MYSTIC EARTH ROLE PLAYING GAME RULES
:INTRO
~MYSTIC EARTH ROLE PLAYING GAME RULES~
Revised 2nd Edition
ALL MATERIAL INCLUDED WITH THIS PACKAGE ARE
COPYRIGHT (C) 1993, 1994 BY JOSEPH TELLER, CYNTHIA SHETTLE
& KIRALEE MCCAULEY AND IS NOT USABLE FOR COMMERCIAL MEANS
OF ANY KIND WITHOUT PERMISSION.
` You were born to live with Magic `
` We all were, the whole human race.`
` We're never more than half alive `
` unless we have it....`
~ - Zalazar~
:PREFACE
This is a skill and not a class based system - that is players choose
from a variety of skills and not a single controlling class that will
manipulate their capabilities.
This is also a GROWING system - that is it is designed with the
concept that one must tinker with a basic system in order to find
perfection, it can be improved by player suggestions and play results
into a more vibrant system that is playable and fun. It is not meant to
be stagnant!
The system is designed with DART Hypertext usage in mind, as such the
files may appear slightly odd in the way they are organized when printed
out or read mearly as text files.
You can often click your mouse (if you have one, else TAB to the
word in question) on a word to look up additional information on a
subject.
If you have NEVER played in a roleplaying game before, then I suggest
reading thru the file we have prepared on the subject:
~< Concept.#01>~
:Character_Generation
Character Generation in Mystic Earth is designed to be easier then
other systems, and leaves much to the decisions of the players and GM
for final result.
There is NO such thing under this system as rolling a new
character up in 10 minutes - expect to spend anywhere from an hour
to a week to properly design a character for player usage. This means
devotion to design. If you don't think you can deal with this then
ask the Game_Master* to assist you in an idea or design a character
for you that they feel would fit the situation and group in general.
There were several goals in mind when we undertook the design of
the mechanics of Mystic. First the player had to have a lot more
control of character design then in other games. Second we wanted
roleplaying to be the main objective and not necessarily deal with
combat type situations in each adventure/module/scenario. Third we
wanted an improved Magic system with both versitility and creativity
in mind. We also wanted simplicity in play, that is, the character
generation stage would be the HARD part and need the most referencing
to the rules by players and GM alike.
Character Construction points are decided by the Game Master. The
current standard is that players receive 200 construction points.
Then you begin the process by following the tables...
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³ TABLE ³ Quick Info ³
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³ * Races ³ Humans & Non-Human options ³
³ Disadvantages ³ (and Personality quirks) ³
³ Character_Advantages³ Great Things cheap! ³
³ Weight ³ General build for your height etc ³
³ Stats ³ What they mean - Then Calculate Stats! ³
³ Background ³ Legitimacy, Siblings, etc ³
³ Handedness ³ Which hand do you use etc? ³
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< skills.#01> The list of available skills to buy
with your Education.
< trads.#01> If you choose MAGIC then you need to
go onto to determine the hows and whys
of it.... Make sure to read the main
rulebook areas on spellcasting and
magic, its not as easy as it looks!
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³ TABLE ³ Quick Info ³
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³ Relationships ³ Optional info about your love life. ³
³ Age ³ Calculate the characters Chron. Age ³
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< EQUIP.#01> Let's Go Shopping & Buy Equipment!
:Advantages
Character advantages allow one to craft a bit of the unusual and
more individualistic into a character. They cost points, which are
purchasable with standard point or those gotten from disadvantages.
Note that a Mundane* might also have an advantage, so not all
mundanes are quite 'normal' by player perspectives....
COST ADVANTAGE
---- ---------
2 ~Absolute Time Sense~ : This is the ability to accurately gauge
the passage of time without using a watch, viewing the sun or
other external means. This can be useful when timing
explosives, coordinating assaults and infiltrations, estimating
distance traveled and so forth. No roll is needed, this ability
is ALWAYS on and successful.
1 ~Additional Spells~ The character has extra spell construction
points over that granted at start, with an additional Aptitude
worth of Spells for each construction point spent on this
advantage. These can be applied to ANY of their traditions.
25 ~Ageless~ This person ceased to age at a Player decided
lifepoint and has continued on since looking basically the
same. Their body has long-term cellular regeneration, so that
scars fade after a year and that even lost body parts
eventually will grow back after a period of time. They will not
die from 'old age' but are vulnerable to other forms of death -
if they are careful they might live hundreds or even thousands
of years. They still die upon passing the -10 Health point, but
are unaffected by age-based magic that is directed at them. An
ageless character WILL know that they are such. (Ageless
ability is much like the Shadoe racial aging factor). For more
ageless notes see notations on the rest of the character
generation tables. An ageless character gets twice the normal
number of starting Health, based on their Body stat as usual.
5 ~Alternative Identity~ : You have an extra identity, which to
all appearances is legally established. Your fingerprints,
retina prints etc are registered under two different names, you
have two sets of licenses, passports, birth certificates etc.
This advantage can be bought as many times as desired. Unlike
simply buying an illegal id, this one is not a forgery or
stolen one, but real, meaning that it will pass far more
security searches and be usable long term (normally illegal
ones become less likely to pass a check as time goes on, the
opposite occurs with an Alternative Identity.
3 ~Ambidextrous~ : This is being neither left nor right handed
and thus being able to use both hands at the same time. It
gives a +1 to Coordination Potential and will allow the use of
2 one handed weapons (with seperate skill rolls on each with no
modifiers from handedness).
3 ~Automatic Weapon Permit~ : Gives you all the rights and
privileges of a normal weapon permit AND a conceal Weapons
permit, but also allows it to be pertained to automatic rifles
and pistols. This is not available to criminals, any alien,
anyone with a misdomeanour record, any minority (unless a
previous or current government agent) and is NOT an automatic
with being a certified Gunsmith (they MUST buy this to deal
with the automatic weaponry!).
7 ~Beast Friend~ gets a +20% base for animal training and
handling skills. A Beast friend can befriend any animal (NOT
Fish, microbes, insects, bacteria, worms, spiders, molluscs,
crestaceans!) They will never be intentionally harmed by ANY
animal, unless trying to harm such themselves.
10 ~Body Density~ This character has a 'thick' skin and strong
bones. It adds a +.25 factor to weight calculations (but
doesn't change their weight category). They have a Natural
Absorbtion of 5 points of damage from all attacks armour would
apply to. They get a +1 to all damage they do in HTH Combat or
Martial Arts.
3 ~Canine Competent~ Gets a +10% base to animal training when
dealing with any canine. Can befriend dogs, foxes and other
canines easily and will not be harmed by them unless seeking
them harm directly.
10 ~Charismatic~ This character naturally projects a feeling of
peacefullness, friendship and warmth to all sentients that they
meet. Those who meet the person for the first time must save vs
Spirit, those who fail will trust them easily, and they will
have great beauty/attractiveness in their eyes in general. They
would also have to make a save to actually try to harm hurt or
annoy the person with this ability directly.
5 ~Chronic Insomniac~ Gives +25% to chance to save vs sleep
spells and effects. Cannot sleep more than 8 hours in a 24 hour
period.
5 ~Combat Sense~ This means you have an innate feel for combat
situations and can fight even while in darkness or blinded.
This means they do NOT lose their chance to defend in such a
situation (Normally if blinded or in darkness you cannot use
your evasive combat skills) and can make hand to hand attacks
while blinded (but cannot use ranged attacks!).
2 ~Concealed Weapon Permit~ : This allows you to carry a handgun
in a concealed manner for personal protection, plus all the
abilities under a Firearm Permit. Unavailable to Criminals and
aliens. Automatic if you are a government agent or a gunsmith
that is certified.
15 ~Diplomatic Immunity~ : Character is an ambassador, member of
an ambassador's immediate family or staff member to such at an
embassy. They cannot be American born and are required to spend
large amounts of time at said embassy on the job or in
residence. In return they are immune from all legal prosecution
from the country they are in, no matter their actions (but
sufficiently outrageous actions will result in their recall
home or other embarrassment within their system). This is a
RARE option.
3 ~Direction Sense~ : this is having an innate sense of
direction. With it you will always know the points on the
compass in reference to where you are standing, without any
point of reference and be able to tell if you are above or
below grow and a rough idea of how far above or below. It does
not mean you could instantly find your way out of a maze, but
will give you advantages if navigating such.
1 ~Distant Relative (Mundane)~ This is an uncle, aunt or other
distant relative that the character might hear from once every
few months and doesn't live within 100 miles of the character's
home. They might prove useful if the character needs to go to
where the relative is living for a day or two's stay once a
year at most. There is a 5% chance each month of a distant
relative dying and possibly leaving the character something in
their will.
3 ~Equine Competent~ Gets a +10% base to Riding Landbased and/or
animal handling or animal training if any of these skills are
taken. Never attacked by Horses unless they try intentionally
to do them harm. Able to befriend them easily.
1 ~Explosives Permit~ : This is a special permit for the
purchase, transport and usage of explosives, primarily used
with the construction industry, military contractors, some
government agents and the entertainment industry for use of
fireworks etc. One must be Certified in Demolitions to buy this
permit, and not be a criminal, have a criminal record or be an
alien of any type.
5 ~Fame~ This is the PC being famous in some way. They might be
the author of a book, have designed a particular spell, be
known as a TV personality, Talk Show Host, Movie Star,
Columnist, Theatrical Performer, Stage Magician, or other
factor that makes them visible to at least part of the public.
It does NOT have to be associated with Magic activity, UNLESS
they are also a PUBLIC MAGE.
5 ~Fast Metabolisim~ Gets a +5 to all Initiative rolls. Heals at
double the normal rates for daily recovery (2 per day without
physician, 4 with physician) and gets a +10% to Shock
Resistance skill. Cannot be bought in multiples or bought with
Hypermetabolism. Cannot be bought by Lycanthropes.
5 ~Fear Competent~ Is unaffected by all fear-based effects.
3 ~Feline Competent~ Gets a +10% base to animal training when
dealing with any feline. Can befriend housecats, lynx, tiger,
lion, panther, puma and other felines easily and will not be
harmed by them unless seeking harm directly.
7 ~Firearm Competent~ has a natural affinity to Firearms,
calculating shots with lightning accuracy. The Firearm
competent gets a +10% base to any firearm skills.
1 ~Firearm Permit~ (unneeded if you are a certified Gunsmith)
this allows you to own a firearm, buy ammunition for it and
transport it openly for hunting etc. Not available to illegal
aliens, criminals etc. Unneeded if you are a government agent.
15 ~Forgotten~ This character projects a low rank continuous
mental ability that makes them forgettable to others. When
encountered their face, actions, voice etc will only be
remembered by a person (mundane or otherwise) as long
afterwards as they had been around them. This does not work on
machines, Naturally Mind Shielded People or mages who have a
spell to memorize a person that casts such on them. It also
does not affect close relatives (parents, siblings etc) that
grew up around them as the ability does not become apparent
until after puberty.
3 ~Honored_Veteran~ This is a special kind of recognition only
granted to those who take the Disadvantage ~Military Service~.
It can be bought several times, once for each honor received.
Such honors tends to reduce the probability of prejudice
against civilians by current military and political figures,
but does not help when dealing with police, non-veteran
civilians or courts. Among available honors:
Purple Heart (Wounded in Combat)
Medal Of Valor (For actions in combat)
Congressional Medal of Honor (For extraordinary actions)
10 ~Household Name~ This is Fame taken one step beyond. This is
someone who everyone can remember easily by name with a simple
Mind save in most cases - that is, at least 20% of the
population will know who this person is by their name and may
also know their face. A Famous Actress, Comedy Act,
Politicians, Big name writers (say Steven King), Popular
Singers etc fall into this category. This is NOT Bought with
fame. If a Public Mage you WILL be known for this as well among
your info.
20 ~Hyper Metabolisim~ This person has an extremely excellerated
metabolisim. It gives them a +10 to all Initiative rolls. They
get a +20% to save vs all infections and diseases. They recover
from physical damage at an extreme rate of 1 health per hour
without care (but cannot regenerate lost limbs, digits, bones,
etc). Cannot be bought in multiples. Cannot be combined with
Fast Metabolisim. Cannot be bought by a Lycanthrope.
3 ~Influential Contact~ : This is a contact from which you can
pull a valuable favor or two along the way. It could be the
owner of an art gallery that would display your work, A clerk
in the FBI that might do a computer search for you, or a
millionaire that might get you an invitation to the big social
event for the year so you can mingle, or a billionaire that
might fund marketing your big invention or play if it works.
1 ~International Driving License~ Only takable if you are a
certified driver and have a regular drivers license, this
allows you to use your vehicle skills in ANY country of the
world.
15 ~Lightning Calculator~ this person has the ability to do
complex mathematics in their head quickly, gets a +20% to
Billiards/Pool, Gambling, Mathematics and firearm bases.
3 ~Light Sleeper~ : This is a natural tendency to sleep lightly
and thus cannot be surprised in their sleep. They will
automatically wake when someone enters the room, approaches
their bed etc.
7 ~Lover Mage~ This is as close as an NPC can get. This is an NPC
who would risk anything for the character. They do not
literally have to be a physical lover - a twin of the PC that
lives with them could also fall within this category. Usually
these should be fully written up and have their own character
sheet as they are also likely to NEED the PC's help in return
(its a two edged sword). This advantage is ONLY with the GM's
full agreement and co-operation!
3 ~Mage Contacts~ : This is a friendship or other loose
relationship with a member of the Magical Community. It is not
someone who would risk their life for you, but might provide
things like a Close relative would and also might do so into
the magical realm (like casting a spell for the PC, or loaning
them energy or a book or helping in a ritual cast or acting as
an introduction to an important teacher etc.) A Wiccan
Tradition mage would consider the other Coven Members at least
this.
7 ~Mage Organization~ The character is a member of an organized
religion or occult group that will offer them some rank of
assistance or resources, including possibly access to a magical
library, a temporary teacher, legal aide etc
25 ~Magical Dampener~ This rare ability can only manifest in
someone who has a Spirit of 20 or less. They actually dampen
all spells cast within a 30' radius of them reducing 1 rank
from the spell effects (and negating entirely those of only one
rank). This ability cannot be turned off by them or manipulated
by them in any way. [Multiples CAN be bought of this, adding to
the number of ranks dampened out but not affecting the radius].
Characters with this ability CANNOT LEARN MAGIC.
25 ~Magic Ampliphier~ This rare ability can ONLY manifest in
someone who has Spirit of 10 or more. This person actually
ENHANCES all spells cast with a 30' radius of them, both their
own and everyone else, adding 1 rank to the effect of all
spells (but this does NOT apply to things like reduced casting
time, only effect intensity). This ability cannot be turned off
by them nor manipulated by them in any way. [Multiples CAN be
bought of this, adding 30' to the area of effect]
5 ~Mentor Mage~ This is a character's Teacher, or a High
Priestess whoose coven they are in, or someone equally
important that would risk much to help the character in an
emergency (but not necessarily their life) and would provide
advice or training.
5 ~Military Support Weapons Permit~ : Gives you all the
cumulative privileges of the Automatic Weapon Permit but also
includes all military support weapons (like anti-tank weapons
etc). Primarily available to government agents, previous
government agents, and such. Not available to gunsmiths without
10 ranks and a position with a military
contractor/sub-contractor. RARE.
5 ~Missile Competent~ Character gets a +10% to all base skills of
usage of missile weapons and ALWAYS gets a roll vs their
Coordination to avoid missile attacks even if they lack a
shield. Does NOT apply to Bows, Crossbows or firearms!
1 ~Mundane_Contacts~ These are mundanes that the character has
business or loose friendship associations with and who might
provide a source of information or temporary refuge etc. The
player must specify the relationship data and a rough idea of
the person (EX: Casual Boyfriend they go out with once every
week or so). A boss or fellow employee is NOT a Mundane Contact
you pay for. They are unlikely to be vital to a situation, but
are as unlikely to be in danger.
3 ~Natural Linguist~ All languages are EASY (1000 eps) to learn
in gameplay. The Linguist can buy 2 languages per construction
point instead of the normal one.
7 ~Natural Immunity~ to ALL diseases, even magical ones! (Note
obviously cannot buy HIV positive as a disadvantage!)
10 ~Naturally Fireproof~, takes no damage from natural fire and
takes only 1/2 damage from magical fire.
5 ~Naturally Invisible to Undead~ (Wraiths, Shadows, Ghosts and
Spectres etc).
20 ~Naturally Mind Shielded~ Cannot be charmed, telepathically
read or conversed with, cannot be teleported against own will
or feebleminded in any way. NOTE this advantage cannot be
bought by a Mentalist Tradition Character or Darkovian! Also
note that a being with this advantage CANNOT lower the shield
by choice - it is ALWAYS on, period.
2 ~Notary Public~ : The character has an official stamp and power
to witness documents, useful in legal situations. Cannot have a
criminal record or be a wanted criminal to have this!
15 ~Patron~ : Instead of a normal income system or working a job
you have a Extremely wealthy benefactor backing your efforts.
This MUST be an NPC normal or a private Organization (ex: Ross
Perot, GreenPeace, McDonalds, etc) and they WILL have an agenda
to set before you that you must follow to have their continued
support. They will supply you with credit cards or other means
of buying what you need to get by, and your budget will be
based upon your wealth as if you had a normal full time job at
Wealth +10.
10 ~Perfect Balance~ Automatically Gets +30% to base for those
physical skills oriented towards personal balance, such as
Dancing, Juggling, Climbing, Acrobatics, Gymnastics, trapeeze,
Tight Rope, and martial arts.
5 ~Phonographic Memory~ Character can remember ANYTHING they have
ever heard in their life perfectly. For musicians and singers
this allows them a wider repertoire in their ability and thus
gives them a +10% to their base success. A person with
Phonographic Memory will never forget verbal instructions and
gets also a +10% with Voice Mimicry, Singing, Ventriloquism and
duplicating Animal Noises. If the character is a bardic mage
they get a +10% to their spellcasting success and can add +5 to
the calculation of Their Q-Factor when learning new spells from
other Bards For details on Q-Factor see : <NewSpell.#01>
10 ~Photographic Memory~ Able to remember written words in any
language they can read/write in. This reduces all learning
times by 10% on the teaching table. Also a person with this
skill whoose READ thru a library of magical reference books
never needs to own one to do research!
1 ~Power To Marry~ This is a legal power, held by either a civil
justice of the Peace (purchase with Notary to have said title)
or by a member of the Clergy (Certified in a Religion).
10 ~Shock Resistant~ Gets no damage from all electrical attacks,
and 1/2 damage from spells of this nature.
3 ~Snake Competent~ Never attacked by snakes unless trying
intentionally to do them harm. Able to befriend and train them
easily (+10% to train).
2 ~Street_Contacts~ These are usually mundanes that the character
can tap as a purchasing or resale outlet or contact for the
criminal underworld. The player must specify the type of each.
Note that a contact is NOT always accessible and may even cheat
a character that has a low Streetwise score or expose them to
the authorities if they are treated badly themselves. A street
contact has NO LOYALTY in the long term. Specify type:
General Goods Fence (Buys/sells most stolen property)
Availability varies, higher prices charged.
Specialized Fence (deals in a limited line, but
pays better, better availability. Examples:
Aircraft & Their Parts
Artwork & Collectables
Automobiles & Their Parts
Drugs & Chemicals
Electronics & Appliances
Explosives
Firearms
ID Cards, Licenses, & Documents & Credit Cards
Information on Other People (Informant)
Jewelry & Precious metals
Marine Craft & Supplies
Military Hardware & Vehicles
Trucks & Their Parts
Note that you CAN have street contacts without Streetwise skill
but you will ALWAYS pay as a minimum the prices in the
< EQUIP.#01>* List and often times more.
An Informant (above) does not necessarily have to be connected
into the underworld directly and does not have to be a
criminal. A Reporter or detective might have informants such as
a contact in City Hall or an officer on the police force, or a
friend that works for a credit agency.
3 ~Subnormal Body Temperature~ Gives 10% improvement to save vs
cold based attacks/spells, 5% decrease to save vs fire and heat
based attacks/spells. This can be bought in multiples to
compound effectiveness.
5 ~Superior Statistic Potential~ This character has a GREATER than
racial POTENTIAL to one of their Stats. They Must define which
stat this is bought for, and can by multiples of it. It allows
them to raise Body, Coordination, Mind or Spirit during play
thru the normal progression rules but adds 5 to their usual
racial maximum limit in that stat. (See Experience* for the
details on raising a Stat in Play).
10 ~Trust Funded~ This character works in a slightly different set
of rules in regards to their finances. They have a source of
income that provides them as if full time employed without
having to devote any time to their normal income. They still
MUST invest in a wealth Stat in order for this to be of use.
1 ~Union Card~ This means the character has an advantage in a
field that uses unions (Entertainment Industry, construction
and some positions like vehicle drivers) that helps them keep
from losing their jobs too easily and gives them advantages
when looking for a job. A union may also offer legal
assistance, and ensure the character has health care for
job-related injuries.
5 ~Universal Digestion~ This gives the character complete
immunity to ingested poisons (note that it can be bought for 2
points by a dwarf or gnome) and allows them to eat almost any
natural material and gain nutritional value from it to survive.
Thus they may eat ANY plant, any food type that might on
someone else cause indigestion because of spice ranks, and can
even consume thin lumber or leather or hemp rope for
nourishment.
2 ~Useful Close Relative (Mundane)~ this is a relative who might
supply sleeping space in an emergency, a small loan, borrowing
of a car etc. They may also be used AGAINST a character under
some circumstances (like being held hostage). They are
important to the character but not someone they see daily, but
should be in the area the player lives in.
3 ~World Traveler~ All Area and Culture Familiarities can be
bought 2 per construction point instead of the normal one.
:Age
To calculate a player character's starting age we take a simple
calculation : You begin with a base of 10, and add 1 year for every
5 EDUCATION points the character has invested.
To calculate birthdate : Roll 1d12 for month, 1d30 for day or
simply choose a date you are comfortable with knowing the
perception you have for the character.
Aging can reduce a character's effectiveness in some ways regarding
their body. As a character grows older some stats are lowered accordingly
if they are aging normally (there are some ways to reduce or temporarily
stop aging effects):
RACE AGES EFFECTED BODY COOR MIND SPIR
----------- ---------------------- ---- ---- ---- ----
Human * 40, 50, 60, 70, 80, 90 -2 -1 0 0
1/2 Elf 75, 100, 125, 150, 175 -1 0 0 0
High Elf 700, 800, 900, 1000, 1100 -2 0 0 +1
Dark Elf 500, 600, 700, 800 -2 0 0 0
Gypsy 100, 150, 200, 250 -1 -1 0 0
Dwarf 100, 200, 300, 400 0 -1 0 0
Gnome 300, 400, 500, 600 -1 -1 0 0
Giant 30, 40, 50, 60 0 -2 -1 0
Nymph 400, 450, 500 -2 0 -1 0
Shadoe 750, 800, 850, 900, 950 -1 0 0 +1
* Humans include Lycanthropes, 1/2 giants, Vasharu and merefolk
Unaffected entirely by aging are Changelings
Thus at each age bracket their stats are subtracted from as per
the chart. Players are cautioned, especially when designing humans
or giants, to pay CAREFUL attention to the effects of investing EDU
points on their characters capabilities!
The above, of course, can be prevented if the character has the
UNAGING advantage or has spells to keep them rejuvenated in some way.
:Background
Characters background is often left entirely up to a player.
The following section will help flesh out some background:
Legitimacy - important in male dominated societies,
01-80 Legit 81-00 Illegitimate
01-30 Raise By Both Parents
31-45 Raised by mother alone
51-55 Raised by Father alone
56-65 Raised by mother & step-father/significant other
66-75 Raised by father & step-mother/significant other
76-90 Raised by other relative (grandparent etc)
91-93 Raised in Group Family with Both parents and
extended family members
94-95 Raised in Group Family with Father only Present
96-99 Raised in Group Family with Mother only Present
00 Raised in Group Family without Parents Present
If Illegitimate the Character is assumed raised under the
welfare system of the state (if born in the USA or one of
the other Industrialized nations) or in a fosterage
situation. All such get a +3 Wealth to be applied to one
certified skill, based on state provided schooling.
If the Child was Legitimate number of siblings are rolled:
01-25 None
26-60 One
61-75 Two
76-85 Three
86-90 Four
91-95 Five
96-00 Six!
For each sibling (if any) roll on the following:
ROLL Sex Older? Alive?
01-05 F Y Y (S means a Twin)
06-15 M Y Y (or triplet etc)
16-24 M N Y
25-36 M N N
35-49 M Y N
50-59 F N Y
60-74 F Y N
75-79 F N N
80-85 F S N
86-89 F S Y
90-95 M S Y
96-00 M S N
Parents have a 50% chance each of still being alive. Do not
role for parents if not legitimate. [Note if the Character has
the advantage ~Ageless~ then there is only a 25% chance of each
parent being alive].
:Disadvantages
This is an OPTIONAL set of the rules. Players do NOT have to take
these in designing their character, but may find it advantageous to do
so overall in their character design in both developing a more
interesting character and in developing character background and
personality.
Each option taken has a set value of construction points to them, and
will give points that can be added to your total creation pool.
Note that these problems and disadvantages CANNOT BE BOUGHT OFF as in
other game systems thru experience, so be careful on what you purchase
in order to get extra points. Also you cannot get two contradictory ones
(ex: Code vs Killing and Bloodlust) or two that are nearly similar
except in intensity (Code vs Killing, Disdain for killing and Avoids
Bloodshed are similar variations on a single theme, while two different
Sexual Deviations would be acceptable).
Player Characters CANNOT take more than 150 points in Disadvantages
as of this Edition of the rules onward. Any character that exceeds such
from previous design should be retired as soon as possible to
re-establish game balance (or redesigned).
OPTIONAL POINTS GAINED
-------- -------------
Absent Minded : You constantly forget the little 5
things in life like birthdays, schedules,
your keys, your wallet, phone numbers,
etc. You may be wearing mismatched socks
50% of the time and might forget something
important among your items if you don't
mention it precisely to your GM ("Click,
sorry, you forgot to load your pistol
before you went out on the mission").
Annoying Habits : Picks teeth, complains regularly, 1
scratches constantly, Belches or
passes gas loudly and publicly,
sloppy eater etc. [ONLY 3 maximum allowed]
Aged : Only applicable to persons who are take 5
an actual age that is older than their
calculated based on Education, and
whoose race begins to lose stat maximums
at that age. Thus at 40 or greater,
if you are human. Does apply to someone
who is ageless if they are age-frozen
at an age that takes detriments by the
table.
In partial balance to aging, an aged
character can be assumed to have a
savings account at starting point
containing $1000 per each time this
disadvantage is taken, IF they are
employed, part time employed or
self employed in a certified field.
Albinoism : Has no natural pigmentation; hair and 5
skin are pink-white and eyes are pink.
(Not takable by Dark Elves!). They are
memorable and cannot blend into a crowd
(-20% for Shadowing base). Have no
resistance to sunburn; -10% for any
alertness and ranged weapon skill rolls
made in sunlight.
Alcoholic : must save vs INT to avoid drinks etc 3
Alcoholics are -25% to perform all skills
for 3 days after finishing a drinking
binge.
Allergy : Allergy's are of one of two kinds, 2 (airborne)
air borne or internal. Air borne 3 (internal)
allergies cause a watering of the eyes,
skin irritations, joint swellings and
possibly breathing problems. They do
no physical damage when encountered, but
will make the victim suffer a -20% to
all ranked skill rolls while exposed.
Internal is a food allergy or an allergy
to something that is drank or injected
(such as a bee sting). These do physical
damage (with no saves or absorption)
when encountered, at least d10 (for minimal)
dose effect; to 5d10 for maximum effect.
GM decides the dosage effectiveness.
Anosmia : Has no sense of smell or taste. 3 -20% base to cooking and brewing.
Asthma : Character has difficulty breathing in any 5
skill usage that requires physical exertion.
-10% base to all physical based skills like
HTH Combat, Martial Arts, Tantrics,
Acrobatics, Contortionist, Football,
Gymnastics, Hockey, Hanggliding, Hunting,
Juggling, Jumping, Masonry, Mountaineering,
Rowing, Skating (roller), Skating (ice),
Skiing, Trapeeze, Tumbling, Bludgeon Weapons,
chopping weapons, Swords (any category),
Staffs. [Non-ranked skills in this list
are NOT purchasable by the character except
at TRIPLE normal cost]
Aversion To Killing : This is someone who can only kill 3
if its absolutely necessary in their mind
and MUST make an INT save to be able to
do so at the last minute. This is the
person who might kill if their child's
life was on the line or if it was a matter
of their life or the other persons but would
make a terrible soldier and never an
assassin.
Bad Back : Your back is weak or has suffered permanent 3
damage previously. You can safely lift/carry
about 30 pounds. Lifting/Carrying more than this
requires a saving throw vs Body; on failing
this causes 1 health damage per 5 lbs lifted above
30 lbs which leaves one at -10% to perform all
skills that require body movement due to pain
and uncooperative muscles. This damage CANNOT
be healed faster by normal medical means, but
an unsprain spell can help.
Bad Liar : This is someone who lies badly and is not 3
believed (and even when they are telling the
truth is often not believed because of their
body language). Can't be taken with
Truthfulness.
Blindness : You have no eyesight and no means to recover 25
it. You cannot see and thus cannot use
ranged attacks except with HUGE minuses.
BloodLust : If in a fight this character kills, period. 10
They do not fight for the fun of it, and
have no morale controls preventing them
from liking killing a foe. They do not
accept surrender from others and avoid
such themselves. Once fighting they won't
quit till the foe is dead. Not recommended
for player characters.
Caffeine Addiction : Gets headaches after 6 hours without 2
caffeine in some form, leaving them -10% to
perform all skills until caffeinated.
Clumbsy : The opposite of perfect balance, this 5
person has imperfect balance beyond belief.
Gets -10% to base for those physical skills
oriented towards personal balance, such as
Dancing, Juggling, Climbing, Acrobatics,
Gymnastics, trapeeze, Tight Rope, and
martial arts.
Code of Ethics : This is a code among Mages in how one 5
uses ones powers and abilities among mages
and non-mages. It is not to be confused with
a code of honor or a code against killing.
The code of ethics includes such things as
unduly risking the exposure of the magical
community to the notice or ridicule of the
mundanes (Subtle Action instead of obvious);
Avoid 'outing' a private mage into public
status against their will. Avoid using ones
powers to benefit oneself unduly : Using a
spell to cheat at cards; reading a mind to
blackmail a person; Using telepathy or empathy
based magics to force someone to act against
their normal will to cause them harm; Stealing
a Soul; Possessing a sentient and getting them
killed; Using magic to keep someone under your
control by a love spell. All are breaches of
ethics. When in doubt if something is ethical
in the system ask the GM....
Code Of Honor : This is a code of how one handles oneself 3
in business and in combat, and is often
considered vital to a Taoist or martial
artist to be properly played. It is NOT a
purely oriental concept.
Under this code one does NOT Directly Lie,
Cheat at games of Chance (or skill) or directly
steal from a competitor (though one may pay a
professional to steal for you).
In combat one does not strike opponents from
behind unaware, use weapons against unarmed
opponents (unless you disarmed them), or fight
'dirty' (Throwing dirt in ones opponents eyes,
striking the sexual organs, twisting a blade
after it is in a wound).
Code vs Killing : Will refuse to kill foes 5
Color Blindness : (total only) cannot distinguish beyond 3
'shades of grey' and has problems with
anything that is color coded.
Combat Paralysis : This is someone who is shocked by 5
violence that touches their life. They
must make a save each round of melee
vs INT or simply stand unmoving in shock.
(once successful they are fine for the
rest of the combat). They are at Coordinatio
of 0 while in shock. Receiving a wound negates
this paralysis too....
Compulsive Behavior : This is any activity that you will 1
do continually that may be socially
unacceptable, silly or dangerous. A few
examples: Follows a particular sports team
and insists on watching every game they can;
Computer Modem Chat Fanatic - spends hours
every day in chit-chat with other computer
modem users and gets anxious when they can't
(Reducing skill effectiveness by -10% each
day they don't get to do so); Constantly
speaks in an annoying accent, which may or
may not be real. Can be only take ONCE.
Compulsive Carousing : You are the ultimate party animal. You 3
go in search of a social gathering at least
once a day and participate for at least an
hour or more. You will try any mind altering
substance without a second thought and aren't
picky about your romantic partners. You like
like your music loud, your drinks cold and
your sex partners hot. You like to start the
day with beer and cornflakes. Other Party
types will react positively to you, but
solid citizen types react negatively.
Corporate Enemy : This is the result of a character that 3
has earned the hatred and scorn of a major
corporation, either as a rival or a previous
employee. It means a -5 to their rolls when
Job Hunting or seeking advancement within
their job (if not self employed). It also
means that the Corporation may be seeking to
find various ways to harm their lives, spy on
them or even may go so far as to seek to
eliminate them thru a hit man subtly.
Additional corporate enemies after the 1st are
worth only 1 point.
Criminal Record : This is someone who has been in jail 5
previously at one time for criminal
activity and might be watched by some
authorities.
Cursed : When anything goes wrong for your party, it 30
most likely happens to you, first and worst.
If something goes right it often misses you.
And any time the GM feels like pulling your
chain he/she can and you have no complaint
coming because you are cursed. You can't
dispose of this except by figuring out what
has cursed you and dealing with it to end
the curse. Only one of these in a party!
Deafness : (Complete) all language skills cost double 7
normal at start (except Lip Reading and
Read/Write) and are maximum difficulty to
learn in play. Ventriloquism, animal noises
and voice mimicry skills are not possible.
All music oriented skills cost twice normal
to buy and increase skills in. Also -20%
to base for alertness skill rolls.
Defender : Fights only when attacked using only 7
what is needed to defend and no more
Will refuse to kill.
Dependent NPC : This is a child, elderly mother, or other 5
character built on 1/2 the normal base points
and always mundane. The character must help
provide for their survival and must care
about them and be subject to psychological
stress if they are threatened or harmed.
Dependents MUST live with the PC.
Drug Addiction : This is an addiction to an illegal 5
substance, such as cocaine. This requires
that you take an advantage of a contact
(streetwise or other) that can supply you
with the drug involved (since it is illegal).
Cost to the character is $150 per week. If
they miss a week or more then they lose 10%
with all skills for each week without it for
upto 4 weeks cumulative. On the 5th week they
take a loss of 1d10+2 health permanently as well,
but will on the 6th week be back to normal
success and be free of the disadvantage (and
still considered to be mathematically
'balanced'.
Players CANNOT choose to go without a drug
on purpose unless a character has been in
constant play for at least a MONTH.
Eats Food Live : The opposite of Vegetarian and considered 15
repulsive by most, you will only eat meats and
seafood while it is still alive and kicking!
No resteraunt will serve you and your friends
will never dine with you. Pet store owners and
livestock vendors tend to become regular
contacts, since you are a very definite repeat
customer. The ASPCA would oppose your every
day if they knew about you.
Epilepsy : (Severe) suffers seizures in stressful or 10
life threatening situations if fails a
Body save, that lasts 1d10 minutes during
which they cannot act, think, speak or pay
attention to their surroundings.
Eunich : You are a male who's sexual organs have been 15
altered so you can no longer function sexually
with them or receive pleasure from them. This
is a painfully embarrassing subject with you
and is the source of much mental anguish.
They cannot be restored or replaced in any
known manner. You cannot take the 'prude'
disadvantage with this one.
Fanaticism : This character has a mental belief that 5
overrules everything else in their life.
This may be faith in a religion, political
cause or patriotism. They will go out of
their way for their cause beyond all else,
even risking personal harm.....
Fear Incompetent : The opposite of Fear Competent, this 3
character will fail ALL saves against fear
automatically. This may cause them to flee,
faint, curl up and become catatonic or
lose control of bodily functions.
Fear Of Firearms : Cannot use a firearm and will react 3
negatively to firearms in the hands of
friends.
Glory Hound : You will ALWAYS take time to talk to the 5
press, pose for photographs or even sign
autographs. You insist on being in the
limelight, and you always take great risks
and lead the charge etc. You get advantages
when dealing with the media, small children
and teenagers, and an increased chance of
negative reaction from co-workers, fellow
mages etc. A Successful Glory hound might
eventually become a Household Name...
Gourmet Food Addiction : You would never stoop so low as to 3
eat fast food from a burger joint or pizza
place. Meals must be large, lavish and
preferably foreign when possible. You are
expensive as a date 'High Maintenance and
picky.
Government Agent : This person is an agent for a specific 15
government bureau (CIA, FBI, FDA, NSA,
Medusa, Interpol, etc) and thus must follow
orders in dangerous situations and maintain
a cover from the general public etc.
Gets automatic RANK in STREETWISE skill.
Government Employee : This person is an employee of the 3
government in their job and may have to work
extra shifts, holidays, and in emergencies,
giving them less free time.
Gullible : You believe what people tell you far too 5
easily, are a sucker for a sob story and
easily swayed in opinion by strong
personalities that speak elequently. If
a villain says he's giving his word of
honor you believe him, even if he's broken
it the last three times!
Hedonist : You seek pleasure and new experiences 10
constantly, above all else. Hedonists cannot
hold down regular jobs easily and take risks
for the thrill of it. They consider Party
Animals easy prey for their desires and aren't
above blackmail, deceits or using sexuality
as a lure to receive pleasure or cause shock.
(If you take this you cannot take any sexual
deviances from that list).
Height* : See seperate section on Height effects.
Hemophilia : When wounded will continue to bleed at a 7
rate of 1 health/rnd until wound is properly
treated by EMT/Physician skills or by magic
means to close the wound.
Hidden Secret : This character has a secret, which MUST 5
be worked out with the GM, that is something
that they do not want exposed to some or
many persons in their life as it would be
damaging to job, relationships, etc and
for which they MIGHT even be blackmailed for.
HIV Positive : This person has been exposed to the AIDS 7
virus but so far does not have full blown
AIDS (but may become such later).
Illegal Alien : This person has to hide their identity 4
and may have to purchase false ID etc.
Impulsive : This character hates talk and debate and 3
will act first and think later. Avoids
major planning sessions or waiting for
anything.
Indecisive : Gets a -5 to Initiative Rolls in 3
combat situations. Cannot Take a Fast
or Hyper Metabolisim advantage!
Inferior Statistic Potential : This is applied to any 10
of the base Stats (Body, Coordination,
Mind or Spirit) and reduces the maximum they
can have in that stat by 5 points (But cannot
be used to lower a stat potential below
5 points). It Can be bought in multiples on
on a Stat or several stats. If used on a
stat that would normally have a racial
bonus potential you LOSE the racial Bonus
before you can apply the inferior option!
Inquisitive : You are naturally Curious about everything, 10
always looking for something new to explore
or try, even if there are risks involved.
When presented with an interesting item
or situation you must make a roll vs MIND
to avoid examining it if it is dangerous.
GOOD roleplayers won't try to make this
roll to often but will follow thru on the
curiousity. You will pull levers, push
buttons, open doors, unwrap presents,
and generally do anything to investigate
any new situation. You will rationalize
your curiousity to others who try to talk
you out of it, and common sense won't really
help. If you are a mage you will experiment
continually, and try new concepts and ideas
that may be detrimental.
Jinxed : You are to bad luck what a plague carrier is 20
to disease. It doesn't affect you but it
gets everyone else around you! The other
members of your party constantly are at a
disadvantage and get a -10% on all saving rolls
roll chances. Ulysses was the perfect
example of a Jinx. He was tough, clever and
determined and he survived everything thrown
at him, but all his friends died along the
way.
Junk Food Junkie : You are addicted to fast food, quick sugar 3
rushes and saturated fats. Hamburgers, chips,
twinkies, Pizza, and the like are your idea of
great energy food. You have problems ordering
in fancy resteraunts and can be embarrassing to
be with at a fancy function (statements like -
they're serving dog food on crackers and tiny
tiny hot dogs!)
Lame : Moves when walking/running at 1/2 the normal 5
rate of distance covered due to bad leg.
Gets a -20% to base of martial arts, HTH,
Dance, Trapeeze, acrobatics, gymnastics.
Legal Alien : This person has a work visa and green 2
card equivalent in the USA.
Lethargic : The opposite of a Insomniac, this person 3
needs more sleep than the average person.
If they have less than 10 hours of sleep
in a 24 hour period then they are at -10%
to perform any skill until they do get a
solid 10 hours sleep. They also get a -10%
save vs Sleep spells.
Longwinded : This character will insist on lecturing people 5
on his/her opinions, ideas, history, science
etc even if they know nothing on a subject. A
prime example was Cliff the Postman on the
tv series cheers. If a villain they will
insist on telling a captured hero every last
detail of their plans.
Lost Eye : This person has lost an eye in such a way 5
that it cannot be repaired, regenerated,
re-grown or restored in any way. They get
a -20% to any sight oriented skills,
including all Firearms, all missile weapons,
all drafting, gem craft and alertness.
Loyalty : Blood and friendship are thicker then ethics 5
and law. A loyal character will never abandon
a friend in need.
Magic Susceptable : This character has a reduced save 7
against all spells cast at them, getting only
1/2 their normal save. They cannot have the
advantage Natural Mind Shield, or enhance the
save thru spells etc.
Mental Illness : ANY true insanity (not phobia or 10
sexual deviations) see ~< Insanit.#01>*~
Military Service : You have served in the Army, Marines, 3
Navy, Air Force or Coast Guard. Each time
this disadvantage is taken you add 2 years
to character age. Government records exist of
you and you can be easily traced by them or
the police. Ageless can only take this
disadvantage twice at most. Ordinary humans
can take it up to 10 times (but will have the
age affects of this). Non-humans cannot take
this disadvantage. You cannot take the
Alternative Identity Advantage, previous
government agent, current government agent,
witness protection plan or outside own
timeline. Player chooses branch, GM chooses
final rank. Forgotten CANNOT take this.
Minority Group Member : If the character falls into a 3
racial, Sexual or Religious Minority then
they can take this disadvantage (NOTE that
American Indians in Mystic are NOT
minorities and are treated with respect in
the society on Mystic Earth USA).
Being Female is NOT a minority status, while
being Black is. Being Homosexual is being in
minority status, being a Necrophiliac isn't
(Its a sexual deviation). Being non-human
doesn't count.
Misdomeanour Record : The character has previously been fined 3
or short term jailed for a Misdemeanour. This
could be from such things like being arrested
at a Nuclear Power Plant Protest, Assault,
Shop Lifting, Vandalism, Public Drunkeness etc.
It means that police will take a less than
happy view of their actions if they involve
them and may suspect them of lying etc.
Mute : Cannot speak or produce any sounds with 10
voice (Mimicry, ventriloquism etc). Should
buy Sign language, read/write or similar
to communicate with others. This is VERY
difficult for a player character to have.
Nearsighted : -10% to base chance to use Missiles/guns 1
(This can be bought upto 3 times, BUT the
negative is cumulative to skills and they
require from the second on that the
character wear glasses or contact lenses,
and on the third buying MUST wear glasses
only). Without their glasses/contacts they
cannot read, are at an additional -20%
with the listed skills etc.
Negative Reputation : This is the opposite of the 5
Fame Advantage. This is someone who is
known and not appreciated in the magical
world or their field of endeavor. If a
reporter this is the calling card of a
yellow journalist. If a politician, the
people feel you're a crook. If an actor
you've done some really visible bad work.
If a wanted criminal your picture is in
every post office and there are APB's
sent out regularly on you. If a mage, the
majority of the community consider you
unethical, dangerous or a fraud and will
avoid you or try to foil your plans.
NO Magic Capacity : You have spirit and all the other standard 20
statistics and are aware of the existance of
magic (This CANNOT be taken by a 'Mundane')
but you are unable to store magical energy
within yourself.
No Sense Of Humor : You never get any jokes and think 5
people are dealing with life as being serious
enough. You put your nose to the grindstone
and consider a Party Animal the most useless
thing in the world. You're cautious and
spend hours honing your skills and knowledge.
Notorious Reputation : This is the opposite of a 10
Household Name advantage. You are a well
known something that lots of people hate,
dislike, distrust, or are disgusted by.
Your reputation precedes you and lots of
folks will shun you (Richard Nixon would
fall into this category, among politicians,
Mordred, Morgan leFay and Uri Geller would
among mages (two unethical and one a fraud).
One Arm : Cannot use 2 handed weapons or devices. 7
All driving & piloting skills cost double.
Typing and glassblowing cost double.
Cannot juggle, perform trapeeze, climb.
On The Edge : Sometimes you don't care if you live or die. 10
You are not actively suicidal but you will
take unreasonable risks in the face of mortal
danger. Mel Gibson in the First Lethal Weapon
Movie fits this description. Combined with
overconfident its usually fatal. It cannot be
combined with no sense of humor. Sensible people
will avoid you, others may mistake your own
disregard for your life for bravery.
Outside Own Timeline : This is used for a character that 5
has time traveled from the past or is from
an alternative version of the worlds
timeline. It can be used in tangent with
Unfamiliar with Modern tech.' This person
will have an INCOMPLETE version of history
or one that differs greatly. They must pay
+1 additional for any History, Area
Familiarity or in some cases language skills
to match their new world/Timeline/Present's
actuality to be fully functional with them.
If newly arrived they cannot take disadvantages
of Wanted Criminal, Corporate Enemy, Underworld
Enemy, Rivals (unless they have followed!),
Government Agent (any type) or advantages like
Contacts (unless they followed!).
Any skill certification skills they have must
be re-bought (legally or illegally) in the new
locale to be accepted.
This disadvantage is ONLY usable with the GM's
permission!
Overconfident : Proud, boastful, fails to plan 3
ahead for possible defeats, refuses
to retreat in combats unless MIND save
made successfully.
Overdeveloped Sense of Vengeance : This character will be 3
seeking to kill or ruin an enemy on a regular
and constant basis and will risk anything for
revenge. The swordsman from "The Princess
Bride" was a perfect example, spending 20
years learning his trade just to hunt down and
kill in combat the man who slew his father.
Once offended they don't stop and even logic
fails against vengeance.
Pacifist : Refuses to take violent action even 10
to defend self and NEVER kills foes.
Will lecture those who aren't pacifists
to convert them to become such.
Paraphobia : The fear of causing Paradox. This is far more 10
life affecting then other phobias for a mage
and thus its value. Paraphobes must make a
save vs their MIND to cast a spell that may
cause paradox effects in non-threatening
situations (Thus using magic to escape a
situation would NOT require a will save,
but using it for fun would). This cannot be
taken by a non-mage! Since Paradox is an
optional rule for GM's consult with your GM
to see if the rule is being used - you can't
take this disadvantage if they don't use it!
Personal Limitation : This is a catch all for a number of
concepts that don't quite fit the other many
disadvantages. It is a limitation, often
physiological in nature, that limits their
actions, capabilities or magic system beyond
that normally existent.
An example would be a character that would
would never directly harm a member of the
opposite sex, or a mage who would refuse to
fight any member of their own tradition,
or a mentalist who insisted their powers would
only work on a person if they could look them
in the eyes etc. The belief is absolute and
unremovable from them, it is as much a part of
them as their own body parts. It is not a
psychological problem (like a phobia or delusion)
but a definite LIMIT on their ability which they
cannot overcome. Value of it in play is based
on the Frequency that it will be encountered in
a situation:
Constantly 10
Daily 5
Now And Then 3
Thus a mentalist who must look targets in the eye
would be a CONSTANT. A Mage who refused to fight
anyone of their own Tradition would be a Now and
Then Situation. A Character that refused to harm
any member of the opposite sex counts as a Daily
(even though they might not be in a fight daily)
while a character who insisted their magic just
wouldn't work on members of the opposite sex
would be a Constant. A mage that believed they
could only perform their spells as rituals would
be dealing with a Constant. Be Careful not to
badly cripple your character by taking too many
Personal Limitations. Be creative!
Phobias : roll vs Mind to overcome if encountered 1
TEMPORARILY (See ~< Insanit.#01>*~ for list)
(Maximum of 5 allowed)
Prejudice : A prejudice is caused by ones upbringing or 1
experience, usually founded on false beliefs or
stereotypes one has of another race, religion,
race or society. When encountering one's
prejudice you will act irrationally and make
poor judgements based on it. Examples: Gay Men;
"all gay men are wimps who grew up without a
good father figure and have no value in combat.
They are all sexually peverted and want to
convert others, especially small boys. They do
make good hair dressers, household decorators and
flower arrangers but have no place in men's
businesses. Never drop the soap in a shower at
the Gym, they'll pounce without thinking and they
let their hormones rule them and once they get
you you're doomed to be one!" is an extreme and
absolutely incorrect prejudiced viewpoint. People
with prejudices will act upon them, make
judgements on them and will avoid the subject of
such. (Think ARCHIE BUNKER!). Pc's only get credit
for their first 3 prejudices, but can have an
unlimited number.
Previous Government Agent : This is someone who WAS a
government agent (see above) and left their
Agency. They are either subject to occasional
reactivation or subject to attempts to eliminate
them. Gets automatic rank in STREETWISE.
Subject to reactivation, foreign government 5
Subject to reactivation, of US government 7
Subject to Termination, of Foreign Government 15
Subject to Termination, of US Government 20
You CANNOT be both a current Agent of a
government AND a previous agent of that same
government! If you are a government Agent you
cannot be a previous agent of another
government, except with the termination clause
- and if you are the Previous is only worth 1/2
normal value.
If you are a previous agent for more than one
government then the first one is worth full
value, the second is only 1/2 value and the third
on (if any) is worth ONLY one point.
If you are a previous government agent of the
US subject to termination then you ARE a wanted
criminal automatically and cannot buy that
disadvantage again. You are also bound by the
rules under Wanted Criminal.
Public Mage : This person has publicly let it be known 5
that they practice a form of magic, via
group involvements, protests, blatant
displays etc and may be harassed, approached
by people wanting help, etc
Rivals : This refers to the next three categories, of
Rivals. If you have more than one rival of any
of the three types then you only receive 1/2 the
value for the second. A Third or further is only
worth 1 point.
Rival, Known : This is a rival, oftentimes a rival mage or 5
professional in the same field, whom the
character has an ongoing rivalry with. This
may lead to attempts of embarrassing the
character, hurting reputation, damaging them
financially or simply surpassing them on
a social or academic rank. The character can
either respond in kind or try to ignore them.
An example of a friendly rivalry would be
that between SHerlock Holmes and Inspector
Lastrade.
Rival, Stalking : This is the opposite of an unknown Rival, 5
where the character is seeking to harm as
such someone who doesn't know that they are
out to cause them harm. An example for this
can be found in the move "Amadeus'.
Rival, Unknown : This is a rival that the character is NOT 7
aware of, but who will be behind the scenes
trying to set them up for embarrassment,
financial damage, disrupting their life etc.
(GM gets to decide the nature of the rival
and their actions).
Roommate/Housemate : This is an NPC that shares living 3
space and reduced the rent of the PC by 1/2.
They are a mundane, and easily endangered
because they live with the PC but don't
understand about the world as the PC knows
it. They are important to the PC as they may
restrict activity or cause a need for lots
of explanations. GM decides detail on the
NPC.
Scruffy : You dress and smell like someone who changes 7
their clothes seasonally. Most people don't
want to associate with you and avoid you like
a plague. This should NOT be taken by a team
character or one expected to work with a team.
Sexual Deviation : See ~< Insanit.#01>*~ for list 2
(Maximum of 3 allowed)
Shyness : This character will almost never take charge, 3
approach strangers for information or strike
up a conversation willingly.
Sleep Walker: You walk in your sleep, which can be annoying 3
or embarrassing, but also is potentially
dangerous. While sleepwalking you are also
in a hypnotic state, and are very susceptable
to telepathic and other mental abilities -
anyone using a telepathic spell on you gets
a +1 to the rank value of their spell on you.
If a sleepwalker is wakened they will be stunned
for 1d10 rnds afterwards.
Slow Healer : This is a person whoose Immune system and 3
healing functions bodily are at 1/2 that of
the normal rate under all conditions of natural
healing. They get a -10% to save against
diseases.
Social Stigma, Communist : You are presently or were in recent 7
years a card carrying member of the Communist
Party. You cannot acquire a position with the
US Government. You risk ridicule and
intolerance for your position.
Social Stigma : Defrocked Priest. You need religion skill of 5
3 ranks or more to take this. It means you
were thrown out of your religion for violating
their rules or ethics or for criminal acts
that harmed the church.
Social Stigma : Disbarred Lawyer. You can take this ONLY 5
if you have legal skill and it means you
can NEVER act as a lawyer in the USA as you
were disbarred for unethical or illegal
activity of an extreme nature. This could be
something on the order of breaching the client
confidentiality (like perhaps exposing that
your client had confessed to you they had
done the crime but was pleading innocent).
Social Stigma : Dishonorable military Discharge (You must have 3
at least one and not more than 5 ranks of
Military Service disadvantage to take this).
You were removed from the military for a crime,
offensive behavior, disciplinary action or
incompetence. Add 1 more year to character age
and -5 from job hunting rolls. If you have a
military honor from your service this cancels
out its advantage in dealing with people socially.
Social Stigma : On Parole. You have a criminal record (see 7
that disadvantage) and are on parole for the
next 1d10 years. You report to a parole officer
by phone once a week and in person once a month.
You cannot leave the state you are resident of
without risking arrest for breaching parole.
You cannot legally buy a firearm, can be arrested
for possessing one, and cannot have permits for
such. Police locally know you and watch you
carefully. When they round up 'the usual suspects'
you are on the list.
You cannot get jobs that involve security,
large sums of money, working with children or
are on the public payroll.
Social Stigma : Previous Mental Patient. Whether you have 7
actual present problems or not doesn't matter,
you spent at least 2 years (add this to the
age of the character) in treatment (real or
imagined by the doctors). You cannot get a
job in the government, working with children or
involving a security check or bonding. People
who know or find out tend to react negatively on
many ranks.
Social Stigma : Unusual Occupation. Your occupation, in the 3
eyes of society, is considered highly unusual
and somewhat disreputable by reputation. This
includes Actors, Singers, Professional Models,
Used Car Salespeople, Chiropractors, Talk Show
hosts, exotic/erotic dancers, sex therapists,
Insurance salespeople, occult writers, occult
book store managers, Minority Religious leaders
(priests, reverends etc) that serve the occult
community - must be PUBLIC MAGES for these and
those in the occult field, morticians, etc. The
occupation MUST be your main income source. If
you PREVIOUSLY worked as such but no longer do
so but are known as such publicly then it is
a 1 point disadvantage.
Sterility : Cannot have children/reproduce normally 2
Cannot be taken with Eunich.
Stubborness : You want your way and you'll push to get it 3
when others are in the way.
Superstitious : You avoid black cats, carry a rabbits foot, 3
won't walk under ladders, believe yourself
cursed if you break a mirror etc.
Tobacco Addict : This is the constant smoker who goes 2
thru at least a pack a day. Smoking is on
the downtrend in Western Civilization
and is worse than an annoying habit.
Tone Deaf : You cannot carry a Tune. You may know the words 3
(And often demonstrate such to others) to a
song but you cannot sing, play a musical
instrument or tune one. You tend to talk too
loud, with shifting volume Ranks, and don't
notice the difference.
Truthfulness : Cannot lie knowingly to anyone 5
Unalertness : Cannot EVER get the skill of Alertness. 5
Gets a -5 to all initiative rolls.
Underworld Enemy : (Not takable if you are on the Witness 3
Protection Plan). You've gotten a major
criminal organization out to get you. They
fight dirty, they fight for keeps and they
don't hold back. Like the Witness Protection
plan this means you are in definite DANGER
regularly from being discovered and eliminated.
Unfamiliar With Modern Technology : This is a person from a 3
'backward's ' country, or outside their
original timeline for some reason. They cannot
use many modern devices or must be taught to
use them. Among things they can't use:
Computers
Electric Typewriters
Modern (Post WWII) automobiles, trucks etc
Modern (Post WWI) Airplanes
Television
Teletypes
Most modern shop machinery (Post WWI)
Video Games
Video Recorder
Stereos
CD Players
Cassette Tapes
Unfamiliar With Technology : Takes the Modern one step further. 5
This is the person who cannot use or understand
anything developed or made after about 1890 in
the way of equipment or devices and will need
things like running water, Flush Toilets, Street
Lights, and lots more explained to them to
understand.
Unusual Appearance : You don't look quite normal. Your eyes 5
might glow red, or your hair is florescent
blue, you have an extra digit on each hand
or enlarged canines like a classic vampire.
Some people might find this interesting,
but many will think negatively of you...
Vegetarian : You will not eat meat of any kind, even fish, 3
and may lecture those who do as being horrible
flesh eaters. Folks hate to go to resteraunts
with you.
Wanted Criminal : This person is wanted for a felony of 7/12
some sort or is a military deserter. Can
be from some other country (first number)
or within the country game is in (second)
Crime must be of a felony equivalent
(minimum 10 year sentence). Remember that a
Wanted criminal cannot be working from their
Legal ID, they must buy illegal ID if they wish
to function in society and may have to change
such regularly to avoid capture. There is a 5%
chance each month that you are recognized and
reported to authorities if you stay within an
area (not cumulative though). You CANNOT start
with a vehicle larger than a car or van (no
planes, trains, Tanks, Boats, Ships, Hovercraft,
jets, etc) and must have such registered under
another ID that you have bought.
Weight* : See seperate section on Weight ranges.
Weirdness Magnet : Strange and Bizarre things happen to you 7
with alarming frequency. You are the one that
demons will stop and chat with. Magic items
with disturbing properties will find their way
to you. The only talking dog on 20th century
Earth will come to you with his problems. It
will always be terribly inconvenient and annoying.
Not takable if you are a MYSTERY MASTER MAGE.
Witness Protection Plan : You were a witness to a major 5
criminal procedure and have been given a false
identity by the government (with appropriate ID)
in return to testify against an organized crime
figure. You start with an extra $1500 from the
government but cannot have ANY Relative contacts,
or receive any inheritances after game begins.
Additionally you must be careful as somewhere
there are hitmen/assassin looking for you for
revenge. You cannot be a wanted current criminal,
government Agent (present/previous), Public Mage,
possess fame, household name, negative reputation,
legal alien, illegal alien, notorious reputation
or have a dependent NPC at start.
The GM reserves and has the right to refuse any chosen disadvantage
from this chart or problems from the Insanity Table based upon their
opinion of character design needs.
:Handedness
This simple table is to determine the handedness of any character
with hands:
Roll Result
---- ------
01-10 Ambidextrous (Gets +1 to COORDINATION Potential
3 point bought Advantage!)
11-30 Left Handed
31-00 Right Handed
Using a weapon with the hand you are not skilled with is a -25% from
the skill usage.
:Height
I don't believe in forcing a particular height on a player. So
long as their chosen height is within the RACE limits of their
character then they are fine.
BUT considering that characters are working within human
society as we perceive it you can consider the following:
01-05 Little : Disadvantage for 3 points. This person is
less than 4' in height and has to deal with the stereotypes
and problems therein. This person has to buy their clothes
in the children's department of stores (-10% to costs)
but must equip their furniture etc specially (+20% to cost).
Gives an effective -3 to appearance to anyone taller than
them due to society prejudice. -3 from their doing HTH or
Martial arts damage.
06-15 Small : Disadvantage for 1 Point. This person is less
than 5' tall in height. If female they buy Petite clothes
but has to often alter the clothing by hand or pay for
it to be altered. They all -1 from doing HTH/Martial damage.
Coordination potential gets a +1 over racial.
16-80 Average : 5' to 6' is average range for people and offers
no special modifiers or costs.
81-95 Tall : 6'1 to 6'5 is tall. Disadvantage for 1 point. Adds
10% to clothing costs, if male, 20% if female.
96-00 Towering : 6'6 to 7'5. Disadvantage for 3 points. Adds
30% to clothing costs. Gives a -3 to Appearance when
dealing with anyone of lesser height. Movement indoors is
slowed by 1/4 due to doorway heights etc. Gets +1 to all
HTH/Martial Damage due to leverage factors. Coordination
potential is lowered by 3 from normal racial maximums.
:Magic_Traditions
All magic practitioners are usually trained by a tradition. This is
the format that a person has learned how to do magic in. Not all magic
traditions are compatible or even hospitable to each other, many are in
positions of rivals or competitors and some even as enemies.
Each tradition has certain skills it associates with itself that an
initiative must learn as a basis of the tradition (Ex: A Technomage
MUST have at least computer operation skill). They may also have some
restrictions in their operation (such as Alchemists) and practices.
From a Tradition a Mage learns a collection of skills, and of course
will learn SPELLCASTING, the skill needed to cast a spell (its what
being a mage is all about, of course!) Mages do NOT require certification
in Spellcasting or in the related skills, just that you can perform
them and deal with the basics.
A Mage, after investing the number of educational ranks they have
placed in the skill gets their Ranks in spellcasting multiplied by their
MIND in spells from their own Tradition list, so a Mage with a 20
MIND and 2 Ranks invested would get 40 Points worth of spells (base)
that they pick from that Traditions spell List. They could pick 40 one
point spells, two 20 point spells, or a wide mixture of everything, so
long it adds up to the total. They cannot buy a spell with a HIGHER Base
casting cost then their SPIRIT stat and be able to cast it themselves.
Since ALL spells in the system now get some benefit from having
multiple Ranks (except some of the VERY simplest of spells) when
choosing spells a player may for the character choose to buy the same
spell TWICE (or more) and for each additional 'purchase' they get to
add a rank to their knowledge of the spell. They can buy as many
multiples of a spell as their RANK in Spellcasting * 2 (ex: A character
with 7 ranks, aka 70% base, in spellcasting can buy at start upto 14
duplications).
A mage can have a second Tradition, so long as it is not one that
conflicts specifically with their MAJOR tradition. A second tradition is
always that, so that the mage will always be -20% from their normal
Spellcasting percentage to cast spells in that tradition, and only get
their Aptitude in Spells in that tradition (no multiplier), but has to
expend an extra education point to have it (though it helps not their
casting ability). A third tradition (rare) would be at -40% to spellcast
from, get only Aptitude in spells in it and would also cost an extra
education point. You cannot take a second or third tradition if it
negates the training base of spellcasting (if you have 2 education in
spellcasting you cannot take a second tradition, if you have less than
five education points invested you cannot take a third tradition etc).
As of this edition of the rules you CANNOT take more than 3
traditions. If a character was created under a previous edition of the
rules with more than three it is suggested that you retire said
character from play as soon as possible as it unbalances the system.
Remember that if you take more than one tradition you still MUST get
all the requisite skills for the other traditions you take, so it can
get quite expensive in points to have too many traditions.
To gain a new tradition while in play takes a teacher, the learning
of all the prerequisite skills for the tradition, and the time and
experience to learn a difficult skill (see ~< SKILLS.#01>*~).
For info on specific traditions : ~< trads.#01>*~
:Previous_Play
This is an ADVANCED rule and is used only with GM agreement. It
allows a player that is retiring a character, or who has lost a
character to death or who is placing a character into long term down
time from the rest of the party and introducing a new character to
avoid being quite so disadvantaged.
Basically the GM awards 1 construction point for each play session
that the player's previous character was involved in, including side
runs. It does NOT include sessions where the character was in NPC mode,
earned NO experience or was run by another player because the player
didn't attend the game.
It benefits players who keep characters alive for long periods of
time and disadvantages those who keep changing characters or who
keep dying foolishly or who only make an occasional game. This seems
fair and an evenhanded way of handling the situation.
:Races
Races can either be chosen (with GM's agreement) or be rolled
randomly (as per the table below). Non-humans are normally hidden
among humanity while growing up and most humans do not believe in
the presence of such among them.
What follows are the standard player character playable races.
It does NOT represent all possible races that may be encountered,
but other races are usually left for NPCs since they are VERY rare
and often only encountered in other dimensions or worlds.
(An example of this would be the High Fae, which are covered
for GM's in a seperate file). See ~< Fae.#01>~
Non-Humans have an advantage or disadvantage value, represented
by a positive or negative construction point cost.
ROLL Race & Notes
---- ------------
01-78 Human : the standard in the system, it has a maximum
25 in B,M,S,C. Minimum of 1 in each.
Construction Cost = 0
79 High Elf : Maximums of 20 B, 35 S, 30 C, 25 M.
Immune to all Sleep & Charm spells.
Infravision 90'.
Nightvision 60'
Lifespan averages 1200 years.
Height 5' - 5'5.
Elves tend to be slighter of frame than the human norm.
and possess pointed ear lobes.
Construction Cost : 20
80 1/2 Elf, 1/2 Human : Max 30 in M,S,C. 25 B.
Lifespan of about 250 years.
Infravision 60'.
Construction Cost : 5
81 Dark Elf (Drow) : Max. 30 C, 35 M & S, 25 B.
Immune to all Sleep & Charm spells.
Infravision 120'.
Nightvision 60'.
Height 4'5 - 5'5.
Lifespan averages 800 years.
Drow are Dark skinned elves that range from a dusky grey
tone (as found among Human Egyptians etc) to a full
dark brown/Black (as found among Africans and those of
African descent).
Construction Cost : 15
82 Gypsy : Max. 30 B, 35 C & S, 25 M
Night vision 90'
They add +2 for each 10 APP if rolling on Relationships table
Have their own spoken-only tongue that isn't taught to an
outsider (Language Skill : Romany).
Lifespans are about 250 years. (A Gypsy at 100 looks like they
are still in their 20's, around 200 they look about 40 etc.)
Gypsies are a nomadic people, said to have a distant
connection to the elves in the past, and 25% of all gypsies
have elf-like ears.
Gypsies do not own land and do not respect the rights
of land owners. They believe they may travel as they would
over the face of the world.
Gypsies primarily wear brightly colored clothing, to
distinguish themselves from the Ganjo.
Gypsies believe in a true tribal mentality and guard their
own from the Ganjo, the outsiders.
Gypsy culture has not the sexual problems that modern man
does, they are polygamous, with group families that span and
grow.
It is said that the Gypsy curse is a strange power of these
people, and acts different on whoever it is cast, resulting
in great sorrow in the victim of it. How, why and what it
works and does cannot be explained here.
They are friendly with the occasional Werecreatures and have
been known to have such as allies. They dislike Dwarves and
Gnomes, and will go out of their way to antagonize them.
There are tribes of gypsies who are human and not in
descendancy from elves in any way, but which are part of
the culture. They Have Normal Human vision and lifespans,
no pointed ears, and the only racial discrepancy is that
they have a slightly higher (+5) add to M.
Construction Cost : 10
83 Dwarf : Max. 30 B, 20 M,S, 25 C.
height 4-4.5 feet.
Infravision 60'
Nightvision 60'.
Lifespan average of 450 years.
Dwarves Get to add Their BODY to their SPIRIT for
defense against magical attacks or when a Magic save is
needed vs Intuition.
Dwarves are 90% protected against poisons.
Although Dwarves are more limited by their racial maximums,
there ARE Dwarves who take up magic, who can end up with
potent saving throws if they have maximized stats
(S 20 + B 30 = 50%!).
Construction Cost : 10
84 Gnome : Max. 30 B, C, M. 25 S.
Infravision 60'.
Lifespan of about 600 years.
Cousins of the Dwarves, they do not share their magic defenses.
Construction Cost : 15
85 Changeling : Max. 30 S. 25 B,C,M.
Lifespan is unlimited.
The changelings are a race of humanoids with natural
shapeshifting abilities. Changelings can, at will,
change their appearance, able to take on any humanoid
form between 2' and 7' in height with an apparent mass
to fit, of any race within those ranges.
They do NOT modify their actual stats, but can manipulate
their appearance to appear less or more attractive as
needed.
Changelings are said to be the one species of Fae that
is not restricted to the Faelands, because of the
practice of trading a Changeling child for a human
to serve the High Fae in their own lands.
They are so complete in their changes as to be able to
even change their sex to suit a need. They are able to
breed with other races, but the offspring are 90% true to
their mates race and 10% become full changeling (their are
no half-blooded ones!). If trained in Disguise they can
take the shape of SPECIFIC persons, based on that skill roll.
Changelings can only have 1 memorized form per Mind point.
Changelings can have studied among the Fae and use the
magic system of the Fae, but with the restriction being
that to do so they add 100 years to their actual time
lived and lose the benefit of the Human education system
st starting point (no school rolls etc).
Construction Cost : 25
86 MereFolk : Max 30 S. 25 B,C,M.
Can breathe both air and water (Amphibious)
Begin with Swimming as a natural skill (1 rank)
Begin with Physical Fitness as a skill (1 rank).
+5 Initiative while in water.
Merefolk take double damage from all fire based attacks.
Merefolk take double damage from Exposure to dehydrating
weather effects.
Lifespan averages 80 years (like humans)
Construction Cost : 5
87 Vasharu : Max. 30 C,S. 20 B. 25 M.
Height 5-6'
Weights -.25 from normal range.
Natural Hermaphrodites (both male & female sexual features)
(They have both primary and secondary organs).
Vasharu among their own kind breed true.
Physical Fitness as an automatic skill (1 Rank).
If mating with a non-Vasharu they are unlikely to produce
offspring, but if they do there is a 80% probability of
such being Vasharu, otherwise it will be of the race and
traits of the other parent.
Lifespan averages 80 years
Construction Cost : 5
88 Giants : Max. 50 B, 20 C,M, 15 S.
Height 7'-9'
See Also HEIGHT* disadvantages
Lifespan averages 60 years.
Construction Cost : 0
89 1/2 Giant, 1/2 Human: Max. 35 B, 20 C,S. 25 M.
Height 7'-8'
See Also HEIGHT* Disadvantages
Human range lifespan
Construction Cost : 0
90 Nymph : Max. 30 C,S. 20 B. 25 M.
Height 5'-5'5
Nightvision 60'
+12 to roll on Relationship table if taken
Lifespan averages 500 years
Automatic Skill of Physical Fitness (1 Rank).
Automatic Skill of Contortionist (1 Rank).
These females are human appearing but lack body hair except
on the head (various shades).
Nymphs are capable of mating with humans and elves, but
produce offspring rarely due to a limited fertility period.
Nymphs always breed true and produce Nymph children.
Construction Cost : 5
91 Shadoe : Max 30 B,C,M,S.
Height 4'9 - 6'
Infravision 60'
Immune to All known Diseases
Automatic Physical Fitness Skill (1 Rank).
Automatic Endurance Skill (1 Rank).
Lifespan averages 1000 years (do not appear to age beyond 25)
Males are swarthy skinned and dark haired, females are
light haired and pale skinned.
Descendants of the dimensional travelers known once
as Shadowlords.
Construction Cost : 25
:Weres
All Were sub-races possess unique factors to themselves,
but there are some similarities that are shared by them all
as a category:
Three forms : One human, one pure animal and one hybrid
Animal forms are generally described below,
by category, player decides specific. The
hybrid form shares qualities of both human
form and of animal, including speech capabilities.
and ability to use tools with limbs etc. They
can cast HUNG spells in any form without penalty.
They usually take penalties for no voice or hand
gestures when in animal form.
They regenerate at a rate 1 Health per hour, except when in
contact with silver.
Silver weapons and silver plated weapons do double damage.
Lifespan is normal human range
Immune to Polymorph-type spells
Wereism is NOT a disease spread by bites etc, it is
purely hereditary in nature.
Weres control their shifting between forms via an
EASY, Mind-based skill, SHAPESHIFTING. A klutz
on the skill causes them to be stuck in one
form for a period of time. If a were
is stuck in a form, he/she is immune to any
involuntary changes.
The moon's phase can affect how easy it is to change by 10%.
Untrained weres will frequently change
involuntary, and occasionally get stuck.
Lycanthropes who are under stress may assume animal form and
will be unable to change back until the stress
is removed.
Lycanthropes may assume human form when they fall asleep (or
are knocked unconscious).
Normal clothing worn by a were will be assumed into the
form and reappear when reverting to human. A
skill roll is required for heavy or loose items.
Anything made of silver will be left behind.
Other were's are by GM's discretion and should be discussed
with such in regards to design (ex: dolphins, seals, sharks,
alligators, elephants, etc).
92 Racoon : Max. 30 C,S. 25 B,M.
+10% to climbing when in Hybrid/full forms.
Enhanced nightsight in all forms.
Enhanced Sense of smell in Hybrid/Full Forms.
Claws in Hybrid form does 1d10+4 dmg.
Construction Cost : 15
93 Apes : Max. 30 B,C. 25 M,S.
+20% to climbing when in hybrid/full forms.
Enhanced hearing in hybrid/full forms.
Tail counts as extra limb in full form
+5% added to all Coordination saves/skills in full form
examples : chimpanzee, gorilla, orangutan, spider monkey
Construction Cost : 10
94 Avian : Max. 30 S. 25 B,C,M.
Enhanced Distance vision in Hybrid/full
Flight in most Full forms, thrice running speed of man
+10 to P added when in flight in Full form only.
If flightless then double running or swimming speeds
Talons 1d10+4 in Full form if raptor
examples : Eagle, Emu, Hawk, Parrot, Raven, Sparrow
Construction Cost : 5
95 Canine : Max. 30 B,C. 25 M,S.
Enhanced Sense of smell in Hybrid/full
Enhanced Sense of Hearing in Hybrid/full
Bite does 1d10+6 dmg in Hybrid/full
Double running speed when in full form
examples : Fox, Dog, Wolf
Construction Cost : 15
96 Equine : Max. 30 B. 25 C,M,S.
Enhanced Sense of smell in Full Form.
Hoof stomp does 1d10+6 dmg in Full Form
Double running speed when in full form
Double carrying capacity in weight in full form
Examples : burro, Horse, mule, zebra
Construction Cost : 5
97 Feline : Max. 35 C. 30 S. 20 B.
Enhanced hearing in hybrid/full form
Enhanced nightsight (all forms)
Claw attack does 1d10+4 in hybrid/full form
Claws help with climbing (+20%) in hybrid/full forms
examples : housecat, lion, panther, tiger
Construction Cost : 15
98 Rodent : Max. 30 C. 25 M,S. 20 B.
Enhanced hearing in hybrid/full
Enhanced sense of smell in all forms
Enhanced nightsight in hybrid/full
Bite attack does 1d10+4 in hybrid/full
Claws help with climbing (+20%) in full form
Radar Sense & Flight at twice running (if bat) in full
Gliding in full form at running (if flying squirrel)
examples : bat, gerbil, hamster, mouse, rat, squirrel
Construction Cost : 5
99 Serpent : Max. 30 C,S. 15 B. 25 M.
Enhanced sense of Taste in all forms
Enhanced sense of Smell in Full form
Resistance to Heat based attacks (1/2 dmg) in hybrid/full
Double movement speed when in full form
Bite 1d10+4 (if venomous then save or additional 1d10)
examples : black snake, coral snake, rattlesnake, waterviper
Construction Cost : 5
00 Ursine : Max. 35 B. 25 C,M,S.
Enhanced Sense of smell in full form.
Claw attack does 1d10+8 in Hybrid/full form
Bear HUG attack does 2d10 crushing dmg in full form.
Resistant to cold based attacks (1/2 dmg) in Full form
examples : any bear (black, brown, grizzly, etc), Yeti
Construction Cost : 20
:Relationships
Player characters have existed for some period of time before the
game and MAY have developed some romantic relationships over this time
that would fall into the characters history. This section is optional.
ROLL RESULT
---- ------
-10-05 Virgin with NO physical relationships or emotional ones
ever in lifetime up to now.
06-10 Platonic emotional relationship in the past that ended
in sorrow.
11-15 Character (IF living with Parent - See Background*)
was the victim of undesired incest.
16-20 Character (If Living with Siblings) had experimental
sexual involvement with sibling.
21-25 Character had sex only once in a casual encounter.
26-28 Character had sex only once in a PAID casual encounter
29-50 Character had a regular sexual relationship that didn't
last beyond a year with one individual.
51-55 Character had a sexual relationship with a teacher or
person they were apprenticed to.
56-75 Character had a long-term sexual relationship with a
peer that lasted longer than a year. (1)
76-80 Character had a long-term sexual relationship that
ended due to the death of the partner.
81-90 Character has had several regular sexual relationships. (1)
91-94 Character has an illegitimate child from a long-term
relationship (Reroll if character is not heterosexual) (1)
95-96 Character has a Legitimate Child from a long-term relationship
(Does not apply if the character is homosexual). (1)
97-98 Character had been involved in a three member relationship
for a period of time. (2)
99-111 Character has had to resort to selling sexual favors
in order to survive poverty at one point in life.
NOT applicable if WEALTH is greater than 30.
When rolling on this table for ELVES always add +10 to the roll.
Dwarves and Gnomes Minus 10 from the roll due to culture influences.
(1) Character MAY have a current sexual partner (NPC)
By agreement and arrangement with GM.
(2) Characters may still be involved in the Menage a Trois and the
other members may be PCs or NPC's by agreement and arrangement
with the GM.
:Religions
A bountiful number of religions exist, but their value to a character
is limited. There is no advantages to being a priest, minister, rabbi,
clergy to ones stats or skills, but there may be social, political or
financial advantages at times. A clergy person must take religion skill
at least 7 ranks. But spends no extra points for their status otherwise.
Players are warned - play a religious leader and you will be expected to
act in character accordingly to the ethics/beliefs of that system.
Religion is broken down to a specific Skill of Religions in general,
ranked, which includes understanding other religions, and Familiarity
skills (NL) with particular religions. Layfolk (non-Priests) are best
off to take simply Familiarity skills. A Priest is considered to have,
as part of their religion skill, familiarity with 3 religions including
their own. All others must be studied seperately. Having familiarity
gives you basic understanding of the belief system and its holidays etc,
while having Religion skill gives you an understanding of your own
religion's rituals, scriptures etc and the ability to perform such.
:Rogue_Mage
The Rogue Mage is a Mage that hasn't learned magic thru the
traditional concept of existing mage types but has instead rushed to
try to learn specific spells.
Rogue Mages DO have an advantage beyond the variety of spells, they
can try to learn spells thru observing other mages cast spells. When
doing so they cannot be involved in any other activity beyond watching.
After another mage has successfully cast a spell then they may attempt
to learn the effect, by making a roll against their SPIRIT*2. If
successful they add the spell to their selection, else they have failed.
The rogue mage MUST spend the EPS to learn the spell even if they
fail the learning roll, thus it is difficult for them to acquire new
spells, BUT they learn it at the rank they saw it cast. They cannot
put eps into buying new ranks with the spell and cannot relearn a spell
at a higher rank then they already know it at until reaching their
teacher rank.
If the being they saw cast it was casting it with tools then they
MUST only cast it with duplicates of said tools. They CANNOT memorize
a Hung spell going off as such a spell is incomplete.
Rogues cannot teach others their magic until they have achieved
TEACHER rank in Spellcasting. At that point they cease to be true rogues
and instead are the founders of a new Mage Tradition Type, losing the
learning advantages of a Rogue, but gaining the ability to create NEW
spells.
Rogues gain advantages if the have ~<SKILLS.#01 Spell_Analysis>*~ As
they make a skill roll vs it when observing a spell casting for learning
purposes, and if successful then they get a plus 10% to their chance to
learn the spell.
Rogues cannot do research for Spell_Design*, Spell_Stacking* or
Spell_Modification* until they have reached TEACHER rank (7) in
spellcasting and thus are founders of their own tradition.
Rogues cannot learn another tradition, until after they have reached
teacher rank in spellcasting. After reaching such a position, and thus
founding their own tradition, rogues are generally called 'Adepts'.
:Sexual_Preference
Its not my desire to make characters unplayable, so players can
decide their character's own sexual preferences (Hetero, Homo or Bi),
though quirks and things of a similar nature may occur via the insanity
and mental quirks table.
Note that some sexual practices may be considered placing a character
into a Minority group for disadvantage points.
:Stats
Character Statistics are intended to represent a mathematical value
for scale purposes in various game events. The higher the value the
'better' that the statistic involved. Unless you are non-human,
or it is stated otherwise with the statistic, you can invest a maximum
of 25 points the statistic.
Body (B) - A measure of the general body, its functions and
functions.
Coordination (C) - A measure of Hand-Eye coordination and the ability
to link Mind, Body and Spirit into a coherent
whole.
Mind (M) - A measure of the logic and memory functions of the
character.
Spirit (S) - A measure of the passion, magical aptitude and
personality strengths of the character. A
character with less than 5 points of spirit cannot
learn magical skills.
Education (E) - This is a measure of training ranks acquired up
to this point in life. Used to buy skills. No
upper limit of point investment.
Wealth (W) - A measure of property value, Social standing and
influence. No upper limit of point investment.
Beyond these you have Three calculated statistics:
Health = Body * 2
(This is how much damage you can sustain before
death becomes imminent. Health can be increased
beyond the calculation with experience or thru
purchasing them with construction points at a
rate of 5 health per 1 Construction, or 1 Health
per 250 experience points earned and spent on
it).
Magical Capacity = Spirit * 2
(This is how much magical energy you can hold for
spellcasting, only used for spellcasters.
Capacity can be increased beyond the calculation
thru purchasing them with construction points at
a rate of 5 Capacity per 1 point, or 1 Capacity
per 250 experience points spent on it).
Stun Save = Body + Coordination
(This is a percentile value that is rolled against
when struck by a stunning weapon or spell to
remain conscious. It cannot be raised by
experience or construction points).
The choice of using a limited stat system is done to ease game play,
reduce paperwork and enhance speed of usage. Statistics are limited
to a minimum of 1, for logical reasons, and the upper limit is to
prevent characters from becoming wildly out of balance, especially if
using scenarios made for other game systems that don't allow stats
outside this range even for divinities.
Stats are also used to define the base chance to perform a skill. The
number of Skill ranks in the skill plus the base stat equals the
percentage roll needed to succeed. This allows a player to do simple
math instead of consulting lots of charts and graphs.
A character has one skill rank per education point in a standard
skill (Note that some skills, for the first rank, cost more than one
education point). Each skill rank equals a 10% capability in the
skill. A player may invest as many ranks as wished in a skill, and
thus can start as skilled in a way as they wish. Additional skill
ranks are gained after the initial ones through experience. ALL
skills at start have a maximum ceiling limit of 10 ranks (100%), but
can be raised beyond this in play. Note that 7 ranks in a skill
is considered 'teacher rank' for that skill.
Remember that a Player character is NOT a 'normal' everyday person.
They are usually better trained and sometimes wealthier than the
average person in the society they are in. Additionally all player
characters are assumed to not be ~mundane*~
Characters at START can also have extra Magical Capacity bought, at a
rate of 5 points for every 1 Point of character generation spent into
this.
Like-wise they can purchase extra Health at start at a rate of 5 Health
per Character Generation point.
:Strength
Other systems utilize STRENGTH as a major Statistic, while this
system incorporates it into the Body ~stats*~ result, as well as our
using this to give the base amount of wound damage a character can take.
This is out of need to streamline paperwork and increase roleplaying
features of the game.
This is also because physical Ability is not necessarily represented
by muscle alone - some of it is related to not mass but control of that
mass, and some of it to ones immune system and bone structure.
A high Body also does not assist greatly in combat - yes, a super
strong character may occasionally do more damage in hand to hand damage,
but with most weapons the weapon is an equalizer.
If a character is involved in hand-to-hand combat then we shall give
a modifier. A normal Fist blow does 1d10 damage. To this, for every 10
points of Body possessed by the character add 1 to the damage done. A
Normal kick does 1d10+2 damage - and this too will get the strength add
of damage the same way. If the character possesses the skill BODY
BUILDING then you can add 1 to the damage for fist/kick attacks for
every Rank in that skill.
:Support
Just a quick note for readers who aren't part of my local roleplaying
group, that I run a Support BBS for ROLEPLAYERS and real Life Pagans
called 'The Silver Mage's Guild' at 617-899-9483, bauds upto 14.4, in
Waltham Mass. $24 per year current annual subscription fee. Registered
Owners of The Mystic Earth Roleplaying game can apply for a one year
free membership.
:Token_Magic
Token magic is a variation on Magic which has both its own advantages
and disadvantages in regards to casting. Token mages still have a
regular tradition, and some traditions do NOT have token mages at all.
A token mage will create a focus that is used but once to cast a
spell, and is often thrown at a target or in some other means expended
in the casting (a common one is a small satchet of herbs that are
burned, consumed or tossed at an opponent).
The token mage may have several tokens for the same spell. Like a
Hung spell, a token spell is pre-set, its Duration, range, number of
targets etc must be chosen when the token is made, and the energy is
imbedded in the token. Unlike a Hung spell it cannot be erased from the
caster's memory (but a token can be stolen or destroyed before its
usage). The energy bound in a token is not counted against the caster's
total like a hung spell, and can be recovered back as per normal.
A Token spell NEEDS the caster to be free to move for the most part
to cast it, since a physical object must be used.
A token takes an hour to prepare, limiting the number a mage may have
ready by the amount of time. Additionally they MUST list what the
concept of the characters tokens are based on (Herbs, Beads, Glass
figurines, etc) and ALL their spells must be based on a similar concept
(ex: different herb mixes for each spell, different figurine shape for
glass figurines, different colored bead for each spell).
Anyone can activate a token by throwing it at a target - but knowing
what a token does is entirely something only another token mage can
possibly analyze.
A token at hand takes but a single round to use, more if the
particular token must be searched for. Each token costs at least $5 to
create in materials.
Token magic does NOT reduce the cost of spellcasting, nor can they
utilize HUNG spells like ordinary mages. They cannot do spell inventing
by desperation but MUST be involved in careful scholarly Spell_Design*,
Spell_Stacking* or Spell_Modification*.
A New Character can be assumed to have had time to prepare 10 tokens
before the actual game begins and can make more in play or in downtime
if materials etc are available.
:Wealth
Character starting wealth is determined by the Wealth Statistic. This
is used to determine starting funds, and assumes the character has been
saving funds for some time before play begins.
Your wealth stat represents your status in the world from your job or
other income sources, or accumulated wealth. Because money should NOT be
the primary focus of the game it is assumed that all characters will
have a place to live (rented), a collection of clothes and personal
effects for daily life and usually enough food to eat etc.
What you do need to spend from your starting funds are those things
that are non-standard: Tokens and tools (for mages), special clothes
(Those not bought at GOOD rank in value), vehicles, homes, Computer
equipment, businesses/stores, etc.
These are bought from a starting pool equal to WEALTH * 100.
If the character is working a full time job then the receive an
annual income equal to their WEALTH * $1000 to pay bills etc with.
Note that by working a full time job the character will spend 40 hours
a week at work during weekdays plus another 5 hours probably spent in
commute time and getting ready for work, leaving little time but
weekends and vacations for 'adventuring'.
If the character is working Part time from their chosen occupation
then they make their wealth * $500 a year. This assumes a 20 work week
and 5 hours spent in commute time and preparation. (This is a 2,3 or
4 day a week job).
If a shorter Part time job is assumed then assume they can make
from a 10 hour per week job wealth * $200 a year. Also assume 2 hours
of commute time (this is a 1 or 2 day a week job).
If the character is a student they carry a 16 hour weekly schedule
mon-fri, are assumed to be either on campus or in a near-campus group
house that is being covered by parents, grants, loans etc, and have
wealth * 300 in aide to work with each year. 4 hours weekly of labs,
assignment time etc is expected under this additionally, but leaves more
free time. A student MIGHT have a part time job as well to make the
extra spending money they want.
Weekly income is equal to annual income or aide /52 weeks.
If the player's character has decided to 'live by their wits' or is
self-employed in some way (such as a detective) then they do NOT receive
a weekly paycheck, but get at start their WEALTH * 400 in starting cash
to work with beyond their basic begining cash.
Employed Characters (NOT students or live-by-their-wits) can start
the game with a credit card that they can purchase on the equipment table.
This will give them a credit line equal to 20% of their annual income,
at an interest rate to be stated by the GM (anywhere from 11% to 20%
annually).
A self-employed character (such as a detective) CAN start with a
credit card as well to purchase equipment on the table. Their credit
line will be (WEALTH * WEALTH) in dollars at a GM rolled interest rate.
[GM decides interest rate for card as 10+1d10%]
If a character is Employed or Self-employed (NOT a student, but also
if patroned or having a trust fund) wishes to purchase a Building
(Condo, townhouse, house, mansion, store, apartment building, office
building, warehouse etc) they can do so via the prices in the
< EQUIP.#01> listing and can optionally take a mortgage on the property,
by taking the total estimated cost, deciding the time period and adding
the appropriate amount of interest:
10 year - add 15% 20 year add 25% 30 year add 35%
15 year - add 20% 25 year add 30%
Divide by the number of years, and then dividing that by 12 months of
the year to figure out their monthly owed (yes this is simplex, and does
not totally reflect real world financing, but is easy enough to
calculate and close enough in game terms). Note that the interest will
include the property taxes on the property.
A vehicle loan can also be gotten, but requires putting $500 down on
the vehicle and then the loan payment plan is based on:
6 months - add 15% 18 months - add 25%
1 Year - add 20% 2 years - add 30%
If a character's job does not in any way involve their adventuring
life and vice-versa, then their Wealth Stat (for calculation purposes)
may increase. After every year on the job a 1d100 roll is made. To this
is added +10 if the character is at 7 ranks ('teacher rank') in the
skill if it is ranked, and +1 for every year after the first that they
have held the job. -1 for every week of missed work because of
adventuring (including hospitalization time). If they have a Union card
add +5.
Then consult the chart:
Total Result
----- ------
-52 to 05 Fired from the position. 25% chance of collecting
unemployment for 6 months at 1/3 normal income
while job hunting.
06 to 20 Layed off from the Position. 75% chance of
collecting unemployment for 6 months at 1/3 normal
income while job hunting.
21 to 30 Layed off as company went Bankrupt or moved out of
the country. 100% chance of collecting unemployment
for 6 months at 1/3 normal income while job hunting.
31 to 60 No change in job status or wealth.
61 to 80 +1 to Wealth but job remains the same
81 to 90 +2 to Wealth but job remains the same
91 + +5 to Wealth and job title has changed
Note that going to unemployment wastes 2 hours a week, daytime.
Job hunting is done by rolling on the following table each week when
unemployed or looking Roll 1d100; -5 if fired; +5 if Rank 7 in the skill
('teacher rank'); +1 for each year after the 1st at last job; -1 for
each week out of work; -5 if a minority group member; -5 if legal alien;
-10 if illegal alien; -10 if Public Mage; -10 if Criminal Record; -20 if
wanted Criminal in USA; +5 if Unionized;+10 if still employed when job
hunting.
NOTE: The minuses for being out of work are NOT applied if a character
is looking for their first job or if the time since leaving their last
job was spent in a certified school (such as a college or technical school).
Job hunting takes 4 hours a week.
TOTAL RESULT
------------ -------------------
Less than 20 No Useful prospects at all
20 To 25 Job Lead. Add +5 to Next Weeks Roll.
26 To 70 Interviewed. Add +10 to next weeks roll.
71 To 80 Job offer, but at -5 to present Wealth if taken
81 To 95 Job Offer, with no change to Wealth if Taken
96 To 98 Job Offer, with +1 to Wealth if taken
99 To 100 Job Offer, with +3 to Wealth if Taken
101 To 105 Job Offer, with +5 to Wealth if Taken
106 or higher Job Offer, with +7 to Wealth if Taken
:Weight
01 - 10 Obese (Use 3.75 base for male, 3.25 for female)
Obesity is a Disadvantage and the player
can reroll or take 3 points of disadvantage
construction points and stay obese.
Cannot take Physical Fitness or
Contortionist or Body Building or Cosmetics
skills or have Coordination over 10.
15 - 25 Pot-bellied (Use 3.25 base for male, 2.75 for female)
This is an overweight character and should
reroll or take 2 points for this as a
disadvantage. Cannot take Physical Fitness,
Contortionist or Body Building Skills,
or Coordination over 15.
26 - 40 Husky (Use 3.00 base for male, 2.25 for female)
This is a 1 point disadvantage. Reroll
if not suitable to character concept.
Coordination cannot be over 20.
41 - 70 Average (Use 2.75 base for male, 2.00 for female)
71 - 95 Athletic (Use 2.50 base for male, 1.75 for female)
This is a 1 point advantage, and you should
reroll if not suitable for concept. Body
Maximum for Character gets a +3 to range
allowed. Character gets 1 free rank in
Physical Fitness Skill.
96-00 Underweight (Use 2.25 base for make, 1.25 for female)
This is a 2 point disadvantage. Character
gets -1 to dmg for punch/kick in combat.
Reroll if not suitable to character concept.
Weight for Height is height in inches * above number.
Shadoe and Elves minus .25 from the calculation.
Giants, Dwarves and Half Giants add .25 to the calculation.
:Top
~MYSTIC EARTH ROLE PLAYING GAME RULES~
Revised 2nd Edition
~File #2 : Mechanics, Play & Misc.~
ALL MATERIAL INCLUDED WITH THIS PACKAGE ARE
COPYRIGHT (C) 1993, 1994 BY JOSEPH TELLER, CYNTHIA SHETTLE
& KIRALEE MCCAULEY AND IS NOT USABLE FOR COMMERCIAL MEANS
OF ANY KIND WITHOUT PERMISSION.
` You were born to live with Magic `
` We all were, the whole human race.`
` We're never more than half alive `
` unless we have it....`
~ - Zalazar~
:Advanced_NPCs
This primarily is for the GM's running the game and does not
apply to players. Occasionally there is a need to design a more
experienced character for the players to deal with, and this is a
quick, rough system to do just this.
For each YEAR of age older the character is to be over their
base design you can add the equivalent of 10 character construction
points to their start to reflect earned interest.
:Armour
Armour cushions a weaponed attack (and some magical attacks) reducing
or eliminating the damage inflicted to the character. Armour thus has a
maximum absorption rate for a blow, but it can also wear out, and thus
has a Damage Capacity rating, which is lowered by the amount of damage
that is absorbed in each combat.
Damaged armour can be repaired with the right tools, skills and
supplies, so long as the armour has at least 1 point of Damage Capacity.
Armour has a drawback in that it reduces ones Prowness defensively
against attacks, depending on its weight and design.
ARMOUR ABSORBS DMG CAP PROW MOD. COST
------ ------- ------- --------- ----
Heavy Clothing 2 6 1 n/a
Soft Leather boots 2 10 0 $50
Soft Leather Jacket 2 10 1 $120
Soft Leather trousers 2 10 1 $50
Soft Leather Headgear 1 10 0 $30
Soft Leather Gloves 1 4 1 $5
Soft Leather Skirt 2 8 0 $40
Hard Leather Shoes 1 10 0 $40
Hard Leather Boots 2 16 0 $70
Flak Jacket 6 60 4 $350
Kevlar Vest 12 60 5 $700
Kevlar Helmet 6 36 0 $300
Lexan Mesh armour 15 90 6 $900
Motorcycle Helmet 6 6 0 $100
Ballistic Cloth Suit 20 120 2 $5000
Advanced Polymer suit 25 250 3 $20000
Starlite Body Armour 15 300 6 $10000
[Starlite is a miracle plastic. Its real value is against flame
and heat where it acts as ABS 50 and loses NONE of its capacity
against such an effect; it also is ABS 50 against Lasers and
other light based attacks].
Armour subtracts from a Mage's chance to cast by the Prowness modifier
multiplied times 2, if their tradition requires movement to cast.
Availability of Kevlar, Lexan, ballistic and polymer armours to
civilians is rare and usually is bought thru underground contacts.
Starlite is primarily used by Firefighters and is very rare.
:BackStab
A backstab is, in simplest terms, an attack from behind. In actuality
it means any attack that an opponent can't directly see coming for some
reason. Such an attack gains the attacker a +20% chance to strike
addition over normal (Does NOT apply to magic!)
Backstab does NOT increase damage as some game systems infer, only
the above increase in potential to strike.
:Changing_Weapon
A character who needs to draw weapon or who is changing Weapon must
minus 10 from their initiative roll on the round they are doing so. A
character that is switching from armed combat to magic or from magic to
a weapon must ALSO lose 10 from their initiative roll (20 if the second
weapon is a bow weapon that must be strung before usage).
:Childbirth
Although rare in a Roleplaying Game, for consistency sake, the
basic rules for survival of a childbirth of both the child and
the mother are as follows:
Normal Childbirth survival rate = Hardiness + HTK
Add +20 if the woman is attended by a midwife, EMT or
otherwise skilled person for delivery
+30 if the Woman is attended by a Physician
+10 if the woman is in a clinical/hospital environment
+2 per year under the age of 45
+5 for every child the woman has given birth to previously
(NOTE that for long lived non-humans the age calculation is
+1 for every year under the age of 200).
A 96-00 is always accidental death of the subject. Note that
Childbirth Labor takes 3d10 Hours minus 1 hour per child the
woman has previously had (BUT never less than 1 hour in length).
If the GM has determined that there are complications then add
1d10 to the hours of labor and minus 20% from the survival roll.
Remember a seperate roll is made both for woman and child, but
they are based on the woman's calculations from above. A newborn
child will have only 1 point in each Stat (and none in MA if
both parents have no MA, 50% chance if one parent has MA and a
75% change if both parents have MA) and will gain 1 character
construction point each month thru their early years.
Detail beyond this should NOT be expected of the GM by the players.
:Combat
A Physical Combat attack may take some time under these revised
rules but will closer approach realism without detracting fun from
the overall play.
The attacker makes their roll to Hit, based on their skill chance
to hit. There are no modifiers to this except those modifiers that
affect the attacker personally (ex: Armour PROW modifiers, any spells
on them that might reduce their chance, aiming modifiers etc).
The target being then receives, if the attacker was successful, a
saving throw. This chance is based on their coordination plus or minus
any modifiers like physical cover (against a missile attack) etc. If
they save then they are NOT hit. If the target is using a weapon that
gets coordination mods then they receive such mods to their chance. If
they are using a viable parrying weapon against a weapon that can be
parried then their save is increased by 5 points per RANK (upto 10) that
they have in their weapon skill.
Thus two experts in rapier with 25 coordination each would each have a
roll to hit of 125% (missing on a 96-00) and a save against an incoming
attack of 75% against the attack.
A critical Hit (01-05) can only be saved against with a critical
save (01-05).
A struck target receives the damage inflicted by the weapon* minus
the damage absorption of their armour* (if any). If the armour absorbs
more damage than the weapon inflicts then the result means the attacker
takes damage from making the attack... an example, for realists, is the
person who tries to punch a man in plate armour with a bare fist - the
puncher takes the damage not the man in armour. If the attack is with
a weapon then there is a 50% chance that the weapon breaks from the
action (25% if the weapon is magical).
The STUN rules are then also applied if the weapon does stun.
Missile* attacks are handled based on the idea of target coverage. A
target using natural cover or a shield gets a reduction beyond the
natural coordination factor from hitting.
Grenade attacks are made not against a being but the space they
occupy and thus their defensive value is NOT applied against the attack
(But a miss may place the grenade in a different area then they occupy,
sometimes still resulting in a need for damage saves).
A 96-00 is a CRITICAL_MISS and the < Fumble.#01> table should be
consulted when such occurs. Likewise a roll of 01-05 is a CRITICAL_HIT.
NOTE : See ALSO ~HTH~
:Death
Death occurs when a character has been in negative health for 10 rounds
or more. If this happens, then they will be unrevivable except by any
extraordinary means such as the spell 'Kiss of Life', act of the divine
etc. A character that is -10 Health or more is dead instantly.
:Deities
The deities of the Mystic Earth do NOT usually appear in physical
or even spiritual manifestation upon the world or its adjourning planes
as it violates much of their concepts of power. Many work through the
plane of dreams, or the dreamtime as means of contacting their followers.
Deities do not directly manipulate the physical world, and are part
of the concepts of Jungian Collective Consciousness that exists. They
possess power that affects the minds and spirits of beings and they
absorb into themselves their followers for a time when they die, only
to reform them again in a new lifeform later (a form of both afterlife
and rebirth).
Ghosts are astralists without bodies, or beings who died without
being claimed by a deity in some way. Their abilities are limited when
affecting the material world.
The system is left purposely vague for GM's to deal with as they
would and to cease from imposing any one belief system on the game.
Leave it to the fact that the gods don't show up very often and cannot
remain upon the material world for long without risking loss of power
and position. When on the material world they can only be in one place
at a time, but while immaterial they can be with all their followers
simultaneously in thought.
:Disarming
Disarming is a maneuver used with any weapon that gives a
coordination add when used in combat. To perform it one must announce
such as ones intent before the attack and specify the weapon they are
attempting to knock away from the opponent's grasp. Disarming is MUCH
harder then attacking to wound, and so it is done at -50% of one's
normal success with the attack. If successful the opponent's weapon is
knocked away and out of play. It takes 1d10 rounds to find and recover a
weapon.
:Dispell
Dispelling Magic is NOT the simple matter it appears. Although
nearly every tradition has a version of this spell, it is NOT
universal.
First off the DISPELL must be of equal or greater RANK than the
spell it is trying to negate when doing such to an active spell. If
cast on an ITEM the item gets a saving throw, based on the number of
construction points spent to create it by an enchanter multiplied by
5%.
Some spells are specifically non-dispellable in the system, and
state so in their descriptions.
:Electricity
Occasionally it may occur that someone will encounter a bare wire
or other contact with electricity thru accident, attack or spell. The
following should be noted when dealing with such:
House Current (110v AC) does 1d10+1 damage for the initial contact
and an additional 2 points per round afterwards in contact
with the same source .
Industrial Current (220v AC) does 2d10+2 damage for the initial
contact and 4pts/round afterwards.
Copper, Iron and steel can be used to extend the reach of an
electrical attack - sending a current along a metal banister on a
staircase will do damage to all along it, but reduces the damage by
1 point per 10 feet it must travel.
Water can be used to conduct and extend the effects of electricity,
again affecting all in contact with the body of it, but reduces the damage
by 1 points per 10 feet it must travel along it.
Electricity does NOT pass thru glass, a sure way of protecting
yourself from its effects.
A being in flight or otherwise NOT grounded, takes less damage then
one that is - damage is halved for a non-grounded target.
:Experience
Experience is a value in the mystic earth Campaign used for
improving existing skills, health, MCAP and Spell Ranks and to learn new
skills and spells. It represents learning experiences and personal
accomplishments of the character involved.
The GM will award these points dependent on activity and action.
Points are earned for combats, for usage of skills while in play
successfully, for roleplaying and for special learning experiences.
Any character that is NOT involved in active play earns 10 experience
points each day, no matter what they are doing, unless they are
unconscious, simply healing, or otherwise absolutely inactive. No other
experience will be gained in downtime, except the SPENDING of experience
points to learn new skills or Spells (see teacher rules), or the
Teaching of said skills to others (and earning as per the teacher rules
- ~< SKILLS.#01 Teacher>*~, that will affect the character's experience
Ranks. A player might specify other activities, but Will NOT gain
experience for such.
Side runs may occur outside the normal game, at the GM's discretion
if the character wishes to do something of import outside the normal
vein of the game. These may be done face-to-face or thru the mail or any
other means the GM considers viable.
The GM's basic system for awarding experience is covered under
~Gaining_Experience*~ under these rules.
Experience Points are usually used to improve skills that are already
possessed. These are from lessons learned from doing. These can be used
to improve ones RANK* in a known spell (cost = Spell Base Casting cost *
50 eps. per rank bought) or to gain skill Ranks in a particular skill
based on your current Education Rank in that skill, as per the
following chart (an education Rank adds 10% to success with a skill):
Current Skill Ranks Experience need for next skill Rank
------------------------ -----------------------------------
1 (10%) 250
2 (20%) 500
3 (30%) 1000
4 (40%) 2000
5 (50%) 3000
6 (60%) 5000
7 (70%) 7500
8 (80%) 10000
9 (90%) 12500
10 (Or greater) (100%+) 15000
This means that it gets harder to get better in a skill you are
already well trained in, and that there is an advantage to more
specialization at the beginning of one's career then to generalization.
Standard experience Points can be used to improve one's Statistics. 250
points can be spent to add 1 point to Health, making it harder to kill
the character. Or one can increase Magical Capacity by 1 point for the
same 250 points.
Increasing other stats (Body, Coordination, Mind, Spirit) can be
accomplished but only by much greater effort and ONLY if the stat is
less than its racial maximum (25 points for a human). It costs 1000 eps
to raise a statistic by 1 point.
Once an experience point is spent it is gone - don't make the mistake of
thinking this is a game where one keeps a running total!
Experience Points are used to purchase NEW skills or NEW spells (for
mages). To learn a new skill you NEED to have access to a teacher, have
training points saved up and in many cases need to pay for the teachers
skills at teaching. This will give you 1 (one) skill Rank in the skill
(10%) plus your BASE in the skill to perform it. See the < SKILLS.#01>*
Section for details on costs. Information on teachers is also available
~< SKILLS.#01 Teacher>*~
Generally costs to learn a new skill are broken down into 3 learning
cost categories, costing 1000, 2500 or 5000 eps to learn the new skill.
New spells are learned at an eps cost of 100 * the Base Energy cost for
the spell. Thus a spell with a 1 point base costs 100 eps to learn,
while one with a 20 point base costs 2000 eps to learn and one with a 50
point base costs 5000 eps to learn.
If a player character is acting as the teacher for another player for a
spell, or as teacher for a skill that they have 100% Training in or have
a Teacher's certification then they can gain experience by teaching the
other character. Such a teacher would gain 10% of the eps spent by the
character to learn the skill.
For More on Learning spells from a teacher see <NEWSPELL.#01>
Experience points can also be used to purchase ranks in spells that are
already known to the caster. ALL Spells can have additional Ranks. The
Ranks reduce the time to cast a spell by one round each rank, but no
spell can be reduced below a 1 round casting time, for obvious reasons.
Some Spells will list a RANK option - this means that adding ranks also
increases the effects of the spell in some way in the description.
To increase the RANK of a spell costs the BASE COST of the spell
multiplied by 50 (thus to gain a rank in a base 1 spell costs 50 points;
in a base 5 costs 250 eps; in a base 10 costs 500 eps; in a base 15
spell costs 750 eps). This means it is easier to learn to improve an
existing spell then it is to learn a new spell.
~See Also : Gaining_Experience* ~
:Explosives
The following are used in demolitions, mining and such:
Dynamite, stick 4d10 dmg 5' radius/stick
Fulminated Mercury (oz)1d10 dmg 5' radius/oz
Nitroglycerine (Pint) 6d10 dmg 10' radius/pint
Plastique, pound 8d10 dmg 20' radius/pound
Claymore mine 8d10 dmg 15' radius
Satchel Charge 10d10 dmg 30' radius
Note that special skill is needed to use most explosives and that
fuses, electric detonators or blasting caps are needed with many
of the above to set them off. Also there is strict control over
the purchase and application of such in the USA and other countries.
To plant, set timers on, construct/use fuses on and otherwise USE
explosives requires the skill Demolitions.
A person with this skill AND Chemistry skills can MAKE their own
explosives and gernades.
Explosives, for those in the area of effect, always require a
STUN SAVE, no matter the damage taken.
:Firearms
Firearms always present a problem in game design because they tend
to be very powerful, firing high speed projectiles that are difficult
to work with. For simplicity we are dividing them into the skills:
Firearms_Black_Powder* (all varieties)
Firearms_Shotguns*
Firearms_Pistols*
Firearms_Rifles*
Firearms_Automatic_Pistols*
Firearms_Automatic_Rifles*
Firearms_Military_Support*
Like most weapon skills, they are all coordination based. All
firearms require Stun saves from those hit.
Shields are useless against firearms, but damage is accrued overall
except when the shooter uses Aimed_Blows* .
The exception is a Lexan shield, such as police use, which offer a
+20% to the users defense to reduce chance of being hit in the first
place.
Note that most guns are in some way controlled within the USA and
many other countries and that ownership is difficult in many cases or
illegal (such as in the case of automatic weapons), without special
permits, licenses and such. A licensed gunsmith doesn't have these
drawbacks, though.
:Firearms_Black_Powder
WEAPON DAMAGE RANGE # OF Shots Reload Rnds
------ ------ ----- ---------- -----------
.22 Derringer 1d10+3 Medium 1 3
.32 Derringer 2d10 Medium 2 3
.40 Flintlock Pistol 2d10+1 Long 1 7
.45 Revolver (cap & ball) 2d10+3 Far 6 5
.75 Musket 2d10+3 Extreme 1 5
.30 Buffalo Gun 2d10 Extreme 2 5
.600 Express rile 2d10+2 Extreme 2 5
Black Powder weapons are considered ANTIQUE and their possession
is NOT as highly regulated as other firearms in most states
(Except New York, New Jersey, Massachusetts and Illinois).
:Firearms_Shotguns
WEAPON DAMAGE RANGE # OF Shots Reload Rnds
------ ------ ----- ---------- -----------
.12 flechette firing 2d10+3 Long 1 or 2 1/2
.12 slug firing 2d10 Long 1 or 2 1/2
.10 flechette 2d10 Far 1 or 2 1/2
.10 slug firing 2d10+2 Extreme 1 or 2 1/2
Semi-automatic .10 slug 2d10+2 Extreme 5 (clip) 1
You cannot purchase a shotgun in the USA legally if you are a wanted
criminal in the USA.
:Firearms_Pistols
WEAPON DAMAGE RANGE # OF Shots Reload Rnds
------ ------ ----- ---------- -----------
.22 revolver 2d10+1 Medium 9 2
.22 Target pistol 2d10+1 Far 1 1
.32 Auto pistol 2d10+2 Long 10/clip 1
.9mm Auto pistol 2d10+2 Far 10/clip 1
.7mm HP Auto Pistol 2d10+3 Extreme 10/clip 1
.38 special revolver 2d10+2 Far 6 2
.45 revolver 2d10+2 Far 6 2
.45 Auto pistol 2d10+2 Long 8/clip 1
.357 Mag Revolver 2d10 Far 6 2
.357 Auto Mag 2d10+2 Far 10/clip 1
.44 Mag. Revolver 2d10+3 Far 6 2
.44 Auto Mag 2d10+4 Far 10/clip 1
The above cannot be bought legally if you are a wanted criminal
or have a criminal record.
:Firearms_Rifles
WEAPON DAMAGE RANGE # OF Shots Reload Rnds
------ ------ ----- ---------- -----------
.22 Rifle 2d10 Extreme 10/clip 1
.22 Carbine 2d10 Extreme 10/clip 1
.30 Rifle 2d10+1 Extreme 10/clip 1
.30 Carbine 2d10+1 Extreme 10/clip 1
.30 HP Rifle 2d10+2 Extreme 10/clip 1
.30 HP Carbine 2d10+3 Extreme 10/clip 1
.40 HP Carbine 2d10+4 Extreme 10/clip 1
.50 HP Rifle 3d10 Extreme 10/clip 1
9mm HP Rifle 2d10+4 Distant 10/clip 1
The above cannot be bought legally if you are a wanted criminal or
have a criminal record.
:Firearms_Automatic_Pistols
WEAPON DAMAGE RANGE # OF Shots Reload Rnds
------ ------ ----- ---------- -----------
2mm Needler (Full_Auto*) 3d10 Long 20/clip 1
9mm Machine Pistol (FA) 2d10+4 Far 30/clip 1
You cannot purchase the above legally unless you are a gunsmith,
government agent or foreign diplomat.
:Firearms_Automatic_Rifles
WEAPON DAMAGE RANGE # OF Shots Reload Rnds
------ ------ ----- ---------- -----------
7mm Assault Rifle (Full_Auto*) 2d10+3 Extreme 30/clip 1
2mm Needler Rifle (Full_Auto*) 3d10+1 Extreme 40/clip 1
.45 Thompson SMG (Full_Auto*) 2d10 Extreme 100/drum 5
M-16 Assault Rifle(Full_Auto*) 2d10+4 Distant 30/clip 1
AK47 Assault Rifle (FA) 2d10+3 Distant 30/clip 1
12mm HP Sniper Rifle (FA) 3d10+1 Distant 10/clip 1
9mm Uzi 2d10+4 Distant 40/clip 1
You cannot purchase the above legally unless you are a
gunsmith or government agent.
:Firearms_Military_Support
WEAPON DAMAGE RANGE # OF Shots Reload Rnds
------ ------ ----- ---------- -----------
40mm Grenade Launcher TEAR GAS Extreme 1 1
10mm Light Machine Gun (FA) 3d10+3 Extreme 50/belt 5
10mm Machine Gun (FA) 3d10 Extreme 50/belt 5
Flamethrower 6d10 Medium 6 150
M16 Grenade launcher by grenade Distant 1 2
LAW (Light Anti-tank) 9d10+2 Extreme 1 not reloadable
SAM (stinger missile) 12d10+2 Distant 1 5
Gyrojet Pistol 3d10+2 Distant 1 1
You cannot purchase the above legally unless you are a government
agent.
NOTE : Tear Gas is NOT effective if target has a gas mask!
:Full_Auto
Full auto (fully Automatic) means that the weapon fires in
bursts of 3 or more bullets each time the trigger is pressed,
the longer the pressing the more shots fired.
(Unless single shot firing) Roll 1d10+2 to determine number of
bullets released in the burst over the first, maximum being the
actual number in the clip. Each additional bullet adds 2 points
to the inflicted damage to the attack. Maximum number of shots
that can be fired is the number in the clip, of course.
A shooter CAN choose before the roll to 'Empty The Clip'
into the target, in which case there is no roll for number of
bullets fired as it is assumed that ALL the remaining shots are
fired at that ONE target.
Strafing is a practice with a full auto weapon, to fire at
two or more adjacent targets in a single burst. To do this the
player declares the action and the targets, then rolls the
number of bullets fired and decides how many at each target
(at least one per target). Targets must be with 5' of each other
at the time of firing. There is a -20% to hit the targets,
applied as if additional defense to the target. The player makes
a single roll vs their skill and wether they hit each target is
determined by the differential between roll and defense on each
target.
:Gaining_Experience
This is always a tough part of a system to design, and often
is a cause of major disputes. In Mystic Earth the Emphasis is on
CHARACTER portrayal, not combat or necessarily saving the world
every 10 minutes from certain doom.
Experience falls into two categories in the system, automatics
and calculated. Players are expected to handle the automatics, while
the Game_Master* handles the calculated numbers. The GM has final
arbitration and decision rules regarding the calculated eps, no
exceptions.
`~Automatics:~`
Combat - For every point of damage actually inflicted by
a weapon weilded by your character BEFORE armour
modifiers, intentionally to an opponent you will
receive one point. This may seem low to you but
falls into the category of our de-emphasizing
the value of such in the system.
Spells - For every point of energy expended in casting
a spell by your Character, EXCEPT that which
is lost thru bad skill rolls (Klutzes DO count
as experience as you learn thru your mistakes)
you gain one point.
Mundane - All characters receive an automatic 5 points
daily for mundane ordinary life if they spend
that day conscious and active in some way.
This may seem small compared to some systems
but makes it more important to be in play than
in downtime and to be experiencing life.
Skills - Using a non-Rank skill is worth NO experience
in play. Using a Ranked skill successfully
(Except spellcasting and weapon skills!) is
based on the GM specified difficulty Rank
of what you're doing with it:
Rank 0 = (no roll) 0 points
1 = (no mods) 1 point
10 = -10% success 10 points
20 = -20% success 20 points
30 = -30% success 30 points
40 = -40% success 40 points
50 = -50% success 50 points
A Rank 0 is considered an automatic success.
Note that some weapon based skills, such as an
archery contest, may be worth experience under
this table IF the GM states such.
`~Calculated:~`
The system that seems to work best for this is for the GM to
set up a work table to track on, with categories running down
a column on the left and character names running across the
top in a classic X/Y coordinate grid.
The categories should be:
Concept
Creativity
Daring Do
Decisiveness
Goals
Group Co-Operation
Intelligence
Leadership
Misc
Personality
During play the GM should, depending on the actions of the
characters, award a tally mark in a category to a character
from events. Each Tally should be worth a certain number of
points (Suggested : 50). At the start of the next session
these should be given to the player and a clean slate started.
Characters can invest eps when the Game_Master* declares it
reasonable, in downtime or at the start of the evening's
play etc. An average session should net, if a player is being
reasonable, between 200 and 1000 eps from these calculateds.
Some characters will only gain limited eps in an area, for
example not everyone can get leadership eps in a situation,
or a character might be designed as a 'follower' and it
wouldn't be in character to lead - but they would get points
within Concept or Personality instead for sticking to their
character's design or mindset! It all works out in the end.
:Grenades
Grenades do not take a special combat skill to use properly, simply
the easy non-Ranked skill 'Familiarity : Grenade'. When a character
throws an actual grenade they must choose a target locale and then hurl
the weapon at such.
Grenades can be thrown a maximum of 50 feet plus 1 foot per point
of Body over 10. They affect a 10' radius with damage to all
who within the area. Targets do not get their coordination modifier.
Characters with Body Building or Physical Fitness can add 5' per rank
in the skill to the distance thrown.
A person with Throwing Weapons skill can use that skill to target
a grenade more accurately if they have a higher chance of hitting such.
Normally the chance to hit with a grenade is coordination *2. A
character without Grenade Familiarity cannot use the Throwing Weapons
skill. A Character with both Grenade Familiarity and the Baseball skill
gets a +10% to their chance to hit.
A klutzed grenade throw results in a special roll:
01-50 Forgot to pull the pin, grenade doesn't do anything
51-75 Grenade hits but was a dud! nothing happens
76-00 Character threw pin and not the grenade... it explodes
in their hand and makes hand unusable as well as
normal damage.
Anti-Personnel Frag. Grenade 3d10 damage & STUN
Smoke Grenade (obscures)
Tear Gas obscures & STUN
Black Powder (homemade) 2d10 damage & STUN
Moltov Cocktail (fire based) 2d10+3 damage & STUN
White Phosphorus 3d10+1d10 burn damage & STUN
Thermite 4d10 heat based & STUN
Concussion 2d10 damage & STUN
:Healing
Normal healing rate for characters is at a rate of 1 health per DAY.
This presumes that bleeding has been stopped. Use of First Aide skill
will give an instant health point when first applied and stops the bleeding.
It does NOT otherwise modify the healing rate.
In the case of a broken bone, First Aide will allow the setting of
the bone in 10 rounds time. A set bone gets 2 health instant recovery
and will insure that the injury can be dealt with (usage of splint
obviously) so that the slow-down from it will only reduce
coordination by 2 points while the bone is on the mend. Thus a
character with a broken leg will not be entirely incapacitated from the
adventure....
An EMT applying their skill to a recent wound (within 10 minutes)
that has not been otherwise treated will stop the bleeding (if still
present) and give back 2 health when first applied but otherwise does not
affect the healing rate.
A Physician applying their skill and possessing the correct tools, to
a recent wound (within 10 minutes) that has not been otherwise treated
can return 3 health. A physician's care for a patient daily will
increase their normal health rate to 2 pts per day with the proper
tools.
Characters with the ~Ageless~ advantage will heal at twice the stated
healing rate under the care of a Physician daily.
:HTH
Hand_To_Hand_Combat
This is standard fisticuffs. For each Rank beyond the first the
attacker can add +1 to the Stun achieved on an attack, to balance it
against Martial Arts.
Fists otherwise do 1d10 + (HARD/10) & Stun roll
Kicks otherwise do 1d10 + 2 + (HARD/10) & Stun Roll
Tackle - This Maneuver requires at least 30' of running
space. You WILL have to make a STUN roll after making
it as will any target hit. Does only HARD/10 in Damage.
If you miss you STILL must make a STUN save. The skill
FOOTBALL also gets this maneuver.
:Initiative
Initiative in non-combative situations is purely at GM's discretion.
In combat initiative is decided by each involved individual rolling 1d10
and adding this to their coordination.
Drawing Weapon reduces the initiative by 5 for things like swords,
reduces it by 10 for bows that need to be strung before usage.
Initiative may be modified by GM's determination of the situation,
or by things such as character disadvantages.
If your Initiative Value is higher than 60 than you may have more
than a single ACTION within the Round.
IV of 1-60 Acts on that point of the GM's Countdown from 60.
IV of 61-90 Acts on Countdown point 60 and on countdown point 10.
IV of 91-120 Acts on Countdown points 60, 30 and 10
IV of 121-150 Acts on Countdown points 60, 30, 20 and 10
IV of 151-180 Acts on Countdown points 60, 40, 30, 20 and 10
IV of 181+ Acts on Countdown points 60, 50, 40, 30, 20 and 10.
Casting a HUNG spell counts as a single action. Firing a Gun counts
as a single action (BUT if you have more than one action and wish to
fire again and choose a new target you lose 10% to your chance to hit
cumulative each time you change targets in the same round). Casting
a spell means you START the spell on your last initiative. If you
have multiple actions you CANNOT use the other actions to cast or to
perform an attack skill...these Spells go off on Countdown 1.
The GM reserves the right to declare an action a full round action
that takes all your remaining countdown points to complete.
SURPRISE can occur in a game, just leading into combat, under
certain circumstances, in which case anyone who is surprised will not
be able to act that round. This usually occurs in the case of an
ambush....
:Latent
A Latent is someone who has a Magical Aptitude of at least 1, who has
had no spellcasting training. They will APPEAR to be mundane until they
are made to realize their potential by a mage in most cases (A few may
discover things themselves, becoming either a Wild Latent or a Rogue
Mage).
A Wild Latent is a Latent who can tap some of their Aptitude and
Capacity, producing effects with some slight success. In mechanics this
means a roll vs their SPIRIT whenever they try to make something work (in a
rather uncontrolled fashion).
These should not be confused with a 'One Trick Pony' (also called a
singlespeller or a One Shot Mage). These are persons who have had
training in a single Tradition enough to know a Single spell only, but
may have many ranks with that one spell built up over a period of time
[an extreme specialist]. These folks KNOW the score, but either left
training prematurely or chose the path as they felt the one effect they
have was all they wished out of magic in life.
These terms have all fallen into usage by their usage initially
within the technomage tradition, who have been responsible for much of
the distribution of magical information in the past ten years thru
bulletin boards, disks and CD libraries.
:Learning_Spells_In_Game
Spells take 100 eps per power point base needed to cast them, so
a 1 point spell costs 100 points and a 20 point spell costs 2000
points to learn.
Learning a new rank in a spell they already know costs base * 50
(so that a 1 point spell costs 50 points to increase by 1 rank
in).
The learning of spells works differently then that of learning a
new skill when it comes to the TIME required to do so, and the
fact that one does NOT have to be a trained teacher or a teacher
rank in Spellcasting to teach a single spell, since it is only
a small fractional part of applying spellcasting knowledge.
To Calculate the time needed to teach a spell we use a different
calculation and table the is used in standard skills.
In the following Formula Mage1 is the one who knows the spell,
Mage2 is the student. Both MUST be of the same tradition!
Spell Q Value = (Mage1 Mind + Mage1 Spirit +
Mage1 Spellcasting Rank) + (Mage2 Mind +
Mage2 Spirit + Mage2 Spellcasting Rank)
Or in simplest terms:
(M1(I)+M1(M)+M1(R)) + (M2(I)+M2(M)+M2(R))
Add 5 to the Spell Q Value if Mage1 has teacher skill.
Add 3 to the Spell Q Value if there is no teacher, but the
Mage is learning from books and has speed reading skill.
Add 5 to the Spell Q Value if the Mages have an active Apprentice
Link spell between them. Add 3 for all other mental links
or active telepathy (EXCEPT MIND-SPEECH EQUIV.)
Q_Table
-------------------------------------------------------------------------
SPELL POINT BASE Q-Value's Time To Learn in HOURS
-------------------------------------------------------------------------
I 6-10 11-25 26-50 51-75 76-100 101-125 126-150 151+
---------------------------------------------------------
1 6 5 4 3 2 1 .5 .5
2-3 7 6 5 4 3 2 1 .5
4-5 8 7 6 5 4 3 2 1
6-10 9 8 7 6 5 4 3 2
11-15 10 9 8 7 6 5 4 3
16-20 11 10 9 8 7 6 5 4
21-25 12 11 10 9 8 7 6 5
26-30 13 12 11 10 9 8 7 6
31+ 14 13 12 11 10 9 8 7
--------------------------------------------------------------------------
:Magic
Magic is, within game terms, the transformation of energy or matter
into a new state or form. The primary catalyst varies based upon the
desired effect, but always involves the will of an intelligence, the
tapping of natural energies and/or matter. Nothing can be generated from
a void.
Magic is such that no machine or other false intelligence can tap
and utilize its energies, and thus the rejection of science as to its
existence. The exception to this is the creations and devices that are
manipulated by Technomages. The existance of these beings is what has
spawned some Rank of interest in magic by the government and a few
foundations and corporations in recent years.
All persons who perform magic are considered mages, no matter what
tradition they may follow or philosophy they may believe.
Anyone who becomes a mage is reminded that "Once you've begun to
walk the paths of magic, there's no getting off it."
Besides mages there are also Mundane and ~Latent*~ characters.
Mundanes* have a tendency to write off magical events occuring
around them to coincidence, illusions created by machines or hypnotism,
drug induced hysteria or advanced technology. They are often immune to
some kinds of magic because of their ignorance and lack of Magical
Aptitude.
:Magic_Capacity
Magical capacity represents the maximum amount of energy that a
character can contain and control within themselves. It regenerates with
rest, based upon the character's Spirit Statistic.
A character can contain more energy then they can regenerate, but
cannot hold more than their capacity. They can expand their capacity
with experience* .
Capacity begins as twice the character's Spirit. An additional point
is added for each education RANK in the character's Primary Tradition at
creation, upto 10 ranks. Spent energy recharges upto the Capacity,
based upon sleep or meditation performed (for more on Meditation see
~< SKILLS.#01 Meditation>*~).
A Character that has the ~Ageless~ advantage gets an extra
Capacity point at start.
Additionally at Character generation a player can spend some of their
generation points to increase Capacity directly, getting 5 points of
Capacity for every Point spent in this manner.
Spent energy returns from sleep based upon one's Spirit (round up
when calculating this) and cannot exceed one's capacity (Excessive
energy is simply lost in dissipation):
Eight Hours Sleep = 100% of Spirit regenerates
Seven Hours Sleep = 85% of Spirit regenerates
Six Hours Sleep = 75% of Spirit regenerates
Five Hours Sleep = 60% of Spirit regenerates
Four Hours Sleep = 50% of Spirit regenerates
Three Hours Sleep = 35% of Spirit regenerates
Two Hours Sleep = 25% of Spirit regenerates
One Hour Sleep = 10% of Spirit regenerates
Sleeping beyond 8 hours does not regenerate additional energy.
:Magic_Duration
DURATION COST ADDITION
First Round 0
additional Round after 1st 1
5 rounds 2
1 Minute (10 rounds) 3
10 minutes (100 rounds) 5
1 hour (60 mins, 600 rounds) 10
1 day (24 hours, 14400 rounds) 30
At the end of the duration of a spell the caster can choose whether
to maintain it again for that length of time or to let it expire.
If they Choose to Maintain it they again pay the Duration cost in
energy but do NOT have to recast the spell or pay other costs for
it.
:Magic_Range
~RANGE~ adds to the cost of a spell. All spells are range 0 (Touch) at
start, unless energy is placed into the spell. For every 30' of range it
increases the casting cost by 1 point of energy. Thus to cast at LONG
Weapon Range (90') costs an additional 3 points. To cast at EXTREME
Weapon Range (360') costs an additional 12 points. Normally Line of
Sight is needed to target with a spell unless special area effects or
categories are involved in the spell. Remember that the range is the
MAXIMUM the effect can reach, not the minimum it can be used on!
:Magic_Save
A saving throw against a magic spell ONLY applies when the effect
is against a sentient target that is conscious and not willing the spell
being cast at them. Magic saves do NOT apply to willing targets.
The saving throw for a Mage is different from that of a non-mage
(Mundane) as a non-mage is less susceptable to magic as their Rank of
belief is less.
Spell effects are also divided into Blatant vs Subtle Magic. A
Blatant spell is one that has obvious visible effects (ex: Fireballs,
sparks, flashing lights from no visible source, mice becoming elephants,
etc.) while a Subtle spell is one that is invisible for physical effects
or uses existing resources to achieve an effect (ex: A spell to charm
or seduce someone, one that temporarily enhances strength or speed by
increasing body production of adrenaline, one that manipulates a
computer, etc).
Mundanes save by rolling against their MIND when facing a subtle
effect, and twice their MIND Stat against a Blatant effect. Mages on
the other hand always save against their SPIRIT, no matter what the
effect is.
:Magic_Targets
~TARGETS~ adds to the cost if multiple beings are to be targeted by
a spell. Each additional being after the first adds another 5 points to
the spell cost and calls for a separate save for each of the involved
targets (so that all get defensive factors). Range, Duration etc do NOT
have to be paid for a second time.
:Missile
Missiles are weapon attacks that consist of throwing or firing
a propelled object at increased velocity where 50% of the damage or
more is caused by the velocity. Ranges are considered for 'accuracy'
in the following information and are NOT necessarily the maximum range.
If an attempt to use a missile is at a Longer range than below, subtract
25% from the users chance to hit target for EACH additional range class
increase. One Missile attack per round is possible unless a character
has 10 skill Ranks or more with the weapon, in which case ONE
additional attack can be accomplished with the missile on the same
target. This does NOT apply to Crossbows, Slings, Spears or Javelins.
Crossbows and Prods take 1 full round to reload unless they are the
'repeating' design style found in some oriental cultures.
SHORT = 30' MEDIUM = 60' LONG = 90' FAR = 120' Extreme = 360' Distant =720'
WEAPON DAMAGE RANGE CLASS
------- ------ -----------
Axe,hand (hatchet) 2d10+1 SHORT
Bow, Compound Light 2d10+4 LONG
Bow, Compound Heavy 3d10+3 FAR
Bow, Long 2d10+3 FAR
Bow, Short 2d10+1 LONG
Crossbow, Heavy 4d10 FAR
Crossbow, Light 2d10+3 LONG
Crossbow, Repeating 2d10+3 MEDIUM
Crossbow, hand 2d10 MEDIUM
Crossbow, Sniper 3d10 EXTREME (Can add Sights too)
Dagger, Throwing 1d10+4 SHORT
Dart 1d10+3 SHORT
Javelin 1d10+4 MEDIUM
Prodd 1d10+3 LONG
Sling 1d10+1 LONG
Spear 2d10+1 MEDIUM
Staff Sling 1d10+4 FAR (no SHORT shots)
Throwing Stars 1d10+3 SHORT
NOTES: 2 Throwing stars can be thrown in one round normally, 3 if
trained at 10 skill Ranks (100%) or better
All the above weapons on hitting DO require a STUN save, except
for Dart and Throwing Stars.
The repeating crossbow is an expensive and relatively rare
device. It holds a clip of 5 bolts and allows them to be lever
loaded, so that no time is lost between shots in reloading as in
a standard crossbow. Of course when the 5 shots are gone then it
DOES take 2 rounds to fully reload the clip.
:MOVEMENT
We assume for game mechanics that a person can move easily at
a rate of about 30' per round (just shy of 2mph) while performing other
actions. They can move unobstructed at a rate of 60' per round if not
taking any physical action. They can move 90' per round over flat,
clear, unobstructed terrain while they perform no actions physical or
mental for short periods of time after spending a round in movement.
Thus at the middle range we are assuming they can achieve a
10 minute mile (10' per second) rate with normal encumbrance and
non-hazardous terrain.
A cluttered terrain reduces progress by 1/3 of the stated
footage above, as would attempting to move stealthly/silently or to
follow a trail while doing so.
Thus someone moving across a cluttered terrain, stealthly
while prepping a spell can cover 30-10=20-7 = 13'/round.
:MUNDANE
A Mundane is the term used within the rule system and among many
magicians for a personage who does not really believe in magic or who
has SPIRIT of 5 or Less Points.
Mundanes are the majority of the population of the world and often go
about blindly unrealizing that magic abounds around them and that the
supposedly structured and organized world they perceive as real is far
more complex then they perceive.
Player characters are never really mundanes. They may be not
possessing of spellcasting skill, but will always be 'different' and
more open minded to the existence of magic even if they cannot perform
it. Once their lives have been touched by magic, non-human races and the
like they will never be the same again.
Unusual Mundanes DO exist, who may possess Advantages, making them
challenges for mages to deal with.
:NPC
Shorthand term for 'Non-Playing Character' in the game. NPC's are all
characters NOT played by an actual player but utilized by the Gamemaster
in the adventure for plot, roleplay and combat.
NPC's are just like real people in many ways and deal with all the usual
problems associated with such.
NPC Companions of players gain 10% of the Experience earned by the
character they are connected to, thus NPC's advance, but slowly. NPC
Companions DO receive standard downtime experience gains.
:Paradox_Effects
These are caused by a slow saturation of an area with uncontrolled
magical energy agitated by multiple castings occuring there. They are
NOT covered in the main rules, and are not within the realm of player
information. The general GM outline of rules for them are found in:
~< Paradox.#01>~
Note that Paradox is an optional rule set, and up to the GM whether or
not to use at all in the game, since it required some paperwork on their
part.
:PC
Shorthand for 'Player Character' in this game, that is a character run
by a player in the game, in contrast to NPC* a character played by the
Gamemaster as part of the adventure occurring.
:Ranks
Ranks are a way to apply ordinary experience points. A rank is bought
with a particular Spell by a mage, for BASE * 50 points of experience.
This will reduce the Casting Time of the spell by one round per
additional rank over the initial first the spell is known at, but never
below a one round casting time.
Some spells also increase their maximum effects by increasing ranks,
such as increased damage or area of effect, and these will be noted on
the spell lists. A caster CAN choose to reduce the effect of a spell
they are casting, but NEVER below the effects of the spell at Rank 1.
:Realism
Although a large effort has been made in Mystic for a sense of
realism, there are some places where we cut corners either for game
balance or maintenance of concept.
In the real world guns fire faster, tend to do more damage and are a
far greater force. In the real world the governments are more paranoid,
more bureaucratic and more self-serving and ruthless. A serious occult
conspiracy would be at constant odds against government infiltrators and
those who seek power for its own rewards. Real world mundanes are more
bigoted, less open minded and more likely to react negatively when
encountering the 'shadow world' of magic.
In the real world the various magical traditions are more likely to
fight a war of words and propaganda then one of physical violence or
magical onslaught in this day and age.
But remember that fiction can mimic reality and reality often mimics
fiction, and the bounds between the two are very weak indeed.
:Regeneration
Certain races, beings and creatures regenerate. You cease to
regenerate once you are in negative health for 10 rounds or more (See
Death*), or below negative 9 health. You cannot regenerate someone dead
back to life.
Regeneration is NOT possible from negative health if the damage was
caused by fire or acid.
Regeneration, in general, fails if the spinal cord and the nervous
system that is part of it are severed. It also fails if the brain is
sufficiently damaged.
:ROUND
A Combat round is 6 seconds of real time activity, there are 10
rounds to the minute. Combat in real time tends to be fast paced and
often lasts only a minute or two in many situations before a conclusion
occurs.
:Rule_Of_Five
Whenever an attack involves a die roll and a plus modifier of five or
more, instead of the plus modifier you remove five points from it and
add an extra die of effect (This is done as many times as needed to
lower the damage add to 4 points or less).
:Shields
Shields allow a character to possibly deflect entirely an incoming
missile attack. To use a shield a character MUST have at least a rank
in HTH combat or martial arts. They then can use the shield against
such an attack, adding +10% to their chance to save.
Shields also assist against HTH attacks with light weapons (any one
handed weapon) against one such an attack per round. Under these
circumstances they add a +10% to the defense of the target against the
attacker.
Shields for the most part offer NO protection from firearms.
Shields can be used as a makeshift Bludgeon (see Weapon_Bludgeons*)
:Shooting
When using a firearm, the GM can assign modifiers to the chance to
hit target. Normally all that is subtracted from the chance to hit is
the targets coordination, but additional factors come into gunplay that
affect things. The GM has the final decision on this!
Attacker is moving while firing -20% from chance to hit
is drawing and shooting -40% from chance to hit
Vision obscured by smoke, etc -20% from chance to hit
Target is moving +20% to Defensive Save
is immobilized +60% to chance to hit
is surprised -20% to Defensive Save
is under partial cover +20% to Defensive Save
is within 30' range -10% to Defensive Save
at/beyond weapon maximum range -40% to hit
Strafing Targets (FA only) +20% to Defensive Save
For other details see Firearms*
:Spell_Casting
Spell Casting is NOT an instantaneous or simple process. Magic* takes
time to work, requires concentration and effort and isn't done without
price. A spellcaster can APPEAR to be as fast as a fighter only by
pre-planning ahead of time.
The easiest means is to cast properly, which means the usage of a
ritual casting that takes time. A mage in the field doesn't always have
the time to set up a ritual, and thus spellcasting is risky business on
some Ranks. A spellcasting roll of 96-00 always means EXTREME failure
or what we call KLUTZ* results.
The time it takes to cast a spell is based on the Base Cost in Energy
that the spell takes to cast (except in the case of a RITUAL). Thus a
spell that base costs 10 energy points takes 10 combat rounds to cast in
full, during which the mage cannot allow themselves to be distracted,
interrupted or exert any physical efforts beyond the casting of the
spell. During Casting a Mage is at 1/2 their normal coordination.
Note that Base cost is the spell listing cost of the spell, and does not
include any modifiers for tools, rituals etc.
The casting time to cast a spell can be reduced by three methods, the
first is to buy additional RANKS* in the spell thru experience, at a
cost of BASE points * 50 eps per Rank. Each Additional rank reduces the
casting time on that spell permanently by one round (with a MINIMUM of
one round). The second Method is to RUSH the casting - this is dangerous
and for each round that they try to reduce the casting time by they must
remove 10% from their chance to cast, thus rushing a ten point spell
down to one round is a -90% chance of success!
The third system is to increase the energy placed into the spell (and
this can be mixed and matched with the RUSH option). For every extra
point put into the spell casting for speed you can take one round off
the casting time... BUT you increase the KLUTZ range of casting by 1%.
Thus reducing the casting time of a 5 point spell to 1 round by pumping
4 extra energy points into the casting speed will change a klutz roll
from 96-00 to a roll of 92-00.
:Spellcasting_Blind
This is the term used when a mage needs to cast at a target that
they cannot see line of sight when casting. This may be caused by actual
blindness, a physical object being between the caster and the target
(ex: A Wall), the target being invisible etc. The result is the spell
caster doesn't have an exact form to aim the spell at or even an exact
direction.
The spellcaster must be able to give some sort of idea of who or
what they wish to aim the spell at. Be it 'The space directly behind
this wall on the other side' or 'Whoever it is hiding in that doorway in
the shadows' or 'The Person who stole my purse' or 'The goblin following
behind me'.
A blind spell cast reduces the chance of success by 40%. Such a cast
also will fail if the mage fails to put enough energy in for the range
the target is actually at. On the other hand, this gives the mage the
opportunity to succeed that an archer or other fighter can't do at all -
a balancing of potential with difficulty.
:Spellcast_Ritual
Rituals are used by mages to uplift their mental states to the proper
Rank to access their energy sources and memories in the production of
spells. The Ritual differs from mage to mage but usually includes the
cleaning of a space physically, placing themselves within that space,
protecting the area psychically and then performing those elements
needed to prepare themselves, items, and draw forth the results sought.
Often times rituals are used to combine energies with several
different mages within the space in order to cast a more powerful
version of a known spell or to attempt to create a new spell from their
combined knowledge and experience. Mages rarely will do this with
persons who they do not trust entirely - because within a casting space
they cannot lie unto each other without being caught in such a lie and
they cannot use combat magics of any type against someone they invited
within the space. The Space is referred to as a circle.
Spectators may be present at a spellcasting in circle to assist the
mages in raising energy etc - spectators are usually required to chant,
hold light sources or perform mundane protection against any intrusion
on the circle from mundane means.
A full ritual casting takes an hour, that is 3,600 combat rounds, and
raises the chance of successfully casting by 20% plus 1% per mage
involved and each spectator involved. In many cases this makes spells
nearly foolproof, except for the potential 96-00 failure. Note that a
Primary caster MUST be designated in the spellcasting, and their
percentage is used to do the casting.
When mages who are of the same Tradition combine efforts to cast a
spell that they personally all know ritually, there is an advantage that
occurs, as they can ADD their ranks in the spell together. That is if
one knows the spell at rank 3 and another knows it at rank 2 then they
effectively cast the ritual at Rank 5. This cannot be applied to a mage
casting of a spell that normally has a limit to its ranks to cast
greater than that limit.
If mages of different traditions try to work a ritual together of a
spell they know then they count but a single rank for each caster except
the primary caster (who gets all their normal ranks).
Those within the ritual can transfer energy within the circle into
the casting cost so that the primary caster doesn't have to supply all
the initial casting energy, even if they do not know the spell or are of
a different tradition.
When a ritual is going to be maintained beyond its original duration
the primary caster must make the decision and deal with the energy
costs.
~Spellcast_Tools*~ can be used in the ritual to reduce the cost in
energy to some extent as well, and improve the success chance.
Everyone within a Circle is considered in TOUCH range for the casting
if they need to be targeted. Additionally, if they are casting a spell
on a target being outside the circle and have a personal possession of
the target (ex: Lock of hair, Blood Sample, Ring, etc) or can physically
see the target thru the casting within LOS, then the target is
considered also to be at TOUCH range, an advantage to say the least.
:Spellcast_Tools
One way for a mage to reduce the cost of a spell is to develop tools
for the practice of magic. These are a little different than the making
of a magical device. They are not magical themselves in nature, nor will
they detect as such. What they are are focuses for a mage for magic,
which assist in the reduction of spell costs by their nature.
Spellcasting tools and must be made with great care and effort. Any
mage tool takes twice as long to make as its regular counterpart (if
made my the mage themself) OR must be of excellent quality. The tools
must be consecrated by the mage (a process that takes an hour per tool).
Using such a tool reduces the energy cost of the spell by one point
per two spellcasting ranks of the caster in general from the base cost
(it will not reduce cost for points spent on Duration or Range or
Targets). If the mage decides to use multiple tools in a spellcasting it
reduces the base cost cumulatively per tool, to a minimum of one (and
again only from the BASE).
Using a tool also increases the chance of successful casting by 5% if
they are less than teacher Rank in casting (but a 96-00 will ALWAYS
klutz!), or it lowers the opponents SAVE by 10 if they are teacher
Rank.
The drawback of the tools is their physical cost, their time to be
made and consecrated and the fact that each tool used in the spell adds
one round to the time used to cast the spell in the first place.
Tool Examples : Silver Dagger Candles Chalice
Holy Symbol Incense Silver Bell
Walking Staff Brazier
Obviously this is merely an option to the mage and not all mages
practice magic this way. Some traditions may have specific tools that
are acceptable only, and others may accept NO tools at all.
:Spell_Design
Characters who are members of a tradition can experiment and design
new spells based on their knowledge. This breaks down into several
different forms of experimentation :
Spell_Modification*
Spell_Stacking*
and downright spell design. Spell design is the creation of a spell from
scratch, using one's understanding of the theories of magic to produce a
new effect that has no direct connection to an existing spell that you
know.
Spell Design may be a matter of careful study or desperation. If
studied the player must give the GM* a full description of what they
think the spell does. The GM will assign a point cost and a decision in
regards to options and whether the spell actually would be within the
characters tradition.
Studied design requires a period of 40 hours of research work, 10 if
the character has access to a good magical library. The usual experience
for the spell must be spent. If insufficient experience is available
then they can't learn the spell.
Desperation works differently. This is raw trying - they describe the
effect to the GM and the GM tells them if the effect would fit within
their tradition. If yes then they try by casting; the GM tells them
after the spell is begun the energy cost, and they cannot abort the
spell prematurely, even if the spell takes more than the energy they
have on hand. They cast against 1/2 their normal chance for success, and
cannot rush the spell on the first casting.
Desperation casts ALWAYS use the energy. If the spell fails it will
klutz, no exceptions. If it succeeds then they know the spell as part of
their tradition. They Must spend the usual experience needed to gain the
spell (if they do not have enough, the GM may choose to let them keep a
negative balance to be paid from all experience gained from that point
on). If they failed to cast under desperation they also lose the
experience spent on the spell.
If a player insists on a character developing a spell outside their
tradition(s) then the GM will label it as such and it will, wether made
from design or desperation, be considered in a separate tradition
category of its own and the appropriate casting minuses will be attached
to the spell from then on (and it will always be their least known
tradition for calculations sake).
:Spell_Hanging
Spell hanging is one way to provide faster spell casting results. The
mage prepares a few spells for usage later on, by linking the spell to a
power word of their own making. They LOSE the energy for that spell
immediately and it is stored in a 'Hanging slot' until the word of power
is uttered. One Spell per 5 points of Intuition possessed by the caster
can be 'hung' and a hung spell MUST be used before the slot can be
reused. Thus it is most probable a mage has at most 4 or 5 such spells
pre-prepared. A Hung spell can be cast in a single round, as it only
requires the caster to speak the power word out loud.
A mage cannot tap the energy stored in their hung spells, nor can
they otherwise access them. They also have to specify range and duration
and number of targets when the spell is made, leaving no ability to
modify the spell. They cannot recover this energy as well until the
spells are actually cast, so care should be taken not to devote too much
to this area.
It is suggested that GMs insist that players using the Hung spell
method keep the details of the spells hung written down with the intent
of keeping the players honest.
Hanging a spell takes Fifteen Minutes (150 combat rounds). Reversing
the process takes the same amount of time.
:SPELL_KLUTZ_LEARNING
Characters can LEARN from a spell klutz of their own a new spell,
except for Rogues (See Rogue Rules), Rituals and spells performed with
Tokens or Tools, in the following Manner.
The character must either HAVE uninvested Eps or the player must
agree to invest ALL new eps to be earned into the new spell until it is
paid for. Cost of the spell is according to the BASE COST (this is
usually, but not always, the same as that of the spell they were
intending to spell when the klutz occured - GM has discretion on
estimating this but its never more than the points spent for the
original casting). The GM will also decide which modifier (Duration,
Range, Targets, etc apply).
There is no roll to learn it, as there was under other systems. The
eps cost is 100 * the base (thus usually between 100 and 2500 eps). No
time is spent in memorizing your own klutz this way.
The klutz will always be in the guild of the original casting. If
the spell is bought with future eps then no other spell can be learned
while the present klutz is being paid for in this manner, and until it
is paid for there is an additional -20% to cast this spell again.
:Spell_Modification
This is a spell design variant, where a mage takes an existing spell
in their repertoire and modifies it to produce a variant effect. Example
of such is a spell to make an automobile engine fail to start, being
modified to also affect a Jet engine.
Modifications are easier then Designing a new spell or developing a
Spell Stack, but have a smaller range of application. The GM will assign
a modified cost for the new effect, the character must spend 1/2 the
usual experience cost to learn a new spell.
If done as a design project the character must spend 20 hours in
research (5 hours with access to a magical reference library); if done
in desperation the character will be at a flat -20% to cast the spell
the first time (Failure though does cause loss of the eps in the case of
desperation casting).
The spell, of course, is learned in the same tradition as the one it
was based on.
:Spell_Stacking
This is a spell design variant, where a magic using character
combines 2 or more spells together to produce a new effect, and in the
interim reduces the overall cost. Opposite effects cannot be linked this
way (EX: Fireball & Fire-Extinguish).
A Spell Stack, like a spell modification, costs 1/2 the normal
experience to learn.
It is also risky the first time it is done, if done in desperation or
as a spur of the moment casting idea, being at -20 % of the character's
normal chance to successfully cast the spell as per the tradition it is
in. They will spend the appropriate experience (EVEN IF THEY FAIL TO
CAST IT, IN WHICH CASE THEY LOSE THE EXPERIENCE) to learn the spell.
If the stack is done as a design project and not as a desperation or
spur of the moment concept, the character must take 20 hours (5 if they
have access to a magical library) to do the design work, and spend the
appropriate experience. There are no minuses to cast the first time if a
stack is done this way, and no risked lost experience.
The advantage is that duration and range costs are only paid ONCE
instead of for EACH of the spells, thus reducing costs. Also, once such
a combination has been cast successfully the player can consider the
innovation a NEW spell for their selection from that point on without
the penalties.
If a character has multiple traditions they can combine spells from
each tradition this way to make a new spell. They MUST place the new
spell in the weaker of the Traditions involved for casting percentages,
but can be taught to other mages trained in BOTH traditions, if they so
wish.
:Teleportation
Several spells include the ability to teleport objects or persons.
It should be noted for GM reference that you cannot teleport something
when you are on a different plane of existance from it. Thus you cannot
teleport someone who is astral, or teleport from the material plane to
the astral plane or the ethereal.
Likewise someone on the astral plane cannot teleport a person on the
material plane.
The exception is a device made by an enchanter with Astral
Effectiveness as part of its design.
:Token_Magic
Token magic is a variation on Magic which has both its own
advantages and disadvantages in regards to casting. Token mages still
have a regular tradition, and some traditions do NOT have token mages at
all.
A token mage will create a focus that is used but once to cast a
spell, and is often thrown at a target or in some other means expended
in the casting (a common one is a small satchet of herbs that are
burned, consumed or tossed at an opponent).
The token mage may have several tokens for the same spell. Like a
Hung spell, a token spell is pre-set, its Duration, range, number of
targets etc must be chosen when the token is made, and the energy is
imbedded in the token. Unlike a Hung spell it cannot be erased from the
caster's memory (but a token can be stolen or destroyed before its
usage). The energy bound in a token is not counted against the caster's
total like a hung spell, and can be recovered back as per normal.
A Token spell NEEDS the caster to be free to move for the most part
to cast it, since a physical object must be used.
A token takes an hour to prepare, limiting the number a mage may
have ready by the amount of time. Additionally they MUST list what the
concept of the characters tokens are based on (Herbs, Beads, Glass
figurines, etc) and ALL their spells must be based on a similar concept
(ex: different herb mixes for each spell, different figurine shape for
glass figurines, different colored bead for each spell).
Anyone can activate a token by throwing it at a target - but knowing
what a token does is entirely something only another token mage can
possibly analyze.
A token at hand takes but a single round to use, more if the
particular token must be searched for. Each token costs at least $5 to
create in materials.
Token magic does NOT reduce the cost of spellcasting, nor can they
utilize HUNG spells like ordinary mages. They cannot do spell inventing
by desperation but MUST be involved in careful scholarly Spell_Design*,
Spell_Stacking* or Spell_Modification*.
:Weapon
Weapons are used to inflict damage (we all knew that right?) The
system in this case is designed to keep combat damage results simple and
easy to calculate. Each Weapon has a damage rating that is a numerically
based on the D10 with modifiers, so that a whole lot of extra dice
aren't needed during play.
If a CRITICAL_HIT occurs, by rolling 01-05 to Hit, extra damage and
stun will be inflicted. Add 5 to the damage done and 10 to the Stun
effectiveness of the attack IF the weapon ordinarily does any Stun.
Weapons are divided into skill categories. If a weapon you feel is
appropriate for your character is not listed then PLEASE speak to the GM
about it so that she/he can add it appropriately.
Characters that train their weapon skill to 7 ranks and beyond get
DOUBLE the coordination adds defensively listed below for the weapons.
Those who train in a weapon with negative coordination to use reduce the
loss of coordination defensively by 1/2 the listed amounts if at 7 ranks
or better.
:Weapon_Bludgeons
WEAPON DAMAGE NOTES
------------ ------ ----------------------------------
Brass Knuckles +2 to HTH Punch damage only
Cestus 2d10+2 -4 coordination defensively when used
Club 1d10+4
Frying Pan (Tool) 1d10+4
Hammer (weapon) 2d10+3
Hammer (tool) 1d10+4
Mace 2d10
Nightstick 1d10+4
Shield (norm) 1d10+2 [Used to 'bash']
Shield (Spiked) 2d10+1 [Used to 'Bash']
Shovel (tool) 1d10+2 -2 coordination when used
All Bludgeons require the subject to make a STUN Save.
:Weapon_Bows
WEAPON DAMAGE RANGE NOTES
------------------- ------ ----- -------------
Bow, Compound Light 2d10+4 LONG BODY 10+ to use
Bow, Compound Heavy 3d10+3 FAR BODY 20+ to use
Bow, Long 2d10+3 FAR BODY 15+ to use
Bow, Short 2d10+1 LONG BODY 10+ to use
All Bows require the target to make a STUN save.
:Weapon_Chopping
WEAPON DAMAGE NOTES
------------ ------ ----------------------------------
Axe, Battle 3d10+1 -2 coordination when using
[Must be at least 4' tall to use]
Axe (tool) 2d10+1 -2 coordination when using
Machette 2d10 (no coordination Mods)
All chopping weapons require the target to make a STUN Save.
:Weapon_Crossbows
WEAPON DAMAGE NOTES
------------ -------- ----------------------------------
Heavy 2d10+1 BODY 20+ to use
Light 2d10+3 BODY 15+ to use
Repeat 2d10+3 BODY 15+ to use
Hand 2d10 BODY 5+ to use
Sniper 3d10 BODY 10+ to use
All crossbows require the target to make a STUN Save.
:Weapon_Daggers
WEAPON DAMAGE NOTES
------------ ------ ----------------------------------
Dagger 1d10+3
Ice Pick (tool) 1d10+3
Knife 1d10+2
Main Gauche 2d10+1 +4 coordination when used w/Rapier else +2
vs Daggers, Light swords, Sai
Swiss Army Knife 1d10+1
:Weapon_Exotic
WEAPON DAMAGE NOTES
------------ ------ ----------------------------------
Blowgun 1d10+1 60' range, darts may be poisoned for
extra damage or effects.
Boomerang 1d10+4 Throwable from 30-120' range (no shorter)
returns if misses target.
Stun save for Target on Hit!
Electro-Baton 1d10+2 Stun save for Target on Hit
M.A.C.E. Sprayer 1d10-5 Blinds attacker for 2d10 rounds & STUN
save.
Needle (tool) 1d10-2
Nunchakus 2d10+1 +2 coordination when used against itself,
Sai, Light Swords, Staffs and knives/daggers.
[Must be at least 3' tall to use]
Stun save on Hits.
Sai 1d10+4 Can disarm swords on a critical Can parry
vs Light Swords, Katanna, knives,
Daggers, Chopping Weapons & whips or
flails. 10 Stun if used as blunt, 1d10
dmg. +5 coordination when used
defensively, +10 for pair
SPLAT Gun none (Sticky Precipitant Launched Against
Target). This is a new device, primarily
used by police. It fires a single charge
that covers the target in a mist that
becomes a VERY sticky substance that
slows movement (Target person if moving
must save each round vs coordination or
falls). It does NOT wear off or wash off
easily (Requires Acetone to remove) and
is not bio-degradable. Stun Save on Hit.
Stazer 1d10-4 STUN on hit. 30' range ONLY.
Tear Gas Sprayer 1d10-4 Blinds attacker for 3d10 rounds; Stun.
Tracer Gun none This is a police weapon, a small gun
loaded with a compress gas cartridge that
fire an electronic bug device that
adheres to a non-living surface (Cars
etc). The bug transmits a signal that can
be traced by a receiver and sends out a
binary trace code. This allows a
reduction in High speed chases etc and
easy following of suspects. The gun is
silent except for a click on use. It
holds 4 cartridges and bugs. Bugs once
activated have a 3 day battery.
:Weapon_Swords_(Heavy)
WEAPON DAMAGE NOTES
------------ ------ ----------------------------------
Claymore 2d10+4 +2 coordination VS all swords
[User must be at least 5' tall]
Flamberge 2d10+2
Scimitar 2d10+1 [Must be at least 5' tall to use]
Sword, Bastard 2d10+2 [Must be at least 5'5 tall to use]
Sword, Broad 2d10 [Must be at least 5' tall to use]
Sword, katana 2d10 +3 coordination vs all Heavy Swords, Sai
Lightswords & Daggers.
Sword, Long 2d10+3 +2 coordination when used against heavy swords
[Must be at least 5' tall to use]
Sword, Two-handed 3d10+2 [Must be at least 6' tall to use]
Using the FLAT of the blade on these weapons does 1d10+4 damage, but
inflicts STUN effect.
:Weapon_Swords_(Light)
All These can be used to Parry each OTHER, Katana or any
Dagger/Knife but not other Heavy Swords etc.
WEAPON DAMAGE NOTES
------------ ------ ----------------------------------
Sword, Short 2d10+1 +1 [Must be at least 3' Tall to use]
Sword, Stick/Cane 2d10+1 +2 coordination when used
Rapier 2d10+3 +5 coordination when used (except vs 2 handed
swords and bastard swords)
[Must be at least 4' tall to use]
Sabre 2d10 +3 coordination (except vs 2hand/bastard)
[Must be at least 5' tall to use]
Using The Flat of A rapier or a Sabre Blade does 1d10+2 damage, but
gives a Stun Effect.
:Weapon_Staffs_&_Polearms
Those with coordination adds can be used to Parry each other or Light
Swords and Daggers/knives.
WEAPON DAMAGE NOTES
------------ ------ ----------------------------------
Bo Stick 2d10+1 +2 coordination when using
Halberd 2d10 -10 coordination when using
[User MUST be at least 5' tall]
Jo Stick 2d10 +2 coordination when using (single Hand!)
Lance 3d10+2 -5 coordination when used on Foot,
and only 1d10+2 damage.
Pick, Military 2d10
Pick (Tool) 2d10+1 -5 coordination when used;
Pike 2d10 -5 coordination when used;
[Must be at least 4' tall to use]
Pitchfork (tool) 2d10+1 -5 coordination when used
Quarter Staff 2d10+1 +5 coordination when used (except vs mounted)
[Must be at least 4' tall to use]
Scythe 2d10 [Must be at least 5' tall to use];
Spear 2d10+3 +2 coordination when used on foot
Staff Sling 2d10 +5 coordination when used (except vs mounted)
[Must be at least 4' tall to use];
See Missile Weapons.
Trident 2d10
All Polearms require a STUN SAVE from the target.
:Weapon_Throwing
WEAPON DAMAGE NOTES
------------ ------ ----------------------------------
Dart 1d10+2 if ambidextrous gets 2/rnd
Knife 1d10+4 if ambidextrous gets 2/rnd
Shuriken 1d10+3 2/rnd, 3rd if ambidextrous
:Weapon_Whips_&_Flails
WEAPON STUN DAMAGE NOTES
------------ ---- ------ ----------------------------------
Ball & Chain 25 2d10+4 -5 coordination when using
Bullwhip 15 2d10+3 (Disarms opponents on critical
instead of double dmg if possible)
[Must be at least 3' tall to use]
Cat-Of-9-Tails 5 2d10+1
Flail 10 2d10+2
Horse Whip 5 1d10+3 -5 coordination when using
Morning Star 20 3d10+1 -5 coordination when using on foot
All Whips & Flails require a STUN SAVE from the Target.
:Top
~MYSTIC EARTH ROLE PLAYING GAME RULES~
Revised 2nd Edition
~File #3 : Translating From 1st Edition.~
ALL MATERIAL INCLUDED WITH THIS PACKAGE ARE
COPYRIGHT (C) 1993, 1994 BY JOSEPH TELLER, CYNTHIA SHETTLE
& KIRALEE MCCAULEY AND IS NOT USABLE FOR COMMERCIAL MEANS
OF ANY KIND WITHOUT PERMISSION.
` You were born to live with Magic `
` We all were, the whole human race.`
` We're never more than half alive `
` unless we have it....`
~ - Zalazar~
The majority of the rules remain untouched from one version of the
other EXCEPT the basic statistics a character is defined from and
the way a character is constructed. Only the first is in any way
needed to be translated, thus the shortness of this file.
An existing character will have some basic concepts and personality
in its notes and these are applied to translating stats as much as
the number crunching.
BODY = HARDINESS
COORDINATION = PROWNESS
MIND = INTUITION
SPIRIT = (INTUITION + MAGICAL APTITUDE)/2 [For a Mage]
[If non-Mage then should be Magical Aptitude or 1,
whichever is LARGER]
HEALTH = (BODY * 2) + extra points invested
STUN = BODY + COORDINATION
If the character has BODY greater than 15 take 1 rank
in either Physical Fitness, Endurance, Shock Resistance or
Body Building for every two points above 15 (yes this can
be seperated into different skills to fit the character
concept).
If the character has PROW greater than 19 then take 1 rank
in Contortionist for each point above 19.
If the Character has APP greater than 15 then take 1 rank
in either Physical Fitness or Cosmetics for every two points
above 15 (Yes this can be seperated into both if it fits the
character concept).
~MYSTIC EARTH ROLE PLAYING GAME RULES~
Revised 2nd Edition
ALL MATERIAL INCLUDED WITH THIS PACKAGE ARE
COPYRIGHT (C) 1993, 1994 BY JOSEPH TELLER, CYNTHIA SHETTLE
& KIRALEE MCCAULEY AND IS NOT USABLE FOR COMMERCIAL MEANS
OF ANY KIND WITHOUT PERMISSION.
` You were born to live with Magic `
` We all were, the whole human race.`
` We're never more than half alive `
` unless we have it....`
~ - Zalazar~
:PREFACE
This is a skill and not a class based system - that is players choose
from a variety of skills and not a single controlling class that will
manipulate their capabilities.
This is also a GROWING system - that is it is designed with the
concept that one must tinker with a basic system in order to find
perfection, it can be improved by player suggestions and play results
into a more vibrant system that is playable and fun. It is not meant to
be stagnant!
The system is designed with DART Hypertext usage in mind, as such the
files may appear slightly odd in the way they are organized when printed
out or read mearly as text files.
You can often click your mouse (if you have one, else TAB to the
word in question) on a word to look up additional information on a
subject.
If you have NEVER played in a roleplaying game before, then I suggest
reading thru the file we have prepared on the subject:
~< Concept.#01>~
:Character_Generation
Character Generation in Mystic Earth is designed to be easier then
other systems, and leaves much to the decisions of the players and GM
for final result.
There is NO such thing under this system as rolling a new
character up in 10 minutes - expect to spend anywhere from an hour
to a week to properly design a character for player usage. This means
devotion to design. If you don't think you can deal with this then
ask the Game_Master* to assist you in an idea or design a character
for you that they feel would fit the situation and group in general.
There were several goals in mind when we undertook the design of
the mechanics of Mystic. First the player had to have a lot more
control of character design then in other games. Second we wanted
roleplaying to be the main objective and not necessarily deal with
combat type situations in each adventure/module/scenario. Third we
wanted an improved Magic system with both versitility and creativity
in mind. We also wanted simplicity in play, that is, the character
generation stage would be the HARD part and need the most referencing
to the rules by players and GM alike.
Character Construction points are decided by the Game Master. The
current standard is that players receive 200 construction points.
Then you begin the process by following the tables...
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³ TABLE ³ Quick Info ³
ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´
³ * Races ³ Humans & Non-Human options ³
³ Disadvantages ³ (and Personality quirks) ³
³ Character_Advantages³ Great Things cheap! ³
³ Weight ³ General build for your height etc ³
³ Stats ³ What they mean - Then Calculate Stats! ³
³ Background ³ Legitimacy, Siblings, etc ³
³ Handedness ³ Which hand do you use etc? ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
< skills.#01> The list of available skills to buy
with your Education.
< trads.#01> If you choose MAGIC then you need to
go onto to determine the hows and whys
of it.... Make sure to read the main
rulebook areas on spellcasting and
magic, its not as easy as it looks!
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³ TABLE ³ Quick Info ³
ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´
³ Relationships ³ Optional info about your love life. ³
³ Age ³ Calculate the characters Chron. Age ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
< EQUIP.#01> Let's Go Shopping & Buy Equipment!
:Advantages
Character advantages allow one to craft a bit of the unusual and
more individualistic into a character. They cost points, which are
purchasable with standard point or those gotten from disadvantages.
Note that a Mundane* might also have an advantage, so not all
mundanes are quite 'normal' by player perspectives....
COST ADVANTAGE
---- ---------
2 ~Absolute Time Sense~ : This is the ability to accurately gauge
the passage of time without using a watch, viewing the sun or
other external means. This can be useful when timing
explosives, coordinating assaults and infiltrations, estimating
distance traveled and so forth. No roll is needed, this ability
is ALWAYS on and successful.
1 ~Additional Spells~ The character has extra spell construction
points over that granted at start, with an additional Aptitude
worth of Spells for each construction point spent on this
advantage. These can be applied to ANY of their traditions.
25 ~Ageless~ This person ceased to age at a Player decided
lifepoint and has continued on since looking basically the
same. Their body has long-term cellular regeneration, so that
scars fade after a year and that even lost body parts
eventually will grow back after a period of time. They will not
die from 'old age' but are vulnerable to other forms of death -
if they are careful they might live hundreds or even thousands
of years. They still die upon passing the -10 Health point, but
are unaffected by age-based magic that is directed at them. An
ageless character WILL know that they are such. (Ageless
ability is much like the Shadoe racial aging factor). For more
ageless notes see notations on the rest of the character
generation tables. An ageless character gets twice the normal
number of starting Health, based on their Body stat as usual.
5 ~Alternative Identity~ : You have an extra identity, which to
all appearances is legally established. Your fingerprints,
retina prints etc are registered under two different names, you
have two sets of licenses, passports, birth certificates etc.
This advantage can be bought as many times as desired. Unlike
simply buying an illegal id, this one is not a forgery or
stolen one, but real, meaning that it will pass far more
security searches and be usable long term (normally illegal
ones become less likely to pass a check as time goes on, the
opposite occurs with an Alternative Identity.
3 ~Ambidextrous~ : This is being neither left nor right handed
and thus being able to use both hands at the same time. It
gives a +1 to Coordination Potential and will allow the use of
2 one handed weapons (with seperate skill rolls on each with no
modifiers from handedness).
3 ~Automatic Weapon Permit~ : Gives you all the rights and
privileges of a normal weapon permit AND a conceal Weapons
permit, but also allows it to be pertained to automatic rifles
and pistols. This is not available to criminals, any alien,
anyone with a misdomeanour record, any minority (unless a
previous or current government agent) and is NOT an automatic
with being a certified Gunsmith (they MUST buy this to deal
with the automatic weaponry!).
7 ~Beast Friend~ gets a +20% base for animal training and
handling skills. A Beast friend can befriend any animal (NOT
Fish, microbes, insects, bacteria, worms, spiders, molluscs,
crestaceans!) They will never be intentionally harmed by ANY
animal, unless trying to harm such themselves.
10 ~Body Density~ This character has a 'thick' skin and strong
bones. It adds a +.25 factor to weight calculations (but
doesn't change their weight category). They have a Natural
Absorbtion of 5 points of damage from all attacks armour would
apply to. They get a +1 to all damage they do in HTH Combat or
Martial Arts.
3 ~Canine Competent~ Gets a +10% base to animal training when
dealing with any canine. Can befriend dogs, foxes and other
canines easily and will not be harmed by them unless seeking
them harm directly.
10 ~Charismatic~ This character naturally projects a feeling of
peacefullness, friendship and warmth to all sentients that they
meet. Those who meet the person for the first time must save vs
Spirit, those who fail will trust them easily, and they will
have great beauty/attractiveness in their eyes in general. They
would also have to make a save to actually try to harm hurt or
annoy the person with this ability directly.
5 ~Chronic Insomniac~ Gives +25% to chance to save vs sleep
spells and effects. Cannot sleep more than 8 hours in a 24 hour
period.
5 ~Combat Sense~ This means you have an innate feel for combat
situations and can fight even while in darkness or blinded.
This means they do NOT lose their chance to defend in such a
situation (Normally if blinded or in darkness you cannot use
your evasive combat skills) and can make hand to hand attacks
while blinded (but cannot use ranged attacks!).
2 ~Concealed Weapon Permit~ : This allows you to carry a handgun
in a concealed manner for personal protection, plus all the
abilities under a Firearm Permit. Unavailable to Criminals and
aliens. Automatic if you are a government agent or a gunsmith
that is certified.
15 ~Diplomatic Immunity~ : Character is an ambassador, member of
an ambassador's immediate family or staff member to such at an
embassy. They cannot be American born and are required to spend
large amounts of time at said embassy on the job or in
residence. In return they are immune from all legal prosecution
from the country they are in, no matter their actions (but
sufficiently outrageous actions will result in their recall
home or other embarrassment within their system). This is a
RARE option.
3 ~Direction Sense~ : this is having an innate sense of
direction. With it you will always know the points on the
compass in reference to where you are standing, without any
point of reference and be able to tell if you are above or
below grow and a rough idea of how far above or below. It does
not mean you could instantly find your way out of a maze, but
will give you advantages if navigating such.
1 ~Distant Relative (Mundane)~ This is an uncle, aunt or other
distant relative that the character might hear from once every
few months and doesn't live within 100 miles of the character's
home. They might prove useful if the character needs to go to
where the relative is living for a day or two's stay once a
year at most. There is a 5% chance each month of a distant
relative dying and possibly leaving the character something in
their will.
3 ~Equine Competent~ Gets a +10% base to Riding Landbased and/or
animal handling or animal training if any of these skills are
taken. Never attacked by Horses unless they try intentionally
to do them harm. Able to befriend them easily.
1 ~Explosives Permit~ : This is a special permit for the
purchase, transport and usage of explosives, primarily used
with the construction industry, military contractors, some
government agents and the entertainment industry for use of
fireworks etc. One must be Certified in Demolitions to buy this
permit, and not be a criminal, have a criminal record or be an
alien of any type.
5 ~Fame~ This is the PC being famous in some way. They might be
the author of a book, have designed a particular spell, be
known as a TV personality, Talk Show Host, Movie Star,
Columnist, Theatrical Performer, Stage Magician, or other
factor that makes them visible to at least part of the public.
It does NOT have to be associated with Magic activity, UNLESS
they are also a PUBLIC MAGE.
5 ~Fast Metabolisim~ Gets a +5 to all Initiative rolls. Heals at
double the normal rates for daily recovery (2 per day without
physician, 4 with physician) and gets a +10% to Shock
Resistance skill. Cannot be bought in multiples or bought with
Hypermetabolism. Cannot be bought by Lycanthropes.
5 ~Fear Competent~ Is unaffected by all fear-based effects.
3 ~Feline Competent~ Gets a +10% base to animal training when
dealing with any feline. Can befriend housecats, lynx, tiger,
lion, panther, puma and other felines easily and will not be
harmed by them unless seeking harm directly.
7 ~Firearm Competent~ has a natural affinity to Firearms,
calculating shots with lightning accuracy. The Firearm
competent gets a +10% base to any firearm skills.
1 ~Firearm Permit~ (unneeded if you are a certified Gunsmith)
this allows you to own a firearm, buy ammunition for it and
transport it openly for hunting etc. Not available to illegal
aliens, criminals etc. Unneeded if you are a government agent.
15 ~Forgotten~ This character projects a low rank continuous
mental ability that makes them forgettable to others. When
encountered their face, actions, voice etc will only be
remembered by a person (mundane or otherwise) as long
afterwards as they had been around them. This does not work on
machines, Naturally Mind Shielded People or mages who have a
spell to memorize a person that casts such on them. It also
does not affect close relatives (parents, siblings etc) that
grew up around them as the ability does not become apparent
until after puberty.
3 ~Honored_Veteran~ This is a special kind of recognition only
granted to those who take the Disadvantage ~Military Service~.
It can be bought several times, once for each honor received.
Such honors tends to reduce the probability of prejudice
against civilians by current military and political figures,
but does not help when dealing with police, non-veteran
civilians or courts. Among available honors:
Purple Heart (Wounded in Combat)
Medal Of Valor (For actions in combat)
Congressional Medal of Honor (For extraordinary actions)
10 ~Household Name~ This is Fame taken one step beyond. This is
someone who everyone can remember easily by name with a simple
Mind save in most cases - that is, at least 20% of the
population will know who this person is by their name and may
also know their face. A Famous Actress, Comedy Act,
Politicians, Big name writers (say Steven King), Popular
Singers etc fall into this category. This is NOT Bought with
fame. If a Public Mage you WILL be known for this as well among
your info.
20 ~Hyper Metabolisim~ This person has an extremely excellerated
metabolisim. It gives them a +10 to all Initiative rolls. They
get a +20% to save vs all infections and diseases. They recover
from physical damage at an extreme rate of 1 health per hour
without care (but cannot regenerate lost limbs, digits, bones,
etc). Cannot be bought in multiples. Cannot be combined with
Fast Metabolisim. Cannot be bought by a Lycanthrope.
3 ~Influential Contact~ : This is a contact from which you can
pull a valuable favor or two along the way. It could be the
owner of an art gallery that would display your work, A clerk
in the FBI that might do a computer search for you, or a
millionaire that might get you an invitation to the big social
event for the year so you can mingle, or a billionaire that
might fund marketing your big invention or play if it works.
1 ~International Driving License~ Only takable if you are a
certified driver and have a regular drivers license, this
allows you to use your vehicle skills in ANY country of the
world.
15 ~Lightning Calculator~ this person has the ability to do
complex mathematics in their head quickly, gets a +20% to
Billiards/Pool, Gambling, Mathematics and firearm bases.
3 ~Light Sleeper~ : This is a natural tendency to sleep lightly
and thus cannot be surprised in their sleep. They will
automatically wake when someone enters the room, approaches
their bed etc.
7 ~Lover Mage~ This is as close as an NPC can get. This is an NPC
who would risk anything for the character. They do not
literally have to be a physical lover - a twin of the PC that
lives with them could also fall within this category. Usually
these should be fully written up and have their own character
sheet as they are also likely to NEED the PC's help in return
(its a two edged sword). This advantage is ONLY with the GM's
full agreement and co-operation!
3 ~Mage Contacts~ : This is a friendship or other loose
relationship with a member of the Magical Community. It is not
someone who would risk their life for you, but might provide
things like a Close relative would and also might do so into
the magical realm (like casting a spell for the PC, or loaning
them energy or a book or helping in a ritual cast or acting as
an introduction to an important teacher etc.) A Wiccan
Tradition mage would consider the other Coven Members at least
this.
7 ~Mage Organization~ The character is a member of an organized
religion or occult group that will offer them some rank of
assistance or resources, including possibly access to a magical
library, a temporary teacher, legal aide etc
25 ~Magical Dampener~ This rare ability can only manifest in
someone who has a Spirit of 20 or less. They actually dampen
all spells cast within a 30' radius of them reducing 1 rank
from the spell effects (and negating entirely those of only one
rank). This ability cannot be turned off by them or manipulated
by them in any way. [Multiples CAN be bought of this, adding to
the number of ranks dampened out but not affecting the radius].
Characters with this ability CANNOT LEARN MAGIC.
25 ~Magic Ampliphier~ This rare ability can ONLY manifest in
someone who has Spirit of 10 or more. This person actually
ENHANCES all spells cast with a 30' radius of them, both their
own and everyone else, adding 1 rank to the effect of all
spells (but this does NOT apply to things like reduced casting
time, only effect intensity). This ability cannot be turned off
by them nor manipulated by them in any way. [Multiples CAN be
bought of this, adding 30' to the area of effect]
5 ~Mentor Mage~ This is a character's Teacher, or a High
Priestess whoose coven they are in, or someone equally
important that would risk much to help the character in an
emergency (but not necessarily their life) and would provide
advice or training.
5 ~Military Support Weapons Permit~ : Gives you all the
cumulative privileges of the Automatic Weapon Permit but also
includes all military support weapons (like anti-tank weapons
etc). Primarily available to government agents, previous
government agents, and such. Not available to gunsmiths without
10 ranks and a position with a military
contractor/sub-contractor. RARE.
5 ~Missile Competent~ Character gets a +10% to all base skills of
usage of missile weapons and ALWAYS gets a roll vs their
Coordination to avoid missile attacks even if they lack a
shield. Does NOT apply to Bows, Crossbows or firearms!
1 ~Mundane_Contacts~ These are mundanes that the character has
business or loose friendship associations with and who might
provide a source of information or temporary refuge etc. The
player must specify the relationship data and a rough idea of
the person (EX: Casual Boyfriend they go out with once every
week or so). A boss or fellow employee is NOT a Mundane Contact
you pay for. They are unlikely to be vital to a situation, but
are as unlikely to be in danger.
3 ~Natural Linguist~ All languages are EASY (1000 eps) to learn
in gameplay. The Linguist can buy 2 languages per construction
point instead of the normal one.
7 ~Natural Immunity~ to ALL diseases, even magical ones! (Note
obviously cannot buy HIV positive as a disadvantage!)
10 ~Naturally Fireproof~, takes no damage from natural fire and
takes only 1/2 damage from magical fire.
5 ~Naturally Invisible to Undead~ (Wraiths, Shadows, Ghosts and
Spectres etc).
20 ~Naturally Mind Shielded~ Cannot be charmed, telepathically
read or conversed with, cannot be teleported against own will
or feebleminded in any way. NOTE this advantage cannot be
bought by a Mentalist Tradition Character or Darkovian! Also
note that a being with this advantage CANNOT lower the shield
by choice - it is ALWAYS on, period.
2 ~Notary Public~ : The character has an official stamp and power
to witness documents, useful in legal situations. Cannot have a
criminal record or be a wanted criminal to have this!
15 ~Patron~ : Instead of a normal income system or working a job
you have a Extremely wealthy benefactor backing your efforts.
This MUST be an NPC normal or a private Organization (ex: Ross
Perot, GreenPeace, McDonalds, etc) and they WILL have an agenda
to set before you that you must follow to have their continued
support. They will supply you with credit cards or other means
of buying what you need to get by, and your budget will be
based upon your wealth as if you had a normal full time job at
Wealth +10.
10 ~Perfect Balance~ Automatically Gets +30% to base for those
physical skills oriented towards personal balance, such as
Dancing, Juggling, Climbing, Acrobatics, Gymnastics, trapeeze,
Tight Rope, and martial arts.
5 ~Phonographic Memory~ Character can remember ANYTHING they have
ever heard in their life perfectly. For musicians and singers
this allows them a wider repertoire in their ability and thus
gives them a +10% to their base success. A person with
Phonographic Memory will never forget verbal instructions and
gets also a +10% with Voice Mimicry, Singing, Ventriloquism and
duplicating Animal Noises. If the character is a bardic mage
they get a +10% to their spellcasting success and can add +5 to
the calculation of Their Q-Factor when learning new spells from
other Bards For details on Q-Factor see : <NewSpell.#01>
10 ~Photographic Memory~ Able to remember written words in any
language they can read/write in. This reduces all learning
times by 10% on the teaching table. Also a person with this
skill whoose READ thru a library of magical reference books
never needs to own one to do research!
1 ~Power To Marry~ This is a legal power, held by either a civil
justice of the Peace (purchase with Notary to have said title)
or by a member of the Clergy (Certified in a Religion).
10 ~Shock Resistant~ Gets no damage from all electrical attacks,
and 1/2 damage from spells of this nature.
3 ~Snake Competent~ Never attacked by snakes unless trying
intentionally to do them harm. Able to befriend and train them
easily (+10% to train).
2 ~Street_Contacts~ These are usually mundanes that the character
can tap as a purchasing or resale outlet or contact for the
criminal underworld. The player must specify the type of each.
Note that a contact is NOT always accessible and may even cheat
a character that has a low Streetwise score or expose them to
the authorities if they are treated badly themselves. A street
contact has NO LOYALTY in the long term. Specify type:
General Goods Fence (Buys/sells most stolen property)
Availability varies, higher prices charged.
Specialized Fence (deals in a limited line, but
pays better, better availability. Examples:
Aircraft & Their Parts
Artwork & Collectables
Automobiles & Their Parts
Drugs & Chemicals
Electronics & Appliances
Explosives
Firearms
ID Cards, Licenses, & Documents & Credit Cards
Information on Other People (Informant)
Jewelry & Precious metals
Marine Craft & Supplies
Military Hardware & Vehicles
Trucks & Their Parts
Note that you CAN have street contacts without Streetwise skill
but you will ALWAYS pay as a minimum the prices in the
< EQUIP.#01>* List and often times more.
An Informant (above) does not necessarily have to be connected
into the underworld directly and does not have to be a
criminal. A Reporter or detective might have informants such as
a contact in City Hall or an officer on the police force, or a
friend that works for a credit agency.
3 ~Subnormal Body Temperature~ Gives 10% improvement to save vs
cold based attacks/spells, 5% decrease to save vs fire and heat
based attacks/spells. This can be bought in multiples to
compound effectiveness.
5 ~Superior Statistic Potential~ This character has a GREATER than
racial POTENTIAL to one of their Stats. They Must define which
stat this is bought for, and can by multiples of it. It allows
them to raise Body, Coordination, Mind or Spirit during play
thru the normal progression rules but adds 5 to their usual
racial maximum limit in that stat. (See Experience* for the
details on raising a Stat in Play).
10 ~Trust Funded~ This character works in a slightly different set
of rules in regards to their finances. They have a source of
income that provides them as if full time employed without
having to devote any time to their normal income. They still
MUST invest in a wealth Stat in order for this to be of use.
1 ~Union Card~ This means the character has an advantage in a
field that uses unions (Entertainment Industry, construction
and some positions like vehicle drivers) that helps them keep
from losing their jobs too easily and gives them advantages
when looking for a job. A union may also offer legal
assistance, and ensure the character has health care for
job-related injuries.
5 ~Universal Digestion~ This gives the character complete
immunity to ingested poisons (note that it can be bought for 2
points by a dwarf or gnome) and allows them to eat almost any
natural material and gain nutritional value from it to survive.
Thus they may eat ANY plant, any food type that might on
someone else cause indigestion because of spice ranks, and can
even consume thin lumber or leather or hemp rope for
nourishment.
2 ~Useful Close Relative (Mundane)~ this is a relative who might
supply sleeping space in an emergency, a small loan, borrowing
of a car etc. They may also be used AGAINST a character under
some circumstances (like being held hostage). They are
important to the character but not someone they see daily, but
should be in the area the player lives in.
3 ~World Traveler~ All Area and Culture Familiarities can be
bought 2 per construction point instead of the normal one.
:Age
To calculate a player character's starting age we take a simple
calculation : You begin with a base of 10, and add 1 year for every
5 EDUCATION points the character has invested.
To calculate birthdate : Roll 1d12 for month, 1d30 for day or
simply choose a date you are comfortable with knowing the
perception you have for the character.
Aging can reduce a character's effectiveness in some ways regarding
their body. As a character grows older some stats are lowered accordingly
if they are aging normally (there are some ways to reduce or temporarily
stop aging effects):
RACE AGES EFFECTED BODY COOR MIND SPIR
----------- ---------------------- ---- ---- ---- ----
Human * 40, 50, 60, 70, 80, 90 -2 -1 0 0
1/2 Elf 75, 100, 125, 150, 175 -1 0 0 0
High Elf 700, 800, 900, 1000, 1100 -2 0 0 +1
Dark Elf 500, 600, 700, 800 -2 0 0 0
Gypsy 100, 150, 200, 250 -1 -1 0 0
Dwarf 100, 200, 300, 400 0 -1 0 0
Gnome 300, 400, 500, 600 -1 -1 0 0
Giant 30, 40, 50, 60 0 -2 -1 0
Nymph 400, 450, 500 -2 0 -1 0
Shadoe 750, 800, 850, 900, 950 -1 0 0 +1
* Humans include Lycanthropes, 1/2 giants, Vasharu and merefolk
Unaffected entirely by aging are Changelings
Thus at each age bracket their stats are subtracted from as per
the chart. Players are cautioned, especially when designing humans
or giants, to pay CAREFUL attention to the effects of investing EDU
points on their characters capabilities!
The above, of course, can be prevented if the character has the
UNAGING advantage or has spells to keep them rejuvenated in some way.
:Background
Characters background is often left entirely up to a player.
The following section will help flesh out some background:
Legitimacy - important in male dominated societies,
01-80 Legit 81-00 Illegitimate
01-30 Raise By Both Parents
31-45 Raised by mother alone
51-55 Raised by Father alone
56-65 Raised by mother & step-father/significant other
66-75 Raised by father & step-mother/significant other
76-90 Raised by other relative (grandparent etc)
91-93 Raised in Group Family with Both parents and
extended family members
94-95 Raised in Group Family with Father only Present
96-99 Raised in Group Family with Mother only Present
00 Raised in Group Family without Parents Present
If Illegitimate the Character is assumed raised under the
welfare system of the state (if born in the USA or one of
the other Industrialized nations) or in a fosterage
situation. All such get a +3 Wealth to be applied to one
certified skill, based on state provided schooling.
If the Child was Legitimate number of siblings are rolled:
01-25 None
26-60 One
61-75 Two
76-85 Three
86-90 Four
91-95 Five
96-00 Six!
For each sibling (if any) roll on the following:
ROLL Sex Older? Alive?
01-05 F Y Y (S means a Twin)
06-15 M Y Y (or triplet etc)
16-24 M N Y
25-36 M N N
35-49 M Y N
50-59 F N Y
60-74 F Y N
75-79 F N N
80-85 F S N
86-89 F S Y
90-95 M S Y
96-00 M S N
Parents have a 50% chance each of still being alive. Do not
role for parents if not legitimate. [Note if the Character has
the advantage ~Ageless~ then there is only a 25% chance of each
parent being alive].
:Disadvantages
This is an OPTIONAL set of the rules. Players do NOT have to take
these in designing their character, but may find it advantageous to do
so overall in their character design in both developing a more
interesting character and in developing character background and
personality.
Each option taken has a set value of construction points to them, and
will give points that can be added to your total creation pool.
Note that these problems and disadvantages CANNOT BE BOUGHT OFF as in
other game systems thru experience, so be careful on what you purchase
in order to get extra points. Also you cannot get two contradictory ones
(ex: Code vs Killing and Bloodlust) or two that are nearly similar
except in intensity (Code vs Killing, Disdain for killing and Avoids
Bloodshed are similar variations on a single theme, while two different
Sexual Deviations would be acceptable).
Player Characters CANNOT take more than 150 points in Disadvantages
as of this Edition of the rules onward. Any character that exceeds such
from previous design should be retired as soon as possible to
re-establish game balance (or redesigned).
OPTIONAL POINTS GAINED
-------- -------------
Absent Minded : You constantly forget the little 5
things in life like birthdays, schedules,
your keys, your wallet, phone numbers,
etc. You may be wearing mismatched socks
50% of the time and might forget something
important among your items if you don't
mention it precisely to your GM ("Click,
sorry, you forgot to load your pistol
before you went out on the mission").
Annoying Habits : Picks teeth, complains regularly, 1
scratches constantly, Belches or
passes gas loudly and publicly,
sloppy eater etc. [ONLY 3 maximum allowed]
Aged : Only applicable to persons who are take 5
an actual age that is older than their
calculated based on Education, and
whoose race begins to lose stat maximums
at that age. Thus at 40 or greater,
if you are human. Does apply to someone
who is ageless if they are age-frozen
at an age that takes detriments by the
table.
In partial balance to aging, an aged
character can be assumed to have a
savings account at starting point
containing $1000 per each time this
disadvantage is taken, IF they are
employed, part time employed or
self employed in a certified field.
Albinoism : Has no natural pigmentation; hair and 5
skin are pink-white and eyes are pink.
(Not takable by Dark Elves!). They are
memorable and cannot blend into a crowd
(-20% for Shadowing base). Have no
resistance to sunburn; -10% for any
alertness and ranged weapon skill rolls
made in sunlight.
Alcoholic : must save vs INT to avoid drinks etc 3
Alcoholics are -25% to perform all skills
for 3 days after finishing a drinking
binge.
Allergy : Allergy's are of one of two kinds, 2 (airborne)
air borne or internal. Air borne 3 (internal)
allergies cause a watering of the eyes,
skin irritations, joint swellings and
possibly breathing problems. They do
no physical damage when encountered, but
will make the victim suffer a -20% to
all ranked skill rolls while exposed.
Internal is a food allergy or an allergy
to something that is drank or injected
(such as a bee sting). These do physical
damage (with no saves or absorption)
when encountered, at least d10 (for minimal)
dose effect; to 5d10 for maximum effect.
GM decides the dosage effectiveness.
Anosmia : Has no sense of smell or taste. 3 -20% base to cooking and brewing.
Asthma : Character has difficulty breathing in any 5
skill usage that requires physical exertion.
-10% base to all physical based skills like
HTH Combat, Martial Arts, Tantrics,
Acrobatics, Contortionist, Football,
Gymnastics, Hockey, Hanggliding, Hunting,
Juggling, Jumping, Masonry, Mountaineering,
Rowing, Skating (roller), Skating (ice),
Skiing, Trapeeze, Tumbling, Bludgeon Weapons,
chopping weapons, Swords (any category),
Staffs. [Non-ranked skills in this list
are NOT purchasable by the character except
at TRIPLE normal cost]
Aversion To Killing : This is someone who can only kill 3
if its absolutely necessary in their mind
and MUST make an INT save to be able to
do so at the last minute. This is the
person who might kill if their child's
life was on the line or if it was a matter
of their life or the other persons but would
make a terrible soldier and never an
assassin.
Bad Back : Your back is weak or has suffered permanent 3
damage previously. You can safely lift/carry
about 30 pounds. Lifting/Carrying more than this
requires a saving throw vs Body; on failing
this causes 1 health damage per 5 lbs lifted above
30 lbs which leaves one at -10% to perform all
skills that require body movement due to pain
and uncooperative muscles. This damage CANNOT
be healed faster by normal medical means, but
an unsprain spell can help.
Bad Liar : This is someone who lies badly and is not 3
believed (and even when they are telling the
truth is often not believed because of their
body language). Can't be taken with
Truthfulness.
Blindness : You have no eyesight and no means to recover 25
it. You cannot see and thus cannot use
ranged attacks except with HUGE minuses.
BloodLust : If in a fight this character kills, period. 10
They do not fight for the fun of it, and
have no morale controls preventing them
from liking killing a foe. They do not
accept surrender from others and avoid
such themselves. Once fighting they won't
quit till the foe is dead. Not recommended
for player characters.
Caffeine Addiction : Gets headaches after 6 hours without 2
caffeine in some form, leaving them -10% to
perform all skills until caffeinated.
Clumbsy : The opposite of perfect balance, this 5
person has imperfect balance beyond belief.
Gets -10% to base for those physical skills
oriented towards personal balance, such as
Dancing, Juggling, Climbing, Acrobatics,
Gymnastics, trapeeze, Tight Rope, and
martial arts.
Code of Ethics : This is a code among Mages in how one 5
uses ones powers and abilities among mages
and non-mages. It is not to be confused with
a code of honor or a code against killing.
The code of ethics includes such things as
unduly risking the exposure of the magical
community to the notice or ridicule of the
mundanes (Subtle Action instead of obvious);
Avoid 'outing' a private mage into public
status against their will. Avoid using ones
powers to benefit oneself unduly : Using a
spell to cheat at cards; reading a mind to
blackmail a person; Using telepathy or empathy
based magics to force someone to act against
their normal will to cause them harm; Stealing
a Soul; Possessing a sentient and getting them
killed; Using magic to keep someone under your
control by a love spell. All are breaches of
ethics. When in doubt if something is ethical
in the system ask the GM....
Code Of Honor : This is a code of how one handles oneself 3
in business and in combat, and is often
considered vital to a Taoist or martial
artist to be properly played. It is NOT a
purely oriental concept.
Under this code one does NOT Directly Lie,
Cheat at games of Chance (or skill) or directly
steal from a competitor (though one may pay a
professional to steal for you).
In combat one does not strike opponents from
behind unaware, use weapons against unarmed
opponents (unless you disarmed them), or fight
'dirty' (Throwing dirt in ones opponents eyes,
striking the sexual organs, twisting a blade
after it is in a wound).
Code vs Killing : Will refuse to kill foes 5
Color Blindness : (total only) cannot distinguish beyond 3
'shades of grey' and has problems with
anything that is color coded.
Combat Paralysis : This is someone who is shocked by 5
violence that touches their life. They
must make a save each round of melee
vs INT or simply stand unmoving in shock.
(once successful they are fine for the
rest of the combat). They are at Coordinatio
of 0 while in shock. Receiving a wound negates
this paralysis too....
Compulsive Behavior : This is any activity that you will 1
do continually that may be socially
unacceptable, silly or dangerous. A few
examples: Follows a particular sports team
and insists on watching every game they can;
Computer Modem Chat Fanatic - spends hours
every day in chit-chat with other computer
modem users and gets anxious when they can't
(Reducing skill effectiveness by -10% each
day they don't get to do so); Constantly
speaks in an annoying accent, which may or
may not be real. Can be only take ONCE.
Compulsive Carousing : You are the ultimate party animal. You 3
go in search of a social gathering at least
once a day and participate for at least an
hour or more. You will try any mind altering
substance without a second thought and aren't
picky about your romantic partners. You like
like your music loud, your drinks cold and
your sex partners hot. You like to start the
day with beer and cornflakes. Other Party
types will react positively to you, but
solid citizen types react negatively.
Corporate Enemy : This is the result of a character that 3
has earned the hatred and scorn of a major
corporation, either as a rival or a previous
employee. It means a -5 to their rolls when
Job Hunting or seeking advancement within
their job (if not self employed). It also
means that the Corporation may be seeking to
find various ways to harm their lives, spy on
them or even may go so far as to seek to
eliminate them thru a hit man subtly.
Additional corporate enemies after the 1st are
worth only 1 point.
Criminal Record : This is someone who has been in jail 5
previously at one time for criminal
activity and might be watched by some
authorities.
Cursed : When anything goes wrong for your party, it 30
most likely happens to you, first and worst.
If something goes right it often misses you.
And any time the GM feels like pulling your
chain he/she can and you have no complaint
coming because you are cursed. You can't
dispose of this except by figuring out what
has cursed you and dealing with it to end
the curse. Only one of these in a party!
Deafness : (Complete) all language skills cost double 7
normal at start (except Lip Reading and
Read/Write) and are maximum difficulty to
learn in play. Ventriloquism, animal noises
and voice mimicry skills are not possible.
All music oriented skills cost twice normal
to buy and increase skills in. Also -20%
to base for alertness skill rolls.
Defender : Fights only when attacked using only 7
what is needed to defend and no more
Will refuse to kill.
Dependent NPC : This is a child, elderly mother, or other 5
character built on 1/2 the normal base points
and always mundane. The character must help
provide for their survival and must care
about them and be subject to psychological
stress if they are threatened or harmed.
Dependents MUST live with the PC.
Drug Addiction : This is an addiction to an illegal 5
substance, such as cocaine. This requires
that you take an advantage of a contact
(streetwise or other) that can supply you
with the drug involved (since it is illegal).
Cost to the character is $150 per week. If
they miss a week or more then they lose 10%
with all skills for each week without it for
upto 4 weeks cumulative. On the 5th week they
take a loss of 1d10+2 health permanently as well,
but will on the 6th week be back to normal
success and be free of the disadvantage (and
still considered to be mathematically
'balanced'.
Players CANNOT choose to go without a drug
on purpose unless a character has been in
constant play for at least a MONTH.
Eats Food Live : The opposite of Vegetarian and considered 15
repulsive by most, you will only eat meats and
seafood while it is still alive and kicking!
No resteraunt will serve you and your friends
will never dine with you. Pet store owners and
livestock vendors tend to become regular
contacts, since you are a very definite repeat
customer. The ASPCA would oppose your every
day if they knew about you.
Epilepsy : (Severe) suffers seizures in stressful or 10
life threatening situations if fails a
Body save, that lasts 1d10 minutes during
which they cannot act, think, speak or pay
attention to their surroundings.
Eunich : You are a male who's sexual organs have been 15
altered so you can no longer function sexually
with them or receive pleasure from them. This
is a painfully embarrassing subject with you
and is the source of much mental anguish.
They cannot be restored or replaced in any
known manner. You cannot take the 'prude'
disadvantage with this one.
Fanaticism : This character has a mental belief that 5
overrules everything else in their life.
This may be faith in a religion, political
cause or patriotism. They will go out of
their way for their cause beyond all else,
even risking personal harm.....
Fear Incompetent : The opposite of Fear Competent, this 3
character will fail ALL saves against fear
automatically. This may cause them to flee,
faint, curl up and become catatonic or
lose control of bodily functions.
Fear Of Firearms : Cannot use a firearm and will react 3
negatively to firearms in the hands of
friends.
Glory Hound : You will ALWAYS take time to talk to the 5
press, pose for photographs or even sign
autographs. You insist on being in the
limelight, and you always take great risks
and lead the charge etc. You get advantages
when dealing with the media, small children
and teenagers, and an increased chance of
negative reaction from co-workers, fellow
mages etc. A Successful Glory hound might
eventually become a Household Name...
Gourmet Food Addiction : You would never stoop so low as to 3
eat fast food from a burger joint or pizza
place. Meals must be large, lavish and
preferably foreign when possible. You are
expensive as a date 'High Maintenance and
picky.
Government Agent : This person is an agent for a specific 15
government bureau (CIA, FBI, FDA, NSA,
Medusa, Interpol, etc) and thus must follow
orders in dangerous situations and maintain
a cover from the general public etc.
Gets automatic RANK in STREETWISE skill.
Government Employee : This person is an employee of the 3
government in their job and may have to work
extra shifts, holidays, and in emergencies,
giving them less free time.
Gullible : You believe what people tell you far too 5
easily, are a sucker for a sob story and
easily swayed in opinion by strong
personalities that speak elequently. If
a villain says he's giving his word of
honor you believe him, even if he's broken
it the last three times!
Hedonist : You seek pleasure and new experiences 10
constantly, above all else. Hedonists cannot
hold down regular jobs easily and take risks
for the thrill of it. They consider Party
Animals easy prey for their desires and aren't
above blackmail, deceits or using sexuality
as a lure to receive pleasure or cause shock.
(If you take this you cannot take any sexual
deviances from that list).
Height* : See seperate section on Height effects.
Hemophilia : When wounded will continue to bleed at a 7
rate of 1 health/rnd until wound is properly
treated by EMT/Physician skills or by magic
means to close the wound.
Hidden Secret : This character has a secret, which MUST 5
be worked out with the GM, that is something
that they do not want exposed to some or
many persons in their life as it would be
damaging to job, relationships, etc and
for which they MIGHT even be blackmailed for.
HIV Positive : This person has been exposed to the AIDS 7
virus but so far does not have full blown
AIDS (but may become such later).
Illegal Alien : This person has to hide their identity 4
and may have to purchase false ID etc.
Impulsive : This character hates talk and debate and 3
will act first and think later. Avoids
major planning sessions or waiting for
anything.
Indecisive : Gets a -5 to Initiative Rolls in 3
combat situations. Cannot Take a Fast
or Hyper Metabolisim advantage!
Inferior Statistic Potential : This is applied to any 10
of the base Stats (Body, Coordination,
Mind or Spirit) and reduces the maximum they
can have in that stat by 5 points (But cannot
be used to lower a stat potential below
5 points). It Can be bought in multiples on
on a Stat or several stats. If used on a
stat that would normally have a racial
bonus potential you LOSE the racial Bonus
before you can apply the inferior option!
Inquisitive : You are naturally Curious about everything, 10
always looking for something new to explore
or try, even if there are risks involved.
When presented with an interesting item
or situation you must make a roll vs MIND
to avoid examining it if it is dangerous.
GOOD roleplayers won't try to make this
roll to often but will follow thru on the
curiousity. You will pull levers, push
buttons, open doors, unwrap presents,
and generally do anything to investigate
any new situation. You will rationalize
your curiousity to others who try to talk
you out of it, and common sense won't really
help. If you are a mage you will experiment
continually, and try new concepts and ideas
that may be detrimental.
Jinxed : You are to bad luck what a plague carrier is 20
to disease. It doesn't affect you but it
gets everyone else around you! The other
members of your party constantly are at a
disadvantage and get a -10% on all saving rolls
roll chances. Ulysses was the perfect
example of a Jinx. He was tough, clever and
determined and he survived everything thrown
at him, but all his friends died along the
way.
Junk Food Junkie : You are addicted to fast food, quick sugar 3
rushes and saturated fats. Hamburgers, chips,
twinkies, Pizza, and the like are your idea of
great energy food. You have problems ordering
in fancy resteraunts and can be embarrassing to
be with at a fancy function (statements like -
they're serving dog food on crackers and tiny
tiny hot dogs!)
Lame : Moves when walking/running at 1/2 the normal 5
rate of distance covered due to bad leg.
Gets a -20% to base of martial arts, HTH,
Dance, Trapeeze, acrobatics, gymnastics.
Legal Alien : This person has a work visa and green 2
card equivalent in the USA.
Lethargic : The opposite of a Insomniac, this person 3
needs more sleep than the average person.
If they have less than 10 hours of sleep
in a 24 hour period then they are at -10%
to perform any skill until they do get a
solid 10 hours sleep. They also get a -10%
save vs Sleep spells.
Longwinded : This character will insist on lecturing people 5
on his/her opinions, ideas, history, science
etc even if they know nothing on a subject. A
prime example was Cliff the Postman on the
tv series cheers. If a villain they will
insist on telling a captured hero every last
detail of their plans.
Lost Eye : This person has lost an eye in such a way 5
that it cannot be repaired, regenerated,
re-grown or restored in any way. They get
a -20% to any sight oriented skills,
including all Firearms, all missile weapons,
all drafting, gem craft and alertness.
Loyalty : Blood and friendship are thicker then ethics 5
and law. A loyal character will never abandon
a friend in need.
Magic Susceptable : This character has a reduced save 7
against all spells cast at them, getting only
1/2 their normal save. They cannot have the
advantage Natural Mind Shield, or enhance the
save thru spells etc.
Mental Illness : ANY true insanity (not phobia or 10
sexual deviations) see ~< Insanit.#01>*~
Military Service : You have served in the Army, Marines, 3
Navy, Air Force or Coast Guard. Each time
this disadvantage is taken you add 2 years
to character age. Government records exist of
you and you can be easily traced by them or
the police. Ageless can only take this
disadvantage twice at most. Ordinary humans
can take it up to 10 times (but will have the
age affects of this). Non-humans cannot take
this disadvantage. You cannot take the
Alternative Identity Advantage, previous
government agent, current government agent,
witness protection plan or outside own
timeline. Player chooses branch, GM chooses
final rank. Forgotten CANNOT take this.
Minority Group Member : If the character falls into a 3
racial, Sexual or Religious Minority then
they can take this disadvantage (NOTE that
American Indians in Mystic are NOT
minorities and are treated with respect in
the society on Mystic Earth USA).
Being Female is NOT a minority status, while
being Black is. Being Homosexual is being in
minority status, being a Necrophiliac isn't
(Its a sexual deviation). Being non-human
doesn't count.
Misdomeanour Record : The character has previously been fined 3
or short term jailed for a Misdemeanour. This
could be from such things like being arrested
at a Nuclear Power Plant Protest, Assault,
Shop Lifting, Vandalism, Public Drunkeness etc.
It means that police will take a less than
happy view of their actions if they involve
them and may suspect them of lying etc.
Mute : Cannot speak or produce any sounds with 10
voice (Mimicry, ventriloquism etc). Should
buy Sign language, read/write or similar
to communicate with others. This is VERY
difficult for a player character to have.
Nearsighted : -10% to base chance to use Missiles/guns 1
(This can be bought upto 3 times, BUT the
negative is cumulative to skills and they
require from the second on that the
character wear glasses or contact lenses,
and on the third buying MUST wear glasses
only). Without their glasses/contacts they
cannot read, are at an additional -20%
with the listed skills etc.
Negative Reputation : This is the opposite of the 5
Fame Advantage. This is someone who is
known and not appreciated in the magical
world or their field of endeavor. If a
reporter this is the calling card of a
yellow journalist. If a politician, the
people feel you're a crook. If an actor
you've done some really visible bad work.
If a wanted criminal your picture is in
every post office and there are APB's
sent out regularly on you. If a mage, the
majority of the community consider you
unethical, dangerous or a fraud and will
avoid you or try to foil your plans.
NO Magic Capacity : You have spirit and all the other standard 20
statistics and are aware of the existance of
magic (This CANNOT be taken by a 'Mundane')
but you are unable to store magical energy
within yourself.
No Sense Of Humor : You never get any jokes and think 5
people are dealing with life as being serious
enough. You put your nose to the grindstone
and consider a Party Animal the most useless
thing in the world. You're cautious and
spend hours honing your skills and knowledge.
Notorious Reputation : This is the opposite of a 10
Household Name advantage. You are a well
known something that lots of people hate,
dislike, distrust, or are disgusted by.
Your reputation precedes you and lots of
folks will shun you (Richard Nixon would
fall into this category, among politicians,
Mordred, Morgan leFay and Uri Geller would
among mages (two unethical and one a fraud).
One Arm : Cannot use 2 handed weapons or devices. 7
All driving & piloting skills cost double.
Typing and glassblowing cost double.
Cannot juggle, perform trapeeze, climb.
On The Edge : Sometimes you don't care if you live or die. 10
You are not actively suicidal but you will
take unreasonable risks in the face of mortal
danger. Mel Gibson in the First Lethal Weapon
Movie fits this description. Combined with
overconfident its usually fatal. It cannot be
combined with no sense of humor. Sensible people
will avoid you, others may mistake your own
disregard for your life for bravery.
Outside Own Timeline : This is used for a character that 5
has time traveled from the past or is from
an alternative version of the worlds
timeline. It can be used in tangent with
Unfamiliar with Modern tech.' This person
will have an INCOMPLETE version of history
or one that differs greatly. They must pay
+1 additional for any History, Area
Familiarity or in some cases language skills
to match their new world/Timeline/Present's
actuality to be fully functional with them.
If newly arrived they cannot take disadvantages
of Wanted Criminal, Corporate Enemy, Underworld
Enemy, Rivals (unless they have followed!),
Government Agent (any type) or advantages like
Contacts (unless they followed!).
Any skill certification skills they have must
be re-bought (legally or illegally) in the new
locale to be accepted.
This disadvantage is ONLY usable with the GM's
permission!
Overconfident : Proud, boastful, fails to plan 3
ahead for possible defeats, refuses
to retreat in combats unless MIND save
made successfully.
Overdeveloped Sense of Vengeance : This character will be 3
seeking to kill or ruin an enemy on a regular
and constant basis and will risk anything for
revenge. The swordsman from "The Princess
Bride" was a perfect example, spending 20
years learning his trade just to hunt down and
kill in combat the man who slew his father.
Once offended they don't stop and even logic
fails against vengeance.
Pacifist : Refuses to take violent action even 10
to defend self and NEVER kills foes.
Will lecture those who aren't pacifists
to convert them to become such.
Paraphobia : The fear of causing Paradox. This is far more 10
life affecting then other phobias for a mage
and thus its value. Paraphobes must make a
save vs their MIND to cast a spell that may
cause paradox effects in non-threatening
situations (Thus using magic to escape a
situation would NOT require a will save,
but using it for fun would). This cannot be
taken by a non-mage! Since Paradox is an
optional rule for GM's consult with your GM
to see if the rule is being used - you can't
take this disadvantage if they don't use it!
Personal Limitation : This is a catch all for a number of
concepts that don't quite fit the other many
disadvantages. It is a limitation, often
physiological in nature, that limits their
actions, capabilities or magic system beyond
that normally existent.
An example would be a character that would
would never directly harm a member of the
opposite sex, or a mage who would refuse to
fight any member of their own tradition,
or a mentalist who insisted their powers would
only work on a person if they could look them
in the eyes etc. The belief is absolute and
unremovable from them, it is as much a part of
them as their own body parts. It is not a
psychological problem (like a phobia or delusion)
but a definite LIMIT on their ability which they
cannot overcome. Value of it in play is based
on the Frequency that it will be encountered in
a situation:
Constantly 10
Daily 5
Now And Then 3
Thus a mentalist who must look targets in the eye
would be a CONSTANT. A Mage who refused to fight
anyone of their own Tradition would be a Now and
Then Situation. A Character that refused to harm
any member of the opposite sex counts as a Daily
(even though they might not be in a fight daily)
while a character who insisted their magic just
wouldn't work on members of the opposite sex
would be a Constant. A mage that believed they
could only perform their spells as rituals would
be dealing with a Constant. Be Careful not to
badly cripple your character by taking too many
Personal Limitations. Be creative!
Phobias : roll vs Mind to overcome if encountered 1
TEMPORARILY (See ~< Insanit.#01>*~ for list)
(Maximum of 5 allowed)
Prejudice : A prejudice is caused by ones upbringing or 1
experience, usually founded on false beliefs or
stereotypes one has of another race, religion,
race or society. When encountering one's
prejudice you will act irrationally and make
poor judgements based on it. Examples: Gay Men;
"all gay men are wimps who grew up without a
good father figure and have no value in combat.
They are all sexually peverted and want to
convert others, especially small boys. They do
make good hair dressers, household decorators and
flower arrangers but have no place in men's
businesses. Never drop the soap in a shower at
the Gym, they'll pounce without thinking and they
let their hormones rule them and once they get
you you're doomed to be one!" is an extreme and
absolutely incorrect prejudiced viewpoint. People
with prejudices will act upon them, make
judgements on them and will avoid the subject of
such. (Think ARCHIE BUNKER!). Pc's only get credit
for their first 3 prejudices, but can have an
unlimited number.
Previous Government Agent : This is someone who WAS a
government agent (see above) and left their
Agency. They are either subject to occasional
reactivation or subject to attempts to eliminate
them. Gets automatic rank in STREETWISE.
Subject to reactivation, foreign government 5
Subject to reactivation, of US government 7
Subject to Termination, of Foreign Government 15
Subject to Termination, of US Government 20
You CANNOT be both a current Agent of a
government AND a previous agent of that same
government! If you are a government Agent you
cannot be a previous agent of another
government, except with the termination clause
- and if you are the Previous is only worth 1/2
normal value.
If you are a previous agent for more than one
government then the first one is worth full
value, the second is only 1/2 value and the third
on (if any) is worth ONLY one point.
If you are a previous government agent of the
US subject to termination then you ARE a wanted
criminal automatically and cannot buy that
disadvantage again. You are also bound by the
rules under Wanted Criminal.
Public Mage : This person has publicly let it be known 5
that they practice a form of magic, via
group involvements, protests, blatant
displays etc and may be harassed, approached
by people wanting help, etc
Rivals : This refers to the next three categories, of
Rivals. If you have more than one rival of any
of the three types then you only receive 1/2 the
value for the second. A Third or further is only
worth 1 point.
Rival, Known : This is a rival, oftentimes a rival mage or 5
professional in the same field, whom the
character has an ongoing rivalry with. This
may lead to attempts of embarrassing the
character, hurting reputation, damaging them
financially or simply surpassing them on
a social or academic rank. The character can
either respond in kind or try to ignore them.
An example of a friendly rivalry would be
that between SHerlock Holmes and Inspector
Lastrade.
Rival, Stalking : This is the opposite of an unknown Rival, 5
where the character is seeking to harm as
such someone who doesn't know that they are
out to cause them harm. An example for this
can be found in the move "Amadeus'.
Rival, Unknown : This is a rival that the character is NOT 7
aware of, but who will be behind the scenes
trying to set them up for embarrassment,
financial damage, disrupting their life etc.
(GM gets to decide the nature of the rival
and their actions).
Roommate/Housemate : This is an NPC that shares living 3
space and reduced the rent of the PC by 1/2.
They are a mundane, and easily endangered
because they live with the PC but don't
understand about the world as the PC knows
it. They are important to the PC as they may
restrict activity or cause a need for lots
of explanations. GM decides detail on the
NPC.
Scruffy : You dress and smell like someone who changes 7
their clothes seasonally. Most people don't
want to associate with you and avoid you like
a plague. This should NOT be taken by a team
character or one expected to work with a team.
Sexual Deviation : See ~< Insanit.#01>*~ for list 2
(Maximum of 3 allowed)
Shyness : This character will almost never take charge, 3
approach strangers for information or strike
up a conversation willingly.
Sleep Walker: You walk in your sleep, which can be annoying 3
or embarrassing, but also is potentially
dangerous. While sleepwalking you are also
in a hypnotic state, and are very susceptable
to telepathic and other mental abilities -
anyone using a telepathic spell on you gets
a +1 to the rank value of their spell on you.
If a sleepwalker is wakened they will be stunned
for 1d10 rnds afterwards.
Slow Healer : This is a person whoose Immune system and 3
healing functions bodily are at 1/2 that of
the normal rate under all conditions of natural
healing. They get a -10% to save against
diseases.
Social Stigma, Communist : You are presently or were in recent 7
years a card carrying member of the Communist
Party. You cannot acquire a position with the
US Government. You risk ridicule and
intolerance for your position.
Social Stigma : Defrocked Priest. You need religion skill of 5
3 ranks or more to take this. It means you
were thrown out of your religion for violating
their rules or ethics or for criminal acts
that harmed the church.
Social Stigma : Disbarred Lawyer. You can take this ONLY 5
if you have legal skill and it means you
can NEVER act as a lawyer in the USA as you
were disbarred for unethical or illegal
activity of an extreme nature. This could be
something on the order of breaching the client
confidentiality (like perhaps exposing that
your client had confessed to you they had
done the crime but was pleading innocent).
Social Stigma : Dishonorable military Discharge (You must have 3
at least one and not more than 5 ranks of
Military Service disadvantage to take this).
You were removed from the military for a crime,
offensive behavior, disciplinary action or
incompetence. Add 1 more year to character age
and -5 from job hunting rolls. If you have a
military honor from your service this cancels
out its advantage in dealing with people socially.
Social Stigma : On Parole. You have a criminal record (see 7
that disadvantage) and are on parole for the
next 1d10 years. You report to a parole officer
by phone once a week and in person once a month.
You cannot leave the state you are resident of
without risking arrest for breaching parole.
You cannot legally buy a firearm, can be arrested
for possessing one, and cannot have permits for
such. Police locally know you and watch you
carefully. When they round up 'the usual suspects'
you are on the list.
You cannot get jobs that involve security,
large sums of money, working with children or
are on the public payroll.
Social Stigma : Previous Mental Patient. Whether you have 7
actual present problems or not doesn't matter,
you spent at least 2 years (add this to the
age of the character) in treatment (real or
imagined by the doctors). You cannot get a
job in the government, working with children or
involving a security check or bonding. People
who know or find out tend to react negatively on
many ranks.
Social Stigma : Unusual Occupation. Your occupation, in the 3
eyes of society, is considered highly unusual
and somewhat disreputable by reputation. This
includes Actors, Singers, Professional Models,
Used Car Salespeople, Chiropractors, Talk Show
hosts, exotic/erotic dancers, sex therapists,
Insurance salespeople, occult writers, occult
book store managers, Minority Religious leaders
(priests, reverends etc) that serve the occult
community - must be PUBLIC MAGES for these and
those in the occult field, morticians, etc. The
occupation MUST be your main income source. If
you PREVIOUSLY worked as such but no longer do
so but are known as such publicly then it is
a 1 point disadvantage.
Sterility : Cannot have children/reproduce normally 2
Cannot be taken with Eunich.
Stubborness : You want your way and you'll push to get it 3
when others are in the way.
Superstitious : You avoid black cats, carry a rabbits foot, 3
won't walk under ladders, believe yourself
cursed if you break a mirror etc.
Tobacco Addict : This is the constant smoker who goes 2
thru at least a pack a day. Smoking is on
the downtrend in Western Civilization
and is worse than an annoying habit.
Tone Deaf : You cannot carry a Tune. You may know the words 3
(And often demonstrate such to others) to a
song but you cannot sing, play a musical
instrument or tune one. You tend to talk too
loud, with shifting volume Ranks, and don't
notice the difference.
Truthfulness : Cannot lie knowingly to anyone 5
Unalertness : Cannot EVER get the skill of Alertness. 5
Gets a -5 to all initiative rolls.
Underworld Enemy : (Not takable if you are on the Witness 3
Protection Plan). You've gotten a major
criminal organization out to get you. They
fight dirty, they fight for keeps and they
don't hold back. Like the Witness Protection
plan this means you are in definite DANGER
regularly from being discovered and eliminated.
Unfamiliar With Modern Technology : This is a person from a 3
'backward's ' country, or outside their
original timeline for some reason. They cannot
use many modern devices or must be taught to
use them. Among things they can't use:
Computers
Electric Typewriters
Modern (Post WWII) automobiles, trucks etc
Modern (Post WWI) Airplanes
Television
Teletypes
Most modern shop machinery (Post WWI)
Video Games
Video Recorder
Stereos
CD Players
Cassette Tapes
Unfamiliar With Technology : Takes the Modern one step further. 5
This is the person who cannot use or understand
anything developed or made after about 1890 in
the way of equipment or devices and will need
things like running water, Flush Toilets, Street
Lights, and lots more explained to them to
understand.
Unusual Appearance : You don't look quite normal. Your eyes 5
might glow red, or your hair is florescent
blue, you have an extra digit on each hand
or enlarged canines like a classic vampire.
Some people might find this interesting,
but many will think negatively of you...
Vegetarian : You will not eat meat of any kind, even fish, 3
and may lecture those who do as being horrible
flesh eaters. Folks hate to go to resteraunts
with you.
Wanted Criminal : This person is wanted for a felony of 7/12
some sort or is a military deserter. Can
be from some other country (first number)
or within the country game is in (second)
Crime must be of a felony equivalent
(minimum 10 year sentence). Remember that a
Wanted criminal cannot be working from their
Legal ID, they must buy illegal ID if they wish
to function in society and may have to change
such regularly to avoid capture. There is a 5%
chance each month that you are recognized and
reported to authorities if you stay within an
area (not cumulative though). You CANNOT start
with a vehicle larger than a car or van (no
planes, trains, Tanks, Boats, Ships, Hovercraft,
jets, etc) and must have such registered under
another ID that you have bought.
Weight* : See seperate section on Weight ranges.
Weirdness Magnet : Strange and Bizarre things happen to you 7
with alarming frequency. You are the one that
demons will stop and chat with. Magic items
with disturbing properties will find their way
to you. The only talking dog on 20th century
Earth will come to you with his problems. It
will always be terribly inconvenient and annoying.
Not takable if you are a MYSTERY MASTER MAGE.
Witness Protection Plan : You were a witness to a major 5
criminal procedure and have been given a false
identity by the government (with appropriate ID)
in return to testify against an organized crime
figure. You start with an extra $1500 from the
government but cannot have ANY Relative contacts,
or receive any inheritances after game begins.
Additionally you must be careful as somewhere
there are hitmen/assassin looking for you for
revenge. You cannot be a wanted current criminal,
government Agent (present/previous), Public Mage,
possess fame, household name, negative reputation,
legal alien, illegal alien, notorious reputation
or have a dependent NPC at start.
The GM reserves and has the right to refuse any chosen disadvantage
from this chart or problems from the Insanity Table based upon their
opinion of character design needs.
:Handedness
This simple table is to determine the handedness of any character
with hands:
Roll Result
---- ------
01-10 Ambidextrous (Gets +1 to COORDINATION Potential
3 point bought Advantage!)
11-30 Left Handed
31-00 Right Handed
Using a weapon with the hand you are not skilled with is a -25% from
the skill usage.
:Height
I don't believe in forcing a particular height on a player. So
long as their chosen height is within the RACE limits of their
character then they are fine.
BUT considering that characters are working within human
society as we perceive it you can consider the following:
01-05 Little : Disadvantage for 3 points. This person is
less than 4' in height and has to deal with the stereotypes
and problems therein. This person has to buy their clothes
in the children's department of stores (-10% to costs)
but must equip their furniture etc specially (+20% to cost).
Gives an effective -3 to appearance to anyone taller than
them due to society prejudice. -3 from their doing HTH or
Martial arts damage.
06-15 Small : Disadvantage for 1 Point. This person is less
than 5' tall in height. If female they buy Petite clothes
but has to often alter the clothing by hand or pay for
it to be altered. They all -1 from doing HTH/Martial damage.
Coordination potential gets a +1 over racial.
16-80 Average : 5' to 6' is average range for people and offers
no special modifiers or costs.
81-95 Tall : 6'1 to 6'5 is tall. Disadvantage for 1 point. Adds
10% to clothing costs, if male, 20% if female.
96-00 Towering : 6'6 to 7'5. Disadvantage for 3 points. Adds
30% to clothing costs. Gives a -3 to Appearance when
dealing with anyone of lesser height. Movement indoors is
slowed by 1/4 due to doorway heights etc. Gets +1 to all
HTH/Martial Damage due to leverage factors. Coordination
potential is lowered by 3 from normal racial maximums.
:Magic_Traditions
All magic practitioners are usually trained by a tradition. This is
the format that a person has learned how to do magic in. Not all magic
traditions are compatible or even hospitable to each other, many are in
positions of rivals or competitors and some even as enemies.
Each tradition has certain skills it associates with itself that an
initiative must learn as a basis of the tradition (Ex: A Technomage
MUST have at least computer operation skill). They may also have some
restrictions in their operation (such as Alchemists) and practices.
From a Tradition a Mage learns a collection of skills, and of course
will learn SPELLCASTING, the skill needed to cast a spell (its what
being a mage is all about, of course!) Mages do NOT require certification
in Spellcasting or in the related skills, just that you can perform
them and deal with the basics.
A Mage, after investing the number of educational ranks they have
placed in the skill gets their Ranks in spellcasting multiplied by their
MIND in spells from their own Tradition list, so a Mage with a 20
MIND and 2 Ranks invested would get 40 Points worth of spells (base)
that they pick from that Traditions spell List. They could pick 40 one
point spells, two 20 point spells, or a wide mixture of everything, so
long it adds up to the total. They cannot buy a spell with a HIGHER Base
casting cost then their SPIRIT stat and be able to cast it themselves.
Since ALL spells in the system now get some benefit from having
multiple Ranks (except some of the VERY simplest of spells) when
choosing spells a player may for the character choose to buy the same
spell TWICE (or more) and for each additional 'purchase' they get to
add a rank to their knowledge of the spell. They can buy as many
multiples of a spell as their RANK in Spellcasting * 2 (ex: A character
with 7 ranks, aka 70% base, in spellcasting can buy at start upto 14
duplications).
A mage can have a second Tradition, so long as it is not one that
conflicts specifically with their MAJOR tradition. A second tradition is
always that, so that the mage will always be -20% from their normal
Spellcasting percentage to cast spells in that tradition, and only get
their Aptitude in Spells in that tradition (no multiplier), but has to
expend an extra education point to have it (though it helps not their
casting ability). A third tradition (rare) would be at -40% to spellcast
from, get only Aptitude in spells in it and would also cost an extra
education point. You cannot take a second or third tradition if it
negates the training base of spellcasting (if you have 2 education in
spellcasting you cannot take a second tradition, if you have less than
five education points invested you cannot take a third tradition etc).
As of this edition of the rules you CANNOT take more than 3
traditions. If a character was created under a previous edition of the
rules with more than three it is suggested that you retire said
character from play as soon as possible as it unbalances the system.
Remember that if you take more than one tradition you still MUST get
all the requisite skills for the other traditions you take, so it can
get quite expensive in points to have too many traditions.
To gain a new tradition while in play takes a teacher, the learning
of all the prerequisite skills for the tradition, and the time and
experience to learn a difficult skill (see ~< SKILLS.#01>*~).
For info on specific traditions : ~< trads.#01>*~
:Previous_Play
This is an ADVANCED rule and is used only with GM agreement. It
allows a player that is retiring a character, or who has lost a
character to death or who is placing a character into long term down
time from the rest of the party and introducing a new character to
avoid being quite so disadvantaged.
Basically the GM awards 1 construction point for each play session
that the player's previous character was involved in, including side
runs. It does NOT include sessions where the character was in NPC mode,
earned NO experience or was run by another player because the player
didn't attend the game.
It benefits players who keep characters alive for long periods of
time and disadvantages those who keep changing characters or who
keep dying foolishly or who only make an occasional game. This seems
fair and an evenhanded way of handling the situation.
:Races
Races can either be chosen (with GM's agreement) or be rolled
randomly (as per the table below). Non-humans are normally hidden
among humanity while growing up and most humans do not believe in
the presence of such among them.
What follows are the standard player character playable races.
It does NOT represent all possible races that may be encountered,
but other races are usually left for NPCs since they are VERY rare
and often only encountered in other dimensions or worlds.
(An example of this would be the High Fae, which are covered
for GM's in a seperate file). See ~< Fae.#01>~
Non-Humans have an advantage or disadvantage value, represented
by a positive or negative construction point cost.
ROLL Race & Notes
---- ------------
01-78 Human : the standard in the system, it has a maximum
25 in B,M,S,C. Minimum of 1 in each.
Construction Cost = 0
79 High Elf : Maximums of 20 B, 35 S, 30 C, 25 M.
Immune to all Sleep & Charm spells.
Infravision 90'.
Nightvision 60'
Lifespan averages 1200 years.
Height 5' - 5'5.
Elves tend to be slighter of frame than the human norm.
and possess pointed ear lobes.
Construction Cost : 20
80 1/2 Elf, 1/2 Human : Max 30 in M,S,C. 25 B.
Lifespan of about 250 years.
Infravision 60'.
Construction Cost : 5
81 Dark Elf (Drow) : Max. 30 C, 35 M & S, 25 B.
Immune to all Sleep & Charm spells.
Infravision 120'.
Nightvision 60'.
Height 4'5 - 5'5.
Lifespan averages 800 years.
Drow are Dark skinned elves that range from a dusky grey
tone (as found among Human Egyptians etc) to a full
dark brown/Black (as found among Africans and those of
African descent).
Construction Cost : 15
82 Gypsy : Max. 30 B, 35 C & S, 25 M
Night vision 90'
They add +2 for each 10 APP if rolling on Relationships table
Have their own spoken-only tongue that isn't taught to an
outsider (Language Skill : Romany).
Lifespans are about 250 years. (A Gypsy at 100 looks like they
are still in their 20's, around 200 they look about 40 etc.)
Gypsies are a nomadic people, said to have a distant
connection to the elves in the past, and 25% of all gypsies
have elf-like ears.
Gypsies do not own land and do not respect the rights
of land owners. They believe they may travel as they would
over the face of the world.
Gypsies primarily wear brightly colored clothing, to
distinguish themselves from the Ganjo.
Gypsies believe in a true tribal mentality and guard their
own from the Ganjo, the outsiders.
Gypsy culture has not the sexual problems that modern man
does, they are polygamous, with group families that span and
grow.
It is said that the Gypsy curse is a strange power of these
people, and acts different on whoever it is cast, resulting
in great sorrow in the victim of it. How, why and what it
works and does cannot be explained here.
They are friendly with the occasional Werecreatures and have
been known to have such as allies. They dislike Dwarves and
Gnomes, and will go out of their way to antagonize them.
There are tribes of gypsies who are human and not in
descendancy from elves in any way, but which are part of
the culture. They Have Normal Human vision and lifespans,
no pointed ears, and the only racial discrepancy is that
they have a slightly higher (+5) add to M.
Construction Cost : 10
83 Dwarf : Max. 30 B, 20 M,S, 25 C.
height 4-4.5 feet.
Infravision 60'
Nightvision 60'.
Lifespan average of 450 years.
Dwarves Get to add Their BODY to their SPIRIT for
defense against magical attacks or when a Magic save is
needed vs Intuition.
Dwarves are 90% protected against poisons.
Although Dwarves are more limited by their racial maximums,
there ARE Dwarves who take up magic, who can end up with
potent saving throws if they have maximized stats
(S 20 + B 30 = 50%!).
Construction Cost : 10
84 Gnome : Max. 30 B, C, M. 25 S.
Infravision 60'.
Lifespan of about 600 years.
Cousins of the Dwarves, they do not share their magic defenses.
Construction Cost : 15
85 Changeling : Max. 30 S. 25 B,C,M.
Lifespan is unlimited.
The changelings are a race of humanoids with natural
shapeshifting abilities. Changelings can, at will,
change their appearance, able to take on any humanoid
form between 2' and 7' in height with an apparent mass
to fit, of any race within those ranges.
They do NOT modify their actual stats, but can manipulate
their appearance to appear less or more attractive as
needed.
Changelings are said to be the one species of Fae that
is not restricted to the Faelands, because of the
practice of trading a Changeling child for a human
to serve the High Fae in their own lands.
They are so complete in their changes as to be able to
even change their sex to suit a need. They are able to
breed with other races, but the offspring are 90% true to
their mates race and 10% become full changeling (their are
no half-blooded ones!). If trained in Disguise they can
take the shape of SPECIFIC persons, based on that skill roll.
Changelings can only have 1 memorized form per Mind point.
Changelings can have studied among the Fae and use the
magic system of the Fae, but with the restriction being
that to do so they add 100 years to their actual time
lived and lose the benefit of the Human education system
st starting point (no school rolls etc).
Construction Cost : 25
86 MereFolk : Max 30 S. 25 B,C,M.
Can breathe both air and water (Amphibious)
Begin with Swimming as a natural skill (1 rank)
Begin with Physical Fitness as a skill (1 rank).
+5 Initiative while in water.
Merefolk take double damage from all fire based attacks.
Merefolk take double damage from Exposure to dehydrating
weather effects.
Lifespan averages 80 years (like humans)
Construction Cost : 5
87 Vasharu : Max. 30 C,S. 20 B. 25 M.
Height 5-6'
Weights -.25 from normal range.
Natural Hermaphrodites (both male & female sexual features)
(They have both primary and secondary organs).
Vasharu among their own kind breed true.
Physical Fitness as an automatic skill (1 Rank).
If mating with a non-Vasharu they are unlikely to produce
offspring, but if they do there is a 80% probability of
such being Vasharu, otherwise it will be of the race and
traits of the other parent.
Lifespan averages 80 years
Construction Cost : 5
88 Giants : Max. 50 B, 20 C,M, 15 S.
Height 7'-9'
See Also HEIGHT* disadvantages
Lifespan averages 60 years.
Construction Cost : 0
89 1/2 Giant, 1/2 Human: Max. 35 B, 20 C,S. 25 M.
Height 7'-8'
See Also HEIGHT* Disadvantages
Human range lifespan
Construction Cost : 0
90 Nymph : Max. 30 C,S. 20 B. 25 M.
Height 5'-5'5
Nightvision 60'
+12 to roll on Relationship table if taken
Lifespan averages 500 years
Automatic Skill of Physical Fitness (1 Rank).
Automatic Skill of Contortionist (1 Rank).
These females are human appearing but lack body hair except
on the head (various shades).
Nymphs are capable of mating with humans and elves, but
produce offspring rarely due to a limited fertility period.
Nymphs always breed true and produce Nymph children.
Construction Cost : 5
91 Shadoe : Max 30 B,C,M,S.
Height 4'9 - 6'
Infravision 60'
Immune to All known Diseases
Automatic Physical Fitness Skill (1 Rank).
Automatic Endurance Skill (1 Rank).
Lifespan averages 1000 years (do not appear to age beyond 25)
Males are swarthy skinned and dark haired, females are
light haired and pale skinned.
Descendants of the dimensional travelers known once
as Shadowlords.
Construction Cost : 25
:Weres
All Were sub-races possess unique factors to themselves,
but there are some similarities that are shared by them all
as a category:
Three forms : One human, one pure animal and one hybrid
Animal forms are generally described below,
by category, player decides specific. The
hybrid form shares qualities of both human
form and of animal, including speech capabilities.
and ability to use tools with limbs etc. They
can cast HUNG spells in any form without penalty.
They usually take penalties for no voice or hand
gestures when in animal form.
They regenerate at a rate 1 Health per hour, except when in
contact with silver.
Silver weapons and silver plated weapons do double damage.
Lifespan is normal human range
Immune to Polymorph-type spells
Wereism is NOT a disease spread by bites etc, it is
purely hereditary in nature.
Weres control their shifting between forms via an
EASY, Mind-based skill, SHAPESHIFTING. A klutz
on the skill causes them to be stuck in one
form for a period of time. If a were
is stuck in a form, he/she is immune to any
involuntary changes.
The moon's phase can affect how easy it is to change by 10%.
Untrained weres will frequently change
involuntary, and occasionally get stuck.
Lycanthropes who are under stress may assume animal form and
will be unable to change back until the stress
is removed.
Lycanthropes may assume human form when they fall asleep (or
are knocked unconscious).
Normal clothing worn by a were will be assumed into the
form and reappear when reverting to human. A
skill roll is required for heavy or loose items.
Anything made of silver will be left behind.
Other were's are by GM's discretion and should be discussed
with such in regards to design (ex: dolphins, seals, sharks,
alligators, elephants, etc).
92 Racoon : Max. 30 C,S. 25 B,M.
+10% to climbing when in Hybrid/full forms.
Enhanced nightsight in all forms.
Enhanced Sense of smell in Hybrid/Full Forms.
Claws in Hybrid form does 1d10+4 dmg.
Construction Cost : 15
93 Apes : Max. 30 B,C. 25 M,S.
+20% to climbing when in hybrid/full forms.
Enhanced hearing in hybrid/full forms.
Tail counts as extra limb in full form
+5% added to all Coordination saves/skills in full form
examples : chimpanzee, gorilla, orangutan, spider monkey
Construction Cost : 10
94 Avian : Max. 30 S. 25 B,C,M.
Enhanced Distance vision in Hybrid/full
Flight in most Full forms, thrice running speed of man
+10 to P added when in flight in Full form only.
If flightless then double running or swimming speeds
Talons 1d10+4 in Full form if raptor
examples : Eagle, Emu, Hawk, Parrot, Raven, Sparrow
Construction Cost : 5
95 Canine : Max. 30 B,C. 25 M,S.
Enhanced Sense of smell in Hybrid/full
Enhanced Sense of Hearing in Hybrid/full
Bite does 1d10+6 dmg in Hybrid/full
Double running speed when in full form
examples : Fox, Dog, Wolf
Construction Cost : 15
96 Equine : Max. 30 B. 25 C,M,S.
Enhanced Sense of smell in Full Form.
Hoof stomp does 1d10+6 dmg in Full Form
Double running speed when in full form
Double carrying capacity in weight in full form
Examples : burro, Horse, mule, zebra
Construction Cost : 5
97 Feline : Max. 35 C. 30 S. 20 B.
Enhanced hearing in hybrid/full form
Enhanced nightsight (all forms)
Claw attack does 1d10+4 in hybrid/full form
Claws help with climbing (+20%) in hybrid/full forms
examples : housecat, lion, panther, tiger
Construction Cost : 15
98 Rodent : Max. 30 C. 25 M,S. 20 B.
Enhanced hearing in hybrid/full
Enhanced sense of smell in all forms
Enhanced nightsight in hybrid/full
Bite attack does 1d10+4 in hybrid/full
Claws help with climbing (+20%) in full form
Radar Sense & Flight at twice running (if bat) in full
Gliding in full form at running (if flying squirrel)
examples : bat, gerbil, hamster, mouse, rat, squirrel
Construction Cost : 5
99 Serpent : Max. 30 C,S. 15 B. 25 M.
Enhanced sense of Taste in all forms
Enhanced sense of Smell in Full form
Resistance to Heat based attacks (1/2 dmg) in hybrid/full
Double movement speed when in full form
Bite 1d10+4 (if venomous then save or additional 1d10)
examples : black snake, coral snake, rattlesnake, waterviper
Construction Cost : 5
00 Ursine : Max. 35 B. 25 C,M,S.
Enhanced Sense of smell in full form.
Claw attack does 1d10+8 in Hybrid/full form
Bear HUG attack does 2d10 crushing dmg in full form.
Resistant to cold based attacks (1/2 dmg) in Full form
examples : any bear (black, brown, grizzly, etc), Yeti
Construction Cost : 20
:Relationships
Player characters have existed for some period of time before the
game and MAY have developed some romantic relationships over this time
that would fall into the characters history. This section is optional.
ROLL RESULT
---- ------
-10-05 Virgin with NO physical relationships or emotional ones
ever in lifetime up to now.
06-10 Platonic emotional relationship in the past that ended
in sorrow.
11-15 Character (IF living with Parent - See Background*)
was the victim of undesired incest.
16-20 Character (If Living with Siblings) had experimental
sexual involvement with sibling.
21-25 Character had sex only once in a casual encounter.
26-28 Character had sex only once in a PAID casual encounter
29-50 Character had a regular sexual relationship that didn't
last beyond a year with one individual.
51-55 Character had a sexual relationship with a teacher or
person they were apprenticed to.
56-75 Character had a long-term sexual relationship with a
peer that lasted longer than a year. (1)
76-80 Character had a long-term sexual relationship that
ended due to the death of the partner.
81-90 Character has had several regular sexual relationships. (1)
91-94 Character has an illegitimate child from a long-term
relationship (Reroll if character is not heterosexual) (1)
95-96 Character has a Legitimate Child from a long-term relationship
(Does not apply if the character is homosexual). (1)
97-98 Character had been involved in a three member relationship
for a period of time. (2)
99-111 Character has had to resort to selling sexual favors
in order to survive poverty at one point in life.
NOT applicable if WEALTH is greater than 30.
When rolling on this table for ELVES always add +10 to the roll.
Dwarves and Gnomes Minus 10 from the roll due to culture influences.
(1) Character MAY have a current sexual partner (NPC)
By agreement and arrangement with GM.
(2) Characters may still be involved in the Menage a Trois and the
other members may be PCs or NPC's by agreement and arrangement
with the GM.
:Religions
A bountiful number of religions exist, but their value to a character
is limited. There is no advantages to being a priest, minister, rabbi,
clergy to ones stats or skills, but there may be social, political or
financial advantages at times. A clergy person must take religion skill
at least 7 ranks. But spends no extra points for their status otherwise.
Players are warned - play a religious leader and you will be expected to
act in character accordingly to the ethics/beliefs of that system.
Religion is broken down to a specific Skill of Religions in general,
ranked, which includes understanding other religions, and Familiarity
skills (NL) with particular religions. Layfolk (non-Priests) are best
off to take simply Familiarity skills. A Priest is considered to have,
as part of their religion skill, familiarity with 3 religions including
their own. All others must be studied seperately. Having familiarity
gives you basic understanding of the belief system and its holidays etc,
while having Religion skill gives you an understanding of your own
religion's rituals, scriptures etc and the ability to perform such.
:Rogue_Mage
The Rogue Mage is a Mage that hasn't learned magic thru the
traditional concept of existing mage types but has instead rushed to
try to learn specific spells.
Rogue Mages DO have an advantage beyond the variety of spells, they
can try to learn spells thru observing other mages cast spells. When
doing so they cannot be involved in any other activity beyond watching.
After another mage has successfully cast a spell then they may attempt
to learn the effect, by making a roll against their SPIRIT*2. If
successful they add the spell to their selection, else they have failed.
The rogue mage MUST spend the EPS to learn the spell even if they
fail the learning roll, thus it is difficult for them to acquire new
spells, BUT they learn it at the rank they saw it cast. They cannot
put eps into buying new ranks with the spell and cannot relearn a spell
at a higher rank then they already know it at until reaching their
teacher rank.
If the being they saw cast it was casting it with tools then they
MUST only cast it with duplicates of said tools. They CANNOT memorize
a Hung spell going off as such a spell is incomplete.
Rogues cannot teach others their magic until they have achieved
TEACHER rank in Spellcasting. At that point they cease to be true rogues
and instead are the founders of a new Mage Tradition Type, losing the
learning advantages of a Rogue, but gaining the ability to create NEW
spells.
Rogues gain advantages if the have ~<SKILLS.#01 Spell_Analysis>*~ As
they make a skill roll vs it when observing a spell casting for learning
purposes, and if successful then they get a plus 10% to their chance to
learn the spell.
Rogues cannot do research for Spell_Design*, Spell_Stacking* or
Spell_Modification* until they have reached TEACHER rank (7) in
spellcasting and thus are founders of their own tradition.
Rogues cannot learn another tradition, until after they have reached
teacher rank in spellcasting. After reaching such a position, and thus
founding their own tradition, rogues are generally called 'Adepts'.
:Sexual_Preference
Its not my desire to make characters unplayable, so players can
decide their character's own sexual preferences (Hetero, Homo or Bi),
though quirks and things of a similar nature may occur via the insanity
and mental quirks table.
Note that some sexual practices may be considered placing a character
into a Minority group for disadvantage points.
:Stats
Character Statistics are intended to represent a mathematical value
for scale purposes in various game events. The higher the value the
'better' that the statistic involved. Unless you are non-human,
or it is stated otherwise with the statistic, you can invest a maximum
of 25 points the statistic.
Body (B) - A measure of the general body, its functions and
functions.
Coordination (C) - A measure of Hand-Eye coordination and the ability
to link Mind, Body and Spirit into a coherent
whole.
Mind (M) - A measure of the logic and memory functions of the
character.
Spirit (S) - A measure of the passion, magical aptitude and
personality strengths of the character. A
character with less than 5 points of spirit cannot
learn magical skills.
Education (E) - This is a measure of training ranks acquired up
to this point in life. Used to buy skills. No
upper limit of point investment.
Wealth (W) - A measure of property value, Social standing and
influence. No upper limit of point investment.
Beyond these you have Three calculated statistics:
Health = Body * 2
(This is how much damage you can sustain before
death becomes imminent. Health can be increased
beyond the calculation with experience or thru
purchasing them with construction points at a
rate of 5 health per 1 Construction, or 1 Health
per 250 experience points earned and spent on
it).
Magical Capacity = Spirit * 2
(This is how much magical energy you can hold for
spellcasting, only used for spellcasters.
Capacity can be increased beyond the calculation
thru purchasing them with construction points at
a rate of 5 Capacity per 1 point, or 1 Capacity
per 250 experience points spent on it).
Stun Save = Body + Coordination
(This is a percentile value that is rolled against
when struck by a stunning weapon or spell to
remain conscious. It cannot be raised by
experience or construction points).
The choice of using a limited stat system is done to ease game play,
reduce paperwork and enhance speed of usage. Statistics are limited
to a minimum of 1, for logical reasons, and the upper limit is to
prevent characters from becoming wildly out of balance, especially if
using scenarios made for other game systems that don't allow stats
outside this range even for divinities.
Stats are also used to define the base chance to perform a skill. The
number of Skill ranks in the skill plus the base stat equals the
percentage roll needed to succeed. This allows a player to do simple
math instead of consulting lots of charts and graphs.
A character has one skill rank per education point in a standard
skill (Note that some skills, for the first rank, cost more than one
education point). Each skill rank equals a 10% capability in the
skill. A player may invest as many ranks as wished in a skill, and
thus can start as skilled in a way as they wish. Additional skill
ranks are gained after the initial ones through experience. ALL
skills at start have a maximum ceiling limit of 10 ranks (100%), but
can be raised beyond this in play. Note that 7 ranks in a skill
is considered 'teacher rank' for that skill.
Remember that a Player character is NOT a 'normal' everyday person.
They are usually better trained and sometimes wealthier than the
average person in the society they are in. Additionally all player
characters are assumed to not be ~mundane*~
Characters at START can also have extra Magical Capacity bought, at a
rate of 5 points for every 1 Point of character generation spent into
this.
Like-wise they can purchase extra Health at start at a rate of 5 Health
per Character Generation point.
:Strength
Other systems utilize STRENGTH as a major Statistic, while this
system incorporates it into the Body ~stats*~ result, as well as our
using this to give the base amount of wound damage a character can take.
This is out of need to streamline paperwork and increase roleplaying
features of the game.
This is also because physical Ability is not necessarily represented
by muscle alone - some of it is related to not mass but control of that
mass, and some of it to ones immune system and bone structure.
A high Body also does not assist greatly in combat - yes, a super
strong character may occasionally do more damage in hand to hand damage,
but with most weapons the weapon is an equalizer.
If a character is involved in hand-to-hand combat then we shall give
a modifier. A normal Fist blow does 1d10 damage. To this, for every 10
points of Body possessed by the character add 1 to the damage done. A
Normal kick does 1d10+2 damage - and this too will get the strength add
of damage the same way. If the character possesses the skill BODY
BUILDING then you can add 1 to the damage for fist/kick attacks for
every Rank in that skill.
:Support
Just a quick note for readers who aren't part of my local roleplaying
group, that I run a Support BBS for ROLEPLAYERS and real Life Pagans
called 'The Silver Mage's Guild' at 617-899-9483, bauds upto 14.4, in
Waltham Mass. $24 per year current annual subscription fee. Registered
Owners of The Mystic Earth Roleplaying game can apply for a one year
free membership.
:Token_Magic
Token magic is a variation on Magic which has both its own advantages
and disadvantages in regards to casting. Token mages still have a
regular tradition, and some traditions do NOT have token mages at all.
A token mage will create a focus that is used but once to cast a
spell, and is often thrown at a target or in some other means expended
in the casting (a common one is a small satchet of herbs that are
burned, consumed or tossed at an opponent).
The token mage may have several tokens for the same spell. Like a
Hung spell, a token spell is pre-set, its Duration, range, number of
targets etc must be chosen when the token is made, and the energy is
imbedded in the token. Unlike a Hung spell it cannot be erased from the
caster's memory (but a token can be stolen or destroyed before its
usage). The energy bound in a token is not counted against the caster's
total like a hung spell, and can be recovered back as per normal.
A Token spell NEEDS the caster to be free to move for the most part
to cast it, since a physical object must be used.
A token takes an hour to prepare, limiting the number a mage may have
ready by the amount of time. Additionally they MUST list what the
concept of the characters tokens are based on (Herbs, Beads, Glass
figurines, etc) and ALL their spells must be based on a similar concept
(ex: different herb mixes for each spell, different figurine shape for
glass figurines, different colored bead for each spell).
Anyone can activate a token by throwing it at a target - but knowing
what a token does is entirely something only another token mage can
possibly analyze.
A token at hand takes but a single round to use, more if the
particular token must be searched for. Each token costs at least $5 to
create in materials.
Token magic does NOT reduce the cost of spellcasting, nor can they
utilize HUNG spells like ordinary mages. They cannot do spell inventing
by desperation but MUST be involved in careful scholarly Spell_Design*,
Spell_Stacking* or Spell_Modification*.
A New Character can be assumed to have had time to prepare 10 tokens
before the actual game begins and can make more in play or in downtime
if materials etc are available.
:Wealth
Character starting wealth is determined by the Wealth Statistic. This
is used to determine starting funds, and assumes the character has been
saving funds for some time before play begins.
Your wealth stat represents your status in the world from your job or
other income sources, or accumulated wealth. Because money should NOT be
the primary focus of the game it is assumed that all characters will
have a place to live (rented), a collection of clothes and personal
effects for daily life and usually enough food to eat etc.
What you do need to spend from your starting funds are those things
that are non-standard: Tokens and tools (for mages), special clothes
(Those not bought at GOOD rank in value), vehicles, homes, Computer
equipment, businesses/stores, etc.
These are bought from a starting pool equal to WEALTH * 100.
If the character is working a full time job then the receive an
annual income equal to their WEALTH * $1000 to pay bills etc with.
Note that by working a full time job the character will spend 40 hours
a week at work during weekdays plus another 5 hours probably spent in
commute time and getting ready for work, leaving little time but
weekends and vacations for 'adventuring'.
If the character is working Part time from their chosen occupation
then they make their wealth * $500 a year. This assumes a 20 work week
and 5 hours spent in commute time and preparation. (This is a 2,3 or
4 day a week job).
If a shorter Part time job is assumed then assume they can make
from a 10 hour per week job wealth * $200 a year. Also assume 2 hours
of commute time (this is a 1 or 2 day a week job).
If the character is a student they carry a 16 hour weekly schedule
mon-fri, are assumed to be either on campus or in a near-campus group
house that is being covered by parents, grants, loans etc, and have
wealth * 300 in aide to work with each year. 4 hours weekly of labs,
assignment time etc is expected under this additionally, but leaves more
free time. A student MIGHT have a part time job as well to make the
extra spending money they want.
Weekly income is equal to annual income or aide /52 weeks.
If the player's character has decided to 'live by their wits' or is
self-employed in some way (such as a detective) then they do NOT receive
a weekly paycheck, but get at start their WEALTH * 400 in starting cash
to work with beyond their basic begining cash.
Employed Characters (NOT students or live-by-their-wits) can start
the game with a credit card that they can purchase on the equipment table.
This will give them a credit line equal to 20% of their annual income,
at an interest rate to be stated by the GM (anywhere from 11% to 20%
annually).
A self-employed character (such as a detective) CAN start with a
credit card as well to purchase equipment on the table. Their credit
line will be (WEALTH * WEALTH) in dollars at a GM rolled interest rate.
[GM decides interest rate for card as 10+1d10%]
If a character is Employed or Self-employed (NOT a student, but also
if patroned or having a trust fund) wishes to purchase a Building
(Condo, townhouse, house, mansion, store, apartment building, office
building, warehouse etc) they can do so via the prices in the
< EQUIP.#01> listing and can optionally take a mortgage on the property,
by taking the total estimated cost, deciding the time period and adding
the appropriate amount of interest:
10 year - add 15% 20 year add 25% 30 year add 35%
15 year - add 20% 25 year add 30%
Divide by the number of years, and then dividing that by 12 months of
the year to figure out their monthly owed (yes this is simplex, and does
not totally reflect real world financing, but is easy enough to
calculate and close enough in game terms). Note that the interest will
include the property taxes on the property.
A vehicle loan can also be gotten, but requires putting $500 down on
the vehicle and then the loan payment plan is based on:
6 months - add 15% 18 months - add 25%
1 Year - add 20% 2 years - add 30%
If a character's job does not in any way involve their adventuring
life and vice-versa, then their Wealth Stat (for calculation purposes)
may increase. After every year on the job a 1d100 roll is made. To this
is added +10 if the character is at 7 ranks ('teacher rank') in the
skill if it is ranked, and +1 for every year after the first that they
have held the job. -1 for every week of missed work because of
adventuring (including hospitalization time). If they have a Union card
add +5.
Then consult the chart:
Total Result
----- ------
-52 to 05 Fired from the position. 25% chance of collecting
unemployment for 6 months at 1/3 normal income
while job hunting.
06 to 20 Layed off from the Position. 75% chance of
collecting unemployment for 6 months at 1/3 normal
income while job hunting.
21 to 30 Layed off as company went Bankrupt or moved out of
the country. 100% chance of collecting unemployment
for 6 months at 1/3 normal income while job hunting.
31 to 60 No change in job status or wealth.
61 to 80 +1 to Wealth but job remains the same
81 to 90 +2 to Wealth but job remains the same
91 + +5 to Wealth and job title has changed
Note that going to unemployment wastes 2 hours a week, daytime.
Job hunting is done by rolling on the following table each week when
unemployed or looking Roll 1d100; -5 if fired; +5 if Rank 7 in the skill
('teacher rank'); +1 for each year after the 1st at last job; -1 for
each week out of work; -5 if a minority group member; -5 if legal alien;
-10 if illegal alien; -10 if Public Mage; -10 if Criminal Record; -20 if
wanted Criminal in USA; +5 if Unionized;+10 if still employed when job
hunting.
NOTE: The minuses for being out of work are NOT applied if a character
is looking for their first job or if the time since leaving their last
job was spent in a certified school (such as a college or technical school).
Job hunting takes 4 hours a week.
TOTAL RESULT
------------ -------------------
Less than 20 No Useful prospects at all
20 To 25 Job Lead. Add +5 to Next Weeks Roll.
26 To 70 Interviewed. Add +10 to next weeks roll.
71 To 80 Job offer, but at -5 to present Wealth if taken
81 To 95 Job Offer, with no change to Wealth if Taken
96 To 98 Job Offer, with +1 to Wealth if taken
99 To 100 Job Offer, with +3 to Wealth if Taken
101 To 105 Job Offer, with +5 to Wealth if Taken
106 or higher Job Offer, with +7 to Wealth if Taken
:Weight
01 - 10 Obese (Use 3.75 base for male, 3.25 for female)
Obesity is a Disadvantage and the player
can reroll or take 3 points of disadvantage
construction points and stay obese.
Cannot take Physical Fitness or
Contortionist or Body Building or Cosmetics
skills or have Coordination over 10.
15 - 25 Pot-bellied (Use 3.25 base for male, 2.75 for female)
This is an overweight character and should
reroll or take 2 points for this as a
disadvantage. Cannot take Physical Fitness,
Contortionist or Body Building Skills,
or Coordination over 15.
26 - 40 Husky (Use 3.00 base for male, 2.25 for female)
This is a 1 point disadvantage. Reroll
if not suitable to character concept.
Coordination cannot be over 20.
41 - 70 Average (Use 2.75 base for male, 2.00 for female)
71 - 95 Athletic (Use 2.50 base for male, 1.75 for female)
This is a 1 point advantage, and you should
reroll if not suitable for concept. Body
Maximum for Character gets a +3 to range
allowed. Character gets 1 free rank in
Physical Fitness Skill.
96-00 Underweight (Use 2.25 base for make, 1.25 for female)
This is a 2 point disadvantage. Character
gets -1 to dmg for punch/kick in combat.
Reroll if not suitable to character concept.
Weight for Height is height in inches * above number.
Shadoe and Elves minus .25 from the calculation.
Giants, Dwarves and Half Giants add .25 to the calculation.
:Top
~MYSTIC EARTH ROLE PLAYING GAME RULES~
Revised 2nd Edition
~File #2 : Mechanics, Play & Misc.~
ALL MATERIAL INCLUDED WITH THIS PACKAGE ARE
COPYRIGHT (C) 1993, 1994 BY JOSEPH TELLER, CYNTHIA SHETTLE
& KIRALEE MCCAULEY AND IS NOT USABLE FOR COMMERCIAL MEANS
OF ANY KIND WITHOUT PERMISSION.
` You were born to live with Magic `
` We all were, the whole human race.`
` We're never more than half alive `
` unless we have it....`
~ - Zalazar~
:Advanced_NPCs
This primarily is for the GM's running the game and does not
apply to players. Occasionally there is a need to design a more
experienced character for the players to deal with, and this is a
quick, rough system to do just this.
For each YEAR of age older the character is to be over their
base design you can add the equivalent of 10 character construction
points to their start to reflect earned interest.
:Armour
Armour cushions a weaponed attack (and some magical attacks) reducing
or eliminating the damage inflicted to the character. Armour thus has a
maximum absorption rate for a blow, but it can also wear out, and thus
has a Damage Capacity rating, which is lowered by the amount of damage
that is absorbed in each combat.
Damaged armour can be repaired with the right tools, skills and
supplies, so long as the armour has at least 1 point of Damage Capacity.
Armour has a drawback in that it reduces ones Prowness defensively
against attacks, depending on its weight and design.
ARMOUR ABSORBS DMG CAP PROW MOD. COST
------ ------- ------- --------- ----
Heavy Clothing 2 6 1 n/a
Soft Leather boots 2 10 0 $50
Soft Leather Jacket 2 10 1 $120
Soft Leather trousers 2 10 1 $50
Soft Leather Headgear 1 10 0 $30
Soft Leather Gloves 1 4 1 $5
Soft Leather Skirt 2 8 0 $40
Hard Leather Shoes 1 10 0 $40
Hard Leather Boots 2 16 0 $70
Flak Jacket 6 60 4 $350
Kevlar Vest 12 60 5 $700
Kevlar Helmet 6 36 0 $300
Lexan Mesh armour 15 90 6 $900
Motorcycle Helmet 6 6 0 $100
Ballistic Cloth Suit 20 120 2 $5000
Advanced Polymer suit 25 250 3 $20000
Starlite Body Armour 15 300 6 $10000
[Starlite is a miracle plastic. Its real value is against flame
and heat where it acts as ABS 50 and loses NONE of its capacity
against such an effect; it also is ABS 50 against Lasers and
other light based attacks].
Armour subtracts from a Mage's chance to cast by the Prowness modifier
multiplied times 2, if their tradition requires movement to cast.
Availability of Kevlar, Lexan, ballistic and polymer armours to
civilians is rare and usually is bought thru underground contacts.
Starlite is primarily used by Firefighters and is very rare.
:BackStab
A backstab is, in simplest terms, an attack from behind. In actuality
it means any attack that an opponent can't directly see coming for some
reason. Such an attack gains the attacker a +20% chance to strike
addition over normal (Does NOT apply to magic!)
Backstab does NOT increase damage as some game systems infer, only
the above increase in potential to strike.
:Changing_Weapon
A character who needs to draw weapon or who is changing Weapon must
minus 10 from their initiative roll on the round they are doing so. A
character that is switching from armed combat to magic or from magic to
a weapon must ALSO lose 10 from their initiative roll (20 if the second
weapon is a bow weapon that must be strung before usage).
:Childbirth
Although rare in a Roleplaying Game, for consistency sake, the
basic rules for survival of a childbirth of both the child and
the mother are as follows:
Normal Childbirth survival rate = Hardiness + HTK
Add +20 if the woman is attended by a midwife, EMT or
otherwise skilled person for delivery
+30 if the Woman is attended by a Physician
+10 if the woman is in a clinical/hospital environment
+2 per year under the age of 45
+5 for every child the woman has given birth to previously
(NOTE that for long lived non-humans the age calculation is
+1 for every year under the age of 200).
A 96-00 is always accidental death of the subject. Note that
Childbirth Labor takes 3d10 Hours minus 1 hour per child the
woman has previously had (BUT never less than 1 hour in length).
If the GM has determined that there are complications then add
1d10 to the hours of labor and minus 20% from the survival roll.
Remember a seperate roll is made both for woman and child, but
they are based on the woman's calculations from above. A newborn
child will have only 1 point in each Stat (and none in MA if
both parents have no MA, 50% chance if one parent has MA and a
75% change if both parents have MA) and will gain 1 character
construction point each month thru their early years.
Detail beyond this should NOT be expected of the GM by the players.
:Combat
A Physical Combat attack may take some time under these revised
rules but will closer approach realism without detracting fun from
the overall play.
The attacker makes their roll to Hit, based on their skill chance
to hit. There are no modifiers to this except those modifiers that
affect the attacker personally (ex: Armour PROW modifiers, any spells
on them that might reduce their chance, aiming modifiers etc).
The target being then receives, if the attacker was successful, a
saving throw. This chance is based on their coordination plus or minus
any modifiers like physical cover (against a missile attack) etc. If
they save then they are NOT hit. If the target is using a weapon that
gets coordination mods then they receive such mods to their chance. If
they are using a viable parrying weapon against a weapon that can be
parried then their save is increased by 5 points per RANK (upto 10) that
they have in their weapon skill.
Thus two experts in rapier with 25 coordination each would each have a
roll to hit of 125% (missing on a 96-00) and a save against an incoming
attack of 75% against the attack.
A critical Hit (01-05) can only be saved against with a critical
save (01-05).
A struck target receives the damage inflicted by the weapon* minus
the damage absorption of their armour* (if any). If the armour absorbs
more damage than the weapon inflicts then the result means the attacker
takes damage from making the attack... an example, for realists, is the
person who tries to punch a man in plate armour with a bare fist - the
puncher takes the damage not the man in armour. If the attack is with
a weapon then there is a 50% chance that the weapon breaks from the
action (25% if the weapon is magical).
The STUN rules are then also applied if the weapon does stun.
Missile* attacks are handled based on the idea of target coverage. A
target using natural cover or a shield gets a reduction beyond the
natural coordination factor from hitting.
Grenade attacks are made not against a being but the space they
occupy and thus their defensive value is NOT applied against the attack
(But a miss may place the grenade in a different area then they occupy,
sometimes still resulting in a need for damage saves).
A 96-00 is a CRITICAL_MISS and the < Fumble.#01> table should be
consulted when such occurs. Likewise a roll of 01-05 is a CRITICAL_HIT.
NOTE : See ALSO ~HTH~
:Death
Death occurs when a character has been in negative health for 10 rounds
or more. If this happens, then they will be unrevivable except by any
extraordinary means such as the spell 'Kiss of Life', act of the divine
etc. A character that is -10 Health or more is dead instantly.
:Deities
The deities of the Mystic Earth do NOT usually appear in physical
or even spiritual manifestation upon the world or its adjourning planes
as it violates much of their concepts of power. Many work through the
plane of dreams, or the dreamtime as means of contacting their followers.
Deities do not directly manipulate the physical world, and are part
of the concepts of Jungian Collective Consciousness that exists. They
possess power that affects the minds and spirits of beings and they
absorb into themselves their followers for a time when they die, only
to reform them again in a new lifeform later (a form of both afterlife
and rebirth).
Ghosts are astralists without bodies, or beings who died without
being claimed by a deity in some way. Their abilities are limited when
affecting the material world.
The system is left purposely vague for GM's to deal with as they
would and to cease from imposing any one belief system on the game.
Leave it to the fact that the gods don't show up very often and cannot
remain upon the material world for long without risking loss of power
and position. When on the material world they can only be in one place
at a time, but while immaterial they can be with all their followers
simultaneously in thought.
:Disarming
Disarming is a maneuver used with any weapon that gives a
coordination add when used in combat. To perform it one must announce
such as ones intent before the attack and specify the weapon they are
attempting to knock away from the opponent's grasp. Disarming is MUCH
harder then attacking to wound, and so it is done at -50% of one's
normal success with the attack. If successful the opponent's weapon is
knocked away and out of play. It takes 1d10 rounds to find and recover a
weapon.
:Dispell
Dispelling Magic is NOT the simple matter it appears. Although
nearly every tradition has a version of this spell, it is NOT
universal.
First off the DISPELL must be of equal or greater RANK than the
spell it is trying to negate when doing such to an active spell. If
cast on an ITEM the item gets a saving throw, based on the number of
construction points spent to create it by an enchanter multiplied by
5%.
Some spells are specifically non-dispellable in the system, and
state so in their descriptions.
:Electricity
Occasionally it may occur that someone will encounter a bare wire
or other contact with electricity thru accident, attack or spell. The
following should be noted when dealing with such:
House Current (110v AC) does 1d10+1 damage for the initial contact
and an additional 2 points per round afterwards in contact
with the same source .
Industrial Current (220v AC) does 2d10+2 damage for the initial
contact and 4pts/round afterwards.
Copper, Iron and steel can be used to extend the reach of an
electrical attack - sending a current along a metal banister on a
staircase will do damage to all along it, but reduces the damage by
1 point per 10 feet it must travel.
Water can be used to conduct and extend the effects of electricity,
again affecting all in contact with the body of it, but reduces the damage
by 1 points per 10 feet it must travel along it.
Electricity does NOT pass thru glass, a sure way of protecting
yourself from its effects.
A being in flight or otherwise NOT grounded, takes less damage then
one that is - damage is halved for a non-grounded target.
:Experience
Experience is a value in the mystic earth Campaign used for
improving existing skills, health, MCAP and Spell Ranks and to learn new
skills and spells. It represents learning experiences and personal
accomplishments of the character involved.
The GM will award these points dependent on activity and action.
Points are earned for combats, for usage of skills while in play
successfully, for roleplaying and for special learning experiences.
Any character that is NOT involved in active play earns 10 experience
points each day, no matter what they are doing, unless they are
unconscious, simply healing, or otherwise absolutely inactive. No other
experience will be gained in downtime, except the SPENDING of experience
points to learn new skills or Spells (see teacher rules), or the
Teaching of said skills to others (and earning as per the teacher rules
- ~< SKILLS.#01 Teacher>*~, that will affect the character's experience
Ranks. A player might specify other activities, but Will NOT gain
experience for such.
Side runs may occur outside the normal game, at the GM's discretion
if the character wishes to do something of import outside the normal
vein of the game. These may be done face-to-face or thru the mail or any
other means the GM considers viable.
The GM's basic system for awarding experience is covered under
~Gaining_Experience*~ under these rules.
Experience Points are usually used to improve skills that are already
possessed. These are from lessons learned from doing. These can be used
to improve ones RANK* in a known spell (cost = Spell Base Casting cost *
50 eps. per rank bought) or to gain skill Ranks in a particular skill
based on your current Education Rank in that skill, as per the
following chart (an education Rank adds 10% to success with a skill):
Current Skill Ranks Experience need for next skill Rank
------------------------ -----------------------------------
1 (10%) 250
2 (20%) 500
3 (30%) 1000
4 (40%) 2000
5 (50%) 3000
6 (60%) 5000
7 (70%) 7500
8 (80%) 10000
9 (90%) 12500
10 (Or greater) (100%+) 15000
This means that it gets harder to get better in a skill you are
already well trained in, and that there is an advantage to more
specialization at the beginning of one's career then to generalization.
Standard experience Points can be used to improve one's Statistics. 250
points can be spent to add 1 point to Health, making it harder to kill
the character. Or one can increase Magical Capacity by 1 point for the
same 250 points.
Increasing other stats (Body, Coordination, Mind, Spirit) can be
accomplished but only by much greater effort and ONLY if the stat is
less than its racial maximum (25 points for a human). It costs 1000 eps
to raise a statistic by 1 point.
Once an experience point is spent it is gone - don't make the mistake of
thinking this is a game where one keeps a running total!
Experience Points are used to purchase NEW skills or NEW spells (for
mages). To learn a new skill you NEED to have access to a teacher, have
training points saved up and in many cases need to pay for the teachers
skills at teaching. This will give you 1 (one) skill Rank in the skill
(10%) plus your BASE in the skill to perform it. See the < SKILLS.#01>*
Section for details on costs. Information on teachers is also available
~< SKILLS.#01 Teacher>*~
Generally costs to learn a new skill are broken down into 3 learning
cost categories, costing 1000, 2500 or 5000 eps to learn the new skill.
New spells are learned at an eps cost of 100 * the Base Energy cost for
the spell. Thus a spell with a 1 point base costs 100 eps to learn,
while one with a 20 point base costs 2000 eps to learn and one with a 50
point base costs 5000 eps to learn.
If a player character is acting as the teacher for another player for a
spell, or as teacher for a skill that they have 100% Training in or have
a Teacher's certification then they can gain experience by teaching the
other character. Such a teacher would gain 10% of the eps spent by the
character to learn the skill.
For More on Learning spells from a teacher see <NEWSPELL.#01>
Experience points can also be used to purchase ranks in spells that are
already known to the caster. ALL Spells can have additional Ranks. The
Ranks reduce the time to cast a spell by one round each rank, but no
spell can be reduced below a 1 round casting time, for obvious reasons.
Some Spells will list a RANK option - this means that adding ranks also
increases the effects of the spell in some way in the description.
To increase the RANK of a spell costs the BASE COST of the spell
multiplied by 50 (thus to gain a rank in a base 1 spell costs 50 points;
in a base 5 costs 250 eps; in a base 10 costs 500 eps; in a base 15
spell costs 750 eps). This means it is easier to learn to improve an
existing spell then it is to learn a new spell.
~See Also : Gaining_Experience* ~
:Explosives
The following are used in demolitions, mining and such:
Dynamite, stick 4d10 dmg 5' radius/stick
Fulminated Mercury (oz)1d10 dmg 5' radius/oz
Nitroglycerine (Pint) 6d10 dmg 10' radius/pint
Plastique, pound 8d10 dmg 20' radius/pound
Claymore mine 8d10 dmg 15' radius
Satchel Charge 10d10 dmg 30' radius
Note that special skill is needed to use most explosives and that
fuses, electric detonators or blasting caps are needed with many
of the above to set them off. Also there is strict control over
the purchase and application of such in the USA and other countries.
To plant, set timers on, construct/use fuses on and otherwise USE
explosives requires the skill Demolitions.
A person with this skill AND Chemistry skills can MAKE their own
explosives and gernades.
Explosives, for those in the area of effect, always require a
STUN SAVE, no matter the damage taken.
:Firearms
Firearms always present a problem in game design because they tend
to be very powerful, firing high speed projectiles that are difficult
to work with. For simplicity we are dividing them into the skills:
Firearms_Black_Powder* (all varieties)
Firearms_Shotguns*
Firearms_Pistols*
Firearms_Rifles*
Firearms_Automatic_Pistols*
Firearms_Automatic_Rifles*
Firearms_Military_Support*
Like most weapon skills, they are all coordination based. All
firearms require Stun saves from those hit.
Shields are useless against firearms, but damage is accrued overall
except when the shooter uses Aimed_Blows* .
The exception is a Lexan shield, such as police use, which offer a
+20% to the users defense to reduce chance of being hit in the first
place.
Note that most guns are in some way controlled within the USA and
many other countries and that ownership is difficult in many cases or
illegal (such as in the case of automatic weapons), without special
permits, licenses and such. A licensed gunsmith doesn't have these
drawbacks, though.
:Firearms_Black_Powder
WEAPON DAMAGE RANGE # OF Shots Reload Rnds
------ ------ ----- ---------- -----------
.22 Derringer 1d10+3 Medium 1 3
.32 Derringer 2d10 Medium 2 3
.40 Flintlock Pistol 2d10+1 Long 1 7
.45 Revolver (cap & ball) 2d10+3 Far 6 5
.75 Musket 2d10+3 Extreme 1 5
.30 Buffalo Gun 2d10 Extreme 2 5
.600 Express rile 2d10+2 Extreme 2 5
Black Powder weapons are considered ANTIQUE and their possession
is NOT as highly regulated as other firearms in most states
(Except New York, New Jersey, Massachusetts and Illinois).
:Firearms_Shotguns
WEAPON DAMAGE RANGE # OF Shots Reload Rnds
------ ------ ----- ---------- -----------
.12 flechette firing 2d10+3 Long 1 or 2 1/2
.12 slug firing 2d10 Long 1 or 2 1/2
.10 flechette 2d10 Far 1 or 2 1/2
.10 slug firing 2d10+2 Extreme 1 or 2 1/2
Semi-automatic .10 slug 2d10+2 Extreme 5 (clip) 1
You cannot purchase a shotgun in the USA legally if you are a wanted
criminal in the USA.
:Firearms_Pistols
WEAPON DAMAGE RANGE # OF Shots Reload Rnds
------ ------ ----- ---------- -----------
.22 revolver 2d10+1 Medium 9 2
.22 Target pistol 2d10+1 Far 1 1
.32 Auto pistol 2d10+2 Long 10/clip 1
.9mm Auto pistol 2d10+2 Far 10/clip 1
.7mm HP Auto Pistol 2d10+3 Extreme 10/clip 1
.38 special revolver 2d10+2 Far 6 2
.45 revolver 2d10+2 Far 6 2
.45 Auto pistol 2d10+2 Long 8/clip 1
.357 Mag Revolver 2d10 Far 6 2
.357 Auto Mag 2d10+2 Far 10/clip 1
.44 Mag. Revolver 2d10+3 Far 6 2
.44 Auto Mag 2d10+4 Far 10/clip 1
The above cannot be bought legally if you are a wanted criminal
or have a criminal record.
:Firearms_Rifles
WEAPON DAMAGE RANGE # OF Shots Reload Rnds
------ ------ ----- ---------- -----------
.22 Rifle 2d10 Extreme 10/clip 1
.22 Carbine 2d10 Extreme 10/clip 1
.30 Rifle 2d10+1 Extreme 10/clip 1
.30 Carbine 2d10+1 Extreme 10/clip 1
.30 HP Rifle 2d10+2 Extreme 10/clip 1
.30 HP Carbine 2d10+3 Extreme 10/clip 1
.40 HP Carbine 2d10+4 Extreme 10/clip 1
.50 HP Rifle 3d10 Extreme 10/clip 1
9mm HP Rifle 2d10+4 Distant 10/clip 1
The above cannot be bought legally if you are a wanted criminal or
have a criminal record.
:Firearms_Automatic_Pistols
WEAPON DAMAGE RANGE # OF Shots Reload Rnds
------ ------ ----- ---------- -----------
2mm Needler (Full_Auto*) 3d10 Long 20/clip 1
9mm Machine Pistol (FA) 2d10+4 Far 30/clip 1
You cannot purchase the above legally unless you are a gunsmith,
government agent or foreign diplomat.
:Firearms_Automatic_Rifles
WEAPON DAMAGE RANGE # OF Shots Reload Rnds
------ ------ ----- ---------- -----------
7mm Assault Rifle (Full_Auto*) 2d10+3 Extreme 30/clip 1
2mm Needler Rifle (Full_Auto*) 3d10+1 Extreme 40/clip 1
.45 Thompson SMG (Full_Auto*) 2d10 Extreme 100/drum 5
M-16 Assault Rifle(Full_Auto*) 2d10+4 Distant 30/clip 1
AK47 Assault Rifle (FA) 2d10+3 Distant 30/clip 1
12mm HP Sniper Rifle (FA) 3d10+1 Distant 10/clip 1
9mm Uzi 2d10+4 Distant 40/clip 1
You cannot purchase the above legally unless you are a
gunsmith or government agent.
:Firearms_Military_Support
WEAPON DAMAGE RANGE # OF Shots Reload Rnds
------ ------ ----- ---------- -----------
40mm Grenade Launcher TEAR GAS Extreme 1 1
10mm Light Machine Gun (FA) 3d10+3 Extreme 50/belt 5
10mm Machine Gun (FA) 3d10 Extreme 50/belt 5
Flamethrower 6d10 Medium 6 150
M16 Grenade launcher by grenade Distant 1 2
LAW (Light Anti-tank) 9d10+2 Extreme 1 not reloadable
SAM (stinger missile) 12d10+2 Distant 1 5
Gyrojet Pistol 3d10+2 Distant 1 1
You cannot purchase the above legally unless you are a government
agent.
NOTE : Tear Gas is NOT effective if target has a gas mask!
:Full_Auto
Full auto (fully Automatic) means that the weapon fires in
bursts of 3 or more bullets each time the trigger is pressed,
the longer the pressing the more shots fired.
(Unless single shot firing) Roll 1d10+2 to determine number of
bullets released in the burst over the first, maximum being the
actual number in the clip. Each additional bullet adds 2 points
to the inflicted damage to the attack. Maximum number of shots
that can be fired is the number in the clip, of course.
A shooter CAN choose before the roll to 'Empty The Clip'
into the target, in which case there is no roll for number of
bullets fired as it is assumed that ALL the remaining shots are
fired at that ONE target.
Strafing is a practice with a full auto weapon, to fire at
two or more adjacent targets in a single burst. To do this the
player declares the action and the targets, then rolls the
number of bullets fired and decides how many at each target
(at least one per target). Targets must be with 5' of each other
at the time of firing. There is a -20% to hit the targets,
applied as if additional defense to the target. The player makes
a single roll vs their skill and wether they hit each target is
determined by the differential between roll and defense on each
target.
:Gaining_Experience
This is always a tough part of a system to design, and often
is a cause of major disputes. In Mystic Earth the Emphasis is on
CHARACTER portrayal, not combat or necessarily saving the world
every 10 minutes from certain doom.
Experience falls into two categories in the system, automatics
and calculated. Players are expected to handle the automatics, while
the Game_Master* handles the calculated numbers. The GM has final
arbitration and decision rules regarding the calculated eps, no
exceptions.
`~Automatics:~`
Combat - For every point of damage actually inflicted by
a weapon weilded by your character BEFORE armour
modifiers, intentionally to an opponent you will
receive one point. This may seem low to you but
falls into the category of our de-emphasizing
the value of such in the system.
Spells - For every point of energy expended in casting
a spell by your Character, EXCEPT that which
is lost thru bad skill rolls (Klutzes DO count
as experience as you learn thru your mistakes)
you gain one point.
Mundane - All characters receive an automatic 5 points
daily for mundane ordinary life if they spend
that day conscious and active in some way.
This may seem small compared to some systems
but makes it more important to be in play than
in downtime and to be experiencing life.
Skills - Using a non-Rank skill is worth NO experience
in play. Using a Ranked skill successfully
(Except spellcasting and weapon skills!) is
based on the GM specified difficulty Rank
of what you're doing with it:
Rank 0 = (no roll) 0 points
1 = (no mods) 1 point
10 = -10% success 10 points
20 = -20% success 20 points
30 = -30% success 30 points
40 = -40% success 40 points
50 = -50% success 50 points
A Rank 0 is considered an automatic success.
Note that some weapon based skills, such as an
archery contest, may be worth experience under
this table IF the GM states such.
`~Calculated:~`
The system that seems to work best for this is for the GM to
set up a work table to track on, with categories running down
a column on the left and character names running across the
top in a classic X/Y coordinate grid.
The categories should be:
Concept
Creativity
Daring Do
Decisiveness
Goals
Group Co-Operation
Intelligence
Leadership
Misc
Personality
During play the GM should, depending on the actions of the
characters, award a tally mark in a category to a character
from events. Each Tally should be worth a certain number of
points (Suggested : 50). At the start of the next session
these should be given to the player and a clean slate started.
Characters can invest eps when the Game_Master* declares it
reasonable, in downtime or at the start of the evening's
play etc. An average session should net, if a player is being
reasonable, between 200 and 1000 eps from these calculateds.
Some characters will only gain limited eps in an area, for
example not everyone can get leadership eps in a situation,
or a character might be designed as a 'follower' and it
wouldn't be in character to lead - but they would get points
within Concept or Personality instead for sticking to their
character's design or mindset! It all works out in the end.
:Grenades
Grenades do not take a special combat skill to use properly, simply
the easy non-Ranked skill 'Familiarity : Grenade'. When a character
throws an actual grenade they must choose a target locale and then hurl
the weapon at such.
Grenades can be thrown a maximum of 50 feet plus 1 foot per point
of Body over 10. They affect a 10' radius with damage to all
who within the area. Targets do not get their coordination modifier.
Characters with Body Building or Physical Fitness can add 5' per rank
in the skill to the distance thrown.
A person with Throwing Weapons skill can use that skill to target
a grenade more accurately if they have a higher chance of hitting such.
Normally the chance to hit with a grenade is coordination *2. A
character without Grenade Familiarity cannot use the Throwing Weapons
skill. A Character with both Grenade Familiarity and the Baseball skill
gets a +10% to their chance to hit.
A klutzed grenade throw results in a special roll:
01-50 Forgot to pull the pin, grenade doesn't do anything
51-75 Grenade hits but was a dud! nothing happens
76-00 Character threw pin and not the grenade... it explodes
in their hand and makes hand unusable as well as
normal damage.
Anti-Personnel Frag. Grenade 3d10 damage & STUN
Smoke Grenade (obscures)
Tear Gas obscures & STUN
Black Powder (homemade) 2d10 damage & STUN
Moltov Cocktail (fire based) 2d10+3 damage & STUN
White Phosphorus 3d10+1d10 burn damage & STUN
Thermite 4d10 heat based & STUN
Concussion 2d10 damage & STUN
:Healing
Normal healing rate for characters is at a rate of 1 health per DAY.
This presumes that bleeding has been stopped. Use of First Aide skill
will give an instant health point when first applied and stops the bleeding.
It does NOT otherwise modify the healing rate.
In the case of a broken bone, First Aide will allow the setting of
the bone in 10 rounds time. A set bone gets 2 health instant recovery
and will insure that the injury can be dealt with (usage of splint
obviously) so that the slow-down from it will only reduce
coordination by 2 points while the bone is on the mend. Thus a
character with a broken leg will not be entirely incapacitated from the
adventure....
An EMT applying their skill to a recent wound (within 10 minutes)
that has not been otherwise treated will stop the bleeding (if still
present) and give back 2 health when first applied but otherwise does not
affect the healing rate.
A Physician applying their skill and possessing the correct tools, to
a recent wound (within 10 minutes) that has not been otherwise treated
can return 3 health. A physician's care for a patient daily will
increase their normal health rate to 2 pts per day with the proper
tools.
Characters with the ~Ageless~ advantage will heal at twice the stated
healing rate under the care of a Physician daily.
:HTH
Hand_To_Hand_Combat
This is standard fisticuffs. For each Rank beyond the first the
attacker can add +1 to the Stun achieved on an attack, to balance it
against Martial Arts.
Fists otherwise do 1d10 + (HARD/10) & Stun roll
Kicks otherwise do 1d10 + 2 + (HARD/10) & Stun Roll
Tackle - This Maneuver requires at least 30' of running
space. You WILL have to make a STUN roll after making
it as will any target hit. Does only HARD/10 in Damage.
If you miss you STILL must make a STUN save. The skill
FOOTBALL also gets this maneuver.
:Initiative
Initiative in non-combative situations is purely at GM's discretion.
In combat initiative is decided by each involved individual rolling 1d10
and adding this to their coordination.
Drawing Weapon reduces the initiative by 5 for things like swords,
reduces it by 10 for bows that need to be strung before usage.
Initiative may be modified by GM's determination of the situation,
or by things such as character disadvantages.
If your Initiative Value is higher than 60 than you may have more
than a single ACTION within the Round.
IV of 1-60 Acts on that point of the GM's Countdown from 60.
IV of 61-90 Acts on Countdown point 60 and on countdown point 10.
IV of 91-120 Acts on Countdown points 60, 30 and 10
IV of 121-150 Acts on Countdown points 60, 30, 20 and 10
IV of 151-180 Acts on Countdown points 60, 40, 30, 20 and 10
IV of 181+ Acts on Countdown points 60, 50, 40, 30, 20 and 10.
Casting a HUNG spell counts as a single action. Firing a Gun counts
as a single action (BUT if you have more than one action and wish to
fire again and choose a new target you lose 10% to your chance to hit
cumulative each time you change targets in the same round). Casting
a spell means you START the spell on your last initiative. If you
have multiple actions you CANNOT use the other actions to cast or to
perform an attack skill...these Spells go off on Countdown 1.
The GM reserves the right to declare an action a full round action
that takes all your remaining countdown points to complete.
SURPRISE can occur in a game, just leading into combat, under
certain circumstances, in which case anyone who is surprised will not
be able to act that round. This usually occurs in the case of an
ambush....
:Latent
A Latent is someone who has a Magical Aptitude of at least 1, who has
had no spellcasting training. They will APPEAR to be mundane until they
are made to realize their potential by a mage in most cases (A few may
discover things themselves, becoming either a Wild Latent or a Rogue
Mage).
A Wild Latent is a Latent who can tap some of their Aptitude and
Capacity, producing effects with some slight success. In mechanics this
means a roll vs their SPIRIT whenever they try to make something work (in a
rather uncontrolled fashion).
These should not be confused with a 'One Trick Pony' (also called a
singlespeller or a One Shot Mage). These are persons who have had
training in a single Tradition enough to know a Single spell only, but
may have many ranks with that one spell built up over a period of time
[an extreme specialist]. These folks KNOW the score, but either left
training prematurely or chose the path as they felt the one effect they
have was all they wished out of magic in life.
These terms have all fallen into usage by their usage initially
within the technomage tradition, who have been responsible for much of
the distribution of magical information in the past ten years thru
bulletin boards, disks and CD libraries.
:Learning_Spells_In_Game
Spells take 100 eps per power point base needed to cast them, so
a 1 point spell costs 100 points and a 20 point spell costs 2000
points to learn.
Learning a new rank in a spell they already know costs base * 50
(so that a 1 point spell costs 50 points to increase by 1 rank
in).
The learning of spells works differently then that of learning a
new skill when it comes to the TIME required to do so, and the
fact that one does NOT have to be a trained teacher or a teacher
rank in Spellcasting to teach a single spell, since it is only
a small fractional part of applying spellcasting knowledge.
To Calculate the time needed to teach a spell we use a different
calculation and table the is used in standard skills.
In the following Formula Mage1 is the one who knows the spell,
Mage2 is the student. Both MUST be of the same tradition!
Spell Q Value = (Mage1 Mind + Mage1 Spirit +
Mage1 Spellcasting Rank) + (Mage2 Mind +
Mage2 Spirit + Mage2 Spellcasting Rank)
Or in simplest terms:
(M1(I)+M1(M)+M1(R)) + (M2(I)+M2(M)+M2(R))
Add 5 to the Spell Q Value if Mage1 has teacher skill.
Add 3 to the Spell Q Value if there is no teacher, but the
Mage is learning from books and has speed reading skill.
Add 5 to the Spell Q Value if the Mages have an active Apprentice
Link spell between them. Add 3 for all other mental links
or active telepathy (EXCEPT MIND-SPEECH EQUIV.)
Q_Table
-------------------------------------------------------------------------
SPELL POINT BASE Q-Value's Time To Learn in HOURS
-------------------------------------------------------------------------
I 6-10 11-25 26-50 51-75 76-100 101-125 126-150 151+
---------------------------------------------------------
1 6 5 4 3 2 1 .5 .5
2-3 7 6 5 4 3 2 1 .5
4-5 8 7 6 5 4 3 2 1
6-10 9 8 7 6 5 4 3 2
11-15 10 9 8 7 6 5 4 3
16-20 11 10 9 8 7 6 5 4
21-25 12 11 10 9 8 7 6 5
26-30 13 12 11 10 9 8 7 6
31+ 14 13 12 11 10 9 8 7
--------------------------------------------------------------------------
:Magic
Magic is, within game terms, the transformation of energy or matter
into a new state or form. The primary catalyst varies based upon the
desired effect, but always involves the will of an intelligence, the
tapping of natural energies and/or matter. Nothing can be generated from
a void.
Magic is such that no machine or other false intelligence can tap
and utilize its energies, and thus the rejection of science as to its
existence. The exception to this is the creations and devices that are
manipulated by Technomages. The existance of these beings is what has
spawned some Rank of interest in magic by the government and a few
foundations and corporations in recent years.
All persons who perform magic are considered mages, no matter what
tradition they may follow or philosophy they may believe.
Anyone who becomes a mage is reminded that "Once you've begun to
walk the paths of magic, there's no getting off it."
Besides mages there are also Mundane and ~Latent*~ characters.
Mundanes* have a tendency to write off magical events occuring
around them to coincidence, illusions created by machines or hypnotism,
drug induced hysteria or advanced technology. They are often immune to
some kinds of magic because of their ignorance and lack of Magical
Aptitude.
:Magic_Capacity
Magical capacity represents the maximum amount of energy that a
character can contain and control within themselves. It regenerates with
rest, based upon the character's Spirit Statistic.
A character can contain more energy then they can regenerate, but
cannot hold more than their capacity. They can expand their capacity
with experience* .
Capacity begins as twice the character's Spirit. An additional point
is added for each education RANK in the character's Primary Tradition at
creation, upto 10 ranks. Spent energy recharges upto the Capacity,
based upon sleep or meditation performed (for more on Meditation see
~< SKILLS.#01 Meditation>*~).
A Character that has the ~Ageless~ advantage gets an extra
Capacity point at start.
Additionally at Character generation a player can spend some of their
generation points to increase Capacity directly, getting 5 points of
Capacity for every Point spent in this manner.
Spent energy returns from sleep based upon one's Spirit (round up
when calculating this) and cannot exceed one's capacity (Excessive
energy is simply lost in dissipation):
Eight Hours Sleep = 100% of Spirit regenerates
Seven Hours Sleep = 85% of Spirit regenerates
Six Hours Sleep = 75% of Spirit regenerates
Five Hours Sleep = 60% of Spirit regenerates
Four Hours Sleep = 50% of Spirit regenerates
Three Hours Sleep = 35% of Spirit regenerates
Two Hours Sleep = 25% of Spirit regenerates
One Hour Sleep = 10% of Spirit regenerates
Sleeping beyond 8 hours does not regenerate additional energy.
:Magic_Duration
DURATION COST ADDITION
First Round 0
additional Round after 1st 1
5 rounds 2
1 Minute (10 rounds) 3
10 minutes (100 rounds) 5
1 hour (60 mins, 600 rounds) 10
1 day (24 hours, 14400 rounds) 30
At the end of the duration of a spell the caster can choose whether
to maintain it again for that length of time or to let it expire.
If they Choose to Maintain it they again pay the Duration cost in
energy but do NOT have to recast the spell or pay other costs for
it.
:Magic_Range
~RANGE~ adds to the cost of a spell. All spells are range 0 (Touch) at
start, unless energy is placed into the spell. For every 30' of range it
increases the casting cost by 1 point of energy. Thus to cast at LONG
Weapon Range (90') costs an additional 3 points. To cast at EXTREME
Weapon Range (360') costs an additional 12 points. Normally Line of
Sight is needed to target with a spell unless special area effects or
categories are involved in the spell. Remember that the range is the
MAXIMUM the effect can reach, not the minimum it can be used on!
:Magic_Save
A saving throw against a magic spell ONLY applies when the effect
is against a sentient target that is conscious and not willing the spell
being cast at them. Magic saves do NOT apply to willing targets.
The saving throw for a Mage is different from that of a non-mage
(Mundane) as a non-mage is less susceptable to magic as their Rank of
belief is less.
Spell effects are also divided into Blatant vs Subtle Magic. A
Blatant spell is one that has obvious visible effects (ex: Fireballs,
sparks, flashing lights from no visible source, mice becoming elephants,
etc.) while a Subtle spell is one that is invisible for physical effects
or uses existing resources to achieve an effect (ex: A spell to charm
or seduce someone, one that temporarily enhances strength or speed by
increasing body production of adrenaline, one that manipulates a
computer, etc).
Mundanes save by rolling against their MIND when facing a subtle
effect, and twice their MIND Stat against a Blatant effect. Mages on
the other hand always save against their SPIRIT, no matter what the
effect is.
:Magic_Targets
~TARGETS~ adds to the cost if multiple beings are to be targeted by
a spell. Each additional being after the first adds another 5 points to
the spell cost and calls for a separate save for each of the involved
targets (so that all get defensive factors). Range, Duration etc do NOT
have to be paid for a second time.
:Missile
Missiles are weapon attacks that consist of throwing or firing
a propelled object at increased velocity where 50% of the damage or
more is caused by the velocity. Ranges are considered for 'accuracy'
in the following information and are NOT necessarily the maximum range.
If an attempt to use a missile is at a Longer range than below, subtract
25% from the users chance to hit target for EACH additional range class
increase. One Missile attack per round is possible unless a character
has 10 skill Ranks or more with the weapon, in which case ONE
additional attack can be accomplished with the missile on the same
target. This does NOT apply to Crossbows, Slings, Spears or Javelins.
Crossbows and Prods take 1 full round to reload unless they are the
'repeating' design style found in some oriental cultures.
SHORT = 30' MEDIUM = 60' LONG = 90' FAR = 120' Extreme = 360' Distant =720'
WEAPON DAMAGE RANGE CLASS
------- ------ -----------
Axe,hand (hatchet) 2d10+1 SHORT
Bow, Compound Light 2d10+4 LONG
Bow, Compound Heavy 3d10+3 FAR
Bow, Long 2d10+3 FAR
Bow, Short 2d10+1 LONG
Crossbow, Heavy 4d10 FAR
Crossbow, Light 2d10+3 LONG
Crossbow, Repeating 2d10+3 MEDIUM
Crossbow, hand 2d10 MEDIUM
Crossbow, Sniper 3d10 EXTREME (Can add Sights too)
Dagger, Throwing 1d10+4 SHORT
Dart 1d10+3 SHORT
Javelin 1d10+4 MEDIUM
Prodd 1d10+3 LONG
Sling 1d10+1 LONG
Spear 2d10+1 MEDIUM
Staff Sling 1d10+4 FAR (no SHORT shots)
Throwing Stars 1d10+3 SHORT
NOTES: 2 Throwing stars can be thrown in one round normally, 3 if
trained at 10 skill Ranks (100%) or better
All the above weapons on hitting DO require a STUN save, except
for Dart and Throwing Stars.
The repeating crossbow is an expensive and relatively rare
device. It holds a clip of 5 bolts and allows them to be lever
loaded, so that no time is lost between shots in reloading as in
a standard crossbow. Of course when the 5 shots are gone then it
DOES take 2 rounds to fully reload the clip.
:MOVEMENT
We assume for game mechanics that a person can move easily at
a rate of about 30' per round (just shy of 2mph) while performing other
actions. They can move unobstructed at a rate of 60' per round if not
taking any physical action. They can move 90' per round over flat,
clear, unobstructed terrain while they perform no actions physical or
mental for short periods of time after spending a round in movement.
Thus at the middle range we are assuming they can achieve a
10 minute mile (10' per second) rate with normal encumbrance and
non-hazardous terrain.
A cluttered terrain reduces progress by 1/3 of the stated
footage above, as would attempting to move stealthly/silently or to
follow a trail while doing so.
Thus someone moving across a cluttered terrain, stealthly
while prepping a spell can cover 30-10=20-7 = 13'/round.
:MUNDANE
A Mundane is the term used within the rule system and among many
magicians for a personage who does not really believe in magic or who
has SPIRIT of 5 or Less Points.
Mundanes are the majority of the population of the world and often go
about blindly unrealizing that magic abounds around them and that the
supposedly structured and organized world they perceive as real is far
more complex then they perceive.
Player characters are never really mundanes. They may be not
possessing of spellcasting skill, but will always be 'different' and
more open minded to the existence of magic even if they cannot perform
it. Once their lives have been touched by magic, non-human races and the
like they will never be the same again.
Unusual Mundanes DO exist, who may possess Advantages, making them
challenges for mages to deal with.
:NPC
Shorthand term for 'Non-Playing Character' in the game. NPC's are all
characters NOT played by an actual player but utilized by the Gamemaster
in the adventure for plot, roleplay and combat.
NPC's are just like real people in many ways and deal with all the usual
problems associated with such.
NPC Companions of players gain 10% of the Experience earned by the
character they are connected to, thus NPC's advance, but slowly. NPC
Companions DO receive standard downtime experience gains.
:Paradox_Effects
These are caused by a slow saturation of an area with uncontrolled
magical energy agitated by multiple castings occuring there. They are
NOT covered in the main rules, and are not within the realm of player
information. The general GM outline of rules for them are found in:
~< Paradox.#01>~
Note that Paradox is an optional rule set, and up to the GM whether or
not to use at all in the game, since it required some paperwork on their
part.
:PC
Shorthand for 'Player Character' in this game, that is a character run
by a player in the game, in contrast to NPC* a character played by the
Gamemaster as part of the adventure occurring.
:Ranks
Ranks are a way to apply ordinary experience points. A rank is bought
with a particular Spell by a mage, for BASE * 50 points of experience.
This will reduce the Casting Time of the spell by one round per
additional rank over the initial first the spell is known at, but never
below a one round casting time.
Some spells also increase their maximum effects by increasing ranks,
such as increased damage or area of effect, and these will be noted on
the spell lists. A caster CAN choose to reduce the effect of a spell
they are casting, but NEVER below the effects of the spell at Rank 1.
:Realism
Although a large effort has been made in Mystic for a sense of
realism, there are some places where we cut corners either for game
balance or maintenance of concept.
In the real world guns fire faster, tend to do more damage and are a
far greater force. In the real world the governments are more paranoid,
more bureaucratic and more self-serving and ruthless. A serious occult
conspiracy would be at constant odds against government infiltrators and
those who seek power for its own rewards. Real world mundanes are more
bigoted, less open minded and more likely to react negatively when
encountering the 'shadow world' of magic.
In the real world the various magical traditions are more likely to
fight a war of words and propaganda then one of physical violence or
magical onslaught in this day and age.
But remember that fiction can mimic reality and reality often mimics
fiction, and the bounds between the two are very weak indeed.
:Regeneration
Certain races, beings and creatures regenerate. You cease to
regenerate once you are in negative health for 10 rounds or more (See
Death*), or below negative 9 health. You cannot regenerate someone dead
back to life.
Regeneration is NOT possible from negative health if the damage was
caused by fire or acid.
Regeneration, in general, fails if the spinal cord and the nervous
system that is part of it are severed. It also fails if the brain is
sufficiently damaged.
:ROUND
A Combat round is 6 seconds of real time activity, there are 10
rounds to the minute. Combat in real time tends to be fast paced and
often lasts only a minute or two in many situations before a conclusion
occurs.
:Rule_Of_Five
Whenever an attack involves a die roll and a plus modifier of five or
more, instead of the plus modifier you remove five points from it and
add an extra die of effect (This is done as many times as needed to
lower the damage add to 4 points or less).
:Shields
Shields allow a character to possibly deflect entirely an incoming
missile attack. To use a shield a character MUST have at least a rank
in HTH combat or martial arts. They then can use the shield against
such an attack, adding +10% to their chance to save.
Shields also assist against HTH attacks with light weapons (any one
handed weapon) against one such an attack per round. Under these
circumstances they add a +10% to the defense of the target against the
attacker.
Shields for the most part offer NO protection from firearms.
Shields can be used as a makeshift Bludgeon (see Weapon_Bludgeons*)
:Shooting
When using a firearm, the GM can assign modifiers to the chance to
hit target. Normally all that is subtracted from the chance to hit is
the targets coordination, but additional factors come into gunplay that
affect things. The GM has the final decision on this!
Attacker is moving while firing -20% from chance to hit
is drawing and shooting -40% from chance to hit
Vision obscured by smoke, etc -20% from chance to hit
Target is moving +20% to Defensive Save
is immobilized +60% to chance to hit
is surprised -20% to Defensive Save
is under partial cover +20% to Defensive Save
is within 30' range -10% to Defensive Save
at/beyond weapon maximum range -40% to hit
Strafing Targets (FA only) +20% to Defensive Save
For other details see Firearms*
:Spell_Casting
Spell Casting is NOT an instantaneous or simple process. Magic* takes
time to work, requires concentration and effort and isn't done without
price. A spellcaster can APPEAR to be as fast as a fighter only by
pre-planning ahead of time.
The easiest means is to cast properly, which means the usage of a
ritual casting that takes time. A mage in the field doesn't always have
the time to set up a ritual, and thus spellcasting is risky business on
some Ranks. A spellcasting roll of 96-00 always means EXTREME failure
or what we call KLUTZ* results.
The time it takes to cast a spell is based on the Base Cost in Energy
that the spell takes to cast (except in the case of a RITUAL). Thus a
spell that base costs 10 energy points takes 10 combat rounds to cast in
full, during which the mage cannot allow themselves to be distracted,
interrupted or exert any physical efforts beyond the casting of the
spell. During Casting a Mage is at 1/2 their normal coordination.
Note that Base cost is the spell listing cost of the spell, and does not
include any modifiers for tools, rituals etc.
The casting time to cast a spell can be reduced by three methods, the
first is to buy additional RANKS* in the spell thru experience, at a
cost of BASE points * 50 eps per Rank. Each Additional rank reduces the
casting time on that spell permanently by one round (with a MINIMUM of
one round). The second Method is to RUSH the casting - this is dangerous
and for each round that they try to reduce the casting time by they must
remove 10% from their chance to cast, thus rushing a ten point spell
down to one round is a -90% chance of success!
The third system is to increase the energy placed into the spell (and
this can be mixed and matched with the RUSH option). For every extra
point put into the spell casting for speed you can take one round off
the casting time... BUT you increase the KLUTZ range of casting by 1%.
Thus reducing the casting time of a 5 point spell to 1 round by pumping
4 extra energy points into the casting speed will change a klutz roll
from 96-00 to a roll of 92-00.
:Spellcasting_Blind
This is the term used when a mage needs to cast at a target that
they cannot see line of sight when casting. This may be caused by actual
blindness, a physical object being between the caster and the target
(ex: A Wall), the target being invisible etc. The result is the spell
caster doesn't have an exact form to aim the spell at or even an exact
direction.
The spellcaster must be able to give some sort of idea of who or
what they wish to aim the spell at. Be it 'The space directly behind
this wall on the other side' or 'Whoever it is hiding in that doorway in
the shadows' or 'The Person who stole my purse' or 'The goblin following
behind me'.
A blind spell cast reduces the chance of success by 40%. Such a cast
also will fail if the mage fails to put enough energy in for the range
the target is actually at. On the other hand, this gives the mage the
opportunity to succeed that an archer or other fighter can't do at all -
a balancing of potential with difficulty.
:Spellcast_Ritual
Rituals are used by mages to uplift their mental states to the proper
Rank to access their energy sources and memories in the production of
spells. The Ritual differs from mage to mage but usually includes the
cleaning of a space physically, placing themselves within that space,
protecting the area psychically and then performing those elements
needed to prepare themselves, items, and draw forth the results sought.
Often times rituals are used to combine energies with several
different mages within the space in order to cast a more powerful
version of a known spell or to attempt to create a new spell from their
combined knowledge and experience. Mages rarely will do this with
persons who they do not trust entirely - because within a casting space
they cannot lie unto each other without being caught in such a lie and
they cannot use combat magics of any type against someone they invited
within the space. The Space is referred to as a circle.
Spectators may be present at a spellcasting in circle to assist the
mages in raising energy etc - spectators are usually required to chant,
hold light sources or perform mundane protection against any intrusion
on the circle from mundane means.
A full ritual casting takes an hour, that is 3,600 combat rounds, and
raises the chance of successfully casting by 20% plus 1% per mage
involved and each spectator involved. In many cases this makes spells
nearly foolproof, except for the potential 96-00 failure. Note that a
Primary caster MUST be designated in the spellcasting, and their
percentage is used to do the casting.
When mages who are of the same Tradition combine efforts to cast a
spell that they personally all know ritually, there is an advantage that
occurs, as they can ADD their ranks in the spell together. That is if
one knows the spell at rank 3 and another knows it at rank 2 then they
effectively cast the ritual at Rank 5. This cannot be applied to a mage
casting of a spell that normally has a limit to its ranks to cast
greater than that limit.
If mages of different traditions try to work a ritual together of a
spell they know then they count but a single rank for each caster except
the primary caster (who gets all their normal ranks).
Those within the ritual can transfer energy within the circle into
the casting cost so that the primary caster doesn't have to supply all
the initial casting energy, even if they do not know the spell or are of
a different tradition.
When a ritual is going to be maintained beyond its original duration
the primary caster must make the decision and deal with the energy
costs.
~Spellcast_Tools*~ can be used in the ritual to reduce the cost in
energy to some extent as well, and improve the success chance.
Everyone within a Circle is considered in TOUCH range for the casting
if they need to be targeted. Additionally, if they are casting a spell
on a target being outside the circle and have a personal possession of
the target (ex: Lock of hair, Blood Sample, Ring, etc) or can physically
see the target thru the casting within LOS, then the target is
considered also to be at TOUCH range, an advantage to say the least.
:Spellcast_Tools
One way for a mage to reduce the cost of a spell is to develop tools
for the practice of magic. These are a little different than the making
of a magical device. They are not magical themselves in nature, nor will
they detect as such. What they are are focuses for a mage for magic,
which assist in the reduction of spell costs by their nature.
Spellcasting tools and must be made with great care and effort. Any
mage tool takes twice as long to make as its regular counterpart (if
made my the mage themself) OR must be of excellent quality. The tools
must be consecrated by the mage (a process that takes an hour per tool).
Using such a tool reduces the energy cost of the spell by one point
per two spellcasting ranks of the caster in general from the base cost
(it will not reduce cost for points spent on Duration or Range or
Targets). If the mage decides to use multiple tools in a spellcasting it
reduces the base cost cumulatively per tool, to a minimum of one (and
again only from the BASE).
Using a tool also increases the chance of successful casting by 5% if
they are less than teacher Rank in casting (but a 96-00 will ALWAYS
klutz!), or it lowers the opponents SAVE by 10 if they are teacher
Rank.
The drawback of the tools is their physical cost, their time to be
made and consecrated and the fact that each tool used in the spell adds
one round to the time used to cast the spell in the first place.
Tool Examples : Silver Dagger Candles Chalice
Holy Symbol Incense Silver Bell
Walking Staff Brazier
Obviously this is merely an option to the mage and not all mages
practice magic this way. Some traditions may have specific tools that
are acceptable only, and others may accept NO tools at all.
:Spell_Design
Characters who are members of a tradition can experiment and design
new spells based on their knowledge. This breaks down into several
different forms of experimentation :
Spell_Modification*
Spell_Stacking*
and downright spell design. Spell design is the creation of a spell from
scratch, using one's understanding of the theories of magic to produce a
new effect that has no direct connection to an existing spell that you
know.
Spell Design may be a matter of careful study or desperation. If
studied the player must give the GM* a full description of what they
think the spell does. The GM will assign a point cost and a decision in
regards to options and whether the spell actually would be within the
characters tradition.
Studied design requires a period of 40 hours of research work, 10 if
the character has access to a good magical library. The usual experience
for the spell must be spent. If insufficient experience is available
then they can't learn the spell.
Desperation works differently. This is raw trying - they describe the
effect to the GM and the GM tells them if the effect would fit within
their tradition. If yes then they try by casting; the GM tells them
after the spell is begun the energy cost, and they cannot abort the
spell prematurely, even if the spell takes more than the energy they
have on hand. They cast against 1/2 their normal chance for success, and
cannot rush the spell on the first casting.
Desperation casts ALWAYS use the energy. If the spell fails it will
klutz, no exceptions. If it succeeds then they know the spell as part of
their tradition. They Must spend the usual experience needed to gain the
spell (if they do not have enough, the GM may choose to let them keep a
negative balance to be paid from all experience gained from that point
on). If they failed to cast under desperation they also lose the
experience spent on the spell.
If a player insists on a character developing a spell outside their
tradition(s) then the GM will label it as such and it will, wether made
from design or desperation, be considered in a separate tradition
category of its own and the appropriate casting minuses will be attached
to the spell from then on (and it will always be their least known
tradition for calculations sake).
:Spell_Hanging
Spell hanging is one way to provide faster spell casting results. The
mage prepares a few spells for usage later on, by linking the spell to a
power word of their own making. They LOSE the energy for that spell
immediately and it is stored in a 'Hanging slot' until the word of power
is uttered. One Spell per 5 points of Intuition possessed by the caster
can be 'hung' and a hung spell MUST be used before the slot can be
reused. Thus it is most probable a mage has at most 4 or 5 such spells
pre-prepared. A Hung spell can be cast in a single round, as it only
requires the caster to speak the power word out loud.
A mage cannot tap the energy stored in their hung spells, nor can
they otherwise access them. They also have to specify range and duration
and number of targets when the spell is made, leaving no ability to
modify the spell. They cannot recover this energy as well until the
spells are actually cast, so care should be taken not to devote too much
to this area.
It is suggested that GMs insist that players using the Hung spell
method keep the details of the spells hung written down with the intent
of keeping the players honest.
Hanging a spell takes Fifteen Minutes (150 combat rounds). Reversing
the process takes the same amount of time.
:SPELL_KLUTZ_LEARNING
Characters can LEARN from a spell klutz of their own a new spell,
except for Rogues (See Rogue Rules), Rituals and spells performed with
Tokens or Tools, in the following Manner.
The character must either HAVE uninvested Eps or the player must
agree to invest ALL new eps to be earned into the new spell until it is
paid for. Cost of the spell is according to the BASE COST (this is
usually, but not always, the same as that of the spell they were
intending to spell when the klutz occured - GM has discretion on
estimating this but its never more than the points spent for the
original casting). The GM will also decide which modifier (Duration,
Range, Targets, etc apply).
There is no roll to learn it, as there was under other systems. The
eps cost is 100 * the base (thus usually between 100 and 2500 eps). No
time is spent in memorizing your own klutz this way.
The klutz will always be in the guild of the original casting. If
the spell is bought with future eps then no other spell can be learned
while the present klutz is being paid for in this manner, and until it
is paid for there is an additional -20% to cast this spell again.
:Spell_Modification
This is a spell design variant, where a mage takes an existing spell
in their repertoire and modifies it to produce a variant effect. Example
of such is a spell to make an automobile engine fail to start, being
modified to also affect a Jet engine.
Modifications are easier then Designing a new spell or developing a
Spell Stack, but have a smaller range of application. The GM will assign
a modified cost for the new effect, the character must spend 1/2 the
usual experience cost to learn a new spell.
If done as a design project the character must spend 20 hours in
research (5 hours with access to a magical reference library); if done
in desperation the character will be at a flat -20% to cast the spell
the first time (Failure though does cause loss of the eps in the case of
desperation casting).
The spell, of course, is learned in the same tradition as the one it
was based on.
:Spell_Stacking
This is a spell design variant, where a magic using character
combines 2 or more spells together to produce a new effect, and in the
interim reduces the overall cost. Opposite effects cannot be linked this
way (EX: Fireball & Fire-Extinguish).
A Spell Stack, like a spell modification, costs 1/2 the normal
experience to learn.
It is also risky the first time it is done, if done in desperation or
as a spur of the moment casting idea, being at -20 % of the character's
normal chance to successfully cast the spell as per the tradition it is
in. They will spend the appropriate experience (EVEN IF THEY FAIL TO
CAST IT, IN WHICH CASE THEY LOSE THE EXPERIENCE) to learn the spell.
If the stack is done as a design project and not as a desperation or
spur of the moment concept, the character must take 20 hours (5 if they
have access to a magical library) to do the design work, and spend the
appropriate experience. There are no minuses to cast the first time if a
stack is done this way, and no risked lost experience.
The advantage is that duration and range costs are only paid ONCE
instead of for EACH of the spells, thus reducing costs. Also, once such
a combination has been cast successfully the player can consider the
innovation a NEW spell for their selection from that point on without
the penalties.
If a character has multiple traditions they can combine spells from
each tradition this way to make a new spell. They MUST place the new
spell in the weaker of the Traditions involved for casting percentages,
but can be taught to other mages trained in BOTH traditions, if they so
wish.
:Teleportation
Several spells include the ability to teleport objects or persons.
It should be noted for GM reference that you cannot teleport something
when you are on a different plane of existance from it. Thus you cannot
teleport someone who is astral, or teleport from the material plane to
the astral plane or the ethereal.
Likewise someone on the astral plane cannot teleport a person on the
material plane.
The exception is a device made by an enchanter with Astral
Effectiveness as part of its design.
:Token_Magic
Token magic is a variation on Magic which has both its own
advantages and disadvantages in regards to casting. Token mages still
have a regular tradition, and some traditions do NOT have token mages at
all.
A token mage will create a focus that is used but once to cast a
spell, and is often thrown at a target or in some other means expended
in the casting (a common one is a small satchet of herbs that are
burned, consumed or tossed at an opponent).
The token mage may have several tokens for the same spell. Like a
Hung spell, a token spell is pre-set, its Duration, range, number of
targets etc must be chosen when the token is made, and the energy is
imbedded in the token. Unlike a Hung spell it cannot be erased from the
caster's memory (but a token can be stolen or destroyed before its
usage). The energy bound in a token is not counted against the caster's
total like a hung spell, and can be recovered back as per normal.
A Token spell NEEDS the caster to be free to move for the most part
to cast it, since a physical object must be used.
A token takes an hour to prepare, limiting the number a mage may
have ready by the amount of time. Additionally they MUST list what the
concept of the characters tokens are based on (Herbs, Beads, Glass
figurines, etc) and ALL their spells must be based on a similar concept
(ex: different herb mixes for each spell, different figurine shape for
glass figurines, different colored bead for each spell).
Anyone can activate a token by throwing it at a target - but knowing
what a token does is entirely something only another token mage can
possibly analyze.
A token at hand takes but a single round to use, more if the
particular token must be searched for. Each token costs at least $5 to
create in materials.
Token magic does NOT reduce the cost of spellcasting, nor can they
utilize HUNG spells like ordinary mages. They cannot do spell inventing
by desperation but MUST be involved in careful scholarly Spell_Design*,
Spell_Stacking* or Spell_Modification*.
:Weapon
Weapons are used to inflict damage (we all knew that right?) The
system in this case is designed to keep combat damage results simple and
easy to calculate. Each Weapon has a damage rating that is a numerically
based on the D10 with modifiers, so that a whole lot of extra dice
aren't needed during play.
If a CRITICAL_HIT occurs, by rolling 01-05 to Hit, extra damage and
stun will be inflicted. Add 5 to the damage done and 10 to the Stun
effectiveness of the attack IF the weapon ordinarily does any Stun.
Weapons are divided into skill categories. If a weapon you feel is
appropriate for your character is not listed then PLEASE speak to the GM
about it so that she/he can add it appropriately.
Characters that train their weapon skill to 7 ranks and beyond get
DOUBLE the coordination adds defensively listed below for the weapons.
Those who train in a weapon with negative coordination to use reduce the
loss of coordination defensively by 1/2 the listed amounts if at 7 ranks
or better.
:Weapon_Bludgeons
WEAPON DAMAGE NOTES
------------ ------ ----------------------------------
Brass Knuckles +2 to HTH Punch damage only
Cestus 2d10+2 -4 coordination defensively when used
Club 1d10+4
Frying Pan (Tool) 1d10+4
Hammer (weapon) 2d10+3
Hammer (tool) 1d10+4
Mace 2d10
Nightstick 1d10+4
Shield (norm) 1d10+2 [Used to 'bash']
Shield (Spiked) 2d10+1 [Used to 'Bash']
Shovel (tool) 1d10+2 -2 coordination when used
All Bludgeons require the subject to make a STUN Save.
:Weapon_Bows
WEAPON DAMAGE RANGE NOTES
------------------- ------ ----- -------------
Bow, Compound Light 2d10+4 LONG BODY 10+ to use
Bow, Compound Heavy 3d10+3 FAR BODY 20+ to use
Bow, Long 2d10+3 FAR BODY 15+ to use
Bow, Short 2d10+1 LONG BODY 10+ to use
All Bows require the target to make a STUN save.
:Weapon_Chopping
WEAPON DAMAGE NOTES
------------ ------ ----------------------------------
Axe, Battle 3d10+1 -2 coordination when using
[Must be at least 4' tall to use]
Axe (tool) 2d10+1 -2 coordination when using
Machette 2d10 (no coordination Mods)
All chopping weapons require the target to make a STUN Save.
:Weapon_Crossbows
WEAPON DAMAGE NOTES
------------ -------- ----------------------------------
Heavy 2d10+1 BODY 20+ to use
Light 2d10+3 BODY 15+ to use
Repeat 2d10+3 BODY 15+ to use
Hand 2d10 BODY 5+ to use
Sniper 3d10 BODY 10+ to use
All crossbows require the target to make a STUN Save.
:Weapon_Daggers
WEAPON DAMAGE NOTES
------------ ------ ----------------------------------
Dagger 1d10+3
Ice Pick (tool) 1d10+3
Knife 1d10+2
Main Gauche 2d10+1 +4 coordination when used w/Rapier else +2
vs Daggers, Light swords, Sai
Swiss Army Knife 1d10+1
:Weapon_Exotic
WEAPON DAMAGE NOTES
------------ ------ ----------------------------------
Blowgun 1d10+1 60' range, darts may be poisoned for
extra damage or effects.
Boomerang 1d10+4 Throwable from 30-120' range (no shorter)
returns if misses target.
Stun save for Target on Hit!
Electro-Baton 1d10+2 Stun save for Target on Hit
M.A.C.E. Sprayer 1d10-5 Blinds attacker for 2d10 rounds & STUN
save.
Needle (tool) 1d10-2
Nunchakus 2d10+1 +2 coordination when used against itself,
Sai, Light Swords, Staffs and knives/daggers.
[Must be at least 3' tall to use]
Stun save on Hits.
Sai 1d10+4 Can disarm swords on a critical Can parry
vs Light Swords, Katanna, knives,
Daggers, Chopping Weapons & whips or
flails. 10 Stun if used as blunt, 1d10
dmg. +5 coordination when used
defensively, +10 for pair
SPLAT Gun none (Sticky Precipitant Launched Against
Target). This is a new device, primarily
used by police. It fires a single charge
that covers the target in a mist that
becomes a VERY sticky substance that
slows movement (Target person if moving
must save each round vs coordination or
falls). It does NOT wear off or wash off
easily (Requires Acetone to remove) and
is not bio-degradable. Stun Save on Hit.
Stazer 1d10-4 STUN on hit. 30' range ONLY.
Tear Gas Sprayer 1d10-4 Blinds attacker for 3d10 rounds; Stun.
Tracer Gun none This is a police weapon, a small gun
loaded with a compress gas cartridge that
fire an electronic bug device that
adheres to a non-living surface (Cars
etc). The bug transmits a signal that can
be traced by a receiver and sends out a
binary trace code. This allows a
reduction in High speed chases etc and
easy following of suspects. The gun is
silent except for a click on use. It
holds 4 cartridges and bugs. Bugs once
activated have a 3 day battery.
:Weapon_Swords_(Heavy)
WEAPON DAMAGE NOTES
------------ ------ ----------------------------------
Claymore 2d10+4 +2 coordination VS all swords
[User must be at least 5' tall]
Flamberge 2d10+2
Scimitar 2d10+1 [Must be at least 5' tall to use]
Sword, Bastard 2d10+2 [Must be at least 5'5 tall to use]
Sword, Broad 2d10 [Must be at least 5' tall to use]
Sword, katana 2d10 +3 coordination vs all Heavy Swords, Sai
Lightswords & Daggers.
Sword, Long 2d10+3 +2 coordination when used against heavy swords
[Must be at least 5' tall to use]
Sword, Two-handed 3d10+2 [Must be at least 6' tall to use]
Using the FLAT of the blade on these weapons does 1d10+4 damage, but
inflicts STUN effect.
:Weapon_Swords_(Light)
All These can be used to Parry each OTHER, Katana or any
Dagger/Knife but not other Heavy Swords etc.
WEAPON DAMAGE NOTES
------------ ------ ----------------------------------
Sword, Short 2d10+1 +1 [Must be at least 3' Tall to use]
Sword, Stick/Cane 2d10+1 +2 coordination when used
Rapier 2d10+3 +5 coordination when used (except vs 2 handed
swords and bastard swords)
[Must be at least 4' tall to use]
Sabre 2d10 +3 coordination (except vs 2hand/bastard)
[Must be at least 5' tall to use]
Using The Flat of A rapier or a Sabre Blade does 1d10+2 damage, but
gives a Stun Effect.
:Weapon_Staffs_&_Polearms
Those with coordination adds can be used to Parry each other or Light
Swords and Daggers/knives.
WEAPON DAMAGE NOTES
------------ ------ ----------------------------------
Bo Stick 2d10+1 +2 coordination when using
Halberd 2d10 -10 coordination when using
[User MUST be at least 5' tall]
Jo Stick 2d10 +2 coordination when using (single Hand!)
Lance 3d10+2 -5 coordination when used on Foot,
and only 1d10+2 damage.
Pick, Military 2d10
Pick (Tool) 2d10+1 -5 coordination when used;
Pike 2d10 -5 coordination when used;
[Must be at least 4' tall to use]
Pitchfork (tool) 2d10+1 -5 coordination when used
Quarter Staff 2d10+1 +5 coordination when used (except vs mounted)
[Must be at least 4' tall to use]
Scythe 2d10 [Must be at least 5' tall to use];
Spear 2d10+3 +2 coordination when used on foot
Staff Sling 2d10 +5 coordination when used (except vs mounted)
[Must be at least 4' tall to use];
See Missile Weapons.
Trident 2d10
All Polearms require a STUN SAVE from the target.
:Weapon_Throwing
WEAPON DAMAGE NOTES
------------ ------ ----------------------------------
Dart 1d10+2 if ambidextrous gets 2/rnd
Knife 1d10+4 if ambidextrous gets 2/rnd
Shuriken 1d10+3 2/rnd, 3rd if ambidextrous
:Weapon_Whips_&_Flails
WEAPON STUN DAMAGE NOTES
------------ ---- ------ ----------------------------------
Ball & Chain 25 2d10+4 -5 coordination when using
Bullwhip 15 2d10+3 (Disarms opponents on critical
instead of double dmg if possible)
[Must be at least 3' tall to use]
Cat-Of-9-Tails 5 2d10+1
Flail 10 2d10+2
Horse Whip 5 1d10+3 -5 coordination when using
Morning Star 20 3d10+1 -5 coordination when using on foot
All Whips & Flails require a STUN SAVE from the Target.
:Top
~MYSTIC EARTH ROLE PLAYING GAME RULES~
Revised 2nd Edition
~File #3 : Translating From 1st Edition.~
ALL MATERIAL INCLUDED WITH THIS PACKAGE ARE
COPYRIGHT (C) 1993, 1994 BY JOSEPH TELLER, CYNTHIA SHETTLE
& KIRALEE MCCAULEY AND IS NOT USABLE FOR COMMERCIAL MEANS
OF ANY KIND WITHOUT PERMISSION.
` You were born to live with Magic `
` We all were, the whole human race.`
` We're never more than half alive `
` unless we have it....`
~ - Zalazar~
The majority of the rules remain untouched from one version of the
other EXCEPT the basic statistics a character is defined from and
the way a character is constructed. Only the first is in any way
needed to be translated, thus the shortness of this file.
An existing character will have some basic concepts and personality
in its notes and these are applied to translating stats as much as
the number crunching.
BODY = HARDINESS
COORDINATION = PROWNESS
MIND = INTUITION
SPIRIT = (INTUITION + MAGICAL APTITUDE)/2 [For a Mage]
[If non-Mage then should be Magical Aptitude or 1,
whichever is LARGER]
HEALTH = (BODY * 2) + extra points invested
STUN = BODY + COORDINATION
If the character has BODY greater than 15 take 1 rank
in either Physical Fitness, Endurance, Shock Resistance or
Body Building for every two points above 15 (yes this can
be seperated into different skills to fit the character
concept).
If the character has PROW greater than 19 then take 1 rank
in Contortionist for each point above 19.
If the Character has APP greater than 15 then take 1 rank
in either Physical Fitness or Cosmetics for every two points
above 15 (Yes this can be seperated into both if it fits the
character concept).
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