Synapse RPG

September 28, 2017 | Author: Zogrim | Category: Role Playing Games, Gaming, Leisure
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Game Design Layout Design: Art Direction: Typesetting: Editor:

Greg Christopher Greg Christopher Greg Christopher Greg Christopher Peter Kovalsky

Artists: Alayna Lemmer: www.alayna.net Alexander Nanitchkov: www.artofinca.com Alexandra Schastlivaya: fleur-art.blogspot.com Antoine Miguel: pataplouf.deviantart.com Aram Aramesh: abtin.gfxartist.com Banu Andaru: www.banuadhimuka.com Courtney Howlett: seageart.daportfolio.com Darek Zabrocki: darekz-art.website.pl David Cheung: vofff.blogspot.com Delilah K: delilah88.deviantart.com Emily Chan: www.eychan.org Farhat Ali: farhatali-2005.deviantart.com Flint Anderson: tauceti.deviantart.com Frank Hong: frankhong.artworkfolio.com

Special Craig Brasco, Luis Garcia, Mattias Thanks: Silvsten, Peter Kovalsky, Trina Williamson, Michael Williamson, Roger Jones, & Daniel Rezendes Cover Artist: Adrian Humphrey fweak.deviantart.com Gabriel Perez: wiredgear.deviantart.com Hrvoje Beslic: hbdesign.deviantart.com Jeremiah Morelli: www.morjers-art.de Katrina Lin: k-atrina.deviantart.com Lorraine de Bruin: renahmoonsinger.deviantart.com Michael O: www.bymichaelo.com Mike McCain: mikebot.cgsociety.org Myke K: www.geneticmess.blogspot.com Nicholas Kay: www.nicholaskay.com Pavel Savchuk: sobaku-chiuchiu.daportfolio.com Peter Ortiz: standalone-complex.deviantart.com Sabrina Pohle: www.splinteredshard.com Tony Rudolph: zulusplitter.deviantart.com Veli Nyström: vablo.deviantart.com Yap Kun Rong: krypt.cgsociety.org

A Note about Contributors All of the artwork in this book has been donated by the artists. In addition to the above credits, each image placed in the book links back to the artist’s gallery. Please take the time to visit them and consider buying a print. This book would not have been possible without the generosity of these artists. I am eternally grateful for their support. I am also grateful for the constructive criticism of my friends and family. Finally, I am grateful for the superb editing and commentary of Peter Kovalsky. I could not ask for a better editor. A Note about Gender The English language is sexually specific in how it handles pronouns. As a result, an author must always struggle with whether to use he, she, he/she, his, her, his/her, or any pronouns at all. In an effort to balance against all the books in the past which ignored this problem and simply used masculine pronouns throughout, this book is written exclusively with female pronoun forms when refering to the player. That being said, Synapse is designed for people, not genders. We embrace all players regardless of their gender.



Except as otherwise identified, all written portions of this book and Synapse logo ©2009 Greg Christopher, all rights reserved. All artwork in this book is owned by its artist.The mention of, use of, or reference to any company, trademark or product in this book is not a challenge to the trademark or copyright in question. This book is not for sale. Download a free copy at www.synapserpg.com.

Table of Contents: Character Creation Outline

16

Chapter 1: Brain Chemistry Attributes Talents

17 18 23

Chapter 2: Biology Body Characteristics Racial Characteristics

29 30 32

Chapter 3: Culture Cultural Characteristics

51 52

Chapter 4: Life Experience Life Experiences

79 80

Chapter 5: Personality Motivations Morality Morality Types Making Decisions Motivation Boosts

100 101 108 110 111 112

Chapter 6: Connections Type Descriptions Relationship Descriptions

113 117 121

Chapter 7: Skills Universal Skills Medieval Skills Age of Sail Skills Modern Skills Energy Skills Ballistic Skills Spacecraft Skills Mech Skills Powered Armor Skill Hovercraft Skills Robotic Skills

124 129 143 145 146 148 148 149 150 151 151 152

Cybernetics Skills Biotech Skills Psionic Skills

152 153 153

Chapter 8: Possessions Wealth Property Property Descriptions Mechs Equipment

154 155 156 157 161 165

Chapter 9: Resolution Mechanics Making a Skill Roll Types of Actions Conversational Resolution Combat Resolution Manuever Resolution Stress Making a Morale Roll Stress Reduction Residual Stress Sources of Stress Trust Points

173 174 175 176 178 182 184 184 185 185 187 189

Appendix A: Magic The Basics of Magic Magic Powers

190 191 194

Appendix B: Vampirism The Basics of Vampirism Vampiric Powers

216 217 222

Appendix C: Racial Templates

233

Appendix D: Cultural Templates

239

Appendix E: Life Experience Templates 266 Appendix F: Example of Play

272 

What is a roleplaying game? A roleplaying game (RPG) is played by a group of typically four to six people, usually around a table. The goal of the game is to tell an interesting, collaborative story and to have fun doing it. To tell the story, you use your imagination. There are no winners or losers because the game is about cooperation.

Key Features Cooperation Imagination Improvisation Chance Strategy

One person, called the gamemaster (GM), is in charge of managing the game and establishing the basis of the story. Every other person around the table controls a single character in the story, like a character in a book or movie. People who are controlling characters are called Players. The game involves using your imagination to determine how your character will interact with an imaginary world. The world and everything in it, including all of its non-character inhabitants, is described by the GM. The GM describes where your characters are in this world and in return each player tells the GM what they would like their characters to do. Your decisions should be played out through improvisation based on how you feel your character would react. The rules for adjudicating the success and failure of these actions is called a game system. The game system uses dice, the same dice that you find in traditional board games, to add the element of chance. Sometimes your characters will fail. Other times they will succeed. The odds of success are based on your character design. You will have better chances of success at some actions and poorer chances with others. Knowing when to attempt certain actions based on these chances introduces the element of strategy.

To tell the story, you use your imagination.

The Flow of Play: The GM typically has a story in mind that she is trying to tell. She has made notes about the personalities of the other people in the world, such as the innkeeper, sheriff, soldiers, and so on. She has also prepared challenges for the characters, typically in the form of combat with some kind of enemies who are working in opposition to the heroes. She has usually created a dastardly villain with diabolical plans, which the players must struggle to overcome. As the players take actions in the world, interact with its inhabitants, solve problems, etc, the GM will reveal more of the plot.

Players are not passive participants. They are the primary actors.

The attempt by the players to advance the plot to its conclusion is called an adventure. A typical adventure will take many hours of gameplay, usually broken up into chunks of play called sessions. The adventure may be only one in a series of adventures that together make up a campaign. The length of the story and its complexity depends on both the storytelling ability of the GM and the contributions of the players. However, players are not passive participants. They are the primary actors. The story is like a novel whose pages are blank until you read them. The future is based on your real-time decisions, not written ahead of time. The story is dynamic, complex, and unpredictable.

Why play an RPG? Why should you play an RPG instead of playing a board or video game? • Complex social interactions that cannot be replicated in other games. • Creativity is used to make every game. Your character is not defined by someone else. • You are the entertainer. You are not consuming someone else’s game. The game is yours. • Imagining yourself in the role of someone else encourages empathy and greater understanding. • Spend quality time with your friends and family, away from a computer screen. • Repetitive simple math is extremely helpful to young players. 

What is a Game World? All gameplay takes place inside of a game world. The game world is the imaginary geographic area in which your character’s exist. A game world might be an entire planet, a single continent, or a smaller geographic area. A game world is a component within a concept called setting. A setting is difficult to define, but it encompasses a particular culture, time, theme, style, or context. “Genre” is a slightly different but related concept to use for grasping this. A good way to understand a setting is to focus on the aspects that set it apart from the modern day. For instance, a Vampire setting that occurs in the modern day is simply called Vampire, whereas one that occurs in the Middle Ages might be Medieval Vampire or Dark Ages Vampire. You can have different game worlds within the same setting. For example, you can have two different games that occur in an Ancient Roman setting. One could take place in Gaul while another takes place in Egypt or Rome itself. A setting is sometimes called a universe if it consists of multiple imaginary planets instead of a single world. Star Wars or Star Trek are probably the most recognizable examples of a universe. The game master will probably have an idea about what kind of world she wants to build, but the GM and the players should talk about it and decide on a game world together. This may be the most important decision you make in the entire game because it will affect a great many things. The game itself will come into existence because the game master has a story to tell in a particular game world and/or setting. She might say to the group, “I have a great idea for a game in a dystopian futuristic Moscow.” Since the gamemaster is going to be doing a lot of work designing this game world for play, she needs to be working on a game world she enjoys in a setting she enjoys. It will make for a better game. As a player, you have the same prerogative and should only join games that you are interested in playing. If the idea of a dystopian futuristic Moscow doesn’t interest you, offer up your own idea for a game world for which you could be the game master. Maybe you have some cool ideas for a medieval fantasy world where an evil dragon is running roughshod over the defenseless peasants. Alternatively, you can always just pass on the chance and move on to a different group. Everyone is at the table to have fun. Play whatever you want to play. Don’t stick around if you are going to be unhappy, but also don’t be afraid to try new things in new settings. Synapse is a universal system that can be used with any conceivable setting in which you are playing an intelligent lifeform. The only limit is your imagination.



What is a Character? When you are moving around the game world, you are pretending to be a character which you have designed. You try to imagine what this person would think, feel, and as a result what she would do. The gamemaster describes the world to you and you tell her what you think your character would do in that circumstance. For example, your character might have just walked all day along a dusty road and the game master tells you that as you come over the last hill, you see a bridge crossing over a river and on the other side of the river is a small town. You may decide that your character is parched and runs down the hill to drink from the river. You may decide that your character stops and decides to watch from the top of the hill to see if she can notice anything about the town before deciding to go down towards the bridge. The choices are yours. A character is simply an avatar or representation of your presence in the game world. This book will assist you in creating a written record of your character in the form of a character sheet. The purpose of the character sheet is to help you remember what the character wants to do and what she is capable of doing. Synapse contains a lot of rules about how your character interacts with the world. These rules are collectively referred to as mechanics. A large portion of the game mechanics exist solely to help you make decisions for your character. In Synapse, your character will have a culture in which she was raised, a worldview representing what she believes, and a set of skills representing what she can do. These aspects of your character will be recorded on your character sheet and you can reference them throughout play to help you make decisions for your character. Over time, your character will change based on the decisions you make. Unlike many RPGs, in Synapse your character does not accumulate experience points, nor does she gain levels. Instead, you are what you do. If you decide to greet everyone with a smile, ask a lot of questions, and try to help others, your social skills will improve over time, through practice. Characters that act aggressively will over time either become more aggressive as they find aggression suits their needs or less aggressive as they learn the consequences of being combative. Over time, your character will change as a result of the decisions you make. As in real life, you do not get points. You make good decisions or you make poor decisions. You will have to live with the consequences, for good or ill. Also as in real life, you do not have missions or objectives beyond those you set for yourself or agree to perform. You may find it helpful to develop some short-term and long-term goals for your character. You may have materialistic goals like getting enough money together to buy a Ferrari or a mansion. Alternatively, you may have social goals like finding your true love, making more friends, or being respected as a hero. You may decide to throw your attachment to material goods and human connections aside to head off into the wilderness to find the Lost City of Gold. The goals that you want to accomplish and how you go about accomplishing them are yours to decide. That being said, some characters begin play with limitations on their behavior. For example, if you start play as an active duty soldier, it is assumed that the military has a great deal of control over you. When you made the choice to be a soldier, you took on that set of duties.



Part of the appeal of roleplaying is the fun of pretending to be someone else. In many ways, that is an issue of material condition. If you are not a wealthy person in real life, it can be fun to pretend to be a wealthy worldtravelling adventurer simply because the material conditions of that lifestyle are exciting. It is fun to engage in running shootouts down dark alleyways, even though you have never fired a gun in real life. However, unless you carefully designed her to be just like you, your character will also have a lot of personality traits that you do not. You may be very generous and humble while your character is greedy and materialistic. As with professional actors in the real world, pretending to have emotions and desires that you do not actually have is challenging. You may find that it substantially changes your perspective on life to take a walk not just in a different pair of shoes, but in a different mind. You may find that the people of the world are even more diverse than you ever thought before. Some differences in thought cannot be simply discussed intelligently, but must be experienced to be understood. Walk a mile in someone else’s mind. It can change your life, and it can be really fun.

What is a Party? It is possible that you are playing the game with just two people: yourself and the gamemaster. However, in most cases, you will be playing with a number of other players. These players have their own characters with which to interact with the game world. Collectively, the players form a party. As you will see when you get to the Connections chapter, your character will already have relationships with the other characters in the party when the game begins. These relationships should set the tone for your interactions with each other. Feel free to flesh out these relationships to a greater degree than you would a normal relationship in the game world. You may decide that your character feels that her cousin Tim, even though she loves him, is a bit of a dolt. Tim’s player may decide that your character, though he loves her, is a bit of a bossy control-freak. These kind of details can add a great deal of flavor to the game. As friendly as you might be with your fellow party members, your character is her own person. She has an idea about what is or is not in her best interests and she has her own goals. You are fully empowered to treat your party members however you wish. That being said, it may be advantageous for you to try to keep relationships harmonious, since it can be very hard to accomplish your goals if everyone in the party thinks you are annoying.

What is a Gamemaster? You control your character. Other players have their own characters. So how do you know what exists around your party? This is the role of the gamemaster (GM). The GM will describe the game world around you, from the smallest blade of grass at your feet to the highest mountain in the distance. What she tells you is the baseline and you may be able to find out more information if you ask. For example, your characters might be walking down a path in the forest and the GM tells you that you come across a closed box lying in the road. At this point, you need to take the initiative and tell the GM what you are doing, something like “I run over to the box and look inside.” Then the GM might then tell you what is inside the box or she might tell you that the box is nailed shut. If so, you then need to come up with a way to open the box (e.g. smash it). As you take actions, the GM tells you what happens. Exploring the game world and interacting with what you find is a large part of what roleplaying is all about. The GM is also in control of all the people in the world that are not members of the party. These are called nonplayer characters (NPCs). You will spend a lot of the game interacting with the NPCs. Maybe instead of finding a box along that forest path, you find a man lying on the ground with a terrible wound. The GM tells you that he begs for your help. What do you do? You could help him if you have that capability. You could try to pick him up and carry him somewhere else for help. You could leave him lying there and walk off. Making decisions about how to treat other people, what to say to them, how to respond to their requests, and what to do about their actions is another large part of what roleplaying is all about. So what is the GM ultimately trying to do? Why are you walking down this forest path? These are questions that concern plot. The GM will have some idea about what she would like you to accomplish. Let’s say that the GM described a person in the nearby town where the game started: a small girl who was worried about her missing father. The girl told the party that her father went off into the woods and the party decided to go after him. Maybe that wounded man lying on the forest path ends up being the father of this girl. He might tell you that he was attacked by a group of thieves and give you some clues to locating their hideout. Maybe those thieves were hired by a wizard to harass the locals and keep them occupied while she works towards some diabolical goal. The party’s effort to unravel the secrets of the wizard’s plan and stop her before it is too late is called the plot. Providing assistance in developing plots and setting up games based on them is the primary goal of the Game Mastering book (currently under development). 

What can you do? Let’s go back a bit and say that you just found that wounded man lying on the ground on the forest path. You don’t know about the thieves or the wizard -- you just found this guy. He is wounded and if you don’t get him some help pretty soon, he is going to die. So what do you do? Let’s say you decide you are going to try to heal him up, stop the bleeding, and take care of him. You may know a lot about medicine in your real life or you may have been watching a lot of primetime dramas on TV, but does your character know those things? Your character sheet contains a list of all your skills. This is what you know how to do. Each skill represents some ability that your character has. Maybe you are a great pilot, or a ninja, or an archaeologist. If you have a skill on your character sheet, you are more skilled than the average person at doing whatever that skill covers. If you have the Aircraft Piloting skill, you know a lot more about flying a plane than the average person. If the skill is not on your character sheet, you are just as knowledgeable or trained as the average person. Your skills define what you are really good at doing. Remember when I mentioned mechanics, back when we were talking about what your character is? There are rules that govern how you use skills during play. With any task, there is a chance that you will succeed and there is a chance that you will fail. The more skilled you are, the more likely you are to succeed. Success and failure are determined semi-randomly through the use of dice. Synapse uses only six-sided dice because it is a game designed to be used by anyone, even those with no experience in roleplaying. You can just use the same six-sided dice you find in a board game like Monopoly. It will be helpful to have a lot of these dice, as many as six or seven per person playing. However, you can play Synapse with a single die if that’s all you have. The chapter on skills will describe how to pick which skills your character has and how they work. Many skills are very simple and involve simply rolling a few dice and comparing them to a number. If you roll higher than the number, you succeed. If you roll lower than the number, you fail. Some events are too complex to represent in this way and are covered in the Resolution Mechanics chapter. So let’s say that your character, tending to the man lying wounded on the forest path, happens to know a skill that might help him. Your GM will tell you to roll some dice based on your skill level and then she will tell you if you succeed at helping him or not. Some settings will have special ways to heal the man, like magic or modern surgery. Then again, you may not have a relevant skill. Maybe you can’t heal the man. However, you might be strong and decide to carry him back to town. You might build an improvised cart and pull him back to town. You might use a magic spell to fly back to town and rally some helping hands. Finding solutions to problems as simple as a wounded man lying in a forest and as complex as a brilliant wizard’s scheme is at the heart of roleplaying games. 

Why do you do it? All this talk of wounded men and wizards raises the question, what are you doing all this for? What do you care if a wizard is causing trouble? What do you care if thieves are preying on people from the town? What do you care if a man is lost in the woods? The answer is motivations. Motivations are one of the central innovations that Synapse brings to the roleplaying game genre. Motivations provide you with information about how your character thinks, how she feels, and what she desires. Maybe your character is helping the girl because she has a strong desire to help other people in need. Maybe your character is helping the man because she want the town’s admiration as a hero. Maybe your character is breaking up the thieves den because she wants to get her hands on some of the loot. Maybe your character hates the wizard because long ago that wizard killed her brother and she wants revenge! When you create your character you will write down how strongly she feels about each motivation. During play, you will reference your character sheet to help you make decisions. You are pretending to be someone else. She thinks differently from you. Sometimes, you may be placed in a position where what you want conflicts with what your character wants. You might come across a large quantity of money with no apparent owner. As a player, you may want to use this money to buy your character more equipment or property because you like those things. However, your character might be more inclined to use that money to help her friends or a particular cause. Usually, these conflicts are wrapped up in the concept of winning. In a roleplaying game, there is no winner. The goal of the game is to have fun and tell an interesting story. There are a lot of games out there that encourage players to only think about themselves, to help others only when absolutely necessary, and to amass wealth and power to the exclusion of all else. Try to resist that temptation. Your character is not you. There are people who seek power exclusively for its own sake. We call them villains. Roleplaying usually assumes that you are the heroes, not the villains. Few bards sing ballads about fallen villains. Few children grow up idolizing villains. Few movies are made where in the end, the villain wins. Victory for villains does not usually make for a good story. It is possible to build a character with a motivation setup that emphasizes power-seeking behavior. If you’ve done so, then by all means play your character in that fashion. However, if your character is highly motivated to help others and make friends, play your character to fit those motivations instead. The spirit of the game is to pretend that you are someone else.

What if you die? Sometimes, characters die. There are rules that dictate the circumstances and game mechanics that control just how much physical punishment your character can absorb before dying. Combat in Synapse is very fast and very brutal. If you pick a fight with someone who is a much better fighter than you, you will probably die, unless they decide to only beat you unconscious. Combat is a very fast path to death’s door. Engage in it at your own risk. There may be a time when you choose to die. Maybe a door can only be closed from the wrong side and the zombies are coming down the steps. You should not fear a heroic death. What do you lose? A piece of paper? A small emotional investment? Sometimes, the path of death may be voluntary. You may want to embrace it. If you want to die in this manner, you might want to have a conversation with your GM first. If a character dies, just go through the character creation process again and make a new character. Your GM can help. It should also be noted that some settings may actually have the ability to bring your character back from the grave, either through magical or technological solutions. If so, death may only be a temporary hindrance.



How does the game unfold? There are a number of ways to organize a roleplaying game. The following list of styles is in no way exhaustive, but is meant only to serve as a guideline. You should talk with the GM before the game starts about what kind of game she intends to run.

Free Play:

Free Play is the most common style and easily recognizable to veteran roleplayers. The party does not have a clear goal except for the characters’ personal goals. They are simply wandering travellers, looking for wealth and fame. The characters typically come from an amalgam of backgrounds who are cooperating for mutual support. The world around them is a dangerous place and traveling alone is extremely risky. This forms the glue which keeps the group together. Each character brings a unique set of skills to the table. The characters are consciously designed so that for almost any type of obstacle, someone in the group has a skill to help overcome it. The GM gives the players open choices to travel in virtually any direction they want with very few constraints. The plot of a game like this is typically simple or there is actually no overarching plot except for the goals created by the players -- perhaps something as simple as “keep going down into this dungeon searching for treasure and ultimately to kill a powerful villain at the bottom.” The drawback of this style of play is that it typically plays to the most materialistic objectives possible and encourages very little risk-taking. Characters are seldom willing to take great risks for a higher cause and this makes dramatic plots difficult to implement. The advantage of this style of play is that it can be used to link together a string of otherwise unrelated storylines, locations, or conflicts. The group is just moving on to the next task that tickles their fancy. This is the classic style of play and Synapse embraces it.

Task-Oriented Play:

Task-Oriented Play is slightly less common and still very recognizable to veteran roleplayers. Task-Oriented play involves characters that are specifically put together to accomplish a particular task. They may be members of an elite military unit, a coterie of vampires tasked with a specific objective by their elders, or a hodge-podge mix of characters trying to throw a magic ring in a volcano. Whatever the goal, once it is accomplished the game is typically over. However, the goal is rarely as simple as it first appears. Going to a peaceful planet to bring the secret battlestation plans to the rebels might not be as simple as booking travel on a beat up freighter. The planet might be destroyed, you might get captured by the omnipresent evil empire, free a princess, escape to a hidden base only to have to fight the battlestation in a climatic final battle. However, no matter what happens, you maintain a consistent goal throughout the whole affair. This style of play is appropriate for shorter games with an intended length of under sixteen hours, particularly convention gaming with even shorter timeframes. Synapse works well with this style of play because the Task itself can be used as an additional type of motivation. Conflicts between the motivation to complete the task and other character motivations can provide very dramatic gameplay.

10

Styles of Play (continued) Cinematic Play:

Cinematic Play is more rare, but it is a style with which Synapse can work well. Cinematic play involves a small number of characters that are the heroes. They have high Heroism attributes. The other characters play secondary support roles and are focused less on their character’s long-term survival. The primary focus of all characters is on the heroic narrative. Some players may alternate between multiple characters over time. Cinematic Play is appropriate when you have one or two really important characters and a number of more temporary secondary characters. For example, if you were going to actually roleplay a storyline from a movie about a swashbuckling archaeologist, then Cinematic Play would be much more appropriate than Task-Oriented Play. There are many characters who appear for brief periods of time and then move out of the storyline for their own purposes. These secondary characters support a core of one or two heroes: the archaeologist and later his father. Some of the characters are actually not heroic at all; they may secretly be enemies, even though they may be members of the party. This style of play allows the secondary characters to act recklessly, dramatically, or treacherously, all while fueling a great story. By reducing the attachment that the players have to the secondary characters, they are more likely to boldly jump into situations that they would normally avoid. If the secondary character dies, another one can be created and used instead. The secondary characters can collude with the GM much more closely than they normally would to help the GM pull off some amazingly dramatic scenes.

Solitary Play:

This style of play has been around since the first RPG. It involves one hero, played by a single player. The GM may control non-player characters that assist this hero from time to time, much like in Cinematic Play. This may be the only style of play available to you if you are unable to find people to play in your game or if you are playing it with someone while traveling or camping. Synapse supports this style of play as well.

11

What makes Synapse unique among roleplaying games? Synapse is a roleplaying game system where your character is conceptualized as a brain, not an entire person. In most RPGs, your character has both physical and mental attributes. For example, in the biggest game in the market, there are three physical attributes and three mental attributes. That division persists, even across wildly different systems. It is the industry standard. By contrast, in Synapse, all your attributes are mental. Your physical self is more like equipment than a part of your character. That distinction is not because the game is set in some kind of cybernetic universe where body parts are exchanged at will, though it could be. The game system is universal and can be used with any conceivable setting where you are playing an intelligent lifeform. That might be some cybernetic universe, it might be traditional sci-fi, it might be sword-and-sorcery fantasy, and so on. It could be anything you want. The reason why the focus of the game is the brain is because that is the only thing that you are truly roleplaying. That statement could apply to any roleplaying game, not just Synapse. Your mainstream character might have a high strength attribute and you may enjoy playing the role of the tough guy, but when you think about it, you are really just playing the role of a brain that is in possession of a lot of physical strength. Though it might pain you to admit it if you are a veteran of RPGs, most of the time, you are really imagining what it would be like if you had a lot of physical strength.

The game system is universal and can be used with any conceivable setting where you are playing an intelligent lifeform.

It is hard to pretend to be someone who is smarter than you are, or the opposite. It is hard to roleplay a character who can solve a riddle that is too complex for your brain. Conversely, it is hard not to figure out the riddle when your character is supposed to be stupid. The same applies to the traditional conceptions in the RPG industry today of all types of mental abilities, whether we are talking about wits, wisdom, charisma, manipulation, persuasion, fast-talk, or any other name for such skills, abilities, or attributes. So, to make things easier, they simply ignore or grossly simplify the mind. As a result, because there is no framework, you simply project your mind into the character. When you really think about it, the standard RPG is about what you can do. When you play the game, you primarily imagine what it would be like to be able to do those things. These games define most, if not all, of what you can do first, and only later encourage you to imagine how it is that someone came to be a person who can do these things. Who you are is a secondary consideration. You can throw lightning bolts from your fingertips and brew potions. How you learned these things isn’t really important. The details are either very weak or non-existent. The burden of providing the explanation falls to the player instead of the game system. The character creation process for these games is completely out of sync with actual human development. You begin by determining fixed attributes of both your mind and your body, as if a child could come out of the womb with a defined strength or agility score. After this, you are usually given an occupation or class of some sort. How your character came to actually acquire this occupation is usually ignored. Why everyone who wants to be a fighter or a wizard ends up with the same exact abilities and then advances in the same way is always ignored. Then you choose from a typically narrow list of skills that is only slightly associated with your previous decisions. Only after all of this, are you told to actually figure out any of your character’s history. In some games, there is as little as a single column on personality and background for your character. It is half of a page in the back of a chapter that most people don’t read. In a mainstream game, giving your killing machine a name and perhaps a hair color is detail enough.

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Synapse is at its core a roleplaying game, not a combat game.

The process exists this way because traditional RPG games are, when you examine them carefully, not as much about telling a story as much as they are about killing things and taking their stuff. Most RPG rulebooks contain voluminous information about things to kill, how to kill them, and what stuff they have squirreled away. This is why nearly every expansion sourcebook contains new classes, new equipment, new vehicles, new monsters, or new powers. New things to kill, new ways to kill them. This is the industry standard. Synapse is different. Synapse is not a combat miniatures game that has a few optional roleplaying rules attached to it. Synapse is at its core a roleplaying game, not a combat game. Synapse is designed in such a way that your character sheet will tell you who your character actually is, not just what she can do. It will tell you about a character who has actual motivations and thoughts beyond killing things and taking their stuff. The character creation process is matched to the actual growth and development of real human beings in the real world. It begins by determining the characteristics of your brain chemistry, the representation of your innate and unchanging mental structure. Your brain chemistry is the unique combination that makes you who you are. It determines how you learn and process information, what you are good at doing naturally, and conversely what you struggle with. Your brain chemistry is then run through the gauntlet of real life. Your brain is born into a body that is primarily determined by race. Your life is then profoundly impacted by the culture within which you grow up. Your brain processes your life experiences and comes out a mature being, shaped by what it has experienced. Your natural talents and the doors opened by your life experiences form the rich soil from which a personality is formed and a tree of skills grows.

Your favorite hero from books or film was not good at hand-to-hand combat because she rolled a good dexterity score and picked a warrior class. She was good at hand-to-hand combat because her brain processed spatial movement better than most, because she had a talent for balance and agility, and because she went through rigorous and demanding training. Heroes don’t pick a class and magically learn their abilities and skills. They are the product of real experiences. Sometimes those real experiences leave scars, either on the body or on the mind. This is your guidebook to a character with real emotion, vibrant expression, and powerful depth. A world of the human mind. A world of limitless possibilities...

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How does Synapse accomplish this? Synapse contains several innovations in game design that expand your ability to roleplay your character’s mind. Mental Attribute System As mentioned previously, the core attributes of the Synapse system are all mental. So you begin character creation by defining in a very specific way how your character’s brain works. This system forms the basis of the whole character creation process and keeps you focused on the character’s mind instead of her body. Flexible Cultural Model Each character comes from a specific, defined culture. You can choose to use a template or you can design your own custom culture from twenty-five variables. These variables cover every major influence that the culture exerts on your character, from the hunger for exploration cultivated by living in a backward region to the impulse to accumulate wealth because she aspires to join the plutocracy ruling her society. Where your character is from and what kind of people she lived with during her formative years has an enormous impact on how your character perceives the world. Synapse builds these forces right into your character sheet. Comprehensive Personality Model Most games on the market leave your character’s personal desires, aspirations, and moral decision-making almost completely up to the player. They provide little to no structure to assist you in making these decisions. As a result, you project your own personal morality into the game and your medieval knight has a very progressive, modern moral system and desires that are the same as your own. In order to more accurately simulate all the various beliefs and motivations throughout time and across settings, Synapse has a system to help you get inside your character’s head. Throughout character creation, you will make choices that feed into a personality model based on twentytwo motiviations and six types of moral decision-making. These motivations form a schematic model for your character. It defines what your character is interested in, what she aspires to accomplish in her life, what she needs to feel comfortable, and more. When you are playing the game and ask yourself what your character would do in a given situation, the motivational model can provide your answer. Additionally, your character has a moral decision-making model that is not based on a simple good-vs-evil concept. Your character will have a clear model of choice, ranging from self-interest to rights-based morality, that can guide you on how she would feel about the moral choices that arise during the course of play. Expanded Social Connections There are many games on the market where your character has no defined connections to any other people in the game world on your character sheet. There are games where you can play as a multi-century old vampire who knows about five people. This stretches credulity to the maximum. In Synapse, your character will have at least a dozen people on your character sheet whom she knows. There are twelve possible types of people and fourteen types of relationships. A point-buy system is used to guide these choices, so that you can customize your character’s social network to a very detailed degree. There are variations between characters based on mental attributes, cultural influences, and life experiences. Detailed Non-Combat Interaction Most RPGs have a highly complex combat model and a very simple non-combat model. Synapse, in contrast, provides a non-combat interaction model that is just as detailed as the combat model. The differences are too complex to be outlined here, but the game system description so far should give you some clues. 14

How to use this book Character Creation is a guide to character creation and to basic mechanics. This will teach you everything you need to know to create your character and interact with the game. There is another book, the Game Master Guide, which contains all the information your Game Master will need to perform her duties. The first eight chapters of this book describe in detail the process of creating a character. Don’t be intimidated by this process. It is designed to be as simple and straightforward as possible. Character creation involves making a series of decisions. Each decision will be explained to you. Choose the option you want. It is that simple. Your character sheet (the last two pages of this book) can be used to record your decisions as you make them. It is designed in a two page format where one page contains almost all the information you need when you are actually playing the game and the second page forms a reference of the decisions you made in the past with information that you are only going to refer to occasionally. When you are actually playing the game, you will be looking at the information on your character sheet for what your character desires, knows, and is capable of. You might want to keep some material close at hand during play so that you can refer to it whenever you wish. If you are not sure how to do something, just let your GM know and she will help you figure it out.

Determination Boxes

Every major character creation element has a determination box, which looks like this one. They contain the guidance you need to make a valid character. Most decisions about your character are managed through a point-buy system. This means that you have a number of points to spend on something and a variety of choices, each of which costs some amount of points. Some sections roll over points into a future chapter, so if you dont spend all your points on one section, those points can be used on another section. Read these boxes very carefully as you build your character.

Settings and Setting Plug-Ins: As mentioned earlier, the actual game world that you are playing in should be the result of a collaborative decision between all participants: the GM and the players. Popular settings include medieval fantasy, vampires, futuristic science fiction, the wild west, modern day, and many more. The choice is for your game group to make. Once you decide on a setting, you will need to consider what racial choices, skills, and possessions will be appropriate for that setting. If your character is a medieval knight, she should not be carrying a plasma rifle. Nor should she have mandibles or communicate using telepathy. Use your judgment and consult with your GM if you are unsure that your choices are really appropriate for the setting. Your GM may specify racial or cultural templates for you to use that will simplify this process greatly. This book contains the basic information you need to play natural characters. If you want your character to be supernatural, to have magical powers, super powers, force powers, and so on, you will need to discuss adding a Setting Plug-In. A Setting Plug-In contains the skills that are necessary to play with the new setting; you just need to choose specializations appropriate to the game world. The basic mechanics all remain the same; the available skills are the only things that change. You can also convert currency units from Synapse into the currency from another game system and use the equipment from that sourcebook with your Synapse game. 15

Outline of Character Creation: Step 1. Define your brain chemistry

You will determine your specific brain chemistry, represented by seven attributes, five talents that you have, and one talent that you lack. The two concepts together represent your unique brain and form the foundation on which your character is based.

Step 2. Define your biology

Next you will determine the biological basis of your character. These characteristics represent the innate physiology that you are born with. Your race may or may not be the same as your species.

What do you need to play?

In order to play Synapse, you will need this book, a pencil, a copy of the character sheet in the back of this book to write your character’s details on, and at least one six sided die (d6). It will be useful, but not essential, to have multiple dice & scratch paper. If you decide to use one, you may want a minature figure to help conceptualize the scene and a miniature battle mat to describe the scene.

Step 3. Define your culture

You will then build the culture in which you were raised as a child. This represents the subtle impact of the society around you on how you think. In some instances, your entire species may share the same culture. However, most of the time you will have a unique culture within your own species as well as in contrast to the multiple cultural groups within each species.

Step 4. Determine your life experience

You will now advance through time from the birth of your brain to its current state at the start of the first adventure. Life experience can be positive or negative. Positive experiences can open doors to skills and physical advantages (such as muscular strength). Negative life experiences hamper your freedom in the game itself. Don’t be afraid of negative experiences. Remember that even heroes have their flaws.

Step 5. Define your personality

You will then build the schematic that your brain uses to process the information you receive about the world around you. Your life experiences and how they interact with your culture’s pressures with respect to concepts like religion & morality are central to this process. During this step, you will determine what motivations dominate your thoughts.

Step 6. Determine your connections

You will now determine what relationships you have in the game world. You may have friends, allies, contacts for information, illicit connections, and so on. This step will firmly root your character into the world you are entering.

Step 7. Define your skill set

You will now choose a set of skills. You have a number of points to spend on skills. Each skill is subordinate to a talent. If you have the appropriate talent, skills are easier to learn and are more effective when used. If you lack the talent completely, you cannot take any skills dependent on it. Your choice of skills will be heavily impacted by your creation choices up to this point.

Step 8. Determine your possessions 16

You will now determine what kind of material condition you live in. This is also heavily based on your creation choices so far.

Chapter 1: Brain Chemistry

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Attributes: Attributes are the basis of your character. They are used as the basis for all skill rolls, as well as used to derive secondary statistics. The value of each attribute is a number between 1 and 8. A normal human has a 3 in every attribute. Values beyond 8 are possible through supernatural or technological means, but 8 represents the pinnacle of biology. Attribute Synapse Cognition Spatial Empathy Stability Focus Heroism

Processing speed Processing quality Movement and coordination Communication and language Tolerance for change and surprise Multi-tasking Concern for others

Synapse:

Synapse, the game’s namesake, represents the speed at which information is processed by your brain. This is integral in avoiding possible danger, particularly in combat, and making decisions when your character is experiencing an adrenaline rush. Synapse affects your reaction time and how quickly you take actions both in and out of combat. Characters with a high Synapse value think faster than other people and are capable of reacting at incredible speeds. HongKong action movies revolve around martial arts with high Synapse speeds. The gunslinger who can draw his six-shooter as fast as you can blink has a high Synapse. People with high values in this attribute can actually think faster than other people. Time unfolds more slowly to them. They move faster than other characters simply because their brain is able to issue mental commands to their body at a quick pace. Characters with low Synapse are slow thinkers, poor drivers, and bad liars. They cannot think quickly on their feet and find themselves frequently at a loss for words. They stand by stunned while other people take action around them.

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Attribute Determination

Every attribute starts out at the human norm of 3. You get 8 points to allocate as you wish. Though we do not recommend it, your GM may allow you to reduce some values below 3 to gain more points to allocate.

Synapse Skills Talent Aerospace Piloting Reaction Aircraft Piloting Reaction Astrogation Judgment Block Reaction Bluff Deception Boating Judgment Capital Ship Piloting Judgment Dodge Reaction Driving Reaction Gambling Reaction Hide Deception Hover Operation Reaction Mech Operatoin Reaction Power Armor Operation Reaction Probe Deception Propaganda Deception Sea Navigation Judgment Shadowing Deception Ship Piloting Judgment Smuggling Deception Suggestion Deception These are provided for reference only, choosing skills for your character occurs later in the book in the Skills chapter

Cognition:

Cognition represents the ability to understand complex information. Cognition is essential for highly skilled characters because it determines starting Skill points. In technologically advanced settings, it is essential to many technological skills. In magical settings, it is essential to the learning of some kinds of magic. Characters with a high Cognition are respected by others for their brilliance, but that does not make them wise or tactful. They are capable of solving complex logic problems, puzzles, and other mental challenges. The proverbial mad scientist, the gadgeteer, the sage, the absent-minded professor, and the precocious pre-teen are usually high Cognition characters. Learning and inventing new things comes easy to characters with high values in this attribute. Characters with low Cognition are dull-witted, mechanicallychallenged, and sticklers for tradition. They don’t want to try new things because they don’t know how they will turn out. They have trouble figuring out problems and typically avoid academic subjects whenever possible.

Cognition Skills Talent Academics Knowledge Aerospace Mechanic Knowledge A.I. Programming Knowledge Analysis Deduction Appraisal Deduction Area Knowledge Knowledge Biotech Design Innovation Brewing Innovation Camouflage Innovation Capital Ship Mechanic Knowledge Computers Knowledge Connoisseur Deduction Counterfeiting Precision Cybernetic Design Innovation Disguise Innovation Electronics Knowledge Energy Shields Knowledge Etiquette Knowledge Farming Knowledge Fishing Knowledge First Aid Knowledge Gambling Deduction Heraldry Knowledge Herbalism Innovation Herding Knowledge Hover Mechanic Knowledge Language Knowledge Mech Mechanic Knowledge Naturalism Knowledge Power Armor Mechanic Knowledge Pharmacy Innovation Research Deduction Robot Mechanic Knowledge Sensor Management Knowledge Siege Deduction Soldier Knowledge Survival Deduction Tracking Deduction Vehicle Mechanic Knowledge These are provided for reference only, choosing skills for your character occurs later in the book in the Skills chapter

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Spatial:

Spatial represents the awareness of objects in space, how objects move through space, and how to predict those movements. Where Synapse allows you to avoid being hit, Spatial is integral when you are the one trying to do the hitting. Any character who plans on engaging in combat should put at least some points in Spatial. All combat skills are related to this attribute. Characters with high Spatial are graceful and coordinated. They make excellent sharpshooters and fencers. People with high values in the attribute are powerful opponents in combat because they generally hit what they are aiming for. They tend to enjoy physical activity and sports with a strong emphasis on coordination like tennis or baseball. Characters with low Spatial are clumsy and accident prone. They can fire a shotgun at the broad side of a barn and miss. These kind of people should not be running with scissors.

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Spatial Skills Talent Acrobatics Balance Alter Trajectory Archery Trajectory Artillery Trajectory Beast Balance Body Sense Balance Catching Trajectory Climbing Balance Control Balance Diving Balance Energy Projectiles Trajectory Energy Sword Balance Flame Thrower Trajectory Gauss Projectiles Trajectory Grenade Trajectory Jumping Balance Lockpicking Dexterity Melee Weapon Balance Missile Launcher Trajectory Musket Trajectory Pickpocket Dexterity Pistol Trajectory Quick Draw Dexterity Recoilless Guns Trajectory Riding Balance Sling Trajectory Slugthrower Trajectory Sport Balance Steal Dexterity Throwing Trajectory Thrown Weapon Trajectory Unarmed Balance Vehicle Weapon Trajectory Weightlessness Balance These are provided for reference only, choosing skills for your character occurs later in the book in the Skills chapter

Empathy:

Empathy represents the ability to imagine what is occuring inside the mind of another person. This is essential when you try to connect emotionally with others, to communicate effectively, and attempt to understand culture and language. Empathy directly determines the number of Languages you can learn. Highly empathetic characters are much better at interacting with the people and cultures around them. A character that intends on talking a lot should have a high Empathy. These characters have an easier time interacting with people in conversations, make and keep more friends, and generally get what they want when people come into non-violent conflict. Highly empathetic characters are the peacemakers, the politicians, and the business leaders. Characters with low Empathy are tactless, brutish, and irritating. They tend to make offensive comments, treat others in ways that totally undermine their own goals, and tell long boring stories. There are a litany of 4-letter words to describe these kinds of people.

Empathy Skills Talent Barter Persuasion Diplomacy Persuasion Gesture Persuasion Haggling Persuasion Interrogation Persuasion Negotiation Persuasion Pleading Persuasion Seduction Seduction Socialization Persuasion Torture Persuasion Transmission Persuasion These are provided for reference only, choosing skills for your character occurs later in the book in the Skills chapter

Stability:

Stability represents the ability to make decisions under stress. Combat in particular can cause large amounts of stress and characters unable to deal with that stress will have trouble functioning effectively. Stability is essential to how well you can resist stress from accumulating, how much residual stress it takes to begin affecting your character’s ability to function, and how well your character is able to stay cool when making morale rolls. Characters with a high Stability attribute are able to keep their cool under stress and still perform necessary tasks. They can keep down their lunch while under duress and keep moving when their legs are begging to rest. They can push themselves far beyond the point at which a normal person would just give up. Low Stability characters have a tendency to break down under pressure. They are easily shaken, quick to back down from conflict, and have many nervous ticks and behaviors. These people are frequently thought of as cowards and weaklings.

Stability Skills Talent Body Control Toughness Courage Bravery Hiking Toughness Meditation Willpower Running Toughness Swimming Toughness These are provided for reference only, choosing skills for your character occurs later in the book in the Skills chapter

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Focus:

Focus represents the ability to concentrate on certain tasks, handle multiple tasks at once, and perform incredibly precise tasks. Focus determines how many actions you can take in a single combat cycle, how well you can fight while wounded, and how aware you are of the world around you. Characters with a high Focus are capable of doing many things at once and tend to be very good at combat. Characters with high Synapse as well as high Focus are the best suited for combat, as they are fast and strike multiple times per combat cycle. Highly focused characters are able to keep their body still when others would flinch, they see things that others might miss, and they can create things that are too detailed for others to duplicate. Characters with a low Focus have trouble staying on task. Their minds tend to wander aimlessly for hours. They tend to overlook things, forget things, and make careless mistakes. When a low Focus character offers to help you, the smart response is to politely decline.

Heroism:

Heroism represents concern for others at the expense of oneself. Heroic characters are natural leaders, dedicated healers, inspirations to others, and champions of moral causes. This attribute is rarely directly tested, however it can be used to boost other skills during moments of dramatic heroism, which is when you act in a way that places you in significant physical danger in order to save the lives of one or more people. While engaging in dramatic heroism, you may add your Heroism value minus 3 dice to all Skill rolls made in support of your heroic objective, including the Courage to take the action in the first place. So if you have a Heroism of 5, you would add 2 dice. For example, you might climb onto a sinking ship to save a child trapped inside. In order to get to their location, you need to bypass a locked door. Any skill you use to do that would benefit from your Heroism as well. Perhaps later you need to jump across from the boat to a life raft. You would add your Heroism to that roll as well. However, if you tried to pick the lock on the captain’s chest to keep a little gold for yourself, that roll would not benefit from your Heroism. What constitutes dramatic heroism is ultimately the GM’s decision.

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Heroism does not represent concern for all people, just those most closely identified with oneself in accordance with your morality type and personal beliefs.

Focus Skills Talent Assassination Precision Biotech Design Innovation Body Language Awareness Cartography Precision Counterfeiting Precision Crafting Precision Cybernetic Surgery Precision Explosives Precision Force Entry Precision Forgery Precision Holdout Precision Knot-Tying Precision Lip Reading Awareness Listen Awareness Machinist Precision Move Silently Precision Navigation Awareness Observation Awareness Poisons Precision Physician Precision Repair Precision Search Awareness Sense Awareness Space Rocketry Precision Spot Awareness Traps Precision These are provided for reference only, choosing skills for your character occurs later in the book in the Skills chapter Heroism Skills Talent Altruism Sacrifice Command Presence Falconry Motivation Intimidation Presence Performance Presence Public Speaking Presence Teamster Motivation These are provided for reference only, choosing skills for your character occurs later in the book in the Skills chapter

Talents: A talent represents innate ability in a particular type of mental process. Each skill is associated with a talent. Taking a talent on your character sheet represents that you are exceptional at it. You learn skills that draw upon that talent much faster than others and you are better at using those skills when called upon to do so. You will also choose a talent which you will lack. This represents something that your brain simply cannot do. You cannot take any skills related to this talent or even attempt them untrained. It represents your character’s flawed nature. The average person has one or two talents and one or two talents which they lack. As a hero, you are more talented than the average person. Attribute Synapse Cognition Spatial Empathy Stability Focus Heroism

Deception Knowledge Trajectory Persuasion Bravery Awareness Sacrifice

Talents Reaction Deduction Balance Seduction Toughness Precision Motivation

Talent Determination

Choose five talents from the list below. These are the talents at which you are exceptional. Then choose one more talent which you lack completely. You cannot take any skills relating to this talent or even attempt them untrained. As shown below, you are restricted in the number of talents you can have that relate to the same attribute based on the attribute value. For example, if you have a Spatial of 6, you can only take two of the Spatial talents. Choose wisely.

Judgment Innovation Dexterity Eccentricity Willpower Multitasking Presence

Value 1, 2, 3 4 5 6 7 8

# Related Talents None Allowed 1 Talent Allowed 1 Talent Allowed 2 Talents Allowed 2 Talents Allowed All Three Talents Allowed

Synapse Talents: Deception: Deception is really the ability to think ahead and act in a way that undetectably misleads others. The most common form of deception is lying, but it is not limited to conversation. It might take the form of a clever feint in combat or knowing how to forge a document. Deception skills frequently mimic other skills, but for nefarious purposes (such as inspiring false confidence instead of the real confidence inspired through Motivation). Characters who lack deception cannot keep a straight face when lying or concealing ill-timed humor. As a result, they often appear to lack tact or social grace. When they have done something wrong, they look obviously guilty. Characters without any ability to deceive should probably avoid criminal activity for their own safety. Reaction: Reaction is the ability to react to new stimuli. It might take the form of getting out of the way of an incoming punch or pulling up on the yolk before your airplane smashes into the ground. Reaction controls the time delay between when you notice the grenade at your feet and when you actually do something about it. Reaction skills govern behavior that is highly dependent on reaction times, such as driving or dodging. Characters with the reaction talent can react in combat without giving up their current action. Characters who lack reaction often freeze up in stressful situations. They are often dumbfounded like the proverbial deer in headlights. Their car insurance rates are usually high. Friends don’t let friends drive without reaction. Characters without reaction lose all their actions if they attempt to react in combat, not just one. See resolution for more details.

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Synapse Talents (continued): Judgment: Judgment is the ability to make good snap decisions based on limited information. Characters with very high judgment appear to be lucky. They always seem to know what to say, which card to pick, and which stock to buy. Judgment does not affect any skills, but instead allows you to change motivational appeals in conversations without penalty. Characters who lack judgment never seem to catch a break. They can never win a game of chance or skill. Their stock picks always nosedive. No matter which route they take, it will invariably become the longest possible route to the destination. Characters without judgment cannot change their motivational appeals in conversation. See resolution for more details.

Cognition Talents: Knowledge: Knowledge is the ability to remember things that you have learned. This might be the location of a particular landmark, the name of a long dead king, or the answer to the riddle of the Sphinx. Knowledge skills generally allow you to ask the GM for information and receive reliable answers. “Where is the baker’s house? Do I remember what that symbol means?” Characters who lack knowledge are uninterested in the idea of learning. They do not read very well, if at all. They have no interest in understanding complex ideas and have a very simple outlook. Characters without knowledge cannot take any form of training based on non-physical abilities, such as technical or medical training. Nor can they take any form of education above standard. They cannot use advanced machinery, electronics, or computers except to accomplish very basic tasks. Deduction: Deduction is the ability to apply information that you know to solving problems. Deduction is figuring out which button to push, how a machine works, or who killed Colonel Mustard. Deduction skills generally allow you to ask the GM for solutions to problems and receive reliable answers. “How much is this probably worth? Can I figure out which way she went based on these footprints?” Deduction is not about remembering information, but about figuring things out using limited information. Characters who lack deduction are generally clueless. They don’t get jokes, they can’t figure out the magic trick, and they don’t know who is buried in Grant’s Tomb. Characters without deduction get -4 to starting skills. Innovation: Innovation is the ability to generate new thoughts, ideas, and technological devices. Innovation skills tend to allow you to create new objects (e.g. equipment for the party) and repair existing ones. Cooks, engineers, and mechanics are typically innovators. So are most musicians and entrepreneurs. There are few Innovation skills and they govern skills used purely for creating things, like brewing. In addition to this, you roll an extra die on any skill roll when you are trying to make something new. For example, you might use the Computers skill to make a new virus or program. In that case, add +1d6 to your attempt. Characters who lack innovation cannot create new objects or ideas. They cannot use any skill, even noninnovation skills, to create new things. They cannot create that new virus or program, even if they have the Computers skill. Patents are not pending. 24

Spatial Talents: Trajectory: Trajectory is the ability to predict motion through space. This is essential to ranged weapons, from the throwing spear to the rocket launcher. Throwing weapons and grenades, bows, guns, blasters, and missiles are all highly dependent upon trajectory. Trajectory covers a wide range of skills that govern these types of actions. Characters who lack trajectory cannot hit the broad side of a barn. They are terrible at most sports and they should never be given a grenade or a gun. The inability to take trajectory skills is a signficant drawback in almost any setting or gameworld. Balance: Balance is the ability to control your body’s movements. This is useful out of combat if you are trying to traverse a treacherous environment or walk on a narrow ledge. It is especially valuable in combat because balance is essential for all forms of melee and unarmed combat. Balance is also important for riding animal mounts. Characters who lack balance are extraordinarily clumsy. If something can be knocked over, they are likely to knock it over. Their dancing makes Elaine look good. The inability to take balance skills is a signficant drawback in almost any setting or gameworld. Dexterity: Dexterity is the ability to manipulate fine objects. Dexterity is essential to slight of hand and thievery of all sorts. Opening a lock requires exceptional manual dexterity. Parlor magicians, criminals, and tricksters tend to have this talent and use it frequently. Using any instrument that requires complex finger movements (e.g. guitar) would draw upon dexterity. Characters who lack dexterity are ham-handed. They tend to drop coins while standing at the front of the line, drop their phone in the toilet, and suffer from similar unfortunate slip-ups. The inability to take dexterity skills is a signficant drawback to living a life of crime.

Empathy Talents: Persuasion: Persuasion is the ability to convince others. That might involve convincing someone to make a decision in your favor or getting a merchant to lower his prices. Persuasion covers interactions with a small number of people at a time (i.e. not public speaking). Persuasion is important for many communication skills. Characters who lack persuasion have a very hard time interacting with other people. They have few friends and are extremely isolated. The inability to take persuasion skills is a signficant drawback in almost any setting or gameworld. 25

Empathy Talents (continued): Seduction: Seduction is the ability to influence people through sexuality. Seduction involves extraordinarily complex social interaction that is uniquely not replicable through deception. Involving sophisticated body language, complex behaviors, and minute variations in speech and language, seduction is its own game and can be used instead of another Conversational skill by drawing upon sexuality to overcome resistance instead of mere words. Characters who lack seduction are clueless when interacting with anyone they find sexually attractive. They are not immune to seduction attempts by others -- in fact, they are more suceptible. Characters without seduction roll one less die to interact socially with an NPC that is attractive or gorgeous, and they cannot take either option for themselves. Eccentricity: Eccentricity is the ability to resist social conventions. Most characters have a very hard time acting outside of these social conventions. Eccentrics are able to forge their own path, popular or not, and feel self-confident while doing it. Eccentrics have enormous freedom to build their motivations. See personality for more information. Characters who lack eccentricity are very conventional and stick to established traditions. They do not get any points to spend on motivations; their motivations are only shaped by their culture and life experiences. People who refuse to follow the rules are very annoying to characters without this talent. They must choose either conformity or legal as their morality type.

Stability Talents: Bravery: Bravery is the ability to ignore fear of death in combat. The only Bravery based skill, Courage, is used to advance towards an enemy in combat without cover. Failing a Courage roll means, you can only defend yourself in melee, retreat, or hide behind cover during a fight. If you do not have exceptional bravery, you cannot raise the Courage skill above untrained. Bravery is a key talent for characters that plan on charging into combat and taking risks. Characters who lack bravery are absolute cowards. They are terrified of threats to their person and will retreat from any danger. They automatically fail any Bravery related morale roll. Toughness: Toughness is the ability to function despite physical trauma. When you take damage in combat, this causes stress, which is difficult to shake. It is hard to think clearly with a spear stuck in your thigh. Toughness allows you to resist these effects and take two less stress from any injury. You can also keep fighting even at zero strength or endurance, though you experience stabilization and death normally. Characters who lack toughness are terrified of being injured. They will never initiate combat and are extremely likely to break and run when they are wounded. For characters without toughness, any injury-related stress is doubled. Additionally, they automatically fail any Toughness related morale roll. 26

Stability Talents (continued): Willpower: Willpower is the ability to function despite emotional trauma. Under normal circumstances, when you are placed under extreme mental stress, your brain will react by shutting down functions. This stress might be from the horrors of combat, torture, imprisonment, or emotional distress caused by relationships. Characters with exceptional willpower roll an extra die in some morale rolls and coping attempts. Characters who lack willpower cannot function under pressure. Any attempt to use a skill while under a tight time constraint or while in danger will automatically fail. They cannot make coping attempts under any circumstances and always have to rest to remove any stress.

Focus Talents: Awareness: Awareness is the ability to notice changes in the environment. This doesn’t guarantee that you will always have a chance to react, but it is certainly a prerequisite. Awareness could be as simple as noticing the smoke rising from a far-off chimney or seeing a rattlesnake before it strikes. Awareness is essential to many visual skills and a character with a talent for awareness is very perceptive. If you choose to have your character lack awareness, they are clueless about what is going on around them. They lose their keys frequently, trip over objects because they were not watching where they were going, and they should not be trusted to hold things for safe keeping. They can never act during a surprise round, even if they were aware combat was starting. They cannot use vital skills, such as Search and Spot, untrained. Precision: Precision is the ability to carry out very precise and deliberate actions. Shooting a ranged weapon at long range after carefully aiming is a precise action. Mixing chemicals together in specific amounts or preparing a complicated trap/bomb would also be governed by this talent. If you don’t get these tasks exactly right, they will fail. There are usually no half-measures or partial successes. Failure might even involve blowing yourself up. Characters who lack precision have shaky hands and can’t concentrate enough to carefully manipulate objects. They are poor cooks because they put the wrong amounts of each ingredient into the mix. They tend to spill their drinks and drop food on the ground. Without precision, a character cannot even attempt to move silently, and this is a significant drawback. Multitasking: Multitasking is the ability to perform multiple simultaneous actions. It is primarily used in combat because characters with this exceptional talent can take two different actions in a single synapse phase. They can also perform reasonable secondary actions while piloting or driving a vehicle; for example, they might be able to check a computer for information while engaging in space combat maneuvers in their starship. Most people do not have this talent. Characters who lack multitasking are easily confused when trying to do multiple things at once. They cannot take an action in combat during the synapse phase following a phase in which they took an action. They also cannot attack more than once in the same combat cycle.

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Heroism Talents: Sacrifice: Sacrifice is the ability to make decisions that negatively impact you for a higher goal. Any time you want to intentionally make a decision that you know will be acting against your self-interest, such as giving to charity, the GM will make an Altruism roll against you based on the generosity of the act. Giving a few coins to a beggar is easier to justify than giving a large donation to a charitable organization. If you do not have exceptioanl Sacrifice, you cannot raise the Altruism skill above untrained. Sacrifice is a key talent for characters that intend to be great heroes. Characters who lack sacrifice cannot bring themselves to help others. They are stingy and self-interested to the last. They don’t even listen to the Ghost of Christmas Past. These characters will never do anything unless motivated by self-interest. They must choose either reactionary or self-interest as their morality type. Motivation: Motivation is the ability to encourage others. This might be accomplished through a well-timed kind word of encouragment, a soft touch of reassurance, or in some cases a stirring speech or song. Motivation involves manipulating the emotions of others through both contact and personal conversation. Motivation does not govern many skills. Instead, you can add 1 die to someone else’s roll for the Sacrifice, Bravery, or Presence-based skills. Additionally, you can add 1 die to any coping attempt made by a party member if you can speak and touch them the entire time. Characters who lack motivation cannot interact with animals in any way. Dogs bark, cats run, horses buck, and donkeys kick. Animals simply dont trust them. Neither do most people. They appear to be distant and lacking emotion. Long term relationships are very hard to maintain. Whenever you make a Conversational attempt to get an NPC to exert themselves (e.g. work on a project, create something, go find something, etc), the NPC rolls one extra resistance die against you. Presence: Presence is the ability to passively influence someone without speaking. Presence governs a few skills that are used to affect other people. It can be used to command forces, intimidate people, and make political speeches. Characters with exceptional presence get +5 to starting connections. They draw the attention of anyone who can see them and can only suppress their charms if they disguise themselves, but otherwise it is an uncontrollable, constant effect and they stick out in a crowd. They simply cannot pass unnoticed.

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Characters who lack presence cannot accumulate a reputation with any group of people. They are forgotten almost as soon as they are known. They have a hard time controlling subordinates as well. Any retainer or NPC working for pay under their control is willfully obstinate, difficult, and lazy. Characters without presence get -5 to starting connections.

Chapter 2: Biology

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Body: Your brain is not an independent entity. It is placed inside of a body. The capabilities of this body will enormously impact your character’s life, so defining biology is the next logical step into the game world. Synapse models your body using three characteristics; Strength, Endurance, & Resilience. Unlike attributes, body characteristics change frequently. The value of each characteristic is represented in points (e.g. Strength Points). Each has a maximum and you begin play at this maximum, but events will occur in the game to change these values. You will keep track of the current point values for these characteristics during play. You can rest to recover body points.

Strength:

Strength represents your ability to use your muscles. A character with a high strength can lift heavier objects, throw objects farther, run faster, jump higher, and otherwise perform better physically. Whenever you perform an action that is grounded in your physical self, you can add your current strength value as a bonus to that roll. See the Skills chapter for information on skill rolls. When you are injured, you lose strength points. For every lost point of strength, subtract 1 from your Focus until that strength point is restored. This represents the pain of injury clouding your mind. If strength points are reduced to zero, you are incapacitated. This is not death, simply the inability to move because you are so severely wounded. If strength is reduced below zero, you are dead. Strength can never go negative -- further wounds simply kill you. Once Combat rounds end, if you are at zero strength, you can be stabilized by someone with the First Aid skill. Stabilization will keep you alive for a number of hours equal to the First Aid roll. If you are not stabilized, you will die within a few minutes from blood loss. Before your stabilization period ends, you must receive some kind of genuine medical care to survive. Strength points recover naturally at a rate of 1 per week while doing nothing except resting. All factors based on strength, including carrying capacity and movement rate, are based on your current strength, not your maximum strength. Movement rates are listed in yards per second, however you can feel free to convert these to meters per second if you wish. 30

Body Determination

Every character begins with a value of 3 for each body characteristic. You do not receive flexible points to increase these values as you wish. Instead, your values are entirely determined by other choices you make in character creation.

Strength Comfortable Carrying Capacity Maximum Carrying Capacity Walking Movement Rate Running Movement Rate Starting Base Value

20 lbs per point 50 lbs per point 1 Y/sec per point 2 Y/sec per point 3

Endurance:

Endurance represents your ability to breathe under exertion. A character with a high endurance can run, swim, fight, or otherwise physically exert themselves for extended periods of time without becoming exhausted.

Endurance Maximum Breath Holding Starting Base Value

15 secs per point 3

Many skills drain your endurance over time (e.g. Swimming). Some attacks can deal endurance damage instead of strength damage (mainly unarmed attacks). If your endurance is reduced to zero, you are unconscious. If you are unconscious and cannot breathe (e.g. underwater), you will suffocate in a number of minutes equal to your maximum endurance. Otherwise, you will simply stay unconscious until you are restored by regaining another endurance point. Endurance points recover naturally at a rate of 1 per fifteen minutes while doing nothing except resting. Sleep: Your racial choices will determine how much sleep is needed for members of your race. If you do not meet your race’s minimum sleep requirement, you lose 1 endurance immediately. You then take another endurance loss per additional time period equal to the amount of sleep needed. For example, if your species needs 12 hours of sleep per day, you take 1 endurance loss at the end of a day in which you did not sleep and then another endurance loss every 12 hours thereafter. These endurance points cannot be recovered normally, only through sleep. If this process reduces your endurance to zero, you lose consciousness.

Resilience:

Resilience represents your immune system. A character with a high resilience rarely gets sick and easily fights off the effects of poisons, diseases, and other biological dangers. When you become exposed to a toxin, you roll dice against the toxin’s power (essentially a difficulty number). If you roll above the toxin’s power, you resist it completely. If you roll beneath it, you will take resilience damage based on the type of poison. If your Resilience is reduced to zero, you will suffer some form of incapacitation; in the form of a coma, delirium, or similar effect as dictated by the toxin. Check the toxin description for more details. Note that some toxins may not be poisons or diseases in the traditional sense, but could be chemical hazards, radiation, mummy rot, or similar dangers. Resilience points recover naturally at a rate of 1 per week, regardless of any actions taken.

Resilience Die Rolled to Resist Toxins Starting Base Value

1 per point 3

Actual diseases like the Black Plague may be infectious. In this case, you make a roll against the toxin’s power and if you fail you contract the disease. The disease will then deal Resilience damage consistently over time until it is cured or the subject dies. The GM may make the rolls in secret and you may not even know you have a disease until the GM tell you that your Resilience starts dropping. 31

Race: Though they are used often in the real world flippantly, Synapse uses the terms race and species to describe the original biological basis of your character. Your species represents the entire population which shares your particular chromosome mix. Your race represents a subgroup of your species that shares some common variation from the biological norm. Race is the term we will use most frequently, since it represents your unique mix of biology. Your race will actually be defined in game terms. Your species only has to be defined with respect to how much variation exists within its population. However, you may choose to define an entire species (e.g. Elf ) and within that species you may create a number of races (e.g. Wood Elf, Dark Elf, etc.). Alternatively, your GM may do this for you and provide a listing of the species & race breakdown in your setting. A race is determined by 17 different racial characteristics.

The Human Species:

The human species represents the norm. All of the racial characteristics for humanity are zero points. There are no races of Human to represent what we call race in the real world. Having different skin coloration is covered by the Cosmetic choice for the Intraspecies characteristic. This may or may not create discrimination, depending on your culture. However, it does not constitute a racial variation, as it creates no actual biological difference. If you were a human who had a tail and insectoid vision, then that would be a true race.

If you want to create your own custom race:

Go through this chapter and make a choice for each racial characteristic presented. Unless otherwise specified, you can only make one choice per characteristic. Record your choices on your character sheet. The racial characteristics in this chapter can be used to create virtually any race you wish, from the mundane to the bizarre.

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Racial Determination

Every playable race is built from a total of 20 points and is subject to GM approval. Your GM may define available races that she wants you to use in advance. You can choose to not spend these points and transfer any unspent points directly into Culture. Alternatively, you may spend up to 25 points, so long as the GM approves, and counts those extra points against your Culture points.

Human Size Locomotion Intraspecies Blood Gender Lifespan Diet Sleep Cycle Skin Grip Feet Language Vision Augments Lungs Heightened Intelligence

Average Biped Cosmetic Warm Blooded Dimorphic Normal Omnivore Diurnal Bare Thumb Feet Expressive Normal None Oxygen None Sentient Total Culture Rollover

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 20

If you do NOT want to create your own custom race:

If you do not feel like drawing up a custom racial design, we encourage you to use a template instead. The human template presented on the previous page is an example of a template design, as is the Elf template below. As you can see, there is a choice for every characteristc option. Human characteristics form the baseline, so all 20 racial points are carried over into culture. This represents the vibrant nature of human culture compared to other intelligent species. However, the Elf carries fewer extra points over into culture, thus ensuring they are unlikely to be the most politically dominant species. There are more templates in Appendix B for common RPG races such as Dwarves or Cat people. Your GM may also give you several racial templates to choose from or tell you to choose from a list of the templates in this book. Your GM must ultimately approve your racial choice based on the appropriateness for the campaign. If you want to be a Merfolk in a dungeon fantasy game, your GM may consider that to be an unacceptable choice. Your GM may also simply require you choose from a range of templates if she feels that it will help the game. Your character sheet has a section for your racial characteristics. If you choose a template, simply copy the information onto your character sheet instead of making the choices on your own. High Elf Size Locomotion Intraspecies Blood Gender Lifespan Diet Sleep Cycle Skin Grip Feet Language Vision Augments Lungs Heightened Intelligence

Average Biped Major Warm Blooded Dimorphic Infinite Omnivore None Bare Thumb Feet Expressive Infravision None Oxygen Hearing Sentient Total Culture Rollover

0 0 -3 0 0 8 0 4 0 0 0 0 7 0 0 2 0 18 2

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Racial Characteristics: Size:

Your species and all its races share the same size value. There are creatures of other sizes in the universe, but if they are intelligent they are generally too far from the norm to make good characters and if they are not intelligent then they usually aren’t worth playing. Your GM may permit sizes outside of the range if desired.

Size

Small Average Large

-3 0 3

4-5 Ft. Tall 5-6 Ft. Tall 7-8 Ft. Tall

Small: -3 points

Your race is below the human average. This makes you harder to hit in combat because you are a smaller target. Your small stature makes you harder to notice in crowds. Larger races often view you with some suspicion because they feel like you are able to slip out of their sight and cause them harm. Your race may even have a reputation of theivery or mischief as a result of this perception, whether justified or not. Your short legs mean you have a hard time keeping up with larger races when you are moving over long distances. Your short arms mean you have trouble with large weapons designed for use by larger races. However, you feel that these drawbacks are insufficient to hold you back from achieving your dreams. • Strength -1 • Hide, Dodge and Shadowing +1 die • Hiking -1 die • Cannot use Large Weapons • Must use Medium-sized Weapons two-handed

Normal: 0 points

Your race is at the human average. This confers no particular advantage or disadvantage.

Large: 3 points

Your race is above the human average. This makes you easier to hit in combat because you are a larger target. Your height makes you easier to notice in crowds. Smaller races may view you with some suspicion because they feel like you are able to smash them to bits. Your race may even have a reputation of brutishness or violence as a result of this perception, whether justified or not. Your long gait means you have a easy time when you are moving over long distances. Your long arms mean you are able to use large weapons with ease but small weapons are difficult for you to handle. Your race as a whole generally has an abundance of confidence. Some might say overconfidence. • Strength +1 • Hide, Dodge and Shadowing -1 die • Hiking +1 die • Cannot use Small Weapons • Can use Large Weapons one-handed 34

Locomotion:

Locomotion Semi-Upright Biped Quaduped Semi-Upright: -3 points Undulation Your race walks semi-upright like chimpanzees and other apes. You can only Multi-Legged walk on two legs for a short distance, otherwise you must use all four limbs Wings to move. You cannot use your arms for anything while moving, thus dramatically limiting your ability to carry objects in your hands while running. You move faster than a biped as a result of this movement style and you have strong arms. Your species and all its races share the same locomotion value. Locomotion determines your species’ method of moving.

-3 0 4 6 10 20

• Unarmed Damage +1 • For movement rate calculations, add +2 to strength • Cannot move more than a few steps while holding objects in hands

Biped: 0 points

Your race walks on two feet like humans. This confers no particular advantage or disadvantage.

Quadruped: 4 points

Your race walks on four legs in addition to having arms, like a centaur. Your lower body may have the appearance of any animal you wish, from horse to lion to dragon, provided that your other choices for Race align with that concept. For example, if you choose to have the lower body of a lion, you will need Paws for feet. Four legs provides a significant movement bonus and gives you improved balance. However, the tracks you leave are easier to follow because you leave more of them. • Body Length = 1.5x your height • Acrobatics +1 die

• For movement rate calculations, double strength • Move Silently -3 dice

Undulation: 6 points

Your race walks by slithering like a snake or swimming like merfolk. You do not have legs, but have a tail instead. You move slightly faster than a two legged creature, make less noise while moving, and tracking you is much more difficult. If your tail is designed for underwater movement, do not use the below modifiers and instead remove underwater movement penalties. If your tail is designed for overland movement, use the below modifiers. • Move Silently +3 die

• For movement rate calculations, add +1 to strength

Multi-Legged: 10 points

Your race walks on more than 4 legs. Your lower body may have the appearance of any arthropod you wish, from spider to scorpion to lobster, but it must be an arthropod. For example, you could choose to have the lower body of an ant, but not a horse. You must also choose the 2 point version of Claws for your feet. This confers a significant movement bonus as well as enhanced footing and balance. Additionally, you are very silent when moving about. Most races with this characteristic live Subterranean environments where they can make the best use of their advantages. • Body Length = 3x your height • Acrobatics +2 dice

• For movement rate calculations, triple strength • Move Silently +4 die 35

Gliding: 12 points

Your race has some form of wings or membranes that allow it to coordinate a descent, but not actually fly. Additionally, you can walk on the ground in a semi-upright form, like a flying squirrel. This convey many obvious advantages, just as freedom of movement in areas that would be impassible to most races. Races with this characteristic tend to live in Arboreal environments where they can make the best use of their advantages. • Cannot walk more than a few steps while holding objects in hands • Can greatly reduce downward velocity in a fall and exert some control over the landing • Flight speed determined by angle of fall, maximum glide angle is 25°

Wings: 20 points

Your race has wings in addition to your normal body shape. They can be two large wings like an angel or multiple smaller wings like an insect. This confers no particular advantage or disadvantage, beyond the obvious ability to fly. Your wings might be feathered like a bird, have bat-like membranes, or even scaled like a dragon. This convey many obvious advantages, just as freedom of movement in areas that would be impassible to most races. Races with this characteristic tend to live in Mountain environments where they can make the best use of their advantages. • Can greatly reduce downward velocity in a fall and gain actual control of flight after a duration • Flight speed = 5x your strength in Yards per second (Yps) • Wingspan = 2.5x your height

Intraspecies:

This determines how wide the variations between races are within your species as a whole.

Major: -3 points

Intraspecies Major Minor Cosmetic

-3 -1 0

The appearance and abilities of races of your species vary in large and meaningful ways. The variations between non-human subraces in many popular RPG campaign settings would be an example of this level of difference. This causes a significant amount of distrust from other races who feel that they have a much harder time predicting your behavior. Your race is somewhat self-segregating and isolated from other racial communities. • Connections -5

Minor: -1 points

The appearance and abilities of races of your species vary in small but meaningful ways. What was believed in the past about racial variance in the real world (disproven by modern biology) would be an example of this level of difference. This causes a slight amount of distrust from other races who feel that they have a harder time predicting your behavior. Your race is slightly isolated and tends to associate with your own kind when given the opportunity. • Connections -2

Cosmetic: 0 points

The races of your species vary only in tiny cosmetic ways, primarily skin coloration. This is the human norm and confers no particular advantage or disadvantage. Discrimination based on these factors is covered under Culture. 36

Blood:

Your species and all its races share the same blood value. Blood determines how your species’ vascular system works.

Cold Blooded: -5 points

Your race relies upon external energy to control your blood temperature, like most reptiles. In warm environments, you are energetic and powerful. In cold environments, you are weak and lethargic.

Blood Cold Blooded Warm Blooded Independent Vampiric

-5 0 5 *

• In warm environments, +1 die to all Skills based on physical movement (e.g. Climbing, Combat skills, etc.) • In cold environments, -1 die to all Skills based on physical movement (e.g. Climbing, Combat skills, etc.) • Double damage from cold or heat

Warm Blooded: 0 points

Your race uses internal energy to maintain a constant blood temperature. This is the human norm and confers no particular advantage or disadvantage aside from the standard vulnerability to heat extremes.

Independent: 5 points

Your race’s blood temperature is constant regardless of the situation. The reasons for this are unique to your biology and will need to be explained. You are capable of surviving in almost any temperature extreme, provided that you can breathe of course. Races with this characteristic might live in extreme environments like Deserts, Ice, or Mountains. • Half damage from cold or heat

• Immune to Frostbite, Stroke, and other temperature-related ailments

Vampiric: X points

You are a vampire and your blood is not your own. You must drink the blood of others to maintain your supply of this precious resource. Your other racial choices form the basis for the race that you had before you were turned into a vampire. Sunlight and a few other hazards pose enormous danger to your life while things that would have posed a great threat before are now non-threatening. Unless dictated by setting, taking this characteristic requires GM approval. Vampiric is worth a number of points equal to the blood system of the body you had before you became a vampire. Consult Appendix B: Vampirism for more information on how vampirism works and to determine your character’s vampiric powers. • Your starting age represents the age at which you became a vampire. You can purchase additional years of being a vampire for 5 life experience point per half-century. Each half-century purchased grants +1 to Vigor.

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Gender:

This determines how wide the variations are between genders in your race. The effects of these options appears small at first glance, but they will have a large impact on your culture and sexuality.

Hermaphrodite: -5 points

Gender Hermaphrodite Gonadal Dichromatism Dimorphic

-5 -3 -1 0

The members of your race do not have defined gender at birth and possess both/all sexual organs. They may be able to use both/all sexual organs as adults or they may develop one set of sexual organs during puberty through hormones that are released based on the gender balance requirements of the population. They may not have a gender and simply reproduce asexually, or they may be able to change genders if socially pressured. This ambiguity brings a level of uncertainty into your social interactions. It is harder for others to get an accurate bead on your intentions, even with members of your own race. • Resistance dice for every conversation are raised by 2 • Connections -4

Gonadal: -3 points

The genders of your race vary only in sexual organs, which are small and inconspicuous. This is unsettling to other races, who often resolve the tension by making jokes like “are there any Dwarven women?” Conversations with members of other races tend to go poorly. You are a bit of a reclusive race as a result. • Resistance dice for every conversation are raised by 1 • Connections -2

Dichromatism: -1 points

The genders of your race have significant differences in size and shape. One gender may be much larger and possess features like horns that the other gender does not. Additionally, they have massive differences in coloration, similar to many species of birds. One gender is brightly colored (typically the male) while the other is more camouflaged. Depending on your character’s gender, this has a different effect. Dichromatic races depend upon these gender differences to determine sexual pairings. The brightly colored gender is prone to display itself whenever it spots a potential mate in an attempt to impress them. This provacative behavior tends to draw attention, sometimes unwanted. • If you are the brightly colored gender, Hide and Shadowing -5. Additionally, you feel a strong motivation (8) to pursue any potential mate that is not unattractive or hideous and is not obviously committed to another mate. • If you are the camouflaged gender, Hide and Shadowing +3. You will be often approached by potential mates. • The GM is encouraged to have these mating issues occur at a very annoying time

Dimorphic: 0 points

The genders of your race have significant differences in size and shape. One gender is typically larger physically and takes on certain social roles as a result. This is the human norm and confers no particular advantage or disadvantage. 38

Lifespan:

This determines how long an average member of your race lives.

Brief: -8 points

Your race has a very short developmental process and then dies shortly after reaching maturity. You have a maximum lifespan of about 15 years, similar to a dog or other domesticated animals. You are extremely energetic and frantic to take advantage of every second. In your short lifepsan, you have experienced significantly less than the average person. You anger quickly but may forget the offense the next moment.

Lifespan

Brief Short Normal Long Infinite

-8 -4 0 4 8

• You get 25 points to spend on motivations instead of the normal 15, but cannot use Motivation Boosts • Your stress level can never be below 2 • Stress reduction from relaxation takes two hours less than normal per point • Life Experience -4

Short: -4 points

The members of your race age quickly with a maximum lifespan of about 40 years. As a result, you have individuals with an excitable disposition. In your short lifepsan, you have experienced less than the average person. You tend to embrace fads and other fast-moving social dynamics. • You get 20 points to spend on motivations instead of the normal 15, but cannot use Motivation Boosts • Your stress level can never be below 1 • Stress reduction from relaxation takes one hour less than normal per point • Life Experience -2

Normal: 0 points

Your race has a maximum lifespan of about 70 years. This is the human norm and confers no particular advantage or disadvantage.

Long: 4 points

The members of your race age very slowly with a maximum lifespan of about 150 to 200 years. As a result, you have individuals with a cooler and more relaxed disposition. In your extended lifepsan, you have experienced more than the average person. You tend to avoid fads and other fast-moving social dynamics present in the shorter-lived races. • You get 10 points to spend on motivations instead of 15 • Stress reduction from relaxation takes one hour more than normal per point • Life Experience +2

Infinite: 8 points

Your race has a long and slow developmental process and then does not age after reaching maturity. You have exceptional calm and clarity of thought. In your extended lifepsan, you have experienced significantly more than the average person. It takes a lot to anger you, but your wrath can last centuries. • You get 5 points to spend on motivations instead of 15 • You will enter a catatonic state when your stress level is double your Stability, instead of the usual triple • Stress reduction from relaxation takes two hours more than normal per point • Life Experience +4

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Diet:

This determines what your race consumes as sustenance.

Necrophagy: -3 points

Your race can only consume dead meat. You do not necessarily possess the ability to actually kill your prey, only scavenge food. This causes other species to view you suspiciously. You are inherently weaker than other races because you have no need to fight for your food. In some environments, finding food can be very difficult for you. • Strength -1

Diet Necrophagy Photosynthesis Omnivore Detrivore Herbivore Carnivore

-3 0 0 1 2 5

• Resistance dice for every conversation are raised by 1

Photosynthesis: 0 points

Your race can only convert energy using sunlight. You never have to eat. However, you must maintain frequent contact with the soil to absorb nutrients and consume some water occasionally. When you are exposed to sunlight, you are strong and energetic. When you are indoors or underground, you are weaker and lethargic. • In direct sunlight, +1 die to all Skills based on physical movement (e.g. Climbing, Combat skills, etc.). • Out of direct sunlight, -1 die to all Skills based on physical movement (e.g. Climbing, Combat skills, etc.).

Omnivore: 0 points

Your race consumes both vegetation and meat. This is the human norm and confers no particular advantage or disadvantage.

Detrivore: 1 point

Your race can only consume inorganic matter like soil or rocks. Your face tends to be dirty with the leftovers of such material and other races find this disturbing. Even detrivore races have trouble concentrating in conversations with you because they are interested in these bits. However, you are exceptionally hardy and have little trouble finding food. • Strength +1

• Resistance dice for every conversation are raised by 1

Herbivore: 2 points

Your race can only consume vegetation and often in very large amounts compared to the food ingested by an omnivore. Finding food may consume a significant portion of your day. Since you are often prey for larger animals, you are more aware of your surroundings and have the ability to run farther before becoming exhausted. However, your inherent tendency is to flee from battle. • Endurance +1

• -1 dice to any morale roll

Carnivore: 5 points

Your race can only consume meat. Your body is stronger and faster than other races so that you can find food more easily. This leads to a little suspicion from other races, who worry that they might end up being the meat that you want to eat. They may be right. • Strength +1 • Endurance +1 40

• Resistance dice for every conversation are raised by 2

Sleep Cycle:

This determines when your race sleeps.

Crepuscular: -4 points

Your race is active during dawn and dusk, but sleeps during the majority of both day and night. This poses more practical problems than being nocturnal and should generally be avoided unless taken by the whole party. • 16 hours of each day must be spent sleeping during the middle of both the night to avoid sleep based endurance loss

Sleep Cycle Crepuscular Nocturnal Diurnal Metaturnal None Controlled

-4 -2 0 2 4 *

Nocturnal: -3 points

Your race sleeps during the day and is active at night. This poses many practical problems and is generally a nuissance. If you take this choice, obviously you must also choose some way of seeing in the dark, like Echolocation or Darkvision. • 16 hours of each day must be spent sleeping during the day to avoid sleep based endurance loss

Diurnal: 0 points

Your race sleeps at night and is active during the day. This is the human norm and confers no particular advantage or disadvantage. • 8 hours of each day must be spent sleeping at night to avoid sleep based endurance loss.

Metaturnal: 2 points

Your race sleeps in short naps throughout both day and night, like a cat. They are easily alerted and rarely find themselves in a position of surprise when awakening. • 12 hours of each day must be spent sleeping to avoid sleep based endurance loss at any times you wish, so long as you sleep at least one hour per sleep event and are never awake for more than 4 hours at a time. • You can make Listen and Spot skill rolls even while sleeping

None: 4 points

Your race never sleeps. You will need to rest from physical and mental exertion, but you never actually fall asleep. You may daydream, but obviously you can never have normal dreams either. You have had plenty of spare time to spend on study and skill development. • You never experience sleep based endurance loss • Skills +4

Controlled: X points

Your race can sleep for extended periods of time and then go for extended periods of time without sleeping. • 8 hours of each day must be spent sleeping to avoid sleep based endurance loss. You can store up to your daily sleep requirement per 2 points invested in this characteristic. So if you invest 4 points in this characteristic, you can sleep two extra sleep durations in one day and then not sleep for the next two days as a result. You can invest up to a maximum of 10 points into this characteristic (storing up to 5 nights worth of sleep). 41

Skin:

This determines what your race has for outer skin. Your skin color can be anything allowed by the GM.

Bare: 0 points

Your race has soft normal skin. This is the human norm and confers no particular advantage or disadvantage.

Fur: 1 point

Skin

Bare Fur Slippery Hardened Shell Chameleon

0 1 2 4 6 8

Your race has significant hair on top of your skin. The fur is thick and deep like a bear or canine. It provides some insulation against cold dangers, but finding properly fitted clothing may be difficult. • Reduce all strength or endurance damage from cold exposure by 1. If you also have an independent blood system, this is in addition to halving it and is applied last.

Slippery: 2 points

Your race is covered in moist slippery skin, like a frog. This makes grappling very difficult for your opponent. You will also need to occassionally moisten your skin to maintain this coating. • +3 dice when Grappling, regardless of skill used. This can even be used when not reacting to the grapple. • Either you need to submerge your skin for at least one hour per day to keep it moist or consume twice the normal amount of food per day for a creature of your size to allow for steady secretion of fluids. This choice is permanent and must be made at character creation.

Hardened: 4 points

Your race has improved defense in the form of hardened outer skin, like an armadillo or rhinoceros. This reduces the damage taken from attacks. • Reduce all slashing or impact damage taken by 1

Shell: 6 points

Your race has a significant shell into which you can retreat, like a turtle. This reduces the damage taken from attacks if they hit the shell portion of your body. • Reduce all slashing or impact damage taken by 2 if they are made against your shell • You can pull all your limbs and head into the shell as a combat action • You pull all your limbs and head into the shell automatically when entering a catatonic state

Chameleon: 8 points

Your skin can change color to enhance your camouflage. You are not invisible, simply colored to match your background environment. This makes spotting you in natural terrain very difficult. The benefits in an unnatural environment, such as the interior of building, are limited. • Hide and Shadowing +4 dice when you are in nature • Hide and Shadowing +1 die when you are not in nature

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Grip:

This determines what your race uses for hands.

Paws: -6 points

Your race has a paw like a cat or dog. This creates significant difficulty grasping due to the lack of an opposable thumb. However, you do have a small edge in climbing due to the grip of your paw pads.

Grip

Paws Thumb Suction Claws

-6 0 4 *

• You cannot hold anything requiring a strong grip (e.g. sword) or use most tools (e.g. hammer). Using objects like doorknobs is difficult, but still possible given focus and time. You can use your paw to manipulate objects much like a human using their foot to try to do things. • Climbing +1 die

Thumb: 0 points

Your race has fingers with an opposable thumb. This is the human norm and confers no particular advantage or disadvantage.

Suction: 4 points

Your race has hands with suction-based grip. This provides much better grip than a human hand, allowing you to hold onto things that would normally be wrenched from your grasp, and makes you an excellent climber. • Strength +2 for purposes of pushing or pulling, including Grappling • Climbing +2 dice

Claws: X points

Your race has claws on the tips of your fingers. Claws allow you to make raking attacks on your enemies and improve your climbing abilities. If these claws are attached to a paw-like hand, this is a -2 point characteristic because you can grip a larger range of things. If these claws are attached to a hand with opposable thumbs, this is a 2 point characteristic. • For both options, +1 slashing damage to any Unarmed attack with your hands & Climbing +1 die. • If attached to a paw, gain all the effects of Paws (include both bonus dice to Climbing) except you can manipulate a larger range of objects. You can use your paw to manipulate objects as if a human were using their hand to try to do things, but without a thumb.

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Feet:

This determines what your race uses for feet or instead of feet.

Feet: 0 points

Your race has a foot with short flexible toes and minor nails. This is the human norm and confers no particular advantage or disadvantage.

Tail: 0 points

Your race has a tail instead of legs, either because you move like a snake or live underwater and swim. You must have Undulation to take this choice.

Feet

Feet Tail Paws Talons Hooves Claws

0 0 2 3 4 *

Paws: 2 points

Your race has a paw like a cat or dog. These paws have pads that significantly increase your traction and reduce impact damage, resulting in the ability to go farther without hurting your feet. The soft pads also lessen the sound of your foot hitting the ground, making you quieter. • Hiking +1 die • Move Silently +1 die • You cannot wear shoes

Talons: 3 points

Your race has talons like a bird. These give you better grip in precarious situations, but have less strength for long-term travel by foot. Additionally, your talons function as very powerful weapons. However, the sound of your walking is louder than a foot since your talons click against hard surfaces. • +2 slashing damage to any Unarmed attack with your feet • Hiking -1 die • Move Silently -1 die • You cannot wear shoes

Hooves: 4 points

Your race has hooves like a goat or horse. These hooves give you better footing and reduce impact damage, resulting in the ability to go farther without hurting your feet. Additionally, your hooves function as very powerful weapons. However, the sound of your walking is louder than a foot. • +2 impact damage to any Unarmed attack with your feet • Hiking +1 die • Move Silently -1 die • You cannot wear shoes

Claws: X points

Your race has claws on the tips of your toes. Claws allow you to make raking attacks on your enemies and improve your climbing abilities. If these claws are attached to a foot, this is a 2 point characteristic. If these claws are attached to a paw, this is a 4 point characteristic because you are given stealth as well. • For both options, +1 slashing damage to any Unarmed attack with your feet & Climbing +1 die. • If attached to a paw, gain all the effects of Paws as well. 44

Language:

This determines what your race uses to communicate.

Growls or Calls: -5 points

Your race can only communicate in growls like a dog or in calls like a bird. You may be able to understand other languages, but you cannot speak them. However, you communicate expressively with members of your own species.

Language Growls or Calls Expressive Chemical Telepathy Gesture

-5 0 2 10 *

Expressive: 0 points

Your race has flexible lips and a tongue for expressing complex sounds. This is the human norm and confers no particular advantage or disadvantage.

Chemical: 2 points

Your race can communicate using pheremones, but only with your same race and/or species. The message conveyed by these signals is very basic, limited to concepts like moods, emotions, and simple desires. You can also communicate as if Expressive. This is merely a supplement to that communication.

Telepathy: 10 points

Your race can communicate telepathically with any other race and/or species. The receiving entity percieves the sound of your voice inside of their brain. Images cannot be sent in this manner. You can also communicate as if Expressive. This is merely a supplement to that communication.

Gesture: X points

If your race can only communicate using gestures, this characteristic is worth -6 points. However, if you can communicate in specialized gestures with your own race only in addition to Expressive (e.g. through tentacle movements), this characteristic is worth 2 points.

Vision:

This determines what your race sees with its eyes. Synapse does not have complex rules for vision like many RPG games. You will not have to calculate sight distances, range penalties, and other side effects of tracking such information to a precise degree. The GM will be the final authority on what you do or do not see in a given situation and she may add to a difficulty number to represent conditions based on your physiology.

None: -8 points

Your race cannot see at all. You have no vision system of any kind. You will never see anything. To compensate, you have learned to listen more intently. • Listen +3 die

Vision

None Weak Restricted Colorblind Normal Ultravision Low-Light Echolocation Infravision Insectoid Darkvision

-8 -4 -2 -1 0 3 5 5 7 8 10

Weak: -4 points

Your race cannot see very clearly in any environment. You have trouble seeing details even under the best circumstances. You must choose your actual vision method as well and pay the point cost for both choices (e.g. Weak Ultravision). • Spot -3 die

• Observation -2 die

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Restricted: -2 points

Your race has a smaller angle of normal vision, so you have a harder time seeing your flanks. You must choose your actual vision method as well and pay the point cost for both choices (e.g. Restricted Low-Light).

Colorblind: -1 point

Your race cannot discern color at all. You must choose your actual vision method as well and pay the point cost for both choices (e.g. Colorblind Normal).

Normal: 0 points

Your race can see well in the light, but your vision becomes progressively poorer in darkness. With little or no light, you cannot see anything. This is the human norm and confers no particular advantage or disadvantage.

Ultravision: 3 points

Your race can see only ultraviolet light. Your vision is exceptionally fine due to high color differentiation, but ultraviolet light is stopped by solid surfaces so you cannot see at all in underground environments or buildings without using flourescent lights. You can see best during the day, better at night than even low-light vision, and better underwater than anyone.

Low-Light: 5 points

Your race can see in very low light environments, like a cat. As long as there is some light, you can see fairly well. In total darkness, you cannot see anything.

Echolocation: 5 points

Your race cannot see at all. Instead ultrasonic sounds are emitted to produce echoes, which are then converted by the brain into an image of your surroundings. You function as if you could see in any environment, but you cannot perceive color. However, high decible sounds can effectively blind you. Any sound over 100 decibles causes 1 stress point gain per sound, or 1 point per minute of exposure for extended sounds.

Infravision: 7 points

Your race can see heat, not light. When there are significant variations in heat, such as a warm body standing next to a cold stone, you can see clearly. When there are low variations in heat, such as a cold sword lying on a cold stone, you have trouble discerning the differences.

Insectoid: 8 points

Your race can see only infrared light. Your eyes are multi-faceted, like a fly’s. This allows a very detailed image to be created of the world around you. Shadows and darkness are no protection for anyone trying to escape your gaze. You also have a very deep field of peripheral vision.

Darkvision: 10 points

Your race can see equally well in light and dark. Color differentiations tend to fade in extreme light or dark, but you can discern color in most circumstances. 46

Augments:

This determines what unique adaptations your race has. You can have multiple selections from this characteristic group.

None: 0 points

Your race has no augments. This is the human norm and confers no particular advantage or disadvantage.

Teeth: 2 points

Your race has sizeable canine teeth. These teeth can be used in combat.

Augments None Teeth Antennae Mandibles Tentacles Horns Tail Venom

0 2 2 4 5 * * *

• +1 penetration damage to any bite attack with Beast

Antennae: 2 points

Your race has antennae sprouting from the top of the head. This makes wearing headgear very difficult, but it provides you with additional sensory data that increases awareness. However, these senses can be overloaded in some circumstances, making sensing more difficult under those circumstances. • -1 die when using any Awareness based skill when exposed to extreme vibrations, sounds, or powerful odors • +2 die when using any Awareness based skill in all other environments • You cannot wear helmets or hats unless custom fitted

Mandibles: 4 points

Your race has large mandibles that can be used to grip and crush objects, like an ant or beetle. This is exceptionally dangerous in close combat and deals more damage than teeth alone. Mandibles can also serve as a grappling appendage. • +1 die when grappling with Unarmed • +1 penetration damage and +1 slashing damage to any bite attack with Beast

Tentacles: 5 points

Your race has up to four octopus-like tentacles that can be used for grasping. Short tentacles that have no function are not covered by this characteristic, but are simply cosmetic aspects of your character (i.e. cost no points). Tentacles usable only for communication purposes are paid for through the Gesture characteristic under Language. • +2 die when Grappling with Unarmed • Climbing +2 Dice

Horns: X points

Your race has horns. If the horns are small and non-functional, they are worth -1 point. They make wearing headgear difficult. If the horns are large enough to be used as weapons, they are worth 2 points. • For both options, you cannot wear helmets or hats unless custom fitted • For large horns, +1 penetration damage to any charge attack with Beast

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Tail: X points

Your race has a tail. If the tail is prehensile, it can be used to grasp small objects and is worth 4 points. If the tail can be used instead as a striking weapon, it is worth 3 points. If it merely improves balance, it is worth 1 point. • For all options, Acrobatics +1 die • If usable as a striking weapon, +1 slashing damage to any swinging attack with Beast

Venom: X points

Your race has a natural neurotoxin poison. If it is injected into the enemy via a fixed stinger on your abdomen, like a bee, it is worth 4 points. If it is injected into the prey via Teeth or a Tail (must be a striking tail), it costs 6 points. If it is absorbed through contact with your slippery skin, like many poisonous frogs, it is worth 8 points. • For stingers, you do not need to purchase another body part. The stinger comes with the Venom ability. You can use Beast to hit with the stinger in combat, deal +1 penetration damage, and deliver your venom. • For teeth or tails, any hit in combat with Beast that deals slashing damage using that body part will deliver your venom. • For slippery skin, any skin contact with your enemy will deliver your venom. An additional dosage of toxin will be delivered every five seconds of contact. For anyone who knows that your race has this ability, being within 10 yards of you will cause 1 stress per minute. Even outside of that radius, they will be very weary of your presence. Social contact is extremely difficult and physical intimacy of any kind with any other race is impossible unless they are immune to toxins. • When the venom is delivered, roll 1 die. The neurotoxin deals 1 resilience damage per minute up to a maximum amount of damage equal to the number you rolled.

Lungs:

This determines what your race breathes.

Methane: -3 points

Your race breathes methane from the air using lungs. Since most other races do not breathe methane, this poses a significant hindrance as you must rely upon a breathing mask to breathe on most planets. You can function in environments with low methane amounts, but this will feel like high-altitude to your body. This characteristic is really only suitable for futuristic settings due to the hindrance.

Lungs Methane Carbon Dioxide Nitrogen Oxygen Gills Amphibious None

-3 -2 -1 0 0 3 10

Carbon Dioxide: -2 points

Your race breathes carbon dioxide from the air using lungs. Since most other races do not breathe carbon dioxide, this poses a significant hindrance as you must rely upon a breathing mask to breathe comfortably on many planets. You can function in environments with low carbon dioxide amounts, but this will feel like highaltitude to your body. This characteristic is really only suitable for futuristic settings due to the hindrance. If your diet is Photosythesis, you must take this for zero points, but you can breathe even in low carbon dioxide environments like Earth’s atmosphere.

Nitrogen: -1 point

Your race breathes nitrogen from the air using lungs. Most planets have enough nitrogen in their atmosphere to provide minimum support, but you must rely upon a breathing mask to breathe comfortably on a few planets. You can function in environments with low nitrogen amounts, but this will feel like high-altitude to your body. This characteristic is really only suitable for futuristic settings due to the hindrance. 48

Oxygen: 0 points

Your race breathes oxygen from the air using lungs. This is the human norm and confers no particular advantage or disadvantage. You can function in environments with low oxygen amounts, but this will feel like high-altitude to your body.

Gills: 0 points

Your race can only breathe underwater through gills. You cannot function at all out of water, but you can function perfectly underwater.

Amphibious: 3 points

Your race can breathe from both air and water. You can function well in underwater environments and in the open air equally. You can also function in environments with low oxygen amounts, but this will feel like high-altitude to your body.

None: 10 points

Your race does not breathe at all. You cannot be suffocated in any way and you are immune to inhaled toxins.

Heightened:

This determines what your race can sense beyond the normal range. You can have multiple selections from this characteristic group.

None: 0 points

Your race has no heightened senses. This is the human norm and confers no particular advantage or disadvantage.

Waves: 2 points

Heightened None Waves Hearing Olfactory Touch Vision

0 2 2 3 4 5

Your race can sense some form of waves that are imperceptible to other species, like X-rays, Radio waves, seismic pressure waves, or similar kinds of waves. These each provide their own special, but small, advantage. If you want to detect more than one type of wave, you can pay the cost of this characteristic multiple times. Work with your GM to develop this ability.

Hearing: 2 points

Your race has exceptional hearing, like a cat. You can hear sounds that other species may not even be aware exist. • Listen +2 dice

Olfactory: 3 points

Your race has an exceptional sense of smell, like a bloodhound. You can smell the faintest of scents and track exceptionally well. • Tracking and Navigation +1 die • If you are using Search or Spot while looking for something that has a smell, your GM will reduce the difficulty number by 5, but she will not inform you of this.

Touch: 4 points

Your race has an exceptional sense of touch, like a spider. You can feel slight vibrations through solid materials. • +1 die when using any Dexterity based skill unless exposed to extreme vibrations

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Vision: 5 points

Your race has exceptional vision, like a hawk or owl. You can see much more clearly at great distances. • Spot and Observation +3 dice

Intelligence:

This determines your race’s brain control.

Animalistic: -10 points

Your race is constantly in an animalistic frame of mind. Motiviations higher than basic biological needs such as food, shelter, and sex are never considered. This is not recommended for player races, but it will be useful for semi-intelligent allies.

Intelligence Animalistic Lycanthrope Atavistic Berserk Sentient

-10 -8 -4 -2 0

• You do not have a culture, life experience., or possessions. • For motivations, you only have Acquisition, Aggression, Construction, Nurturance, Play, and Sensuality. • Start with a base of 1 in each motivation and distribute 25 points between them. The GM will determine what skills you can take based on your setting.

Atavistic: -4 point

Your race has moments of time where you return to your animalistic heritage due to fear. No amount of control can restore order except physical restraint. Shark frenzy is an example of this behavior. • If you fail a morale roll, you go into a frenzy and attack anything that is in front of you. You cannot be calmed except by being completely restrained for at least 30 minutes.

Berserk: -2 points

Your race loses mental control when certain conditions are met and lashes out violently. Once unleashed, a berserk individual can only be calmed down by close friends or when violence has run its course. • If you would enter a catatonic state, instead you go into a frenzy and attack the source of stress until either you incapicatated or knocked unconscious. While in a frenzy, you cannot perform any task except unarmed and melee attacks. If the source is killed, you can calm down with a successful coping attempt.

Sentient: 0 points

Your race is in near complete control of your brain. This is the human norm and confers no particular advantage or disadvantage.

Lycanthrope: -8 points

You are a lycanthrope and your physical form changes under certain conditions (e.g. during a full moon). This may be the traditional choice of Werewolf, or it might be a rarer choice like Wererat, Weretiger, or Werebear. Unless dictated by setting, taking this characteristic requires GM approval. While in your lycanthropic form, you are completely unaware of your actions and the GM should jump straight to a description of you regaining consciousness. Unless your lycanthropic form is pursued by other party members, the actions you make while in this form are simply narrated by the GM in the form of NPC conversations after the fact. • For rare instances when it might apply, your physical change grants +4 strength and +2 endurance in addition to the physical form changes such as claws, tail, etc. • You are exceptionally vulnerable to a particular substance (typically silver). This vulnerability is based on setting. 50

Chapter 3: Culture

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Culture: Your innate mental abilites and your body are only one aspect of who you are. You are born into a culture and that culture shapes how you view the world, what opportunities are available to you, how you react emotionally to a variety of stimuli, and much more. A culture is determined by 25 different cultural characteristics. Cultural characteristics define what your character values in this world: money, sex, friendship, power, etc. Many of these choices have an impact on your personality in the form of motivations. These are discussed in great detail in the following chapter; however, for our purposes here it is important to know a little about them. Motivations are what will be used to help you determine what your character is interested in doing. So if you see a cultural choice which gives you +1 to Aggression, then you know that choosing it will make your character more interested in committing acts of violence. Additionally, many choices give you skills at amateur levels. If you have two choices that give the same skill at amateur level, take that skill at trained level instead. However, you cannot reach professional level this way.

Culture Determination

Every culture is built from a total number of points, dependent upon setting. Your GM will tell you how many base points your characters have to spend on culture. The Base Points chart provides general guidelines in this area. If you have any rollover points from your racial choices, add that number to the base points. Any unspent culture points are converted to Connections points at a 3:1 ratio, dropping fractions. So if you have 7 unspent culture points, they become 2 connection points.

Base Points Ancient Medieval Renaissance Enlightenment Modern Futuristic

70 80 90 100 120 140

How does Culture affect the game experience?

Because a majority of a character’s motivations are driven by cultural choices, the culture that your character comes from has a profound effect on their personality. However, this effect applies equally to non-player characters (NPCs). So if your character enters a new region where your GM has designed a different culture, the NPCs living in that area will have different personalities as well. One region may be full of short-tempered brutes while another region may be full of open and friendly folk. As you will learn in the resolution chapter, the motivations of NPCs have a profound impact on your interactions with them. For example, If you try to bribe someone who is not motivated by money, you will probably fail. So if you enter a region with a new culture, you may want to spend some time just talking to various people to try and determine what appeals to them.

If you want to create your own custom culture:

Go through this chapter and make a choice for each cultural characteristic presented. Many of the choices are dependent upon previous choices, so you should go in order of presentation to avoid having to backtrack. Unless otherwise specified, you can only make one choice per characteristic. The culture characteristics in this chapter can be used to create virtually any culture you wish, for any setting.

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If you do NOT want to create your own custom culture:

If you do not feel like drawing up a custom cultural design, we encourage you to use a template instead. The medieval template presented to the right is an example of a template design. As you can see, there is a choice for every characteristic. This is a representation of a classic medieval European culture of about 60 points, with some extra points for being a human. A human will actually have more points to spend on top of this template. You could use those points however you desired. For example, you could raise the technology of your culture, increase it’s political stability, or improve it’s political system. If your character is non-human, you will have fewer points to spend on these improvements. There are more templates in Appendix D for common RPG cultures such as Elven, Dwarven, Futuristic, etc. Your GM may also give you several cultural templates to choose from or tell you to choose from a list of the templates in this book. Your character sheet has a section for your cultural characteristics. If you choose a template, simply copy the information onto your character sheet. Medieval Franks Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Plains Aristocracy Feudal Resource Fractured Major Power Overwhelming Competitive Stable Constant Labor Traditional Selective Excluded Monotheist Weekly Obligatory Prayer Elite Patrilineal Patrilineal Single Dowry None None Total

0 7 5 4 6 5 8 5 3 10 6 0 7 0 10 4 0 2 2 0 0 1 0 0 0 85

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Cultural Characteristics: Terrain:

This determines what your terrain your culture evolved in. Not only does this provide body bonuses, but your clothing style should be influenced as well.

Plains: 0 points

Your culture developed on flat plains like those surrounding large river valleys like the Indus, Yellow, or Rhine river. Most major civilizations started in these regions. This represents the standard baseline of human cultural development.

Island: 1 point

Your culture developed on small islands like the Greek Islands, many of the Pacific Islands, or the Caribbean. Your extensive interaction with the sea has made you a proficient swimmer. • Swimming at amateur level

Savannah: 1 point

Terrain

Plains Island Savannah Coastal Desert Forest Tundra Wetlands Arboreal Mountain Jungle Ice Aquatic Subterranean

Your culture developed in open savannah, a warm grassland climate like much of Africa and Australia. Due to the danger from large predators, you pay a lot of attention to your surroundings. • Spot at amateur level

Coastal: 1 point

Your culture developed on a coastal area that is attached to a significant land mass. Significant quantities of territory of this type exist on the edges of every continent worldwide. Your extensive interaction with the sea has made you a proficient fisher. • Fishing at amateur level

Desert: 4 points

Your culture developed on the edges or inside of a large desert like the Gobi or Sahara. The harsh climate has made you stronger over time through conditioning. Your economic system is based on herding due to the difficulty of farming and lack of fisheries. • Listen at amateur level

• Endurance +1

Forest: 4 points

Your culture developed in heavily wooded area, like Germany, Eastern Russia, or eastern North America. Operating in this environment with low visibility while travelling from place to place has taught you to pay more attention to faint sounds. • Listen at amateur level 54

• Endurance +1

0 1 1 1 4 4 5 5 7 8 8 10 10 15

Tundra: 5 points

Your culture developed in a tundra climate like most of Russia and Canada. The prevalence of snow and heavy reliance on hunting for sustenance has given you basic tracking skills. Doing almost any sort of work in this climate required additional exertion. • Tracking at amateur level

• Strength +1

Wetlands: 5 points

Your culture developed in a wetlands region like the Okeefenokee. Agriculture is near impossible and fish constitute a large portion of your diet. You have been exposed to more insects and diseases than the average person from a more hospitable climate. • Fishing at amateur level

• Resilience +1

Arboreal: 7 points

Your culture developed a lifestyle of living in the tree canopy, like Elves. You are comfortable swinging and moving through the trees. You are also more physically fit from moving up and down from the forest floor. • Acrobatics and Body Sense at amateur level • Endurance +2

Mountain: 8 points

Your culture developed in a mountainous region like the Andes or Himalayas. Traversing this terrain is very difficult and your people are very hardy. You are experienced traversing difficult rugged terrain and have an easier time dealing with geographic hazards. • Climbing and Hiking at amateur level • Strength +2

Jungle: 8 points

Your culture developed in a jungle region like the Amazon or Congo. Your hunting practices are based on concealment and ambush rather than pursuit, due to operating in such dangerous environment. You are also much more resistant to disease. • Camouflage and Spot at amateur level • Resilience +2

Ice: 10 points

Your culture developed in a frozen region like the Arctic or Northern Russia and Canada. Survival in this environment is extremely difficult and you are well trained to endure it. • Fishing, Survival (Ice) and Tracking at amateur level

• Strength +1

• Endurance +1

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Aquatic: 10 points

Your culture developed underwater, like merfolk. This can only be taken if your race is capable of breathing underwater. Characters from this culture can use movement and combat skills underwater unrestricted.

Subterranean: 15 points

Your culture developed underground, like Dwarves or Kobolds. Life underground is significantly different from life on the surface and you are adapted to these circumstances. You must have some form of vision in complete darkness to take this characteristic. • Listen, Ride and Traps at amateur level

• Strength +2

Power:

• Resilience +2 Power

This determines to whom members of your society are loyal.

Anarchy Tribal Tyranny Theocracy Caste Aristocracy Plutocracy Citizenship Party Racial Purity Merit

Anarchy: 0 points

Your culture is controlled by no one. It is exceptionally difficult to organize anything and you can only maintain justice or law as far as your sword reaches. • Autonomy +1

Tribal: 3 points

Your culture is controlled by the leaders of small groups connected by family relationships; tribes, clans, etc. Your culture places great emphasis on personal honor and many relationships involve negotiating exchanges of goods instead of currency. • Barter at amateur level

0 3 3 5 5 7 8 10 10 12 15

• Recognition +1

Tyranny: 3 points

Your culture is controlled by a single individual who wields absolute power. This is different from a monarch who has some legitimacy in the form of aristocratic endorsement. This individual rules purely by fear and personal magnetism. • Diplomacy at amateur level

• Deference +1

Theocracy: 5 points

Your culture is controlled by religious authorities that rigorously enforce their philosophical doctrine. Opposition to the established order is not simply treason, but heresy. You are very careful about what you say publicly. • Diplomacy and Bluff at amateur level

• Abasement +1

• Deference +1

Caste: 5 points

Your culture is controlled through strictly enforced class structures. Interaction between individuals from different castes is frowned upon. Marriage outside of caste is uncommon at best, abhorrent at worst. 56

• Diplomacy and Pleading at amateur level

• Order +1

• Deference +1

Aristocracy: 7 points

Your culture is controlled by a network of nobility. Esteem in the eyes of your peers is extremely important. Characters from these types of cultures get +1 to Dominance and Recognition. Characters from this culture start with Etiquette and Heraldry at amateur level. • Etiquette and Heraldry at amateur level

• Dominance +1

• Recognition +1

Plutocracy: 8 points

Your culture is ruled by economic elites. These elites may or may not use corporations or other economic organizations depending on the setting. The only way to advance socially is through wealth acquisition, business growth, and ostentatious living. • Barter and Haggling at amateur level

• Acquisition +1

• Exhibition +1

Citizenship: 10 points

Your culture is ruled by a democratic legislature. The system may be controlled by a wide range of political economy systems from socialism to laissez-faire, but the leaders are elected democratically. This kind of culture emphasizes cooperation and reconciliation. • Negotiation, Public Speaking and Socialization at amateur level • Aff iliation +2 • Autonomy +2

Party: 10 points

Your culture is ruled by a single party system. These systems are almost always totalitarian, like under communism. Everyone is expected to participate in the system and know how to behave according to party ideology to avoid trouble. • Diplomacy, Etiquette and Bluff at amateur level • Nurturance +2 • Blame Avoidance +2

Racial Purity: 12 points

Your culture is ruled by a political elite based on race, like in Nazi Germany or South Africa under Aparteid. Divisions within these societies are very important and radically affect behavior. • Command, Etiquette and Intimidation at amateur level • Rejection +2 • Blame Avoidance +2

Merit: 15 points

Your culture is ruled by a democratic legislature and a permanent bureaucracy based on merit. As a result you are an achievement oriented person with great ambitions and basic social skills. • Negotiation, Public Speaking and Socialization at amateur level • Aff iliation +2 • Autonomy +2 • Achievement +2

• Skills +3

57

Loyalty:

This determines who commands loyalty in your culture. It may or may not be synchronized with who actually holds power. For example, it is possible for there to be a Citizenship power structure with Patronage loyalty (Imperial Rome).

Tribal: 0 points

People in your culture are most loyal to small groups connected by family relationships; tribes, clans, etc. . If there is a conflict between the family leadership and a higher authority, people will follow the leadership of the family.

Loyalty

Tribal Religious Patronage Feudal Dictator State

0 2 4 5 8 10

• Blame Avoidance +1

Religious: 2 points

People in your culture are loyal to their religious organization above everything else. This usually involves significant tithing if the religion does not control the political system. • Meditation at amateur level

• Deference +1

Patronage: 4 points

People in your culture are influenced to be loyal to local individuals with political ambitions, typically the wealthy. These individuals distribute their wealth and perform favors to maintain this loyalty. Imperial Roman electoral politics and American party bosses in the 19th century are both examples of this type of loyalty. • Pleading at amateur level

• Succorance +1

Feudal: 5 points

People in your culture are loyal to formalized political heirarchies. Medieval Europe and Japan are prime examples of this. Feudal is a more extreme form of patronage where the success of an individual is wholly based on how he is viewed by his superior in the heirarchy. This does not have to be paired with Aristocracy, though it traditionally is. Any political system where your success is wholly in the hands of your superior would be considered feudal. • Socialization at amateur level

• Succorance +1

• Deference +1

Dictator: 8 points

People in your culture are loyal only a single powerful individual. You are accustomed to the naked exercise of power and almost expect to be mistreated by your political elite. The British Empire, Mongol Empire, and Nazi Germany are excellent examples of this form of loyalty. • Diplomacy and Intimidation at amateur level

• Abasement +1

• Deference +1

State: 10 points

People in your culture are loyal to the state above any individual. Modern democracies are examples of this form of loyalty, but so are many mixed systems liked constitutional monarchies or republics. You view the government itself with reverence and respect. • Negotiation and Socialization at amateur level 58

• Recognition +1

• Order +1

Economy:

This determines what economic system dominates your culture. This is not precisely related to technology level. Typically, the lower point choices can be taken even in higher technology settings. For example, there could be a nomadic culture even in a space fantasy setting. But there would not be an information culture in the stone age. Consult with your GM if you are not sure whether your choice is appropriate for the technology level of the campaign setting.

Economy Nomadic Resource Industrial Information Niche

0 4 7 10 12

Nomadic: 0 points

People in your culture are on the move. They typically have very few goods of any kind and make the most of the tools that they have. You are used to life on the move. • Nurturance +1

Resource: 4 points

People in your culture are involved in the extraction of natural resources for sale. This might be an agrarian economy in the Middle Ages or a mining colony in a space fantasy game. These societies tend to overproduce a few kinds of goods and then trade for other needs. • Barter at amateur level

• Retention +1

Industrial: 7 points

People in your culture are involved in the processing of raw materials into finished products. This could be Dutch weavers in the Middle Ages, Victorian England several hundred years later, or modern China. Mercantile abilities are prized. • Appraisal and Haggling at amateur level • Acquisition +1 • Retention +1

Information: 10 points

People in your culture are involved in the manipulation of data and the providing of services. This could be American culture in the early 21st century or Bothan culture in a Star Wars campaign. Pleasure is revered in all its forms. You must be able to access the Modern Setting Plug-In to take this characteristic. • Research and Computers at amateur level • Play +1 • Sensuality +1

Niche: 12 points

People in your culture are involved in highly specific businesses. This could be Monaco for Gambling, Switzerland for Banking, or Haiti for Sugar. People living in these societies are highly entrepreneurial. • Haggling and Negotiation at amateur level

• Construction +2

• Aff iliation +2

59

Stability:

This determines how stable your culture is politically. Cultures in flux are dynamic but dangerous. Cultures that are highly stable tend to be boring and mundane. The stability of your culture affect how much stress your mind can take before you begin to suffer negative side effects.

Collapsed: 0 points

Stability Collapsed Revolution Civil War Fractured Consistent Established

0 2 4 6 8 10

Your culture’s political system has completely collapsed, often due to military conquest or civil war. Individuals expect a totally new political system when the dust settles. The Post-Endor Galactic Empire, post-apocalypse wasteland, or Mexico after the fall of Tenochitlan would be good examples of this characteristic. The daily life of an average citizen involves enormous danger. • Reduce the residual stress penalty to skills by 4 dice. This may completely eliminate the penalty. • Retention +1 • Wealth -5

Revolution: 2 points

Your culture is currently in the throes of a violent revolution. Individuals expect a huge political change when the dust settles. Revolutionary France or Iran would be good examples of this characteristic. The daily life of an average citizen involves a lot of danger. • Reduce the residual stress penalty to skills by 3 dice. This may completely eliminate the penalty. • Blame Avoidance +1 • Wealth -4

Civil War: 4 points

Your culture is currently in open war between two rival factions. Individuals expect a large degree of political change when the dust settles. The United States in the 1860s and Spain or China in the 1930s would be good examples of this characteristic. The daily life of an average citizen involves a good amount of danger. • Reduce the residual stress penalty to skills by 2 dice. This may completely eliminate the penalty. • Rejection +1 • Wealth -3

Fractured: 6 points

Your culture is being split between two or more rival factions. Individuals expect a significant degree of political change when those in power are replaced. The modern United States or Russia in the late 19th century would be good examples of this characteristic. The daily life of an average citizen involves a reasonable amount of danger. • Reduce the residual stress penalty to skills by 1 die. This may completely eliminate the penalty. • Diplomacy at amateur level • Deference +1 • Aff iliation +1 • Wealth -2

Consistent: 8 points

Your culture is mostly stable. Individuals expect some degree of political change from day to day. Modern Europe or Japan would be good examples of this characteristic. The daily life of an average citizen involves little danger. • Negotiation at amateur level

60

• Deference +1

• Nurturance +1

• Wealth -1

Established: 10 points

Your culture is highly stable. Individuals are not used to political change. Medieval Arabia or China would be good examples of this characteristic. The daily life of an average citizen involves very little danger. • Socialization at amateur level

• Sensuality +1

• Nurturance +1

Position:

This determines what position your culture has compared to rival cultures. This is not precisely related to technology level at all. For example, there could be a nomadic culture with superpower status; the Mongols.

Enclave: -2 points

Your culture has no land basis. This may be because your people are like the Jews or Gypsies in that you are scattered throughout the world in enclaves and ghettos, living in the shadow of other cultures while trying to preserve your own. Life on the run is difficult. Alternatively, this position may refer to groups that are intact in one location but simply subordinate to another political system, such as the Welsh in Great Britain or Native American culture in the modern United States. • Retention +3

Position Enclave Isolated Peripheral Minor Power Colonial Major Power Imperial Power Superpower Monoculture

-2 0 2 3 4 5 7 8 10

• Skills -2

Isolated: 0 points

Your culture is located far away from your peers and have little influence on them. They have little influence on your culture in return. Viking Iceland, Hawaii & Easter Island, or Siberia would be good examples of this status. • Retention +1

Peripheral: 2 points

Your culture is located on the edge of the politically important nations. This could be England up until the Norman Conquests, Medieval Japan, or modern Australia. You dream of one day gaining access to the wealth of the core regions. • Acquisition +1 61

Minor Power: 3 points

Your culture is a minor player in the diplomatic world. This could be modern Spain or Medieval Venice. Knowing about other players on the international scene is very important. • Heraldry at amateur level

• Exposition +1

Colonial: 4 points

Your culture is subservient to a political master. This could be the pre-revolutionary United States or 19th century Canada. You are focused on building a new society, but chafe a little at the overbearing political directives of the mother country. • Smuggling at amateur level

• Construction +1

Major Power: 5 points

Your culture is a major player on the world stage. This could be modern India or Germany, or it could also be Renaissance France. Your nation poses a significant threat to its neighbors. • Haggling and Negotiation at amateur level • Recognition +1 • Exposition +1

Imperial Power: 7 points

Your culture is a powerful empire with significant geographical reach. This could be Imperial Spain or ancient Carthage, or it could be a galactic empire. You view other cultures as inferior to your own and have no qualms about crushing them beneath an iron boot. • Command and Navigation at amateur level

• Recognition +1

• Aggression +1

Superpower: 8 points

Your culture has no major competitors. This could be ancient Rome or the modern United States. You have near zero respect for other cultures. The idea of another nation seriously challenging yours is not considered. • Haggling and Command at amateur level

• Dominance +1

• Aggression +1

Monoculture: 10 points

Your culture is the only culture as far as you know. Rival cultures may have existed in the past, but they have been annihilated or absorbed. This could be the culture of many Sci-Fi settings, but it does not exist on Earth so far. The idea of not cooperating with other people seems unusual to you. • Pleading and Socialization at amateur level

62

• Nurturance +1

• Succorance +1

Corruption:

This determines what amount of corruption exists in your culture. Corruption is a generic term that could describe organized crime, political machines, or any other manner of nefarious deeds aimed at subverting the law.

Non-Existent: 0 points

Corruption Non-Existent Inconsequential Prevalent Overwhelming

0 2 4 8

Your culture has no corruption at all. This is typically because there is nothing to corrupt. For example, there was no corruption in most North American native tribes, because there were no systems to corrupt. This might also apply to some kind of utopian society that was intentionally anarchic or advanced to the point where solutions to corruption have been found. • Nurturance +1

Inconsequential: 2 points

Your culture has a small but controllable level of corruption. Modern European states would be good examples of this status. There are some incidents, but generally you are unconcerned about corruption in the organizations you interact with. • Construction +1

Prevalent: 4 points

Your culture has a significant amount of corruption. This could be Victorian England, 19th century America, or modern Russia. Corruption is a problem and you take anticipatory steps to either avoid it or you are prepared to pay the price of corruption in an interaction. • Etiquette at amateur level

• Dominance +1

Overwhelming: 8 points

Your culture is rife with corruption. Accomplishing the slightest task requires all manners of bribery and complaint. This could be modern Mexico or Nar Shadda. You have given up hope that you can have an interaction that is truly legitimate. • Haggling and Probe at amateur level

• Dominance +1

• Revenge +1

63

Technology:

This determines what technology level your culture has relative to its neighbors. Your GM will determine the average technology level for your setting.

Backward: 0 points

Your culture is significantly behind others technologically. An example of this would be modern Mongolia or ancient Scandinavia.

Technology Backward Uncompetitive Competitive Advanced

0 2 5 10

• Autonomy +1

Uncompetitive: 2 points

Your culture lags slightly behind others technologically. An example of this would be the Aztecs or medieval Japanese. Instead of developing advanced technology, your political system focuses greater energy on architectural wonders and engineering projects. • Construction +1

Competitive: 5 points

Your culture keeps pace with other nations technologically. An example of this would be modern France or the Ottoman Empire during the Renaissance. You are taught the value of learning from a young age. • You can choose between gaining +4 to skills or gaining access to Combat, Electronic, Mechanical, or Medical training for half its normal point cost. If you choose one of the training options, that reflects your culture’s relative superiority in that type of technology. For example, Germany in early 1930s enjoyed a large technical superiority over other cultures (half-cost Electronic training). • Acquisition +1 • Achievement +1

Advanced: 10 points

Your culture is slightly ahead technologically. An example of this would be medieval Holland or Renaissance Italy. Your society places enormous importance on academic pursuits and innovation. • You can choose between gaining +4 to skills or gaining access to Combat, Electronic, Mechanical, or Medical training for half its normal point cost. If you choose one of the training options, that reflects your culture’s relative superiority in that type of technology. For example, the United States in modern day enjoys a large military superiority over other cultures (half-cost Combat training). • Understanding +2 • Achievement +2

64

Population:

This determines what the population dynamics are in your culture.

Contraction: 0 points

Your culture is not having enough babies to replace the dead, so the population is slowly declining. This is commonly due to disease or warfare, however many highly developed economies have this problem because of the high cost of raising children to maturity.

Population Contraction Stable Expansion

0 3 6

• Aff iliation +1

Stable: 3 points

Your culture is just barely replacing the dead with newborn babies, so the population is relatively stable. • Negotiation at amateur level

• Recognition +1

Expansion: 6 points

Your culture is having many more babies than necessary, so the population is expanding. Your people need more of everything, including places to live. • Socialization at amateur level

• Construction +1

• Aggression +1

Warfare:

This determines how often your culture is mobilized for war. Cultures at war frequently are more exposed to stress than those predominantly at peace. Frequency of warfare in your culture affect how much military training the average citizen possesses.

Never: 0 points

Your culture is never at war, typically because there are no competitors on your borders but it could be because of pacificistic beliefs or a monoculture. • Cannot start with Combat skills.

Warfare

Never Rare Infrequent Frequent Common Constant

0 2 4 6 8 10

• Nurturance +1

Rare: 2 points

Your culture is only at war on the rarest occasions, maybe once in several generations. Most primitive societies experience this level of warfare. Warfare is typically brief, with few casualties. • Cannot start with more than one combat Skill

• Exhibition +1

Infrequent: 4 points

Your culture is at war once in a hundred years or so. This is common for most minor powers, like modern Portugal or Ireland. • Cannot start with more than two combat Skills • Etiquette at amateur level

• Aff iliation +1

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Frequent: 6 points

Your culture is at war once in a generation. Many individuals have basic weapons training. Most modern major powers, such as France or China, would be a good example of this characteristic. Combat is seen as an occurence that you should be prepared for. • Combat Skill of your choice at amateur level

• Acquisition +1

• Dominance +1

Common: 8 points

Your culture is at war at least once a decade. Most individuals have basic weapons training. This is typical of almost all medieval societies and most Renaissance societies. Combat is a regular occurence and you are prepared for it in some way. • Combat Skill of your choice and Soldier at amateur level • Aggression +1

• Revenge +1

Constant: 10 points

Your culture is always at war. Almost all individuals have weapons training. The Arabian, Mongolian, and Spanish Empires during their growth centuries would be a good example of this characteristic. • Combat Skill of your choice and Soldier at amateur level • Aggression +2

Crime:

This determines what the punishment for criminality is in your culture.

Shame: 0 points

Your culture has no formal system of punishment. Criminal acts are controlled through shame and ostracization. This is common in primitive societies.

• Revenge +2 Crime

Shame Restitution Labor Imprisonment

0 3 6 10

• Abasement +1

Restitution: 3 points

Your culture punishes most criminality by demanding compensation. For crimes like theft, this might involve paying a fine to the injured party. In the case of physical violence, this might mean an eye for an eye. Executions for crimes like murder are very public. • Appraisal at amateur level

• Rejection +1

Labor: 6 points

Your culture punishes most criminality by demanding compensation through labor. Sentences are short for minor crimes and long for serious crimes. Executions are rare and with typically limited attendance. • Hiking at amateur level

• Rejection +1

• Deference +1

Imprisonment: 10 points

Your culture punishes most criminality by imprisonment. Sentences are short for minor crimes and long for serious crimes. Executions are very rare and typically restricted to the public. • Probe at amateur level 66

• Blame Avoidance +1

• Deference +1

Sexuality:

This determines how your culture feels about public displays of sexuality.

Traditional: 0 points

Your culture strongly disapproves of public displays of sexuality. Pornography, erotic writing or poetry, and any depiction of sexual acts in public is prohibited. • Dominance +1

Sexuality Traditional Ignored Repressed Open Celebratory

0 0 3 5 6

Ignored: 0 points

Your culture does not have a concept of sexuality because it either has an asexual reproduction system or a hermaphroditic biological base. • Play +1

Repressed: 3 points

Your culture disapproves of public displays of sexuality, but they are not illegal in most cases. Extreme displays are curtailed through legal action. • Probe at amateur level

• Rejection +1

Open: 5 points

Your culture overlooks public displays of sexuality. Sexuality typically viewed as a personal issue and people are generally free to do whatever they wish. • Seduction at amateur level

• Sensuality +1

Celebratory: 6 points

Your culture endorses public displays of sexuality. Sexuality typically viewed favorably as a path to enlightenment or a journey of self-awareness. • Seduction at amateur level

• Exhibition +1

• Sensuality +1

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Violence:

This determines how your culture feels about violence.

Innocent: -4 points

Your culture has no conception of violence. This is very rare and only occurs in extremely primitive societies or extremely advanced societies that have moved beyond violence for many generations.

Violence Innocent Pacifism Defensive Selective Aggressive

-4 0 3 7 10

• Double all combat related stress

Pacifism: 0 points

Your culture views violence as abhorrent. This is common in primitive societies. Observing violent acts causes severe anxiety and stress. • Sensuality +1 • Increase all combat related stress by 1

Defensive: 3 points

Your culture only allows violence when you are defending yourself. While strongly against the idea of intentionally killing another person, preparations are made for the possibility of it. • Dodge at amateur level • Autonomy +1

Selective: 7 points

Your culture allows violence against certain portions of the “enemy” population. Typically this is a restriction of violence to adult males with a prohibition on harming women and children. • Intimidation at amateur level • Aggression +1 • Revenge +1

Aggressive: 10 points

Your culture is supportive of violent conquest. The killing of innocents is typically frowned upon only when it becomes excessive. • Intimidation and Soldier at amateur level • Aggression +2 • Revenge +2 • Reduce all combat related stress by 1

68

Minorities:

This determines how your culture feels about minorities within its population. Minorities are any subset of the population that might be treated differently from everyone else for some reason. Minorities in human history are typically based on skin color, gender, caste, or sexual orientation. However, in fantasy societies you might have strong discrimination based on something as benign as hair color. It is also possible given the biological variations possible in roleplaying games that your minorities might be based on any of the racial characteristics, such as having horns, a tail, or wings (or lacking them). Note that your choice here reflects the worst that you treat a minority in your culture, some minorities may be treated better.

Minorities None Excluded Repressed Overlooked Discriminated Integrated

0 0 2 4 6 10

None: 0 points

Your species has no variations between members upon which to even notice. This would be very rare, but theoretically possible for asexual/hermaphroditic species with no economic or social inequality. • Aff iliation +1

Excluded: 0 points

Your culture interacts with minorities only when absolutely necessary. Minorities are not allowed to stay within your settlements at night. The idea of a minority being your friend or sexual partner is abhorrent. • Rejection +1

Repressed: 2 points

Your culture allows minorities to live among you, but represses them severely. They are typically denied rights of most types, such as legal, civil, human, or property rights. • Rejection +1

• Blame Avoidance +1

Overlooked: 4 points

Your culture allows minorities to live among you, but for the most part ignores them and confines them to ghettos or quarters. Social interaction is kept to a minimum. They are typically denied most of their rights. • Etiquette at amateur level

• Order +1

• Rejection +1

Discriminated: 6 points

Your culture allows minorities to have all of their rights and considerable freedom. However, there is a subcurrent of discrimination against them that remains and influence everyone’s lives in a subtle way. Intermarriage remains rare. • Probe at amateur level

• Aff iliation +1

• Abasement +1

Integrated: 10 points

Your culture treats minorities as equals to members of the culture and appreciates the diversity that they bring to the table. • Socialization at amateur level

• Aff iliation +2

• Understanding +2 69

Religion:

This determines what kind of religion dominates your culture.

Animist: 0 points

Your culture worships animal and nature spirits. This is the most common form of religion for indigenous peoples. These cultures tend to be highly superstitious and slightly paranoid about any unusual activity. • Revenge +1

Religion Animist 0 Ancestor Worship 3 Pantheist 6 Philosophy 6 Polytheist 8 Monotheist 10 Science 14

Ancestor Worship: 3 points

Your culture combines nature worship with ancestor worship. The goal of ancestor veneration is to ensure the ancestors’ continued well-being and positive disposition towards the living, and sometimes to ask for special favours or assistance. • Meditation at amateur level

• Succorance +1

Pantheist: 6 points

Your culture worships nature as a single omnipresent entity. Nature is respected but not prayed to for specific intercessions. This can cover a wide variety of religions from generic nature worship, deism, humanism, and many other similar religions. • Observation at amateur level

• Understanding +1

• Exposition +1

Philosophy: 6 points

Your culture does not worship deities or spirits, but instead adheres to a comprehensive philosophical perspective. Many forms of Buddhism, including Confucianism, would be typical of this perspective. • Meditation at amateur level

• Understanding +1

• Order +1

Polytheist: 8 points

Your culture worships a complex pantheon of gods with limited portfolios of powers. These religions have complex mythologies and internal rivalries between groups of worshipers. • Meditation at amateur level

• Revenge +2

• Order +1

Monotheist: 10 points

Your culture worships a single omnipresent, omnipotent diety. These religions typical have historical external rivalries with other religions. • Meditation at amateur level

• Abasement +2

• Recognition +2

Science: 14 points

Your culture does not worship any supernatural forces of any kind. Instead, it relies on science and reason to discern answers to existential questions. This choice includes None for Ritual at no additional cost. • Research at amateur level • Nurturance +1 70

• Understanding +2 • Autonomy +1

• Sensuality +1

Ritual:

This determines what kind of religious rituals are performed in your culture.

Multiple Daily: 0 points

Your culture has multiple daily expressions of your religious values. This might include saying prayers after a successful hunt or over each meal. • Order +1

Ritual Multiple Daily Daily Weekly Seasonal Annual None

0 2 4 6 8 10

Daily: 2 points

Your culture has a single daily expression of your religious values. This might include saying prayers over the evening meal, sacrificing a single small animal, or saying prayers before bed. • Deference +1

Weekly: 4 points

Your culture has a single weekly expression of your religious values. The most obvious example of this is Sunday church attendance, however feel free to make your day of worship on any day you wish. • Pleading at amateur level

• Abasement +1

Seasonal: 6 points

Your culture has occasional festivals or public meetings where religious rituals are performed. These rituals form the regular basis of social interaction beyond your immediate family and friends. • Etiquette at amateur level

• Recognition +1

• Deference +1

Annual: 8 points

Your culture has an annual festival or public meeting where religious rituals are performed. These rituals are times for meeting potential mates and socializing with your peers. • Etiquette at amateur level • Construction +2 • Exposition +1

None: 10 points

Your culture does not have displays of religion. This is either because there is no religion or so many religions that they are all recognized privately. This encourages ostentatious behavior to attract the attention of potential mates and acquaintances. • Seduction at amateur level • Exhibition +2 • Exposition +2 71

Attendance:

This is an unusual characteristic in that it is a modifier of the Ritual characteristics. This determines what obligations exist for those religious rituals. The treatment of minorities may affect the attendance of public gatherings in the same way it affects everything else. For example, if your society segregates minorities into ghettos, it is not going to require their attendance at public religious rituals.

Attendance Obligatory Pressured Optional

0 2 4

Obligatory: 0 points

Your culture requires attendance to the rituals. Characters who fail to conform to this are severely punished, usually through ostracization and shame. • Abasement +1

Pressured: 2 points

Your culture has strong pressure to attend these public rituals, but they are not required. Failure to comply with the pressure results in slight ostracization and shame. • Deference +1

Optional: 4 points

Your culture does not penalize people in any way who choose not to participate in the rituals. People in these cultures often speak very openly about their religious beliefs because they want to proselytize. • Autonomy +1

Magic:

This is how your culture views supernatural events and magic. Whether the magic actually works is a different question left to the GM. You can make multiple selections from this characteristic.

Spirits: 0 points

Your culture believes that there are invisible spirits that influence events. There is no organized structure to this, but if something unusual happens your first instinct is to imagine that a spirit of some kind is behind it. • Succorance +1

Superstitious: 1 point

Your culture suspects that there are supernatural forces at work but has no organized framework or specific ideas for understanding it. Superstitions are at their base the selective rememberance of unusual activity while overlooking the overwhelming frequency of mundane occurences. • Exposition +1

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• No Magic

Magic

Spirits Superstitious Herbal Sacrifice Dance & Song Ritual Prayer Runic Talent Analytical None

0 1 1 1 2 2 2 3 3 4 6

Herbal: 1 point

Your culture believes that elements of the environment have magical properties. Combining these elements into magical potions or burning them to create magical effects. If your setting supports magic potions, this must be taken for your character to feel certain that the potion will work. • Construction +1

Sacrifice: 1 point

Your culture believes that invisible powers must be appeased through the sacrifice of animals, plants, objects, or in certain settings more abstract concepts like life force or memories. In most settings, this type of magic is not actually functional, but your character strongly believes that it does work. • Exhibition +1

Dance & Song: 2 points

Your culture believes that magical powers can be tapped through rituals dominated by dancing or singing. Native American rain dances are the typical example of this. Like sacrifical magic, this does not actually work in most settings but your character strongly believes that it does. Howver, if your setting supports bardic magic, this may be a requirement to use it. • Play +1

Ritual: 2 points

Your culture believes that magical powers can be tapped through rituals. This is a hallmark of early Catholicism and a lot of Satanic and Pagan beliefs. In settings that support magic circles and other ritualistic magic, this must be taken for your character to feel like the magic will succeed. • Blame Avoidance +1

Prayer: 2 points

Your culture believes in the intercessionary power of personal prayers. These may be functional access points to powerful magic, such as a cleric in a medieval fantasy setting. Alternatively, the prayers may simply be a placebo. • Succorance +1

Runic: 3 points

Your culture believes that magical powers are unlocked through powerful symbology and runes. This magic is common for curses and hexes. • Revenge +1 73

Talent: 3 points

Your culture believes that individuals simply have a talent for magical powers. At some point in their life, these magical abilities simply manifest. • Revenge +1

Analytical: 5 points

Your culture believes that magical powers are unlocked by academic study and contemplation. There are typically magic schools where the craft is taught like an academic field. • Understanding +1

None: 7 points

Your culture does not believe in magic. This may be beneficial if magic does not really exist, but if magic actually does exist then you will definitely be shocked when you see it. • Double stress gain from any supernatural or magical event.

• Understanding +2

Education:

This is how your culture educates its members.

None: 0 points

Your culture provides no organized education system of education. Your parents are your educators. Characters from these types of cultures get +1 to Play.

Elite: 2 points

• No Magic

Education None Elite Limited Common Universal

0 2 4 7 10

Your culture provides educational opportunities only to the elite, whether they be political, economic, or religious in nature. The common person has almost no hope of becoming educated. • Deference +1

Limited: 4 points

Your culture provides very limited educational opportunities that are available to everyone, usually limited to basic literacy. • Research at amateur level

• Succorance +1

Common: 7 points

Your culture provides decent educational opportunities to most individuals. The quality of that education may vary slightly from place to place, but it is everywhere. • Research at amateur level

• Understanding +1

• Order +1

Universal: 10 points

Your culture provides quality educational opportunities to all individuals. • Research at amateur level 74

• Understanding +2

• Exposition +2

Inheritance:

This is how your culture handles the inheritance of property.

Gender: 0 points

Your culture enforces inheritance through all sons equally (patrilineal) or through all daughters equally (matrilineal). If there are no appropriate heirs within the immediate family, the inheritance passes to close relatives like aunts, uncles and cousins. This encourages conflict by breaking up large land holdings over time.

Inheritance Gender Eldest Absolute Ultimogeniture Choice Contested

0 1 2 2 4 4

• Aggression +1

Eldest: 1 point

Your culture enforces inheritance through the oldest son only (agnatic) or through the oldest daughter only (uterine). If there are no appropriate heirs within the immediate family, the inheritance passes to close relatives like aunts, uncles and cousins. This encourages other siblings to be very driven to build their own fortunes. • Acquisition +1

Absolute: 2 points

Your culture enforces inheritance through all children equally. If there are no appropriate heirs within the immediate family, the inheritance passes to close relatives like aunts, uncles and cousins. This encourages conflict by breaking up large land holdings over time. • Aggression +1

• Revenge +1

Ultimogeniture: 2 points

Your culture enforces inheritance through the youngest child. If there are no appropriate heirs within the immediate family, the inheritance passes to close relatives like aunts, uncles and cousins. This encourages other siblings to be very driven to build their own fortunes. • Construction +1

• Acquisition +1

Choice: 4 points

Your culture enforces inheritance through a method specified by the deceased via a written last will & testament. Maintaining strong relationships with your parents is important to securing inheritances. • Acquisition +2

• Blame Avoidance +1

Contested: 4 points

Your culture encourages the clarification of inheritance through battle between siblings, like under the Ottoman Empire. Inheritance conflicts between siblings are violent and brutal. • Achievement +3

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Family:

This is how your culture handles family associations. It should reasonably match up with your inheritance system. The most obvious manifestation of this is your surname. However, this translates into a major impact on sexual equality as the differences here often translate into real differences in treatment.

Family

Gender Lineal Non-Parental

0 2 3

Gender: 0 points

Your culture associates people by their male parental line (patrilineal) or their female parental line (matrilineal). • Exposition +1

Lineal: 2 points

Your culture associates people by both their male and female parental line simultaneously. These tend to occur in very close knit communities. • Sensuality +1

• Achievement +1

Non-Parental: 3 points

Your culture does not associate people by their parental line. Instead, individuals are associated with a generation as a whole, class, or caste. They are treated without respect to their parentage. • Achievement +3

Marriage:

This is how your culture handles marriage and family creation.

Multiple: 0 points

Your culture marries a single individual to multiple individuals. In ancient human cultures, the male is frequently married to multiple females. However, this could apply to any gender balance or marriage may not even be based on gender.

Marriage Multiple Single Mixed None

0 1 2 4

• Acquisition +1

Single: 1 point

Your culture marries a single individual to a single individual. In historical human cultures, this is commonly a male and female pairing. However, in alien or fantasy biologies this may be far more varied. • Sensuality +1

Mixed: 2 points

Your culture marries two or more individuals to another set of two or more individuals. The numbers of each set need not be equal. This is rare in human cultures but is emerging in modern times through polyamory. • Nurturance +1

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• Achievement +1

None: 4 points

Your culture does not marry individuals at all. This may be due to no desire on the part of societies members to be locked into these relationships, legal alternatives to marriage that are more palatable, or a lack of biological necessity (ex. asexual reproduction). • Play +1

Wedding:

This is how your culture handles the actual process of wedding people.

Dowry: 0 points

A Dowry is the money, goods, or estate that one individual brings into marriage. There are social rules about which individual(s) in the marriage are responsible for bringing in the property. The purpose of the dowry is to assist the new family unit.

Wedding Dowry Dower Bride Price Equal None

0 2 2 4 4

• Acquisition +1

Dower: 2 points

A dower is when an individual receives a right to certain property from other individual or their family in a marriage. It was intended to ensure their livelihood in the event the marriage ends, usually due to the death of the other member. It was to be kept separated and in the individual’s possession. • Retention +2

Bride Price: 2 points

A bride price is an amount of money or property or wealth paid by one individual or their family to the parents of the other individual upon the marriage of their child. It was intended to compensate the family for the productive loss of the individual from the family. This tends to create strong social pressures for the individual being paid for to maintain the highest standards of purity and beauty. • Blame Avoidance +1

• Retention +1

Equal: 4 points

Both parties are treated equally in the marriage ceremony. This is common in most modern societies and presumably many of those in the future. • Sensuality +1

• Acquisition +1

• Retention +1

None: 4 points

There is no marriage ceremony at all. Individuals simply declare their union or there may be no actual marriage in the society to have a ceremony for. • Sensuality +3

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Combat XP:

This is an optional way of giving your culture experience fighting certain types of enemies.

None: 0 points

Combat XP None Minor Major

0 2 4

You get no bonuses against any kind of enemies.

Minor: 2 points

Your culture has experience fighting a particular type of enemy. That enemy might be another race or even another culture of your own race. Characters from these types of cultures roll an extra die for all Combat skill rolls against their chosen enemy. You can take this up to three times for three different enemies. You are able to have a conversation with a minor enemy without attacking them, but you will distrust them and they will distrust you. They will also roll two extra resistance dice regardless of what you say.

Major: 4 points

Your culture has significant experience fighting a particular type of enemy. That enemy might be another race or even another culture of your own race. Characters from these types of cultures roll two extra dice for all Combat skill rolls against their chosen enemy. You can only take this one time against a single type of enemy. You cannot have a conversation with a major enemy without attacking them or fleeing in fear.

Skill:

This is an optional way of giving your culture experience with particular skills.

None: 0 points

You get no bonuses to any kind of skill.

Minor: 2 points

Skill

None Minor Major

0 2 4

Your culture has experience with a particular skill. The skill must be available at amateur level without specialized training regimens. Flamethrowers, for example, could not be taken because you must have training to take amateur level with flamethrowers. Characters from these types of cultures roll an extra die when using that skill. You can take this up to three times for three different skills.

Major: 4 points

Your culture has significant experience with a particular skill. The skill must be available without specialized training regimens. Flamethrowers, for example, could not be taken because you must have training to take amateur level with flamethrowers. Characters from these types of cultures roll two extra dice when using that skill. You can only take this one time against a single skill.

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Chapter 4: Life Experience

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Life Experience: In addition to the subtle influence of your culture, your character is directly influenced by the events that occur in her life. Events happen that can open doors to skills and possessions. Events happen that limit or expand your social connections and status. Events also define how you look and what level of physical fitness you have developed.

If you want to create your own custom life experience:

Life Experience Determination You get 15 points to spend on life experience. Negative experiences can be taken to give you additional points to spend on positive experiences. You cannot take more than -10 worth of negative experiences.

Go through this chapter and make a choice for each life experience presented. For some categories, you can make multiple choices per experience category. For others, you will only be able to make one choice. This will be specified in the description. Record your choices on your character sheet. The experiences in this chapter can be used to create virtually any kind of childhood you wish, from the mundane to the bizarre.

If you do NOT want to create your own custom life experience:

If you do not feel like drawing up a custom life experience design, we encourage you to use a template instead. The soldier template presented to the right is an example of a template design. As you can see, there is a choice for every option. Choosing the Soldier template represents an bullied kid escaping from a rural area by joining the military. Your character sheet has a section for your life experiences. If you choose a template, simply copy the information onto your character sheet instead of making the choices on your own. Your GM may also simply require you choose from a range of templates if she feels that it will help the game. 80

Soldier Beauty Average Parents Normal Siblings Many Social Status Citizen Starting Age Adult Geography Rural Suffering Vulnerable Play Pattern Organized Sports Exposure None Education Limited Training Combat Minor Popular Magic None Total

0 0 -2 0 5 0 -2 5 0 -2 10 1 0 15

Life Experiences: Beauty:

This represents your physical beauty for someone of your race. You can only choose one experience from this category.

Hideous: -5 points

You are absolutely repulsive. You are a social outcast and you have trouble making friends. Any interaction with others is significantly harder for you. Taking a leadership position is nearly unthinkable for you. You will probably be the end of your genetic line. You are memorable only in a negative context. • Resistance dice for every conversation are raised by 2 • You cannot take the Seduction skill at amateur or better

Beauty Hideous Unattractive Average Attractive Gorgeous

-5 -2 0 2 5

• Connections -4

Unattractive: -2 points

You are have below average attractiveness. Many social interactions end up poorly for you and you have become accustomed to staying out of the spotlight. You have fewer friendships than others and a poor selection of mates. Sometimes people whom you interact with regularly do not even know your name or would be able to recognize you if approached. • Resistance dice for every conversation are raised by 1 • Connections -2 • You cannot take the Seduction skill at trained or professional level

Average: 0 points

You have an average level of attractiveness. You do not stick out in a crowd. This selection carries no modifiers.

Attractive: 2 points

You have above average attractiveness. Things just naturally seem to go well for you. Your interactions with others are generally positive and you have many friends and mates. Sometimes people whom you have barely interacted with know your name or recognize you when they spot you in a crowd. • Resistance dice for every conversation are lowered by 1 • Connections +2 • Seduction +1 Die

Gorgeous: 5 points

You are absolutely gorgeous. Things nearly always go your way. Your interactions with others are extremely positive and you are very popular. Forming relationships is easy. You are extremely recognizable and anyone you interact with is certain to remember you later. • Resistance dice for every conversation are lowered by 2 • Connections +4 • Seduction +2 Dice 81

Parents:

This represents the parental structure of the family you were born into. You can only choose one experience from this category, unless you choose Mixed. If your culture supports more than two parents, you can lose one parent (or more) and still have more than one left. The modifiers still hold because they are relative to other people in your culture, not absolute.

Enslaved: -5 points

You were either born into slavery or the freeborn child of a slave, depending on what Social Status you take. Your parent’s ability to care for you was severely impaired as a result. You cannot take a social status worth more than 1 point. You consider freedom to be exceptionally important and aspire to succeed despite your setbacks. • Autonomy +2

• Achievement +2

• Connections -2

• Wealth -5

Parents Enslaved Orphan Absentee Divorced Infamous Murdered Single Average Stable Doting Mixed

-5 -3 -1 -1 -1 -1 -1 0 2 4 *

Orphan: -3 points

You were abandoned as a very young child and cared for by either foster parents or an orphanage. The care that you received was significantly below average. You cannot take a social status worth more than 1 point. You never felt adequately cared for, so you seek out people who are generous and you hoard everything of value in case your life gets turned upside down again. The selection you make from the Siblings category reflects the number of children in your orphanage or foster home. • Recognition +2

• Succorance +2

• Connections -1

• Wealth -3

Absentee: -1 point

Your parents were consistently absent from your life. They could have been world travellers, business people who worked long hours or commuted long distances, or simply consumed in their own world such as parents who spend their evenings at entertainment venues and leave their children with a caretaker. You have always felt a little unwanted and unappreciated for your accomplishments and worth as a person. • Recognition +1

• Succorance +1

• Connections -1

Divorced: -1 point

Your parents divorced when you were a young child. This cannot be taken if your culture does not allow divorce (Traditional sexuality would not). You were able to spend some time with both parents and learned to play them off each other. You have may have even lost faith in a lot of the concepts of love and marriage for your culture. Children of divorce tend to be extremely cynical about their own relationships and trend towards infidelity. • Succorance +1

• Dominance +1

• Wealth -1

Infamous: -1 point

One of your parents has a severely tainted public image. This may be because of some crime long ago by an ancestor, for which punishment was served, but which taints your family’s name in the present. It could be a public act which continues to haunt your parent from their own past. Your parent could even have been executed for their transgressions. You have always had few friends and been very concerned about how you are viewed. • Recognition -1 82

• Autonomy +1

• Connections -2

Murdered: -1 point

One of your parents was murdered in cold blood. No clear evidence was ever found. The perpetrator is still at large. You have talked to a lot of people who could have known something and as a result you have several people who you personally suspect did it, but you have no support from local law enforcement. Your other parent struggled to put food on the table due to the loss of a breadwinner. This experience has left you bitter about the whole idea of justice. • Revenge +2

• Connections +1

• Wealth -1

Single: -1 point

One of your parents died in an accident, from a disease, or simply packed up and left. Your other parent raised you by themselves under significant hardship. You have always aspired to make a better life for yourself and repay your remaining parent for all the kindness they showed towards you. You have given up a lot of opportunities for you own personal gain in order to support your family’s finances. • Achievement +1

• Construction +1

• Wealth -2

Average: 0 points

You grew up in the normal family structure for your culture. This is the normal experience and confers no advantage or disadvantage. If your culture’s normal family structure is highly similar to another choice in this section, your GM may allow you to choose that option for zero points.

Stable: 2 points

Your parents provided a very stable home life for you. You were able to spend significant quality time with your parents and have solid faith in a lot of the concepts of love and marriage for your culture. You tend to take your personal relationships very seriously and trend towards fidelity. • Succorance +2

• Nurturance +2

• Wealth +1

Doting: 4 points

Your parents provided a stable home life for you and showered you with affection. Someone outside of your family might call you spoiled, but you feel grateful for the attention paid to your development. You were able to spend a lot of quality time with your parents and have enormous faith in a lot of the concepts of love and marriage for your culture. This experience also provided you with a strong financial position. • Succorance +4

• Nurturance +1

• Wealth +2

Mixed: X points

Your parents were from two different groups. Those groups may be treated differently in your culture, such as a majority/minority mix or two different racial group, or they may be treated equally. If you are now a minority and viewed negatively by your culture as a result, this is a -1 point choice. If not, this is a 0 point choice. In addition, you can take another choice from this category to reflect how your parents cared for you. For example, you might have mixed race parents that are also divorced. 83

Siblings:

This represents the number of siblings you have in your family. You can only choose one experience from this category.

Extreme: -4 points

You had many times more siblings compared to other members of your culture. This provided you with extremely high levels of social interaction when you were growing up. Decide if you were in the older or younger half. • If in the older half, Nurturance +2 & Dominance +1 • If not, Play +2 & Recognition +1

Siblings Extreme Many Average One None

-4 -2 0 2 4

• For both, Connections +4 • For both, Wealth -2

Many: -2 points

You had many siblings compared to other members of your culture. This provided you with excellent social interaction when you were growing up, but reduced the family resources available to you. Decide if you were in the older or younger half. • If in the older half, Nurturance +2 • If not, Play +2

• For both, Connections +2 • For both, Wealth -1

Average: 0 points

You had an average number of siblings compared to other members of your culture. This provided you with good social interaction when you were growing up. Decide whether or not you were the oldest. • If the oldest, Dominance +1 • If not, Blame Avoidance +1

One: 2 points

You had only a single sibling. This provided you with decent social interaction when you were growing up. Decide whether you were the oldest or the youngest sibling. • If the oldest, Dominance +1 • If the youngest, Blame Avoidance -2 • For both, Connections -2 • For both, Wealth +1

None: 4 points

You were an only child. This gave you a lot more attention than the average child receives and your parents used all their resources to help you without having to divide their attention among others. However, this came at the price of reduced social interaction and a tendency towards vanity. • Affiliation -2

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• Nurturance -2

• Wealth +2

Social Status:

This represents the status you were born into. You can choose one experience from this category.

Slave: -3 points

If your parents were Enslaved, you were born into slavery. If not, you were enslaved as a young adult. Regardless of your parentage, you are a slave now and you are someone else’s property. This has conditioned you to submit to authority and follow orders. Work out the details of your owner with the GM. • If your parents were slaves, Autonomy -2 & Retention +2 • If not, Autonomy +2 & Aggression +2 • For both, Connections -2 • For both, cannot start with any Wealth

Social Status Slave Minority Peasant Citizen Bourgeoisie Religious Elite Inherited

-3 -1 -1 0 2 3 5 8

Minority: -1 point

You are a member of a social class that is looked down upon by the majority. This might be due to race, ethnicity, or because you are an immigrant. In cases of strong gender discrimination, your gender might qualify for this status or so could a variety of biological factors (requires GM approval). You have strong feelings of resentment toward the dominant culture and you expect people to discriminate against you. Some opportunities may be completely closed to you, such as Combat training or Quality education. Discuss these consequences with the GM when you take this choice. • Rejection +1

• Connections -1

Peasant: -1 point

You are a member of a downtrodden economic class. You are treated differently from others in legal matters, property ownership, and freedom of movement. You strongly resent this imposition and strive to rise above it. Some opportunities may be completely closed to you, such as Combat training or Quality education. Discuss these consequences with the GM when you take this choice. • Recognition +1

• Autonomy +1

• Wealth -1

Citizen: 0 points

You are treated as a normal citizen. This selection carries no bonus or penalty. This does not necessarily carry many of the rights that are associated with modern national citizenship. You may live in an authoritarian monarchy and still be a citizen. The degree of social mobility and opportunities available to you are generally not restricted, though they may be in Medieval or earlier settings.

Bourgeoisie: 2 points

You are from a family that makes its living off of business ventures, rents, trades or other forms of income generation that does not involve labor. You have not had strong reasons to acquire a lot of skills. This has given you a touch of elitism. In some settings, this class might be referred to as Burghers or Merchants. • Dominance +1

• Order +1

• Wealth +2

• Skills -2

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Religious: 3 points

There are two main paths into the religious orders. One is as a young adult from a noble family, but for some reason you have no inheritance to look forward to. Perhaps this is because you are the second or third child and the first born stands to inherit everything, or because your family is too poor to provide for your future. The second is joining the orders as a young child, usually an orphan. Monasteries are known for providing this kind of entryway into the religious class. As a member of a religious order, you are given exemptions to a large number of laws and your daily life generally involves telling other people what to do. This has given you a touch of elitism. • Order +3 • Access to religious titles.

• Sensuality -1

• Wealth +1

Elite: 5 points

You are a member of the economic elite. Your family wealth is extensive and involves multiple property holdings. You are generally unaware of the problems most people face. All social opportunites are open to you, though you may look upon certain professions or life paths as beneath you. • Dominance +2 • Access to noble titles.

• Sensuality +1

• Deference -1

• Wealth +2

Inherited: 8 points

You are a member of the economic elite, as above. However your family wealth stretches back several generations and enjoys special standing within the political system. You are “old money”. You even look down on lesser elites. • Dominance +3 • Wealth +7

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• Sensuality +2 • Connections -3

• Deference -2 • Access to noble Titles at half their normal price

Starting Age:

This represents the age of the character at game start. You can choose one experience from this category.

Child: -10 points

Your character is considered a young child by your race. You are very immature compared to the average member of your society. Most people look down upon you as a result. You must make enormous efforts before you are taken seriously. This choice requires significant discussion with the GM regarding appropriateness to the campaign. Most opportunities and resources are not available to you.

Starting Age Child Young Average Adult Mature

-10 -5 0 5 10

• Play +6 • Sensuality -9 • Skills -10 • Cannot take any Training • Cannot start with any Wealth

Young: -5 points

Your character is around the age of sexual maturity for your race. You are immature compared to the average member of your society. Most people look down upon you as a result. You are typically not taken seriously at first glance. The opportunities and resources available to you are reduced. • Play +2 • Skills -3 • Wealth -2

• Sensuality -3 • Cannot take any Training

Average: 0 points

Your character is slightly past the age of sexual maturity for your race. You are the average age of a starting character. This choice carries no modifiers.

Adult: 5 points

Your character is well past the age of sexual maturity for your race. You are older and more mature than the average starting character, but you still have a lot to learn. You are typically treated with respect by other members of your society. The opportunities and resources available to you are greater than average. • Play -2 • Skills +2

• Order +1 • Wealth +2

• Nurturance +1

Mature: 10 points

Your character is far past the age of sexual maturity for your race. You are a fully mature adult or even into your twilight years. You are typically treated with great respect by other members of your society. The opportunities and resources available to you are abundant and you have a considerable personal wealth accumulated. • Play -2 • Skills +4

• Order +3 • Wealth +4

• Nurturance +3

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Geography:

This represents the location in which you grew up within your culture. You can choose one experience from this category.

Isolated: -2 points

You grew up in an area with very low population density. You had little social contact as a result. High population density is slightly unnerving to you. Your dress and speech may contain obscure colloquialisms that are humorous to people living in more developed areas. • Connections -2

• Skills -2

Geography Isolated Rural Suburban Urban Traveller

-2 0 4 7 10

• You can take Wilderness training for 2 points instead of 5

Rural: 0 points

Your character grew up in an area with low population density. You may have a strong desire to escape that situation and looking for travel opportunities. This is the norm and carries no modifiers.

Suburban: 4 points

Your character grew up in an area with moderate population density, usually on the edges of a large urban center. You had more exposure to other people than the average person. You have had above average access to teachers and other skilled individuals to learn from. You also have a slightly higher awareness of what is going on politically and culturally within your society. • Connections +2

• Skills +2

Urban: 7 points

Your character grew up in an area with high population density, usually a large urban center. You had much higher exposure to other people than the average person. You have had exceptional access to teachers and other skilled individuals to learn from. You also have a much higher awareness of what is going on politically and culturally within your society. • Connections +3

• Skills +4

Traveller: 10 points

Your character travelled extensively while growing up. You had extremely high exposure to other people compared to the average person. You have had almost unlimited access to teachers and other skilled individuals to learn from. You also have a much higher awareness of not only what is going on politically and culturally within your society, but between societies and within other societies. • Connections +5 88

• Skills +5

Suffering:

This represents the suffering that you experienced as a child. You can choose multiple experiences from this category.

None: 0 points

You did not suffer very much as a child. You were relatively safe physically and mentally. This is the norm and carries no modifiers.

Bullied: -1 point

You were systematically bullied by other kids. You have vowed to not let that happen again. You have a distaste for seeing anyone being pushed around or intimidated by street toughs or similar individuals. • Deference -2

• Nurturance -1

Suffering

None Bullied Vulnerable Plague / Disease Mental Abuse Physical Abuse Sexual Abuse Crippling Injury

0 -1 -2 -3 -5 -5 -5 -10

• Revenge +1

Vulnerable: -2 points

You were exposed to the threat of violence on a near daily basis. This might be because you were raised in a high crime area or subjected to raids by neighboring tribes. You are paranoid about your physical security and tend to avoid conflict because you have seen the downside. • Aggression -1 • Rejection -1 • Succorance +2

Plague / Disease: -3 points

You were exposed to a particularly damaging plague or disease as a child, but survived. This has given you permanent immunity to that specific danger, but your body has been permanently damaged as a result. This damage leaves you slightly more vulnerable to other diseases and poisons. • Resilience -1 • Immunity to a specific disease or plague

Mental Abuse: -5 points

You were mentally abused as a child. It has left lasting impressions, particularly with respect to sustained stress. One or both of your parents may have yelled excessively and made you paranoid of getting in trouble. Alternatively, a caregiver could have severely teased you about an emotionally charged issue such as weight, minority status, or similar aspect of your life. • Affiliation -2 • Rejection +2 • Increase all residual stress gains by 1

• Abasement +1

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Physical Abuse: -5 points

You were physically abused as a child. It has left you with a slight physical weakness, but has made you rebellious and obstinate. You are more easily exhausted than other people. The fear triggered by violence has made you more prone to losing control in combat situations. • Deference -2 • Rejection +2 • Increase all combat related stress by 1

• Endurance -1

Sexual Abuse: -5 points

You were sexually abused as a child. It has tainted love and sexuality for you. You use your sexuality for manipulation and control, not true fulfillment. You are bitter about the prospects of happiness in your personal relationships and tend to view anyone who is interested in you as having some secret agenda they are working behind your back. • Sensuality -6 • Rejection +2 • Seducton +3 Die, but gain a point of residual stress any time you use it.

Crippling Injury: -10 points

You were critically wounded as a child. Choose a limb to permanently cripple (cannot be an Augment). You can no longer use that limb for anything. This injury has significantly harmed your ability to function on a daily basis. You are also physically weaker because of lack of exercise.

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• Endurance -1 • Strength -1 • Cannot play any type of Sports for Play Pattern that involves using that limb. • Cannot use a Skill that requires the missing limb (e.g. Running with one leg). • -1 die whenever using a Skill that a normal person would use the missing limb to help with (e.g. Climbing)

Play Pattern:

This represents how you played with others as a child. You can choose one experience from this category.

Casual Sports: 0 points

You played a few sports as a child, but nothing serious. This is the norm and carries no modifiers.

Controlled Play: 1 point

Play Pattern Casual Sports Controlled Play Free Form Play Organized Sports Strict Governance Extreme Sports

0 1 2 5 6 8

You were given specific toys to play with and watched over carefully. This regimentation provided structure for your life at a young age. You enjoy playing games with complex rules and interactions. • Succorance -1

• Order +2

• Connections -1

• Skills +2

Free Form Play: 2 points

You were allowed to roam free over a large geographic area and play as you wished. This freedom has made you a more independent thinker capable of functioning without guidance from an authority. There are few problems that you feel you are incapable of finding a solution to eventually. You also have a unique appreciation for the environment, or the complexity of the city if you come from an urban background, compared to your peers. • Understanding +1 • Order -2

• Autonomy +1 • Connections +2

Organized Sports: 5 points

You were placed into organized sports from a young age. You are much more physically fit than the average. You enjoy competitive physical activity and prefer to engage in it as recreation over more sedentary choices such as television or reading. • Endurance +1

• Strength +1

Strict Governance: 6 points

You were watched by a strict caregiver from a young age. You are less physically fit than the average child, but have been given more hands-on attention. This has strengthened your mental capacities but at the cost of weakening you physically. You are more likely to get exhausted from heavy exertion than the average person. • Succorance +2 • Endurance -1

• Order +2 • Skills +6

Extreme Sports: 8 points

You were placed in extra-ordinarily tough sports as a child, such as intensive martial arts or rugby. You are extremely physically fit compared to the average child. This gives you an inner confidence and inspires a modicum of fear in others, such that it makes you more likely to push other people around. • Endurance +2

• Strength +1

• Aggression +1 91

Exposure:

This represents exposure to unusual events as a child. You can choose multiple experiences from this category.

None: 0 points

You were not exposed to anything unusual as a child. This is the norm and carries no modifiers.

Death: 1 point

Exposure

None Death Terrain Warfare Occult Supernatural

0 1 2 3 4 5

You were exposed to the death of a person close to you as a child. This has given you a certain acceptance that death is a part of life. You have a slightly lower drive to acquire things because you know that you will die one day and it will amount to nothing. However, throughout the experience you met a few individuals you might never have known otherwise. • Acquisition -1

• Retention -1

• Connections +1

Terrain: 2 points

You were exposed to an extreme environment as a child. You might have been lost in the woods for a few days or gone backpacking with a school group in a foriegn locale. Regardless, the experience had a profound impact on how you feel about the environment and you learned valuable life lessons about survival in another climate. • Achievement +1

• Access to a single Survival specialization outside of your native terrain

Warfare: 3 points

You were exposed to warfare in some form as a child. You had to learn how to use a weapon to defend your home, family, and friends. This has made you slightly jaded and more willing to accept or take violent actions, justifying them as necessary given the nature of the world. You are also able to keep your cool in violent situations so that you can protect yourself. • Revenge +1 • Aggression +1 • Reduce all combat related stress by 1 • Access to a specific combat skill up to Trained level without normal prerequisites

Occult: 4 points

You were was exposed to the Occult at a young age. Perhaps you witnessed a ceremony conducted by a local coven of witches or lived in a haunted mansion for a short time. Regardless, you are aware that there are secret unnatural things going on in the world and you intend on finding out more about them. You cannot take this option if there is no magic in your setting. • Dominance +1

• Understanding +1

• Stress from magic novelty is reduced by 2.

Supernatural: 5 points

You were exposed to the Supernatural at a young age. Perhaps you witnessed a vampire fighting off a pack of werewolves or had a long chat with a sentient mutant. Regardless, you are aware that there are secret unnatural things going on in the world and you intend on finding out more about them. You cannot take this option if there are no supernatural powers in your setting. • Achievement +2 92

• Understanding +2

• Stress from supernatural events is reduced by 2.

Education:

This represents formal education recieved as a child. You can choose one experience from this category.

None: -4 points

You were not educated in any substantial way as a child, not even by your parents. You are critically short on critical knowledge for functioning in society. • Play +3

• Skills -5

Education None Limited Average Apprenticeship Tutored Quality

-4 -2 0 3 6 10

Limited: -2 points

You were given a small amount of education in the most basic of skills. You are less knowledgeable than the average individual in your society. Either you just didn’t spend a lot of time paying attention or access to information and education was denied to you, perhaps because of social status. Sometimes you say things that might lead one to think you are a yokel or bimbo. • Play +1

• Skills -2

Average: 0 points

You were educated in the same way as the average child in your society. This is the norm and carries no modifiers.

Apprenticeship: 3 points

You were taught by a businessperson or tradesperson in a specific business or trade. You have a good education in basic affairs and specialized knowledge of a particular craft. This might be carpentry, performing arts, or any number of other professions. • Understanding +1 • Skills +2 • Access to a variety of skills that require this life experience as a prerequisite

Tutored: 6 points

You were taught by a tutor in a wide range of skills. This is common among economic elite in societies lacking universal education. This tutor taught you a great deal, but kept you indoors and under supervision for most of the day. This is something you may or may not be bitter about. • Understanding +3 • Play -2 • Skills +4 • Access to a variety of skills that require this life experience as a prerequisite

Quality: 10 points

You were taught by a developed educational system in a wide range of skills. This is common in modern and futuristic societies. In less advanced societies, this might only be available to residents of highly developed cities. For example, someone living in Constantinople in the reign of Justinian might be able to take this life experience, but very few contemporaries would be able to with the possible exceptions of Nanjing or Baghdad. You must have a Cognition of 4 or higher to take this experience. • Understanding +5 • Play -3 • Skills +6 • Access to a variety of skills that require this life experience as a prerequisite 93

Training:

This represents formal training that you have received. You can choose multiple experiences from this category.

None: 0 points

You were not given advanced training in anything. This is the norm and carries no modifiers.

Wilderness: 4 points

You have been trained to survive in the wilderness. This may have been informal such as accompanying a family member on their own forays into the wilderness when you were a child. Alternatively, it could be formalized training like that received in Special Forces military training.

Training

None Wilderness Maneuver Paramedical Electronic Mechanical Multi-Lingual Endurance Combat Strength Medical

77 0 4 4 5 6 7 8 8 10 10 12

• Access to a variety of skills that require this life experience as a prerequisite

Maneuver: 4 points

You have been trained to drive or fly a vehicle, ride a mount, or pilot a naval vessel. This training can be taken multiple times, but you must specify each time the maneuver skill which you are trained in. For example, you might take Maneuver: Horseback Riding. Doing so would allow you to take Riding at the Trained or Professional level. You must have a Synapse of 5 or higher to take this experience. • Access to particular skill that requires this life experience as a prerequisite each time this is taken

Paramedical: 5 points

You have been trained to deliver high quality field medicine, like a trained paramedic or EMT. This is typically only available in Modern or more technologically advanced settings. Consult with your GM before taking this life experience. • Access to First Aid at trained or professional level • Double all successes on stabilization rolls

Electronic: 6 points

You have been trained to work with electronic devices. In a Modern setting, this may be electronics like refridgerators, household alarm systems, and desktop computers. In a more advanced setting, it could be anything from personal shield generators to reprogramming a robot. You must have a Cognition of 5 or higher to take this experience. • Access to a variety of skills that require this life experience as a prerequisite

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Mechanical: 7 points

You have been trained to work with complex machines with moving parts, like vehicles and industrial machinery. What you are capable of modifying or repairing will vary by setting, but could include anything from cars powered by internal combustion engines to space frieghters with fussion turbines. You must have a Cognition of 5 or higher to take this experience. • Access to a variety of skills that require this life experience as a prerequisite

Multi-Lingual: 8 points

You have been trained in multiple languages. This could be because you were raised in a highly mixed community and spent a lot of time interacting with speakers of different languages or it could be the result of intensive directed study in an academic environment. You must have a Cognition of 5 or higher to take this experience. • Access to more than two Languages

Endurance: 8 points

You have been trained to have enhanced endurance, typically through intense cardiovascular exercise. This may have been simply the result of slow devotion over time as a part of your exercise regimen or directed training in a gym environment. You are extremely physically fit and are seldom short of breath. • Endurance +3

Combat: 10 points

You have been trained to use weapons in combat. This could be because you lived in an extremely violent area, such as the jungle of Colombia, and engaged in informal fighting or it could be the result for formalized military experience. You are comfortable using weapons and less prone to hesitate or lose your cool under fire. • Access to a variety of skills that require this life experience as a prerequisite • Reduce all combat related stress by 2

Strength: 10 points

You have been trained to have enhanced physical strength, typically through intense weight training. Your body is capable of functioning despite damage that might kill a normal person outright. There are few problems that you are not confident you can solve by brute force alone. • Strength +3

Medical: 12 points

You have been trained to be a medical doctor. This is a very long and intensive process that takes enormous time out of your life. However, the rewards are immense both financially and personally. You must have a Cognition of 6 or higher to take this experience. • Access to a variety of skills that require this life experience as a prerequisite

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Minor:

This represents a minor unrelated experiences you have had. You can choose multiple experiences from this category.

None: 0 points

You did not have any minor experiences. This is the norm and has no modifiers.

Popular: 1 point

You had were a popular kid growing up. You had more friends than average and had an easy time doing it. People just find something about you appealing. Maybe it is a good sense of humor or maybe you were at the right place at the right time.

Minor

None Popular Teacher Emotional Lucky Font Relaxed

0 1 1 2 2 3 3

• Connections +1

Teacher: 1 point

You have been positively impacted by a special teacher in your life. This person helped teach you something particularly important and you have benefit from that. • Skills +1

Emotional: 2 points

You have above average emotional energy. You are passionate and excited about several aspects of your life. You tend to follow your passions instead of other issues. • +3 to three Motivations of your choice

Lucky: 2 points

You have been lucky and recieved some extra income by chance. Maybe you won a few lucky hands gambling or inherited a small sum from a distant relative. Whatever the circumstances, you put the money to good use and have profited yourself. • Wealth +1

Font: 3 points

You have a special ability to channel magical forces. You can tap into more magical energy than a normal person trained in the magical arts. This allows you to cast more spells before having to rest to recover magical energy. This must be paired with a choice for Magic that uses Mana (i.e. would not work with Concoction). • Mana +6

Relaxed: 3 points

You have a special knack for dealing with pressure. You are rarely upset and tend to keep your head when other people are losing their self-control. Some might say that you just don’t care, but you know better. • Reduce all stress gains by 1 96

Magic:

This represents experiences you have had that allow the casting of magic. These points represent the time spent studying or practicing your magical tradition. You can choose multiple experiences from this category.

None: 0 points

You cannot cast magical spells. This is the norm.

Articulation: X points

Your culture must believe in Prayer, Talent, or Analytical magic to take this option. You can cast magic by speaking a specific sequence of words while making particular gestures. If you are unable to make gestures or speak words for any reason, you cannot use your magical powers.

Magic

None Articulation Concoction Glyph Grimoire Rhythm Ritual Sacrifice Talisman

0 * * * * * * * *

• Gain Essence equal to your Cognition value for every 2 points spent on this experience • Mana +1 per point spent • Can channel 1 Mana per second or Synapse round • Can learn new magic by studying as an apprentice for 3 months per Essence point of the magic learned • Regenerate 1 Mana for every six hours spent in quiet contemplation

Concoction: X points

Your culture must believe in Herbal magic to take this option. You do not cast magic, instead you embue magical power into liquids using plant extracts and animal products. The results are called potions. In some settings, you might be referred to as an Alchemist. Your setting and/or GM will determine how much Mana is drawn from various components and what special components may be needed for each potion. Unless dictated by setting, your potions remain in a usable form until drunk, regardless of the march of time. • Gain Essence equal to your Focus value for every 2 points spent on this experience • No Mana • Can channel 1 Mana from the components per hour by brewing • Can learn new magic by studying as an apprentice for 6 months per Essence point of the magic learned

Glyph: X points

Your culture must believe in Runic magic to take this option. You can cast magic by creating symbols. The magic is unlocked by the act of drawing the symbols on some kind of medium (e.g. rock, wood, parchment, etc.). This is not a method of storage, like in a traditional magic scroll, but a kind of ritual that unlocks the power of the magic. You must detail the nature of your symbols and discuss the medium you are using with the GM before play begins. The symbols may vanish once the magic is unlocked or they may remain etched into the surface permanently., subject to GM discretion. • Gain Essence equal to your Focus value for every 3 points spent on this experience • No Mana • Can channel 1 Mana from the environment per minute by writing glyphs • Upon completion of casting, magic can be specified to occur at any future time • If glyphs are physically damaged before magic is triggered, the magic is lost • Can learn new magic by studying as an apprentice for 6 months per Essence point of the magic learned

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Grimoire: X points

Your culture must believe in Analytical magic to take this option. You can cast magic by reading aloud from a complex text. The magic you learn from this tradition represents those spells you have in your personal grimoire (spell book). You can transcribe your magic onto piece of parchment and sell them as scrolls to other magicians that follow your tradition, however this is very rare and the prices charged are usually exorbitant. The act of reading unlocks the magic and does not destroy the spellbook or scroll when it is read. Since the risk of losing your magic is so high, a magician commonly transcribes backup copies of his spells and hides them somewhere. Of course, rumors of such locations are the subject of many treasure tales. • Gain Essence equal to your Cognition value for every 2 points spent on this experience • No Mana • Can channel 1 Mana from the environment per minute by reading from spell book • Upon completion of casting, magic occurs immediately • Cannot cast magic without personal spellbook • Can acquire new magic by copying it to your spell book. This takes 1 hour per Essence point of the magic

Rhythm: X points

Your culture must believe in Dance & Song magic to take this option. You can cast magic by creating some form of music; singing, musical instruments, ritualistic dance, etc. You must detail what kind of music you are creating. You cannot cast magic without engaging in the musical act and if you are prevented from doing so you may be rendered useless. If your magic is tied to a particular type of instrument you may be at a loss if that instrument is destroyed or damaged. Wise magicians keep reserve instruments handy just in case. • Gain Essence equal to your Spatial value for every 2 points spent on this experience • Mana +1 per point spent • Can channel 1 Mana per minute by creating music • Cannot learn magic that costs more than 5 Essence. • Can learn new magic by studying as an apprentice for 3 months per Essence point of the magic learned • Regenerate 1 Mana for every six hours spent practicing your music

Ritual: X points

Your culture must believe in Spirits or Ritual magic to take this option. You can cast magic by engaging in long, complex rituals. These rituals can incorporate a wide range of behaviors and impose stringent requirements, including activities that touch on other casting methods, such as conforming to certain lunar timetables, engaging in animal sacrifice, dancing to cadenced music, etc. You must detail the nature of your rituals before play begins. Since this method allows access to the Mana of multiple magicians at once, it is typically the method of choice for very powerful magics like Enchantment. • Gain Essence equal to your Stability value for every 3 points spent on this experience • Mana +1 per 2 points spent • Can channel 1 Mana per hour by engaging in the ritual • Other Ritual magic users may participate in the ritual with you and share their Mana in the casting • Can learn new magic by going on a religious quest for your deity or spirit • Regenerate 1 Mana for every six hours spent in quiet devotion to your patron diety or spirit

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Sacrifice: X points

Your culture must believe in Sacrifice magic to take this option. You destroy animals, plants, and physical objects to a deity. In return for this gesture, your deity grants you Mana to cast your magic. Each magic power you purchase must be tied to a specific sacrifice, subject to setting appropriateness and GM approval. • Gain Essence equal to your Heroism value for every 2 points spent on this experience • No Mana • All Mana is immediately channeled by engaging in the sacrifice, but the sacrifice takes 1 minute to complete • Can learn new magic by going on a religious quest for your deity

Talisman: X points

Your culture must believe in Spirits or Prayer magic to take this option. You can cast magic by channeling energy through some kind of physical object, usually a holy symbol, spirit totem, or piece of jewelry. You must detail the nature of your particular talisman. • Gain Essence equal to your Heroism value for every 2 points spent on this experience • Mana +3 per 2 points spent • Can channel 1 Mana per second or Synapse round • Cannot cast magic without personal talisman • Can learn new magic by going on a religious quest for your deity or spirit • Regenerate 1 Mana for every six hours spent in quiet devotion to your patron diety or spirit

99

Chapter 5: Personality

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Motivations:

Motivations are your immediate instictive desires. These are built from a variety of influences. The most powerful impact will be from your own choice on how to distribute your 15 motivation points. However, you start out with strong inclinations that come from your culture and life experience. The result is a range of motivations from 1 to 10. Your character strongly desires to experience their highest value motivations. When you are playing the game, you should have your character work towards these goals. Let’s imagine that there are two characters in a party. One has a high Acquisition value and a low Nurturance value. The other has the opposite values. If these two characters came upon a valuable treasure, the former character would be interested in keeping the treasure while the latter would interested in using the treasure to assist others. Obviously, this would lead to some disagreement. Neither is right. They just want and believe very different things.

Motivations Determination

All motiviations have a base value of 1. Your motivations are then modified by your culture and life experience choices. In addition to that, you have 15 points to distribute as you wish. No motiviation can have a value greater than 10 or less than 1. Points can be spent to raise or lower these values. These points can be used to negate the influence of your life so far, representing your will to resist the influence of others. So if you start from a culturally and life experience derived Dominance value of 5, you could spend a point to reduce that to a Dominance value of 4. This costs 1 point. EXCEPTION: If you have the Eccentricity talent, do not use your culture & life experience values at all. Build your entire motivational distribution, starting from base values of 1 and using 50 points to distribute as you wish.

Motivations Abasement Achievement Acquisition Affiliation Aggression Autonomy Blame Avoidance Construction Deference Dominance Exhibition Exposition Nurturance Order Play Recognition Rejection Retention Revenge Sensuality Succorance Understanding

Apologizing or confessing Overcoming obstacles Obtaining things Spending time with others Attacking or belittling others Standing up to authority Avoiding loss of face or esteem Building something Cooperating with others Controlling other’s behavior Entertaining others Delivering information Taking care of others Making things organized Seeking diversion Seeking admiration Avoid unwanted associations Hoarding things Retaliating for something Seeking sensuality Being cared for by another Asking questions 101

Medieval Character Template Examples The below chart is an example of motivation design. As you can see, every value starts with a base of 1. The cultural and life experience effects are added in. The subtotal at this point represents what the starting motivations are of someone who has lived in that culture and gone through those life experiences. For this example, we have assumed Soldier life experience choices. On top of this, you can distribute 15 points as you wish to customize your character. The Hero represents an actual heroic character. She has a strong Abasement, meaning she is more likely to apologize for her mistakes and try to seek forgiveness for her errors. She is also strongly motivated for Achievement. She is reasonably motivated to work with others cooperatively (Deference) and to help those in need (Nurturance). She is less motivated to dominate others than an average person of this culture would be -that was a conscious decision the player made to reduce that value. The Villain represents an individual with less moral fiber. He is strongly resistant to his culture’s pressure to apologize and seek forgiveness. He has a strong desire for material gain, highly independent, and he has no trouble attacking others to get it. There was also a decision to not resist the cultural tendency to dominate others, unlike the Hero. As you can see, the choices that the player makes on distributing their points for motivations has a profound impact on the personality of the character they are playing. Medieval Abasement Achievement Acquisition Affiliation Aggression Autonomy Blame Avoidance Construction Deference Dominance Exhibition Exposition Nurturance Order Play Recognition Rejection Retention Revenge Sensuality Succorance Understanding 102

Base 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

Culture Life XP Subtotal 4 5 1 2 3 2 3 3 4 1 1 1 2 3 -2 2 3 4 1 2 1 2 3 1 2 -1 1 3 4 2 3 1 2 2 1 4 1 2 2 3 1

0 +5 0 0 0 0 0 0 +2 -3 0 0 +3 0 0 0 0 0 0 0 0 +2

Hero

5 6 3 3 4 1 1 2 4 1 2 1 6 2 1 4 3 2 4 2 3 3

-3 0 +3 0 +2 +4 0 0 0 +1 0 0 0 0 0 +2 0 0 0 0 0 0

Villain

2 1 6 3 6 5 1 2 2 5 2 1 3 2 1 6 3 2 4 2 3 1

Motivation Descriptions: Abasement:

Abasement is the motivation to be forgiven. Apology is the primary method of fulfilling the motivation. When you apologize, you are acknowledging your faults while asking the person receiving the apology to accept you despite those faults. Confession is a similar act, whereby you are admitting your past deeds openly and accepting the consequences. Characters with high Abasement values feel profound guilt when they commit crimes or violate social norms. That does not prevent them from commiting the act -- it only affects how they feel afterwards. Character with low Abasement values feel very little remorse for their misdeeds.

Achievement:

Achievement is the desire to overcome challenges. Normal, everyday life is not enough to satisfy this motivation. It demands exceptional acts. It is not enough to climb a mountain -- you must climb the highest mountain. Each success only raises the bar for the next. The joy of victory is short lived and quickly replaced by even more grandiose desires. Characters with high Achievement values an insatiable challengers. If everyone else is afraid to attempt it, that only makes the challenge that much more desirable. Character with low Achievement values are intested in the easy money, the quick thrill, and the cheap beer.

Acquisition:

Acquisition is the desire to accumulate tangible objects; goods, money, property, vehicles, etc. Any money earned is immediately spent on the most interesting choices available. The idea of saving money does not make much sense. In acquiring more stuff, you feel a rush of excitement, joy, and a slight hint of snobbery at being able to afford that which others go without. Characters with high Aquisition values have an intense desire to acquire money so that it can be spent on equipment, vehicles, property, or even minor baubles. Character with low Acquisition values tend to have an easier time saving money for more important things, keeping to their budget, and planning for future expenses and unforeseen setbacks.

Affiliation:

Affiliation is the desire to spend time meeting and talking to others. Nothing is more important in life than keeping in touch with others. If you meet someone on the street, you can always spare time to stop and chat. An interesting story can keep you captivated for hours on end, especially in comfortable surroundings. It never hurts to ask for directions. Who knows? You might meet a new friend. Characters with high Affiliation values have an intense desire to be around people. They will often have to be dragged along when the party leaves an area with interesting people to talk to. Character with low Affiliation values tend to have short conversations, few friends, and seldom moments of loneliness.

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Aggression:

Aggression is the desire to use hostility to achieve your goals. This might involve violence, the threat of violence, verbal attacks, or economic force. Sometimes people just refuse to do what you want. They are stubborn, insolent, or unpleasant. They are practically begging for a punch in the face. When kind words and sweet nothings fail, you have to be prepared to take it to the next level. Sometimes, the only thing people respect is a big stick. A really really big stick. Characters with high Aggression values are quick to resort to violence. They have little respect for others and tend to bully those that are weaker than them. Characters with low Aggression values are reluctant to use violence unless absolutely forced to do so.

Autonomy:

Autonomy is the desire to act independently of coercion. You have no problem following someone else, provided the decision to follow them was a choice that you made. Any attempt to force you to do something will fail. You will just shut down and refuse. A donkey admires your stubbornness. Characters with high Autonomy values are reluctant to do anything when coerced. They are insistent on being free from manipulation. If they sense any manipulation at all, they will shut down. Characters with low Autonomy values tend to be easily threatened and coerced into doing almost anything.

Blame Avoidance:

Blame Avoidance is the desire to be percieved as innocent. If there is a problem, it wasn’t your fault. If fault can be denied, it will be. If someone else can be framed, they will take the fall. Personal responsibility is a foreign concept. The perception of your innocence by your peers is of incredible importance. You will go to extreme lengths to avoid appearing to be incompetent. You once thought you made a mistake, but you were wrong. Characters with high Blame Avoidance values never accept responsibility for anything. When they fail, it was the sun in their eyes, a sweaty grip, or an impossible task in the first place. Characters with low Blame Avoidance values will admit to lack of skill or lapses in judgement.

Construction:

Construction is the desire to build things. You like to work with your hands and make things. The long hard work for a big project is worth the payoff of completing it. You like to see the fruits of your labor, whether they are buildings, gizmos, tools, toys, or a whole business. Some might call you a creative genius. You just believe that hard work pays off. Self-sufficiency is a virtue, after all. Characters with high Construction values are always seeking to make long term, permanent gains. That could mean a safe haven for the party, powerful gadgets and items, or just a palisade wall around your makeshift camp. Characters with low Construction values prefer to buy things rather than make them. 104

Deference:

Deference is the desire to follow rather than lead. Some tasks are too big for you to handle on your own. You recognize your limitations. It is important to get help from people you know to solve problems. You might be overlooking something. You always remember that two heads are better than one. Characters with high Deference values will seek out help as a first response to problems. They are eager to accumulate allies and friends. Characters with low Deference values rarely ask for help and never under any circumstances asks for directions.

Dominance:

Dominance is the desire to control other people. You have a vision, purpose, and plan. Other people just need to accept that and follow your orders. You have the best solution available. It is important that your vision of the future be realized. Other people exist to serve you. Characters with high Dominance values are domineering and controlling. They boss other people around and have trouble cooperating with similarly motivated companions. Characters with low Dominance values are reluctant to take charge and tends to simply follow the leadership of others.

Exhibition:

Exhibition is the desire to be entertaining. You like to tell thrilling stories, perform in front of others, and make people laugh. You are the life of the party. When there is a lull in conversation, you feel the need to jump in and fill the vacuum. Wearing ostentatious clothes and acting in an unusual way is fun and exciting to you. Characters with high Exhibition values tend to attract attention to the party whenever there are people around to be impressed by their skills. Bards and other entertainers tend to have high Exhibition values. Characters with low Exhibition values are easily embarassed and does not like attention.

Exposition:

Exposition is the desire to appear knowledgable. You like to know obscure information, trivia, and secrets. You don’t want that information for its own sake, but rather so that you can tell others. You have a very hard time keeping secrets and can’t stand it when other people keep secrets from you. You like to read books so that you can tell other people what you learned. Characters with high Exposition values tend to read everything, constantly brings up tangential information, and should not be trusted to keep secrets. Characters with low Exposition values are not that interested in knowing much of anything.

Nurturance:

Nurturance is the desire to care for others. You can’t stand to see someone suffering without jumping in to help. You are highly sensitive to other people’s pain and do your best to alleviate it. Sometimes people accuse you of mothering them or being overbearing. You don’t want to upset anyone, you just want to help. Characters with high Nurturance values make excellent healers. They tend to be more selfless than most and work to alleviate suffering. Characters with low Nurturance values are callous and uncaring.

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Order:

Order is the desire for structure. You need a plan. Everything must be placed in the right location. Efficiency and cleanliness are very important to you. You can’t stand for things to be out of sequence. People occasionally accuse you of being obsessive-compulsive. Sloppiness is a vice. Characters with high Order values need a good plan before they attempt almost any substantial task. They really hate being lost or unclean. They have a detailed inventory of all their equipment and make excellent improvised maps. Characters with low Order values are sloppy and unclean. They often only realize they are low on money when they spend the last coin.

Play:

Play is the desire to have fun. Study, hard work, and boredom are intolerable. You need to laugh and have a good time. You are always finding ways to enjoy yourself. Keeping track of time is difficult and you don’t mind being late. There is always time to stop and smell the roses. Characters with high Play values are rarely serious and usually quite loud and outgoing. They tend to act like children at inappropriate times. Characters with low Play values are dour and taciturn.

Recognition:

Recognition is the desire to be admired. Your walls are covered in trophies, medals, and other memorabilia of your own success. You need other people to recognize you for the awesome person that you are. Whatever you do, it is important that people know you are the best at doing it. Good deeds are worth doing so that people will recognize you for being so great. Characters with high Recognition values are always taking credit for their successes and making sure that everyone knows about it. Characters with low Recognition values does not feel the need to brag about their victories.

Rejection:

Rejection is the fear of being perceived negatively and the desire to disassociate yourself from anything or anyone that might lower your standing. You are highly sensitive to social status distinctions, particularly gender and ethnic variations. If someone has become disgraced socially, you will walk away from them, no matter how close you were before. There is nothing that scares you more than being associated with someone that you consider below you. Characters with high Rejection values have a very hard time interacting with people of a lower social order than them, especially criminals and members of other races. Characters with low Rejection values tend to overlook social distinctions and see the people as people, not as social standings.

Retention:

Retention is the desire to hoard objects. You never know when it might come in handy in the future. It always helps to have a reserve to draw upon. You hoard objects because it makes you feel safe. If you dont have anything to fall back on, you feel exposed and vulnerable. Characters with high Retention values rarely, if ever, sell anything. Anything they find, they keep. They agonize over unnecessary spending. Characters with low Retention values have a tendency to accidentally leave items behind and needlessly waste supplies. 106

Revenge:

Revenge is the desire to retaliate. People need to know that you are not someone to be messed with. Nobody angers you and gets away with it. An eye for an eye is insufficient -- you want the whole head. Revenge is a dish best served cold, and you are an excellent cook. Characters with high Revenge values cannot accept defeat. Defeat only makes them angier. Characters with low Revenge values will turn the other cheek and move on.

Sensuality:

Sensuality is the desire to experience pleasure. You are drawn to attractive people like a fly to honey. You enjoy a soft bed, a warm fire, and the gentle (or not-so-gentle) touch of your mate. Wine is the greatest creation of mankind. You always wear the finest and most flattering clothes possible. Luxuries are necessities to you. Characters with high Sensuality values are very flirtatious and forward with potential mates while characters with low Sensuality values are generally oblivious to their presence.

Succorance:

Succorance is the desire to be taken care of. You need to feel that there is someone else out there looking out for your interests. You like to be mothered, doted on, and succored. When you are sick, you break down and need someone to care for you. You are needy. This may be a higher religious concept instead of a person, if you need that belief system to function in your daily life. Characters with high Succorance values are whiny and needy. They can barely accomplish anything without asking for help. Characters with low Succorance values do not like to be helped and views offers of help as borderline insulting. Of course, they can handle it on their own. Was that in doubt?

Understanding:

Understanding is the desire to know. This is different from Exposition -- the desire to know so that you can impress others. You want to know these things for yourself. You need to know what is on the other side of that mountain, under that rock, and behind that tree. You are a natural explorer and you can spend hours figuring out math problems and reading books. Characters with high Understanding values are intrepid explorers who will push the party to keep going. They always want to camp on the other side of the next hill, keep reading into the night, and searching for that lost tome of secret knowledge. Characters with low Understanding values are not interested in those runes on the wall and wants to just go home because it is getting dark.

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Morality: Morality is difficult to define, and Synapse leaves a lot up to the player. It would be impossible to define even a majority of moral systems in a comprehensive way because of their incredible complexity, so instead we look at general guidelines and leave a lot of the heavy lifting to you and your game group. One of the most important factors in how you treat others is how you conceive of them in your mind. One of the choices you need to make for your character’s morality is how they categorize others. There are three categories into which your character places all living beings: persons, animals, and objects. If you view another being as a person, then you view them as a legitimate moral entity. They have access to whatever legal protections and human rights your society determines should be applied to everyone. However, if you view another being as an animal or an object, they do not have access to those legal protections or human rights unless covered under the protection of another being who is a legitimate moral life. For example, let’s assume your character is walking through a farm and comes across a pig. Is the pig viewed as a person, animal, or object? How you conceive of the pig has a powerful impact on your decisions regarding how to treat it. It may mean the difference between life and death.

Persons:

Categories Persons Animals Objects

If pigs are viewed as persons, then your character would treat them with the same respect and dignity that would be afforded to another person (which might be none at all). She would not consider killing, eating, abusing, or otherwise harming a pig. She may even help a pig if it was in trouble, viewing the pig as if it were any other person in their society.

Animals:

If pigs are viewed as animals, however, then your character will only respect the pig so long as it is owned by another person. If it was a wild pig or if the character owned the pig, there would be no prohibition on killing or eating the pig. However, there would be prohibitions against unnecessarily abusing or harming the pig. Torturing animals is, in most cultures, not acceptable behavior. Eating them for sustenance, however, is usually permitted.

Objects:

If pigs are viewed as objects, they also have no rights except those that extend from being owned by a person. However, there would be no prohibitions of any kind on treating a pig which you owned or found in the wild, just as there are no prohibitions on how you should treat rocks or dirt. However, if you injured someone else’s pig, it might be a property rights violation, just as if you had broken a door or chair that belonged to someone. These are not trivial distinctions. If you view another species, race, culture, or other group as objects, then you have no problem killing them, beating them, torturing them, or otherwise harming them. You would treat that group with less concern than you would treat your own domesticated animals. If another character viewed that same group as Persons, you would have a big conflict over how to treat that group. Just like conflicts over motivations, these will provide interesting gameplay experiences. You need not attempt to comprehensively define what categories you place all life into. What is important is that when you encounter enemies, you discuss how you view them within this system. However, you are free to pre-define certain forms of life in these categories before the game even starts, if that is what you want to do. 108

In addition to the question of personhood, your character has a conception of morality based on social dynamics. There are six types of morality in Synapse, one of which you should choose as your dominant type. They are listed in order of complexity and prevalence over time. Futuristic game worlds are going to have many more people making moral decisions based on reasoning than medieval ones. Each type defines what standard you hold an action up against to determine whether it is right or wrong. You may have situations where multiple characters agree on the same course of action, but for different reasons. For example, let’s say that the party has captured an enemy and that everyone agrees the enemy is a person. Everyone might be in favor of bringing the enemy to local law enforcement. One character might want to do this because there may be a reward for doing so (self-interest). Another might want to do this because it is the proper thing to do according to the law (legal). Another might want to do it because the enemy has a right to a fair trial. The last party member might agree simply they feel that it is expected of them (conformity).

Types Reactionary Self-Interest Conformity Legal Rights Rationality

However, you might have disagreement just as easily. One character might be in favor of ransoming the enemy back to his companions (self-interest). Another may be in favor of killing them on the spot because nobody will be able to punish them (reactionary). A third may be in favor of killing them because of a complex argument, e.g., that it is too far to the local law enforcement location and that there is not enough time to bring them to justice and still accomplish other, more important goals (rationality). What is important here is how the characters are making their decisions, not what the ultimate decision might be. The world is too complex for us to define how you should act in every circumstance. Instead, you should define what method your character uses to approach these issues.

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Morality Types: Reactionary:

Reactionary moral reasoning only considers the possibility of punishment. Any act for which there is no punishment is permissible. Any act for which there is a strong punishment is to be avoided. This concept of morality is called reactionary because it is highly dependent upon the surrounding society and is common among young children and intelligent animals like dogs or apes. The reaction of society is what is important in the moral calculation, not the intrinsic nature of the act.

Self-Interest:

Self-interested moral reasoning only considers the end result for you. An act which benefits you is considered good. An act which injures you is evil. Concern for other individuals is only important if their interests are related to your own. You may save someone in danger, but only because they are necessary to accomplish some objective of yours, even if that objective is merely to appear caring to onlookers. Absent a compelling goal, you have no actual concern for other people. You feel remorse when you believe later that you could have done better for yourself in a situation. You do not feel remorse for causing pain to others, unless it undermined your goals.

Conformity:

Conformist moral reasoning only considers the opinions of observers with respect to your role. An act which is expected of your observers is good. An act which is not expected of you is bad. The goal of your behavior is to earn the respect of your peers. You may save someone in danger because you know that observers will think positively of you. Your act is not based on the fear of being punished for not saving them or on self-interest. If your society did not expect you to save people in danger, you would not lift a finger.

Legal:

Legal moral reasoning only considers the law. You trust that those who made the laws had everyone’s best interests at heart. They know better than you. If something is against the law, it is evil. If something is not against the law, it is permissible. If something is required by law, it is good. If the law dictated that you should help those in danger, you would jump to assist the person in danger. If the law dictated you to not assist them for some reason, you would stand idly by. Your primary concern with any action is the legal ramifications.

Rights:

Rights-based moral reasoning is dependent upon intrinsic rights. All persons are treated with equal respect based on these rights. If something violates these rights, it is evil. If something is not related to these rights, it is permissable. If something is required to enforce these rights, it is good. You would help the person in danger because they have a right to assistance from their peers in times of trouble. You would expect someone else to leap to your assistance if you were suffering. Your primary concern is with the general welfare and equal treatment of everyone. Note that what your right are will vary between cultures.

Rationality:

Rational moral reasoning is based on philosophical precepts and logic. Certain actions are absolutely morally good and others are absolutely morally evil for reasons of philosophy. The philosophy typically used for this purpose is Utilitarianism, which judges every act with respect to how much utility it brings to all people. If the killing of one person is necessary for the happiness or welfare of many more people, then it may be permissible or even required. If the death of a person is viewed to bring insufficient benefit to everyone else, then it is determined to be evil. Your primary concern in rational moral reasoning is the degree to which the decision conforms to your philosophical position. You can look up a variety of moral philosophies on the internet. 110

Making Decisions in the Game: One of the hallmarks of roleplaying games is that your character will be presented with complex choices. Should you help the old woman or keep going down the path after the thief? How do you make these choices? The personality that you have just developed will provide guidance for these questions. For example, lets assume the Hero whose motivations are listed below has come across one of her long-time rivals, who is hanging off the edge of a cliff on a rope. A quick glance at the major motivations of this character reveals two motivations that are strong and would apply to this situation; Nurturance and Revenge. Abasement and Achievement are strong motivations for this character, but it does not relate to the actual situation so they are ignored here. The motivational setup for this Hero indicates that she would want to help them (Nurturance) more than she would want to punish them for past misdeeds (Revenge). Therefore, all things being equal, the character should want to help her rival get back up to safety. However, it is possible that the situation might be more complex. Perhaps this rival actually committed a serious crime against her. Perhaps the rival has been condemned to death by a local authority. If the player can make a reasonable argument for bending their motivational numbers to take an action other than that indicated by the grid, and if the GM agrees with the player’s logic, then such actions may be allowed without a roll. If the GM does not agree with the player’s logic, the player can make a motivation boost as described on the next page. Motivations Abasement Achievement Acquisition Affiliation Aggression Autonomy Blame Avoidance Construction Deference Dominance Exhibition Exposition Nurturance Order Play Recognition Rejection Retention Revenge Sensuality Succorance Understanding

Hero 5 6 3 3 4 1 1 2 4 1 2 1 6 2 1 4 3 2 4 2 3 3 111

Motivation Boosts: If the GM does not agree with a player’s logic and feels that their character would not normally act in the way described by the player, the player can make a motivation boost to temporarily raise one of their motivations so that they can take an alternative course of action. A motivational boost represents the rational decision by the character to try and resist their natural impulses. A motivation boost involves voluntarily taking a single stress point and making an Eccentricity roll. For each success rolled, temporarily raise a motivation of your choice by 1. You can permanently alter your motivations as a result of this roll. If you roll 3 or more successes on this roll, then you gain 1 permanent point on the motivation being raised. Also, reduce the value of the motivation you bypassed with the boost by 1 point as well. However, if you roll no success, the motivation you were attempting to raise is permanently reduced by 1. The motivational boost fails with consequences narrated by the GM that run counter to the player’s desires (see example). This blowback is called Karma. This change represents the long term effects of suppressing or giving in to certain temptations. Over a long period of time, your character’s motivations may change significantly. This represents your personality changes over the course of your life.

Example of a Motivation Boost

The Hero decides that instead of helping or hurting her rival, she wants to try and coerce them into agreeing to something. She wants to get her rival to agree to give her a treasure map in exchange for pulling them up the rope. She tells the GM she wants to boost her Acquisition. Greed has crept in. She takes 1 stress point and then rolls 3 dice for her Stability (no exceptional Eccentricity) and rolls no successes. Her Acquisition is permanently reduced to 2. The GM describes how the rival tries to reach into his pack to get the map, but it blows away in the fierce wind. This experience teaches the character that their greed can be self-defeating. This has a powerful emotional impact on the character. Karma strikes! If she had rolled 3 successes instead, she might have been the new owner of that treasure map! Motivations Acquisition Nurturance Stability

3 6 3

Motivation boost costs 1 Stress Results 2 4 5 112

Outcome Failure Failure Failure

Chapter 6: Connections

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Connections: Everyone is connected to other people in their lives. Some are born out of necessity, others out of common affection, and others still out of calculation. Connections represent those relationships with a strong personal connection. Obviously, you can find and hire people to perform many of the services your connections might perform. However, the people with whom you have Connections are reliable, reasonable, loyal, and generally friendly (except Rivals, Enemies, and Debts, of course). Connections consist of two components; Types and Relationships. Types represent the nature of the person in question and relationships represent how you are connected to them. The point values of each component are added together. The minimum point value of a connection is 1, except Rivals, Enemies, and Debts. Each connection should be listed on your character sheet as represented in the example to the right. You must create a connection for every party member that you are travelling with to justify why you are working with them. Consult the rules for Party Members for complete details on forming these relationships.

Connections Determination

A new character recieves a number of points to spend on connections equal to five times their Empathy. Negative connections can be taken to give you additional points to spend on positive connections. You cannot take more than -10 worth of negative connections. Your life experiences can also modify your initial point total in either direction. Unspent points can be retained for use during play to gain connections via Socialization as described on the next page.

Example Party Member Party Member Party Member Party Member Military Criminal Healer Producer Outcast

Friend Friend Family Retainer Family Friend Hospitality Lover Friend Total

1 1 1 5 4 3 3 1 1 20

Creating a Connection: Type

Military

5

plus Relationship Ally

+5

equals Connection Military 114

Ally

10

Gaining Connections During Play:

It is possible to gain new connections during play by using the Socialization skill. Even if you shift someone’s disposition to Friendly, you can continue to socialize with them. Every time you do, record the number of extra successes each time you roll. These function as connection points that can only be used to purchase a connection with this person. Obviously, the connection must be feasible. You cannot talk someone into becoming your relative, nor can you talk a destitute beggar into becoming your patron. You may have Connection points that are unspent, either because the GM refunded the points of a terminated connection or you did not spend all your points at character creation. Once you shift someone’s disposition to Friendly, you can use these points to buy them as a connection. Again, the connection must be feasible. Sometimes the starting situation of the campaign is not appropriate for your character to have connections. You might be travelling into an area that is inaccesible to the outside world, like an isolated island or a peripheral planetary system in an interstellar game. In that case, the GM may have you keep all of your points unspent and then acquire connections during play. Also, you can voluntarily keep a portion of your connection points unspent because you intending to form those connections during play.

Example of Connection formed During Play Situation Socialization

Rolling 5d6

5 different days of Socialization with a Guard Captain (military) Results Day 1 Day 2 Day 3 Day 4 Day 5

Roll Results Points Gained 1 extra success 1 no extra success 0 1 extra success 1 1 extra success 1 1 extra success 1 Total 4

Connection formed! Connection Military

Friend

4

Note that the character could have continued to socialize with this Guard Captain and eventually gain enough points to add them as an even more expensive type of Connection. 115

Locating Connections During Play:

Unless the Connection is following you around (like a Retainer would) then you will need to locate them to utilize their abilities. You should come up with a basic idea of what they would be doing and where they would be most of the time. If you are able to have your character communicate with them either face-to-face or via technology like a telephone, the GM should allow you to utilize them. Keep in mind that Connections which provide services do not necessarily provide them for free. You must fairly pay your connections for their assistance. A connection can only have Skills or Possessions related to their usefulness in this capacity. However, the GM may decide to terminate the connection with whom you are trying to communicate. This should generally only be used to further the plot. In such cases, the GM might tell you that your connection is dead, missing, or otherwise unavailable. She can deny you access to your connection permanently and refund your connection points. For example, you may know a local singer who is connected with high society and whom you are using for information on the rumors circulating in those circles (Entertainer Contact). When you go to find her, instead you stumble upon her dead body lying in street outside her house. The GM then gives you five connection points to represent the loss.

Losing Connections During Play:

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It addition to the GM’s ability to terminate your connections and refund your points, you will lose your connections if you do not maintain them. You must engage in regular Socialization with all your connections. Some connections require more maintenance than others. Your GM will tell you when you feel that you are losing touch with a connection. If you do not socialize with them in a reasonable amount of time, the GM may terminate the connection. You will not be given point refunds for connections lost in this way.

Type Descriptions: Party Member:

Each person in your party must be connected to you in some manner. A party member can only be paired with specific Relationship options. You can make a party member your Ally, Family, Friend, or Lover for 1 point instead of the normal cost of that choice. The party member in question must reciprocate by taking the same Connection towards you. You can also take a party member as a Retainer, Contact, or Favor for the normal point cost. This will actually create the obligation implied in that relationship (i.e. if you take someone as a retainer, you must pay them for their services). To represent this, they put the inverse of the cost you paid on their character sheet (your retainer would get -5 points for her connection to you, and call you their Patron). • All party member connections MUST be agreed to by all involved players. You cannot force anyone into a relationship with you that they do not want. • If a new party member enters the game after it has started, they can come in as any of the above relationships as long as it is logical, agreed upon by all players, and supported by the GM.

Rebel:

A Rebel is someone who is opposed to the established political order in which they live. This may be a guerilla hiding in the jungle, a foriegn spy, runaway slaves, or any other type of person who would be arrested by an agent of the law if they were detected. As a result, they are problematic to reach and tend to be of limited utility to you. Locating this connection should require some substantial time and energy, such as hiking deep in the jungle or meeting at odd hours in an unusual place.

Type Party Member Rebel Outcast Soother Transporter Entertainer Investigator Elite Clergy Healer Merchant Mechanic Technician Producer Criminal Military Linguist Intellectual

0 1 1 2 2 2 2 3 3 3 3 4 4 4 5 5 5 5

• Can have almost any skill on the skill list, but they should only have one. • Should not be a Retainer or Ally unless they are in a position to easily evade the law. For example, a runaway slave could be posing as your slave while travelling inside a slave-owning area.

Outcast:

An Outcast is someone who is looked down upon by their society. They are generally tolerated, but they may be subjected to abusive harassment occasionally. This might be a member of an ethnic minority, a foreign worker, a new immigrant, a drug addict, a mentally ill person, or any other type of person with whom an average member of society would not want to associate strongly. A character with a Rejection value of 5 or higher cannot take this kind of connection. • An outcast can have almost any skill on the skill list, but they should only have one. • Can be paired with any relationship option. 117

Soother:

A Soother is someone who can help you relax. They could help your relax through manipulation of your body or through reaching out to your mind. This might be a psychiatrist, massage therapist, prostitute, acupuncture specialist, or any other person who would have the ability to relax you by practicing their craft. Alternatively, it might be someone with access to a mechanized way of relaxing, such as the owner of a hot tub, pool, sauna, spa, mud-bath, or similar contrivance. Finally, it might be someone who controls access to an environmental relaxation location; such as the guardsman at the gate into the imperial gardens where you like to secretly stroll in the early morning hours. • Cannot be paired with the relationship options of Patron, Ally, Rival, Enemy, or Debt.

Transporter:

A Transporter is someone who can move people or things. Depending on the nature of what is being transported, this may make them an illicit or legitimate individual. An illicit transporter could be a slave trader, human trafficker, drug trafficker, smuggler, or similar. A legitimate transporter could be a ship captain, stagecoach driver, freighter, truck driver, charter pilot, bus driver, or similar. Illicit connections are inherently more difficult to contact than legitimate ones due to the secret nature of their lifestyle, unless they live in a society rife with corruption. • Cannot be paired with the relationship options of Patron or Debt unless they are illicit.

Entertainer:

An Entertainer is someone who is involved in public entertainment. This could be an actual entertainer like a dancer, singer, musician, comedian, poet, writer, magician, or similar performer. Alternatively, it could be someone who supports such people like their makeup artist, choreographer, composer, lyricist, magician’s assistant, bouncer, etc. Finally, it might be someone who owns or works in an entertainment venue like a dance club, theater, opera house, comedy club, or speak-easy. • Can be paired with any relationship option.

Investigator:

An Investigator is someone who is an expert at acquiring information. Depending on the nature of the information being acquired, this may make them an illicit or legitimate individual. An illicit investigator could be a spy, informant, undercover operative, traitor, or similar. A legitimate investigator could be a private investigator, reporter, researcher, criminologist, detective, or profession. Illicit connections are inherently more difficult to contact than legitimate ones due to the secret nature of their lifestyle, unless they live in a society rife with corruption. • Can be paired with any relationship option.

Elite:

An Elite is someone who is passively or actively involved in governmental decision-making. A passively involved individual might be a minor noble, wealthy businessman, corporate lobbyist, or similar individual who is limited to only partially influencing actual decision-makers. An actively involved individual would be a major noble, police chief, mayor, sheriff, senator, president, prime minister, king, or similar person with actual political power. In societies with high levels of corruption, the elite could be a leader of organized crime or a manipulative shadow government. • Can be paired with any relationship option. 118

Clergy:

A member of the Clergy is someone who is involved in the actual administration of a religious institution. This could be someone as minor as a parish priest, imam, rabbi, medicine man, witch doctor, or similar person involved in direct contact with believers. Alternatively, it could be someone who serves a purely administrative or symbolic function such as a cardinal, religious scholar, mullah, or similar person who does not have much contact with the believers of their religion on a day-to-day basis. • Can be paired with any relationship option.

Healer:

A Healer is someone who is believed to be able to heal the body from physical damage. The actual success of their treatments may vary. Most pre-modern societies rely heavily on magical, supernatural, or religious ideas about the healing of the body. These methods are, except in the case of actually magical worlds, effectively only as placebos. However, healers should be treated with seriousness and respect if your culture actually believes their healing methods work. In a modern or futuristic world, this may be an actual physician or a supporting staff member like a nurse or medical technician. If cybernetics are used, this could be someone who designs or repairs the cybernetic technology. • Can be paired with any relationship option except Debt.

Merchant:

A Merchant is someone who is involved in legitimate mercantile transactions. This could be someone doing the purchasing or logistical functions for a large organization such as a corporation or consortium. This could be someone involved in retailing like a store clerk or shop owner. Alternatively, it could be a solo operator such as a caravan merchant like Marco Polo. • Can be paired with any relationship option.

Mechanic:

A Mechanic is someone involved in the repair or maintenance of technology based on the application of principles from physics and materials science. This might be an engine, vehicle, aircraft, spacecraft, watercraft, heavy industry, robotics, structures, or practical engineering related to these fields. A mechanic’s primary usefulness to the character is usually her practical knowledge related to fixing or finding useful equipment. • Cannot be paired with the relationship options of Patron, Ally, Rival, Enemy, or Debt.

Technician:

A Technician is someone involved in the repair or maintenance of non-mechanical technology. This could be electronics, appliances, diagnostic equipment, medical equipment, or similar technology. A technician’s primary usefulness to the character is usually her practical knowledge related to fixing or finding useful equipment. • Cannot be paired with the relationship options of Patron, Ally, Rival, Enemy, or Debt. 119

Producer:

A Producer is someone who actually creates something for a living. This could be a sculptor, carpenter, mason, blacksmith, factory worker, or craftsman of any sort. A producer’s primary usefulness to the character is usually her practical knowledge related to fixing or finding useful equipment. • Can only have skills or possessions related to their usefulness in this manner. • Cannot be paired with the relationship options of Patron, Ally, Rival, Enemy, or Debt.

Criminal:

A Criminal is someone currently or formerly involved in criminal activity other than transportation or investigation (see descriptions for these Types for details). A criminal might be a pickpocket, robber, burgular, kidnapper, forger, assassin, bomber, or someone coordinating such activity. Illicit connections are inherently more difficult to contact than legitimate one’s due to the secret nature of their lifestyle , unless they live in a society rife with corruption. You can take a criminal relationship with an ex-criminal if you wish, making them easier to contact but leaving them with fewer ties to the current state of the underworld. • Can be paired with any relationship option. Retainers must be ex-criminals.

Military:

A Military individual is someone actively or formerly involved in military operations. This could be someone who is a lowly infantryman or it could be a powerful general. Her abilities may be useful to characters because of practical value (i.e. actual combat skills) or due to connections with individuals involved in military operations (such as knowing the coast guard’s current patrol pattern). Military connections are inherently more difficult to contact than regular one’s due to the cloistered nature of their lifestyle. You can take a military relationship with an ex-military individual if you wish, making them easier to contact but leaving them with fewer ties to the current state of the military. • Can be paired with any relationship option. Retainers must be ex-military.

Linguist:

A Linguist is someone who knows or has access to a large number of languages. For practical purposes, these individuals should know at least twice the number of languages than an average person in their culture would know. This might be an international businessperson who has learned many languages to perform their business operations more efficiently, a professional translator, or someone who works in a university as an actual linguistics professor. A linguist’s primary usefulness to the character is usually her practical value related to the translation of languages unknown to the party. • Can only have language Skills. • Cannot be paired with the relationship options of Patron, Ally, Rival, Enemy, or Debt.

Intellectual:

An Intellectual is someone who is involved in theoretical, analytical, or philosophical endeavors. This could be an academic, sage, wise-man, philosopher, mathematician, or similar individual who devotes their life to ideas. An intellectual’s primary usefulness to the character is usually her practical value related to obscure information unknown to the party. • Cannot be paired with the relationship options of Patron, Ally, Rival, Enemy, or Debt.

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Relationship Descriptions: Trainer:

A Trainer is someone who can provide professional training in no more than three skills. Depending on the type of Trainer, the sorts of skills available may be limited.. A trainer may derive her income from training people (e.g. Martial Arts Instructor) or they may simply be an active professional who has agreed to train you on the side (ex. your neighbor that is in Army). Trainers require fair compensation for their services. Specialized skills like electronics repair are most likely going to cost a lot more to train than mundane ones like fishing.

Patron:

A Patron is someone who supports you financially. They provide a fixed income payment to the character in exchange for some kind of reciprocal obligation. Larger income payments require larger obligations in return. A patronage could be as simple as a retail job or as complex as a vassalage. If your character has a job, it must be reflected as Patronage by an employer. The income payment may be in monetary units or in goods and services. The GM must approve the relationship before you can begin play.

Relationship Trainer Patron Retainer Ally Contact Favor Hospitality Resource Ancestor Family Friend Lover Rival Enemy Debt

+10 +10 +5 +5 +3 +2 +1 +0 +0 -1 -2 -3 * * *

Retainer:

A Retainer is someone that you are paying in order to secure their services. If they accompany you in your travels, they should be paid a sum commensurate to the tasks they are performing and the risks that they are exposed to. Classic retainer concepts include the mercenary soldier, the travel guide, the squire, or the shield bearer. However, sometimes you may not want them to travel with you but instead stay in a single location and perform a task. For example, you might want a fletcher (producer) to be on contract making arrows specifically for you in a nearby town. You provide him a steady income and he is a reliable source of arrows for you. The possibilities are endless. The size of your payments should correspond to the value of the services rendered. A retainer can refuse to follow orders that they feel they are not being paid enough to carry out (e.g. suicidal charge into enemy ranks). The GM must approve the relationship before you can begin play.

Ally:

An Ally is someone who has a strong personal loyalty to the character. In most respects, allies are similar to a Retainer. However, instead of being paid in proportion to the risks taken, allies are entitled to pay, treasure, or other proceeds as if they were another member of the party. Furthermore, they should not be ordered around or treated like inferiors. They are, for all practical purposes, simply additional party members. The GM must approve the relationship before you can begin play.

Contact:

A Contact is someone who provides you with information. You must pay for the information you recieve and the information will be limited by the nature of the contact. For example, Military contacts will be limited to information related to their role as members of the military. Unless the military is fighting crime or engaged in black-market dealings, that military contact should not know anything about the criminal underworld.

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Favor:

A Favor is someone who owes you a limited debt that cannot be repaid through money. Favors can function as Allies, Contacts, or Resources. The character can decide what function they will serve when the time comes to call in the debt, so they have a great deal of flexibility. However, after you’ve called in a limited number of favors, the debt is repaid and the Favor must be removed from your character sheet. The GM must approve the relationship before you can begin play.

Hospitality:

A Hospitality relationship is with a person who can provide you shelter and basic supplies in times of extreme need. This might be a local priest who can hide you in his church, an outlaw who lets you stay at his camp, or a local merchant who lets you sleep above his shop. These services and supplies are provided free of charge, but if restitution is not eventually paid in some way, the relationship should decay.

Resource:

A Resource is someone who functions as a secure connection to a particular type of good or service. Unlike if they were a Retainer, you are one of many customers. You simply have a secure access point for this resource and do not have to waste time looking for a vendor. Depending on the nature of what is being purchased, this may make them an illicit or legitimate individual. An illicit resource could be a criminal who provides the services of a fence or sells contraband goods like drugs or weapons. It could be a member of the military selling weapons on the side, a politician accepting bribes in return for favors, a psychiatrist selling controlled substances, or a slave trader operating in an emancipated area. A legitimate resource could be an owner of a legally operated gun store, a quality blacksmith that you have a rapport with, or a translator you know will accept small payments for limited translations. Illicit connections are inherently more difficult to contact than legtimiate one’s due to the secret nature of their lifestyle, unless they live in a society rife with corruption.

Ancestor:

An Ancestor is a deceased relative who can provide basic access to a skill that is related to their type. In practical terms, an ancestor can give you the ability to take a single skill up to amateur level despite lacking the life experience prerequisite. For example, a military ancestor could provide access to the sword skill up to amateur level despite the character lacking combat training. Some skills have minimum attribute prerequisites (ex. most academic skills require a high Cognition) and Ancestors cannot bypass this requirement. You can take this for a Skill which you get at amateur level through your Culture. In that case, you start with the skill at trained level.

Family:

A Family relationship is a partnership based on mutual obligation. A family member can function as any relationship worth 2 or more points, but carries with it a strong obligation of loyalty and assistance. Your parents might be providing you with income as a kind of Patron, but you would have a strong obligation to assist them in a wide range of tasks and could possibly be ordered around slightly. Your uncle might be a kind of trainer whom you would feel obligated to help out because he is down on his luck. A family relationship is a cheap way to gain access to a lot of things, but be careful to not drown yourself in obligations. A family relationship does not necessarily have to be someone you are technically related to. It may include extremely close friends that are might as well be family members.

Friend:

A Friend relationship is generally the same as a Family relationship, but it is more fragile to maintain and the obligations it carries are weaker. Friendships require more maintenance than Family relationships, since the bond is based purely on association without any blood ties. You also should have a harder time getting a friend to help you with a serious problem than getting a family member. 122

Lover:

A Lover is an extreme form of friend. Such relationships require a large expediture of time and energy to maintain, but in turn provide a near perfect alignment of interests. A lover will do nearly anything for you, if you are keeping the love alive. A lover that is ignored or scorned may be developed into a Rival or Enemy by the GM.

Rival:

A Rival is a low-intensity foe who is not actively attempting to attack the character. This might be a local aristocrat whose childhood boyfriend was stolen by the character and any time she gets a chance to foil the character she will take it, however she does not actively chase down the character to do her harm. The GM will probably place the rival in a position to block your progress. For example, if you need special approval to access the royal vault to look for a particular item, that aristocrat will probably be the royal treasurer. This makes your gameplay experience more challenging. Unlike most other relationships, which cost Connection points, Rivals give you connection points to spend on other connections because their net effect is negative. They exist precisely to foil your character. A Rivalry gives you an amount of Connection points equal to the point cost of the Type so a Military Rival is worth -5 points.

Enemy:

An Enemy is a high-intensity foe that actively tries to attack the character. That local aristocrat might have been so offended by the slight against them that they have dedicated their life to killing you. They are not waiting passively for you to run across them. They are hunting you down. The GM will probably have enemies show up at precisely the wrong time and do precisely the wrong thing. You arrive just in time to see them escaping with the treasure. They show up to challenge you to a duel when you are exhausted or injured. They are your own personal villain. This makes your gameplay experience much more challenging. Unlike most other relationships, which cost Connection points, Enemies give you connection points to spend on other connections because their net effect is negative. They exist to seriously challenge your character. An Enemy gives you an amount of Connection points equal to twice the point cost of the Type, so a Criminal Enemy is worth -10 points. The point value is also used by the GM to determine how dangerous the Enemy is.

Debt:

You enter into a Debt relationship when you borrow substantial amounts of money. The lender is assumed to have significant resources at her disposal to enforce debt collection. In practical terms, the debt is used to purchase Property. The point value of the connection is not based on the type, but instead you gain 1 additional property point per point of Debt. So if you get 8 points of property to use, your debt connection is worth -8 points. You must use all points gained for the same piece of property, but you can take multiple debts for multiple pieces of property. The debt also creates an ownership relationship for the lender against the property you purchase (collateral). So if you use the 8 points of property to buy a house and then you default on the debt, the lender can seize the house in compensation. Whether the debt is subject to interest and the amount of interest being charged will be decided by the GM based on the appropriateness in relation to the setting. For example, a modern mortgage could carry a fixed interest rate of somewhere between 5% and 8% in the United States. However, in a different setting, that percentage might not be appropriate. The above description applies to legitimate debts, like a house mortgage. However, you may want to get a lot of money and not be able to put up collateral to support it. In that case, you can borrow through illegal connections at twice the standard rate (i.e. you gain 2 additional property points per point of Debt). The lender does not have legally recognized rights against your collateral. However, if you default, the lender becomes an enemy with a value equal to twice that of the debt value (e.g. the -8 point debt would become a -16 point Enemy). 123

Chapter 7: Skills

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Skills: Every character begins play with a number of skills. These represent the ability to accomplish specific tasks. Skills have four levels; untrained, amateur, trained, professional. An untrained level represents no training at all. For most people, the vast majority of possible skills are unknown. An amateur level represents a self-taught or very minimal level of training. A trained level represents comprehensive training in the particular skill. A professional level represents comprehensive training paired with significant experience in the field. Most people will not reach a professional level in more than a handful of skills during their lifetime. For example, with respect to weapons. Most people have never used a weapon and would be considered untrained. A conscript soldier would have an amateur level of weapons training. A soldier coming out of her first battle or the kind of intense training available to 20th century soldiers would be trained. A veteran soldier with lots of experience under her belt would be a professional. Many life experiences are prerequisites for particular skills and serve as gateways into whole skill subsets as a result. For example, without appropriate weapons training, a character cannot raise any skills related to weapons to the trained level. The requirements for each skill are contained within the description.

Skills Determination

A new character recieves a number of points to spend on skills equal to three times their Cognition plus ten. So with a Cognition of 3, you would get 19 points. All skills start at the untrained level. Some skills have prerequisite life experiences. No character can begin play with any skill at professional level without GM approval. Unspent skill points roll over and become Connection points that can only be used for forming connections during play.

This translates into a world where training is at a premium. A trained individual is far better than an untrained one at accomplishing a task. Someone who has never picked up a sword in her life cannot put up much of a fight against someone with comprehensive training. A talented professional is near unstoppable. A great swordsman kills most opponents with a single blow. A veteran thief can hide in the smallest shadow. A master spy can talk his way out of nearly any situation.

Buying Skills: Buying a skill costs a number of points depending on the level you want, as described in the chart below. These costs are cumulative, so raising a skill from Untrained to Professional costs a total of 28 points if you do not have the associated talent. If you do have the appropriate talent, that cost is reduced to 22 points. Skills

Untrained Amateur Trained Professional if Exceptional Talent

Point Cost Free 4 8 16 Above -2 125

Specialized Skills:

Some skills are not single skills but collections of related skills. These are called specialized skills. When you take one of these skills, you must choose a specialization. You can only gain the full benefit of the skill in the specific specialization that you chose. The GM is encouraged to use their judgment to determine how well your training translates into other areas. For example, you may be a Professional at the Sport of Basketball, but your GM may rule that while there are many aspects of basketball that are useful while playing Football (cardiovascular endurance, hand-eye coordination, etc.), you are only going to be considered Trained if you try to play Football. If you tried to use your Sports skill to play water-polo, you may only be considered an Amateur.

Raising Skills Through Training:

If you want to advance a skill through book learning or from a teacher, you may do so at the GM’s discretion. It should take a few days or a week to become an amateur in any skill given a few hours of daily training. It should take a few months to become trained and possibly a few years to become a professional. The GM may decide that some skills simply must be learned through real world experience, particularly Combat skills.

Skill Description Format

The below text appears at the top of every skill description.

Skill Name: Action Type: Talent It tells you the type of action that is used for that skill, and the talent which that skill is based on. You will probably want to focus on acquiring a lot of skills which you have the talent for. You cannot take skills you lack the talent for. You may also see this text: Add Strength. It is a note to add a number of dice equal to your strength as a bonus to rolls using that skill.

Raising Skills Through Play:

Advancement if you are you become In addition to your starting skills, it is possible to gain skills 2 successes Untrained Amateur through play. Any time you roll for that skill, even rolling 4 successes Amateur Trained untrained, if you roll enough successes on your dice, you can 8 successes Trained Professional advance that skill to the next level. In order for a roll to qualify for advancement, you must be rolling for something where failure would be meaningful. Stabbing a watermelon with your dagger repetitively will not make you an expert knife-fighter the way actual fighting would.

Setting Plug-Ins: Setting Plug-Ins are chosen by the GM before play. They are broken down in such a way that they can be combined to form a variety of settings. You can use the books for other RPGs as source material for playing Synapse games using their setting. For equipment, simply define a currency conversion ratio to the units in the Possessions chapter. For example, you could take a mainstream medieval fantasy book, assign a conversion ratio from Synapse’s currency units into gold pieces, and then use the equipment from that book in your setting. Then choose your skill specializations from the weapons and items in that game as well. Each Skill Plug-In contains a set of skills that your GM is typically including completely, though they might still prohibit a few individual skills. For example, your GM might include the Energy plug-in but prohibit the Energy Sword skill because she does not want that weapon in her game.

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The key objective of this chapter is to provide a toolkit for the GM to design a gameworld that meets her specifications without having to go to a supplement book.

Skill Plug-Ins Medieval Age of Sail Modern Energy Ballistics Spacecraft Powered Armor Mechs Hovercraft Robotics Cybernetics Biotech

Universal Acrobatics Altruism Analysis Appraisal Area Knowledge Assassination Barter Beast Block Bluff Body Control Body Language Body Sense Camouflage Catching Climbing Command Connoisseur Counterfeiting Courage Diplomacy Disguise Diving Dodge Etiquette Explosives Falconry Farming Fishing First Aid Force Entry Forgery Gambling Gesture Haggling Heraldry Herding Hide Hiking Holdout Interrogation

Type REF REF ENV ENV ENV ENV CON COM COM CON REF REF REF ENV ENV ENV CON ENV ENV REF CON ENV ENV COM REF ENV ENV ENV ENV ENV ENV ENV ENV ENV CON ENV ENV ENV ENV ENV CON

Talent & Attribute Balance SPA Sacrifice HER Deduction COG Deduction COG Knowledge COG Precision FOC Persuasion EMP Balance SPA Reaction SYN Deception SYN Toughness STA Awareness FOC Balance SPA Innovation COG Trajectory SPA Balance SPA Presence HER Deduction COG Precision FOC Bravery STA Persuasion EMP Innovation COG Balance SPA Reaction SYN Knowledge COG Precision FOC Motivation HER Knowledge COG Knowledge COG Knowledge COG Precision FOC Precision FOC Reaction SYN Persuasion EMP Persuasion EMP Knowledge COG Knowledge COG Precision FOC Toughness STA Precision FOC Persuasion EMP

Intimidation Jumping Language Lip Reading Listen Lockpicking Meditation Move Silently Naturalism Navigation Negotiation Observation Performance Pickpocket Pleading Poisons Probe Propaganda Public Speaking Quick Draw Research Riding Running Seduction Search Shadowing Smuggling Socialization Soldier Sport Spot Steal Suggestion Survival Swimming Teamster Throwing Torture Tracking Traps Unarmed

Type CON ENV REF ENV REF ENV ENV ENV ENV ENV CON ENV ENV ENV CON ENV CON ENV CON ENV ENV MAN ENV CON ENV ENV ENV CON ENV COM REF ENV CON ENV ENV ENV ENV ENV ENV ENV COM

Talent & Attribute Presence HER Balance SPA Knowledge COG Awareness FOC Awareness FOC Dexterity SPA Willpower STA Precision FOC Knowledge COG Awareness FOC Persuasion EMP Awareness FOC Presence HER Dexterity SPA Persuasion EMP Precision FOC Deception SYN Deception SYN Presence HER Dexterity SPA Deduction COG Balance SPA Toughness STA Seduction EMP Awareness FOC Deception SYN Precision COG Persuasion EMP Knowledge COG Balance SPA Awareness FOC Dexterity SPA Deception SYN Deduction COG Toughness STA Motivation HER Trajectory SPA Persuasion EMP Deduction COG Precision FOC Balance SPA 127

Medieval Archery Artillery Boating Brewing Cartography Crafting Herbalism Melee Weapon Repair Siege Sling Thrown Weapon

Type COM ENV MAN ENV ENV ENV ENV COM ENV ENV COM COM

Talent & Attribute Trajectory SPA Trajectory SPA Judgment SYN Innovation COG Precision FOC Precision FOC Innovation COG Balance SPA Precision FOC Deduction COG Trajectory SPA Trajectory SPA

Type ENV ENV COM ENV COM ENV MAN

Talent & Attribute Knowledge COG Precision FOC Trajectory SPA Precision FOC Trajectory SPA Judgment SYN Judgment SYN

Type MAN ENV MAN ENV COM COM ENV COM ENV COM ENV COM

Talent & Attribute Reaction SYN Knowledge COG Reaction SYN Knowledge COG Trajectory SPA Trajectory SPA Precision FOC Trajectory SPA Innovation COG Trajectory SPA Knowledge COG Trajectory SPA

Energy Type Energy Shields REF Energy Projectiles COM Energy Sword COM

Talent & Attribute Knowledge COG Trajectory SPA Balance SPA

Age of Sail Academics Knot-Tying Musket Physician Pistol Sea Navigation Ship Piloting Modern Aircraft Piloting Computers Driving Electronics Flame Thrower Grenade Machinist Missile Launcher Pharmacy Slugthrower Vehicle Mechanic Vehicle Weapon

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Ballistics Gauss Projectiles Recoilless Guns Space Rocketry

Type COM COM COM

Talent & Attribute Trajectory SPA Trajectory SPA Precision FOC

Spacecraft Type AeroSp Mechanic ENV AeroSp Piloting MAN Astrogation ENV CapSh Mechanic ENV CapSh Piloting MAN Sensor Mgmt REF Weightlessness ENV

Talent & Attribute Knowledge COG Reaction SYN Judgment SYN Knowledge COG Judgment SYN Knowledge COG Balance SPA

Pwd Armor P.A. Mechanic P.A. Operation

Type ENV MAN

Talent & Attribute Knowledge COG Reaction SYN

Mech Mech Mechanic Mech Operation

Type ENV MAN

Talent & Attribute Knowledge COG Reaction SYN

Hovercraft Hover Mechanic Hover Operation

Type ENV MAN

Talent & Attribute Knowledge COG Reaction SYN

Robotics A.I. Programming Robot Mechanic

Type ENV ENV

Talent & Attribute Knowledge COG Knowledge COG

Cybernetics Cybernetic Dsgn Cybernetic Surg

Type ENV ENV

Talent & Attribute Innovation COG Precision FOC

Biotech Biotech Design Biotech Surgery

Type ENV ENV

Talent & Attribute Innovation COG Precision FOC

Psionics

Type ENV ENV ENV ENV

Talent & Attribute Trajectory SPA Balance SPA Awareness FOC Persuasion EMP

Alter Control Sense Transmission

Universal Skills: These skills can be used in ANY setting. Acrobatics: Reflexive: Balance

Used whenever you are trying to maintain your balance. This may be because you are trying to move across unusual terrain or because you are trying to stay stable while the terrain is moving. Alternatively, it might be because you are trying to accomplish actual acrobatic feats like tightrope walking, rolling, cartwheeling, backflips, etc. If you are hit with a powerful weapon or object, the GM may call upon an Acrobatics roll to determine if you stay on your feet.

Altruism: Reflexive: Sacrifuce

Used any time you attempt to act in a way that is clearly not in your self-interest, such as giving money to a homeless person or falsely confessing to protect someone. If you attempt such a feat, the GM will call for an Altruism roll. She rolls a number of dice against you based on the degree to which you are personally impacted by the loss. Note that this does not cover the act of placing yourself in physical danger on behalf of someone else, that would be an issue of Courage or Dramatic Heroism. You must have exceptional Sacrifice to start with this skill at any level other than untrained.

Analysis: Environmental: Deduction

Used whenever you are actively looking at data and trying to reach a conclusion. This may be used to solve puzzles, like the Riddle of the Sphynx or how could you reach a ledge based on the tools you have. Analysis can also be used to try and use the Academic skill untrained but with a reference material, such as trying to answer an Archeology question by looking at an Archeology reference book. The GM will assign the difficulty value and make the roll in secret and tell you what you think the answer should be or if you cannot come up with an answer. If you get no successes, the GM is encouraged to give you false information instead.

Appraisal: Environmental: Deduction

Used whenever you are trying to assess the market price of a good or service based on its intrinsic value (for artistic value, see Connoisseur). If you have time to study the object, you can add an extra die to your roll. Appraisal can be used before a Barter or Haggling action. The GM will assign the difficulty value and make the roll in secret, then tell you what you believe the market price to be. This may or may not be accurate and the GM is free to use her judgement to grant a bonus or penalty to the subsequent Barter or Haggling action.

Area Knowledge: Environmental: Knowledge: Specialized

Used to remember where something is located, such as “the old mill is on the north bank of the river near the forest.” This does not enable you to determine which direction the river is from your current location (see Navigation for that skill), but successful Area Knowledge actions will grant bonuses to your Navigation actions if made first (size of bonus based on GM judgment). Area Knowledge can help you remember the locations of people, structures, streets, shops, landmarks, and similar places. There are no typical specializations; you must consult your GM for possible areas to know. You cannot use this skill outside of your specialization, though you can take it multiple times for different areas. Using a map to find a location is not an issue for Area Knowledge, but covered under Analysis instead. This skill should be used to represent familiarity with particular areas. Perhaps a place where you spent a lot of time, grew up, went to school, or used to visit on business trips. Regardless of the reason, you have a good sense of the layout of the area and even if you do not know the specific location you are looking for in some instance, you may have a good idea where to start looking. 129

Assassination: Environmental: Precision

Used whenever you are trying to kill someone who is completely unaware of your existence. This skill represents knowledge of how to kill something in a single devastating blow. The GM will assign a difficulty value based on the range to the target, obstructions, complicating factors, and your familiar with the species you are targeting. If you succeed, the target is killed. If you fail but still had some successes, you severely wound them. Otherwise, you miss the target. Assassination can be used with any small hand-held weapon (ex. Knife) or a ranged weapon if you are concealed, however you must be able to use that weapon at the Trained or Professional level.

Barter: Conversational: Persuasion

Used whenever you are trying to negotiate the trading of goods and/or services for different goods and/or services. You are not using currency as the primary medium of exchange. It is possible that you may be using some currency as a way to smooth out the edges; such as trading a goat for two chickens and three silver coins. However, neither side of the transaction is only using currency. If the economy uses a commodity as a standard of exchange (e.g. salt), treat that commodity as currency. By default, you are assumed to be using Acquisition as the motivation you are appealing to in your target.

Beast: Combat: Balance: Specialized: Add Strength

Used whenever you are trying to hit someone using a non-human aspect of your body in combat. Choose a specialization from the choices under Race, such as Mandibles or Claws. Obviously, you must possess the non-human body part to use the skill. Specializations are by body part. You cannot use this skill outside of your specialization, though you can take it multiple times for different body parts. You can only use this skill untrained if your body has been manipulated in some way, such as through Polymorph.

Block: Combat: Reaction

Used whenever you are trying to deflect a weapon in combat using some kind of object, like a shield or your own weapon. If you use your own weapon, you get a penalty equal to -2 dice per size level difference. If your weapon is the same size as opponents, there is no penalty. For example, if you try to block a Polearm (Large) with a Dagger (Small), you do so at a -4 dice penalty (good luck). You must have either Warfare exposure or Combat training life experience to start with this skill at the Trained or Professional level.

Bluff: Conversational: Deception

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Used whenever you are trying to directly lie to someone. This represents your ability to lie with a straight face. If you fail using this skill, the target knows you are lying to them. There is no default motivation assumption, you must choose a reasonable motivation to appeal to in your target. Your appeal represents how you are framing the lie and it should correspond to nature of your lie. If you are telling someone that their rival was spreading rumors about them, you should be appealing to Revenge. Your GM may add or subtract resistance dice to the target’s roll based on the believability of your lie. Someone who is trained or professional in this skill can make simple lies without a roll. This skill can be used under polygraph or other truth-detecting technology, but at a severe penalty imposed by the GM.

Body Control: Reflexive: Toughness

Used whenever you are trying to maintain control over your body when it is under physical duress. Normally, characters that are severely wounded, exhausted, or sick are immobilized in some way. Body Control allows you to bypass these restrictions. If you would normally be unable to take action due to a low strength, endurance, or resilience; you can call upon Body Control to try to act anyway. The GM rolls dice against you based on the severity of your wounds.

Body Language: Reflexive: Awareness

Body Language is used whenever you are looking at someone and interpreting their emotional state. This skill is not used for obvious emotional cues like crossed arms, scowls, crying, and so on. You can request to check this skill before attempting a Conversational action to try and help you choose a motivational appeal. The GM will roll dice against you based on the emotional composure of NPC.

Body Sense: Reflexive: Balance

Used whenever you are trying to act despite disorientation. Your body must be capable of performing the action, your mind is the problem. This could be disorientation from biochemical effects like drunkeness, dehydration, or poison. It could also be disorientation from injury, falling, spinning, or erratic vehicle movement. Alternatively, it could be disorientation from magic or supernatural powers (if your setting supports that).

Camouflage: Environmental: Innovation

Used whenever you are trying to conceal an immobile object in the environment, like a vehicle, structure, or a body (for your body, use Hide instead). The GM will assign a difficulty value based on the shape of the object and the exposure of the area in which you are trying to conceal it. The number of successes rolled will be come the difficulty value for anyone trying to detect the object using Observation. or be directly compared to someone’s Spot skill. You must have the Wilderness training life experience to start with this skill at the Trained or Professional level.

Catching: Environmental: Trajectory

Used whenever you are trying to catch an object that is flying through space towards or near you. You must be able to see the object moving through the air to catch it and it must be moving at a reasonable velocity (e.g. you cannot catch a bullet because it is moving too fast). You cannot catch an object you cannot see, whether it is because the object itself is invisible, invisible to you because of your vision limitations, or because your vision is obstructed. If you are prepared to catch the object and aware that it is coming, roll an extra die.

Climbing: Environmental: Balance: Add Strength

Used whenever you are trying to climb up or over an obstacle like a wall or cliff face. Equipment like pitons may be simply useful for some climbs, but essential for others. If it is a particularly large distance to climb, your GM may divide the climb into multiple sections and have you roll for each section traversed. If you succeed, you successfully climb the section. If you fail, you fall off the object. If you are using equipment that tethers you to the climbing surface, you only fall down a short distance and can continue your attempt with successive rolls. Otherwise, you may take impact damage or die, depending on the height from which you fall.

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Command: Conversational: Presence

Used whenever you are trying to order someone to do something. This represents your ability to project authority and compel others to follow you. It does not exclusively apply to military orders, but could be used any time that you try to tell someone else to do something. By default, you are assumed to be using Deference as the motivation you are appealing to in your target. Your GM may add or subtract resistance dice to the target’s roll based on the amount of power you have. A General should have an easier time ordering soldiers compared to a Corporal, simply due to having more power. This skill can be used on a unit of soldiers. In such a case, the GM assumes an average Deference for the entire unit and successes on the roll determine combat performance.

Connoisseur: Environmental: Deduction: Specialized

Used whenever you are trying to assess the market price of piece of art or an item whose value is enhanced by it’s aesthetic appeal. Connoisseur can be used before a Barter or Haggling action. The GM will assign the difficulty value and make the roll in secret, then tell you what you believe the market price to be. This may or may not be accurate and the GM is free to use her judgement to grant a bonus or penalty to the subsequent Barter or Haggling action. Specializations are by type, such as Paintings or Wine. You cannot use this skill outside of your specialization, though you can take it multiple times for different types.

Counterfeiting: Environmental: Precision

Used whenever you are trying to create false currency. This process always requires specialized equipment (varies by form of currency). The GM will assign a difficulty value based on the sophistication of the currency being duplicated and the quality of the tools you are using. The number of successes rolled will become the difficulty value for anyone trying to determine the authenticity of the currency using Observation. Some tools can give you a bonus to this skill. You cannot use this skill untrained.

Courage: Reflexive: Bravery

Used any time you attempt to advance towards a known enemy in combat. If you attempt such a feat, the GM will call for a Courage roll. She rolls a number of dice against you based on the severity of the danger presented and the balance of forces involved. Charging into combat alone is much more difficult than when you are backed up by an army. If you have sufficient opportunity to retreat and staying in your current position is precarious, the GM may also call for a roll against this skill. You must have exceptional Bravery to start with this skill at any level other than untrained.

Diplomacy: Conversational: Persuasion

Used whenever you are trying to say something that your target does not want to hear without offending them. You may be delivering an actual diplomatic message or you may be telling a crime lord that you had to drop their shipment to evade an Imperial cruiser. Regardless of your message, your target is going to be unhappy about it. This skill represents your ability to distance yourself from those negative feelings and appear to be conciliatory or apologetic. By default, you are assumed to be using Dominance as the motivation you are appealing to in your target.

Disguise: Environmental: Innovation

Used whenever you are trying to conceal the unique features of a person so that they appear innocuous or to duplicate the appearance of a specific person. The GM will assign a difficulty value based on the uniqueness of the person you are trying to make inconspicuous or duplicate and the quality of your materials (e.g. makeup, latex forms, etc.) The GM will make the roll in secret and the number of successes rolled will become the difficulty for anyone detecting the ruse using Spot or Observation.

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Diving: Environmental: Balance

Used whenever you are trying to make a challenging move underwater, such as escaping from a shipwreck that is collapsing or engaging in underwater combat. The GM will assign a difficulty number based on the complexity of the move. Characters with biological abilities to survive underwater may be able to move perfectly underwater because it is their natural environment. These characters only need to make rolls for extreme moves.

Dodge: Combat: Reaction

Used whenever you are trying to move out of the way before you are hit by a weapon in a combat situation. Dodge can only be used against muscle-powered weapons (i.e. you can dodge swords and arrows, but not bullets). You must have either Warfare exposure or Combat training life experience to start with this skill at the Trained or Professional level.

Etiquette: Reflexive: Knowledge

Used whenever you are trying to engage in the proper behavior in a complex social situation, such as how to impress at a formal ball or look cool in a shady part of town. This covers behaviors like knowing when to show respect, who to speak to in what way, which utensils to eat with and how to eat properly, what topics to discuss and which to avoid, and other similar behaviors. The GM will roll a number of dice against you based on the obscurity of the behavior in question to your life experience and knowledge (behaviors from other cultures, social classes, races, species, etc. are harder than those of your own). The GM will make the roll in secret and tell you how those around you react to your behavior.

Explosives: Environmental: Precision

Used whenever you are trying to prepare an explosive device. This is used to determine, for example, whether or not the detonator works properly. The GM will assign a difficulty value based on the familiarity you have with the type of explosives you are using. The GM will make the roll in secret and determines whether the explosives work properly. The number of successes rolled will become the difficulty for anyone attempting to disarm the explosive. Actually placing or disarming an explosive device is covered under Traps. If you roll no successes, the GM may determine that you accidentally detonate it.

Falconry: Environmental: Motivation

Used whenever you are trying to command a trained bird of prey, not necessarily a falcon. The GM will assign a difficulty value based on the uniqueness of what you are commanding the animal to do and how well trained it is. The GM will make the roll in secret and tell you how the animal reacts. Rolling no successes might result in the bird attacking the wrong target or even worse; you.

Farming: Environmental: Knowledge

Used whenever you are trying to care for an agricultural crop. You must care for the crop for the entire season, for at least several hours per day. At the time of planting, you make a roll per acre of land under your care and the GM will assign a difficulty value based on the weather of upcoming the season. The GM will make the roll in secret and when the time comes will tell you what you can harvest, if anything. You must have the Isolated or Rural life experience to start with this skill at the Trained or Professional level.

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Fishing: Environmental: Knowledge

Used whenever you are trying to catch fish. You make a roll after each hour of fishing and the GM will assign a difficulty value based on the quality of your fishing area and the quality of your fishing implement. The GM will make the roll in secret and tell you what you catch, if anything. You must have the Isolated, Rural, or Wilderness life experience to start with this skill at the Trained or Professional level. This sounds like a trivial skill until you are stranded on a deserted island with no food.

First Aid: Environmental: Knowledge

Used whenever you are trying to stabilize someone who is injured. Stabilization will keep them alive for a number of hours equal to the First Aid roll. Some injuries may be deemed to be beyond help using this skill, such as decapitation or dismemberment. Access to quality equipment can provide a bonus to this skill.

Force Entry: Environmental: Precision: Add Strength

Used whenever you are trying to force open something that is locked or stuck, usually a door or box. The GM will assign a difficulty value based on the challenge presented. If you succeed, the object is opened successfully. If you roll no successes, the GM may add to the difficulty value of any subsequent attempts (even those by another person) if your attempts are actually hardening the object (such as smashing a lock). This damage may also increase subsequent Lockpicking rolls. Some tools can give you a bonus to this skill. This skill is inherently noisy.

Forgery: Environmental: Precision

Used whenever you are trying to duplicate the unique features of a document or signature. The GM will assign a difficulty value based on the uniqueness of the document that you are trying to duplicate and/or signature in question. The GM will make the roll in secret and the number of successes rolled will become the difficulty value for anyone to identify the forgery using Observation. Access to a good copy of the document being forged as well as some tools can give you a bonus to this skill.

Gambling: Environmental: Reaction

Used whenever you are trying to engage in a game of chance. The GM will assign a difficulty value based on the degree of randomness in the game. Games with high randomness (e.g. roulette) should have a higher difficulty than games with lower randomness (e.g. poker). The success or failure of your roll determines your fate in the game. Beware the temptation to use this skill successively to win large sums of money. In the end, the house always wins and the GM can make it so.

Gesture: Environmental: Persuasion

Used whenever you are trying to communicate using your body. The GM will assign a difficulty value based on the complexity of the message you are trying to send. Communicating that you want someone to move down the hallway is fairly easy. Communicating the recipe for your favorite meal is probably not. You are rolling against an onlooker’s Body Language skill to see if they understand your message. If you fail to roll any successes, they might be convinced that you mean something you did not intend.

Haggling: Conversational: Persuasion

Used whenever you are trying to negotiate the trading of goods and/or services for currency. You are using currency as the primary medium of exchange. It is possible that you may be using multiple types of currency; such as three dollars for one euro and seven yen. However, at least one side of the transaction is only using currency. A typical store purchase would be covered under this skill. By default, you are assumed to be using Acquisition as the motivation you are appealing to in your target.

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Heraldry: Environmental: Knowledge

Used whenever you are trying to determine the meaning of a special emblem, such as a traditional heraldric emblem or modern commercial logo. When you find an emblem, make a roll; the GM will assign a difficulty value based on the obscurity of the emblem and the visibility of it. It is harder to identify the cracked wax seal of a small obscure noble family than to recognize the clear display of a large multi-national corporation. The GM will make the roll in secret and tell you what you believe it represents. If you get no successes, the GM is encouraged to give you false information instead of simply being stumped.

Herding: Environmental: Knowledge

Used whenever you are trying to care for a group of domesticated animals. You make a roll at the start of each week under your care in a single grazing location or at the start of a trip of a signficant distance. The GM will assign a difficulty value based on the wildness of the animals being herded and the roughness of the terrain. The GM will make the roll in secret and when the time comes will tell you if any of the animals escaped from the herd. You must have either the Isolated or Rural life experience to start with this skill at the Trained or Professional level.

Hide: Environmental: Precision

Used whenever you are trying to conceal yourself. The GM will assign a difficulty value based on the equipment you are carrying and the exposure of the area in which you are trying to conceal yourself. The GM will make the roll in secret and the number of successes rolled will be compared to any viewer’s Spot skill. The GM may determine that wearing appropriate clothing (e.g. forest camouflage in a forest) can provide you with a bonus.

Hiking: Environmental: Toughness: Add Strength

Used whenever you are walking a significant distance. A group moves at the speed of its slowest member. In an hour, you move a number of miles equal to your walking movement rate (if you walk 3 yards per second normally, you hike 3 miles per hour). Make a roll after every hour of travel. The difficulty is based on the challenge of the terrain. Add +1 to the difficulty for every 20 lbs carried. Regardless of the success or failure of your roll, you make the distance. If you fail, you lose an endurance point. If this reduces you to zero endurance points, you collapse in exhaustion and fall unconscious. You must have the Wilderness training life experience to start with this skill at the Trained or Professional level.

Holdout: Environmental: Precision

Used whenever you are trying to conceal an object on your person from direct inspection (i.e. pat-down). The GM will assign a difficulty value based on the size of the object and the flexibility of your clothing. The GM will make the roll in secret and the number of successes rolled will become the difficulty value for anyone who searches your body.

Interrogation: Conversational: Persuasion

Used whenever you are trying to convince someone whom you hold captive to tell you information that they do not want to divulge. This is not torture and does not involve violence. Interrogation is a complex mixture of a vareity of Conversational skills (Negotiation, Probe, Intimidation, etc) and the GM may give you a bonus to your roll if you are highly skilled in these areas. By default, you are assumed to be using Abasement as the motivation you are appealing to in your opponent. 135

Intimidation: Conversational: Presence

Used whenever you are trying to convince someone to act in a particular way out of fear. You do not have to be the source of the fear. You may be telling someone that if they don’t give you the money, then your boss is going to be upset. The threat does not have to be physical either. You could be demanding something or else you will alert the authorities, foreclose on their house, or get them fired from their job. The key is that you are trying to compel someone to act in a particular way, or else something negative will happen to them. By default, you are assumed to be using Deference as the motivation you are appealing to in your target. Regardless of success or failure, using this skill should have a negative impact on the target’s disposition toward you and possibly those of any onlookers as well.

Jumping: Environmental: Balance: Add Strength

Used whenever you are trying to leap over an object or gap. The difficulty is based on the GM’s judgement of the challenge. Jumping across a five foot wide chasm is significantly easier than jumping a twenty foot wide chasm, obviously. If the GM declares that a distance appears too far to jump, you must voluntarily take two stress points to attempt it anyway. If you are running when you jump, you gain a bonus to your roll equal to running movement speed (e.g. if you run 6 yards per second, you get +6 to your roll while running). If you succeed, you make the jump. If you fail by a small enough margin (e.g. if you need 5 successes and only roll 4), the GM may allow you to make a Climbing roll to grab onto the ledge and pull yourself up, if this is appropriate.

Language: Reflexive: Knowledge

Reflects how well you know a language. At the amateur level, you know some key phrases and a small number of words. At the trained level, you know the language well enough to communicate almost all possible thoughts, albeit clumsily and with an accent. At the Professional level, you know the language at the same fluency as a native speaker with little or no accent. You do not have to make language rolls -- either you know it or you do not. Languages cannot be used untrained. You begin play with one language at professional level for free. You must purchase additional languages using skill points. Your character can never know more languages than their Empathy. (e.g. if you have an Empathy of 3, you can never learn more than three languages)

Lip Reading: Environmental: Awareness

Used whenever you are actively looking at someone talking and trying to figure out what they are saying. You must be trained or better in the language being spoken. The GM will assign the difficulty value based on distance to the target and any obstructions, then make the roll in secret and tell you what you believe they are saying. If roll no successes, the GM is encouraged to give you false information instead of simply telling you that you cannot determine what they are saying.

Listen: Reflexive: Awareness

Used whenever you have a chance to notice a sound. The GM will tell you when you need to make a roll and they will roll dice based on the volume and complexity of the sound. The GM will make the roll in secret, then tell you what you hear, if anything. When you fail, the GM is encouraged to give you false information instead of simply telling you that you hear nothing.

Lockpicking: Environmental: Dexterity

Used whenever you are trying to open a mechanical lock by tricking it into opening. The GM will assign a difficulty value based on the lock quality. If you succeed, the lock is opened successfully. If you fail, the amount by which you failed (e.g., you rolled 3 successes and needed 4, the difference is 1) may be added to the difficulty value of any subsequent attempts, even those by another person, at the GM’s discretion. Some tools can give you a bonus to this skill. If you want to physically force the lock open, use Forced Entry instead. 136

Meditation: Environmental: Willpower

Used whenever you are trying to relax to lose stress. Any time you make an attempt to relax to lose stress, you may make a meditation roll. The difficulty is equal to your current stress level. So if you are Terrified (5), your difficulty for the roll is 5. If you succeed, you lose an additional stress level during that period of relaxation. If you fail, you do not lose any stress levels at all because you are disturbed by the thoughts you had while you were meditating. Meditation cannot be used untrained.

Move Silently: Environmental: Precision

Used whenever you are trying to not make any sounds. The GM will assign a difficulty value based what you are carrying , whether or not you are moving, and the surface/terrain you’re trying to move across. If you have are at a low endurance value, the GM may determine that you are breathing heavily. The GM will make the roll in secret and the number of successes rolled will become the difficulty value for anyone trying to detect you using Spot or Observation. Because this skill is about controlling the impact you have on the ground as you walk, it can also be used to leave fewer tracks when moving through an area. When used in this way, your successes add to the difficulty value of the person Tracking you.

Naturalism: Environmental: Knowledge: Specialized

Used whenever you are trying to identify the attributes of local plants and animals. The GM will assign a difficulty value based on the rarity of the plant or animal in question. You can use this skill to determine whether something is edible, deadly, sickness-inducing, etc. When you come across an unknown plant or animal, make a roll; the GM will assign a difficulty value based on the obscurity of the object. The GM will make the roll in secret and tell you what you believe the object to be. You must have the Isolated or Rural life experience to start with this skill at the Trained or Professional level. Unless you have Wilderness training, you can only choose your culture’s terrain choice for your specialization.

Navigation: Environmental: Awareness

Used whenever you are actively trying to determine the direction you need to travel to reach a target location. You can also take a Navigation Action to determine which direction is North. The GM will assign the difficulty value and make the roll in secret, then tell you what direction you believe to be correct. This may or may not be the correct direction. If you roll no successes, the GM is encouraged to significantly mislead you instead of simply telling you that you cannot determine which direction to go. You must have the Wilderness life experience to start with this skill at the Trained or Professional level.

Negotiation: Conversational: Persuasion

Used whenever you are trying to convince someone to agree to a particular set of conditions. This could be anything from a formal peace negotiation to convincing a junkie to give up drugs. Unlike Barter or Haggling, you are not exchanging good and/or services. You are trying to come to an agreement on behavior and it may involve exchanging behaviors (if you do this, I will do that) or unilateral change (you should stop doing that because it is wrong). By default, you are assumed to be using Deference as the motivation you are appealing to in your target.

Observation: Environmental: Awareness

Used whenever you are actively looking for something, like sitting on guard duty at night. The GM will assign the difficulty value and make the roll in secret and tell you what you notice, if anything. For extended durations of using this skill, the GM may divide your observation into time periods and have seperate rolls for each period. Observation is also used to examine objects closely, such as detecting counterfeit currency or forged documents. This skill should not be necessary to notice obvious events, like a column of smoke in the distance or a grizzly bear walking through a meadow. 137

Performance: Environmental: Presence: Specialized

Used whenever you are trying to entertain others. The GM will assign a difficulty value based on the challenge of the task given the situation and the disposition of your target or the average of the audience if their are multiple people viewing the performance. Success at performance means the audience is satisfied. Failure results in displeasure. Specialization is by type of entertainment, such as singing or flute playing.

Pickpocket: Environmental: Dexterity

Used whenever you are trying to put an object on or take an object off a person’s body without alerting them. The GM will assign a difficulty value based on the size of the object and the flexibility of the target’s clothing. If you are not in the target’s field of vision (e.g. standing behind them), success means the target does not feel anything. If you are in the target’s field of vision, but she is not actively watching you and you succeed, the number of successes rolled will become the difficulty value for the target’s Spot action. If the target is actively watching you and you succeed, the number of successes rolled will become the difficulty value for the target’s Observation action. Failure to succeed with this skill can have serious social ramifications.

Pleading: Conversational: Persuasion

Used whenever you are trying to convince someone to help you. This may be asking for charitable contributions, but it could just as easily be asking someone for a favor, such as asking a town guard to let you through the gate at night because you are cold and looking for shelter. By default, you are assumed to be using Nurturance as the motivation you are appealing to in your target. The point of pleading is to trigger pity in the target. If this skill is used too frequently on the same target, the GM may have the target harden their heart as a consequence of feeling used and abused.

Poisons: Environmental: Precision

Used whenever you are trying to prepare a poison for use. This action does not affect attacking with a poisoned weapon or pouring the poison into someone’s drink -- just whether or not the poison works. The GM will assign a difficulty value based on the familiarity you have with the type of poison you are using. The GM will make the roll in secret and determine whether or not the poison works properly. If you roll no successes, the GM may determine that you accidentally poison yourself. The types of poisons available will vary widely by setting, with more poisons available in more technologically advanced societies.

Probe: Conversational: Deception

Used whenever you are trying to find out something from someone without drawing attention to it. For example, you might want to find out where the Princess is being held from a guard, but you don’t want him going to his superior and telling him that you were asking about her. You are engaging in casual conversation, trying to get them to just volunteer the information. There is no default motivation assumption, you must choose a reasonable motivation to appeal to in your opponent. So you might tell that guard that you heard the Princess was stunningly beautiful and wondered if he had ever seen her, appealing to his Sensuality, hoping that he might say “She is quite beautiful, sometimes I ask for guard duty in the east tower just to see her.”

Propaganda: Environmental: Deception

Used whenever you are trying to prepare media to deceive groups of people. This could be print, video, digital, or other media appropriate for your setting. The GM will assign a difficulty value based on the uniqueness of what you are doing. The GM will make the roll in secret and the number of successes rolled will become the difficulty value for anyone to notice the deception using Analysis. Anyone who fails to detect the deception believes that what you are saying is true.

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Public Speaking: Conversational: Presence

Used whenever you are trying to convince a group of people of the correctness of your position. This might be a speech in front of a live audience, a televised broadcast or transmission via other media, or both. You must tell the GM what kind of behavioral change you want to achieve in your audience. The GM will group your audience by shared culture and then run seperate Conversational actions with each group’s cultural motivation baseline. For example, if you give a speech to a mixed audience of French and German citizens, then your GM will run two Conversational resolutions, one against French culture and one against German culture. You may convince one group and fail with the other. There is no default motivation assumption, you must choose a reasonable motivation to appeal to in your audience. The motivational appeal represents the emotional framing of the speech. Winston Churchill might make a speech based on Achievement while Adolf Hitler might appeal to Revenge. If you cannot see your audience, you cannot change your motivation mid-action.

Quick Draw: Environmental: Dexterity

Used whenever you are trying to quickly pull something off your person and prepare to use it. This is typically a weapon, but it could also be a camera, potion, or similar small object. The GM assigns a difficulty number based on the size of the object and the distance from your hand. Pulling a knife out of your boot is harder than pulling a gun out of a holster at your hip, if you are standing up. If you are kneeling, the boot may be more accessible. The GM will give you some indication of how hard it will be to accomplish what you are trying to do. If you succeed, you have the object in your hand. If you fail, you actually drop the object.

Research: Environmental: Deduction

Used whenever you are trying to find some information from a comprehensive data source, like a library or the Internet. Make a roll at the start of each hour of reading. The GM will assign a difficulty value based on the quality of the data source you are examining and the obscurity of the information you are searching for. The GM will make the roll in secret and when the time comes will tell you if you find any relevant information. You must have the Tutored or Quality education life experiences or Medical training life experience to start with this skill at the Trained or Professional level.

Riding: Manuever: Balance

Used whenever you are trying to ride an animal as a mount. Someone who is trained or professional in this skill only needs to make rolls in challenging situations such as crossing difficult terrain. When engaging in mounted combat or while in a chase, this skill uses Maneuver resolution. You must have the Manuever training life experience to start with this skill at the Trained or Professional level.

Running: Environmental: Toughness: Add Strength

Used whenever you are trying to run a significant distance. You move at your normal running speed. Make a roll after every hundred yards. The difficulty is based on the challenge of the terrain. Add +1 to the difficulty for every 10 lbs carried. Regardless of the success or failure of your roll, you make the distance. If you fail, you lose an endurance point. If this reduces you to zero endurance points, you collapse in exhaustion and fall unconscious.

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Seduction: Conversational: Seduction

Used whenever you are trying to use sex appeal to influence someone. Your seduction skill can be used to duplicate any other Conversational action, if you are using your sexuality in that action. For example, if you wanted to tell someone to follow you down a dark alley, you could use the Command skill or you could use your Seduction skill instead as if it was Command. In that case, you could be motioning demurely for them to come with you, as if you were sexually interested in them. You don’t have to be using your own sexuality either, you could use Seduction as Bluff to convince them that something sexually interesting was waiting in the alley for them. You must use Sensuality as the motivation you are appealing to in your target and you cannot change it. NPCs with very low Sensuality may actually be made uncomfortable or nervous, thus hurting your cause.

Search: Environmental: Awareness

Used whenever you are actively looking for something, like searching a room for valuables. The GM will assign the difficulty value and make the roll in secret, then tell you what find, if anything. If you are willing to devote significant time to the task (GM judgement as to how long it takes to completely scour an area), you can achieve success merely by persistence.

Shadowing: Environmental: Deception

Used whenever you are trying to follow someone while appearing inconspicuous. The GM will assign a difficulty value based on the uniqueness of your features and the number of people around. Shadowing is difficult in locations with very few people because it is hard to maintain your anonymity and locations with very many people because your target becomes harder to follow. The GM will make the roll in secret and the number of successes rolled will become the difficulty value for the target’s Observation action.

Smuggling: Environmental: Precision

Used whenever you are trying to conceal an object on a vehicle (e.g. van, wagon, or pack mule) from direct inspection (e.g. customs inspection). The GM will assign a difficulty value based on the size of the object and the complexity of your vehicle. The GM will make the roll in secret and the number of successes rolled will become the difficulty value for anyone to notice the hidden object during their Search.

Socialization: Conversational: Persuasion

Used whenever you are trying to befriend someone. This skill is used to alter the disposition of your target. Success at this action moves their disposition towards friendliness. Failure at this action moves their disposition towards hatred. The GM will not tell you what the exact disposition change is, but they will give you a general idea (“he doesn’t look very pleased with you”). There is no default motivation assumption, you must choose a reasonable motivation to appeal to in your opponent. You cannot use this action more than once a day against the same target. Failure to roll any successes may actual worsen their disposition.

Soldier: Environmental: Knowledge : Add Strength

Used whenever you are trying to perform a non-combat physical task related to war, such as digging an entrenchment or foxhole, building a sandbag wall, preparing a defensive position, etc. The GM will assign a difficulty value based on the challenge of the task in your present environment (e.g. digging a foxhole is easier in soft ground). You must have either Warfare exposure or the Combat training life experience to start with this skill at the Trained or Professional level.

Sport: Combat: Balance: Specialized

Used whenever you are trying to engage in specialized competitive physical activity. The competitor who wins the roll wins the entire contest. Specializations are by specific sport. You may want to resolve some sports contests via other skills, such as actually running a combat for Boxing or using Driving for Stock Car Racing. 140

Spot: Reflexive: Awareness

Used whenever you have a chance to notice something when you are not actively looking for it. The GM will make the roll in secret and tell you what you notice, if anything. She might not even tell you she is making the roll against you or against Spot. Spot is typically used at the beginning of combat, so failing these rolls may result in an ambush.

Steal: Environmental: Dexterity

Used whenever you are trying to put an object on or take an object off an exposed surface (e.g. table) without alerting anyone. The GM will assign a difficulty value based on the size of the object and the surface’s degree of exposure. The GM will make the roll in secret and the number of successes rolled will become the difficulty value for anyone to notice your action using Spot or Observation.

Suggestion: Conversational: Deception

Used whenever you are trying to plant an idea is someone’s mind. You are not trying to convince them of anything (Negotiation) nor are you trying to get information from them (Probe). You are simply mentioning something casually that you intend to motivate them to act a certain way, while concealing the fact that you are mentioning it intentionally. There is no default motivation assumption, you must choose a reasonable motivation to appeal to in your opponent. For example, you might want to convince a guard to leave their post, so you mention to them that you saw some coins lying on top of the wall but you couldn’t reach them. This would be an appeal to Acquisition, hoping she might go off looking for the coins once there is nobody around.

Survival: Environmental: Deduction: Specialized

Used whenever you are trying to protect your physical safety in a wilderness environment. This could be something like finding a cave to take shelter in, building a shelter from the environment, or protecting yourself from wind, cold, or heat. The GM will assign a difficulty value based on the challenge of the task given the situation. You must have the Isolated, Rural, or Wilderness life experience to start with this skill at the Trained or Professional level. Unless you have Wilderness training, you can only choose your culture’s native terrain as their specialization.

Swimming: Environmental: Toughness

Used under two circumstances, trying to swim for a significant distance or trying to stay afloat in the same place. If moving, you move at one-fourth of your walking speed. Make a roll after every hundred yards. The difficulty is based on the roughness of the water. Add +1 to the difficulty for every 10 lbs carried. Regardless of the success or failure of your roll, you make the distance. If you fail, you lose an endurance point. If this reduces you to zero endurance points, you fall unconscious and may possibly drown if not rescued quickly. If not moving, make a roll after every 15 minutes. The difficulty is based on the roughness of the water. Add +1 to the difficulty for every 20 lbs of equipment carried. If you succeed, you stay afloat. If you fail, you lose an endurance point. If this reduces you to zero endurance points, you fall unconscious and may possibly drown if not rescued quickly.

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Teamster: Environmental: Motivation

Used whenever you are trying to command a trained pack animal like a donkey or mule. You are not riding the animal; you are trying to get it to go in the direction you want while carrying a load. The GM will assign a difficulty value based on the size/weight of the load and the nature of the animal. The GM will make the roll in secret and tell you how the animal reacts. This may sound like a trivial skill until you are trying to get several hundred pounds of treasure down the side of a mountain.

Throwing: Environmental: Trajectory: Add Strength

Used whenever you are trying to throw something at a specific target. The GM assigns a difficulty based on the distance to the target and weight of the object. Intervening obstacles, obstructions, poor vision, and other factors may be taken into consideration. If you succeed, you are able to put the object where you wanted. If you fail, the GM describes where the it lands.

Torture: Environmental: Persuasion

Used whenever you are trying to physically or mentally harm someone to enhance an Interrogation action. Using torture is extremely damaging to your mind and, for most people, leaves the torturer with an amount of residual stress equal to the number of successes rolled for the Torture action. Some people, like sociopaths, are not going to be bothered by torturing others. The difficulty value represents the challenge of getting actually useful information via torture and is equal to the subject’s Stability. The GM will make the roll in secret and, after you make your Interrogation roll, tell you the effect. Using this skill may constitute a serious moral offense to some moral systems and unapologetic use, or even discussion of use, could cause serious social fallout.

Tracking: Environmental: Deduction

Used whenever you are trying to follow something based on the damage it does to the enviroment while moving, typically by tracks in the ground. The GM will assign a difficulty value based on the challenge of spotting the evidence of the creature’s passing given the situation. The GM will make the roll in secret and tell you where the tracks lead. You must have the Isolated, Rural, or Wilderness life experience to start with this skill at the Trained or Professional level. Some tracks may be impossible to follow without improved biology, like a heightened Olfactory.

Traps: Environmental: Precision

Used whenever you are trying to prepare or disarm a triggered device, usually a device intended to harm the person who triggers it, but this also applies to alarms and similar devices. The GM will assign a difficulty value based on the familiarity you have with the type of trap you are using. The GM will make the roll in secret and determine whether the trap will work (if being prepared) or is triggered (if being disarmed). Remember that you must notice a trap (Observation or Spot) before you can disarm it. Also remember that you have to set (and probably Camouflage) a trap before anyone else can trigger it. Some traps may be sufficiently advanced to be impossible to disarm. In such a case, a successful roll will merely alert you to this fact.

Unarmed: Combat: Balance: Specialized: Add Strength

Used whenever you are trying to hit someone using your body in Strength Damage combat. Everyone can use this skill untrained with the specialization of 1-4 1 Improvised. Specializations will depend on setting (consult your GM), but 5-8 2 might include things like Boxing, Judo, Karate, Wrestling, Aikido, etc. For 9+ 3 some specializations, you must have either Warfare exposure or Combat training life experience. This skill uses Combat resolution. Damage is based on the table to the right. By default, all unarmed damage is Endurance damage. The GM may allow certain specializations to deal Strength damage. Some weapons (e.g. brass-knuckles) can add additional damage as well. 142

Medieval Skills:

These skills are appropriate for settings that correspond roughly with human history between 500 and 1500 CE.

Archery: Combat: Trajectory: Specialized

Used whenever you are trying to use a bow to hit a target. If used in a combat situation, this skill uses Combat resolution. If used in a hunting or target shot situation, roll against a difficulty number provided by the GM representing the complexity and difficulty of the shot. Specializations are by weapon, such as Crossbow or Composite Long Bow. You must have the Combat or Wilderness life experience to start with this skill at the Trained or Professional level.

Artillery: Environmental: Trajectory: Specialized

Used whenever you are trying to use a heavy fixed weapon to attack a target at a distance. Specializations are by type, such as sinew (catapults & ballistae) or muzzle-loaded cannons. This skill also governs the use of all corresponding naval artillery and fixed space artillery. Some types of artillery require multiple operators for successful use. The quality of the crew operating the artillery determines the time to reload and prepare the weapon for firing. The commander of the crew alone makes the skill roll to actually hit the target. Note that this skill is too slow and complex to use in combat, except in naval Maneuver resolution.

Medieval Archery Artillery Boating Brewing Cartography Crafting Herbalism Melee Weapon Repair Siege Sling Thrown Weapon

Boating: Maneuver: Judgment

Used whenever you are trying to maneuver an unpowered watercraft not designed to operate in the open ocean, such as a galley or rowboat. Someone who is trained or professional in this skill only needs to make rolls in challenging situations such as a storm or dangerous shoals. When engaging in naval combat or while in a chase, this skill uses Maneuver resolution. You must have the Manuever training life experience to start with this skill at the Trained or Professional level.

Brewing: Environmental: Innovation

Used whenever you are trying to make an alcoholic beverage. The GM will assign a difficulty number based on availability of ingredients and the complexity of the recipe. The GM will make the roll in secret and tell you how it tastes when it is finished, which in some cases may be years from the creation of the brew. This may seem like a trivial skill until you are captured by ogres and forced to justify being as a captive instead of becoming dinner.

Cartography: Environmental: Precision

Used whenever you are trying to make a map of an area. The GM will assign a difficulty value based on the complexity of the area. The GM will make the roll in secret and you will find out if the map is accurate when someone attempts to use it. You must have the Tutored, Apprenticeship, or Quality education life experiences to start with this skill at the Trained or Professional level.

Crafting: Environmental: Precision: Specialized

Used whenever you are trying to build or create a physical object with your hands. The GM will assign a difficulty value based on the availability of materials and the complexity of the design. The GM will make the roll in secret and determine the durability of what you created. Durability and the decay of all items is covered under Possessions. If you have the appropriate crafting skill for a broken item, you can attempt to repair it. Determine the difficulty value of building the item from scratch, and subtract 2 to determine the difficulty of the repair. For generalized repair of equipment, see Repair. Specializations are by type of goods; such as pottery, blacksmithing, or furniture.

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Herbalism: Environmental: Innovation

Used whenever you are trying to make an herbal mixture (potion) that will have some kind of restorative or poisonous effect on the body. The GM will assign a difficulty value based on availability of herbs and your knowledge of the local ecology. The GM will make the roll in secret and tell you what happens when someone drinks the potion. The exact effects and types of potions available vary by setting. This skill is not magical and should not be confused with Concoction or Pharmacist.

Melee Weapon: Combat: Balance: Specialized: Add Strength

Used whenever you are trying to use a melee weapon to attack in a combat situation. You must have either Warfare exposure or Combat training life experience to start with this skill at the Trained or Professional level. This skill uses Combat resolution. Specializations are by weapon, such as Battleaxe or Longsword.

Repair: Environmental: Precision

Used to make improvised repairs to damaged objects. Repair represents the knack for tinkering and solving mechanical problems intuitively. If an object is damaged but not destroyed, it can be repaired if you are familiar with it (having seen it for an extended duration in working order and understanding the basic mechanics of the object). The GM will assign the difficulty value of the repair and success will increase the strength of the object by 1 point, not to exceed its original maximum. You cannot use this to repair electronics, vehicles, spacecraft, robots, powered armor, mechs, or similarly complex object.

Siege: Environmental: Deduction

Used whenever you are trying to manage the siege of a defended position. This covers not only the use of siege tactics like digging trenches for sappers but also the deployment of forces to cut off supply lines and prevent foraging. The GM will assign a difficulty value based on the nature of the fortification, the condition of the defenders, and the lay of the land around the site. The GM will make rolls in secret and tell you what happens. She may require several rolls over an extended duration if appropriate, such as every month.

Sling: Combat: Trajectory: Add Strength

Used whenever you are trying to use a sling or bolas to hit a target. If used in a combat situation, this skill uses Combat resolution. If used in a hunting or target shot situation, roll against a difficulty number provided by the GM representing the complexity and difficulty of the shot. This weapon is simple enough to be constructed without Crafting or other similar training. You can craft your own sling using this skill by rolling against a difficulty number provided by the GM representing the availability of necessary materials. When used in this manner, do not add your Strength to the roll.

Thrown Weapon: Combat: Trajectory: Specialized: Add Strength

Used whenever you are trying to use a thrown weapon to hit a target. If used in a combat situation, this skill uses Combat resolution. If used in a hunting or target shot situation, roll against a difficulty number provided by the GM representing the complexity and difficulty of the shot. Specializations are by weapon, such as throwing axe or shuriken. This skill can be used untrained to throw almost anything from kitchen knives to pottery. 144

Age of Sail Skills:

These skills are appropriate for settings roughly congruous with human history between 1500 and 1850 CE. Age of Sail skills include all Medieval skills in addition to those below.

Academics: Environmental: Knowledge: Specialized

Used whenever you are trying to use knowledge that you have studied in the past. The GM will assign a difficulty value based on the obscurity of the knowledge in question. The GM will make the roll in secret and tell you what you remember about the topic. You must have the Tutored or Quality education life experiences to start with this skill at the Trained or Professional level. You must have the Quality education life experience to have more than one specialization. Specializations are by field; such as History or Archaeology.

Knot-Tying: Environmental: Precision

Age of Sail Academics Knot-Tying Musket Physician Pistol Sea Navigation Ship Piloting

Used whenever you are trying to tie a knot with heavy rope like that found on a large sailing ship. The GM will assign a difficulty value based on the complexity of the knot and the quality of the rope. The GM will make the roll in secret and you will find out if the knot holds when it gets subjected to tension.

Musket: Combat: Trajectory

Used whenever you are trying to use a muzzle-loaded, smoothbore long gun, like a musket or arquebus, to hit a target. If used in a combat situation, this skill uses Combat resolution. If used in a hunting or target shot situation, roll against a difficulty number provided by the GM representing the complexity and difficulty of the shot. This skill does not govern firing muskets as a part of a formation, use Command for that instead.

Physician: Environmental: Precision

Used whenever you are trying to actively improve the health of a wounded individual. As opposed to the passive support provided by First Aid, this skill involves cutting into flesh, sewing flesh together, removing objects from the body, and prescribe the right medication. The GM will determine whether the techniques you are familiar with are capable of alleviating the condition in question, as well as assign a difficulty number to compelte the task successfully. Someone in the 19th century may be able to remove a bullet from a wound and save someone’s life, while being incapable of curing a victim of polio. Restore 1 strength point to the subject for each extra success rolled.

Pistol: Combat: Trajectory

Used whenever you are trying to use a muzzle-loaded, one-handed gun, like a pistol, to hit a target. If used in a combat situation, this skill uses Combat resolution. If used in a hunting or target shot situation, roll against a difficulty number provided by the GM representing the complexity and difficulty of the shot.

Sea Navigation: Environmental: Judgment

Used whenever you are actively trying to determine the direction you need to travel to reach a target location while at sea. The GM will assign the difficulty value and make the roll in secret, then tell you what direction you believe is correct. This may or may not actually be the correct direction.

Ship Piloting: Manuever: Judgment

Used whenever you are trying to maneuver an unpowered watercraft designed to operate in the open ocean, such as a galleon. Someone who is trained or professional in this skill only needs to make rolls in challenging situations such as a storm or dangerous shoals. When engaging in naval combat or while in a chase, this skill uses Maneuver resolution. You must have the Manuever training life experience to start with this skill at the Trained or Professional level.

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Modern Skills:

These skills are appropriate for settings that map roughly to human history between 1850 CE and the present day. Modern skills include all Medieval and Age of Sail skills in addition to those below.

Aircraft Piloting: Maneuver: Reaction: Specialized

Used whenever you are trying to maneuver an aircraft. Someone who is trained or professional in this skill only needs to make rolls in challenging situations such as a storm or dangerous winds. When engaging in aerial combat or while in a chase, this skill uses Maneuver resolution. You must have the Manuever training life experience to start with this skill at the Trained or Professional level. Specializations are by specific aircraft; such as C-130 or Me109.

Computers: Environmental: Knowledge

Used whenever you are trying to use a computer to accomplish a task. The GM will assign a difficulty value based on the challenge of the task. If you succeed, you accomplish the task. If you fail, the GM will tell you what happens, if anything.

Driving: Maneuver: Reaction: Specialized

Used whenever you are trying to maneuver a wheeled or tracked vehicle. Someone who is amateur or better in this skill only needs to make rolls in challenging situations such as intense rain or an icestorm. When engaging in a chase, this skill uses Maneuver resolution. You must have the Manuever training life experience to start with this skill at the Trained or Professional level. Specializations are by vehicle type; such as trucks or motorcycles.

Modern Aircraft Piloting Computers Driving Electronics Flame Thrower Grenade Machinist Missile Launcher Pharmacy Slugthrower Vehicle Mechanic Vehicle Weapon

Electronics: Environmental: Knowledge: Specialized

Used whenever you are trying to use or disable an electronic device, like a wiretap or a radio. The GM will assign a difficulty value based on the challenge of the task. If you succeed, you accomplish the task. If you fail, the GM will tell you what happens, if anything. Only two specializations are available in the modern setting; handheld (phones, scanners, etc) and heavy (medical equipment, appliances, etc). Other specializations may be available in other settings. You must have the Electronics training life experience to start with this skill at the Trained or Professional level.

Flame Thrower: Combat: Trajectory

Used whenever you are trying to use a flame projectile weapon, like a flamethrower or blowtorch, to attack in a combat situation. You must have either Warfare exposure or Combat training life experience to start with this skill at any level other than untrained. This skill uses Combat resolution.

Grenade: Combat: Trajectory: Add Strength

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Used whenever you are trying to throw an explosive, like a grenade or flashbang, to attack in a combat situation. You must have either Warfare exposure or Combat training life experience to start with this skill at any level other than untrained. This skill uses Combat resolution. If you are throwing outside of combat, use Throwing.

Machinist: Environmental: Precision

Used whenever you are trying to use machine tools to make or modify simple metal parts, like bullet casings or pipe fittings. The GM will assign a difficulty value based on her judgment of the creation difficulty. The GM will make the roll in secret and determine the quality of what you created. Durability and the decay of all items is covered under Possessions. If you have a broken item you could make with this skill, you can attempt to repair it. Determine the difficulty value of building the item from scratch, and add 5 to determine the difficulty of the repair. You must have the Mechanical training life experience to start with this skill at the Trained or Professional level.

Missile Launcher: Combat: Trajectory

Used whenever you are trying to use a missile launching weapon, like a rocket propelled grenade or bazooka, to attack in a combat situation. You must have either Warfare exposure or Combat training life experience to start with this skill at any level other than untrained. This skill uses Combat resolution.

Pharmacist: Environmental: Innovation

Used whenever you are trying to make a drug that will have some kind of restorative effect on the body. The GM will assign a difficulty value based on the quality of chemicals available and your knowledge of the drug. The GM will make the roll in secret and tell you what happens when someone uses the drug. You must have the Medical training life experiences to start with this skill at the Trained or Professional level. This skill is not magical and should not be confused with Concoction or Herbalism.

Slugthrower: Combat: Trajectory: Specialized

Used whenever you are trying to use a magazine or breech loaded gun to hit a target. If used in a combat situation, this skill uses Combat resolution. If used in a hunting or target shot situation, roll against a difficulty number provided by the GM representing the complexity and difficulty of the shot. You must have either Warfare exposure or Combat Training life experience to start with this skill at the Trained or Professional level. Specializations are by weapon type, such as assault rifle or submachine gun.

Vehicle Mechanic: Environmental: Knowledge: Specialized

Used whenever you are trying to maintain or repair a powered vehicle on land, sea, or air. The GM will assign a difficulty value based on the challenge of the task. If you succeed, you accomplish the task. If you fail, the GM will tell you what happens, if anything. You must have the Mechanical training life experience to start with this skill at the Trained or Professional level. Specializations are by vehicle type, such as 18-wheelers or single engine aircraft.

Vehicle Weapon: Combat: Trajectory: Specialized

Used whenever you are trying to use a mounted weapon on a ground vehicle to attack in a combat situation. You must have either Warfare exposure or Combat training life experience to start with this skill at any level other than untrained. Specializations are by weapon type, such as heavy machine gun or tank cannon. This skill uses Combat resolution. Use of mounted weapons on naval vessels is covered by Artillery. Use of mounted weapons on aircraft is covered by Aircraft Piloting.

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Energy Skills:

These skills are appropriate for settings with energy weapons like Laser or Plasma.

Energy Shields: Reflexive: Awareness

Used whenever you are operating a system to manage the distribution of energy shields on a vehicle or structure. When such a shielded object is attacked, the GM will call for a Energy Shields roll. She adds your result to the difficulty value of the attacker trying to score a hit. You must have the Electronics training life experience to start with this skill at the Trained or Professional level. If you are using a setting that supports it, you can take Personal Energy Shields as a specialization under Electronics, but that it not covered by this skill.

Energy Energy Shields Energy Projectiles Energy Sword

Energy Projectiles: Combat: Trajectory: Specialized

Used whenever you are trying to use an energy projectile weapon to hit a target. If used in a combat situation, this skill uses Combat resolution. If used in a hunting or target shot situation, roll against a difficulty number provided by the GM representing the complexity and difficulty of the shot.

Energy Sword: Combat: Balance: Add Strength

Used whenever you are trying to use an energy sword to attack in a combat situation. You must have either Warfare exposure or Combat training life experience to start with this skill at the Trained or Professional level. This skill uses Combat resolution.

Ballistics Skills:

These skills are appropriate for settings with futuristic ballistic weapons.

Gauss Projectiles: Combat: Trajectory: Specialized

Used whenever you are trying to use a weapon that fires high-velocity ballistic rounds using electromagnetic fields to hit a target. If used in a combat situation, this skill uses Combat resolution. If used in a hunting or target shot situation, roll against a difficulty number provided by the GM representing the complexity and difficulty of the shot. You must have either Warfare exposure or Combat training life experience to start with this skill at the Trained or Professional level. Specializations are by application, such as fixed mountings or tri-pods.

Ballistics Gauss Projectiles Recoilless Guns Space Rocketry

Recoilless Guns: Combat: Trajectory: Specialized

Used whenever you are trying to use a weapon that fires ballistic rounds with no recoil to hit a target. If used in a combat situation, this skill uses Combat resolution. If used in a hunting or target shot situation, roll against a difficulty number provided by the GM representing the complexity and difficulty of the shot. Specializations are by weapon type, such as assault rifle or submachine gun.

Space Rocketry: Combat: Precision

Used whenever you are trying to use an electronically targeted, rocket-propelled weapon in a space or naval combat situation. This weapon can be fired from a naval vessel of any type, an aerospace ship, or a capital ship. You must have either Warfare exposure or Combat training life experience to start with this skill at the Trained or Professional level. This skill can only be used in Maneuver resolution. To use rocket weapons mounted on a ground vehicle, use Vehicle Weapon. 148

Spacecraft Skills:

These skills are appropriate for settings with significant space travel. This may involve faster-than-light (FTL) interstellar travel or it may be limited to a sub-light speeds.

Aerospace Mechanic: Environmental: Knowledge: Specialized

Used whenever you are trying to maintain or repair a powered vehicle capable of operating in space conditions. Some aerospace vehicles may be capable of atmospheric flight as well. The GM will assign a difficulty value based on the challenge of the task. If you succeed, you accomplish the task. If you fail, the GM will tell you what happens, if anything. Specializations are by specific spacecraft; such as T-111 Freighter. You must have the Mechanical training life experience to start with this skill at the Trained or Professional level.

Aerospace Piloting: Maneuver: Reaction: Specialized

Spacecraft Aerospace Mechanic Aerospace Piloting Astrogation Capital Ship Mechanic Capital Ship Piloting Sensor Management Weightlessness

Used whenever you are trying to maneuver a powered vehicle capable of operating in space conditions. Someone who is trained or professional in this skill only needs to make rolls in challenging situations such as moving through an asteriod field. When engaging in space combat or while in a chase, this skill uses Maneuver resolution. You must have the Manuever training life experience to start with this skill at the Trained or Professional level. Specializations are by specific spacecraft; such as T-111 Freighter.

Astrogation: Environmental: Judgment

Used whenever you are actively trying to determine the direction you need to travel to reach a target location in space. This skill is typically used in conjunction with a navigation computer of some kind. The GM will assign the difficulty value based on the obscurity of the destination and the degree of automated assistance recieved from the computer systems available. Traveling to a densely settled planet in the center of galactic civilization is a much easier task that locating a barely surveyed rim system that no one has visited in a decade. The GM will make the roll in secret, then tell you where you ultimately end up. This may or may not actually be the correct destination.

Capital Ship Mechanic: Environmental: Knowledge: Specialized

Used whenever you are trying to maintain or repair a large spacecraft designed to be the central focus of fleet operations. The GM will assign a difficulty value based on the challenge of the task and the parts available. You must have the Mechanical training life experience to start with this skill at the Trained or Professional level. Specializations are by ship role, such as Cruiser or Interdictor.

Capital Ship Piloting: Manuever: Judgment: Specialized

Used whenever you are trying to maneuver a large spacecraft designed to be the central focus of fleet operations. Someone who is trained or professional in this skill only needs to make rolls in challenging situations such as moving through an asteriod field. When engaging in space combat or while in a chase, this skill uses Maneuver resolution. You must have the Manuever training life experience to start with this skill at the Trained or Professional level. Specializations are by ship role, such as Cruiser or Interdictor. 149

Sensor Management: Reflexive: Awareness

Used whenever you are using a spaceship-mounted sensor array to detect objects in space. Anything entering the range of your sensors gets a Piloting roll against you. She adds your result to the difficulty value of the sector of space. Detecting other ships in a dense asteroid field is more difficult that in open space. The GM will make the roll in secret, then tell you what you detect. She may actually not even tell you that is what she is rolling against. Information you receive from the GM regarding sensor detection may or may not be accurate. You must have the Electronics training life experience to start with this skill at the Trained or Professional level. If you are using a setting that supports it, you can take vehicle-mounted sensor arrays or fixed-location sensor arrays as a specialization under Electronics, but that it not covered by this skill.

Weightlessness: Environmental: Balance

Used whenever you are trying to make a challenging move in zero gravity conditions. Someone who is trained or professional in this skill only needs to make rolls in challenging situations such as jumping between two space structures. The GM will assign a difficulty value based on the complexity of the maneuver. You must have some kind of space-related Maneuver training life experience to justify taking this skill.

Mech Skills:

These skills are appropriate for settings with Mechs/Mecha; walking vehicles controlled by a pilot.

Mech Mechanic: Environmental: Knowledge: Specialized

Used whenever you are trying to repair or maintain a mech. The GM will assign a difficulty value based on the tools and materials available and the complexity of the system. You must have the Mechanical training life experience to start with this skill at the Trained or Professional level. Specializations are by weight class, such as light or heavy mechs.

Mech Mech Mechanic Mech Operation

Mech Operation: Environmental: Reaction

Used whenever you are trying to operate a Mech. Someone who is trained or professional in this skill only needs to make rolls in challenging situations such as crossing difficult terrain with a wounded leg. The GM will assign a difficulty number based on the complexity of the situation. You must have the Combat and an appropriate Maneuver training life experience to start with this skill at any level other than untrained. Some settings may require belonging to a certain social status as well. See Mechs for more details on what kind of capabilities are available in these unique vehicles and how to take them as Property. A Mech is designed with a neural interface that connects directly into the brain of the operator, providing access to everything including their sense of balance. When engaging in combat in a Mech, simply run the combat as if you were simply very large combatants in Combat resolution. Unless you specify a target, when you make an attack you are attacking the Center Torso section on your opponent. If you specify a target, the GM will modify the difficulty as reflected in the chart to the right. You will need to use Vehicle Weapon to operate the weapons mounted on your Mech. Mech weapons are specialized by type; such as autocannon, laser, gauss, or missile. In order to use gauss weaponry, your setting must also support Ballistics. 150

Targeting Head Center Torso Left Torso Right Torso Left Arm Right Arm Left Leg Right Leg

Difficulty +3 +0 +1 +1 +2 +2 +2 +2

Powered Armor Skills:

These skills are appropriate for settings with powered armor.

Powered Armor Mechanic: Environmental: Knowledge

Used whenever you are trying to repair or maintain powered armor. The GM will assign a difficulty value based on the tools and materials available and the complexity of the system. You must have the Mechanical training life experience to start with this skill at the Trained or Professional level.

Pwd Armor P.A. Mechanic P. A. Operation

Powered Armor Operation: Environmental: Reaction: Add Strength

Used whenever you are trying to operate a suit of powered armor. Someone who is trained or professional in this skill only needs to make rolls in challenging situations such as crossing difficult terrain with a wounded leg. The GM will assign a difficulty number based on the complexity of the situation. When engaging in combat in a suit of powered armor, simply run the combat as if you were simply very large combatants in Combat resolution. Unlike Mech combat, this does not require Vehicle Weapon, but merely the appropriate hand-held weapon skill.

Hovercraft Skills:

These skills are appropriate for settings with low-altitude vehicles that hover / float above a surface.

Hover Mechanic: Environmental: Knowledge: Specialized

Used whenever you are trying to repair or maintain a hover vehicle that is limited to low-altitude operations. The GM will assign a difficulty value based on the tools and materials available and the complexity of the system. You must have the Mechanical training life experience to start with this skill at the Trained or Professional level. Specializations are by vehicle type, such as passenger transport or freight hauler.

Hovercraft Hover Mechanic Hover Operation

Hover Operation: Manuever: Reaction: Specialized

Used whenever you are trying to operate a hover vehicle that is limited to low-altitude operations. Someone who is trained or professional in this skill only needs to make rolls in challenging situations such as crossing difficult terrain with a failing engine. The GM will assign a difficulty number based on the complexity of the situation. When engaging in a chase, this skill uses Maneuver resolution. You must have the Manuever training life experience to start with this skill at the Trained or Professional level. Specializations are by vehicle type, such as passenger transport or freight hauler. You will need to use Vehicle Weapon to operate the weapons mounted on your hovercraft. 151

Robotics Skills:

These skills are appropriate for settings with advanced robotics and artificial intelligence.

A.I. Programming: Environmental: Knowledge

Robotics A.I. Programming Robot Mechanic

Used whenever you are trying to program a robot’s behavioral systems. The GM will assign a difficulty value based on the complexity of the system. The GM will make the roll in secret, then tell you how the robot behaves. This may or may not actually be behavior that you want to occur. You must have the Electronics training life experience to start with this skill at the Trained or Professional level.

Robot Mechanic: Environmental: Knowledge: Specialized

Used whenever you are trying to repair or maintain a robot. The GM will assign a difficulty value based on the tools and materials available and the complexity of the system. You must have the Electrical training life experience to start with this skill at the Trained or Professional level. Specializations are by robot model, such as X-71 Utility Robot or M225 Assassination Droid. This skill does not cover the maintenance of any software operating on the robot, only the physical components. This skill can be used to construct a robot from scratch, provided sufficient materials and time are available. The GM can provide a series of tests by section of the robot, such as a test to build the left arm. Each test should have its own difficulty number based on the complexity of that part and the materials being used. These tests can be made over an extended period of time, such as during several weeks of downtime in transit between two distant star systems.

Cybernetics Skills:

These skills are appropriate for settings with robotics integrated into biological beings.

Cybernetic Design: Environmental: Innovation

Used whenever you are trying to design a new cybernetic implant. The GM will assign a difficulty value based on the complexity of the system. The GM will make the roll in secret and determine the quality of what you created. When it is installed into something, she will let you know how well it functions. You must have the Medical training life experience to start with this skill at the Trained or Professional level.

Cybernetics Cybernetic Design Cybernetic Surgery

Cybernetic Surgery: Environmental: Precision

Used whenever you are trying to install, remove, or repair a cybernetic implant. The GM will assign a difficulty value based on the tools and materials available and the complexity of the surgery. You must have the Medical training life experience to start with this skill at the Trained or Professional level. This skill does not restore strength in any way. 152

Biotech Skills:

These skills are appropriate for settings with advanced biotechnology.

Biotech Design: Environmental: Innovation

Used whenever you are trying to design a biotech enhancement. The GM will assign a difficulty value based on the complexity of the enhancement. The GM will make the roll in secret and determine the quality of what you create. When it is installed into something, she will let you know how well it functions.You must have the Medical training life experience to start with this skill at the Trained or Professional level.

Biotech Biotech Design Biotech Surgery

Biotech Surgery: Environmental: Precision

Used whenever you are trying to enhance someone with a biotech surgery. The GM will assign a difficulty value based on the tools and materials available and the complexity of the surgery. You must have the Medical training life experience to start with this skill at the Trained or Professional level. This skill does not restore strength in any way.

Psionic Skills:

These skills are appropriate for settings in which some or all people have the ability to create physical effects with their minds. You must use an effect listing from an RPG setting book to create specializations. For example, the force powers from Star Wars. The GM may restrict this category of skills to those with the Tutored education life experience.

Alter: Environmental: Trajectory: Specialized

Used whenever you are trying to affect the world with your mind, such as to move an object. The GM will assign the difficulty value and tell you what you happens, if anything, based on success or failure. Specializations are by effect according to the Setting you are using.

Control: Environmental: Balance: Specialized

Psionics

Alter Control Sense Transmission

Used whenever you are trying to affect your body with your mind, such as to heal yourself. The GM will assign the difficulty value and tell you what you happens, if anything, based on success or failure. Specializations are by effect according to the Setting you are using.

Sense: Environmental: Awareness: Specialized

Used whenever you are trying to sense information with your mind, such as the emotions or thoughts of another person. The GM will assign the difficulty values and make the roll in secret, then tell you what you sense, if anything. Specializations are by what is being sensed.

Transmission: Environmental: Persuasion

Used whenever you are trying to communicate using only your mind. The GM will assign the difficulty values and make the roll in secret. You will have to judge success and failure based on the reaction of the target. Telepathy as a racial ability is not a skill and always works. 153

Chapter 8: Possessions

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Wealth: Everyone begins play with some amount of money. That amount is going to vary widely between characters. If they were to walk away from their life completely, this would be the money in their pocket. In a modern or futuristic setting, most of these funds would be in a bank of some kind. In a pre-modern setting, this would be money saved in a secret hiding place or lockbox. Depending on your setting, this translates into an amount of currency. For example, in a modern setting this might convert directly to American dollars or alternatively convert into British pounds at a 2:1 ratio, so that 2000 units would be either $2000 or £1000. You can use these funds to purchase equipment from this chapter. Your GM can also give you a conversion ratio into currency used in any other RPG book and you can purchase equipment using that book, with the GM’s permission. Your GM may also allow you to create a currency for your cultural group and set a conversion ratio to the dominant currency in their gameworld. In addition to these cash reserves, you may have Wealth in the form of property.

Wealth Determination

An average character rolls 5 six-sided dice (5d6) to determine their Wealth. The result of all the dice added together is multiplied by 100, and that result is your starting money. This is the amount of liquid money that you have available at the moment. So the average character could have anywhere from 500 to 3000 monetary units available. Some life experiences confer bonuses or penalties to Wealth. These are extra dice to roll for this purpose. So, if you have a +2 bonus to Wealth, you roll 7d6 instead of 5d6.

Example Currencies by Time Period Conversions Ancient Medieval Exploration Victorian Modern Future

Currency Denarii Byzant Doubloon Pounds Dollars Credits

Ratio 5:1 4:1 3:1 2:1 1:1 1:2

Example Currencies with a Time Period Conversions

Medieval

Modern

Currency Bezant Ducat Florin Dinar Dobla Ecu Franc Pounds Euros Dollars Pesos Rubles Rupees Yen

Ratio 4:1 2:1 1:1 1:2 1:3 1:4 1:12 3:2 4:3 1:1 1:15 1:30 1:45 1:100

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Property: In addition to cash on hand, any character with a Wealth bonus receives additional wealth in the form of Property. You can allocate your bonus across multiple types of property. For example, if your character had 5 property points, you can put 2 points in Land, 1 point in Structure, 1 point in Animal, and 1 point in Title. You would then be a minor noble, with a decent estate, a small residence, and a small herd of animals. Profit-yielding types of Property can generate additional cash per month for your character. Other forms of property require upkeep over time to maintain. Consult the description of each property type for details on the default method of calculating profit or upkeep. Some settings may use alterative methods for profits and/or upkeep for certain types of property.

Property Determination

Some life experiences grant you bonuses to Wealth. You receive a number of Property points equal to your bonus. So, if you have a +2 bonus to Wealth, you get 2 Property points to spend. If you do not have a positive Wealth bonus, you do not own any Property.

Each point in a property type represents property valued at 100,000 times that amount in currency. So a piece of Land worth 5 Property points would cost 500,000 currency units. Since property worth depends on value rather than size, the amount of Land, Structures, Animals, Vehicles, Businesses, Libraries, and Fortifications owned by two different characters could vary widely despite being worth the same number of property points. For example, the productive value of the Land could vary and that would be reflected in the Land’s value. Additionally, the value of property varies widely across time. Due to these factors, use your judgment and consult with the GM to determine how much property is purchased per currency unit. For property requiring management, you can perform this task yourself, but this will take up time and you will need to use your skills. Otherwise, you will need to hire someone to manage it on your behalf. It may be helpful to hand over this job to a Connection. Discuss with your GM what would be a fair rate for such a service in your game world. Selling property for hard currency should, in most cases, come at a significant cost. The character will usually receive much less for the liquidated value than the theoretical value of keeping the property.

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Property Descriptions: Animal:

Animals represent property in the form of domeseticated livestock. The property point value of the herd is equal to the theoretical cost of purchasing all the animals. Do not assume that this is an inappropriate property for a futuristic setting (e.g. Banthas). A herd is valuable because it is mobile and can be relocated to avoid danger, taxation, or just for a change of scenery. Management of the herd is fairly simple compared to most forms of revenue-generating property. Hiring someone to manage it for you is relatively cheap as a result. Certain kinds of animals also provide a steady stream of usable resources: furs, milk, cheese, meat, horn, bones for weapons, and so on. If you do not purchase Land to support your animals, you are assumed to be using common lands. This may result in a wide range of risks to your animals. If common grazing lands do not exist in your setting, you must purchase Land to support your herd.

Property Animal Business Fortification Investment Land Library Rank Structure Title Vehicle

Animal Profits: You can sell individual animals at any time for their market value. Each month, the herd generates profit equal to the result of a Herding roll by the caretaker of the herd multiplied by 10 currency units per property point. So if you were trained at Herding and rolled 3 dice for a total of 12, you would generate 120 current units that month per property point. If permitted, your animals can breed during their mating season. The GM will determine how many animals are born each year (varies by animal).

Business:

Businesses represent property in the form of functioning commercial enterprises. The property point value of the business is equal to the theoretical cost of buying all the equipment and inventory to run the business. A business is capable of generating strong returns compared to other forms of property, but it requires a lot of energy and oversight to manage properly. Hiring someone to manage your business can be very expensive. Businesses may provide useful resources to you during the game. For example, it could be very helpful to own a pawn shop, even if the revenues are small. Businesses are the most flexible of the property types, but also the most fragile. An economic downturn can eliminate a lot of your property very quickly. Businesses are even more risky than outright investments in financial instruments. Are you prepared to take the risks? Business Profits: Each month, to generate business profit you must make a special roll. Compare the combined result of an Analysis roll and a Negotiation roll by the manager of the business to a difficulty number representing the business climate (determined by the GM). If your roll is higher than the difficulty value, the business generates profits equal to the difference between your roll and the difficulty value, multiplied by 100 currency units per property point. If your roll is lower than the difficulty value, the business takes losses equal to the difference between your roll and the difficulty value, multiplied by 100 currency units. For example, assume you are trained at Analysis and Negotiation and rolled 6 dice for a total of 24. The GM informs you the difficulty value was 20. Your business would generate 400 current units that month per property point. You can leave profits in the business and when the profits reach 100,000 units, the business will increase in value by one property point. You can leave losses in the business and when the losses reach 100,000 units, the business will decrease in value by one property point. If this reduces the business to zero property points, it goes bankrupt. Alternatively, you can cover losses out of your pocket or take cash for yourself out of the profits.

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Fortification:

Fortifications represent property in the form of a structure designed for vigorous defense, like a castle or a space station. The property point value of the fortification is equal to the theoretical cost of buying the land on which the fortification sits, building it, and stocking it with equipment and reserve provisions. Fortifications are different from regular structures in that they typically require special dispensation from the government to build. The local duke might not take kindly to your decision to build a huge castle on your farmland. Fortifications can obligate you to perform some kind of defensive service to the local government at a time of their choosing. However, fortifications can be very useful for escaping enemies. You can usually sleep soundly in your castle. Fortification Upkeep: Each month, your fortification has a base upkeep of 1d6 per property point, multiplied by 10 current units. This must be paid or else the fortification will fall into decay. While in decay, base upkeep continues to be calculated and tracked. When it reaches 100,000 currency units, the fortification will decrease in value by one property point. On top of base upkeep, you must pay the salaries of all servants and defenders.

Investment:

Investments represent property in the form of a financial instrument, like a mutual fund portfolio. The property point value of the instrument is equal to the invested funds, not the current liquidation value. You can generate reliable returns over time. Investments can grow or shrink in value as the economy changes, so they involve more risk than stuffing the money in your mattress. However, your mattress does not pay interest on your accounts. When you take your investment and at any game anniversary thereafter, you can choose to invest conservatively, diversified, or aggressively. Investment Profits: Profits are percentage gains on invested funds over the course of a year. Conservative investments generate profits of (1d6 minus 1) percent. Diversified investments generate profits of (2d6 minus 4) percent. Aggressive investments generate profits of (1d6 minus 3, multiplied by 10) percent. These rolls are made secretly by the GM at the start of the year. So if you are aggressively invested and she rolls a 1, your investments lose 20% over the year. However, if she had rolled a 6, your investment would make 30% profit that year. If you ask your GM how your investment is doing mid-year, she is encouraged to give you a current status that reflects the volatility of your choices (i.e. aggressive values change widely from day to day while conservative ones don’t). 158

Land:

Land represents property in the form of territorial rights, like a plantation or a planetary body that you own. The property point value of the land is equal to original purchase value. Land is typically valued by either location in a developed area or productive value in an undeveloped area. If your land is producing some kind of agricultural product, you must hire people and/or purchase machines to work the land. If you are not going to be around, you will also need to hire someone to manage it. Land is typically more valuable in pre-modern times. If you purchase a Business, Fortification, or Structure the price of the land is included. You do not need to purchase additional land unless you want to have surrounding territory or land in a different area. Land Profits: Each year, the land generates agricultural profit equal to the result of a Farming roll by the caretaker of the land multiplied by 200 currency units per property point. So if you were trained at Farming and rolled 3 dice for a total of 12, you would generate 2,400 current units that year per property point. Land Upkeep: Each month, your land has a base upkeep of 1d6 per property point, multiplied by 10 current units. This must be paid or else the land will fall into decay (overgrown, unusable, etc). While in decay, base upkeep continues to be calculated and tracked. When it reaches 100,000 currency units, the land will decrease in value by one property point. If the point value of land reaches zero, you still own it but it would be unable to generate any agricultural returns until restored via reinvestment of 100,000 currency units. On top of base upkeep, you must pay the salaries of all caretakers and field workers.

Library:

Libraries represent property in the form of information, like books or a database. The property point value of the library is equal to original purchase value of the items within it. Libraries are useful for conducting research. They are particularly valuable in worlds with magic that is learned from books or in securing access to books on a rare subject matter, like ancient Egypt. The information contained within the library may or may not be completely legal to own. If your Library contains illegal materials, the price of acquiring such materials should be increased appropriately by your GM. Library Profits and Upkeep: Normally, libraries do not generate profits or accumulate upkeep. For physical books, you must pair a library with a Fortification or Structure in which to store them. For digital libraries, you must determine where it is being stored. These auxiliary matters may accumulate upkeep. If you open your library to the public and charge a fee, it ceases being a library and is instead a Business.

Rank:

Ranks represent the value of having a civil service status, like a governor or sheriff. The property point value of the rank is compared to other civil service individuals. A character with a rank valued at 3 property points is a less powerful person than one valued at 6 property points. The names of your ranks are left up to you and the GM. Ranks allow you to access certain facilities, personnel, or information that someone without that rank would be unable to obtain. For example, a sheriff could access criminal records that a person off the street would simply be unable to acquire. Ranks usually come with some kind of civic obligation, even if it as simple as a job you are expected to perform. The value of having a rank will vary widely from setting to setting. Consult with your GM before you place any property points in rank. 159

Structure:

Structures represent property in the form of a structure either designed for residence, like a house or mansion, or designed for a commercial purpose, like a warehouse or dock. Those designed with a military purpose of a non-defensive measure (e.g. barracks) are also considered structures. Those with a defensive purpose are covered under Fortification. The property point value of the structure is equal to the theoretical cost of buying the land on which the structure sits, building it, and stocking it with furniture and appliances. A structure is a useful location for storing excess equipment, resting, hiding things, or building things. Relaxing in your own home reduces the number of hours necessary to remove a Stress point by one hour. Structure Upkeep: Each month, your structure has a base upkeep of 1d6 per property point, multiplied by 10 current units. This must be paid or else it will fall into decay. While in decay, base upkeep continues to be calculated and tracked. When it reaches 100,000 currency units, the structure will decrease in value by one property point. On top of base upkeep, you must pay the salaries of all servants and caretakers.

Title:

Title represent the value of having a feudal status, like a Count, or religious status, like a Cardinal. The property point value of the rank is compared to other individuals. A character with a Title valued at 3 property points is a less powerful person than one valued at 6 property points. The names of your titles are left up to you and the GM. Titles allow you to own things that other people cannot simply buy, such as Fortifications or military equipment. They also typically grant some kind of law enforcement or legal powers as an official of the government. Titles almost always carry heavy obligations to some political figure above you. The value of having a title will vary from setting to setting. Consult with your GM before you place any property points in title.

Vehicle:

Vehicles represent property in the form of a mechanical means of conveyance, like a truck or spaceship. The property point value of the vehicle is equal to the purchase price on the open market. Vehicles are exceptionally useful in moving around the game world. You may be required to own an official license and/or registration to operate the vehicle and this may need to be renewed on a frequent basis. Military vehicles will often require a Title or Rank to possess legally. Unlike most other forms of property, vehicles can be stolen fairly easily. If you leave your Ferrari parked in a slum neighborhood, don’t expect it to be waiting for you when you get back. Vehicle Upkeep: Each vehicle has a different upkeep, determined by the GM or defined in a setting supplement. A modern pickup truck needs only a few things to keep going, gasoline and occasional maintenance, while an interstellar spacecraft would obviously require much higher upkeep. 160

Mechs:

Sections

A Mech is a special type of vehicle with a modular design that supports complex customizations. A Mech is built from a number of points called Tons, each representing a metric ton of weight. Once designed, a Mech is referred to by that number; e.g. a 50 ton Mech. A Mech chassis is subdivided into 8 sections. Different components are loaded into each section. No single section can weigh more than 15 tons.

Required Components of Mech Design: Core Structure: Each Mech must contain 1 Ton of Core Structure in each section. This represents the actual physical structure upon which the other components are built and the baseline armor that protects against light arms. It cannot be reduced or removed. A Mech never needs more than 1 Ton of Core Structure per section, but you can add more Armor as an Optional Component.

Required Core Engine Cockpit

Head Center Torso Left Torso Right Torso Left Arm Right Arm Left Leg Right Leg Cost per ton 100,000 150,000 500,000

The Engine: In order to move, a Mech needs an engine. An engine weighs at least 1 ton per 10 tons of Mech including the engine weight. So if you have a 50 ton Mech, the Engine weighs at least 5 Tons. You can assign extra tonnage to the engine to increase your speed. The engine must be assigned to the Center Torso section. The Cockpit: In order to be piloted, a Mech needs a cockpit. A cockpit weighs 1 ton and must be assigned to the Head section. The cockpit contains all the electronics and life support systems to operate the mech and keep the pilot alive in any environment.

Optional Components: Armor: Armor stops strength damage dealt to that section. Depending on setting, armor may be available that provides different stopping power per Ton and that stops certain types of damage more effectively than others. Weapons: Weapons will vary significantly by setting in weight, damage dealt, and reloading time. For weapons requiring ammunition, the ammunition must be stored in the same section or an adjacent section to the weapon. Miscellaneous: Depending on the setting, a wide variety of additional components may be available. These might include sensor arrays, countermeasures, stealth or cloaking systems, or even rocket propulsion systems to enhance jumping capabilities. Weights for these systems and their many uses will be defined by the setting. Heat Sinks are also included in this category. 161

Mech Armor:

The Mech starts with a basic level of protection provided by the core structure. The standard core armor reduces damage dealt by a fixed amount. Additional armor also reduces damage but is ablative and thus destroyed by the damage reduced. For example, if you have 1 extra ton of Fiberous armor and your Mech is dealt 6 Penetration damage, the Fiberous armor would absorb 2 points of damage but lost in the process. The core structure would then reduce that damage by 3 points and 1 point would slip through, damaging the section by 1 strength. You can add several additional tons of armor to section and their effects are cumulative, but only one type can be used within a single section (e.g. you cannot have both Fiberous and Ceramic armor on the same section). Mech Armor Core Fiberous Ceramic Reactive

Penetration 3 +2 per ton -

Energy 1 +2 per ton -

Explosive 1 +2 per ton

Cost Included 5,000 7,500 10,000

Taking Damage:

Each section has a strength value of 2. Any hits in combat that bypass the armor of that section deal damage to this value. If it reaches zero, that section and any components in it are destroyed. If the Left or Right Torso is destroyed, the associated arm is disabled until that torso section is repaired. If a Leg is destroyed, the Mech is knocked to the ground and disabled until the leg is repaired. If the engine is destroyed, the Mech is disabled until the engine is repaired. If the Head is the destroyed, the pilot can make a Mech Operations roll to eject against a difficulty equal to the amount of damage not reduced by armor. If the pilot fails to eject, she is killed. If a section carrying ammunition is destroyed, the ammunition is lost. Explosive or Incendiary ammunition destroyed in this manner causes damage as if the Mech was hit with that ammunition in all adjacent sections.

Heat:

Each Mech has a fluctuating heat level. When exposed to extreme heat or when firing weapons, this heat level rises. When a Mech’s heat level exceeds 20 points, any ammunition you are carrying will be destroyed. Explosive or Incendiary ammunition destroyed in this manner causes damage as if the Mech was just hit with that type of ammunition in that location. Furthermore, reduce all skill rolls by 1 die per heat point in excess of 20. For example, if your Mech has a heat level of 22, reduce all skill rolls by 2 dice. If your Mech’s heat level exceeds 25, your engine will shut down until your heat level falls back below 25. However, if you continue to accumulate heat beyond 25 and reach 30 (e.g. another mech is attacking you with heat weapons), your Mech will overheat and all sections will be destroyed. If the pilot fails to eject, she is killed. A Mech destroyed in this manner cannot be salvaged in any way. As long as they are not occupied with another task, the pilot can make a Mech Operations roll to eject against a difficulty equal to the heat value in excess of 25. Note that if heat is below 25, this succeeds automatically. A Mech automatically reduces it’s heat by 2 heat points per combat cycle. This rate can be accelerated by adding Heat Sinks as Miscellaneous components. Each additional Heat Sink reduces heat by an additional point per combat cycle. Miscellaneous Heat Sink 162

Heat Weight -1 per combat cycle 1

Cost 2,000

Mech Weapons:

These weapons require use of the Vehicle Weapon skill. Range is listed in Yards. Weight is listed in Tons. Reload is listed in Combat Cycles. A Reload of 0 means it reloads in a single synapse phase. Ammunition is listed in quantities to make 50 attacks before replenishment. Heat values listed under damage represents additional heat generated in a Mech when hit with such a weapon. This additional heat is reduced by both core and additional armor as if it were Energy damage, but it does not actually destroy additional armor as normal damage would. Mech Weapons Machine Gun Light Autocannon Medium Autocannon Heavy Autocannon Gauss Cannon Pulse Laser Light Laser Medium Laser Heavy Laser Missile Launcher Flame Thrower

Damage 4 Penetration Varies by Ammunition Varies by Ammunition Varies by Ammunition 15 Penetration 4 Energy 6 Energy , 1 Heat 8 Energy , 2 Heat 10 Energy , 3 Heat Varies by Ammunition 1 Energy, 5 Heat

Range 3,000 3,000 4,000 5,000 6,000 2,000 2,500 3,000 4,000 10,000 250

Heat 0 1 1 2 3 2 4 6 8 2 1

Weight Reload Cost 1 0 5,000 2 1 7,500 4 2 10,000 6 4 15,000 10 5 30,000 1 0 7,500 2 1 10,000 4 2 15,000 6 3 20,000 2 4 10,000 2 1 5,000

Mech Ammo Damage Weight Cost Machine Gun Rounds 4 Penetration 1 1,000 Light Incendiary Shell 2 Energy 2 1,000 Medium Incendiary Shell 3 Energy 3 2,000 Heavy Incendiary Shell 4 Energy 4 3,000 Light Armor Piercing Shell 5 Penetration 2 2,000 Medium Armor Piercing Shell 7 Penetration 3 3,000 Heavy Armor Piercing Shell 9 Penetration 4 4,000 Light Explosive Shell 3 Explosive 2 5,000 Medium Explosive Shell 4 Explosive 3 7,500 Heavy Explosive Shell 5 Explosive 4 10,000 Gauss Slug 15 Penetration 2 15,000 Anti-Aircraft Missile 3 Explosive 5 2,500 Anti-Personnel Missile 6 Shrapnel 5 2,500 Anti-Armor Missile 4 Penetration, 4 Explosive 5 5,000 Flame Thrower Fuel 1 Energy, 5 Heat 2 2,500

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Example Mech:

This is an example of a 50 ton Mech. Core Structure: 8 Tons The Engine: 5 Tons The Cockpit: 1 Ton Armor: 3 Tons of Fiberous in Head and Center Torso, 1 Ton of Fiberous in all other sections Weapons: 1 Heavy Autocannon on each Arm, 1 Ton of Heavy Explosive Shells on each side of Torso, and 1 Light Laser mounted on Head. Miscellaneous: 2 Tons of Setting Specific Electronics Example

Head Center Torso Left Torso Right Torso Left Arm Right Arm Left Leg Right Leg Total

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Required 2 6 1 1 1 1 1 1 14

Armor 3 3 1 1 1 1 1 1 12

Weapons 2 0 4 4 6 6 0 0 22

Breakdown Core Engine Cockpit Armor Weapons Miscellaneous Total Misc 2 0 0 0 0 0 0 0 2

Total 6 10 5 5 9 9 3 3 50

Cost 800,000 750,000 500,000 60,000 60,000 10.000 2,180,000

Equipment: Every physical object in the game world is considered equipment.

Encumberance:

Equipment has a weight. If that weight exceeds your comfortable carrying capacity, halve your movement rate. If that weight equals your maximum carrying capacity, you cannot move. You cannot carry more than your maximum capacity. Additionally, once your weight carried exceeds your comfortable carrying capacity, you lose 1 endurance point per minute until you either drop the extra weight or fall unconscious.

Durability:

Equipment has an armor type, representing the innate toughness of the object. A porcelain vase obviously has a weaker armor type than a steel door. In addition to this, it has a strength value and can take damage just like a living creature. If an object’s strength is reduce to zero, it is destroyed and can only be repaired by someone with the skill that actually created the object (e.g. Crafting or Machinist). If an object is damaged but not yet destroyed, it may also be repaired by the Repair skill. The amount of equipment potentially available is so vast that these values are not listed, but dictated by the GM if you decide to deal damage to a random object. For example, you might decide to attack a wooden door. Your GM would determine what armor type would apply (presumably banded in this case) and how much strength the door has (let’s assume 3 in this case). If you attacked that door, damage dealt would be reduced as if the door was wearing banded armor and if you dealt more than 3 points of damage that would destroy the door.

Weapon Sizes:

Every weapon has a size listed for it. This represents the bulk of the weapon when used in combat. A normal size character can use a small or medium-sized weapon in a single hand or a large weapon in both hands. Small characters cannot use large weapons and must use medium-sized weapons in both hands. Large characters cannot use small weapons and can use large weapons in one hand. A two-handed melee weapon can only make a single attack per combat cycle. The following medium-sized weapons can be made two-handed for an additional 100 currency units; Mace, Morningstar, Warhammer, Pick, Battleaxe, Flail, or Longsword. The resulting weapon weighs 1.5 times the original weight and deals one extra damage of its currently strongest damage type. The weapon is now considered Large.

Weapon Ranges:

Every ranged weapon has a range listed for it. This range represents the maximum range at which the weapon can target an object. The projectile may actually travel much further than the range listed and may end up hitting a person or part of the environment. However, you cannot control the projectile at that range. The GM will adjust the difficulty number to hit your target based on relative distance, considering the capabilities of the weapon. For example, shooting someone at 50 yards with a musket may have the safe difficulty number as hitting someone at 500 yards with a rifle, simply because the rifle is a better weapon.

Ammunition:

Some ranged weapon fires a wide variety of ammunition types. A standard ammunition value is listed for these weapons and if you wish to use specialized ammunition then you can consult with your GM for modifications to these values. For example, you might want to use a .357 Magnum instead of a standard pistol. Your GM might decide that .357 ammunition deals an extra penetration damage point. 165

Melee Weapons:

These weapons are for use with the Melee Weapons skill. Melee Weapons Battleaxe Dagger Flail Handaxe Longsword Mace Morningstar Net Pick Pike Polearm Quarterstaff Rapier Scimitar Shortsword Spear Warhammer Whip

Damage 1 slashing, 2 impact, & 1 penetration 1 slashing or 2 penetration 3 impact and 1 slashing 1 slashing and 1 impact 3 slashing or 2 penetration 2 impact 2 impact and 1 penetration - none 1 impact and 3 penetration 4 penetration - based on head design 2 impact 1 slashing or 3 penetration 4 slashing or 1 penetration 2 slashing or 2 penetration 3 penetration 3 impact and 1 penetration 1 slashing

Block -2 -1 -2 -2 +1 -1 -1 cannot -1 cannot cannot +2 +3 +0 +0 cannot -2 cannot

Size Weight Cost Medium 10 150 Small 1 25 Medium 12 200 Medium 5 50 Medium 8 300 Medium 10 75 Medium 12 175 Large 2 30 Medium 10 250 Large 10 150 Large 15 300 Large 5 40 Medium 6 500 Medium 9 350 Medium 6 200 Large 4 50 Medium 12 225 Medium 2 100

Battleaxe: A shaft with an axe head on the end, typically intended for use in combat. This weapon is exceptional in that it deals three different types of damage, representing the unique way in which its head cuts, smashes, and slices through armor as well. Dagger: A bladed weapon with a short blade of three to six inches in length, usually double edged. This includes knives, stilettos, kusari, and other specialized forms of this weapon type. If used to thrust or stab your opponent, this weapon deals penetration damage. Otherwise, this weapon deals slashing damage. Flail: A shaft with a spiked ball attached to the end via a chain intended to be swung in combat, usually from an elevated position or a mount. Handaxe: A short shaft with an axe head on the end. This weapon is typically not carried as a weapon but is an improvised usage of the handaxe tool. A tomahawk would be an example of a version specifically designed for combat use. Longsword: A bladed weapon with a straight double-edged blade of about three feet in length. If used to thrust or stab your opponent, this weapon deals penetration damage. Otherwise, this weapon deals slashing damage. Mace: An impact weapon with a heavy head on a solid shaft used to bludgeon opponents. The head is typically a metallic head of iron or steel, but this category also includes stone and wooden clubs as well as nunchaku. Morningstar: A mace with spikes or flanges on the head to puncture armor. This includes spiked clubs. 166

Net: A weapon designed to incapacitate an opponent while a blow is dealt. A successful attack incapacitates the target except that they can attack the netting. The amount of damage required to destroy the netting is based on its material basis. A simple rope net is much easier to damage than one made of metallic fibers. Pick: A mace with a single protruding spike to maximize penetration damage. Like a warhammer, this weapon excels at delivering some damage through even the best armors. This also includes kamas and sickles. Pike: A very long shaft with a spiked tip on the end intended to be braced against an enemy charge attack. This weapon is cumbersome to use and typically requiring significant practice to use effectively in battle. However, against cavalry charges it is unmatched. Polearm: A very long shaft with a spear tip, hammer, axe, or pick in a combination head. A polearm typically causes two different kinds of damage depending on how the head is used. For example, a Halberd is a polearm that has a head combination of an axe and a spear. If used in battle as a spear, it deals spear damage. If used to hack at the enemy like an axe, it deals battleaxe damage. Like a pike, these weapons are typically cumbersome to use and require significant practice to use effectively. Consult your GM for guidance before purchasing. Quarterstaff: A long shaft with rounded ends that is used in battle primarily as a blocking defensive weapon. This is one of the few weapons that can also be used to Block in combat. Rapier: A bladed weapon with a long narrow blade several feet in length, designed for quick thrusting strikes against your opponent. This is a poor slashing weapon, but is excellent for thrusting. If used to thrust or stab your opponent, this weapon deals penetration damage. Otherwise, this weapon deals slashing damage. Scimitar: A bladed weapon with a curved single-edged blade of about three feet in length. This includes falchions, kopeches, cutlasses, and similar weapons. This is a poor thrusting weapon, but is excellent for slashing. If used to thrust or stab your opponent, this weapon deals penetration damage. Otherwise, this weapon deals slashing damage. Shortsword: A bladed weapon with a doubleedged blade of about two feet in length. If used to thrust or stab your opponent, this weapon deals penetration damage. Otherwise, this weapon deals slashing damage. Spear: A shaft with a spiked tip on the end intended to be thrust into the enemy from a distance. This includes advanced heads like those of tridents and ranseurs. Warhammer: A mace with a small impact point to maximize damage. This weapon excels at delivering some damage through even the best armors. Whip: A unique weapon used to strike an opponent at a distance. It deals minimal damage but can be used from a significant distance. Also causes 1 stress point gain in any person targeted by this weapon at the moment it is first used. This stress can be resisted normally.

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Ranged Weapons:

These weapons are for use with many different skills. Assault Rifle: A semi or fully automatic magazine loaded slugthrowing or energy weapon designed to maximize firepower with minimal reductions in range. This weapon must be fired from the shoulder. Crossbow: A bow that projects arrows via mechanical device. This weapon requires much less training that a traditional bow and is effective at armor penetration. Reloading this weapon takes a full minute unless equipped with repeating technology.

Ranged Weapons Size Range Weight Cost Assault Rifle Large 500 12 750 Crossbow Large 250 6 400 Flame Thrower Large 25 18 2500 Longbow Large 200 4 350 Missile Launcher Large 250 15 1500 Musket Large 100 7 375 Pistol Medium 200 3 250 Rifle Large 1000 10 500 Shortbow Large 150 3 125 Shotgun Large 75 10 500 Sling Large 100 1 25 Submachine Gun Medium 250 5 625

Flame Thrower: An incindiary weapon that shoots ignited fuel at a target, typically used only in military situations. This weapon is illegal to use as a civilian in virtually every setting. Longbow: A bow that projects arrows via elasticity for a long range. This is actually a rare form of bow in history, but ubiquitous for a bow used in the modern era. This includes composite longbows. High pull weight means this bow cannot be used from atop mounts. Missile Launcher: A rocket or missile launching weapon, typically used only in military situations. This weapon is illegal to use as a civilian in virtually every setting. Musket: A long muzzle-loading slugthrowing projectile weapon held in two hands. If multiple shooters are within a few yards of each other, they must fire in volleys or else risk igniting the powder of anyone reloading their weapon. This weapon must be fired from the shoulder. Pistol: A slugthrowing or energy weapon held in a single hand that fires a single shot per trigger pull. Depending on setting, semi-automatic fire may be possible. Black powder weapons of this type have 1/4th the listed range. Rifle: A breech or magazine loaded slugthrowing or energy weapon that is capable of accurate fire at long range. Depending on setting, semi-automatic fire may be possible. This weapon must be fired from the shoulder. Shortbow: A bow that projects arrows via elasticity for a short range. Most bows throughout history as weapons have been shortbows. Low pull weight means this bow can be used from atop mounts. Shotgun: A slugthrowing weapon that fires cartridges of pellets for maximizing damage at the expense of range and penetration. Sling: A hurling weapon used to throw stones. Requires significant space to use safely. Submachine Gun: A semi or fully automatic magazine loaded slugthrowing or energy weapon that can be held in one hand. This weapon is less powerful and has a shorter range than an assault rifle, but has greater utility at short range and in confined spaces. 168

Projectiles:

These are either projectiles launched by a ranged weapon or throwing weapons for use with the Thrown Weapon skill. Arrow: Ammunition for bow weapons. This includes bolts for crossbows. Bullet: Ammunition for slings and pre-modern gunpowder weapons, typically a small rock or molded metal ball. If fired by a gunpowder weapon, it deals triple listed damage.

Projectiles Arrow Bullet Dart Energy Flame Flashbang Gauss Grenade Javelin Pistol Round Rifle Round Shotgun Shell Throwing Axe

Damage Range Weight Cost 2 penetration 5 1 penetration 2 1 penetration 10 10 4 energy 25 2 energy 100 1 explosive 25 1 40 3 penetration & 2 energy 50 5 explosive, 5 shrapnel 20 1 50 3 penetration 15 2 40 3 penetration 10 5 penetration 20 1 impact and 4 shrapnel 25 1 impact and 1 penetration 10 3 40

Dart: A throwing weapon that resembles a large arrow. It is typically adorned with feathers. Can be used from a mount. Energy: Ammunition for energy weapons, typically a bolt of pure energy. Only used in futuristic weaponry. Flame: Ammunition for flame throwers, typically a combination of gasoline and tar. Flashbang: A hand-held throwing stun-grenade deals full damage within a radius of 5 yards and none beyond that. Additionally, it blinds and deafens anyone within 20 yards of the detonation location with the explosion in their field of vision for 2d6 seconds. Vision spots and ringing ears can continue for minutes or hours afterwards depending on how close the victim is to the explosion. Gauss: Ammunition for ultra-high-velocity ballistic weapons, typically a light piece of metal. This is fired at extreme velocity using electromagnets. Despite the nature of the projectile, this is an energy weapon due to extreme velocity and energy delivered upon impact. Grenade: A hand-held throwing explosive that deals full damage within a radius of 5 yards and 1 less damage of each type per 5 yard increment beyond that (out to zero damage beyond 25 yards). Javelin: A throwing weapon that resembles a short spear. Can be used from a mount. Pistol Round: Ammunition for modern pistols, SMGs, and some light rifles. Wide varieties of this ammunition are available with a range of specifications. Rifle Round: Ammunition for modern rifles and assault rifles. Wide varieties of this ammunition are available with a range of specifications. Shotgun Shell: Ammunition for shotguns. A shell filled with hundreds of pellets that spread out after the shell leaves the barrel of the shotgun. Throwing Axe: A throwing weapon that is a lighter version of the handaxe. 169

Shields:

Shields Block Cost This equipment is used to block with the block skill. Reduction Buckler +1 100 characteristics for shield match the armor basis of the shield. Small +2 150 Weight characteristics for a shield are 1/5th of the weight of the Large +3 200 armor basis multiplied by the block bonus. For example, a large solid steel shield reduces damage as if it were plate armor and weighs 30 lbs. (50/5 x 3). Any damage that gets through a shield creates a -2 penalty to Block per damage point until the shield is repaired. Buckler: A basic shield approximately 1-2 ft in diameter. Double block bonus against bladed weapons. Small: A decent shield approximately 2-3 ft in diameter. Double block bonus against ranged weapons. Large: A good shield approximately 3-4 ft in diameter. Use this size for Kit Shields and modern Riot Shields. Triple block bonus against ranged weapons.

Body Armor:

This equipment is used to reduce damage to your body in combat. Leather: An armor based on heavy cloth, leather, fur, or hide. Banded: An armor based on attaching plates or studs to leather armor. Scale: An armor based on small overlapping metal plates. Mail: An armor based on interlocked metal rings. Plate: An armor based on large overlapping metal plates.

Body Armor Leather Banded Scale Mail Plate Flak Fiber Weave Ceramic Ultra-Dense

Weight Cost 15 100 25 200 30 250 40 400 50 500 25 600 20 800 20 1250 40 3000

Flak: An armor based on steel or ceramic plates sewn into light cloth. Fiber Weave: An armor based on dense synthetic fiber materials. Ceramic: An armor based on ceramic plates designed to resist energy. Ultra-Dense: An armor based on futuristic materials science. Reduction Leather Banded Scale Mail Plate Flak Fiber Weave Ceramic Ultra-Dense 170

Slashing 1 2 3 4 5 1 1 1 4

Impact 1 1 1 2 2 1 0 1 2

Penetration 0 1 1 1 2 2 4 2 4

Energy 0 0 0 0 0 1 1 4 4

Shrapnel 0 1 1 1 2 4 5 2 6

Explosive 0 0 1 1 2 3 2 3 4

Animals:

The animals and equipment listed in this section relate to animals that are useful to completing tasks. Attack Dog: A dog that is trained to attack under certain conditions, usually verbal commands but also perhaps automatically against anyone who appears threatening to the owner. Barding: Armor for horses and other mounts. Cost is a multiple of the cost of the armor basis used. For example, banded mail barding would cost 800. Camel: A mount suitable for use in the deserts but prone to injury in rough terrain or from debris on any surface. Cart: A load carrying vehicle, typically pulled by an animal. Cost provided is for two wheeled carts. Double cost for four wheeled varieties.

Animals Attack Dog Barding Camel Cart Donkey Horse Ox Pony Sled Tack Wagon Warhorse Working Dog

Cost 500 x4 650 350 250 500 350 400 200 100 500 800 300

Donkey: A reliable load carrying animal suitable for use in virtually any terrain. Unsuitable for combat use. Horse: A load carrying animal suitable for use in normal terrain. Capable of fast movement as a personal mount. Unsuitable for combat use. Ox: A load pulling animal capable of pulling very heavy carts, sleds, and wagons. Unsuitable as a mount. Pony: A reliable and fast personal mount. Unsuitable for combat use or for load carrying. Sled: A load carrying vehicle which must pulled by an animal, typically used in environments like ice or sand. Tack: The harness, bridle, and saddle used for a personal mount. Wagon: An enclosed load or passenger carrying vehicle designed for longdistance travel pulled by animals. Warhorse: A reliable and fast personal mount. Suitable for combat use or for heavy load carrying. Working Dog: A dog that is trained to perform highly specialized tasks under certain conditions. Examples include herding, hunting, stunt, guide, therapy, rescue, search, tracking, or drug dogs. 171

Gear:

This is a list of miscellaneous equipment for use in a variety of settings. Consult your GM for pricing. If you suspect an item may not be appropriate for your game (e.g. Audio Bugs in Medieval settings), don’t use it. Gear Audio Bug Backpack Bandages Barrel Basket Batteries Bedroll Bell Binoculars Blanket Block & Tackle Blowtorch Bottle Bucket Caltrops Camcorder Camera Camp Stove Candle Canteen Canvas Cell Phone Chain Chalk Chest Cigarette Lighter Compass Computer Crowbar Ear Muffs Firewood

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First Aid Kit Fishhook Fishing Net Flashlight Flask Flint & Steel Gasoline Grappling Hook Hammer Handcuffs Holster Ink Inkpen Instrument Jammer Jug Kerosene Ladder Lamp Lantern Laptop Lock Lockpicks Manacles Matches Metal Detector Mirror NV Goggles Oil PDA Pole

Pouch Quiver Radio Ram Rations Rope Sack Scale Scope Scroll Case Scuba Gear Sealing Wax Sewing Needle Shovel Signal Whistle Signet Ring Sledge Sleeping Bag Soap Spellbook Spyglass Suitcase Syringe Telescope Television Tent Thermos Torch Vial Waterskin Whetstone

Chapter 9: Resolution Mechanics

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Making a Skill Roll:

A skill roll involves rolling a number of dice and counting successes. A success is a dice that comes up as a 5 or 6. These are then compared to something; either a difficulty number, a skill roll by someone else, or a combination of the two. Most of the time, simply rolling a number of successes equal to that number is enough to triumph. For example, you might be attempting an easy task (difficulty of 2). In that case, if you roll 2 or more successes, you will accomplish the task. However, in other cases the degree of success may be important. In that case, you are going to need to count the number of extra successes. Extra successes are equal to the number of successes rolled minus the number you were rolling against. If you had rolled 4 successes in the above example, you would have gotten 2 extra successes. The number of dice you roll is based on the talent and attribute associated with that skill, modified by the circumstances. Your skill level affects the roll as described on the chart to the right. If you have the talent the skill is based on, you get to roll an extra die. Sometimes you are asked to roll against a talent (e.g. make a Willpower roll), this is just an untrained roll that isn’t associated with a skill. Some biological and cultural characteristics also provide bonus die.

Base Dice Untrained Amateur Trained Professional

For example, if you have a Spatial of 6 and you are an Amateur in Acrobatics, then you roll 5 dice. If you had exceptional Balance, you would have rolled 6 dice. Further, certain biological characteristics like MultiLegged could provide additional dice. If you actually rolled those 5 dice and got the results in the example to the right, you would have rolled 3 successes. If this was an easy task (difficulty of 2), this would give a single extra success.

Attribute Value Attribute Value +1 Attribute Value +2 Attribute Value + 4

Example 1st Dice 2nd Dice 3rd Dice 4th Dice 5th Dice Total Successes

3 5 6 1 6 3

Rolling Dice in Secret:

Some skill descriptions describe the GM rolling dice in secret. This is so you do not know if you failed or not by looking at the dice. Let’s imagine you told your GM you wanted to Search for something, so you rolled your dice and got no successes. If the GM then told you that you find nothing, how confident are you that there is nothing there to find? You would probably not very confident. As a result, these dice need to be rolled in secret. Usually the GM will roll these dice behind a screen or upturned book so that nobody can see it. However, your GM may choose to give you a peek under the hood. They may choose to allow half of the dice to be rolled by the player, rounded down. So if you were supposed to roll three dice for that Search roll, the GM would roll two of the dice and you would roll one. You have a better gauge of your success as a result. If you roll a success on your die, you would feel more confident about the result. If you rolled none instead, you would be less confident. This glimpse onto a few dice represents your gut feeling about how well you did at the task. This is an optional rule, but it can have a big impact on your enjoyment of the game. Of course, you can just roll all results in public. However, you will run into the problems that rolling in secret is trying to avoid. The bottom line is that it is your game to play, so roll the dice however you wish.

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Types of Actions:

All actions are adjudicated through skills. When in doubt about which skill is applicable, the GM is encouraged to either make a ruling regarding it or simply allow an untrained roll based on a talent to represent the uniqueness of the situation. All actions are divided into the following categories: • Environmental • Actions taken against the environment • Reflexive • Actions taken automatically without thought • Conversational • Communication with a sentient being • Combat • Actions taken against a living being • Maneuver • Actions involving complex movement

Environmental Actions:

Environmental actions are resolved by rolling dice against a difficulty value. This is because the task is the same for anyone attempting it. When attempting to use a skill, roll the appropriate number of dice for your skill level. Compare the number of successes rolled against a fixed number provided by the GM. If you have a number of successes equal to or higher than the difficulty value, you are successful. If not, you fail the action.

Reflexive:

Reflexive actions are resolved by the someone rolling dice against you, usually the GM. Instead of making a skill roll, your skill is used to determine a difficulty number that the GM is rolling against. Consult the chart to the right to determine what difficulty you pose to the GM’s roll. The reference to Attribute & Talent is for the attribute & talent associated with that skill. Bonuses from skill level are not cumulative. As you can see, the maximum difficulty value is 7. The number of dice rolled against you is typically based on the nature of the challenge.

Example: • Climbing a rope • Noticing someone • Persuading someone • Attacking someone • Flying an airplane Difficulty Very Easy Easy Normal Hard Very Hard Reflex Base Value Attribute > 4 Talent Amateur Trained Professional

1 2 3 4 5

1 +1 +1 +1 +2 +4

Conversational Actions:

Conversational actions are resolved by rolling dice against a nonplayer character (NPC). The difficulty of the action depends on the NPC’s disposition and motivations. See Conversational Resolution for more details.

Combat Actions:

Combat actions are resolved by rolling dice against another living being. The difficulty of the action depends on the opponents skills and environmental factors. See Combat Resolution for more details.

Maneuver Actions:

Maneuver actions are resolved by rolling dice against a difficulty value in an attempt to succeed while simultaneous similar rolls are being made by another living being that is pursuing or attacking you. Your opponent(s) may or may not be using the same skill that you are. See Maneuver Resolution for more details. 175

Conversational Resolution: As you explore the game world, you are going to become involved in conversational interaction with other characters in it. These people are called non-player characters (NPCs). An NPC is a character in the game world who is not a member of the party and thus controlled by another player, but is instead controlled by the GM. NPCs can be influenced by your character’s skills. Using your verbal skills to influence NPCs will probably be a very important part of your game. For example, if you want to get a shopkeeper to lower his price so that you can afford something, you might use the Haggling skill. There will be many times in the game when you want to change the behavior of some NPCs. Influencing them to behave differently is the role of Conversational Actions. Note that most conversations do not require rolls. You do not need to perform conversational actions to ask questions or engage in normal conversation, only when you want to control the outcome in a specific way. When you decide that you want to influence an NPC, tell the GM the skill that you want to use and which motivation you want to appeal to in the NPC. You need to be able to describe how the motivation is appropriate to the conversation. This is an important choice because if you appeal to a motivation that is strongly pronounced in the NPC, the NPC is much more likely to be influenced. For example, you are trying to convince a greedy noble to provide monetary assistance to the party for purchasing equipment. If you choose to appeal to his Acquisition motivation because you know him to be greedy, you can tell him that you need the equipment to go and retrieve a vast treasure and that, upon your return, you will repay him twice what you borrowed. Since he’s greedy (has a high Acquisition motivation value), he is likely to be convinced by this argument. If you had chosen instead to appeal to his low Nurturance, your chances of convincing him would be slim to none.

Conversation Step 1 Step 2 Step 3 Step 4 Step 5 Step 6

Tell the GM what Conversational skill you want to use Tell the GM what motivation you wish to appeal to The GM will present Resistance Dice If you want to change appeals, go back to Step 3 Roll your skill dice vs the GM’s resistance dice The GM will describe the outcome

Uou don’t get to know the NPCs’ exact motivation values. However, if you engage in conversations with them, you may get some clues. Additionally, the more you interact with people of the same culture, the more likely it is that you will be able to predict which motivations are strong in that cultural group. You are strongly encouraged to engage in conversations not only when absolutely necessary, but also to build rapport with the NPCs in the area and feel out their cultural leanings. Once you have chosen a skill and a motivation, the GM will check the NPC’s Disposition and the value of the motivation you are appealing. First, to gauge the importance of that motivation to the NPC, the GM will subtract the value of the motivation you’re appealing to from the highest-value motivation the NPC has. Next, the GM will add the NPC’s Disposition value to the total, then place a number of dice on the table equal to that number. These are called Resistance Dice. So, if your GM presents you with five Resistance Dice, you can be fairly certain that either the NPC is hostile to you or you choose a poor motivation. If she instead presented one or two dice for resistance, you would know that you are appealing to a strong motivation or the NPC is a good friend.

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The presentation of Resistance Dice represents the first few seconds of conversation. It is a rough estimate of how the NPC is reacting to your attempt. If you wish, you can decide to abandon your attempt at this time and the GM will tell you how the NPC reacts. Depending on what you were attempting, they may or may not shift in disposition. The GM will adjust the disposition in secret, though she might give you a clue of the impact in the form of body language or commentary from the NPC. However, this shift will be much smaller than would result from rolling the dice and failing -- if you start to lie and then change your mind, it might be picked up on by your conversation partner or it might not, but if you lie and the NPC is unconvinced, the damage to the relationship will be severe. Keep that in mind when you are making this decision.

Resistance Dice

An NPC rolls a number of resistance dice equal to her maximum motivation value minus the motivation being appealed to, plus a number of dice equal to their disposition. Example: The NPC’s highest motivation value is 7. The motivation you chose to appeal to has a value of 4. Her disposition towards you is Friendly (-1 dice). Resistance Dice = (7-4)-1 = 2 dice Note that because the GM is the only one who knows the NPC’s exact motivation and disposition values, she’ll do all this math in secret.

Alternatively, you may choose to appeal to a different motivation. You may decide that you want to try and salvage the attempt somewhat by changing your tune. Choose a different motivation and the GM will present you with a new set of Resistance Dice. However, this time the GM will add 1 to the number of dice to represent the awkwardness of changing your tactics mid-conversation. It is possible that you may end up hurting your cause by doing this, but it is also possible that you may improve your chances of success. The risk is yours to bear. Consider it carefully. If you do change motivations, you are committed both to rolling the dice and to the new motivation, whatever its value might be. Once you have a final number of resistance dice, you can resolve the action. You roll a number of dice appropriate for your skill level in the skill you are using. Your results are compared to the GM rolling the resistance dice. If you have more successes than the NPC, you succeed at your attempt and the GM describes how the NPC reacts. If you have fewer successes, you fail at your attempt and the GM describes the consequences, and may secretly adjust the NPC’s disposition towards you. Disposition changes may be described by the GM, but they may also not be evident to you. Secret grudges are common and you may not even know someone actually hates you until it is too late.

Disposition:

Every NPC will have a Disposition towards your character. This represents Disposition her attitude towards you and it can range from very friendly to very hateful. Friendly -2 Disposition will have an enormous impact on your interactions with that Positive -1 NPC and you may find it worth your while to attempt to improve an NPC’s Indifferent 0 disposition before you attempt influence them to do something on your behalf. Negative 1 The Socialization skill can be used to influence an NPC to be better disposed Rivalry 2 towards you. A friendly NPC may help you when a hateful one, in the same situation, would leave you to your fate. Even worse, a hateful NPC may actively Hatred 3+ try to harm you. The GM should never explicitly tell you the Disposition of any NPC, but she may give you clues in the form of body language descriptions and the use of indicative phrases. For example, if an NPC tells you that she would love to help you because she really respects you for helping her friend, odds are good that she has a good Disposition towards you.

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Combat Resolution: As you explore the game world, you may become involved in violence. Any situation in which characters are trying to commit violence against others is called a Combat. Your attempts to injure others or avoid injury yourself are resolved via Combat cycles. Each cycle represents about five seconds. Combats are composed of a series of cycles that lasts until there is no one left with the capacity or will to continue fighting. While you are engaged in combat cycles, you can only engage in short exclamatory speech, use Combat skills, and use certain environmental skills if your GM permits it. A Combat can begin with some characters unaware that combat is starting. If some of the participants in the Combat are not aware that Combat is starting, the first Combat cycle will be a surprise cycle. During the surprise cycle, the only combatants able to act are those that initiated the combat and those that succeed at a Spot roll to detect the impending attack. Everyone else is considered to be unaware and thus unable to take actions during this cycle. Other than that limitation, a surprise cycle is adjudicated normally.

Combat Cycle Step 1 Step 2 Step 3 Step 4

Determine highest Synapse in battle Declare Actions in order of lowest-highest Synapse Resolve Highest Synapse Phase First Continue down through each Synapse Phase Resolve Lowest Synapse Phase Last

Step 5 Each Combat cycle is subdivided into a number of synapse phases equal to the highest Synapse value of any participant. For example, if the highest Synapse value of any participant in the Combat is 6, then each Combat cycle is composed of six synapse phases. Each phase is identified by its number. So in the example, synapse phase 6 would occur first, followed by synapse phase 5, and so on until synapse phase 1 occurs. After synapse phase 1 ends, you continue to the next Combat cycle and start again at the highest synapse phase round again.

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How a Combat Cycle works:

In a Combat Cycle, every participant can take a number of Combat actions equal to their Focus value minus 2, down to a minimum of 1. Declaring Actions: At the beginning of each cycle, you must describe all the actions you intend to take during that cycle. Your description must actually be descriptive, such as “I am going to attack the enemy charging at me,” you cannot simply declare the intent to do some vague action in the future. You must provide some detail about what you are intending.

Focus 1, 2, 3 4 5 6 7 8

# of actions 1 2 3 4 5 6

The participant with the lowest Synapse starts first by declaring their actions to the entire gaming group and writing them down on a piece of paper for reference. She is followed by the participant with the next lowest Synapse value until the highest Synapse participant has declared her actions. When multiple participants have the same Synapse value, they should write down their intentions in secret and then simultaneously reveal them to the group before moving on. If you have the ability to take multiple actions in this round, you must reveal all actions at once when it is your turn to declare actions. At the end of this process, everyone should have all their actions announced and written down. This represents what each of the participants is intending to do in the next few seconds. However, due to the order in which this process takes place, the participants with a high Synapse value will have some foresight into how the round might play out. This foreknowledge reflects the advantage of thinking faster than others.

What is a Combat Action:

Only certain things can be done in the fractional moment of a synapse phase. They are limited to the list to the right. Anything more involved than these actions must be done as an extended process either outside of combat or completely withdrawn from it. For example, combat might continue to rage on a battlefield while a medic treats a wounded soldier. However, that medic is not considered a part of the combat and cannot perform any actions other than continuing treatment of her patient. She may become the target of attacks, but she cannot react to them unless she abandons caring for her patient and becomes a part of the combat.

Combat Action

Attack an opponent Remove and replace the magazine on a firearm Clear and reload a breech-loaded firearm Drawing and notching an arrow on a bow Drawing a weapon from a sheath or holster Retrieving an item from a location on your person Moving at your running movement rate for 1 second Crouching or falling prone Standing from a crouch or prone position Grabbing an item from the environment (e.g. a chair)

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How a Synapse Phase works: Taking Actions: The highest synapse phase occurs first. During this time, only those participants who have the highest Synapse value can act. Often, this will be a single individual. If she chooses to act during this phase, she will perform first action on the list of actions she declared. You can only take one action per phase. You must take actions in the order you declare them. You can abandon an action to take the action you declared next, but you cannot go back; the action you abandoned is lost. You may skip a phase without doing anything, instead taking the action you had slated for that phase during the following one.

Synapse Phase

At the end of Synapse Phase 1, anyone who still has actions remaining can keep the pending action prepared into the next Combat Cycle. It counts against her number of actions in the next cycle, but she can take this action at any time, even during a higher Synapse phase than she would normally be allowed to act in. Only a single action can be carried in this way from one cycle to the next. Aimed Attacks: Unless you aim, you are assumed to hit the center torso of your opponent with your attack. You can choose to aim and target another body part at the cost of rolling one less die. Disabled limbs can only be restored through medical care. The GM may change the effects and available targets of aimed attacks based on the physiology of the species involved. The GM may also allow you to target even more specific body parts (e.g. left eye) in exchange for a stronger penalty.

Step 1 Step 2 Step 3 Step 4 Step 5

Choose to either perform your next action or do nothing If attacking, choose to aim or not If attacked, choose to react or not If necessary, write down decisions in secret and reveal simultaneously Determine hits and apply damage

Aiming Head Limb

Consequence Double Damage Half Damage, but disables limb

Reactions: If you are being attacked, you must decide whether or not you will react to avoid it. If you choose to react, choose to either Block or Dodge. A defender can react only if she (1) could potentially act during this Synapse phase, (2) the attack comes from a low-velocity weapon (i.e. no dodging bullets or blocking lasers), and (3) has an action left this combat cycle. If those conditions are met, she can trade her current action to either Block or Dodge the attack. The decision to trade her action must be made BEFORE dice are rolled. If the defender has chosen to react, she rolls her own skill dice in the skill she is using (Block or Dodge) and adds her successes to the difficulty value assigned by the GM. Regardless of the result, the traded action is lost. Simultaneity: If multiple participants can take actions in the same synapse phase, the actions take place simultaneously. The results of every action are determined, then applied at the same time. If publicly declaring the decisions to react to an attack with a Block or Dodge would give an undue advantage to anyone, write down your decisions in secret and reveal them simultaneously to ensure no one has the advantage of foreknowledge. Determining Hits: Whenever a participant attacks someone else, the GM assigns a difficulty value to hit that person based on the situation. If she rolls more successes, the defender is hit, damage is calculated and the results are described by the GM.

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Calculating Damage:

Each weapon has a fixed amount of damage dealt based on the equipment charts. All weapons do Strength damage unless otherwise stated. Unarmed attacks do Endurance damage unless you are trained in a martial art, in which case you can choose to do Endurance or Strength damage before you make your attack. When someone is hit, they take an amount of damage indicated. For example, if you are slashing someone with a sword, you always deal 3 slashing damage unless you are making aimed attacks.

Reducing Damage through Armor:

Each armor type has a set of values representing the defense it provides against a variety of attacks. These values represents the amount of strength damage stopped by the armor for the respective damage types. Some armor may be very good at stopping damage from some sources and woefully deficient in stopping damage from other sources. Many weapons deal more than one type of damage depending on how they are used to attack. For example, if you are hit by a sword you may be dealt 3 slashing damage (if the blade is swung) or 2 penetration damage (if the blade is thrust). If you are wearing Scale armor, this is a very important distinction because that armor would stop all 3 slashing damage but only 1 penetration damage. Depending on how your enemy attacks you, your armor may or may not stop the damage.

Grappling:

Unarmed can be used to make grappling attacks in combat. Grappling is a rare case in which you can react by grappling. So a combatant targeted by a grapple could Block, Dodge, or use Unarmed to grapple. If successful, a grappling attack imposes a penalty on your opponent equal to number of extra successes. This value is called a grappling penalty. So if you rolled 4 successes against an opponent’s 2 successes, then that opponent would suffer a -2 grappling penalty to any action they attempt while grappled. They can break the grapple by rolling Unarmed against you (subject to the grappling penalty you imposed). If they succeed, they are now grappling you and you are suffering a grappling penalty based on their number of extra successes. The grappling penalty is cumulative over multiple attacks, so if you grapple someone once for -2 and then again for -3, then they would have a -5 grappling penalty. If the grappling penalty exceeds a combatant’s strength, they are considered pinned. For example, you are grappling a goblin. You are a trained grappler and they are untrained. You roll 5 successes and the goblin rolls only 1. The grappling penalty would be -4, but the goblin only has a strength of 3. The goblin is now considered pinned and can take no actions until you decide to release it from the pin. You could now restrain it or kill it if you wanted. While holding an opponent in a pin, you can do nothing with the limbs you are using to restrain them. If you have someone grappled, you can also attempt to throw them. This is done by making a grappling attack against them, which they can attempt to resist with Unarmed (subject to the grappling penalty you imposed). If successful, you can knock them off their feet or shove them a short distance (exact consequences subject to GM approval). The throw itself does not injure the target, but the result can be highly damaging (e.g. into a vat of acid). A thrown opponent is stunned and cannot take actions for a number of Combat cycles equal to the number of extra successes you rolled minus their Focus, down to a minimum of zero (i.e. not stunned after all). 181

Maneuver Resolution: As you explore the game world, you may become involved in vehicle combat, chases, or wild maneuvers. At the start of such an event, you must determine starting position, or the distance between the vehicles involved. Every vehicle which is not carrying the characters, such as police pursuers in a street chase, must be assigned a position relative to the character’s vehicle. Positions are not absolute values, but relative to the situation. In a crowded city, very long range might be 200 yards. On an open desert highway, very long range might be several thousand yards.

Position

0 1 2 3 4 5

Distance from Target Point Blank Short Range Medium Range Long Range Very Long Range Barely visible

Position is important for two reasons. Vehicle-mounted weaponry has limited range and you must be within range of the target to fire. Also, if a vehicle falls into a position higher than 5 (barely visible) they are removed from the event. After determining starting positions, the GM will present you with a series of maneuver challenges. Each challenge give an opportunity to improve position and/or attack the enemy, but it also presents a challenge that might wreck the vehicle.

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How a Manuever Challenge works:

Each maneuver challenge involves moving through a section of the environment. The length of the section is up to the GM. It might be a single block in a big city or a long stretch of highway in the country. Regardless of the physical size of the space, the mechanics are the same. Environmental Difficulty: At the start of the challenge, the GM will describe the environment you are moving through. This will be the description of what you can see from your vehicle. She will not tell you the exact difficulty value of this terrain, but you should have good feel for the challenge it presents.

Maneuver Step 1 Step 2 Step 3 Step 4 Step 5 Step 6

Declare Maneuvers: After assessing the environment, you must decide what you want to do. You can try to move closer to the other vehicles, further away, attack others, just try to keep going at the same pace, or try to evade an enemy attack. The GM will determine what maneuvers the other vehicles take.

Difficulty 5 4 3 2 1

Sudden Dangers: At her discretion, the GM may introduce a sudden danger into the challenge. This will raise the difficulty value by an amount she determines. The sudden danger may cause more problems for your pursuers than it does for you. The archetypal sudden danger is the large truck pulling out right in front of you. If you make it past the truck, it proves to be a much greater hindrance to your pursuers.

Maneuvers Advance Attack Evade Maintain Fall Back

The GM will determine environmental difficulty Declare Manuevers The GM may introduce sudden dangers Make Skill Rolls Determine Damage to vehicle, if applicable Adjust Positions Example Extreme Metropolis Mountains, Dense Hills, Urban Slight Hills, Suburban Flat Open Terrain Difficulty Modifier +1 +1 +1 +0 -1

Rolling Skills: You can now roll your maneuver skill against the difficulty value, determined by adding the base environmental difficulty, the modifier from your maneuver choice, and the impact of any sudden dangers. If you fail, your vehicle takes damage equal to the difficulty number you were trying to beat minus your successes (if any). If you succeed, you are able to successfully move through the challenge. If you succeed while attempting to evade, add your extra successes to the difficulty value of anyone attacking you. If you succeed while attempting to attack, you now roll your Combat skill for the weapon you are using. You may attempt to attack with your vehicle instead of a weapon, in that case roll your maneuver skill (e.g. Driving) instead of a combat skill. The GM will determine the difficulty value of attacking your target. Any damage done is applied to the target vehicle or exposed occupants. Determine Damage: Each vehicle has a number of Strength points. This represents its physical structure and durability. Obviously, a large truck will have a higher Strength rating than a motorcycle. If you fail a maneuver, your vehicle takes a number of Strength points in damage equal to the difficulty number you were trying to beat minus your successes (if any). Your GM may also tell you how much damage you take as a result of the impact. If your vehicle is destroyed, you may take additional crash damage and may or may not be able to exit the vehicle unassisted. Damage may be reduced by vehicle armor. Adjusting Positions: If you were advancing or falling back and succeeded, you shift one position spot per extra success. If you took vehicle damage but the vehicle was not destroyed, your GM may tell you your position shifts as a result.

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Stress: Things are going to happen that your character is not going to enjoy. Violence, conflict, and difficult choices are just a few possibilities. When your mind experiences these harmful situations, they cause stress. Stress can accumulate over time until it breaks down your character’s mental functions and ultimately drives them screaming for the hills or into a catatonic meltdown. Obviously, you don’t want that to happen. So you will need to consciously manage your stress levels. There are two ways that your stress level rises; voluntary and involuntary stress. Voluntary stress occurs when you perform an action knowing that it will cause stress. Examples include attempting a motivation boost, initiating combat, or taking aggressive conversation choices like seduction or intimidation. Involuntary stress occurs when you are surprised by an event. Examples include someone initiating combat against you unexpectedly or someone making aggressive conversation choices against you. Involuntary stress can be resisted using a morale roll as detailed below.

Making a Morale Roll: When a character takes stress, they must make a Stability roll based on the kind of stress experienced and use a talent as applicable in the chart to the right. This roll is against a difficulty number equal to the amount of stress gained. This represents the fight-or-flight physiological response. If your character has automatic stress reduction, such as from Combat training, the reduction is applied before the difficulty number is determined.

Talent Bravery Toughness Willpower

Use for Exposure to Physical Danger Physical Pain Mental Anxiety

If you fail this roll, you take the full stress amount and your morale instantly breaks. You can make a Reaction roll to attempt to flee. If you fail to roll any successes, your character cowers and fall to the ground until the danger passes. If you get at least 1 success, then you can direct the character to flee in a particular direction (e.g. she flees out the back door into the parking deck). Your character will then flee in that direction until they feel safe. If they are attacked while fleeing, they can attempt to avoid the new danger (including reacting in combat), but they cannot take offensive actions. They may also have to make further morale rolls. If your character finds themselves in a situation where they cannot flee from the danger, they will cower and fall to the ground until the danger passes. If you succeed on the morale roll, your character retains control of their mind. The amount of stress they would have taken is also reduced by 1 for each extra success rolled. It is possible to reduce stress gain to zero through this reduction.

Catatonic State:

Your character can enter a catatonic state if your character’s stress level ever reaches two times your Stability. In a catatonic state, the brain is overwhelmed by stress and shuts down. Once in this state, they are effectively incapacitated until their stress level is reduced to be equal to their Stability via relaxation. They must be physically moved by someone else into a safe environment where their stress can be reduced by relaxation until it reaches the required level. Except under the most unusual circumstances, you are going to want to avoid a catatonic state at all costs.

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Stress Reduction: Once a moment of stress has passed, you are going to want to bring your stress level back down. There are two ways to do this; relaxation and coping attempts. Relaxation is a slow but permanent stress reduction. If your character rests in a safe environment for a number of hours, they will lose a stress point. A safe environment is defined as a place where the character feels like the likelihood of additional stress gain is extremely low. For example, a hotel room where there is a reasonable assumption of anonymity would be a safe environment. That same hotel room when you are fairly sure the police could bust down the door at any moment is not. The duration of rest required to lose one stress point is equivilant to ten hours minus your Stability score. So the average person needs 7 hours of rest to remove a stress point permanently (10 hours minus a Stability of 3). Coping attempts are active attempts to get a grip on the situation. So long as you are not in immediate danger and you have a stress level higher than your Stability, you can make a coping attempt. Each attempt takes five minutes of game time and you can make multiple attempts so long as the conditions are still met. To make a coping attempt, make a Willpower roll. For each success, you lose 1 stress point. You cannot reduce your Stress level below your Stability using this method.

Residual Stress: Stress points reduced by coping are removed from a character’s normal stress level and added to their residual stress level. Residual stress does not technically need to ever be removed, but it will accumulate and begin to cause negative side effects. For every full multiple of your Stability score, you suffer a -1 dice to all rolls until your residual stress levels are reduced. For example, a character with 3 Stability and 8 residual stress points would get -2 to all rolls. If that character had a Stability of 5, they would only get -1 to all rolls, despite the same level of stress. Residual stress points can only be removed through relaxation and only after all of their normal stress points are removed.

Functioning Under Stress: A character that is running a high stress level will have a harder time performing tasks than a character without a lot of stress. Your stress functions as an additional motivation with a value equal to the point value. This means that a character with high stress values generally cannot think about anything except finding ways to reduce it.

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Example of Combat Stress Situation Current Stress Synapse Stability

The party is walking down a forest path when they are ambushed. The GM informs the players that this event is very stressful and causes a 3 point involuntary stress gain.

3 4 3

3 point Stress from ambush Morale Roll 2 3 6

Outcome Failure Failure Success

Reaction roll to flee Reaction 1 2 4 5

Outcome Failure Failure Failure Success

A character with a Stability of 3 (no exceptional Bravery) rolls 3 dice for her morale roll and gets a 2, 3, and 6. 1 success vs a difficulty of 3; a failure. They are now able to make a Reaction roll to flee. She has a Synapse of 4 (no exceptional Reaction) so she rolls 4 dice and gets a 1, 2, 4, and 5. Since she rolled 1 success, she tells the GM she wants to flee back up the trail away from the ambush. This character was already slightly stressed. The addition of three stress points raises their stress to 6.

Example of Coping Attempt Situation Current Stress Residual Stress Stability

The party from the example above ends up driving off their attackers. The character whose morale was broken is now trying to get her mental stability back.

6 0 3

Making Coping Attempt to reduce Stress Results 3 5 (success) 6 (success)

Outcome No Reduction -1 Stress -1 Stress

New Situation Current Stress Residual Stress Stability 186

4 2 3

She makes a coping attempt. Since she has a Stability of 3 and does not have exceptional Willpower, she only rolls three dice. However, she is lucky and gets 2 successes. This results in a stress reduction of 2, lowering her stress level to 4. She now has a residual stress level of 2, which is not yet enough to negatively impact her. Her character still has a strong incentive to find a place to rest and recover from her harrowing ordeal. Additional stress could cause her to experience even further adverse effects.

Sources of Stress: Stress can come from a wide variety of sources.

Nervous Stress:

Nervous stress comes from engaging in activites where there is a risky outcome. The stress comes from uncertainty in the mind about the ultimate result, not because of the morality of the act. Skill usage will probably be the greatest source of a character’s nervous stress.

Nervous Acts with minor consequences Acts with major consequences Acts with huge consequences Failing any conversation roll

Stress 1 2 4 +1

The amount of stress gain is dependent upon the severity of the risk. Using Seduction on someone in an isolated environment where the consequences of rejection are limited has minor consequences. Making the same attempt in the middle of a crowded area where humiliation from rejection could be very large would carry major consequences while making the same attempt in front of the target’s large and well-muscled spouse would carry huge consequences of failure. As a result, these examples would cause varying levels of stress. Skills likely to cause nervous stress when used by a character: • Acrobatics • Assassination • Bluff • Diving • Etiquette • Explosives • Jumping • Lockpicking • Move Silently • Poisons • Probe • Public Speaking • Steal • Suggestion • Swimming Skills likely to cause nervous stress when used on a character: • Interrogation • Intimidation • Pleading

• Climbing • First Aid • Performance • Seduction

• Diplomacy • Gambling • Pickpocket • Shadowing

• Seduction

• Torture

Skills likely to cause nervous stress when the results are later tested: • Counterfeiting • Disguise • Explosives • Forgery • Holdout • Poisons • Smuggling • Traps

• Hide

These lists are by no means exhaustive, but shown for illustrative value.

Moral Stress:

Moral Stress Moral stress comes from engaging in activites that violate Acts with minor violations 1 your personal morality. The stress comes from the degree Acts with major violations 2 to which your behavior deviates from what you believe Acts with huge violations 4 to be the correct moral behavior for that situation. Minor violations might be engaging in frivilous but prohibited behavior. Most sexual morality violations would be minor. Major violations usually have legal consequences in a society; acts like theft or arson. Huge violations are massive moral transgressions such as murder or rape. Killing something will usually also cause extra stress. If you perceived the enemy as an object, you gain no extra stress. If you perceive the enemy as an animal, you gain 1 extra stress. If you perceive the enemy as another person, you gain 4 extra stress. In addition to that, you gain the same amount of residual stress immediately.

Killing Object Animal Person

Stress +0 +1 +4 187

Combat Stress:

When a combat begins, the GM may tell you that you gain a number of stress points. The number of points gained depends on how the Combat started and how many enemies are involved. If you joined an ongoing Combat by choice, there is no stress gain. If you started the Combat yourself, you gain 1 stress point. If someone else started the Combat, you gain 2 stress points. If you were caught completely unaware, you gain 4 stress points. If you are going up against enemies that you perceive to have less combat ability that your party, you gain no stress points. If you perceive them to be a roughly equal fighting force, you gain 1 stress point. If you perceive them to be a stronger fighting force than your own, you gain 2 stress points. If you feel you are being overrun with enemies, you gain 4 stress points. Stress points from both starting conditions and enemies are added together and can be resisted.

Combat Stress Calculations Started Joined Initiated Attacked Ambush

Stress +0 +1 +2 +4

Enemies Less Equal More Overwhelming

Stress +0 +1 +2 +4

Any injury recieved in combat causes stress gain in the same amount of the damage taken. This represents the shock, pain, and disorientation of injury.

Exposure Stress:

When an unusual event occurs, the degree to which that event is shocking to you can cause stress. Sources of exposure can be events you considered impossible or events with sudden violent consequences. Furthermore, events that involve injury to other beings can enhance this stress.

Exposure

Minor shock Major shock Incredible shock Signifiant Injury Occurs

Events likely to cause exposure stress due to believed impossibility: • Use of Magic • Supernatural powers • Alien beings Events likely to cause exposure stress due to sudden violent consequences: • Traps • Explosions • Vehicular accidents

188

• Amazing technologies

Stress 1 2 4 +1

Trust Points: Trust points are an optional mechanic that your GM can employ to facilitate more dramatic play. The points are given to the players by the GM under certain circumstances. They can later be redeemed by the players for a system reward. There are going to be points in the game where the GM is going to want the player’s to behave a certain way or endure some form of suffering as a part of the story. The GM might want the character to go through something as a transition to a different part of the story. This creates tension between the player and the GM because the player does not know everything the GM has planned on the other side of an event. For example, in the classic novel The Count of Monte Cristo, the main character is imprisoned for a long time. This imprisonment is a vital part of the story and profoundly affected the character. However, if you were playing that story as the player, you would be really upset if your character was arbitrarily imprisoned. You don’t know that a great treasure lies in your path of escape. You just perceive the GM is punishing you for no reason. Trust points are a way to diffuse this conflict. They reinforce the idea that the game is collaborative. That on one hand, the GM has a plot in mind that she wants to see developed and on the other hand, the player has their own desires for their character to succeed in a dramatic way. When a trust point is used, both the GM and the players get to inject their desires into the game.

Giving Out Trust Points:

Whenever the GM presents the player’s with a situation that deprives the player(s) of agency (the ability of the player to make meaningful choices), they should award that player(s) with a Trust Point. The RPG community frequently refers to this phenomenon as Railroading, where no matter what choices the players make the outcome will be the same. At this point, the game ceases to be about the players. For example, a player might be approached by police who want to arrest her. In most situations, the GM should be providing the character with a reasonable chance of escaping that situation. However, if every direction in which they flee is guarded by more police, a helicopter is circling overhead calling out their position, and several K9 units show up to hunt them down; the player will feel like they have no possibility for escape. Let’s imagine that instead, the GM tells the player that police are approaching but also tells the player that if they simply allow the police to arrest them without incident and suffer the consequences, they will get a trust point in compensation for that loss of freedom. The GM should be up front about the situation and the loss of freedom should translate into a good story in the end.

Using Trust Points:

A trust point can be used to automatically roll a success with every dice rolled. It can be used for any skill that is not rolled secretly, but it does not result in advancement as if you had naturally rolled those successes and does not allow you to roll more dice than you normally would. It can also be used after the difficulty number is disclosed, your dice are rolled, an opponent’s dice are rolled, and success or failure was determined. As long as it was theoretically possible for you to succeeed, you can. This can allow the accomplishment of extraordinary dramatic feats of skill. 189

Appendix A: Magic

190

The Basics of Magic: Essence:

In order to purchase spells, you must have Essence. You can gain essence by taking magic training. Your total Essence represents your overall magical power and is used as a modifier in some circumstances. You can purchase a number of magic powers at character creation with a total point value equal to your starting Essence. Some powers have a prerequisite listed in their description. This means that you must take the listed power first before you can spend points on that power.

Casting Magic:

In order to cast magic, you must power it with Mana. This mana cost listed in each spell description. A value of X represents a variable cost of your choice. You cannot cast magic if it would require more Mana than you have access to. When the magic takes effect, the Mana is depleted. Depending on your magic experience, you may either regenerate Mana naturally or rely upon using Mana from a source other than yourself. Magic also takes a certain amount of time to cast. This is how long it takes to channel the Mana needed to cast the magic, based upon the chenneling rate of your magic experience. During the entire casting time, the caster must remain focused entirely on the task at hand. If the caster loses that focus or is injured in any way during the casting time, it results in magic failure. Magic failure causes the depletion of the mana used in the casting, but no effect occurs.

Always On Powers

Some powers have a mana cost listed Always On with a duration of Permanent. When a character who has Mana in their person takes these powers, they are always in effect. For example, when such a character chooses Sense Undead, they can always sense the presence of undead creatures. However, if a character who lacks Mana takes this power (e.g. someone who is using Concoction) they can cast the magic for an amount of Mana equal to the Essence point cost. In that case, the duration is set to 24 hours and you must target yourself.

Each magic power also lists a duration. This is used to determine how long the magic stays in effect. When this time is reached, you can choose to renew the magic by spending the mana cost again. If you do not choose to do this, the magic effect ends. Each magic power also lists a target. This indicates what kind of things can be targeted by the power. For example, you cannot turn a door Invisible, only a living being. Unless specified otherwise, seeing the target is sufficient to cast the magic on them.

191

Powers Alphabetical Aberration 7 Adhesion 3 Alarm 1 Animate Dead 6 Animate Rope 2 Aura Vision 2 Ball 10 Bark Skin 3 Beam 3 Beast Voice 2 Beckon 1 Blind Blink Bolster Brawn Charm Cloud Comprehension Cone Dancing Blade Darkness Dark Vision Daze Dead Hand Deaf Death Watch Discharge Discovery Dismissal

192

3 12 4 4 4 8 2 6 2 5 2 2 5 2 1 12 5 5

Dispel Dominate Drain Eagle Eye Elemental Elementalism Enchantment Energize Enrichment Entangle Fear

Feast Flight Flood Fog Gift Globe Golem Guidance Homunculus Identification Impervious Improve Weapon Infect Intercession Interruption Invisibility Iron Skin Knock

8 8 8 6 4 4 15 5 3 2 4 2 7 4 3 3 8 8 3 6 5 10 5 3 3 15 5 7 2

Light Luck Mentalism Message Necromancy Nourishment Obsession Paralysis Phantom Plant Voice Poison

Polymorph Portal Probing Vision Protection Reading Recall Refresh Reincarnation Relaxation Repose Resistance Restoration Resurrection Reveal Secrets Reveal Truth Saucer Scry Seal

1 5 3 3 7 3 5 6 3 2 2

15 12 4 3 4 5 5 10 3 1 2 8 10 3 4 3 5 3

Seance Sense Life Sense Magic Sense Matter Sense Undead Shield Bearer Sleep Slick Simulacrum Soul Binding Speak

Spell Storing Steed Stone Skin Stone Touch Swarm Teleport Threshold Trap Treant True Sight Utility Vaporize Wall Water Breathing Water Vision Web Whirl Wizard Eye

2 3 3 2 2 2 3 2 8 8 3

6 2 5 10 3 10 3 2 7 4 4 5 7 2 2 2 2 4

Powers

By Point Value Alarm 1 Beckon 1 Death Vision 1 Light 1 Repose 1 Animate Rope 2 Aura Vision 2 Beast Voice 2 Comprehension 2 Dancing Blade 2 Dark Vision 2

Daze Deaf Entangle Feast Knock Plant Voice Poison Resistance Seance Sense Matter Sense Undead Shield Bearer Slick Steed Trap Water Breathing Water Vision Web

2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2

Whirl Adhesion Bark Skin Beam Blind Enrichment Fog Gift Guidance Infect Intercession

Mentalism Message Nourishment Phantom Protection Relaxation Reveal Secrets Saucer Seal Sense Life Sense Magic Sleep Speak Swarm Threshold Bolster Brawn Charm

2 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 4 4 4

Elemental Elementalism Fear Flood Probing Vision Reading Reveal Truth True Sight Utility Wizard Eye Darkness

Dead Hand Discovery Dismissal Energize Identification Improve Weapon Invisibility Luck Obsession Recall Refresh Scry Stone Skin Vaporize Animate Dead Cone Eagle Eye Homunculus

4 4 4 4 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 6 6 6 6

Paralysis Spell Storing Aberration Flight Iron Skin Necromancy Treant Wall Cloud Dispel Dominate

Drain Globe Golem Restoration Simulacrum Soul Binding Ball Impervious Reincarnation Resurrection Stone Touch Teleport Blink Discharge Portal Enchantment Interruption Polymorph

6 6 7 7 7 7 7 7 8 8 8

8 8 8 8 8 8 10 10 10 10 10 10 12 12 12 15 15 15

193

Magic Powers: Aberration: 7 points

You summon a monsterous being to do your bidding. The monster attacks anyone of your choosing. It has intelligence (equivilent to 3 in every attribute) and causes a 6 stress point gain in anyone viewing it (this is in addition to exposure stress). It can never experience stress or morale failure, but it can be destroyed. It attacks using Unarmed as if it were trained. If sufficiently powerful, the GM may allow other skills as well. The monster has a strength equal to three times the mana cost paid. When casting, make a Precision roll. If successful, you can choose the type of monster so long as it is appropriate for the cost paid (e.g. no 3 strength Ogres). Otherwise, the GM randomly what kind of monster it is. • Mana Cost: X



• Duration: X Minutes

• Target: None

Adhesion: 3 points

You can make your hands and feet sticky enough to support your body weight so you can climb walls and ceilings like a spider. You cannot wear shoes or gloves if you want this to work properly. • Mana Cost: 1



• Duration: 1 minute

• Target: Self

Alarm: 1 point

Allows you to creates a magical sensory presence that can detect a specific condition has occured. When the conditions are fulfilled, you are alerted by a telepathic sound tone. This tone will wake you from your sleep. For example, you might cast Alarm on a locked chest that will alert you whenever anyone opens it. • Mana Cost: 2



• Duration: 1 Week

• Target: Area

Animate Dead: 6 points

You can infuse a new lifeforce into a dead body. This animated being is called a zombie, regardless of its state of decomposition (e.g. only a skeleton may remain). Since this power does not restore the original soul or intelligence of that creature, it does not matter how long it has been dead. The zombie has a limited intelligence (equivilent to 2 in every attribute) and can follow complex commands that you give, such as “attack anyone entering this room unless they bear this emblem”. It cannot speak or communicate, unless you also use Speak on it. It can engage in combat, but is considered untrained in every skill. It has a strength equal to the Mana spent on its cost. Creating undead monsters is typically viewed unfavorably by most moral systems. • Mana Cost: X



• Duration: Permanent

• Target: Corpse

Animate Rope: 2 points

You create a magical lifeforce within a rope. The rope can tie and untie itself on command. It can also move around following simple commands that you give, such as “slide across that floor and tie yourself to the post”. • Mana Cost: 1 194



• Duration: 1 Minute

• Target: Rope

Aura Vision: 2 points

You have the ability to see the emotional state of others by examining their auras. Everyone you see will glow with a particular hue. An individual with a bright aura has a very high stress level and a weak aura has the reverse. The color of the hue reflects the true nature of the individual. Vampires, for example, glow in their own special color. • Mana Cost: Always On

• Duration: Permanent

Target: Self

Ball: 10 points

You can create a ball of magic energy in your hand. This magical energy is composed of a kind of elemental energy that you are capable of creating using Elementalism. You can throw this ball at a target, but must make a Trajectory roll to hit it. They can react because the ball moves as if actually phyiscally thrown. The GM assigns a difficulty numebr to this roll based on the environment, visibility, and distances involved. In addition to the exposure effect of the Elemental energy being used, anyone hit by the ball takes 1 strength damage per 2 points of mana spent on the casting. On impact, the ball explodes dealing half damage (round down) to anyone within a radius of 1 yard per 2 points of mana spent on the casting. This secondary blast is instantaneous and no one can react. After casting, you can hold the ball in your hand for a number of minutes equal to the duration. If thrown, the duration ends. If the duration ends without having been thrown it, the ball dissipates harmlessly. • Mana Cost: X • Prerequisite: Elementalism

• Duration: X Minutes

• Target: Self

Bark Skin: 3 points

You can turn your skin into stiff tree bark. This stops the first 2 damage of any type. However, your appearance might be very unnerving to onlookers. • Mana Cost: 6



• Duration: 1 Minute

• Target: Self

Beam: 3 points

You can create a narrow beam of magic energy that shoots from one of your fingers. This magical energy is composed of a kind of elemental energy that you are capable of creating using Elementalism. You must make a Trajectory roll to hit the target. They cannot react because the beam is instantaneous like a bullet. The GM assigns a difficulty numebr to this roll based on the environment, visibility, and distances involved. In addition to the exposure effect of the Elemental energy being used, anyone hit by the beam takes 1 strength damage. If you know Beam, you can use that to deliver any other magic effect that would normally require physical contact over a distance instead, such as Stone Touch or Sleep. However, you must still make a Trajectory roll to hit the target in that case. • Mana Cost: 2 • Prerequisite: Elementalism

• Duration: Instant

• Target: Person

Beast Voice: 2 points

You have the ability to speak to animals and understand their replies. The GM must determine what level of intelligence and memory actually exists in a given animal. • Mana Cost: Always On

• Duration: Permanent

• Target: Self 195

Beckon: 1 point

You call the closest animal of a particular type to do your bidding. As soon as this power is used, this animal will make every reasonable attempt to reach the caster as quickly as possible. For the duration, the animal has a very positive disposition towards the you, but will flee if abused or injured. A beckoned animal will not engage in combat. The animal can perform basic tasks known to a standard animal of it’s type, but not specialized tasks. • Mana Cost: 1 • Duration: 1 Hour • Target: None

Blind: 3 points

You can stop someone from using their normal vision. This does not suspend magical vision, such as Aura Vision. The target rolls Awareness against your Willpower to resist this effect. • Mana Cost: 3 • Duration: 1 minute • Target: Person

Blink: 12 points

You can instantly move yourself from your current location to another location within 10 yards. Once you arrive, you must make a Body Sense roll every 5 seconds until you get at least 1 success before you can act. • Mana Cost: 1 • Prerequisite: Teleport

• Duration: Instant

• Target: Area

Bolster: 4 points

You grants someone incredible morale. They automatically succeed at any morale roll, regardless of the number of dice that would have been rolled. This has no effect on someone without Courage. • Mana Cost: 2



• Duration: 1 Minute

• Target: Person

Brawn: 4 points

You create a magical effect that makes someone more powerful physically. This raises maximum strength and does not heal damage, though it may have a similar effect by raising the base as well. For example, you may have a maximum strength of 3, but a current strength of 2. If you raise strength by 1, you maximum strength will rise to 4 and your current strength will rise to 3. You are still injured, but you are stronger than you were before. It may be possible that when the effect expires, the target could be killed, incapacitated, or knocked unconscious. Each time you use this power, you must choose strength, endurance, or resilience to temporarily raise by 1. • Mana Cost: 3

196



• Duration: 1 Day

• Target: Person

Charm: 4 points

You can create affect the mind of another person in a way that improves their disposition toward you by one step. The target rolls Willpower against your Willpower to resist this effect. If the target loses this contest, they do not realize the magic was used. If the target succeeds in this contest, they realize that the magic was used and that it failed. This should almost always be extremely upsetting. • Mana Cost: 5

• Duration: Permanent

• Target: Person

Cloud: 8 points

You can create a whirling cloud of magic energy around you. This magical energy is composed of a kind of elemental energy that you are capable of creating using Elementalism. The cloud has a radius of 1 yard per 2 points of mana spent on the casting. No one cannot react because the cloud appears instantly. In addition to the exposure effect of the Elemental energy being used, everyone exposed to the cloud takes 1 strength damage per 2 points of mana spent on the casting. • Mana Cost: X • Prerequisite: Elementalism

• Duration: X minutes

• Target: Area

Comprehension: 2 points

You grant someone the ability to speak and read a particular language. The language must be specified when cast. • Mana Cost: 2



• Duration: 1 Hour

• Target: Person

Cone: 6 points

You can create a broad cone of magic energy that shoots from one of your hands. This magical energy is composed of a kind of elemental energy that you are capable of creating using Elementalism. The cone has a radius of 1 yard per 2 points of mana spent on the casting. No one cannot react because the cone appears instantly. In addition to the exposure effect of the Elemental energy being used, everyone exposed to the cone takes 1 strength damage per 2 points of mana spent on the casting. • Mana Cost: X • Prerequisite: Elementalism

• Duration: Instant

• Target: Area

Dancing Blade: 2 points

You create a magical presence that causes a melee weapon to attack a target you designate based on a command that you give to it. For example, the traditional flying sword that attacks anyone who enters the room. The weapon floats at a height equal to where you would hold it in your hand and moves at a three yards per second. It can percieve it’s surroundings as you could if you were there, it has a 3 in every attribute, and it attacks as if trained in Melee Weapon. • Mana Cost: 3



• Duration: 1 Minute

• Target: Weapon

Darkness: 5 points

You can create a magic darkness that envelopes the area. This darkness completely obscures all forms of vision except Dark Vision (natural Darkvision is obscured). The darkness forms in a rough circle around you with a radius of 100 yards. • Mana Cost: 7

• Duration: 10 minutes

• Target: Area 197

Dark Vision: 2 points

You grant someone the ability to see in the dark as if using Darkvision. • Mana Cost: 3

• Duration: 1 Hour

• Target: Person

Daze: 2 points

You can stun someone temporarily. They are unable to take any actions for an entire combat cycle. The target rolls Awareness against your Willpower to resist this effect. This does not actualyl paralyze the target. • Mana Cost: 2



• Duration: 1 combat cycle

• Target: Person

Dead Hand: 5 points

You create a magical lifeforce within a dead hand. The hand must be cut off from the arm to which it was formerly attached. It does not matter how long the body has been dead, so long as the bones are intact. The hand has limited intelligence (equivilent to 2 in every attribute) and can follow complex commands that you give, such as “clean this floor until noon, then go outside and pull weeds until dusk”. It cannot engage in combat and has 1 strength. Using this spell may repulse certain individuals on either moral grounds or squeamishness. • Mana Cost: 2



• Duration: 1 Day

• Target: Corpse

Deaf: 2 points

You can stop someone from hearing anything. While deafened, they cannot perform any action that requires aural feedback, such as singing or even talking, without significant errors. The target rolls Awareness against your Willpower to resist this effect. • Mana Cost: 2



• Duration: 1 minute

• Target: Person

Death Vision: 1 point

You have the ability to see whether a wounded person is dead or alive. This may seem trivial in most situations, but it could be vital on the battlefield or when you come across someone who may be feining death. • Mana Cost: Always On

198

• Duration: Permanent

• Target: Self

Discharge: 12 points

You infuse the potential to use a magic power into an object, typically a staff or rod. Both this power and the one being infused are cast simultaneously. When casting, make a Precision roll against a difficulty equal to the Essence point value of the power you are infusing into the object. If this roll fails, the process fails. However, you must still pay the Mana cost of both powers. If you roll no successes at all on this roll, the GM should have the power misfire in a very annoying way. If successful, the power is stored in the object. It can be released by speaking a code word of your choice, determined at the time of casting. When the code word is spoken, the power occurs as if it was just cast. However, Mana must be drawn from a source to cast the spell. This source must be attached to the object, typically a gem which is inset. You must fill the source with Mana using either Energize or Soul Binding. Each time you speak the code word, the Mana cost of the spell is paid by the source. If the infused power has a variable cost, the amount paid during the original casting will determine the cost paid when used. If the source cannot pay the cost, speaking the code word has no effect. The source may be given additional Mana through Energize, but if it is ever reduced to zero, the source and the object dissolve to dust. • Mana Cost: 6



• Duration: Permanent

• Target: Object

Discovery: 5 points

You grant someone awareness of the location of a particular object or person, regardless of distance. You must have specific knowledge of the object (e.g. Queen Julia’s scepter or my childhood friend Susan). This awareness is a general feeling, not a special form of vision. • Mana Cost: 3



• Duration: Instant

• Target: Self

Dismissal: 5 points

You can send summoned beings back to their original locations, like an Aberration or Elemental. The mana cost to cast this magic is equal to the Essence point value of the magic which summoned the being. This magic has no effect on animated beings like Zombies. • Mana Cost: X



• Duration: Permanent

• Target: Summoned Being

Dispel: 8 points

You can stop any magical effect. You roll your Willpower against the Essence point value of the magic you are dispelling. This cannot be used to stop magic that is being cast. It only affects magic that is in effect already. • Mana Cost: 4



• Duration: Instant

• Target: Magic

Dominate: 8 points

You can create completely control the mind of another person by touching them. The target rolls Willpower against your Willpower to resist this effect. If the target loses this contest, they do not realize the magic was used. You can control their actions as if they were your own character. However, you cannot force them to engage in behaviors that are blatantly suicidal (e.g. jumping off a cliff ). This does not prevent clever deceptions such as moving them into a gas chamber that appears safe. When the magic ends, they feel like they were daydreaming and may even question that the events even actually occured. • Mana Cost: 12



• Duration: 1 Hour

• Target: Person 199

Drain: 8 points

You can siphon the life force from someone and use it to heal yourself. You must be touching the target with your bare skin to use this magic. The target takes 1 strength damage for every 3 mana spent in the casting. You cannot reduce them below zero strength in this manner. For every point of damage, you heal 1 strength damage to your own body. The healing process occurs slowly and takes an hour per point of strength healed. Stealing life force in this way is typically viewed unfavorably by most moral systems. • Mana Cost: X



• Duration: Permanent

• Target: Person

Eagle Eye: 6 points

You grant someone incredible vision, comparable with a powerful bird of prey or a modern telescopic sight. This does not in any way degrade your vision at close ranges, view of the entire environment is enhanced. • Mana Cost: 3



• Duration: 10 Minutes

• Target: Person

Elemental: 4 points

You summon a magical being of pure elemental energy to fight for you. The elemental attacks anyone of your choosing. It has intelligence (equivilent to 3 in every attribute) and causes a 2 stress point gain in anyone viewing it who has never seen an elemental before (this is in addition to exposure stress). It can never experience stress or morale failure, but it can be destroyed. It attacks using Unarmed as if it were trained. The elemental has a strength equal to the mana cost paid (the GM may also adjust it’s size based on this as well). When casting, make a Precision roll. If successful, you can choose the element (fire, water, earth, etc.) of your elemental. Otherwise, the GM randomly assigns an element for you. • Mana Cost: X



Elementalism: 4 points

• Duration: X Minutes

You can create magic energy that is attuned to a particular element. You can take this power multiple times and choose a different element each time. This power is the basis for generating more powerful magical effects using the element(s) you have chosen. Using this power gives you the ability to generate the element in your palm at any time. For example, if you choose the Fire element, you can generate a small flame in your hand or flowing sand that falls from your hand. This is not in sufficient quantity to seriously injure anyone unless they are exposed for an extended duration to the element. Consult the table to the right to choose an element.

Elements Acid Earth Fire Ice Lightning Rot Sand Sonic Water Wind

• Target: None Exposure Corrodes Soils Ignites Freezes Shocks Nauseates Grinds Deafens Saturates Blows

Side Effect Irritating Touch Dirty Skin Smoky Smell Cool Skin Static Shocks Rotten Smell Beach Smell Buzzing Noise Wet Hair Wild Hair

The effect listed under exposure is what happens to anything brought into contact with the elemental energy for an extended duration. Once taken, you will always be slightly affected by this element in a way that is slightly unusual. The side effects listed in the column are just examples. Feel free to invent your own. For example, you might decide that instead of accidentally shocking people with built up static, your Lightning side effect might be that your hair stands on end frequently. • Mana Cost: Always On 200

• Duration: Permanent

• Target: Self

Enchantment: 15 points

You infuse a magic power into piece of equipment such that the wearer of the equipment always enjoys the power’s effect. Both this power and the one being infused are cast simultaneously. When casting, make a Precision roll against a difficulty equal to the Essence point value of the power you are infusing into the object. If this roll fails, the process fails. However, you must still pay the cost of both powers. If you roll no successes at all on this roll, the GM should have the power misfire in a very annoying way. If successful, the power is enchanted into the object. Once infused, the magic can only be removed by dispel. • Mana Cost: 10

• Duration: Permanent

• Target: Object

Energize: 5 points

You fill a physical object, such as a gem or statue, with stored Mana that can later be utilized for casting instead of drawing from the caster. When casting, make a Precision roll. The object now has an amount of Mana equal to the number of successes rolled. You can use this power multiple times on the same object, but if you ever fail to roll any successes, the object storing the energy is destroyed. This Mana can be used to fuel a magic power being used. You can only draw Mana from one object during any particular casting (i.e. you cannot use five objects with 1 Mana each to cast a spell requiring 5 Mana. When an object’s stored Mana is reduced to zero, it dissolves into dust. • Mana Cost: 3



• Duration: Permanent

• Target: Object

Enrichment: 3 points

You create a magical lifeforce that makes plants grow at an increased rate. This effect is limited to an area of 100 square yards. Plant growth and size within the area is doubled. • Mana Cost: 5



• Duration: 3 Months

• Target: Area

Entangle: 2 points

You creates a magical lifeforce within a mass of vines or tendrils. The vines can follow simple commands that you give relating to grasping nearby objects, such as “grab the red-haired woman”. They are not given enhanced toughness and can be cut, burned, or otherwise destroyed normally. • Mana Cost: 2



• Duration: 1 Minute

• Target: Area

201

Fear: 4 points

You can make someone feel powerful sensation of general fear. The target rolls Willpower against your Willpower to resist this effect. Roll extra dice equal to the amount of mana you spend on casting this magic. If the target loses this contest, they immediately gain an amount of stress equal to the amount of mana you spend on casting this magic. • Mana Cost: X



• Duration: Instant

• Target: Person

Feast: 2 points

You summon a hot fresh table of food. The table is made of sturdy wood and supports a generous feast that feeds up to 8 people a complete meal. When the duration expires, the table and any remaining food disappears. • Mana Cost: 3



• Duration: 1 Hour

• Target: None

Flight: 7 points

You can fly through the sky effortlessly. You are not affected by aerodynamics in your movements, though you may be buffeted by winds. You can fly at up to ten times your running speed. • Mana Cost: 4



• Duration: 1 minute

• Target: Person

Flood: 4 points

You summon a large quantity of water. You must choose an origin for the water, such as a sewer pipe or doorway (subject to GM approval). 10,000 gallons of fresh water is created per point of the mana cost paid. It has a velocity equal to the force of gravity (e.g. as if it were falling vertically out of the origin, regardless of its direction). This does not grant any ability to control the water flow, it simply creates it. • Mana Cost: X • Duration: Instant • Target: Object

Fog: 3 points

You can create a temperature differential in the air around you that triggers the formation of heavy fog. This fog completely obscures all forms of vision except Water Vision beyond a range of 3 yards. The fog forms in a rough circle around you with a radius of 100 yards. • Mana Cost: 3

• Duration: 10 minutes

• Target: Area

Gift: 3 points

You create a magical effect that provides someone with exceptional talent. If the target actually lacks that talent, they are merely granted a normal amout of it. Each time you use this power, you must choose a talent to temporarily grant. • Mana Cost: 5 202



• Duration: 1 Day

• Target: Person

Globe: 8 points

You can create a globe of magic energy that surrounds your body. This magical energy is composed of a kind of elemental energy that you are capable of creating using Elementalism. The globe has a radius equal to your height + 1 yard. In addition to the exposure effect of the Elemental energy being used, anyone who comes into contact with the globe takes 1 strength damage. • Mana Cost: 3 • Prerequisite: Elementalism

• Duration: 10 minutes

• Target: Self

Golem: 8 points

You create a magical lifeforce within a physical object that allows it to function with a limited intelligence. The golem has limited intelligence (equivilent to 2 in every attribute) and can follow complex commands that you give, such as “clean this floor until noon, then go outside and pull weeds until dusk”. It cannot speak or communicate, unless you also use Speak on it. It can engage in combat, but is considered untrained in every skill. It has a strength equal to seven times the mana cost paid. It’s composition should reflect the amount spent; a weak golem may be made of clay, while a strong one might be made of stone or even more dense material. • Mana Cost: X



• Duration: Permanent

• Target: Object

Guidance: 3 points

You can contact a supremely powerful being to seek advice. The nature of this being is appropriate for your religious tradition, such as a deity or nature spirit. The being communicates with you telepathicaly. You may ask them a single question about how you should act (e.g. should I go to the King or the Queen for help) and they will do their best to answer. You may ask a follow-up questions for clarification and they will respond. Using this power excessively to find solutions to your problems may result in an unfortunate accident. • Mana Cost: 2 • Duration: 10 Minutes • Target: Self

Homunculus: 6 points

You create a small magical being that performs tasks for you. A homunculus can never engage in combat, but has intelligence (equivilent to 3 in every attribute) and can follow multiple complex commands that you give or perform general tasks on it’s own initiative, such as “go into the forest and find reasonable quantities of these ten ingredients. They are likely to be found in the following places. If you encounter any dangers, return and inform me of the situation”. It can also use skills that you have (it uses your skill level, but not your talents or attributes). The homunculus weights about 5 lbs. and has 1 strength, 1 endurance, and 1 resilience. • Mana Cost: 8 • Duration: 1 Month • Target: None

203

Identification: 5 points

You have the ability to know the magical effects that have been used in an enchantment. Simply by touching the enchanted object, the function is perfectly known. • Mana Cost: Always On

• Duration: Permanent

• Target: Self

Impervious: 10 points

You are completely immune to all magical effects and magical damage of any mage with a lower Essence total than you. This does not prevent you from casting magic yourself. • Mana Cost: Always On

• Duration: Permanent

• Target: Self

Improve Weapon: 5 points

You infuse a magic power into a weapon so that it deals more damage and strikes true. When casting, make a Precision roll. If you roll no successes at all on this roll, the weapon is destroyed and the process fails. If successful, roll 1 more die when making attacks with the weapon and deal 1 additional Energy damage if the target is hit. Weapons enhanced with this magic are capable of hitting enemies that are normally immune to normal weapons, such as spirits or werewolves. • Mana Cost: 3



• Duration: 1 Day

• Target: Weapon

Infect: 3 points

You can infect someone with a magical disease by touching them. The target rolls Toughness against your Willpower to resist this effect. If they fail, they take 1 Resilience damage each month until either the magic is removed by Dispel or they are killed. This disease is not capable of being transmitted to other people. • Mana Cost: 6



• Duration: Permanent

• Target: Person

Intercession: 2 points

You have the ability to heal strength damage by calling upon your religious patron. So long as you are a devout follower and the target of the healing is not significantly opposed to your patron (e.g. if you are a priest of the Water god, you cannot heal arsonists), you can heal 1 strength damage to 1 person every day. Some faiths may require that you use this power frequently or with particular discretion as a condition of granting it. • Mana Cost: Always On

• Duration: Permanent

• Target: Person

Interruption: 15 points

You can stop time. You experience 1 second per 2 points of mana spent on the casting in which only you can take actions. During this time, the rest of the world around you appears to be completely frozen in place. • Mana Cost: X



• Duration: Instant

• Target: Self

Invisibility: 5 points

You can make someone completely invisible, except to True Sight. This does not make them silent, odorless, or otherwise imperceptible. Any matter that gets on the target after the casting of this will not be invisible, so if someone throws sand in the air it could reveal their shape. • Mana Cost: 3 204



• Duration: 1 minute

• Target: Person

Iron Skin: 7 points

You can turn your skin into solid iron. This stops the first 8 damage of any type. However, your appearance might be very unnerving to onlookers. • Mana Cost: 10



• Duration: 1 Minute

• Target: Self

Knock: 2 points

You can magically open a locked object. This does not remove any traps or magical wards, though it will suppress Seal for a few seconds so that you can open object or door. • Mana Cost: 2



• Duration: Instant

• Target: Object

Light: 1 point

You can create a magic light source that has the brightness of a torch. This must be case on an object or portion of an object with a total surface area of one square yard. • Mana Cost: 1 • Duration: 1 hour • Target: Object

Luck: 5 points

You create a magical effect that makes someone more competent in a general way, granting +1 to all skill rolls. • Mana Cost: 2 • Duration: 1 Hour • Target: Person

Mentalism: 3 points

You create a magical effect that makes someone more competent in a particular mental process. Each time you use this power, you must choose an attribute. That attribute is temporarily raised by 1. • Mana Cost: 1 • Duration: 1 Hour • Target: Person

Message: 3 points

You can send a single telepathic message directly to another intelligent being’s brain as if you had Telepathy. Distance is not a factor, however you must be familiar with the person you are contacting in this way. • Mana Cost: 3 • Duration: Instant • Target: Person 205

Necromancy: 7 points

You summon an undead to do your bidding. The undead attacks anyone of your choosing. It has intelligence (equivilent to 3 in every attribute) and causes a 4 stress point gain in anyone viewing it (this is in addition to exposure stress). It can never experience stress or morale failure, but it can be destroyed. It attacks using Unarmed as if it were trained. If sufficiently powerful, the GM may allow other skills as well. The undead has a strength equal to the mana cost paid. When casting, make a Precision roll. If successful, you can choose the undead so long as it is appropriate for the cost paid (e.g. no 1 strength vampires). Otherwise, the GM randomly what kind of undead it is. Summoning the undead is typically viewed unfavorably by most moral systems. • Mana Cost: X



• Duration: X Hours

• Target: None

Nourishment: 3 points

You create a magical lifeforce within food that enriches those that consume it. This spell can affect a mass of food weighing up to 10 lbs. Anyone consuming at least 2 lbs of the food loses 1 stress, 2 residual stress, and will not be hungry again for a full day. • Mana Cost: 3



• Duration: 1 Hour

• Target: Food

Obsession: 5 points

You can create affect the mind of another person in a way that drives them insane. They will experience +15 to a random motivation. Their thoughts will be totally dominated by this motivation and they will do anything in their power to have it satisfied. The target rolls Willpower against your Willpower to resist this effect. If the target loses this contest, they do not realize the magic was used. If the target succeeds in this contest, they realize that the magic was used and that it failed. This should almost always be extremely upsetting. • Mana Cost: 6



• Duration: 1 Hour

• Target: Person

Paralysis: 6 points

You can completely prevent someone from making physical movements. They are unable to take any actions while paralyzed. The target rolls Willpower against your Willpower to resist this effect. 206

• Mana Cost: 5



• Duration: 1 hour

• Target: Person

Phantom: 3 points

You summon an incorporeal undead with limited powers. The phantom is bound to a particular area with a radius of 50 yards or less. The phantom cannot be commanded by the spell, except to specify certain beings at the time of casting which the phantom should not harass. All other beings spotted by the phantom will be harassed in any way possible. The phantom can never experience stress or morale failure, but it can be dispelled, turned, or rebuked as any other undead. A phantom cannot deal damage but appears to attack as if it can to cause fear (however, it may be able to deal damage via manipulation of physical objects). It is destroyed by any damage received, but can only be damaged by magical sources or other incorporeal creatures. A phantom can choose to make itself visible or not, depending on the strategy it is pursuing. It can move up to 1 lb. objects in minor ways, such as knocking cups off tables and counter-tops. If seen, it causes a 6 stress point gain in anyone viewing it (this is in addition to exposure stress). Summoning the undead is typically viewed unfavorably by most moral systems. • Mana Cost: 6



• Duration: 1 Year

• Target: Area

Plant Voice: 2 points

You have the ability to speak to plants and understand their replies. The GM must determine what level of intelligence and memory actually exists in a given plant. • Mana Cost: Always On

• Duration: Permanent

• Target: Self

Poison: 2 points

You can infect someone with a magical poison by touching them. The target rolls Toughness against your Willpower to resist this effect. If they fail, they take 2 Resilience damage. This poison is not capable of being transmitted to other people. • Mana Cost: 5

• Duration: Instant

• Target: Person

Polymorph: 15 points

You can transform someone into a completely different creature type. You can only turn someone into a creature which you have seen before. For example, you might turn someone into a chicken but you might not be able to turn them into a Unicorn if you have never seen one before. The target can use any new body parts as untrained Beast skills. If the new form is capable of talking (e.g. a Dragon), they can speak as well. • Mana Cost: 8



• Duration: 1 Day

• Target: Person

Portal: 12 points

You can create a magical passage between two openings. You must choose two different locations to form the endpoints of this passage. While the magic is in effect, anything passing through one opening will emerge from the other opening. You must be familiar with both locations and they must be fixed like a door or hole in the ground. It cannot be a moving object such as a car or airplane. Distance is not a factor. • Mana Cost: 10 • Duration: 1 Minute • Target: Object 207

Probing Vision: 4 points

You grant someone the ability to see through matter as if it merely were not there, much like Darkvision removes darkness. You can pick which matter they see through and which they do not, for example you may want to see through a wall, but still see the furniture and people in the room beyond. • Mana Cost: 2



• Duration: 1 Minute

• Target: Person

Protection: 3 points

You create a magical effect that protects someone from a particular type of damage. The first point of damage dealt to their physical body (e.g. after any armor you are wearing reduces it), is resisted. Each time you use this power, you must choose slashing, impact, penetration, energy, shrapnel, or explosive to temporarily resist. This does not stop magical damage of any kind. • Mana Cost: 2



• Duration: 1 Minute

• Target: Person

Reading: 4 points

You gain awareness of thoughts occuring in the mind of any sentient being within a 10 yard radius. If you choose to focus on no one in particular, your mind will be immersed in a flow of random thoughts from anyone in the vicinity. If one of these random thoughts interests you, you can determine who is thinking it. While active, this spell reduces Focus by 2. It can be terminated at any time. • Mana Cost: 3



• Duration: 10 Minutes

• Target: Self

Recall: 5 points

You summon a particular object to your hand. The object can be located anywhere, but you must have both seen and touched it before. As soon as the power is used, the object disappears from it’s current location and appears in your hand. The object summoned cannot weigh more than 10 lbs. • Mana Cost: 3



• Duration: Instant

• Target: Self

Refresh: 5 points

You create a magical effect that heals someone’s physical body. This heals 1 strength damage for every 3 mana spent in the casting, though it cannot raise someone beyond their maximum strength. Crippled limbs can also be restored for an additional 3 mana per limb healed. The healing process occurs slowly and takes an hour per point of strength healed. • Mana Cost: X



• Duration: Permanent

• Target: Person

Reincarnation: 10 points

You transfer your dying soul into a new body. This power must be used before you actually die. You must select a living person of the same species to transfer into. This person must be present at the time of the casting and is killed in the process. Their body is rendered inert and will not decompose. It will stay perfectly preserved until you die, at which time your soul will be transferred into the new body. You retain all of its memories, skills, and personality. However, you now inhabit the new body which retains it’s brain chemistry and biology. Killing someone and transfering your soul into their body is typically viewed unfavorably by most moral systems. • Mana Cost: 15 208



• Duration: Permanent

• Target: Person

Relaxation: 3 points

You grant someone a sense of peace and tranquility. This can only be cast on someone who is not in any danger and is already engaging in rest. Removes an additional 1 stress per hour of relaxation. If any danger emerges during the duration, it’s effect immediately ceases. • Mana Cost: 3



• Duration: 1 Day

• Target: Person

Repose: 1 point

You can send a dead soul on to the next world by touching their corpse. The soul is now immune from being used in any way, such as Seance. Additionally, the corpse can no longer be animated or resurrected. • Mana Cost: 1



• Duration: Instant

• Target: Corpse

Resistance: 2 points

You can protect yourself from magical or environmental damage. This magic prevents the first point of damage dealt by any magical source or from a force of nature, such as a fire or lightning bolt. • Mana Cost: 3 • Duration: 1 hour • Target: Person

Restoration: 8 points

You create a magical effect that restores someone’s physical body to its perfect state. This heals all strength damage and restores all crippled limbs, though it cannot raise someone beyond their maximum strength. You must spend an amount of mana equal to five times their maximum strength. The healing process occurs instantly. • Mana Cost: X



• Duration: Permanent

• Target: Person

Resurrection: 10 points

You restore a soul to it’s dead body and restores it’s lifeforce. This power must be used within 1 month of death. The body is restored to zero strength, endurance, and resilience. The person remains unconscious until their endurance rises back up to 1. They remain incapacitated until their strength and resilience rise back to 1. The resurrection process permanently reduces the target’s resilience by 1. • Mana Cost: 15



• Duration: Permanent

• Target: Corpse

Reveal Secrets: 3 points

You have the ability to see anything that was intentionally hidden from view. This includes everything from the archetypal secret doors to keys hidden under flower pots. • Mana Cost: Always On

• Duration: Permanent

• Target: Self

Reveal Truth: 4 points

You have the ability to discern the truth of any statement made in your presence. • Mana Cost: Always On

• Duration: Permanent

• Target: Self

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Saucer: 3 points

You create a magical lifeforce within a large saucer or disk, typically a round shield, up to three feet in diameter. The saucer floats at a height of 2 feet off the ground. It can be pushed around easily, but is not self-propelled. It can carry up to 500 lbs, so long as it fits on the saucer. • Mana Cost: 2



• Duration: 1 Day

• Target: None

Scry: 5 points

You can see what is happening in another location by closing your eyes. You must be familiar with the location in question. This could be a fixed location like your home or a favorite bar. Alternatively, it could be a moving object that you know well, such as a car or airplane which you have ridden in before. You cannot hear anything. You cannot take any action while projected besides observing events, including casting magic.

Seal: 3 points

You can magically lock an object, like a chest or door. This can only be bypassed by Dispel or Knock. If the object is destroyed or physically forced open, the duration automatically ends. • Mana Cost: 3



• Duration: 1 Week

• Target: Object

Seance: 2 points

You can conduct rituals to contact the dead. This power summons a dead soul of your choice, subject to setting appropriateness and GM approval. The soul can be seen and heard by you, but not by onlookers unless they have some special power to do so. It can hear and understand anyone in it’s presence. You may negotiate and bargain with them for anything you wish. Unless you choose to dismiss them earlier, the soul will return to the underworld when the duration expires. • Mana Cost: 4



• Duration: 10 Minutes

• Target: None

Sense Life: 3 points

You have awareness of all life within a 50 yard radius, from plants to people. This awareness is a general feeling, not a special form of vision. • Mana Cost: Always On

• Duration: Permanent

• Target: Self

Sense Magic: 3 points

You have awareness of all magic within a 50 yard radius, from active powers to enchantments. This awareness is a general feeling, not a special form of vision. • Mana Cost: Always On

• Duration: Permanent

• Target: Self

Sense Matter: 2 points

You have awareness of all instances of a particular type of matter within a 50 yard radius, such as gold or plastic. This awareness is a general feeling, not a special form of vision. You must specify what type of matter you sense when you take this power. • Mana Cost: Always On

210

• Duration: Permanent

• Target: Self

Sense Undead: 2 points

You have awareness of any undead within a 50 yard radius. This awareness is a general feeling, not a special form of vision. • Mana Cost: Always On

• Duration: Permanent

• Target: Self

Shieldbearer: 2 points

You create a magical presence that causes a shield or similar object to defend a target you designate based on a command that you give to it. For example, the traditional flying shield that blocks anything attacking you. The shield can float at a height equal to where you would hold it in your hand and moves at a three yards per second. It can percieve it’s surroundings as you could if you were there, it has a 3 in every attribute, and it attacks as if trained in Block. • Mana Cost: 3



• Duration: 1 Minute

• Target: Object

Sleep: 3 points

You can make someone fall asleep by touching them. The target rolls Willpower against your Willpower to resist this effect. If the target loses this contest, they do not realize the magic was used. They simply feel sleepy and doze off. While sleeping, the target cannot be awakened except by extreme methods such as pouring water on their face or violently shaken. When they awaken, they cannot remember the circumstances of how they fell asleep in the first place. • Mana Cost: 2

• Duration: 8 Hours

• Target: Person

Slick: 2 points

You create a sheen on a surface that is extraordinarily slippery. You can be very specific about precisely what area is covered, not to exceed 10 square yards per point of mana cost paid. Anyone walking across the slick must made an Acrobatics roll against difficulty 5 or fall down, as if running on ice. You are immune to this effect. • Mana Cost: X



• Duration: 10 Minutes

• Target: Area

Simulacrum: 8 points

You create a magical being that looks similar to a specific living being. You must select a living person of the same species to use as a host, though they need not look similar to the being your are duplicating. This person must be present at the time of the casting and is killed in the process. Their soul is expelled from the body and replaced with a complacent magical lifeforce. The body will continue to age normally. Killing someone and replacing their soul is typically viewed unfavorably by most moral systems. You can target yourself with simulacrum, provided you meet the requirements. It has the same biological characteristics as the host body. The simulacrum has intelligence (equivilent to 3 in every attribute) and can follow multiple complex commands that you give or perform general tasks on it’s own initiative, such as “clean this house using all the tools in the closet and inform our neighbors if any problems arise”. A simulacrum can engage in combat, but is considered untrained in every skill. • Mana Cost: 10



• Duration: Permanent

• Target: Person

211

Soul Binding: 8 points

You bind the magical presence of a supernatural being; such as a devil, demon, ghost, or similar entity; into a physical object such as a gem or statue. Alternatively, the soul of a creature that has just died can be bound so long as the casting begins within a few moments of death (even though the magic actually takes some time to cast). When casting, make a Willpower roll against the soul being bound. If this roll fails, the soul is not bound to the object. If you roll no successes at all on this roll, the GM should have really bad things happen. Once bound, a soul has Mana equal to the combined sum of all it’s attributes. A normal human has an attribute total of 21. This Mana can be used as per Energize. When an object’s Mana is reduced to zero, it dissolves into dust. Binding souls is typically viewed unfavorably by most moral systems. • Mana Cost: 6



• Duration: Permanent

• Target: Supernatural Being

Speak: 3 points

You create a magical lifeforce within a physical object that allows it to speak. If the object has suitable components (such as a statue with a sculped mouth), then it can actually appear to speak. Otherwise, the voice is projected but the object itself does not actually move. The voice is as loud or as soft as any sound you could make. It can be made to speak when a complex circumstance is met, such as to any members of a particular race with a particular eye color on a certain day of each week in August. • Mana Cost: 4



• Duration: Permanent

• Target: Object

Spell Storing: 6 points

You infuse a magic power into a small physical object such as a gem, staff, or rod. Both this power and the one being infused are cast simultaneously. When casting, make a Precision roll against a difficulty equal to the Essence point value of the power you are infusing into the object. If this roll fails, the process fails. However, you must still pay the cost of both powers. If you roll no successes at all on this roll, the GM should have the power misfire in a very annoying way. If successful, the power is stored in the object. It can be released by speaking a code word of your choice, determined at the time of casting. When the code word is spoken, the power occurs as if it was just cast. • Mana Cost: 2



• Duration: Permanent

• Target: Object

Steed: 2 points

You summon a magical horse to do your bidding. The steed appears instantly beside you. For the duration, the horse has a very positive disposition towards you, but will flee if abused or injured. It will not engage in combat, but it can perform all of the normal tasks a horse is capable of (e.g. mount, draft, etc). The steed will be destroyed if dealt any form of damage, but it will never tire. • Mana Cost: 2



• Duration: 1 Hour

• Target: None

Stone Skin: 5 points

You can turn your skin into hard stone. This stops the first 5 damage of any type. However, your appearance might be very unnerving to onlookers. • Mana Cost: 8 212



• Duration: 1 Minute

• Target: Self

Stone Touch: 10 points

You can turn a living being to stone with a single touch. The target rolls Toughness against your Willpower to resist this effect. If the target loses this contest, they are killed instantly and turned to stone. • Mana Cost: 7



• Duration: Permanent

• Target: Person

Swarm: 3 points

You summon a large quantity of insects. You must choose an origin for the insects, such as a ventilation duct or a grating (subject to GM approval). Thousands of small insects emerge from that location and descend upon an enemy of your choice. They swarm the target’s body and impose a -5 focus penalty, which should effectively disable most people. It also causes a 6 stress point gain in the target and a 2 stress point gain to anyone standing nearby. Over the course of the duration, the target will be completely drained of Endurance but otherwise unharmed. • Mana Cost: 3



• Duration: 1 Minute

• Target: Object

Teleport: 10 points

You can instantly move yourself from your current location to another location with which you are familiar. This could be a fixed location like your home or a favorite bar. Alternatively, it could be a moving object that you know well, such as a car or airplane which you have ridden in before. Distance is not a factor. Once you arrive, you must make a Body Sense roll every 5 seconds until you get at least 1 success before you can act. • Mana Cost: 8 • Duration: Instant • Target: Area

Threshold: 3 points

You create a magical lifeforce within a door. The door can follow a simple command that you give relating to the operation of it’s locking mechanism, such as “open only for elves”. It cannot speak or communicate, unless you also use Speak on it. • Mana Cost: 4



• Duration: Permanent

• Target: Door

Trap: 2 points

You can magically trap an object. It cannot be disarmed with Traps. You must choose another magic power to occur when the trap is activated that targets either a Person or an Object. The magic is cast upon the person triggering the trap or the surrounding area, whichever is applicable. Both this power and the one being used are cast simultaneously. When casting, make a Precision roll against a difficulty equal to the Essence point value of the power you are using in the trap. If this roll fails, the process fails. However, you must still pay the Mana cost of both powers. If you roll no successes at all on this roll, the GM should have the power misfire in a very annoying way. If successful, the object is trapped. • Mana Cost: 2



• Duration: Permanent

• Target: Object 213

Treant: 7 points

You create a magical lifeforce within a tree. The tree can now move it’s branches as if they were arms and can move around using it’s roots as legs. The treant has limited intelligence (equivilent to 2 in every attribute) and can follow complex commands that you give, such as “attack anyone coming through these woods”. It cannot speak or communicate, unless you also use Speak on it. It can engage in combat, but is considered untrained in every skill. It has a strength equal to seven times the amount spent on its cost. It’s composition should reflect the amount spent; a weak treant may be made from an aspen tree, while a strong one might be made from an oak. • Mana Cost: X



• Duration: Permanent

• Target: Tree

True Sight: 4 points

You have the ability to see through any spell that creates a false perception, such as Invisibility. These powers cannot deceive you in any way. • Mana Cost: Always On

• Duration: Permanent

• Target: Self

Utility: 2 points

You summon a magical tool to help you. The tool appears instantly beside you. It can be of any reasonable size, from a screwdriver to an extension ladder, but it must be muscle powered and operable by a single individual (e.g. no bulldozers or lumberjack saws). The GM has final approval of what is and is not a tool. The tool has a quality comparable to a standard tool of it’s type and can be destroyed if damaged. • Mana Cost: 2



• Duration: 1 Hour

• Target: Self

Vaporize: 5 points

You can transform yourself into a vapor form. Your body and anything you are carrying is transformed into water vapor. Your cloud of vapor will stay together as a unit and cannot be dispersed by a strong wind, though a strong wind can force you to move in a direction against your will. In stagnant air, you can move at your standard movement rate. You can take no action other than movement. You cannot take damage from any source except fire, energy, or explosives. You can choose to end this effect before the duration expires. • Mana Cost: 4



• Duration: 1 Hour

• Target: Self

Wall: 7 points

You can create a wall of magic energy that forms a flat plane. This magical energy is composed of a kind of elemental energy that you are capable of creating using Elementalism. The wall has a total area in square yards equal to the square of the amount of mana spent on the casting. For example, if you spent 2 mana to cast this magic, it would create a wall up to 4 square yards in area. In addition to the exposure effect of the Elemental energy being used, anyone who comes into contact with or tries to pass through the wall takes 1 strength damage per 2 points of mana spent on the casting. • Mana Cost: X • Prerequisite: Elementalism

• Duration: 10 minutes

• Target: Area

Water Breathing: 2 points

You can give yourself the ability to breathe underwater. This does not allow you to breathe in other liquids. • Mana Cost: 2 214

• Duration: 1 Hour

• Target: Self

Water Vision: 2 points

You grant someone the ability to see through water or heavy fog as if it merely were not there, much like Darkvision removes darkness. However, they cannot see through suspended matter, such as mud or debris. • Mana Cost: 3

• Duration: 1 Hour

• Target: Person

Web: 2 points

You create a network of sticky webs within a specific area. The webs must have something to anchor on, so this could be cast in a forest but not in an open field. The area cannot exceed 10 square yards per point of mana cost paid. Anyone within the area must make a Precision roll (add Strength) against a difficulty equal to the mana cost paid to perform any movement or action. You are immune to this effect. • Mana Cost: X

• Duration: 10 Minutes

• Target: Area

Whirl: 2 points

You create a magical presence that causes small objects and debris to swirl and dance about at random. It cannot attack, defend, perform complex actions, or exhibit any other kind of intelligence. This can be used to create sandstorms, dancing light sources that look like large groups of people moving in the night, create chaos and mayhem by flinging small objects about at random, and so on. These flying objects cannot actually hit anyone caught in their path hard enough to deal damage, they will always ricochet slightly. If you know Light, the objects can be made to glow as if the subject of Light for no additional cost. The total area affected cannot extend beyond a 25 yard radius from your location. • Mana Cost: 3



• Duration: 1 Minute

• Target: Area

Wizard Eye: 4 points

You create a small magical eye that can float around and observe things for you. It moves at your normal walking speed and can fly in any direction. If you close your eyes, you see as if one of your eyes was at the Wizard Eye’s location. You can only give the eye directions while your eyes are closed. It completely lacks intelligence and is destroyed by any amount of damage dealt. • Mana Cost: 3



• Duration: 1 Hour

• Target: None

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Appendix B: Vampirism

216

The Basics of Vampirism: Creation:

Vampires are created by draining a mortal of their blood and then pouring vampiric blood into their mouth. A starting character is one of these newly made vampires, sometime within their first year of unlife (unless they purchase additional time via life experiences). Vampires can instantly discern other vampires by sight.

Common Features:

Vampire characters do not have Endurance, instead this is replaced by Initial Values Blood; a value which measures the amount of blood in the vampire’s blood Blood 10 system at any given moment. Vampire characters also lack Resilience, Vigor 5 but instead have Vigor; a value which measures the power and age of the vampire. Vigor is the sum of all Lineage choices and reflects the amount of points available to buy those choices at character creation. A vampire that is reduced below 0 Strength or Blood is immediately destroyed and their body is reduced to ash. Since they lack those characteristics, vampires can never take Endurance or Resilience damage. As a result they are immune to all toxins and poisons. Vampires also reduce Strength damage as if they were wearing a vampiric armor type as shown in the chart below. If a vampire wears armor, both reductions are applied Reduction Vampire

Slashing 2

Impact 4

Penetration 3

Energy 0

Shrapnel 4

Explosive 0

However, this advantage comes with a cost. Exposure to sunlight or fire deals 1 Strength damage per second and sharp wooden objects (e.g. stakes) stabbed into the heart cause complete paralyzation and blackout of the mind until the object is removed. Vampires are incredibly drowsy during the day and sleep during this time in some area where they are protected from the sun’s rays. This drowsiness reduces the number of dice available for any daytime roll by 3. Exposure to a variety of stimuli that would not alarm the average mortal, such as a fireplace, might cause Stress gains in vampires. The GM will inform you of this when it happens. Vampires also cannot fall into a catatonic state, but if they meet the conditions for it they will fall into a frenzy as if they were Berserk.

Lineage:

A Lineage represents the collection of vampiric powers available to an individual. Certain powers and certain combinations of powers are exceptionally rare and prized as a result. Some vampires are extremely proud of their Lineage and flaunt it, much like a mortal flaunts a family name with great status (e.g. Kennedy, Rothschild, etc). Other vampires could care less about Lineage. When creating a new vampire, the creator has a chance to control what vampiric powers are passed down to the new vampire. If a character decides to create their own progeny, they must make a Focus roll (Precision applies) against a difficulty of 15 as they are feeding the blood to the drained body. If they succeed, they can specifically choose the Lineage of the vampire they are creating from any vampiric powers in their own Lineage. If they fail, the GM chooses which powers to form the new Lineage. Regardless of who is making the choices, the total cost of all powers passed to the new vampire must equal 5 and all powers with negative point values must be passed down. Thus over time, a Lineage will become tainted with more negative point value powers. This creates value in pedigree and that is why vampires of certain Lineages consider themselves superior to others. When building a Lineage at character creation, you may purchase whichever powers you wish so long as they have a total equal to your Vigor. You may take up to -3 in negative point value powers to allow the purchase of more positive value powers.

217

Using Blood:

• Vampiric powers are fueled by Blood expenditures (usually in amounts equal to their point value). • 2 Blood can be used heal 1 Strength damage if the vampire is able to rest for 15 minutes. • 1 Blood can be used raise your total Strength by 1 for 5 minutes.

Rising:

Every night when a vampire rises from sleep, they lose 1 Blood. If you cannot pay this price, you are paralyzed as if stabbed in the heart with a wooden stake until such time as you are fed more blood.

Feeding:

A vampire can feed from a mortal by retractable fangs. The act triggers a massive surge of pleasure and relaxation in the mortal and prevents them from taking any action for the duration of the feeding or for a few minutes afterward. When this sensation ends, the mortal does not remember what happened, though they may have vague memories of the vampire if they were socially interacting prior to the feeding (e.g. seduced into going to a hotel room). The vampire feels the same pleasure as a mortal might savoring a good meal, but they remain aware of their surroundings and are unable to act in ways that might disrupt the process. After feeding, the bite marks on the subject are healed. All harmful bacteria and viruses in the newly acquired blood is destroyed. A mortal has an amount of Blood equal to their Resilience. Every minute of feeding, the vampire drains 1 Resilience from the mortal and gains 1 Blood for themselves. If this reduces the mortal’s Resilience to zero, the mortal is killed and the vampire will experience the same Stress gain they would have gained for killing someone in any other manner (or not if they are so inclined).

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Feeding on Vampire:

A vampire can let another vampire feed from them without losing control of their body. The vampire whose blood is being consumed (the host) feels only a minor discomfort. If a vampire attempts to feed on an unwilling vampire, they must first incapacitate them in some way. Feeding takes too long to perform as a combat action. For every minute of feeding, 1 Blood is transferred between the two. In addition to this, several things may occur. Each vampire must make a Stability roll (Willpower applies) for each Blood transfered. If the host rolls the higher number, the feeding vampire is enthralled. They must treat the host as if she were a lifelong best friend and any actions taken against her are subject to a 2 dice penalty. A vampire can only be enthralled to one host at a time. Each time a vampire feeds from the same host again, increase the roll result of the vampire that is being fed upon by 5. An enthralled vampire can feed from any vampire without fear of being enthralled. A vampire can feed from their own thrall without consequence. If the host is completely drained of blood, the vampire feeding upon them can attempt to consume their soul. This process takes 1 minute per Vigor possessed by the host. Each vampire must make a Stability roll (Willpower applies) as if they were transferring a final point of Blood. If the host rolls the lower result, they are consumed. The feeding vampire gains the lowest non-negative point value power of the host’s Lineage (randomly break ties). If the feeding vampire already possesses all of the non-negative powers in the Lineage, they instead gain all of the negative point value powers. This transfer of power may result in immediate physical transformations.

Ghouls:

If you feed blood to a human that still has human blood in their system, they are changed into a Ghoul. Ghouls track Blood like Vampires do, but they retain their Body as before. They can use Blood to heal damage and temporarily raise their Strength, but they cannot create new vampires nor can they possess vampiric powers. Ghouls do not age as long as they have at least 1 Blood in their system, but as soon as this is no longer the case they will experience rapid aging up to their actual age. If they are too old, this may actually kill them. If unused, Blood leaves their system naturally after a month.

Learning New Vampiric Powers:

A vampire can also learn new vampiric powers through feeding if the host is willing. The host must intend to transfer the power and the reciever must not already be enthralled to another vampire. The feeding vampire immediately becomes enthralled to the host and they gain a vampiric power that the host possesses. The host must make a Focus roll (Precision applies) against a difficulty of 15 to control which power is transferred. If they fail, the GM chooses which power is transferred.

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Powers Alphabetical Acumen 3 Alacrity 3 Amnesia -1 Animation 5 Auras 1 Avarice -1 Beastial -3 Blackout 1 Blindsight 4 Blink 2 Blurry -1 Carrier Clarity Command Communion Companion Condensation Confound Consumption Contortion Convocation

220

-1 3 3 3 2 1 1 -3 1 1

Daywalker Debonair Dread Facade Faith Filth Garlic Gaunt Glimpse Grace Hedonism

Hematic Hypoxia Indomitable Insanity Interred Invitation Languid Magus Mimic Mirage

5 2 3 1 -2 -1 -1 -2 1 3 -1 3 -3 1 2 1 -1 -1 * 2 1

Misdirection Mist Oracle Pale Pallid Parkour Passion Phylactery Potency Projection Psychosis

Radiant Raptor Rapture Reading Regeneration Resolve Sadism Sanguine Savagery Scenthound

1 3 2 -1 * 2 1 -2 2 3 -3 1 1 2 2 2 3 -1 * 3 4

Selectivity Shade Shockwave Shroud Silence Silver Sixth Sense Solitary Spirit Sight Summoning Telepathy

Tempermental Toxicity Transformation Unfazeable Vanish Velvet Caress Ventriloquism Vice Vitality Water

-2 1 2 1 3 -1 2 -1 1 4 2 -2 2 2 2 4 2 1 -1 1 -1

Powers

By Point Value Beastial -3 Consumption -3 Hypoxia -3 Psychosis -3 Faith -2 Gaunt -2 Phylactery -2 Selectivity -2 Tempermental -2 Amnesia -1 Avarice -1 Blurry Carrier Filth Garlic Hedonism Invitation Languid Pale Sadism Silver

-1 -1 -1 -1 -1 -1 -1 -1 -1 -1

Solitary Vice Water Pallid Magus Sanguine Auras Blackout Condensation Confound Contortion Convocation Facade Glimpse Indomitable Interred Mirage Misdirection Passion Radiant Raptor

-1 -1 -1 * * * 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

Shade Shroud Spirit Sight Ventriloquism Vitality Blink Companion Debonair Insanity Mimic Oracle

Parkour Potency Rapture Reading Regeneration Shockwave Sixth Sense Telepathy Toxicity Transformation

1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2

Unfazeable Velvet Caress Acumen Alacrity Clarity Command Communion Dread Grace Hematic Mist Projection Resolve Savagery Silence Blindsight Scenthound Summoning Vanish Animation Daywalker

2 2 3 3 3 3 3 3 3 3 3 3 3 3 3 4 4 4 4 5 5

221

Vampiric Powers: Acumen: 3 points

You can use blood to enhance your quality of thought. For 3 Blood, you can raise your Cognition by 1. You can use this power to raise your attribute above 8. This effect lasts until dawn.

Alacrity: 3 points

You can use blood to enhance your speed of thought. For 3 Blood, you can raise your Synapse by 1. You can use this power to raise your attribute above 8. This effect lasts until dawn.

Amnesia: -1 point

All memories of your life before you became a vampire are completely lost, even those of your family and friends. Your Connections still exist and function normally, but they must be created by the GM and kept secret from you. You can discover them in the course of play, either by accident or if you are determined to search for clues. If you do not pursue them, they may fade over time.

Animation: 5 points

You can animate a mortal corpse and control it as a zombie. For 5 Blood, you can touch a corpse and infuse it with unlife. If the mortal has been dead for more than 1 week, it cannot be raised in this way. The zombie has the same strength it did in life and it will be destroyed if that much damage is dealt to it. It has a 3 in every attribute and is untrained in all skills. You can give it simple commands such as “attack anyone who enters this area”. The zombie must be fed 1 Blood every week (including the first week of unlife) in order to remain animated. If this is not done, the zombie will dissolve to dust.

Auras: 1 point

You can see the emotional state of others by examining their auras. For 1 Blood, you can gain this ability for one hour. Everyone you see will glow with a particular hue. An individual with a bright aura has a very high stress level and a weak aura has the reverse. The color of the hue reflects the true nature of the individual. Vampires, mortals, ghouls, werewolves, and other types of creatures each glow in their own special color. Discovering what each of the colors mean is up to you.

Avarice: -1 point

You are obsessed with the accumulation of wealth and power. Any opportunity you gain power and resources should be indulged. You get +3 to Acquisition, +3 to Retention, and +3 to Construction.

Bestial: -3 points

You have beastial features like pointed ears, pronounced teeth, and signficiant claws. You are clearly a monster. Anyone notices your condition will have severe panic reactions to seeing you.

Blackout: 1 point

You can erase memories from the mind of a mortal by gazing into their eyes. For 1 Blood, you can remove any specific memories that a mortal has, up to and including all of them, for a particular period of time. For example, you could erase all memories of what happened last Friday or just memories of her interaction with John on Friday afternoon. You cannot specify a time period longer than 24 hours. You can only use this on any particular mortal once per night.

Blindsight: 4 points

You can see in the dark. This is not based on smell or sound, you simply see as if there were adequate light. 222

Blink: 2 points

You can teleport a short distance. For 2 Blood, your body and anything you are carrying is teleported to any location within 50 yards. If you cannot see the destination, such as blinking through a wall, you risk injuring yourself by arriving inside an object (GM discretion). You must make a Body Sense roll to avoid disorientation once you have arrived at your new location. Momentum is conserved when using this power, so if you were moving in a direction when you blink then you will continue moving in that direction afterward.

Blurry: -1 point

You do not cast a reflected image nor do you appear in photographs or on film. This makes fame in a modern setting essentially impossible and exposes you to great risk of discovery if you are not careful.

Carrier: -1 point

You are a carrier for disease. Unlike most vampires, your blood does not automatically destroy harmful bacteria and viruses. You remain immune to their effects, but you can keep them in your system. You must be careful to feed from healthy sources or else you might spread diseases between mortals. This could contribute to a public health epidemic and raise questions about why the disease is spreading so fast.

Clarity: 3 points

You can use blood to enhance your attention. For 3 Blood, you can raise your Focus by 1. You can use this power to raise your attribute above 8. This effect lasts until dawn.

Command: 3 points

You can bend the will of other intelligent beings to your will. For 3 Blood, you can give a single command to anyone and they must obey it. This command can be as simple as “give me the stone” or it could be complex instructions about what to do or say over the course of several hours. However, the command must relay an action to perform, not an emotion to feel (e.g. fear). The impulse to follow the command will end at daybreak. A mortal is powerless to resist, but a Ghoul or vampire can roll to resist by making an opposed Stability roll (Willpower applies).

Communion: 3 points

You can use blood to enhance your emotional connection with other people. For 3 Blood, you can raise your Empathy by 1. You can use this power to raise your attribute above 8. This effect lasts until dawn.

Companion: 2 points

You can bond with a living nocturnal animal of your choosing. You can only create one such bond at a time. You must locate the animal and spend 2 Blood to establish the connection. You can communicate with the companion at all times as if using Telepathy and you may give it short simple commands. It will communicate with you and attempt to follow your commands as if it were an Ally. If the animal dies, you immediately gain an amount of residual stress equal to the number of years the animal has been your companion. You cannot form a bond with a new animal until the old one has been dead for over a year.

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Condensation: 1 point

You have the ability to generate supernaturally thick fog. If you are close to a body of water or the air is sufficiently humid, for 1 Blood you can cause a heavy fog to come in. This fog will be at least a mile in diameter and severely restrict normal vision. The fog will last until dawn.

Confound: 1 point

You are capable of temporarily preventing a mortal from using basic logic. For 1 Blood, you can send them into a dumbfounded state. They will be incapable of accomplishing any task requiring even the most basic of decisionmaking. They cannot even figure out how to use a door handle or determine that the best way to bypass an object in their way is to walk around it. This effect will end at daybreak.

Consumption: -3 points

You must consume the flesh of a mortal to drain their blood, not simply feed from their neck. This causes obvious problems such as making it necessary to kill or severely injure a lot of mortals. Other vampires may find you repulsive or even worthy of death.

Contortion: 1 point

You can move your body in ways that would normally be impossible due to the arrangement of muscle and sinew. You can force your body through holes that your shoulders would normally be too wide to enter, bend your body in unnatural directions, and escape from almost any bindings.

Convocation: 1 point

You can conduct rituals to contact the dead. For 1 Blood, you can summon a dead soul of your choice, subject to setting appropriateness and GM approval. The soul can be seen by Spirit Sight. This does not confer any special ability to communicate with or control them. However, if you are able to do so, you may negotiate and bargain with them for anything you wish. Unless you choose to dismiss them earlier, the soul will return to the underworld at dawn.

Daywalker: 5 points

You are immune to the Strength damage caused to vampires by the Sun’s rays. You are also not subjected to the drowsiness normal vampires experience during the day. However, you do get tired and must sleep as a human must to maintain your edge. Instead of suffering Endurance loss as a normal member of your race that is not getting enough sleep, the Blood cost of Rising (which for you occurs at dawn instead of sundown) increases by 1 Blood each night which you fail to sleep adequately until you get enough sleep. Any reference made by any other vampiric power you have to a night instead refers to a day and vice versa.

Debonair: 2 points

You are socially graceful and well-spoken. Everyone rolls 1 less resistance dice against you, regardless of context.

Dread: 3 points

You can trigger feelings of supernatural terror. For 3 Blood, you can look into someone’s eyes and cause this effect. They will see their greatest fear and immediately fall into a catatonic state while jabbering incoherently. This effect will end at daybreak. A mortal is powerless to resist, but a Ghoul or vampire can roll to resist by making an opposed Stability roll (Willpower applies).

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Facade: 1 point

You can change your appearance in a minor way as a disguise. For 1 Blood, you can change the following aspects of yourself in a minor way; hair color & length, eye color, skin tone, facial structure, nose shape, lip thickness, and facial hair (if male). You can use this to make yourself unrecognizable to even close friends, family, or lovers. In this form, you will not receive any social benefits or penalties based upon your reputation or previous interactions. You will essentially be a stranger to everyone. This will not remove the harmful effects of a negative point cost appearance power (e.g. Gaunt) because the alterations are minor. The effect lasts until dawn.

Faith: -2 point

You have a vulnerability to faith. If you attempt to move within 5 yards of a faithful person who is wielding a holy symbol (e.g. a crucifix), you must make a Courage roll against a difficulty of 5. Exposure to Holy Water causes 1 strength damage per cup of liquid (the amount in a typical flask) and extreme pain.

Filth: -1 point

You have no natural desire for cleanliness and sanitation. You do not feel the need to clean yourself or your living space with any regularity and you have a body odor that reflects that. Anyone able to smell you or see the filth on your body will roll 1 extra resistance dice.

Garlic: -1 point

You have a vulnerability to garlic. If you are within 5 yards of a clove of garlic or make contact with clove of garlic, you will experience extreme nausea and a temporary strength reduction that will eventually cause you to become incapacitated. This strength reduction occurs over several seconds, so you may step away from the garlic before becoming completely incapacitated. Vampires like you are responsible for the false-confidence of hunters everywhere.

Gaunt: -2 points

Your skin is extremely tight and leathery in appearance. Anyone interacting with you that is able to see your skin will be disturbed by the effect. They will be eager to end the conversation and roll 2 extra resistance dice.

Glimpse: 1 point

You can see the past by looking at a mirror or reflective surface. For 1 Blood, you can touch a reflective surface and see the past through it. The images will be visible only to you. The glimpses you see will reflect the most recent moments in time where extreme emotions were felt in front of this surface. The glimpses are visual only and not accompanied by the sounds.For example, you may touch a mirror in a hotel room and see a couple arguing a few nights ago. What exactly they are arguing about may not be evident.

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Grace: 3 points

You can use blood to enhance your coordination. For 3 Blood, you can raise your Spatial by 1. You can use this power to raise your attribute above 8. This effect lasts until dawn.

Hedonism: -1 point

You are obsessed with the pleasures of the flesh. Any opportunity to engage in a sensual experience or play with reckless abandon should be indulged. You get +3 to Play, +3 to Sensuality, and +3 to Succorance.

Hematic: 3 points

You can tranform your body into pure blood. For 3 Blood, your body and anything you are carrying is transformed into blood. Your pool of blood will stay together as a unit and cannot be dispersed by another liquid, though a strong current can force you to move in a direction against your will. In stagnant water or across a floor, you can move at your standard movement rate. You can move against the pull of gravity but at a slow pace. You cannot take damage from any source except fire, energy, or explosives. Unless you choose to end it earlier, the effect will end at dawn.

Hypoxia: -3 points

You can heal Strength damage but the damage to your skin never heals. Over time, this will result in a corpselike appearance that you may or may not be able to conceal, depending on how and where you are wounded. If you are sufficiently damaged, anyone who notices your condition will have severe panic reactions to seeing you.

Indomitable: 1 point

You are extremely resistant to social coercion. You are immune to Command, Insanity, and Savagery. Any attempts to soften your demeanor, schmooze you, or make you feel guilty automatically fail. You are a rock.

Insanity: 2 points

You can drive a mortal completely insane. For 2 Blood, you can look into their eyes and cause this effect. They will experience +15 to a random motivation. Their thoughts will be totally dominated by this motivation and they will do anything in their power to have it satisfied. This effect will end at daybreak.

Interred: 1 point

You can meld your body into the earth to escape from the rays of the sun. For 1 Blood, you can dissolve your body into any sizeable quantity of dirt (e.g. no flower pots). You must be touching the dirt with your bare skin to trigger this transformation. You can remain interred this way until the next sundown.

Invitation: -1 point

You cannot enter anyone’s house or living area without being invited in. Once you have been invited into the area, you can come and go as you please at any time in the future.

Languid: -1 point

You are a slow riser. You spend the first hour of the night slowly waking up. You cannot do anything at that time. 226

Magus: X points

You have access to magic spells as if you were naturally talented. You cast magic using physical gestures and words like with Articulation. You get the same number of Essence points to spend on purchasing magic as points you spend on this power. Instead of Mana, you must spend Blood to cast your magic. You can channel 1 Mana per second or Synapse round. You can only learn new magic powers from other vampires with Magus. The learning process is the same as any other vampiric power.

Mimic: 2 points

You can change your appearance, voice, and scent to duplicate a specific person, whether mortal or vampire. For 2 Blood, you can create this effect. In this form, you will not receive any social benefits or penalties based upon your reputation or previous interactions. However, you will gain those same effects for the person you are duplicating. The effect lasts until dawn.

Mirage: 1 point

You can create a compelling visual illusion. For 1 Blood, you can create a visual illusion of anything you can imagine, from a grizzly bear to a bookcase. The illusion cannot be larger than 5 yards in diameter and it cannot move in any way. Anyone who touches the illusion will immediately notice it’s false nature. If viewed for a sufficient length of time, the false nature may also be revealed (e.g. a living being frozen in place will eventually be too suspicious to believe in). You can make the illusion permanent by paying an additional 4 Blood. Otherwise, the effect ends at dawn.

Misdirection: 1 point

You can make mortals subconsciously avoid noticing you. For 1 Blood, you can generate this effect for five minutes. Any mortal who looks at you will simply not notice you, just as someone can somehow not notice their keys sitting on the counter when they are looking for them. You are not invisible, their mind is just not paying attention to you.

Mist: 3 points

You can tranform your body into a fine mist. For 3 Blood, your body and anything you are carrying is transformed into water vapor. Your cloud of mist will stay together as a unit and cannot be dispersed by a strong wind, though a strong wind can force you to move in a direction against your will. In stagnant air, you can move at your standard movement rate. You can take no action other than movement. You cannot take damage from any source except fire, energy, or explosives. Unless you choose to end it earlier, the effect will end at dawn.

Oracle: 2 points

You have the talent of prophecy. You are capable of making statements of absolute accuracy, but vague interpretation. Other vampires may seek you out for advice before taking risky action. This grants you a certain aura of respectability and an insight into the affairs of others. Be careful, lest you become a Cassandra.

Pale: -1 point

You have extremely pale skin. While not as disturbing or unnatural as Gaunt, this is slightly unnerving to those with whom you interact socially. Anyone able to see your skin will roll 1 extra resistance dice.

Pallid: -X points

You have less blood in your system than an average vampire. You have fewer Blood points equal to the number of negative points you spend on this power.

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Parkour: 2 points

You have amazing acrobatic abilities. You can jump five times farther than a normal person of your strength value. You do not take falling damage unless you are falling from a height greater than 1 mile (e.g. no jumping out of airplanes).

Passion: 1 point

You are capable of temporarily increasing the motivations of a mortal. For 1 Blood, you can raise any motivation by 5. This effect will end at daybreak. You can only use this on any particular mortal once per night.

Phylactery: -2 points

Shortly after your creation as a vampire, your creator removed your heart from your body and placed it in a secure container such as an urn or chest. They retain possession of your heart as a form of absolute protection and control over you. You may be able to negotiate with them to have it returned, but you will need to protect it. Since your heart is removed, you cannot be paralyzed by wood through the heart. However, if your disembodied heart is destroyed, you are immediately destroyed as well. Once removed, your heart is not affected by vampiric powers that affect the rest of your body (e.g. Interred). Once recovered, it cannot mended back into your body and you cannot consume it without destroying it.

Potency: 2 points

You can make yourself stronger than other vampires. 1 Blood can be used raise your Strength by 2, instead of the normal 1. This effect lasts for 15 minutes, instead of the usual 5.

Projection: 3 points

You can see what is happening in another location. For 3 Blood, you can close your eyes and see what is occuring at another location. You must be familiar with the location in question. This could be a fixed location like your home or a favorite bar. Alternatively, it could be a moving object that you know well, such as a car or airplane which you have ridden in before. As with glimpse, you cannot hear anything. You cannot take any action while projected besides observing events, including the use of vampiric powers.

Pychosis: -3 points

You have an extreme psychosis involving hallucinations and delusions. This may be through an interpretive lens like megalomania or narcissism where this false information is created to fit a theme like “I am the most important being in the universe”, or it might simply be unstructured random thoughts that occur frequently and undermine coherency. Regardless, this can be severely debilitating to social interaction and must be roleplayed.

Radiant: 1 point

You have extremely robust and warm skin. You look even healthier than the average human. Other vampires do recognize you as actually being a vampire unless you exhibit indicative behavior, such as feeding, or use vampiric powers. If you have both Radiant and Gaunt, your skin has the texture and color of someone who has spent far too much time in the sun over the years. If you have both Radiant and Pale, your skin tone appears normal and a vampire can only discern your true nature at very close range. If you have all three; Radiant, Gaunt and Pale, your skin tone appears normal, but about 30 years older than it should, and a vampire can only discern your true nature at very close range. 228

Raptor: 1 point

You have exceptionally keen vision, like a bird of prey. You can see much farther and with greater detail than a normal human. This provides obvious advantages.

Rapture: 2 points

You can distract mortals with a powerful gaze. For 2 Blood, you can look into the eyes of a mortal and totally captivate them for as long as eye contact is maintained. During this time, they cannot think or do anything except look into your eyes. Any physical attack against them will end the effect. Once you break eye contact with them, they will slowly recover their mental functions over a span of a few minutes as if they were just woken from a deep sleep.

Reading: 2 points

You are capable of reading the surface thoughts of a mortal mind. For 2 Blood, you can read the mind of any mortal that you can see and focus on. If you choose to focus on no mortal in particular, your mind will be immersed in a flow of random thoughts from any mortals in the vicinity. If one of these random thoughts interests you, you can determine which mortal is thinking it. This effect lasts for one hour and while activated reduces your Focus by 2. It can be terminated at any time.

Regeneration: 2 points

You can heal faster and more quickly than other vampires. 1 Blood, instead of the normal cost of 2, can be used heal 1 Strength damage. This healing occurs within 1 second or as a single action if in combat.

Resolve: 3 points

You can use blood to keep your cool in a difficult situation. For 3 Blood, you can raise your Stability by 1. You can use this power to raise your attribute above 8. This effect lasts until dawn.

Sadism: -1 point

You delight in causing pain to others. Any opportunity you have to torment someone without repercussion should be indulged. You get +3 to Aggression, +3 to Revenge, and -3 to Nurturance.

Sanguine: X points

You have more blood in your system than an average vampire. You get additional Blood points equal to the number of points you spend on this power.

Savagery: 3 points

You can trigger the animal instinct inside others. For 3 Blood, you can look into their eyes and cause this effect. They will fall into a frenzy as if they were Berserk. They cannot recover from this state until every conceivable threat in the vicinity is destroyed. A mortal is powerless to resist, but a Ghoul or vampire can roll to resist by making an opposed Stability roll (Willpower applies).

Scenthound: 4 points

You have a highly sophisticated sense of smell, like a bloodhound or shark. You can detect odors at extreme distances and follow people by tracking their odor. The presence of powerful odors may require a Body Control check to avoid being overcome by nausea.

229

Selectivity: -2 points

You can only feed from a particular source of blood. This source should be uncommon, but not so rare that it requires an enormous expediture to locate. Examples include rats, dogs, the noble class, beggars, etc. The GM must approve whatever source you select.

Shade: 1 point

You can meld into a shadow and become invisible. For 1 Blood, your physical form will meld with a shadow of sufficient size, subject to GM approval. Even if the shadow is partially pierced, such as by a flashlight beam, you will remain completely invisible. If the shadow is completely destroyed, such as by turning on a brilliant light source, then this effect will end. Unless you choose to end it earlier, the effect will end at dawn.

Shockwave: 2 points

You have the ability to dramatically move objects using supernatural force. For 2 Blood, you can generate a powerful shockwave. You can direct this shockwave into a cone shape coming from your hand or you can have it project outward in every direction from your center of mass. Anyone caught in the shockwave is thrown back several yards, knocked from their feet, and stunned for 3d6 seconds. Light objects like alumunim cans or paper may be blown a significant distance away. The shockwave does not deal damage directly, but it could knock someone into something that might, such as into a wood chipper or off a cliff. If you are holding onto something that might be affected by this power, such as grasping someone’s wrist, you must choose whether to grant the held object immunity to the effect or to let go of it. You cannot exert your body to work against your own mentally generated powers.

Shroud: 1 point

You can control shadows. For 1 Blood, you can change the shape of any shadow to be anything you want. You can expand or reduce the shadow by 25% if desired. You can reshape the shadow as often as you wish. The shadow can be dissolved by a powerful direct source of light. The changes you make will last until dawn.

Silence: 3 points

You can suppress sound. For 3 Blood, any sound that is made within 5 yards of you does not occur. If someone was standing right next to you screaming their head off, nobody would hear it. This effect lasts for 1 hour.

Silver: -1 point

You have a vulnerability to silver. All strength damage from silver weapons is doubled. Vampires like you are responsible for the false-confidence of hunters everywhere.

Sixth Sense: 2 points

You have a supernatural warning system to alert you of danger. You cannot be ambushed, surprised, or otherwise taken advantage of. You know when something isnt right. You can always tell when something strange is about to happen.

Solitary: -1 point

You prefer to operate on your own. All vampires are somewhat solitary creatures, but this represents a more extreme version on this akin to an anxiety disorder. Whenever stress is gained as a result of conversation, you gain 1 additional point. You will also gain stress in a high density environment like a nightclub or sports arena. The size of the Stress gained in these situations is subject to GM judgment. You also get +2 to Autonomy.

230

Spirit Sight: 1 point

You can see incorporeal spirits. For 1 Blood, you can activate this power. Any ghosts, spectres, shadows, or other types of incorporeal spirits will now be visible to you. This does not confer any special ability to communicate with or control them, but they might be surprised if you start talking to them.

Summoning: 4 points

You can see summon spirits, demons, devils, elementals, and other beings from alternative dimensions or planes. For 4 Blood, you can summon a being of your choice, subject to setting appropriateness and GM approval. This does not confer any special ability to communicate with or control them. However, if you are able to do so, you may negotiate and bargain with them for anything you wish. If they are not bound or contained in some way, they could attack you if they are sufficiently aggressive. If you spend eight hours drawing an intricate pentagram on a flat surface, you can bind the summoned creature to the surface area within the pentagram for the duration of the ritual. The creature will return to their home at dawn unless you pay 1 additional Blood to retain them.

Telepathy: 2 points

You are capable of communicating directly with another intelligent being’s brain as if you had Telepathy. This does not grant them the ability to communicate back, though having Reading could make thing interesting. For 2 Blood, you can communicate with the mind of anyone that you can see and focus on. This effect lasts for the entire night.

Tempermental: -2 points

You have an angry and violent disposition. Whenever stress is gained, you gain 1 additional point. However, you cannot fail morale rolls. This make it highly likely that you will fall into a frenzy as if you were Berserk because a vampire cannot experience a catatonic state either.

Toxicity: 2 points

Your blood is toxic to mortals. You can apply your blood to a weapon and it will add additional Resilience damage to any attacks made with it. For every 1 Blood applied to it, your weapon will deal 1 additional Resilience damage to any mortal target. You can also pour your blood into a liquid that a mortal is drinking, causing the same damage per Blood applied. However, the taste difference can be detected. Vampires with this power can create Ghouls and new vampires because the moment the blood is transferred the target ceases to be mortal.

Transformation: 2 points

You can transform your body into an alternative form. You must pick from the following forms; bat, cat, owl, raven, snake, or wolf. For 2 Blood, you can transform into an average size animal of that form. The transformation process takes about 1 minute and cannot be made in combat. If desired, you can alway have the same appearance when you transform. You can remain in this form until dawn. If you are dealt any strength damage, you are immediately transformed back your normal form. While transformed, you can only perform actions that a normal animal of that type could perform (e.g. no talking), however you may use vampiric powers provided they do not involve actions you cannot perform. You cannot feed while transformed. 231

Unfazable: 2 points

You have a relaxed and calm disposition. You automatically resist the first 2 Stress points from any source.

Vanish: 4 points

You can completely disappear. For 4 Blood, your body and anything you are carrying can become completely invisible to any visual senses. This effect does not extend to any other senses. You may be detected by other senses, such as hearing. This effect lasts for 1 hour.

Velvet Caress: 2 points

You can give shadows a physical manifestation and manipulate them. For 2 Blood, you can change a shadow into a substantive physical material that feels like velvet to the touch. If you have Shroud, you can reshape the shadow as desired without additional Blood cost. If you envelope someone in the shadow, they can be suffocated by it. You can use the shadow to block movement. The shadow can be dissolved by a powerful direct source of light. The changes you make will last until dawn.

Ventriloquism: 1 point

You can create a compelling auditory illusion. For 1 Blood, you can create the sounds of either a random human voice or your own voice as if they are coming from another place. You can make the sound appear to come from anywhere within 100 yards of your physical location. This voice can say anything you wish in any language that you know. If you have Mimic, you can duplicate a specific voice with this power. You can continue to generate sounds in this way for up to five minutes.

Vice: -1 point

You have a powerful addiction to a particular type of activity or substance. You must indulge this vice every night. Illicit drugs are obviously a common choice, but you could be addicted to anything that the GM allows; sex, pornography, video games, television, gambling, food, pain, cutting, etc. If you fail to indulge your vice for at least an hour in a given week, you gain 2 residual stress that cannot be removed except by engaging in the vice as a form of relaxation. For example, if you have a vice of gambling and fail to indulge it, to remove the residual strss gained you must gamble for a number of hours as if you were engaging in relaxation.

Vitality: 1 point

You are an early riser. You wake up one hour before sundown. You can use this time however you wish, except of course to go outside into the fading sunlight.

Water: -1 point

You cannot cross running water. Being around significant running water (e.g. a river) causes stress gain appropriate for the volume of water, subject to GM judgment.

232

Appendix C: Racial Templates

233

High Elf Size Locomotion Intraspecies Blood Gender Lifespan Diet Sleep Cycle Skin Grip Feet Language Vision Augments Lungs Heightened Intelligence

Wood Elf Size Locomotion Intraspecies Blood Gender Lifespan Diet Sleep Cycle Skin Grip Feet Language Vision Augments Lungs Heightened Intelligence

234

Average Biped Major Warm Blooded Dimorphic Infinite Omnivore None Bare Thumb Feet Expressive Infravision None Oxygen Hearing Sentient Total Culture Rollover

Average Biped Major Warm Blooded Dimorphic Infinite Omnivore Metaurnal Bare Thumb Feet Expressive Low-Light None Oxygen Hearing Sentient Total Culture Rollover

0 0 -3 0 0 8 0 4 0 0 0 0 7 0 0 2 0 18 2

0 0 -3 0 0 8 0 2 0 0 0 0 5 0 0 2 0 14 6

Dark Elf Size Locomotion Intraspecies Blood Gender Lifespan Diet Sleep Cycle Skin Grip Feet Language Vision Augments Lungs Heightened Intelligence

Aquatic Elf Size Locomotion Intraspecies Blood Gender Lifespan Diet Sleep Cycle Skin Grip Feet Language Vision Augments Lungs Heightened Intelligence

Average Biped Major Warm Blooded Dimorphic Infinite Omnivore Nocturnal Bare Thumb Feet Expressive Darkvision None Oxygen Hearing Sentient Total Culture Rollover

0 0 -3 0 0 8 0 -3 0 0 0 0 10 0 0 2 0 14 6

Average Undulation Major Warm Blooded Dimorphic Infinite Omnivore None Bare Thumb Tail Expressive Normal None Gills Hearing Sentient Total Culture Rollover

0 6 -3 0 0 8 0 4 0 0 0 0 0 0 0 2 0 17 3

Hill Dwarf Size Locomotion Intraspecies Blood Gender Lifespan Diet Sleep Cycle Skin Grip Feet Language Vision Augments Lungs Heightened Intelligence

Deep Dwarf Size Locomotion Intraspecies Blood Gender Lifespan Diet Sleep Cycle Skin Grip Feet Language Vision Augments Lungs Heightened Intelligence

Average Biped Minor Warm Blooded Gonadal Long Omnivore Diurnal Bare Thumb Feet Expressive Infravision None Oxygen None Sentient Total Culture Rollover

Average Biped Minor Warm Blooded Gonadal Long Detrivore Nocturnal Bare Thumb Feet Expressive Darkvision None Oxygen Hearing Sentient Total Culture Rollover

0 0 -1 0 -3 4 0 0 0 0 0 0 7 0 0 0 0 7 13

0 0 -1 0 -3 4 0 -2 0 0 0 0 10 0 0 2 0 10 10

Mt. Dwarf Size Locomotion Intraspecies Blood Gender Lifespan Diet Sleep Cycle Skin Grip Feet Language Vision Augments Lungs Heightened Intelligence

Gnome Size Locomotion Intraspecies Blood Gender Lifespan Diet Sleep Cycle Skin Grip Feet Language Vision Augments Lungs Heightened Intelligence

Average Biped Minor Warm Blooded Gonadal Long Omnivore Diurnal Bare Thumb Feet Expressive Darkvision None Oxygen None Sentient Total Culture Rollover

0 0 -1 0 -3 4 0 0 0 0 0 0 10 0 0 0 0 10 10

Small Biped Cosmetic Warm Blooded Gonadal Long Omnivore Metaurnal Bare Thumb Feet Expressive Infravision None Oxygen Olfactory Sentient Total Culture Rollover

-3 0 0 0 -3 4 0 2 0 0 0 0 7 0 0 3 0 10 10 235

Goblin Size Locomotion Intraspecies Blood Gender Lifespan Diet Sleep Cycle Skin Grip Feet Language Vision Augments Lungs Heightened Intelligence

Hobgoblin Size Locomotion Intraspecies Blood Gender Lifespan Diet Sleep Cycle Skin Grip Feet Language Vision Augments Lungs Heightened Intelligence

236

Small Biped Cosmetic Warm Blooded Dimorphic Normal Omnivore Metaurnal Bare Thumb Feet Expressive Darkvision Teeth Oxygen Hearing Sentient Total Culture Rollover

Normal Biped Cosmetic Warm Blooded Dimorphic Normal Omnivore Metaurnal Bare Thumb Feet Expressive Darkvision None Oxygen Vision Sentient Total Culture Rollover

-3 0 0 0 0 0 0 2 0 0 0 0 10 2 0 2 0 13 7

0 0 0 0 0 0 0 2 0 0 0 0 10 0 0 5 0 17 3

Orc

Size Locomotion Intraspecies Blood Gender Lifespan Diet Sleep Cycle Skin Grip Feet Language Vision Augments Lungs Heightened Intelligence

Ogre

Size Locomotion Intraspecies Blood Gender Lifespan Diet Sleep Cycle Skin Grip Feet Language Vision Augments Lungs Heightened Intelligence

Large Biped Cosmetic Warm Blooded Gonadal Normal Carnivore Diurnal Bare Thumb Feet Expressive Darkvision None Oxygen None Berserk Total Culture Rollover

3 0 0 0 -3 0 5 0 0 0 0 0 10 0 0 0 -2 13 7

Large Semi-Upright Cosmetic Warm Blooded Gonadal Long Carnivore Crepuscular Hardened Thumb Feet Expressive Darkvision Teeth Oxygen Olfactory Atavistic Total Culture Rollover

3 -3 0 0 -3 4 5 -4 4 0 0 0 10 2 0 3 -4 17 3

Halfling Size Locomotion Intraspecies Blood Gender Lifespan Diet Sleep Cycle Skin Grip Feet Language Vision Augments Lungs Heightened Intelligence

Half-Elf Size Locomotion Intraspecies Blood Gender Lifespan Diet Sleep Cycle Skin Grip Feet Language Vision Augments Lungs Heightened Intelligence

Small Biped Cosmetic Warm Blooded Dimorphic Normal Omnivore Diurnal Bare Thumb Feet Expressive Low-Light None Oxygen Touch Sentient Total Culture Rollover

Average Biped Minor Warm Blooded Dimorphic Long Omnivore Metaurnal Bare Thumb Feet Expressive Infravision None Oxygen Hearing Sentient Total Culture Rollover

-3 0 0 0 0 0 0 0 0 0 0 0 5 0 0 4 0 6 14

0 0 -1 0 0 4 0 2 0 0 0 0 7 0 0 2 0 14 7

Half-Orc Size Locomotion Intraspecies Blood Gender Lifespan Diet Sleep Cycle Skin Grip Feet Language Vision Augments Lungs Heightened Intelligence

Half-Ogre Size Locomotion Intraspecies Blood Gender Lifespan Diet Sleep Cycle Skin Grip Feet Language Vision Augments Lungs Heightened Intelligence

Normal Biped Cosmetic Warm Blooded Dimorphic Normal Carnivore Diurnal Bare Thumb Feet Expressive Darkvision None Oxygen None Berserk Total Culture Rollover

0 0 0 0 0 0 5 0 0 0 0 0 10 0 0 0 -2 13 7

Large Biped Cosmetic Warm Blooded Dimorphic Normal Omnivore Diurnal Bare Thumb Feet Expressive Darkvision Teeth Oxygen Olfactory Berserk Total Culture Rollover

3 0 0 0 0 0 0 0 0 0 0 0 10 2 0 3 -2 14 6 237

Snakefolk Size Locomotion Intraspecies Blood Gender Lifespan Diet Sleep Cycle Skin Grip Feet Language Vision Augments Lungs Heightened Intelligence

Apefolk Size Locomotion Intraspecies Blood Gender Lifespan Diet Sleep Cycle Skin Grip Feet Language Vision Augments Lungs Heightened Intelligence

238

Large Undulation Cosmetic Cold Blooded Hermaphrodite Normal Carnivore Diurnal Bare Thumb Tail Chemical Infravision None Oxygen Waves Sentient Total Culture Rollover

Large Biped Cosmetic Warm Blooded Gonadal Long Carnivore Diurnal Fur Claws Claws Growls or Calls Low-Light Teeth Oxygen None Berserk Total Culture Rollover

3 6 0 -5 -5 0 5 0 0 0 0 2 7 0 0 2 0 15 5

3 0 0 0 -3 4 5 0 1 2 4 -5 5 2 0 0 -2 16 4

Lizardfolk Size Locomotion Intraspecies Blood Gender Lifespan Diet Sleep Cycle Skin Grip Feet Language Vision Augments Augments Lungs Heightened Intelligence

Merfolk Size Locomotion Intraspecies Blood Gender Lifespan Diet Sleep Cycle Skin Grip Feet Language Vision Augments Lungs Heightened Intelligence

Average Biped Cosmetic Cold Blooded Hermaphrodite Normal Carnivore Diurnal Slippery Claws Claws Expressive Colorblind Teeth Tail Amphibious Olfactory Berserk Total Culture Rollover

0 0 0 -5 -5 0 5 0 2 2 2 0 -1 2 3 3 3 -2 9 11

Average Undulation Cosmetic Warm Blooded Dimorphic Normal Omnivore Diurnal Bare Thumb Tail Expressive Low-Light None Gills Hearing Sentient Total Culture Rollover

0 6 0 0 0 0 0 0 0 0 0 0 0 0 0 2 0 8 12

Appendix D: Cultural Templates

239

HunterGatherer Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

240

Plains Anarchy Tribal Nomadic Collapsed Isolated Non-Existent Backward Contraction Never Shame Traditional Innocent Excluded Animist Multiple Daily Obligatory Spirits None Patrilineal Patrilineal Multiple None None None Total

0 0 0 0 0 0 0 0 0 0 0 0 -4 0 0 0 0 0 0 0 0 0 4 0 0 0

Inuit Tribes Terrain Ice 10 Power Tribal 3 Loyalty Tribal 0 Economy Nomadic 0 Stability Fractured 6 Position Isolated 0 Corruption Non-Existent 0 Technology Backward 0 Population Stable 3 Warfare Rare 2 Crime Shame 0 Sexuality Traditional 0 Violence Defensive 3 Minorities Excluded 0 Religion Ancestor Worship 3 Ritual Multiple Daily 0 Attendance Pressured 2 Magic Spirits 0 Education None 0 Inheritance Patrilineal 0 Family Patrilineal 0 Marriage Single 1 Wedding Equal 4 Combat XP None 0 Skill None 0 Total 37

Ancient Babylon Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Plains Aristocracy Feudal Resource Consistent Major Power Prevalent Competitive Contraction Frequent Restitution Open Selective Discriminated Polytheist Daily Obligatory Sacrifice Elite Patrilineal Patrilineal Multiple Dowry None None Total

0 7 5 4 8 5 4 5 0 6 3 5 7 6 8 2 0 1 2 0 0 0 0 0 0 78

Ancient Egypt Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Plains Theocracy Religious Resource Consistent Imperial Power Prevalent Competitive Stable Frequent Restitution Traditional Selective Repressed Polytheist Daily Obligatory Sacrifice Elite Patrilineal Patrilineal Multiple Dowry None None Total

0 5 2 4 8 7 4 5 3 6 3 0 7 2 8 2 0 1 2 0 0 0 0 0 0 69

241

Ancient Greece Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

242

Coastal Citizenship State Resource Consistent Minor Power Inconsequential Competitive Stable Frequent Restitution Repressed Defensive Repressed Polytheist Daily Pressured Sacrifice Elite Patrilineal Patrilineal Single Dowry None None Total

1 10 10 4 8 3 2 5 3 6 3 3 3 2 8 2 2 1 2 0 0 1 0 0 0 79

Achaemenid Persia Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Plains Tyranny Tribal Resource Fractured Superpower Overwhelming Competitive Stable Frequent Labor Traditional Selective Integrated Philosophy Weekly Pressured Superstitious Limited Patrilineal Patrilineal Multiple Dowry None None Total

0 3 0 4 6 8 8 5 3 6 6 0 7 10 6 4 2 1 4 0 0 0 0 0 0 83

Roman Republic Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Plains Citizenship Patronage Resource Fractured Major Power Prevalent Competitive Expansion Common Labor Open Selective Repressed Polytheist Daily Obligatory Sacrifice Elite Patrilineal Patrilineal Single Dower None None Total

0 10 4 4 6 5 4 5 6 8 6 5 7 2 8 2 0 1 2 0 0 1 2 0 0 88

Carthaginian Republic Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Coastal Plutocracy Patronage Niche Consistent Imperial Power Prevalent Competitive Stable Frequent Labor Traditional Selective Repressed Polytheist Daily Obligatory Sacrifice Elite Patrilineal Patrilineal Single Dowry None None Total

1 8 4 12 8 7 4 5 3 6 6 0 7 2 8 2 0 1 2 0 0 1 0 0 0 87

243

Roman Empire Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

244

Plains Plutocracy State Resource Consistent Imperial Power Overwhelming Competitive Stable Frequent Restitution Open Defensive Repressed Polytheist Daily Obligatory Sacrifice Elite Patrilineal Patrilineal Single Dower None None Total

0 8 10 4 8 7 8 5 3 6 3 5 7 2 8 2 0 1 2 0 0 1 2 0 0 92

Visigoth Tribes Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Forest Tyranny Tribal Nomadic Consistent Minor Power Inconsequential Competitive Expansion Common Restitution Traditional Aggressive Repressed Montheist Weekly Obligatory Prayer None Eldest Patrilineal Single Dowry None None Total

4 3 0 0 8 3 2 5 6 8 3 0 10 2 10 4 0 2 0 1 0 1 0 0 0 72

Byzantine Empire Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Plains Plutocracy State Resource Consistent Imperial Power Overwhelming Competitive Contraction Constant Restitution Repressed Defensive Overlooked Monotheist Daily Obligatory Prayer Limited Patrilineal Patrilineal Single Dowry None None Total

0 8 10 4 8 7 8 5 0 10 3 3 7 4 10 2 0 2 4 0 0 1 0 0 0 96

Umayyad Caliphate Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Plains Theocracy Religious Resource Fractured Imperial Power Overwhelming Advanced Expansion Constant Labor Traditional Aggressive Discriminated Monotheist Multiple Daily Obligatory Prayer Limited Patrilineal Patrilineal Multiple Bride Price None None Total

0 5 2 4 6 7 8 10 6 10 6 0 10 6 10 0 0 2 4 0 0 0 2 0 0 98

245

Medieval Turks Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

246

Plains Tyranny Tribal Resource Fractured Major Power Overwhelming Competitive Expansion Constant Labor Traditional Aggressive Discriminated Monotheist Multiple Daily Obligatory Prayer Elite Contested Patrilineal Multiple Bride Price None None Total

0 3 0 4 6 5 8 5 6 10 6 0 10 6 10 0 0 2 2 4 0 0 2 0 0 89

Medieval Venice Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Island Plutocracy Patronage Niche Consistent Minor Power Inconsequential Competitive Stable Infrequent Restitution Traditional Selective Overlooked Monotheist Weekly Obligatory Prayer Elite Patrilineal Patrilineal Single Dowry None None Total

1 8 4 12 8 3 2 5 3 4 3 0 7 4 10 4 0 2 2 0 0 1 0 0 0 83

Medieval Britons Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Coastal Aristocracy Feudal Resource Fractured Peripheral Prevalent Uncompetitive Contraction Common Restitution Traditional Selective Excluded Monotheist Weekly Obligatory Prayer Elite Patrilineal Patrilineal Single Dowry None None Total

1 7 5 4 6 2 4 2 0 8 3 0 7 0 10 4 0 2 2 0 0 1 0 0 0 68

Medieval Franks Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Plains Aristocracy Feudal Resource Fractured Major Power Overwhelming Competitive Stable Constant Labor Traditional Selective Excluded Monotheist Weekly Obligatory Prayer Elite Patrilineal Patrilineal Single Dowry None None Total

0 7 5 4 6 5 8 5 3 10 6 0 7 0 10 4 0 2 2 0 0 1 0 0 0 85

247

Viking Norse Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

248

Coastal Tyranny Patronage Resource Fractured Isolated Inconsequential Uncompetitive Expansion Constant Shame Traditional Aggressive Excluded Polytheist Seasonal Pressured Sacrifice None Contested Patrilineal Single Bride Price None None Total

1 3 4 4 6 0 2 2 6 10 0 0 10 0 8 6 2 1 0 4 0 1 2 0 0 72

Mongolian Empire Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Plains Tyranny Aristocracy Resource Fractured Imperial Power Overwhelming Advanced Stable Common Labor Traditional Aggressive Excluded Animist Multiple Daily Optional Spirits Limited Contested Patrilineal Multiple Bride Price None None Total

0 3 7 4 6 7 8 10 3 8 6 0 10 0 0 0 4 0 4 4 0 0 2 0 0 86

Medieval China Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Plains Caste Patronage Resource Established Imperial Power Prevalent Competitive Stable Infrequent Labor Traditional Defensive Excluded Philosophy Annual Pressured Superstitious Limited Patrilineal Patrilineal Single Bride Price None None Total

0 5 4 4 10 7 4 5 3 4 6 0 3 0 6 8 2 1 4 0 0 1 2 0 0 79

Medieval Japan Terrain Coastal 1 Power Aristocracy 7 Loyalty Feudal 5 Economy Resource 4 Stability Civil War 4 Position Peripheral 2 Corruption Overwhelming 8 Technology Uncompetitive 2 Population Stable 3 Warfare Common 8 Crime Restitution 3 Sexuality Traditional 0 Violence Defensive 3 Minorities Excluded 0 Religion Ancestor Worship 3 Ritual Seasonal 6 Attendance Pressured 2 Magic Spirits 0 Education Elite 2 Inheritance Patrilineal 0 Family Patrilineal 0 Marriage Single 1 Wedding Bride Price 2 Combat XP None 0 Skill None 0 Total 66

249

Renaissance Italy Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

250

Plains Plutocracy Patronage Resource Fractured Minor Power Prevalent Advanced Expansion Infrequent Imprisonment Traditional Defensive Repressed Monotheist Weekly Obligatory Prayer Limited Eldest Patrilineal Single Dowry None None Total

0 8 4 4 6 3 4 10 6 4 10 0 3 2 10 4 0 2 4 1 0 1 0 0 0 86

Valois France Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Plains Aristocracy Feudal Resource Consistent Major Power Prevalent Competitive Stable Common Imprisonment Traditional Selective Excluded Monotheist Weekly Obligatory Prayer Limited Eldest Patrilineal Single Dowry None None Total

0 7 5 4 8 5 4 5 3 8 10 0 7 0 10 4 0 2 4 1 0 1 0 0 0 88

Habsburg Austria Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Plains Aristocracy Feudal Resource Established Major Power Prevalent Competitive Stable Common Imprisonment Traditional Defensive Excluded Monotheist Weekly Obligatory Prayer Limited Eldest Patrilineal Single Dowry None None Total

0 7 5 4 10 5 4 5 3 8 10 0 3 0 10 4 0 2 4 1 0 1 0 0 0 86

Ottoman Empire Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Plains Tyranny Dictator Resource Fractured Major Power Overwhelming Uncompetitive Stable Frequent Labor Traditional Selective Discriminated Monotheist Multiple Daily Obligatory Prayer Elite Contested Patrilineal Single Bride Price None None Total

0 3 8 4 6 5 8 2 3 6 6 0 7 6 10 0 0 2 2 4 0 1 2 0 0 85

251

Poland Lithuania Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

252

Plains Aristocracy State Resource Fractured Major Power Overwhelming Uncompetitive Stable Frequent Imprisonment Traditional Selective Excluded Monotheist Weekly Obligatory Prayer Limited Patrilineal Patrilineal Single Dowry None None Total

0 7 10 4 6 5 8 2 3 6 10 0 7 0 10 4 0 2 4 0 0 1 0 0 0 89

Grand Duchy of Moscow Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Plains Aristocracy Patronage Resource Consistent Major Power Overwhelming Uncompetitive Expansion Common Labor Traditional Aggressive Excluded Monotheist Weekly Obligatory Prayer Elite Eldest Patrilineal Single Dowry None None Total

0 7 4 4 8 5 8 2 6 8 6 0 10 0 10 4 0 2 2 1 0 1 0 0 0 88

Spanish Empire Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Plains Aristocracy Feudal Resource Consistent Imperial Power Prevalent Competitive Expansion Common Imprisonment Traditional Selective Excluded Monotheist Weekly Obligatory Prayer Limited Eldest Patrilineal Single Dowry None None Total

0 7 5 4 8 7 4 5 6 8 10 0 7 0 10 4 0 2 4 1 0 1 0 0 0 93

Tudor England Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Coastal Aristocracy Feudal Resource Consistent Major Power Prevalent Uncompetitive Stable Infrequent Imprisonment Traditional Defensive Excluded Monotheist Weekly Obligatory Prayer Limited Eldest Patrilineal Single Dowry None None Total

1 7 5 4 8 5 4 2 3 4 10 0 3 0 10 4 0 2 4 1 0 1 0 0 0 78

253

Caribbean Natives Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

254

Island Anarchy Tribal Nomadic Fractured Isolated Non-Existent Backward Stable Rare Shame Celebratory Pacifism None Animist Multiple Daily Obligatory Spirits None Patrilineal Patrilineal Single None None None Total

1 0 0 0 6 0 0 0 3 2 0 6 0 0 0 0 0 0 0 0 0 1 4 0 0 23

Mayan Kingdoms Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Jungle Tyranny Patronage Resource Fractured Minor Power Inconsequential Backward Contraction Common Labor Repressed Selective Excluded Polytheist Multiple Daily Obligatory Sacrifice Elite Choice Lineal Single Equal None None Total

8 3 4 4 6 3 2 0 0 8 6 3 7 0 8 0 0 1 2 4 2 1 4 0 0 76

Aztec Empire Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Jungle Aristocracy Religious Resource Fractured Imperial Power Prevalent Backward Stable Constant Labor Repressed Aggressive Excluded Polytheist Multiple Daily Obligatory Sacrifice Elite Choice Lineal Single Equal None None Total

8 7 2 4 6 7 4 0 3 10 6 3 10 0 8 0 0 1 2 4 2 1 4 0 0 92

Incan Empire Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Jungle Aristocracy Religious Resource Established Imperial Power Prevalent Backward Stable Frequent Labor Repressed Selective Excluded Polytheist Multiple Daily Pressured Spirits Elite Choice Lineal Single Equal None None Total

8 7 2 4 10 7 4 0 3 6 6 3 7 0 8 0 2 0 2 4 2 1 4 0 0 90

255

Bourbon France Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

256

Plains Aristocracy State Resource Consistent Imperial Power Prevalent Competitive Stable Constant Imprisonment Traditional Selective Repressed Monotheist Weekly Obligatory Prayer Limited Eldest Patrilineal Single Dowry None None Total

0 7 10 4 8 7 4 5 3 10 10 0 7 2 10 4 0 2 4 1 0 1 0 0 0 99

Dutch Republic Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Coastal Plutocracy State Industrial Established Major Power Inconsequential Advanced Expansion Infrequent Imprisonment Traditional Defensive Repressed Monotheist Weekly Obligatory Prayer Common Eldest Patrilineal Single Dowry None None Total

1 8 10 7 10 5 2 10 6 4 10 0 3 2 10 4 0 2 7 1 0 1 0 0 0 103

Swedish Empire Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Forest Aristocracy State Resource Consistent Major Power Prevalent Advanced Stable Frequent Imprisonment Traditional Selective Excluded Monotheist Weekly Obligatory Prayer Elite Eldest Patrilineal Single Dowry None None Total

4 7 10 4 8 5 4 10 3 6 10 0 7 0 10 4 0 2 2 1 0 1 0 0 0 98

Tsarist Russia Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Plains Aristocracy State Resource Consistent Imperial Power Prevalent Competitive Stable Common Labor Traditional Selective Excluded Monotheist Weekly Obligatory Prayer Elite Eldest Patrilineal Single Dowry None None Total

0 7 10 4 8 7 4 5 3 8 6 0 7 0 10 4 0 2 2 1 0 1 0 0 0 89

257

Mughal Empire Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

258

Plains Caste State Resource Consistent Imperial Power Overwhelming Uncompetitive Stable Frequent Imprisonment Traditional Selective Excluded Monotheist Multiple Daily Obligatory Prayer Elite Eldest Patrilineal Single Dowry None None Total

0 5 10 4 8 7 8 2 3 6 10 0 7 0 10 0 0 2 2 1 0 1 0 0 0 86

Ming China Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Plains Caste State Resource Established Imperial Power Prevalent Uncompetitive Expansion Infrequent Labor Traditional Defensive Excluded Philosophy Annual Optional Superstitious Limited Patrilineal Patrilineal Single Bride Price None None Total

0 5 10 4 10 7 4 2 6 4 6 0 3 0 6 8 4 1 4 0 0 1 2 0 0 87

British Colonies Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Coastal Citizenship State Resource Fractured Colonial Inconsequential Competitive Expansion Common Imprisonment Traditional Selective Discriminated Monotheist Weekly Pressured Prayer Common Eldest Patrilineal Single Dowry None None Total

1 10 10 4 6 4 2 5 6 8 10 0 7 6 10 4 2 2 7 1 0 1 0 0 0 106

French Colonies Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Coastal Aristocracy State Resource Consistent Colonial Prevalent Competitive Stable Frequent Imprisonment Traditional Selective Integrated Monotheist Weekly Pressured Prayer Elite Eldest Patrilineal Single Dowry None None Total

1 7 10 4 8 4 4 5 3 6 10 0 7 10 10 4 2 2 2 1 0 1 0 0 0 101

259

Spanish Colonies Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

260

Coastal Aristocracy State Resource Fractured Colonial Overwhelming Uncompetitive Expansion Frequent Imprisonment Traditional Aggressive Discriminated Monotheist Weekly Obligatory Prayer Elite Eldest Patrilineal Single Dowry None None Total

1 7 10 4 6 4 8 2 6 6 10 0 10 6 10 4 0 2 2 1 0 1 0 0 0 100

Dutch Colonies Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Coastal Plutocracy State Industrial Fractured Colonial Inconsequential Advanced Stable Frequent Imprisonment Traditional Selective Repressed Monotheist Weekly Obligatory Prayer Elite Eldest Patrilineal Single Dowry None None Total

1 8 10 7 6 4 2 10 3 6 10 0 7 2 10 4 0 2 2 1 0 1 0 0 0 96

British Empire Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Coastal Plutocracy Dictator Industrial Established Superpower Inconsequential Advanced Expansion Constant Imprisonment Traditional Selective Discriminated Monotheist Weekly Pressured Prayer Limited Eldest Patrilineal Single Dowry None None Total

1 8 8 7 10 8 2 10 6 10 10 0 7 6 10 4 2 2 4 1 0 1 0 0 0 117

Napoleonic France Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Plains Aristocracy Dictator Resource Consistent Superpower Prevalent Advanced Expansion Constant Imprisonment Traditional Selective Repressed Science None Obligatory Superstitious Common Eldest Patrilineal Single Dowry None None Total

0 7 8 4 8 8 4 10 6 10 10 0 7 2 14 0 0 1 7 1 0 1 0 0 0 108

261

Antebellum South Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

262

Plains Racial Purity State Resource Fractured Peripheral Prevalent Uncompetitive Expansion Frequent Imprisonment Traditional Selective Excluded Monotheist Weekly Pressured Prayer Limited Eldest Patrilineal Single Dowry None None Total

0 12 10 4 6 8 4 2 6 6 10 0 7 0 10 4 2 2 4 1 0 1 0 0 0 99

Manifest Destiny Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Plains Citizenship State Industrial Established Major Power Overwhelming Competitive Expansion Frequent Imprisonment Traditional Selective Repressed Monotheist Weekly Pressured Prayer Limited Eldest Patrilineal Single Dowry None None Total

0 10 10 7 10 5 8 5 6 6 10 0 7 2 10 4 2 2 4 1 0 1 0 0 0 110

United States Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Plains Merit State Industrial Established Superpower Inconsequential Advanced Stable Common Imprisonment Open Defensive Integrated Monotheist Weekly Optional Prayer Universal Choice Patrilineal Single Equal None None Total

0 15 10 7 10 8 2 10 3 8 10 5 3 10 10 4 4 2 10 4 0 1 4 0 0 140

Soviet Union Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Tundra Party State Industrial Consistent Superpower Overwhelming Competitive Stable Frequent Imprisonment Traditional Selective Discriminated Science None Obligatory Superstitious Universal Eldest Patrilineal Single Equal None None Total

5 10 10 7 8 8 8 5 3 6 10 0 7 6 14 0 0 1 10 1 0 1 4 0 0 124

263

Nazi Germany Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

264

Plains Racial Purity Dictator Industrial Consistent Major Power Inconsequential Advanced Expansion Common Imprisonment Traditional Selective Excluded Monotheist Weekly Optional Prayer Universal Choice Patrilineal Single Equal None None Total

0 12 8 7 8 5 2 10 6 8 10 0 7 0 10 4 4 2 10 4 0 1 4 0 0 122

Empire of Japan Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Plains Racial Purity Dictator Industrial Established Major Power Prevalent Competitive Contraction Common Imprisonment Traditional Selective Excluded Philosophy Seasonal Pressured Superstitious Universal Choice Patrilineal Single Equal None None Total

0 12 8 7 10 5 4 5 0 8 10 0 7 0 6 6 2 1 10 4 0 1 4 0 0 110

European Union Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Plains Merit State Industrial Established Major Power Inconsequential Competitive Contraction Infrequent Imprisonment Open Pacifism Integrated Science None Obligatory Superstitious Universal Choice Patrilineal Single Equal None None Total

0 15 10 7 10 5 2 5 0 4 10 5 0 10 14 0 0 1 10 4 0 1 4 0 0 117

Saudi Arabia Terrain Power Loyalty Economy Stability Position Corruption Technology Population Warfare Crime Sexuality Violence Minorities Religion Ritual Attendance Magic Education Inheritance Family Marriage Wedding Combat XP Skill

Desert Tyranny Religious Niche Consistent Minor Power Inconsequential Uncompetitive Expansion Infrequent Imprisonment Traditional Aggressive Excluded Monotheist Multiple Daily Obligatory Prayer Common Choice Patrilineal Single Dowry None None Total

4 3 2 12 8 3 2 2 6 4 10 0 10 0 10 0 0 2 7 4 0 1 0 0 0 90

265

Appendix E: Life Experience Templates

266

Soldier Beauty Average Parents Average Siblings Many Social Status Citizen Starting Age Adult Geography Rural Suffering Vulnerable Play Pattern Organized Sports Exposure None Education Limited Training Combat Minor Popular Magic None Total

Ranger Beauty Average Parents Average Siblings Many Social Status Citizen Starting Age Average Geography Isolated Suffering None Play Pattern Organized Sports Exposure None Education Limited Training Wilderness Training Combat Minor None Magic Talisman Total

0 0 -2 0 5 0 -2 5 0 -2 10 1 0 15

0 0 -2 0 0 -2 0 5 0 -2 2 10 0 4 15

Ninja Beauty Parents Siblings Social Status Starting Age Geography Suffering Play Pattern Exposure Education Training Minor Magic

Average Average Many Citizen Average Rural None Extreme Sports None Limited Combat Lucky None Total

Street Tough Beauty Unattractive Parents Average Siblings Average Social Status Citizen Starting Age Average Geography Suburban Suffering None Play Pattern Organized Sports Exposure None Education Limited Training Strength Minor None Magic None Total

0 0 -2 0 0 0 0 8 0 -2 10 1 0 15

-2 0 0 0 0 4 0 5 0 -2 10 0 0 15

267

Charmer Beauty Parents Siblings Social Status Starting Age Geography Suffering Play Pattern Exposure Education Training Minor Magic

Débutante Beauty Parents Siblings Social Status Starting Age Geography Suffering Play Pattern Exposure Education Training Minor Magic

268

Gorgeous Absentee One Bourgeoisie Adult Urban Sexual Abuse Casual Sports None Average None None None Total

Gorgeous Doting Average Elite Average Rural None Casual Sports None Average None Lucky None Total

5 -1 2 2 5 7 -5 0 0 0 0 0 0 15

5 4 0 5 0 0 0 0 0 0 0 1 0 15

Spy Beauty Parents Siblings Social Status Starting Age Geography Suffering Play Pattern Exposure Education Training Minor Magic

Consort Beauty Parents Siblings Social Status Starting Age Geography Suffering Play Pattern Exposure Education Training Minor Magic

Attractive Average Average Citizen Normal Rural None Casual Sports None Apprenticeship Combat None None Total

2 0 0 0 0 0 0 0 0 3 10 0 0 15

Attractive Average Many Inherited Normal Urban None Casual Sports None Average None None None Total

2 0 -2 8 0 7 0 0 0 0 0 0 0 15

Wizard Beauty Parents Siblings Social Status Starting Age Geography Suffering Play Pattern Exposure Education Training Minor Magic

Cleric Beauty Parents Siblings Social Status Starting Age Geography Suffering Play Pattern Exposure Education Training Minor Magic

Average Average Average Citizen Average Rural Crippling Injury Controlled Play None Average None None Articulation Total

Unattractive Average Average Citizen Average Rural None Free Form Play None Average Religious None Talisman Total

0 0 0 0 0 0 -10 1 0 0 0 0 24 15

-2 0 0 0 0 0 0 2 0 0 5 0 10 15

Bard Beauty Parents Siblings Social Status Starting Age Geography Suffering Play Pattern Exposure Education Training Minor Magic

Alchemist Beauty Parents Siblings Social Status Starting Age Geography Suffering Play Pattern Exposure Education Training Minor Magic

Average Average Extreme Citizen Average Traveller None Casual Sports None Apprenticeship None None Rhythm Total

0 0 -4 0 0 10 0 0 0 3 0 0 6 15

Average Average Average Citizen Average Rural None Controlled Play Occult Average None None Concoction Total

0 0 0 0 0 0 0 1 4 0 0 0 10 15

269

Sage Beauty Parents Siblings Social Status Starting Age Geography Suffering Play Pattern Exposure Education Training Minor Magic

Doctor Beauty Parents Siblings Social Status Starting Age Geography Suffering Play Pattern Exposure Education Training Minor Magic

270

Average Average Average Citizen Mature Rural None Controlled Play Occult Average None None None Total

Unattractive Average Average Citizen Average Suburban None Free Form Play None Average Medical Popular None Total

0 0 0 0 10 0 0 1 4 0 0 0 0 15

-2 0 0 0 0 4 0 2 0 0 10 1 0 15

Academic Beauty Parents Siblings Social Status Starting Age Geography Suffering Play Pattern Exposure Education Training Minor Magic

Investigator Beauty Parents Siblings Social Status Starting Age Geography Suffering Play Pattern Exposure Education Training Minor Magic

Average Average Average Citizen Average Rural Mental Abuse Casual Sports None Quality Multi-Lingual None None Total

0 0 0 0 0 0 -5 0 0 10 10 0 0 15

Average Stable Average Citizen Average Rural None Free Form Play Occult Tutored None Lucky None Total

0 2 0 0 0 0 0 2 4 6 0 1 0 15

Pilot Beauty Average Parents Average Siblings Average Social Status Citizen Starting Age Adult Geography Rural Suffering None Play Pattern Organized Sports Exposure None Education Average Training Manuever Minor None Magic None Total

Paramedic Beauty Parents Siblings Social Status Starting Age Geography Suffering Play Pattern Exposure Education Training Minor Magic

Average Average Average Citizen Adult Suburban None Controlled Play None Average Paramedical None None Total

0 0 0 0 5 0 0 5 0 0 5 0 0 15

0 0 0 0 5 4 0 1 0 0 5 0 0 15

Mechanic Beauty Parents Siblings Social Status Starting Age Geography Suffering Play Pattern Exposure Education Training Minor Magic

Technician Beauty Parents Siblings Social Status Starting Age Geography Suffering Play Pattern Exposure Education Training Minor Magic

Average Average Average Citizen Adult Rural None Casual Sports None Average Mechanical None None Total

0 0 0 0 5 0 0 0 0 0 10 0 0 15

Average Average Average Citizen Average Suburban Vulnerable Casual Sports None Apprenticeship Electronic None None Total

0 0 0 0 0 4 -2 0 0 3 10 0 0 15

271

Appendix F: Example of Play

272

Embassy Escape

Participants GM Player

This is an example of solo play. The character, Jaime, is suffering from amnesia and lost in Switzerland. She has recovered her ID as a US National and a sizeable amount of money. She just had an altercation with the local police and sought refuge in the US Embassy. She is aware of her combat skills, but does not remember how she got them. Sherry: You come through the main doors and find yourself in a large open room. There are a series of booths manned by embassy staff and a line of people waiting to be helped. What do you want to do?

Player Name Character Sherry Alyssa Jaime

Statistics Synapse Cognition Spatial Empathy Focus Strength

7 3 4 4 5 5

Alyssa: I will get in the line. How many people are in front of me? Sherry: Six other people. Alyssa: How long does it look like I will be standing here? Sherry: You don’t really know that because you don’t know how long it takes to help each person. Alyssa: OK. I will just wait then. While I am waiting, I look around and see if I can eavesdrop on anyone. Sherry: You see a man at one of the windows who is getting upset with the staff member he is talking to. Alyssa: I will try to listen in on that. Is that possible? Sherry: What do you roll for Listen? Alyssa: I am an amateur, but I have a Focus of 5 and Awareness. So I have a reflex value of 4. Sherry: He is pretty upset, so he is not really trying to keep his voice down. [Rolls 3 dice: 1 success] You catch the end of the conversation. It appears that he is being denied help because he can’t prove his current residency. He appears to be homeless. Alyssa: Well, I guess that is it for me. I can’t prove residency either. I look around again to see if I notice anything else that is interesting. Sherry: You see a man talking on a phone to someone else in hushed tones. He is scanning the room while he is talking as if he is looking for someone. Alyssa: That’s not good. OK, I need to get out of here. I drop out of line, keep my head down, and try to leave. Sherry: You almost make it to the door before the man who was on the phone calls out for you to stop where you are. Two embassy guards who were standing by the door move to stop you. You hear the sound of handcuffs. Alyssa: Argh... OK. I drop my bag and hold my hands out to show that I am unarmed. Sherry: The guards move to grab you. One puts his hand on your shoulder. 273

Alyssa: I am not going to let this happen. Where are they exactly? Sherry: They are both about the same distance away, within three or four feet. Alyssa: I’m going to attack them. Sherry: Alright, we are going to start the first Combat Cycle then. Neither of them is surprised. Both of the guards declare actions as trying to grapple you. The man with the phone is running towards you and drawing his gun for his actions. You have the highest Synapse, so you get to declare actions knowing that. Alyssa: OK. I get three attacks because of my Focus. First, I am going to grab this guy who has his hand on my shoulder and start a grapple on him. Then I am going to punch the other guy in the head. Then I am going to throw the first guard in the way of the guy with the phone. Sherry: Alright, I got that down in my notes now. You are much faster, so these guys aren’t going to be able to react. You did say you had Multitasking, so you can take 2 different actions per Synapse Phase, right? Alyssa: That’s right. OK, I am going to roll Unarmed. I am Trained, with a Spatial of 4, and I have Balance. Together with my Strength of 5, I roll 12 dice. [Starts to roll] Sherry: Well, wait a sec. No need to even make that roll. He can’t react anyway, just lets just say this guy is totally under your control now, consider him effectively pinned. Alyssa: Good. Ok, now I am going to hit this other guy. I am aiming for the head, so I only roll 13 dice again. Is there even a difficulty? [Rolls 12 dice: 4 successes] Sherry: There is a difficulty of 3 because you are grappling the other guard, though you easily beat that. He takes 2 Endurance damage because you have a Strength of 5 and then double damage from the head hit. That’s a total of 4 and that knocks him out cold. Alyssa: Lights out! Okay, now I am going to throw this other guy into the path of the guy with the phone. Sherry: You don’t even need to roll for that, you have a great grip on him. You slide the guard into his stomach as he approaches and he leans forward off balance. That’s the end of the first combat cycle. Alyssa: OK. What are these guys doing next cycle? Sherry: The guard you threw is stunned for now. The other guard is knocked out. The man with the gun looks like he is trying to shoot you. Alyssa: Well, I don’t want to kill this guy, so I am going to reach out and grab his gun, then yank it out of his hand. Then I am going to grab him and throw him as well. Sherry: Let’s save some time and just say you do that. These guys are too slow to stop you. You easily take the gun from him and throw him on the ground. Combat is over for now. You hear some more guards coming from the other side of the door. Alyssa: I point the gun at the door and glance around for an escape route. 274

Sherry: You see a door off to the right. You have no idea where it leads. You cannot see the rest of the room clearly because all the civilians are screaming and running around. It is chaos in here. Alyssa: I am going to start moving towards the door while pointing my gun at the main entrance. Sherry: Two more guards come bursting through the door. Alyssa: I don’t shoot. I tell them to back away. Sherry: Alright, they step back through the door and close it. Alyssa: OK. I grab my bag and run over to that side door. Sherry: You burst through the door and see you in the middle of a wide hallway. There is a door marked Stairwell just ahead of you down the hall on the right side. There are a few people in here but they are confused civilians running away from you because they saw you had a gun. Alyssa: I look around for a trashcan or something. I want to get rid of this gun. I don’t want to get shot because I am carrying a gun. Sherry: You see a flip-lid trashcan in a nook off the hallway. Alyssa: I drop it in there. Then I am going to head down the hall to that stairwell. Sherry: When you reach the bottom of the stairs, a man with a gun is standing at the top of the steps talking into a handpiece. You can see he is wearing an earpiece as well. He is dressed like the guy who tried to stop you just a few moments ago. He doesn’t see you yet, he is paying attention to the conversation on the earpiece. Alyssa: Argh! I wish I kept the gun now... OK, I am going to try to run up the stairs at him and try to get the jump on him before he realizes what is happening. Sherry: He notices you just as you get a couple steps from the top of the steps and turns to face you. Alyssa: I’m going to punch him in the groin, then throw him down the steps. Sherry: He is unaware that combat is starting, so this is a surprise cycle. I would ask for rolls but you don’t need to make them. He cannot defend himself. Alyssa: OK. So I throw him down the steps? Sherry: Yes. He makes a sickening crunch, then slides down limply. Alyssa: Oops... I didn’t mean to hurt him that bad. Sherry: You threw him down the steps, what did you expect? Alyssa: OK, I admit I was a little reckless. I drop back down to him and take off his earpiece. I want to put it on myself and listen in. It might help to have a little more information about what they are doing. 275

Sherry: You hear them giving a general alert for all unassigned guards to report to the Armory immediately. A loud klaxon is now blaring throughout the whole building. Alyssa: Uh oh. That’s not good. Okay, I go back up the steps and start looking around. Sherry: The stairwell doesn’t continue up to a third level. You open the door, step out into a corridor, and see the embassy staff going into their offices and closing the doors. Which direction do you want to go? Alyssa: Ah! I have no idea where I am. Oh, I got an idea! Is there a fire escape map on the wall or something? Sherry: Yes. You find one just a few feet from the stairwell door. It is a decent map of the building. Alyssa: I need to get out of here. I guess the roof is my best bet. How do I get up to the roof. Obviously, I can’t take this stairwell. Sherry: Let’s make an Analyis roll to figure out which way to go based on the map. Alyssa: I am an amateur, but don’t have Deduction and only a Cognition of 3. So I only roll 4 dice. Ugh... Sherry: [Rolls 4 dice: 2 successes] You are pretty sure based on this map there is a stairwell at the end of this hall that will take you up three more levels, then you can take an access ladder up onto the roof from a maintenance room. Alyssa: OK. I move down the hall pretty quick and get up that stairwell. Sherry: You have no problems. All the staff is fleeing into their offices. You climb up a ladder and into a small alcove with a steel door that looks like it leads towards the roof exit. There is a padlock on the door and it is locked. You can hear on the radio that they are clearing the levels one by one. It sounds like they are on the third level right now. Alyssa: Uh... I look around. Is there anything I can use to break off the padlock? Sherry: Well, there is a fire extinguisher on the wall. It is pretty heavy. Alyssa: Good. I’m going to try to smash the lock with it then. I am untrained in Force Entry, but I get 5 dice from my Strength. Can I use the fire extinguisher to give me a bonus to my roll? Sherry: Sure, roll an extra die. Alyssa: Alright, let’s do this. [Rolls 5 dice: 1 success] Ouch! Well, at least I advanced to amateur now. Sherry: Don’t worry, it works. Difficulty number was a 1. The lock falls off. You swing open the door and you are in some kind of airflow room for the ventilation system. There is another door that is labeled as an exit. Alyssa: I want to open it and go outside. Sherry: It appears to be stuck. You hear on the radio that they are on the fourth level now. Alyssa: Ah! Out of time. Let’s just kick it open I guess. [Rolls 6 dice: 2 successes] 276

Sherry: The door bounces open and you feel the cold wind from outside flow over you. However, you are not on the roof. You are on some kind of fire escape. There is a hole and a ladder going down, but it has been broken off about three feet down. The whole place is covered in snow. There is no easy way down from here. Alyssa: Yikes, can I jump up to the roof from here at least? Sherry: No, you need another three feet of reach to grab the edge of the roof, assuming you can pull yourself up. Alyssa: Can I stand on the railing of this thing? Sherry: Yes. It is slick though. Alyssa: Well, not much choice I guess. I will try to stand on the railing and grab the roof. Sherry: You pull yourself up and get a grip on the roof with one hand just as the railing gives way and breaks off unconnected from the wall. You are holding your bag in the other hand. You would have to drop it to grab on with both hands or risk falling. Alyssa: I guess I will let go of the bag and grab on. Bye bye money. Sherry: You are able to get a good grip now. Alyssa: No Climbing roll? Sherry: You need to make one if you want to move around. Just hanging there, no. Alyssa: OK, I am going to drop back onto the fire escape. Can I do that? Sherry: Yes. It shakes a little, but apart from that one side that you pulled out of the wall, it is holding on. Alyssa: Good. I want to look down through the hole in the floor. The ladder is seriously broken off? Sherry: Yeah. It looks like someone cut it off intentionally with a blowtorch. You notice that there is a small ledge underneath the fire escape though. You might be able to stand on it and hide from anyone that opens the door. Maybe even climb down the wall... Alyssa: Alright, let’s do that. Climbing? Sherry: Yeah. Alyssa: I am Trained, I have a Spatial of 4, and I have Balance. Together with my Strength of 5, that’s 12 dice. [Rolls 12 dice: 5 successes] Sherry: Good job. You pull yourself onto the ledge just as you head footsteps approaching and then suddenly the door flies open. Alyssa: Ah! I freeze! Sherry: You hear some shuffling of feet and the metal of the fire escape groans a little bit, but after a few seconds they pull back inside and the door closes.

277

Alyssa: YEAH! It worked! Sherry: Don’t count your blessings yet, you still need to get down. Alyssa: OK, can I climb down from here? Sherry: Yeah. Make three successive Climbing rolls against a difficulty of 3 each time. Alyssa: Sure. [Rolls 12 dice: 4 successes] [Rolls 12 dice: 3 successes] [Rolls 12 dice: 5 successes] Awesome! Sherry: Alright, you make it down without falling. Alyssa: Where is my bag? Sherry: Just a few feet away. No problem. Alyssa: *sighs* First bit of good news all day. Let’s get out of here before they come looking for me. What does it look like around here? Sherry: You are in a side alley off the main street. Around a hundred feet away down the alley, you see the homeless guy that was denied help in the embassy packing some things into the back of his car. Alyssa: Well, I’m definitely not going out onto the main street. I want to go down the alley and talk to the guy. Sherry: You walk up and he looks over at you nervously. Alyssa: OK, I am going to say, Hi, my name is Jamie. I heard you in the embassy. I think we can help each other. Sherry: What do you mean? Alyssa: Well, you need money and I need a ride. I will give you $10,000 to give me a ride to Paris. Sherry: Wow, that’s a little extreme. Alyssa: Hey, shock and awe, baby! Sherry: Yeah, sure. I’m assuming we are heading into a Negotiation roll here? Appealing to... Acquisition? Alyssa: You betcha. Hehehe Sherry: OK, resistance dice are *places two dice on the table* She is hesitant and worried that you are trying to trick her with the cash. Alyssa: Nah, let’s press our luck. I am trained and have 4 Empathy. So that’s 6 dice. I should be able to beat you. Let’s do this. [Rolls 6 dice: 2 successes] Yeah! Sherry: [Rolls 2 dice: 1 success] She looks at the money for a long moment and then sighs. Okay, it’s a deal. Alyssa: AWESOME! Paris, here we come! 278

Attributes

Synapse

Player Name

Cognition

Character Name

Spatial

Species / Race

Empathy Stability

Morality Type

Focus

Body

Strength

Endurance Resilience

Current

Maximum

Current

Maximum

Current

Maximum

Heroism # of Actions

Trust Points

Derived Statistics

Carrying Capacity Movement Rate Breath Holding

Comfortable

Maximum

Unspent Connection Points

Walking

Running

Bonus Resistance Dice Against You

Maximum

Achievement Acquisition Affiliation

Aggression Autonomy

Blame Avoidance Construction Deference

Dominance Exhibition

Exposition

Nurturance Order Play

Recognition Rejection

Retention Revenge

Sensuality

Succorance

Understanding

Connections

Exceptional

Name

Type

Relationship

Exceptional

Name

Type

Relationship

Exceptional

Name

Type

Relationship

Exceptional

Name

Type

Relationship

Exceptional

Name

Type

Relationship

DO NOT HAVE

Name

Type

Relationship

Name

Type

Relationship

Stress

Name

Type

Relationship

Current

Name

Type

Relationship

Residual

Name

Type

Relationship

Name

Type

Relationship

Name

Type

Relationship

Name

Type

Relationship

Name

Type

Relationship

Special Modifications

Cash on Hand

Skills

Motivations

Abasement

Talents

Value

Skill Name

Talent

Attribute

Type

Level

Roll

Value

Skill Name

Talent

Attribute

Type

Level

Roll

Value

Skill Name

Talent

Attribute

Type

Level

Roll

Value

Skill Name

Talent

Attribute

Type

Level

Roll

Value

Skill Name

Talent

Attribute

Type

Level

Roll

Value

Skill Name

Talent

Attribute

Type

Level

Roll

Value

Skill Name

Talent

Attribute

Type

Level

Roll

Value

Skill Name

Talent

Attribute

Type

Level

Roll

Value

Skill Name

Talent

Attribute

Type

Level

Roll

Value

Skill Name

Talent

Attribute

Type

Level

Roll

Value

Skill Name

Talent

Attribute

Type

Level

Roll

Value

Skill Name

Talent

Attribute

Type

Level

Roll

Value

Skill Name

Talent

Attribute

Type

Level

Roll

Value

Skill Name

Talent

Attribute

Type

Level

Roll

Value

Skill Name

Talent

Attribute

Type

Level

Roll

Value

Skill Name

Talent

Attribute

Type

Level

Roll

Value

Skill Name

Talent

Attribute

Type

Level

Roll

Value

Skill Name

Talent

Attribute

Type

Level

Roll

Value

Skill Name

Talent

Attribute

Type

Level

Roll

Value

Skill Name

Talent

Attribute

Type

Level

Roll

Value

Skill Name

Talent

Attribute

Type

Level

Roll

Value

Skill Name

Talent

Attribute

Type

Level

Roll

Character Creation Tracking Sheet Biology

Culture

Size

Terrain

Abasement

1+

Locomotion

Power

Achievement

1+

Intraspecies

Loyalty

Acquisition

1+

Blood

Economy

Affiliation

1+

Gender

Stability

Aggression

1+

Lifespan

Position

Autonomy

1+

Diet

Corruption

Blame Avoidance

1+

Sleep Cycle

Technology

Construction

1+

Skin

Population

Deference

1+

Grip

Warfare

Dominance

1+

Feet

Crime

Exhibition

1+

Language

Sexuality

Exposition

1+

Vision

Violence

Nurturance

1+

Augments

Minorities

Order

1+

Lungs

Religion

Play

1+

Heightened

Ritual

Recognition

1+

Intelligence

Attendance

Rejection

1+

Magic

Retention

1+

Education

Revenge

1+

Inheritance

Sensuality

1+

Family

Succorance

1+

Marriage

Understanding

1+

Total Life Experiences Beauty Parents Siblings

Motivation Calculations

Wedding

Social Status

Combat XP

Starting Age

Skill

Geography

Total

Suffering Play Pattern Exposure

Bonus Tracking

Education

Strength

Training

Endurance

Minor

Resilience

Magic

Wealth

Total

Skills

Miscellaneous Effects

Connections Misc: Misc:

Free Skills from Culture

Level

Additional Information Expanded Connection Information Name

Type

Relationship

Description of NPC

Points

Name

Type

Relationship

Description of NPC

Points

Name

Type

Relationship

Description of NPC

Points

Name

Type

Relationship

Description of NPC

Points

Name

Type

Relationship

Description of NPC

Points

Name

Type

Relationship

Description of NPC

Points

Name

Type

Relationship

Description of NPC

Points

Name

Type

Relationship

Description of NPC

Points

Name

Type

Relationship

Description of NPC

Points

Name

Type

Relationship

Description of NPC

Points

Name

Type

Relationship

Description of NPC

Points

Name

Type

Relationship

Description of NPC

Points

Name

Type

Relationship

Description of NPC

Points

Name

Type

Relationship

Description of NPC

Points

Property Information Name of Property

Type of Property

Income Generated?

Description of Property

Value

Name of Property

Type of Property

Income Generated?

Description of Property

Value

Name of Property

Type of Property

Income Generated?

Description of Property

Value

Name of Property

Type of Property

Income Generated?

Description of Property

Value

Name of Property

Type of Property

Income Generated?

Description of Property

Value

Equipment Information Name of Item

Special Effects

Damage, if Applicable

Description of Item

Value

Name of Item

Special Effects

Damage, if Applicable

Description of Item

Value

Name of Item

Special Effects

Damage, if Applicable

Description of Item

Value

Name of Item

Special Effects

Damage, if Applicable

Description of Item

Value

Name of Item

Special Effects

Damage, if Applicable

Description of Item

Value

Name of Item

Special Effects

Damage, if Applicable

Description of Item

Value

Name of Item

Special Effects

Damage, if Applicable

Description of Item

Value

Name of Item

Special Effects

Damage, if Applicable

Description of Item

Value

Name of Item

Special Effects

Damage, if Applicable

Description of Item

Value

Name of Item

Special Effects

Damage, if Applicable

Description of Item

Value

Name of Item

Special Effects

Damage, if Applicable

Description of Item

Value

Name of Item

Special Effects

Damage, if Applicable

Description of Item

Value

Name of Item

Special Effects

Damage, if Applicable

Description of Item

Value

Name of Item

Special Effects

Damage, if Applicable

Description of Item

Value

Name of Item

Special Effects

Damage, if Applicable

Description of Item

Value

Name of Item

Special Effects

Damage, if Applicable

Description of Item

Value

Name of Item

Special Effects

Damage, if Applicable

Description of Item

Value

Name of Item

Special Effects

Damage, if Applicable

Description of Item

Value

Name of Item

Special Effects

Damage, if Applicable

Description of Item

Value

Name of Item

Special Effects

Damage, if Applicable

Description of Item

Value

Name of Item

Special Effects

Damage, if Applicable

Description of Item

Value

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