject lost. The drained levels, stats, and hit points remain
|
||
for 1 turn/5% failure, after that duration, they return to the subject and
|
||
dissipate from the psionicist at the rate of 1 LEL/turn. If the defender
|
||
roles a zero on his RR, the LEL is permantly lost to the psionicist, and
|
||
can only be restored by magical or psionic restoration or other life force
|
||
increasing powers. Instead of the temporary effects stated above, the
|
||
psionicist can also choose to use the drained LEL's to increase his
|
||
psionic points by 50 points/LEL drained, or increase his spell points if
|
||
he possesses spells by 25 spell points/LEL drained. If this power is used
|
||
to restore power points, any amount of points of to the character's
|
||
maximum will remain permanently until used, although the victim will still
|
||
regain lost LEL's over time. Any amount over the character's maximum up to
|
||
50% greater than his maximum will remain for 1 turn/5% failure of the
|
||
subject. This form of absortion is the typical way that suchs beings as
|
||
undead creatures sustain themselves and absorb the energy necessary to
|
||
maintain their undead abilities. Note that if an undead or other negative
|
||
energy being is drained, that subject will still suffer the normal effects
|
||
of energy draining, but the psionicist will suffer those effects as well
|
||
for the duration since he has drained negative energy. A being totally
|
||
drained of LEL's has a chance of becoming an undead or similar negative
|
||
energy creature.
|
||
|
||
18 Drain Lifeforce, Distance: as above except functions
|
||
at a range of 1 meter/2 levels.
|
||
|
||
22 Drain Lifeforce,Field: as above except it creates a 1 meter/4 levels radius
|
||
sphere that has the same effect on any being passing through it on either
|
||
side.
|
||
|
||
1 Empathy: allows sensing of the basic needs, drives, and emotions of a
|
||
subject such as thirst, hunger, fear, anger, hatred, rage, pain, happiness,
|
||
sadness, etc. Range is 1 meter/level.
|
||
|
||
16 Psionic Energy Drain: allows pionicist to drain psionic
|
||
points from a subject and add these points to his own point total. The
|
||
psionicist can drain up to his level rank in psionic points from a number
|
||
of sources not greater than his level/2; 8 sources at 16th level, 9
|
||
sources at 18th level, etc. The effects of draining more than 50% of a
|
||
single subject's point total are the same as for the power of
|
||
amplification.
|
||
|
||
18 Restoration: allows the restoration of lost life energy
|
||
levels, psionic, biological, or magical abilities, decreased physical and
|
||
mental abilities, including skills. The level or rank being restored
|
||
cannot be greater that the psionicist's level or rank. For each level or
|
||
rank greater, the SR is reduced by 2 LS. Only 1 level can be restored per
|
||
each use of this power. Multiple levels require multiple uses of this
|
||
power.
|
||
|
||
6 Telempathic Projection: allows projection of the same thoughts as
|
||
can be detected under the empathy power. range is the same as telepathy.
|
||
8 Telepathic Projection: same as telepathy except thoughts can only be
|
||
projected to the subject, the psionicist cannot read thoughts of the
|
||
subject.
|
||
|
||
30 Soul Stealing: this power is similar to lifeforce draining. It works
|
||
only on touch. If the RR is failed the subject loses 50% of his LEL's,
|
||
plus 1 additional level/5% failure. All the affects are the same as for
|
||
Drain Lifeforce, except that although the LEL's will be lost over time by
|
||
the psionicist, the subject does not regain these levels naturally over
|
||
time as they are lost permanently until restored. Beings totally killed by
|
||
soul stealing cannot be ressurected as their soul is gone, but can be
|
||
brought back by oter means such as a wish. The caster of this wish must
|
||
make a SR against the psionicist who stole the LEL's.
|
||
|
||
30 Destroy Soul: similar to soul stealing except the lifeforce is not gained
|
||
temporarily by the psionicist as the only purpose of this power is to
|
||
destroy a being soul. RR failure greater than 50 indicates the soul is
|
||
totally destroyed and the being cannot be ressurected. For every 5%
|
||
failure below 50, 1 the being has 1 LEL. For instance, failure of 45%
|
||
indicates 1 LEL left, 40% indicates 2, up to a maximum of 10 LEL's at 1%
|
||
failure.
|
||
|
||
22 Destroy Life Level: same as above except 1 LEL is destroyed. For every 5%
|
||
failure greater than 50, an additional LEL is destroyed.
|
||
|
||
4 ESP: allows reading of surface thoughts of any individual who possesses an
|
||
intelligence that is comprehendable by the psionicist at a range of up to 1
|
||
meter/level.
|
||
12 Dream Projection: the psionicist is able to project himself into the
|
||
dreams of another being. If the being is known then the range is the same
|
||
as for telepathy. If the being is not known then the range is 1
|
||
meter/level. The psionicist can remain in the being's dream for 1
|
||
turn/level or until the being awakens. The dream can be used as a way to
|
||
transmit information or a vision to the target. While inside the dream the
|
||
psionicist is fully concious and can do just about anything in the dream,
|
||
including feats which are beyond his normal abilities such as flight,
|
||
spell casting, great physical strength, etc. The psionicist or subject can
|
||
attempt skills which he does not have at 1/2 his level. He can attempt to
|
||
raise his physical stats to up to 1/2 his level rank. He can attempt to
|
||
raise his level in skills he has up to 50% with a SR as if he was that
|
||
level. The base SR for accomplishing any one of these feats is 100. Each
|
||
level( or ability rank) higher trying to be performed lowers the chance by
|
||
5%. Each level or rank below the maximum he can achieve grants a +5%. Two
|
||
rolls for each skill must be made, one to see if he can attempt that
|
||
skill, and then an additional role which is the normal SR for that skill.
|
||
For instance, a 12th level psionicist or subject who never casted a magic
|
||
spell, but had some knowledge of magic could cast spells up to 6th level
|
||
at a SR of 100. Trying to cast 7th level spell would have a -5% penalty,
|
||
or equivalent to a SR of 105. Attempting 5th level magic abilities would
|
||
require a SR of 95. Note that the psionicist cannot raise his mental stats
|
||
(intelligence, wisdom, or charisma). He can, however, try to have others
|
||
react towards him as if he had a higher charisma. The subject is initially
|
||
allowed a SR of 75 to realize that he is dreaming. If he succedes, all
|
||
rolls are then made by him at +5 LS. Even if the subject does not realize
|
||
that it is a dream, he will still probably try superhuman feats. The SR's
|
||
for him are the same as for the psionicist.Trying to reduce an opponents
|
||
ability by 1 level or rank is equal to a skill of the original level +1
|
||
for every level it is trying to be lowered. Trying to make a 5th level
|
||
mage function as only a 4th level mage is equal to a 6th level skill. If
|
||
the psionicist is trying to kill the subject and he succedes in the dream,
|
||
the subject must make a RR based on his wisdom. The results of failure are
|
||
given for the following amounts the RR is failed by
|
||
|
||
01-25: opponent functions at -1 LS on all actions for the next day
|
||
26-50: as above but -2 LS
|
||
51-75: opponent in a coma for 1-10 days
|
||
76-85: feebleminded
|
||
86-99: opponent is a vegetable
|
||
100+: opponent is dead
|
||
|
||
If the subject knows anything about the being in the dream, and the being
|
||
does feats which the subject knows are normally impossible for that
|
||
character (skills raised by 5 LS or more are considered impossible feats),
|
||
he gets another roll to see if he realizes its a dream. Also, at 25% of
|
||
his original hit points, there is a base 50% chance, plus 5% for every 5%
|
||
of total hit points the subject loses, that he will wake up each round.
|
||
Thus at 25% of hit points there is a 50% chance of awakening, at 20% of
|
||
total hit points, a 55% chance, etc.
|
||
|
||
6 Suggestion: this power allows the psionicist to suggest a course of action
|
||
to an individual and have that subject carry it out. The target must be able
|
||
to understand the the psionicist, and the suggestion must sound reasonable.
|
||
The being could not be forced to kill itself, but it could be suggested to
|
||
drink a vial of poison not knowing what it was and being told that it was
|
||
very refreshing. A very reasonable suggestion that may actually help the
|
||
being ( the being is not sure what course of action to take, but is not
|
||
definately against the suggestion) reduces the RR by 4 LS. Duration is one
|
||
turn/level.
|
||
|
||
1 Hypnosis: through gestures and vocolizations, along with psionic
|
||
expenditure, the psionicist is able to put up to 1 being/every 2 levels in
|
||
a hypnotic trance. The hypnosis takes 1 round/level of subject to take
|
||
affect. All bonuses for intelligence act as penalties, but wisdom bonuses
|
||
stay the same. Thus a being who normally had +5 for intelligence and +3
|
||
for wisdom would have a penalty of -2 LS to resist this power. The RR is
|
||
made at the end of the hypnosis period to see whether the hynosis has
|
||
taken affect. If it has, the psionicist is able to give a hypnotic
|
||
suggestion as the suggestion power above.
|
||
|
||
16 Transfer Consciousness: allows the psionicist to transfer his consciousness
|
||
to another intelligent creature. The subject intitially uses his wisdom
|
||
bonus or penalty in his RR. If the RR is unsuccessful, his mind is taken
|
||
over by the psionicist. This lasts until the psionicist chooses to leave
|
||
the subjects mind or is forced out by the subject or an outside power, like
|
||
an excorcism spell or another psionicist transfering the possessor's
|
||
consciousness back to his own body or some place else. While in control of
|
||
the subject, the psionicist retains all his mental properties (abilities,
|
||
stats, skills, etc) and gains the subjects physical properties (strength,
|
||
endurance, mutations, innate powers, etc). The possessor also has access to
|
||
the individual's knowledge and can even attemp to use his mental skills with
|
||
an appropriate feat role depending on the level of the skill trying to be
|
||
accomplished. While his consciousness is transfered, his body goes into a
|
||
coma-like state and it only carries on biological processes necesary for
|
||
survival, respiration, circulation, etc, but no brain activity other than
|
||
in the brain stem. Once controlled, the subject gets additional RR's to
|
||
see if he can force the psionicist out of his mind. The subject's total
|
||
Intelligence,wisdom, and charisma scores are measured against the
|
||
psionicists total. If the subject's total is 21 or more less than the
|
||
psionicist, he gets a RR each week, 16-20 grants a RR 1/day, 11-15 grants
|
||
a RR each hour, 6-10 grants a RR 1/turn, 5 or less grants a RR 1/turn.
|
||
Once the psionicist is forced out he acts as a freed consciousness (see
|
||
below) until he returns to his own or another body.
|
||
|
||
14 Free Consciousness: This allows the psionicist to separate his consciousness
|
||
from his body for up to 1 hour/level. While separated, he physical and
|
||
mental forms are completely separate. His body functions in the same
|
||
manner as stated unter transfer consciousness, and his mind including
|
||
skill, mental powers, and stats remains the same. Thus, psionics can still
|
||
be used normally, as well as magic that requires no verbal or somatic
|
||
components. The character retains his normal sences of sight, hearing,
|
||
smell, etc. Unless other powers such as teleportation are used, the
|
||
character can move at a rate of 10 meters/level/round. Since his mental
|
||
properties remain thesame, he can still be affected by psionic and magical
|
||
mental attacks.
|
||
|
||
4 Mind Over Body: allows supression of basic needs for
|
||
food, water, rest, etc. Duration is 1 day/level. For each day this power
|
||
is used, one day must be spent in complete rest to recover. So at 4th
|
||
level the character could spend 4 days without water, food, or sleep, but
|
||
then would have to spend 4 days in complete rest.
|
||
|
||
18 Exchange Consciousness: as transfer consciousness except the psionicist and
|
||
subjects minds are switched. Duration is 1 day/level or until switched
|
||
back by an outside force. The subject switched has no innate power to
|
||
return to his original body unless he has transfer consciousness or
|
||
exchange consciousness like powers. This does not allow the psionicist to
|
||
use the subjects mental abilities at all since they are all transfered to
|
||
his own body. The psionict can also use this power to exchange the minds
|
||
of two individuals not including himself.
|
||
|
||
8 Object Reading (PostCognition): allows the psionicist to detect the psychic
|
||
impressions left on an object . The character could read an object to gain
|
||
information about its owner's race, alignment, fate, and history.
|
||
|
||
20 Sever/Restore Soul: similar to free consciousness, this power severs the
|
||
link between a subject's soul and his body. The body will die in a number
|
||
of turns equal to the subject's constitution. This power is of permanent
|
||
duration, or until to severed soul is returned to his own or someone else's
|
||
body. This power can also be used to restore the soul to its original body
|
||
or a new body. If the being who's soul is severed had psionic or magical
|
||
abilities, he can use these in the same way as described in the free
|
||
consciousness power, possibily to return to his own body, or to take over a
|
||
new body.
|
||
|
||
26 Create Lifeforce: allows the psionicist to create a lifeforce or soul
|
||
that can later be transfered to a material body or object. The total of
|
||
its intelligence, wisdom, charisma, LEL's and skills cannot excede the
|
||
level/2 rank of the psionicist. A LEL of 5 is equal to rank 40 as well is
|
||
a 5th level skill. For instance a 26th level psionicist has a total of
|
||
rank 150 (26/2 = 13, rank for level 13 is 150) to work with. A possible
|
||
combination would be Intelligence 30, Wisdom 25, charisma 25, 5 LEL's (
|
||
rank 40), and longsword skill level 4 (rank 30). 25 + 25 + 30 + 40 + 30 =
|
||
150. Note that mental stats may not be bestowed that are higher than the
|
||
psionicist. A psionicist with 25 Wisdom could not create a lifeforce with
|
||
26 or higher wisdom. Also, only skills which the psionicist has can be
|
||
bestoyed, and only up to his level in them. A psionicts with 5th level
|
||
longsword skill could not bestow 6th level longsword skill. The
|
||
psionicist can also decide upon the alignment of the lifeforce. If a SR is
|
||
failed by 50 or less, the power still works but at some penalties. For
|
||
every 5% failure up to 50%, each stat or skill is reduced by 1 rank or
|
||
level, or the alignment is altered. Altering the chaotic/lawful/neutral
|
||
component by 1 step is equivalent to lowering an ability by 1 rank or
|
||
level. Each step removed of the good/evil/newtral component is equivalent
|
||
to 2 ranks or levels. The psionicist can decide before hand how he would
|
||
split up the penalty, or it can be done randomly.
|
||
|
||
20 Create Intelligence: as create lifeforce but only applies to intelligence,
|
||
wisdom, and charisma. Is done at level/3 rank.
|
||
|
||
22 Polymentalism: this power allows the psionicist to separate his
|
||
consciousness to exist in two or more parts. Thus, 1 part can exist in his
|
||
own body, while 1 or more other parts exist in other bodies. The number of
|
||
components the psionicist can separate his consciousness into is 2 at 22nd
|
||
level, and 1 additional part per level above the 22nd, ie 25 level would
|
||
allow separation into 4 parts. While separated, the psionicist acts
|
||
somewhat like a multi-tasking computer. His level is the same with respect
|
||
to what powers he can use in all bodies or objects his consciousness minds
|
||
may occupy. If we wishes to use the full number of separations for his
|
||
level, he must decide how to split up his psionic power points and psionic
|
||
powers as well as other skills per consciousness. The minds are linked up
|
||
to a 1 km/level distance from eachother. This allows sharing of all powers
|
||
and points. Separation beyond this distance means that each mind is
|
||
separate from the others and must work individually. If the character's
|
||
original body is killed, the all his components are killed with him. If one
|
||
of the host bodies die, they act as a severed cosniousness and must be
|
||
restored through psionic or similar powers. Note that this power does not
|
||
imediately grant the power to transfer or exchange consciounesses, these must be done through the use of
|
||
other powers. Duration is 1 day/level divided by the number of
|
||
separations. A 22nd level psionicist separated into 2 minds would be able
|
||
to retain that state for 11 days.
|
||
|
||
14 Precognition: allows the psionicist
|
||
to see events in his own future. Normal range is 1 round/level into the
|
||
future. For every turn/level into the future the chance is -5%. Thus a
|
||
14th level character looking up to 14 minutes into the future has a -5%
|
||
penalty. 28 minutes would yield a -10% penalty. Every hour/level is a -10%
|
||
penalty, every day/level is a -15% penalty, every week/level is -20%,
|
||
every month is -25%, every year is -30%. Note that as the time span
|
||
increases, the vision should be foggier as it is likely that the GM will
|
||
have no idea of the distant future but is free to make one up based on
|
||
what he knows. This power can typically be used to see wether an immediate
|
||
course of action (disarming a trap. drinking a potion) will result in harm
|
||
or benefit. In certain cases, the GM should make any SR or RR before the
|
||
action takes place to see what would be the outcome if the player tries
|
||
it. This way, if they use their power successfully he can tell them the
|
||
outcome. Failure of up to 50% yields no conclusion. Failure of more than
|
||
50% yields the opposite conclusion when applicable.
|
||
|
||
24 Bestow/Increase Lifeforce: allows the psionicist to restore or increase a
|
||
lost LEL or bestow one to being who has not lost one. The increase is
|
||
permanent, but the psionicist cannot increase a lifeforce to a level
|
||
greater than his own.
|
||
|
||
6 Sensitivity to Psychic Impressions: as object reading but applies
|
||
to specific places and locations such as the house where someone lived, or
|
||
the scene of a murder.
|
||
|
||
28 Reality Projection: The psionicist is able to put a subject into a
|
||
world of his own creation. The psionicist is basically god of this world
|
||
he creates, and can control all reality inside of it. Feats can be
|
||
attempted in the same manner as dream projection, except the normal levels
|
||
or ranks without penalties are equal to the psionicist's or subjects
|
||
level, not 1/2. The subject can also do almost anyhing in this world if he
|
||
tries. Making a feat role against the psionicist allows the subject to
|
||
have control over his own actions and is himself almost godlike in power
|
||
for 1 round. In that round he must make the same 2 feat rolls as in dream
|
||
projection. Any action he takes which affects the psionicist, whether it
|
||
is to attack the physical form of the psionicist if he has placed himself
|
||
in this world, or attacking his mind if the psionicist is not inside his
|
||
own world, still allows the psionicist a RR. Note that not being inside
|
||
his own world will make him difficult to attack or notice, but he will
|
||
have a -25% penalty on all actions he tries to perform in his created
|
||
world since he is distanced from them. The psionicist can use this power
|
||
on 1 being or up to 1 level of beings/level of the psionicist. Making a
|
||
feat roll of greater than 50 against the psionicist will allow the subject
|
||
to escape the projected reality. The duration is up to 1 turn/level.
|
||
Points must be expended every turn to maintain the created reality. Note
|
||
that the world is quite real and material, anything that happens to the
|
||
subject, including death is real.
|
||
|
||
14 Reality Manipulation: this is somewhat of an all purpose power, almost
|
||
identicle to the wish spells. It allows the psionicist to duplicate any
|
||
power or effect at his level -2 in ability. Thus, a 14th level psionicist
|
||
could duplicate the effects of 12th level or under spells, powers, items,
|
||
or raise stats to 125 (level 12 rank).
|
||
|
||
8 Aura Alteration: allows the user to change his apparent alignment,
|
||
emotions, or truthfullness when being detected by others. Changing
|
||
alignment costs the standard number of points/factor changed. A evil
|
||
character trying to appear good would be a change of 2 factors and thus
|
||
double the point expenditure would be needed. This power can also be used
|
||
to removed curses, geas, quest, obligation, and like powers. The can also
|
||
use items that can only be used by certain alignments if his changed
|
||
alignment matches that of the item.
|
||
|
||
6 Fear: causes the subject to run at his maximum rate and flee from the
|
||
psionicist for 1 round/level. The subject affected must make a SR of 50
|
||
(using his character level) to see wether he drops anything he is holding
|
||
including weapons, shields, etc. Up to 1 level of beings/level of
|
||
psionicist can be affected.
|
||
|
||
10 Terror: as fear except that the subject will attempt to flee the psionicist
|
||
at any cost, even endangering himself in the process. If the fastest route
|
||
away from the psionicist had a pit lined with poisoned spikes along its path,
|
||
the subject will most fall into it. the subject will also take no actions
|
||
to attack or defend himself while fleeing.
|
||
|
||
12 Mental Alteration: user can change his apparent mental patterns so that
|
||
although he will function normally, to any trying to detect him he can seem
|
||
as if he had the mind and thoughts of another individual. This power also
|
||
duplicates the power or aura alteration.
|
||
|
||
8 Rage: the subject becomes enraged for 1 round/2 levels of the psionicist.
|
||
His strength and constitution is raised by 1 rank for every 4 levels of the
|
||
psionicist. Hit points are raised accordingly. The increase in constitution
|
||
only affects endurance, not health, so that RR's vs poison and disease are
|
||
at the normal level of constitution. For every rank of strength and
|
||
constitution increase, the subject defends himself at -2 LS. His dexterity
|
||
is the same, he is just paying less attention to defence and more towards
|
||
attacking. Also, for every rank of strength increase the subject is +1 LS
|
||
vs all fear, charming, subduing, and calming effects.
|
||
|
||
6 Body Control: allows the psionicist to exist in otherwise hostile
|
||
environments and withstand elemental forces including heat, cold, acid,
|
||
poisons, etc. For each level above 5th, the damage is reduced by 1 rank.
|
||
This power also allows water breathing in normal, clean water. As the user's
|
||
level increases, murkier waters can still have oxygen extracted from them
|
||
for breathing. Duration is 1 turn/level.
|
||
|
||
8 Hate: as rage except abilities are only raised by 1
|
||
rank/6 levels. However, this power can be used to make individuals hate
|
||
and possibly attack their companions as well as their enemies.
|
||
|
||
5 Illusion: creates a visual illusion (no material substance) affecting a 1
|
||
meter/level square area at a 1 meter/level range.
|
||
|
||
6 Complete Illusion: as above but also includes auditory components
|
||
|
||
8 Phantasmal Killer: If the vewer believes, the illusion of the most
|
||
frightening creature or sight will be seen by him and he will die of fright
|
||
if he fails his RR. Wisdom bonuses apply. Range of 1 meter/level.
|
||
|
||
8 Divination: at a SR of 75, the psionicist is able to contact a spirit or
|
||
higher intelligence on another plane and gain information pertaining to a
|
||
particular place, person, or object. Even if the spirit is contacted, it
|
||
may not know the answer to a question. Treat the spirit as a sage of equal
|
||
level to the psionicist and have the question be in a average area of
|
||
knowledge to the spirit, and make the applicable SR. Note that over time it
|
||
is likely that the psionicist has grown to know one particular spirit very
|
||
well. Only one piece of information can be found out per use.
|
||
|
||
10 Chanelling: as divination except the psionicist actually opens up a channel
|
||
between him and the spirit allowing the spirit to take temporary control of
|
||
his body and speak and act through him. At this time the character's
|
||
companions can request information of the entity. Note that when this power
|
||
is being used the character is at -50% on all RR's regarding possession,
|
||
domination, etc. Duration is 1 turn/level.
|
||
|
||
12 Hopelessness: affects up to psionicist's level in levels of beings.
|
||
Affected being must flee or surrender to the psionicist. Duration is
|
||
1 turn/level.
|
||
|
||
5 Command: allows a 1 word command to be given to one subject. Typical
|
||
commands are halt, flee, run, stop, fall, etc. A command to die will put
|
||
the affected subject in a catatonic state for 1 round/5% failure.
|
||
|
||
10 Mass Command: as command except up to the psionicist's level in levels of
|
||
beings can be affected.
|
||
|
||
14 Antipathy/Sympathy: can be used upon a item, 1 meter/level x 1
|
||
meter/level area, or a single being. The psionicist can dictate which type
|
||
of creature will be affected by the power. He can decide to make a healing
|
||
object radiate sympathy for allied creatures, and antipathy for foes.
|
||
Antipathy will cause the affected being to have a powerful urge to leave
|
||
the area or not the touch the item/person. Even if the RR is successful,
|
||
the intended target functions at -1 LS on all actions for every 4 levels
|
||
of the psionicist while touchimg the affected object/person or in the
|
||
affected area. Sympathy will cause affected creature to come into the area
|
||
or pick up or use the affected object, or come close and attempt to
|
||
contact the affected person. Duration is 10 turns/level.
|
||
|
||
14 Alter Alignment: allows change of a subjects alignment to any alignment the
|
||
psionicist chooses. Each alignment step away from the original alignment
|
||
increases the point cost by 100%. Thus, changing Chaotic Evil to Newtral
|
||
Evil and then to Lawful Evil cost double in points. Duration is 1 week/2
|
||
levels. After the duration is over, the original alignment returns at 1
|
||
step per week.
|
||
|
||
6 Rapport: this is a special telepathy bewteen telepaths.
|
||
All subjects involved must have this ability for it to work. The amount of
|
||
information that an be transfered is faster, up to 10%/level more
|
||
information can be transfered through use of rapport. Range is only 1
|
||
meter/level.
|
||
|
||
8 Confusion: target is unable to make discisions or initiate
|
||
any new action. Role randomly to see if target continues to attack,
|
||
defend, do nothing, attack friend, etc.
|
||
|
||
Roll Effect
|
||
01-20 Attacks
|
||
21-40 Attacks new foe
|
||
41-60 Defends
|
||
61-80 Does nothing
|
||
81-100 Attacks friend
|
||
|
||
18 Drain Experience: target loses 5% plus an additional 5%/level of
|
||
psionicist above 18th of his experience points and memories. Skill will
|
||
no doubt be affected.
|
||
|
||
14 Cybertelepathy: allows telepathy with any object
|
||
which has some kind of computer or electrical system, even something as
|
||
primitive as a watch or calculator. The user is can communicate with
|
||
computers who's tech level is not higher than his level rank. Each tech
|
||
level higher imposes a -1 LS penalty. This power does not allow any
|
||
special control, only control by conventional means except that no
|
||
physical interface is needed. Range is 5 meters/level.
|
||
|
||
10 Undetectable Lie: user is able to tell a lie, mentally or telepathically,
|
||
that cannot be detected if the SR of the psionicist is higher than the SR
|
||
of the detector.
|
||
|
||
16 Cyber Domination: same as cybertelepathy except that it
|
||
grants possible special control over the computer. The SR for control is
|
||
against the tech level of the computer. Thus higher tech level computers
|
||
will yield a -1 LS penalty per higher tech level rank when attempted to be
|
||
controlled. Range is 5 meters/level.
|
||
|
||
10 Mind Scan: provides the psionicist with information regarding the immediate
|
||
motives or intentions of a subject.
|
||
|
||
4 Charm: affected subject will view the psionicist as a
|
||
trusted friend. This does not grant control, but the subject will act
|
||
favoribly to the psionicist as a trusted friend would. Any hostile or
|
||
threatening action immediately cancels the power. Otherwise, duration is 1
|
||
round/5% failure.
|
||
|
||
12 Mind Probe: extensive probe of the individual's mind
|
||
to find out any small amount of information that the subject knows,
|
||
including hidden intentions and motivations. Names of people, places, or
|
||
things associated with a topic are often uncovered by use of this power.
|
||
|
||
10 Photographic Memory: anything the psionicist sees while this power is
|
||
used will remain crystal clear in his memory for 1 hour/level.
|
||
|
||
10 Audiographic Memory: same as above except applies to all sounds heard.
|
||
|
||
10 Psionic Protection: if psionically based, this power allows a psionicist
|
||
to grant another being the same resistance he has due to his psionicist
|
||
level against all psionic attacks. The range for this is 1 meter/level.
|
||
The a 10th level psionicist could make any recipient in range resist
|
||
psionics asa 10th leve; psionicist. Note that this power only relates to
|
||
the psionicist's level. If the psionicist has any objects that give him
|
||
additional protection these are not transfered. If biologically based,
|
||
this give the being protection vs psionics as if he were a psionicist of
|
||
that level.
|
||
|
||
12 Psionic Protection Field: same as above but affects all
|
||
within a 1 meter/level diameter sphere.
|
||
|
||
18 Anti-Psionic Shell: creates a 1 meter/level radius spherical shell that
|
||
prevents psionic energy from passing through it on either side. Thus
|
||
psionics function normally inside and outside its boundaries. Being can
|
||
penetrate the shell if they make an appropriate SR, without breaking the
|
||
shell. The psionicist may penetrate his own shell in this same manner.
|
||
Often a psionicist may make a weeker shell than normal, so he can penetrate
|
||
it more easily. Failure by more the 50% by a psionicist trying to penetrate
|
||
his own psionic shell will result in the shell being broken.
|
||
|
||
25 Dead Zone: creates a 1 meter/level radius spere that prevents all
|
||
psionic activity. This dead zone can be penetrated individually by a feat
|
||
roll, allowing for psionic power use. Each power use requires its own
|
||
feat roll while the dead zone exists. Duration is 1 turn/level or until
|
||
cancelled by creator.
|
||
|
||
8 Dispell Exhaustion: can restore temporarily lost strength and constitution
|
||
to a recipient up to 1 rank/2 levels.
|
||
|
||
18 Karma: this power grants the psionicist or a recipient a +1 LS/5 levels on
|
||
all actions and rolls. Duration is 1 round/level.
|
||
|
||
18 Negative Karma: as above except actions are at -1 LS's.
|
||
|
||
22 Karma Field: as karma, affects all within a 1 meter/level diameter sphere.
|
||
|
||
22 Negative Karma Field: as above but at -1 LS's
|
||
|
||
18 Omniscience: allows the character to know the answer to any one question or
|
||
dilema. The answer must be a yes or no, a numerical figure, a name, or
|
||
phrase only a few words in length. Complex and lengthy answers cannot be
|
||
gained by this power.
|
||
|
||
* Note: powers that affect psionicists can also affect psionic objects
|
||
|
||
|
||
|
||
8. Mutants and Altered Beings
|
||
|
||
SKIN
|
||
01-75 NONE
|
||
76-90 SKIN COLOR
|
||
01-90 Solid
|
||
91-95 Spotted
|
||
96-100 Striped
|
||
91-100 SKIN TYPE
|
||
Bald/Smooth
|
||
Furred
|
||
Hairy/Bristled
|
||
Leathery
|
||
Leprous
|
||
Scaled
|
||
Slimy
|
||
Warted/Bumpy
|
||
Wrinkled/Folded
|
||
Strange Odor
|
||
Poison/Acid Sacretions
|
||
SKIN COLOR + SKIN TYPE
|
||
HAIR
|
||
01-75 NONE
|
||
76-90 COLOR
|
||
91-100 SPECIAL
|
||
Hairless
|
||
Transparent
|
||
Quils
|
||
Serpents
|
||
EYES
|
||
01-75 NONE
|
||
70-85 COLOR
|
||
86-90 APPEARANCE
|
||
Glowing
|
||
Metalic
|
||
91-94 NUMBER
|
||
0
|
||
1
|
||
3
|
||
4
|
||
5
|
||
6
|
||
7
|
||
8
|
||
10
|
||
95-97 TYPE
|
||
Multi-faceted,Insectoid
|
||
Avian
|
||
Reptilian
|
||
Cat
|
||
2 Pupils
|
||
No Pupils
|
||
Swivel-socketed
|
||
Stalked
|
||
Huge
|
||
Protruding
|
||
98 COLOR + NUMBER
|
||
99 COLOR + TYPE
|
||
100 COLOR + NUMBER + TYPE
|
||
BODY
|
||
01-75 NONE
|
||
76-90 Animal Hybrid (Bipedal)
|
||
Arthropod
|
||
Aquatic
|
||
Amphibian
|
||
Reptile
|
||
Avian
|
||
Canine
|
||
Feline
|
||
Ape
|
||
Bear
|
||
Bison
|
||
Boar
|
||
Horse
|
||
Bison
|
||
Rodent
|
||
Bat
|
||
Mineral
|
||
Vegetation
|
||
91-95 Additional Limbs
|
||
Four Arms
|
||
Four Legs
|
||
Tentacles
|
||
Tentacles (No Arms)
|
||
Two Heads
|
||
Wings
|
||
Bird
|
||
Bat
|
||
Insect
|
||
Butterfly
|
||
Tail
|
||
Barbed
|
||
Canine
|
||
Feline
|
||
Rodent
|
||
Prehensile
|
||
Forked
|
||
Spaded
|
||
Plated
|
||
Spiked
|
||
Stingered
|
||
96-100 Other
|
||
Amoeba Like
|
||
2 Hearts
|
||
Displaced Heart
|
||
Gills
|
||
Double Jointed
|
||
Skeletal
|
||
Fat Cell Accumulation
|
||
Elongated Neck
|
||
Rearranged Features
|
||
Hermaphroditic
|
||
Asexual
|
||
|
||
HEAD ADORNMENT
|
||
01-75 NONE
|
||
Antlers
|
||
Horns
|
||
Crested
|
||
Ridged
|
||
Spined
|
||
Spiked
|
||
Plumed
|
||
Mane
|
||
HANDS
|
||
01-75 NONE
|
||
3 Fingered
|
||
4 Fingered
|
||
6 Fingered
|
||
No Thumb
|
||
2 Thumbs
|
||
Clawed
|
||
Clawed,Retractable
|
||
Taloned
|
||
Webbed
|
||
Pincered
|
||
Tentacled
|
||
Serpents
|
||
LEGS AND FEET
|
||
01-75 NONE
|
||
Clawed
|
||
Hooved
|
||
Reptilian
|
||
Primate
|
||
Taloned
|
||
Webbed
|
||
NOSE 01-75 NONE
|
||
Flat
|
||
Huge,Bulbous
|
||
Slits Only
|
||
Snouted
|
||
Trunk
|
||
No Nose
|
||
MOUTH
|
||
01-75 NONE
|
||
Fanged
|
||
Mandibled
|
||
Sucker
|
||
Probiscis
|
||
Enlarged Canines
|
||
Tusked
|
||
Forked Tongue
|
||
Cameleon Tongue
|
||
No Mouth
|
||
EARS
|
||
01-75 NONE
|
||
Canine
|
||
Elephant like
|
||
Tiny
|
||
Huge
|
||
Pointed
|
||
Trumpet like
|
||
Curled
|
||
None
|
||
|
||
COLORS
|
||
RED
|
||
Light Red
|
||
Rose
|
||
Carnelian
|
||
Crimson
|
||
Copper Red
|
||
Fire Red
|
||
Maroon
|
||
Puce
|
||
Ruby
|
||
Scarlet
|
||
Sienna
|
||
Wine Red
|
||
Vermillion
|
||
ORANGE
|
||
Apricot
|
||
Burnt Ocher
|
||
Burnt Orange
|
||
Cadmium Orange
|
||
Carotene
|
||
Copper
|
||
Gold
|
||
Hyacinth
|
||
Mandarin
|
||
Marigold
|
||
Ocher Orange
|
||
Pumkin
|
||
Raw Sienna
|
||
Tangerine
|
||
YELLOW
|
||
Acid Yellow
|
||
Amber
|
||
Auramine
|
||
Aureolin
|
||
Blond
|
||
Cadmium Yellow
|
||
Canarin
|
||
Canary
|
||
Cream
|
||
Golden Yellow
|
||
Lemon
|
||
Marigold Yellow
|
||
Safron
|
||
Yellow Ocher
|
||
Xanthin
|
||
GREEN
|
||
Aqua Green
|
||
Aquamarine
|
||
Avacado
|
||
Beryl Green
|
||
Celadon
|
||
Chartreuse
|
||
Citron
|
||
Corbeau
|
||
Cypress
|
||
Emerald
|
||
Green Ocher
|
||
Jade
|
||
Leaf Green
|
||
Malachite
|
||
Marine
|
||
Moss
|
||
Myrtle
|
||
Olive
|
||
Reseda
|
||
Teel
|
||
BLUE
|
||
Aquamarine
|
||
Azure
|
||
Light Blue
|
||
Beryl
|
||
Cerulean
|
||
Cobalt
|
||
Cyan
|
||
Electric Blue
|
||
Indigo
|
||
Isamine
|
||
Lavender Blue
|
||
Marine Blue
|
||
Milori Blue
|
||
Navy Blue
|
||
Persian Blue
|
||
Prussian Blue
|
||
Saphire
|
||
Sea Blue
|
||
Sky Blue
|
||
Steel Blue
|
||
Turquoise
|
||
Ultramarine
|
||
Zaffer
|
||
PURPLE
|
||
Amethyst
|
||
Fuchsia
|
||
Grape
|
||
Lavender
|
||
Lilac
|
||
Magenta
|
||
Mauve
|
||
Orchid
|
||
Violet
|
||
PINK
|
||
Amaranth Pink
|
||
Annatto
|
||
Burnt Rose
|
||
Cameo
|
||
Flesh
|
||
Incarnadine
|
||
Melon
|
||
Peach
|
||
Rose
|
||
Salmon
|
||
BROWN
|
||
Alesan
|
||
Bronze
|
||
Burnt Umber
|
||
Hazel
|
||
Manganese
|
||
Olive Brown
|
||
Oriole
|
||
Partidge
|
||
Philamot
|
||
Raw Sienna
|
||
Raw Umber
|
||
Seal
|
||
Sienna
|
||
Tan
|
||
Tawny
|
||
Topaz
|
||
Umber
|
||
WHITE
|
||
Alabaster
|
||
Antimony
|
||
Bone White
|
||
Ivory
|
||
Off White
|
||
Pearl
|
||
Pearl White
|
||
Platinum
|
||
Silver
|
||
Snow
|
||
GREY
|
||
Acier
|
||
Ash
|
||
Ash Grey
|
||
Charcoal Grey
|
||
Cinder Grey
|
||
Cloud Grey
|
||
Crystal Grey
|
||
Dove Grey
|
||
Granite
|
||
Iron Grey
|
||
Lead
|
||
Mole Grey
|
||
Olive Grey
|
||
Opal Grey
|
||
Pearl Grey
|
||
Silver Grey
|
||
Smoke Grey
|
||
Steel Grey
|
||
BLACK
|
||
Aniline
|
||
Blue Black
|
||
Bone Black
|
||
Carbon
|
||
Coal Black
|
||
Corbeau
|
||
Ink Black
|
||
Raven Black
|
||
Slate
|
||
Soot
|
||
2 Mixed
|
||
3 Mixed
|
||
4 Mixed
|
||
Prismatic
|
||
Changeable
|
||
Transparent
|
||
|
||
* x5 Powers *
|
||
|
||
|
||
9. Combat
|
||
|
||
Let's face it, combat is a large part of any RPG and is usually the most time
|
||
consuming. A combat system can often make or break a RPG. The combat system in
|
||
COSMOS is universal so only one set of rules is used for combat between 2 or
|
||
more opponents regardless of the campaign setting. There are a myriad of forms
|
||
that combat can take, be it mellee combat with ancient weapons and armor,
|
||
missile combat with bows, spears, guns, lasers, etc. Combat is also not
|
||
restricted to person against person combat but can consist of living beings
|
||
vs machines, piloted or automated, and machines vs machines. Whatever form the
|
||
combat takes, the rules are the same.
|
||
|
||
9.1 Initiative
|
||
|
||
Before each combat round, the two or more parties engaged in combat role a D10
|
||
to determine which side has initiative, and hence is allowed to act first. The
|
||
highest roll wins. In most situations, one roll will determine initiative for
|
||
an entire side, while in some situations, with few members involved in the
|
||
combat, the GM may wish to have each participant roll individually for
|
||
initiative. In this way, instead of all members of side A acting before all
|
||
members of side B, some members of side A may attack before their opponents in
|
||
side B while some members of side B may attack before their opponents in side
|
||
A. In individual initiative, the GM may allow dexterity (reflexes) bonuses to
|
||
be used for initiative bonus. To determine the degree of initiative subtract
|
||
the low initiative from the higher. For example, side A rolls an 8 for
|
||
initiative while side B rolls a 4. 8 - 4 equals 4 so each member of side A can
|
||
use 4 action points before side B can act. If an action took longer than the 4
|
||
action points, then that action may come after and action from side B, even
|
||
though side A had initiative. For example, a person using a two-handed sword
|
||
needs to spend a base 10 action points to make an attack. In the above case
|
||
side A had a 4 action point lead on side B, 10 action pts - 4 action pts equals
|
||
6 action points. If the opponent on side B does an action which uses 6 action
|
||
points, both sides will complete their actions at the same time. If his action
|
||
takes less than 6 action pts, his action will actually occur first, even though
|
||
he didn't have initiative.
|
||
The character who wins initiative may use all of his action points at once,
|
||
or he may save some in order to defend against his opponent's attacks. Once the
|
||
character spends all of his action points or as many as he wishes to spend it
|
||
is his opponent's turn to act. When his opponent attacks him he may use any
|
||
of his remaining action points to defend.
|
||
|
||
9.2 Spell Casting and Psionic Use
|
||
|
||
Before each round any players wishing to cast spells or use psionics must
|
||
declare their actions before initiative is rolled. The action points given
|
||
for spells and psionics in later sections apply only to that specific action,
|
||
and necesary preparation is not included. Looking through one's pouch for
|
||
spell components, tapping psionic energy from crystals, etc, are separate
|
||
actions.
|
||
|
||
9.3 Mellee and Missile Combat
|
||
|
||
The majority of actions during combat fall into the areas of mellee and missile
|
||
combat. There are three possible outcomes for any given attack.
|
||
|
||
1. The attacker completely misses the opponent. This can be due to poor skill
|
||
on his part, superior skill of the defender who dodged, blocked, or parried his
|
||
attack, or a combination of both.
|
||
|
||
2. The attacker makes contact with his target, but inflicts no damage to his
|
||
target. This is due to a high armor class of the target in comparison to a
|
||
lower weapon class of the attacker.
|
||
|
||
3. The attacker hits the target and inflicts damage upon the target.
|
||
|
||
All targets have a base SR which is needed to hit them. This SR is also
|
||
sometimes refered to as a target rating or TR. Human sized characters
|
||
(1 space in size) have a base SR of 50 which is needed to hit them. The larger
|
||
the target, the lower the base SR needed to hit, the smaller the target, the
|
||
higher the SR needed to hit. This assumes that the target is within range,
|
||
unobscurred, and is moving normally, ie the target is not perfectly still and
|
||
is not actively dodging. The following table shows required SR's to hit
|
||
opponents of a given size (TR). For the To Hit/Dodge column, the number applies
|
||
to the bonus or penalty for a being or object of that size to dodge or evade
|
||
attacks. For all sizes above 0, this negative number applies to the penalty to
|
||
hit when attacking with a weapon of that size. Making this number positive
|
||
gives the bonus to anyone who is actively dodging this weapon. A tank gun is
|
||
about 12 spaces in size on the table below this would fall under a 20 space
|
||
weapon and would have a -3 LS penalty to hit. Any opponents trying to dodge
|
||
this gun would have a +3 bonus to their dodge against it, in addition to any
|
||
other bonuses or penalties they would have in dodging because of their size.
|
||
Against an actively dodging human sized defender, the tank gun would have its
|
||
chance to hit reduced by about 30%.
|
||
|
||
To Hit/Dodge Size TR
|
||
|
||
5 .006 75
|
||
4 .01 70
|
||
3 .04 65
|
||
2 .14 60
|
||
1 .37 55
|
||
0 1 50
|
||
-1 2.7 50
|
||
-2 7.3 45
|
||
-3 20 45
|
||
-4 55 40
|
||
-5 148 40
|
||
-6 403 35
|
||
-7 1097 35
|
||
-8 2981 30
|
||
-9 8103 30
|
||
-10 22027 25
|
||
-11 59874 25
|
||
-12 1.62755E+05 20
|
||
-13 4.42413E+05 20
|
||
-14 1.20260E+06 15
|
||
-15 3.26902E+06 15
|
||
-16 8.88611E+06 10
|
||
-17 2.41550E+07 10
|
||
-18 6.56600E+07 9
|
||
-19 1.78482E+08 8
|
||
-20 4.85165E+08 7
|
||
-21 1.31882E+09 6
|
||
-22 3.58491E+09 6
|
||
-23 9.74480E+09 6
|
||
-24 2.64891E+10 6
|
||
-25 7.20049E+10 6
|
||
-26 1.95730E+11 6
|
||
-27 5.32048E+11 6
|
||
-28 1.44626E+12 6
|
||
-29 3.93133E+12 6
|
||
-30 1.06865E+13 6
|
||
-31 2.90488E+13 6
|
||
-32 7.89630E+13 6
|
||
-33 2.14644E+14 6
|
||
-34 5.83462E+14 6
|
||
-35 1.58601E+15 6
|
||
-36 4.31123E+15 6
|
||
-37 1.17191E+16 6
|
||
-38 3.18559E+16 6
|
||
-39 8.65934E+16 6
|
||
-40 2.35385E+17 6
|
||
|
||
Most of the table above applies to combat between large vehicles. Most of
|
||
the time combat occurs between human sized opponents and no special
|
||
penalties or bonuses are needed.
|
||
|
||
If the target is not actively defending against the
|
||
attack, then the attacker compares the weapon class of his weapon with the
|
||
armor class of the defender. Weapon Class (WC) and Armor Class (AC) will be
|
||
dealt with more in depth in the technology section. Basically, weapon class
|
||
indicates the ability of a weapon to penetrate and damage a certain armor
|
||
class. Weapon class in no way enhanses or reduces the chance for an attack to
|
||
hit, it only enhanses or reduces the chance for that weapon to inflict damage
|
||
once it hits. Armor Class indicates the ability of a certain type of armor to
|
||
absorb damage from a hit, or totally negate damage. If the weapon class of the
|
||
attacker is equal to or greater than the armor class of the defender, than any
|
||
hit inflicts damage. For every rank of the armor class which is above the
|
||
weapon class, the necesary SR to hit is increased by 10. A negative level shift
|
||
is not used for this because a high AC does not alter the skill of an attacker,
|
||
or make it harder for that attacker to strike the target, it only makes it more
|
||
difficult for that attacker to inflict damage upon the target once it hits. For
|
||
example, human sized targets have a TR of 50 which indicates a base SR of 50 is
|
||
needed to hit them. If the AC of the target was 1 rank higher than the weapon
|
||
class of the attacker, then the SR needed is 60, 2 ranks higher would indicate
|
||
a needed SR of 70, etc. If the SR is below the needed SR but above or equal to
|
||
the TR, then the attack hits but does no damage. Since the AC of a target does
|
||
not often change during combat, the needed SR for a particular attacker using
|
||
a particular weapon is computed before combat. The character sheet templates
|
||
have also been designed to have this information on hand and save time during
|
||
game play. Some weapons negate the effects of armor, such as lassos, whips,
|
||
bolas, and other entangling weapons which do not need to inflict damage on a
|
||
hit. For these types of weapons, the TR equals the SR needed to hit.
|
||
In most combat situations, especially between humanoids, the target of any
|
||
attack will usually defend himself in the manner of dodging, blocking, evading,
|
||
or parrying. In dodging, blocking, and evading, the WC of the atackers weapon
|
||
is not a factor in the success if these actions since success indicates that no
|
||
contact occured between the attacker and the defender. In parrying however,
|
||
weapon class does come into play. A physically weaker defender will not be as
|
||
able to deflect bows from a stronger attacker, his strength apparent in the
|
||
WC of the mellee weapon he is weilding. Aside from strength, certain weapons
|
||
parry better than others. A flimsy foil or rapier may be fast but will not
|
||
parry as well against a stronger longsword or broadsword. A dagger is short
|
||
relative to a sword and will also not parry as well. Unless otherwise stated
|
||
in the ancient weapons section, use the WC when parrying, similar to AC. In
|
||
parrying, each WC rank of the defenders weapon below the attackers amounts to a
|
||
-1 LS in his skill roll to parry. Having a higher WC does not increase a
|
||
character's chance to parry.
|
||
When any damage is inflicted in combat, it first is reduced by the damage
|
||
absorbtion of the defenders armor, if any. This will also be dealt with more
|
||
extensively in the technology section, but basically the stronger the material,
|
||
and thicker the armor, the more damage it can absorb. If the damage inflicted
|
||
is less than or equal to absorbtion of the armor, then the defender receives
|
||
no damage. Whatever amount of damage is greater than the armor's absorbtion,
|
||
that damage is received by the defender. A target that is unarmored (AC 0) will
|
||
receive full damage from any attack. Note that armor applies to natural
|
||
physical characteristics, ie. fur, hide, scales, shells, etc, as well as man
|
||
made forms such as plate mail and chain mail.
|
||
|
||
|
||
CALLED SHOTS
|
||
|
||
Often Players will wish to hit a specific area on a target. This area can be
|
||
less protected than the rest, or a critical spot where the target will receive
|
||
the most harm by suffering damage their. In any event, called shots are used.
|
||
Use the following table for SR modifications for called shots. Against most
|
||
creatures, a normal uncalled shot is assumed to hit the upper body, arm/torso
|
||
area. Automatic failure and success rolls still apply when using called shots.
|
||
Note that there is a distinct difference between called shots and criticals.
|
||
A blow to a creature's head does not necesitate a critical, it simply means
|
||
damage was caused to the head. A being who had 50 DC who suffered 4 points to
|
||
the head still only suffered a minor scratch.
|
||
|
||
Target Area SR
|
||
|
||
Head +75
|
||
Torso +40
|
||
Chest +50
|
||
Abdomen +50
|
||
Arm +20
|
||
Upper Arm +30
|
||
Fore Arm +30
|
||
Hand +60
|
||
Leg +15
|
||
Upper Leg +20
|
||
Lower Leg +40
|
||
Foot +50
|
||
|
||
For vehicles excluding mecha and robots, when called shots are used one simply
|
||
uses the size of the smaller target area to compute the necesary SR. A large
|
||
tank may have a TR of 10, but a 1 space location, gun, fuel tank, etc, still
|
||
has a TR of 50. For robots that have humanoid characteristics, the above
|
||
modifications should be used since robots can actively defend these areas.
|
||
|
||
|
||
Ancient Weapons
|
||
|
||
Weapon Dam WC Act. Pts. Length Mass Cost Range
|
||
|
||
Aklys 0.6 0.7 4 64 cm 1.6 3
|
||
Atlatl 0.6 0.75 5 100 cm 1.4
|
||
Arrow,
|
||
Normal 0.6 0.8 L7/F5 60 cm 0.1
|
||
Frog Crotch 0.6 0.7 L7/F5 60 cm 0.1
|
||
Humming Bulb 0.2 0.2 L7/F5 60 cm 0.1
|
||
Piercing 0.5 0.9 L7/F5 60 cm 0.1
|
||
Leaf Head 0.75 0.5 L7/F5 60 cm 0.1
|
||
Axe,Battle
|
||
1 Handed 0.75 0.8 7 125 cm 3.4
|
||
2 Handed 0.85 0.9 8 160 cm 5.0
|
||
Axe,Hand 0.6 0.7 4 50 cm 2.3
|
||
Bardiche 0.75 0.85 9 160 cm 5.6
|
||
Bec de Corbin 0.75 0.95 9 200 cm 4.5
|
||
Bill-Guisarm 0.75 0.9 10 250 cm 6.8
|
||
Blowgun 0.1 0.2 L7/F3 1-2 m 0.7
|
||
Bola 0.4 0.9 7 125 cm 3.4
|
||
Boomerang 0.4 0.7 5 50 cm 0.5
|
||
Bo Stick 0.5 0.7 3 160 cm 0.7
|
||
Caltrop 0.05 0.2 3 4 cm 0.1
|
||
Cat O' 9 Tails 0.3 0.2 6 150 cm 1.0
|
||
Club 0.6 0.4 4 100 cm 1.4
|
||
Dagger
|
||
Short 0.3 0.4 2/F5 25 cm 0.4
|
||
Normal 0.4 0.5 2/F5 30 cm 0.5
|
||
Long 0.5 0.6 2/F5 40 cm 0.6
|
||
Dart 0.2 0.3 F5 20 cm 0.3
|
||
Fauchard 0.6 0.7 8 250 cm 2.7
|
||
Fauchard-Fork 0.75 0.75 8 250 cm 3.6
|
||
Fist,Open Hand 0.25 0.25 2
|
||
Flail
|
||
Footman's 0.7 0.8 7 125 cm 6.8
|
||
Horseman's 0.5 0.6 6 65 cm 1.6
|
||
Fork,Military 0.75 0.7 7 225 cm 3.4
|
||
Garrot 0.4/Rnd 3 100 cm 0.05
|
||
Glaive 0.75 0.9 8 250 cm 3.4
|
||
Glaive-Guisarme 0.85 0.9 9 250 cm 4.5
|
||
Guisarme 0.8 0.95 8 200 cm 3.6
|
||
Guisarme-Voulge 0.8 0.9 10 225 cm 6.8
|
||
Halberd 0.8 1 9 160 cm 7.9
|
||
Harpoon 0.8 0.7 6 200 cm 2.4
|
||
Hammer,Lucern 0.75 0.9 9 160 cm 6.8
|
||
Hammer
|
||
1 Handed 0.5 0.85 4 50 cm 2.3
|
||
2 Handed 0.8 0.95 7 100 cm 6.8
|
||
Hook,Fauchard 0.4 0.7 9 250 cm 3.6
|
||
Javelin 0.6 0.3 8 150 cm 1.0
|
||
Jo Stick 0.5 0.4 2 100 cm 1.8
|
||
Kick 0.5 0.5 4
|
||
Knife 0.3 0.4 2/F5 25 cm 0.3
|
||
Lance
|
||
Lt. Horse 0.7 0.9 6 300 cm 2.3
|
||
Md. Horse 0.8 0.1 7 385 cm 3.6
|
||
Hv. Horse 0.95 1.5 8 450 cm 6.8
|
||
Lasso - 9 3 - 6 m 1.0
|
||
Mace
|
||
Footman's 0.7 0.95 7 80 cm 3.6
|
||
Horseman's 0.6 0.9 6 50 cm 2.3
|
||
2-Handed 0.85 1.25 9 100 cm 6.8
|
||
Man Catcher 0.2 0.8 7 250 cm 3.6
|
||
Morning Star 0.75 0.95 7 125 cm 5.6
|
||
Partisan 0.7 1 9 225 cm 3.6
|
||
Pick,Military
|
||
Footman's 0.7 1.25 7 125 cm 2.7
|
||
Horseman's 0.5 1 5 65 cm 1.8
|
||
Pike,Awl 0.75 0.85 12 575 cm 3.6
|
||
Quarrel
|
||
Hand 0.3 0.3 L5/F3 20 cm 0.05
|
||
Light 0.4 0.8 L7/F4 25 cm 0.05
|
||
Heavy 0.5 0.85 L10/F5 40 cm 0.05
|
||
Ranseur 0.75 0.7 8 250 cm 1.0
|
||
Sap 0.2 0.2 2 15 cm 0.5
|
||
Scimitar 0.75 0.6 4 100 cm 1.8
|
||
Sling 60 cm 0.5
|
||
Bullet 0.5 0.7 L3/F6
|
||
Stone 0.4 0.3 L3/F6
|
||
Spear 0.75 0.8 7 200 cm 2.4
|
||
Spetum 0.8 0.8 8 250 cm 2.3
|
||
Shield
|
||
Buckler 0.3 0.4 3 30 cm 1.4
|
||
Spiked 0.4 0.5 3 1.6
|
||
Bladed, 0.5 0.5 3 1.8
|
||
or edged
|
||
Small 0.4 0.6 4 40 cm 1.8
|
||
Spiked 0.5 0.7 4 2.2
|
||
Bladed, 0.6 0.7 4 2.6
|
||
or edged
|
||
Medium 0.5 0.8 5 50 cm 2.4
|
||
Spiked 0.6 0.85 5 2.8
|
||
Bladed, 0.75 0.85 5 3.2
|
||
or edged
|
||
Large 0.5 0.85 7 60 cm 3.0
|
||
Spiked 0.6 0.9 7 3.4
|
||
Bladed, 0.75 0.9 7 3.8
|
||
or edged
|
||
Tower 0.6 0.9 8 100 cm 5.0
|
||
Spiked 0.6 1 8 5.6
|
||
Bladed 0.75 1 8 6.2
|
||
or edged
|
||
Staff 0.6 0.5 4 200 cm 2.3
|
||
Staff Sling 160 cm 2.3
|
||
Bullet 0.75 0.9 L10/F6
|
||
Stone 0.7 0.5 L10/F6
|
||
Sword
|
||
Bastard 145 cm 3.6
|
||
1 Handed 0.75 1 6
|
||
2 Handed 0.9 1.25 8
|
||
Broad 0.75 0.5 5 115 cm 3.4
|
||
Falchion 0.7 0.7 5 115 cm 3.3
|
||
Flamberge 1.25 1.25 10 220 cm 12.5
|
||
Khopesh 0.75 0.4 9 115 cm 3.4
|
||
Long 0.75 0.7 5 115 cm 2.7
|
||
Short 0.6 0.5 4 65 cm 1.6
|
||
Two Handed 1 1.5 10 200 cm 11.3
|
||
Trident 0.8 0.6 7 125-250 cm 2.3
|
||
Voulge 0.8 0.85 10 250 cm 5.6
|
||
Whip 0.2 0.2 6 250 - 600 cm 1.0
|
||
|
||
*Notes
|
||
1. The numbers for Damage and WC represent a fraction of the weilder's
|
||
strength which is used to compute actual damage and WC. For example, a
|
||
longsword has a damage of 0.75 and a WC of 0.7. In the hands of someone
|
||
with 20 strength it would inflict between 1 and 15 points damage since 20
|
||
strength x 0.75 = 15. It would have a WC of 14 since 0.7 x 20 strength =
|
||
a WC of 14.
|
||
2.Caltrop damage is fraction of beings weight, not strength. A 100 kg being
|
||
will take 5 damage from a caltrop.
|
||
3.Weapons that are used while mounted that rely on the mount for damage like
|
||
lances and possibly spears and other pointed weapons use the strength of
|
||
the mount as opposed to the weilder.
|
||
4.Thrown missile weapons do same damage as when held but at 1/2 the weapon
|
||
class.
|
||
5. Fired missile weapons like bows and crossbows use the strength rating of
|
||
the weapon it is being fired from, not the user. Bows can be used up to
|
||
the weilder's strength, but no greater than bows strength. Using a bow
|
||
beyond it's rated strength
|
||
will force it to make a RR vs being broken. Using a bow which is a higher
|
||
strength than the user will shift the damage down 1 rank per greater
|
||
strength rank of the bow. For example, a 20 strength player trying to use
|
||
a 30 strength bow only uses it as if he had 17 strength, 1 rank lower than
|
||
his strength because the bow was 1 rank higher.
|
||
6.Blowguns use constitution as opposed to strength for damage and range.
|
||
7.Weapons take 1/2 their action point cost to draw, and 3/4 their action
|
||
point cost to sheath.
|
||
|
||
Creature Attacks Damage WC
|
||
|
||
bite(carnivore)
|
||
cainine,feline) 0.75 0.5
|
||
aligator,crocodile 0.85 0.7
|
||
shark 1 0.9
|
||
bite (omnivore) 0.45 0.3
|
||
bite (herbivore) 0.4 0.3
|
||
talons (avian) 0.5 0.4
|
||
claws (canine) 0.4 0.3
|
||
claws (feline) 0.5 0.4
|
||
War Claws
|
||
Horns (goat) 0.3 0.4
|
||
Horns (bull,ox) 0.5 0.6
|
||
Horns (ram) 0.5 0.7
|
||
Horn (rinocerous) 0.6 0.8
|
||
Tusks 0.6 0.75
|
||
Anters 0.45 0.6
|
||
Hooves 0.45 0.6
|
||
Wing buffet(feathered) 0.2 0.2
|
||
Wing buffet (bat) 0.3 0.2
|
||
Tail Lash
|
||
Plated 0.5 0.6
|
||
Spiked 0.7 0.5
|
||
Spade 0.4 0.5
|
||
Whiplash 0.3 0.3
|
||
Constrictor (includes tentacles)
|
||
0.2 0.3
|
||
|
||
Oriental Weapons
|
||
|
||
Weapon Dam WC Act. Pt. Cost Length Mass Cost
|
||
|
||
Boku-toh 0.4 0.5
|
||
Chain 0.4 0.4
|
||
Chijiriki 0.65 0.8
|
||
Chopsticks 0.2 0.1
|
||
Fang 0.5 0.6
|
||
Gunsen 0.25 0.2
|
||
Jitte 0.3 0.7
|
||
Kama 0.6 0.75
|
||
Katana 0.8 0.7
|
||
Katana, 0.9
|
||
Two Handed 0.9
|
||
Kau sin ke 0.75 0.6
|
||
Kawanga 0.3 0.5
|
||
Kiseru 0.4 0.45
|
||
Kumade 0.4 0.6
|
||
Kusari-gama 0.6 0.75
|
||
Kyoketsu-shogi 0.4 0.4
|
||
Lajatang 0.8 0.8
|
||
Nagimaki 0.65 0.8
|
||
Naginata 0.8 0.9
|
||
Nekode 0.4 0.4
|
||
Ninja-to 0.7 0.65
|
||
Nunchaku 0.6 0.5
|
||
Parang 0.75 0.65
|
||
Sai 0.4 0.7
|
||
Sang kauw 0.75 0.5
|
||
Shaken 0.4 0.1
|
||
Shuriken
|
||
Spike 0.4 0.5
|
||
Star,large 0.5 0.5
|
||
Star,small 0.4 0.4
|
||
Siangkam 0.5 0.4
|
||
Pellet Bow
|
||
Stone 0.5 0.65
|
||
Bullet 0.4 0.6
|
||
Sode Garami 0.4 0.2
|
||
Tetsu-bishi 0.4 0.2
|
||
Tetsubo 0.75 1.25
|
||
Three-piece Rod 0.6 0.9
|
||
Tonfa 0.5 0.4
|
||
Uchi-ne 0.4 0.5
|
||
Wakizashi 0.75 0.65
|
||
|
||
|
||
African Throwing Knives
|
||
Chakram
|
||
Ghurka Knife
|
||
Katar
|
||
Tiger Claws
|
||
|
||
Armor
|
||
|
||
Full Plate Armor 0.95 MC
|
||
Field Plate Armor 0.9 MC
|
||
Plate Mail 0.85 MC
|
||
Banded Mail 0.8 MC
|
||
Splint Mail 0.75
|
||
Chain Mail 0.7/0.5
|
||
Scale Mail 0.65/0.45
|
||
Ring Mail 0.6/0.4
|
||
Studded Leather 0.5/0.3
|
||
Leather 1/0.25
|
||
Padded 1/0.25
|
||
All Shields 1 MC
|
||
|
||
Numbers after a slash indicate AC against blunt weapons as the pliable nature
|
||
of those armor types make them more vulnerable to blunt attacks. Pliable
|
||
armors like leather, and padded, which cover fully are rated at their full MC
|
||
against edged attacks, and only 0.25 against blunt attacks. If edged weapons
|
||
hit, they will do 0.5 normal damage if they do not penetrate the MC of the
|
||
armor. Also, all the above armor types that consist of leather,chain. or
|
||
padding, partially or in full can be replaced by any other pliable material in
|
||
high tech armor forms. For example, a high tech suit of platemail may
|
||
actually be composed of high strength plastic plates with a kevlar or aramid
|
||
fiber backing.
|
||
|
||
|
||
Sample Combat
|
||
|
||
Here is an example of combat between Adearodaffa, a 14th level Drow Elf
|
||
cavalier, and Draconis, a 20th level Lich King Death Knight. Here are the
|
||
stats for the two opponents that will come into play during the combat.
|
||
|
||
Adearodaffa
|
||
|
||
Strength 20
|
||
Dexterity 40
|
||
Constitution 22
|
||
TR 50
|
||
AC 38 (Full Plate Armor)
|
||
Armor Absorbtion 7
|
||
DC 125
|
||
Action Points 24
|
||
16th level proficiency in longsword and buckler
|
||
14th in dodging and evading
|
||
Lonsword
|
||
WC 14
|
||
Damage 15
|
||
Action Point Cost: 3
|
||
Spiked Buckler
|
||
WC 10
|
||
Damage 8
|
||
Action Point Cost: 2
|
||
|
||
|
||
Draconis
|
||
|
||
Strength 30
|
||
Dexterity 10
|
||
Constitution 30
|
||
TR 45
|
||
AC 57 (Full Plate Armor)
|
||
Armor Absorbtion 12
|
||
DC 150
|
||
Action Points 30
|
||
20th level proficiency in Two Handed Sword
|
||
Two Handed Sword
|
||
WC: 45
|
||
Damage: 30
|
||
Action Point Cost: 5
|
||
|
||
The two roll for initiative. Adearodaffa rolls a 7 while Draconis rolls a 9.
|
||
Adearodaffa's high dexterity gives him a +6 to his initiative so his total
|
||
initiative is 13. He is 4 action points ahead of Draconis. Since Draconis
|
||
is a fairly easy target to hit, Adearodaffa reduces the action point cost
|
||
of using his longsword by 1 point to a cost of 2 points. Adearodaffa's WC is
|
||
14, 6 ranks below Draconis' AC of 57. This means that where he orginally
|
||
needed a SR of only 45 to hit and inflict damage, he now needs a 105, ie TR of
|
||
45 plus 10 * 6 AC ranks = 105. Also, there is a -2 LS penalty for reducing
|
||
the cost of the attack by 1 action point so he rolls as if he were only 14th
|
||
level in skill. Adearodaffa rolls % dice and gets a 113 for his SR. The action
|
||
cost him 2 points. Draconis tries to parry but fails with a SR of only 75,
|
||
which is less than Adearodaffa's SR of 113. His parry attempt cost him 5 action
|
||
points. Since Draconis failed to parry Adearodaffa's attack, Adearodaffa rolls
|
||
for damage. Adearodaffa is lucky and rolls the full 15 points for damage.
|
||
Draconis' armor absorbs 12 points so he only receives 3 points damage.
|
||
Adearodaffa swings again but does no damage from only a glancing blow with a
|
||
SR of 80. This action costs 2 points. Adearodaffa's 4 points of initiative
|
||
ahead of Draconis are used up now it is Draconis' turn to attack.
|
||
Draconis chooses to spend 5 times the needed action points in his attack.
|
||
This gives him a +8 LS increase, allowing him to attack at 28th level. This
|
||
attack uses 25 of his 30 action points. Draconis rolls % and hits easily,
|
||
since Adearodaffa failed his parry. Draconis rolls 20 for damage. Adearodaffa's
|
||
armor absorbs 7 points so he only receives 13 points damage. Draconis has 5
|
||
action points left but chooses to save them to possibly parry Adearodaffa's next
|
||
attack.
|
||
Adearodaffa rolls to hit and rolls a natural 98 on the % dice. This
|
||
indicates a critical hit. Draconis tries to parry but fails. The roll on
|
||
the critical table indicates that Draconis' head is not quite where it used to
|
||
be. Being the sensitive Lich King Death Night that he is, he is emotionally
|
||
incapable of coping with the loss of his head and dies.
|
||
|
||
10. Time and Space (The Multiverse)
|
||
|
||
One can't name a game COSMOS without giving some explanation of how the gaming
|
||
environment functions. The COSMOS universe is meant to be all encompasing, the
|
||
GM can choose to use some, all, or none of it in his campaign.
|
||
|
||
10.1 Time
|
||
|
||
Time is the dimention used to measure the seemingly irreversable span of events.
|
||
Currently in our present day universe, we can travel through time in only one
|
||
direction, forward, and at a fixed speed. When using time travel, the present is
|
||
immutable. Travelling in time to the past creates an alternate, parallel
|
||
present, but does not change the present that a being was originally from.
|
||
The COSMOS system uses conventional units of time as well as special game
|
||
conventions.
|
||
|
||
Units of Time
|
||
|
||
Second
|
||
Round - The standard unit of time in which combat and most other actions are
|
||
carried out, equal to 6 seconds. 10 Rounds equal a turn.
|
||
Minute
|
||
Turn - equal to 6 rounds or 1 minute.
|
||
Hour
|
||
Day - earth equivalent equal to 24 hours. Defined as the amount of time for a
|
||
planet to make one complete rotation.
|
||
Month - earth equivalent equal to approximately 30 days. Defined as the amount
|
||
of time for a planet's moon (or moon's) to make one complete revolution.
|
||
Year - earth equivalent equal to 365 1/4 days. Defined as the amount of time it
|
||
takes a planet to make one complete revolution around its sun.
|
||
Decade - 10 years
|
||
Century - 100 years
|
||
Millenia - 1000 years
|
||
Epoch,Era - an extremely long period of time, often over a millions years in
|
||
length. Usually marked by a certain form of dominant life on a
|
||
planet existing within that time.
|
||
Eon - almost infinate length of time, several era's
|
||
|
||
10.2 The Multiverse
|
||
|
||
The COSMOS universe, also called the multiverse, consists of a seemingly
|
||
infinate number of dimentions and parallel planes. The following are desriptions
|
||
of some possible planes. The GM is always free of course, and even encouraged to
|
||
create planes of his own to add new possiblilties to the multiverse.
|
||
|
||
10.21 The Prime Material Plane
|
||
|
||
This is the plane in which we (well most of us, anyway) exist. It encompasses
|
||
the earth, the planets and stars, the galaxy, the universe, and any and all
|
||
other universes and their parallel universes. It is composed of matter and
|
||
energy. While matter can take on two forms, that of normal matter and of
|
||
antimatter, energy is always considered to be neutral. The universe also
|
||
has constants for mass, gravity, electric and magnetic forces, etc. These
|
||
constants can be different in other universe to alster how much something
|
||
weighs, how massive it is, etc. There are five main dimentions in the prime
|
||
material plane. There are three dimentions of space which are length, width,
|
||
and height. The fourth dimention is time, together with space forming
|
||
space-time. The fifth dimention is the curavature of space time sometimes known
|
||
as subspace or hyperspace. This last dimention is dealt with in the technology
|
||
section. The universe is a plane composed of 5 dimention. All other planes are
|
||
made up of 1 or more dimentions. Their are dimentions that are not in the prime
|
||
material plane but exist in other planes. Different material planes will also
|
||
having different constants regarding the nexus between it and other planes. The
|
||
more tightly closed that nexus is, the harder it is to open a gateway between
|
||
other planes. One example is the nexus between the prime plane and the positive
|
||
and negative planes. The tighter the gate, the harder it is to summon magical
|
||
energies. The greater the opening, the easier it is to summon magical energies.
|
||
|
||
10.22 The Prime Energy Plane
|
||
|
||
Matter and energy are equivalent and interchangeable. In our own universe, the
|
||
natural state is matter which can be converted into energy. The prime energy
|
||
plane is just the opposite. The natural state is energy, and this energy can be
|
||
turned into matter.
|
||
|
||
10.23 The Positive Material Plane
|
||
|
||
This is a dimention of positive energy, matter, creation, and light. It can
|
||
fuel the lifeforce energy of prime plane creatures. Most forms of magic draw on
|
||
this plane as the source of their power. Like matter and antimatter, positive
|
||
and negative energy and matter annihilate each other upon contact. Prime plane
|
||
creatures entering the positive plane will have their lifeforce increase in
|
||
terms of life energy levels and DC points, unless under some magical or psionic
|
||
protection. Their LEL's will increase by 1/turn and their DC will increase by
|
||
5 DC/turn. When their LEL or DC increases to 1.5 times their original values,
|
||
the being must make a RR each turn at -1 LS/turn over the maximum or die.
|
||
When existing the plane all gained energy dissipates at the the same rate it
|
||
increased.
|
||
|
||
10.24 The Negative Material Plane
|
||
|
||
This is a dimmention of negative energy, matter, destruction, and darkness. It
|
||
draws upon the lifeforce energy of prime plane creatures to fuel it. Destructive
|
||
and life stealing magic draws on this plane for its power source. The negative
|
||
and positive planes will try to remain in a state of equilibrium, both having
|
||
the same but opposite amount of energy. The effect on prime plane creatures are
|
||
opposite of the positive plane, their LEL and DC decrease each level and return
|
||
once they exit the plane at the same rate.
|
||
|
||
10.25 The Astral Plane
|
||
|
||
The astral plane can be thought of as the all encompassing plane of the
|
||
multiverse. It surrounds and connects all the material and energy planes, the
|
||
elemental planes, the ethereal planes, and all the alignment planes. If any one
|
||
of these planes has mulitple layers, the astral plane will always touch its
|
||
first layer, and sometimes even its last layer. On the astral plane, thought
|
||
and energy take on quasi-material substance. It is the plane where souls roam,
|
||
and the road by which they travel. Most being's travelling on the astral plane
|
||
leave their material body behind on their home plane. If their material body
|
||
dies, their soul is lost on the astral plane until it can find a suitable body
|
||
to enter. If the astral body is destroyed, the being is dead and can only be
|
||
brought back by resurrection or similar powers. Some powerful beings will be
|
||
able to transform their material body into an astral body, and completely
|
||
project themselves into the astral plane. The flow of time and space is not
|
||
definate in the astral plane. Movement is dependent upon thought as opposed to
|
||
physical exertion. Travel is quick and tireless. While in the astral plane,
|
||
consider wisdom to double as strength, intelligence to doible as dexterity, and
|
||
charisma to double as constitution for all intensive purposes. Beings in the
|
||
astral plane require no food or rest. The astral plane is a common medium of
|
||
travel to other planes.
|
||
|
||
10.26 The Ethereal Plane
|
||
|
||
The ethereal plane is a plane the surrounds all same planes as the astral plane,
|
||
except the alignment planes. Matter in the ethereal plane is out of phase with
|
||
matter in the planes it surrounds. While on the border of the ethereal plane,
|
||
beings and matter can be seen but cannot interact physically with matter on
|
||
other planes. The only forms of interaction between the planes are magic and
|
||
psionics. Beings deeper within the the ethereal plane cannot be seen or
|
||
interact at all with matter and beings on other planes. Like the astral plane,
|
||
beings require no food or rest, and quick travel to other planes or distant
|
||
places within the beings home plane.
|
||
|
||
10.27 The Elemental Planes
|
||
|
||
The elemental planes are often used to summon the raw materials used in the
|
||
construction and alteration of planes.
|
||
|
||
Air
|
||
Earth
|
||
Fire
|
||
Water
|
||
The Para Elemental Planes
|
||
|
||
10.28 The Alignment Planes
|
||
|
||
The alignment planes are planes which are home to a specific set of beliefs
|
||
or ethics, or spheres of influence. These are planes where the forces are good,
|
||
evil, law, chaos, nuetrality, and combinations of them, reside. They are also
|
||
the planes where dieties representing these beliefs reside. Some examples of
|
||
alignment planes are heaven, hell, the abyss, Hades, Olympus, Limbo,
|
||
Pandemonium, etc.
|
||
|
||
10.3 Dieties & Immortals
|
||
|
||
10.31 Dieties
|
||
|
||
In many fantasy settings, gods from many different mythologies are used, from
|
||
Greek to Norse, to Sumarian. Most of these mythologies took place at very
|
||
different time periods in history. Because some fantasy worlds use gods from
|
||
many mythos, there are literally hundreds of gods, all claiming to be the sole
|
||
diety of a particular sphere of influence wether that be war, love, life,
|
||
death, nature, etc. Many times there are conflicting dieties. It seems
|
||
inprobably how there can be 20 gods of war, 31 gods of the sky, 24 godesses of
|
||
the earth, and the like. How could there be more than 1 diety who is
|
||
considered to be supreme? A more realistic interpretation of dieties to be used
|
||
in a fantasy setting that will not conflict with common sence is to not view
|
||
dieties as the source and masters of fundamental elemental and human forces, but
|
||
rather to be the embodiment of these forces. Belief in a particular diety by a
|
||
number of beings will actually cause these fundamental to take the form of a
|
||
particular diety. How strong a particular diety is is dependent on the
|
||
importance of this force to a particular group of people. Note that this means
|
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belief and not neccesarily worship. People may not worship a diety of death,
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but their belief and fear of death would cause this diety to take form. The
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diety is more a reflection of the culture it represents. Cultures that have a
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strong preference for war will have a powerful war god. The beliefs of a
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culture dictate what type of dieties it has. Interaction between dieties of
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different cultures is dependent on the interaction of those cultures. It is
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likely that the gods of elven and orcish cultures will be enemies as their
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worshipors are. This puts the realm of priests somewhere between mages and
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psionicists. As mages summon their power from an outside source, and
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psionicists draw power mostly from themselves, the priest is a combination of
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the two. The priest practices in magic, the power for which is obtained by a
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particular diety. The power of this diety, is obtained by the collective
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lifeforce energy of those who worship it.
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10.32 Immortals
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Immortals are beings who were once mortal but gained immortal status by other
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immortals or dieties. Immortals are often servants of dieties or can be dieties
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themselves depending on the amount worshippers they have. Immortals cannot die
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by natural means including age or disease. They can be killed by unnatural,
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usually violent means, although this is rair because of their great power.
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Mortals who have achieved great power will sometimes ascend or descend to
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immortal status, depending sphere of influence they were aligned with. This
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||
immortality can be achieved during life, or once the being dies. The diety
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can restore the immortal's original body, or create a new one for his soul
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to inhabit. Usually immortals are free to assume multiple, even infinate forms.
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