System One Generic Role Playing System by Paul Clegg Copyright (c) 1992 Part 0: Introduction The intent and purpose of this game system is to create a well-developed, complete, detailed, playable, realistic, and, most of all, enjoyable role-playing game system. This rulebook is not complete in itself. Indeed, all the rules required for playing the game are found within this document, but what lacks from within is the background material, equipment lists, player character races, et al. This done on purpose. The purpose, unlike many games, is not to rob you of all of your money in purchasing supplements, but rather to allow you to have a complete body of rules to play with, and to allow you to create the background you wish. If you have a lot of creative drive and original ideas, you may not need, or wish to purchase, any extra sourcebooks. No new rules (except for very few background-specific rules, or optional rules) will ever appear in any sourcebook. If new rules are needed, they will be published (hopefully) in inexpensive expansion booklets, and no one will have to plop down tons of dough to amass a complete set of rules. You may design any genre, background, or whatnot entirely on your own. It's solely up to you. If, however, you are not so original, or have trouble setting your ideas down into an ordered pattern, you should pick up (hopefully paying for it in the process) a copy of one of the sourcebooks designed for System One. Each sourcebook will detail a specific genre, with a particular idea. Everything is, of course, entirely optional. If, for example, you don't want a specific race in your science fiction campaign, just disallow it. If you don't want magic in your fantasy campaign, just ignore those rules. It's up to you. The neatest part of all this, hopefully, is that you should be able to take two or more sourcebooks, and piece them together nicely. If you want space travel in your fantasy campaign, you should find the rules in the science fiction sourcebook completely compatible with those in the fantasy sourcebook. You'll have to spend a minimum of time to integrate the backgrounds, probably flipping through one sourcebook or the other and just jotting down notes about what to use or exclude. And of course, nothing's stopping you from just using a sourcebook for ideas. In this manner, the plan is for a GM to be able to quickly set up a fully detailed universe of mutant gerbils travelling the spaceways with cybernetic limbs and casting magic spells at everyone. Or maybe a group of superheroes travelling through time and dimensions to stop for adventures in a different genre each time. Or whatever else you can think of. The following rules, however, are not going to be a walk in the park for novice gamers. Many roleplaying conventions will be used without explanation, such as acronyms, abbreviations, and terms that novice players and GMs may be unfamiliar with. This warning is not intended to discourage, but rather to inform, and to allow prospective players from purchasing something they can't understand. Throughout the rules there will be several parts that have a few options to them. Of course, GMs are free to do with the rules what they want, but these options are spelled out for a few reasons. Mostly, the options give GMs and players the ability to change certain rules slightly, and still have an "official" game. The options usually don't affect the outcome one way or another, and usually just present an alternative way of doing something. [NOTE: This is a shareware copy of this game system. You are encouraged to copy this file and pass it around to all of your friends, and even your enemies. However, you are also encouraged to register your copy for the small sum of $5.00. Send a check or money order to the address and name found at the end of this document. At the time of this writing, it looks as though the registered rules will be sent out on floppy disk, to save on shipping and material costs. I would like to be able to sell System One in a nicely formatted, illustrated three-ring binder format, but I don't see that happening anytime too soon, unless I can garner enough from this crude beginning to make it worthwhile. Registered players will be notified of upcoming releases and receive free rules corrections as they happen, for life (or until you tell us to stop), and will be able to send questions to us for answers (unregistered players may also send us questions, but won't get answered!). Please support the idea, and send in your registration fee now. When was the last time you paid for a great roleplaying game for less than $20.00?] [Second Note: This particular copy is being distributed as of October 31st, 1992, and via email. Registered updates will also be sent via email. You may send comments, etc (including money) to: Paul Clegg 1003 Buck, RPI Troy, NY 12180-3590 This address is my school address and will be valid until May 1st, 1992. Remember that I will not be "around" during the longer vac- ation periods.] Part 1: Character Creation The first game-specific event in any roleplaying game is the creation of the player characters. In System One it is no different. One thing to keep in mind, however, is that each character is going to be made up for a specific genre and background. Game-wise, every character should be compatible with any setting a GM can come up with. Balance-wise (and logic-wise), chances are that your characters will not exactly "fit in" with other genres, particularly if the PC's genre is something odd (two GMs using stock fantasy, for example, will have very interchageable characters, but a GM mixing science fiction with fantasy will probably end up with PCs that won't fit in properly with a pure fantasy setting). The main reason for this is because the background determines what's important to the character (and the player). In a science fantasy campaign, the ability to control spacecraft will be somewhat important, and a player will want to have their character obtain skills related to spacecraft. A pure fantasy character will not have such a desire nor the choice to obtain spacecraft skills, and will instead concentrate on the standard fantasy skills. As a result, the science fantasy PC may not be balanced with other PCs of the same experience if just plopped into a pure fantasy campaign. This is not to say it can't be done; it's just that the player who finds that some of his abilities are suddenly useless will be a bit miffed (especially if they didn't have a choice in the matter), and the character will be a bit challenged, being less effective than their specific compatriots. With this aside, the GM is actually the one who "makes up" the character creation system. The basic core subsystems for character creation are presented and detailed here, but the GM has the final say on character creation. The major point that the GM will have to interpret is the order in which various things must be done. For example, should the players roll their characteristics first, and then pick their skills, or should they pick their skills, roll to see if they've randomly mutated, and then roll for characteristics? Because System One is designed to encompass endless variations of backgrounds and genres, no single simple character creation method can be employed. However, the following is the suggested method for "normal" characters: 1. Generate character conception. Get an idea of what you want to roleplay. 2. Roll eight times on the Attribute Table, and place the scores as you wish among your statistics. 3. Pick your mutation(s), power(s), and skill(s) as required. Done! Of course, this method will probably always be modified depending on the situation. For example, a modern-day spy game will probably not have powers in it, nor mutations. In a post-holocaust game, the GM may require all players to have a mutation, and may require the players to roll on the mutation table, instead of selectively picking one out. The major rule in System One is that GMs may do as they like to make the game suit the background. Now, each of the three parts to the creation method will be examined in a more detailed light. 1. Generate character conception. As a player, in this particular method, you will have almost total control over the creation of your character. Before you roll your first attribute, you should consider what kind of character you wish to play. If you want an intelligent, sneaky character, your higher attribute rolls will probably be put towards Intelligence, Personality, and possibly Leadership. You will probably want to stock up on the Intelligent-based skills. The most important part of character creation is to have a lucid picture of your character in your mind. System One utilizes no character classes, professions, or specialties. It is entirely up to you the player to keep your character a realistic character, and not an unbelievable jack-of-all-trades. 2. Roll eight times on the Attribute Table, and assign the scores to your statistics as you wish. Every character has eight characteristics, and each has its own abbreviation: Strength (STR), Agility (AGL), Stamina (STA), Intelligence (INT), Personality (PER), Attractiveness (ATT), Hand-Eye Coordination (HEC), and Leadership (LDR). The range for each of these scores is 1 to 95, to allow for easy use of a percentile resolution system (more on that later). The higher the score, the better the character is in that area. To find out the attribute scores for these statistics, roll 2d6 once for each attribute, and convert the rolled number to the "true" number on the following table: Attribute Roll Table: 2=30, 3=35, 4=40, 5=45, 6=50, 7=55, 8=60, 9=65, 10=70, 11=75, 12=80. These attributes in turn affect other aspects of the character, such as Life Points. These secondary statistics, like the primary attributes, have abbreviations for them as well: Life Points (LP), Exertion Factors (EF), and Power (PW). A character has a number of LP equal to 1/10th their STA, plus 1/20th their STR, ignoring fractions on both counts. Thus, the average player characters (with a STR and STA of 55) will have (55/10=5.5=) 5 + (55/20=2.75=) 2 = 7 Life Points. The maximum a "normal" starting character can have is 8+4=12 LP, and the minimum is 3+1=4 LP. A character has a number of EFs equal to their STA, plus one-fourth their STR. They are used to represent the character's fatigue from moving and/or using powers. A character has a number of PW equal to 1/10th their INT, plus 1/20th their PER, ignoring fractions on both counts. Note, however, that PW is only used with things such as psychic abilities, magical spells, superpowers, and such, so a "normal" probably won't have much use for it. Secondary attributes will always reflect the primary statistics, so if the character's STR, for example, is suddenly increased later (either during character creation or during actual play), the character's LP will increase accordingly. Option One: The player rolls on the attribute chart once per attribute, as usual, but the numbers rolled correspond with the attributes in the order they are presented on the player's character sheet. The player may then juggle some points around between attributes. No more than 15 points may be moved out of any one attribute, and no more than 25 points may be added to any particular attribute. In addition, no attribute may be raised over 90 at the beginning of the game. Option Two: For truly balanced game play, each attribute starts at 50, and the character uses points to buy up specific attributes (or may lower attributes in return for more points). For more information on this, see Powers, below. 3. Pick your mutation(s), power(s), and skill(s) as you wish. This is the BIG part, and the part you will probably spend a considerable amount of time with. For this "generic method", the player may pick and choose as they wish, in whatever order they wish. To keep some game balance, the GM should use the optional point system for this part, to keep players from just piling on skills and superpowers. Alternatively, the GM may implement the random dice-rolling system, or any combination of these ideas. Again, it's all up to the GM. Probably, however, the best route to go is with the mutations-powers/skills order, doing mutations first. Chances are that the mutations are entirely random (perhaps any player rolling a 10 or less on d100 receives 1d4 random mutations or something), and would be rolled randomly as necessary. The GM has the option of enforcing the point system for these "required" mutations. Skills and superpowers are almost interchangeable, and should use the point system. If the superpowers are random as well (perhaps the genre is a superhero genre, and everyone has at least one superpower), then the GM should have the players randomly roll up their superpowers (perhaps 1d6 random powers per player). Again, the GM has to option to enforce the point system. The selection of skills should always use the point system. A character will normally start with a couple of "free" powers and skills, depending, of course, on the nature of the game. However, a normal human should start out with 16m/turn of Running, 2m/turn of Leaping, and Level 8 (110%) in a language of their choice. Genre packs (or the GM) may alter these starting powers and skills for the circumstances, such as non-human characters. Note here that just about everything is covered by the heading "powers". "Powers" includes anything that isn't directly a learnable skill or a mutation (note that many mutations refer to various powers for their "special abilities"), such as psychic abilities, superpowers, and magic spells. Presented here for Powers are two systems, different yet related. The first system is the generic system, which allows the players (or the GM) to design powers from effect to cause, instead of vice-versa. Points are paid for the ability to do various things, and how those things happen is up to the player. If an "Ice Bolt" is the same (in game terms) as a "Tongue of Flame Spell", then they should cost the same, and with the generic system, they will. These various generic effects are interchangeable, and can be added together just by adding up the total costs. The generic powers may be detailed with Power Details, which modify the power, and the cost, appropriately. For those not as creatively inclined, there is another list of powers that have already been designed to correspond to the generic power rules. They are listed with their points cost, and are also arranged in groups to allow for genres and random generation. Thus, there is a list of magic spells, a list of psychic powers, and a list of superpowers. For a superhero campaign, the players may be able to select from any of the tables (or may be required to roll randomly on a chart which selected the subtable appropriately), but in a near-future psychic campaign, the players may be required to roll only on the psychic table. The point system should be discussed here before we go any further. The idea behind the point system to allow characters to be built that are, to some degree, balanced. A character built on, say, 25 points should be pretty equal to another character built on 25 points. This won't always be the case, however, since if one character has all of their points invested in a single huge attack, they will simply overpower another character who evenly distributed their points. Of course, the dispersed character may be able to defeat the centralized character with intelligent planning. Either way, though, the idea is that the points system prevents lopsided character parties, such as one character being just huge from lucky rolls, and another without much of anything. With a points system, all player characters have a chance to obtain the same amount of power as the other player characters. Players begin the game with a certain number of points as judged by the GM. The GM may make rules governing the expenditure of these points, disallowing certain powers or skills (based on what genre is being used), or requiring others. It's up to the GM. Using the generic design system, players may be able to come up with some power that is abusive of the points value. GMs, therefore, are in charge of making sure that players don't abuse the creation system too much. Optionally, the GM can decide to give the characters a number of points relative to their ability stats. There are two basic "sub options" following this idea: Option One: To even characters out a bit, have the players add up the value of all their characteristics, and subtract that number from a preset number, such as 800, and then divide the result by 10 to obtain the number of points available to the character for powers, mutations, and/or skills. The average (straight 55's) character will have 36 points to spend on skills and so on, while a power-monger straight 80's character will only have only 16 points to spend. A pure wimp character, with only 30's, will have 56 points to spend. For higher powered games (superheros and such), set the 800 to something higher, and/or divide by a smaller number. This is the suggested method for determining starting points. Option Two: To reflect the "natural" abilities of the characters, the number of points they may spend may be based directly on their attributes. The number of points that may be spent on skills is equal to one-half the character's INT. The number of points that may be spent on powers is equal to one-quarter the character's STR, and the number of points available for mutations is equal to one-quarter the character's STA. Note that this will make already powerful character much more powerful, and will keep weaker characters at a disadvantage, but theoretically it should stay balanced by the law of averages. Of course, if the GM wants to emphasize a particular aspect of the game, such as powers for a superhero game, the GM can just change the relations of attribute to points. The listed system relies more heavily on skills, giving the average 55-score character 28 points for skills, and 14 points for both mutations and powers. Of course, if the genre being played didn't utilize mutations or powers, those points would just be ignored. Option Three: Use either Option One or Two, AND give the players a set amount (though this set amount should be less then normal, obviously. 3a. Powers: We'll deal with powers first, since most mutations are built on certain powers, and skills aren't as "generic" as power effects. The first part of the Powers system will be the generic system, followed by the random, predesigned power lists. An important concept here is Power Allocation. All characters have (or can generate when needed) a PW score (see Character Creation above). This number reflects their ability to control and handle powers. Almost every power requires a certain number of PW allocated while the power is active. The PW is subtracted from the PW total, and returned when the power is shut off, limiting the number of powers a character may have active at a single time. All the ranges listed in the power descriptions are maximum ranges; unlike weapon ranges (see combat, later), they are not multiplied to determine the range of a target. [Note: This shareware copy of the game only includes a shortened, preliminary versions of the generic system, and leaves out most of the rules for "Defect" powers. This is due to several things: 1. You haven't registered your game ($10.00). 2. I haven't had the time to finish an ultra-complete set of generic powers to cover everything. However, there are several things to this: First, since this portion of the rules is covered as shareware, and will be electronically distributed, updates won't be too hard to implement, with a little cut & pasting on the behalf of the owner. Second, if this ever goes to true publishing, the intended format at the moment is for the rules to be published in a ring binder. Registered owners will be eligible to receive free updates, which can just be substituted into the ring binder. So, you'll just have to bear with the sketchy system that follows for now. It'll grow quickly in time. If you have any ideas concerning the game (not just this part), send 'em to the address at the end of this document, and if the idea is deemed worthy of inclusion, your name will be added to the list of playtesters, and will receive a 10% discount on all System One products for life.] Absorption: A character may change damage inflicted by a specific attack type (light, sound, chemical, etc.) into a useful boost to their characteristics or abilities. When hit by an attack of the pre-defined type, the character must make a successful STA roll, modified downward by 5% for every point of damage inflicted. If the roll is successful, the character takes no damage at all, and a single, pre-defined characteristic or attribute (EF, LP, or any primary attribute) may be increased by the same number of points. If the attribute is below normal levels (such is often the case of LP and EF), any increase is permanent, but if the increase goes above the character's normal level, the extra points "wear off" at a rate of one point per minute. The cost for Absoption varies because of the varying values of the recipient statistics. The cost is 10 points for primary characteristics, 20 points for EF, and 30 points for LP. If the Absorption may not increase the characteristic above the character's normal level, the costs are halved (and it isn't suggested to use this limitation for primary statistics). Ambidexterity: A character can use another limb without the off-hand penalty for 2 points per limb. This does not void the penalty of using more than one object at a time, however. Ambidexterity does not have a PW or EF cost. Armor: Armor costs 2 points per point of Armor. Each point of Armor must be "set aside" as being effective versus either Mental, Physical, Energy, or Sensory attacks, and cannot be changed after creation. For +1 points per point of Armor, Physical or Energy Armor can be made "switchable", and can be switched, on the fly, to the other form. Sensory and Mental Armor cannot be switched to any other form and vice-versa. Mental Armor also confers a bonus to defend against mental powers that don't directly do damage to the character, like Mind Control. In these cases, the character gains a 5% bonus per point of Mental Armor to any defensive rolls (such as saves) against mental powers. Sensory Armor must be purchased per sense to be Armored; eye protection and ear protection would be separate Sensory Armor powers. The PW allocation cost is 1PW/10 pts of Armor activated. The EF cost of Armor is 1 EF/5 pts of Armor activated, per combat turn. For a +1 point per point of Armor, the PW allocation or EF cost can be negated. Armor normally has no range, and only affects the character with the power, but Armor may be given a range and area to simulate force fields. For +10 points, the character may use generate a "wall" of protection up to the character's INT, in meters, away, or +5m for 1 point. The wall starts out 1m wide, and 2m tall (ie 2 square meters). The wall may be broadened, doubling the area, for +3 points. Armor like this may NOT be bought without an EF cost. Attack: An Attack costs 2 points per point of average damage (rounded up). Only the average damage is used as the base, so an Attack that does a constant 2 points of damage costs the same as a combination of dice rolls that averages 2 points of damage (such as 1d3). The Attack can only be effective as one type (Mental, Physical, or Energy), which is decided upon creation. It can be made switchable on the fly at a cost of +1 point per point of average damage. An Attack is considered a "blunt" attack, unless the power is bought at +1 per point of average damage, in which case it is considered a "piercing" attck. An Attack can be made "passive", such that it hits opponents only when an opponent hits the character. An example would be a porcupine's quills, or a rose's thorns. A Passive Attack has no PW allocation cost IF defined as permanently active. A Passive Attack has no range, and costs +1 point per point of average damage. The PW allocation cost of an Attack is equal to 1 PW/10 points invested, and the EF cost is 1 EF/5 points invested. For +1 point per point of average damage, the PW allocation or the EF cost can be ignored. Note that the power designer has the option of just buying the power on the basis of average damage. Thus, SuperJoe could just as easily have spent his 8 points to buy an Attack that has an average damage of 4, and then during play figured out exactly what kind of dice to roll. For sure fire damage, he could just go with the constant damage of 4, but for the chances of devastating damage, SuperJoe could go with a dice roll 1d4+1, or maybe 1d6 (both of which average 3.5). If SuperJoe is feeling nice, he could decide not to use all the power, as well, perhaps holding off and only powering up to 2 points of damage (which would only take up 4 of his eight invested points, and likewise only require a 1 point PW allocation for 2 combat turns). Attacks have no range initially, but for +10 points, the range of an Attack can be made equal to the character's HEC score, in meters, or the character's INT, if the power is defined as Mental. An extra 1 point investment can buy a 5m increase in the range. Attributes: A character can raise (or lower, with GM's permission) any or all of their 8 attributes, at a cost of 1 point per 1d10 point change. Players must have GM's say-so when altering their attributes. When lowering an attribute, the player may decide between lowering their score by 1d10 points, or just lowering the attribute by a flat-rate 5 points per point. Blind: A character may Blind one sense of another character for 1 combat turn for 2 points. Like an Attack, the power is bought based on the average number of combat turns, the cost being 2 points per average combat turn spent blinded. The cost of a Blind attack doesn't include range, but for +10 points, the range may be the character's HEC or INT, in meters, and +1 point will buy a 5m increase. The Blind may affect extra senses for a one-time cost of +3 per extra sense. Characters may make saves against the Blind attack by making successful AGL rolls, and the affects may be reduced by Sensory Armor. The PW allocation for a Blind attack is 1, and the EF cost is 2 EF per average combat turn of Blindness. Circular Sensing: A character may "see" in a 360 degree arc for 2 points per sense so affected. This allows the character to make sighting checks to avoid being blindsided, and so on. Clairsentience: For 20 points, the character may have clairvoyant powers with a specific sense; Clairaudience is the ability to hear sounds at a distance, for example. The character must make a successful INT check to be able to place their mind's eye at the correct place. This roll is modified -25% if they normally sense the place they wish to see into, and is modified -1% for every 5m away the target site is from the character. The character can increase their roll +2% per extra point invested in Clairsentience. Clairsentience uses no EF, but requires the allocation of 2 PW. Cloud: A character can produce a Cloud for 5 points per 2m radius of the Cloud. The Cloud isn't necessarily gaseous, and can block one predetermined "thing", such as sound, light, heat, brain waves, etc., or can have a single effect on any occupants. For +2 points per 2m radius, an extra "thing" can also be blocked or effected. Another attack form can be applied to all the occupants of the Cloud simply by purchasing the attack form, and dedicating it to the use of the cloud, so if SuperJoe wants a laser beam AND a laser cloud (explosive laser reaction), SuperJoe must buy the laser Attack twice, and the Cloud once. Victims of an attack form inside a Cloud always get an AGL check to avoid the attack, unless they get a chance to save against the attack for other reasons. For +10 points, the range of the cloud can be either the character's HEC or INT score, in meters (designer's choice). If associated with an Attack, the range only has to be bought once, where it will apply to both the Attack and the Cloud. The range can be increased or decreased by 5m for +/- 1 point. The PW allocation cost of the Cloud is 2, and the EF cost is 1 EF/5 points invested, plus the allocation cost and EF cost of the associated Attack, if appropriate. A Cloud lasts as long as the character puts EF points into keeping it up. Alternatively, a character may create a cloud, and place extra EF into it, and then free up the PW allocation. In this case the cloud becomes something similar, and will move randomly with the winds, or whatnot, no longer under the character's control (Each combat turn the cloud exists, roll a d6. On a 1 the cloud moves 2d6 meters in a direction determined by d12, 12 being north). The cloud will use up the extra EF invested in it until it runs out, whereupong the cloud will dissipate. Density Change: A character can be 2x (or 1/2, if they wish to go in the opposite direction) their normal density for 5 points. Each level of density endows the character with a +5 (-5) bonus (penalty) to STR and STA, and the character will weight twice (half) as much as normal. If the Density Change is NOT permanent, the PW allocation cost is 1 PW per 10 points invested, and the change requires 2 EF per level of Size Change activated. This EF cost can be eliminated for +1 point per level. Desolidification: A character may assume an intangible form for 25 points. The character is still visible, though their image will be a bit hazy, or otherwise show the fact that they are intangible. Desolid characters may pass through just about anything, though really tough materials may require the character to make a STA check to penetrate (GM's discretion). Desolidification does not confer any life support powers; a character cruising through solid rock will suffocate due to the lack of oxygen. A character in a desolid form is still vulnerable to non-physical attacks, including energy and mental attacks, or physical attacks of a magical nature. Likewise, the character cannot affect the outside world with the exception of the same type of powers. For +5 points, a character may be desolid with respect to energy attacks or mental attacks as well. Desolid characters may be affected by other Desolid characters; for +10 points, the character may be Desolid to other Desolid characters as well. Being Desolid requires the allocation of 2 PW, and the expenditure of 5 EF per combat turn spent Desolid. For +10 points, the EF cost may be lowered to 1 EF per combat turn. Digging: A character may dig through 2m of dirt per combat turn for 1 point. Depending on what type of material is being tunneled through, the GM may impose STR checks, or may simply slow the character down. When considering the type of material, remember that the character has to physically move the material, so any material the character cannot normally harm (by punching or whatnot) will effectively stop a character. The holes created by the character may be left open, or closed around the character; this option is chosen at creation. For +3 points, the type of tunnel created may be chosen "on the fly". For +1 points, a character may gain a +2% bonus to their STR for the sole purpose of Digging through material. Drain: A character may temporarily drain a victim's abilities. A Drain costs 1 point per average point drained, multiplied by the value of the characteristic. Drains affecting EF or primary attributes cost one-half, Drains affecting LP cost twice normal, and Drains affecting powers (a specific special effect must be predefined) have no cost modifier. LP and EF Drained do not return without normal healing, but attribute and power Drains return at a rate of 1 point every combat turn for attributes, and 1 point every 5 combat turns for powers. A victim may make a STA check against LP, EF, or physical-type power Drains, and an INT check against mental-type power Drains. A character may save against attribute Drains by making a successful check on the attribute being Drained. A Drain has no range. Only with the GM's permission can a character have a Drain that works at range, in which case the range is equal to the character's INT or HEC (depending on how the Drain is defined via special effects), in meters, which costs +10 points, or +5m for +1 points. A Drain requires a PW allocation of 1 PW per 10 points invested, although this may be ignored for +1 point per average point Drained. The EF cost is 1 EF per 5 points invested, although this too may be ignored for +1 point per average point Drained. Enhanced Sense: For 1 point, a character may increase their chance to detect something with one predefined sense by 2%. Enhanced Sense applies to only one particular sense, defined when the character is created, though it may be bought several times to cover various senses. Note that there is a difference between "Enhanced Sense" and "Heightened Sense"; the Heightened Sense power increases the range at which the sense works, whereas the Enhanced Sense power increases the actual detecting value of the sense. Environmental Control: A character may control the environment for 15 points. The character may only control the space the character occupies, though the affected area may be increased by linking this power with a Cloud. The character may make an INT check to change the current environmental conditions, modified downward by the GM to represent the difference. Making rain-heavy clouds let go is relatively easy, but making a tornado pop up on a clear, still day is very difficult. Environmental Control may also be used for a number of other effects, such as illumination. Environmental Control requires 2 PW allocated, and uses 5 EF. Extra Limbs: A character can buy any number of extra manipulative limbs for 5 points each. The limbs can be used for extra attacks in combat, doing damage as a punch, and can be used to perform fine manipulative work. Note that these Extra Limbs are still affected by the rules for using off-hands, unless Ambidexterity is bought for an extra limb. Flight: Characters can fly at a cost of 1 point for every 2m/turn flying speed. Heightened Sense: A character may heighten a sense for 5 points. This allows the character to see (or smell, hear, etc.) things that are farther away, and detect smaller details on objects being scrutinized. A character with an Heightened Sense that may be used in combat (usually sight) may make ranged attacks with the range penalties one-half normal, and may make sighting checks at twice the normal range. For an explanation of the differences between "Heightened Sense" and "Enhanced Sense", refer to the description of the latter. Heightened Speed: A character may perform actions in half the normal time for 25 points per level. This also doubles the number of HTH and melee attacks a character may perform in a single combat round. It also doubles the number of ranged combat attacks a character may make IF and ONLY IF the weapon requires actual physical manipulation. For example, a character could fire a bow and arrow twice as fast, or load a mortar twice as fast, but could not make a machinegun fire any faster. In HTH or melee combat, the character is at -10% to be hit per level, and +10% to hit per level. Note that a character taking advantage of being able to perform actions faster must still pay any EF costs required for each action, and recovers them only as normal! Illusions: A character may create three-dimensional illusions for 10 points. The illusion may appear up to 10m from the character, +5m for +1 point. All characters observing the illusion may make an INT check to see through the illusion, modified by the believability (an illusory dragon in Times Square would normally be hard to pull off, but an illusory taxi cab in the same place would be pretty believable). The GM sets the penalty (or even a small bonus) to disbelieve. The illusion may only be man-size or smaller, though the maximum size may be doubled for +3 points. The illusion may only operate on one sense (usually sight). To expand the affected senses, add +5 points per sense. For every sense added to an illusion, characters' INT checks are made at -10% (looks like a fish, smells like a fish... must be a fish!). PW allocation is 2. EF cost is 3 per combat turn. If you want a specific character, and only a specific character, to see the illusion, use Mind Control instead. Infravision: A character can see the light emanating from heat patterns for 2 points. Note that this does NOT allow the character to see through walls, smoke etc. A character with Infravision can see the infrared colors that heat gives off. These colors are forms of light, and are therefore affected by things that block normal sight as well. If you want to actually be able to detect bodies of heat, look for Thermal Vision, below. Invisibility: A character may be harder to detect than normal, or just plain invisible, to one or more senses. A character may have "chameleon" powers, which alters the character's appearance, or otherwise camouflages the character's presense, at a cost of 3 points per -10% to sighting rolls, per sense. Total invisibility for a single sense is achieved for 35 points (30 points buys a -100% sighting check modifier, but there's still a very remote chance of being detected). Each sense must be bought separately, though each sense after the first only costs 1 point per -10%, or 15 points for total invisibility. A character who is totally invisible to their opponent's targeting senses in combat may strike at +20% in ranged combat situations, or +15% in HTH. The opponent is at -50% to hit in a ranged combat situation, and -25% in HTH, and may not defend as well. The PW allocation for Invisibility is 1 per 10 points invested. For +1 point per 0-10%, the PW allocation may be ignored for up to 100% Invisibility ONLY; Total Invisibility may not have the PW allocation bought down. The EF cost is 1 per 5 points invested, but may be ignored for +1 point per -10% (for Chameleon-type Invisibility), or +15 points for Total Invisibility. Leap: A character can jump 2m (from a standing start) per turn for 1 point. The leaping character must abide by the rules for jumping. Jumping costs 3 EF per 15m jumped (round fractions). Manipulation: A character may manipulate matter or energy for 10 points. The character must predefine the source materials and the end result. The character must make an INT check to successfully Manipulate the material; the character may affect 25 kg of material without penalty, or may affect an extra 25 kg by taking a -5% penalty, or spending 1 point. The PW allocation is 2, and the EF cost is 1 per 100 kg being manipulated. The range of the power is nil, or the character's INT in meters for 10 points, and/or +5m per extra point invested. The character may affect an extra source material, or create an extra result, for +1 point each, or may affect everything for +25 points, and create anything for +25 points. The GM must approve the character's Manipulation powers. A common use of Manipulation is to change energy or matter into a form that entangles the character's opponents. In this case, the character must make two rolls to successfully entangle their target; one INT check as normal to Manipulate, and one HEC check to actually hit the target, modified by any appropriate ranged combat modifiers. The target must make a STR check, modified downward by the success of the attacker's INT check, to break free of the entangling material. The STR check is further modified by -5% per 25kg the attacker used to entrap their target. Mind Control: A character may attempt to control another character's actions for 15 points. The character must touch the other, and then makes an INT check. The target may then save against the control by making an INT check modified downward by the amount the attacker succeeded. For example, MindMan has an INT of 65, and attacks TargetMan (INT of 50) with a Mind Control. MindMan makes his roll with a 38, so TargetMan's INT check is modified by -(65-38=) 27, so TargetMan has a 23% chance to save. Every combat turn, the target gets to try to shake the control, the success of which is the same chance as the original save. These rolls, however, are modified upward by 2% every combat turn, and are modified upward 25% if the Mind Controller is trying to get their victim to do something very opposite to their normal personality. The Mind Controller may make Mind Control rolls every turn to try to put their target under deeper. If the controller's roll is lower than the target's current chance to shake the control, the target is affected, and uses the new number; otherwise the extra try has no effect and is just a waste of EF and PW. The PW allocation is 2, and each attempt requires 4 EF to be spent. For +10 points, the range can be made to equal the character's INT score, in meters, and/or +5m per extra point invested. A character may attempt to Mind Control more than one character at a time, for 5 points per power of two (ie. 5 points=2 characters, 10 points=4 characters, 15 points=8 characters, etc.). A character may Mind Control organic forms of lesser than normal intelligence for 10 points (or +10 points if purchased with the "normal" Mind Control), and/or machines for +15 points. Mind Reading: A character may attempt to search for information in another character's mind for 20 points. The character must make a successful INT check to link with the target. The target gets a LDR check to save against the invasion, modified downward by the success of the attacker's INT check (like Mind Control). The victim gets a +15% bonus if the attacker is looking for secret information that the victim is very against giving out. The range of a Mind Reading is nil, but for +10 points, the range may be the character's INT, and/or +5m for +1 point. Morph: A character may take on the appearance of any similarly-sized object for 10 points, though the character does not gain any powers of their new form, aside from those that are outwardly copyable (such as claw attacks, Flight from wings, and so on. A character would not ineherit poisonous fangs, however, since the poison is not outwardly copyable). The character must make an INT check, modified by the GM, to successfully copy another specific form. A character taking their time gains a +10% chance to succeed. For 15 points, the character may change into another form, keeping only the same LP, EF, PW, and Morph ability, while taking on all of the form's powers, and taking the average of the new form's primary attributes with the character's original scores. The character must be in touch contact with whatever form they wish to Morph into, or must make an INT check at -50%, plus any modifiers the GM wishes to implement for particularly complex forms. To affect other characters by touch, double the cost of the applicable Morph type. To affect other character at a range of the character's INT, in meters, quadruple the appropriate cost. Unwilling characters may make a save against the Morph by making a STA roll, modified downward by 5% per PW the casting character has. A last form of the Morph power allows a character to transform themselves into a particular other character. The cost is equal to one-half the cost of the alter ego, and the alter ego must be built from absolute zero. A character may have any number of these alter egos. All characters with alter egos must be approved the GM to prevent players from creating huge power monger characters. If the character may only change into their alter ego by accident (PER roll is required to avoid the change; the trigger for the change must be determined during character creation) the cost is halved (costing only one-quarter the value of the alter ego overall). A Morph requires 5 EFs, and requires the allocation of 2 PW. Negation: A character may Negate the effects of another character for a base 20 points. The character may make an INT roll to successfully Negate the other power, modified downward by the number of points the other character had invested in the power. The character may add 1% to their roll for 1 point. The range of the Negation is touch only, but a character may Negate the effects of a ranged power, provided the character is in fact hit by the attack. Negations made as a "reaction" (not intentional) have only half the normal chance to work (the modifier for the points invested in the power is applied AFTER halving the normal chance to Negate), and uses 1 EF per 5 points being negated. An intentional Negation requires the allocation of 2 PW, and an expenditure of 1 EF per 10 points being negated. For example, Negator (INT 50) is hit by a 12 point attack, and reactively tries to negate it. Since it's a reaction, he can only use half his INT, so his base chance to Negate is 25. Minus 12 for the 12 point attack, Negator only has a 13% chance to Negate the attack, which requires 2 EFs to be expended. Later, Negator is attempting to Negate the adverse affects of a Morphed innocent. The Morph attack was valued at 15 points, so Negator has a (50-15=) 35% chance to negate it, which requires the allocation of 2 PW, and the expenditure of 2 EF. Poison: A character with poison may inject their opponents with their poison only after making a successful attack that does actual damage. The affected character then gets to make a STA check to save against the damage. The idea behind a poison is an attack that does damage over time, so as unlikely as it sounds, burning liquids and acid also fall into this category. A poison is written in a shorthand form, listing the damage, interval, and length of effect. The whole line is prefixed by a P to signify the poison. Thus, a poison that does 1d4 points of damage per 1 combat turn for 5 combat turns would be written P1d4/1/5. The cost of a poison is equal to the cost of the damage, as defined by an Attack power, times the length of effect (in combat turns), minus 5 times the interval (in combat turns). The PW requirement of the Poison is nil, though 1 EF must be spent for every 20 points invested in the Poison power. The above example poison would cost 25 points. Poison gets expensive because it does more damage than appears. Although the above poison is only 1d4, the victim takes that 1d4 points five times before the poison is negated! The victim gets to make a STA check every time they are going to take damage; a successful check negates the poison altogether. The STA check may be modified downward -5% for an additional investment of +2 points into the poison. It's also possible to use other powers in place of a normal attack, using the same equation to calculate the cost of such a pioson, but the GM must pass this. A poison that saps the victim's STR might be feasible, using the Drain power as the basis for the "attack" cost. Postcognition: A character may have the ability to see past events that occurred in the same place the character is standing, or involving an object the character is holding, for 15 points. This grants a 50% chance of being correct. For 1 point, the character may increase this chance 5%. There is no upper limit, but time takes its toll on the postcognitor's ability. For every week the character is trying to look back, the chance for success is modified downward 1%. If the character blows the roll by rolling a 95 or less, the character simply can't see the past. If they blow it by rolling a 96 to 00, the character has mistakenly followed an incorrect timestring, slipped into an alternate dimension, or whatever, and will see events in a completely wrong light, or whatnot, but will believe it to be true. For this reason, the GM should probably make all the character's Postcognition rolls in secret. Postcognition requires 1 EF per month looked back on, and requires the allocation of 3 PW (no matter what the time span is). Precognition: A character may have the ability to forsee the future at a cost of 15 points. The vision has a 75% chance of being wrong, however, since the future is always changing. The character has no control over how far ahead they may be looking; the GM determines this. For 10 points, however, the character may be able to instinctively detect danger, though they will not know exactly what form the danger comes from. Precognition requires 5 EF to look forward, and the allocation of 4 PW. Radar: A character may sense objects by use of radar for 4 points. A character with Radar is considered to use their eyes as the radar dishes. For +1 point, the player may define the the entire body as a radar receptor. Radio Communication: A character may detect and emit radio frequencies for 2 points. Reflection: A character may attempt to reflect a specific type of attack (based on a predefined special effect) for 5 points per 10% chance. Reflection may not be bought above 90%, and the roll is modified downward by 5% for every attack that is reflected after the first in a single combat turn. The attack will be deflected in a random direction, and may hit anyone or anything in the way (15% chance). For +3 points per 10%, the character may attempt to reflect the attack in a specific direction. The chance the character has to successfully control the reflection is equal to one-half the chance for the character to reflect it, though this is not affected by multiple attack penalties. The character must then make a to-hit roll with the same modifiers a normal Reflection suffers, as well as any combat modifiers applicable (range, etc.). The PW allocation for Reflection is 1, or 2 if the character is also attempting to direct the Reflection. Reflection uses no EF. Regeneration I: A character can regenerate 1 extra LP per day for 5 points per LP. Regeneration II: The character may make a successful STA roll to heal an extra LP for 20 points. One roll may be made every minute, but if a roll is unsuccessful, that particular point of damage cannot be healed (or attempted to be healed) for another 24 hours. Regeneration II requires an expenditure of 3 EF per attempt. For example, Regen-C has Regeneration II, and has taken 3 points of damage. His STA is 60. First chance Regen-C gets, he makes a d100 roll against his STA and rolls a 39, a success, and heals 1 LP. One minute later, Regen-C tries again, with 2 LP "wounds", but fails this roll with a 82. Regen-C, the next minute does heal the third "wound". Thus he will be down by 1 LP, with no chance to regenerate it, for another 24 hours. If Regen-C takes more damage, he may heal as much as he can, but he will not be able to recover that last point for another day. Regeneration III: A character with Regeneration III can recover from exhaustion faster than normal. For each level of Regeneration III, the character can recover 1 extra EF point per combat turn, limited to the conditions listed in the rules for EF recovery. Each level costs 5 points. Resistance: A character may be particularly resistant to certain types of damage. For 5 points, a character may reduce all damage physically (or mentally) sustained by a predefined attack type (based on a special effect) by 25%. Examples of "predefined attack types" would be light, flame/heat, radiation, chemical, sonic, etc. For 10 points, the damage may be reduced by 50%. For 20 points, the damage may be reduced by 75%. The GM may allow a character to buy 95% Resistance for 50 points, but it isn't a suggested practice. A character may expand their resistances, paying 3, 6, 12, or 30 points for each extra resistance type. Thus, a character with 50% Resistance: Light and 25% Resistance: Sound would spend (10+3=) 13 points. The highest resistance MUST be the most expensive one. Absorbing damage through resistance requires 1 EF for every point of damage saved from. For example, a character with 50% Resistance gets hit, and would have taken 4 points of damage. Instead, the character takes 2 points of damage, and subtracts 2 EFs. If a character has no EFs remaining, they may not resist damage. For +1 point per "level", though the character may ignore the EF requirement. Running: A character can increase their maximum running speed by 2m/turn for 1 point. Self-Contained System: A character may a have a self-contained bodily system, requiring no outside air, for 3 points. For +2 points, the character may negate the necessity of food. Size Change: Larger: A character can be 2x their normal size for 5 points. Each level of largeness contributes the penalties of being one size class larger in combat, and -4 AGL, but endow the character with a +2 bonus to STR and LDR, and a +4 bonus to STA. If the Size Change is NOT permanent, the PW allocation cost is 1 PW per 10 points invested, and the change requires 2 EF per level of Size Change activated. This EF cost can be eliminated for +1 point per level. A character's melee and HTH range is also doubled per level, from a normal reach of one meter, to two, to four, etc. Note that this is the character's BASE melee range; this doubling doesn't effect the range of a melee weapon. Size Change: Smaller: A character can be 1/2 their normal size for 5 points. Each level of smallness contributes a -2 penalty to STA and LDR, but gains the character a +4 AGL and makes the character one size class smaller for purposes of combat. If the Size Change is NOT permanent, the PW allocation cost is 1 PW / 10 points invested, and the change requires 2 EF per level of Size Change activated. This EF cost can be ignored for +1 point per level. A character's melee and HTH range is also halved per level, from a normal reach of one meter, to one-half, to one-quarter, etc. Sonar: A character may be able to sense by active sonar for 2 points, or passive sonar for 3 points. Active sonar requires the character to actually emit high-frequency sounds in order to detect the rebound, whereas passive sonar relies on the background noise for its detection method. A character with sonar is considered to use their ears (or normal audio organs) to use the power. Thus, a character may be "blinded" by covering their ears. A character may opt to use their entire body as a transmitter/receiver for sonar for +1 point. Stretching: A character may be able to extend their limbs 1m for 2 points. Every meter of extended legs increases their Running score by 1m/turn, and extended arms will allow for HTH or melee attacks to be made at range, without allowing the opponent to strike back. Extended arms may also provide the required "special effect" to compliment the Swinging ability. Swimming: A character may Swim 2m/turn for 1 point. A character may hold their breath for a number of seconds equal to three times their STA. After a number of seconds equal to one-half that time, however, all EF expenditures made while not breathing are doubled. Swinging: A character may be able to Swing 1m/turn for 1 point. This power does not provide the material required to swing, only the ability to do it. When swinging, the character may only swing a distance twice the distance from the character's starting point to the horizontal position of the swing material (if you have a 2m rope, you can't swing 4m, no matter how hard you try!). Unless the swinging material can be adjusted in length, the character must be able to go downward the length of the rope. This sounds complicated, but just imagine a situation in your mind's eye, and it should make sense. If it doesn't make sense, register your game, and write me! Tail: A character can have a tail for 3 points (or as many tails as necessary for 5 points each). A Tail is different than an Extra Limb in that a Tail, while allowing for an extra attack, does not have any manipulative qualities. The character can thrash it about and do damage as though kicking, but cannot use the tail for fine work (including trying to wrap the tail around something). A tail just doesn't have a truly controllable musculature. Telekinesis: A character can have telekinetic powers for 5 points plus the cost of range, which is +10 points for the character's INT, in meters, or +1 point per 5m. The character may then do simple tasks at that range, using their INT score as a STR score. For +5 points, the character may be allowed to do complex, precise actions, using their INT score as an HEC score. PW allocation equals 1 PW per 5 points invested. EF cost is also 1 EF per 5 points invested. Telepathy: A character may mentally speak with another character of the same race for 15 points. A character may mentally speak with any intelligent creature for +5 points, any creature of animal intelligence for +5 points, any non-intelligent life (like plants) for +5 points, any artificially intelligent machine for +5 points, and/or anything not previously covered for +10 points. Telepathy requires 1 PW allocated, but no EFs. Telepathy will not work with unwilling subjects. The range of Telepathy is the character's INT score, which may be modified by 5m for 1 point. Teleport (Conscious): A character may teleport to a visible location 2m away per point invested. Teleportation always require the allocation of 2 PW, and has a minimum EF expenditure of 1, although it follows all the other rules for movement. A character may teleport through another object to a place they can't detect for +1 point per 2m. A character may memorize a number of locations for 2 points per location. The player must note what locations have been memorized; memorizing a new location takes 1d4x10 minutes. A character may teleport to any of these locations from up to ten times the character's normal Teleportation distance; unless the target is within the character's normal teleport distance, the extended teleport requires 10 EF, and the allocation of 4 PW. A character may teleport other people or themself; this is decided at creation. To be able to teleport either, the cost is +1 point per 2m. The range is touch only, and unwilling victims may make an INT check to save. The check is made at -1% per meter of the caster's Teleport distance, though a 01-10 is always a save. Teleport (Reactive): A character may teleport to a random location within 10m whenever confronted with a direct danger. The character may not teleport through solid matter. If there is more than one direction to go, roll a d12 to determine what clock facing to use; if this generates an impossible direction, reroll until a legal move is found. Reactive Teleport costs 10 points. Temporal/Dimensional Travel: A character may bend time and/or space to travel to alternate dimensions or times for 20 points. A character may bring with them another man-size creature or thing for +5 points, and may double this amount for each additional +5 points. The character must make an INT check to arrive at the correct place, modified downward by 1% for every year travelled, and/or a GM-determined amount for going to another dimension. Failure by 20 or less indicates the character just rematerializes where they started. Failure by more than 20, however, indicates the character has ended up somewhere off-base. The GM should determine the place and/or time. Temporal/Dimensional Travel requires the allocation of 5 PW, and the expenditure of 10 EF. Everything going must be touching the traveller, or otherwise physically linked (perhaps a line of characters holding hands). An unwilling character may save against the transport by making a successful INT check, and if the unwilling character saves, no other character or object connected through them to the traveller goes. Thermal Vision: A character may be able to detect heat sources for 3 points. The character may "see" anything that gives off heat, provided their are no insulating features between the character and the heat source, such as very thick concrete, another heat source, and so on. Thermal Vision is different from Infravision in that it is not (normally) affected by things like trees, smoke, normal walls, and so on (though too much of any feature will block the heat source). Thermal Vision relies on the detection of actual heat waves, and not the infrared light that heat gives off. Ultravision: A character may sense in the Ultraviolet spectrum for 2 points. The character is able to see in the dark, provided there is some radiation (such as solar radiation) around to detect (thus the power won't work in a dark cave, but would work outside at night). Like Infravision, a character with Ultravision cannot see "through walls". Wall Walking: A character may walk along normal solid surfaces (no matter what angle or incline) for 1 point per 2m/turn. The only condition is that a character may not buy up Wall Walking faster than their Running ability. A character using Wall Walking needs to allocate 3 PW if the character is moving at a Running pace (see Movement, below) or Crawling, 2 PW if moving at a Trot, or 1 PW if moving slower. This PW requirement reflects the fact that the character needs to tie up more limbs than usual in performing those actions. Water Breathing: For 2 points the character may breathe normally under water. Global Options: The following points options apply to most all of the above powers. Unless specifically stated, a power only affects the character possessing it. Global Option One: Optionally, the power may affect other characters for no cost, though this means the character possessing it cannot use it on themselves. The cost to be able to use a power on either the possessing character or another character, multiply the end cost by 1.5. Powers used on other characters in this way only works by touch, and unwilling recipients always receive a chance to save by using a primary attribute determined by the GM. Global Option Two: A character may enable the power to act on its own, without the constant PW requirement or EF expenditure. The cost for this bonus is only +1 point to increase the maximum number of turns the power can be set to last by 5, starting from zero. The character must pay all the EF cost required to sustain the power for whatever length of time it should last. The power must be centered on something, but if the object that it's centered on can move, the power will move with it. For +50 points, the power can be made permanent, and can only be dispelled by a power that removes it, or whenever the GM thinks it appropriate that the power should be extinguished naturally. The EF cost for a permanent creation is ten times normal, and the PW cost is doubled for the turn in which the power is used. Global Option Three: A character may reduce the cost of a power by requiring that lengthy preparations be made in order to correct conjure the power. For every doubling of the time requirement (default powers are considered to need one turn), the cost of the power may be reduced 2 points. No power may be reduced below 1 point. The power is activated on the last turn of the time requirement. If the character is hit in combat (whether damage is taken or not), or otherwise interrupted, the EFs are wasted, and the power does not activate. The preparations for a power with this option are assumed to include gestures and incantations. If the preparation does not include gestures and incantations, the bonus is halved. Random Power Lists: The following charts are the Random Powers Lists. The first list determined which sublist to roll on, such as Energy, Physical, Mental, or Magical. Of course, if you are generating magic spells, you can just bypass the first list and go straight to the Magical sublist. The way the lists work is that the percentile roll boundaries are given on the left, followed by the name of the power. In parenthesis after that, the points cost per "level" is given. A short description and statistics for the power then follow. If the chart is being used in an entirely random fashion, and points are not being used to purchase the powers, roll a d4-1 (1-2=1, 3=2, 4=3) to determine the level of the power. Power Type List: 01-30: Energy Power 31-50: Physical Power 51-80: Mental Power 81-00: Magical Power Energy Power List: 3b. Mutations: The next part we'll deal with is that of Mutations. System One employs one of the most detailed rule systems for handling mutations. There are a number of different ways that mutations are seen in the media, such as movies, comics, books, and TV shows. Some mutants are complete, having combined the attributes of two creatures (usually animals). Examples of this would be those famous martial-arts turtles. But then there are also the "grotesque" mutants, such as those found in the movie "Total Recall", where the mutation is more random, and rarely well-integrated. Then there is yet another subset of mutants who have been infused with genetic material coming from one or more sources, but the effects are relatively well-combined. An example of this might be something like normal human with the claws of a wolf, and perhaps the acute senses of the same animal. A suggestion for determining the nature of the mutation is to roll a d4; on a 1, the character is a Complete Infusion Mutant. On a 2-4, roll another d4; a roll of 1-2 indicates a Partial Infusion Mutant, a 3-4 indicates a Random Mutant. Of course, GMs are encouraged to rule on this as they wish. For this reason, there are three different systems to deal with the different possibilities. Each will be explained below. Complete Infusion Mutants: For completely combined mutants, roll or select an animal or plant off the Crossbreed chart, and then find what abilities and/or disadvantages are conferred to the character. [Note: This preliminary Shareware version only deals with animal mutants.] Ignore the dice roll information under the abilities/disadvantages information. Partial Infusion Mutants: For selectively combined mutants, roll or select and animal or plant off the Cross breed chart, and then roll to see what attributes from that breed the character inherits. The number of inherited attributes is up to the GM, since it may depend on how many points the player has to spend on mutant powers. Generally, it is suggested that 1d4 attributes be inherited for Partial Infusion Mutants. Totally Random Mutants: Random mutants have an entirely different chart to roll on or select from. Crossbreed Chart: 01: Scorpion 02-04: Spider 05-06: Lobster/Crab 07: Centipede/Millipede 08-09: Cockroach 10: Dragonfly 11-12: Moth/Butterfly 13-14: Beetle 15-16: Wasp/Bee 17-18: Fly 19: Mosquito 20: Snail 21: Slug 22: Squid/Octopus 23: Shark 24: Ray/Skate 25-27: Fish 28: Salamander/Lizard 29-30: Frog/Toad 31: Crocodile/Alligator 32-33: Snake 34: Turtle 35-37: Bird 38: Eagle/Hawk/Falcon 39-40: Mouse/Rat 41: Squirrel 42: Kangaroo 43: Bat 44-46: Monkey/Gorilla 47-48: Rabbit/Hare 49: Armadillo 50: Porcupine/Hedgehog 51-53: Wolf/Dog 54: Fox 55: Tiger/Lion/Puma 56-57: Cat 58: Elephant 59: Bear 60: Whale/Dolphin 61: Deer/Moose/Elk 62: Ram/Goat/Sheep 63: Rhino 64: Hippo 65-66: Pig/Boar 67-68: Horse 69-70: Cow/Bull 71: Raccoon 72: Skunk 73: Weasel/Wolverine/Ferret 74-76: Flowering Plant 77-81: Weed 82-84: Tree 85-86: Vine 87-88: Bush/Shrub 89-90: Non-Flowering Plant 91-00: Other or Pick One Mutant Animal Descriptions: Below are the actual descriptions relating to the above list. They all follow a basic format: Name, Description, Special Notes, Attribute List. Scorpion: The character has the attributes of a scorpion. There is a 25% chance the character will be poisonous (use the second set of percentile numbers). 3c. Skills: The last section of this step deals with skills. All skills are given a level, from 0 to 10. All characters start with level 0 in all skills. Characters may not begin the game with more than three skills over level 5, and no beginning score should be more than 8. This, of course, is only a guideline, but the GM is strongly encouraged to enforce it. Rules pertaining to the use of skills may be found later; only the skills, their costs, and their general descriptions are to be found here. The skills are broken up into two categories; the first category contains all the combat skills, the second all other skills (mostly non-combat skills). Most skills are pretty self-explanatory, and space won't be wasted with lots of gibberish. In parenthesis next to each skill is the point cost for the skill, and the attribute that provides the base for the skill's use. Usually this will be one, but some more "powerful" or complicated skills may cost more. The point cost to buy the first level in a skill is the cost itself. However the cost to increase the skill is equal to the new level times the base cost. Levels may not be skipped; the cost to go from level 1 to level 3, for instance, is not just 3 times the base cost, but rather the cost for going to level 2 must be paid as well. Some skills also have a small list of "PREQ", or prerequisite skills and skill levels that must be satisfied before the character may begin to gain proficiency in that skill. Combat Skill List: [Note: All combat skills are based on the character's HEC attribute.] Archery: (1): This covers anything that projects on the basis of strength, or requiring a good understanding of how to judge for wind, trajectories, and so on. Axe: (1): This also covers oddly designed or unbalanced bladed weapons. Blunt Weapon: (1): This covers everything blunt, from maces to baseball bats. Long Blade: (1): This covers swords and sword-like weapons. Heavy Weapon (Energy): (2): This covers large weapons that employ some form of attack that does not use physical objects to damage, including lasers, sonic weapons, etc. Heavy Weapon (Projectile): (2): This covers large weapons that employ some form of attack utilizing the "normal" bullet principle. Heavy Weapon (Special): (2): This covers anything not really covered by the previous two skills. A most notable example would be flamethrowers. Martial Arts (HTH): (3): There are two HTH skills available in System One: Martial Arts, and Streetfighting. Martial Arts is just that. The techniques involve coordinated kicks, punches, and maneuvers. The damage from a Martial Arts punch is equal to 1d2 points if your STR is 60 or less, and 1d3 if your STR is greater than 60. The damage from a Martial Arts kick is 1d4. Kicks, however, require two combat turns to execute, unless the player wishes to accept a -25% penalty to hit for every kick immediately following a previous kick. Characters with Martial Arts skill of level 5 and higher may convert their base chance to hit to defense points against armed opponents as if they were unarmed (see HTH Combat, below). Pistol (Energy): (1): This covers weapons that use an energy form as their attack, and that are designed to be fired with one hand. Pistol (Projectile): (1): This covers the more conventional method of attack, using bullets and the like to inflict damage at a range. Again, this only applies to weapons designed to be used in one hand. Pistol (Special): (1): This covers one-handed weapons that aren't covered by the previous two skills. Rifle (Energy): (1): This is the two-handed version of the Pistol skill. Rifle (Projectile): (1): This is the two-handed version of the Pistol skill. Rifle (Special): (1): This is the two-handed version of the Pistol skill. Short Blade: (1): This covers knives and smaller bladed weapons. Spear/Pole: (1): Spears, staves, polearms, etc. Anything that is particularly long. Streetfighting (HTH): (1): As opposed to Martial Arts, Streetfighting involves the standard, rough-n-tumble fist fight/brawling styles. The only "real" attack is a punch, which does damage depending on your STR. If your STR is less than 40, a punch only yields 1 point of damage. A STR of 40 to 60 yields 1d2 points of damage, and a STR higher than 60 does 1d3 points of damage. Characters with Streetfighting levels of 5 or higher may kick, which does 1d3 points of damage. Streetfighting kicks are under the same restriction as the Martial Arts kicks. Thrown Weapon: (1): This covers ANYTHING that is thrown, be it throwing knives or grenades. Non-Combat Skill List: Accounting: (1,INT): This skill allows the character to know about accounting, including the ability to recognize and understand various accounting documents and so on. Acrobatics: (2,AGL): Acrobatics allows for the character tuck, roll, and so on, which is often helpful if the character is falling a lot. A character with Acrobatics can fall without injury another meter for every level they have obtained (see Movement, below). They may also add their Acrobatics skill (times 5) to any AGL rolls needed that can use Acrobatics skill to the character's benefit (including falling procedures). Animal Handling: (1,INT): This skill is used when the character is attempting to tame or train an animal. The chance for success is reduced by one-half of the animal's PER score. The animal must be tamed before it is trained. Anthropology: (1,INT): This skill allows the character a chance to know the various backgrounds and cultures present in their world. Arcane Lore: (2, INT): A character with Arcane Lore skills is knowledgeable of the black arts of magic and conjuration. The skill does not reflect the character's ability to use magic, but more of a reference and background knowledge of the arts. For instance, the character might know that sulphur is often used in spells of illumination, but would have the power to, or know how to, cast the spell. Biochemistry: (2,INT): Preq: Biology 3, Chemistry 5. Biochemistry is the study of the interaction of various chemicals with living metabolisms. Biology: (1,INT): This is a base skill in the study of living things. Botany: (1,INT): Preq: Biology 1. Botany is the specialized study of plants. Chemistry: (1,INT): Chemistry allows the character to understand chemical reactions and properties of the various elements and compounds. Climbing: (1,STR): Characters with Climbing skill may scale inclines without holds as if they were scaling a wall with holds. They may also climb walls with holds at a Trot, and may add 5 times their Climbing skill level to their STR rolls to keep from falling (see Movement, below). [Note: all Combat Pilot skills have the prerequisite of level 5 in their respective Pilot skills.] Combat Pilot (Antigrav): (2,HEC): All the Combat Pilot skills allow the character to use their vehicle in a military combat way. A character would need this skill in order to perform maneuvers that would be considered combative (GM's call). An example would be evasive maneuvering to throw off an attacker's aim. Antigrav refers to any vehicle that does not operate by physically manipulating the surrounding environment to generate thrust. Combat Pilot (Dirigible): (2,HEC): Any lighter-than-air type vehicle. Combat Pilot (Fixed Wing): (2,HEC): This refers to to vehicles that utilizing the lift concept of wings, such as airplanes. Combat Pilot (Mount): (2, HEC): This includes any riding animal, such as a horse. Combat Pilot (Nautical): (2,INT): Any vehicle that moves through water. Combat Pilot (Rotary Wing): (2,HEC): This includes hovercraft and helicopters. Combat Pilot (Starship): (2,INT): Any space vehicle capable of moving fast enough to travel between stars within a reasonable amount of time. Usually starships are large, similar to modern day naval cruisers. Combat Pilot (System Ship): (2,HEC): A system ship is a spacecraft that is not designed for prolonged voyages outside its immediate area. For an example of the difference between a Ssytem Ship and Starship, their analogs might be a little Cessna plane or intercept fighter and a 747 or B-52 bomber. Combat Pilot (Walker): (2,HEC): Any vehicle that utilizes legs to move. Combat Pilot (Wheeled): (2,HEC): This also refers to treaded vehicles, such as tanks. Communications: (1,INT): This involves all aspects of radio communications and similar things, such as knowing Morse code, smoke signals, or whatever's appropriate. Computer Programming: (1,INT): Preq: Computer Technology 1.This involves all aspects of operating computers. Characters of level 3 or higher may actually write programs. Computer Technology: (1,INT): This involves anything dealing with the hardware of computers, such as identification of parts, and so on. Cryptography: (1,INT): This involves the creation and breaking of codes. Cybernetics Medicine: (2,INT): Preq: Medical Treatment (Standard) 4, Cybernetics Technology 2. This involves everything surgical about installing cybernetic parts. Cybernetics Technology: (2,INT): Preq: Computer Technology 5. This involves the actual mechanical aspect of cybernetic devices. Cybernetic Computer Operation: (1,INT): Preq: Cybernetic Computer Technology 1, Computer Programming 3. This is the cybernetic version of Computer Programming. Cybernetic Computer Op, however, concentrates on the use of the virtual reality of cybernetic computers, which is much different than normal computer operations. Cybernetic Computer Technology: (2,INT): Preq: Computer Technology 2. This involves the identification of various cybernetic computer parts, their operation, and so on. Dance: (1,AGL): This allows the character to have a chance to be up-to-date on the current dance crazes, as well as to be able to dance in such fashion. Demolitions: (2,INT): This allows a character to set explosives correctly. A character does NOT need Demolitions skill to throw grenades or haphazardly light dynamite. Disguise: (1,ATT): This allows the character to use makeup and artificial appliances to alter their appearance. Drawing/Art: (1,PER): This not only allows a character to draw and paint (either "artistically" or "mechanically"), but also allows them to identify and understand other artists' creations. Ecology: (1,INT): Preq: Biology 2. This is the study of the environment and its interaction with the flora and fauna. Economics: (1,INT): Preq: Accounting 2. Economics skill differs from Accounting in that it allows the character to understand the "larger scheme" of things, as opposed to the smaller world of Accounting. Electronics: (1,INT): This covers all electronic skills NOT covered by other specific skills (such as Computer Technology, Robotic Technology, and so on). First Aid: (1,INT): A person successfully employing this skill may stabilize a wounded and dying character. For details, see Part 6. Forgery: (1,INT): This allows a character a chance to forge documents, signatures, etc. Geology: (1,INT): Geology is the study of the planet's composition. History: (1,INT): This skill allows the character a chance to know details about specific historical events. Interrogation: (1,LDR): This skill allows the character a better chance to be able to successfully force or trick information out of a subject. Language: (1,Special): There really isn't a skill called "Language", rather, the player picks a specific language to study, and then gains skill in that particular language. The skill is also different in that it isn't based on a particular attribute. A character has no chance of understanding a language they have no skill with. A character with level 1 skill in a particular language has a 75% chance of being able to successfully interpret someone else's speech, and to properly convey their own ideas. This chance rises 5% per level. If an idea is particularly complex or uncommon, the GM should place modifiers (up to -50% for EXTREMELY difficult or uncommon phrases or words). The GM is also allowed to place penalties on attempts to convey an idea if a language isn't easy to pronounce due to physical limitations. Law: (1,INT): This skill allows the character to know the details of the legal systems of their world. Mathematics: (1,INT): This skill allows the character to know the higher, more complex forms of math, such as calculus, linear algebra, etc. Medical Treatment (Disease): (2,INT): Preq: Medical Treatment (Standard) 3, Biochemistry 3. This skill is used to treat diseases (naturally) and sicknesses with scientific treatments (ie. no chicken soup here). Medical Treatment (Poison): (2,INT): Preq: Medical Treatment (Standard) 2, Biochemistry 2. This skill is used to counteract or concoct poisons. Medical Treatment (Radiation): (3,INT): Preq: Medical Treatment (Standard) 3, Biochemistry 5. This skill is used to counteract problems associated with prolonged exposure to radiation. Medical Treatment (Standard): (2,INT): Preq: First Aid 2. This is all the "standard" medical stuff; surgery, bone setting, and so on. Medical Treatment (Veterinary): (2,INT): Preq: Medical Treatment (Standard) 2, Animal Handling 2. This allows a character to attempt to understand an animal's physiology enough to apply their other medical skills to the animal. Photography: (1,PER): This allows the character to know the ins and outs of photography, including darkroom procedure, film developing, lenses, film materials, etc. Physics: (1,INT): Standard physics. Pick Lock: (1,INT): Allows a character a chance to pick a lock without using the correct key or code. Some locks may be of an electronic nature (such as code number-based keypad locks), and may require some Computer Technology or Electronics skill (GM's call). Pick Pocket: (1,HEC): Allows the character a chance to successfully pick another's pocket without detection. Pilot (Antigrav): (1,HEC): All the Pilot skills allow the character to operate their respective vehicles properly, and to perform maneuvers with those vehicles. Pilot (Dirigible): (1,INT) Pilot (Fixed Wing): (1,HEC) Pilot (Mount): (1,HEC) Pilot (Nautical): (1, INT) Pilot (Rotary Wing): (1,HEC): Preq: Pilot (Fixed Wing) 2. Pilot (Starship): (2,INT): Preq: Pilot (System Ship) 5. Pilot (System Ship): (2,HEC) Pilot (Walker): (1,HEC) Pilot (Wheeled): (1,HEC) [Note: all Repair Vehicle skills have the prerequisite of level 2 in the applicable Pilot skill.] Repair Vehicle (Antigrav): (2,INT): All Repair Vehicle skills allow the characters a chance to fix broken parts and repair damaged ones. The GM may require the character to be knowledgeable in such skills as Computer Technology and/or Electronics for certain high-tech vehicles, and may rule that the character cannot repair something on the basis that the character does not have enough or the right parts to perform the repair. Repair Vehicle (Dirigible): (2,INT) Repair Vehicle (Fixed Wing): (2,INT) Repair Vehicle (Nautical): (2, INT) Repair Vehicle (Rotary Wing): (2,INT) Repair Vehicle (Starship): (3,INT): Preq: Physics 4. Repair Vehicle (System Ship): (3,INT): Preq: Physics 4. Repair Vehicle (Walker): (2,INT) Repair Vehicle (Wheeled): (2,INT) [Note: all Repair Weapon skills have the prerequisite of level 2 in the applicable weapons skill.] Repair Weapon (Energy): (2,INT): Preq: Physics 2. The Repair Weapon skills are similar to the Repair Vehicle skills, only applied to weapons technology as opposed to vehicles. Repair Weapon (Projectile): (2,INT) Repair Weapon (Special): (2,INT) Robotics Programming: (2,INT): Preq: Computer Programming 5, Robotics Technology 1. Similar to their computer counterparts, Robotic Programming deals only with the software aspect of robotics, and Robotics Technology deals with the physical construction and repair. Robotics Technology: (2,INT): Preq: Computer Technology 3, Cybernetics Technology 3. Stealth: (1,AGL): This gives the character a chance to sneak around undetected and to hide in their surroundings. Streetwise: (1,PER): This skill allows the character to know the ins and outs and undergrounds of their area. The character's chance to succeed should be modified downward severely when the character is operating out of their environment. Survival: (1,INT): The player must purchase this skill separately for each environment, selected from: Woodland, Prairie, Desert, Arctic, Mountains, Jungle, Sea, Urban. Urban Survival skill allows a character to survive in an urban setting without going through proper channels (ie. bumming in the streets). Teaching: (1,PER): Preq: Varies. The character may teach another character a to do something the student would not be able to do with their current skills. This only allows for temporary learning, and does not assist in gaining skill levels. The prerequisite for this skill is whatever skill the teacher is teaching. Usually the subject taught is one-sided, such as how to disarm a specific bomb or something. Theology: (1,INT): This allows the character a chance to know details about various religions and cults. Tracking: (1,INT): This gives the character a chance to be able to identify tracks, and to follow tracks as well. Note that "tracks" aren't necessarily footprints. Bent branches, crushed grass, or hairs also contribute to the tracks left by creatures. Zoology: (1,INT): Preq: Biology 1. Zoology is the specialized science of the study of animals. Part 2: Movement Everyone moves at a certain speed. During combat situations, or during time-important situations, the exact speed at which a character can move is very, very important. Unless otherwise indicated, characters normally start the game with a Running Speed of 16 m/turn. A turn, or combat turn, is three seconds long. This number sounds huge, and it is, actually. No one can run at top speed for tremendous periods of time, nor do they run at precisely the same speed each time. This idea applies also to all other forms of movement, such as flying, tunneling, swimming, etc. For this reason, there are three types of movement, aside from running, all based on the character's Running Speed, and a quantity known as Exertion Factors (EFs), that the character uses and regenerates. A character will regenerate 1 EF per combat turn, unless they happen to have the Regeneration III power. This point is regenerated at the end of the combat turn, and may be negated if the character performs a high-exertion task (such as Running) or if the character takes actual damage during that combat turn. A Running character uses 5 EF per combat turn. A character cannot regenerate ANY EF while Running at full-tilt. Also, because a character Running is more preoccupied with movement than anything else, the character needs to be able to allocate 1 PW per 10m/turn of movement. A character can Trot, moving one-half their Running Speed, and use only 2 EF per combat turn. A Trotting character can only Regenerate EF spent Running, at a rate of 1 EF per combat turn. A character can Walk, moving one-quarter their Running Speed, using no EFs at all (although GMs should put restrictions on characters trying to walk cross-country nonstop). Walking characters can regenerate EFs spent moving at a rate of 3 EFs per combat turn, and can regenerate EFs spent on powers at half normal rate (see rules of EFs, above). In addition, characters are restricted in their abilities to manuever while moving. A character can make a single 15 degree turn once per combat turn when moving at a "Running" pace or crawling. A character may make one 45 degree turn once per turn when Trotting, or two 45 degree turns per combat turn while Walking. Any movement power can be used in the same way; a character flying at one-half their Flight Speed is considered "Trotting", and is affected by the above rules. Characters can also Crawl, if physically able to (GM's call). They move at one-sixteenth their Running Speed (or whatever method of moving they employ), and spend 2 EF per combat turn. Crawling characters cannot regenerate ANY EFs at all. On the plus side, however, Crawling characters are considered as prone for as long as they crawl. Of course, Crawling is also a good way to sneak under window sills, and so on, as well. A character may move up an incline of more than 10 degrees and less than 40 degrees at Trot speed or slower. Characters may also ascend inclines of up to 60 degrees at Walking speed or slower, and ladders may be scaled at Walking speed as well. Going up anything steeper than 60 degrees, however, requires some climbing. All characters physically capable of climbing up ropes (GM's call) may do so at their Crawling rate. A STR check must be made every 5m, however, and failure indicates that the character has slipped, and possibly fallen. If the check was failed by 20 points or less, the character has slipped down the rope 1d3 meters for every 5 points the roll was failed by. Climbing skills and powers may alter these numbers. A character can climb inclined surfaces of more than 60 degrees if there are hand- and foot-holds to use. The character can climb at their Crawl speed if they make a STR check, or, if they've failed their STR check by 20 points or less, they're just not able to move that turn. If the check was failed by more than 20 points, the character has actually fallen. Characters can jump a maximum distance equal to their Leap Distance, which starts at 2m. A leap requires 3 EF to perform, and the character cannot regenerate any EF during the turn in which they leap. A character with a Running start can double their Leap Distance. Characters can jump vertically a maximum height of one-half their Leap Distance (a horizontal leap is actually twice as long as the person can jump, since the last half of the jump the person has been overcome by gravity anyway). If a person is trying to hurdle something, they must roll less than their AGL to land in a run. Failing this AGL check means they didn't quite make it, and are stopped by the obstacle. A character who only intends to get their body over an object may double their vertical maximum height. The character must make an AGL check to land properly. If the AGL check is made, they've landed in a nice roll or whatever, and can begin to move again during the next combat turn. Otherwise, they've landed in a heap and must pick themselves up in the next turn. Of course, characters may always allow gravity to take over, and fall downwards. A character may drop down 3m without a problem, and may drop as much as 10m without a problem if they make a successful AGL check (failure indicates injury). A character dropping more than 3m must spend their next turn getting up before they move again. Any character who falls or drops more than 3m (and failed their AGL check if dropping 10m or less) will suffer falling damage from impacting with (usually) a hard, unmoving surface. The amoung of damage inflicted is equal to 1 point per 2m fallen (rounded up), subtracting the first 3m of distance. There are two different sets of outcomes, depending on the situation. If the character is voluntarily dropping, they'll have a bit more control when landing, and aren't as likely to land on their head. For this reason, there are two "hit location" tables for falling victims. Roll a d20, and consult the chart below for details of the impact. The first entry ("Uncontrolled") is for characters who were unwillingly thrown over the edge and failed an AGL/2 roll, and for characters who were willingly dropping and failed an AGL roll. The second entry ("Controlled") is for characters of the above two possibilities who succeeded in their appropriate attribute check. Falling Hit Location Table: 1: Uncontrolled: Character lands on their head. Damage is doubled, though physical defenses can absorb damage at one-quarter normal effectiveness. Controlled: The character lands on both legs, and half damage is applied to both legs, though physical defenses can absorb damage at one-half normal effectiveness. Also, the character has fallen backwards in the process, and takes 1d3 points of damage to their head, which may be absorbed by armor at full effectiveness. 2-5: Uncontrolled: Character lands on their side, taking damage to one arm or the other (if the roll was a 2 or 3, it's the character's left side, 4 or 5 indicates the right). If the damage is greater than what the arm can sustain, the remaining damage is applied to torso. Physical defenses apply at full effectiveness. Controlled: The character has landed on one leg or the other, and tips over to their side (same side determination as for Uncontrolled). The affected leg takes three-quarters damage, and the appropriate arm takes the other quarter. Defenses are only counted half on the leg, but full on the arm. 6-12: Uncontrolled: The character lands on their back or front, and full damage is applied to the torso. Physical defenses operate at half. In addition, each extremity (legs, arms, and head) has a 1 in 4 chance of taking half damage as well, though armor shields as normal. Controlled: The character has landed on their feet, but fall over forward or backward, and need their arms to save them. Each leg takes half damage, and physical defenses only count as half. In addition, each arm takes one-quarter damage, which physical defenses affect as normal. 13-20: Uncontrolled: The character lands on one leg (13-16: left leg, 17-20: right leg), and takes full damage to that leg, and one-quarter damage to the other leg. Armor only count half. Controlled: The character has landed on their legs, as in (1), but does not fall and hit their head. Part 3: Using Skills & Attributes System One is primarily a skill-based game. The game doesn't utilize character classes or professions which so often makes characters of similar classes very similar in abilities as well. Skills are often used to determine a character's actions are successful or not. As previously mentioned, all skills are rated from 0 to 10, a 0 indicating no skill, and a 10 indicating mastery. At the GM's discretion, a character MAY attain scores higher than 10 for VERY SPECIAL reasons, though, for obvious reasons, the GM is urged not to give in. In general, a skill will use a specific attribute, such as INT, as a base, and then the skill level modifies that score. The skill level is multiplied by 5, and added to the attribute level, to create a chance of success. The score is then modified, sometimes heavily, by the circumstances. There are five basic difficulty levels for every task, as determined by the GM: Easy, Average, Difficult, Hard, and Impossible. Each confers a different modifier. Easy tasks add +10 points to the chance of success. Average tasks confer no modifier; if a task is not given a specific difficulty, Average is the "default". Difficult tasks are at -25%, Hard tasks are at -50%, and Impossible tasks are at -100%. The GM is invited to use larger modifiers, particularly if running a superheroic game, where the characters may have attributes over 100. Note here that a roll of 96-00 almost always indicates failure (GM may decide that it's a catastrophic failure), and that a roll of 01-05 is almost always a success (GM may decide that it's an amazing success). This applies even if the chances of success are modified to over 100% or under 1%. Superhero or mutant characters may have attributes over 100; this doesn't change anything. Failure still occurs on 96-00, unless the GM decides otherwise. In addition, usually super characters are faced with super modifiers, so the resulting scores will probably still be somewhere in the 1-100 range. If the characters are coming across too many "nearly automatic" successes, the GM should look at the difficulty of his adventure again! Often a character's action will require the use of a basic attribute, without the assistance of a skill. The same rules apply. Part 4: Role Playing This section contains guidelines for role playing. There are actually very few "rules" in this section, since role playing should not be "roll playing". The basic gist of this section, however, is an overview of how player characters and non-player characters interact on the game level. Every character has three attributes that can contribute (or hamper) interactions between NPC and PC. There are three ways of using these scores. First, they may be used as mere guidelines, to direct both GM and player as to how the character should act, leaving the actual role playing to those representing the character. The GM might describe a woman with a high ATT score as very attractive, and have the player react to her description. A woman with a high PER score would have to be more than just looks, and have some personality to represent this. A character with a high LDR is more forthright and commanding. Note that PER doesn't necessarily represent what KIND of personality the character has; it represents the depth of the character's personality. The character could be very, very crude, but their personality is very well developed. This method is the most demanding on both the player and GM alike. Second, they may be used as a dice rolling convention. A character must roll under their PER score (or ATT or LDR score, whichever may impress the target of the interaction the most) to get something in return. The die rolls may be modified by the GM as necessary. In this design, PER and ATT are not much more than scores like STR and AGL. This method is the fastest and most easily implemented, but it definitely strips the game of it's heart, greatly reducing the amount of true role playing involved. Third, both of the above systems may be employed. The second, simple system might be employed when interacting with random people that don't play a big enough role to have the GM conjure up a complete personality for, saving the first system for important parts. Likewise, the GM may have the player make the appropriate rolls (ala second system), but then modify the chance for success based on the player's role playing of the interaction, giving bonuses to succeed if the player has role played well, or penalties for poor role playing. Part 5: Combat An unfortunately major part of many role playing games is combat. Combat usually, in some form or another creeps into every game, even the non-violent ones. This is an unfortunate, but necessary part of any game. (Don't worry, I'm not a peace-nik; I like explosions and blood and guts just as much, if not more, than the next guy!) As mentioned previously, all time-sensitive events should be organized around combat turns, three-second intervals that mark the smallest amount of time that an activity can be accomplished in. The terms "turn", "combat turn", "combat round", and "round" are all synonomous, and may be used interchangeably. Everyone involved in a combat situation may "go" in a round, but order must be maintained to prevent chaos. There are a couple of "steps" to follow in combat situations: 0: Check for surprise. The group with surprise has the option to take a free action, or to wait for the surprised group to declare their actions (see below) before acting. 1: From lowest to highest INT scores (randomly resolving ties), players declare the actions their characters are taking. 2: In reverse order from (1), the playes and GM resolve any success rolls, etc. Damage is not applied until the end of the round, except in certain cases (see below). 3: Damage is applied. 4: Go back to 1. Now, in more detail: 0: Check for surprise. Unlike many games, this doesn't always involve dice rolling. The GM must visualize the situation to determine if any characters involved in the combat are surprised. Those surprised may take no action for the first round of combat; they may not move, parry, attack, use powers, nothing. To assist in determining what a character may or may not be able to see, however, certain "detection rules" have been created to interact most particularly with the special powers that may have effects on the way the characters perceive their imaginary world. The basic chance for a character to detect something out of the ordinary is their INT score. The range at which a character may detect something depends a lot on their surroundings. A character has a basic detection range of of about 5 meters. This may be altered by the GM if the character is in a very busy surrounding (reduced detection range for the confusion), or a very simple one (increased detection range for an open and quiet area). The chance for detection is reduced -1% per meter beyond that. The Enhanced Sense power confers a bonus to the detection rolls, but the character may never detect out farther than their base range plus their INT score, in meters. A character with the Heightened Sense power has their base range doubled, and may sight out to twice their INT score beyond that. The character's detection roll is halved if the sense required for detection is not a primary one. In humans, the primary senses are sight. Detection rolls for humans would be halved if they required the character to smell or hear the danger. 1: Because intelligence is such an important part of effective fighters, the dumber characters declare their actions first, to allow the smarter characters to plan their actions accordingly. There are several actions that a character can make: Attack: A character may make one attack in a combat round. This is one melee, one HTH, or one ranged weapon attack per round. Note that some ranged weapons are capable of firing more than once per round. Also note that attack actions may also involve some active defense, as in the case of HTH and melee attacks (see below). There is one exception, which is if the character is using two (or more!) hands to wield multiple weapons. This allows more than one attack, though at GREATLY reduced effectiveness. Movement: A character may move (see Part 2: Movement) Aim: A character can spend an entire turn aiming a weapon just previous to firing, which confers a bonus to their chances of hitting their target. A character may aim for up to three consecutive turns with a cumulative bonus, but no bonus is awarded after the third turn. If a character is wounded during any turn that they are aiming, they lose half their accumulated bonus to that point. A character may not do anything else while Aiming. Reload: Reloading a weapon usually takes one combat round, unless specifically stated. A character can walk (or otherwise move at a "Walk") and reload simultaneously, but may not reload and move at any other speed. Drop Prone: A character may drop prone in a single combat round, and take the "Prone" advantage as soon as their intention is stated. Driving/Riding Skill Use: A character must make a skill check for any driving or riding actions they take during combat. A character may, with the GM's consent, combine SIMPLE driving or riding actions with other actions, such as firing or reloading. Talk: Talking takes time. This doesn't include simple things like "Look out!", or "Cover me!", but involved statements and conversations. GMs should use their judgment when determining what can or can't be said in three-second combat turns. Skill Use: It is possible to use some non-combat skills in a combat situation. Again, it's up to the GM to adjucate whether or not skill-oriented actions may be accomplished in a combat turn. Wait: This is one of the more complex actions, because it usually throws off the rest of the combat sequence. A character may, simply, wait until something occurs. A character who performs a "Wait" action gives up their current action for the chance to go earlier on the next turn. The player controlling the character MUST give a specific instance that will snap their character out of their vigil. This can be as simple as "when Character B acts", or something more involved, like "when Character C (who's on my side) has made it across the hallway opening, or is hit by enemy gunfire", and so on. The GM and players are warned now that too much waiting creates "voluntary stalemates", particularly among players who powergame and play numbers. If both sides end up just waiting, the GM has the right to force a move, by forcing the lowest-INT player to do something other than Wait (or anything else that would prolong the stalemate). 2: After everyone has declared their actions, the order is reversed, and the highest INT character gets to perform their declared action. The dice are rolled and whatnot to determine success or failure. No damage is applied, nor do things go into effect until everyone has acted. 3: Damage is applied to those who have been hit, the results of successful (or bombed) skill checks is announced, and so on. After everyone has a grip on what the new situation is, the sequence starts over again at 1. Optional Rules: Like just about everything else about System One, there are numerous places where slightly different rules conventions can make things more fun, easier, or complex. Below is a short list of various little options that may interest GMs and/or players. Option One: "Side Initiative". Instead of acting as individuals for declaration and action phases, the highest LDR of each side is taken, and d100 is added to it. The side with the highest total acts as though it had a higher INT in the above sequence, and the players of each side declare as a group. Option Two: "Random Factor". Instead of just using each character's raw INT score, add d100 to it at the beginning of each combat turn, and then use the totals to determine the declaration sequence. Option Three: "Measurable Difference". To reflect the fact that some people are just that much quicker on the draw than others, this Measurable Difference rule may be used. If a character's HEC is 50 points or greater than their opponent's HEC, resolve any damage incurred immediately, instead of waiting for the end of the turn to roll around. This may mean that an opponent doesn't get the chance to return fire at all. Option Four: Every piece of weaponry listed in the genre packs is given a Breakage Number. This is the percent chance that the piece of equipment will NOT break when subjected to harsh conditions. For melee weapons, this check should be made on d100 every time the weapon is used to parry if the opponent misses; likewise the weapon should be tested for breakage if an attack misses and the opponent had parried. The breakage check should also be made when the weapon strikes a hard surface, such as metal (including armor) and stone. For ranged weapons, it should be checked when the weapon is dropped, used on full automatic, used in an environment that would affect the weapon's action (GM's call here), or if it's used to hit something in a melee fashion. Melee & HTH Combat: Melee and HTH (Hand-to-Hand) combat usually takes place when opponents are very close to each other. In this case, the two combatants must be within 1m (which may be altered due to the Size Change powers) of each other to engage in HTH combat. The range at which melee combat occurs depends on the size and range of the weapons being employed. The range of the weapons is added to the character's HTH combat range. If two weapons are being used against each other and they have different ranges, there are modifiers based on that. For every meter distance less than the character's weapon's range, the character attacks at -25%. If a character is only one meter distance greater than the range of their weapon, their attack is at -50%. Farther than one meter, however, the character may only parry, and may not make any attacks until they manage to move closer. The chance of success for a melee or HTH combat attack is based on the attacker's HEC score, plus 5 times their skill level. If the character doesn't have the required skill, their base chance is only one-half their HEC, and it may never be modified over their normal HEC score. There are two types of attacks for HTH combat: the punch and the kick. The punch takes only 1 EF per attempt, and the kick takes 2 EF. Characters with no HTH skills may punch, and do damage as listed under the Streetfighting skill description, but still do not really have any skill, and use one-half their HEC as their base chance to hit, as noted above. This score can be lowered in an effort to increase the character's defense. For every 2% deduction from the character's base chance to hit, the character's opponent suffers a -1% chance to hit the character. For example, a character with an HEC of 50 and Level 2 Long Blade wants to lower their opponent's chance to hit by 15%; the character's chance to hit is lowered to 30% (60%-15%x2), and the opponent is at -15% to hit this character. A character may also channel some points into aiming for specific parts. For every 5% deducted from the character's chance to hit, the character has a 2% chance of hitting a specified body part. If the character scores a hit, but blows this specific part roll, the character still gets to roll on the random hit location table, so the attack may still hit the specified part. Damage is covered separately, below. Unarmed combat versus armed combat is a different matter, since blocking a weapon with your bare hands can be painful. In this case, the rules are the same, except that the tradeoff of chance to hit versus defense is 3 to 1 instead of 2 to 1. If the beweaponed player misses the unarmed, blocking character, but the die roll would have hit had the unarmed character not blocked, the blocking character takes 1/5th the normal damage the weapon would have caused, rounded up in all cases (thus a minimum, usually, of 1 point). This damage is applied to the blocker's left arm, right arm, or both arms (Roll a d6; 1-2: Left arm, 3-4: right arm, 5-6: split evenly over both arms, fractions rounded up). Unfortunately, the same applies to the poor unarmed character attacking a character defending with a weapon. The unarmed attacker takes 1/5th the damage inflicted from the defending weapon, and applies it to whatever limb was being used (roll a d6; on a 1-4, it's the dominant side; on a 5-6, it's the other side; if the attack was a punch, it obviously hits an arm, and a kick would affect the legs). A character may use two or more weapons, one in each hand, and may thus attack more than once per combat turn. A character may hold more than one weapon, and suffer no penalties if only using one weapon for attack at a time, but if the character intends to attack with multiple weapons, they are then subject to the modifiers for using multiple weapons (and for using their off-hand, if applicable) as detailed below, under Ranged Combat. In no case can a character attack more than one character in melee combat at a time, though they may defend against as many as they can "afford" by allocating to-hit percentage points. Ranged Combat: Unless you happen to be playing in an ancient-type genre, much of your combat will involved weapons that attack at range, such as crossbows, muskets, Uzi submachineguns, and L-27R1 laser assault cannons. While ranged combat is more detailed than melee and HTH combat, it is actually simpler, since there aren't as many detailed rules to remember. The base chance to hit with a ranged weapon is the character's HEC, plus 5 times the character's appropriate skill level, or one-half the character's HEC, if they have no skill with the weapon. Like Melee/HTH combat, characters without any skill in a weapon may never have their chance to hit modified to be greater than their HEC. This base chance to hit is simply modified for all the circumstances in which the weapon is being fired. It's that easy. Just run down the list of modifiers and add all that apply. The modifiers for ranged combat are explained below. The first major factor of weapons fire is range. The farther away the target is, the harder it is to hit it. There are four ranges: Short, Medium, Long, and Extreme (also known as the "yeah, right" range). Every weapon has an Range stat. This range is the longest range to qualify for the "Short" range category. Medium range is twice the weapon's Range, Long is twice that, or four times the weapon's Range. Extreme is twice that, or eight times the weapon's Range. Each range category has a certain modifier to hit. Short carries no penalty, but Medium range targets are at -25 to be hit. Long range targets are at -60 to be hit, and Extreme range targets are at -140 to be hit. The modifiers are not easy series like the ranges; this is because at the longer ranges not only is the target harder to hit, but you have to take into account crosswinds, trajectories, weapon inaccuracies, and so on. The next factor is target size. If the target is huge, it's a lot easier to hit. If the target's tiny, it's a lot harder to hit. If the target is one-half man size, the penalty is -10%. Each step down is another -10% to the penalty, in ADDITION to the previous penalties. Thus, something one-quarter man size is a -30% penalty (20%+10%). Something one-eighth man size is a -60% penalty. The opposite goes for larger things. Something twice man size is +10%, four times man size is +30%, and eight times man size is +60%, and so on. This directly correlates to the progression found in the power Size Change. Cover often conveys penalties to hit in many games, but in System One it's ignored, because System One employs Hit Location. If a target is hiding behind something, roll to hit normally, using all applicable modifiers, and then roll on the Hit Location chart. If the part hit is covered, apply the damage to the material being used as protection. If the shot penetrates, it hits the target in that area. No problem. Moving objects are often targets. A target moving up to 5m/turn (slightly faster than average walking speed) may be hit with no penalty. The penalties to hit targets moving faster than that is -1% for every 1m/turn faster than that. Thus, an average person Trotting (8m/turn) is at -3%. An average person Running (16m/turn) is at -11%. Fast moving vehicles become hard to hit quickly, but this penalty is often negated by the fact that most fast moving vehicles are also large. Think of a Mack truck. Consider it about 32 times man size (+150%), and moving at about 50m/turn (about 60 kph, or about 35 mph) (-45%), for a total of +105%--still an easy target! Even at 100m/turn (about 70 mph), the target is at (+150%-95%=) +55%. Aiming allows for more precision than the normal snap fire of normal firefights. The bonus, per turn spent aiming, is +15%. If the target is moving faster than 5m/turn, the bonus is only +10%, and if the aiming character is wounded, they lose ALL their aiming bonus accumulated, where normally they'd only lose half. Some weapons may be fired while moving; these are noted in their descriptions. In general, no weapons may be fired while running or crawling, and most man-portable weapons may be fired while walking, and some while trotting. The weapon descriptions will tell what penalties are incurred from moving and firing. In general, the penalty will be something along the lines of halving the character's base chance to hit (before any modifiers are applied). Some weapons are capable of rapid firing, allowing for more than one shot to be made per turn. When using these weapons, the character may fire more than one shot per turn, but the targets must be the same target or another target very close to the first target. This range is equal to 1/20th the character's HEC, in meters, from the first target. Of course, the character may elect to waste a bullet and "walk" the weapon across and open space to another target. For example, a character (HEC 50) with a machinegun with a ROF (Rate of Fire) of 5 has two targets in front of him, standing 4m apart. He elects to fire two bullets at the first target, move towards the other target, wasting a bullet 2.5m from the first man, and then hitting the second target with the last two bullets. There is a penalty to firing in this manner. Because the character has even less "aim-time" than normal, there is a -20% penalty to hit with a weapon firing more than once per turn. A character may Aim with a rapid fire weapon, but the bonus only applies to the very first shot, but the next shot will be at -15% as normal. Rapid fire weapons are often useful for laying down cover fire or supressive fire. The general concept is that a person sprays an area with bullets, to either prevent people from entering that area, or to attempt to hit as many people as possible. The way to do this is to select an area to cover, in meters. Divide the number of rounds to be fired by this area. The chance of a bullet hitting someone in the area is equal to 30% times the bullet/meter ratio. If the target is aware of the suppressive fire, this chance drops to 20% times the bullet/meter ratio. If the target moves through the area, they must check for a hit at each meter they move through. The number of bullets that hit depend on the to-hit roll. If the chance to hit is 30% per bullet/meter, then for every 30% the roll is made by, one bullet hits. Same goes for 20% situations; one bullet hits per 20% the roll is made by. For example, someone sprays a 2m area with 6 bullets. The chance to hit unaware targets in the area is 90%. If the player rolls a 61 to 90, one bullet hits. If the player rolls a 31 to 60, two bullets hit, and 30 or less indicates all three bullets hit. Obviously, you can't score more hits than bullets. If the character "walks the weapon in", that is, uses his first shot to judge and correct his aim, and then fires again, the character gains a bonus. Every shot made on a single target after the first in this manner is at +5%. This applies to all weapons fire, including rapid fire weapons. The only stipulation is that the character can do nothing else but fire at that single target; the character cannot move around, take cover, duck, or anything. In the example of rapid fire, the first shot on the first man would be at -20%, the second at -15%. Then, since the character moved to another target, they would start at -20% again, and then the last shot would have been at -15%. Had the character kept firing at that target for the whole next turn, the modifiers would be -10%, -5%, +0%, +5%, and +10%. A character firing a weapon with their "off-hand" suffers a -25% penalty to hit. If a player never specifically noted their character's "handedness", it is automatically their right hand. Though it's glorious, and standard cinematic flair, it's next to impossible to accurately use two or more weapons at a time. The penalty to hit with more than one weapon when attacking a single target is -10% for a weapon in the character's usual hand (if the character has bought Ambidexterity, this could apply to more than one hand), and -40% for the weapons in the character's off-hand(s). If the character is trying to hit multiple targets, the "on-hand" penalty is -30%, and the penalty for the character's off-hand is -80%. These modifiers include the penalties for using the off-hand already. Part 6: Damage, Hit Location, & Healing Damage usually occurs to characters as a result of bodily harm, usually from combat situations, although it could also occur as a result of falling into a trap, torture, and stupidity. When damage is inflicted on a acharacter, from combat, or from some random type of occurrence, the character (or attacker) must roll 1d20 on the chart below to determine Hit Location. This determines what bodily part was hit. Hit Location Table: 1: Head (Double Damage) 2-3: Left Arm 4-5: Right Arm 6-12: Torso 13-16: Left Leg 17-20: Right Leg Hits to the head do double damage. Double the damage that is actually applied to the head, however. If the character is wearing a helmet with 5 points of defense, and is hit by a bullet that does 4 points of damage, the character takes NO damage (4-5=-1=0 damage), not 3 points of damage (4x2=8-5=3). The player should record what damage has been inflicted in what area, and then subtract the damage from the character's LP total. When the character's LP score reaches 0, the character begins to die. Between full health and death, however, there are varying states in which the character may linger in disability. If the total damage inflicted on a character is nil, or less than 1/4 of their total LP (rounded), the character suffers no penalties (except for the penalties for the wounded limb(s)). If the total damage inflicted on a character is greater than, or equal to, 1/4 of their total LP, and less than 1/2, they suffer -10% on all skill uses, and all EF costs are doubled. If the total damage inflicted on a character is greater than, or equal to, 1/2 of their total LP, and less than 3/4, they must test for unconsciousness as soon as they reach this state (see later), and will suffer a -25% modifier on all skill uses, and EF costs are tripled. If the total damage inflicted is greater than, or equal to, 3/4 of their total LP, and less than their total LP, the character must make an immediate test for unconsciousness at -50%. Should they remain conscious, they must make an unmodified consciousness check every 30 seconds until stabilized. A -75% penalty is imposed on all skill uses, EF costs are quadrupled, and the character will "bleed" 1 LP every five minutes, until stabilized (see below). If the total damage inflicted is greater than, or equal to, the character LP, and less than their STA/10 (drop fractions), the character is automatically unconscious, and will bleed one LP every minute per point of damage over their LP. For example, a character with 7 LP takes a combined total of 9 points of damage. Since this is 2 greater than their total 7, the character will bleeds 2 LP every minute. The minimum "bleed" rate is 1 LP per minute. If the total damage inflicted is greater than, or equal to, the character's STA/10 (drop fractions), the character is clinically dead. No brain function, no breathing, no pulse. Some genres may be able to revive characters that have reached this point. Unconsciousness Tests: The character makes a percentile roll against their STA score, modified as described. A roll equal to or less than this target score means the character is still conscious. An unconscious character will regain consciousness if one of two things occurs. First, if the character is healed to the point where their damage takes them to a "better level" of health, they may regain consciousness if their new "health level" allows. Secondly, a character may make a STA check modified downward by 10% x (12-h), where h is the number of hours the character has been knocked out. This check may be made once every hour. A character must be stabilized before they may regain consciousness. Stabilization: A character may attempt to stabilize a wounded character, preventing bloodloss. A character with the First Aid skill need only make a skill check, modified downward 10% per point over their maximum LP capacity the character has been wounded. A character without First Aid skill may attempt to stabilize a character, but their chance to succeed is one-half their INT score, and twice the penalty. Example: The character above, with 7 LP and 9 points of damage, needs to be stabilized. The modifier is -20% for characters with the First Aid skill, or -40% for unskilled characters. It is possible for a character to stabilize themselves, but this is an extraordinary event, since if the character is conscious, they must act under the penalties listed for their health condition. Wounds to specific parts of a character's body, however, have varying effects on the character's abilities, based on the amount of damage done. For Head wounds, the skill penalty given for arms applies to all skill use, and the movement penalties for Legs are also in effect. Torso hits incur the penalty(ies) listed for Legs. 0<=Dmg<1/4: Arms: Skills using the wounded arm are at -10%, in addition to any other penalties. Legs: The character may not go faster than a Trot. 1/4<=Dmg<1/2: Arms: -15% to skills using that arm. Legs: The character may not go faster that a Trot. 1/2<=Dmg<3/4: Arms: The character drops whatever that arm is holding. Any skills using that arm are at -2%. Legs: Character may not go faster than a Walking pace. 3/4<=Dmg=LP: The limb is removed, mangled, charred, or otherwise not recoverable. Instant kill if a Head hit. Does not apply to torso hits. Optional Rule: For superheroic games and the like, flying bodies may be in order. To represent the fact that the characters are being hit by powerful forces, characters will get flung around depending on the amount of damage an attack causes. A character will get flung back one meter for every point of damage sustained, whether or not armor absorbs it or not. This unwanted movement can be "saved" against by making a successful STR check, at -5% per point of damage sustained. Failure to save means that the character is flung back so many meters, and hits the ground. Impacting into the ground (or any intervening structures) does damage to the character (and any intervening structures) equal to the number of meters the character was thrown back. If this damage destroys whatever the character was thrown into, the character keeps moving until the number of meters thrown back has been reached. For example, Target Man (STR 55) has been hit by an attack that does 4 points of damage. The STR check is made at -20%, so Target Man has a 35% chance of standing up to the impact. Rolling 66, we find poor Target Man the subject of 4 meters of knockback. One meter behind him, however, is a wall with a structural integrity of 2. Target Man hits the wall, and does the maximum 2 points of damage to the wall, putting a whole in it in the shape of a flailing superhero, and suffers 2 points of damage. Target Man keeps going the rest of the distance, 3 meters, and crashes to the ground, taking 4 points of damage. Let's hope Target Man doesn't give up his day job. Of course, the GM is always at liberty to play with these numbers to make it harder to be flung back, make it less or more damaging, and so on. Size and weight plays a big part of knockback, though, and for every twice normal size and/or mass, the character has a +10% chance to avoid knockback, and the reverse for smaller size and/or mass. Armor: Because losing limbs and dying is a bad thing, many people have designed armor to protect the wearer from harm. As described in the power Armor, there are three aspects of protection: Mental, Physical, and Energy. Most armor that isn't of magical nature, and isn't a result of the Armor power, will only serve as protection from Physical and/or Energy. The purpose of armor is to protect the wearer. In System One, all armor pieces have a defensive strength, either listed in the armor's description, or detailed by the Armor power. When hit by an attack, the damage is rolled as usual, but the armor's defensive strength is subtracted from it. Excess damage is applied to the character. It's that simple Normal Armor (usually) deteriorates as it gets perforated, losing its defensive value when it gets a lot of holes in it. Armor that deteriorates in this way will have an Integrity value associated with it. The armor will lose its defensive strength at a rate of one point per Integrity or fraction thereof, that passes through the armor. For example, an armor with a Physical rating of 5, and an Integrity of 2 gets hit for 8 points of damage. 8-5=3, so 3 points of damage go through to the wearer, and the armor's defensive strength decreases by 2 points to 3 (3/2=1.5=2 points). Armor may be affected different by different kinds of weapons. For this reason, all weapons are given a "type", either Piercing or Blunt (or a percent chance of either). Also for this reason, every type of armor will indicate its effectiveness against such attacks by noting whether or not the armor may be at one-half, or less, stength against those attacks. Healing: Character may heal damage without any outside help, though this normally takes a very long time. The worst damage will take the shortest amount of time to heal. Normally, a wound will heal noticeably rather quickly, but then take longer to fully heal. For this reason, the character will heal 1 point 2 days after having been wounded. The next point will take 4 days, and then next point after that will take 6 days. So a character who has taken 5 opints of damage to their left arm will require 30 days to fully recover, though they'll only be one point down from normal after 20 days. Mutliple injuries to multiple limbs heal at the same time, so a character who has taken 3 points of damage to their right leg as well as 5 points to their left arm will have a fully healed right leg after 12 days, and at that time their arm will also only be down by 2 points. Of course, proper medical attention may speed the recovery time along very quickly. In general, with proper medical attention and plenty of rest and so on, the recovery time is reduced so that the first point will be healed in one day, the second in two days, and so on. If a character is again wounded in the same hit location, just subtract off more damage. The character will have to begin healing at the beginning again, healing one point in the first 2 days, the second in 4 days, and so on. Part 7: Experience & Campaigning This section is more for the GM's benefit than anyone elses. It deals with continuing characters between adventures and improving the characters with experience. Experience Points, or XP, are awarded to the players for successfully completing scenarios and accomplishing goals. The GM should award the players during a break in the action, usually at the end of a playing session, at the end of an adventure, and/or just after a scenario has been finished. The GM should award between 0 and 3 XP, with 1 XP being the average reward. Players who played exceptionally well would get more, and players who did little would receive less; note that the 3 point reward is a HUGE accomplishment, 2 points for a very well played game, 1 point for average play, and 0 points for poor play. The GM is encouraged to assign the XP according to how well the player played, and not how the player succeeded. If the player accomplished his goal by mindlessly slaughtering everything they met, the player should get fewer XP than a player who did not accomplish their goal, but role-played everything out with intelligent (though possibly wrong or misguided) actions. XPs are very very valuable; don't be afraid to keep them from your characters. A GM that gives out too many XPs is going to find a gang of gods really quick. In addition to XP are Improvement Points, or IP. For every successful use of a skill or power, the GM should award the player 1 IP. The GM must decide, however, if the skill use is worthy of an IP. In combat, a player may make lots of successful skill rolls with weaponry, but that doesn't deserve one IP per successful shot. In these cases, the GM should give out 1 IP per scenario, and perhaps extras for really important things. For instance, in a combat-oriented scenario, a player may make 25 successful shots using their Rifle (Projectile) skill, but it doesn't deserve 25 IP. Instead, the player should get 1 IP for the entire scenario. If, during the same scenario, the player uses the same skill to do something special (perhaps carefully aiming at the chain holding up a chandelier, hitting it, and causing it to fall on the group's persuers), then the GM can award an extra IP. If the player succeeds at 25 miraculous skill checks in a single scenario, they may receive 25 IP; just be sure the player has earned it! The big reason for being awarded XP and IP are to improve the character. Though very similar, the two quantities operate in different ways. Experience Points may be spent on anything the player wishes, with the GM's consent. They may be used to improve skills the character already has, or to gain new skills or abilities. The XP may be directly converted into the "points" the point system uses in character creation. The GM, however, has the final say on what can and cannot be purchased with XP. The GM may not allow superheroes to suddenly purchase brand-new powers, perhaps, or may judge that a character would not have been able to realistically gain proficiency with a particular skill. Improvement Points are more restricted, which is why the they are distributed a bit more freely. IPs may ONLY be spent on powers or skill the character already possesses; IPs reflect more the learning and perfecting of a character's talents, which is why they are awarded for actions the character takes, and not just for good roleplaying. IPs are less valuable than XPs, since character may receive so many in a short amount of time. Thus, 25 IPs are required to represent a single point. Part 8: Everything Else This section really covers a lot of other things. Everything you REALLY need to play a good game with System One has been presented, though there are many places which aren't as detailed as they could be. The reason this has been done is to help keep the main body of rules entirely generic, if possible. The kinds of things you'll find in this "mega-section" will apply to MOST games, as opposed to ALL games. You'll find the skeleton rules for vehicles back here, along with the rules for vehicle combat, as well as mass combat rules for miniature wargaming using the System One system. Part 8a: Vehicles & Vehicle Combat All vehicles have a similar profile (except for very large vehicles like starships; they're on a different scale), similar to a character. All vehicles have a STR characteristic, nearly identical to the primary characteristic. All vehicles have a Durability (DUR) score, similar to a character's STA score. All vehicles have an AGL score as well. Vehicles also have Structural Points, SP, similar to a character's LP score, for each component. When using a points system, the STR, DUR, and AGL scores are built up from zero, at cost of 1 point per 5 point increase (optionally; 1d10 point per point spent). Vehicles differ from characters after those basic attributes, however. Vehicles mave movement speeds for various types of travel; Ground, Water, Air, Subterranean, and Teleportation. These speeds are maximum speeds, rated in meters per combat turn, and are bought up from zero using the Running, Swimming, Flight, Digging, and Teleportation powers, respectively. The vehicles also have acceleration and deceleration quantities (except for Teleportation, which is instantaneous); these numbers reflect the highest possible speed change in one combat turn without requiring various checks to keep the vehicle under control, in one piece, etc. A vehicle's acceleration and deceleration scores begin at a base of 1, and may be increased for 1 point per 2m change. Vehicles also have a Mass score, which starts at 500kg, and doubles per size level (see below). Note that the vehicle's DUR replaces a normal character's STA. Vehicles are normally constructed with pieces that are created by the GM, or listed in a genre pack, that will have specific Size Factors (see below) and possibly individual Structural Damage capacities. Likewise, "store-bought" components may have special rules for the placement of various Size Factors, and rules for what happens when the component is destroyed or damaged. The rules for construction below apply in all respects except when dealing with powers and points values. These rules only pertain to balanced campaigns and miniatures combat point values (see below). However, all the rules concerning the creation of hit location tables, etc, affect these "store-bought" vehicles. Vehicles are usually relatively big. A basic vehicle starts with a maximum of 15 Size Factors of space. Vehicles are made larger by buying the Size Change: Larger power, which, to recap, doubles the size and mass, increases the DUR by 4, and STR by 2, and decreases AGL by 4. In the case of vehicles, each size level change also increases the number of Size Factors of space by 15. Thus, a vehicle four times normal size (two size change levels) would have 45 Size Factors of space. A fully detailed vehicle will have several dedicated hit location charts; one for each "side" (Top, Bottom, Port/Left, Starboard/Right, Front, Rear), and will (probably) have varying armor values for each part. Each part has a Size Factor that represents how much space that particular part takes up inside the vehicle, and is used to create balanced hit location charts for the vehicle. In addition, the SP of a component part is equal to the Size Factor of that component. A vehicle may not have more Size Factors of equipment than it has Size Factors of space (see above). The Size Factor attached to a part is usually equal to the PW allocation required by that power. Note that even though the part may have been bought without a PW allocation requirement, it still has a Size Factor attached to it; reducing the PW requirement does NOT affect the Size Factor. Assign a number of each of these Size Factors to the various sides of the vehicle; you may keep the whole lot together, or you may space them out. Do this for all the powers that have a Size Factor. When you're done, you should have six lists, one for each side. There must be at least one element to each list; you cannot have an empty hit location. Sum the total Size Factors applied to each of the sides, and then figure out what percentage of the whole of each side each part takes up. Then create a hit location list based on a d100 (percentile) roll dor each side. Note that it's possible to have very few Size Factors allocated to one side, and yet still have a large chance of hitting that part. For example, let's say we're designing the hit location tables for a "Road Warrior"-type modified vehicle. The car has Running, which means that there are 10 Size Factors for Engine and 2 Size Factors for Steering (see below for details). The car also has a 1d4 Attack with no PW allocation and a range of 40m (value: 17 pts.), which has 2 Size Factors. The vehicle also seats two, which gives 2 Size Factors per seat (pilot and gunner; see below). Now we assign 1 Engine Size factor to each of the sides except top, and the extra 5 points goes on the bottom (where the transmission is). The two steering factors are placed one on the top and one on the front. One Size Factor from each seat goes to the appropriate side, and the extra go to the front (the pilot could be hit from the front or the left, the gunner from the front or the right), and we place all the gun on the top. Now, the front of the vehicle has 4 total Size Factors, so each component would have a 25% chance of being hit; this one's easy; a 01-25, the player decides, is an Engine hit, a 26-50 is a Steering Hit, a 51-75 is a Pilot hit, and a 76-00 is a Gunner hit. The rear of the vehicle has only one Size Factor, for the Engine, so a hit to the rear will always damage the engine. There are special considerations for vehicles. Vehicles need extra equipment to deal with passengers; the space for passengers "costs" 1 point per passenger, and requires two Size Factors for each. For small vehicles, it is suggested that when creating hit location tables that each passenger location be listed separately, although for larger vehicles (perhaps troop transports), a hit to "passenger" generically may be resolved by random determination. Vehicles may use "fuel", and particularly "ammunition". The vehicle's fuel container has a Size Factor equal to 1/10 the number of EFs it holds. The cost is 1 point per 10 EFs. Multiple fuel containers may be bought to represent ammo boxes for various guns, or backup fuel systems. A fuel hit will explode based on the number of EFs remaining in it; the percentage of EFs remaining for the normal "full" total is the chance the fuel will be entirely "wasted" when it's hit; if it doesn't "explode", a number of EFs will be lost due to leakage equal to 5 EFs per point of damage done to the fuel system. For +1 point per 10 EFs, the fuel may be non-volatile, and hits to the fuel system will not have any chance of causing an explosive reaction. Should an explosive reaction occur, one point of damage per 10 EFs remaining at the time of the explosion should be applied to all vehicle parts on that side of the vehicle, and only half the normal armor applied to that side may be used to ward off the explosion. Some Powers do not normally have PW requirements, and thus no Size Factors may be made from them. These powers are listed below, and their Size Factor requirements are explained. Absorption: The Size Factors for Absorption equipment is equal to 1/2 the number of points invested in the equipment. Note that Absorption will only absorb if it's hit; a hit to another part of the vehicle will not be absorbed. Think of Absorption equipment as being large surfaces on the vehicle that absorb the damage, and that hits to other pieces of equipment have gone through an unprotected surface. Armor: Armor is special; see below. Circular Sensing: 5 Size Factors; There must be at least one applied to each Front, Back, Port/Left, and Starboard/Right. Digging: Steering: 2 Size Factors. Engine: 10 Size Factors, of which at least three must be in the Front. Enhanced Sense: 1 Size Factor per Enhanced Sense. Environmental Control: 2 Size Factors per passenger that may use it. Extra Limbs: 1 Size Factor per limb. Flight: Steering: 4 Size Factors. Engine: 8 Size Factors. Heightened Sense: 1 Size Factor per Heightened Sense. Heightened Speed: May not be used for vehicles, though it may be applied to various pieces of equipment (such as rapid-fire guns), in which case the Size Factor is 2. Infravision: 1 Size Factor. Leap: 7 Size Factors, of which at least 3 must be placed on the Bottom. Mind Reading: 1 Size Factor. Morph: 10 Size Factors. Radar: 5 Size Factors. Radio Communication: 2 Size Factors. Reflection: The decision for directed reflection or simple reflection must be made when the vehicle is built; the former requires 2 Size Factors, and the latter only 1. However, in the case of directed reflection, both Size Factors must be kept on the same side; in addition, a hit must actually hit the reflection equipment in order to be reflected. For this reason, Reflection may be bought multiple times; ignore the +10% per 5 points rule; the hit location takes care of that, and hits are reflected 90% of the time, modified downward as previously stated for mutliple hits. Regeneration I: 2 Size Factors. Regeneration I only affects a single component. Regeneration II: 4 Size Factors per component. Regeneration III: 4 Size Factors. Resistance: See Armor, below. Running: Steering: 2 Size Factors. Engine: 10 Size Factors. At least 2 Engine Size Factors must be placed on the bottom of the vehicle. Self-Contained System: 2 Size Factors per passenger that may use the equipment. Size Changes: Aren't explicitly used in vehicle creation. Sonar: Active Sonar only requires 3 Size Factors; Passive Sonar requires 1 Size Factor on every surface. Stretching: 1 Size Factor per meter. Swimming: Steering: 4 Size Factors. Engine: 8 Size Factors. Swinging: 1 Size Factor for every 5m of swinging material contained; must be on the Top of the vehicle. This is assumed to also cover the space for the "gun" that makes the connection (requires a successful ranged weapon attack to make a successful attachment). Tail: 2 Size Factors each, must be on the Rear of the vehicle. Telepathy: 1 Size Factor per 5 points invested. Teleport (Conscious): Navigational Equipment: 4 Size Factors. Teleport Engine: 2 Size Factors. Teleport (Reactive): Hazard Warning System: 6 Size Factors. Teleport Engine: 2 Size Factors. Temporal/Dimensional Travel: 10 Size Factors. Thermal Vision: 2 Size Factors. Ultravision: 1 Size Factor. Wall Walking: Same as Running; the systems are the same, so when the Engine for Running dies, the vehicle may not "Run" or "Wall Walk" either. Water Breathing: 1 Size Factor per passenger so protected. As previously stated, the Stuctural Points of a component is equal to the Size Factors. When damage reduces the SP of a component to zero or less, the component is destroyed and non-functional. For most movement powers, when the steering is destroyed, the vehicle may still accelerate and decelerate, but it may not change course. When the engine is destroyed, the vehicle will decelerate as fast as possible automatically, and then stop. Characters may still steer the slowing vehicle if the steering is still intact. Vehicular Armor: Armor for vehicles is very specialized. Each component of a vehicle may have its own separate armor value, and on top of that, each component side may have different armor values as well. Using the armored car example from earlier, the armor on the pilot's compartment for the Front may different than the armor for the pilot's compartment for the Left side. For 1 point, and no Size Factor allocation, a vehicle may have 5 points of Armor. Like the power, this armor must be dedicated to either Physical, Energy, Mental, or Sensory protection. Unlike the power, it may not be switchable. The cost is doubled for every Size Increase the vehicle has been built with. A vehicle may have a "shield generator" by buying the Armor power with the "wall" option. Vehicle components may be protected by the Resistance power, for normal cost. Resistance must be bought for each component, for each type of Resistance, which gets expensive, but the Resistance covers all of that component, unlike vehicular armor, which only applies to the individual "appearances" of the components on the hit location charts. Optional Rule: A large attack may be forceful enough to flip a vehicle over. If the damage done by an attack, regardless of how much of it gets through defenses, is greater than the vehicle's Mass score, the chance of the vehicle flipping over is 5% per point over the Mass score. Thus, a vehicle with a Mass of 10 (a little over a ton) is hit for 14 points of damage, there is a 20% chance the vehicle will flip over. The GM may modify this for the situation; if the attack hit the top of the vehicle, the chance of flipping is -10%. If the attack hit a side (front, rear, left, or right), that is the shorter part of the rectangular form, the chance of flipping is -5% (on a normal car, this applies to the front and back, for example). If the attack hit the underside, the chance of flipping is +10%. A vehicle that flips does 1d3 points of physical damage to its occupants (0-2, 1d3-1, points if the characters were strapped in), and rolls over 1d4 sides in a random direction (roll 1d4; 1 means rear over front, 2 means front over rear, 3 means left over right, 4 means right over left), doing 1d6 points of damage to each side that the vehicle rolls on. Example: A car flips, and the d4 roll is 2, meaning it rolls over two sides. The next d4 roll is a 3, meaning it rolls left over right. This indicates that the car flips up onto its right side, and the right side takes 1d6 points of damage. The car then rolls onto its roof, and the top side takes 1d6 points of damage. The car comes to a rest on its roof. Vehicle Combat: There are three types of combat involving vehicles: Nonvehicle vs. vehicle, vehicle vs. nonvehicle, and vehicle vs. vehicle. The first type is probably going to be most common. This action is basically the idea of character on foot, or otherwise not in a vehicle, shooting at a moving vehicle. This kind of combat is basically covered in the normal combat rules, using the speed and size modifiers. The second type of vehicle combat is where the characters are in a moving vehicle and firing at targets that are not moving. The character is affected by the speed of the vehicle; their chance to hit is reduced as though their target were moving. If the going is rough, perhaps off-road, or otherwise a bumpy trip, the character's final chance to hit should be halved. A character who is driving and trying to fire at the same time always has their chance to hit halved in addition to any other modifiers applicable. Occasionally a vehicle may be used as a weapon itself, ramming into something or running over something, at the risk of damaging itself. When a vehicle rams something, one of three things can happen: the vehicle may be stopped dead by the object, the object may break away with negligible effects on the vehicle, or the object may break away and have considerable effect on the vehicle. A vehicle can inflict a base number of points of damage equal to 1 per 10m/turn in velocity. If the vehicle has an Attack with no range (such as a row of spikes on the front bumper of a car), then this damage is added, though the damage inflicted by a zero-range physical Attack may never be greater than the damage inflicted as a result of the velocity. For example, an assault hovercraft has a blade lining its front side, a 1d4 attack. It runs into an opposing creature at 20m/turn. The impact does 2 points of damage, and the attack can do no more than 2 points itself. Consider pricking your finger with a pin. If you push the pin slowly against your finger, not much really happens; the pin pushes your finger instead of piercing it. But if you jab it quickly, you'll probably put a hole in your finger. (Kids, don't try this at home!) If it's logically possible, a character about to be nailed by a moving vehicle may try to make an AGL roll to get out of the way at the last moment. The roll should be modified downward by 1 per 1m/turn of velocity the vehicle has. The represents the chance that a person could dive under a truck to avoid it, leaping to the side and out of the way, etc. This is entirely at the GM's discretion, however. The vehicle may also take damage from the collision. The vehicle must make a DUR roll at -5% per point of damage actually taken by the target. This is not necessary for easily displaced objects such as lightweight trash cans, shrubs, and most characters. If the vehicle fails the roll, the player in control must make another unmodified DUR roll. If the second succeeds, the vehicle is slowed a number of m/turn equal to the damage inflicted. If the second roll is failed, or the forced speed change is greater than the vehicle's current speed, the vehicle takes damage itself. If the vehicle is not already at a stop, the vehicle is slowed a number of m/turn equal to the damage inflicted. The side of the vehicle takes a number of points of damage equal to the damage inflicted to every component on the side where the impact occurred. In the case that the vehicle was forced to slow and could not compensate for the entire speed change, the vehicle's impact side suffers 1 point of damage for every m/turn that the vehicle could not compensate for. If the impact failed to destroy the target, the vehicle is forced to 0 m/turn (full stop), and automatically takes damage as though it failed both DUR rolls. Example: A vehicle with a DUR of 75 (pretty tough) attempts to run through a tree (SP 4) at 50 m/turn. The vehicle will inflict 5 points of damage, of which only 4 actually affect the tree (the fifth is wasted; so is the tree). The vehicle has to make a DUR roll at -20% (5% per point of damage actually inflicted on the tree). The roll is an unfortunate 90. It must make a second DUR roll, without modification. This second roll is a nice 07. The vehicle's velocity is reduced 1 m/turn equal to the damage inflicted, so the vehicle is slowed 4 m/turn, down to 46 m/turn. If the second roll had been failed, the vehicle would have been slowed 4 m/turn, and would also have taken a 4-point hit to every component mounted on the front of the vehicle. If the tree had 6 SP, the vehicle would have been stopped (having not been able to destroy the tree), and would automatically take 5 points of damage to all front-mounted components. The tree would have been weakened to 1 SP. Note that damage absorbed by armor ALSO counts as damage inflicted. For instance, if the 4 SP tree was armored (just humor me) with 2 points of physical armor, the vehicle would not have destroyed it, and the vehicle would have to contend with 5 points of damage, even though only 3 actually affected the tree itself. The third type of vehicle combat can be a bit more complex. This type of combat occurs when characters in a moving vehicle are attacking targets in another moving vehicle. In this case, the chance to hit is modified by the relative speeds of each vehicle. If the characters are attacking out of the side of their vehicle, then the relative speed for two vehicle travelling parallel to each other (or nearly parallel) is the speed of the faster vehicle minus the speed of the slower vehicle. If the target is moving perpendicular to the attacking vehicle (that is, moving directly away or towards the side of the attacking vehicle), the relative speed is the speed of the attacking vehicle. If the vehicles are travelling parallel, but in opposite directions, the two speeds are added together. If the characters are firing out of the front or back of their vehicle at a target moving parallel and towards or away from the attacking vehicle, the relative velocity for purposes of determining the attacker's modifier to hit is one-half the difference between the two vehicle's speeds. If the target vehicle is cutting across the attacker's path, the modifier is equal to the speed of the target vehicle. Vehicles slamming into vehicles work in a way similar to the previous set of collision rules. A relative speed, as described above, is calculated to determine the damage a vehicle may cause its target. A vehicle may push another out of the way (suffering no damage) if the vehicle's mass is at least 10 times the mass of the target vehicle. The GM will have to arbitrate some occurences; a motorcycle is not going to do appreciable damage to a semi, and it's going to get slaughtered in the process. Part 8b: System One Miniatures Combat The following mass combat system has been designed to fill two things. First, it should present a good miniatures combat system that has a generic basis to it, so that the same rules may be applied to many different genres, and still maintain a nice balance via the points system. Secondly, it will allow a GM to set up a large-scale battle and still allow the players to roleplay their character's actions on the battlefield. Instead of rolling thousands of d100s, large combat situations may be handled quickly and efficiently with these rules. Note here and now, however, that there is one major thing to think about. Because the miniatures combat system is designed to allow for easy deployment of large forces, individuals are somewhat simplistic. In most cases, an individual who suffers a hit in combat is removed from play. Hit locations do not enter the game; can you imagine trying to record the damage to individual hit locations for even just twenty troops? Along the same lines, groups of figures are designed identically, particularly if they're in the same squad. Then there's no problem in remembering who's got what ("He's the guy with the flamethrower." "I thought he had the shotgun" etc...) An important aspect in miniatures combat is game balance, although this is more important for pure one-shot miniatures combat than anything else. The best games are fought between very evenly-matched sides, with the outcome almost entirely dependent on skill and tactics (and of course luck) than of superior forces. For this reason, every character on the battlefield, and indeed, every piece of equipment on the battlefield, has a points value attached to it. The sum of all the points values of all the equipment and personnel on one side should equal (or be very very close to) the other side. Player characters from a current roleplaying campaign will need to be "re-tallied" to calculate their battlefield value, and will need some very simple conversions to the simplified character form described below. Every model on the battlefield has a set of characteristics that describe how that model interacts in the game world, very similar to the player character's set of attributes. In fact, they're identical. Every miniature should have a STR, AGL, STA, INT, PER, ATT, HEC, LDR, LP, PW,and EF score. Most miniatures will have a running speed, and a few skills and possibly powers and/or mutations. Everything used on in the miniatures combat system is built from ground zero from points. Nothing goes without the expenditure of points. For this reason, all models start the game at absolute zero in EVERYTHING. They have no intelligence, no strength, no running ability, nothing. However, building up these characters is very simple. They're built in almost the exact same way normal PCs are built. There are several differences between normal PC characteristics and those used for miniatures combat. Most obviously perhaps is that instead of a scale of 0 to 100, miniatures are simplified to a scale of 0 to 20 (of course super characters may always go over the maximums), directly convertable by dividing the normal score by 5 (LP, PW, and EF remain the same, however). In addition, real thought should be given to the skills purchased for the character; a battlefield personality may have the Accounting skill, but they will never get a chance to use it, and it becomes a waste of points. Equipment is described in terms of the powers that represent its function. Guns are valued by the Attack power; flak vests are given points values by "building" them with the Armor power. Samples of this may be found in the appropriate genre packs. Note that this equipment will usually be simplified. Thus, instead of having separate weapons for "short sword", "medium sword", and "long sword", there may just be "sword", or even "single-hand bladed weapon". Equipment lists can't be directly converted since they are not always based on powers, and often have properties that can't effectively be described by the power list. All those involved in a game of miniatures combat should agree on the armies of each side. This will avoid a player creating a "ultimate fighting man" that is untouchable by everything the other side has. Building Armies: To create a character for use in a battle, the player "buys up" all the stats for the model, all the primary attributes (STR, AGL, STA, INT, ATT, PER, HEC, LDR) at a cost of 1 point per 5 percentage points given the character. The limits are the same as a normal PC; minimum of 15 and maximum of 90, unless the genre (and all those involved in the game) agree otherwise. The player generates the secondary characteristics (LP, PW, and EF) as normal, and then go on to check for mutations, pick powers, and skills, all the same as normal. Remember to give the character some mobility by buying some Running! When the character is completed in this fashion, divide all the primary characteristics by 5 (rounding fractions). The model may only move at trotting speed (1/2 maximum speed) during combat, so it may be a good idea to calculate this number now. This movement score is further divided by 2 simply because one tabletop inch equals 2 meters. The character's LP, PW, and EF remain the same. For the most part, an "average" soldier will NOT have any powers (except powers like "Running" and "Leaping") or mutations, and probably only a few skills that the character would have normally (some ranged weapon skills, probably some melee skills as well). There are a few extra things that a battlefield character may have to improve or degrade their value. A model may have a fear of something (see Fear, under Psychology, below) for a reduction in points value of 2 points, provided the feared object is relatively common; the bonus is only 1 point otherwise (GM's call). A model that is not affected by unit coherency rules (see below) costs 3 points more than normal. Most "personalities", such as generals and so on, should have this ability. A model that may become enraged at the sight of something (see Rage, under Psychology, below) for an added cost of 2 points, provided the object of rage is relatively common; the cost is only 1 point if otherwise (GM's call). The character may then be outfitted with equipment; usually at least one weapon and some armor. Remember to add the cost of the character's equipment to its total cost. Voila, a character is born. This does NOT have to be done for every character on the playing field. In general, simple army units will be equally equipped, so once you've got one character drawn up, the same stats apply to all the other characters in the unit. Even if the characters aren't all equipped the same, they will probably have identical characteristics, and probably some uniform armor and standard weaponry, so you can just note which models have the "extra" equipment, multiply the cost of one trooper by the number of troopers in the unit, and then just add in the extra one or two items of extra equipment. Quick and easy. You'll find that after some practice, creating characters like this is relatively easy, since there's no real dice rolling, and most characters are "cannon fodder" anyway, so in-depth designing is not required. Plus, most of the equipment a unit may use will have already been designed and valued, so you don't have to perform the calculations each time. Most models are organized into fighting units. A model that does not have to co-ordinate with at least one other model (ie. is affected by unit coherency rules) costs +3 points each. Unit coherency is the term applied to the idea that members of a unit must stay resonably close to allow for communication among its members. A model within a unit must stay within a number of meters to another member of the same unit equal to 1/10th the model's INT score, rounded appropriately. Thus, a model in a unit with an INT of 55 must stay within 6 meters, or 3 inches, of another squad member. If, due to casualties, models find themselves detached from the remainder of the group, the largest body of models must remain stationary (the GM may allow the player to move the models to nearby cover, but the "sub-unit's" movement should be very limited) while the "stragglers" move back to within their unit coherency range. Models with the Radio Communication power may double their unit coherency distance, provided all the models within the unit are so empowered. Notes on Powers: Certain powers work differently within the miniatures combat system, due to some of the basic changes of the combat system. Most notably, Regeneration II and Teleportation (Reactive) are modified to suit the system. A character with Regeneration II may make a saving roll against death when hit by rolling less than their STA, minus damage, plus armor, on a d20. A character with Reactive Teleport must make an INT roll on a d20 to teleport from danger. Miniatures Combat: Rule One: One tabletop inch equals two meters. Now that each side has complete (and hopefully balanced) armies, combat may commence. The game proceeds in turns, with one side moving, and then the other. When it's a side's turn, they go through a sequence of steps to complete their "move". The turn order is: Movement Ranged Weapons Combat Powers Combat HTH/Melee Weapons Combat Non-Offensive Powers Phase Psychology Each phase will be dealt with separately, and in detail. Movement Phase: During a side's Movement Phase, each model may be moved up to one-quarter their maximum movement speed (walking pace). Turning is governed in a simpler form of the normal rules. A model moving their maximum allotted distance may make one 45 degree turn. For every extra 45 degree turn made, the character must "spend" one quarter of their total movement. Thus, a normal human (16m/turn Running) can move 1 inch (2m) and turn completely around (having given up three-quarters their entire movement, they gain 135 more degrees of turning, plus their free 45 degree turn, for a total 180 degree turnaround). Vehicles are slightly different. Vehicles continue to move regardless of its steering, so a vehicle may make a number of evenly spaced turns equal to 5 minus each quarter of its full movement the vehicle is moving. Thus, if a vehicle with a top speed of 20 inches per turn is only moving 10 inches, it may make 3 turns, between each turn there being 3 inches (10 inches divided by 3). Ranged Weapons Combat: During this phase, any number of the side's characters that are armed with weapons that operate at a range may make attack rolls. A successful hit is made if the player rolls the model's HEC score or less on a d20, modified for range, cover, etc. The chance to hit is modified upward one point per level of skill with the weapon being fired. There are only two ranges in miniatures combat; short and long. Short range is point blank to the range of the weapon. Long range extends from there to twice the range of the weapon. Long range is a -5 penalty to hit. A model that is prone on the ground, or taking the cover of bushes, walls, or whatever, is at -3 to be hit. Firing at a small target is at -2 per size level, and firing at a large target is at +2 per size level. Some weapons also confer bonuses or penalties to hit due to their design. For rules on damage and death, see below. Powers Combat: During this phase, any attacks made using things that are specifically powers would go now. This would include offensive magic spells, a superhero's death blast, and/or a psionicist's mental zaps. HTH/Melee Combat: During this phase, all the models in base-to-base contact with an enemy model may make a HTH or melee attack. The basic chance to hit is again the character's HEC score or less on a d20, plus one point per level of skill the attacker has. This is reduced, however, by one point per level of skill the defender has. For information on death and destruction, see below. Non-Offensive Powers Phase: This is the phase in which just about everything else not covered by the above phases comes into play. Necromancers who want to raise skeletons from the ground would do so now; psionicists who want to mentally armor themselves would perform that action during this phase as well. The general rule is that no power used in this phase may directly affect in any way the opposing side's forces. Psychology: This is where the player takes stock of everything that has happened during the previous phases. A unit who has lost one half (or more) of what they started with at the beginning of the turn must make a successful LDR roll on a d20 (use the highest of the group), or will be forced to retreat, whereupon they must move at full speed away from any adversaries during subsequent movement phases, and may not act in any other phase. Units so affected are considered to be in a "state of retreat". Once retreating unit leave the game table, they are lost and may not return later. Retreating units may make a LDR roll to reclaim their sensibilities during the Psychology phase. A successful "rally" means that the unit may move and act normally in subsequent turns. A unit that comes into visual contact of a ferocious opponent may be affected by their mental fears. When a model comes within 12" of an opponent or object that it fears, the models so affected must make a PER roll to keep cool. The models must make this roll every turn in which they are within 12" of the fearsome object. Failing the roll requires a test for retreat. If this second test is successful, the models are frightened, and will not advance on the feared object, but may otherwise act normally. The models may make PER rolls each turn to overcome their fear. If the second, retreating roll is failed, the unit goes into a state of retreat, and must first overcome that psychological disadvantage before trying to overcome their fear again. A unit that comes into visual contact (12") of something that enrages them may go into a "state of rage". Units so affected must always move towards their object of rage without deviation. They may attack nothing else. A unit may save against this uncontrollable urge with a LDR roll, although unlike the other psychological tests, the roll may be made at the player's discretion; if the player wants their unit in a state of rage, they may elect to allow it, in which case no LDR roll is made, and the unit is automatically considered in a state of rage. That's it. The turn is half over; a turn is truly complete when all sides involved have gone through the phase sequence. Death & Destruction: To keep things simple (and to avoid large amounts of paperwork), every living trooper on the battlefield has only one "real" LP. One point of damage is all that's needed to destroy and obliterate (or at least, remove from the battle) an opponent. A model, however, almost always has a chance to "save" against death. When a model is hit for damage, the player controlling the model rolls a d20. If the score is equal to or less than the model's LP+applicable armor-damage caused, the character is still alive enough to participate in the battle. For example, a model with 4 point armor and 8 LP is hit for a good 6 points of damage. The player must roll a (8+4-6=) 6 or less on a d20 to save. Failure means the model is wounded and may not participate in the rest of the battle. There is one exception to this: Medics. Medics can save a battle. The term "medic" is applied to any character in an army that has First Aid skills, and possibly Medical Treatment (Standard). In these cases, wounded models are placed (carefully) on their sides when they are hit and have failed their save against death. If a medic-type model moves to base-to-base contact with the fallen soldier in the next Movement Phase, the medic may make an INT roll, modified upward 1 point per level of First Aid and 2 points per level of Medical Treatment (Standard), and downward by one point per point the death save was missed by. Using the previous example, perhaps the player goofed his roll by rolling a 14, missing the required 6 by 8 points. The player manages to get a medic with Level 2 First Aid and Level 1 Medical Treatment (Standard), and an INT of 11. The chance for the medic to succeed in the "revivication" is (11+2+2-8=) 7 or less on a d20. Failure means the model is in fact dead. This revivication roll is made in the Non-Offensive Powers phase, so a fallen model will always have missed a whole turn. Medics may attempt to heal themselves, but their chance of success is only one point per level of First Aid, minus the amount the death save was missed by; the medic in the example above would only have a 1 in 20 chance of surviving if the death save was blown by only one point. It's sufficient to say that medics cannot usually heal themselves. Use of Powers and EF Expenditure: A character may not recover EFs back after using them, unless they spend a complete turn motionless, and not participating in any way. If they are still alive in the psychology phase, they may recover 5 EFs. Characters with the Regeneration III power may regenerate the normal 5 EFs, plus 1 EF per point invested in Regeneration III. (Basically, recovery is five times normal recovery). Note that EFs are NOT expended for movement UNLESS the movement is the result of some unnatural cause; if the characters are mutants with wings, flight costs nothing, but if the character is a wizard with a Flight Spell, the wizard must pay the price. PW must be allocated as normal in the RPG. A character's PW score should only reflect the character's ability to handle powers, however, placing a cap on the strength of the powers employed. Designing Weapons & Equipment: Weapons and equipment may be created using the powers listed for the normal RPG; remember that some may not have serious battlefield consequences (like Postcognition) and would probably be a waste of points. Remember that powers usually have an EF and PW cost to them; it would be realistic to reduce these both to zero when creating normal weapons, although they may of course be left when creating magical weapons or artifacts. The PW cost may be left, however, to represent the consumption of concentration when using the weapon. Just be sure that the models that you equip with the weapons have the PW to use them! Vehicles: Vehicles are designed in exactly the same way as in the normal RPG. The "building point" used in vehicle construction there are on the same scale as the point system for the miniatures combat system. And those are the rules for miniatures combat. Any extra details that would depend on the genre may be found in the appropriate genre packs, or you are always invited to create your own special rules.