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Starter Rules J. Keith Wykowski - 1 - David Webb (order #4595364) 7

Alpha Chronicles - Starter Rules

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Page 1: Alpha Chronicles - Starter Rules

Starter RulesJ. Keith Wykowski

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David Webb (order #4595364) 70.168.46.250

Page 2: Alpha Chronicles - Starter Rules

Dedication

This book is dedicated to Maria, the love of my life. Thank you for allowing me to follow all of my passions, and never giving up on helping the creativity flow. It is also dedicated to all of you who helped create, refine, and enjoy the game. Thank you. Without all of you this project would never have been completed.

Credits

Author & Kingpin: J. Keith Wykowski

Authors of Alpha Arkana: J. Keith Wykowski and Trey Coonrod

Supplemental Ideas: Christian Conkle, Trey Coonrod, Keith Doughty, Nick Graves, Dan Greenberg, Jeremy Heins, Joe Hofman, David Loulis, Jack Schafer, Adam Tate, Jason Valenzuela, and Deirdre Whitford.

Introductory Story: Jason Valenzuela.

Interior Artists: Duane Barbour, Rachael Bright, Christian Conkle, Matt Conti, Jenna Guffogg, Jeremy Heins, Allison Lukehart, Matthew McGinn, Andreé Wallin, and J. Keith Wykowski.

Editor & System Breaker: Jason Valenzuela

Title Logo: Daniel Greenberg

Cover Design: Daniel Greenberg

Character Sheet Design: Jason Valenzuela

Playtesters: Jared Athay, Kortney Brooks, Douglas Broud, Trey Coonrod, Keith Doughty, Ian Gordon, Nick Graves, Daniel Greenberg, June Heidemann, Jeremy Heins, Joe Hofman, Erik Lerfald, David Loulis, George Lyons, Dan Mahoney, Mason Murray, Charles Perez, John Rust, Adam Tate, Jason Valenzuela, Ingvar Vining, Deirdre Whitford, and Maria Wykowski.

Based upon the First Printing of Alpha Chronicles – Core Rules

Alpha Chronicles – Core Rules are Copyright 2009 James Keith Wykowski.

No part of this publication may be scanned, OCRed, photocopied, or reproduced in any way without the express written permission of the copyright holders. No portion of the document may be published in any physical or electronic form, except short excerpts for use in reviews, without the express written permission of the copyright holders. All rights reserved, worldwide, under the Universal Copyright Convention.

All incidents, situations, people, places, institutions, and organizations are fictitious. Any similarity to persons living or dead, without satirical intent, is entirely coincidental.

This document is entirely fictional and is not intended literally. All of the monsters, demons, and other planar creatures are not real. The spells and unnatural abilities are likewise completely bogus. If you are naïve enough to believe in any of this we recommend that you put down the book and send a money order for at least one dollar to the address below. We will not send you anything in return, and we will promptly laugh as we open and receive the letter. We are all very boring people here and do not recommend the use of drugs, violence, mimes, or the practice of the occult. We especially mean the part about mimes.

Alpha Chronicles is online at www.AlphaChronicles.com or email us at [email protected]

All other correspondence should be sent to:Alpha Chronicles14758 Delta CourtWoodbridge VA 22193

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Authors Note -

Alpha Chronicles is a stand-alone role-playing game of modern adventuring. If you have never played a role-playing game before, welcome. You are about to enjoy something that is part improvisation, part strategy, and all fun. Your blood will sing as your character lurks through darkened streets following a villain. You will feel the immense satisfaction as you finally discover the last clue that will end the super-villain’s reign of terror. You will immerse yourself in the ideas and personality of someone that is not your own. All you need is an imagination, pencils, paper, and a few ten sided dice that you can purchase from most comic or game stores. Look for anyone playing with those funny card games or those odd plastic toys with the clicking bases. They’ll be more than happy to direct you to the right place.

For those of you who are well accustomed to gaming, welcome friends. This system is designed with balance in mind. This system of rules is easily adapted towards the power-gamer or the avid amateur actor. With a good GM both will survive and prosper with this set of mechanics and background material. The option point system for powers and abilities will assist the GM in giving enough power and abilities to the players for the desired flavor of the campaign. We fully expect every GM to tweak the points given, tinker with the options, create new options, and even pick and choose the level of combat realism. If you don’t like something, throw it out…like you need my permission, right?

We have included a wealth of rules, ideas, and descriptions to aid you in creating any modern or near-modern campaign you may desire. While focusing on the present day, with only minor tweaking any campaign could be enjoyed from the same set of rules. Supernatural stalkings, comic book heroes, near-future paranoia, and even pulp adventures are all possible with this book. Cross genre gaming? A snap. Open up the campaign to allow everything! Have a great idea for a campaign world? Focus on a single storyline, specific powers, and

decide what equipment is available. Voila! Bored of your current campaign but tired of switching systems or playing in some other game? Build new characters and keep our system. Alpha Chronicles can handle any setting or chronicle you want to play with.

More ideas, options, and other equipment will be forthcoming in expansions and on our website. In fact there is already a fantasy game utilizing a similar system that is available for downloading at AlphaChronicles.com. The system created in Alpha Arkana and expanded upon here is a percentile-based system that utilizes skills and a balance of realism and playability. We hope you fully enjoy the freedom to be creative and unpredictable while still having just enough rules and structure to give that creativity wings, jet-packs, or even matter transmission.

If you create something that is just plain cool, send it along. Most likely we will like it too and put it on the website or in a later supplement with your name in the credits. We love all the help we can get. Options, NPCs, pictures, cities, vehicles, magical relics, new gadgets, spells, monsters, optional rules, or anything else you can dream up is all right by us. I only ask that you do not use the intellectual properties of others in your creations. Not only will we not post such items, we think that you have a lot more creativity than that. Use your inspiration to create something wholly new that screams you.

You will notice a heck of a lot of names besides mine in the credits and in the rules. We had a great melding of ideas, concepts, and viewpoints for this book and I look forward to it continuing for a long time to come. Over the years a great number of very creative people helped shoulder the burden, and created some very memorable worlds. We would love for you to join our community of players and game masters.

I hope that Alpha Chronicles is as much fun for you as it is for us.

J. Keith Wykowski

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Introduction

IntroductionPain flashed through half closed eyes as another

blow landed against his face, causing his head to snap back violently then loll forward. The blow almost made him forget the broken glass and shards of metal that covered the abandoned factory’s floor.

“I’m losing my patience Mr. Raynard, and most often I am a man of great patience.” came the cool collected voice of his tormentor.

Raynard raised his head slowly and blinked back tears and blood that clouded his vision. The haze began to clear and in the dim light that came from the few unbroken bulbs he looked at the man in the immaculate Armani suit with hate and burning anger. If it wasn’t for the two men holding him back he would have torn the heart from the man’s breast. He coughed.

“You know what I want.” the man continued, “I suggest, for your own safety and well being that you give it to me.” He moved closer, crouching down to look into Raynard’s face. “Alistair, we are both men of culture, so very similar in so many ways.”

Raynard coughed and shook his head to clear some of the cloudiness he was experiencing. His lips moved and for a moment he smiled. Then before anyone else could act, he spit, staining the front of the Armani in thick blood from his own bleeding mouth. The man recoiled and his associates proceeded to batter and bash Raynard’s body.

“Alistair...” he growled, dabbing at the front of his suit. “That wasn’t very nice. You know what I want, and that eventually I will get it. Why won’t you cooperate? My father and grandfather enjoyed a very good relationship with you, in fact my family has only ever been nice to you.”

“Your family...” Came the broken reply. “Has been abusing and using other people for centuries Joshua.”

“Perhaps. But as the saying goes, might makes right.” Joshua sneered, tucking his kerchief in a pocket once more the blood stain dabbed but still evident. “Now tell me where the Key is... or I will have to end my family’s relations with you in a most unpleasant fashion.”

“So get it over with... I don’t even know what you’re talking about.” Alistair muttered, which earned him another blow, this one fierce to his stomach, making him grunt and wince in pain, but more surprising was that Joshua himself delivered the blow, face full of rage.

“The pendant you bastard!” Joshua screamed, kicking Alistair again. “I want it and you know that it belongs to me!” He stepped back after his outburst, closing his eyes a moment to regain his composure. “I need the pendant so that I can take what is mine...”

“It’s not yours Josh my boy...” Alistair was smiling now his long hair hanging around his face, clumped by his own drying blood. “Never was, never will be.”

“You...” Joshua stopped half way. “I will find the pendant. All I have to do is trace your path backward... I found you didn’t I?” He grinned confidently. “Besides did you really think I wouldn’t send men into that orphanage for you... Really Alistair, hiding behind children? Have you sunk so low?”

Alistair just grinned and licked some blood from his lips. “You’ll never find it... so go to hell.”

Joshua's face flushed with rage once more and he motioned to the two holding Raynard. Without a word they dragged him to the door and kicked it open tossing him a good fifteen feet out into the dying night. He landed heavily, and ungracefully in the dirt. As he lifted himself first to his knees then to his feet he looked around, for the first time seeing where he really was. The factory was surrounded by... nothing.

The old factory, whatever it had once been used for was in the middle of endless fields, with one dirt road stretching off into the hills, the pale growing light of dawn revealing the barren landscape to eyes accustom to the night.

“So... this is the end I guess.” Came Joshua’s cool voice from behind him. Joshua was standing between the two bodyguards looking out with a smirk plastered on his face. A brief thought flickered through Alistair’s mind, when he smirked like that Joshua did look so much like his grandfather, ah well.

“I guess it is then...” Alistair looked around one more time. “I suppose I’m not to be let back in the building am I?”

“No.” It was a simple reply curt, business like, exactly what Alistair expected from Joshua. Alistair turned to the east, looking down the road to watch the sunrise.

“So this is how I die...” He laughed. “In the middle of nowhere... at the hands of an upstart bastard with delusions of grandeur.” Grinning now he fell to his knees once more and stretched his arms out to his sides. “At least I get to see a sunrise...”

As if the mere mention could make it true the sun rose over the horizon, breaking free with golden light, shining on Alistair's prostrate form. He grimaced, smiled, smoldered, laughed, and finally burst into flames that consumed his body in moments leaving only a pile of blackened ash on a dirt road.

“Six hundred years of evil and he has to pick

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Introduction

this century to grow a conscience...” Joshua swore. He stared at the remains of the vampire that had supported and worked with his family for centuries. “Bring the car around.”

One of the bodyguards nodded and began to walk around the building. “Yes Mr. Larselles.”

Joshua continued to stare at the ash as a light country breeze picked it up and began to scatter it to the winds. He would find the pendant, he would find the Key.

* * * * *

“TAG YOU’RE IT!” Childish laughter filled the air as a little boy tagged a little girl and sent everyone scattering away in every direction. Other children hung from bars or swung on swings. Recess at the Mary Clarence Orphanage was everyone’s favorite time. But in the corner of the playground, settled against the worn red brick of the building one child sat alone, his knees pulled up and eyes intent on something in his hands.

Were anyone to ever pay him more than a passing glance they might wonder why he was alone, but as it was he merely stared at the bauble in his hand. It wasn’t too much to look at, a leather thong holding a tarnished piece of jewelry, but if one looked closer it seemed utterly impossible a child should have it. It was a circular piece of silver, with a large jewel that was easily mistaken for a piece of plastic or glass until one inspected it closely enough to realize it was a diamond. With enough cleaning the dirt would come free of the runes that ran along its edge, mysterious yet beautiful engraved script. But, as it was, no one paid attention to a small boy among a crowd of children, and no one not even the boy noticed as when he stood to join the others, and tucked the pendant away, the white glow that flashed briefly.

* * * * *

“Descending down into the chamber.” Gibson spoke into the headset mic. He held to a cable with one hand as he was lowered down. There was a click and a whir as his bionic eyes readjusted, amplifying the low light and scanning the room slowly for movement. His arm would have tired by now if it had really been his own. They had been climbing around and over so many things in this place an organic arm would have been cramped and exhausted, but as it was he had never felt better. He reached the bottom and landed on both feet lightly. “I’m at the bottom... everything is clear. Come on down.”

Moments later one person after another slid down the cable, until four of the six-man team stood in the chamber. Each looked around, flashlights searching the room. Ancient script and paintings covered the walls behind them and to either side. Statues holding spears were stationed evenly along either wall of the hall. A door, blocked by rubble, rock, and debris was on the back

wall as well the arch above the door long collapsed.

Gibson scanned the floor as the others looked around. From the layer of dust and how their own footprints appeared he judged that nothing had been in this chamber in a long, long time. He looked up to see Lieutenant Dobbs walking to one of the walls, running her fingers across some writing, muttering something under her breath. Cybernetic ears picked up what she said, even if no one else could hear. “And lo... the gate opened. And as it opened it revealed unto the chosen the land of paradise and the powers of the gods, the secrets and answers man has sought...”

“Is that an exact translation Lieutenant?” Gibson spoke up.

Dobbs jumped, fumbling with her flashlight to avoid dropping it and looked up flushed and flustered. “Ummm... no... I mean no, sir. It loses a lot of its dramatic effect in translation though... it is much more inspiring in the original language.”

“I see.” Gibson turned toward far wall. “And... I suppose that is the gate?” He pointed. A great arched doorway stood there, easily thirty feet tall. All lights shown on it and reflect off the seemingly unblemished silver of the twin doors. Engraved into the door were scenes of indescribable beauty, but what caught everyone’s attention were the seven bare circles. They were positioned symmetrically three down the center where the doors met and then about half-way between the top and middle one, in the middle of each door was another. This pattern repeated with two circles on the bottom.

“Seems almost like the Tree of Life symbol...” Dobbs volunteered with a shrug.

“Any reason why there would be indentations in them?” Was the only response as Gibson walked towards the door.

“Indentations sir? What do you mean?” Then as she followed Gibson and the light was better, she saw them. In each of the circles was an indentation... as if for another circle. “Ummm no sir... but... no...”

Gibson glanced over at Dobbs. “Lieutenant... if you have something to say... spit it out.”

Dobbs jumped again flustered. “Well Captain... sir... perhaps they are there for well.. A Key?”

* * * * *

“Excuse me but have you seen some strange men pass through here lately?” James hooked one finger under his collar lifting it and pulling to try and get some air under it, he hated Africa, he really did.

“What?” The tribesmen blinked. The foreigner had just spoken to him in perfect Swahili. “Oh yes... of

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Introduction

course. Yes four men like you came through the village a few days ago and wanted guides to head into the jungle. No one wished to travel into the forbidden places through and they left quite upset.”

“My thanks friend.” James turned back to his associates and without even thinking about it spoke in perfect Italian. “We are only a few days behind them... it seems that they are headed to the ruins to beat us there.”

“Hmmmm it seems quite unfortunate that they managed to get ahead of us.” replied Tobias, the leader of the expedition. “We must press on though and hope to catch them. Grab the gear, we’re moving out.”

James swore in English. “I wasn’t hired to chase monsters through the jungle... I’m a translator.” He had been hired for just that. There wasn’t a language yet that James couldn’t speak to someone in. As long as someone in the room or nearby knew the language James could get along fine. It was a unique gift. Fairly useless when it came to reading and writing but in areas such as this, where writing was minimal anyway and dialects and language varied, he was an invaluable asset.

Moments later the land rovers had been packed up and everyone settled in and they pulled out, headed in the direction that Tobias’ map told them the ruins were in. It was amazing how far they could actually get in the rovers they stopped only when the jungle began to become too dense and tangled for them to continue any further.

“Everybody, out!” Shouted Tobias as he hopped from his own seat and started to grab his gear. “We’re on foot from here.”

Grumbling and complaining was lost in the noise of unpacking and shoulder gear. There was little else to do but do as told, it was what they were being paid for. In the flurry of motion and activity no one heard the rustling of the leaves and trees, and it wasn’t until the screams pierced the jungle and the huge furry forms leapt from the underbrush that anyone knew the opposition was upon them.

The quiet was broken by the screams of men dying, torn apart savagely by tooth and claw, and then moments later by the erupting gunfire as clip after clip was emptied into their attackers, often with disappointing effects.

James dropped... rolling under one of the rovers he crawled towards the back and shot between it and the next. There was a sickening thump to his left and he glanced only to recoil as Tobias’ severed head and lifeless eyes stared back at him. All this for a couple measly bucks. If he thought it would have been safe he would have sworn... instead he grabbed for Tobias’ head pulling it under with him.

James might have been a coward, but he did what needed to be done. Touching the severed neck,

James pooled and collected blood and smeared it over himself. After he was covered enough he pushed the head away and listened intently, lying as quiet as possible. The screaming died, gunfire faded into pleas for mercy, and then a gurgle as a claw ripped out a final throat.

Glancing out, James could see furry legs, four sets... four werewolves. Jesus Christ... Werewolves for God’s Sake! He held his breath as they sniffed testing the air, ears perked for signs of life. He prayed to all things holy they would not find him, and the smeared blood would mask his scent. Moments later the beasts bounded off into the jungle and James let out a sigh and a thanks to God in heaven.

It wasn’t until an hour later that he crawled out from under the rover, coated in blood and dirt. Standing up on shaky legs he surveyed the team, dead to a man, ripped apart, half eaten in some cases. All this... death and carnage. All this... for something Tobias had only half hinted at, with all the reverence of the Holy Grail itself, for something he simply called the Key.

* * * * *

Monica swore and ducked a flying book as she entered the room. It struck the wall behind her and she glanced at the cover. The title was written in Latin, Beginning Elementalism. She smirked, Idiots Guide to Energy Control. She had read it cover to cover many times. There was a tingling in the back of her mind. She ducked. Another book sailed past. Looking into the room she saw her Mentor searching through shelves and through stacks of dust covered books. Scrolls went flying haphazardly all over the room as she walking in robe rustling lightly as she took a seat on one of the comfortable chairs.

“Is there something I could help you find?” she offered politely.

“Well if I can’t find it and I’m two thousand years old what makes you think you can find it, eh youngster?” His eyes twinkled as he said it. Monica had always loved the old man’s eyes. They could be warm and friendly or any other range of emotion, but there was always mystery and ancient truths hidden in them.

“Well perhaps I moved it on accident, then how would you know where it was?” She laughed and then ducked as another book flew by.

“I’d scry.” He grunted. “Don’t you remember simple spells? Locating is easy.” He muttered something under his breath and gestured sending a dozen scrolls toward the far wall, but this time they landed neatly in a rack.

“Then why are you still searching Master?” She smiled, and began to gesture calling forth energy as she had learned so early in her training. Her invocation was precise, melodic and finally with a wave of her hand she stopped. A moment later, as if invisible hands

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Introduction

straightened the books, put away in their proper place. The room was dusted, scrolls retrieved and everything set in its place.

“Hrumph.” He frowned. “Wasn’t Maeven supposed to clean here anyway?”

Monica shrugged. “Prolly. He’s most likely pouring over the exact tome you’re looking for trying to learn some ancient spell.”

“I’m not looking for a tome.” He waved his arms and sighed. “If that boy worried half as much about his control as what spells he knows he’d be better than... better than... well... better than me.” He looked flustered and glanced around the room.

Monica giggled, she had a tendency to do that around the old man. “I doubt that. ‘If you haven’t learned more than that upstart in two thousand years what good are you.’” She grinned as it was a line her Mentor used often himself.

He just glared.

As if on cue, Maeven came sauntering into the room and tossed a book lightly on the table.

“Ah ha!” The master glanced at the book. “You did have it!”

“What about it?” Maeven grumbled. “No spells in it anyway... don’t see why you keep it locked up.”

“And if I kept it locked up how did you get it, eh?” The master looked at his pupil with an appraising eye.

“Unlock spells... what else...” Maeven waved a hand dismissively. “Had to use a spell to even read the book too and all it is, is some dumb story.”

“Ah yes... I remember now. Maeven the disbeliever, who even though he himself practices magic in a world where all others don’t believe in it, can’t believe a tiny story.” He wasn’t angry, he never got angry. Patience was a virtue, and in two thousand years one learned it took too much energy to be angry, it was never worth the bother.

“Master, that book is pure fiction... the things that it speaks of are impossible! Impossible even for magic.” Maeven sat up staring at his mentor as he spoke, running his fingers through short black hair. “Tearing apart worlds, creating new dimensions? Not even... even... Merlin could do that.”

“Hrumph.” The master laughed. “So now you are Maeven, he who judges what Merlin can do and not do. Or do you fancy yourself Maeven, judge of all magic. You seem utterly convinced that magic need be limited to what you yourself can grasp.”

Maeven just fumed, his face turned red and Monica just glanced between the two, while they had

been arguing she had opened the book and started reading. If Maeven had paid more attention to the Master, he wouldn’t have needed a spell to read it. Even though she knew her Mentor was usually right, the story here...

“... and what if I told you it was all true!” The Master laughed again, a deep belly laugh.

“It can’t be...” Maeven retorted but there was doubt in his mind.

“Oh yes it can...” He grinned. “What would you say if I told you that I did indeed tear apart the worlds and create multiple dimensions within our own so I could scatter the Keys to different Earths, that two of those Keys are in this very house... And that I did so to prevent the dark forces of our worlds from entering the Gate...”

Maeven and Monica glanced at the book and then stared at the Master... but neither said a word.

* * * * *

“Cedric Andrews, by the power invested in me by the United State’s Government, You are under arrest.” The tone was commanding and steady, no hesitation and doubt. And the line was delivered by a man in a black bodysuit with a badge emblazoned across the left breast.

“Vigilance...” The second voice came from inside the museum. “I was wondering if they would send you or some other comic zero.” A sinister laugh, followed the comment and Vigilance could almost hear the smirk behind the tone. “You know, you will have to come and get me... I won’t give up so easily.”

“I didn’t expect you would but you’re still under arrest.” Vigilance strode up the steps of the museum and barely ducked out of the way as a rapid barrage of energy blasts shattered the glass of the front door and impacted where he had just been standing... a stray blast hitting one of the police cars and putting a fist sized hole through it. “Nice try Cedric, but you’re getting slow.”

“Please, please...” Came the sinister taunting voice. “Am I calling you by your given name? Least you can do is give me a little respect.”

“As you wish Catalyst...” Vigilance smirked; he’d never thought Catalyst was the best name for a super-villain anyway. He approached the door one more time, cautiously, waiting for that familiar sense of danger to tingle in his mind. It wasn’t forthcoming. He kicked out the last bit of glass, not that it could really hurt him, but the noise it caused might make Cedric fire a blast if he was waiting. Nothing happened. Glancing in he saw that the museum was well-lit, vast skylights made sure of that. Vigilance muttered to himself. “So much for the element of surprise...”

Having decided the direct approach was in

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Introduction

order he concentrated a moment and blue flames began to lick around his hands, dancing blue light that had no heat or true flame. Similarly his eyes pulsed with glowing blue light.

“I’m giving you one last chance to surrender Catalyst... I’ll give you till three... 1” Vigilance tensed standing to one side of the door. “2...” He balled his hands into fists. “3...”

Vigilance dove and rolled into the building, even as another barrage of energy blasts flew past, barely missing his head. He was on his feet before you could blink, and had spotted the villain on the second floor balcony. He reached out with a hand and blue light licked towards Catalyst, who ducked.

It wasn’t that the blast needed to hit, but he did need to see his target. The light drew back and he ducked down a hallway, glad to be out of the open like a sitting duck. He moved quickly checking doors as he went, finding a stairwell he headed up. Peering out of the door on the second floor there was no danger warning, and no sign of Cedric. He began a search reaching toward each door to open it; it wasn’t till the fourth door that he felt the familiar dangerous tingle. He backed off and thought

a moment, then with a mighty blow punched a hole through the wall beside the door. Blasts erupted through the plywood door sending it to shreds, and Vigilance spotting his opportunity extended a hand toward the stunned Catalyst.

Blue light shot out and encompassed Catalyst, and the blasts stopped. Vigilance stood in the doorway. “Catalyst, you know it’s over. Without your powers, you’re no match for me. Even the cops could arrest you now.”

Catalyst looked at Vigilance, whose physique would put most Olympic athletes to shame. He was a villain, but not stupid...He dropped the bag he was holding and swore. Why did it have to be Vigilance?

As the police hauled Catalyst off to jail, Vigilance looked through the bag with the loot, inside was a small circular silver pendant with a diamond in the center. It was being researched when Catalyst broke in to steal it... all that effort over such a measly trinket. Vigilance shrugged, he’d never understood why anyone would break just laws... maybe that was what made him a hero.

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Step 1 - Conception

Step 1 - ConceptionThe first step of creating any character is

understanding the world in which the character will live and interact. Ask your Game Master about the chronicle’s setting. Is it a dark mirror world of our own? Is it a Four-Color Golden Age city in which the heroes will do battle with villainous scum? Is it a bleak near future world with little hope for mankind other than to make a few quick bucks and eat another day? Alpha Chronicles has been designed to be very setting neutral, and is very easily modified to a multitude of settings.

However, the setting the GM has selected is extremely important to every other step of creation. Does the world have true super powers? Do supernatural terrors stalk darkened streets? These limits will help shape the player characters and the world they live in. Nothing is worse than having a great concept for a Magister supreme, and turn out to be playing in a non-magical world of the future. Many GMs may wish to allow a “kitchen-sink” setting that incorporates the entire game system. If combined with a simulacrum of our real world, it will eliminate many unnecessary misconceptions between players and the Game Master. Even in our real world the number of settings are endless. A chronicle set in Washington D.C. will have an entirely different feeling from one in Atlanta GA. These smaller location questions should affect the development of the character as well. Would a Hollywood producer come to Seattle Washington? Not likely, unless they had a good reason.

Now is time for the individual character concept. This is more important that you may think. Even a bare-bones idea of the powers, strengths, weaknesses, skills, history, or personality will assist you in later steps. A concept of a dilettante goth club-bunny may develop into a memorable character. Any ideas that may give you a handle on later decisions are important. The concept may change slightly or even become radically different during creation, but at least you have an initial impetus.

Certain professions and occupations may also greatly define a character. The inquisitive journalist, the charismatic public relations official, or the drugged out school janitor will predefine many facets of the developing character. Physical age may also play a part. A teenage skater hooligan will have a drastically different set of characteristics than the aging mafia hit-man. Or will they? Do they have the same skills and options? If so, how did each develop them?

When creating a concept for the character always remember the journalistic 5 W’s: Who, What, When, Where, and Why. Try to apply these questions as often as possible during the creation process. Don’t simply select High-Tech Electronics because it’s cool. Why does your character possess a level of genius and technology well beyond that of normal society? Who

taught him such impressive skills? When did he learn them? Where does he practice and improve them? What does he hope to accomplish with them? The answer to each of these questions will most likely lead to more questions, and a greater understanding of who your creation really is.

Once the bare-bones concept is decided stop for a moment and think about the possible personalities that your character could have. Certain occupations, vocations, and hobbies will lend themselves to very differing personalities. The shy kid in school probably learns more knowledge than the all-star football quarterback, but he would have a great set of physical attributes and sports skills. Not to mention some social skills, contacts, and fame. Or you could reverse the situation. The shy kid who forces herself into the limelight and becomes everybody’s confidant is just as likely to share those skills. The football star may lapse into despair after school is over and hide away doing nothing but reading and plotting for a return to fame.

Does the character have any religious beliefs or ideals that shape his life? Is the character an atheist or just plain uncommitted? Does he switch from one religion to the next with surprising frequency trying to find a kernel of truth in each? Is there any other strong, non-religious, philosophies that the character aspires to?

Don’t just half step. Secret and mysterious backgrounds can be fun, but try to give the GM at least a minimum of back-story to weave the campaign into. The GM has enough work creating the campaign and the villains you are about to tromp over. On the flip side, the GM needs help creating your cast of supporting non-player characters. The friends, family, co-workers, and associates of your vibrant life-like character. Sometimes nothing says more about a person than the friends she keeps, or the enemies she acquires. Parents and siblings are great for explaining why the character chose a specific life-path or feels a certain way about a topic. Even the most peaceful person could become enraged by a sore subject that has been plucked just one time too many.

Does the character belong to any organizations, clubs, groups, unions, or fandoms? Does she believe in the effort or simply trying to please someone in her life? Does she work part time or volunteer her time to assist the cause? Is it a hobby that occupies her attention and time? Who does she know because of her associations? Does the organization pertain to her adventuring life? Is it a religious based organization? Is it medical or psychological in nature? Does the character occasionally suffer from insomnia or migraines? What benefits; social, financial, spiritual; does she receive from it?

The last and most important element in any concept: Why is this character working with the other player characters? This crucial piece of information will easily assist the GM in sliding the character into the

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Step 1 - Conception

group and make your life easier when the other players want to atomize, molest, imprison, or harass your character. Do they share a common enemy? Are they drawn together by common need? Do they share a specific event that binds them in some way? Why are they together and why will they stay together? What are the group dynamics going to be like? How will your character fit into these relationships with very diverse and strong willed individuals? Some GMs may prefer to link the player characters after the chronicle has already begun, but many will appreciate the assistance. Ask her.

Step 2 – Hero TypeAfter you have your character’s concept, it is

time to begin fleshing her out with statistics, rules, and game mechanics. Try to keep your nascent character true to concept as you select your options, attributes, and skills. You may choose to alter or modify your initial concept, but try to make it a more interesting character and concept rather than simply min-maxing out some aspect of the rules. Some of the best characters have serious weaknesses, some subtle and some rather obvious. Try not to gimp your character as you make him, not everyone is as interested in playing in the same group as the blind and deaf gunslinger with multiple personalities as you are. Disruptive characters will lessen the fun for everyone involved, and make cause inter-player conflicts.

Your Game Master will tell the players the chronicle’s level of realism and Option Points (OP) available. Option Points are the extra little freebies that help you to tweak your character and make him that much more special. They also are required for certain occupations, innate powers, and non-human races. If you run out of Option Points during the creation process you may gain more by selecting weaknesses and flaws. Each weakness or flaw will give you more Option Points, but will give your character enemies, a raging temper, poor skills or attributes, or other significant problems. While a character may choose any number of weaknesses, they will only receive credit for up to the value allowed by the campaign maximum.

The amount of Option Points given during creation will have a dramatic impact upon the feel of a campaign. The greater the number of Option Points, the more superhuman and powerful the chronicle will be. For a more gritty setting with mostly human characters, limit them appropriately. Characters will be able to expand their starting level of power with additional experience later on during the chronicle.

Level of RealismOption Points

Max/Single Option

Max Flaws

Gritty 100 75 25

Low Powered 200 125 50

Average 300 175 100

High Powered 500 300 125

Titans & Champions 700 350 150

During character creation it is important to remember that Option Points can be spent at any time from here on out. Therefore it is important to keep an accurate account of how these points are spent. Do not calculate anything based on attributes until the very end of the purchasing segment. There is nothing more aggravating than having to re-calculate all of a character’s skills and modifiers because of an increased attribute or some other trait.

The first step of spending points is to determine what Hero Type the character will be. Hero Types are broad categories that limit and steer the player into a more consistent spending pattern. Each Hero Type will have a differing cost for the specific options that can be purchased. Some options will not be allowed for that Hero Type. If the GM wishes, he might limit the Hero Types available to the players or even ignore the concept entirely. The latter option is generally only recommended for beginning players, very mature role-players, or anyone who wishes a truly unique chronicle.

The best way to structure a campaign is by using the Hero Type and limiting what the GM doesn’t desire in her campaign world. Experienced GMs should create additional Hero Types to tailor their campaign worlds. Additional Hero Types will be created as we create additional campaign universes and genres. Hero types should not be confused with occupations or classes or anything similar. They are extremely broad and should be used to give structure to a chronicle not cookie-cutter one.

Another excellent way for a Game Master to fine tune a campaign is to require each player to select a specific race or set of powers. Additional options can be used to specialize and diversify each character from the others. It helps provide structure and easy links between characters. It also allows the players to be balanced between themselves and still have a nice set of abilities and powers.

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Step 2 – Hero Type

Cybernetics & RoboticsCreated by the most state of the art scientific

knowledge and tools, this Hero Type is a marvel of modern or post modern technology. Seamlessly, or not so in some cases, combining the physical body with high technology. Examples include 50 Billion dollar people, alien cyborgs from other worlds, or even heroes from a possible future. Most of their options include powers and abilities that can be duplicated by technology.

Characters that select this should be able to assume that if they want to be robots, cyborgs, or have high-tech power armor that is absolutely allowed. Any powers that they select should be built into the appropriate device. These powers generally operate identically to the standard powers, and anything selected with option points should be generally safely presumed not to be stolen, destroyed, or otherwise altered without some recourse in the story to restore the device. Stuff bought with cash however should always be assumed to be fair game.

MagicalMagic has been an integral part in almost every

human culture throughout history. It has often been shrouded in mystery, superstition and spurned as the devil’s work. Those who study its intricacies are said to know more than they should, see past the barriers of the mortal world, and conjure beings from beyond. It is sometimes mingled with the various faiths and religions of the Earth, becoming stronger or weaker as the flow of history eroded our knowledge of the specifics. What if it was real? What if some in our world stumbled upon the truth and have the will to manipulate reality?

These characters are some of the few with the drive, knowledge, and talent to spin spells and cast enchantments. They have spent most of their lives searching for the true magic in dusty tomes, arcane trances, and distant locales. Many have items of wonder and power that they bring to their incantations while others rely upon their own wits and indomitable wills. Their options include Spellcraft, magical weapons and items, unnatural skills, knowledge of other worlds and supernatural creatures.

PsychicThey are the masters of the mind. They have

opened their minds to the truth of reality and now can perceive the deeper level of truth that binds the universe together. They are often self taught, developing their powers in secret, fearful of the repercussions of those less gifted. Those scared that they see too much and know too many buried secrets. These gifted people are a varied breed. While many share common powers of ESP, telepathy, and other mind opening disciplines, others have gained mastery over the elements or the physical body.

Most of their options include mental mastery, physical mastery, and a smattering of other more unusual powers.

Natural & Skill BasedThey are “normal people” with an edge.

Whether that edge is a great devotion to a cause, a great talent for certain skills, gimmick weapons or equipment, or even an almost unnatural mastery of their own body they are still not unearthly powers. Most anthropomorphic animals, martial artists, monster hunters, vigilantes, pulp action heroes, and secret agents fall into this category. Many action movie characters fall into this category as well as most characters from any modern novels. Chronicles that desire a greater level of realism may wish to select this hero type.

Comic Book HeroesFour color; full of life heroes that have amazing

powers, unnatural abilities, and horrendous weaknesses. This Hero Type is the most associated with the comics of the 50ies and 60ies. Their powers tend towards the amazing, but leave the more mundane abilities, skills, and options nearly untouched. More modern comic books with astounding abilities also fit into this mold, but everyone will always remember the Big 3 comic book heroes. This is for chronicles that desire costumed heroes, truly evil villains, and world spanning adventure. They players need not be paragons of virtue or right, but their powers are similar to those in another era who were.

Unnatural & SupernaturalIf magic and psychics are real, what about those

creatures that slink through the darkness of night? The animalistic beasts that roam in the full moon, hungry for mortal flesh? Demons from beyond the veil of worlds that reach into our homes to torment us? If this Hero Type is allowed, then they too are real. Some of these creatures were once human, others simply a mockery of humanity and its urges. Of all of the Hero Types, they are the most likely to select another race at creation. Those that do not select another race are simply presumed to be some sort of otherworldly demon like creature with strange and dark abilities. These creatures of legend are often immune to normal weapons, but fall to silver, magic, or holy works.

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Step 3 – Personality

Step 3 – PersonalityThis step is absolutely integral to your

character, but also entirely optional. Every character needs a well-defined personality, history, and view on life. Without one your character is simply a stack of integers on a slab of processed tree. With a full personality your character will seem alive to you and your fellow players. Acting is important, but the basis of the character must be completed to understand what you are acting. The reason this step is optional is the manner of how the personality is created and described. If you feel more comfortable simply describing your character in words and phrases, by all means do so. This step of creation is simply a way of assisting others to create well rounded and thought out living characters.

Alpha Chronicles breaks up a personality into several sections. The first is the character’s nature. This is the strongest trait that defines the personality of your character. All of the other traits should complement or illustrate some deviance from this primary trait. If a player wishes he can select a dual nature. The first will be the strongest of the pair, but the second should highlight another strong trait that may be at odds or complement the first. One may be how the character truly thinks, while the other is what the character wishes to be. Exactly what the relationship is must be determined by the player. A list of suggested natures follow, but players should feel free to select any nature that feels most appropriate.

ActivistAdventurerAnalystBeastBratBuilderBullyCaregiverComedianConniverConservativeCold Blooded

CurmudgeonCuriousCriticDeviantDilettanteFollowerHedonistJudgeJunkieKnow-it-allLawyerLeader

LiberalMartyrPacifistPerfectionistRebelRogueSearcherStarScientistTricksterVictimVisionary

After the player has selected his nature, he then must determine other factors that will shade the nature of the character. These traits are given a value of 0 to 10 and players can assign any number they desire to any trait. A trait of zero means that the character has absolutely none of the applicable trait. A trait with a rating of ten denotes an individual with an obsession with the trait. Very few individuals will have a 0 or 10 in any trait, most balancing out between 4 and 7. Very high or low values will likely cause the character problems during the game. These extremists are often unbalanced and may require psychiatric assistance.

Players who have trouble deciding what a

character will do in any given situation may select the most applicable trait and roll a d10. While this should not be used as a crutch for role-playing out the scene, it can be used to give an idea based strictly on the personality of the character. Traits can also change during a chronicle. If a player has not been playing a rating on the trait correctly, the Game Master should mention that they should change the rating.

• Compassion – The amount of love, caring, and concern for those around the character. Characters with a high compassion are often the healers, doctors, teachers, psychiatrists, social workers, and clergy of the world. They feel sympathy for others and often try to help or aid those in need. They will often volunteer their time or money to assist worthy causes or just help the stranger next to them. Characters with a low compassion are more self-centered. They are consumed with their own problems, their own worries and concerns. They often make excuses or explanations for why they deign not to assist those in need, but some are simply uncaring and don’t care who knows it.

• Courage – The sheer physical bravery of a character. Those with a high Courage are often in the middle of dangerous situations that could kill them. Obvious examples of courageous characters are soldiers and police officers, but less obvious examples include race-car drivers, fire fighters, Red Cross officials in war-zones, gang members, and rescue workers. A low courage usually denotes a coward. Cowards often flee from dangerous situations and will rarely put themselves at risk even if the benefit is great.

• Curiosity – How inquisitive is your character? Does she always poke into new rooms, open any box, learn all about the latest news, and follow interesting people? Is she content to sit at home with what she knows and ignore everything else around her? Curiosity is the trait that denotes how willing your character is to discover new people, places, or things. Those with a high Curiosity will be forever learning new skills, experimenting with new gadgets, and moving from discipline to discipline with very little consistency. Those with a low Curiosity will have certain interests, and will learn more about those interests and be unconcerned with newness.

• Drive – The day to day impetus of a character to do what is necessary and the amount of energy that the character exerts on most daily activities. Characters with a high drive often have a high willpower, but it is not necessary. A high willpower shows that the character can

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Step 3 – Personality

choose the right action over the simpler or easier one. A high Drive keeps that decision constant day after day or is willing to sacrifice more of the little things to accomplish her goals. Characters with a high Drive are also more focused and consumed by what they do. Workaholics often have a high drive.

• Fury – How much rage and anger bubbles inside the character? That inner turmoil is measured by this trait. Characters with a high Fury are often consumed by rage or thoughts of vengeance. Perceived slights or insults will often be responded to with violence or harsh actions. They often have a high courage and express themselves accordingly. Those with a low courage sit there and stew becoming more incased in hate and rage. Those with a low Fury are often more peace loving and compassionate. They tend to forgive bygones instead of letting them bubble and fester deep with the recesses of their minds.

• Greed – The lust of money and worldly power. This is the only trait that is mostly negative in nature and is in some ways the opposite of Compassion. Characters with a high Greed are often consumed with the acquisition of wealth, worldly power, and influence. Characters with a low greed aren’t too concerned about having more than enough to survive. While they are competing traits, Greed and Compassion are not always diametrically opposed. Characters can have a high level of both and simply believe that they are gathering the power and wealth to better everyone around him. The quickest way to corruption.

• Loyalty – This trait measures the personal devotion to important people, event, ideals, nations, and organizations. Characters with a high loyalty will give their all to help the cause or people they believe in. Similar to Piety and Drive, it measures the amount of effort and sacrifice the character is willing to make. Characters with a high Loyalty are not stupid, and should research any such group before giving them the full loyalty that the character possesses. Characters with a low loyalty are often very ego-centric and care only for their own needs and interests.

• Morality – This trait should not be confused with Piety. Morality is the measure of the belief in the social strictures, concepts, morals, and conventions. It shows how in step with the rest of society the character stays. Since every culture is different this trait can be numerically identical, but with wildly different results. Characters with a high morality often have good etiquette skills, embarrass easily, and know what is right and wrong without a shadow of a doubt. Characters with a low morality are often shunned or outcast if their beliefs are discovered. Those unconventional individuals in society are often ridiculed or reviled by those with a high morality, until the society at large swings closer to their beliefs and conventions.

• Passion – This trait measures the sexual and romantic drive of a character. Characters with a high Passion are often skilled lovers and spend much of their time focused upon romance and match making. This trait is not at odds with the Morality trait. It is an indicator of how important an impetus it is within the characters life, not what he is willing to do to get or express it. Characters with a low passion are typically asexual, unconcerned by the myriad problems and benefits of romance. They may simply wish to wait until a more appropriate time in their lives, obsessed with their education, new career, or loyalties to a cause.

• Piety – The amount of spiritual belief that a character possesses. This may not transfer into any organized religion, but it most often does. Characters with a high piety truly believe in a greater power or pantheon of deities. Those with a low piety often don’t believe in any greater powers or are unsure of their beliefs. Those with a high Piety will often join the clergy or become very involved in the affairs of their local church.

Other items are also based on the personality traits of the character. A character with an average or high Faith trait should choose a religious affiliation that they believe in. Characters with lower Faith could also choose a church, but they will just not be as sure of their devotion. Another wonderful item to detail a character is their political affiliations. While not directly tied to any specific trait, it does play a factor in which ones are selected with certain ratings. It may also detail the motivations of a character. A Liberal Democrat will often have a high compassion, but a self serving one may only have a low one. These traits and ratings are wonderful for showing how a character is duplicitous. As the saying goes “Everybody lies about something”.

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Step 4. Determine Attributes

Step 4. Determine AttributesSome of the most important and descriptive of a

character’s traits are his Attributes. Attributes are physical, mental and social descriptions of a character that detail his physical prowess, intelligence, and other basic quantifiable aspects. Each attribute is important to understanding your character. The reason why your character has spent part of his life either loving or hating some activity may be a direct result of one. They may explain some of your character’s personality. One may explain the occupational life-path your character has chosen. Beyond all consideration of character concept, attributes are important because they are used to tell how good a character is at each basic fundamental. The following are the ten attributes.

• Agility – Details the physical prowess of a character. A character with a high agility is far better at sports, gymnastics, jumping, climbing and running. It includes the whole body and its movements. It does not include hand-eye coordination or fine motor skills; that is the bailiwick of dexterity. A character’s movement ratings are based upon Agility.

• Awareness – The natural observational ability of the character. A character with a high awareness tends to notice little details that others overlook. They tend to be more curious and attentive to detail. This attribute includes all five senses: Vision, Hearing, Tactile, Smell, and Taste. A character with a low awareness may be impaired in some way, extremely focused, or simply naturally oblivious.

• Beauty – A rating of how physically attractive the character is to others of their species. A character with a high beauty is often noticed and receives preferential treatment from the opposite sex. Characters with a more average beauty are usually overlooked and less observed. Since beauty is based on the culture and species of the viewer, the GM should use modifiers liberally when applying or judging Beauty.

• Charisma – A measure of the natural leadership, friendliness, and personal presence a character exudes. Characters with a high Charisma often get along with everyone, making friends easily and impressing those in authority. The dark side of charisma includes the emotional and mental manipulation of those around the character. Changing the minds of others, poisoning relationships, and turning friends against each other are all possible for such a character. It is also the attribute that most acting, singing, and stage skills are based on.

• Dexterity – Details the fine motor skills and hand-eye coordination of a character. A

character with a high dexterity is excellent with using their hands for everything from shooting a gun, to driving a car, to building a model. A steady hand is a reflection of a high dexterity. This is the most common attribute that applies to weapon skills.

• Health – The natural health, endurance, hardiness, and constitution of the character. A character with a high health resists disease far easier, can withstand more physical pain, and can suffer more injury than most others. They tend to be well built and in good shape. This attribute is used for determining the starting number of Injury Points. A character with a low health may be in poor shape, sickly, or simply infirm.

• Intellect – A measure of the intelligence, memory, and problem solving skills of the character. A character with a high intellect will be able to think faster, remember more, and analyze more accurately than others. Characters that seem to think slowly may be thinking about more consequences than others and simply speaking less. Most knowledge and science skills are based upon intellect.

• Luck – A rating of how fortunate and charmed the character is when misfortune falls. Not used in any skills, this attribute should be used when a completely random event occurs or the GM is mystified on what trait to use. Do not rely too much on this attribute, for lady luck is a truly fickle spirit. Characters with a high luck are often gamblers: whether they bet their lives in risky stunts or just money is up to the character.

• Strength – Details the physical ability to lift and move heavy objects. A character with a high strength can lift and move heavier loads, hit harder, pull more, and have bigger muscles. The carrying weight of a character, extra bonus to injury dealt, and lifting maximum are based upon this attribute. A character with a high strength often weighs more than those with a low strength.

• Willpower – The sheer mental endurance and resistance of the character. This attribute is the ability to ignore temptation, fight the cravings, and resist the wishes of others. While it does not describe the character’s long term ability to remain mentally strong, it is used in a pinch to withstand mental stress, anxiety, fear, temptation, and strong emotions. This attribute is used for determining the starting number of Sanity Points of a character. Characters with a high willpower are often very individualistic, stubborn, or pig-headed.

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Step 4. Determine Attributes

There are three systems that can be used to determine starting attributes. The Game Master will determine which are available to players to choose from. Each system has its own benefits and detriments. Once a system is selected that system must be used for all attributes.

• Random Generation – This system of attribute generation is the most random of all of the possible systems. It is used best when trying to determine a concept randomly. Players who are unsure of exactly which way they wish to take a character can use this system and play with the results generated. Roll 9d10 and add the results together. This is the character’s Agility rating. Repeat this method for all of the other attributes, placing each result in alphabetical order. The only exception to this rule is Beauty, which is always a 10d10 roll.

• Semi-Random Generation – This system is a hybrid between a dice-less attribute generation and a point based system. This system is good for those players who feel lucky, and Game Masters who wish a little variety in the character’s attributes. Players may allocate 400 + 9d10 attribute points amongst the nine attributes. No less than 10 points can be allocated to any one attribute. No more than 90 points can be allocated to any attribute. Beauty is always a 10d10 die roll but may have points spent to increase the rating.

• Point-Based Generation – This system is a strictly point based system of allocating attributes. It is best for players who do not feel lucky and Game Masters who desire an even distribution of points amongst players. Each character has an automatic 450 points to spend amongst the nine attributes. No less than 10 points can be allocated to any one attribute. No more than 90 points can be allocated to any attribute. Beauty is always a 10d10 die roll but may have points spent to increase the rating.

Once all of the points or dice totals are distributed amongst the ten attributes the character may elect to purchase options that modify the attribute ratings. The most common such options include: Exceptional Attribute and Supernatural Attribute. These options are listed in the master option list and described later in this book.

Step 5. Select a RaceA character’s race in Alpha Chronicles does not

refer to the color of his skin or national heritage. It is more akin to the character’s species than any mere cosmetic difference. Characters of differing races cannot successfully mate and produce viable offspring without high technology or significant magic. Therefore characters can only have one race, and there are extremely few hybrid races. There are more races in the Alpha Chronicles continuum that will be presented in the Alpha Arkana and other setting guides. While these races can be used in any Alpha Chronicles campaign, they are better suited for their individual environments. The Game Master should inform the players which races are available in the current setting. Many races should use the Common Human race type and simply use options and flaws to create the differences between the two races. This system will lead to the greatest diversity and strongest game balance between player characters.

Angel 250 pts.Angels are holy, blessed, and divine creatures.

They are creatures of law, order, goodness, and light. There is however different forms of angels based upon the religion or mythos used for the campaign. The primary types of angels include: Christian, Elysian and Fallen. Each has similar powers and abilities, but a very different viewpoint on life and their place in the grand plan. Angels should always be of a Supernatural Hero Type and rarely ever have cybernetics. Angels in their natural forms often stand well over 6ft tall and are always in good shape. Their hair color tends towards lighter colors, often blond or white but any color of hair is possible. Eyes are often a vibrant color that resonates strongly with the angel’s purpose in creation.

Christian Angels are followers of God’s plan. They strive to sound his name, carry his messages, fulfill his works, and defeat Evil. They stood with Him throughout eternity, shaped the world, shepherded man through the darkness, and were His voice. They should have virtuous natures, good personalities, and must continually do good deeds. Why have these beings returned to the world, and why have they decided to act on our behalf? The answers to this question may be the core of a chronicle that features Christian angels and demons.

Elysian Angles are a truly different breed. While physically identical to Christian Angels, they hail from a dimension called Elysium. Elysium is a world of law, order, and righteousness. They have been at war with the demons of Gehenna for all of Eternity. Both sides have traveled far and will offer much to sway those neutral parties of strength and power to their faction.

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Step 5. Select a Race

Neither has gotten the upper hand in all of the millennia that they have fought. They serve any of the neutral and good aligned deities of Selan and other worlds in the hope that their efforts will garner more sympathy and support. They do not belong to the Christian world view and do not fit into a chronicle that uses the Christian religion as the “correct or true history”. They are generally good and noble, but they are fighting a bloody and seemingly endless war.

Fallen Angels are also known as Christian Demons. They are also physically identical to Christian Angels, but sided against God in the wars for heaven. They have been banished to hell to dwell in torment, pain, and hatred. Having escaped they may still be filled with rage and wrath, or they may be looking for forgiveness and redemption. Fallen angels do not have the standard Holy Aura option common to the other angels, nor do they have the Faith Option. Instead they have a tainted aura of supernatural evil that permeates their very being. Each demon has personal goals, desires, and philosophy of eternity. Any demon, especially Christian demons, should not be stereotyped into a ravening creature bent on destruction and mayhem. While those types of demons are out there, having lived for an eternity grants a measure of patience and wisdom. Christian Demons only cost 140 Option Points.

AGL: + 10 AWA: + 10 CHA: + 10DEX: + 10 HEA: + 10 INT: + 10LUC: + 10 STR: + 10 WIL: + 10

Racial Summary• Alter Ego from Angel to Human• Angelic Aura (Tainted for Fallen)• Detection: Angels and Demons• Faith (N/A for Fallen)• Immortal• Winged Flight (Mounted on Back)

Upgrades: +60pts Empathic Healing+70pts ESP+100pts Supernatural Attribute+125pts Magical Knowledge - Apprentice

Demon, Chaospawn 280 pts.These demons were often once human or

human-like creatures that have been corrupted by the powerful effects of the ancient lords of chaos. The lords of chaos are immense writhing creatures of anger, hatred, and evil that dwell in a dark other dimension that has trapped them there for eternity. While they have been unable to escape their torment they have sent smaller minions and portions of their essence into other dimension to seek ways of escaping their prison.

These minions and shards of their essence possess local beings and slowly warp their body, mind and soul into hideously deformed but powerful creatures of darkness. These warped creatures are not recommended for use as player characters since their very souls are puppets to inhuman masters with agendas of purest evil. Even most other demons avoid or even occasionally act against Chaospawn, in the name of enlightened self-interest. Chaospawn are always of the Supernatural Hero Type.

AGL: + 10 AWA: + 10 CHA: + 10DEX: + 10 HEA: + 10 INT: + 10LUC: + 10 STR: + 10 WIL: + 10

Chaospawn Age GroupsInfant Child Adolescent Y. Adult0 - 2 3 - 10 11 - 18 19 - 30Adult Middle Age Mature Elder31 - 47 48 - 64 65 - 81 82 - 100

Racial Summary• Supernatural Dexterity, Health, and Strength.• Hardened• Horrible and disgusting deformities• Must select one insanity or derangement• Tainted

Demon, Gehennan 80 pts.Demons from Gehenna have been in brutal

conflict with the Elysian angels for many millennia. While their immortal enemies respect love, law, order and life they are consumed with death, chaos, and strength. They are not insane nor suicidal, but they are extremely determined to destroy the angelic host of Elysian. To this end they tempt and recruit powerful warriors, magicians, and others from amongst the dimensions. They work as enforcers and assassins for many of the pantheons to gain favor with evil and neutrally aligned deities. They have recruited many sleeper agents and are fighting their eternal war across the multi-verse.

When they make an agreement with a mortal they have recruited, they are required by the more powerful demonic rulers to fulfill their contract to the letter. Failure to comply with this usually results in excruciating torture and eventual destruction.

Their true physical form varies upon the expectations and beliefs of the mortals viewing them. Most mortals have been conditioned by their religious beliefs to view them a certain way and their minds convert them into that appearance. They also have the ability to change their shape into the dominant race of

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Step 5. Select a Race

their current location. This ability allows them to hide their presence and seem innocuous to most. While they may look like a specific race, they do not gain any of the inherent powers of that race and do retain all of their supernatural powers.

AGL: + 10 AWA: + 10 CHA: + 10DEX: + 10 HEA: + 10 INT: + 10LUC: + 10 STR: + 10 WIL: + 10

Racial Summary• Alter Ego from Demon to Human• Demonic Aura • Detection: Angels and Demons• Immortal

Upgrades: +60pts Winged Flight (On Back)+70pts ESP+100pts Supernatural Attribute+125pts Magical Knowledge - Apprentice

Human, Common 0 pts.Humans are the most common and plentiful of

the player races. They come in a bewildering range of sizes, shapes, colors, and cultures. Most characters should be human as they are the easiest to relate with and role-play well. Humans do not have any special abilities, bonuses, or modifiers. Players who wish to play human-like races should select this race and modify the character with Options and Weaknesses that properly shape the desired results.

AGL: + 10 AWA: + 10 CHA: + 10DEX: + 10 HEA: + 10 INT: + 10LUC: + 10 STR: + 10 WIL: + 10

Human Age GroupsInfant Child Adolescent Y. Adult0 - 2 3 - 10 11 - 18 19 - 30Adult Middle Age Mature Elder31 - 47 48 - 64 65 - 81 82 - 100

Human, Engineered 30 pts.Engineered Humans are the product of high

tech bio-genetic research. Far more than simple clones, these people have been genetically tweaked by their creators to produce better than average human specimens. They are generally created in labs, or are the product of normal intercourse of parents who were created in

scientific situations.

Players may choose to distribute up to 20 additional points to the racial attribute modifiers. The final racial modifiers are what should be used to determine the racial maximum for each engineered human. Since genetically engineered humans are created in a very carefully screened and monitored process, very few have mental or physical defects that their creators do not wish to include. This is not to say that mistakes are never made and that unforeseen complications do not arise, but they are far less common than those of common humans.

AGL: + 10 AWA: + 10 CHA: + 10DEX: + 10 HEA: + 10 INT: + 10LUC: + 10 STR: + 10 WIL: + 10

Engineered Human Age GroupsInfant Child Adolescent Y. Adult0 - 2 3 - 10 11 - 18 19 - 30Adult Middle Age Mature Elder31 - 47 48 - 64 65 - 81 82 - 100

Mutant Animal - 15 pts.This race may be more appropriately called

Anthropomorphic Animals. Anthropomorphic animals are those that have human characteristics such as a generally human stance, generally understood voice, and hands with opposable thumbs. They are roughly human size and weight. They still look entirely inhuman and like others of their species. Characters of this race must select a type of animal, but it can be a mammal, reptile, bird, insect, or marsupial. This animal should be used as the basic template for the rest of this race. Characters in chronicles that look upon mutant animals as common and equal should increase the cost of this race by 20 points.

The player may select up to three attributes to increase the racial modifier by five. Each such increase in racial modifiers will incur a five option point increase in cost. Players who wish to decrease their racial modifiers may select up to three attributes to decrease by five. Each such decrease in racial modifiers counts as a three point weakness. Selections should be based upon the chosen animal template. Otters will tend to be more agile and dexterous, but have less willpower. Elephants may be stronger than humans and have excellent memory but not be as agile. Attributes may be selected more than once for modification.

Most animals also have natural abilities such as tunneling, flying, night vision, and heightened senses. Rather than present a huge list of upgrades and options, simply review the master list of options. Select those that seem appropriate for the lowest cost between Comic, Skill Based, and Unnatural. These options should ONLY

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be those that simulate abilities that are possessed by the normal template animal.

AGL: + 10 AWA: + 10 CHA: + 10DEX: + 10 HEA: + 10 INT: + 10LUC: + 10 STR: + 10 WIL: + 10

Mutant Animal Age GroupsInfant Child Adolescent Y. Adult0 - 2 3 - 10 11 - 18 19 - 30Adult Middle Age Mature Elder31 - 47 48 - 64 65 - 81 82 - 100

Spirit 60pts.Not everyone who passes on travels to the next

stage of consciousness. Some cling to this existence with an iron will seeking what they had in life: loved ones, wealth, power, and meaning. They refuse to step beyond and continue here in a strange half life that often taunts their passing. They lurk in the unseen corners of our world trying to regain their lost time, lost loves, lost jobs, and lost lives. Spirit characters should select another race from life and create a character as normal before being killed. Many resources and skills will no longer apply unless the character selects certain options or abilities, but in a chronicle one never knows what may come in handy. Spirits must select the Tethers resource. A tether is one of the few things in this world that a spirit can focus his will upon to remain here even partially. If a character loses all of his tethers then he is sent on to his final destination.

Spirits are completely non-corporeal and usually invisible to the lands of the living. Spirits and ghosts can inflict injury upon one another as if they were still living: as well as demons, angels, astral travelers, djinni, and other non-corporeal creatures. Spirits can also be injured by Silver / Iron mix magical weapons as well as spells and some options. If a spirit ever loses all of her Injury points, she is teetering upon the edge of oblivion. While she will never bleed as will a living creature, she will cease to exist if she receives enough additional injury to drop below ¼Health.

They can also be banished by those with the appropriate powers, options, or abilities. They receive a bonus that is equal to their quarter willpower to resist the effectiveness of the attempt. If a spirit is successfully banished they are irrevocably sent into the great abyss that is oblivion or to whatever realm of afterlife exists in the campaign world. Spirits can still watch the outside universe and many are still very interested in what transpires there. They never need sleep, rest, food, water, or any of the other trappings of life and can provide very effective sentries and observers.

Upgrades:

-30pts Trapped and bound to a specific person, place, or thing. The spirit may never travel more than

mile from the edge of the binding focus. ¼Often this is the location where the character died, a loved one, or a beloved possession.

+30pts Manifestation. The character can appear to living creatures as they were in life. They may speak and be seen, but still cannot touch or interact with the living. If attempting to manifest during the day the character must roll Willpower. Any exposure to sunlight will deal at least 1d10 injury per round for a slightly overcast day all the way to 5d10 per round for a bright and beautiful sunny summer day.

+30pts Prestidigitation+45pts Astral flying. Character may move in any

direction at their maximum run.+45pts Horrific Visage+60pts Life Drain+95pts Telekinesis+100pts Materialization. The character can use his

strength of will to gather enough ectoplasmic substance to create a temporary body. This body has all of a character’s original attributes, skills, and abilities. This option will only remain in effect for the rest of a scene, after that the ectoplasm will disintegrate.

+140pts Possession+150pts Direct Neural Interface

Vampire, Modern 115pts.When it comes to vampires, Modern Vampires

have become the norm in popular culture today. From novels by Anne Rice to the more serious vampire movies, they have become the current standard. Modern Vampires have most of their original personality, rationality, and skills intact from their previous life. They are however undead with all of the drawbacks and penalties that come from being an unholy creature of damnation. It is a delicate balance that some strive to maintain while others simply dive into their damnation with a vengeance. Game Masters should feel free to manipulate the strengths and weakness of the modern vampire to create a version that best reflects their favorite movie, book, or game.

Modern vampires are stronger, faster, and tougher than humans. The darkness that flows through their veins grants them immortality and a huge physical advantage. They are predators, although the more humane try to resist their baser urges and subsist on the blood of animals. Some relate them to addicts, only these addicts crave the life essence of living sentient creatures. All vampires must drink blood or begin to starve. Every

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vampire requires the equivalent of 10 Health Points of blood from a victim every night. This is an amount of fresh blood from a living victim. Fresh blood that was stored outside of a living vessel may be imbibed, but will only have half its normal potency and taste less appealing. Any blood taken from a corpse or not kept fresh will only provide 1/3rd the normal potency and may sicken the vampire. A Health roll is required for the vampire to avoid vomiting the tainted blood and 3d10 points of other blood.

Those that do not receive their meal will feel hungry but can resist at first. The remaining needed blood is simply added to the next night’s total. Every twenty points of missed blood will require a willpower roll with a penalty equal to the needed vitality to resist the hunger. A failed roll will send the vampire towards the closest and easiest victim. In their ravenous state most vampires will not notice as they suck their victim dry. First the vampire should roll Awareness with a penalty equal to the level of hunger that sent them feeding. Assuming they are successful they may then roll full willpower for every ten points of blood (health) they ingest. A failed awareness roll means that the feasting vampire does not realize what he is doing until it is far too late. Remember that victims will begin to suffer health penalties at 30 Health.

Vampires should take the Human Resources resource to acquire a group of humans willing to give their life to the vampire’s kiss and share the burden. The humans that experience the kiss of a vampire feel pleasure and ecstasy during the act, often comparing the sensation to that of sexual relations. A vampire may draw no more than five points of Health from a victim each phase.

Vampires use their stolen blood for a variety of uses. Vampires also do not recover their Drain Pool as do most races. They can only replenish their Drain Pool by imbibing blood of creatures beyond their normal hunger level. Vampires will heal normally, but may also quickly regenerate their wounds. As they imbibe blood they may choose to regenerate Injury Points rather than replenishing their drain pool or feeding for sustenance. Every point of Health drawn from a living source will instantly heal one Injury Point.

Vampires cannot store blood in their system. When blood is ingested it is used to feed, replenish drain, or heal the creature of the night. Certain upgrades may be purchased to alter this fact and allow a small reservoir of blood to be stored. Blood stored in this way will never sicken the vampire or those who feed upon it.

AGL: + 30 AWA: + 10 CHA: + 10DEX: + 30 HEA: + 30 INT: + 10LUC: + 10 STR: + 30 WIL: + 10

Racial Summary:• Night Vision• Fangs deal 1d10/2 Injury.• Special Regeneration (See above)• Requires blood for sustenance.• Undead and Immortal. They can be banished.• Major weakness from silver, wood, and

sunlight. These items will deal injury to the vampire. Such injury does not regenerate.

Upgrades:-25pts Major weakness to holy items and garlic. -25pts Addicted to the drinking of fresh human blood.

+30pts Immune to the effects of silver as a weakness.+30pts Able to morph into a bat or a wolf. (Choose

one)+30pts Small (7 point) reservoir of blood.+60pts Medium (14 point) reservoir of blood.+75pts Able to morph into a mist form.+90pts Immune to the injury dealing effects of

sunlight, but all options, powers, and unnatural abilities are negated in sunlight.

+90pts Large (21 point) reservoir of blood.+95pts Supernatural Attribute.+100pts Supernatural Quickness.+120pts Huge (28 point) reservoir of blood.+200pts Character is immune to sunlight and retains all

options, powers, and abilities.

Werewolf 330pts.Werewolves are a savage race of predators

crossbred from humans and wolves. They have mankind’s intellect and viciousness combined with the instincts and pure physical ability of the wolf. They are often bitter loners who travel from one small town to the next, keeping ahead of hunters and the law. Anger and rage seethe inside their hearts, desperately seeking to spring forth and slaughter. Born of either wolves or man they can shift between forms at will, along with a horrific mixture of the two. It is in this partial shape that they gain the greatest benefit from their unnatural powers.

While in human form, werewolves have no special abilities. Silver will hamper the werewolf’s ability to shift forms, requiring a Body Modification skill roll at -10 for every ounce of silver carried. While in wolf form the character benefits from the claws and jaw of the wolf, but not any of the regenerative abilities or enhanced attributes. The wolf form also grants their enhanced senses of night vision, hearing, smell, and taste. While in their mixed form they gain all of the abilities of their race. They also suffer fully from their silver weakness and can easily become enraged.

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Lycanthropy is different that being born a were-wolf. While werewolves do not generally experience their first change until adolescence, they are still born with the genetic markers of being a werewolf. Lycanthropy is a disease that can be contracted by humans and wolves. Most humans and wolves are immune to the disease, and only 0.1% of those bitten by a werewolf will contract lycanthropy. Those suffering Lycanthropy will gain all of the abilities and weaknesses of a werewolf if they are exposed to the light of a full moon. They will automatically become enraged, striking out and killing anyone who threaten or restrains them. They will stalk, hunt, and feed upon anyone they encounter – especially those with strong emotional ties to the character. They will lose most of their memories from their evenings spent as a werewolf and will only remember if they make a successful Memory resource roll. There is no known cure for lycanthropy.

AGL: + 10 AWA: + 10 CHA: + 10DEX: + 10 HEA: + 10 INT: + 10LUC: + 10 STR: + 10 WIL: + 10

Werewolf Age GroupsInfant Child Adolescent Y. Adult0 - 2 3 - 10 11 - 18 19 - 30Adult Middle Age Mature Elder31 - 47 48 - 64 65 - 81 82 - 100

Racial Summary:• Regenerate. 1d10 + 1/10th HEA every round.• Natural Weapon – Claws. Deal 1d10 Injury.• Natural Weapon – Bite. Deals 1d10 Injury.• Alter Ego. Half man / half beast of legend.• Shape change into a wolf.• Night vision• Heightened Hearing.• Heightened Sense of Smell & Taste.• Supernatural Attributes of Strength, Health,

Dexterity, and Agility of +50.• Silver will restrict shifting by -10 per ounce.• Silver weapons will inflict injury that cannot be

regenerated.• Rage Rules.• Immune to Vampirism.

Upgrades:+15pts Animal Empathy with Canines.+30pts Animal Telepathy with Canines.

Step 6. Options & PowersThroughout the previous steps you have had

few opportunities to spend your option points. This step is where most of these points will probably be spent. This section lists the costs of every power for the Hero Type chosen. Try to think thematically as you choose the powers, abilities and options for your hero. A well-rounded and cohesive character will often be more fun to play for the long term than the simple unstoppable combat monster. Most options can be purchased by any character, presuming they have enough points to pay for it. Some options require specific attribute minimums, skills to be known, or other pre-requisite options. All of these requirements will be listed with the description of the option or the applicable upgrade. Not every option will be available in every campaign, check with your GM to see which options are not available. Some options will have point costs which are too high for a player in your campaign style to ever purchase. These options are reserved for other campaigns with less realism and more character power.

Most options may only be purchased once. The only way to increase the abilities granted or the effects of the option is with one or more of the listed upgrades. Upgrades can be positive or negative and will modify the cost, powers, and description of the option accordingly. An upgrade cannot be purchased without the corresponding option. Negative option upgrades do not count towards a character’s maximum amount of Weaknesses, which are described at the end of this step. Certain characters or cross-genre chronicles may require a change in the point costs of an option. GMs should change the available Hero Types or change the costs of certain options for a specific character. Once the option is purchased then the character may select any available upgrades for additional points. Other powers may be created as the GM and players choose. Simply write down the base cost for each of the general hero types and a brief description of the abilities involved.

This system of Options was designed to be versatile and allow the creation of nearly any possible protagonist. Think of your character. Read through all of the options. Chances are that there is an option that mimics or comes close to the desired ability. Some characters require special gimmicks, items, or have other elements that define their abilities. If the desired element is thematic in nature and has no real game effect: what is stopping you? If the element weakens or limits the character in some way then there is a good chance that it will qualify as a weakness. If the desired option is vital to the character, but you just can’t scrape up enough points to purchase it, save a few. Characters will be able to spend experience points later to purchase additional options later. Most beginning characters are just that: novices. They are just entering the world of adventuring, and have yet to accrue all of their destined powers, wealth,

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skill, and abilities. If they have everything now, what will they acquire later?

Depending upon the campaign’s level of power, the maximum number of option points to be spent on each option should change as well. Try to keep the players and antagonists well balanced in the number of

option points given. Never forget that players often have additional bonuses, items, and other abilities not given by options and try to prepare the villains appropriately. The following chart is a list of suggested option point totals for various campaigns and the additional points accrued at certain levels.

This is a limited selection of Options & Upgrades selected for the Starter Rules. Additional Options can be found in the Full PDF available from www.DriveThruRPG.com or the

Printed Version of the Core Rules.

Base Cost of Option for Specific Hero TypeName of Option Cyber Magic Psychic Skill Comic Unnatural

Action Hero NA NA NA 160pts NA NAAdhesion 50pts NA 100pts NA 50pts 50ptsAlter Ego 30pts 60pts NA NA 30pts 30ptsAmbidexterity 30pts 50pts 30pts 30pts 30pts 30ptsAmmunition 45pts NA NA 30pts 60pts NAAngelic Aura 75pts 50pts 30pts 75pts 50pts 30ptsAnimal Communication 100pts 75pts 50pts 100pts 50pts 50ptsAnimal Companion 90pts 30pts 30pts 90pts 30pts 30ptsAnti-Magic 50pts 100pts 50pts 50pts 50pts 75ptsAstronaut 20pts 40pts 30pts 20pts 30pts 40ptsAtlas 30pts NA 60pts NA 30pts 30ptsAttribute Boost 30pts 30pts 30pts 60pts 30pts 30ptsBeguile 100pts 100pts 50pts 100pts 75pts 50ptsBrachiation 40pts 80pts 80pts 40pts 40pts 40ptsCannon Fodder 50pts 50pts 50pts 50pts 50pts 50ptsClairvoyance 200pts 150pts 80pts 150pts 100pts 80ptsCloak of Night 180pts NA NA NA 60pts 60ptsCombat Trained 75pts 100pts 75pts 50pts 100pts 50ptsCommand 200pts NA 100pts 250pts 200pts 100ptsControl Animals 195pts NA 65pts 195pts 65pts 65ptsControl Element 300pts NA 200pts NA 100pts 100ptsControl Emotions 160pts NA 80pts 240pts 160pts 80ptsCybernetic Implants 30pts 60pts 45pts 30pts 40pts 60ptsDanger Sense 100pts 75pts 50pts 75pts 100pts 100ptsDarkness 270pts NA NA NA 90pts 90ptsDeath 200pts 300pts 250pts 300pts 200pts 200ptsDeath Tell 100pts 75pts 50pts 75pts 60pts 50ptsDeflection 50pts NA 100pts 150pts 50pts 100ptsDestroy Undead 150pts 100pts 75pts 100pts 100pts 50ptsDetection 30pts 90pts 30pts 90pts 30pts 30ptsDevoted Student 50pts 50pts 50pts 50pts 75pts 75ptsDisbelief NA NA 150pts 300pts 200pts NADisease 150pts 200pts 200pts 200pts 100pts 100ptsDisguise 100pts NA 100pts 150pts 50pts 50ptsDistance Vision 5pts NA NA 120pts 30pts 30ptsDream Weaver 150pts 150pts 150pts 200pts 100pts 100ptsDuplication 450pts NA NA NA 150pts 300ptsEidetic Memory 160pts 160pts 80pts 80pts 160pts 240ptsEmpathic Healing 240pts NA 60pts 180pts 120pts 60ptsEmpathy 100pts NA 50pts 150pts 100pts 50ptsEnergy Absorption 100pts 150pts 150pts 150pts 75pts 100ptsEnergy Strike 50pts NA 100pts 200pts 50pts 50pts

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Base Cost of Option for Specific Hero TypeName of Option Cyber Magic Psychic Skill Comic Unnatural

ESP (Extra Sensory Perception) NA NA 70pts 140pts 140pts 70ptsEveryman 300pts NA 100pts 200pts 200pts 100ptsExceptional Attribute 10pts 10pts 10pts 10pts 10pts 10ptsExceptional Resource 20pts 20pts 20pts 20pts 30pts 20ptsExtensive Resources 50pts 50pts 50pts 50pts 75pts 75ptsFaith NA 100pts 100pts 50pts 100pts 50ptsFlight – Anti-gravity Floating 30pts NA 60pts NA 30pts 30ptsFlight – Arms into Wings NA NA NA NA 40pts 40ptsFlight – Wings Mounted on Back NA NA NA NA 60pts 60ptsFlight - Wingless 120pts NA 160pts NA 80pts 120ptsForce Field 200pts NA NA NA 100pts NAForce Pulse 80pts NA 80pts 120pts 40pts 40ptsGenius 50pts 150pts 50pts 50pts 150pts 150ptsGiant Growth 300pts NA NA NA 100pts 100ptsGifted Skill 30pts 45pts 30pts 30pts 60pts 60ptsGifted Skill Group 100pts 125pts 100pts 100pts 180pts 180ptsGravity Manipulation 200pts NA NA NA 100pts NAHardened 60pts NA NA 120pts 60pts 60ptsHeadquarters 0pts 0pts 0pts 0pts 0pts 0ptsHeal Another 150pts 200pts 200pts 200pts 100pts 150ptsHeroic Visage 50pts 60pts 30pts 50pts 30pts 50ptsHeightened Sense of Hearing 5pts 60pts 30pts 60pts 30pts 30ptsHeightened Sense of Smell & Taste 5pts 60pts 30pts 60pts 30pts 30ptsHeightened Vision 15pts 60pts 30pts 60pts 30pts 30ptsHigher Education 50pts 50pts 50pts 50pts 75pts 75ptsHigh Tech Background 100pts NA 200pts 100pts 200pts NAHologram 20pts NA NA NA 50pts 100ptsHorrific Visage 100pts NA 100pts NA 50pts 50ptsHypnosis 150pts NA 100pts 200pts 100pts 100ptsIgnored NA NA 50pts 150pts 100pts 50ptsIlluminate 5pts NA NA NA 30pts 30ptsIllusion 250pts NA 100pts 300pts 200pts 100ptsImmobilize 50pts NA 100pts NA 50pts 50ptsImmortal 250pts 75pts 150pts 100pts 50pts 50ptsImprovisational Weapon Master 90pts 90pts 60pts 30pts 60pts 60ptsInspire 200pts 150pts 100pts 150pts 150pts 100ptsInvisibility 225pts NA NA NA 75pts 100ptsInvulnerable 400pts NA NA NA 200pts 300ptsJumping 30pts NA 45pts 60pts 30pts 30ptsKinetic Force Reduction 150pts NA 100pts NA 50pts 100ptsKnack 40pts 40pts 30pts 20pts 40pts 40ptsLife Drain 180pts NA 180pts NA 60pts 60ptsLongevity 150pts 45pts 90pts 60pts 30pts 30ptsLuminous Form NA NA NA NA 100pts 125ptsMagical Sight 100pts 60pts 60pts 75pts 100pts 50ptsMagnetic Manipulation 150pts NA NA NA 100pts NAMagnification 5pts NA NA NA 30pts 90ptsMastery 50pts 50pts 50pts 60pts 50pts 50ptsMatter Sculpting 250pts 200pts 150pts 200pts 100pts 120ptsMedium 400pts 100pts 50pts 150pts 150pts 50ptsMental Stun 75pts 100pts 50pts 100pts 50pts 50ptsMetabolic Control 30pts 60pts 30pts 60pts 30pts 30ptsMetal Form 100pts NA NA NA 100pts NAMilitary Training 20pts 40pts 30pts 20pts 30pts 40ptsMimic Power 300pts NA NA NA 100pts 200ptsMind Skimming 150pts 100pts 50pts 100pts 75pts 50ptsMorphing NA 60pts 120pts 120pts 30pts 30pts

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Base Cost of Option for Specific Hero TypeName of Option Cyber Magic Psychic Skill Comic Unnatural

Mutation 125pts 90pts 90pts 30pts 30pts NAMystic NA 100pts 50pts 150pts 150pts 50ptsNatural Camouflage 60pts 160pts 160pts 160pts 40pts 40ptsNatural Weaponry - Antlers 30pts NA NA NA 30pts 30ptsNatural Weaponry – Body Spikes 30pts NA NA NA 30pts 30ptsNatural Weaponry – Claws & Talons 30pts NA NA NA 30pts 30ptsNatural Weaponry - Fangs 15pts NA NA NA 15pts 15ptsNatural Weaponry – Melee Weapons 30pts 90pts 90pts 90pts 30pts 30ptsNatural Weaponry – Power Fist & Kick 30pts 60pts 45pts 60pts 30pts 30ptsNetworked 50pts 50pts 50pts 50pts 100pts 75ptsNight Vision 5pts 60pts 60pts 60pts 30pts 30ptsObfuscation 200pts 150pts 100pts 150pts 100pts 100ptsObservation 75pts 100pts 75pts 150pts 75pts 75pts“Off Screen” Escape 30pts 30pts 30pts 15pts 30pts 30ptsOmni-Vision 20pts NA 45pts NA 30pts 45ptsOrganization 0pts 0pts 0pts 0pts 0pts 0ptsPath-walking 250pts 100pts 150pts NA 50pts 50ptsPhasing 250pts NA 300pts NA 100pts 150ptsPoison Touch 100pts 200pts 200pts 200pts 100pts 100ptsPossession 300pts NA 150pts NA 150pts 150ptsPower Negation 300pts NA 200pts 300pts 150pts 300ptsPrestidigitation 160pts 120pts 40pts 120pts 40pts 40ptsPresence of Self 75pts 75pts 50pts 50pts 75pts 75ptsProbability 300pts 200pts 150pts 200pts 100pts 150ptsProtection 50pts 50pts 30pts 30pts 30pts 30ptsPsychic Translator 150pts NA 50pts 150pts 100pts 75ptsRadar 10pts NA NA NA 50pts NARegeneration 75pts 200pts 100pts 200pts 50pts 50ptsResistance 100pts NA 100pts 200pts 50pts 50ptsSee Invisible 100pts 75pts 500pts 75pts 50pts 50ptsSensory Shield 30pts 75pts 75pts 75pts 50pts 50ptsSexual Magnetism 90pts 60pts 30pts 60pts 60pts 30ptsShape-shifting 300pts 200pts 200pts NA 100pts 100ptsSharpshooter 50pts 90pts 50pts 50pts 65pts 90ptsSidekick 50pts 50pts 50pts 50pts 50pts 50ptsSonic Manipulation 50pts NA 150pts NA 100pts 150ptsSoul Projection 200pts 100pts 50pts 100pts 150pts 50ptsSpecialist 45pts 45pts 45pts 30pts 60pts 60ptsStalking 75pts 100pts 75pts 100pts 50pts 50ptsSupernatural Attribute 100pts 150pts 100pts 150pts 100pts 100ptsSupernatural Quickness 100pts 300pts 200pts 300pts 100pts 100ptsSuper Running Speed 50pts 150pts 100pts 150pts 50pts 50ptsSurvivor 50pts NA 150pts NA 50pts 50ptsTelekinesis 300pts NA 100pts NA 100pts 125ptsTelepathy 300pts NA 100pts NA 200pts 125ptsTeleportation 200pts NA NA NA 50pts 75ptsTireless 30pts 60pts 50pts 50pts 30pts 30ptsTrue Sight 150pts 75pts 50pts 75pts 60pts 50ptsTruth Tell 20pts 100pts 50pts 100pts 75pts 50ptsUltra Vision 5pts 120pts 90pts 120pts 30pts 30ptsUnnatural Armor 30pts NA 60pts NA 40pts 40ptsUnnatural Limb 30pts NA NA NA 30pts 30ptsUnremarkable 50pts 50pts 50pts 50pts 50pts 50ptsVehicle 0pts 10pts 10pts 0pts 10pts 10ptsWater-born 20pts 150pts 100pts 150pts 50pts 50ptsWealthy 50pts 50pts 50pts 50pts 75pts 50ptsWell Connected 75pts 75pts 50pts 50pts 75pts 75pts

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Action Hero“So ya wanna play rough, do ya tough guy?”

This option creates a stereotypical hero from 1980s and 1990s action/adventure flicks. The most common examples of this option were portrayed by actors such as Arnold Schwarzenegger, Sylvester Stallone, Mel Gibson, and Kurt Russell. Each of these actors played characters that were tougher, faster, and took a beating before busting heads at the finale.

Their only weakness was a reliance on tag lines and cheap one-liners while fighting for their lives. Characters with this option must create an appropriate one-liner during every battle or suffer from Bad Karma (see weaknesses) during the next battle. If a character creates a tag line such as “I’ll be back” they must repeat it during every session or else they suffer Bad Karma during the next session.

Option Summary• Choose any 3 physical attributes. They become

exceptional attributes at +10.• Hardened.• Power Fists & Kicks.• One-liners & Tag lines Weakness.

Upgrades:-30pts PG13 Rating. Both the character and the player

must remain within the guidelines for a PG-13 rating. This means little swearing, very little nudity & sexual content, and a few other limitations as determined by the Game Master and Player.

+12pts “Off Screen” Escape+27pts Improvisational Weapons Master+45pts Ammunition+45pts Combat Trained+45pts Presence of Self+45pts Sidekick+50pts Danger Sense+60pts Gives the character one re-roll per session. It

can be used on any roll made by any player or even the GM. The hero may even choose which results to follow between the two rolls.

AdhesionThis option allows the character to stick to

nearly any surface by their hands or feet regardless of the material. In order to be effective, each appendage can not be covered by a glove or shoe. The character has a 100%

chance to move along any surface with at least two appendages adhering. The character may move along at full applicable movement. The character will never drop a weapon in combat if being held in a hand with adhesion. If the character gains additional organic limbs through another racial feature or option they can also adhere to solid surfaces. The player must determine the mechanism of the power that allows the adhesion. This option requires the Body Modification skill.

Upgrades:-15pts Only two of the character’s limbs have

adhesion. The player must choose which two.-15pts Can only move at a jog or slower while using

this option, regardless of the weight carried.

+10pts The character may adhere even if wearing thin clothes or a costume. Characters with Alter Ego receive this upgrade free.

+30pts The character may adhere even if wearing full body combat armor and steel toed boots.

Alter EgoAllows the Character to change their physical

form into a “Hero Form”. If this power is taken then the other powers taken by this character will only activate in the hero form. This power is great for super identities, when a quick change is required to save the day with only moments to spare. The base appearance of the Hero Form is of a well designed and tailored costume made of spandex, latex, or other normal materials. Coloration, styling, and general appearance are up to the player at creation.

In order to change the appearance of the Hero Form after creation, the character must somehow create the new costume from scratch. This costume should be time consuming to manufacture and very personal to the character. Once the costume is made the hero simply wears the new costume and exerts his will to bond to the new outfit.

Upgrades:+5pts The character is able to use one option in either

the Hero form or their natural form.+20pts The character is able to use all of their super

abilities, powers, and options in either the Hero Form or their normal form.

+20pts Regardless of the costume or disguise, while it is donned the character cannot be identified as anyone other than the character’s persona. This upgrade protects the voice, face, and any other identifying marks.

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+20pts Total Transformation. The character no longer resembles their true self. The player with only a few limitations determines the exact form. The Hero Form does not gain any bonuses, abilities, or powers that a form may appear to grant without previously possessing the applicable option. E.g. a dragon form does not give flight unless the flight option is purchased. The form can only change the body mass of the character by +/- 50%, without the GMs approval. Remember, this form is permanent once chosen, unless there is a reasonable way for the character to alter the form during game-play.

AmbidexterityThis option removes the off hand penalty for

one handed actions. Actions that require both hands are still fully penalized if one hand is unable to assist in the action. Dual firearm combat against multiple opponents will only suffer a penalty of -15 to each strike.

Upgrades:+10pts. Reduces the dual firearm penalty against

multiple targets by -5. This upgrade can be selected multiple times, but can never be used to grant a bonus to strike.

AmmunitionThe character with this option will never run

out of ammunition during most firefights. The character is presumed to have a near infinite amount of ammunition on him, picking up fallen weapons, or has some form of energy weapon. On a critical failure using the weapon, the GM may determine that the character has expended his current ammunition capacity. The GM may also choose to do this at any dramatically appropriate time during a confrontation with a major villain. Without any upgrades this option can support one weapon with a Standard rate of fire.

Upgrades:+20pts Character can dual wield firearms using

Ammunition.+30pts Character will not run out of ammunition on a

critical failure.+30pts This option will support a Semi Automatic

Firearm.+50pts This option will support a Fully Automatic

weapon.+50pts Ammunition is a special formula or design.

Silver bullets, exploding rounds, dum-dums, and hollow point bullets are all examples. The

GM must determine the effects of any special rounds.

+100pts This option will support Heavy or military grade weapons. This includes machine guns, flame throwers, rocket launchers, and grenades.

Angelic AuraCharacters with this option seem to be loving,

open, and caring individuals. They seem to exude love and compassion from every pore, regardless of their true nature. This option may require the Mentalism skill depending upon the nature of the character. Characters that truly are warm loving people do not require any rolls to activate this option. These are the Mother Theresa and Mahatma Gandhi of the world: those that dedicated their entire lives to the assistance of the less fortunate.

Most characters, especially player characters, will not fall into this category. Those characters that are even slightly more selfish and mercenary must have the Mentalism skill. The character must roll a contested Mentalism versus Human Perception skill roll to fool the victim into believing that they truly are what they seem. Victims that want or need to believe in the aura will automatically fail this roll.

Animal CommunicationThis option allows the character to speak with

any animal, insect, or other semi-sentient creature. This does not include intelligent animals that have a language other than their normal animal counterparts. The character must actually bark, whine, wheeze, or otherwise mimic the animal to communicate.

This option does not grant any control over the actions of the animal, and the animal will always act in the manner of its nature. Predators hunt, small fluffy creatures hide. Getting an army of killer rabbits by stoking their fear and rage is not within the power of this option. Characters with this option may increase their Menagerie resource above 6. This option requires the Translation skill.

Upgrades:-20pts Allows communication with only one species of

animal.

+15pts Empathetically knows the emotions and general motivations of animals and groups of animals.

+20pts Control the emotions of animals.+30pts Allows silent, telepathic communion with

animals.+50pts Control Animals

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Animal CompanionThe character has bonded with one pet that is

extremely loyal and well trained to protect its owner/companion. Animals should be small and not powerful in combat. Cats, dogs, rats, weasels, raven, and bats are all good examples. The two share a telepathic bond not unlike that of a Summon Familiar spell. Deeply committed to the well being of the other they will often give their lives to save each other.

Animal Companions are not fully sentient creatures, they are still animals. Players may transfer option points into their companions as if they were an unnatural or cybernetic Hero Type. Once selected for the companion, this may not change.

Upgrades:-20pts The pair does not have a telepathic bonding.

The pet is extremely well trained and obedient, but is still only a normal animal.

+15pts May speak through the animal companion. The voice will be that of the character.

+30pts Medium sized animals may be chosen. Large Dogs, Horses, Wolves, and Eagles are good examples.

+40pts The animal is fully sentient. Intellect, Willpower, and Charisma may be increased up to 100. The player and Game Master must decide how many and what skills are known, if the animal can speak on its own, and its personality.

+50pts Large sized animals may be chosen. Bears, Elephants, and Rhinos are all good examples.

+50pts Spells and certain other ranged powers may be used through the companion. Limitations are up to the GM.

Anti-MagicThis option grants the character a bonus to save

against a multitude of magical and supernatural effects. Against any harmful spell, ritual, enchanted device, or supernatural power the character gains a bonus of +10 to resist. Game Masters must be careful with Supernatural Powers; most options do not fall into this category. This is a final catch-all for magically based abilities that are not easily classified. Mentalism and psychic powers do not qualify as magic or supernatural for this option.

If a spell or ability does not normally give any attempt to save, the character will still receive a chance to ignore the effect. This is a percentage chance identical to the normal bonus to resist.Upgrades:-15pts Character must roll to save against all magic:

helpful or harmful. Every saving check will receive the normal bonus.

+5pts Increase the bonus against magic and enchantment by +1.

+30pts Increase the bonus against magic and enchantment by +10.

AstronautThe character has had the ability to learn space-

faring skills earlier in his life. The player may select any of the following skills assuming the character has any prerequisites: Astrogation, Micro-gravity Training, Maneuvering Packs, Space Shuttle, and Space Vessel. Characters have most likely had some flight time and experience in low gravity environments. Some science fiction campaigns may allow this option free to the players.

AtlasLike the classical titan Atlas, this character can

carry far more upon his frame than normal men. The encumbrance allowances for walk doubles for the atlas. The maximum amount that can be lifted also doubles. The character does not gain in strength nor does he inflict additional injury. The character must have the Supernatural Strength option to purchase this option.

Upgrades:-15pts Character can only lift additional weight for a

number of rounds equal to the 1/10th Health Attribute.

+10pts Character can lift 3 times the normal amount.+20pts Character can lift 4 times the normal amount.+30pts Character can lift 5 times the normal amount.+70pts Character can lift 10 times the normal amount.+100pts Character can lift 100 times the normal amount.+300pts Character can lift 1000 times the normal

amount.

Attribute BoostThis option gives the character a temporary

boost to a single attribute making it far more potent than normal. The player must select one of the potential attributes to be boosted at creation, and this attribute may never be changed during game-play. The character may boost the attribute only once per hour. After the duration expires the character will feel very exhausted, drained, and weary. They will experience a penalty of -10 to all skills until they have rested for at least 15 minutes. The character will also be ravenous and must eat and drink twice as much for the next 24 hours.

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The attribute chosen will be considered supernatural for the duration. Other options that require supernatural attributes may be taken with this option but are only usable while the boost is in effect. This option may be purchased once for each attribute to be enhanced. This option requires the Body Modification skill.

• Awareness – Increases Awareness by 50. Remains in effect until the end of the scene. Grants a bonus of +10 to all hearing, smell & taste, and Awareness based skills.

• Charm – Increases Charisma by 50. Remains in effect until the end of the scene. Grants a bonus of +10 to all Charisma based skills.

• Coordination – Increases Agility and Dexterity by 50. Remains in effect for a number of rounds equal to the character’s normal 1/10th Health. Grants a bonus of +10 to all Agility and Dexterity based skills. Will never grant a bonus to the number of actions per round.

• Health - Increases Health by 50. Remains in effect for a number of rounds equal to the character’s normal 1/10th Health. Grants a bonus of +10 to all Health based skills. All injuries are deducted from this temporary Health first.

• Intellect - Increases Intellect by 50. Remains in effect until the end of the scene. Grants a bonus of +10 to all Intellect based skills. Does not grant access to spells with a higher skill minimum.

• Quickness - Grants the character one additional floating action per round. The character also will receive a bonus of +10% to their movement and a bonus of +10 to their Full Defensive Tactics. This will only remain in effect for a number of rounds equal to the character’s normal 1/10th Health.

• Strength - Increases Strength by 50. Remains in effect for a number of rounds equal to the character’s normal 1/10th Health. Grants a bonus of +10 to all Strength based skills

• Willpower - Increases Willpower by 50. Remains in effect until the end of the scene. Grants a bonus of +10 to all Willpower based skills. Does not grant access to spells with a higher skill minimum.

Upgrades:+1pt An additional 4 points are added to the boosted

attribute. For every additional 40 that the attribute is increased, the skill bonuses also increase by +10.

+15pts One additional boost per hour is possible. It will temporarily ignore any accumulated penalties due to attribute boosts for the duration. After the effects are finished the character will suffer an additional -10 to all skills until rested for an additional 15 minutes.

+30pts The effects of the boost will remain in effect for the rest of the scene.

+30pts There are no ill after effects for using this option. Characters do not suffer the -10 penalty to all actions.

BeguileCharacters with this option may attempt to

sway the emotions and desires of others. Victims that have been beguiled will be attracted to the character, will fawn over the character, and will attempt to please their controller. They will laugh at every joke, nod in agreement with most statements, and will seem captivated by his every action. Even those who are not controlled will still notice the character. They will never act contrary to their beliefs or personal self-interest. This option is one of the subtler of the mind control options available, and most victims will not even realize that it has been attempted.

Players must choose the actual target(s) to be affected. Without additional upgrades the character can affect up to three individuals within a range of fifteen feet. Once ensnared by this option the victim may not be altered until the end of the scene. The victims may attempt to resist initially with a contested ¼ Willpower check versus the Mentalism skill of the character. Victims that succeed in resisting may roll a contested Awareness versus the Mentalism skill of the character to notice the intrusion. Those who succumbed to the option will either not notice the change or will explain it away. This option will remain in effect for the rest of the scene.

Upgrades:+5pts Additional 10 feet of range.+10pts One additional person may be affected.+20pts Remains in effect for one full day per level of

experience. Characters may not unselect and reselect a new victim until the effect wears off. Victims may roll a new willpower check each day to resist.

+30pts May attempt to sway up to five individuals plus one per additional level of experience.

+50pts May attempt to sway an entire small group or crowd simultaneously. Maximum of ten individuals plus one per additional level of experience.

+90pts Command.+90pts Hypnosis.+100pts May attempt to sway a large crowd

simultaneously. Maximum of fifty individuals plus five per additional level of experience.

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BrachiationThe character can swing across chains, tentacles,

vines, ropes, webbing, or whips with ease. The character never needs to roll during most maneuvers and can reach a top speed equal to their running movement. Special stunts or dangerous actions should require an Agility roll. Most characters should have a built in system of brachiation and do not require a system of well-placed ropes to accomplish this movement. Locations without large buildings, trees, telephone poles, stalactites, and some other locations cannot be traveled through using brachiation.

Upgrades:+30pts Move a top speed of 15 miles per hour. This

upgrade may be selected additional times to increase the top speed of the character. Players must keep in mind the mechanism used when determining their maximum top speed.

Cannon FodderThis option allows the character to have a small

following of retainers that follow the party throughout their adventures. Unlike most NPCs they should not be given a name, much description, or even a personality. They have no skills of note, no exceptional attributes, and never have any options. They are there to accomplish very simple and mundane tasks that very few heroes would try. Torch bearing, personal assistant, and investigating creepy hallways wearing red shirts is about the limit of their abilities.

The character rolls their Extras Resource at the beginning of every session. A failed roll denotes that no one was stupid enough to join the character this session. A successful roll denotes that one follower is willing to join the character for that session. The character can choose to recruit an additional extra for the session if the roll succeeded by more than three. If the session ends during the middle of a scene, or a place where the extras cannot be easily explained away, retain them until they can. There is a penalty of one to the die roll for every extra that is killed during the current story. This option is best suited for starship officers, police lieutenants, and others with a large source of “cheap lives” that can be explained away.

ClairvoyanceCharacters with this option can sense far

beyond their normal range of sight. They can sense distant happenings as if they were physically present. It does not grant night vision or any enhanced senses, but

any enhanced senses that the character already has may be present with the proper upgrades. This option requires the Mentalism skill.

While most often used in conjunction with sight any one of the five senses may be selected: Sight, Sound, Smell, Taste, or Tactile. This selection is permanent and cannot be changed after creation. The character can use the selected sense as if they were at any location with one mile per experience level. The greater the range of projected sensation the larger the penalty to the skill roll when trying to sense. The character cannot interact with anything at the target scene and cannot use options or abilities through the Clairvoyance.

Upgrades:-30pts Characters only have a range of 20’ plus five

feet per additional level of experience. Additional range may be purchased for five feet base per option point.

+10pts Increase total range of clairvoyance by one increment. Characters will have the range as if they were one level of experience greater than they actually are.

+20pts Senses ten miles per level. +30pts The character may select one additional sense to

use with Clairvoyance. Sight, Sound, Smell, Taste, or Tactile.

+50pts Senses one hundred miles per level. +100pts Senses one thousand miles per level. +150pts Senses ten thousand miles per level. +250pts Senses anywhere on the planet.+350pts Senses anywhere in the solar system.

Cloak of NightThis option cloaks the character in shadows and

darkness. His features become obscured by the dark grays and inky black that covers his skin. When seen in bright light the target appears to be a creature of Shadow. When in dark and shadowy areas the character gains a 95% chance of hiding. The brighter the surrounding light the greater the penalty to this roll. This option does not grant any bonuses to stealth and moving quietly, nor does it prevent thermal radiation from the character.

If the cloaked character is attacked then the assailant suffers a penalty equal to the ambient lighting. Near total darkness or moonless nights grant a penalty of –50 to hit. Most nights or very poorly lit areas grant an attack penalty of –25. Most other shadowy areas grant only a –10 to strike. This skill requires either the Body Modification or Control skill to use.

Upgrades:+50pts Additional penalty to hit of -25, -10, -5 while in

shadow.

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+60pts Character is cloaked in darkness that draws ambient light into the darkness. Ranged strikes suffer double the normal penalties to strike.

+70pts Darkness+100pts Shadow Form. Character transforms into a

living shadow. While in this form the character cannot interact with any physical matter.

Combat TrainedThis character has survived the rigors of actual

combat along with real pain, sudden attacks, ambushes, and the horror of death up close. These characters have been trained to act no matter what carnage is actually occurring around them. With this option the character will gain additional actions at levels 2, 4, and 5. In addition the character receives a bonus of +20 to any willpower roll to act in desperate or shocking combat situations. This bonus only applies if the character would normally freeze in utter terror.

Upgrades:+5pts Character may select the Unarmed Combat

skill.+30pts Character never freezes in combat. Cannot fail

appropriate Willpower rolls.+30pts Will gain additional actions at levels 2, 3, 4, and

5.

CommandThis option forces one victim within fifteen feet

to complete any single action. The victim must be able to hear and understand the instructions being imparted. Telepathy can negate this requirement. This action cannot be to commit suicide, but any other commands that break a code of ethics may be accomplished. This option may be used to instill a long term command, and will remain in effect for one day per level of the character. The victim may continue to act normally until the conditions of the command are met. The character will then act upon the command to his full ability.

This option requires the Mentalism skill. All rolls for initial control use a contested Willpower check versus the Mentalism skill of the character. Victims that suffer repeated commands by the same controller suffer an additional penalty of -5 for every previous failure. Eventually a character that is repeatedly controlled will become the mental puppet of their master. Characters that successfully resist the command automatically

recognize the attempted mental attack and the perpetrator. Victims that fail to resist will not remember the command after it concludes unless the character desires.

Upgrades- 30pts The command must be executed during the

current scene.

+5pts Additional 10 feet of range.+30pts The command may be delayed by up to one

week per level of experience.+50pts The command may be delayed by up to one

month per level of experience.+60pts Victims must roll Awareness to notice the

attempted command.+100pts The command may include any action desired

by the character.+100pts The command may be delayed by up to one

year per level of experience.+100pts The victim must roll ¼ Awareness to notice the

attempted command.

Control AnimalThe character can control any one animal within

a 50-foot range until the end of the scene. Normal animals have no chance to resist. Animals being controlled by another or familiars may resist with a contested Willpower of the current controller versus a Mentalism skill check. Intelligent animals may use their own willpower to resist such a mental violation. The character may also increase the Menagerie resource above six if so desired. The Mentalism skill is required for this option.

Upgrades:-30pts. Can only control one chosen species.

+5pts Increase range by 10 feet.+30pts Remains in effect for 1 day per level of

experience.+45pts Can control a small pack of animals up to five.+50pts Remains in effect for 1 week per level of

experience.+90pts Can control any number of animals within

range.+100pts Extended range of one mile per level of

experience.

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Step 6. Options & Powers

Control ElementEach of the various elements is a separate

option and must be purchased individually. This option also requires the Control skill. Each option allows the character to create a small portion of the element each phase and have a moderate control over any amount currently in the area. The exact amount that can be created is entirely in the GMs hands but a good rule of thumb is a 1 cubic foot volume per phase. The maximum base range of elemental creation and manipulation is twenty feet. The elements created will remain until destroyed or eliminated normally.

Moderate control over an element can be used to shape the direction a fire burns, create waves in water, move earth around to suit, and other minor effects. An effect that requires manipulating a large area, with great force, or is especially unnatural to the element requires Major control, which is an upgrade available to all of the Control Element options.

The available elements that can be purchased are Air, Cold, Earth, Electricity, Fire, Metal, and Water. Each has a specific attack form, additional upgrades, and unique abilities available. All ranged attack forms have an effective range of thirty feet, a maximum range of fifty feet, and a penalty of -20. Each elemental controller is immune to the effects that he creates.

Common Upgrades:-30pts Character cannot create the element but can

control it.

+5pts Increase maximum range of attacks, creation, and manipulation by ten feet.

+30pts PC gains Resistance to the specific element chosen.

+50pts Only requires one action to control or create element instead of a full phase.

+75pts Major Elemental Control.

Specific Forms:

AirThe controllers of the element of Air control

one of the most basic requirements to human life. They can create pure oxygen, control the movements of wind patterns, and even alter the pressure of gases within range. They also have control over mists, fogs, and certain other weather phenomenon. They can attack with concentrated bursts of air designed to topple or injure their opponents. This ability requires the skill Ranged Strike and deals 2d10 + 1/10th skill in injury. If designed to topple, the injury done is subtracted from an Agility roll required by the victim. Suffocation attacks may be resisted by a Health roll with a penalty equal to the amount of injury that would normally be inflicted.

Air Upgrades:+30pts Concealment Mist. Creates enough mist to fill

a 10’x10’ area. The character is completely concealed and can only be detected by non-visual means or Heat detection. The character can have the mist move with them at a Walk.

+30pts Create a 10’x10’ area of compressed air that will lessen the impact of all missile weapons. Acts as a PV 15 wall that can absorb any amount of injury before breaking. Characters attempting to pass through must roll a contested Strength check against the character’s Control skill.

+60pts Wingless Flight+90pts Control Element - Cold+90pts Transform into a creature of mist. Character is

effectively phased and cannot harm or be harmed by normal means. Creatures of mist cannot suffocate a victim.

+90pts Weather Control

ColdVery similar to that of Air and Water, Cold

deals mostly with temperatures and ice. The character can manipulate the forms of ice and snow within his immediate area, shaping the area, burrowing out tunnels or collapsing snowdrifts onto others. They can also create chunks of hard ice to injure their opponents. This ability requires the skill Ranged Strike and deals 2d10 + 1/10th skill in injury.

Cold Upgrades:+30pts Freezing Aura. Creator can affect a 10-foot

radius around himself. Everyone within this area must roll Health or suffer a penalty of five times the creator’s level of experience to all rolls and suffers 1 IP per round. A successful Health roll, resistance to cold, or warm clothes will negate this effect.

+30pts Create Ice weapon. The weapon can be of any shape the creator desires. The weapon requires the appropriate weapon skill to use and will always inflict 3 / 6 / 9 / 11 / 13 / 16 / 19 / 21 / 23 / 26. It may be further upgraded using the Natural Weaponry upgrades. The weapon will melt in 1d10 + level rounds if away from the creator.

+45pts Ice Board. Creates a pathway of ice underneath the character that will allow travel up to 30 miles per hour. Only the creator can ride it with impunity, all others must roll Agility or fall from the board. The ice left behind as the character travels will melt in 1d10 rounds. The maximum speed can be increased by 10 miles per hour for every additional 20 option points.

+50pts Create ice wall. 10’ by 10’ wall that can absorb 100 points of injury before it shatters. The creator may choose its exact shape. If used to encircle a larger target, multiple ice walls may be

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required or multiple actions to create larger ice walls.

+90pts Control Element – Air.+90pts Control Element – Water. +90pts Transform into Ice Form. This form will grant

a natural PV of 15, is immune to all light based weaponry, and has an automatic immunity to cold-based attacks. Fire and heat based weapons automatically deal critical hits. Attack forms that do not use the critical hit table deal double injury.

EarthThe element of Earth is a very strong and stable

form. The ability to cause very local earthquakes, create tunnels through the earth, and modify stone shapes may take more time to accomplish than the other elements. Unlike the other elements, all such results are permanent and may outlive the creator. Those with this option may create a small earthquake within 50 feet that will affect a 20 foot area. Everyone within the range of this mini-quake must roll a contested Agility versus Control skill roll. Failure will drop the victim to the ground.

Earth Upgrades:+25pts Attribute Boost of Supernatural Strength.+30pts Tracking. As long as the terrain remains earth

and rock the character can track someone without difficulty. If the trail is broken by asphalt, concrete, or water then there is a cumulative 5% chance per five feet of distance that the trail will be lost.

+30pts The character has an uncanny feel for the shape and nature of the land. They will instinctively know the physical terrain for one mile per level of experience.

+30pts Create Stone weapon. The weapon can be of any shape the creator desires. The weapon requires the appropriate weapon skill to use and will always inflict 3 / 6 / 9 / 11 / 13 / 16 / 19 / 21 / 23 / 26. It may be further upgraded using the Natural Weaponry upgrades.

+30pts Stone Meld. Character can meld into stone and travel through it at a rate of 30 miles per hour. This must be natural earth or stone not concrete, asphalt, or other man-made materials. The maximum speed can be increased by 10 miles per hour for every additional 20 option points.

+250pts Stone Form

FireIt is Mankind’s constant threat and companion.

The character can create small amounts of flame, fan

small flames into larger flames, and direct the course of the burn as it travels about. The character can create mini-fireballs that fly from his mouth, hands, or eyes. This ability requires the skill Ranged Strike and deals 2d10 + 1/10th skill in injury.

Fire Upgrades:+15pts Allows the Immolate upgrade to be used one

additional time per scene.+25pts Ultra Vision.+50pts Immolate. Deals 3d10 + level Injury to

everything within 5 feet. Can only be used once per scene.

+50pts Unnatural Flame. The character can create flame in normally impossible environments. The character can create or maintain flame in airless void or even underwater.

+90pts Transform into Fire Form. This form will inflict 1d10 injury to everything it touches each round. In addition the character can fly at 15 mph, and becomes immune to all injury from Fire or heat based sources. Cold and ice based injury will automatically deal critical injury. The character requires a supply of free oxygen in order to enter this form.

+150pts Gift of the Phoenix. Character becomes Immortal with the ability to come back from the dead after one week. The player must choose one way that the character can be permanently killed. This method may not be too uncommon or rare.

Electricity & LightingElectricity control is not the subtle

manipulation of electronics and high technology. It is the harnessing of lightning, the manipulation of one of nature’s most potent and beautiful forces. Characters with this option can create a large jolt of electricity that can be used to deal 2d10 + 1/10th skill in injury to another person. This ability requires the ranged strike skill and will inflict additional injury based upon the amount of metal currently being worn or carried by the victim.

See the section on Specialty Attacks in the rules chapter. The strike also has a percentage chance equal to the amount of injury dealt to short out any non-hardened electrical equipment. Characters can sense the presence of large amounts of electrical energies, electromagnetic fields, and other crude forms of electricity.

Electricity Upgrades:+90pts Transform into Electrical Form. This form is

immune to all normal attacks. It also cannot stand still for more than one phase without a Willpower roll. It can move extremely fast, approximately one 1000 feet per phase, or even

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faster if traveling by power cables. Unfortunately traveling this way through conduits is a one-way trip as the character burns out the cabling as he goes. Traveling above ground can be dangerous; if the character travels through another person both individuals suffer 5d10 + 10 injury.

+90pts Magnetic Manipulation

MetalThis element is more of an ability to shape and

form metals of all kinds. While unable to alter the atomic level of the substance, the controller can pull different metals out of an alloy and then remix them into the original form. The shaper has nearly complete control over the eventual form of the metals and can even use them to create a small amount of any normal metal. Radioactive metals cannot be created with this option. Complex devices are not possible unless it is entirely fashioned from metals and the character successfully rolls in each appropriate Knowledge or Technical skill required.

Metal Upgrades:+90pts Metal Form

WaterWater is the element of life. Without water

nothing on the planet Earth would continue to survive. In the appropriate circumstances this elemental control form can be the most powerful. Water can destroy rocks or metal. Water can wash away even the strongest of opponents. Controllers of this element can create a cubic foot of pure water out of nothing each phase. With a plentiful supply of water: a pool, lake, or even ocean they may be unstoppable. The character can create a stream of high-powered water that can injure or push a victim backwards.

This ability requires the skill Ranged Strike and deals 2d10 + 1/10th skill in injury. If the knock-back option, from Energy Strike, is selected then the victim must roll Strength with a penalty equal to the amount of Injury that would have been inflicted. The victim is knocked back one foot for every 2 points of failure.

Water Upgrades:+15pts Can walk upon water. Fighting or faster

movements require an Agility roll each phase to avoid slipping into the water below.

+30pts Can move normally upon water.+45pts Water-born.+90pts Transform into Water Form. This form is

entirely indistinguishable from normal water

and can alter its shape into any form. Normal weapons will inflict no injury to the Water Form. Fire and heat will inflict automatic critical injuries or double normal injury. The water form will also receive 2d10 injury for every round spent outside of water. The Water form does not require any oxygen and is immune to all depth pressure.

Control EmotionsThis option allows the character to manipulate

and control the emotions of one victim. They may engender love, hatred, lust, friendship, tenderness, fear, or even disgust. This option is one of the subtler of the mind control options available, and most victims will not even realize that it has been attempted. They will never act contrary to their beliefs or personal self-interest. The victims may attempt to resist initially with a contested Willpower check versus the Mentalism skill of the character. Victims that succeed in resisting may roll a contested Awareness versus the Mentalism skill of the character to notice the intrusion. Those who succumbed to the option will either not notice the change or will explain it away. This option will remain in effect for the rest of the scene, and has a base range of 20 feet.

Upgrades:+5pts Additional 10 feet of range.+10pts One additional person may be affected.+20pts Remains in effect for one full day per level of

experience. Characters may not unselect and reselect a new victim until the effect wears off. Victims may roll a new willpower check each day to resist.

+30pts May attempt to sway up to five individuals plus one per additional level of experience.

+50pts May attempt to sway an entire small group or crowd simultaneously. Maximum of ten individuals plus one per additional level of experience.

+90pts Command.+90pts Hypnosis.+100pts May attempt to sway a large crowd

simultaneously. Maximum of fifty individuals plus five per additional level of experience.

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Crystal CreationThis is the ability to create small gems that

contain differing powers. Each crystal can contain one individual ability or power. Select up to 80 option points of abilities that can be imbued into the crystals. Additional option points may be spent to increase the abilities of these crystals. These powers should be bought at the lowest available cost according to Hero Type. Crystals will remain in effect for the rest of the scene unless the option normally has a longer duration. The character can create and concurrently maintain two crystals plus one for every additional level of experience. The crystals cannot harm their creator or other crystals fashioned by the same person. One crystal can be erected in a single action. Requires the Control Skill.

Upgrades:+15pts One additional crystal that can be created

simultaneously.+15pts Light crystal / flashing (up to 35’ by 35’ in

illumination)+30pts Tracking crystal set.+30pts Create unbreakable crystal weapon. Injury

dealt is equal to the weapon created, but larger weapons require 2 crystals.

+30pts Audio / Video crystal set. +45pts Immobilize+50pts Options remain in effect for the character’s level

of experience in hours.+50pts Create defensive screen. 5’ by 5’ wall that can

absorb 100 points of injury before it shatters. The creator may choose its exact shape. If used to encircle a larger target, multiple crystals may be required or multiple actions to create larger crystals.

+100pts Options remain in effect for the character’s level of experience in days.

Cybernetic ImplantsThis option allows other technological devices

and options to be surgically implanted into the character. This option is very similar to the Gadget option but only grants 35 Option Points for purchasing additional options. These options fall under the Cyber cost listing for options. These options should have technological explanations for how they work, and their appearance should match. Characters with the Cyber Hero Type may choose to purchase options without the potential for destruction and simply describe them as cybernetics. This option may never have a cost under one after all of the options and upgrades are purchased. Brain affecting implants that increase skills and allow access to machines are listed under the Direct Neural Interface option.

Cybernetic Implants cannot be lost, but they do have the potential of being destroyed. Whenever a character suffers a called shot to an area with a cybernetic implant there is a 10% base chance of temporarily disabling the implant. The total amount of injury suffered by the location increases the chance of malfunction by an equal chance. I.e. 15 points of injury suffered after armor and options are applied increases the base 10% chance to a 25% chance. If the implant is disabled then there is an equal chance of the item being destroyed.

Supernatural creatures, masters of magic, and psychics may not desire selecting this option. Most cybernetic implants reduce the effectiveness of supernatural powers, spells, and psychic abilities. Some GMs may choose to ignore this rule and allow these characters to select cybernetic implants freely, but players should ask the GM about his campaign setting. See the section on cybernetics under the Optional Spellcraft Rules for more information.

Upgrades:-15pts All implants are visibly artificial in nature.

Limbs are metallic and have visible hydraulics, sections of the body are dotted in metal and technological devices.

-10pts All implants are covered in synthetic skin. An Awareness roll or touching the location will reveal the truth.

-5pts All implants have a life-like covering that appears to be normal skin. Only a close inspection (Awareness –30) of the location will reveal the truth.

-1pt All implants have a 1% greater base chance for the purposes of disabling and destruction.

+1pt All implants have a 1% lower base chance for the purposes of disabling and destruction. This upgrade may reduce the base chance below zero to assist in resisting inflicted injury.

+1pt Character may incorporate a simple and common device that is available for purchase into his body. Examples of such devices include radio transceivers, common tools, cell phones, mp3 players, video monitors, DVD players, and PDAs.

+1pt Tiny Storage Compartment. This can be located anywhere on the character and has 1 cubic inch of storage.

+2pts Character may incorporate more complicated or less common devices that are available for purchase into his body. Examples of such devices include laptop computers, Geiger counters, seismic monitors, chemical analyzers, and lock picks.

+2pts Small Storage Compartment. This can be

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located on any limb and has twelve cubic inches of storage.

+3pts Medium Storage Compartment. This can be located in larger limbs and the torso only. This area has up to 20 cubic inches of storage.

+4pts Large Storage Compartment. This can be located only in the torso and has up to 30 cubic inches of space. The GM may allow larger compartments for this same cost, but keep the size of the character in mind when removing body mass for storage space.

+5pts Cybernetic options are actually biological in nature. Short of a medical exam there is no possibility of detecting the bio-modifications. This upgrade should not be selected if technological devices are implanted in this option.

+5pts Implants are more attractive and stylish. They may have been chromed, have pretty blinking lights, neon, shift colors at random, or may just be made by the latest designer.

+10pts Cybernetic Implants are shielded against Electromagnetic fields and attacks.

Danger SenseThis is the inborn ability to know a dangerous

situation is about to occur a split second before it does. While not able to entirely prevent it from occurring the character responds much faster to the current crisis. The character can never be surprised in combat, always counts as having the potential to have Full Defensive Tactics, and may generally use a full attribute roll in a reflex situation.

Upgrades:+15pts Character must roll initiative individually from

the party. He gains a bonus of +1 to initiative rolls.

+30pts May include one additional person in this awareness.

+150pts May include the entire party in this awareness.

DarknessIn the comic universe, darkness is far more than

the simple absence of light. It carries a negative energy, an ability to suck the light and life from a room. This option follows that philosophy and abandons basic physics at the door. The character with this option may drain the light from any 20 x 20 foot area. Any normal light source introduced into the darkness will be absorbed. Any magical or unnatural light source may penetrate the darkness with a contested willpower roll. The GM may wish to modify this roll due to time of day, ambient outside light, or supernatural presences. The character can always see within their own sphere of darkness. Requires the Control Skill.

Upgrades:+25pts Night Vision +30pts Impenetrable Dark. No light source can

penetrate this darkness.+30pts 50’ x 50’ area.+55pts Cloak of Night+60pts Life Drain+60pts 100’ x 100’ area.

DeathThis option allows the character to kill with a

touch. The exact manner of death will vary wildly based upon the theme of the character and the other options possessed. Some common methods and their required skills include: telekinetically stopping a person’s heart or severing an artery (Telekinetic Control); scaring someone into a cardiac arrest or increasing the activity of the brain until their brain hemorrhages (Mentalism); draining their life essence or projecting pure death into their mind (Control). All of these possibilities are indirect, non-injury inflicting ways of killing a victim. The manner of murder cannot change after creation and all manners require the character to touch the intended victim.

Victims may resist their demise with a contested Health or Willpower roll (as appropriate to the method of murder) against the appropriate skill of the character. Depending upon the manner of murder, the Game Master may require both a contested Willpower and Health rolls. This should be done with illusionary or fear induced methods. If the victim resists, they will still suffer 1d10 points of injury. If the victim fails then they will slip into a short lived coma. This coma will last one full round. Unless medical attention is applied immediately the victim will expire.

Upgrades:-50pts Character must maintain contact for one full

phase. The victim will receive a contested willpower roll to attempt to escape or defend from the character. Failure will paralyze the victim. Only an outside force can separate the victim from the murderer.

-30pts Coma will last for 1/10th the victim’s Health in rounds.

+25pts Character will inflict an additional +1d10 injury even if the victim resists.

+30pts Coma will last for only one phase after the attack.

+50pts The option has a base range of ten feet. Additional range may be purchased at a rate of ten feet for twenty option points.

+50pts Dim Mak. Character may choose to halt all natural and supernatural healing in the victim. This must be announced before the murder

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attempt. The victim resists identically to the standard murder attempt. If the victim fails to resist they cannot be healed by any means: spells, options, natural, or even divine. Only the character or someone else with this ability can reverse the effects. The Game Master may allow additional methods of reversing this dire condition, but they should be perilous and very rare. Character may opt to select this upgrade in place of the standard death ability. In this case the upgrade costs no additional points, but the character cannot instantly kill his foes.

Death TellCharacters with this option can see the last few

moments of a victim’s life by touching the head of the corpse. In addition the character automatically knows the cause of death. There is a limited window of opportunity for the character to use this ability. Once the character’s experience level in hours has passed then the soul has been departed for too long and this ability is useless. This option requires the Death Tell skill. Base range for this option is touch and the victims head must be present. This option is commonly taken by criminal investigators and priests of death.

Upgrades:-20pts The character cannot witness the last few

moments of life, but still automatically knows the cause of death.

-15pts The character must arrive during the same scene as the death occurred to use this ability.

+15pts The character may include one additional sense to the playback of the victim: Sound, Smell, Taste, or Tactile. This must be selected at creation and cannot be changed.

+30pts This option now has a base range of 20 feet. Additional range can be purchased at a rate of 10 feet for 5 option points.

+30pts The character has up to one day to activate this ability.

+50pts The character has up to one day per experience level to activate this ability.

+50pts The character only needs a small portion of the victim’s body at the time of death to attempt a reading.

+80pts The character has up to one week per experience level to activate this ability.

+100pts The character has up to one month per experience level to activate this ability.

DeflectionThis option enables the character to ward off

ranged attacks. The exact method of deflection should be based upon the character’s other options. For example mystical knights may use a sword to parry and deflect bullets, while a telekinetic would use their psychic powers to defend themselves. Each character’s version of this ability should be unique to them. The character may roll contested Full Defensive Tactics versus the strike roll for each ranged strike or burst that has the potential to strike him. Attacks with areas of effect can never be deflected. Each attempted deflection requires one normal or reflexive action.

Upgrades:- 30pts Requires a specific item to use this option.

Without this specific item the option is useless. The GM may allow the PC to bond with another item if the focus is ever permanently lost.

+30pts The character may attempt to deflect ranged strikes back at the attacker or another target. The character must successfully deflect the strike before rolling a Ranged Strike against the new target. If the method used for deflection uses a weapon or other skill, then that skill may be substituted. The maximum range for the weapon or attack cannot be exceeded for the entire attack. This redirected attack will always require one action, even if the deflections do not.

+50pts May deflect any number of attacks per round without the use of additional actions.

Destroy UndeadThis option is a very powerful weapon against

the walking dead and requires the Destroy Undead skill. Often taken by priests of death and those who are constantly besieged by undead, this option stokes the character’s rage into a searing blast of energy. This blast of energy requires a contested Destroy Undead skill versus the Willpower of the target undead. A successful blast will inflict 1d10 for every experience level of the user plus 1d10 plus 1/10th the character’s Destroy Undead skill. The base range on this ability is 20 feet. This option only affects undead creatures such as zombies, wraiths, and vampires. Extra-planar creatures such as demons and angels are immune to its effects.

Upgrades:+5pts Increases the base range by ten feet.

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+20pts Bonus of +5 to the contested Destroy Undead roll.

+25pts Increases the base injury inflicted by 1d10.+30pts One additional undead creature can be affected

simultaneously.

DetectionThis option allows the character to sense one

specific type of item, material, creature, event, or person. The character must generally focus his concentration to activate this power but the GM may determine that a large enough quantity is available for the character to sense without asking. The base range of this option is 50 feet, but will not require a line of sight with the target in most cases. Some creatures or items may be able to mask their auras. The exact mechanism and the difficulty applied to an Awareness roll, to overcome the masking, must be determined by the GM. This option requires the Extra Sensory Perception (ESP) skill.

Upgrades:-15pts The target realizes and can sense the character

as well. Only available for sentient targets.

+15pts Increases range to 100 feet.+30pts Range is increased to 150 feet.+50pts Range is increased to 500 feet.

Devoted StudentCharacters with this option have either spent

more years in school or had more classes per semester. This option requires the College Education level and grants an additional 60 Education Points. This option does not allow characters to spend more than 50 Education Points on a single skill; the Higher Education option is required for that intention.

Upgrades:+4pts Character receives a bonus of +5 Education

Points.+45pts Higher Education.

DisbeliefThis character is the ultimate skeptic. The

character has the ability to eliminate the effects of anything that does not fit their particular world- view with a contested Willpower versus Control skill roll. This option requires that the character follow the primary beliefs of the majority. If most people do not believe in

magic, then the character may attempt to disbelieve spells cast in his presence. If superpowers aren’t known by the general populace then the character may attempt to disrupt those superpowers.

The primary viewpoints for this option include Technology, High Technology, Ultra Technology, Low Magic (under 100 skill), High Magic (over 99 skill), Superpowers, and Psychic Powers. Most skeptics will have multiple items that they do not believe in. If the character ever fails a contested roll for disbelief the player must attempt to create a semi-plausible rationale for the event or item in question. If the player cannot then the character permanently loses 1d10 points of sanity.

DiseaseThis option can inflict a non-magical disease

upon a victim once per scene. The victim must be within touch of the creator. The victim may roll a contested Health versus Control skill of the creator to resist infection. Retain the roll of the creator if successful. This is the virulity of the disease. The disease will require one day for incubation in the afflicted character: only then will the effects be felt. Most diseases are debilitative, and will reduce the skills and attribute rolls of the victim by ten times the experience level of the creator. In addition the character will suffer temporary health losses equal to 1/10th the creator’s Control skill for every week of sickness. This health loss will recover once the disease has been eliminated from the character’s system at the normal rate of healing. Should the character ever reach zero health then they will perish.

The effects will remain for three days per experience level of the attacker. Every week of sickness will allow the character one additional attempt to resist the disease. Critical failures on this roll will result in an additional week of sickness. Re-roll the initial contested Health versus the virulity of the disease. Other characters that come into contact with this character must roll to save against the disease. Medical skills and options may be able to aid the character in resisting or eliminating the disease. This option requires the Control skill.

Upgrades:-30pts Disease can only be transmitted via bodily fluids

and excretions. Physical contact cannot transmit the disease.

+30pts Character can attempt to infect any number of individuals per scene, but each individual can only be infected once per scene.

+30pts Effects will remain for 1 week per level of experience.

+30pts This ability now has a range of 20 feet. Additional range can be purchased at a rate of ten feet for five option points.

+30pts Disease does not require a live host. Objects and foodstuffs can be diseased. The disease will

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remain active for one hour per experience level of the creator. Any who touch the object must roll to resist disease.

+50pts Disease is airborne and does not require physical contact to infect others.

+50pts Effects will remain for 1 month per level of experience.

+50pts Disease is immune to magical or supernatural healing.

+50pts Disease requires modern or better medical skills to treat.

+50pts Character is immune to all diseases.+100pts Effects will remain for 1 year per level of

experience.+100pts Disease requires high-tech or better medical

skills to treat.+150pts Disease is permanent once contracted. Health

rolls will simply negate its effects for one week.+200pts Disease requires ultra-tech or better medical

skills to treat.

DisguiseWhile anyone can use make-up, latex, and wigs

to alter their appearance this character does not require any superficial accouterments. This option cannot change the height, sex, or the species-race of the character, but can change facial features, skin tones, hair color, eye pigmentation, and other superficial features. Moles, rashes, and other blemishes are easily within the power of this option. To create a new persona rarely requires a skill roll, but mimicking a specific person does. This option requires the Body Modification skill for broad manipulation and Disguise for mimicking others.

Distance VisionAllows the character to see twice the distance of

normal day vision with perfect clarity. The character can apply all applicable visual powers and abilities to this new range.

Upgrades:+15pts 3 times normal vision.+30pts 5 times normal vision.+45pts 10 times normal vision.+60pts See 1 mile with good clarity.

Dream WeaverCharacters with this option have the ability to

mentally project themselves into the dreams of others. The sleeping individual must be within 20 feet of the character, but does not have to be in REM sleep – this option will induce that state. This option requires the Mentalism skill and the subject gets an automatic contested Awareness versus Mentalism to notice the intruding character. If the subject subconsciously realizes that the intruder is present, they may force a contested Willpower versus Mentalism skill check. A failed roll will eject the intruding character.

Once safely inside, the character can alter the dreams of the subject with Mentalism skill checks. Less intrusive changes will only require a simple roll. More complicated or involved changes may require a penalty to the skill, a contested skill check versus the subject’s willpower, or both. Anyone inside the dream can attempt a ¼ Willpower check to alter the current dream environment.

All individuals can suffer injury while inside the dream, but such injuries are actually inflicted to the Sanity Points of the victim. They will still seem to the victim as actual wounds and will impair the character identically to loss of normal injury points. Characters that lose all of their Sanity Points are ejected from the dream and are left temporarily insane until they heal normally. If the dreamer loses all of his Sanity Points, all other participants lose 2d10 Sanity points as they are forcibly ejected from his mind. Anyone ejected may attempt a Willpower roll to avoid the Sanity loss.

Upgrades:-15pts Character with this ability must also be sleeping

or unconscious to activate the option.

+5pts Range is increased by 10 feet.+5pts Character can instantly fall asleep with a

successful Mentalism skill roll.+15pts One additional sleeper within range may be

drawn into the dream realm.+30pts Character draws victims into a separate dream

realm of his choosing. This option is required to affect more than one individual. Victims still receive the contested Willpower roll to resist transference, but do not receive the Awareness roll nor the ability to halt complicated changes to the environment.

+30pts An awake victim may be lulled to sleep by a contested Willpower versus Mentalism skill check. Drugs, options, and other stimulants may prevent this ability or grant a bonus to resist.

+30pts Sleeping characters with this upgrade may astral travel from dreamer to dreamer. Dreamers can not be separated by more than one mile from each other. Dreamers that are simply used as a travel path cannot resist this. Those that the character stops to observe may resist normally.

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Each hop requires one minute of seeming travel as the character passes through various mindscapes.

+30pts Sleeping characters with this upgrade may physically enter the dream realm. All injury suffered by such a character is treated as normal injury points, and any loss of Sanity Points due to ejection is treated as Injury Points.

+50pts Any number of sleepers within range may be drawn into the dream realm.

+50pts Characters may astral teleport directly to a known sleeping individual. The sleeping individual must be within one hundred miles per level of the character.

DuplicationThis option gives the ability to form duplicates

of themselves who possess any clothes and basic equipment the character has on him at the time. This option requires the Body Modification skill. Each duplication requires the full concentration of the character for one entire round. A duplicate within 100 feet may be recalled back into the original body at will, otherwise the duplicate will return at any range after 24 hours have passed.

When a duplicate is returned to the original, all injury and other ailments will be transferred to the original. If the duplicate had 10 points of injury and the flu, then the original will also suffer the injury and the flu once reabsorbed. This absorption will never lower a character below one injury point. If a duplicate is ever killed, the original must successfully roll ¼Willpower or be catatonic for one full hour.

Characters may create up to four duplicates of themselves. Each duplicate will have the identical appearance and personality of their creator. Every duplicate will have a cumulative penalty of 10 to all of their attributes and skills as the creator tires and is less precise in the duplication. Every duplicate is a sentient being that can react and adapt to changing situations, as would any normal person. They are all exact psychological replicas of their creator and have identical values, beliefs, and motivations. Players may never use the duplicate to gain additional unwarranted experience for the original.

Upgrades:-15pts The duplicates have different personalities than

their creator. While most are exaggerations of certain qualities possessed by the original, some may be extremely different.

-30pts Unable to control duplication. Creating or absorbing a duplicate requires a full WIL roll. Times of stress may require a WIL roll not to duplicate themselves accidentally.

+30pts Duplicates remain for one day per level of experience.

+30pts Can absorb duplicate up to 1000 feet away.+50pts Duplicates remain for one week per level of

experience.+50pts Can absorb duplicate up to one mile away.+50pts Up to ten duplicates may exist at any one time.+60pts Cumulative penalty of only 5 per duplicate.+100pts No time duration of duplicates.+100pts Can absorb duplicate at any distance.+150pts Any number of duplicates may exist at any one

time.+150pts No cumulative penalty on skills or attributes.+200pts Retains all of the equipment and powers of the

original.

Eidetic MemoryThis option gives the character the ability to

remember anything they have ever seen. Be it a picture, a document, or even a scene from their own past they have amazing powers of recall. If the character could remember a fact or detail from a previous game session then they simply remember it. All Intellect based skills gain a bonus of +10. If the piece of knowledge is a major part of the character’s background then they simply remember it. Characters must purchase the Memory resource to remember things that may or may not be part of the character’s background or game experience.

Upgrades:+20pts. Eidetic Memory includes anything heard as

well.+20pts. Eidetic Memory includes the sense of smell and

taste.+20pts. Eidetic Memory includes tactile sensation.

Empathic HealingThis option allows the character to take the

injuries of others onto themselves. With a single touch, and a successful skill roll, the character can absorb up to 2d10 + 1/10th Empathic Healing skill in injury per action. Injuries absorbed in this way regenerate at 1/10th HEA each round. It does however add to the accumulated injury total, which does NOT heal at the accelerated speed. The character must take the Empathic Healing skill.

Upgrades:+15pts Able to absorb poisons and toxins. Lower the

effect level by one, but the healer automatically suffers type one effect for the normal ½duration. Injury dealt from injury dealing poisons regenerate at the accelerated speed.

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+15pts Able to add an additional 1d10 to the amount absorbed if desired.

+30pts Character can absorb injury at a range of 15 feet. Additional range can be purchased at a rate of 5 feet for every ten option points. Character must always be able to clearly see the wounds to be absorbed.

+30pts Injury points taken by the healer are NOT added to the injury point total for accumulated injuries.

+30pts The healer can make one last minute attempt to save a victim from death. This can only be attempted once per minute and will return the victim to 10 injury points. The victim will remain comatose for 1d10 hours and cannot be healed further by any unnatural means. Time is the only thing that can return the victim to good health. The healer absorbs all of the remaining injury in one sudden burst. If this would normally drop the healer to less than 1 injury point, leave the healer at 1 but all additional injury is doubled and added to the accumulated injury total.

+45pts Able to absorb recently sprained or broken limbs and other critical injuries. Only wounds that are recent may be absorbed. If a wound was inflicted within the character’s level in days then they may be absorbed. The empathic healer suffers all of the normal effects for 1 day while the wound heals.

+45pts Able to absorb normal diseases from victims. Healer will suffer the effects for 1 week. Some diseases at the GM’s discretion may be non-transferable and will simply infect the healer.

EmpathyThe psychic can sense the emotions and feelings

of a target sentient being within line of sight. The stronger the emotions the easier the character can sense them. The psychic cannot control emotions with this option. This option requires the Mentalism skill and is tested against the ¼Willpower of the target.

Upgrades:+50pts Mind-skimming+75pts Control Emotions+100pts Telepathy

Energy AbsorptionThis option allows the character to absorb any

form of non-living energy from machines, energy based options, weather effects, and other sources. Characters can never draw upon life energy using this option.

Requiring the Control skill, this option has a range of 20 feet. Drawing from an inert source requires a normal skill roll. Drawing energy from an option being directed near the character will require a contested Control skill versus the applicable skill of the other option.

With a successful skill roll the character can absorb up to 2d10 + 1/10th the Control skill of the character in injury. Other storage mediums and devices can also be drained. Small batteries and machines can hold a maximum of 5 IP worth of energy. Medium devices such as laptops and car batteries can hold up to 10 IP worth of energy. Energy weapons have 5 IP worth of energy per use or blast. Larger devices must be determined on a case by case basis by the Game Master.

Characters can hold a maximum charge equal to their Health attribute. Characters can use the absorbed energy to power energy based options, bleed off harmlessly at 1/10th the Control skill per action, or heal personal injury at a rate of two per point of healing.

Upgrades:+5pts Range increases by 10 feet.+15pts Character can absorb an additional 1d10 IP

worth of energy each activation.+15pts Character can recharge energy storage cells with

stored energy.+30pts Character can use two stored points of energy

to refresh one point of any personal drain.+30pts Character can boost the effects of Energy Strike

with stored energy. Every five points of stored energy that is included into such an attack increases the inflicted injury by one.

+30pts Characters self-healing rate is increased to one point of healing for every five points of stored energy.

+50pts Storage capacity of the character is now equal to twice the character’s Health attribute.

Energy StrikeA very basic short-range energy based attack.

However, the same basic attack can be increased with quite a few upgrades to create a very powerful weapon. This power requires the Ranged Strike Skill to successfully hit the target. Base injury dealt by this power is 2d10 + 1/10th Ranged Strike skill. All injury done is by a blast of telekinetic force or some similar phenomenon. The effective range of this option is thirty feet, with a maximum range of fifty feet, and a penalty of -20.

Upgrades:- 15pts Range is touch and will affect 1 target or 6”

diameter. - 15pts Requires a physical object to be thrown to deal

the injury. The player may choose the item, but

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once the item is chosen it cannot be changed. Instead of Ranged Strike use the Thrown Weapons skill instead. Range varies by the weight of the chosen object and the strength of the character.

+5pts Adds one additional point of injury to the total amount inflicted.

+25pts Adds one d10 to injury inflicted.

Specialty Attack Forms+15pts Air, Electricity, Fire, Ice or Water Form. See

Specialty Attacks in the rules section for more information.

+15pts Stunning. See Specialty Attacks in the rules section for more information.

+15pts Pain. The attack deals injury as normally. In addition, 1/10th of the injury is treated as a penalty to all additional rolls attempted by the victim. Further strikes are not cumulative, but the highest level of pain will be retained. The pain will last for 1d10 rounds plus the level of the character.

+15pts Knock-back. Deals injury normally. The character will be knocked back five feet for every twenty points of the total injury inflicted unless a successful Strength or Agility check is rolled. There is a penalty equal to the amount of injury actually received by the victim to this roll. The character gains a bonus of +10 for every two hundred pounds of personal character weight. Small characters such as goblins or faeries suffer a further penalty of –20. If the check fails critically then the victim is knocked back and thrown to the ground.

+30pts Laser Form. See Specialty Attacks in the rules section for more information.

+30pts Blindness. The strike deals no injury to the victim. Instead the victim must roll Health with a penalty equal to the amount of injury inflicted. If unsuccessful the victim will be blinded for 1d10 rounds plus the level of the character. Critical failures will double this duration.

+30pts Armor Piercing. Armor Piercing to soft armors.

+30pts Can fire short bursts.+50pts Temporal Injury. See Specialty Attacks in the

rules section for more information.+50pts Death Energy. See Specialty Attacks in the

rules section for more information.+60pts Armor Piercing. Armor Piercing to soft and

hard armors with less than 25 PV.+60pts Can fire short or medium bursts.+90pts Can fire short, medium, or long bursts.+100pts Disintegration. See Specialty Attacks in the

rules section for more information.+100pts Armor Piercing. Armor Piercing to soft and

hard armors with less than 50 PV.+150pts Armor Piercing. Armor Piercing to soft and

hard armors with less than 100 PV.

Range+5pts Add five feet to the maximum range of this

option.+25pts Add thirty feet to the maximum range of this

option.+60pts Add eighty feet to the maximum range of this

option.+100pts Add two hundred feet to the maximum range of

this option.

Area of Effect+15pts 5ft by 5ft area+15pts Cone. Creates a cone of energy that explodes

outwards away from the caster. The cone has a maximum range of 10ft and will hit a 10ft spacing at maximum range.

+30pts Darts. Creates 1 Dart for every experience level of the caster. Each dart deals the base injury.

+30pts 10ft by 10ft area+45pts 15ft by 15ft area+60pts Explosive. The blast point and the surrounding

five feet suffer full injury. Reduce the injury taken by for every five feet thereafter.¼

ESP (Extra Sensory Perception)Grants the character unnatural abilities to sense

beyond the natural range of the five senses. This option requires the ESP skill and allows the psychic to select the sense aura skill. In addition the character will suffer prophetic dreams at the GMs whim, and be able to sense strong memories and emotions from items and places. They can sense the presence of hidden and astral creatures as well as relying upon flashes of intuition about people, their motives, and abilities. Some psychics can even sense possessing entities, life forces, and inter-dimensional chaos. It largely depends upon the character concept, the current situation and the mood of the GM. This is a very flexible power, and is entirely determined by the GMs whim.

EverymanThis option requires the Mentalism skill.

Characters with this option can mimic a skill possessed by anyone within 50 feet. The character may use the skill percentage of the target, up to their own level of skill in Mentalism. They cannot use more skill than the target has, nor can they use more than one skill at any one time.

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Victims of the slight psychic intrusion will only notice with a ¼ Awareness check. Aware victims may attempt to resist with a contested ¼ Willpower check. While unnatural skills may be borrowed with this power, it does not grant the option required to use the power, any spells possessed by the target, or any additional talents. This option is extremely useful when attempting to infiltrate a very skillful circle of professionals.

Upgrades:+30pts Increases range to 100 feet.+30pts Borrowed skill may last up to 1 hour after

leaving the target’s range.+60pts Increases range to 500 feet.+90pts The character may borrow one additional skill

simultaneously.

Exceptional AttributeAdds +10 to any single attribute. This attribute

cannot be raised beyond the racial maximum limit. This is determined by the racial attribute bonus + 90. Standard humans cannot go above a 100 in any attribute. Characters cannot combine Exceptional and Supernatural Attribute options with the same attribute. They can be purchased separately for different attributes (Strength + Dexterity).

Upgrades:+1pts Adds an additional +1 to the selected attribute.+10pts May exceed the racial maximum of this one

attribute by 5. This upgrade can only be purchased once per character.

Exceptional ResourceThis option allows the player to choose any one

resource and increase it past the normal ceiling of six. Resources increased past six cost 20 Option Points per rating point. Players may wish to consider the Well Connected or Wealthy options for social resources and financial resources respectively.

Extensive ResourcesCharacters with this option have spent a great

effort acquiring Resources. This option grants an additional 7 points to allocate amongst any number of resources. This option does not allow characters to increase any Resource above 6; the Exceptional Resource, Wealthy, or Well Connected options are required for that

intention.

Upgrades:+7pts Character receives one additional point to

allocate between resources.+50pts Character receives eight additional points to

allocate between resources.

FaithThis option is the rock solid belief in a greater

power to watch over mankind. Grants the character the ability to learn the skill Banishment. The character also develops a feeling of unease around evil extra-planar creatures. The character must be generally good in intent and action or the power will not work until the character atones. The character will be immune to all possession attempts, unless the character willingly accepts the spirit.

Upgrades:+15pts The ability to detect supernatural evil with an

awareness roll.+30pts Grants an effective 100% Banishment skill. +30pts Bonus of +10 to all strike rolls and injury

inflicted against supernatural evil.+50pts Character can bless holy objects and create holy

water. These items will help keep supernatural evil creatures and characters at bay. They will not have any effect on most evil characters without supernatural powers.

+60pts Gives the character one divine re-roll per session. It can be used on any roll made by any player or even the GM. The faithful player may even choose which results to follow between the two rolls.

Flight

Anti-gravity floatingThis form of floating is more like swimming

through space. While not truly anti-gravity, the character can project a small pocket of micro-gravity around his body. While not very graceful, the character can carry up to their full STR + HEA in pounds. The only method of propulsion is by contacting another object, using propellant, or swimming at 5ft per round. Inertia is also a problem for the character: the only way to stop is via a propellant, hitting another object, or canceling the power and falling to the ground. This form of flight cannot use any speed upgrades.

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Arms Transform into WingsThe arms of this character transform into fully

functioning wings. While in winged form the character cannot hold, manipulate, or even gesture with his arms or hands. These wings can resemble anything the character desires at creation; bat wings, butterfly wings, bird wings, or even small pop-out winglets like a flying squirrel. The flying character cannot be wearing anything more than ¼ their STR + HEA attributes. Anything greater becomes more of a controlled fall. The GM must determine any slowing and cushioning granted by the wings in these circumstances. The character may fly up to their maximum running speed.

Wings mounted on backThis power permanently places wings on the

back of the character. These wings can cosmetically resemble anything wing-like the character wishes: bat wings, bird wings, insect wings, or mechanical wings. The character may fly up to their maximum running speed, and may only carry their STR + HEA½ attributes. Any amount of weight in excess of this causes the flight to become a controlled fall. Characters may use their arms and hands normally with this form of flight and may engage in combat.

WinglessWingless flight is an unnatural form of

propulsion through the air. The character may have some visible and rational contrivance such as a jetpack or they may simply fly through the air like most comic book heroes. This is cosmetic and entirely up to the player’s design. This form of flight enables the character to fly up to their maximum running speed, and may only carry their STR + HEA attributes in pounds. This form may not purchase encumbrance upgrades.

Upgrades:+15pts Allows Medium encumbrance while flying.+45pts Allows Heavy encumbrance while flying.

+15pts Character now flies twice their maximum running speed.

+30pts Allows a maximum flight speed of 60 mph.+45pts Allows a maximum flight speed of 120 mph.+75pts Allows a maximum flight speed of 300 mph.+100pts Allows a maximum flight speed of Mach 1.+150pts Allows a maximum flight speed of Mach 2.+200pts Allows a maximum flight speed of Mach 5.+300pts Allows a maximum flight speed of Interstellar 1.+400pts Allows a maximum flight speed of Interstellar 2.

+15pts The character is able to maneuver in the micro-gravities of space. Cannot breathe or survive

the lack of pressure however.+45pts The spacefarer is able to maneuver and survive

in space with or without added protections. Food, water, and actually achieving escape velocity will still limit the character.

+75pts This character can start in London, fly to the moon, and land in Tokyo later that day without the need for any external equipment or devices aside from a packed lunch. The in-flight movie will require a few other options though.

Force FieldThe character can create and concurrently

maintain two force fields plus one additional for every additional level of experience. Each force field is a 5’ by 5’ wall that can absorb 100 points of injury before it disintegrates. The creator may choose its exact shape. If used to encircle a larger target, multiple force fields may be required or multiple actions to create larger force fields. Force fields remain until the end of the scene or until destroyed. Gases and other minute particles will pass through the force field. A force field may be erected within 20 feet of the creator.

Upgrades:+5pts Increase the range of the force field by five feet.+15pts Allows creation of one additional force field

concurrently.+30pts 10’ x 10’ Shield+30pts The force field will last 1 hour per level of the

creator or until destroyed.+45pts Extra Strong. Additional 50 BP per force field.+60pts The creator may choose to restrict the flow of

air and other gases through the field.

Force PulseThis option allows a character to create a

sudden pulse of invisible force that can knock a character off their feet. Anyone struck by a force pulse must immediately roll Agility. A failed roll will knock a character back five feet + two feet for every additional level of experience. If the agility check failed by more than 20, or was a critical failure, then the victim has lost their footing and has fallen to the ground. Surprised and unsuspecting characters only receive ¼ Agility rolls. This option has a base range of 30ft. This option requires the Ranged Strike skill.

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Upgrades:+5pts Range is increased by 10 feet.+30pts 10ft by 10ft area+45pts Shockwave. The pulse radiates along a five-foot

path up to twenty feet away. Everyone in the path of the shockwave must roll agility or be affected.

+50pts 15ft by 15ft area

GeniusThis option requires that the character have at

minimum Intellect of 80. This option allows the character to select any single High Tech skill. This uses one of the character’s unselected skills. This option does not allow the purchase of any Ultra Tech skills without the proper upgrades.

Upgrades:+5pts Increase the Intellect attribute of the character

by +20. The character may not exceed the racial maximums and this upgrade should be considered an Exceptional Attribute. The character may select the Genius option with this upgrade regardless of the adjusted Intellect attribute. The player must also select several serious mental aberrations and should be considered a mad scientist. Their gadgets and inventions should have a specific theme and oddity surrounding them.

+15pts One additional Knowledge skill with a rating of 35.

+45pts Higher Education+30pts May select one additional High Tech skill to fill

an empty skill slot.+50pts May select a single Ultra Tech skill instead of

the High Tech skill. This upgrade requires the GMs approval and should not be allowed for most campaigns.

+100pts May select one additional Ultra Tech skill to fill an empty skill slot. This upgrade requires the GMs approval and should not be allowed for most campaigns.

Giant GrowthThe character can grow in size up to twice

normal in height. The weight of the character is also greatly increased. This growth grants a bonus to strength and health equal to the size increase. While this does not affect skills, the character does have a bonus to injury dealt and a temporary bonus to injury points. Any injury dealt to the character while larger will be dealt to the temporary ones first. Hardening will not multiply the current Health only the base possessed by the character. This option requires the Body Modification skill.

Example: A character with this skill grows to twice their normal height. The character normally has a 65 Strength and a 70 Health. The character now has a 130 Strength and a 140 Health. If the character only increased his size by half then the current strength would be 98 and the Health 105.

Upgrades:+50pts Maximum size is now 3 times original size.+100pts Maximum size is now 4 times original size.+150pts Maximum size is now 5 times original size.+300pts Maximum size is now 10 times original size.

Gifted Skill While some people have the exceptional talent

in their field, others just seem to have a knack for that one special thing. Talented beyond measure, these people excel beyond all others at their one special talent. The player chooses a single skill and that skill gains a +10 additional bonus to its rating. Bonuses gained from Gifted Skill do not stack with those from Gifted Skill Group; the higher of the two is used when determining the bonus for the gifted skill. The gifted skill also costs one experience point less to improve per point of skill rating. All skills require at least one experience point to increase the rating by one. This option may be purchased more than once for separate skills.

Upgrades:+4pts The gifted skill has an additional bonus of +5 to

the skill rating at creation.+30pts The gifted skill reduces the total experience

point cost to improve by two.+60pts The gifted skill reduces the total experience

point cost to improve by three.+90pts The gifted skill reduces the total experience

point cost to improve by four.

Gifted Skill GroupThe player chooses one type of skill group. The

skill groups are Combat, Covert, Innate Powers, Modern Knowledges, Post Modern Knowledges, Physical, Piloting/Drive, Social, Modern Technical, Post Modern Technical, Thaumaturgical Disciplines, Thaumaturgical Related, and Wilderness. Additional thematic groupings of skills are possible, but discuss this with the GM during character creation. The player chooses a single group and every skill in that group gains a +5 bonus to its rating.

Bonuses gained from Gifted Skill do not stack with those from Gifted Skill Group; the higher of the two is used when determining the bonus for the gifted skill.

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The gifted skill also costs one experience point less to improve per point of skill rating. All skills require at least one experience point to increase the rating by one. This option may be purchased more than once to obtain different Gifted Skill Groups.

Upgrades:+100pts The gifted skill group reduces the total

experience point cost to improve by two.+200pts The gifted skill group reduces the total

experience point cost to improve by three.+300pts The gifted skill group reduces the total

experience point cost to improve by four.

Gravity ManipulationThis option allows the character to increase or

decrease the amount to gravitational pull between objects. The character begins with the ability to apply levels of concentration to a target. The target must be approximately man-sized to require only one level of concentration. Smaller targets may require less, while larger targets and areas of effect will always require more. Up to three levels of concentration may be divided amongst targets.

One level of concentration can reduce the effective weight of an object by . Two levels will reduce½ the weight to 1/10th the original weight, while three levels will result in weightlessness. Characters that are weightless act as if they had the Flight - Anti-gravity Floating option.

The flip side of increasing weightlessness is the enhancement of gravity. One level of concentration will increase gravity and the weight of objects by two. Characters must begin rolling Strength or Health as appropriate to accomplish any strenuous tasks while affected. Two levels of concentration will increase the weight by 10 times and will force 1/10th Strength or Health rolls to continue normal activities. Three levels of concentration will immobilize almost anyone. A 1/10th Strength roll is required to simply stand or accomplish actions while on the ground.

These characters can also spend concentration to link any two objects together. A 1/10th Strength roll is required to separate these items once bonded. The ranges of all of these manipulations are 100 feet maximum and must be within line of sight. The only duration is the length of time that the character stays within range and continues to concentrate. This option requires the Control skill.

Upgrades:

+5pts Additional 10 feet to range of ability.+15pts One additional area / level of concentration.+30pts Effect has a duration of 1d10 minutes after

character has left the normal range of the effect.+60pts Force Field. The character can focus the

gravitational forces around her to protect her from injury.

+90pts Wingless Flight as the character uses the forces of gravity to propel herself through the air with ease.

HardenedThe character’s injury points are equal to 1.5

times the character’s Health. The character enjoys an additional bonus of (1/10th HEA x1.5) + 1d10 Injury Points at all levels instead of the usual amount. Character can also ignore the first level of pain due to injury.

Upgrades:+30pts The IP modifier is now two times the Health

for creation and level advancement.+30pts Ignore all pain modifiers due to Injury point

loss.+60pts The IP modifier is now three times the Health

for creation and level advancement.+90pts The IP modifier is now four times the Health

for creation and level advancement.+120pts The IP modifier is now five times the Health

for creation and level advancement.

HeadquartersThis option usually requires the character to

have a Property or Lifestyle resource. Adventurous players may choose to spend points to upgrade the free rental property as a headquarters, but all upgrades belong to the actual owner. Players may pool option points and Property ratings to purchase this option for the group. Characters can improve their headquarters through game play, gaining some of the upgrades or even base headquarters free of point cost.

Other resources besides just the Property and Lifestyles resource may be invaluable in creating the Headquarters. Several other resources may be combined with this option to improve the Headquarters. Thaumic sites and natural resources can be coupled to give a strategic locale for the characters. Workshops and Libraries are excellent for doing late night research from the comfort of home. Menagerie and Arsenal can be a significant boost when defending any headquarters. Allies, Extras, and Friends who actually live and work on

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the premises can simplify a busy adventurer’s lifestyle when trying to prevent the end of the world and also buy the right groceries on sale. Players may define any number of resources as being located or tied to this option, but if the Headquarters is ever lost, destroyed, or invaded the resource may be lost or temporarily unavailable.

Upgrades:-10pts Squatters. The character does not have any

legal right to the Headquarters. Often placed in sewers or subway tunnels, these Headquarters are part of some long forgotten section of the area. Characters may have to deal with other potential squatters, legal authorities, and simple decrepitude of their Headquarters. These Headquarters can be as large as the characters desire, but larger Headquarters will have more intrusions and legal headaches.

+2pts Automated Security System. Keeps track of the entry points of the building. Unauthorized access will activate an alarm, call the police, or activate some other system as the players desire.

+2pts Hidden Storage Area. This area is a portion of the headquarters that is hidden or concealed from the rest of the grounds. Access to this locale is generally restricted and is often tied to the other security measures in place.

+2pts Secret Escape route.

+5pts Minor Technological Generator. This low-tech energy generator is designed to keep very simple systems working in the event of outside power loss. It can power lights, electronic doors, security systems, and other electric systems. If the headquarters is too large or has features that require too much power then this generator will only power the smaller systems.

+5pts Computer Networking. A large scale Local Area Network is spread throughout the entire complex. Access terminals are available in most locations, some even housing multiple units. A large mainframe monitors activity and stores information.

+5pts Maze & Tunnels. The entryway is protected by a series of long twisty tunnels forming a labyrinth. If the character desires there may be a series of secret doors or other passages that shorten the time needed to enter for those who know of them.

+5pts Impenetrable Security. This upgrade checks the identity of the entrant based upon finger-prints, retinal scans, voice authorization, or even DNA. Checking with a central database allows the system to respond as necessary.

+5pts Servants / Self-cleaning machines. Someone to carry out basic repairs, maintenance, and cleaning up around the house. These servants may be anything the players desire including

Domovoi, humans, robots, or devices built into the building itself.

+5pts Airfield. The characters have cleared a small area of the surrounding grounds, or dug enough of a tunnel to act as a runway. This runway has landing lights, observation towers, radar, and other airport necessities.

+10pts Snares & Traps. The entryway or even the building itself houses small mechanical traps throughout. From simple snares, pit traps, and poison needles all the way up to machine and hidden explosives. Damage varies by the type of trap. Players should detail and determine the manner of operation for all of the traps and snare inside the Headquarters.

+10pts Automated Defense System. This system constitutes a non-lethal response to invasion such as tear-gas, sleeping agents, or entrapment measures. For more lethal defenses the point cost should be based upon the potential injury dealt and the coverage of the defenses.

+10pts Communication Arrays / Sat System. The headquarters has a built-in communication system including a modern satellite transmitter/receiver array, land phones, cellular phones, all band radio, laser communications, and other state of the art communication devices.

+10pts Underground. The entire complex is underground. There may be an entrance above ground that appears to be another structure, but the important locations are underground. Underground locales are safer from most attacks, resist temperature changes, and are excellent for staying hidden or unknown.

+10pts Magical Guardians. These simple spirits act as immortal watchdogs that are always on duty. Prowling around the grounds they will detect most intrusions and will follow orders from there. More powerful guardians or monsters can be purchased for additional points as determined by the GM.

+10pts Human Guards. 1st level guards that monitor the security systems, walk the grounds, and defend special locations. These guards do not have options or many skills, but will include basic firearms and the skills to use them.

+10pts Self-Destruct System. If all of the other security measures fail there is only one last remaining option. Blow the place to kingdom come. The players may dictate how they want their headquarters to exterminate itself: what method, how long of a timer, how messy to the outside, and how to cancel the order.

+10pts Jail Cells / Brig. A secure system of cells, interrogation chambers, locked hallways, and observation equipment to restrain most normal humans. Non-humans and characters with some options may not be restrained without additional option points and options.

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+15pts Observationally Shielded. This upgrade prevents any form of magical, technological, or superhuman observation into the headquarters. This includes all forms of astral projection and sensory based options. Players should decide upon the mechanism or ability that protects the Headquarters.

+15pts Skilled Workers. The character has hired and supports enough skilled workers to support other resources and upgrades present in the Headquarters. This upgrade should not be used to supplant important Allies, Contacts, or other important NPCs. They are simply those workers who are a cut above unskilled servants who make everything run smoothly.

+30pts Translocation Shielded. This upgrade prevents any form of magical, technological, or superhuman translocation into the Headquarters. Characters may choose to limit the manner of translocation to specific locations and specific methods. This upgrade will also protect against all forms of astral projection, phasing, and dimensional shifting.

+30pts Multi-dimensional Area. The outside of the headquarters is much smaller than the inside. The creators of the headquarters have used multi-dimensional physics to alter the topography of the interior. The size of the interior can be anything desired by the players and GM. Depending upon the nature of the campaign and the manner of creating the multi-dimensional area, the owner may be allowed to purchase Will Working at a reduced cost.

+30pts Transformable. The entire complex can shift its layout to several preset configurations. Some GMs may allow the players more freedom to manipulate the layout on the fly. The method and manner of the transformation should be determined by the players beforehand.

+30pts Gate / Travel portal. A gate that must be activated by an appropriate spell or device that will transport the characters to another location. What that location is, and the method of activation should be determined by the GM.

+50pts Major Technological Generator. These generators are large-scale power plants in one form or another. Depending on the technology level of the campaign they could include hydroelectric dams, traditional power plants, thermal plants, nuclear fusion or fission, or even large solar & wind farms. The output of this system could easily power the most draining of high tech systems such as force fields, automated defenses, holographic camouflage and manufacturing over a large scale.

+50pts Factory / Manufacturing Center. The headquarters houses enough automated and

assembly line machines to act as a factory. It can be used to create a multitude of items with several qualifications. The designs to be built must be known and understood by someone monitoring the process. Each different type of item to be built requires a costly re-tooling of the machines. One beginning factory could manufacture several smaller items or one large complicated item. 5 additional points may be spent to purchase additional machine dyes for other products.

+60pts Force Field. Whether magical or technological in origin the force field will surround the entire base preventing all access while active. This upgrade may be some other method of preventing access other than the standard force field. A headquarters inside a multi-dimensional pocket that restricts access is just as effective as the standard force field. When combined with a Impenetrable Security upgrade this makes the headquarters nearly impossible to destroy or invade.

Heal AnotherCharacters with this option can heal others

within 20 feet. Requiring the Control skill, each activation will heal the target 2d10 + 1/10th the character’s Control skill. This option cannot heal critical wounds, cure disease, or assist with any ailment beyond physical wounds. Such ailments are only able to be cured through magic, medical technology, or the Empathic Healing option.

Upgrades:-15pts Range is reduced to Touch only.

+5pts Range increases by 10 feet.+25pts Base Injury that can be healed is increased by

1d10.

Heightened Sense of HearingThe character can hear far more than the

average human. Any Awareness attribute roll or skill check that depends upon hearing gains a bonus of +10.

Upgrades:+5pts Additional bonus of +5 to Hearing.+15pts Additional bonus of +20 to Hearing.+30pts Additional bonus of +50 to Hearing.+30pts Character can hear sub-sonic and ultra-sonic

sound.+50pts Additional bonus of +100 to Hearing.

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+50pts Sonar

Heightened Sense of Smell & TasteThe character can smell and taste far more than

the average human. Any Awareness attribute roll or skill check that depends upon smell or taste gains a bonus of +10.

Upgrades:+5pts Additional bonus of +5 to smell and taste.+15pts Additional bonus of +20 to smell and taste.

Can easily identify fine wines and other olfactory tasks. Character may begin to track using scent to assist him.

+30pts Additional bonus of +50 to smell and taste.+50pts Additional bonus of +100 to Hearing.

Heightened VisionThe character notices more things that he sees

than the average human. Any Awareness attribute roll or skill check that depends upon vision gains a bonus of +10. This option should not be confused with Distance Vision which increases the distance that a character can see.

Upgrades:+5pts Additional bonus of +5 to Vision.+15pts Additional bonus of +20 to Vision.+30pts Additional bonus of +50 to Vision.+50pts Additional bonus of +100 to Vision.

Heroic VisageCharacters with this option seem to be strong,

honest, and heroic individuals. They seem to exude honor and righteousness from every pore, regardless of their true nature. This option may require the Mentalism skill depending upon the nature of the character. Characters that truly are honorable dutiful heroes do not require any rolls to activate this option. These are the King Arthurs and Supermen of the world: those that dedicated their entire lives to fighting villainy, oppression, and evil in every form.

Most characters, especially player characters, will not fall into this category. Those characters that are even slightly more selfish and mercenary must have the Mentalism skill. The character must roll a contested Mentalism versus Human Perception skill roll to fool the victim into believing that they truly are what they seem.

Victims that want or need to believe in the aura will automatically fail this roll.

Higher EducationThis option requires the College / Technical

Training level of education. Characters with this option may spend no more than 60 Education Points on any individual skill. This option does not grant any additional Education Points, simply raises the limit allowed.

Upgrades:+4pts Character gains five Education points to spend.+10pts Maximum Limit of Education Points is raised

by two.+20pts Maximum Limit of Education Points is raised

by five.+50pts Maximum Limit of Education Points is raised

by fifteen.

High-Tech BackgroundCharacters with this option must have

originated from a very technical society with mass media, high technology, and impressive schooling. Campaign settings such as cyberpunk, far future, alien worlds, and even some post apocalyptic will qualify. Some GMs may even allow this option free to the players in such settings if High-Tech skills are to be commonly known. Characters may select any of the high tech skills that are normally “Not Commonly Available”. This includes piloting skills and Astrogation. The Genius option is not required for this option. Ultra Tech skills are still not available unless the Genius option is selected.

Upgrades:+300pts The character’s home is so advanced that the

character can learn any of the Ultra-Tech skills as if they were commonly available.

HologramThis option enables the character to create a two

or three-dimensional object that the character can manipulate in any way they desire. The hologram can be a flat 10’ x 10’ image or a 6-foot human sized moving 3D image. When creating the image a disguise, artistic, or knowledge skill should be used to determine its realism and believability. Manipulating the Hologram requires

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the Control skill. Characters who are given a reason to disbelieve the hologram may attempt an awareness roll to discover the deceit. This will not allow them not to see the hologram; they just realize that it isn’t real. The hologram will remain even if the creator leaves or stops concentrating, but will remain motionless and static. A hologram can remain until the end of the scene. Holograms can never interact with physical objects.

Upgrades:+6pts Additional five minutes of post-duration.+30pts The hologram can seem to emit sounds and

speech.+30pts The hologram can be pre-programmed to react

in a certain manner. In this way the hologram will retain its believability far longer than normally.

+45pts Can emit a burst of laser light to simulate other attacks. Counts as having the Energy Strike option only when using a hologram.

+50pts The hologram is semi-sentient, will follow orders, and will continue to exist until its commands are completed.

Horrific VisageThe character is not just ugly; his entire

appearance creates terror in anyone who encounters him. Anyone who wishes to come within five feet of such a character must roll a contested willpower check versus the monster’s beauty. Failure will cause the victim to lose one action from absolute terror. This applies to friends and foes alike. If the initial resistance fails, the victim may not advance upon the horrific character. They are not forced to flee and may attempt to resist again once per phase. If the monster advances on the victim, they are allowed a second contested Willpower roll to resist. If successful they may stand their ground, otherwise they will flee. If pressed into a corner, the victim may defend and will fight with a terrified vigor.

For all other events and encounters, apply the character’s beauty attribute as a reversed beauty. Some people may eventually come to understand and like the character if their willpower allows them, but the average stranger will never accept, never tolerate, such a hideous creature.

Upgrades:+10pts Increase range by five feet.+50pts Supernatural Ugly. +100 to reversed beauty.+100pts Increase range of fear to line of sight.

HypnosisThis option forces one victim within fifteen feet

to complete all commands given to him or her by the character. The victim must be able to hear and understand the instructions being imparted. Telepathy can negate this requirement. The commands cannot break the victim’s personal code or morality. Once the victim has left the area of effect they may attempt an additional willpower roll to free themselves of any previous commands. If failed, the character will act upon those commands until completed. A critical failure for the victim at any juncture will create a permanently bound servant. They may act as they desire until their master has need of them.

This skill requires the Mentalism skill. All rolls for initial control use a contested Willpower check versus the Mentalism skill of the character. Victims that suffer repeated hypnosis by the same controller suffer an additional penalty of -5 for every previous failure. Eventually a character that is repeatedly controlled will become the mental puppet of their master. Characters that successfully resist the hypnosis automatically recognize the attempted mental attack and the perpetrator. Victims that fail to resist will not remember the hypnosis after it concludes unless the character desires.

Upgrades:+5pts Additional 10 feet of range.+60pts Victims must roll Awareness to notice the

attempted hypnosis.+100pts The victim must roll ¼ Awareness to notice the

attempted hypnosis.

IgnoredThis simple sounding option is deceptively

effective. The character can walk into a room and no one will even notice they are there. They socially blend into a mental blind spot and can move about freely. Only those individuals actively guarding an area, item, or person that is being approached by the character will have a full awareness check to notice the character. All others will only have a awareness roll. If combat breaks out then¼ the character may attempt to focus their full willpower to notice the ignored character.

If asked about an ignored character later on the victim may roll an Intellect check to remember the character, but won't remember much detail. Only a critical success on the Intellect check will allow the victim to remember specific details. Video cameras and other surveillance devices are never fooled; neither are those outside of the immediate area of the character. This option requires the Mentalism skill.

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Upgrades:+30pts Victims will create new details about the event

and the character. +30pts Victims may only roll ¼ Willpower in combat

unless they are actually attacked or injured.+45pts Victims attempting to remember the character

must roll a ¼ Intellect instead.+50pts The ability causes anyone viewing from outside

the immediate area of the character the same effects as those within.

+60pts Character may include others, which are within physical contact, in this aura of ignorance.

IlluminateThis option grants the character some power

over light. The character can create a small ball of floating witch-light, can shoot light from his hand or other body parts, or even illuminate an entire area. The light is incandescent and cannot be used to harm undead. The maximum area of illumination by whichever means is 20 feet by 20 feet. The area cannot begin more than 20 feet away from the character. This option requires the Control skill.

Upgrades:+5pts Range of effect is increased by 10 feet.+30pts 50’ x 50’ area.+30pts Range of effect is increased by 100 feet.+45pts Energy Strike (Laser).+50pts Bend light as desired. Character may choose to

use the Control skill instead of the Defensive Tactics skill to deflect lasers and light based weaponry. Requires one reflexive action per deflection. Character may also attempt to disrupt Holograms or other light patterns.

+60pts 100’ x 100’ area.+60pts Creates actual sunlight.

IllusionIllusions are very similar to holograms in that

they disguise reality. Illusions directly affect the mind and will only affect one person at any one time. This option requires the Mentalism skill, and allows the character to select the Concentration skill. When attempting to create an illusion, both characters roll a contested Mentalism vs. Willpower check. If successful the character may create an illusion of anything within the victim’s mind. If the illusion is too unrealistic or radical the victim will receive additional contested checks to resist. The victim must be no farther than 20 feet from the target and in line of sight. The creator must concentrate upon illusions; they cannot fight, defend fully, or move faster than a walk. If the creator is injured then they must roll Concentration to

continue focusing on the illusion. While only a critical failure will result in a dispelling of the illusion, a failure will leave the illusion momentarily frozen. This will often be a reason for another resist check.

Illusions can hurt or even possibly kill a victim. Injury is inflicted normally to either Injury or Sanity points (player’s choice at creation) and will accrue normally except for a lack of accumulated injury. Once the victim reaches 0 injury points then they are unconscious and must roll willpower. If the willpower roll is successful then the character does not bleed or have any additional adverse affects. If the willpower roll is a failure they will slip into a coma for 1d10 hours. A critical failure means instant death as the character had a heart attack, unless the other party members can save him in time. A critical success will not only allow a character to keep fighting but will reduce the illusionary injury by 50%.

Upgrades:+5pts Range is increased by an additional 10 feet.+15pts One additional victim can share in the illusion.+30pts Range is increased by an additional 100 feet.+30pts Illusion can continue to act even if the creator is

incapacitated. It will only change or act in simple ways and will only last for 1d10 + level rounds.

+75pts Anyone within line of sight can be affected.+100pts Everyone within range can be affected.+100pts The illusion can be self-supporting and anchors

onto a portion of the victim’s mind. These illusions are semi-sentient and will perform as their creator’s desire. These phantoms are permanent and may grow and develop the longer they are within the victim.

ImmobilizeThis option will freeze or otherwise immobilize

a victim harmlessly. The character must determine the nature of the immobilization at creation. Examples include frost, sticky goo, webbing, stun rays, magical nets, and even tentacles. This option requires both the Control and Ranged Strike skills.

This option can be initially defended against by using defensive tactics. Once actually hit, the character may attempt to gain freedom once per phase with a resisted Control skill roll. The GM may choose the skill or attribute applies best to the method of immobilization for this roll. The character may choose how much of the target is immobilized, but can never fully encapsulate the victim to the point of asphyxiation. While incapacitated the victim may only speak, attempt to break free, or use mental powers. The base range on this option is 20 feet.

Upgrades:

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+5pts Range is increased by an additional 10 feet.+30pts The immobilization can asphyxiate the victim.

ImmortalThis option will halt all aging of the character

by normal, technological, or supernatural means. The player must choose the apparent age of the character when all aging ceased. The character that possesses this option will never age, suffer from disease, or die from natural causes. The character is immune to all effects such as vampirism. Death by violence is quite possible and sometimes desirable by supremely venerable characters.

Upgrades:-15pts Character will continue to age until some point

nearing old age, and will then simply stop aging.

+30pts Resistant to poisons and toxins. Will affect the character and may incapacitate, but the character will never die from them directly.

+100pts Cannot be killed. If a character with this option is killed, then after a 24 hour period he will awaken completely healed. This option must have an accompanying weakness that will prevent this. The character will still continue to feel pain, suffer injury, and react otherwise normally.

Improvisational Weapon MasterThe character has been trained to use anything

as a weapon. Kitchen knives, forks, crowbars, ladders, telephones, broken chairs, stop signs, and anything else within reach suddenly become deadly instruments in his hands. The character can pick up anything and use his Brawling, Unarmed Combat, or Martial Arts skill to strike his opponent. Such items deal at least 1d10 injury, but the exact amount is up to the GM, the item, and the situation. All skill bonuses from strength and skill may be added to the injury.

GMs may even allow the character to use the hand-to-hand skill with weapons that are unknown to the character. If the character abuses this option by repeatedly using a particular weapon, and does not purchase the appropriate skills, it should be disallowed. This option may be used with any thrown objects, but will use the Thrown Weapons skill of the character.

Upgrades:+30pts Injury increases to 2 / 4 / 6 / 8 / 10 / 12 / 14 /

16 / 18 / 20.

InspireCharacters with this option can inspire his

friends into great feats of skill and endurance. With a few encouraging words of inspiration the character can give a bonus to any skill or attribute check. This can only be done to each individual once per scene, and the individual must be willing to be inspired. The words must relate to the intended action of the subject. If the subject changes his mind on course of action, then the benefit is lost…but does not count as the once per scene limit. If the subject hesitates for more than one round then the benefit is lost. If the subject resists in the slightest then the attempt is ruined.

The subject must be within 20 feet of the character, and must be able to hear the character’s words of inspiration. A character can never inspire himself. Secondary skill rolls, such as inflicting injury, do not gain any bonuses from inspiration. The inspiring character can instill a base bonus of 1/10th the character’s Charisma attribute. This bonus does affect the chance of gaining critical successes. This option requires the Mentalism skill.

Some upgrades allow the character to inspire additional individuals or even complete groups. Each subject in the group must be attempting a similar action or be contributing to some group action. Inspirational characters with Small Unit Tactics will also receive an identical inspiration bonus if he is currently directing the actions of the party.

Upgrades:+5pts Range increases by 10 feet.+15pts Characters can inspire one additional subject

simultaneously. +25pts Increases the bonus to the inspired by +5.+30pts Character can inspire a subject one additional

time per scene. The additional times must be properly dramatic and meaningful to the subject being inspired. The character inspiring the other must expend a point from his Drama Pool.

+50pts Character can inspire small groups of up to 4 + the character’s experience level in subjects.

+100pts Characters can inspire large groups of up to five times the characters current experience level.

InvisibilityThis option warps light around the character so

that he is complete unseen. Unfortunately this warping

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of light also makes it impossible to see outside the field. This field does warp all forms of light including infrared and thermal vision. This field does not impede sound and the character can still be heard. This option requires the Control skill.

Upgrades:-30pts Canceled if the character attempts a harmful

action.

+30pts Character can see other invisible creatures.+30pts Character can see outside the range of the

warping.+30pts Character can include one additional person

within the warping field.+50pts Character cannot be heard unless desired

outside the warping field.

InvulnerableThe character begins the game with Health x3

injury points. Every additional level of experience will give (1/10th HEA x 3) + 1d10 IP. The character is immune to all attacks from normal weapons and firearms. Magic, fire, cold, electricity, and other forms as determined by the GM will still inflict full injury. The character must choose a major weakness to affect the character. The weakness must be able to remove the invulnerability and will likely kill the character if exposed to the weakness for very long.

JumpingCharacters with this option can long jump an

additional ten feet from a standing position. Calculate the running long jump and high jump accordingly. No agility roll is required to jump or land safely. They can fall a number of feet equal to their standing jump distance and receive no injury. No actions or Defensive Tactics are possible while leaping. Each leap requires one action to accomplish and may be done on actions after the first.

Upgrades:+1pt Standing jump is increased by one foot.+5pts Standing jump is increased by five feet.+18pts Standing jump is increased by twenty feet.+30pts Can use appropriate Defensive Tactics and one

action while in mid-air.+50pts Can use appropriate Defensive Tactics and full

appropriate actions while in mid-air.

Kinetic Force ReductionThis option requires the Control skill and

reduces the kinetic energy of any one attack by injury.½ Attacks must have a kinetic component (kicks, bullets, knives, falling anvils, claws, etc.) This will have no effect upon gas attacks, certain spells, lasers, and other energy based attacks. Requires one reflexive action and a Control roll to stop each attack. Character may also stop attacks and the movement of others within twenty feet.

Upgrades:+5pts Range of effect is increased by ten feet.+15pts Charge carried items with stored kinetic energy

to deal an additional 1d10+level injury per melee strike.

+15pts Allows one additional simultaneous application per phase.

+30pts Multiple Defenses. Allows the character to defend against any number of kinetic attacks by simply concentrating and declaring full defensive tactics. Character uses the full Control skill instead of the Defensive Tactics skill.

+30pts Charge carried items with stored kinetic energy to explode on contact for 2d10 injury. Additional charges on a stored item will increase the injury dealt by 1d10 for every round of concentration. The maximum amount of injury is equal to the level of the character in d10 + 2d10.

+60pts Reduces injury taken by .¼+100pts Total control of kinetic energies around the

character. Does not include the other upgrades above. This simply allows the character to manipulate fine levels of energies and attempt more esoteric actions. This includes the effect of floating in mid-air unaffected by gravity and other actions with a very limited real-world capability.

+120pts Reduces injury taken by 100%.

KnackThe character simply has a knack for a certain

skill in a certain set of circumstances. These circumstances should be fairly unusual and uncommon events. When the circumstance applies to the appropriate skill, then the skill is an automatic success. Contested actions may roll normally or automatically assume a roll of 80. If the check is rolled normally then that roll stands.

Knacks can be dangerous if not monitored closely. A good example of a knack is a thief who just has a certain way with scaling concrete walls. Or the stuntman who drove a ’85 mustang in so many race scenes he doesn’t drive them: he becomes them. Knacks can be considered to be uber-specialties.

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Life DrainThis option requires the Ranged Strike and

Control skills. The option has a base range of twenty feet. On a successful strike a contested Control skill versus the victims Health must be rolled. If the victim fails then this option steals from the victim’s injury point total. 1d10 + 1/10th the Control skill of the character is taken. Every point taken can heal the character for one injury or sanity point if necessary. The remaining points refresh the drain pool. Every two points of injury inflicted are worth one point of drain pool refreshment.

Upgrades:+5pts The effective range increases by ten feet.+30pts Drains the victim for 2d10 base injury.+30pts Character has a life battery that he can store

drained life energy within. The character may then allocate points to healing or drain refreshment at his whim.

+50pts Drains the victim for 1d10 base injury per experience level of the character.

LongevityThe character will live far longer than the

average human. After the age of 18, the character will age one year for every three that passes. The character is still mortal and suffers from disease, violence, and other dangers normally.

Upgrades:+5pts Character ages one year for every five that

passes.+15pts Character ages one year for every ten that

passes.+15pts Character is immune to normal and non-

magical diseases.

Luminous FormThis option allows the character to transform

into a being of light. The character is still mostly solid and interacts with all solid objects. The character glows brightly and those close enough to the character can even read using his illumination. Characters with this ability can alter the shapes of their body to fit through smaller openings and travel through translucent materials. Finally, characters with this ability are unaffected by a lack of oxygen, pressure, or most environmental conditions. Poisons, toxins, drugs, and gases still affect the character. This option requires the Body Modification skill.

Upgrades:+15pts Illuminate+40pts Light-speed travel. Character transforms into a

beam of light that mimics the Teleportation option. The line of travel must be either clear or have only translucent materials blocking.

+45pts Energy Strike+90pts Phasing

Magical DeviceA magical device is an item that has option-like

abilities and powers. They use the powers of magic and enchantments to work their miracles. Magical items are often disguised as harmless or common everyday tools and items but often have symbolic meanings or occult significance. The item may not be a weapon or suit of armor. This should not be the only method of creating magical devices or heroes to use them. Later volumes will include pre-made enchanted objects available for random rolls, but also use the option point systems’ flexibility to create all sorts of wondrous objects d’magick.

Purchasing a Magical Device grants 40 points to spend on purchasing upgrades and other options for the device. These points must be spent on the item and any unused points are lost. Options may be purchased at the Unnatural or Magic hero type cost. Devices are presumed to be able to be lost, removed, or destroyed through normal means. Game Masters should limit the destruction of any enchanted items obtained through the use of Option Points. Such losses should be balanced with a redistribution of Option Points unless the player was extremely careless or stupid.

Upgrades:-1pt Device has one fewer option point with which

to purchase installed options. No device may cost less than ten option points.

+5pts The device is a light or medium weapon (pistols through rifles) or a suit of armor (no more than 20 PV).

+10pts The device is a heavy weapon (assault rifles, sub machine guns, flame throwers) or a suit of armor (over 20 PV).

+15pts Device will not work for any unauthorized individuals. Players must determine the manner of testing (magic words or gestures, aura signature, heritage sensing, mental focus, etc) and those who are considered authorized. It may be possible to magically hack into the encryption spell and bypass this security.

+30pts Any unauthorized person who attempts to use or hold the device will suffer 1d10 injury each

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round. Injury dealt can be increased by additional purchases of this upgrade to a maximum of 3d10. Players must determine the manner of testing (magic words or gestures, aura signature, heritage sensing, mental focus, etc) and those who are considered authorized. It may be possible to magically hack into the encryption spell and bypass this security.

+50pts The device is indestructible by normal means. Suits of armor with this upgrade will still only protect by the PV of the armor. The GM will determine what attacks have sufficient strength to damage or destroy the device.

Power SourceA device is assumed to have an infinite power

source, though if it is a weapon it may still require mundane ammunition. However a device may have a different power source to help defray the costs of additional upgrades and options. Devices that simply mention recharging require one uninterrupted hour of meditation and spellcraft.

-5pts Device must be recharged every week by a spell caster and requires one uninterrupted hour of meditation and spellcraft.

-5pts Minor Burns. The device draws power from the user’s life force. Each phase of use inflicts 1 point of injury to the operator. This injury heals at a rate of 1/10th Health per hour and cannot be healed by any other means.

-5pts Minor Drain. The device draws power from the user’s physical or mental energy. Choose either Mental or Physical drain. The device increases the appropriate drain pool by one every phase of use. Mental drain affects mental skills, spell magic, and willpower checks. Physical drain affects physical skills.

-10pts Major Burns. The device draws power from the user’s life force. Each round of use inflicts 1 point of injury to the operator. This injury heals at a rate of 1/10th Health per day and cannot be healed by any other means.

-10pts Major Drain. The device draws power from the user’s physical or mental energy. Choose either Mental or Physical drain. The device increases the appropriate drain pool by five every phase of use. Mental drain affects mental skills, spell magic, and willpower checks. Physical drain affects physical skills.

-10pts Device must be recharged every week by a spell caster and requires six uninterrupted hours of meditation and spellcraft.

-15pts Device must be recharged every day by a spell caster and requires six uninterrupted hours of meditation and spellcraft.

-30pts Requires Charges. This device contains enough energy to power ten uses of the device before

recharging. For every five option points spent, the device may have one additional use or activation. Two points of cost may be reduced for every use or activation removed from the maximum device capacity.

-30pts Massive Burns. The device draws power from the user’s life force. Each phase of use inflicts 5 points of injury to the operator. This injury heals at a rate of 1/10th Health per day and cannot be healed by any other means.

-30pts Massive Drain. The device draws power from the user’s physical or mental energy. Choose either Mental or Physical drain. The device increases the appropriate drain pool by ten every phase of use. Mental drain affects mental skills, spell magic, and willpower checks. Physical drain affects physical skills.

-30pts Device has enough power for one hour of use. Recharge requires 12 uninterrupted hours of meditation and spellcraft by a spell caster.

-45pts Device is a single use item. The power in the device allows the item to be used one time and must then be recharged for 24 uninterrupted hours.

Varies May be left at a Thaumic Site for recharging. Reduces Weaknesses from recharging by 1/3.

Varies Power Collector. The device must be recharged, but has an internal magical generator. Reduces Weaknesses from recharging by 2/3.

Magical SightThe character can see the emanations of magic

as if they had a permanent See Magic cast upon them. This sight is selective and must be consciously concentrated upon to become active. The magical energies will appear to have vibrant colors and textures. Enchanted items will glow a deep blue color, while spells in effect will seem to glow a reddish orange. Spells being cast will seem to be an almost too bright yellow. Spell casters will seem to have a light blue tinge. This spell will not give any more information on the effects, abilities, or powers of the magic.

Magnetic ManipulationThis option grants the character complete

control over the forces of magnetism and requires the Control, Ranged Strike, and Telekinetic Control skills. The character can feel magnetic forces as they interact with him, each other, and the world outside. In the

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modern world this enables the character to sense almost every electronic device and have a basic idea of what it might do. With the appropriate technical skills this character could be extremely dangerous.

The mass that a character can lift depends on sheer talent and force of will. The character can also levitate an object into the air and have it strike another person or object as if it were a short ranged thrown weapon. A Willpower check can enable a character to lift 1.5 times normal for one round. Characters begin play with the ability to lift 100lbs mentally plus a bonus of 10lbs for every additional level of experience. Base range of magnetic telekinesis is 20 feet from the character. All objects lifted must be metallic in nature.

The mass a character can lift is reduced by a factor of ten when throwing an object hard enough to inflict injury. For example: A character that can lift 1000 lbs could only throw objects weighing up to 100lbs with any force. The attacker must roll to attack using the Ranged Strike skill. The defender retains all applicable Defensive Tactics.

Upgrades:+1pt Additional 1 lb lifting ability.+5pts Additional 10 lbs lifting ability.+5pts Base range is increased by ten feet.+15pts Additional 50 lbs lifting ability.+15pts Character can lift one additional object. The

total mass of all the objects being controlled must be equal to or less than the character's maximum.

+30pts Base range is increased by one hundred feet.+50pts Additional 250 lbs lifting ability.+50pts Magnetic Defensive Bubble. No metal objects

will pass through this unseen bubble. Any that are caught by it will continue to spin around the character until he chooses otherwise. The character can choose to use the Ranged Strike skill to send a spinning object at another target.

+70pts Wingless Flight+100pts Additional 500 lbs lifting ability.

MagnificationThe character is able to see fine details and

grants a bonus of +5 to all fine motor-based skills. These skills must have time and a calm environment to enjoy the bonus. This does not include combat.

Upgrades:+15pts Total bonus of +10.+30pts Total bonus of +20.+45pts Total bonus of +30, and is able to see near

microscopic items.+75pts Total bonus of +30, and is able to see truly

microscopic items and organisms.

MasteryThis option can only be purchased in chronicles

that utilize the optional rule of drain for all supernatural abilities. This option cannot be purchased for spell casting options, nor for any option that doesn’t incur drain. This option may be selected once per allowable ability. This option allows the character to reduce the drain cost of that specific ability by 25% rounded up.

Upgrades:+50pts Character’s drain for that specific ability is

reduced by 50% of the normal cost.+100pts Character’s drain for that specific ability is

reduced by 75% of the normal cost.+150pts Character’s drain for that specific ability is

reduced by 90% of the normal cost.

Matter SculptingThis option allows the character to reshape

matter into any desired appearance. The change is only cosmetic and cannot alter the composition and materials of the original object. The character can sculpt one cubic foot of matter per attempt. This option requires the Control skill, but the Art skill will determine the appearance of the final piece. The character may desire to learn the Art: Matter Sculpting specialty. The range of this option is 20 feet from the character. Common weaknesses for this option are various limitations on the materials that can be sculpted.

The resulting sculpture is permanent until destroyed. Some materials will not have the structural capacity to remain in the final form. All structures will remain stable and resist gravity or other physical limitations until the end of the scene. Unless the sculptor expends a Drama Point the final form will break apart naturally.

Upgrades:+5pts Range is increased by 10 feet.+5pts One additional cubic foot of material can be

sculpted. 1’ x 1’ x 1’+30pts Eight additional cubic feet of material can be

sculpted. 2’ x 2’ x 2’+50pts 125 additional cubic feet of material can be

sculpted. 5’ x 5’ x 5’+100pts 1000 additional cubic feet of material can be

sculpted. 10’ x 10’ x 10’

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MediumThe character can see and speak to the spirits of

the departed. They can see, hear, and smell any spirit within the normal range for those senses. They still cannot touch or be touched by the ghost without special upgrades or magical assistance.

Upgrades:+30pts The character can physically interact with spirits

and other non-corporeal beings. This does not include phased characters. This does mean that the character can be hurt or killed by any spirit that desires to inflict harm.

+60pts Extra Sensory Perception+90pts Séance. The character can try to summon a

spirit who has departed this plane to their final rest. This upgrade requires a focal point for the spirit. This focal point could be a beloved individual, a favorite item, or a familiar locale. This upgrade requires the ESP skill, and allows the character to select it as a background skill. The difficulty of the roll should increase the longer the spirit has been dead, the less emotionally bound the focus is, and how interested the spirit would be in appearing.

Mental StunCharacters with this ability can overload one

aspect of a victim and stun them temporarily. Players must choose if the character can attempt to overload the character’s physical body or the victim’s mind. Once chosen this form cannot be changed. Either form will cause the victim to remain motionless and defenseless for one phase. Victims may attempt to resist by using either their Willpower for mental attacks or Health for physical attacks. The roll is contested against the character’s Mentalism skill. Stunned characters are completely aware of their surroundings but are simply unable to interact. The victim must be within 20 feet of the character to be affected. This option requires the Mentalism skill.

Upgrades:+5pts The range of this option is increased by 10 feet.+30pts Character may select both forms of stun:

Mental & Physical. They can choose to alternate their attacks as desired.

+30pts Victims that fail to resist are stunned for two phases.

+60pts Victims that fail to resist are stunned for one full round.

+90pts Victims that fail to resist are stunned for a number of rounds equal to the character’s experience level.

+120pts Victims that fail to resist are stunned until the end of the scene.

Metabolic ControlThis option allows the character to control their

metabolic processes such as heart rate, breathing, eye dilation, and various consumptions. Characters with this option only require six hours of sleep every three days, a meal every week, and water every two days. This is to maintain optimum condition. The character will be able to last three times as long as a normal human before fatigue, thirst, or hunger kill the character. The character can hold his breath for his ¼ Health in minutes. If the character is ever wounded and bleeding the character’s body will staunch the wound in one action. This option requires the Body Modification skill.

Metal FormCreates a metal sheen around the character’s

body protecting him from most attacks. Character is able to survive without oxygen, underwater, in space, and is immune to gas attacks. The character also gains a PV of 10. This option requires the Body Modification skill.

Upgrades:-15pts Armor is artificial in nature and may be

removed, lost, or destroyed.-15pts Armor is bulky and prevents any other armor

from being worn.-15pts PV is only 5 and cannot be increased.

+5pts Increase PV by one.+15pts Increase PV by five.+30pts Increase PV by ten.+30pts Resistant to cold, electricity, or fire. Choose 1.+45pts Resistant. Protected against armor piercing

attacks.

Military TrainingThis option allows the character to select the

Pilot Military Vehicles skill. The character gains the Unarmed Combat skill without any additional expenditure of option points, but must still select the skill normally. All military characters must choose a MOS (Military Occupation Specialty) and purchase the appropriate skills.

Characters with this skill must decide if they are retired or active military. Active military personnel must have the Influence – Military resource of one or higher. Others may still be part of mercenary groups or the National Guard and have other required resources.

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Mimic PowerThis option allows the character to mimic any

one option that any other character possesses, with a total OP cost of no more than 100, until the end of the scene. The target must be touched for this borrowing to occur, and this option does not transfer the skills needed to use the borrowed options. However, this option does grant access to all innate skills for purchasing. Without the appropriate option however the skills are useless. The character may only borrow one power at any one time, but may release that option to mimic another. Spell casting may never be mimicked. Gadgets, cybernetics, robotics, and other technological options may never be duplicated. This option requires the Control skill.

Upgrades:+30pts Character may mimic one additional power

simultaneously.+50pts Total OP range to mimic is increased by 100.+50pts The mimicked option remains in effect for one

additional hour after the scene ends.+50pts The character actually steals the option for the

duration. The original character can resist with a contested Control skill versus Willpower check. Options that are permanent and inherent to the character may not be stolen.

Mind SkimmingThis option requires Mentalism and is a lesser

version of telepathy. The mind skimmer can read only the surface thoughts of the victim within line of sight at a range of 20 feet. A contested Willpower vs. Mentalism check is required to read the victim’s mind. The mind skimmer must continue to concentrate upon the victim in order to maintain the connection. Any combat or movement faster than a walk will shatter the link.

Upgrades:+5pts Additional 10 feet of range.+20pts Additional 100 feet of range.+40pts Range is now unlimited line of sight.+50pts Telepathy

MorphingThis is the ability to transform the body

between two specific, living, and natural forms. The player may choose one additional form that the character may change into. This form can never change; it always looks exactly the same. The form must be equal to or less than the character’s mass and may not have any unnatural abilities, although the character may be able to use others he possesses. Any claws, night vision, flight, or other natural abilities are available; although they may require some practice to understand fully. This option requires

the Body Modification skill.

Upgrades:+30pts Morph between 3 creatures. Natural, form 1,

and form 2.+30pts Morphing the body into alternate versions of

target forms. This will allow the character to have a great disguise.

+45pts Morph between 4 creatures. Natural, form 1, form 2, and form 3.

MutationThis option gives the character 45 points of

options that can be spent in the Unnatural hero type for external and physical options only. In addition the character must choose one non-compensated physical deformity or obviously strange physical trait as a side effect of their mutation. Additional points may be spent in this way, but an additional deformity is required for every additional 100 points spent.

MysticRequires the Extra Sensory Perception (ESP)

skill. The character is able to open herself to the living world around her. The character can extend her senses to sense the general physical, spiritual, and mental condition of any creature within 20 feet. Mystics can feel the same information from other Mystics within a range of mile.½ Mystics can close themselves at will from the life essences around them and hide from the searches of other mystics.

Upgrades:+5pts Range is increased by ten feet.+30pts Additional 100 feet of range.+35pts Prestidigitation.+45pts Empathy+60pts ESP+55pts Empathic Healing

Natural CamouflageThis option causes the skin and clothing of the

recipient to mimic the coloration of the surrounding area. This option does not extend to metallic armors, Kevlar, or other man made materials but will change padded and leather varieties. This color change will give a natural skill rating of 95 in hiding to a stationary character. Missile weapons, options, and spells receive a penalty of –10 to hit even if the character is moving.

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Upgrades:+5pts Additional penalty of 1 to be hit while moving.+30pts Additional penalty of 5 to be hit while moving.+50pts Additional penalty of 10 to be hit while moving.

Natural WeaponryThis option can be selected more than once if

desired. The injury dealt is never cumulative, but having multiple attack forms can be useful. The specific cost of the option is based upon the form selected. Injury dealt is also based upon the specific weapon form. All of these forms are used in conjunction with Brawling, Unarmed Combat, or Martial Arts.

• Antlers - Deals 1d10 Injury.• Body Spikes – Adds +2 points to most hand to

hand combat injury. Grapples, Wrestling, etc deal 1d10+5 Injury to opponent.

• Claws & Talons – Deals 1d10 Injury.• Bite & Fangs – Deals 1d10/2 Injury. Can only

be upgraded to 1d10 maximum.• Melee Weapon – Deals 1d10 Injury.• Power Fist & Kicks – Deals 1d10 Injury. This

supercedes all normal injury tables for punches and kicks unless the character wishes to soften their blow and only deal normal injury. Further increases in injury require supernatural strength.

Upgrades:-15pts Hand Held or worn weapon. Can be removed,

hidden, lost, or destroyed. May require another melee skill to use.

+15pts Increase injury dealt by fangs to 1d10.+15pts Increase injury bonus dealt by body spikes to

+5.+30pts Hidden/Retractable. Weapon appears and

disappears instantly at character’s desire.+30pts Indestructible. The weapon is unable to be

destroyed or broken by normal means, attacks, or abilities. GM needs to determine if a specific attack has the potential to damage or destroy the natural weaponry.

+30pts Armor Piercing. Armor Piercing to soft armors.

+50pts Increases the injury dealt by the natural weaponry to 3/6/9/11/13/16/19/21/23/26.

+60pts Armor Piercing. Armor Piercing to soft and hard armors with less than 25 PV.

+100pts Increases the injury dealt by the natural weaponry to 8/11/14/17/20/23/26/29/32/35.

+100pts Armor Piercing. Armor Piercing to soft and hard armors with less than 50 PV.

+150pts Increases the injury dealt by the natural weaponry to 17/21/25/29/33/37/41/45/49/53.

+150pts Armor Piercing. Armor Piercing to soft and hard armors with less than 100 PV.

NetworkedThe character knows just the right people. If

something needs to get done he knows just the person to do it. This translates into a special skill called Procuring that the character must select. If something special is needed for purchase or hire that is currently out of the range of the PCs contacts, roll this skill. Characters using this skill can find rare, unique, or illegal services and goods far easier than someone with just the Streetwise skill. In many cases the contacts speak with other contacts who meet with still others in a chain that may stretch across the globe.

A successful roll will give one of the current contacts a lead on finding the goods or service desired. The more unusual, rare, dangerous, or illegal the service or goods the greater the penalty to the skill roll. A roll can only be attempted once per transaction per month of game-time. The goods or service will be available, but usually at inflated prices. In many cases the price will not be money but goods or service in exchange. Characters with this option may increase their Contacts resource above six.

Night VisionAllows the character to see perfectly in very low

light level conditions. Absolute darkness will blind the character. The darkness of night or darkened rooms with little light will seem as if in normal daylight to the character. This option will not assist in fog enshrouded areas or if the character is blinded.

Upgrades:-15pts Character only has exceptional night vision.

Character can see well, but not perfectly in dark locations. Character only suffers half the normal penalties due to poor lighting. Absolute darkness will still grant full penalties.

+30pts Character can see in fog or smoke clouded locations with perfect clarity.

+50pts Character can see in absolute darkness with perfect clarity.

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ObfuscationCharacters with this ability can cloud the ability

of spells, supernatural abilities, and certain options to view a character. Abilities such as clairvoyance, scrying, death tell, and the like cannot view the character without being resisted. The character is not invisible to those physically present. This ability is not invisibility and should not be treated as such. He can still be detected by sound, touch, smell, or taste. The character can also resist spells or abilities that will force the character to tell the truth or reveal his true emotions or motivations.

This option requires the Mentalism skill. The character can always force a contested roll with the Mentalism skill against applicable options. Powers or abilities that usually allow a specific skill or attribute to resist may roll using either the Mentalism skill or the standard roll with a bonus of +1/10th the Mentalism skill of the character. This ability will only shroud the character from the observation of others.

Upgrades:+30pts Casts no reflection. Characters with this

upgrade can resist being seen in reflective surfaces. The character will not be seen in any technology that utilizes mirrors or electronic recordings.

+30pts Character may choose to include one additional sensation from observation. These may include sound, smell, touch, or taste.

Object CreationThis option allows the character to create

objects out of nothing. This option requires the Control skill. Simple items such as bowls, forks, crayons, and paper can be created up to a weight limit of 5 lbs. These objects are neither especially pretty nor valuable. A successful Art skill check with an appropriate penalty will improve the appearance of the created object. Object Creation may be chosen as a specialization of the Art skill if desired. Objects with more valuable compositions may be created, but the penalties to the Control roll should increase with the value desired. Objects created will materialize within the character’s hand and will remain until the end of the scene.

More complex creations may be attempted, but the character must have the appropriate skills to understand the workings of the devices. For this reason, many characters with Object Creation will have several technical skills and knowledge skills. Attempting to create such a device will require a skill roll using the appropriate technical skill or knowledge with a penalty based upon the complexity of the device. The ability to create complex devices requires the appropriate upgrade.

Upgrades:+1pt Weight Maximum is increased by one pound.+5pts Range of creation is increased by 10 feet. This

only applies if the character has purchased the Ranged Creation upgrade.

+15pts Object will exist for creator’s experience level in hours.

+30pts Object will exist for creator’s experience level in days.

+30pts Ranged Creation. Objects can be created anywhere within 20 feet of the character.

+30pts Object can be made permanent by the creator. Requires spending one Drama Point and the object must have some dramatic tie to the plot or some significant meaning to the character. Objects made permanent in this way will remain in existence until destroyed normally.

+50pts Characters can create complex devices. These devices cannot require any High Tech or Ultra Tech skills.

+100pts Characters can create complex devices, including High Tech devices but no Ultra-Tech devices.

+150pts Characters can create any complex devices.

ObservationThis option allows the character to observe a

wide area discretely and unobtrusively. The character must choose a method of observation, and once selected it may not be changed. The three most common methods of observation are psychic, familiar, and technological. Each uses a different required skill and has different ways for others to notice the observation. All require the Informants: Observation resource. This option can observe up to the area of a large town or small city. Characters must roll their Informants: Observation resource to determine if they currently have the ability to view the selected area. Assuming they have the ability to view the area, they may then roll their required skill. The quality of visual information is relatively poor and all awareness rolls have a penalty of -20. Searching amongst many viewpoints for a specific event or individual is difficult, tiring, and time consuming.

Psychic observation uses the group mind gestalt of the city to allow the character to view communal outdoor locations. Requiring the Mentalism skill, this version of the option can be detected by anything that notices psychic, magical, or supernatural energies. Familiar observation utilizes the animal population of the area to view outdoor areas. Requiring the Mentalism, ESP or Control skills, this form of the option can control the animals enough to change the viewpoint of the scene

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to be witnessed. This form can also be sensed by any ability that notices psychic, magical, or supernatural energies or abilities. Technological observation uses security and traffic cameras in communal and outdoor locations to observe the city. This option can only be detected by options that notice electromagnetic and technological monitoring devices.

Upgrades:+30pts Character has a sharp view of the scene.

Character may roll Awareness without normal penalties.

+30pts Character can observe an area equal to the size of a large city such as New York or Las Angeles.

+30pts Character can access one specific locale, chosen at creation, to observe. This locale may be secret, secure, and indoors. The method of observation must be present to attune to the chosen locale. This upgrade may be selected multiple times: once for each desired location.

+50pts Character can observe an area equal to the size of a small state such as Rhode Island or Vermont.

+75pts Character can observe an area equal to the size of a large state such as Texas or Alaska.

+100pts Character can observe an area equal to the size of the United States.

+150pts Character can observe an area equal to the size of a large continent.

+200pts Character can observe an entire planet.

Off-Screen EscapeA traditional favorite of old time serials and bad

television shows. You have just watched the hero shot by the villain in the chest, or the hero just plummeted of the German Airship, or the Astronaut was just expelled into space. No chance of survival. This option allows the dead character to create a semi plausible excuse and return to the game with only minor scratches during the next scene. This option may be purchased more than once, but each time it is used the character scratches off one “life” and loses one purchase. No character may ever purchase this option more than eight times in their lifetime.

Upgrades:+60pts The character may be in a less than life

threatening situation and need to escape. As long as the character is alone and cannot be seen by anyone (including electronic surveillance) they may attempt a luck check. If successful the character has found the secret door, the ubiquitous airshaft or some other means of escape.

Omni-VisionOmni-Vision gives the characters the ability to

see in all directions (360 degrees) at the same time. The character must still focus only at one specific spot, but that spot could be directly behind them. Characters with this option are extremely difficult to surprise and sneak past.

OrganizationThis option gives the character a membership to

an organization that in theory will protect, train, and arm them. Every organization will have different resources available, different motivations, and different acceptable forms of behavior. Government agencies, magical guilds, criminal families, and even mercenary companies can all be created using this option. Characters may pool option points to create an organization, but each character must purchase their membership level separately. Every member of an organization must have the Influence – Specific Organization resource. Low ratings may mean distrusted or probationary members while high ratings will denote voting members and leaders. This list of upgrades should not be considered complete. It is only designed to be a loose set of rules that will allow the GM and player to easily create new organizations for the campaign.

Upgrades:

Motivations-15pts Criminal. Criminal organizations are out to

make money. In most cases they aren’t concerned with who they hurt or injure, just as long as the cash keeps flowing. Drug running, prostitution, theft, smuggling, money laundering, protection scams, and even assassination may be fully licensed by the organization. The down side is that the organization may insist that the character participate in some of these less than legal activities. And most law enforcement agencies don’t particularly care for criminals or those who consort with known criminals.

-15pts Unknown. The characters just don’t know what the motivations of this organization really are. They are given assignments and are expected to have them completed on schedule. Characters with this upgrade cannot also be on the executive board. GMs should keep the players guessing.

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+0pts Known Government Agency. These agencies are most often local law enforcement, FBI, CIA, NSA, or some other regulated agency. The members enjoy decent public relations, have some authority, but must have strict guidelines for behavior out in the field.

+0pts Mercenary Company. They have a job to do and want to get paid. They will give orders for something to get done and it had better be done by then. Within their own ranks they rarely care about local laws and statutes but the member had better follow orders or expect swift retribution.

+15pts Secret Government Agency. These agencies are similar to the known agencies except that they have far less over-sight by other regulators. They often have strict orders not to come in conflict with local law enforcement, but need to get the assignment completed.

Available Resources / Supplies+5pts Disguises. The organization can supply the

character with different costumes, uniforms, clothing, fancy dress, and various accessories.

+5pts Basic Equipment. Any basic equipment that the character may require to accomplish the assigned mission assigned will be given. Other common items such as communication gear and laptops may be standard issue.

+5pts Background Checks. The organization has enough internal security resources to investigate every potential member fully and competently.

+5pts Company Car. Characters are issued a normal vehicle by their organization for daily use. Characters have 6 additional points to purchase or improve a vehicle.

+5pts Sidearm. Characters are issued small pistols, knives, blunt weapons, and other less-lethal weapons. Other small arms may be issued, but the organization will rarely provide expensive or illegal weapons.

+5pts Local Secured Networks. The players may safely communicate over scrambled networks over a small area. Depending upon the campaign this may include just a single town, or in others up to a planet.

+5pts Tiny Budget. The organization barely has enough to make ends meet. They can however come up with a hefty amount of cash in a pinch and can afford to pay their employees. Members should not select too high of a Wealth, Income, or Lifestyle for characters that depend upon the organization for their livelihood.

+10pts Forged Documents. The organization has access to either legal documents that have been falsified or a skilled forger to make documents.

+10pts Light Armor. Suits of armor up to Class III Kevlar are available for members only. Battle suits and other military armor are not available.

+15pts Special Weapons Permit. Members have the right and legal permission to carry specialty firearms and weapons.

+15pts Moderate Budget. While budget cutbacks and cost savings are endlessly discussed at home office, this organization is actually in the black. Able to squeeze a considerable amount of capital if needed, this organization pays its employees well. Characters with this upgrade can justify up to a five in the Income resource.

+15pts Tight Security. The organization has enough internal security personnel to maintain frequent checks on all of its member’s loyalty, mission status, and contacts.

+15pts Light Weapons. Characters may be issued light small arms. These weapons may include military issue pistols, sub machine-guns, rifles, and other firearms. Characters may also justify an Arsenal resource with this upgrade.

+15pts Long Range Secured Systems. The organization has enough power and clout to create large-scale communication networks that are reasonably secure from intrusion. Depending upon the campaign this may encompass an entire country or even an entire solar system.

+15pts Technical Electronics. Expensive surveillance items, satellite relays, video equipment, and other high-tech goodies are more likely to be standard issue or available when needed.

+15pts Low Magic. Items such as runes, scrolls, potions, and other minor magical items may be standard issue or given on an as-needed basis. The power of these items should generally not exceed a minimum skill requirement of 50.

+15pts Specialty Vehicles. The character is issued a vehicle by the organization and may be given more powerful vehicles on an as-needed basis. The GM should decide how many freebie points to grant to improve the Vehicle option.

+30pts License to Kill. Characters with this upgrade are legally allowed to use deadly force when they deem it necessary. There are still strict guidelines and oversight when these events occur, but the character is shielded from most public scrutiny.

+30pts Heavy Armor. Any campaign-appropriate suit of armor is available on an as-needed basis. Most organizations will not give heavy armor to members for general use.

+30pts Paranoid Security. The internal security of this organization expects its member to be moles, traitors, and double agents. It constantly monitors and tracks all of its agents and quickly deals with any suspicious behavior.

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+30pts Heavy Weapons. The organization will keep its members well stocked in needed small arms and ammunition. In addition, several military grade explosives and heavy weapons may be provided on an as-needed basis.

+30pts Medium Magic. Items such as runes, scrolls, potions, and other minor magical items may be standard issue or given on an as-needed basis. More powerful artifacts such as magical weapons, wands, or armor may be loaned if the need is great enough to warrant the extra expense. The power of these items should generally not exceed a minimum skill requirement of 100.

+30pts Military Vehicles. The character may be assigned an advanced vehicle such as a fighter jet, helicopter, or tank in the line of duty. While expected to minimize loss of property, not every vehicle is expected back in perfect condition.

+30pts Extensive Secured Channels. The organization utilizes the finest in communication technology and security procedures. The character can easily expect a clean and secure signal anywhere in the world, and in some campaigns this may extend throughout several solar systems or even the galaxy.

+30pts Extensive Budget. Organizations with this budget make several government agencies drool. Able to siphon a vast amount of currency to meet its needs, this organization can easily afford to pay its members well. All members of this organization should have at least a moderate Lifestyle and Income rating. Players can use this resource to justify any desired Lifestyle or Income desired, and may increase them past six. Any resource increased past six will cost twenty option points per rating level.

+60pts High Magic. The organization likes to keep its members well stocked in minor magical items and has a few more powerful items tucked away in case of member need.

+60pts Fabulous Budget. This organization can purchase a small country if the need ever arises. All of the members or employees of this organization are well-paid professionals. All members of this organization should have at least a moderate Lifestyle and Income rating. Players can use this resource to justify any desired Lifestyle or Income desired, and may increase them past six. Any resource increased past six will cost twenty option points per rating level.

+30pts Espionage Units. This organization utilizes a system of spies and intelligence operatives to obtain essential information. The organization then gives only the required information to those it feels needs it.

+30pts Technicians & Mechanics. The organization has several garages, electronic shops, fix-it places, and weapon smiths who are contracted or hired full-time to assist their members. These highly skilled mechanics can fix most modern weapons, armor, and vehicles. Depending upon the campaign they may have additional High-Tech skills that the organization may rely upon.

+30pts Criminal Services. This organization has several freelance and career criminals on retainer. They may rent out their services or provide them free of charge to certain members or clients. Prostitution, drug dealers, pickpockets, forgers, smugglers, cat burglars, safe crackers, thugs, and confidence men are all available.

+30pts Scientists. The organization maintains contracts with various laboratories, academies, universities, and other scientific institutions. These scientists may be relied upon for research, analysis, or even some investigations.

+30pts Task Force. The organization has a small group of irregulars that are skilled in combat, investigation, breaking and entering, technical skills, and not getting caught. These teams often defend the interests of the organization and maintain security. Build this group like any other PC party.

+30pts Medical Services. The organization has medical personnel in safe houses and hidden clinics that members may use when injured in the line of duty. These doctors are often paid well not to ask questions or report to local law enforcement.

+45pts Skilled Assassins. Usually only employed by criminal organizations, black-ops agencies, and the truly devoted. Snipers, assassins, and other for hire killers are kept in the organization’s membership and on retainer.

+45pts Magicians & Psychics. The organization keeps several powerful magicians and/or psychics on retainer at their major locations. These mages have special duties and responsibilities depending upon the other aspects of the organization.

+60pts Mercenaries. The organization has contracts with various companies and third world armies that it can utilize throughout its sphere of interest. Depending upon the size and power of the organization these contracts may be on individual basis, or full-time propositions.

Location+0pts Strictly Local. This organization is based out of

one city and only has one headquarters. With all of its operations out of one locale there will

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be fewer if any branch offices. GMs need to create the individual headquarters used by the organization.

+15pts Regional. The organization has one primary headquarters but has large branch offices in several towns and cities within the region. Depending upon the campaign this could mean a single state, country, or even planet.

+30pts National. This large organization can assist its members all throughout the country. With large branch offices in most major cities, this organization often has the muscle and political savvy to be a major player. Larger scale campaigns may include entire solar systems in this category.

+50pts International. This extensive upgrade allows the organization to have a headquarters in every country, large offices in every town, and smaller branch offices everywhere. Need help? We’ll be there in less than five.

Path-walkingPath walking is the ability to travel magical and

unnatural paths wherever they may lead. This option requires the Translocation and ESP skills. The character may detect any appropriate path within 50 feet and determine when it was used last. Dimensional travel, time travel, teleportation, dimensional gates, and other translocation abilities leave a lingering trace within the space-time continuum. Path walkers can follow this trail during the same scene or soon thereafter. Roll the Translocation skill to follow the created path. Once there, they can only return if another translocation effect occurs near them. For this reason Path walkers tend to be solitary wanderers, well versed in many languages and often unconcerned with anything but their own interests.

Upgrades:+5pts Increases sensory range by 10 feet.+15pts Can actually see dimensional rifts, instabilities,

paths, and translocation effects.+30pts May seal a path so another path walker cannot

travel along it.+30pts Innate ability to activate any magical gates and

patterns.+30pts Allows the character to activate any path or

dimensional instability that was used within one day.

+50pts May attempt to determine the end point of the path with a successful ESP skill roll.

+60pts Allow others to travel along if in physical contact.

PhasingPhasing is the ability to phase out of this world

and be unaffected by most normal means. The character cannot interact with anyone or anything while phased, nor can he be hurt. The character appears to be ghostly, translucent, and cannot speak or use any equipment carried. The character can phase himself and up to his full encumbrance allowance. The character cannot unphase something carried and remain phased. The character cannot unphase while inside another object. If attempted, the character will suffer 20+3d10 injury and be thrown clear of the object. This option requires the Body Modification skill.

Upgrades:+15pts Completely invisible while phased.+30pts Can communicate telepathically with non-

phased creatures in close proximity (5 ft). This telepathy is limited and only includes directed sub-vocalized speech.

+30pts Character can phase only a portion of his body if desired.

+30pts Character can move as if swimming, climbing, or walking through a solid material while phased.

+50pts Character can move through a gaseous substance as normal. This will enable a character to walk or run through mid air.

Poison TouchThis option allows the character to generate

poison. The form of poison generated must be selected at creation and can be any of the following options: Sleeping, Paralytic, Debilitative, or Injury Dealing. See the rules concerning poisons and toxins for more information. The character can generate a poison type equal to his current level of experience. The character must be able to touch the victim or have a method of administering the poison. This option requires the Control skill to create any poisons.

Upgrades:+30pts Character is immune to all poisons and toxins.+30pts Characters may select an additional form of

poison. The character may choose which poison to generate.

+50pts Character can generate toxins and drugs as well as poisons. The difficulty to the Control skill roll will vary upon the nature and kind of drug or toxin.

+50pts Character may generate a poison as if he was one level of experience greater than normal.

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PossessionPossession requires the Mentalism skill. This

option allows the character to mentally control the movements and actions of another. Victims must be within 20 feet and may attempt a Willpower vs. Mentalism contested action to resist. Failure means that the character now has complete control of the victim’s body. Any physical options are now available to the possessor. Most supernatural, magical, mental, or social options are unavailable to the character. The possessor has no set duration for occupation, but the possessed character may attempt an additional resist check every 24-hour period. While the character’s mind is in the victim’s body, that character’s body is completely immobile and defenseless. Steps should be taken to safeguard the comatose body.

The victim will remain fully conscious and will remember feeling a loss of control during the possession. Victims may attempt to realize they were possessed with a successful Awareness roll. Those that succeed may attempt to work secretly within their own mind to subvert or expel the intruder if they have the proper options or powers.

Upgrades:-15pts Possession only lasts until the end of the scene.

+5pts Additional 10 feet to the range of the possessor.+30pts The character’s body is temporarily placed

inside the victims. Although dormant, the body is safe and cannot be injured.

+50pts Character may use other non-physical powers possessed by the victim.

+50pts The character has access to the host’s memories. It still requires contested Mentalism vs ¼Willpower to access each memory if the victim is actively resisting.

+50pts The victim will have no memory of the duration of the possession unless the character chooses otherwise.

Power NegationThis option is the bane of all of the others. A

character with this ability may attempt to nullify the options of any one victim within 20 feet. Only supernatural options can be negated: skills, wealth, contacts, exceptional attributes, and the like are immune. The character must continue to concentrate upon the victim to negate the options and the victim may attempt a contested Control vs. Willpower or required skill check to resist. Any combat, difficult actions, or movement greater than a walk may disrupt the concentration and allow an additional contested check to resist. This option requires the Control skill.

Upgrades:+5pts Additional 10 feet of range.+30pts One additional victim may be targeted.+50pts May fight or otherwise act and retain

concentration.+100pts An area 20 feet by 20 feet may be targeted.

Presence of Self“I know who I am, who the hell do you think

YOU are?” Many very stubborn people possess this option. They know what they want, where they want it from, whom they want with it, and how they want to get it. The character must possess a Willpower rating of 60 or greater to purchase this option. The presence of self grants a bonus of +20 to resist any mind controlling, mind altering, possession, or mind deceiving effects (including illusions, but not holograms). These people are great at saying “No” to anybody, including him or herself.

Upgrades:+10pts Increases the resistance bonus by +10. The

resistance bonus may be a maximum of the ½character’s Willpower.

+15pts The character is immune to any one of the above mental influences.

+30pts The character can attempt to shield the minds of others. Requires the Mentalism skill. The defending character must spend one action and roll a contested Mentalism versus the appropriate skill. If successful, then the character grants their level of Presence of Self to the subject for one round. Subject still must roll to resist the effects.

+50pts The character is immune to all of the above mental influences.

PrestidigitationThis option is a very minor version of

telekinesis. Requiring the Telekinesis skill, the character can move a maximum of five pounds at a range of ten feet. A Willpower check will enable the character to lift 1.5 times the normal weight for one round. The character can never gain enough momentum to inflict injury with this power. A successful Telekinesis roll is required to activate this option.

Upgrades:+1pt Can lift one additional pound of weight. This

can be increased to a maximum of twenty lbs.+15pts Has a range of 10ft.

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+20pts Has a range of 20ft.+60pts Telekinesis.

ProbabilityThe character controls, tweaks, and cajoles the

powers of Murphy, chaos, and probability into his favor. The character may choose one target and wish him good or ill. Until another target is chosen, the target will either gain or lose 5 times the character’s experience level to all rolls for the rest of the scene. In addition, the target will have twice the normal critical success or failure, as determined by the character influencing his luck. Base range of 20'.

Upgrades:-10pts Karma. The effects of probability can only be

applied to the character that has this option. If the character is heroic in deed and outlook then they will gain the appropriate bonus. If the character is evil or villainous then they will suffer the penalty as if it was focused upon themselves. If the character is neither heroic nor villainous then they receive no modifiers.

+5pts Additional 10' to range.+20pts Character is able to include one additional target

in his effects.+30pts Increases effectiveness by 5.+50pts Effect remains for one full day.+100pts Effect remains for one full week.+150pts Character is able to apply this bonus an entire

group of people instead of a single individual.

ProtectionThis option grants the character a bonus to save

against any one specific option. This must be an option that is external and not inherent or social in nature. This option may be chosen more than once to help protect against multiple options. The character will receive a bonus of +10 to any save or resist roll against the selected option. If the option does not normally allow any save (even Defensive Tactics) then the character will receive a chance at immunity. This percentage chance is identical to the bonus normally enjoyed.

Upgrades:+3pts Increases the bonus to the chosen option by +1.+30pts Increases the bonus to the chosen option by

+10.

Psychic TranslatorThis option requires the Translation skill. The

character may attempt once per conversation to comprehend the speech of anyone within 50ft. With a successful skill roll the character understands and may speak the language spoken. As long as the character stays within range of a native speaker of that language and continues to speak with others, the ability to comprehend the language is retained. The longer native speakers surround the character the more her accent, dialect, and slang will begin to mirror that community. If the character does not converse with anyone for a 24-hour period in that language, then the language is lost and must be re-focused upon.

A character can retain knowledge of a number of languages equal to 1/10th her Intellect. This option does not grant the ability to read the language, only speak it. The character generally misses the first few sentences of the first conversation as she tries to focus upon the language and master it. A critical success means that the language will be instantly recognized and will be retained for a period of one week after leaving native speakers. A critical fumble will temporarily bar the character from understanding the language for 24 hours.

Upgrades:+5pts Increases range by 10 feet.+10pts Can retain one additional language.+30pts Increases range by 100 feet.+30pts Can retain languages for one additional day.+45pts Increases range to mile.½+50pts Can retain languages for one week.

RadarThis option allows the character to broadcast

high frequency radio waves and instinctively sense the reflections. Radar waves require open space to work best. Small objects, dust, rain, snow, deep forests, and other obstructions will obscure the precision of the radar waves. On the ground in normal terrain, city neighborhoods, light forests, and other loosely cluttered areas the range of the radar is 100 feet. Wide-open spaces and clear plains will extend this range to 500-1000 feet. Sky borne characters have a maximum extended range of up to a mile.

Characters can sense and differentiate most objects if they are within the appropriate range. Smaller objects or more precise shapes may require an Awareness roll. This detection does not give color, fine details, or allow the character to read objects. It simply gives general shapes, movements, and assists in hand-eye coordination. The character will receive a bonus of +10 to any roll than involves striking, dodging, catching or otherwise interacting with larger objects. Fine motor skills never receive this bonus. In addition the character can never be

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surprised by anyone inside the range of the radar unless they do not recognize the attacker as dangerous.

Upgrades:+15pts Additional 10ft / 50ft / mile to range of ½

radar.+15pts Bonus to rolls is now +15.+30pts Bonus to rolls is now +20.+30pts Character can see more refined details with

radar.+50pts Bonus to rolls is now +30.

RegenerationThe character heals much faster than a normal

person. The character will regenerate 1d10 + 1/10th HEA worth of injury points every hour.

Upgrades:+15pts Increases frequency to every minute (10

rounds).+15pts Can suddenly heal 2d10+1/10th Health in injury

points. This can be done once per day. This upgrade can be purchased more than once.

+30pts Will keep the character alive and regenerating well beyond terminal injury. Instead of dying at negative HEA injury points, the character ¼will survive until the wounds push the character below full negative HEA.

+50pts Increases frequency to every other round.+50pts Vital Regeneration. The character will

regenerate lost limbs and lost attribute points. Limbs require one week of bed rest per limb. Heads will never regenerate. Attribute points require 2 days of bed rest per point. No other healing is done while this is occurring. Player may choose which is occurring – normal regeneration or vital regeneration.

+75pts Will keep the character alive and regenerating well beyond terminal injury. Instead of dying at negative HEA injury points, the character ¼will survive until the wounds push the character below twice their negative HEA.

+100pts Increases frequency to every round.+150pts Increases frequency to every phase.

ReservesThis option can only be selected if the chronicle

will be using the optional rule requiring drain to utilize options and powers. This option cannot be utilized with any spell casting options or abilities. Selecting this option will give the character an internal drain battery that can be drawn from before the drain pool accumulates to penalize the character. The base size of the internal reserves is 25.

Upgrades:+10pts Increases the base size of the internal drain

reserves of the character by five.+30pts Characters that have selected the Channeling

upgrade now have a base range of 20 feet. This range can be increased by ten feet for every five option points spent.

+50pts Channeling. Character may select the Channeling skill. Characters with this upgrade may transfer energy to replenish the drain pool of another character. The other character must be touched for this ability to be attempted.

ResistanceGrants the character with this option a

resistance to one specific form of energy-based attacks. The character will receive Injury from this one specific½ element or attack form. This power may be purchased multiple times if desired. Some of the available forms of energy include: cold, fire, high-energy, electricity, radiation, light / lasers, plasma, and magic.

Upgrades:+40pts Choose an additional form to resist.+75pts Receives only Injury from the chosen ¼

form(s).+100pts Immune to chosen form(s). Receives absolutely

no injury from that source. If chosen in conjunction with the all forms upgrade, then the character must select a major weakness.

+150pts Resists all energy based attacks. All of the above energy forms may be resisted by the character.

See InvisibleThe character can see invisible or hidden objects

and characters. Requiring the Sense Aura skill, this option has a range of 20 feet. Characters can see such characters as if they were completely visible.

Upgrades:-15pts Character only sees the outline and faint

suggestions of features of invisible objects.

+5pts Range is increased by 10 feet.+30pts Range is increased to line of sight.

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Sensory ShieldCharacters with this option have an innate

ability to resist attacks or discomfort to any one sense. This sense must be chosen at creation from the following: Sight, Sound, Smell, Taste, or Tactile. The chosen sensation cannot be changed. Characters with special options that grant additional senses may choose one of those senses instead. The character will automatically resist any discomfort related to the chosen sensation. Any direct attack against the sense or other rolls inhibiting the sensation by attempting an overload or deprivation can be resisted. The character will gain a bonus of +20 to defend against any such attack.

Upgrades:+1pt Increases the Sensory Shield bonus by +1.+15pts The character may select one additional

sensation at creation.+45pts Increases the Sensory Shield bonus by +50.

Sexual MagnetismThis option allows the character to subtly

inflame the sexual desire of a victim. This ability will give the character some control over the victim, and will reduce their chances of resisting any further seduction rolls. Requiring the Mentalism skill, this option allows the character to select the skill as part of the character’s background. This option is one of the subtler of the mind control options available, and most victims will not even realize that it has been attempted. They will never act contrary to their beliefs or personal self-interest. They may attempt to resist initially with a contested Willpower check versus the Mentalism skill of the character. Victims that succeed in resisting may roll a contested Awareness versus the Mentalism skill of the character to notice the intrusion. Those who succumbed to the option will either not notice the change or will explain it away. This option will remain in effect for the rest of the scene.

Shape-shiftingThe character can change into any living form

he wishes. The mass of the character may only change by +/- 25%. This means that the character could change into a very large bird or a very small elephant. Any natural ability the new form possesses is transferred to the character, but unnatural forms like dragons do not gain fire breathing or other specialty abilities. This option requires the Body Modification skill.

Upgrades:+50pts Shape-shift into a form +/- 50% of normal body

mass.

+100pts Shape-shift into a form +/- 100% of normal body mass.

+150pts Shape-shift into almost any form regardless of body mass. GMs should use discretion.

SharpshooterThis option allows the character to choose one

ranged weapon skill and never have penalties due to called shots. This effect only applies for single shots. Bursts cannot be given this ability, nor can it be used at point blank range. All other penalties still apply to the character. Thrown, Heavy, and Tactical weapon skills may not be selected.

Upgrades:+10pts. Reduces the dual firearm penalty against

multiple targets by -5. This upgrade can be selected multiple times, but can never be used to grant a bonus to strike.

+15pts. May utilize Short Bursts with a revolver if that is the chosen weapon.

+15pts. May utilize Semi-auto with a pump action rifle if that is the chosen weapon.

+15pts. May utilize Semi-auto with a lever action rifle if that is the chosen weapon.

+20pts. Choose an additional weapon skill.+20pts. Characters suffers penalties for firing at ½

maximum range.+20pts. May ignore penalties when using a chosen

Burst weapon.+25pts. Off-hand attacks use the same skill percentage

with the chosen weapon.+30pts. Character may ignore movement penalties.+30pts. Ammunition.+30pts. Characters suffers penalties for firing at ¼

maximum range.+30pts. Character knows just where to hit: double skill

bonus to injury dealt for the chosen weapon skill. This may not be stacked with other options or upgrades that increase the ratio of injury based upon skill rating.

+50pts. Characters may ignore maximum range penalties.

SidekickThis option grants the character a lifelong and

devoted sidekick. They could be a robot companion, a devoted apprentice, an adopted ward, or even just a servant. This sidekick may be created by the player and should be run as an extension of the player. While sidekicks are devoted and extremely loyal they are not stupid and will not leap headlong into danger unless their

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good friend is leaping too. In some cases the GM may need to use them as NPCs, especially when they go on side missions that the PC would not be able to monitor.

Sidekicks begin the game with no option points, 450 Attribute Points, and the Self Taught education level. Players may funnel option points into their sidekicks in order to make them more powerful. In this case a Hero Type should be determined for the sidekick. Sidekicks may never take weaknesses. Sidekicks never earn experience points and only increase their skills when the primary character advances. When this occurs, increase all of the sidekick’s skills by five.

Sonic ManipulationThis option is the ability to focus and alter

sound waves. This ability can be used to mimic the voice or sound of any object that has been heard by the character. This requires the Mimicry skill to be done on the fly. Otherwise the character must spend a full minute practicing the sound to get it just right. The character can also create complete and total silence within a 10’ area up to 100 feet away. Finally the character can choose to attack a victim up to 30 feet away with a supersonic attack that deals 1d10 injury but requires a Health roll. If this roll is failed then the character is disoriented and suffers a penalty of 5 times level to all skills for 1d10 + level rounds after the sonic attack has ended. Three concurrent failures or a critical failure on the Health roll will result in the victim falling unconscious. This option requires the Mimicry, Ranged Strike, and Control skills.

Upgrades:+5pts Grants an additional 10 feet to the range of the

silence field or supersonic attack.+10pts Heightened Hearing+50pts Sonar

Soul ProjectionThis option allows the character to astral project

her consciousness out into the ether. The recipient will slip into a coma-like state for the duration of the projection. Once in this state the recipient’s soul can leave the body and travel independently. This soul is invisible to all senses. Some spells and abilities, including See Magic and Identify Magic, may be able to detect the soul. Spells or options that detect heat, invisibility, or night vision will have no chance for success. Creatures such as ghosts, spirits, or other non-corporeal undead will see the soul without difficulty. Souls cannot affect living tissue, and have an effective strength attribute of 1. Souls can affect other non-corporeal creatures without penalty

or restriction. They may only travel in a normal fashion: walking, running, and climbing. They may step through walls and other non-living materials. This option requires the Mentalism skill.

Characters may safely remain in an astral state until the end of the scene. For every hour past this deadline the character will have a 5% cumulative chance to lose their way home. Lost characters must find someway to return to their bodies within one hour or the body will die. Souls trapped in this way may begin to develop the properties of normal spirits and ghosts.

Upgrades:-20pts Requires cryogenics or near death experiences

to trigger ability. Unless the character is near death or suspended in a death like state the option cannot activate.

+50pts Magical Sight+30pts Characters may physically project their bodies

into the Astral realm. They suffer the same limitations on interacting with the corporeal world as does any other character, but their bodies will not wither and die without their soul being present. They can still become lost and disoriented in the Astral Realm.

+35pts Astral flying. Character may move in any direction at their maximum run.

+75pts Astral teleportation. Astral creatures may teleport to any location that is known to them, or has a living person who is personally important to them. This upgrade requires the Translocation skill.

SpecialistThe specialist option allows a character to fully

exploit and develop a specialization. The character gains a bonus specialization at a +10. This specialization may now be developed normally and may be increased up to a total specialization bonus of +30. Characters that choose this option are usually very devoted to their specialization and continue to train and practice during most of their spare time.

Upgrades:+15pts Increase specialization to +16 and the maximum

level of specialization to +35.+30pts Increase specialization to +20 and the

maximum level of specialization to +40.+45pts Increase specialization to +26 and the

maximum level of specialization to +45.

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StalkingThis option allows a character to move

completely silently. There is no roll allowed for normal humans and most characters in the vicinity have no chance to hear the character. This option does not make the character invisible, but does mask the scent of a character as well. Characters with heightened senses may be able to overcome this option with a contested Awareness roll versus Stealth. The character with Stalking receives a bonus of +20 to this roll. Characters with this option may not be more than lightly encumbered, and may only move at a maximum of a jog. This option requires the Stealth skill.

Upgrades:-15pts Does not mask the character’s scent.

+20pts Adds +5 to Camouflage, Hiding, Stealth, and Tracking while active.

+20pts May be at Medium Encumbrance.+30pts May move at a trot and remain silent.+40pts May be at Heavy Encumbrance.+50pts May move at a run and remain silent.

Supernatural AttributeAdds a bonus of +100 to any single attribute.

Supernatural Attributes can exceed racial maximums easily and without constraint. If the character possesses any weaknesses, then the effect is gone while within range of the harmful substance or event. Upgrades that increase groups of attributes will supersede any initial attribute bonus from this option.

Upgrades:-10pts Supernatural Social Attributes. The character

gains a bonus of +50 to Beauty and Charisma. They count as Minor Supernatural Attributes and may not be increased further using this option.

-50pts Minor Supernatural Attribute. Character only gains a bonus of +50 to any single attribute. No additional upgrades may be purchased for this attribute.

+5pts Increases the Supernatural Attribute by +10.+35pts Supernatural Mental Attributes. The character

gains a bonus of +50 to Awareness, Intellect, and Willpower. They count as Minor Supernatural Attributes and may not be increased further using this option.

+40pts Increases the Supernatural Attribute by +100.+80pts Supernatural Physical Attributes. The character

gains a bonus of +50 to Agility, Dexterity, Health, and Strength. They count as Minor

Supernatural Attributes and may not be increased further using this option.

Supernatural QuicknessAdds one additional action per round. In

addition, the character always reacts first in a round regardless of the rest of the group’s initiative. The character only has to roll initiative if there is another with supernatural quickness, or similar abilities, in the combat on the opposing side.

Upgrades:+15pts +1 to Initiative even against others with

Supernatural Quickness.+30pts Character moves so fast she blurs in combat.

+20 to Full Defensive Tactics.+30pts Character can complete mundane actions far

faster than the average human. Characters can complete simple tasks five times faster than normal. Tasks that requires thought, or skill use, will only be completed in half the normal time required. Characters can purchase this upgrade more than once to increase the speed of simple tasks.

+50pts Character gains the Martial Arts maneuver: Rapid Strike.

+50pts Character moves so fast she blurs in combat. +40 to Full Defensive Tactics.

+100pts One additional action per round.+100pts Character gains the Martial Arts maneuver:

Advanced Rapid Strike.

Super Running SpeedThis veritable speed demon runs at twice the

normal movement rate. Other movement rates remain as standard for the character's agility and health attributes.

Upgrades:+10pts Character can run at triple normal speed.+20pts Character can run at quadruple normal speed.+30pts Character can run at Light Encumbrance.+30pts Character runs at 60 mph.+30pts All movement rates are adjusted by the

multiplier. At speeds above 60 mph, multiply the other rates by five.

+45pts Character can run at Medium Encumbrance.+50pts Character runs at a blinding 120 mph.+60pts Character can run at Heavy Encumbrance.+100pts Character runs at a dizzying 300 mph.+150pts Character runs at a stupefying Mach 1.

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SurvivorThis option allows the character to survive in

most environments that he may travel to. The character does not need to breath oxygen, and will not depressurize in space or underwater. The character can survive any amount of heat and cold without penalty. Fire and cold injury is still inflicted, but weather conditions no longer injure the character.

Upgrades:+25pts Metabolic Control+45pts Regeneration+45pts Resistance+55pts Hardened+90pts Supernatural Health

TelekinesisThis is the ability to concentrate on an object

and move it with the force of their mind. This option requires the Telekinetic Control and Ranged Strike skills. They can lift an object or group of objects and move it at walking speed or manipulate it with the dexterity of a human hand. The mass that a character can lift depends on sheer talent and force of will. The character can also levitate an object into the air and have it strike another person or object as if it were a short ranged thrown weapon. A Willpower check can enable a character to lift 1.5 times normal for one round. Characters begin play with the ability to lift 50lbs mentally plus a bonus of 10lbs for every additional level of experience. Base range of telekinesis is 20 feet from the character.

The mass a character can lift is reduced by a factor of ten when throwing an object hard enough to inflict injury. For example: A character that can lift 1000 lbs could only throw objects weighing up to 100lbs with any force. The attacker must roll to attack using the Telekinesis skill. The defender retains all applicable Defensive Tactics. The mental force shield ability can be purchased as an upgrade for the character. Only one shield can be activated at any time, and can cover only one individual.

Upgrades:+1pt Additional 1 lb lifting ability.+5pts Additional 10 lbs lifting ability.+5pts Base range is increased by ten feet.+15pts Additional 50 lbs lifting ability.+15pts Character can lift one additional object

simultaneously. The total weight for the objects to be manipulated may not exceed the character's total lifting maximum.

+30pts Base range is increased by one hundred feet.+50pts Additional 250 lbs lifting ability.+100pts Additional 500 lbs lifting ability.

+30pts Tactile Bio-feedback. The character can use the TK as a hand to grasp and grope blindly while within range. This option negates the requirement for line of sight, but does not confer full tactile sensation. Any Awareness rolls utilizing tactile sensations will have a penalty of -20.

+50pts Full Tactile Bio-feedback. As above without penalties.

+60pts Mental Force shield of PV 10+75pts Mental Force shield of PV 12+90pts Mental Force shield of PV 15+105pts Mental Force shield of PV 17+120pts Mental Force shield of PV 20+135pts Mental Force shield of PV 22+150pts Mental Force shield of PV 25

TelepathyTelepathy is one of the most powerful psychic

abilities known to man. The ability to read the minds of others, project thoughts and emotions, and instantly react to the actions of others is nearly unbeatable. Telepathy requires the Mentalism skill. A telepath may read the surface thoughts of any victim within a true line of sight. Binoculars, video equipment, or other devices cannot augment this line of sight. This requires one action and a new victim may be chosen every action. A deeper probe can be attempted into the victim’s memories, but it requires one full round for every year that has passed since the event occurred.

Victims may attempt to resist the examination with a contested Willpower vs. Mentalism check. Telepathy can also be used for two way silent communications, and to project images and words into the minds of others. If the character is using this ability to distract a victim they may receive a Willpower or Concentration skill roll to ignore the effects during combat. Failing this roll may cause the victim to lose actions or initiative depending upon the situation.

Upgrades:+15pts Combat Teeps have an additional bonus of +5

to all combat rolls versus applicable targets.+20pts Combat Teeps may include one additional

target to include within their focus.+45pts Beguile+45pts Truth Tell+45pts Psychic Translator

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+75pts Combat Teep. The character can tap into the subconscious of those around him to help avoid injury, predict their next moves, and slide past their guard. Unless fully defensive, the combat teep can only focus upon one victim per round. With a successful contested Mentalism vs. Willpower check the character gains a bonus of +20 to all combat strike and defensive skills.

+90pts Command+95pts Everyman+95pts Illusion+120pts Memory Alteration. A character with this

upgrade can remove or alter a victim’s memory. Each memory to be changed requires at least one hour of constant, delicate work. Victims will always receive a full Willpower vs. Mentalism check to resist the manipulation. With enough dedication, time, and a bit of luck a victim could be reprogrammed to attempt certain actions or even given a new personality. The time and penalties are up to the GMs discretion.

+145pts Possession

TeleportationAllows the character to teleport 20 feet for

every experience level of the character. The maximum amount that can be carried and teleported with is equal to the STR + HEA of the teleporting character. Characters must have line of sight to the target location. This option requires the Translocation skill.

Upgrades:+5pts Add 5’ to the total teleportation range.+15pts Increase total range of teleport by one

increment. Characters will have the range as if they were one level of experience greater than they actually are.

+30pts Teleports one mile instead of feet. The character must be able to see or have been to that location some time in the recent past. Any other modifiers or conditions may be placed, as the GM desires.

+50pts Teleports one mile per level. The character must be able to see or have been to that location some time in the recent past. Any other modifiers or conditions may be placed, as the GM desires.

+100pts Teleports ten miles per level. The character must be able to see or have been to that location some time in the recent past. Any other modifiers or conditions may be placed, as the GM desires.

+150pts Teleports one hundred miles per level. The character must be able to see or have been to that location some time in the recent past. Any other modifiers or conditions may be placed, as the GM desires.

+200pts Teleports one thousand miles per level. The character must be able to see or have been to that location some time in the recent past. Any other modifiers or conditions may be placed, as the GM desires.

+250pts Teleports ten thousand miles per level. The character must be able to see or have been to that location some time in the recent past. Any other modifiers or conditions may be placed, as the GM desires.

TirelessThe character with this option can easily resist

fatigue and sleep deprivation for long periods of time. This option requires the character to have a minimum Willpower or Health of 80. The character can stay active for 48 hours without any roll required. After this period has elapsed a Willpower or Health roll is required for every 12 additional hours of consciousness. There is a cumulative -10 penalty to every roll after the first. Failure will cause the character to become tired and listless.

The character will suffer a penalty to all skills equal to the cumulative Health / Willpower penalty. This penalty will remain in effect until the character sleeps for three hours per 24 hours of avoided sleep. Characters that continue to avoid sleep at this point must make resistance rolls every hour to remain awake. The cumulative penalty increases to an hourly rate. Characters that receive at least three continuous hours of sleep per day will avoid requiring this roll.

Upgrades:+15pts Character only needs catnaps. Three hours of

sleep per day will allow the character to avoid Health and Willpower rolls, even if this sleep is broken into smaller segments.

+30pts Cumulative penalty is reduced to -5 per twelve hour period.

+30pts Character can ignore wound penalties for a number of rounds equal to their experience level. Characters must successfully roll Health or Willpower to activate this upgrade.

+30pts Character enjoys an additional 24 hours before any rolls are required. This may be purchased multiple times.

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ToleranceThis option grants a bonus of +20 to resist the

effect of any single poison, toxin, or drug. The particular poison, drug, or toxin must be selected at creation and cannot be changed.

Upgrades:+5pts. Additional bonus of +10 to chosen poison,

drug, or toxin.+5pts. One additional poison, drug, or toxin enjoys the

resistance bonus.+20pts. The bonus to resistance applies to all normal

poisons, drugs, and toxins.+50pts. The character is immune to the effects of the

chosen poison, drug, or toxin.

True SightTrue Sight allows a character to see the truth

that has been hidden from the eyes of most. It peels back the veil of lies and illusion that covers some creatures and objects. Once activated, this option will allow the character to have a strange double vision effect as he sees both the illusion and the truth superimposed upon one another. It allows characters to see the true form of shape shifted creatures and individuals, ignore illusions, and penetrate visual deceptions. The Game Master is the final arbitrator of what can and cannot be seen by the gifted individual.

Upgrades:+30pts Character can see through non-magical

disguises.+30pts Characters can innately sense supernatural

creatures that are not hidden or disguised. They often sense a feeling of wrongness from the individual. Players may choose the exact sensation or warning they receive from this upgrade. This upgrade does not inform the character about the powers or race of the subject.

Truth TellThis option allows the character to know when

anyone is lying to them. Requiring the Mentalism skill, the victim may resist the detection by using any applicable social skill vs. Mentalism in a contested action.

Upgrades:+50pts The character can force the victim to speak

truthfully. The victim may resist normally, and does not have to say anything. Anything said however must be the truth if they fail to resist.

Ultra VisionThis character can see in every known spectrum

of light: Visible, Infrared, and Ultraviolet. In addition the character can see heat emanations in the air and off bodies. This does not allow characters to see through solid objects.

Upgrades:+50pts Characters can see through solid objects. The

range of this ability is dependent upon the density of the material being viewed through. Denser elements such as lead or gold may prevent this ability.

Unnatural ArmorThe character has a self-repairing form of armor

that protects her entire body. The base PV of the unnatural armor is 10. The form and description of the unnatural armor can be anything from cybernetic body armor, lizard scales, fur, toughened hide, metal, stone, or even energy fields. The more durable and resistant the unnatural armor, the more obvious it should be to observers.

Critical hits may lower the PV of unnatural armor temporarily. While healing normal or accumulated injuries, 10 points of healing may be diverted into regenerating one PV or armor. If the character prefers, two days of healing can heal 1 PV.

Upgrades:-15pts Armor is artificial in nature and may be

removed, lost, or destroyed.-15pts Armor is bulky and prevents any other armor

from being worn.-15pts PV is only 5 and cannot be increased.

+5pts Increase PV by one.+20pts Increase PV by five.+40pts Increase PV by ten.+50pts Resistant. Protected against armor piercing

attacks.

Unnatural LimbThis option allows the character one additional

arm and hand combination. A set of extra arms (or odd numbered additional arms) can be used to perform a second task without penalty. However the task must be similar to the first task. Thus the character cannot disarm a bomb while sword fighting a Vartith or anything else as complex. Also attacks must be ranged or close, not both!

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Despite having extra arms, the character only has two eyes and must concentrate on a target if they are close. Most often the extra arms will come into play for holding different weapons to keep them at ready, or to fire more times at a single target at range, or engage a single target in hand to hand.

Upgrades:-15pts Limb is a tentacle instead. Tentacles have only

of the ¼ character’s dexterity. Skill use by tentacles has a penalty of –25 for complicated actions. This option can be repurchased for each arm and hand combination.

+10pts Character has a full pair of extra arms and hands instead of a single additional arm and hand combination. This applies only to the first additional pair.

+30pts One additional arm and hand combination.+50pts Two additional arm and hand combinations.

UnremarkableThe character has a knack for staying in the

background of every situation. The character generally stays unnoticed and is quickly forgotten by those who do notice the character. The character’s Beauty must fall between 45 and 55 and cannot be raised or lowered without damaging this option. Unremarkable characters cannot choose any options or weaknesses that would automatically destroy this appearance of normalcy and mundanity. Alter Ego and options with a marked change to the character’s appearance could be used to retain this ability and purchase options that would normally hamper or destroy this illusion. Characters may attempt contested Mentalism vs. Willpower rolls to return to the background if noticed. Characters with this option tend towards average height, average build, brown hair, brown eyes, and no distinguishing characteristics. This option requires the Mentalism skill.

Upgrades:+15pts Character has no background. The character

does not exist, was never born, and has no records of any kind.

+30pts The character has a complete set of legitimate records and papers for a false identity. While the identity is false the documents are not and will pass any scrutiny. This upgrade may be purchased more than one time for an additional identity.

VehicleMost characters will begin the game with a

vehicle unless they did not select a lifestyle resource level for their character. If they did select a lifestyle level they do not need to purchase this option to have a regular car, truck, or mini-van. This option allows the players and GM greater latitude to modify and build super-vehicles. The following list gives the number of freebie points that a character receives if they trade in their normal Lifestyle resource vehicle to improve it.

Characters may also pool their option points to purchase larger and more powerful vehicles. Upgrades that are not appropriate for certain campaigns may require additional points or be unavailable. Other options may be purchased for the vehicle at the Cybernetic hero type cost. Some vehicle upgrades may require additional space be taken from the vehicle. If the vehicle does not have sufficient cargo capacity remaining then the option cannot be installed. Passenger seating can be exchanged for 10 cargo for every one passenger removed. Some systems can be miniaturized for double the point cost. This allows the system to be installed for half the required cargo.

Freebie Points by Lifestyle Lifestyle rating of 1 or 2 2ptsLifestyle rating of 3 or 4 5ptsLifestyle rating of 5 or 6 10ptsLifestyle rating of 7 or 8 15ptsLifestyle rating of 9 or above 25pts

Basic Vehicle Chassis+1pt ATV, 4 wheeler, or golf cart.+3pts Motorcycle+5pts Normal car, truck, SUV, or van.+6pts Sports car or luxury car.+10pts Motor-home+10pts Tractor Trailer

+3pts Personal Watercraft (Jet-ski)+5pts Sailboat+8pts Motorboat+13pts Speedboat+18pts Yacht

+5pts Balloon+10pts Blimp+15pts Plane+30pts Jet Plane+30pts Helicopter+30pts Small Hover Vehicle+50pts Large Hover Vehicle

+100pts Small Space Shuttle+150pts Large Space Shuttle+200pts Space Vessel

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+30pts Power Armor / Exoskeleton. This vehicle type is more of a suit of armor with mechanical lifting servos than a true vehicle. Grants the operator the effect of Exceptional Strength of +30 that may not exceed 110.. Cargo capacity is 6 and the power armor only travels as fast as the operator can walk, trot, or run. Has one damage box and a PV of 0. Power armor can also be created using the cybernetic hero type and simply selecting the options desired. This way the character will use their own statistics and will generally be more powerful. Cannot have an auto-pilot system.

+50pts Small Humanoid Robot. This oversized suit of power armor is approximately 12-15 feet tall. Having 18 cargo units, this robot grants the operator the effect of a Supernatural Strength of 120. Has three damage boxes and a PV of 10 to both locations.

+100pts Large Humanoid Robot. This gargantuan humanoid robot stands between 20 and 30 feet tall. With a cargo capacity of 36 this robot can be mounted with a wide variety of armaments. The robot has the effective supernatural strength of 280 and will move at twice the character’s base run. This vehicle frame also has five damage boxes and a PV of 20 to both locations.

Vehicle Quality-5pts Complete P.O.S. The vehicle is in extremely

sorry shape. The vehicle loses two damage boxes permanently and must roll twice on the equipment failure chart for every effect roll. Vehicle also begins the game with one chronic problem. Roll on the equipment effect table.

-2pts Past it’s Prime. The vehicle loses one permanent damage box and begins the game with one chronic problem. Roll on the equipment damage effects to determine this problem.

-1pt Looks like hell, but works. While the vehicle has one permanent point of cosmetic damage, the vehicle runs perfectly well.

Weapon Upgrades+1pt Gun-port. The character may stick a weapon

outside of the vehicle and fire. This location counts as part of the passenger PV. Mounted weapons may not be attached to this turret.

+1pt Directional Turret. This weapon is mounted in a single direction and cannot be moved or altered without special tools and time. These turrets are frequently front mounted and operated by the pilot. Requires 1 cargo for ammunition storage.

+2pts External Direct Turret. This large turret is

mounted on the outside of the vehicle and requires the direct operation of the weapon controller at the turret. This upgrade requires 2 cargo. While purchased unarmored, this turret may be further upgraded as an additional location. Counts as a passenger location.

+4pt Internal Turret. Similar to the external direct turret, this turret has only the weapon mounted outside, and the operator sits inside with direct control of the weapon. Requires 12 cargo. Counts as a passenger location.

+6pts External Remote Turret. This turret is mounted on the outside of the vehicle and is operated by electronics or wires from inside the vehicle. Requires 1 cargo for the weapon and ammunition. While purchased unarmored, this turret may be further upgraded as an additional location.

+5pts Dual Mounted Weapon. Two weapons may be mounted on the same turret. These weapons fire at the same target and count as two fisted weapon combat This option cannot be used for missile or rocket ordinance racks.

+10pts Tri-Mounted Weapon. Three weapons may be mounted on the same turret. These weapons fire at the same target and count as two fisted weapon combat w/ two levels of improvement. This option cannot be used for missiles or rocket ordinance racks. Requires one additional unit of cargo.

+20pts Quad Mounted Weapon. Four weapons may be mounted on the same turret. These weapons fire at the same target and count as two fisted weapon combat w/ three levels of improvement. This option cannot be used for missiles or rocket ordinance racks. Requires one additional unit of cargo.

+1pt Mounted Sub Machine-gun. Any sub machine-gun may be installed. This requires a turret to mount. The specific sub machine-gun may be determined by the GM or player but must be technologically available. Has a 100 round drum of ammunition. Additional ammo storage may be purchased for 1 cargo for every 100 rounds.

+5pts Mounted Rifle Weapon. Any rifle weapon may be installed. This requires a turret to mount. The specific rifle may be determined by the GM or player but must be technologically available. Has a 100 round drum of ammunition. Additional ammo storage may be purchased for 1 cargo for every 100 rounds.

+10pts Mounted Machine-gun. Any machine-gun may be installed. This requires a turret to mount. The specific machine-gun may be determined by the GM or player but must be technologically available. Has a 100 round

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drum of ammunition. Additional ammo storage may be purchased for 1 cargo for every 100 rounds.

+15pts Mounted Heavy Weapon. Any heavy weapon may be installed. This requires a turret to mount. The specific heavy weapon may be determined by the GM or player but must be technologically available. Heavy weapons may not be dual, tri, or quad mounted. Has a 20 round drum of ammunition. Additional ammo storage may be purchased for 1 cargo for every 20 rounds.

+30pts Mounted Cannon. Has a single round chamber of ammunition. Additional ammo storage may be purchased for 1 cargo for every 3 rounds.

+50pts Vehicle Mounted Weapon.+300pts Mounted BFG. This weapon is the biggest,

baddest weapon on the block. It requires 30 cargo and its effects are entirely at the GMs discretion.

+30pts Rocket Ordinance Rack. A large system of rockets may be installed onto the vehicle. This rack may be mounted without a turret in a single direct fire system. Each rocket mounted in this way requires 1 cargo. Racks attached to turrets only require one cargo for every two rockets in storage and one for each simultaneous launcher. Each additional simultaneous launcher require ten additional option points.

+50pts Missile Ordinance Rack. A large system of missiles may be installed onto the vehicle. This rack may be mounted without a turret in a single direct fire system. Each missile mounted in this way requires 10 cargo. Racks attached to turrets only require 18 cargo for every two rockets in storage and ten for each simultaneous launcher. Additional simultaneous launchers require twenty option points each.

+1pt Reinforced Grille / Nose. The vehicle has a percentage chance equal to three times the body PV of the vehicle not to take any damage from head on collisions. If the vehicle does take equipment damage from such a crash the first damage box will automatically be this piece of equipment. No other effect must be rolled for that damage box.

+5pt Computer Assisted Laser Targeting. Grants a bonus of +5 to tactical weapon strikes. An additional bonus of +1 may be purchased for every two option points spent.

+10pts Auto-Targeting. Computer has a 25% skill in tactical weapons and one action per round. A bonus of +5 to the skill costs ten additional points. An additional action costs fifteen option points (Max 3).

Armor & Body Upgrades+5pts One additional point of PV added to either

Passenger or Body PV. Every three points of PV added to the passenger compartment will reduce the cargo by 1.

+5pts Oversized. Grants a bonus of 10% to available cargo, but grants a penalty of –5 to all piloting rolls.

+5pts Fireproof. No flame or heat weapons can damage the vehicle. Vehicles without a proper air-recycling or cooling system may cook its occupants.

+10pts One additional Damage Box. Each Damage Box requires 5 cargo. No vehicle may have more than a 50% increase in Damage Boxes.

+10pts Vehicle Separation. The vehicle can split into several smaller units, be they ejection pods, scout ships, or other mobile units. Each separation point requires 3 cargo and the additional option points to purchase the new vehicle.

+15pts Hardened. Vehicle now has full PV against armor piercing attacks.

+15pts Radiation Shielded.+30pts EMP shielded. Counts as being EMP shielded

for electrical attacks, EM Pulses, or other electronic counter-measures. Requires 1 cargo.

+50pts Ambient Shields. Grants an additional PV of 10 to all locations. Further shield improvements can be purchased at a rate of 3 PV for every 5 option points spent. Requires 25 cargo.

+50pts Pinpoint Shields. This shield system requires a tactical officer. Shield emitters create a small 5x5 force field that can be projected and maneuvered around the ship. The shield can deflect one attack per action and uses the operator’s tactical weapons skill in the same way as defensive tactics is used normally. Requires 15 cargo per shield unit.

Performance Upgrades+3pt An additional 2% bonus to maximum speed.+3pt Electric Powered / Hybrid Engine. The vehicle

is either purely electric or a Gas / Electric Hybrid engine.

+5pts Additional 20% to maximum range before refueling. Requires 1/10th total cargo space.

+6pts Remote Control Operation. Allows a remote operator to pilot, check operational status, utilize weapon systems, and access vehicle computer systems. There is a –10% penalty to piloting skills when using this system.

+10pts An additional bonus of +2 to piloting rolls.+10pts Vehicle has a bonus of +5 to handling rolls for

speeding and exceeding the recommend cruising speed only.

+10pts Auto-pilot. 25% piloting skill and an additional 5 skill for every ten additional points spent.

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+10pts Vehicle has a bonus of +5 to piloting rolls when sudden braking is required.

+10pts Additional Petroleum Engine. Secondary engine with appropriate linkages in case the primary malfunctions.

+10pts Solar Powered. Photocells store energy that can be used to power electric or energy using vehicles. Requires 3 cargo for storage cells and photoelectric cells.

+15pts Fuel efficient. Allows a doubling of maximum range before refueling.

+30pts Nuclear Powered. Requires 1,000 cargo.+50pts Mini-Fusion reactor. Requires only 125 cargo.+100pts Micro-Fusion reactor. Requires 8 cargo.

Special Upgrades+1pt One additional unit of passenger seating.

Requires 10 cargo.+1pt Remote Ignition System. Start the vehicle from

500 feet away.+1pt Winch & Cable System.+1pt Entertainment System. Television, VCR,

DVD, console games, and other fine systems to shut up the kids. Requires 2 cargo.

+1pt Vehicle Tracking System. Allows the owner to monitor the position of the vehicle remotely. Range of up to 10 miles.

+1pt Searchlight. Requires 1 cargo.+1pt Loudspeaker. Requires 1 cargo.+1pt Food Storage. Keeps one week worth of

provisions (food & water) fresh and cool. Requires 5 cargo for each individual’s week of food and water.

+1pt Extra parachutes or life vests. Requires 1 cargo each.

+1pt. Anti-Theft Systems. This system includes an alarm, electronically coded keys, a transmitter remote, and other modern anti-theft systems.

+1pt Heads-Up-Display. This system is tied to all of the available computer and sensory systems. Displays can be set up as the players desire, in a single unit or several smaller ones.

+1pt 4x4 / Off-road. This allows a vehicle to travel on rough terrain without the normal penalties.

+1pt Personal computer network. Small LAN network inside the vehicle allows limited basic programming, data storage, and simple programs. Requires 1 cargo.

+1pt Food Preparation Devices. The vehicle is equipped with small stoves, microwaves, sinks, and other kitchen items. Requires 5 cargo.

+1pt Oil / Liquid Dispensers. Requires 3 cargo for dispensers and five gallons of liquid storage.

+1pt Smoke / Gas Dispensers. Requires 3 cargo for dispensers and gas canisters.

+1pt Jettison. Small device that can jettison an item or items placed within. Smaller devices may require only 1 cargo while larger items could

requires 5, 10, or 20 cargo.+1pt Pontoons. Large inflatable or retractable

devices that allow the vehicle to land on rivers, oceans, and other bodies of water. Requires 3 cargo per 20 total cargo.

+1pt Air Recycling & Climate System+1pt Accommodations. These basic sleepers include

a bed, a sink, toilet, kitchenette, and basic living requirements. The emphasis is on small and only requires 175 cargo.

+1pt. Extra EVA Suit. These space suits require 1 cargo each, and the vehicle receives as many as the passenger allocation warrants.

+1pt Satellite Uplink. This upgrade requires 1 cargo and includes a small satellite transmitter / receiver. Capable of basic satellite services such as location finding, maps, and telephone service this system is fully upgradeable and capable of more complex tasks.

+1pt. Loading Lift. Includes a lifting arm or other lift system that can raise up to 1000 lbs and only costs 4 cargo. An additional 1000lbs. lifting capability is available for 1 option point and 2 cargo units.

+1pt. Retractable Ramp. This retractable ramp allows another vehicle to mount or dismount while moving. Also useful for troop transport or easily loading heavy objects into storage. Requires 3 cargo.

+1pt. Bomb Bay. This upgrade creates a small chamber that can be used to drop bombs, food, or people from the underside of the vehicle. Requires 5 cargo.

+1pt. Ejection Seat. Requires 10 cargo.

+2pts Deluxe Accommodations. This includes a small kitchen complete with utensils and appliances, a full bathroom, small sleeping area and other living accommodations. This upgrade requires 1,300 cargo.

+2pts Docking Bay. Requires anywhere from 10 cargo to 100+ cargo depending upon the size of the docking bay.

+2pts Changing License Plate (holographic, digital, physical)

+5pts Turbo Boost. A sudden increase of speed. This sudden acceleration will immediately double the current speed of the vehicle for one round. May require a piloting control check. Requires 3 cargo.

+5pts Above-water Propulsion. Concealed units inflate or engage to allow the vehicle to travel above the waves. Requiring only 10 cargo this option allows the vehicle to travel at 45 MPH.

+5pts Anti Missile Chaff. Small device that mimics a vehicle in flight to distract heat seeking or other targeted missiles. Requires 3 cargo per chaff.

+10pts Radar. Requires 3 cargo.+10pts Sonar. Requires 3 cargo.

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+10pts Surveillance Equipment. Full complement of visual, IR, UV, Night vision, thermal, and audio systems. Depending upon the tech level of the campaign other devices may be included. Requires 3 cargo.

+10pts Pressure Resistant. Allows the vehicle to remain undamaged in outer space, underwater, or other high or low pressure areas.

+15pts Stealth. This system electronically conceals the vehicle from scanners, radar, sonar, and other detection units. Visual methods will still notice the vehicle. Requires 1 cargo.

+15pts Artificial Intelligence. This A.I. has access to all of the electronic and computer systems installed into the vehicle. Certain operational systems such as Auto-pilot and Auto-targeting may be required to allow the A.I. to perform certain tasks.

+15pts VTOL Capable. This upgrade is only available on vehicles currently capable of flight. This upgrade allows the vehicle to take off and land from a stopped position. No runway is required. 5 cargo is required.

+15pts Repair Bots / Nanites+15pts Magnetic Grappler. Magnetically attracts

metals to the vehicle. Initial range is 20 feet but each additional point will increase the range by one foot. Requires 3 cargo.

+15pts Underwater Propulsion. Allows a vehicle to maneuver while underwater. Requires 7 cargo. Maximum speed is 20 MPH.

+30pts Space Propulsion. Requires a vehicle that can withstand the rigors of space and 10 cargo. These small concealed jets spray bursts of gases to maneuver the vehicle. Maximum speed is 45 MPH.

+30pts Helicopter Capable. Requires 150 cargo but will allow another form of vehicle to extend a set of helicopter rotors. This will allow the vehicle to fly and hover like a helicopter at a maximum speed of 45 MPH.

+30pts Hover Capable. This allows the vehicle to hover up to 15' above the ground, and mimic Anti-gravity vehicles. Maximum speed is 45 MPH and requires 10 cargo.

+45pts Flight Capable. Requires 150 cargo to conceal a set of wings and either a jet or propeller engine. Maximum speed is 45 MPH.

+50pts Cryo-pods. Stasis / Freezing pods that prevent aging and other effects. Requires 10 cargo per pod.

+50pts Escape Velocity Rockets. Requires 100 cargo and a vehicle already capable of flight and is sealed for space travel. These large rockets ignite and sent the vehicle racing at an astounding MACH 5.

+100pts Interplanetary Travel. The vehicle moves extremely fast and can easily travel between planets in a solar system. This upgrade requires

150 cargo and may not be available for all campaigns.

+300pts Faster than Light Travel. This vehicle utilizes a system that allows it to travel via hyperspace, slip-space, or warp faster than the speed of light. Requires 1,000 cargo.

+450pts Jump Engines. Near instant teleportation across vast space. Requires 1,000 cargo.

Water-bornThe water-born are a loose grouping of those

creatures that have adapted to an aquatic environment. They can all breathe normally underwater as well as above, but are limited to either salt water or fresh water. They can all move at their normal movement rates while in water, and can fight without penalty there as well.

Upgrades:+15pts Not limited to only fresh water or salt water.+45pts Animal Communication+45pts Supernatural swimming speed. This upgrade is

identical to Supernatural Running Speed but only applies while swimming.

+55pts Sonar+90pts Control Element – Water

WealthyThe character has a tremendous financial

portfolio and has attained much wealth during his life. The character has an additional two points of resources to spend in any of the following categories: Income, Junk, Lifestyle, Natural Resources, Property, or Savings. Characters may increase any of these resources above six.

Upgrades:+10pts One additional point of resources to be spent on

a resource with a rating of six or less.+20pts One additional point of resources to be spent on

a resource with a rating of six or more.

Well-ConnectedThe character knows a lot of people in many

walks of life. The character has an additional two points of resources to spend in any of the following categories: Allies, Contacts, Extras, Fame, Friends, Human Resources, Influence, Informants, Mentor, or Patron. Characters may increase any of these resources above six.

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Upgrades:+10pts One additional point of resources to be spent on

a resource with a rating of six or less.+20pts One additional point of resources to be spent on

a resource with a rating of six or more.

Weaknesses & FlawsWeaknesses are any aspect of a character that

hampers, injures, or self-defeats. Weaknesses should be constantly affecting the character or have great potential to harm or restrain the characters actions. Weak flaws such as mental quirks, allergies, phobias, or social reactions are mostly role-playing in nature and should be considered trivial at best. Strong personal enemies, weaknesses to certain substances, and being hunted by large organizations are far better weaknesses and grant more points. Players should be given a maximum level of weakness points, and the chart at the beginning of the Option Point step gives a level of suggested point values. Some GMs may wish to extend this amount, while others may allow the player to select as many as desired. Sicker GMs may allow open-ended purchasing, but choose all of the weaknesses after the first 30 points.

Trivial weaknesses are rarely encountered or do not affect the character greatly in game-play. They include phobias, mental afflictions such as paranoia, minor addictions, and allergies. Most trivial weaknesses should only be worth 3 points, but some of the more interesting or harmful ones could be worth up to 10 points.

Minor Weaknesses are just a stage above trivial ones and begin to really hamper the character. While rarely able to kill a character, these weaknesses will usually only humiliate, disgrace, injure, or weaken. These weaknesses are usually worth 15 points, but some may be worth up to 30 points.

Flaws are the basic level of weaknesses. If a weakness is solid, affects the character at least once a session, affects the way he acts, and doesn’t seem to be able to out-right kill or maim the character it may qualify. Examples include no sense of smell or taste, no depth perception, and dependents. Flaws are worth 30 points, but some more creative flaws may extend up to 45 points.

Major weaknesses will probably get a character killed eventually. Perhaps the character has lost a hand, can’t hear a word, or reacts extremely badly to some uncommon substance. Some options require that a character take a major weakness. These weaknesses should be to a common substance that will limit or

temporarily eliminate their powers. Silver is a common weakness against were-wolves, and so is the example of the man from space and that icky green rock. Each is worth a base 50 points but may be worth up to 75.

Crippling weaknesses are so bad that most players will have to compensate in some way or lose the character. These weaknesses include permanent blindness, paraplegia, or powerful world-class villains. As long as the character survives, they receive the benefits of a 90-point weakness.

3 - 10pts Trivial15pts Minor Weakness30pts Flaw50pts Major Weakness90pts Crippling Weakness

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Step 7. Purchase ResourcesResources are usually a reusable or renewable

resource that affects the character’s wealth, standing, or provides a bonus to other traits. They are rarely inherent to the character, more often being reflections of the success or failures that a character has had previously in his life. Resources should not be manipulated often by the Game Master without plentiful warnings and chances to restore a temporarily lost Resource. Resources may be purchased after creation if the character has a logical reason to acquire or improve it. In the same way, Resources may be transferred from one to another if certain life changes occur to the character. Not every resource will be applicable to every chronicle, setting, or character. Nor will every Game Master feel comfortable allowing characters to have certain levels of resources.

Resources are traits that are rated from zero to ten. A character with a rating of zero will not have any of that resource available to him. A rating of one or two means that the character has very little of the specific resource. Most characters will have an average resource of three to five. Any resource with a rating higher than five is significant. A rating of ten denotes that the character has a fabulous amount or availability of the resource. Resources can theoretically be increased past ten, but this should be limited to major corporations, governments, and powerful organizations. All characters begin the game with 10 points that may be allocated between any chosen resources. No character may have a resource rating higher than six without a specific option. Additional points of resources may be purchased at a rate of 10 Option Points per point of resource.

Resources are used during a session either as a bonus, as the rating, or as a skill. When used as a bonus, the resource rating should be squared and added to the applicable attribute or skill. E.g. A resource of 3 will grant a bonus of +9 to the applicable trait, while a resource of 5 will grant a heftier bonus of +25. For simpler rolls that only involve the specific resource, roll a d10 and compare the result. Any result equal to or less than the rating is successful, otherwise the resource is not enough to accomplish the task. Some actions may require that the resource be the equivalent of a skill or attribute, often for resisted actions. GMs who wish to have the potential for critical success or failures in the resource roll may choose to use this for more common resource rolls. In such a case multiply the resource rating by ten to determine the equivalent rating. E.g. A resource of two used in a resisted action will have an effective rating of 20, while a resource of 5 will have an effective rating of 50.

AlliesAllies are non-player characters that assist the

character with important or dangerous tasks. An ally is someone who believes in similar causes, ideals, or beliefs. As long as you are working for the same goals or pursuits then they will sell nearly any goods, information, or services that they can acquire. Special, dangerous, or unusual services can often be had for the right price. Easy services, cheap items, or simple services may be given free of charge. Some allies will fight or place themselves in danger for the common goal or ideal. Some allies are more mercenary in nature and the only cause they will strive for is cold hard cash.

For every two points of rating in this resource the character has one ally. Allies begin with 1/3rd the normal option points allowed for player characters. Additional option points may be allowed by the Game Master to flesh out an ally. Allies should be a joint creation between the player and Game Master, and should be used to balance and further develop the character. Every ally should be treated as a player character with a background, concept, history, and personality: not simply as a list of stats and ratings.

Alternate SelvesCharacters with this resource have alternate

versions of themselves across other realms of reality. The greater the rating the more other selves are strewn amongst the plenum. These alternate selves are generally separate and distinct from the character, often having wildly different histories and personalities. This resource will often have more impact in trans-dimensional chronicles, but the GM may choose to use this as a resource to draw upon other skills, knowledge, and abilities from across the boundary.

Arsenal This resource describes how many weapons,

guns, and ammunition the character can acquire with regularity. Characters will have a steady supply of equipment based upon the Arsenal Rating. These weapons should be considered untraceable: serial numbers shaved off, multiple blind drop points, or minimal decoration. Players should decide where the arsenal is located, and why the character has access to it. The character should never be presumed to have the arsenal on his person.

Arsenal Ratings1 – 2 Characters can obtain only standard

ammunition or simple weapons such as knives and throwing stars.

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3 – 4 Characters have access to cheaper handguns and melee weapons such as swords, clubs, or axes.

5 – 6 Characters are now able to acquire less common ammunition, such as silver or wooden bullets, for firearms. All melee and ancient missile weapons are available to the character. The character can now obtain hunting rifles, shotguns, most handguns, and a variety of common weaponry. Police style body armor and some specialty surveillance equipment are also available.

7 – 8 These characters have built a substantial arsenal of common weaponry. The character will have a wide variety of handguns, rifles, shotguns, and melee weapons. Military style body armor is available as well as various illegal ammunition types. The character may also have access to a few pieces of military hardware and weapons.

9 – 10 These characters give a bad name to survivalists and NRA members. Characters with this level of arsenal have a plentiful supply of small arms, ammunition, body armor, military weapons, surveillance equipment, and melee weapons. They also have access to heavy weapons such as machine-guns, flamethrowers, and mortars.

ContactsContacts can be anyone that the character

knows who is trustworthy enough to sell or trade services. These services will vary wildly based upon the skills, occupation, interests, and knowledge of the contact. Contacts will generally only peddle information and safe services: don’t expect one to put his neck out for a player character. Each rating point of contacts is equivalent to one primary contact person. As the rating increases the number of minor contacts should increase appropriately.

This resource should be further defined by the specific occupation, sub-culture, or faction. Common examples of such groupings include Criminals, Politicians, Police Officers, Professionals, Academics, Mafia, Vampires, Bureaucrats, and even Gamers. This resource can be selected more than once if multiple groupings are desired. The player and Game master should discuss how the character gained the contacts and how he maintains their relationship.

While generally trustworthy, contacts can betray or inconvenience a character if sufficient reason exists. Game Masters should be generally helpful with contacts that are purchased as a resource versus those that are acquired during play. This is the largest difference between contacts gained using resources, the streetwise skill, and good role-playing. The Game Master and player should describe and create important contacts. Very few contacts will have any options, abilities, or powers.

DatabaseThe character has access to an online database

or information archival system. This access may or may not be legal, authorized, or morally correct but the character has experience with the system and a history of accessing it. Reasons for the access could be as simple as having a girlfriend who works with the database and gives up the pass-codes to as complex as the character continually hacking the system. Whichever the situation the character should have free access to the information contained within. Every database requires a separate resource.

The rating of this resource describes how large, how complete, and how private the information contained within. Low ratings may only give access to small governmental databases that keep track of fishing licenses or school grades. Higher levels of database include state-wide departments of motor vehicles, FBI criminal databases, or even NSA systems. Most databases fall somewhere in the middle and require consensus between the player and Game Master.

DestinyCharacters with this resource have been blessed

or cursed by fate to accomplish some action or goal. Any aura reading, long term fortune-telling, psychic senses used upon the character will reveal this. The exact fate for the destined character should be decided by the player and game master, but the more important or large the destiny the higher the Destiny rating must be. Some GMs may wish to keep the character’s Destiny secret from the players, but it should become known during the chronicle.

Lower levels of this resource generally give no bonus in terms of game mechanics. However, non-player characters will often act differently around a character with destiny as they unconsciously try to assist or hinder. Those with the gift or ability to read the fabric of fate may be more adamant and obvious about helping, obstructing, or remaining neutral. Characters with a higher level of Destiny are fated to change the face of nations, alter the course of history, and often become legend. Any character with a Destiny greater than six adds one to his Drama Pool.

ExtrasExtras are the servants, followers, and

subordinates of the character. They may like and respect the character, but they either do not have the same rapport or ability as a friend or ally. They are intended to be the butler, the chauffer, and the personal assistant. Each extra should be a full and complete individual with a

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Step 7. Purchase Resources

concept, personality, desires, and goals. As long as the supervisor assists them in garnering their desires they will serve faithfully and well. They may not just be working for the character out of a desire for money; many extras are looking for power or prestige. The character has one extra for every point of rating in this resource. Players and Game Masters should create any extras together, but extras often do not have any option points.

FameThis resource is a measure of the popularity and

prestige the character has attained. Famous characters may benefit from enhanced social modifiers, perks from fans, and adoration by others. Corporations and organizations may ask the character to endorse products, services, or public messages. Characters may also find others who loathe their personal views and take opportunities to make it known. The character will suffer a loss of privacy as everyone wants to know where they are, what they are doing, and what they had for breakfast.

Low levels of fame denote that the character is only known locally or in a small sub-culture: local football star or web-comic artist. Higher levels of fame should be balanced by the target group and the level of renown. The smaller the target audience or sub-culture the greater the fame in that particular group, but a much smaller level of fame in the mass market. Starting with a Fame of eight characters will begin to become a household name in national or even international media.

FriendsFriends are important non-player characters

that are extremely loyal, dedicated, and intimate with the character. They are intricate parts of the character’s life and know much about the character’s flaws, weaknesses, and strengths. They will stand by and assist their friend in times of need and strife without much thought to their own interests or goals. For this reason, many friends are truly only allies in the mechanics of this game.

For every three points of rating in this resource the character has one friend. Friends begin with 1/3rd the normal option points allowed for player characters. Additional option points may be allowed by the Game Master to flesh out an friend. Friends should be a joint creation between the player and Game Master, and should be used to balance and further develop the character. Every friend should be treated as a player character with a background, concept, history, and personality: not simply as a list of stats and ratings.

Human ResourcesThis resource is a bit of a misnomer in that it

does not refer to employees or subordinates: that is the purview of Extras. Human Resources are used by several supernatural creatures or callous super-beings to extract some essence or substance from a victim. This essence or substance should be a renewable resource and regained by the victim after a period of time. The exact nature of the resource is very specific to the individual character. For example: vampires use Human Resources as a measure of their human blood donors, psychic leeches use it as a measure of the emotions they can drain from a victim, while some demons use it as a measure of sexual partners they have acquired. This resource is never shared, never returned, simply taken. Options or races that require this resource will describe the mechanism for use in the description, but often each rating of Human Resources is the equivalent of one individual person.

IncomeThis is one of the more common resources and

most characters should purchase some rating in it. It is a measure of the total income that the character receives per month from an occupation, endorsements, royalties, criminal activities, or any other non-investment source. This is the amount remaining after taxes and after any expenses. Characters that make a good living may have a low income if they have a large house, fancy vehicle, or spend much of their income on gadgets and weapons. Players must declare the activity that garners the income, and must maintain that activity or else the Income resource may wither. Players who wish to declare that the income is in some way independent of any regular activity may spend double the points for the privilege. The source of the income must still be declared, and it must be reasonable for the character’s concept.

Income Ratings

0 The character does not have any steady income. The character must keep track of all expenses and micro-manage all fiscal gains and losses.

1 Character has a very small amount of income. The character only receives an extra $200 a month after expenses.

2 Character has a very small amount of income. The character only receives an extra $400 a month after expenses.

3 Character has a small amount of income. The character receives an extra $800 a month after expenses.

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4 Character has a comfortable amount of income. The character receives an extra $1,200 a month after expenses.

5 Character has a comfortable amount of income. The character receives an extra $2,000 a month after expenses.

6 Character has a sizable amount of income. The character receives an extra $3,000 a month after expenses.

7 Character has a sizable amount of income. The character receives an extra $5,000 a month after expenses.

8 Character has a huge income. The character receives an extra $10,000 a month after expenses.

9 Character has a fabulous income. The character receives an extra $20,000 a month after expenses.

10 Character has a fabulous income. The character receives an extra $30,000 a month after expenses.

InfluenceInfluence is the resource that reflects the

political muscle that the character has garnered. Influence includes the political connections, favors owed to the character by those with power, governmental authority, blackmail information, and other elements that could influence the way another person acts. This is entirely a social resource and does not rely on any options, brute force, military power, or mind control to have sway. Characters with a low level of influence may only affect a small number of people greatly, or a great number of people minutely. Players and GMs should decide on which rating is appropriate for the amount of influence desired.

Players must select the sphere of influence that the character possesses. Each sphere of influence is a separate resource and must be purchased separately. Most influence is based upon allies and friends in government. Political influence is divided into the three branches of government: Judicial, Executive, and Legislative. Each branch has its own political players, advantages and drawbacks. A character with a great deal of legislative influence may be able to dictate the way a certain law is written and who votes for it, but may not be able to stop the governor from applying his veto. Most executive influence is obtained by actively being a part of government. Most executive agents from police officers to IRS agents have lower levels of executive influence: the influence is granted by their governmental authority. Without that authority they are just a guy in a cheap suit waving a piece of paper. With it they may have control over a situation or the edge to accomplish their goals.

Politics is not the only form of influence. Every culture in human history usually has a hierarchy or set of leaders, rules, and regulations. While some of these sub-cultures may not have power outside of their fiefdoms, they may control life and death situations within. If the campaign offers other races, hidden cultures may have developed with their own unique power circles and political systems. Each is a possible source of influence. The more common spheres of influence beyond political include: Criminal, Media, Religious, and Academic.

Criminal influence is a very broad and complex sphere of influence. In most societies there are groups of competing criminals and organizations. While they may occasionally work in unison to further some joint project, most criminal groups do not interact peacefully. Players should select which criminal group they are allying themselves with and their approximate level of power. Being a lieutenant for a gang of thugs is much different from being a lieutenant for a New Jersey Mafia family. In addition, criminal organizations are often not known to each other outside of a certain radius. A New York mobster would have a much harder time attempting to influence anyone out in Washington State, but a few phone calls might at least get a meeting with a local leader or two.

The Media in this country today has a huge level of influence on most Americans. A character with some level of this resource can dictate what is shown or printed, when it is distributed, and how it is distributed. Those with this resource do not have to be famous to exercise their power. It is the people behind the scenes that determine most of what we see everyday: the field reporters, the directors, and the corporate executives. And this resource is not limited to television: radio, newspapers, internet blogs, magazines, web-zines, and recording labels are all possible spheres of influence. While not as instantly effective as political influence, even politicians take notice when their constituents seem to really care about something.

Religious influence has been a great source of power in human history. This sphere of influence deals solely with the internal politics of the specific church. Characters that desire direct political power should select one of the other spheres of influence. In some ways this sphere is similar to both legislative and media influence. Those in power can alter existing doctrine, enforce edicts, and control church law. They can also instruct priests on what to tell their worshippers about certain issues. They may also be able, with enough time and influence, to change the basic tenets of what is held as good and evil of the larger culture.

Academic influence is similar to religious influence. Both have a hierarchy that tells those within what to teach, how to teach, and when to teach. It also spreads ideas to students and the greater outside culture. While it often isn’t as powerful as the other spheres of influence it often has the longest effect upon the

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population. Teachers and administrators are shaping the next generation of students, and shaping the next generation of teachers and administrators.

InformantsCharacters with this resource have a network of

informants, stoolies, and spies that gather information. Unlike Contacts, this resource denotes the total size of the information network, not the number of individual people within. Every informant expects to be paid for information, although this payment may not be financial in nature. Drugs, information, services, freedom, and resources are all possible methods of payment. The larger the resource rating, the larger the area occupied by the informants and the density within the sphere of influence. Informants will never act on the behalf of the character, they simply observe and expect to be well paid for their troubles. The player and Game Master should design the personality and desires of several informants for scenes when the information changes hands.

Information TechnologyThis resource is a reflection on the availability

and expenditures on computers and hardware of a character. The IT of a character is an ever changing set of PCs and mainframes which must be upgraded and patched regularly. The resource is only applicable for the Technology Level of the chronicle, higher or lower TLs will have a rating relative to the mean.

Very simple systems and older computers will have a low IT rating. An old computer that has been in production for over six years may have a resource rating of 1. This rating may also apply to tiny devices, equipment from other locales brought into the main chronicle, or simply poorly built machines. Less powerful models than the average computer or those between two or three years may have a resource rating of 2.

A brand new store bought computer will have a resource rating of 3. This is a very average new computer and will be continually upgraded via this resource to stay current. Cutting edge prosumer models, small networks, and more advanced miniaturized systems will have a resource rating between 4 and 6. Supercomputers, large networks, and highly advanced technology will have a rating above 7.

JunkThis resource is best suited to mad scientists,

tinkerers, and post apocalyptic traders. The character has a sizable selection of used parts, junked vehicles, broken devices, and scrap metal. Characters with a low level of this resource may have a workroom cluttered with spare parts and bits. Higher levels of this resource may mean that the character has much more scrap, or that the junk is of a higher quality. Broken high tech pieces, military surplus, solid armor sheeting, and cybernetic discards are all examples of high quality junk. Anything that is usable without repair, installation, or modification does not qualify as junk.

LaboratoryLaboratories are locations that the character has

access to which will assist his ability to experiment or study new knowledge. Laboratories are either scientific or magical in nature, depending upon the methods and abilities of the character. Laboratories that are dual use should be twice the cost per rating point. Low rated laboratories are little more than spare rooms with a few basic tools. Mid-level laboratories have enough tools, sensory equipment, and research equipment. High level laboratories are a scientist’s dream. Often filled with labor saving devices, they often incorporate cutting edge sensory tools, chemicals, and hazmat protections. Some laboratories require test subjects that are included in this resource: whether sentient or otherwise.

LibraryLibraries are collections of knowledge. While

the Database resource may have a great deal of accurate, current, and pertinent information it is far more limited than the Library resource. Libraries can have a mix of computer databases, books, audio discs, magazines, and other media sources. There are three distinct types of Libraries: General, Technical, and Occult. Each should be purchased separately. Libraries should be used to facilitate research skill rolls, grant bonuses to knowledge rolls, and allow for the learning of new skills. Low rated libraries are often small rooms with large bookshelves or a few very detailed and well researched tomes. Higher rated libraries are often huge sprawling affairs with multiple floors, dedicated librarians, and excellent research potential.

General Libraries are best typified by the public library system. They have a mélange of topics in a wildly diverse set of media. A character can find information on cooking, auto repair, computer programming, ghost

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stories, and even fine art. While not as specialized or as detailed as the other types of libraries, the general library will have something for everyone. General libraries also benefit as being technical and occult libraries with a rating three less than their normal rating. Keep in mind the general technology and enchantment levels of the chronicle setting before allowing specific levels of technical and occult books in even the largest libraries.

Technical Libraries are also known as specialty libraries. They have a great amount of books of a scientific, technical, or detailed nature. Characters may wish to specify a specific technology, field of interest, or skill in which to dedicate the technical library. Technical libraries do not benefit from having any media outside of their primary focus. Technical libraries are often taken by inventors, scientists, technicians, and those obsessed with a specific hobby.

Occult Libraries are very similar to technical libraries except they always deal exclusively with the occult, supernatural, and magic. They often contain spells and rituals, descriptions of otherworldly realms, illustrations of monstrous creatures, and verses of prophesies. This resource may not be appropriate for all chronicle settings, although nothing in the rules demands that the information contained in any library to be true, factual, or accurate.

LifestyleThis resource represents the manner and

expense in which a character lives his day to day life. This resource is very important and should be selected at some level by every character. This resource represents many of a characters expenses and the opulence of his possessions. If the character does not own a home, either through the Property resource or the Headquarters option, then this resource represents a rented apartment, townhouse, or single family home. This resource also reflects the type of vehicle the character drives. It incorporates services such as phones, mass transit, internet, recreational pharmaceuticals, lodge fees, occasional lodgings, food, alcohol, cable, hobbies, gas, electric, water, vehicle maintenance, nights out on the town, timeshares, club fees, satellite radio, incidental purchases, and any other miscellaneous expenses.

Characters without a Lifestyle resource have no prepaid services and must track every dollar spent or earned. Unless they own property in some way, they live on the street in a deluxe cardboard box or crash at friends' houses. Those with a low rating may have a cheap apartment or rent a room from someone. They can afford fast food occasionally, but eat most of their meals at home. They may have a ten or fifteen year old car, or they may just take mass transit everywhere. While they may have the basic expenses and utilities covered, luxuries

such as cable, timeshares, and internet are simply too costly. Clothing and possessions are often secondhand, worn, or threadbare.

Characters with an average level of lifestyle live in nicer apartments or cheaper townhouses. They often drive used vehicles with low mileage or splurge on a cheaper new car. They can afford to eat out at mid priced restaurants and have an active social life. Some of the cheaper expenses such as cable, internet, and hobbies are covered while more extravagant services and expenditures must still be purchased a la carte. Those with a high level of lifestyle often live pampered and luxurious lives in splendor. They own the finest cars, jewelry, and electronics. They can afford most services they desire and often travel or entertain regularly. While most characters with this level of lifestyle also have the Property resource, those who do not often have penthouse apartments in metropolitan areas. A night of the theatre followed by dinner, dancing, and a flight to Aruba may not be out of the question.

MemoryThis is not eidetic memory or total recall. This

resource is designed for characters that are immortal, very long lived, amnesiac, or otherwise missing a portion of their memory. Often immortals begin to forget details as the years pass by, decade after decade passing into oblivion. The greater this resource the more of the true past they remember. Characters without this resource can remember with decent detail the last ten to twenty years, more with successful intellect rolls. Beyond that and the memory gets hazy. Details are more easily forgotten. People and places merge with strange results. The mind begins to rewrite history. Lower ratings of this resource are good for those who don’t wish to remember, or who have some mental block. Average ratings of this resource remember all of the important events and broad histories, but can’t remember the details. Those with a high rating of Memory can often remember the smallest details about events that occurred hundreds of years in the past. Depending upon the setting and chronicle, this resource may also be used for ancestral or race memories.

MenagerieThis resource reflects how many animals a

character can use during a chronicle. Most menageries are well trained animals that are often used for defense, companionship, or specialized tasks. Others can include hunting preserves, packs of hungry dinosaurs, or even a dolphin show at an aquarium. The lowest levels of this resource are designed for small groups of small harmless animals, or trained medium sized animals. Average levels

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may include a small kennel of guard dogs, individual large animals, or large groups of harmless animals. The highest levels of this resource may include trained war elephants, dinosaurs, or a jungle full of wild beasts. Keep in mind that this resource does not feed or shelter any animals acquired unless other resources are selected.

MentorMentors are the teachers, advisors, and elders to

a character. Mentors are NPCs that are created in a joint effort between the player and game master and are similar to allies and friends. Each mentor must have his own resource rating. Mentors often have great fondness for the character and will attempt to advise, assist, and protect whenever possible. Low rated mentors are simple advisors to a character. They have experienced life and wish to expound its lessons to the character. Mentors with ratings of three and four should begin the game with 1/3rd the normal starting option points available. A Mentor with a rating of five starts with the same beginning option points as the character. Mentors with higher ratings should have greater knowledge, power, or influence. Mentors should not be used to constantly extricate the players from harm, but instead assist and guide them through their most difficult times.

Natural ResourcesThis resource is a bit of a catch-all for natural

resources. Often used in conjunction with the Property resource, Natural Resources can represent any naturally occurring material or energy giving process. It can include a beautiful stream, fish filled lake, forest, wind-powered electrical generators, precious metals, or even oxygen in some settings. Each specific Natural Resource requires a separate resource. The amount of the natural resource is directly tied to the resource rating. Low rating resources have enough to sustain an individual or small family. Average levels of resources could support several families or a small village. Higher levels of resources could support a town or city.

Past LivesMany people and religions believe that the soul

is eternal, that we travel through the universe experiencing life in new and different ways. Assuming that it fits into the setting, characters with this resource have had past lives that linger on in their subconscious. With the appropriate options, characters may be able to dredge up skills, knowledge, and abilities they did not

realize they possessed. Every two points of ratings is a separate past life that the character can attempt to draw upon. GMs and players should work together on creating these past lives to fit within the setting and chronicle theme. Past lives do not have to have been all in one family line, but they may have been. Past lives are also not bound by personality, history, destiny, or even the same dimension. Past lives can be used by the Game Master to link characters by the common thread of a life long past and a destiny yet to be fulfilled. It is a very versatile and thematic resource if handled correctly.

PatronPatrons are individuals that supply, support, or

finance a character. While some patrons are unknown to the character they assist, most characters know at least something about their benefactor. Patrons are similar to allies in that they share a common belief, goal, or debt to the character. They choose to return this with indirect assistance and generosity. Players and Game Masters should work together to design the personality, abilities, and resources of a Patron. Each Patron should be selected as a separate resource. For every rating point in this resource, the patron enjoys a personal five points that can be distributed amongst the available resources. Patrons will rarely give more than a portion of their own personal resources to the character, but if used sparingly may be that extra edge a character needs to solve a problem.

PropertyCharacters with this resource own a piece of

real estate. Each piece of real estate is a separate resource and must be purchased independently. Players must choose whether a property is undeveloped or developed and where the site is located. Characters with undeveloped property have more land per rating point but only have land. Each rating point represents approximately the rating cubed in square acres. Other natural resources may be present on the property if the character selects the Natural Resource as an additional resource. Developed property is far more costly and each rating point is far less efficient. The cost should be modified for the property’s location, size, quality, and neighborhood. Condos are often one or two points of resources. Townhouses often begin at two or three points. Single family homes are between three and five points. Mansions begin at six points of resources. Residences are not the only form of property that a player can choose to purchase. Office space, stand alone nightclubs, warehouses, and even secret lairs are all possible with this resource. GMs and players will have to determine the cost of any such non-standard real estate. Players may also wish to select the Headquarters option to further tweak and modify the property.

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SavingsThis resource represents any financial savings

or investments the character may have acquired. While this resource may have real estate as investment properties, it does not include the potential sales of any Property resources. This is one of the easiest resources to lose as once the money is removed it will begin to lower unless points of income or supplemental income is used to bolster the rating. Keep in mind that this resource is designed to aid game-play; not to send a session spiraling into a morass of accounting, finances, and higher mathematics. Assuming that a character does not dip too far into his savings or too often, the character should always be able to spend less and return the savings to the original total in a few months of game time. The Game Master may allow other resources to be temporarily lowered to ease this effect as the character redirects funds from one resource to the other.

Characters with savings may also choose to receive a stipend from the interest accrued. Such stipends should be considered a level of Income that is five points less than the level of Savings. E.g. A character with Savings rating of seven could receive an effective income level of two ($400 a month after expenses). Using the Savings resource in this way weakens the effectiveness when using it for larger purchases and then replenishing the fund. Game Masters may allow characters who do not receive stipends to increase the Savings resource with experience as interest accumulates.

Savings Ratings0 Character has no savings.

1 $1,000

2 $2,500

3 $5,000

4 $25,000

5 $50,000

6 $250,000

7 $500,000

8 $1,000,000

9 $3,000,000

10 $5,000,000

TethersTethers are people, places, goals, or items that

have great significance to the character. They must be emotionally charged with memories that define the character and his life. Treasured teddy bears, wedding rings, loved ones, and the need for revenge are all examples of tethers. Most often used by ghosts, spirits, and extra-planar creatures, they bind the character to this

plane of existence.

When such a creature is freed of all Tethers they will return to their plane of origin, their next life, or their final rest. This is entirely dependent upon the chronicle setting, religious belief of the character, and the race of the character. Characters that are banished before all of their Tethers are eliminated have a bonus to resist the banishment.

Every point of rating in Tethers is often a separate Tether that binds the character. Players may choose to select one or two tethers that are absolutely pivotal to the character and expend points as separate resources. Such Tethers are very precious to the character, but if removed significantly hurt the characters chances of remaining here.

Thaumic SitesThaumic Sites are places of magical power and

enchantment. The character either owns the site or has easy access to the location. Every Thaumic site must be purchased and rated separately. Each Thaumic site is dedicated to one of the Thaumic links described in the section describing Thaumaturgy. Geomancy, Theomancy, Necromancy, and Naturalism are all examples of Thaumic dedications. Depending upon the setting of the chronicle there may be additional possibilities. Mages that desire a stronghold or safe haven should consider purchasing this resource.

WorkshopWorkshops are places that a character can

design, build, and repair all manner of devices. In addition to granting adequate space, this resource provides the tools, equipment, some basic supplies, and pays the operating expenses. The tools and equipment should be in keeping with the technological skills of the character as well as the chronicle setting. Characters who wish to use the workshop for enchanting magical devices may choose to label this resource as such. Any skill that requires tools and a place to use them could benefit from this resource.

Workshops with a low rating are often small rooms, sheds, or garages with a modicum of basic tools and equipment. Average rated workshops have a plethora of basic tools as well as specialty tools based on the character’s skills. They were often empty warehouses or old gas stations. Higher rated workshops often have better security, any necessary tool or device, and may encompass several warehouses for testing different aspects of devices. The highest level of workshop may even include an entire wing of rooms, workshops, and testing facilities the size of an industrial complex.

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Step 8. Purchase SkillsThe character’s skills are the most used facets of

a character’s traits. While characters will use their attributes on occasion, and have options and powers they will use frequently: their skills will often keep them from having to rely on their super powers. The skills that are selected for a character must reflect the background, schooling, training, and outside interests of a character. You should not select a skill that the character would not possibly have been able to acquire. Have an explanation of where a character learned all of his skills ready. Know that your sales clerk moonlights occasionally as a truck driver in order to get those skills. Perhaps the college student worked as a summer intern at a hospital and knows some basic paramedic skills. The character’s skill set should reflect the concept and design of the character. A few oddball skills are always good to round out the character as hobbies, interests, and failed jobs.

All characters start with a basic bare minimum number of skill selections and education points to raise them. Players may elect to spend option points to increase the basic level of instruction and schooling. These levels of education are not cumulative and only one may be selected. Choose the best representation of your character’s education. The names of the various education levels are meant to be vague, feel free to rename the level closer to that which the character experienced.

Self Taught 0 pts• 1 Skill Selection at a Base skill rating of 25• 7 Skill Selections at a Base skill rating of 20• Native Language at a Base skill rating of 35• 20 Education Points• No more than 20 Education Points may be

spent on any one skill selection.

High School / Basic Ed. 40 pts• 1 Skill Selection at a Base skill rating of 30• 3 Skill Selections at a Base skill rating of 25• 7 Skill Selections at a Base skill rating of 20• Native Language at a Base skill rating of 35• 30 Education Points• No more than 30 Education Points may be

spent on any one skill selection.

College / Tech Training 100 pts• 2 Skill Selections at a Base skill rating of 35• 2 Skill Selections at a Base skill rating of 30• 3 Skill Selections at a Base skill rating of 25• 7 Skill Selections at a Base skill rating of 20• Native Language at a Base skill rating of 35• 50 Education Points• No more than 50 Education Points may be

spent on any one skill selection.

Every character should purchase the Defensive Tactics Skill

The skill description will detail any specializations, prerequisite skills, or prerequisite options the individual skill requires. Any skill that is Not Commonly Available may not be selected without the prerequisite option. Depending upon the level of technology in the setting, the Game Master may choose to declare certain such skills as commonly available. All characters begin with skill in speaking and reading their native language. Each skill selected will have a Base Skill Rating. In addition to this Base Skill Rating, the character may have a modifier due to applicable attributes. In the skill lists, each skill has an applicable attribute listed. Choose the highest attribute among the applicable attributes. Only one attribute will modify the skill. In real life we tend to focus on our strengths when we do actions to balance our weaknesses. This system reflects that reality and simplifies the process. The chart below details the bonus to skill due to attribute. Players may wish to skip this step until all of the attribute modifying options are selected and spent. Attributes do not only modify the skill when it is purchased, further changes are allowed.

Skills that are not purchased can still be used in game by a character that does not possess them. These default rolls use a base skill rating of 15 with any modifiers based on the highest attribute. These do not count as skills known by the character, and can never be improved until the character learns the skill. Any practice attempted during a session should be considered when purchasing the skill. Some skills may not be defaulted: which skills fall into this category is determined by the Game Master and should reflect the chronicle setting and technology level.

Players may also increase their Base Skill Rating by allocating Education Points to a specific skill. Each skill has a maximum number of points that can be allocated to it based upon the chosen Education Level. Each Education Point will raise the Skill Rating by one.

Additional skills can be purchased with Education Points at a rate of one new skill per five Education Points. The new skill has a Base Skill Rating

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of 20 plus any attribute modifiers.

Characters may also specialize in a facet of a skill. This specialization reflects a professional or educational career in which the character focused heavily on one smaller subset of a skill. The list of specializations is included in the individual skill description. A specialization is added to the skill roll only when that aspect of the skill is applicable. Specializations can be purchased at a rate of +2 Specialization for every Education point spent. No specialization may be increased past +20 unless an option that allows it is purchased. Additional Education Points may be purchased at a rate of 1 Education Point per Option Point. Certain Options will also grant additional Education Points.

Attribute Skill ModifierApplicable Attribute Modifier

01 – 20 - 1021 – 40 - 541 – 60 + 061 – 70 + 571 – 80 + 781 – 90 + 10

91 – 100 + 12101 – 120 + 17121 – 140 + 22141 – 180 + 35181 – 230 + 40231 – 280 + 45281 – 400 + 50

Additional 100 above 400 + 5

This is not all of the skills available in the full Alpha Chronicles – Core Rules. More are available in the Full PDF

or Printer version.

Combat SkillsSkill Name Attributes Prerequisites and Miscellaneous NotesArmor Training AGL, STRAssault Weapons DEXAxe Weapons DEX Can learn Left Handed or Right HandedBlunt Weapons DEX Can learn Left Handed or Right HandedBow Weapons DEXBrawling AGL, DEXChains & Whips AGL, DEX Can learn Left Handed or Right HandedDefensive Tactics AGL, DEXHeavy Weapons DEX Minimum strength of 65Knife Weapons DEX Can learn Left Handed or Right HandedMartial Arts AGL, DEX Not Commonly AvailableNotice Ambush AWAPistol Weapons DEX Can learn Left Handed or Right HandedPole Arms DEXPower Tools DEX Minimum strength of 50Quick Draw DEX Requires one Quick Draw skill per weapon skill to be used.Ranged Strike DEX Not Commonly AvailableRifle Weapons DEXSlings DEXSub Machine Gun DEXSword Weapons DEX Can learn Left Handed or Right HandedThrown Weapons DEX, STR Can learn Left Handed or Right HandedTwo Handed Miscellaneous DEX Minimum strength of 65Two Handed Swords DEX Minimum strength of 65Unarmed Combat AGL, DEX Costs 10 Option PointsWrestling AGL, DEX Costs 5 Option Points

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Covert SkillsSkill Name Attributes Prerequisites and Miscellaneous NotesCamouflage AGL, INTComputer Hacking INT Requires Computer ScienceConcealment INTCryptography & Ciphers INTDisguise CHA, DEX, INTEscape Artist AGL, DEXForgery DEX, INTHide AGL, INTInterrogate CHA, INTInterview CHA, INTMimicry CHA, INTNotice Concealment AWA, INTNotice Traps AWA, INTPalming DEXPick Locks DEXPick Pockets DEXSecurity AWA, INTStealth AGL, INTStreetwise CHA, INT, WIL

Innate Power SkillsSkill Name Attributes Prerequisites and Miscellaneous NotesBanishment WIL Minimum WIL of 60. Not Commonly Available.Body Modification HEA, WIL Not Commonly AvailableCast Wyrd Magic WIL Requires Wyrd Magic Option. Not Commonly AvailableControl AWA, INT, WIL Not Commonly AvailableDeath Tell AWA, INT Not Commonly AvailableDestroy Undead WIL Not Commonly AvailableEmpathic Healing AWA, HEA, WIL Not Commonly AvailableESP AWA, INT Not Commonly AvailableFlight AGL Not Commonly AvailableMentalism CHA, INT, WIL Not Commonly AvailableRanged Strike DEX Not Commonly AvailableSense Aura AWA, WIL Not Commonly AvailableTelekinetic Control INT, WIL Not Commonly AvailableTranslation INT Not Commonly AvailableTranslocation AWA, INT Not Commonly Available

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Knowledges, ModernSkill Name Attributes Prerequisites and Miscellaneous NotesAgriculture INTAnimal Training CHA, INT, WILArchitecture INTAstrogation INT Requires Astronomy. Not Commonly AvailableAstrology AWA, INTAstronomy INTBrewing INTCartography INT Requires Mathematics and Architecture, Astrogation, or NavigationChemistry INT Requires MathematicsComputer Hacking INT Requires Computer ScienceComputer Science INTCooking INTCryptography & Ciphers INTConcentration WILDemolitions & Disposal INTEarly Chemistry INTEarly Engineering DEX, INTEconomics INT Requires MathematicsEngineering INT Requires MathematicsFirst Aid AWA, DEX, INTForensics INTFortune Telling AWA, INTGeology INTHerbalism INTHistory INT Each subject is a separate skillHumanities INTInvestigation AWA, INTLanguage INT Each language is a separate skillLegislation INTLife Sciences INTLogistics INTLore INT Each subject is a separate skillMathematics INTMedicine INT Requires Life SciencesMeditation WILMilitary History & Tactics INTMining DEX, INTNavigation AWA, INTOccultism INTPhysics INT Requires MathematicsPoisons & Toxins INTPsychology INTRealize Worth AWA, INTReligion INTResearch AWA, INTSense Disease AWA, INTSense Injury AWA, INTSmall Unit Tactics AWA, INT, WILSpellcraft INT

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Knowledges, Post-ModernSkill Name Attributes Prerequisites and Miscellaneous NotesHigh Tech – Computer Science INT Not Commonly AvailableHigh Tech – Engineering INT Not Commonly AvailableHigh Tech – Medicine INT Not Commonly AvailableHigh Tech – Multi-Dimensional Physics INT Not Commonly AvailableUltra Tech – Engineering INT Not Commonly AvailableUltra Tech - Medicine INT Not Commonly Available

Physical SkillsSkill Name Attributes Prerequisites and Miscellaneous NotesBoating AGL, HEA, STRClimbing AGL, STRCycling AGL, HEADancing AGL, HEADrinking Games HEAEndurance HEA, WILGymnastics AGLJuggling AGL, DEXHang-gliding AGLMicro-Gravity Training AGL, AWA Not Commonly AvailableParachuting AGL, HEARide Conveyance AGL, HEA Not Commonly AvailableRide Equine AGL, HEARide Flying Mount AGL, HEARide Lizard AGL, HEARide Swimming Mount AGL, HEAS.C.U.B.A. AGL, HEA, INTSkiing AGLSports AGL, DEX, HEA Each sport is a separate skillSwimming HEA, STRTeamster INT, STR

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Pilot & Drive SkillsSkill Name Attributes Prerequisites and Miscellaneous NotesAirplane DEXBalloons & Dirigibles AWA, INTCar / Automobile DEXConstruction Vehicle DEXGliders DEXHelicopter DEX, INT Requires Pilot: AirplaneHover Vehicle DEX Not Commonly AvailableHydrofoil DEX Requires MotorboatJet Plane DEX, INT Requires Pilot: AirplaneLocomotives & Trains INTManeuvering Packs AGL, INT Not Commonly AvailableMilitary Vehicle DEX Not Commonly AvailableMotorboat DEX, INTMotorcycle & ATV DEXPersonal Watercraft DEXPowered Armor AGL, DEX Not Commonly AvailableRace Cars DEX Requires Drive: Car / AutomobileRemote Operation DEXSailing AGL, STRSpace Shuttle DEX, INT Requires Pilot: Jet Plane. Not Commonly AvailableSpace Vessel DEX, INT Requires Pilot: Space Shuttle. Not Commonly AvailableSubmersibles DEX, INTTactical Weapons DEXTractor Trailer DEX Requires Drive: Car / Automobile

Social SkillsSkill Name Attributes Prerequisites and Miscellaneous NotesArt DEX, INTBureaucracy CHA, INTComposition CHA, INT Requires Literacy.Dancing AGL, HEADeceit CHA, INTEtiquette CHA, INTFortune Telling AWA, INTGambling AWA, CHA, INT, WILHuman Perception AWA, INTInterrogate CHA, INTInterview CHA, INTLeadership CHA, INTMimicry CHA, INTNegotiation CHA, INTOration CHA, INTPerformance CHA, INTPlay Instrument DEX Each musical instrument is a separate skillProcuring BEA, CHA, INT Not Commonly AvailableRapport CHA, INTSeduction BEA, CHA, WILSinging CHA, HEA, INTStreetwise CHA, INT, WILStyle & Fashion BEA, CHA, INTTeaching CHA, INT, WIL

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Technical Skills, ModernSkill Name Attributes Prerequisites and Miscellaneous NotesArmorer DEX, INT Requires Gun-smithCarpentry DEX, INTComputer Hardware DEX, INTCommunications INTConstruction DEX, INTEarly Engineering DEX, INTElectronics DEX, INT Requires MathematicsFortifications DEX, INTGun-smith DEX, INT Requires MechanicsJeweler DEX, INTLeather Working DEX, INTMasonry DEX, INTMechanics DEX, INTMetal Working DEX, INTMining DEX, INTSecurity AWA, INTSewing DEX, INTShipwright DEX, INTWheelwright DEX, INT Requires Carpentry

Technical Skills, Post-ModernSkill Name Attributes Prerequisites and Miscellaneous NotesHigh Tech – Electronics DEX, INT Not Commonly AvailableHigh Tech – Mechanics DEX, INT Not Commonly AvailableUltra Tech – Electronics DEX, INT Not Commonly AvailableUltra Tech – Mechanics DEX, INT Not Commonly Available

Wilderness SkillsSkill Name Attributes Prerequisites and Miscellaneous NotesArctic Survival INTCamouflage AGL, INTCamping INTDesert Survival INTFishing AWA, INT, WILForaging AWA, INTHunting AGL, DEX, INTOrienteering AWA, INTPredict Weather AWA, INTSet Snares DEX, INTTracking AWA, INT

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The following is a brief description of each skill, in alphabetical order, and any prerequisite skills or attribute requirements. A list of possible specializations will follow each skill in italics.

Agriculture - (INT) This is the skill of farming and tending of fields. It includes a vast array of farming techniques, animal husbandry, growing requirements for various plants, and a complete knowledge of all the tools used. Animal husbandry, individual crops, farming tools, and individual techniques are all possible specializations.

Airplane - (DEX) The skill of piloting a propeller based airplane. This skill is required to learn the Pilot: Helicopter and Pilot: Jet Plane skills. Each airplane has a different specialization.

Animal Training – (CHA, INT, WIL) This is the knowledge of the methods and psychology of training animals. Animals can be trained to a wide variety of tasks and tricks limited only by the type of animal and the character’s imagination. Every animal to be trained is a separate specialization.

Architecture - (INT) This skill is the knowledge of planning and appreciating buildings, structures, and edifices. The character knows the correct terms for buildings, the various styles of different cultures and time periods, and can design the blueprints for a building. Each culture or time period is a separate specialization.

Arctic Survival – (INT) Most characters live their lives in a city or a temperate environment. Those who live in the far northern reaches or other very cold climates should select this skill. Those with this skill know how to find shelter, stay warm, find food, and generally survive in the arctic or any sub-zero climate.

Armorer – (DEX, INT) This is the knowledge and hands on training in outfitting military vehicles with weapons and armor. The character is proficient in the repair, installation, maintenance, and specifications of offensive systems. This skill requires previous knowledge of the Gun-smith skill. Certain weapons and defensive systems may require electronics or specific High Tech skills. Each weapon system or armor repair is a separate specialization.

Armor Training – (AGL, STR) This skill is the level of proficiency that the character has in wearing armor. A high level of this skill shows that the character is comfortable, accustomed, and maneuverable in all forms of personal armor. The character may reduce the armor penalty of any armor worn by 1/10th the Armor Training skill rating. Each individual suit of armor is a separate specialization. E.g. Cuir-bouilli Lamellar and Banded Mail are two separate specializations.

Art – (DEX, INT) The character's ability at creating various forms of artwork. This includes drawing, painting and sculpting. Each art form or discipline is a specialization.

Assault Weapons - (DEX) This is the skill in using and providing basic maintenance to various fully automatic weapons. Most often used with fully automatic military rifles, this skill is also required to operate certain high tech energy weapons with a rifle outline and a high rate of fire. Each individual weapon is a separate specialization.

Astrogation - (INT) The ability to navigate and chart between stars in the vastness of space. Also used on a more local level by astronauts to determine landing areas, correct trajectories, and other flight paths. This skill also includes navigation via hyperspace, light speed calculations, and interstellar hops if applicable to the setting. Requires skill in astronomy. Specializations include: FTL Travel, Orbital Maneuvers, Interplanetary Maneuvers, and Jump Maneuvers.

Astrology – (AWA, INT) This skill allows the character to "predict" future events by using the sun, stars, planets, and other celestial bodies, and their movements, as references. This skill rarely works more often than every once in a while.

Astronomy - (INT) This skill is the science of the night sky, stellar phenomenon, and celestial bodies. This skill studies the celestial bodies, and can be used to predict certain phenomenon. When used with mathematics this skill can be very dangerous to the status quo in the wrong hands.

Axe Weapons - (DEX) This combat skill allows the character to effectively use weapons that have a short, heavy cutting edge. Each individual weapon is a separate specialization. E.g. Battle Axe & Hatchet are two separate specializations.

Banishment – (WIL) This skill is used to cause otherworldly creatures and undead to either halt, run away in fear, or be returned to their plane of origin. The creature being banished may subtract a penalty to the skill roll based on their experience and species. Requires a minimum WIL of 60. Each creature type is its own specialization. E.g. Vampires, Skeletons, and Demons are all separate specializations, but 1st Level Skeletons and Liches are both considered to be the same specialization.

Balloons & Dirigibles – (AWA, INT) The ability to pilot, repair, and maintain balloons, zeppelins, and other dirigibles. All of these craft are lighter than air and must use hot air, helium, or some other buoyancy method to stay aloft.

Blunt Weapons - (DEX) Characters with this skill can effectively use weapons that are designed to inflict injury by using a crushing force. Such weapons include clubs, hammers, maces, and flails. Each individual weapon is a separate specialization. E.g. Mace and Hammer are two separate specializations.

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Boating – (AGL, HEA, STR) This is skill with rowboats, rafts, canoes, kayaks and other small oared watercraft. This skill does not include any self-propelled watercraft such as motorboats or sailboats. Each method of transportation is a separate specialization.

Body Modification – This skill is the learned control the character has using any option or power that alters the shape, composition, or appearance of her physical body. Each individual option that requires Body Modification is a separate specialization. E.g. Disguise, Giant Growth, and Metal Form are all separate specializations.

Bow Weapons - (DEX) This combat skill includes all varieties of bows, slingshots, and crossbows. Each individual weapon is a separate specialization. E.g. Long Bows & Light Crossbows are two separate specializations.

Brawling - (AGL, DEX) This skill is used in hand to hand fighting. It is the most basic and simple of the three weaponless fighting skills. Each major attack form or brawling style weapon is considered a separate specialization. Brass Knuckles, Head Butts, Gauntlets, Kicks, and Punches are all specializations. In addition every known unarmed special ability is a separate specialization. E.g. Choke & Tackle are both separate specializations.

Brewing - (INT) This skill is the knowledge of crafting fine beers, ales, and other alcoholic beverages. It includes knowledge of distillation techniques used in creating whisky and other fine liquors. Each alcoholic beverage is a separate and distinct specialization. E.g. Ale and Whisky are two separate and very different specializations.

Bureaucracy – (CHA, INT) This is the skill in successfully negotiating any institution or governmental agency. The character knows what to expect from bureaucrats, how to avoid additional red tape, and where to apply any political pressure needed. Every institution, government agency, corporate entity, and large organization is a separate specialization.

Camouflage – (AGL, INT) This skill allows the character to hide in an outdoor environment. The character must remain stationary for this skill to be effective. Each locale and environment is a separate specialization. E.g. Forests & Deserts are separate specializations.

Camping – (INT) This is the knowledge of camping out in the wilderness. Food storage, good camp sites, campfires, camping tools, setting up tents and lean-tos are all facets of this skill.

Car / Automobile - (DEX) Characters with this skill can drive a car or automobile. The character is familiar with Manual and Automatic transmissions. Each model of car has a separate specialization. E.g. Ford Escort, Dodge Durango, Kia Sephia, or a Jeep.

Carpentry - (DEX, INT) This skill is required to design and create wooden furniture and other items made of wood. Structures & Buildings, Artistic Designs, and Furniture are all specializations of carpentry.

Cartography - (INT) This skill requires the skills of Mathematics and either Architecture, Astrogation, or Navigation. This skill allows the cartographer to use navigational aides to create accurate and detailed maps of an area. The prerequisite skills will determine what areas the character can successfully map with accurate detail. Each prerequisite navigation skill is a separate specialization.

Chains & Whips – (AGL, DEX) Characters with this skill can effectively use weapons that incorporate long or segmented chains in their general design and whips of all types. Such weapons include Kusari-Gama, Manriki-Gusari, flails, and Bullwhips. Each individual weapon is a separate specialization.

Channeling – (HEA, WIL) This skill allows the character to transfer a small amount of their personal life energy to another. The character can replenish another caster’s drain but will cause the character to spend drain. This occupies all of the actions of the character for the duration of the transfer, but the recipient is free to act normally. Each recipient is a separate specialization.

Chemistry - (INT) The knowledge of modern compounds, chemicals, and how to create them. The descendant of alchemy, a chemist could turn lead into gold – with enough equipment and a heck of a large expense budget. This skill requires Mathematics.

Climbing – (AGL, STR) This skill allows the character to climb all forms of surfaces and vertical areas. Walls and Buildings, Trees & Plants, Rappelling, Sailing Riggings, and Mountaineering are all separate specializations.

Communications – (INT) This is the knowledge and hands on training in various electronic methods of communication. It includes knowledge of the operation of radio, sonar, laser, fiber-optic, and other communication mediums. A skilled character can operate any modern form of communication, but does not receive more than basic maintenance in the repair of these devices. Skilled characters can also use encryption / decryption machines, jamming technology, and similar communication based technology. Each medium or device is a separate specialization.

Composition - (CHA, INT) Composition is the art of writing and expressing one’s feelings and thoughts on paper. It includes non-fiction, fiction, poetry, and even playwriting. A separate composition skill is required for every language known. Composition also requires literacy in the specific language: at least a 20% skill. Each medium of composition is a separate specialization. E.g. Poetry and RPG writing are two very different specializations.

Computer Hacking - (INT) The art of infiltrating remote computer networks, breaking copy protections and programs, and using the Internet to gather private or confidential information. This skill requires knowledge of Computer Science, which must be greater than this skill’s rating. Each program is a separate specialization.

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Computer Hardware - (DEX, INT) This skill governs the basic physical aspects of computing, from plugging in cords and installing a modem to re-wiring an entire system. Specializations include PC Assembly, Troubleshooting, and Upgrading.

Computer Science - (INT) The general knowledge of computers, their operation, software usage, and even programming. A higher level of programming difficulty requires the skill Mathematics, but simple programs do not. Gaming, Debugging, Typing, Digital Art, Music, Netiquette are all specializations of this skill. Each program is also a separate specialization.

Concealment – (INT) While Hiding or Camouflage allow the character to hide himself, this skill allows the character to conceal an object such as a chest, door, or other items. Smugglers, architects, and security experts all use this skill to build or design secret rooms, hidden compartments, and other concealed items or devices.

Concentration – (WIL) This skill is important for magic users who find themselves in combat situations. Because it often takes a minimum of one full round to cast a spell, there is a chance that the spell caster will be harmed. With a successful use of this skill, the caster will be able to ignore what is happening around him or her, and be able to also ignore any harm that is inflicted upon their person, allowing them to cast their spell. This skill may be selected by anyone who needs solid concentration for their occupation. Ignoring Injury dealt is a common specialization as well as Ignoring Loud Noises & Other Distractions.

Construction - (DEX, INT) This skill requires both Masonry and Carpentry. This skill utilizes them both to create large scale civilian structures and buildings. This skill just enables the character to build the structure, direct small groups of specialized craftsmen, and instruct others in the creation. It does not include the design of the building, nor does it include military aspects of fortifications. Each type of building is a separate specialization. E.g. A tower and an inn are two distinct specializations.

Construction Vehicle – (DEX) This skill is the knowledge and ability to handle large construction vehicles. This skill includes dump trucks, cranes, wrecking balls, steamrollers, earthmovers, and other similar vehicles. Each vehicle is a separate specialization.

Control – (AWA, INT, WIL) This skill is required for many options that control or command outside forces. Not to be confused with the mental control brought by Mentalism, this skill specializes in elemental, gravitational, and scientific forces. Every option that requires this skill is a separate specialization. E.g. Control Fire and Magnetic Manipulation are separate specializations.

Cooking – (INT) The character's ability to prepare and serve food. This skill includes baking, spice knowledge, techniques, and a wide variety of recipes. Each cuisine or specific dish is a separate specialization.

Cryptography & Ciphers - (INT) This is the knowledge and skill in deciphering secret codes, messages, and other ciphers. While not especially common in the traditional middle ages, some of the more advanced cultures, such as the elves and dwarves, are beginning to use them more frequently. They may also be used when trying to solve certain puzzles or mind games.

Cycling – (AGL, HEA) This skill is the sport of pedaling a bicycle. It includes racing, stunts, distance, and off-road cycling. Characters can also ride a unicycle, tricycle, or other pedal powered land vehicle. Each type of cycle and each style of cycling is a separate specialization.

Dancing – (AGL, HEA) The character's skill at dancing in an eye-catching way. Failed rolls will make the character appear to be clumsy or awkward. Every dance form is a separate specialization. E.g. the Fox Trot and Jitterbug are separate specializations.

Death Tell – (AWA, INT) This skill is possessed only by certain priests of death and those with appropriate options. It enables the minister to determine the approximate time and manner of the victim’s demise. Not Commonly Available.

Deceit - (CHA, INT) Characters with this skill are very adept in the arts of lying, subterfuge, misdirection, and deception. Anyone who wishes to try and lie convincingly to another should know this skill. Anyone who wishes to try and determine if someone is lying to them should make a contested Deceit vs. Human Perception skill check. This skill is not simply verbal: it includes all of the small tells, clues, and other body language that convinces another.

Defensive Tactics – (AGL, DEX) This is the character's ability to defend themselves. This is an important skill to have if the character is a warrior-type, because it makes the character harder to strike. Each injury dealing combat skill has a specialization of avoidance. In addition, each weapon specialized for offense is also usable when defending with that same weapon. E.g. Dodging arrows and Avoiding Sword Weapons are both separate specializations. Each type of shield may also be specialized with.

Demolitions & Disposal - (INT) The knowledge of how to arm and disarm explosives. Knows how they operate, and how to build them if chemistry and electronics or mechanics is also selected. They also know where to place them for maximum effect. Each form of explosive device is a separate specialization.

Desert Survival – (INT) Most characters live their lives in a city or a temperate environment. Those who live in the Sahara Desert or very dry climates should select this skill. Those with this skill know how to find shelter, stay cool, find food and water, and generally survive in the desert or wastelands. Every location is a separate specialization.

Destroy Undead – (WIL) This is a far more powerful and specialized version of the banishment skill that is possessed by priests of death and certain options. When used, this skill focuses some of the rage of both the

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character and their god to inflict injury upon the unholy undead. It can not be used against any other extra-planar creatures. Not Commonly Available. Every form of undead creature is a separate specialization.

Disguise – (CHA, DEX, INT) This skill measures a character's ability to temporarily alter his or her appearance to a variety of characters or known individuals. Each separate "personality" or character is a separate specialization.

Drinking Games – (HEA) There are very few in-game benefits for this skill except the character can resist the debilitating effects of continuous imbibing. The character will still get inebriated and have penalties to skills, but may not accrue them as quickly or fall unconscious as early as his companions. Specializations include Wine and fruit beverages, Beer and grain beverages, and Hard Liquor.

Early Chemistry - (INT) This is a very primitive and early form of chemistry that is closer to the science studied by the ancient Earth Greeks than the modern variety. It is based on the five elements: fire, earth, air, water, and spirit. Everything that is matter contains these five elements in different amounts. They study how some compounds interact with other compounds, and try to map a similarity of matter.

Early Engineering - (DEX, INT) This skill is required to create, build, and operate large primitive equipment, such as catapults. Thieves use this skill to disarm traps that they find. This skill is a pre-cursor to Mechanics. Siege Equipment, Non-magical Traps, and Finding Secret Openings are all specializations of Early Engineering.

Economics - (INT) Knowledge of all forms of business, coinage, trading, and economics. Stock trading, probates, mergers, and fine print are all well known by the character. This skill requires mathematics before purchasing.

Electronics - (DEX, INT) This skill measures the knowledge and technical expertise in fixing, repairing, and building electrical appliances. Televisions, computers, and security cameras are all within the purview of the electronics tech. This skill does not include any knowledge of mechanical devices or the design of electrical appliances. These are separate skills of Mechanics and Engineering. This skill requires knowledge of Mathematics before it may be selected.

Empathic Healing – (AWA, HEA, WIL) Allows the character to take the injuries of others onto themselves. The character can absorb up to 2d10 + level of experience in injury per action. Injuries taken in this way regenerate at 1/10th HEA each round. It does however add to the accumulated injury total, which does NOT heal at the accelerated speed. This skill is only available if the Empathic Healing option is selected. Specializations include species/race of the victim, specific injury location, and individual subjects.

Endurance – (HEA, WIL) This skill is used to ignore and suppress bodily functions such as food, water, and rest until later. Characters with this skill can go longer than most others without these essential things, but they cannot survive forever. Each necessity is a separate specialization. E.g. Water, food, and rest are all distinct and separate specializations.

Engineering - (INT) Allows the design and planning of electrical appliances, mechanical devices, buildings, and even traffic patterns. This does not include the technical skill to build the device once it is created unless the character also has the appropriate Technical skills. Requires the skill Mathematics before this skill may be purchased. Specializations include Electrical, Mechanical, Weapons, Vehicular, and Civil.

Escape Artist – (AGL, DEX) A favorite of criminals, con-artists, spies, and stage magicians everywhere. This skill allows the character to contort their bodies and wiggle enough to slip free from bonds, handcuffs and other restraints.

Etiquette - (CHA, INT) This skill is the character's knowledge of the proper way things are done. It includes courtly manners, speech, attitudes, and protocol. Every culture has a separate specialization. Culture could refer to the city, county, or kingdom or could even refer to the culture of a sub-group such as a guild or order. The exact distinction of the culture is determined by the GM.

Extra Sensory Perceptions – (AWA, INT) Grants the character unnatural abilities to sense beyond the natural range of the five senses. In addition the character will suffer prophetic dreams at the GMs whim, and be able to sense strong memories and emotions from items and places. They can sense the presence of hidden and astral creatures as well as relying upon flashes of intuition about people, their motives, and abilities. Some psychics can even sense possessing entities, life forces, and inter-dimensional chaos. This skill is only available from certain options, including Extra Sensory Perceptions.

First Aid – (AWA, DEX, INT) This is a character's skill at healing themselves and others. It includes binding, stitching, and setting broken bones. Each race or species has a separate specialization. E.g. Humans, Motuls, and Wolves all have a different specialization. Fishing – (AWA, INT, WIL) This skill allows the character to catch, and knowledge of the basic cleaning of fish for meals. Specializations include Salt-water fishing, Fresh water fishing, Net fishing, Crabbing, and other methods of catching fish.

Flight – (AGL) This skill is required for characters who wish to perform high-speed aerial maneuvers without the aid of a vehicle. This includes most forms of self propelled methods of flight including Winged, Wingless, magical, and high tech devices. This skill is not commonly available. Every method of propulsion is a separate specialization.

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Foraging – (AWA, INT) This skill allows the character to find edible plants, roots, and herbs in the wild. Each locale and environment is a separate specialization. E.g. Foraging in a Forest versus the plains.

Forensics - (INT) This skill includes many facets of crime scene investigation. Includes ballistics, fingerprinting, DNA matching, and other investigative techniques.

Forgery - (DEX, INT) This is the character's skill at creating false documents. It is also used to recognize documents that have been falsified. Detection of Forgery, individual styles of documents, and every individual's handwriting are all separate specializations. E.g. Forging fake travel passes is different from mimicking Count Varley's script.

Fortifications - (DEX, INT) This skill is the knowledge and the skill in constructing military fortifications. Murder holes, palisades, and other defensive structures are all part of the character’s expertise. This skill is often used with the Construction skill, but it can be used separately out in the field or to find a weakness in a castle’s fortifications.

Fortune Telling – (AWA, INT) This skill is most often the correct reading of a situation or person and trying to determine what will most likely occur or what they should do. Charlatans tell their customers what they want to hear, truly insightful people use it to steer and control possibly harmful events. Every so often a powerful force may choose to give aid or wisdom using the chosen method. Possible methods of fortune telling include non-magical rune stones, tarot cards, palm reading, tea leaves, crystal viewing, or I Ching. Each method may be a specialization.

Gambling – (AWA, CHA, INT, WIL) This skill allows the character to effectively bet money on games of chance, and win. This is simply the knowledge of when to hold and when to fold. Unless the player actually states that they are cheating they are playing it legit. Each form of gambling such as Cards, Dice, Races and Gladiator bouts are all separate specializations.

Geology - (INT) This skill measures a character's knowledge of rocks, minerals, and soil. It can be used to help determine where to erect a building, or where to sink mines for various purposes. Specializations include every Local Area, each type of rock or mineral, and various real world applications for geology.

Gliders – (DEX) This skill is the knowledge and basic operation of non-motorized winged vehicles. Some gliders will have a very small engine or source of motive power. This skill may also include magical forms of gliders including wing boards. Flying carpets, and other non-traditional flying devices, should use the Ride Conveyance skill. This skill does not include the ability to use hang-gliders. Each flying device is a separate specialization.

Gun-smith – (DEX, INT) This is the knowledge and hands on ability to manufacture, repair, modify, and maintain a variety of modern firearms. The skilled

character can attempt to modify any modern weapon that is familiar. This skill requires Mechanics. Certain energy weapons may require the character to possess electronics or other High Tech skills. Weapons and armor installed onto a vehicle requires the Armorer skill. Each individual type of firearm or weapon is a separate specialization.

Gymnastics – (AGL) This is the character's ability to perform feats of agility, such as flips, cartwheels, rolls, etc. This skill also includes acrobatic feats as well. If done during combat, the character will gain a bonus of 1/10th

the gymnastic skill to their Full Defensive Tactics. This requires enough room to maneuver and constant movement from the character. Walking on a rope, Rolls, Summersaults, Cartwheels, Back flips, and other maneuvers are all separate specializations.

Hang-gliding – (AGL) This is the skill is using a hang-glider or similar personal flying apparatus. Flying characters that use hang-gliders can often carry greater weight while flying than normally allowed.

Heavy Weapons - (DEX) The skill in using, aiming, and destroying large targets with heavy weapons including rocket launchers, machine guns, mortars, flame throwers, anti-tank weapons, grenade launchers, and other military grade hardware. Every weapon is a separate specialization. E.g. 40mm Grenade Launcher, 90mm Recoilless Rifle, and .50 Caliber Browning.

Helicopter - (DEX, INT) Knowledge dealing with the piloting and basic maintenance of helicopters. Each helicopter model is a separate specialization.

Herbalism - (INT) This skill was used before modern medicines were used. It allows the character to create and use medicines and poultices from herbs and other natural substances. It is also a general knowledge of the various herbs and plant life. Healing Herbs, Dangerous Plants, and Agricultural Plants are all separate specializations.

Hide – (AGL, INT) This skill is the character's ability to hide in an urban or indoor environment. The character must remain stationary. If the character wishes to move about without drawing attention, then he must have the Stealth skill. Building Interiors, Crowds, and Streets are all specializations.

High Tech Skills - (Varies) These skills are identical to their namesakes without the High Tech appellation. Those with these skills are beyond the cutting edge of the modern day and are actually breaking the boundaries into science fiction. Cybernetics, nano-technology, light speed travel, advanced robotics, thinking computers, perfect cloning, DNA manipulation, and other scientific advances are all High Technology. The GM may determine that a discovery is too far beyond High Technology and deem it instead Ultra Technology. Specializations are based on the standard tech level skill of the same name.

High Tech – Multi-dimensional Physics - (INT) This branch of physics deals strictly with the hypothetical and hands-on research into time and dimensional travel. Each GM and campaign should have a rough system of the temporal mechanics that the characters may have to deal

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with.

History - (INT) History skills are very similar to Lore skills. Each must be a very specific and defined area of knowledge. The broader the area of knowledge, the less detailed the known facts, dates, people, and figures. The more specific the subject of the skill, the greater the details that are known to the character. There are no specializations, as every subject is a separate History skill.

Hover Vehicle - (DEX) These vehicles have an anti-gravity system built into their basic frame. This skill is not required to pilot modern hovercraft, this is for the futuristic speeders, A-grav cars, and hover cycles. This skill does not require a special option, simply the familiarity with a culture that has them.

Humanities – (INT) The knowledge of literature, philosophy, and poetry. Those skilled in this knowledge have often studied the humanities of other cultures as well as their own. This skill also gives a smattering of historical knowledge and other academic disciplines. Each culture of learning and each discipline is a separate specialization. E.g. Literature and German Culture are two separate specializations.

Human Perception – (AWA, INT) This skill is used in social interaction to notice if someone is lying, trying to hide an emotion, or acting strangely. Someone skilled in human perception has the empathy to become an excellent city guard, con artist, politician, fortune teller, or salesman. While the skill is called Human Perception it applies to any sentient being. Each sentient race or culture is a separate specialization.

Hunting – (AGL, DEX, INT) This is the knowledge of, and hands on training in, killing an animal in the wild. This skill should only be used when hunting relatively defenseless animals such as deer, rabbits, or other herbivores. Hunting more dangerous game may be more appropriate to be role-played out. Each type of terrain and animal to be hunted is a separate specialization.

Hydrofoil – (DEX) This is the skill in operating a high-speed water vehicle. Most hydrofoils can sustain lower speeds and can be used by anyone with the Motorboat skill as such. When the vehicle begins to rise out of the water, this skill is required. The Pilot: Motorboat skill is required to learn this skill.

IInterrogate - (CHA, INT) This is the ability to extract information from a person who does not wish to give it. Beating, berating, and psychological torture are often involved. Good Guard / Bad Guard, Physical Torture, and Mental Intimidation are all separate specializations of Interrogate.

Interview - (CHA, INT) This skill is similar to the interrogate skill except that it is far softer and more pleasant for the subject. Instead of beating and berating the subject, they are asked questions in a relaxed situation often with their approval or in a casual social situation.

Investigation – (AWA, INT) This skill is a mixture of basic forensics, notice, clues and other detective knowledge. While not a sure thing, a good investigation

roll may turn up a clue or two missed by a ham fisted combat monster.

Jet Plane - (DEX, INT) The knowledge on the piloting and basic maintenance of jet powered aircraft and requires the Pilot: Airplanes skill. This skill does not include any built-in weapon systems that may be present. That requires the Tactical Weapons skill. Each individual jet plane is a separate specialization.

Jeweler - (DEX, INT) This is the craft used to cut, polish, and ready gems and precious stones. It also includes knowledge of working with precious metals such as copper, bronze, silver, and gold in a very fine medium. Those who wish a more broad skill in working with metals should choose Metal Working or Art. Each precious metal, gem, each style of jewelry, each type of jewelry, and each method of crafting is a separate specialization.

Juggling – (AGL, DEX) This skill is the art of keeping multiple objects in the air simultaneously with one's hands. A skilled juggler can keep a number of sharp, fiery, or dangerous objects aloft even if the shape and weight are vastly different. The number of objects that can be juggled is equal to 1/10th the skill rating + 1. While juggling the character has no Defensive Tactics, unless an action is spent to increase this to normal. Only¼ movement at a walk, speech, and throwing the readied objects can be done while juggling.

Knife Weapons - (DEX) This skill allows the character to use small bladed weapons in combat. Each individual weapon is a separate specialization. E.g. Daggers & Stilettos are two separate specializations.

Language - (INT) This is the character's ability to speak a language and must be taken for each language to be known. Literacy is assumed in most settings. Every character begins the game with a basic knowledge of their native tongue. For settings that do not include widespread literacy, each language requires a separate Literacy skill to be selected. The literacy skill is identical to the language skill and is Intellect based.

Leadership - (CHA, INT) This skill is the character’s ability to lead and direct others. It is often a difficult skill to role-play. Those with a high level of skill will find interacting with NPCs who follow the party easier, they will be more productive and often very loyal. Other player characters will often begin following the suggestions and orders of the leader.

Leather Working - (DEX, INT) This skill is required to make items out of leather, such as pouches, clothing, and leather armor. Clothing, Armor, and Artistic Designs are all specializations of Leather Working.

Legislation - (INT) Includes a basic history on the concept of law, theories of law and governments, and a broad knowledge of laws around the planet. The character also knows proper apprehension procedures and loopholes. Specializations include detailed knowledge of local statutes, and broader groups of arcane information such as Tax law.

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Life Sciences - (INT) A detailed knowledge of how the various forms of life exist and interact with each other. This skill includes knowledge of Botany, Biology, and other life sciences. Each discipline is a separate specialization. E.g. Botany & Biology.

Locomotives & Trains – (INT) This is the skill in operating a full-sized train, locomotive, mono-rail, or subway system. The character has intimate knowledge of switching systems, fuel requirements, and procedures for operation. Each type of vehicle is a separate specialization. E.g. Monorails, Coal burning trains, and Diesel Trains are all separate specializations.

Logistics - (INT) The science of distribution of goods, shipping costs and methods, and who will need what when. Most often used with larger organizations and big business. Merchants, army quartermasters, and sailing captains all use this skill extensively.

Lore - (INT) This skill is a general knowledge of a certain subject. The more specific the skill, the more detail the character will have in the subject matter. This skill cannot duplicate any spell effects, such as identifying specific magical items. Such a Lore skill could however give general information on the styles and powers of wands, potions, and other miscellaneous items. The higher the skill, the more the character knows of the subject. There are no specializations for this skill as every Lore skill is a knowledge specialization.

A few sample lore skills follow: Fine Wines, Ales & Liquors, Pleasures of the Flesh, Siege Warfare & Tactics, Personas of a location, Personas of a specific group, General Monster Rumors, Abilities of a specific creature, History of a specific place, History of a specific group, Chess, Geomantic locations of power, History of a specific person, Sailing Vessels, Laws of a specific place, Heraldry, Stagecraft, Theatrical Combat, Storytelling, Jokes & Riddles, Gardening, Specific Games, Specific Occupations, Gems & Precious Metals, Magical Circles & Runes, New York Restaurants, Celebrity News, Movies & Television, or even Role-playing Games.

Maneuvering Packs – (AGL, INT) This skill includes the ability to operate a wide variety of small maneuvering packs for atmosphere and space environments. Jet packs, space packs, and even Antigravity packs are included in this skill. Each type of maneuvering pack is a separate specialization.

Masonry - (DEX, INT) This skill is required to work with stone and other earthen materials. This skill includes building with, and carving, stones of various shapes and sizes. Stone Carving, Sculpture, Buildings, Bridges, and roads are all possible specializations.

Mathematics - (INT) This skill allows the character to perform various mathematics functions, beyond 2+2=4. It includes knowledge of calculus, trigonometry, geometry, and how to apply those functions in everyday life. This skill is mandatory for many of the electronics and technology skills.

Mechanics - (DEX, INT) This skill allows a character to build and repair a whole host of mechanical devices. Toasters, automobiles, jet airplanes, and even firearms are all fixable with this skill. Devices that incorporate electronics require the Electronic skill as well to repair. Every device has its own specialization. E.g. Toasters & Motorcycles.

Medicine - (INT) The detailed knowledge of the workings of the human body. This includes all modern medicines, surgery techniques, and paramedics. Skilled doctors will increase a patient’s chance of surviving great trauma, and recovering quicker. Every medical specialty is a separate specialization. E.g. Optometry, Cardiovascular, Proctology, and other far less pronounceable names are all separate specializations.

Meditation – (WIL) Characters with this skill can relax and enter a state of inner calm and tranquility. Characters that are in a state of meditation are far more difficult to affect with mind controlling or altering magics. In addition, spell casters who meditate, but not sleeping, will regain an additional bonus of 1/10th their skill in drain recovery per hour.

Mentalism – (CHA, INT, WIL) The skill in reading, searching, and altering the mind of another. This skill does not give the ability to do any of these actions without the appropriate options. The character has learned focus, defenses, attacks, and other disciplines. Specializations include each action the character may attempt with their mental powers. E.g. Resisting Mind Control, Telepathic Communication, and Domination are all examples of different possible specializations.

Metal Working - (DEX, INT) Working with metal. This skill allows the character to create ancient armor, weapons, and other equipment made out of metal. Weaponsmithy, Armorsmithy, Ironsmithy, Goldsmithy, and Silversmithy are all separate specializations.

Micro-Gravity Training – (AGL, AWA) The character has had some hands-on extra-vehicular training for outer space or in other micro-gravity environments. Repairing minor hull breaches, space suit maneuvers, and even some zero gravity combat has been learned. While this skill is not commonly available, certain campaigns that heavily feature space travel may allow this skill to become commonly available. This skill should also be known by every astronaut and space-faring character.

Military History & Tactics - (INT) The knowledge of the general history of the military; from the ancient battles of Hannibal to the shores of Vietnam. From this knowledge of History also comes the knowledge of tactics and stratagems of real warfare. Every culture or historical period is a separate specialization.

Military Vehicle - (DEX) The control and operation of large military vehicles including Tanks, APCs, and Hummers. This skill does not give knowledge or skill in the weapons mounted within military vehicles. Using these weapons requires the Tactical Weapons skill. Each vehicle is a separate specialization.

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Mimicry - (CHA, INT) This is the skill of making ones voice not sound like it should. Characters with this skill can project their voice to another location in a room, mimic other people or animals, or disguise their voice. Each person or animal to be mimicked, Ventriloquism, Sound Effect, and Distortion are all possible specializations.

Mining - (DEX, INT) This is the skill in tunneling underground in the search for wealth and resources. It includes proper safety methods and procedures, knowledge of underground conditions, how to identify various precious metals and stones in ore forms, and how to transport it above ground.

Motorboat – (DEX, INT) This skill allows the character to operate most motorized water-based craft. Trolling boats, yachts, speed boats, and motorboats are all controlled by this skill. Jet skis, submersibles, and Hydrofoils do not use this skill. Each type of motorboat is a separate specialization.

Motorcycle & ATV - (DEX) The control and operation of small motorized two and three wheeled vehicles. Each vehicle is a separate specialization.

Navigation – (AWA, INT) This skill allows the character to be able to find his or her way by using simple instruments, such as a compass or astrolabe. Specializations include Land Navigation, Ocean Navigation, and Air Navigation for flying creatures, items, and spells.

Negotiation - (CHA, INT) This is the character's ability to make compromises, especially in business. It can also be used to try to talk a person into some action. Specializations include the Hard Sell, the Guilt Trip, and Fast Talking.

Notice Ambush – (AWA) This skill allows the character to be aware of any potential ambushes, or excellent sites of possible ambushes. Such a character won’t notice any individuals as often as they will notice really great places to attack someone from.

Notice Concealment – (AWA, INT) Characters with this skill have been trained to notice things that are hidden. Hidden people, hidden doors, hidden compartments, or hidden puzzles may all be noticed by a trained character.

Notice Traps – (AWA, INT) This skill allows the character to be aware of any traps that he or she may come across. This skill cannot be used to disarm traps. Specializations include Rune or Magically Inscribed Traps, Pit Traps, Needle Traps, Blade Traps, Dropping Traps, Rope Snares, and other various means of capturing or injuring someone.

Occultism – (INT) The study of the supernatural, unseen, and often un-believed. This skill is similar to Spellcraft in that it gives a basic knowledge of the forms and resonances of rituals and spell casting. Most of this skill is the knowledge of mystical sites, unnatural monsters, and the secret history of the world. This skill is often incorrect, vague, and misleading as are many occult tomes or research materials. Characters must often sift

through page after page to find even one true fact. Each mystical location, supernatural monster, or culture has its own specialization.

Oration - (CHA, INT) Speeches, storytelling, and verbal incitement are all part of oration. A good orator can work a crowd like magic, calming fears or rallying the mob for a last stand. Each form of oration is a separate specialization.

Orienteering – (AWA, INT) This skill measures a character's ability to find his or her way in the wilderness, without the use of instruments. Each locale and environment is a separate specialization.

Palming – (DEX) This is the ability to pick up and conceal small items upon one's person without being noticed. The character can also transfer a palmed item from one body location to another.

Parachuting – (AGL, HEA) The art of falling from an incredibly great height, pulling open a chute, and landing without a scratch. Requires a parachute. Specializations include HALO, LALO, HAHO, water landings, jungle & forest landings, snow-covered landings, night landings, mid-air maneuvering, and city landings.

Performance - (CHA, INT) Characters with this skill are competent actors or other performers with a great deal of stage presence. They are entertaining or compelling to watch, can twist the emotions of the audience, and know exactly what their audience wants to see or hear. Stage Magicians, street performers, carnival showmen, and actors of all kinds have this skill. Each type of show or performance is a separate specialization.

Personal Watercraft – (DEX) This skill allows the operation of all types of jet skis. Characters with this skill are well versed in stunts, maneuvers, and basic traveling. Each type of personal watercraft is a separate specialization.

Physics - (INT) The science of matter, energy, and the interactions between the two. Physics is extremely technical and complicated. While basic physics only requires simple math skills, any knowledge above 20% requires the skill mathematics as a pre-requisite.

Pick Locks – (DEX) This is a character's ability to open any sort of mechanical lock with out using the key. Specializations include Built-in locks, Padlocks, and Dwarven Locks.

Pick Pockets – (DEX) This is a character's ability to take small items out of another person's pocket or pouch without attracting attention.

Pistol Weapons - (DEX) The knowledge of small, one handed single shot or semi-auto firearms. This skill allows the combat use, aiming, loading, and general maintenance of many different styles of pistols, revolvers, and pistol shaped weapons. Each individual weapon is a separate specialization. E.g. 9mm Beretta, .45 Colt Peacemaker, and Laser Pistols are all examples of separate specializations.

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Play Instrument – (DEX) This skill allows a character to play a musical instrument. This skill must be acquired for each instrument that the character wishes to learn to play. Every style of music is a separate specialization.

Poisons & Toxins - (INT) This is the knowledge of the properties, methods of application, symptoms, antidotes, remaining evidence, and descriptions of all sorts of poisons and toxins. This information is vital for healers, assassins, city guard, and investigators of all sorts. Many countries and realms ban any knowledge or sale of poisons, and are often considered contraband. Each specific type of poison, each individual poison, and each method of administration is a separate specialization. In addition the character may choose to specialize in resisting an individual poison or toxin.

Pole Arms - (DEX) This skill allows a character to effectively use any sort of pole arm in combat. Such weapons include staffs, spears and halberds. Each individual weapon is a separate specialization. E.g. Halberds & Spears are two separate specializations.

Powered Armor – (AGL, DEX) The knowledge of the operation of small robots and power armor. Most powered armor are simple exoskeletons that enhance physical abilities and combat capabilities. Each suit or small robot design is a separate specialization.

Power Tools - (DEX) This skill allows the character to use drills, chainsaws and other power tools in combat. Characters do not need this skill to use power tools in normal activities such as lawn work or carpentry. Each power tool used for combat is a separate specialization.

Predict Weather – (AWA, INT) This skill is the character's ability to accurately predict the weather in the near future. Every locale and environment is a separate specialization.

Procuring – (BEA, CHA, INT) The art of the deal & knowing the right people. If something special is needed for purchase or hire that is currently out of the range of the PCs contacts, roll this skill. A successful roll will give one of the current contacts a lead on finding the good or service desired. A roll can only be attempted once per service per month of game-time. The good or service will be available, but usually at inflated prices.

Psychology - (INT) The knowledge and skill of the human mind. Psychologists are trained to notice the subtle nuances between people, identify mental conditions, and how to assist those suffering from mental trauma.

Quick Draw - (DEX) Allows the character to draw a weapon and strike in a single action. A failed skill roll means that the weapon is drawn, but was too slow for an additional strike that action. If the roll was successful, the character may roll a separate strike check. The victim may or may not be surprised by the action giving a penalty to his Defensive Tactics. Each weapon must have a separate skill in quick draw.

Race Cars – (DEX) This skill grants the knowledge and hands on training required to drive a race car such as a

NASCAR or Formula One racer. The character is comfortable in racing at high speeds, knows specific techniques, and is conversant in the modifications required for racing. This skill requires the Drive: Car/Automobile skill. Specializations include NASCAR, Formula One, Street Racing, Drag Racing, Truck Racing, and Stunt Driving.

Ranged Strike – (DEX) This is an option or spell based skill that requires some sort of self-contained ranged attack. This skill is used to target and shoot some sort of energy or projectile from the character at a moving target. Specializations include each individual attack form, option, and ability.

Rapport – (CHA, INT) The skill in making friends, schmoozing people, and ingratiating into the company of others. This skill should not be used if the subjects are in an adversarial position, nor does it apply to detecting when others are applying it themselves. This skill is also often used to calm and relax subjects who feel threatened, or are wary of the intentions of the character. The Rapport skill is often used with Etiquette in social situations. Each culture and subculture is a separate specialization. Carousing and Calming are also possible specializations.

Realize Worth – (AWA, INT) This skill is useful to merchants, and other people who deal in merchandise. With this skill, the character will be able to accurately estimate the monetary value of an item. Jewelry, Weapons, Armor, Statues & Sculptures, Livestock, Real Estate, Paintings, Fine Wines, and Clothing are all examples of available specializations.

Religion - (INT) This skill must be taken for each separate religion or system of faith. Pantheistic religions will always have a specific religion of each god or goddess but each will incorporate the larger religious pantheon. Those who wish to generalize their religious knowledge into a Pantheon level skill will know far less details about any one specific deity, but will have a large base of information about all the rest.

Remote Operation – (DEX) This skill is the ability to operate a vehicle remotely. Most often used by hobbyists for miniature cars and planes, this skill can be used to pilot any remote vehicle system. Vehicles that are full sized may also require the normal piloting skill to operate depending upon the level of automation involved. Some high-tech systems that use Virtual Reality or direct Mental Control may use the Agility or Willpower attributes respectively. Each type of remote vehicle is a separate specialization.

Research – (AWA, INT) Characters with this skill are proficient in the various organizational systems used by libraries in their culture. They can find pertinent information in large dusty tomes far faster than their less skilled companions. This skill requires literacy in the material being researched.

Ride Conveyance – (AGL, HEA) This skill allows the character to ride enchanted objects that have been imbued with flight. Such objects include broomsticks, saddles,

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baskets, and magic carpets. Each specific object is a separate specialization.

Ride Equine – (AGL, HEA) This skill is the character's ability to ride an equine animal. Equines include horses, mules, donkeys, and ponies. Other animals similar in shape to a horse such as a unicorn may use this skill. Each specific animal is a separate specialization.

Ride Flying Mount - (AGL, HEA) This skill is the character’s ability to ride a flying mount such as a pegasus, dragon or giant bird. This skill is extremely uncommon as there are very few flying mounts to be purchased in most lands. Each specific animal is a separate specialization.

Ride Lizard - (AGL, HEA) This skill is the character’s ability to ride a giant lizard. Giant lizards are most common in non-Earth settings, and this skill is extremely rare elsewhere. Each specific animal is a separate specialization.

Ride Swimming Mount - (AGL, HEA) This skill is the character’s ability to ride a swimming mount under or above the water. Such swimming mounts are very uncommon in most lands, and very prized. Some underwater cultures specialize in the taming and training of swimming mounts such as dolphins, giant fish, and giant eels. Each specific animal is a separate specialization.

Rifle Weapons - (DEX) The knowledge of large, single shot or semi-auto, high caliber firearms that are traditionally two handed. This skill allows the combat use, aiming, loading, and general maintenance of many different styles of rifles, shotguns, and rifle shaped weapons. Each individual weapon is a separate specialization.

Runic Knowledge - (WIL) This Discipline is the knowledge of runes, glyphs, and circle magic. The students of this discipline know how to channel, activate, and maintain runic magic. Runes are permanently inscribed into objects. Anyone who is not a spell caster should instead select Lore- Runes & Circles to learn about the many different types of runes and circles that exist. Each spell effect is a separate specialization.

Sailing – (AGL, STR) This is the character's ability to pilot a sailing vessel. Specializations include Small craft, Large craft, River Sailing, Ocean Sailing, and Multiple Oared Vessels.

Scrying – (AWA, WIL) Scrying is the ability to project a character’s senses beyond their normal reach. Scrying is most often used to see and hear what is happening in another location. All scrying requires a spell effect or a magical object to be successful. Attempting to use the Scrying skill without such a mechanism will provide no possible effect. Most scrying spell effects also requires a scrying device, although a handful of Charms do not.

S.C.U.B.A. – (AGL, HEA, INT) This is the skill in using a Self Contained Underwater Breathing Apparatus. The character can prepare, recharge, wear, remove, and operate these units. Characters also know the limitations

of these units and themselves. They understand depth limitations and proper procedures. It also includes more high tech re-breathers, personal oxygen recyclers, snorkels, and other devices that are similar to the modern SCUBA. This skill does not include suits or systems designed for space. Each type of activity and type of unit is a separate specialization.

Security – (AWA, INT) This skill includes knowledge and hands on training with various forms of electronic security. The character knows how to operate various surveillance cameras, sensor suites, monitor radio traffic, and use various technologies to protect a location. Intruders with this skill may receive a bonus of 1/10th the skill rating to any applicable skill when attempting to defeat a security system. Each form of electronic surveillance system is a separate specialization.

Seduction – (BEA, CHA, WIL) This social skill allows the tempter to try and sway a victim’s beliefs, loyalties, and actions to benefit himself. Seducers with a High CHA or BEA may add a bonus of 10 for each of those attributes that exceed 70. Only one seduction roll may be attempted per scene, but repeated seductions may receive bonuses as the resolve of the victim slowly evaporates.

Sense Aura – (AWA, WIL) This skill allows the character to sense the presence of magic and supernatural energies. Skilled characters can sense and locate magical energies within items, on people, in locations, and spell effects as they are being cast. This skill cannot identify supernatural creatures or magicians. Requires a minimum Magical Aptitude of 101 or greater. Each Spell Effect and Discipline are separate specializations.

Sense Disease – (AWA, INT) This skill is used to determine if a person is sick in some physical way, such as having a cold or the plague. In addition this skill grants basic knowledge of non-magical diseases and symptoms of such diseases. Each disease is a separate specialization.

Sense Injury – (AWA, INT) This skill is used to determine the extent of a person's injuries, and what would be the best course of action to heal him or her. Each race or species is a separate specialization.

Set Snares – (DEX, INT) This skill allows the character to set, or disarm, snares in the wilderness. Snares are a form of trap used to capture animals. They usually immobilize them, but can possibly inflict injury or even cause death. Setting snares, Finding snare, and Disarming Snares are all separate specializations.

Sewing – (DEX, INT) This skill is used when a person wants to make an article of clothing. This skill also includes knitting, cross stitch, tapestry weaving, and the proper use of a loom. This skill can also be used to repair clothing, sew patches onto uniforms, make nets, and weave other crafts.

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Shipwright - (DEX, INT) Requires the Carpentry skill to learn. This skill is similar to that of Construction, but deals with boats and other large sailing vessels. A shipwright can design, build, and instruct others in the proper creation of a sailing vessel. Each type of boat or sailing vessel is a separate specialization.

Singing – (CHA, HEA, INT) This skill is the character's skill at singing, chanting, and other pleasing vocalizations. Every form of song or chant is a separate specialization.

Skiing – (AGL) The art of falling down a snow-covered mountain with sticks strapped to the feet. A skilled character can get to the bottom unhurt; a very skilled character can do it in style.

Slings – (DEX) This skill allows the character to be proficient in the art of hurling a rock from a sock. This skill is rare and uncommon in modern society.

Small Unit Tactics – (AWA, INT, WIL) A successful use of this skill allows the user and his unit to add a bonus of 1/10th the users skill to the 1st action of the following round. The action must be a coordinated team effort. This skill is utilized as the last action during a round and allows a brief discussion to plan the next round. Remember that the combat rounds are only six seconds long this should be a very short discussion. A unit consists of a number of people equal to 1/10th the value of this skill rounding up. The leader using Small Unit tactics should never count herself in this total. If there are fewer individuals in the unit than the total allotment, then the unit may have a bonus of +1 for each missing unit member.

Space Shuttles - (DEX, INT) The crème of the piloting crop becomes astronauts. This skill allows the piloting of all shuttles: modern and futuristic. It does not give any navigational ability (Astrogation), nor does it allow the operation of any available weapon systems (Tactical Weapons). Each shuttle is a separate specialization.

Space Vessels - (DEX, INT) The piloting of long range, deep space vessels. These vessels are extremely rare even in a modern Heroic universe. Most pilots would not even know of their existence. Such vessels may use a FTL (faster than light) drive or may simply putter along at sub-light velocities. Each vessel is a separate specialization.

Sports – (AGL, DEX, HEA) Similar to a lore skill, each Sport is a separate skill. The character knows all of the rules, the maneuvers, and tricks of that sport. Detailed knowledge of the statistics, events, players, and other minutiae is only known with a companion Lore skill.

Stealth – (AGL, INT) This is the ability to move about without attracting attention to oneself. Best when used in conjunction with Hiding or Camouflage, this skill has saved many a character's life. Specializations include each individual type of armor, each locale or environment, Crowds, Moving in shadows, and Moving Silently. E.g. Stealth while wearing Cuir-bouilli Lamellar, City Streets, and Forests are all separate specializations.

Streetwise – (CHA, INT, WIL) This skill allows a character to know where to go in a town to find information, or equipment, that is not available on the open market. Every criminal underground has its own set of tags, customs, style of dress, and slang. While it is not possible to know each and every major city’s culture, a character skilled in streetwise should be able to discern the differences and apply them convincingly. Every city or town has a separate specialization.

Style & Fashion – (BEA, CHA, INT) The knowledge of what to wear in any situation. What the wealthy gangsta is wearing will generally differ from the cream of the Armani crop. Dress, make-up, accessories, and other sundries are all known by the character with this skill. Specialties include various sub-cultures. E.g. Blue Bloods, Lawyers, European, Costumed Heroes, and LA Street.

Sub-machine Guns - (DEX) The knowledge of small, high-velocity firearms that are traditionally one or two handed. This skill allows the combat use, aiming, loading, and general maintenance of many different styles of sub-machine guns. Each individual weapon is a separate specialization. E.g. Mac-10, Uzi, and .45 Thompson are all separate specializations.

Submersibles – (DEX, INT) This skill includes all submersible watercraft from personal dive spheres to military submarines. Characters know the basics of underwater maneuvering, sonar use, depth allowances, and other important information. The character should also know SCUBA in case something goes wrong. Each type of vehicle is a different specialization.

Swimming – (HEA, STR) This skill allows a character to swim, float, dive, and attempt other aquatic maneuvers. Specializations include Swimming while encumbered, Diving, Underwater swimming, Speed swimming, and Survival Swimming.

Sword Weapons - (DEX) This skill is required to effectively use all single-handed weapons that use a long edge to inflict injury. Each individual weapon is a separate specialization. E.g. Bastard Swords & Long Swords are two separate specializations.

Tactical Weapons - (DEX) This skill incorporates the built in weapon systems of vehicles, tanks, military vehicles, space ships, and ground based weapon platforms. Anything that uses radar or visual targeting as part of a larger weapon system may use this skill. Every vehicle and weapon system counts as a separate specialization. E.g. Artillery Units, M-1 Abrams, F-16 Fighter Jets are all separate specializations.

Teaching – (CHA, INT, WIL) This skill is required to be able to impart one's knowledge onto another person. Each subject matter known to the teacher is a separate specialization.

Teamster – (INT, STR) This skill is the level of expertise that a character has when driving a wagon, chariot, or other animal drawn wheeled vehicle. Such characters know about the different forms of such vehicles, what terrain they can traverse, and what tack is required for

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their animals. It does not give the knowledge of riding any of the animals without the wagon. Each form of wheeled vehicle is a separate specialization. E.g. Chariots, Wagons, and Carriages.

Telekinetic Control – (INT, WIL) This skill requires an option that grants a version of telekinesis. Any form of telekinetic manipulation may require a skill roll. Specializations include Combat, Defense, Lifting, and Precision Movements.

Thrown Weapons – (DEX, STR) These weapons are used by throwing them over a distance, inflicting injury before the target can come close to the thrower. This skill includes throwing spears, daggers, and javelins. Each individual weapon is a separate specialization. E.g. Throwing Knives & javelins are two separate specializations.

Tracking – (AWA, INT) This skill allows a person to follow the trail made by another person or animal in the wilderness. It also includes hiding one's own trail, making it harder to be followed. In addition to every locale and environment (including Urban) having a separate specialization, every type of animal or creature has its own as well.

Tractor Trailer - (DEX) The character knows how to drive large cargo vans, 18 wheeled monstrosities, dump trucks, or other large truck. Each vehicle is a separate specialization.

Translation – (INT) This is an option-based skill. This skill allows the character to understand any verbal communication or language within the range of the option. Every spoken language is a separate specialization.

Translocation – (AWA, INT) This skill allows movement from any two points without traversing the intervening space. Options that require this skill include Teleportation, Dimensional Travel, and Time Travel. Each option that requires this skill is a separate specialization. E.g. Teleportation and Dimensional Travel are two separate specializations. Each spell effect is a separate specialization.

Two Handed Miscellaneous Weapons - (DEX) These weapons include two-handed versions of smaller crushing or axe weapons. Requires a minimum strength of 65. Each individual weapon is a separate specialization. E.g. Great Axe & Scorpion Flail are two separate and distinct specializations.

Two Handed Sword Weapons - (DEX) This skill is needed to use large swords that require two hands to use. Requires a minimum strength of 65. Each individual weapon is a separate specialization. E.g. Claymore & No-Dachi are two separate specializations.

Ultra Tech Skills – (Varies) These skills are identical to their namesakes without the Ultra Tech appellation. Ultra Technology skills are so advanced that scientists barely have theories for them. Strictly the purview of science fiction writers, ultra tech skills should only rarely come into play. Jump space engines, matter transmission,

time travel, limitless energy sources, planet killer bombs, and other extremely powerful technologies should remain Ultra Tech. Those devices that could be possible in a few decades or centuries may fit better as High Tech skills. The distinction is up to the individual GM. Specializations are based on the standard tech level skill of the same name.

Unarmed Combat - (AGL, DEX) This skill is the training and ability to fight without a weapon, although it is not as powerful as Martial Arts. It is often possessed by soldiers, commandos, and others trained in a hybrid martial art. While not commonly available, it can be purchased by any character for 10 option points. Each major attack form or brawling style weapon is considered a separate specialization. Brass Knuckles, Head Butts, Gauntlets, Kicks, and Punches are all specializations. In addition every known unarmed maneuver is a separate specialization. E.g. Body Throw & Tackle are both separate specializations.

Wheelwright – (DEX, INT) This skill requires the Carpentry skill. Characters with this skill are skilled in the building and repair of wagons, chariots, carriages, and other animal drawn wheeled vehicles. Driving the creations requires the Teamster skill. Each form of wheeled vehicle is a separate specialization. E.g. Chariots, Wagons, and Carriage.

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Step 9. Purchase Equipment

Step 9. Purchase EquipmentThis step of character creation is the most

subjective of all. Characters may begin with any equipment that the player and game master agree is logical for the character to own. This judgment should be based upon the Income, Lifestyle, Savings, and other resource ratings of the character. Characters with a high level of resources should own more and better equipment than those living in the streets. The other major deciding factor for equipment is the setting of the chronicle.

A Wild West setting will have a far different level of technology and gear than one set in the year 2020 with cybernetics and hover-cycles. Certain options and weaknesses may also play a role in deciding which equipment seems right for the character. Don’t forget that characters can only carry so much gear, and the more they carry the slower they move and fight. If the player and Game Master cannot agree on what the character should be able to purchase, assuming the item is available in the chronicle setting, the player should be allowed to spend their Savings upon the item. Temporarily reduce the Savings resource accordingly.

On the following equipment charts there are included a number of codes used for item size and availability. Availability is limited by how common an item would be to find available for purchase. Just because someone has an item, doesn’t mean they are willing to sell it. While the price list reflects the principles of supply and demand on the large scale, many locations will experience fluctuations in price based on importation distances, shortages in raw materials, or a lack of skilled tradesmen.

The various size codes should be used to match the various sized weapons and equipment with the different sized races and creatures that populate the game. A goblin cannot realistically use a tower shield and a bastard sword. A creature that is the same size code as an

object can carry it easily in one hand. A creature that is one size code smaller than an object can use the item in both hands. A person that is two or more size codes smaller than an object can still carry it, but cannot use or wield the item. Characters that are one size larger than the object may use the object normally in one hand. Any greater difference in size makes the item unusable for anything other than very fine detail work (such as a small paintbrush or toothpick).

Some size codes have a “+” sign after the initial code. These items can be used as if they were that size code, but cannot be used by any creature smaller. Also included in this category are bows and other items that can be held one handed but must be used at least partially in two. In addition these items are designed for larger creatures or to be used two handed. Any attempt to use such an item one handed will incur a -10 penalty; firearms that are designed to be fired two-handed will have a penalty of -30 instead.

Size Code Races or CreaturesT – Tiny FaeriesS – Small Goblins, Pecks

M – Medium Humans, Most Other RacesL – Large Gruzzo, OgresH – Huge GiantsG – Giant Ships, Kraken, & Titans

These charts are only a representative sample of the equipment that players are most likely to wish to purchase for their characters. Statistics for less common items should be determined by the players and game master as the need arises. Further lists of equipment will be forthcoming in chronicle settings, equipment guides, and weapon guides.

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Step 9. Purchase Equipment

Basic EquipmentName of Item Cost Avail. Weight Lbs. Size NotesAmmunition, Arrow $6 C 0.15 SAmmunition, Light Pistol $50 C 5.00 S Box of 50Ammunition, Heavy Pistol $50 UC 5.00 S Box of 20Ammunition, Rifle $75 C 5.00 S Box of 50Ammunition, Shotgun $60 C 5.00 S Box of 50Backpack, Medium Nylon $50 VC 2.00 M 1’ x 1’ x 2’Backpack, Large Nylon $100 C 6.00 M 1’ x 2’ x 3’Binoculars, 8x $30 C 0.50 SBinoculars, 10x $100 C 1.50 SBinoculars, 16x $200 UC 2.25 SBolt-cutters $70 C 8.00 MBug Detector $500 UC 2.00 S 15 foot radiusCamera, Digital $200 C 0.50 SCamera, Digital SLR $900 UC 1.00 SCamera, 35mm Film SLR $250 C 1.00 SCamera, Video $500 C 2.00 S+Camouflage Suit $100 UC 3.00 M +15 to CamouflageCanteen, Medium Plastic $15 VC 2.00 Full S 2 Pints of LiquidClimbing Gear $500 UC 20.00 M+Compass $20 C 0.50 SComputer, Laptop $1,200 C 4.00 M Equivalent to IT Resource of 3Computer, UMC $1,000 UC 1.50 S+ Equivalent to IT Resource of 2Computer, PDA $200 C 0.25 S Equivalent to IT Resource of 1Flashlight $15 VC 1.00 SFlash Suppressor $350 UC 0.50 SGoggles, Low Light Amplification $600 UC 1.25 SGoggles, Thermo-Imaging $10,000 UC 1.25 SHolster $40 C 0.50 S Ankle, Shoulder, Belt, etcLock Picks, Single $20 UC 0.10 TLock Picks, Set $100 UC 3.00 SLock Picks, Automatic Gun $200 UC 5.00 SMagazine, Weapon Clips $2 C 0.25 SMetal Acids $100 UC 0.25 T 1 OunceOutfit, Evening Wear $400 + C 7.00 MOutfit, Casual $150 C 4.00 MOutfit, Superhero Spandex $100 UC 2.00 MOutfit, Uniform $200 + UC 4.00 MOutfit, Work $150 C 5.00 MPhone, Cellular $50 VC 0.30 SPhone, Satellite $1,800 UC 0.80 S+Radio, Citizen Band Handset $160 C 0.50 S 4 mile rangeRadio, Headset $75 C 0.10 T Requires Handheld RadioRadio, Handheld Amateur $350 UC 0.60 S+ 15 MilesRations, MRE $5 UC 1.00 S Enough for 1 mealRope, 20ft Nylon $25 C 4.00 MSilencer $400 UC 0.50 SSleeping Bag $70 C 7.00 M+Tactical Vest $100 UC 1.75 M

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Step 9. Purchase Equipment

Basic Equipment, continuedName of Item Cost Avail. Weight Lbs. Size NotesTent, Small 2 Person $80 C 6.00 MTent, Medium 4 Person $180 C 10.00 MTent, Large 6-10 Person $300 C 20.00 M+Weapon Sight, Telescopic 3x - 9x $120 C 0.75 S +1 AimingWeapon Sight, Telescopic 6x – 24x $200 C 1.25 S +2 AimingWeapon Sight, Low Light Amplification $1,200 UC 1.75 S 4x Telescopic. +1 Aiming

Modern Armor: Suits & Piecemeal

Name of Item Cost Avail.Weight

(lbs)Size Type

Protection Value (PV)

Agility Penalty

Aramid Type I, Suit $500 UC 5.00 M Soft 11 - 9- Breastplate (Torso) $300 UC 3.00 M Soft 11 - 5- Vambrace (Arms) $25 UC 0.25 M Soft 11 - 1- Greaves (Legs) $75 UC 0.50 M Soft 11 - 1Aramid Type II, Suit $700 UC 7.00 M Soft 24 - 29- Breastplate (Torso) $400 UC 4.00 M Soft 24 - 17- Vambrace (Arms) $50 UC 0.50 M Soft 24 - 3- Greaves (Legs) $100 UC 1.00 M Soft 24 - 3Aramid Type III, Suit $1,200 UC 12.00 M Hard 28 - 40- Breastplate (Torso) $700 UC 7.00 M Hard 28 - 24- Vambrace (Arms) $100 UC 1.00 M Hard 28 - 4- Greaves (Legs) $150 UC 1.50 M Hard 28 - 4Aramid Type IV, Suit $1,400 UC 14.00 M Hard 34 - 51- Breastplate (Torso) $800 UC 8.00 M Hard 34 - 31- Vambrace (Arms) $125 UC 1.25 M Hard 34 - 5- Greaves (Legs) $175 UC 1.75 M Hard 34 - 5Reinforced Clothes, Aramid $250 UC 2.50 M Soft 6 - 2- Breastplate (Torso) $100 UC 1.00 M Soft 6 -1- Vambrace (Arms) $25 UC 0.25 M Soft 6 - 0.25- Greaves (Legs) $50 UC 0.50 M Soft 6 - 0.25

Modern Shields

Name of Item Cost Avail.Weight

(lbs)Size PV BP DT Bonus Hands

Riot Shield, Polycarbonate $150 UC 6.00 M 11 125 + 10 OneBallistic Shield, Medium $2,000 UC 14.00 M 28 150 + 10 OneBallistic Shield, Large $2,500 UC 18.00 M 28 200 + 15 One

Modern Helmets

Name of Item Cost Avail.Weight

(lbs)Type

Protection Value

Hearing Penalty

Vision Penalty

Aramid Type II, Open Face $200 UC 2.70 Hard 24 - 10 - 0Aramid Type III, Open Face $500 UC 3.00 Hard 28 - 10 - 0Ballistic Face Shield $370 UC 2.20 Hard 24 - 0 - 5Tactical Goggles $90 UC 0.50 Hard 11 - 0 - 5

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Step 9. Purchase Equipment

Modern Weapons

Name of Weapon Cost Avail.Weight

(lbs)Size

Ammo Capacity

RangesEff. Max. Penalty

Arrow $6 C 0.15 S - - - - - - - - - - - -Assault Rifle, 4.70mm $1,500 R 8.00 M+ 50c + 1 125 ft 980 ft - 20Assault Rifle, 5.45mm $1,750 UC 8.00 M+ 30c + 1 200 ft 1,640 ft - 20Assault Rifle, 5.56mm $1,500 R 7.00 M+ 30c + 1 160 ft 1,315 ft - 20Assault Rifle, 7.62mm $1,750 R 9.50 M+ 30c + 1 125 ft 985 ft - 20Auto-gun, 30mm Military R 300 H 400 200 ft 9,980 ft - 20Bola $60 UC 3.00 M - - - 15 ft 60 ft - 20Bow, Compound $250 C 5.00 M+ 1 60 ft 225 ft - 20Bowie Knife $100 C 1.50 S - - - 10 ft STR - 30Brass Knuckles $15 C 0.50 S - - - - - - - - - - - -Broadsword $500 UC 3.50 M - - - 5 ft STR¼ - 30Cannon, 76mm Military R 800 G 1 200 ft 8,905 ft - 20Cannon, 90mm Military R 1000 G 1 200 ft 13,120 ft - 20Chainsaw, Small $150 VC 10.00 M+ 20 Min 5 ft STR¼ - 40Chainsaw, Medium $180 C 12.50 M+ 30 Min 5 ft STR¼ - 50Chainsaw, Large $300 C 15.00 M+ 30 Min 5 ft STR¼ - 60Claymore $760 UC 7.00 L - - - 5 ft STR¼ - 40Club $15 C 2.00 S - - - 5 ft STR¼ - 30Dart Pistol, CO2 $880 UC 5.00 S+ 1 (100) 15 ft 150 ft - 20Dart Rifle, CO2 $1,250 UC 7.00 M+ 1 (100) 60 ft 500 ft - 20Drill $150 VC 8.00 S+ 1 Hour 5 ft STR¼ - 40Fists & Punches - - - - - - - - - - - - - - - - - - - - - - - -Flame Thrower $1,150 R 50.00 M+ 16 10 ft 50 ft - 20Grenade, Flash-bang $40 UC 0.50 S - - - 20 ft 80 ft - 20Grenade, Fragmentation $50 R 0.50 S - - - 20 ft 80 ft - 20Grenade, Phosphorous $70 R 0.50 S - - - 20 ft 80 ft - 20Grenade, Smoke $30 UC 0.50 S - - - 20 ft 80 ft - 20Grenade Launcher $1,200 R 11.00 M+ 1 150 ft 1,200 ft - 20Hatchet $25 VC 1.00 S - - - 15' STR - 20Head Butt - - - - - - - - - - - - - - - - - - - - - - - -Katana $650+ R 3.00 M - - - 5 ft STR¼ - 30Kicks - - - - - - - - - - - - - - - - - - - - - - - -Knife, Throwing $50 C 0.50 S - - - 15 ft 1.5 x STR - 20Machinegun, .30 Caliber $3,400 R 31.00 L Belt 200 ft 3,280 ft - 20Machinegun, .50 Caliber $6,500 R 86.00 L Belt 200 ft 19,690 ft - 20Machinegun, 7.62mm $5,200 R 23.00 L Belt 200 ft 3,280 ft - 20Mini-gun, 5.56mm $4,500 R 85.00 L 500d 200 ft 13,120 ft - 20Missile, High Explosive Military R 1000 G Varies 200 ft 3 Miles - 20Mortar $5,500 R 10.00 L 1 1,625 ft 6,500 ft - 20Net, Small $25 C 10.00 M - - - 10 ft 20 ft - 20Net, Medium $100 C 20.00 M+ - - - 10 ft 20 ft - 20Net, Large $200 C 30.00 L - - - 10 ft 15 ft - 20Nightstick $30 UC 1.50 S+ - - - 5 ft STR¼ - 30Pistol, .22 Caliber Revolver $280 C 2.00 S+ 6 15 ft 130 ft - 20Pistol, .38 Caliber Revolver $600 C 2.00 S+ 6 25 ft 165 ft - 20

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Step 9. Purchase Equipment

Modern Weapons

Skill UsedRound

Size Injury Inflicted

ROF STR?1 2 3 4 5 6 7 8 9 10

Bow / Knife - - - Varies by Bow Weapon - - - - - -Assault 4.70 mm 4 7 10 13 16 19 22 25 28 31 FA NoAssault 5.45 mm 4 7 12 15 18 22 26 29 32 36 FA NoAssault 5.56 mm 4 7 12 15 18 22 26 29 32 36 FA NoAssault 7.62 mm 4 7 12 15 18 22 26 29 32 36 FA NoTactical 30 mm 6 12 18 24 30 36 42 48 54 60 BO NoThrown - - - E1 E2 E3 E4 E5 E6 E7 E8 E9 E10 STD No

Bow Arrow 3 6 9 12 15 18 21 24 27 30 STD YesKnife - - - 1 2 3 5 6 7 8 10 11 12 STD YesH-t-H - - - 3 4 4 5 5 6 6 7 7 8 STD YesSword - - - 2 5 8 10 12 15 18 20 22 25 STD Yes

Tactical 76 mm 8 16 24 32 40 48 56 64 72 80 1 / 3 P NoTactical 90 mm 10 20 30 40 50 60 70 80 90 100 1 / 3 P No

Power Tools - - - 4 8 12 16 20 24 28 32 36 40 STD YesPower Tools - - - 5 10 15 20 25 30 35 40 45 50 STD YesPower Tools - - - 6 12 18 24 30 36 42 48 54 60 STD Yes2H Sword - - - 4 8 12 16 20 24 28 32 36 40 STD Yes

Blunt - - - 1 2 3 4 5 6 7 8 9 10 STD YesPistol 1 – 5 cc By Poison, Toxin, or Drug Type & Effect STD NoRifle 1 – 5 cc By Poison, Toxin, or Drug Type & Effect STD No

Power Tools - - - 2 4 6 8 10 12 14 16 18 20 STD YesH-t-H - - - 1 1 2 2 3 3 4 4 5 5 STD YesHeavy Gallon¼ 6 11 15 20 24 29 34 38 42 47 BO No

Thrown - - - BD2 BD4 BD6 BD8 BD10 BD12 BD14 BD16 BD18 BD20 STD NoThrown - - - 10d10 + 30 total Injury, - Injury every 5 feet from impact¼ STD NoThrown - - - 10d10 + 50 total Injury, - Injury every 2.5 feet from impact. Fire Injury½ STD NoThrown - - - Fills a 125 cu. ft. volume with colored smoke each phase. 2,800 cu. ft. max. STD NoHeavy 40 mm By Type of Grenade Used 1 / 3 P No

Axe - - - 1 2 3 4 5 6 7 8 9 10 STD YesH-t-H - - - 1 1 1 1 1 1 2 2 2 3 STD YesSword - - - 2 5 8 10 12 15 18 20 22 25 STD YesH-t-H - - - 1 2 2 3 3 4 4 5 5 6 STD Yes

Thrown - - - 1 2 2 3 4 4 5 6 7 8 STD YesHeavy .30 Caliber 4 9 13 18 22 27 32 36 40 45 BO NoHeavy .50 Caliber 6 11 17 22 28 33 39 44 50 56 BO NoHeavy 7.62 mm 6 11 15 20 24 29 34 38 42 47 BO NoHeavy 5.56 mm 4 9 13 18 22 27 32 36 40 45 BO No

Tactical Varies 10d10 + 200 total injury, - injury every 50 feet from impact¼ Varies NoHeavy 60 mm 10d10 + 60 total Injury, - Injury every 7.5 feet from impact¼ 1 / 6 P No

Thrown - - - E2 E4 E6 E8 E10 E12 E14 E16 E18 E20 STD NoThrown - - - E3 E5 E8 E10 E13 E15 E18 E20 E23 E25 STD NoThrown - - - E3 E6 E9 E12 E15 E18 E21 E24 E27 E30 STD No

Blunt - - - 1 2 3 4 5 6 7 8 9 10 STD YesPistol .22 Caliber 1 3 4 6 7 9 10 12 13 15 STD NoPistol .38 Caliber 3 6 9 12 15 18 21 24 27 30 STD No

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Step 9. Purchase Equipment

Modern Weapons, continued

Name of Item Cost Avail.Weight

(lbs)Size

Ammo Capacity

RangesEff. Max. Penalty

Pistol, .357 Magnum Revolver $750 UC 2.25 S+ 6 15 ft 130 ft - 20Pistol, .44 Magnum Revolver $950 UC 3.25 M 6 25 ft 165 ft - 20Pistol, .45 Caliber $900 UC 3.25 M 7c + 1 25 ft 165 ft - 20Pistol, .50 Caliber $1,200 UC 5.25 M 7c + 1 25 ft 180 ft - 20Pistol, 9mm $550 C 2.25 S+ 9c + 1 25 ft 165 ft - 20Pistol, 10mm $600 UC 2.25 S+ 9c +1 25 ft 200 ft - 20Rapier $450 UC 1.50 M - - - 5 ft STR¼ - 30Rifle, Hunting $630 C 7.50 M+ 5 200 ft 1,640 ft - 20Rifle, Net Gun $1,500 UC 8.00 M+ 1 10 ft 50 ft - 20Rifle, Sniping $3,350 UC 12.50 M+ 5c + 1 200 ft 4,265 ft - 20Rocket, High Explosive Military R 500 L Varies 200 ft 4,000 ft - 20Rocket Launcher $1,500 R 21.00 L 1 200 ft 4,000 ft - 20Short Sword $350 UC 2.00 S+ - - - 5 ft STR¼ - 30Shotgun, Double Barrel $300 C 6.50 M+ 2 - - - - - - - - -Shotgun, Pump Action $550 C 6.50 M+ 6 - - - - - - - - -Shotgun, Buckshot $60/box C 5.00/box - - - - - - 15 ft 100 ft - 20Shotgun, Solid Slug $60/box C 5.00/box - - - - - - 35 ft 300 ft - 20Shuriken $10 C 0.25 S - - - 15 ft 1.5 x STR - 20Staff $95 VC 5.00 L - - - 10 ft STR½ - 30Submachine Gun, 9mm $1,300 UC 7.75 M+ 30c +1 85 ft 650 ft - 20Submachine Gun, 10mm $1,400 UC 8.00 M+ 30c + 1 85 ft 650 ft - 20Submachine Gun, .45 ACP $1,500 UC 8.25 M+ 30c + 1 85 ft 650 ft - 20Taser, Hand $110 C 1.00 S 5 - - - - - - - - -Taser, Ranged $500 UC 1.25 S 5 10 ft 15 ft - 20Wakizashi $400+ R 2.00 S+ - - - 5 ft STR¼ - 30Water Cannon $120,000 UC 390 H 40 25 ft 200 ft - 20Whip $85 C 3.50 M - - - - - - - - - - - -

Ammo Capacity

C = Clip +1 = one in chamber D= Drum Min = Minutes (XXX) = Charges of Propellant

Injury Inflicted

B = Blindness D = Deafness E = Entangle

K = Knockdown S = Stun

Rate of Fire (ROF)

STD = Standard SA = Semi Automatic FA = Fully Automatic

BO = Burst Only NA = Single Shot Only 1 / x P = Once every X Phases

Strength Bonus Allowed (STR?)

Most melee weapons and thrown missile weapons will allow the strength bonus. Most firearms will not.

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Step 9. Purchase Equipment

Modern Weapons, continued

Skill Used Round SizeInjury Inflicted

ROF STR?1 2 3 4 5 6 7 8 9 10

Pistol .357 Caliber 3 7 11 14 17 21 25 28 31 35 STD NoPistol .44 Caliber 5 9 13 16 19 23 27 29 33 37 STD NoPistol .45 Caliber 3 7 11 14 17 21 25 28 31 35 SA NoPistol .50 Caliber 4 8 12 16 20 24 28 32 36 40 SA NoPistol 9 mm 3 6 9 12 15 18 21 24 27 30 SA NoPistol 10 mm 4 7 10 13 16 19 22 25 28 31 SA NoSword - - - 2 4 6 8 10 12 14 16 18 20 STD YesRifle .30 Caliber 4 7 10 13 16 19 22 25 28 31 STD NoRifle - - - By the size of the net. See appropriate entry. STD NoRifle 7.62 mm 4 7 12 15 18 22 26 29 32 36 STD No

Tactical Varies 10d10 + 80 total Injury, - Injury every 10 feet from impact¼ Varies NoHeavy 90 mm 10d10 + 80 total Injury, - Injury every 10 feet from impact¼ 1 / 9 P NoSword - - - 1 3 4 6 7 9 10 12 13 15 STD YesRifle 20 Gauge Varies by Ammunition Type STD NoRifle 20 Gauge Varies by Ammunition Type STD No- - - - - - 3 6 9 12 15 18 21 24 27 30 - - - - - -- - - - - - 3 7 11 14 17 21 25 28 31 35 - - - - - -

Thrown - - - 1 1 1 1 2 2 2 3 3 3 STD YesPole Arm - - - 3 4 5 6 7 8 9 10 11 12 STD Yes

SMG 9 mm 3 6 9 12 15 18 21 24 27 30 FA NoSMG 10 mm 4 7 10 13 16 19 22 25 28 31 FA NoSMG .45 Cal ACP 3 7 11 14 17 21 25 28 31 35 FA NoH-t-H 500k Volts S2 S4 S6 S8 S10 S12 S14 S16 S18 S20 STD NoPistol 50k Volts S2 S4 S6 S8 S10 S12 S14 S16 S18 S20 NA NoSword - - - 1 3 5 6 7 9 10 12 13 15 STD Yes

Tactical 1 Gallon K3 K6 K9 K12 K15 K18 K21 K24 K27 K30 BO NoWhips - - - 1 1 2 3 4 5 6 7 8 8 STD Yes

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Step 9. Purchase Equipment

Modern Vehicles

Name of Item CostPsgr PV

Body PV

Damage Boxes

Max Speed

Seats Cargo

ATV, 4 wheeler, golf cart $5,000 0 0 1 40mph 2 8Automobile, Compact $15,000 5 10 3 120mph 5 18Automobile, Economy $9,500 5 10 2 110mph 4 12Automobile, Luxury Sedan $30,000 + 5 10 4 120mph 6 30Automobile, Sedan $20,000 5 10 3 120pmh 5 22Automobile, Sports Car $24,000 + 5 10 3 160mph 2 6Bicycle $500 + 0 0 1 20mph 1 1Boat, Motor $30,000 5 5 3 40mph 6 36Boat, Sail $15,000 0 3 3 40mph 6 30Boat, Speed $50,000 0 5 3 70mph 4 15Boat, Yacht $350,000 + 10 15 6 80mph LOTS 1000Helicopter, Civilian $800,000 5 10 3 130mph 8 36Helicopter, Military $30 Million 10 10 4 200mph 15 50Hover Vehicle, Small High Tech 5 10 3 90mph 4 12Hover Vehicle, Large High Tech 5 15 4 180mph 4 30Motorcycle, Street $8,500 0 0 1 90mph 2 3Motorcycle, Touring $18,000 0 5 2 90mph 2 5Motor-home $90,000 10 25 6 80mph 2 100Plane, Small $100,000 5 5 2 200mph 4 12Plane, Medium $2 Million 10 10 4 300mph 8 24Plane, Civilian Jet $4 Million 10 10 5 550mph 10 24Plane, Military Jet $200 Million 10 10 5 1400mph 2 36Space Shuttle, Small High Tech 15 15 4 Varies 2 1000Space Shuttle, Large High Tech 25 25 8 Varies 8 2000Space Vessel, Small High Tech 25 25 10 Varies LOTS 3000Space Vessel, Large High Tech 40 50 20 Varies LOTS 5000SUV, Economy $25,000 5 10 3 110mph 5 18SUV, Mid-sized $35,000 5 10 3 120mph 5 24SUV, Luxury $50,000 7 15 4 120mph 7 24Tractor Trailer, cab $120,000 10 25 5 100mph 3 12Tractor Trailer, Trailer $10,000 25 25 6 NA 2 3000Truck, Compact $18,000 5 10 3 110mph 2 72Truck, Full Sized $26,000 5 15 4 120mph 3 96Truck, Crew Cab $40,000 5 15 4 120mph 4 100Van, Full Sized $24,000 5 15 4 110mph 2 120Van, Mini $20,000 5 10 3 120mph 7 10Van, Passenger $30,000 10 10 4 100mph 9 10Watercraft, Personal $6,000 0 0 1 60mph 2 2

Riding Animals & Mounts

Name of Item Cost Avail. STR + HEAMaximum Movement by Encumbrance (Ft / lbs)

Walk Jog Trot RunHorse, Light $2,000 C 60 + 1d10 7.5’ / 375 15’ / 281 22.5’ / 188 30’ / 94Horse, Medium $4,000 UC 80 + 1d10 7.5’ / 450 15’ / 337 22.5’ / 225 32.5’ / 112Horse, Heavy $6,000 UC 100 + 1d10 10’ / 500 17.5’ / 375 25’ / 250 35’ / 125Mule $1,500 C 50 + 1d10 5’ / 400 10’ / 300 15’ / 200 20’ / 100Pony $1,000 C 50 + 1d10 7.5’ / 340 15’ / 255 22.5’ / 170 30’ / 85Warhorse, Light $6,000 UC 70 + 1d10 7.5’ / 410 15’ / 307 22.5’ / 205 32.5’ / 102Warhorse, Medium $10,000 UC 90 +1d10 10’ / 460 17.5’ / 345 25’ / 230 35’ / 115Warhorse, Heavy $15,000 R 110 + 1d10 10’ / 550 20’ / 412 30’ / 275 40’ / 137

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Step 9. Purchase Equipment

Familiars & PetsName of Item Cost Avail. HEA STR AGL DEX MOVE INJ.Bird, Small $50 C 10 + 1d10 5 + 1d10 45 + 1d10 5 + 1d10 Fly 60ft 0Bird, Large $100 UC 20 + 1d10 10 + 1d10 45 + 1d10 10 + 1d10 Fly 60ft 0Bird, Hunting $1,000 UC 25 + 1d10 15 + 1d10 50 + 1d10 25 + 1d10 Fly 60ft 1d10Dog, Small $50 C 20 + 1d10 10 + 1d10 45 + 1d10 25 + 1d10 Run 37ft 0Dog, Large $200 UC 30 + 1d10 20 + 1d10 45 + 1d10 30 + 1d10 Run 42ft 1d10Dog, Hunting $800 UC 35 + 1d10 30 + 1d10 50 + 1d10 30 + 1d10 Run 45ft 1d10Cat, Small $50 C 15 + 1d10 10 + 1d10 50 + 1d10 30 + 1d10 Run 37ft 0Cat, Hunting $5,000 UC 35 + 1d10 30 + 1d10 55 + 1d10 30 + 1d10 Run 50ft 1d10Rodent, Small $5 R 5 + 1d10 5 + 1d10 45 + 1d10 25 + 1d10 Run 30ft 0Rodent, Large $20 R 15 + 1d10 15 + 1d10 45 + 1d10 25 + 1d10 Run 35ft 0Toad $5 R 1d10 1d10 20 + 1d10 5 + 1d10 Hop 5ft NASnake, Small $15 R 10 + 1d10 10 + 1d10 20 + 1d10 10 + 1d10 20ft 1d10Snake, Large $65 R 30 + 1d10 20 + 1d10 30 + 1d10 20 + 1d10 35ft 1d10

The charts above detail the most commonly available riding animals, mounts, familiars and pets. Each species has a separate Health, Strength, Agility, Dexterity, and movement rate. All animals have the same Awareness, Intellect and Willpower however. Animal Intellect is always rolled on a 1d10, while animal Awareness and Willpower is rolled with 4d10. All of the listed beasts of burden will have an Agility of 45 + 1d10. Animals that use their mouths, paws, or other extremity will have a Dexterity score. Since horses do not have hands, they will instead use their Agility score instead of Dexterity when determining Defensive Tactics and strikes.

All animals have one floating action per round. Pets and Familiars will inflict a different amount of injury, listed in the chart above. Always add the 1/10 th

Strength to the total, except when a listing has NA as the amount of injury inflicted. If the Injury inflicted is listed as 0 then only the Strength bonus will apply. Horses and most riding animals will inflict 1d10 + 1/10th Strength per kick. Trampling injury is always 4d10 + 1/10th Strength + 1/20th Weight Carried. To determine if a trampling has occurred, roll a Riding Control roll with a penalty equal to the victim’s effective Defensive Tactics without any bonuses.

Animals can learn certain skills and tricks as a skill with a rating of 20 with the standard attribute modifiers. Animals will increase their skills or add new skills when their owner does. When the owner advances to a new level of experience, the pet will gain ten experience points to improve or learn new skills. Characters may also expend their experience points to improve their pets and companions. Animals cannot increase their attributes or select new options using experience. Unlike characters, only the skills increased though experience will increase.

All animals have Defensive Tactics. Most animals are skilled in Swimming, Combat (Natural Weapon Brawling), Camouflage and Hiding. Hunting animals have been trained in Hunting/Tracking.

Battle Trained – Won't spook in Combat Camouflage – Hides in Natural Surroundings Climbing – Climb trees, rocks, etc. Combat – Kicks, biting, clawing, etc. Defensive Tactics – Avoiding being injured. General – Sit, stay, etc. Riding for horses. Guard – Staying alert and barking when

threatened. Hiding – Hiding in houses, towns, etc. House Trained – Doesn’t make a mess indoors. Stealth – Quiet and a good stalker. Swimming – Able to swim or at least wade. Trick – Individual skill similar to a lore skill.

Ponies and most other riding horses will have the following skills: Defensive Tactics 16%, Kick 13%, and General Training at 13%. Warhorses have a Defensive Tactics of 23%, Kick 23%, Battle Trained 23%, and a General Training of 13%. Mules have a Defensive Training of 16%, Kick of 18%, and a General Training of only 10%.

Only horses and other animals which are Battle Trained will not spook during battle. Only roll for their Battle Training when absolutely nasty creatures, spells, or strange effects occur on the battle field. If they fail their skill roll then the rider must make a Riding skill control roll. Failure will dump the rider on the ground with the mount running for dear life. Non-trained mounts must make a control roll every five rounds of combat.

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Step 10. Final Calculations

Step 10. Final CalculationsThis is the most complicated step in character

creation as it deals with all of the number crunching details. You may wish to get a calculator, although we have endeavored to make this step as painless as possible. Check over your character and make sure that everything is how you want it. As this step continues it will become more and more difficult to change something. Read over this step to determine if you want to spend Option Points on anything during this step. If not, then take this opportunity to go back through the previous steps and spend those points. Characters can retain unused Option Points and spend them later during advancement. They are not experience points and should not be treated as experience points, but they can often be used in conjunction with experience points.

Add all of the attribute bonuses together if you haven’t already. These are your Full attribute totals. Most attribute rolls that the GM requires you to make will use this total. Go ahead and multiply the Full attribute by 0.25 to determine the ¼ Attribute. Always round to the nearest integer. Multiply the Full by 0.10 for the 1/10th. Record these values on the character sheet. These ratings will not often be used, but will apply to certain characteristics, options, and very difficult attribute rolls. The 1/10th is used for healing, sanity restoration, and even injury bonuses.

The maximum that any attribute can be is 90 + the racial modifier + any supernatural attribute bonus – any critical wounds. The average human maximum for any attribute is 100. This is before applying any permanent wounds caused by critical hits to certain body locations. After creation every character has a personal maximum as well. Take the starting attribute and add 30, with this personal maximum unable to exceed the racial maximum. Besides this rule there is no upper limit for attributes or skills.

The rest of this section is base calculations for weight allowances, movement rates, and other secondary characteristics. Some, such as senses, are based upon the race chosen earlier in creation. Others are strictly off the full attributes, unless otherwise specified. Not every calculation is required for every character. Some deal only with spell casters, while others deal exclusively with weaponless combat such as martial arts or unarmed combat.

Injury Points (IP)This is the amount of physical abuse and injury

a character can withstand before falling into a coma and dying. It is equal to a character’s Health attribute, plus 1d10 + 1/10th Health at every additional experience level. When a player character’s Health attribute permanently increases or decreases their IP should also be modified.

Sanity Points (SP)This is the amount of mental abuse and psychic

injury a character can withstand before succumbing into insanity. It is equal to a character’s Willpower attribute, plus 1d10 + 1/10th Willpower at every additional experience level. When a player character’s Willpower attribute permanently increases or decreases their Sanity Points should also be modified.

Healing InjuryWhen characters become injured, they must

spend time healing and recuperating. Healing spells and potions only heal injury. They do nothing for fatigue, soreness, and stiffness. During an adventure, all of the injury taken should be added together for each character. This is called Accumulated Injury. At the end of the adventure subtract the character’s Health from this total. The remainder is the total accumulated injury that must be healed before the adventurer is in top physical condition. Characters only get this reduction of accumulated injury when they actually spend at least one full day of rest in a safe and comfortable location.

For each day of complete and total rest, the character will heal 1D10 + 1/10th Health injury points. Actual current injury is healed first, accumulated is healed second. Medical attention and first aid treatments will increase this recovery rate per day. More information is available in the section on Skills & Combat Systems.

Sanity Points will recover at a rate of 1d10 + 1/10th Willpower per day of relaxation and stress-free life. Attribute Loss is recovered at a rate of 1d10 + 1/10th the applicable Attribute per day of rest and relaxation. These other losses can be healed simultaneously with each other and Injury Points.

Number of ActionsSome characters will be able to perform more

actions in a round than others. To determine the number of actions that a character can make in one round, add together the character’s AGL+DEX. Then consult the table below. More actions will be gained as the character grows in experience. For most characters this is levels 2 and 5. For a faster accumulation of actions read the Combat Trained option. Once the total number of actions has been determined for your character, consult the section on actions in the combat section if your character has more than two actions per round. Otherwise write the total number into the column of floating actions.

AGL + DEX Initial Actions02 – 150 1151 - 210 2

211+ 3

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Movement (MOV)This determines how far a character can move

in one round. It is measured in feet per phase (FPP). Each value should be rounded to the nearest 2.5 ft. For those using 5 ft squares in miniature combat, consider a diagonal move to be 7.5 feet. For those of you using inch based movement in miniature combat consider every five feet to be 1” and every 2.5” to be one half of an inch.

To determine the Movement of a character consult the chart below. Characters that have N/A as a movement value may not move at that speed. They tend to be very uncoordinated and suffer penalties for moving in combat. In non-stressful situations they do not suffer penalties, but still walk extremely slowly.

AGL + HEA Run Trot Jog Walk0 – 36 5 N/A 2.5 N/A37 – 51 7.5 N/A 5 2.552 – 66 10 7.5 5 2.567 – 81 12.5 10 7.5 582 – 96 15 12.5 7.5 597 – 111 17.5 12.5 10 5

112 – 126 20 15 10 5127 – 141 22.5 17.5 12.5 7.5142 – 156 25 20 12.5 7.5157 – 171 27.5 20 15 7.5172 – 186 30 22.5 15 7.5187 – 201 32.5 25 17.5 10202 – 216 35 27.5 17.5 10217 – 231 37.5 27.5 20 10232 – 246 40 30 20 10

For characters that have a total AGL + HEA greater than 246, take the total and divide by six to determine the Running feet per phase of the character. Multiply that by .75 to determine the Trotting FPP. The Jogging FPP is determined by dividing the Running FPP by two, and the walking FPP is determined by dividing the Running FPP by four. Always round to the nearest 2.5 feet.

EncumbranceThis is the number of pounds a character can

carry. The more a character carries, the slower he or she can move and the slower he is to act in a dangerous situation. The chart below shows the amount that can be carried, the maximum the character can move while carrying that much encumbrance, and a penalty to the number of actions that the character can make. Characters with Supernatural Strength have a maximum Lift Level of (STR + HEA) x 5.

CarryLevel

Weight in Lbs. Carried

Max. Move

Action Pen.

AGL Pen.

No (STR + HEA) ÷ 4 Run -0 -0Light (STR + HEA) ÷ 2 Trot -0 -10

Medium (STR + HEA) x .75 Jog -1 -25Heavy STR + HEA Walk -2 -50Max (STR + HEA) x 1.5 5 ft -3 -75Lift (STR + HEA) x 3 None -4 -100

Drama PoolThis is a pool of points that a character may

choose to spend at any time during the story. These points should only be used during dramatic scenes when it is very critical to the story, or to the character, that certain rolls go well. It may be during a critical fight with the villain; it may be to save the life of a loved one; it may even be to cast a spell at just the right time to change the balance of power in the story. The Drama Pool will refresh after each story arc has concluded. Most characters begin with three points in their Drama Pool. Other bonuses for the character may apply, see the following chart.

Reason BonusAll Characters 3

Willpower 80+ +1Luck 80+ +1

Each Additional Level +1Destiny 7+ +1

Select Weaponless ManeuversThis only applies to those character that have

purchased either the Unarmed Combat or Martial Arts skill. All character that begin the game with those skills may select up to three special maneuvers that have a required skill rating no greater than the character's. These maneuvers are available free of cost. Additional maneuvers may be purchased for the normal option point / experience point cost.

Magical Aptitude This is the character’s current aptitude to learn

various magical skills including those to cast spells and rituals. This rating determines how many different magical Disciplines, or Schools, of magic a character can learn at this moment in time. It is based upon the current INT + WIL of a character and may increase during the campaign. This is only applicable to characters with the Magical Knowledge option.

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INT + WIL Magical Potential02 – 120 None121 – 140 Apprentice. No Spell Channeling.141 – 150 Apprentice. May Spell Channel.

151+ Professional or Magister

Drain RefreshingWhen a mage casts a spell, he incurs something

called drain which is placed into his Drain Pool. The more drain in the mage’s Drain Pool, the more tired and exhausted the mage. This is reflected in a penalty equal to the current drain pool to the spell caster’s further spell casting skill rolls. Drain also affects those who use Banishment and some other Willpower based skills. Every mage recovers from drain at a different rate based on their Health + Willpower scores. A night of restful sleep will refresh the mage far more than sleepless rest. The Meditation skill will increase the total regained by rest by 1/10th the skill rating while meditating.

HEA + WILDrain Refreshment Per Hour

Active Rest Sleep02 – 40 0 2 541 – 90 1 3 591 – 110 2 4 10111 – 130 3 5 10131 – 170 4 6 15171 – 190 5 7 15191 – 210 6 8 15211 – 230 7 9 20231 – 250 8 10 20

251 + 9 11 25

Select Magical Spell EffectsThis only applies to characters that have taken

the Magical Knowledge Option. Once the Disciplines are selected, and their skill ratings purchased, the player is ready to select the learned spell effects. Every character begins with up to three learned spell effects per known discipline. These known spell effects may not exceed the skill rating required to learn based upon the discipline. Players may choose to automatically learn these three spell effects, or they may attempt to learn with modifiers. These modifiers are detailed later in the section on Thaumaturgy and spellcraft. Most modifiers are designed to improve the chances of learning the spell effect, but accrue a required focus to channel the power.

Some spell effects require knowledge of other lesser spell effects from the same Discipline, so be careful as to which are selected. Additional spell effects may be purchased at creation for a number of Option Points equal to the Experience Cost of the spell. Any unlearned spell effects are lost; they may not be transferred between Disciplines.

AdvancementCharacters are not static creations. As they

experience life in the chronicle they will learn and grow. This expanding level of experience is awarded after every session of game-play. The Game Master awards everyone present a certain number of Experience Points (XP) based on their creativity, participation, and ideas. The more the player contributed to a fun and enjoyable game session, the more points his character should earn. There is an additional bonus of experience points at the end of every story arc. A story arc is a portion of the chronicle that has a beginning, middle, and climax. It often includes a villain or significant difficulty for one of the characters. Story arcs can include the entire party or simply a few. Game Masters should attempt to include as many people into a story arc as possible using plausible story hooks and devices. One Experience Point can be awarded for any of the following reasons:

Session Awards Participation. The player was at the table and

had fun. Everyone should receive this point of experience every session. If not then the player should talk with the Game Master about the reasons for them not having a good time. If the reason was another player, perhaps a small chat between the two players is in order. Everyone should be having fun, otherwise why play?

Good Role-playing. The player knows his character well and was believable in portraying her. The character’s personality should have been noticeable to the other players and the Game Master. In many cases a good role-player will ignore or will work against possible solutions to the problems in the session because they do not mesh with the character. One point of experience should be awarded for every session of good role-playing.

Problem Solving. The players were able to solve important problems, puzzles, traps, or conundrums. This is the players solving the problems, not the players throwing dice using the character’s skills to simply disarm a trap or solve a wicked cipher. One point of experience should be awarded to everyone who helped solve at least one difficult problem during the session.

Heroism. The character risked his life, his fortune, or his reputation to accomplish something worth doing. A character may have leapt into a burning building to save a friend; a character standing his ground in front of the large bulldozer that is going to destroy his home; backing an unpopular piece of legislation because it’s the right thing to do, even though it may ruin his political ambitions. One point of

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experience should be awarded to any player that evinced heroism during the session.

Development. The player has spent time out of session to develop the character’s background, belief system, friends, allies, history, or current plans. This could be a prop for the game, a written treatise, short story, or any other form of development. One point of experience should be awarded for out of session character development.

Experience. Character learned something important during the session. The player should tell the group what the character learned, and the group can vote on the significance of the knowledge. The same piece of knowledge or experience cannot be reused for any one character. If the experience does not impress the group, then skip that person and give him time to think longer upon it. One point of experience should be awarded for learning during any session.

Exceptional Game-play. Players that exceed any of these categories may be awarded an extra point for exceptional game-play. This should be a rare occurrence. Only one extra point for exceptional game-play may be awarded per session.

Dante Award. This is not an award any player wishes to receive. If the character or player does an action that is incredibly stupid, ignorant, or cataclysmically bad to the situation they may be eligible for a Dante Award. The group should vote on the Dante Award before it is granted. Such a recipient LOSES one experience point for the session.

Story Arc Awards Completion. The characters have survived a

story arc. This award can only be given if the character has been involved in the story arc since the beginning. Characters that are brought into the story arc after the initial session or two will not receive this particular bonus of one experience point.

Successful. The characters involved in this story arc have successfully accomplished the task they wished to complete. This award can only be given if the story arc ended positively. Some endings that are simply pyrrhic victories may not deserve this award of one experience point. The GM must determine if the ending was successful enough to warrant this bonus.

Leadership. The character has accepted the burdens of leading, driving, and focusing the group of player characters. Sometimes the character desires this obligation, but often it simply happens. Some groups may have several leaders. Assuming that each keeps the game

going and the player characters acting in unison there is no reason not to award one point to each leader per story arc.

Communication. The characters have communicated their plans, knowledge, and secret information well amongst each other. Characters or players that remain secretive to their fellows run a very strong risk of endangering the entire party. Characters that communicate well for the entire story arc will receive one experience point.

Teamwork. If the characters worked well as a team during the entire story arc, the GM may allow this award. Groups that splinter, fracture, work at cross purposes, hide important information, or otherwise do not work well together cannot receive this award. This award of one experience point must be given to the entire party or none of the party.

Exceptional Odds. This award is generally awarded during story arcs that are pivotal to the campaign. Climaxes are common story arcs to receive this bonus. The players succeeded in obtaining the current story arc’s goal against great difficulty and adversity. The villains were ready and waiting with their full complement of troops; the player characters successfully saved an entire city or country from a gargantuan tsunami; the political might of an extremely large and powerful organization was trounced. If the odds defeated were long and difficult the players involved deserve a bonus point of experience.

Non-participant. This is actually a penalty for a lack of interest and participation in the game. Players that simply sit and watch as the story arc progresses with very limited interaction or feedback should suffer a one experience point loss. Players that sit quietly during the session when their characters are not involved should not be punished. This is for the quiet one who simply sits and watches and NEVER says anything. Should the player actually generate a few good ideas, or ninja mail the GM, or assist other players in the background they should not receive this penalty.

Spending ExperienceOnce the character has earned experience points

from a session they may choose to immediately spend those points or horde them until later. Any expenditure of experience must be approved by the Game Master and seem appropriate to the character and the actions the character has taken. Skills may be practiced during off hours, or classes taken to learn new knowledge skills. Study and practice are common ways of improving skills, attributes, and options. This practice should be done in character during the session or during campaign down

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time.

As experience points are accumulated, tally the total received since the character’s creation under the total earned experience column on the character sheet. As the character spends these points do not subtract them from the total earned column, instead record this total in the total spent column. This is important for the character to advance in experience level.

When a character has earned enough experience points, they will increase to the next level of experience. This is a reflection on the general aptitude, skill, and experience of a character. The more experienced a character; the greater their skills and abilities. In addition to the amount of experience already spent on various skills, attributes, and options they receive several bonuses for reaching this new plateau. All of a character’s skill ratings receive a bonus of +10. All characters also receive a bonus to their Injury Points, Sanity Points, and Drama Pool. They may also gain a bonus to their number of actions per round based upon their combat training. Other options may also increase as the level of experience increases.

Current Level Experience Needed1 0 – 792 80 – 2893 290 – 7394 740 – 12495 1250 +

Experience may be spent to increase a variety of character aspects. The most common experience expenditure is for skill improvements. Every additional point of skill rating will cost a variable number of experience points based upon the desired rating. For example: A character with a 67 skill rating wants to improve it to a 68 skill rating. This increase will cost 2 experience points to increase the skill rating by one. Normal and exceptional Attributes can also be increased in this way. Supernatural attributes can be increased as if they were simply purchasing additional upgrades. The following chart lists the necessary experience points per skill rating and attributes.

New Skill Rating Experience Cost01 – 20 Point½21 – 60 1

61 – 100 2101 – 140 3141 – 180 4

181 + 5

Characters may also purchase new skills with five experience points. Any skill to be learned must be learned in an appropriate way. Characters may be able to assume some previous knowledge with skills that reflect their concept and background. Other skills must be learned from a tutor, a class, a textbook, or from observation. The more complex the skill; the longer the

time required to learn. This requirement is entirely subjective and requires an agreement with the player and Game Master. The new skill has a Base Skill Rating of 20 plus any attribute modifiers. In addition, the character may receive a bonus to the skill based upon how they learned the skill. Self taught skills will grant no bonuses to the skill rating, but those taught by teachers will receive a bonus of 1/10th the teacher’s skill in teaching.

Specializations can also be learned or improved. A new specialization of +2 costs only five points of experience. Every additional two points of experience will increase the rating of the specialization by +1. The standard upper limit for most characters is +20 for any specific specialization. The Specialist option can be purchased to increase this upper limit. The list of possible specializations is included with the skill descriptions.

Options and upgrades can also be purchased or increased with experience points. Every experience point is worth one equivalent option point for purchasing and upgrading options. Options that deal with skills or attributes cannot be increased using experience points. The only exceptions to this rule are Supernatural Attributes. Upgrades that incorporate a similar, but cheaper, upgrade that the character already possesses may be purchased for the difference in cost. The Game Master may have to determine which upgrades may be increased in this manner. The cost for a spell effect is listed under the description of each spell.

Experience can also be used to purchase or refresh other characteristics. Foremost of these secondary characteristics is the character’s Drama Pool. While the player cannot purchase additional Drama Pool with experience points, they can choose to spend one Experience point to replenish one spent Drama point. Since the Drama Pool does not normally refresh until the end of a story arc, this can become very important. Resources are also less commonly purchased or increased, but are sometimes required as the chronicle progresses. Each point of a resource rating from 1 to 6 only costs 10 experience points per resource rating. Any purchase above a six rating requires 20 experience each. Characters do not require any special options to increase a resource above six after creation, but they do need a plausible reason for the high level of resource in the campaign.

Sometimes a character needs a few more experience points to purchase a desired improvement. Players may borrow experience points from the Game Master to fill these needs. This is commonly used if a character only needs a few more experience points to purchase the skill or option that they should have due to in-chronicle reasons. Characters can borrow up to 25 points of experience from the Game Master if they so desire. Game Masters may choose to alter the minimums and maximums to fit their chronicle and its settings.

This ability does come with a price: like most loans there is an interest accrued and a minimum

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payment. At the end of every session until the character pays back the borrowed experience in full, a certain number of experience points that are earned are simply lost. They are not added to the earned experience, they do not repay the loan, and they do not count as spent. The amount lost per session is based upon the total amount borrowed from the Game Master. Characters may also not advance to the next level of experience until they have repaid any borrowed experience.

XP Borrowed XP Lost1 – 5 1

6 – 10 211 – 15 316 – 20 421 – 25 5

Skill BasicsThe use of skills is the backbone of any role-

playing game. Alpha Chronicles uses a universal system for skill use, combat, and most other dice systems. This shared system is based upon percentile dice and d10s. Most players will only require a set of percentile dice to play our game. Additional d10s may be useful for some spells, options, or equipment. The reason for percentiles is simple: people think in percentages. You have a 50% chance of hitting your target. I have a very slim chance (5%) of surviving this dive. I am 99% sure I am right. With this in mind, we designed our system for ease of use and yet tried to keep it realistic.

The basic skill roll formula is simple as well:

Skill Rating + / - Modifiers = Roll or Less Required on D100

For example: A character wants to fire his crossbow at the charging mercenary. The character's skill percent with Bow Weapons is 45%. The player must roll percentile, and score less than or equal to 45 to successfully hit the mercenary.

It is just the modifiers that may confuse people. Any modifier in this game can be used or ignored, as the GM believes is appropriate. In an effort to keep it simple we have compiled a set of die roll modifiers with broad categories to assist in adjudicating difficult or easy actions. For most easy actions we recommend not even requiring a skill roll. Walking down the street obviously should not be difficult. Driving a car in normal traffic should not require a skill roll. Driving through rush hour traffic at high speeds while dodging gunfire and weaving through other cars should require a skill roll, maybe even with some hefty negative modifiers. Sometimes more than one modifier will be applied.

For example: A character with a Pick Locks skill of 60% is trying to pick a very simple lock. The trick is that she is hanging upside down. The GM would give her a bonus of +15 to her skill for a total of 75%, due to the simplicity of the lock. However, since she is hanging upside down, the GM would give her a penalty of -25% to the skill, for a total of 50% (60+15-25=50). She would need to roll 50 or less on percentile dice to successfully pick the lock.

Die Roll ModifiersModifier Subjective Rating+50 Nearly impossible to mess up+25 Extremely easy+15 Easy or simple to accomplish+5 A little easier than normal-5 A little harder than normal-15 Complicated-25 Difficult to perform-40 Extremely difficult-50 Almost impossible-60 Nearly impossible-85 Inhumanly impossible

No matter how difficult the task there is always a chance to succeed. Even if the modified skill roll is a negative 15 percent chance, there will still be a 5% chance of success. A roll of 01-05 will always save a character’s bacon, unless the task is simply beyond the character’s ability. Normal humans can’t fly. They can’t lift two tons of solid rock without aid. They can’t cast spells without any knowledge or talent. They can’t use knowledge that they could never have learned. Once we add in options and abilities these restrictions suddenly change. Logic, Common Sense, and verisimilitude still remain and should always be used.

If the roll was less than 1/10th of the characters skill total, then the character rolled a Critical Success. Always round to the nearest appropriate number when rounding. Most numbers should be rounded to the nearest whole number. Some numbers such as Weight Allowances should be kept as precise as possible. If the character requires a roll of 01-05 to succeed then there can be no possibility of a critical success.

If the roll was between 96-100 then the die roll automatically failed, no matter the skill total. Unless the character has a skill total equal to or greater than the resulting roll, the failure is a Critical Failure. This is not an ordinary failure at using a skill. This is a major catastrophe. A weapon broke, a person lost their grip and fell off the 50 foot wall that he or she was climbing, or a spell caster miscast a spell. Whatever happens is not pretty, nice, or helpful to the character or those around him.

Luck is one of the few attributes that should be used very carefully. Luck rolls may be used in a variety of

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situations where no other attribute or skill could apply. This is strictly a GM call and should be tightly monitored. The most common use of Luck rolls is Dynamic Scenery.

In most games the GM states the scene, the contents of the area, and who is there. The players are forced to ask questions to prompt the GM for something they need or simply make due with what was described. The problem with this is that the GM is only human. She will assume that certain items are there, or not even consider a logical possibility. That’s where Dynamic Scenery comes in. If the player wants something that should be in the room, then they should just say that their character uses it. If the GM objects, then a Luck roll is in order. Depending upon the likelihood of the player’s request a Full, Quarter, or even 1/10th Luck roll may be required. If the element is absolutely not in keeping with the GM’s plot, scene, or puzzle then the GM will simply say no and move on. Do not use this rule as an open-ended grab bag. It is there simply to move the game along and make it more exciting for everyone.

Example: The player characters are in a hotel that is being invaded by vampires. After several rounds of combat and flight they try to escape out the back through the restaurant parking lot. On the other side of the parking lot is a sniper who begins to take pot shots at them. One player dives under the cars that are parked in the lot. Another shoves someone who was getting out of their car to the side and steals it. While illegal and immoral it is still a good example of using Dynamic Scenery to survive a bad encounter. The final character, seeing this entire scene happening steals the large and well-armored bread truck that was delivering a load to the restaurant. The GM never mentioned the Bread truck or the patron leaving his car in the initial description, but seeing the opportunity for an interesting car chase, or just a neat idea, allows it.

Characters also have the benefit of a Drama Pool to aid them in difficult times. The Drama Pool is a number of points that can be spent to improve a character’s chance of succeeding on a skill or attribute roll. Once a Drama Point has been spent, it will remain missing from the pool until the story arc ends or the player spends experience points to refresh it.

Each point from the Drama Pool can be used as a bonus of +20 to any skill or attribute roll. More than one can be spent on any single action. Spending a point will allow the character to ignore wound penalties for one full round (3 phases) in combat or the entire scene of non-combat. Characters may also spend one point to add a bonus of one to the die roll for injury on weapon charts. Special Maneuvers also require the expenditure of a Drama Point.

Some options allow the character to spend Drama Points to access certain abilities. The Game Master may allow other expenditures of Drama Points in the game on a case by case basis.

Drama Point Expenditures• +20 Bonus to a single Skill /Attribute roll.• +1 to D10 Injury die roll.• Ignore Wound Penalties for 1 Round.• Activate Special Maneuver

It is sometimes possible for characters to help each other. Some examples include lifting heavy objects, trying to hold on to someone (to keep him or her from plummeting to his or her doom), or just a simple game of tug-of-war. This is often done with using attributes although skills can be used also.

When two characters help each other, they need to pool their abilities. One character uses his or her full attribute, and the second character needs to use one quarter of his or her attribute or skill, rounding all fractions up. The two values are added together. The result is the number needed to be rolled less than or equal to on percentile. Every additional character that can logically assist may add one tenth their attribute to this roll.

Example: Two big, strong warrior type characters are trying to lift a portcullis. Drak has a STR of 80, and Tog has a STR of 72. The players decide to use all of Drak's STR, and one quarter of Tog's. This gives them a 98% chance to lift the portcullis (72 / 4 = 18. 18 + 80 = 98). If they had decided to use all of Tog's STR and one quarter of Drak's, then they would have a 92% chance of lifting it. Of course, this is just the base chance. There would be penalties due to the weight of the portcullis. For each additional character that helps, they can add one tenth of their attribute or skill to the total.

Sometimes two characters are in direct competition using skills or attributes. This could be a tug-of-war, arm-wrestling, or even a battle of wills. This is one of the few times when the players don't need to roll under their character's attributes. Higher is better. When characters are resisting each other, their players must take the appropriate attribute, roll percentile, and add the two numbers together. The character with the greatest total wins the competition.

CombatMost games would be pretty dull if there was

never any conflict. While intrigue, negotiation, and diplomacy are always good to try first, some situations just require an old fashioned ass whooping. Even in these situations the combat system in Alpha Chronicles is deadly enough to kill just about any character. Treachery, good planning, and liberal use of a strategic mind will save many a party of heroes from an untimely death. That said…on with the carnage.

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There are two basic units of time during combat: Rounds and Phases. A round is six seconds long and is divided into three phases of two seconds each. Each character has a certain number of actions of which he can spend during each phase.

Unless the two sides just happen to stumble upon each other or start with a simple argument, most likely someone will have the surprise attack. The first step in combat is to determine who, if anyone, has that surprise. If one side is laying in wait then that side has surprise. If one side is distracted and the other attacks from behind or out of sight, again surprised. If someone unexpectedly draws a knife and stabs another in plain sight, while surprising, the victim does not count as surprised. The only requirement is that one party is surprised. If the other group is expecting the attack, then they are not surprised. A successful Notice Ambush or similar power will negate all surprise or even allow the group to set their own trap.

The faction that surprised the other group has one phase in which to move, strike, aim, or otherwise act. Any activity that requires more than one phase to complete will not be completed until the appropriate time next round. Certain characters from the surprised party may be immune to surprise. In this case they are also allowed a single phase that occurs after the ambushing group has finished.

Once the surprise phase, if any, has been spent it is time for initiative. One individual for each faction in the combat rolls a d10. The faction with the highest total, after modifiers, goes first. All ties benefit the player characters. If two factions of player characters roll equal initiative then a roll off between those factions continues. This roll off enjoys no benefits from modifiers. If the faction won the initiative last round, or had surprise, they receive a +1 cumulative bonus to their initiative. This continues until the faction has an initiative bonus of +3.

The next round initiative is not rolled; instead it is given to that faction. This continues until a drastic change of situation occurs in the combat. Massive reinforcements, multiple friendly deaths, a leader falling, or a routing of friendly troops could all lead to a resetting of initiative.

Some characters have an option that allows them to bend the initiative rules. Such a character follows the specific rules for that option or ability, and may be considered a separate faction for purposes of initiative. If more individuals in a certain faction all use similar initiative benefits then they should be considered one faction. Each combat round is only 6 seconds long. As each character acts a minuscule amount of time passes. The players for each group may choose the order in which the characters act. If the players do not choose the order then the GM chooses an end of the table to begin, and then oscillates back and forth as all actions are completed.

A group that wins initiative may choose to wait for a certain event to occur to or by the opposing faction. They allow the other faction to act first in the round. At any time during the phase the winning party may choose to suddenly act. They insert the entire faction in any order that the players desire. Other individuals may choose to continue waiting until other events occur. Once all of the acting characters have finished, the other faction continues its actions.

During each phase of combat the characters make choose to complete certain activities that are called Actions. There are several different types of Actions depending upon how they are attempted. Movement and Verbal actions are spent separately from Primary, Floating, and Reflexive Actions.

Primary Actions – Those that must be spent every phase or they are lost. For every three total actions the character possesses, one Primary action is converted.

Floating Actions – Those that may be spent during any phase. Only one floating action may be spent per phase. Floating actions are the remainder after the number of Primary actions is determined.

Extended Actions – These actions require longer than one action to complete. They range in time required from one full phase, past one full round, and may require several minutes at least.

Reflexive Actions – Those that are used for defensive purposes only. It is usually spent during another faction’s portion of the combat phase, and will require an unspent floating action. If no floating actions are un-spent then it will drain a Primary action from the next phase. If no primary actions remain for the round then an Agility roll is required to successfully act.

Free Actions – These actions are often done in conjunction with other actions. They require very little time to complete.

Movement Actions – Everyone always has one per phase. These include climbing, walking, crawling, swimming, etc. The character may choose to move up to their fastest movement rate as allowable per encumbrance. They may also be used simultaneously with other actions. They may also be spent during another faction’s portion of a phase to stay near a moving opponent or target.

Verbal Actions – Always one per phase. 2 seconds of speech. May be used for talking or casting a spell. They may also be used simultaneously with other actions.

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TotalActions

Primary ActionsFloatingActions1st

Phase2nd

Phase3rd

Phase1 0 0 0 12 0 0 0 23 1 1 1 04 1 1 1 15 1 1 1 26 2 2 2 07 2 2 2 18 2 2 2 2

Primary and Floating actions are the most common type of actions. Most combat activities can be completed in this period of time. Hitting a person, drawing a sword from a sheath, ducking behind a pillar are all common examples of primary and floating actions. The only difference between the two action forms is how they may be spent. Primary actions are the mainstay of combat; how well the warrior has trained and how fast they can strike during a round. Floating actions are intended for those who are just a little better trained in combat. They have that last bit of speed to act when it is absolutely necessary.

Extended actions require more than a split second to complete. There are different types of extended actions dependent upon how long they take to complete. Some extended actions only require a single phase or two before they are successful. Others may need an entire six second combat round to complete. Still others may demand an entire minute or two before they are completed. The character attempting an extended action may not roll until the allotted time is spent. If they are distracted, halted, or otherwise interfered with then the GM must determine the results. Some instances may simply offer a success with a penalty to the skill roll. Others may completely destroy any chance of success. Others may allow the character to continue at a later time, with the previous time recorded and deducted from the total.

Free Actions See Verbal and Movement Actions Dropping an item held in a hand Some Defense ( DT)¼ Quick Drawn Weapon Activating some continual spells

Primary & Floating Actions Striking with a Melee Weapon Shooting with a Missile Weapon Throwing a Missile Weapon Better Defense ( DT)½ Hiding behind cover Readying a prepared Thrown Weapon

Reloading a long bow or short bow Drawing a sword or sheathed item Sheathing an item or weapon Readying a prepared item Using a readied magical item

Quick Extended Actions (1 Phase) Readying an item in a belt or shoulder pouch Readying an item tied to a backpack Casting a Quick length spell Quickly binding a wound to stop blood loss

Short Extended Actions (2 Phases) Readying an item in a backpack

Medium Extended Actions (1 Round) Reloading a Light or Pistol crossbow Casting a Normal length spell First attempt at picking a lock Concentrated Defense (Full DT)

Long Extended Actions (2 Rounds) Casting a Long length spell Second attempt at picking a lock Reloading a Medium or Heavy Crossbow

Very Long Extended Actions (1 Minute or Longer) Casting a non-memorized spell or ritual Third or additional attempts at picking a lock

If a Movement Action is spent during a phase then there is a penalty to all other actions performed. This penalty is also applied to anyone attempting to strike or physically interact with the moving character. Movement actions that also require the use of hands or arms, such as swimming, climbing, or crawling, will inflict an additional penalty of -20. This additional penalty applies only to those moving or attempting to assist the person moving. Those striking or shooting at the moving character will incur no additional penalty.

Movement Speed PenaltyWalking - 0Jogging - 5Trotting - 10Running - 20

Reflexive actions are used for defensive purposes only. It is usually spent during another faction’s portion of the combat phase, and will require an unspent floating action. If no floating actions are un-spent then it will drain a Primary action from the next phase. If no primary actions remain for the round then an Agility roll is required to successfully act. No more than one free reflexive action may ever be spent by a character during any one phase. Most reflexive actions include such things as jumping for cover from an explosion or spell, using an option as a defensive measure such as teleporting or shape shifting, and anything else that requires time that the character usually does not have.

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The Strike roll is the most common of all actions taken during combat. The strike roll uses whatever weapon skill is appropriate for the weapon being used. If the attacker does not have an appropriate weapon skill, then use the appropriate default instead. Any applicable Specialization and the Defensive Tactics of the victim always modifies this skill. Depending upon how fast they are moving, there may be an additional penalty to strike.

Once all of the modifiers have been determined: roll percentile. If the strike roll is equal to or less than the modified skill percentage then the strike was successful, otherwise the strike missed or was deflected in someway. Try to be creative in your descriptions of combat, as the most exciting brawls are those that aren’t just: I missed, I hit, I missed, I hit. Yawn. Snore. Critical successes and failures in combat require additional rolls. Each has its own chart and resulting events listed later in this chapter.

Only a very stupid or suicidal character would stand still in the middle of a fight. Boxers dance around their opponents, archers shoot from behind cover, and martial artists weave nearly imperceptible patterns with their bodies as they fight. These are all forms of Defensive Tactics. Defensive Tactics applies equally to all directions around the character. In a fight everyone tries to keep his or her back to a wall, object, or even keep it twisting in place. Fighters twist, dodge, weave, twirl, and spin in combat as they fight opponents.

When a character does little else but avoid injury in an entire six second combat round, this is called using Full Defensive Tactics. It must be declared during the initiative roll for each round of combat. A character focused upon only defending may subtract the full-modified Defensive Tactics value from every strike they are aware of. The character may still use Free, Verbal, Reflexive, and Movement actions. If they choose to change their mind and attempt any other action, there is an additional penalty of -60 to all subsequent actions for the round. In addition, all remaining primary actions for the round are lost.

The full-modified Defensive tactics value is equal to the Defensive Tactics skill of a character, minus any armor penalties, plus any shield bonuses, and with any other modifiers such as magic, options, or specializations. Most melee weapon specializations can be used as a bonus to the character’s Full Defensive Tactics. Specializations with bows, crossbows, thrown weapons, or other projectiles cannot be used. This total should be recorded, as it doesn’t often change.

Shields will provide a base bonus determined by the size of the shield. Specializations for Defensive Tactics may be purchased for each type of shield (buckler, round, kite, tower, etc). This specialization and the base shield modifier should be added to the full defensive tactics of the character.

Besides total defense there are other ways to avoid being hurt in combat. Firing a missile weapon or other distance-based projectile from behind cover will grant the full defensive bonus as they pop up, shoot, and dive for cover. However certain options or effects can negate this bonus. Partial cover may provide the character with an inherent or DT, based upon the situation.¼ ½ Shooting through the cover negates any defensive tactics, but grants a large bonus to the PV of the character based upon the composition of the cover. Other reasons for applying Full Defensive Tactics may be determined by the GM as game play continues. Anything that keeps the character mostly hidden from the attacker is a good prospect for the Full DT usage.

Characters that have been well trained in the arts of war usually have more than one action during a combat round. These characters may choose to enjoy a Half Defensive Tactics rating applied against their aggressor. This level of defense requires one Floating or Primary action per combat phase to be spent. Take the Full modified DT of the character and divide by two. This level will remain until the start of the character’s next phase.

In most cases where the victim may not apply the Full DT, they still enjoy a partial Quarter Defensive Tactics. Take the full-modified DT and divide by 4. When the victim is attempting most actions, wary but surprised, or simply pre-occupied during combat they only receive this DT value. Only in extreme cases¼ where the victim is caught flat-footed, held un-resisting at gunpoint, or otherwise unmoving does the character receive No Defensive Tactics. A character may choose at any time not to defend and surrender any possible defense. Characters that are unconscious, bound, or otherwise fully immobilized are hit automatically. Attackers should roll only to determine if a critical hit was made. Critical failures are not possible. The GM may further rule that called shots, critical hits, knockout blows, or death strikes are instant and automatic.

If the assailant rolls equal to or under their skill, modified with the appropriate DT, then they successfully strike. Once a strike has been determined, the attacker rolls a d10. All weapons use a single d10 to determine injury dealt. Consult the injury table for the applicable weapon to find the actual base injury dealt.

All strikes gain a bonus to injury based upon 1/10th the assailant’s skill with the weapon. Most Hand-to-Hand (Melee) weapons, thrown weapons, and bows have an additional bonus equal to 1/10th the character’s Strength. Check the weapon table under the specific weapon to determine if it does grant a bonus to injury inflicted.

For example: A brawny warrior with a 50% two-handed sword skill, a strength of 70, and a flamberge strikes an opponent. The warrior rolls a d10 and gets a 7. The injury total is 30 + 5 + 7 or 42 points.

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Once injury has been determined, only one thing can prevent it: armor. There are two primary forms of armor: natural and standard. Both types of armor grant a Protection Value or PV. The PV is subtracted from any injury dealt to the area of the strike. Unless the attack was a called shot or critical hit the PV of body armor is always used. In such cases use only the appropriate armor and PV for the location struck.

When the PV of any standard armor is exceeded, the integrity of the armor is damaged. Holes, rips, tears, and other damage will lessen the PV in the appropriate area by one point. Some special weapons may damage the PV by a different amount. Non-called shots will reduce the PV of the Torso. Area attacks, barrages of gunfire, or other wide focus attacks will lower the PV in all affected locations. Indestructible magical armor will ignore this loss of PV.

Most forms of armor are either Hard or Soft. Soft armor is less restrictive, easier to move in, and is made from softer materials such as leather, Kevlar, or other supple materials. While it does protect the victim from wounds, it does not stop much of the kinetic force behind the blow.

Hard armor is more restrictive to movement and is formed of hard resilient plates. Hard armor includes most ancient metal armor, Kevlar armor with ceramic plates, or high-tech military armor. Hard armor may prevent all kinetic energy from being transferred to the victim. If the PV of the armor is greater than the injury inflicted, then the protected character suffers no injury.

Soft armor is far less efficient at distributing kinetic force. Any strike upon soft armor will inflict a minimum of 1/10th the injury total before PV was applied. If the actual injury inflicted is equal or greater than this amount, do not add them together simply use the greater amount. This is an optional rule that Game Masters may choose not to incorporate into their chronicles.

Every suit of Standard armor has a PV, agility penalty, and weight. The agility penalty also applies to any attempt at spellcasting which requires somatic components. Most ancient body armors are designed to cover all body areas except the head. All of the weights and agility penalties must be added together and totaled for piecemeal armor. The PV of mismatched armor is averaged together. Quadruple (x4) the PV of the breastplate, then add each Vambrace and Greave worn. Divide the resulting total by eight to determine the average PV of the character. For a strike on a specific location, use only the applicable armor for that location.

Natural armor is that which the character has as part of their skin or natural bodies. It covers the entire body and grants its protection to every location. The only way for a player character to gain natural armor is through certain options. Natural armor is considered weightless for the purposes of encumbrance, and has no penalty to agility or agility based skills. Natural armor can only be damaged through the use of certain magics, options, or critical hits. It will heal at a rate of 1 PV for every 2 days of normal rest.

Even characters that are super fast, ultra tough, highly skilled, and heavily armored get injured eventually. Whenever injury is inflicted it should be subtracted from the character’s current Injury Point (IP) total. When the character drops below thirty injury points they begin to feel the effects of their injuries. See the Injury Effects chart for more details. If a character has zero or fewer injury points remaining they are in grave danger. Falling unconscious, they will soon be dead unless they receive medical attention immediately. They will stay in a coma for no more than their ¼ Health in rounds. If they have not received sufficient magical healing or medical attention before this time elapses then they are dead. If they suffer more than their ¼ Health in injury below zero then they are also dead.

Injury is healed at a rate of 1d10 + 1/10th the character’s Health attribute per day of complete and total bed rest. After all of the normal injury is healed, the character must then recover all of the accumulated injury that has accrued since the last period of rest.

Characters who continue to adventure with accumulated wounds will begin to feel the weight of the muscle soreness, small cuts, bruises, and other freshly healed wounds. If the character does not rest after the adventure has been completed, then the character will suffer the effects as if currently only having 21 – 30 injury points remaining. If they continue to adventure without recovering, after a week they will begin suffering the effects of only having 11 – 20 injury points remaining.

Certain magic spells, regenerative options, or prayers can reduce the wounds present on a character. This only applies to actual injury (i.e. loss of injury points) and can rarely affect accumulated injury. The only way to accelerate the healing of accumulated wounds is to have a physician, or other characters skilled in medicine, tend to the patient. The physician does not have to make the patient his only concern, and may tend to other patients during the same day.

Patients healing with the aid of a medic receive a bonus of 1/10th the First Aid skill of the medic in injury points recovered each day. Doctors and surgeons with the Medicine skill and access to all needed tools, devices, and pharmaceuticals may apply that bonus every twelve hours. Physicians who attempt to heal themselves only receive ½ their applicable bonus. When more than one physician is aiding a patient, only the highest skill should be used to determine healing.

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Injury EffectsIP Total Results & Penalties

31+ IP No problems

30 – 21 IP

The character is sore. A HEA or WILroll is needed to perform any strenuous activity with no penalties. If the roll is not made, then the character will not be able to perform at his or her best. There will be a penalty of – 5 to all skills, and the character can only run for a number of rounds equal to his or her HEA, but can trot indefinitely.

20 - 11 IP

The character is hurting. He or she will automatically have a penalty of – 20 to all skills. However, a successful HEA or WIL roll will reduce the penalty to – 10 for 1 action. The character can only run for up to a number of rounds equal to 1/10 his or her HEA, and can only trot for a number of rounds equal to his or her HEA. The character can still jog normally.

10 – 6 IP

The character is in a lot of pain. He or she has a penalty of – 40 to all skills and the fastest that he or she can move is a jog, but for no more than HEA¼ in rounds.

5 – 1 IP

The character can only walk for a maximum number of rounds equal to his 1/10th HEA. Any skill that is attempted will have a penalty of – 60, and will take at least 4 times as long as normal. Strenuous activities are not an option for this character.

0 IP or less

The character is comatose, and will die in a number of rounds equal to HEA¼ unless he receives medical, magical, or divine help. Also, he or she requires three times as long to recover to his full IP.

The empathic healing skill possessed by some characters will reduce the current actual injury by transferring that injury to the healer. While the injury absorbed heals extremely quickly, the accumulated injury remains until the healer rests and recovers as normal. Empathic healing can be used to absorb poison or toxin from a victim. When used in this way the effect is lessened by one level, but no other healing is done. The empathic healer will receive the full effect of the appropriate poison for the normal duration. ½ Disease and critical wounds can never be healed, with Empathic Healing, without the appropriate upgrades.

The Save from Death spell is one of the most useful emergency spells in the book. It is a low skill spell effect that can restore a pulped character from negative 250 injury points to positive 1d10. When cast during the next phase it will save any victim from death. The only unfortunate point is that it will place the recipient of the spell in a coma for 1d10 hours and is unable to heal by ANY means other than natural rest. No empathic healing , regeneration, or magical healing: anything short of direct divine aid will be unable to improve their condition.

If You Had the Full Core Rules You Would be

Enjoying the Following Optional Systems...

Aiming Automatic Weapons Breakage Points Called Shots Concealment Critical Hits & Failures Dual Weapon Combat Falling Guarding Jumping Mind Control Miscellaneous Injuries Movement Mounted Combat Point Blank Attacks Poisons, Drugs, & Toxins Ranged Weapons and Reloading Sanity Special Maneuvers Specialty Weapons & Attacks Supernatural Speed & Quickness Unarmed Combat Weapon Breakage

...And a Full and Robust Spellcraft & Enchantment

System!

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