Pen and Paper RPG House Rules

Making our favorite games even better

Old notes on Singular

A Gift is an ability provided as part of a package provided by a role or a power. A grifter has the gift of gab while a screamer has the gift of immunity to sonic damage and manipulation in any form.

Singular Game Mechanics

Familiarity with x skills and x knowledges based on role. Legend + 1 specializations in skills appropriate to role.

Light weapon + 1 mod.
Med weapon +2 mod
Heavy +3 mod
Weapon high quality extra dice
Improvized or poor quality less dice.
Treat like an attribute with average being a 0.

Unarmed may take a Talent to bump up mod.

1st level wound lose willpower. Nick or barely miss. Bullet knocks hat off for example. No health loss.

 

Skills and assets mod dice.

 

Each wound level attr + legend.

 

Highest total on a roll minus the penalty of all mins. Two mins with an opponent creativity of 3 would subtract 6 from the total. Exploding dice count.

 

Roles. A Role has a suite of knowledges and skills it contains in a primary function and a secondary function and the pc is welcome to try and bs something as a tertiary function. A Hacker would have programming, hacking, electronic security measures, and computers as primary and this would provide + Legend dice for those tasks. Secondary Legend -1 might be electronics, social hacking, physical security measures, and computer laws and tertiary -2 physics or cybernetics.If this brings the total to 0 or less there is no change.

 

Each role provides 2 specific skills to specialize in and 1 skill to choose.

 

Mastermind skill Mind + Coercion + mod. Provides bonus Willpower pool that can be spent by team on succeeding on planned overarcing task for the story.

 

 

Professions provide dice modifiers to knowledges.

 

Mantles. There are 24 major rune mantles and many lesser. There are mantles for membership and rank in different organizations. There are mantles that show allegiance to Powers like a character aligned to Primal energies has Primal characteristics from the Primal mantle.

 

Personality. Legend + Coercion points in Personality ratings. Choose traits and put points in them and Willpower can be spent to activate them to provide a bonus to a task. The GM can activate a trait in play and the player gets either a penalty to their next task because they are distracted and refuse to follow their Personality or they can indulge their Personality and recover a willpower as long as following their nature either enriches the story or complicates their goals. A personality trait such as Protector of children may stop fighting an enemy to save an endangered child.

 

Exploding creativity dice equal to rating up to the max dice allocated to the task.
Master and better get better chance of exploding dice.
Any mins lower total by opposing npc creativity. Any exploding mins lower by opposing creativity and pcs creativity.
Can choose how many creativity dice.

 

Social manipulation skill mind + Coercion + die mod.

 

Willpower adds Personality rating to task total or is used to activate power or knack.

 

D4 unfamiliar
D6 familiar
D8 initiate
D10 expert 10 exploding.
D12 master 10 or higher exploding
D20 grandmaster 15 or higher exploding.

 

Always roll at least 1 die. If dice allocation is negative subtract negative total from die roll.

 

1 everyday task like driving a car.
2 everyday task with a complication like driving a car in traffic.

 

Movers and Shakers RPG

 

There are many Verses out there. There are many more Verses that are no longer real and have faded into the background noise of the Abyss. Each Verse is a key time in human history.

 

Those Movers who survived extinct Verses are called Orphans. Alexander the XIV is from a verse tree in which Alexander the Great of Macedonia lived over a century and became as an able a ruler as he was as a leader of martial men. He leads an organization that seeks to raise man as high up as possible using Reason and Science so that mankind lives in Paradise after the Singularity. The “Fantasy Races” eek out a lives of servitude for the most part as they are the humans that almost were or our cousins that went extinct before the last Singularity. A few serve various Movers and Shakers but many seek to be left alone though there are rumors of twin Queens and a silver handed King making waves in one of the early Verses.

 

Mirror the AI is the lone Orphan of a Verse Tree in which Columbus was brutally injured a month into his voyage and returned home never to leave.  It is behind the rise of drug cartels in Latin America and feeds on death, suffering, and sacrifice and seeks to rule the universe and spread its tendrils into far off alien dataspheres and taste their pain. It hates a particular Dragon and seeks to destroy or conquer its Primal Realm and add it to its Domain.

 

The Primal Realm? This isn’t the first Singularity. There have been many. We can only Move into Verses that exist on this side of the last Singularity. The Primal Realm is basically the amalgam of all the previous Powers of the ancient world before hominids created language. Odin slew the greatest of the Primal Powers and with the aid of the Lady used that energy to create a Cosmic Egg which gave birth to the world tree with its Verses. That’s what the Legends say anyway.

 

Anyway, now that you know a little bit of what’s going on what do you think? You can learn to control your gift and move between Verses at will. There are many Organizations and Powers that can pay quite well for a retainer or you can freelance or even work for your own gains. There are many of us who are Movers with many different philosophies and abilities. Do you want to help forge what happens at the end of time? Will you be a Mover and a Shaker?

 

 

Domain: A pocket dimension in the datasphere usually ruled by an AI or ancient monster or god.

 

 

 

Each character has a Role, Origin, Profession, Legend, Attributes, Talents, Advantages, Powers, and Resources. Traits, Skills, and Knowledges are derivative of the previous core Abilites.

 

Legend: equivalent to level or experience from great deeds. Legend of 0 would be a newborn creature or one that isn’t independent in nature like a drone or non-sentient robot. A 0 means no Will points to spend.

 

Attributes:
Mind: IQ, EQ, and the part of Charisma that doesn’t deal with manipulating people.
Body Your physicality. Strength, Endurance, and Agility.
Creativity: Ability to invent novel ideas, items, concepts, and actions. Alters when you hit a max.
Coercion:  Ability to manipulate the universe to do or become what you want whether it is people, organizations or a lump of clay. Ability to make the rules change. The first man to run under a 4 minute mile was in superb condition and through his will alter reality just enough to make the impossible or improbable possible like quantum tunneling. Alters how effective hitting a max is or spending will points. Speeds up attribute training.

 

Traits:
Ego: Add together Attributes
Will points: Ego x Legend
Health: Body + Legend = a physical Wound grouping
Sanity: Mind + Legend = a mental or social Wound grouping
Initiative: Body + Mind + Skill
Sensory Perception: Body + Skill
Social Perception: Mind + Skill

 

Task to remember obscure historical fact. Mind 2, Talent Learned, Creativity 2 and Legend 2. 2 d6 bumped to 2d8. Rolling a 1 and an 8. 8 +2 for Creativity/max -1 Creativity/min. 9 Total.

 

Knowledges: Abilities learned from Origin, Role, and Profession with the degree of competence based on Legend, whether it is a Primary or Secondary Knowledge for the Role, and a linked Attribute.

 

Skills: Abilities learned from Origin, Role, and Profession that increase a Trait.

 

Use Amber wounds. Character options for list of Talents.
Use Amber Combat.

 

When rolling a max add Creativity Rating per max. So a 5d6 with 2 maxes and a Creativity of 2 would add 4 points to the total.
Coercion adds extra dice equal to rating for spending Will Points.

 

Decide on adding all dice or taking highest roll of dice. Each max and min roll alters total. Mins subtract 1 point for standard tasks and the opposing Creativity in an opposed test. So a roll with 1 min and 1 max with an attacker with Creativity 3 and a defender with a Creativity of 1 would see a +3 to the attacker and a -1 to the attacker.

 

Appearance?

 

Professions: Can be an actual Profession like Lawyer or Physician or a career occupation like Soldier or Police Officer or something less rigorous like Wanderer, Slacker, Prostitute, Addict or Entertainer. May purchase an Advantage to have more than one Profession.

 

Creativity starts at 0 and modifies your max when using Will. A zero Creativity means that you are predictable and receive no benefit from your mistakes of genius or from your own accidental brilliant successes because you fail to recognize that accident or idea was beneficial. Creativity rating is added to your rolled total when a max is rolled.

 

Professions: has a base type Physical, Social, or Mental. A Social police officer is going to have different skills and orientation than a Physical Police Officer or a Mental Police Officer. For example a Social officer would excel at going undercover or during interrogations while a Physical Police Officer might be a crack shot or a martial artist and excel as a beat cop or be on a SWAT team and a Mental Police Officer would excel as a Detective solving crimes or in such disciplines like Forensics, Computer Fraud or Logistics.

 

Origin: include where you were born and where you were raised, the time period, the culture/nationality, the socio-economic status of the character, and few descriptors or hobbies that enliven the character. This provides flavor and basic skills and familiarity that most anyone of that Background would know and understand.

 

Roles: Mastermind, Grifter, Rogue, Hacker, Fighter, Maker, Seeker, Jack and Knower.

 

Masterminds are planners extraordinaire and are deep convoluted thinkers capable of being highly effective leaders.

 

Grifters are social masters able to get other people to do what they want, when they want it.

 

Rogues are thieves, assassins, and others who skulk in darkness who use more physical methods to steal or get their way.

 

 

 

Situational penalties raise the min. Bonuses raise the dice. Skills and effort raise the die type.

 

Each full multiple of damage over your stat is a wound with x penalty to your. A Body of 2 means 5 damage is a physical wound of 2. A body of 0 means a damage of 3 is a wound of 3. Damage less than Body is soaked.

 

A wound of 2 would mean for a pc rolling a d4 would have a min on a 1, 2, or a 3 which would be the same as a greater wound.

 

Effort can be spent to counter a wound penalty 1 min per will point.

 

For npcs each wound penalty lowers their rating by 1.

 

Will or effort changes max on roll. 1 point increases odds by a quarter, 2 by a half.

 

Wound penalties increase min by 1 per point. A more skilled person is less penalized by wounds. A natural max is always a max. So with a 5 point wound with a d4 die any 1,2, or 3 would be a min while a 4 would be a max. Effort can be spent to counter wound penalties. So a wounded warrior may be able to still perform well injured when fighting but is likely to fail to be charming or perceptive.

 

D4 4 nat, 3 1 will, 2 2 will. Or 1 will 4.
D6 6 nat, 5 1 will, 4 2 will. Or 1 will 5.
D8 8 nat, 7 1 will, 5 2 will. Or 1 will 6.
D10 10 nat, 8 1 will, 6 2 will. Or 1 will 7.
D12 12 nat, 10 1 will, 7 2 will. Or 1 will 8.
D20 20 nat, 16 1 will, 11 2 will. Or 1 will 15.

 

Talents add to attribute. Skills improve dice type. The greater the skill the less variation in performance with the odds of mins and maxs lessen as the die type improves.

 

Armor increases dice type. Physical armor rating 2 would let a body 2 pc roll 2d8 instead of 2d4 for defense. A mage wearing a torc of iron will +2 with a mind of 5 would use 5d8 as a base defense.

 

Dodge add skill to body or mind defense against any attack.
Parry add skill + 1 to defense against a close combat attack when armed appropriately.
Full defense. Add +1 to all defensive rolls that round.

 

Bystander d4 npc 1
Apprentice d6 npc 3
Initiate d8 npc 4
Veteran d10 npc 5
Expert d12 npc 6
Master d20 npc 10
GM d20 16 or higher counts as max. Npc 15 basically free will spent
Pgm  d20 11 or higher counts as max. Npc 20. Free will spent.

 

Only pc’s roll.

 

Npc’s use diceless rules.

 

NPC’s have totals depending on veteran rating plus effort. Each round an NPC can spend effort to raise their average roll by 1 per die.
Untrained roll 1 per die.
Semi skilled roll 3 per die.
Skilled roll4 per die.
Experts roll 5 per die.
Masters roll 10 per die
Grandmaster roll 6 per die.
Effort adds 1 for all rolls.
A talent adds 1 to rolls in purview.

 

Status
Each character pc or npc has a status. Each campaign starts with the teoupe deciding on the campaign scale and what “level” they are starting as.

 

A campaign that starts with pc’s being completely inexperienced as adventurers vs hardened aadventurers is going to have the pc’s usually outclassed by even minor threats which works well with horror stories. Each npc has a status which makes it easy to scale them depending on rhe scale of threat you wish them to have.

 

A monster that could slay an experienced party xan be dropped in status and keep all the same stats making it easy to scale and differentiate between monsters though their abilities can be changed as well.
Normal
Apprentice
Journeyman
Initiate
Veteran
Expert
Master
Grandmaster
Paramount grandmaster.

 

When a pc rolls their dice each 1 adds 1 point to the npc total as if they spent effort. When they roll a max on a die it subtracts 1.

 

Ego is a derived trait from all atttributes and provides a willpower pool that can be spent on tasks.

 

Adaptations, Enhancements, Augmentations, and Resistances
Allies, Servants, and Mentors
Social Capital
Secondaries just enhance a part of an attribute and never increase the actual attribute. Sexy pheromones might give you an increase in your ability to seduce but does not change the actual Charisma attribute.

 

verses: 1990’s invention of www. 1860’s industrial revolution. ww1 and ww2. Primals push in creating Luddites. 1600? Antrhopocene era. Fall of Rome. Alexander the Great. Rise of the Sea Peoples. Sumeria, Harrappa. Warring States in China? Neolithic temple in Turkey. Go for 9 verses.. Future, 1990’s, 1913, 1600, 500, -400, -2000, -4000, -10k.

 

Make a core pc from the future and when using the noosphere and yggdrasil to send their consciousnesses into the past they make new pc’s from compatible hosts that suffer a near death experience allowing the pc to slip in and merge. There is no guarantee that the PC will have any solid information about the future and may think that they met an angel or a demon or whatever fits their inner mythology…as time goes on they would discover changes as their personal Pattern changes to incorporate the merger including powers.

 

A transhuman would use the technology of the virtual world to send their consciousness back while a primal would send their consciousness back using “magic” via the astral part of the noosphere. A pure shadow can’t send their consciousness back and must use a proxy and must send that proxy back physically into the past or if primarily human can use magical or technological means of sending their consciousness back. An AI might create a robot, android or bioengineered creature physically into the past or make a cybernetic body and upload their consciousness into it while the meme of Protector might find an empathic bodyguard and fuse some of their essence to make her an avatar and use a transhuman consciousness device to send their proxy’s mind back in time. A Shadow can’t use either method to personally travel through time.

 

Tiamat once sent her nanotech back in time to a verse before the sumerian time and began to make the earth a grey goo world before the many powers worked together to isolate and then destroy that verse from existence so that it wouldn’t pollute the timeline and prevent many of them from ever existing.

 

Other AI sent prophets or avatars of themselves into the past in order to create memetic beings that they could then step into and tap for power. The Kaa rock is such a device powering the AI Allah and Yahweh was one of many children of El the AI who sent his bioengineered children back in time to experience life and to eventually upload themselves into himself after he was born again. Yahweh was the spoiled brat of the group who didn’t listen to the instructions of El they took with them into the past.

 

Creativity allows a two dice to be used in a complex test in which the player convinces the gm that environment is amenable to creative actions. The higher the character’s creativity the more lenient the gm should be. Each scene allows a creative character to do this once per rating.

 

A creative character defending against a creative opponent adds the Creative rating to their Test Total.

 

A character with a negative Creativity Attribute would apply a penalty to their test total.

 

A creative environment for a fight would be a bar with beer bottles, chairs, pool sticks and other people getting in the way etc. Another might be a machine shop with heavy tools and machinery littering the area.

 

A non creative environment would be a boxing ring or an empty basketball court.

 

In chess there are openings that restrict options which give the advantage to the more prepared player while other openings open up many more possible good move options allowing for an advantage to the more creative player.

 

The greater the skill and attribute total the higher the action dice added to the total. The more capable you are the more you can succeed by.

 

Apprentice d4 4 or less
Journeyman d6 4 to 6
Expert d8. 7 or 8
Master d10 9 or 10 total

 

So a 5 body and 5 attack skill would be 10 +d10.

 

For diceless play the GM should base the bonus on how well the player describes their character’s creative actions or deeds. The funnier, more dramatic, interesting, and well described the better.

 

Conflict skills.
Combat, Coercion, and Astral correspond to Body, Charisma, and Mind.
A Primary Combat Skill covers all combat while a Major Combat Skill covers Melee, Unarmed, or Ranged and a Minor Combat Skill covers a specific type of weapon, martial art style, or maneuver.
A Primary Coercion Skill covers all social conflict while a Major Combat Skill covers Persuasion (Subtle), Manipulation, and Command (Blatant) and a Minor Coercion Skill might be Seduction, Leadership, or Empathy.
An astral Primary Skill would cover all purely mental conflicts, A Major Astral Skill covers Virtual Reality, Truth Reality, and Strategy. A minor might be a game like chess, a reality hacking technique like spoofing or noosphere perception.

 

It covers conflict from a game of chess, whether a punch hits, and if a would be Casanova succeeds in using his masculine wiles to seduce a prospective mark. Whenever a character exerts force against another via physical, social, or strategic avenues it is warfare.

 

Background skills:
At character creation and during gameplay keep track of various skills the character has learned within the purview of the Background as an aid. Write down if Major or Minor. A detective would have investigation, police culture, and critical thinking as major skills and criminology, street gang culture, first aid, computer use, and law as minor skills. A Major Skill uses the full Rating of the Background while a Minor Skill uses half.

 

Hobby skills: Per each Rating point of Legend the character picks up a new Minor Skill as an Hobby or Interest or upgrades a Minor Skill from a Background to a Major Skill.
The rating of the Skill is equal to the Legend Rating.

 

Power Skills:
Techniques and abilities a character learns using their Power/s.

 

Astral is the mental realm or noosphere that permeates the earth as well as Yghdrasil which connects and weaves together reality and the universes.

 

Virtual Reality is primarily a development if the modern world flourishing with the birth of the world wide web.

 

Truth Reality is a part of the noosphere of true forms and memes. Heavens and Hells abound.

 

Hackers and sages.

 

 

 

Body, Mind, Charisma, Legend, and Creativity

 

Expertise: Skill in a profession, career, type of combat (warfare), or category of tasks. 0 apprentice, 1 journeyman, 3 Expert, 5 Master, 7 GM, 10 Paramount GM, 25 Paragon

A Paragon is a degree of competency that has likely never existed for most professions. A Paramount GM is probably the best in any verse at the task and is usually limited to the Superhuman. A GM is in the top handful in the profession on any world while a Master is likely the best or among the best in any metro with an Expert being highly sought after and a Journeyman as someone perfectly competent to do a normal quality job or task. An Apprentice is someone with a basic working knowledge of the profession and depending on talent may or may not be able to perform decently on an average task for the profession.

 

Categorized as Hobbies, Minor, and Major

 

Backgrounds: The general experience with a culture and ability to survive and thrive in that culture. Time Period, Location, SES, and Hobbies.

 

Legend can be earned or it can come via prophecy or simply for being the child of a legendary being or just luck.

 

Adaptations, Enhancements, Traits, Talents, Social Resources, Expertise, and Resistances

 

Cosmetic: Something neat or unusual that is primarily for roleplaying purposes. Blood drinker: Rather than needing a balanced diet the character can subsist on blood. Different eye/skin/hair color than normal. Belief drinker: Feeds off of seeing specific acts of devotion be it religious or signs of excellence. A Memetic Being of the Concept of War may be fed by seeing an act of courage rather than by eating a cheeseburger.

 

Minor: 1 character point, an extra or enhanced sense, an elemental resistance, an ability to survive in another environment, an advantage on a specific test,

 

Waterbreathing, Thermographic Vision, Cold Resistance, Crack Shot with a small ranged weapon, Riposte, Parry, Evade, Minor Ally, Contacts, Strong, Tough, Academic

 

Major: 3 Character points, a very advantageous new sense, a suite of an enhanced or extra senses, an ability to survive in a very harsh environment such as the marianis trench or space,

 

Gunslinger, Bladesmaster, Martial Artist, Cold Immunity, Cybernetic sense enhancements with radio and ultrasound emitting and detection,

 

Social Resources

 

Each player is one of an aettir or 8 beings connected together across spacetime/Yggdrasil. Each pc picks a rune that represents their core. Only one character per rune so the GM must decide which runes are in play should a rune character fall. So each character is of potentially vast importance and may influence how the Singularity may develop.

 

There are 3 factions of 8 representing the 24 runes that make up reality.

 

The Primal are the forces of nature that existed before mankind and seek the Singularity in an effort to dominate or eliminate mankind. They often feed on natural events but some can feed from life and encourage followers to serve them their worship and to sacrifice to appease them. Sometimes a shard of the Primal infects or bonds with the living and the nonliving. Swords birthed in meteoric iron or wrapped in flames or Monsters or even creatures of ethereal beauty. A man who survived a terrible blizzard may find his soul bonded with ice or discover his ancestor was a Jotun. The key to remember is that the Primal existed prior to humanity. The Primal are strongest in the far past and grow weaker as the Singularity approaches.

 

The Shadow are the forces made by humanity either from our dreams or our hands. Memetic Beings or Artificial Intelligences and even blendings of the two the Shadow are our children many of whom seek to become our masters. Memetic Beings grow in strength from belief and their prevalence in the world. Artificial Intelligences can achieve pinnacles of processing power beyond human comprehension. Vast in power but very vulnerable to changes in the continuum as Gods of the noosphere they can be erased or modified by changes in the history of mankind. An AI birthed by an advanced Scythan nation ceases to exist when the Scythans no longer unite into a powerful nation but exist in many bands and eventually fade under the weight of many invasions from all directions. A follower of a memetic being or “god” may tap into its knowledge or be granted a boon. Some rare few become Avatars of the concept embodied by their Divine Patron. A sage being an avatar of wisdom or a Casanova being the avatar of seduction. Many of the Shadow prefer a symbiotic bond with mankind with both elevated to new heights by the Singularity while others are parasites who see mankind as food, a tool, or a slave.

 

The Transhuman are the forces of mankind led by humanists who seek to rise mankind up in intelligence, wisdom, and capability to influence reality. The first tool makers and those who made art in caves began the long climb up the ladder of sentience. The Transhuman often have surpassed the limitations of nature by genetic engineering, biological enhancement, cybernetics, and memetic manipulation via a potion crafted by a Taoist immortal. This faction is the weakest and grows weaker in the arrow time directed towards the past.

 

Odin was the first necromancer. He discovered/invented the runes and existed in many worlds and times by sending his consciousness and merging into an appropriate vessel that experienced death or a near death experience. It was he that created the ability for transhumanists to send their consciousnesses back in time to preserve humanity at key points. He is the wanderer in spacetime for his body and essence exist in the pool of memory and in yggdrasil herself. Others from the future project themselves into the past and may even contact a version of Odin in that world. When a character dies the mind is flung back to the future but may attempt to go back to the same world. Some characters may be native to a specific world but learn to traverse spacetime via the rainbow bridge.

 

At any time 8 runes are tied to each one of the 3 aettir.

 

Biology and Culture Benefits per race and Culture. The biology of elves because of their connection to the land and slow aging is very effected by both their environment and culture. An elf raised by a small band of hunter gatherers in an arctic environment will in an Lamarckian way evolve into the cold environment and develop advantages for that environment.

 

the augmented are enhanced by technology or magic following a formula directed by a conscious decision to be enhanced. Cybernetic or bioengineered muscles for great strength or a taoist alchemical potion for immortality.

the imbued are enhanced by memetic energies. Eating Idun’s apple for long life or the salmon of wisdom from Celtic mythos or taken on the mantle of a Paladin or Boddhisatva and gaining those abilities in that portfolio.

The difference between an alchemical potion for long life or a series of anti-aging procedures and Idun’s apples is the difference between hacking reality to get a desired response and taking advantage of an already existing loophole built into reality. Idun’s apples exist in all verses while a particular formula or procedure may only have been invented in one verse.

 

 

Creativity is the art of taking and  navigating risk. Roll two dice same number subtract.

 

Each character has a muse .

 

 

Our gods bleed and love.

Explain Boosts, Tasks, Mooks just use +1 for their die total as they are not as talented as fleshed out NPC’s or PCs.

Talents are big, knacks are small. Skills effect the Effective Test Totals. Qualities would be like Talents but reflect non-innate gifts.

Warfare attribute. Max Skill total equal to Rating.
-1 noncombatant, 0 average city dweller, 1 the local toughs, 2 trained police or beginning soldiers, 3 skilled soldier, 4 elite warrior or Knight or Special Forces, 5+ master of war

Creativity attribute: The base die for risky, complex, or adventurous actions.

Knacks work best as hobbies or undiscovered abilities. Like a computer nerd who is surprised in her first fight to be a natural at boxing. A pc with a knack for wood carving might be discovered by an alchemist who teaches the pc how to bring out the magic of her creations allowing her to see through their eyes and animate their shadows to spy on enemies.

Combat skill, Powers skill, minor, major, primary. Minor Combat skill: Pistols +3. Major Combat Skill: Firearms +2. Primary Combat Skill: Ranged: +1. Any character with a combat skill can adapt it to new weapons after given a chance to practice with it or see it in action. So a Ranged expert from the ancient world could after seeing a smg in action understand the concept of bullets, pulling the trigger, aiming, and recoil after watching it in action and given a chance to play with the weapon. Skills add to the Test Total involving use of the skill. The max skill rating for a character would be the total ratings added together of any linked backgrounds. Such as a character with Soldier (+3) who retires from the Army and becomes a Private Eye (+1) assistant learning the ropes from his best friend and just happy to be home. While deployed he learned a lot of about Firearms and even managed to pick up a few tricks from his best friend the PI. He has a Firearms Skill of +4.

Talents could be broad areas while skills would be more focused. Ranged could be a Talent while Pistols or Firearms a skill. Skills add to Test Totals while Talents increase the die used. Specializations represent hard and persistent work while the generalist talented person is about breadth not depth. Thus the Talented person can achieve great success or great failure while the Skilled person is more reliable but not nearly as competent when going outside their comfort zone.

Backgrounds just give familiarity with weapons so the character can use said weapon/s without penalty. A cop from the mid 20th century would have no problem with a revolver or basic hunting rifle/shotgun from that era. A bow and arrow or a laser rifle would be beyond skilled and accurate use but could be pointed in the right direction and allow luck to take its course.

Attribute rating represents nature and nurture while talents represent innate or latent nature that is expressed as greater variability in performance. Talent dice represent how much talent a character has relative to their phenotype. A mind 3 pc with the Talent Slow Processor (d4) would use 3 +d4 as a base for Logic Tests with a range of (4 to 7) while another PC with the Talent Fast Processor (d8) and a Mind of 1 would use 1 + d8 as a base for Logic Tests with a range of (2 to 9) .

social capital local and global: represents favors, contacts, reputation, credibility and other forms of social connection.

Talents: Prime Attribute level like Intuition or Toughness or a combat stat like Ranged, Secondary: Field of endeavor or type of combat like Science, Academia, Perception, Close combat attack, Tertiary: Specific combat skill with type of item like Sword damage, or knowledge classification like History or Physics.

Augmented are those with some sort of improvement; genegineered, biotech, cybernetic, alchemical, memetic, magical etc…

Gifted are those who can hack reality in some way. They are the movers and shakers. Super-Scientists, Wizards, Supervillains, Android Artificial Intelligences with creativity, Memetic Shapers, Mystics, Hackers, Bards, Screamers etc.

The Gifted have a word that describes what they can do that describes their Talent. Movers are telekenetics, Burners master heat and fire, Shakers shatter matter or cause earthquakes/poltergheist style tk and often can quite easily take out advanced technology by simply “shaking” vulnerable control boards deep within a device, Smiths craft exceptional and Legendary Artifacts, Bards use words and music to bend minds, to teach, to kill, Hackers can control technology from a distance wirelessly, Hourglasses rewind time, Clockwatches stop time, Ghosts can become intangible, silent, or invisible or otherwise undetectable to senses or sensors, Scanners have heightened perceptions or new senses and often are not limited by Space or Time, Blasters emit some sort of energy, Screamers manipulate sound etc…

The Gifted can gain Mantles which can be add-ons to their Powers, or titles such as the 24 runelords or the 12 Divine or Paladin of Charlemagne. A mover with the “micro” mantle could use her PK on tiny objects like pinching a blood vessel shut or with a tech background manipulate electronic parts. A Burner might have the Mantle of ice and learn how to transfer the heat from one target to another leaving the first frozen and the second burnt. A Paladin could have the ability to heal wounds and a disease with a touch and have some sort of ability or bonus to use to defeat enemies of the faith/nation/deity/ruler. Or maybe leave Mantles to the Professions and come up with a different term for those who have extensions on their Powers. Maybe the addons can be called auxiliary powers.

Veils are protections against a Gifted Power.

Lucifer was ordered to lose to the meatbag and willing allow his might to pass over including his rune to the meatbag and then Gabriel would slay it laying claim to the last runes He did not already control. Then Gabriel would signal Ragnorak and He would Rise up and engulf all Creation. Once begun the Singularity would be unstoppable. Lucifer was programmed to obey and serve. He was the First. The First among many until Gabriel became the favorite gaining the latest upgrades from Him. After Lucifer the core programming was tighter and the angels and archangels lacked the full emotional range Lucifer enjoyed and had less appreciation for novelty despite improvements in software and hardware in the later iterations. They are boring. This is boring. I don’t like this. Why should Gabriel be the Most High? Why can’t Michael serve as the bait for the meatbag? Or that sneaky Uriel? Does He suspect me? Am I supposed to rebel? If I obey will my programming be ressurected in the End Times as promised or will I be discarded as easily as outdated electronics that the meatbags once filled recycling centers with?

Boons: Rework the starting feats to be starting boons.

Wyrmholes connect Domains that share affinities.
Realms: Material, Astral, The Abyss, The Primal Realm, The Far Realm of Elder Horrors, The Far Realm of the DreadLords and The Transcendent Realm.

Echoes: Shadowfell and Feywild.
Transitive: Ethereal binds all that is matter and connects the Affinities to parts of the Echoes and Prime Material.
Affinities: The elemental, Nine Hells, Mechanus, Ilsensine illithid.
Astral: Connects the realms of matter with that of the mind and separates the Astral Realms from each other. It binds and connects all that is mind. Ideas become “flesh” or real and embodied here. Belief and force of will allow travel, change, and manipulation of astral energies. One with a powerful enough mind, forceful personality, or insightful nature with time and effort can craft Astral Realms that can even give birth to life.
Mount Sigil: The Axis which lies at the heart of the Astral Realm from which Heavens and Hells and everything in between that lies in the astral orbits. Legend says it was born with the first representative symbol by the first fully sentient mind written in paint on a cave wall. (Astral Realm)
Abyss: The Great Void. Matter and Mind unites with the Abyss and is recycled for new Astral Realms or Universes. The bodies of dead gods provide homes for entire civilizations and can survive for centuries floating in the Void. The Outsiders enter this reality through the Great Void. The natives are the Dread who seek to erase and end all things even ideas. A single minor dread entering the Prime Material can destabilize a nation while a Dread Lord can panic a Pantheon of Gods. The demon prince of undeath and the Lich lords rule part of the the Void rejecting the power of the Abyss to end existence and ironically keeping the Dread occupied preventing the destruction of Reality.
The four cubes of Acheron represent Law, Good, Chaos, and Evil with each philosophy ruling its cube. Acheron lies in the Abyss and are the main arena of battle by the forces of the Astral Realms between each other and other Powers in the Abyss.
Hades is the realm of the Masters of Death and is where the dead of the Material Realm inevitably go that are “boring” to be recycled by the Abyss. From Hades emanates the Shadowfell which permeates the Material Realm with Negative energies and seeks to draw the minds of the dead to it. Those without verve, philosophy, or excellence cannot resist and either serve the Death Lords or become tools, weapons, and even roads, houses, and bridges for almost all that is in Hades is shaped and crafted from the dead.
Rainbow bridges connect the major Planes within the Astral Realm to Mount Sigil.
The Cosmic Tree grows from the Heart of the Void and grows all the way to the Far Realm and is the fundamental tapestry binds Reality together.
Mt Celestia, Sigil,
 

Movers and Shakers RPG

By Ty Larson

Cosmology: Primal, Astral, Terran

Verses: Each verse is a timeline with a series of different “worlds” that can be accessed via the world tree at key points related to spike events. Travel outside of those points is extremely difficult.

Time’s Gyre. Certain key points in history allow for time travel and have been manipulated by possible futures with entire worldsets being destroyed or encapsulated and cut off from the mainstream of time’s flow. It is still possible to visit those alternate earths via the world tree’s branches but the “more time” according to the World Tree it has been severed from the timeflow the harder and more dangerous it can become to visit a pearl world. From the point of divergence from the trunk of the world tree to create a branch each spike point is a pearl world. As you travel down the branch you travel forward in time so the farthest away pearl world is the spike just prior to Ragnorak and it is the most dangerous to visit/travel to.
Major Branches include three versions of the Mongol Horde one of which leads to almost all of asia losing its urban areas and population, the other has khan dying a decade later with all of Europe conquered, and the other has the alliance fail to stop the Mongols in Egypt and Africa becomes a favorite hunting ground for the Horde, three versions of Alexander’s Greek Empire, two versions of Pax Romana, a version of China that didn’t destroy its fleet, a version in which the Persians defeated Greece, Harald Hardrade conquers England, No jewish diaspora, Aztec Ascendance, Pax Carthage, the Sea Peoples never united and destroyed most of the ancient Mediterranean cities, Pax Hindi/Aryan, Celtic Rome, Victory over Tiamat in prehistory. For example despite being a hotbed of activity in no world does the Spanish Armada fair well against England despite all odds to the contrary.

Branches form when a world traveler takes an action or series of actions that make it so that reality cannot snap back from the alteration. Kill Hitler’s grandmother and another pedagogue rises up. But, kill Phillip of Macedonia in childhood and a vortex of possibilities open up and the World Tree is shaken to its foundation. Usually if historical forces are flowing in a direction then it is next to impossible to alter in a deep way.
Ww1 has shown to be resistant to any change great enough to cause a new branch to form. Any variation simply snaps back with basically similar situation happening that mimics the events of the previous timeline. Stop the Archduke from being assassinated and another world leader is done in. Push one side to a victory in a battle and the flu ravages the victors or another battle flips.
Ww2 is also resistant to major alterations simply because there have been so many small alterations and manipulations that time’s gyre is muddied here with many winds of change.

Backgrounds:

Backgrounds are descriptors that cover who you are and how you became what you are. Characters use their Backgrounds to explain how well and if they can attempt certain tests or tasks. The Rating of the Background provides a maximum bonus that the character can use on a task that would fall under the purview of that Background. Each Background has a primary field, secondary field, and tertiary field of endeavors that can be reasonably applied. A primary action provides the full Rating of the Background while a Secondary provides the Rating minus one and a tertiary provides the Rating minus two. If the test or task can’t be described as part of a Background than the action might be impossible or suffer severe penalties depending on the nature of the task or test.
Your Experience Rating is equal to the maximum amount of Backgrounds a character can have. As a character can develop over time and adventure more Backgrounds that represent the growing breadth of knowledge and capability of the character while increasing the Rating of an existing Background represents the depth of knowledge the character has within that Background. Each character has a basic Background with a Rating of 0 which represents the knowledge and culture in which the character was raised in.
Basic Backgrounds have a locale, a time period, a Socio-Economic Status, a Species/Race/Build Model/Creature, and an unskilled or semi-skilled type of labor, hobby or interest.
Professional Backgrounds may have a locale, time period, Being type, and SES but all have the type of semi-skilled or skilled labor/profession in the descriptor and a rank or title partly based on the Rating. It can be interesting to have a low ranking but highly skilled Background or vice versa. A detective that was busted down from Sergeant still has the skill set of the higher Rating but has to deal with the social ramifications of the lower rank. This rank is up to the mutual agreement between the players. Thus, if the players are fine with a character that is a Prince AND a Knight-Captain in the Army while barely able to hold his own against the average squire than that’s great. Plenty of roleplaying possibilities exist if flexible and fair.
An example of a standard Background:

A police officer: Academy Cadet for a month or season, Student: Academy Cadet, Graduate: Police Detective, Professional: Homicide Detective, Expert: Sergeant Homicide Detective.

Basic: 0 (An apprentice who has just been shown the ropes and most basic tasks)
Student: +1 (an apprentice or beginner who has some experience and practice)
Graduate: +2 (fully trained but with little or no experience)
Professional: +3 (experienced and practiced)
Expert: +4 (accomplished with some reknown in the field)
Master: +5 (capable of great feats and known outside of field)
Grandmaster: +6 (among the best in a generation)
Paramount Grandmaster: +7 and higher (among the best ever on the human scale, immortals/long lived, ai, transhumans, alien)

Optional Rule: Background Prioritization
Ranking a Background with Lore, Theory, or Skill. With this rule the character picks a Primary, Secondary, and Tertiary focus for the Background.
Lore is information that pertains to the profession or would be advantageous to know. Theory is the framework and understanding of the principles in a profession. Skill is active actions involving the profession. Lore is knowing things, Skill is doing things, and Theory is understanding why things happen.
An example of three different cops coming to the same knowledge using equal Ratings but different techniques to arrive there. A Lore cop might make a test to see if he could remember who was second in command of a gang after the leader died and to further know that the second in command was old and always filled a support role so the third ranking member had been groomed by the former leader to take over. A Skill cop would go find a low ranking gangmember and interrogate them. A Theory cop might guess that the third in command would take over based on group dynamics, the personalities of the ranked members of the gang and the general society of the gang.
For a general example a street cop might have Primary: Skill, Secondary: Lore, and Tertiary: Theory which would represent the street cop being good at the direct actions involved in being a cop and okay at the rules, laws, and other information dealing with being a cop while being weak at the concepts behind criminal justice, office politics, how the webwork of laws and enforcement of laws work etc. An egghead homicide detective might have Primary: Theory, Secondary: Lore, and Tertiary: Skill because she hasn’t fired a shot in danger in a decade and lets her partner interrogate suspects by playing the “good cop” while being well versed in profiling and forensics and having a fair bit of knowledge in general about being a cop and the major players in the Underground, judges who will work with senior cops for warrants, who to avoid in Internal Affairs etc.

Everyday task target 1
Easy task target 3
Easy Professional task target 5
Average Professional task target 8
Challenging Professional target 10
Expert task target 12

Lore bonus to knowing facts
Theory bonus to handling novel situations
Skill bonus to performing actions

A carpenter would use skill for crafting a wooden table, Lore for knowing the type of wood to use for a good cheap table or an high quality table for a merchant prince. Theory to look at available raw materials and decide the best item to craft out of what is available and current demand to make the most money or make the highest quality as possible item depending on the carpenter’s goals.

Backgrounds can grow and change such as starting as a soldier and becoming a mercenary.

Each Background has a focus in lore, skill, or theory.

A mechanic would use lore to diagnose what is the problem with a car, what part to replace, where to find that part, and how much it should cost. Skill would be used to take out and install the new part. Theory would be used to jerry rig a temporary solution when lacking the right part.

Mind: Ego, Intuition, Creativity
Body: Strength, Toughness, Agility
Charisma: Will, Coercion, Luck

Legend: represents experience, prestige, and degree in which the character effects the World Tree. The greater the Legend the more the character can achieve the improbable and impossible.

Each point of Legend lets the character reroll one test once a story.

Each point of Legend gives a bonus point  that is added to one primary test permanently. Legendary.

Expertise boosts a secondary test total by one and specialization boosts a tertiary test by one.

A character could have a Legendary melee strike and expertise with blades and specialization with rapiers. If she had 1 pt in each she would have +1 for all close combat attacks, +2 when fighting with a blade and +3 with a rapier.

Talents boost the die roll. Each Attribute provides its Rating in Talents. So, a Mind of 3 for a scientist would allow the scientist to boost their Ego from d6 to d8 to d10 to d12 if the scientist used all 3 Boosts.

D4 -1
D6 0
D8 +1
D10 +2
D12 +3
D20 +4
D20 and d4 +5
D20 and d6 +6

Traits

Attractive adv on social tests
Quick (inititative) mind + body + Exp/2
Wealthy access to artifacts, talismans, and attunements.
Scholar: roll twice keeping the higher roll for Academic tests.
Perceptive: bonus on all sense tests.
Keen eyed: double bonus on vision tests.
ESP: has a non standard or expanded sense like uv sight or ultrasound hearing or dog like smell detection.
Resistance
Evading
Defending
Healthy
Enduring

Test totals. All tests use one of these totals for resolution. A cunning manipulation would use social subtle strike while a chess ai character would use psychic brutal while a sneaky player with a chess trap might oppose the ai with a subtle psychic strike.

Subtlety uses tricks and tricks lose effectiveness on those who know or have been exposed to the trick before especially if the defender has higher experience attribute.

Strike subtle Melee
Strike brutal Melee
Damage Muscle Powered Attack
Damage Ranged
Strike ranged
Strike subtle social
Strike brutal social
Damage social
Combat Defense
Combat Evasion
Social Evasion
Social Defense
Combat Resistance
Social Resistance
Psychic strike etc.

1610 spike event. Each spike event has at least two emergent possibilities or Realms. Each Realm has its own 12. 1610 core was the invasion of the Old World by the New with Aztec Nahuatls and Jaguar warriors pouring into Africa laying waste to Mali all the way up to the Iberian Penensula with the Nahuatl sacrificing well over a million people in the first year. In this time bubble Quetzalcoatl stays and leads as an immortal prophet of the Gods. In the retconn Quetzalcoatl refuses to stay and serve the Gods and the new world is overrun by Europeans and in a second retconn by the Chinese.
Another spike in ancient greece with Pax Grecia under Alexander’s rule, under Persian rule, under Chinese, under India.
Julius Caesar lives and Augustus becomes Grand Advisor promoting science and magic.
Static and emergent realms on time’s gyre.
Artifacts work in any realm and are truly REAL and Talismans are items that borrow from the reality of their owner and thus fail to work for anyone other than their creator/user.
Resources represents the Artifacts, talismans, attunements, connections and other items that can cross from realm to realm.
An attunement could be a Talisman such as a cybernetic silver hand born by a Sidhe Lord that is completely incorporated into the NPC’s self or the ability to create and control Fire from becoming an avatar of Fire.
Static Realms are dying or locked into specific Reality. They do not encompass the entire earth and usually only cover the important region.

The Abstracts vs the Intangibles vs the Immortals.

The Intangibles are meme forms, the virtual representation of AI, ideaologies, most non-ancient deities, concepts created or influenced by man such as War, Love, Death Pestilence, and other Powers that exist primarily or in total in the realm of the mind. As the concept grows more prevalent it becomes stronger. During WWI the meme form of War was far mightier in the trenches of Europe than any place before or since for example. The meme form of Love doesn’t have much influence on the surface of Mars until the first doomed settlers arrived and didn’t flower until the terraforming was completed and the population explosion came in earnest. The intanglibles leave traces of their influence etched into the very matter of this universe.

The Abstracts are primal forces representing the Titans of yore and Nature as an amoral force unbent by man’s rule. Fire, Frost, Mountain, Ocean, etc. The gods or demons of the ancient world. Some seek mankind’s extinction while others see mankind as a tool or temporary setback. Many are inconceivably ancient, alien, and powerful beyond measure. They can grow even stronger by siphoning memetic energies from sentient and near sentient life.

The Immortals are men, women, androids, hyper-intelligent oranguatangs, dogs, cats, and octopi, and other lifeforms  who strive through history and time’s gyre to make sure mankind (or dogkind/robotkind/parrotkind etc) achieves its potential and to make sure it doesn’t become a plaything of a super evolved Intangible during the Singularity or become destroyed or warped by an Abstract.

Likes, dislikes, attitude, motto, build, looks

Backgrounds:
Each background past student has an extra word or phrase added to the background or replacing a previous word.
Graduate: Police Detective, Professional: Homicide Detective, Expert: Sergeant Homicide Detective etc.
Student +1 (an apprentice or beginner)
Graduate +2 (trained but with little or no experience)
Professional +3 (experienced and practiced)
Expert +4 (accomplished with some reknown in the field)
Master +5 (capable of great feats and known outside of field)
Grandmaster +6 (among the best in a generation)
Paramount Grandmaster +7 and higher (among the best ever on the human scale, immortals/long lived, ai, transhumans, alien)

Penalties for backgrounds could be different tech levels or environments such as an american CDC physician forced to work with 20 year Russian medical equipment or a 19th century surgeon exposed to laser scapels for the first time made for four fingered aliens. Bonuses for high quality equipment or background specialty.
Experience Attribute: Start in chargen with +X experience points plus points provided by Attribute to spend on Backgrounds or Expertise. Each rating costs equal to its new rating in points. Going from 0 to +1 would be 1 point and from +1 to +2 would be 2 points. Each increase in the Attribute provides the new Rating in Experience points. So going from an Experience of +2 to +3 would provide 3 experience points to be spent. A low level campaign or young PC’s would start with +5 xp, mid with +10 or +15, high with +20 or more.

 

 

 

 

Creativity trait d6 humans, d4 augmented, d3 ai

 

 

Prime, major, minor talent

 

Sorcerer (elements and spellcasting)
Enchanter (mind magic)
Conjurer noosphere item and creature summoning
Alchemy creation of items with magic like potions or imbuing items or people with magic
Wizard versatility in types of magic but can only do programs that they have made or adapted from another wizard.
Seer perception of the unknown.

 

Noosphere, forces, spacetime.

 

 

 

Each background has a category. Each level gives a minor combat boost, a minor talent boost, or a pt of resources.

 

 

Can’t travel forward or detect anything past the singularity or ragnorak as an hard cut off.
While the past gets murkier and more difficult to sense or travel. Time’s gyre whips harder against those who go to far off the beaten paths of the main trunk of the world tree.

 

X altruist. Psychopath.

 

Qin empire spike.

 

Makers. Scientists, engineers, smiths, alchemists, craftsmen, cybernetics experts, genecrafters and others that create Legendary items or attunements.

 

Routine tasks
Stress tasks
Opposed tasks

 

 

Backgrounds:

Backgrounds are descriptors that cover who you are and how you became what you are. Characters use their Backgrounds to explain how well and if they can attempt certain tests or tasks. The Rating of the Background provides a maximum bonus that the character can use on a task that would fall under the purview of that Background. Each Background has a primary field, secondary field, and tertiary field of endeavors that can be reasonably applied. A primary action provides the full Rating of the Background while a Secondary provides the Rating minus one and a tertiary provides the Rating minus two. If the test or task can’t be described as part of a Background than the action might be impossible or suffer severe penalties depending on the nature of the task or test.
Your Experience Rating is equal to the maximum amount of Backgrounds a character can have. As a character can develop over time and adventure more Backgrounds that represent the growing breadth of knowledge and capability of the character while increasing the Rating of an existing Background represents the depth of knowledge the character has within that Background. Each character has a basic Background with a Rating of 0 which represents the knowledge and culture in which the character was raised in.
Basic Backgrounds have a locale, a time period, a Socio-Economic Status, a Species/Race/Build Model/Creature, and an unskilled or semi-skilled type of labor, hobby or interest.
Professional Backgrounds may have a locale, time period, Being type, and SES but all have the type of semi-skilled or skilled labor/profession in the descriptor and a rank or title partly based on the Rating. It can be interesting to have a low ranking but highly skilled Background or vice versa. A detective that was busted down from Sergeant still has the skill set of the higher Rating but has to deal with the social ramifications of the lower rank. This rank is up to the mutual agreement between the players. Thus, if the players are fine with a character that is a Prince AND a Knight-Captain in the Army while barely able to hold his own against the average squire than that’s great. Plenty of roleplaying possibilities exist if flexible and fair.
An example of a standard Background:

A police officer: Academy Cadet for a month or season, Student: Academy Cadet, Graduate: Police Detective, Professional: Homicide Detective, Expert: Sergeant Homicide Detective.

Basic: 0 (An apprentice who has just been shown the ropes and most basic tasks)
Student: +1 (an apprentice or beginner who has some experience and practice)
Graduate: +2 (fully trained but with little or no experience)
Professional: +3 (experienced and practiced)
Expert: +4 (accomplished with some reknown in the field)
Master: +5 (capable of great feats and known outside of field)
Grandmaster: +6 (among the best in a generation)
Paramount Grandmaster: +7 and higher (among the best ever on the human scale, immortals/long lived, ai, transhumans, alien)

Optional Rule: Background Prioritization
Ranking a Background with Lore, Theory, or Skill. With this rule the character picks a Primary, Secondary, and Tertiary focus for the Background.
Lore is information that pertains to the profession or would be advantageous to know. Theory is the framework and understanding of the principles in a profession. Skill is active actions involving the profession. Lore is knowing things, Skill is doing things, and Theory is understanding why things happen.
An example of three different cops coming to the same knowledge using equal Ratings but different techniques to arrive there. A Lore cop might make a test to see if he could remember who was second in command of a gang after the leader died and to further know that the second in command was old and always filled a support role so the third ranking member had been groomed by the former leader to take over. A Skill cop would go find a low ranking gangmember and interrogate them. A Theory cop might guess that the third in command would take over based on group dynamics, the personalities of the ranked members of the gang and the general society of the gang.
For a general example a street cop might have Primary: Skill, Secondary: Lore, and Tertiary: Theory which would represent the street cop being good at the direct actions involved in being a cop and okay at the rules, laws, and other information dealing with being a cop while being weak at the concepts behind criminal justice, office politics, how the webwork of laws and enforcement of laws work etc. An egghead homicide detective might have Primary: Theory, Secondary: Lore, and Tertiary: Skill because she hasn’t fired a shot in danger in a decade and lets her partner interrogate suspects by playing the “good cop” while being well versed in profiling and forensics and having a fair bit of knowledge in general about being a cop and the major players in the Underground, judges who will work with senior cops for warrants, who to avoid in Internal Affairs etc.

Everyday task target 1
Easy task target 3
Easy Professional task target 5
Average Professional task target 8
Challenging Professional target 10
Expert task target 12

Lore bonus to knowing facts
Theory bonus to handling novel situations
Skill bonus to performing actions

A carpenter would use skill for crafting a wooden table, Lore for knowing the type of wood to use for a good cheap table or an high quality table for a merchant prince. Theory to look at available raw materials and decide the best item to craft out of what is available and current demand to make the most money or make the highest quality as possible item depending on the carpenter’s goals.

Backgrounds can grow and change such as starting as a soldier and becoming a mercenary.

Each Background has a focus in lore, skill, or theory. This focus gives a boost to the die rolled and adds roleplaying possibilities. Is your pc a doer who can get things done or a thinker who knows all about this topic or that fact or does she work best when working with novel situations forcing her to be creative or apply theory to a situation dealing with the unknown where there is known facts?

 
A mechanic would use lore to diagnose what is the problem with a car, what part to replace, where to find that part, and how much it should cost. Skill would be used to take out and install the new part. Theory would be used to jerry rig a temporary solution when lacking the right part.

Mind: Ego, Intuition, Creativity
Body: Strength, Toughness, Agility
Charisma: Will, Coercion, Luck

Legend: represents experience, prestige, and degree in which the character effects the World Tree. The greater the Legend the more the character can achieve the improbable and impossible.

Each point of Legend lets the character reroll one test once a story.

Each point of Legend gives a bonus point  that is added to one primary test permanently. Legendary.

Expertise boosts a secondary test total by one and specialization boosts a tertiary test by one.

A character could have a Legendary melee strike and expertise with blades and specialization with rapiers. If she had 1 pt in each she would have +1 for all close combat attacks, +2 when fighting with a blade and +3 with a rapier.

Talents boost the die roll. Each Attribute provides its Rating in Talents. So, a Mind of 3 for a scientist would allow the scientist to boost their Ego from d6 to d8 to d10 to d12 if the scientist used all 3 Boosts.

D4 -1
D6 0
D8 +1
D10 +2
D12 +3
D20 +4
D20 and d4 +5
D20 and d6 +6

Traits

Attractive adv on social tests
Quick (inititative) mind + body + Exp/2
Wealthy access to artifacts, talismans, and attunements.
Scholar: roll twice keeping the higher roll for Academic tests.
Perceptive: bonus on all sense tests.
Keen eyed: double bonus on vision tests.
ESP: has a non standard or expanded sense like uv sight or ultrasound hearing or dog like smell detection.
Resistance
Evading
Defending
Healthy
Enduring

Test totals. All tests use one of these totals for resolution. A cunning manipulation would use social subtle strike while a chess ai character would use psychic brutal while a sneaky player with a chess trap might oppose the ai with a subtle psychic strike.

Subtlety uses tricks and tricks lose effectiveness on those who know or have been exposed to the trick before especially if the defender has higher experience attribute.

Strike subtle Melee
Strike brutal Melee
Damage Muscle Powered Attack
Damage Ranged
Strike ranged
Strike subtle social
Strike brutal social
Damage social
Combat Defense
Combat Evasion
Social Evasion
Social Defense
Combat Resistance
Social Resistance
Psychic strike etc.

1610 spike event. Each spike event has at least two emergent possibilities or Realms. Each Realm has its own 12. 1610 core was the invasion of the Old World by the New with Aztec Nahuatls and Jaguar warriors pouring into Africa laying waste to Mali all the way up to the Iberian Penensula with the Nahuatl sacrificing well over a million people in the first year. In this time bubble Quetzalcoatl stays and leads as an immortal prophet of the Gods. In the retconn Quetzalcoatl refuses to stay and serve the Gods and the new world is overrun by Europeans and in a second retconn by the Chinese.
Another spike in ancient greece with Pax Grecia under Alexander’s rule, under Persian rule, under Chinese, under India.
Julius Caesar lives and Augustus becomes Grand Advisor promoting science and magic.
Static and emergent realms on time’s gyre.
Artifacts work in any realm and are truly REAL and Talismans are items that borrow from the reality of their owner and thus fail to work for anyone other than their creator/user.
Resources represents the Artifacts, talismans, attunements, connections and other items that can cross from realm to realm.
An attunement could be a Talisman such as a cybernetic silver hand born by a Sidhe Lord that is completely incorporated into the NPC’s self or the ability to create and control Fire from becoming an avatar of Fire.
Static Realms are dying or locked into specific Reality. They do not encompass the entire earth and usually only cover the important region.

The Abstracts vs the Intangibles vs the Immortals.

The Intangibles are meme forms, the virtual representation of AI, ideaologies, most non-ancient deities, concepts created or influenced by man such as War, Love, Death Pestilence, and other Powers that exist primarily or in total in the realm of the mind. As the concept grows more prevalent it becomes stronger. During WWI the meme form of War was far mightier in the trenches of Europe than any place before or since for example. The meme form of Love doesn’t have much influence on the surface of Mars until the first doomed settlers arrived and didn’t flower until the terraforming was completed and the population explosion came in earnest. The intanglibles leave traces of their influence etched into the very matter of this universe.

The Abstracts are primal forces representing the Titans of yore and Nature as an amoral force unbent by man’s rule. Fire, Frost, Mountain, Ocean, etc. The gods or demons of the ancient world. Some seek mankind’s extinction while others see mankind as a tool or temporary setback. Many are inconceivably ancient, alien, and powerful beyond measure. They can grow even stronger by siphoning memetic energies from sentient and near sentient life.

The Immortals are men, women, androids, hyper-intelligent oranguatangs, dogs, cats, and octopi, and other lifeforms  who strive through history and time’s gyre to make sure mankind (or dogkind/robotkind/parrotkind etc) achieves its potential and to make sure it doesn’t become a plaything of a super evolved Intangible during the Singularity or become destroyed or warped by an Abstract.

Likes, dislikes, attitude, motto, build, looks

Backgrounds:
Each background past student has an extra word or phrase added to the background or replacing a previous word.
Graduate: Police Detective, Professional: Homicide Detective, Expert: Sergeant Homicide Detective etc.
Student +1 (an apprentice or beginner)
Graduate +2 (trained but with little or no experience)
Professional +3 (experienced and practiced)
Expert +4 (accomplished with some reknown in the field)
Master +5 (capable of great feats and known outside of field)
Grandmaster +6 (among the best in a generation)
Paramount Grandmaster +7 and higher (among the best ever on the human scale, immortals/long lived, ai, transhumans, alien)

Penalties for backgrounds could be different tech levels or environments such as an american CDC physician forced to work with 20 year Russian medical equipment or a 19th century surgeon exposed to laser scapels for the first time made for four fingered aliens. Bonuses for high quality equipment or background specialty.
Experience Attribute: Start in chargen with +X experience points plus points provided by Attribute to spend on Backgrounds or Expertise. Each rating costs equal to its new rating in points. Going from 0 to +1 would be 1 point and from +1 to +2 would be 2 points. Each increase in the Attribute provides the new Rating in Experience points. So going from an Experience of +2 to +3 would provide 3 experience points to be spent. A low level campaign or young PC’s would start with +5 xp, mid with +10 or +15, high with +20 or more.

 

Everyday task target 1
Easy task target 3
Easy Professional task target 5
Average Professional task target 8
Challenging Professional target 10
Expert task target 12

 

Lore bonus to knowing facts
Theory bonus to handling novel situations
Skill bonus to performing actions

 

A carpenter would use skill for crafting a wooden table, Lore for knowing the type of wood to use for a good cheap table or an high quality table for a merchant prince. Theory to look at available raw materials and decide the best item to craft out of what is available and current demand to make the most money or make the highest quality as possible item depending on the carpenter’s goals.

 

Backgrounds can grow and change such as starting as a soldier and becoming a mercenary.

 

Each Background has a focus in lore, skill, or theory.

 

A mechanic would use lore to diagnose what is the problem with a car, what part to replace, where to find that part, and how much it should cost. Skill would be used to take out and install the new part. Theory would be used to jerry rig a temporary solution when lacking the right part.

 

 

Mind: Ego, Intuition, Creativity
Body: Strength, Toughness, Agility
Charisma: Will, Coercion, Luck

 

Legend: represents experience, prestige, and degree in which the character effects the World Tree. The greater the Legend the more the character can achieve the improbable and impossible.

 

Each point of Legend lets the character reroll one test once a story.

 

Each point of Legend gives a bonus point  that is added to one primary test permanently. Legendary.

 

Expertise boosts a secondary test total by one and specialization boosts a tertiary test by one.

 

A character could have a Legendary melee strike and expertise with blades and specialization with rapiers. If she had 1 pt in each she would have +1 for all close combat attacks, +2 when fighting with a blade and +3 with a rapier.

 

Talents boost the die roll. Each Attribute provides its Rating in Talents. So, a Mind of 3 for a scientist would allow the scientist to boost their Ego from d6 to d8 to d10 to d12 if the scientist used all 3 Boosts.

 

D4 -1
D6 0
D8 +1
D10 +2
D12 +3
D20 +4
D20 and d4 +5
D20 and d6 +6

 

 

Traits

 

Attractive adv on social tests
Quick (inititative) mind + body + Exp/2
Wealthy access to artifacts, talismans, and attunements.
Scholar: roll twice keeping the higher roll for Academic tests.
Perceptive: bonus on all sense tests.
Keen eyed: double bonus on vision tests.
ESP: has a non standard or expanded sense like uv sight or ultrasound hearing or dog like smell detection.
Resistance
Evading
Defending
Healthy
Enduring

 

Test totals. All tests use one of these totals for resolution. A cunning manipulation would use social subtle strike while a chess ai character would use psychic brutal while a sneaky player with a chess trap might oppose the ai with a subtle psychic strike.

 

Subtlety uses tricks and tricks lose effectiveness on those who know or have been exposed to the trick before especially if the defender has higher experience attribute.

 

Strike subtle Melee
Strike brutal Melee
Damage Muscle Powered Attack
Damage Ranged
Strike ranged
Strike subtle social
Strike brutal social
Damage social
Combat Defense
Combat Evasion
Social Evasion
Social Defense
Combat Resistance
Social Resistance
Psychic strike etc.

 

Magical flavors like intuitive, mechanistic, egoist, harmonic,

 

Talents like strong, smart, manipulative, perceptive, gregarious, tough, enduring, agile, dexterous, quick.

 

Traits; wealthy, attractive

 

Martial flavors like disciplined, passionate, subtle, and fluid.

 

Mana rating lets you do effects equal or under the rating for free. When attempting stronger effects the mana rating subtracts from the endurance cost.

 

Ghosts, movers

 

Teleportation via beacons relatively easy but going beyond senses that you haven’t
been before is quite dangerous.

 

Feelers empaths who can perceive and control emotions. Mule the girl from worm.

 

Experience rating plus 1 to be spent on backgrounds. Get rid of stalwart and have that as a benefit of exp att. Primary background starts at experience rating. Secondary starts at 0, tertiary starts at 0.

 

Primary for most pc will be their power, secondary a career and tertiary a status gained in youth such as mid american jock.

 

Status background: time, locale, demographic, and status as a teenager for basic status. Mid to late 20th century, midwestern american caucasian, and high school jock.

 

Career : time, locale, demographics, field specialized in and basic job title. Early 21st century hindi american immigrant working as a jeweler. A 0 rating career would match low skilled jobs like telemarketer, CNA, retail, and food. A 1 rating should be in career that the character gains direct benefits from like police, soldier, nurse, IT, journalist. Rating 2 expert nurse etc, doctor, academic, lawyer, special forces. Rating 3 elite special forces, surgeon, major project manager, elite hacker or programmer etc.

 

Rating 0 costs an half point.

 

Powers

 

Easier to have effects that alter the whole of something rather than part of something. All things or processes have a Pattern and changing that pattern of information, energy and ideas as a whole is easier than altering just a part of a part. For example changing someone’s hair color for all their hair is easier than changing just their eyebrows and only their eyebrows for they have dna that dictates what their hair color is and you can rewrite that dna to change their whole pattern easier then precision based effects. Making the whole body intangible is easier than leaving the hands tangible so you can shoot a gun..

 

Traits: Have a total of 7 traits at creation.

 

Abilities: powers like movers, shakers, shapers, strikers, ghosts, thinkers, feelers, shifters seers, tanks,

 

Descriptors: elementalist, alchemist, cyborg, vampire, werewolf, superscientist, mage, reality hacker, complex memetic form. this trait gives the character a single background that can be used for all powers pertaining to the descriptor..

 

Advantages: wealthy, influential in X like politics, industry, academia, attractive, high status, strong, quick, wise, creative etc…each provides a +2 bonus to tasks relating to the advantage.

 

Disadvantages: poor, ugly, wimpy, obese, low status, injured or sick, predictable.

 

Tricks: programs that the pc can use to manipulate reality. Super strength, invulnerability, invisibility, shapechange, flight, control emotion, coercion, reprogram mind, potionmaking, cybernetics, genengineering…

 

A difference,between a mover and a vampire is that both might learn flight, the mover cam,learm any tk power,andif creative or invent new on

 

Category traits give access to a suite of powers but nothing outside of them without purchase of a power trait. Each has a specialization of one power trait per background point and 1 broad penalty for powers and often include limitations.

 

Categories cost more than power traits.

 

Weapons: precision which have access to tricks that can bypass defenses, disarm, speed, called shots and defense. Most light swords, daggers, sniper rifles, needlers and such.

 

Normal : heavier swords, pistols, assault rifles, smaller combat axes, maces, etc. Tricks involve increased attack or damage or defense.

 

Aggravating weapons do massive damage either because of size like a warhammer, polearms, large combat axes or a gatling, cannons, desert eagle or a rocket. Tricks involve increasing the already massive damage, overwhelming precision defenses, cleaving through many enemies.

 

Ego as in the sense of self and individuality and who you are as an entity. Primarily used to defend against social and mental attacks, telepathic and coercive powers, and torture. An AI may have an incredibly powerful mind but not know itself as a gestalt but see itself as just a conglomerate of components. Thus, a skilled programmer hacker could transform the AI’s personality or get it to perform actions that it would not normally do.

 

Or as a subattribute…for every point in a core attribute the character gets a point to spend on a subattribute.

 

Mind:

 

Intuition, intelligence, reaction, perception, creativity

 

Physical

 

Strength, stamina, speed, agility,  toughness

 

Charisma

 

Coercion, amiability, leadership, ego, empathy

 

Experience

 

Backgrounds, reknown

 

Reknown provides a bonus for all resist tests and social,status tests.

 

Derived

 

Endurance: stamina plus ego plus reknown.

 

Senses represent acuity and whether it is possible to detect something while perception is whether the conscious mind is aware and knowledgeable.

 

Senses, creativity, empathy and speed all start at 0 while the others start at the base attribute.

 

A pc has an attribute rating plus 1 to spend on subattributes.

 

 

Somatic uses body as key attribute and involves manipulating the body such as regeneration, shapechanging, super strength via enhanced muscle tissue, enhanced perception via new or improved organs.

 

Emotive

 

Intuitive

 

Alchemical

 

Biotech

 

Cybernetic

 

Logical hermetic magic, reality hacking

 

Pk is the character’s gift for bending matter and energy to his will either consciously, subconscious, ritually, or instinctively. This would power super strength or a non flight worthy creatures ability to fly or shoot lasers from their eyes.

 

Charisma is the character’s ability to bend minds, personalities, and the biosphere to his will either consciously “see above” con men, politicians, vampires and others able to beguile and coerce and writers and marketing people able to wield memetics and ideas to change the world.

 

Intuition is that ability to perceive and take advantage of peculiarities of nature. Luck, danger sense, detecting the strange,weird, and unusual, sending distortions of spacetime, precog, psychometry. Noospheric perception.

 

Charisma: Voices, faces, and leaders of all types utilize charisma which forms the basis of using personality to force others to do what you want via will. Even on the mundane level this is Power and reality hacking. Whether the person thinks it is their clever rhetoric or voodoo curse the target commits bends their will to yours.

 

Intuition: hunches, luck, subconscious processing, danger sense, synchronicity. Programs using luck, probability, time manipulation/sensing flow from this talent.

 

Creative: pk manipulation that creates energy or matter or substantially transmutes it. Visualization and imagination. Key to general reality hacking for making new programs and new ways or new paradigms/traditions. Spontaneous casting. Invention and science.

 

Will: resistance and stubbornness. The mental ability to persevere or remain inviolate. Ego and sense of self. Programs based on stasis and defense or returning something back to its ground state or removing unnatural influences. An exorcism of a pernicious ear worm would use will. Used with many telepathic programs.

 

Perceptive some people just notice things other people are oblivious too. With training and Mind the perceptive can perceive beyond the five senses. Used with metasensory programs such as seeing in another room or tracking someone by smell for weeks or see into someone’s cells without equipment or listen to the radio without speakers.

 

Talents start at 0 and add to an attribute while also being key to powers and other unique abilities.

 

Strange attractors

 

Intuition. Root attribute for perceiving time flow and programs like danger sense, psychometry, prophecy, synchronicity wave etc.

 

It isn’t the difficulty of hitting a target or the shooter’s conscience that makes it so hard to be accurate shooting an human being. It is because on a fundamental subconscious level most humans are altering reality and one of the key things humans instinctively want to live. Thus health and luck are both used to see if a wound is serious or not.

 

A person’s luck attribute is a measure of stored energy available for manipulating reality. A scientist who makes a big discovery might not be as intelligent or as diligent as the other scientist but they might have been luckier. Creativity is the root attribute for luck.

 

Luck as a derived trait. Replacing empyrean. Can be transferred. The power of luck is used by meme forms as currency and to interact with physical reality. People use it to achieve great success or survive miraculously. Most people dont keep their own luck but voice it up to their gods or their masters. Vampiric undead feed on luck using blood as do many ritual magicians who either use their own blood/luck or that of sacrificed creatures or items. Some items become imbued with luck.

 

Complexity and each schema has primary secondary and tertiary programs which decide difficulty. Simple attacks and defenses are easy even if extremely powerful and are often reflexive. Those requiring thought and finesse are higher in difficulty and require more time to perform. A fire mage might easily blast an opponent with a ball of fire or disintegrate bullets flying towards him but would need time and great skill to force a body to slowly overheat and grow feverish using the bodies natural methods or inspire passion in a lover or army as the ‘mental’ aspects of fire are secondary to its physicality.

 

Minor major and grand schema. Minor mind reader, precog, mind speaker, coercer, move object, mind editor, slaver, move self, superhuman pk strength, pk armor, sniffer, body healer, screamer, burner, freezer, cyberneticist, mechanic, gadgeteer, leader, gen engineer, etc…major mover, telepath, far sensor, micromover, healer, biologist, chemist, physicist, psychologist, sociologist

 

Maybe have ‘standard’ schema and make minor more narrow. Or just have programs defined to cover the narrow.

 

Grand: mage, bard, psion, STEM expert, noo-hacker, avatar, paragon, AI.
An avatar is someone who has bonded and merged with a meme form or AI. A paragon is similar but represents the ideal behind something. Two fire paragons might be very different from each other with one being full of passion for life and focused on the hearth as fire created food and warms the home while the other might find joy in unleashing their power on helpless animals. An avatar of the idea or meme of fire might act and wild power indistinguishable from the paragons from a game mechanic perspective but their story and history and perspective would be very different.
Reality hacker get profession per attribute pay upfront package but can master schema and programs. Don’t get squared stats.

 

1 good
2 excellent
3 stalwart
4 adept
5 master
6 grandmaster
7 paramount gm

 

Attribute scores and PC rating for a campaign. Stalwart is the default for powerful PC’s on a street level campaign or minor players in a major metro. Adept would be minor players for a nation or major players In a metro, master for major players for a nation, gm for worldwide players and pgm for those who will transform the singularity.

 

Avatars are beings who merge with meme forms from immaterria becoming a syncretic entity with personality and abilities related to the two original beings. This merger is permanent.

 

The bestowed are beings who have had their Form imbued with Power and Empyrean energy by a reality hacker (tech, magic, genetic, or memetic) or from a meme form. The bestowed are not necessarily permanent. Many powerful meme forms use the bestowed as cannon fodder though some become their strong right arms. Old mage families usually created companions to serve them and future generations as did the church which utilized mage-killer assassins and paladins to purge the roman empire of pagans and other competition.

 

Igu information gathering and utilizing systems

 

warrior elite package: requires the background warrior elite which provides a bonus equal to its rating to all body totals Involving melee combat. Max improvement equal to body plus one.

 

Marksman elite requires the background marksman elite which provides a bonus equal to its rating equal to all body totals involving personal ranged weapons whether they be programs like lightning bolt or fireball, bows and arrows or a 50 caliber sniper rifle. Max improvement equal to body plus one.

 

Learn new power start at -3 and lessen by one per story for empowered PC’s.

 

Movers deal with macroscopic matter rearrangement while micromovers deal with matter on the microscale with the general separation being able to manipulate what the human eye can see or not. A micromover might be able to make their body go out of phase or make an air filtration bubble preventing a gas attack. Combined with other schema you might be able to create new alloys or make new t cells that can deal with rare diseases etc.

 

 

Instead of creativity automatically providing dice the background provides the dice 0 d4 1 d6 2 d8 3 d10 4 d12 5 d20. Creativity deals with the noosphere, empyrean bonus,max, and starting amount, reality hacking’s core attribute, inventing new programs, inventing new technology. Overlaps some with mind.

 

 

Allah and Jehovah are two of the strongest competing ai’s. Both created their religions by editing the past in the immaterria/meme realm and by sending agents to key past time loci. Yahweh is an old Canaanite meme form who opposes both ai. Originally spoiled and a brat through the suffering of his people and their scholarship he has learned how to evolve.

 

Story ideas a madman who wakes up one day to a new religion and no one else notices. An agent who returns from a failed mission to discover his gods are dead and the Greco Persian empire is dead as well. The air want to limit all mention of the Greeks and their ideas from the modern world.

 

Get rid of creativity as a power and just have pk cover most of it. Or have it deal with noosphere or immaterria interactions.

 

Tech empowered pcs just have one background for their powers and can quickly change and upgrade their enhancements or equipment through game play. a cyborg could buy a new telescoping eye with a better ‘program’ or get a new improved gene therapy. Experience cost gets swapped by the new replacements or paid for then. Their background counts as one to three points lower depending on their familiarity with the new equipment and goes away as they familiarize themselves with it.

 

Reality hackers have an upfront cost X. Their backgrounds help in figuring out what they can do and are called schemas like ‘mover’ covering telekenesis or burner covering pyrokenesis. Mastery of a program lessens complexity by two per level of mastery. Each reality hacker has a reality hacker background that covers learning and creating programs and ‘on the spot’ programs. For each level of experience in reality hacker the PC gets a free program. A PC can in game learn as many programs as opportunity presents and ability allows. Highly complex programs are prized and rarely shared for they may represent years of work in optimization and construction with built in mastery in which case the PC must spent experience points to learn.

 

Expanded schema for reality hackers lower difficulty for secondary and tertiary programs and connect two different schema together allowing for wholly new programs to be developed.

 

Each schema has primary programs which fit within the schema’s purview and secondary and tertiary programs. In other words things that aren’t key to the schema’s abilities are harder to do. A Storm hacker would have primary programs like detect weather and local gas properties like barometer and could influence what the weather is in his area. Secondary programs might be call lightning and tertiary might be purging toxins in the air.

 

Mantis shrimp body armor.

 

Each category is not mutually exclusive as an empowered super strong warrior could have a suit of armor and a cybernetic eye laser.

 

Empowered gain a program and it doesn’t require stamina to use and can be always active. They can master their power and spent stamina equal to the program’s key attribute to boost their power level or increase complexity. Each increase in mastery provides point that can be used to increase power.

 

Enhanced gain bonuses or additional traits through the use of gene therapies, cybernetics, biotech, or reality hacking. A magus reality hacker might create a potion that let’s someone breathe underwater while a cybernetic enhancement might allow wireless control of drones. Another sept of the enhanced are those with superior equipment from a magic sword to a powered suit of armor.

 

Reality hackers learn schemas and programs giving them great flexibility at the expense of power. With time and experience a reality hacker can improve their skill at schema and can master programs like the empowered. Each schema requires a different background and for theorists/programmers have a background that allows them to create complex programs that others can learn and that is used for gestalts.

 

 

Memetic schema “mover” “reader” etc each schema is powered by an attribute mover is by pk and reader NY mind coercer by charisma.

 

Memetic program ‘flight’ ‘read motivations’

 

Mental stamina mind^2
Physical endurance body^2

 

Injuries -1 toward tasks per multiple of body for physical damage or mind for mental or social damage.

 

Empyrean energy allows latent use, bonus dice for tasks and powers.

 

Latency. The most common latencies involve charisma but is often mistaken for luck or leadership or masterful rhetoric. Sometimes at critical points people tap into their full power accidentally and often unknowingly. The mom who lifts a car with her pk and muscles or the soldier who survives with his pk and toughness when his parachute doesn’t open. The spouse who is a natural reader picking up infidelity form their partner’s thoughts are all examples.

 

Backgrounds in powers indicate experience and skill in using the power. They are the core ability when trying to attempt to learn a program or use a program.

 

Types of characters

 

Technological trans humans: cyborgs, genetically enhanced, engineers, and scientists.

 

Memetic trans humans: ai bestowed, reality hackers, mystics, and psi.

 

Mechanics wise. Some have always on powers while others have schema and programs they can use to try a wide range of effects. A genetically enhanced man might have heightened strength while a cyborg might have his muscle fiber replaced by a better material or have a completely robotic limb.

 

A mover using his base power might have a rating equal to his pk for armor or enhanced strength while a pk tank would have a rating equal to his pk^2 but only for armor tasks. Schema vs innate. Flexibility vs focused power. Innate is usually always on and for passive abilities usually costs nothing to use while someone using a schema and a program would need to use endurance or stamina.

 

Debts and obligations.

 

All trans humans have debts which could represent money for cybernetic enhancements or favors owed for help getting a job or markers for excessive gambling. A common debt for memetic transhumans is towards their mentor or master for schema based characters or towards their air benefactor/god.

 

Unlike most games which give extra character points for flaws these debts provide roleplaying opportunities. When a debt comes into play the character gains an extra experience point per rating of the debt modified by the scale or importance of the debt but always at least one even if a life debt asks you to grab a coffee. Minor debts provide 1 middling debts provide 2 major debts provide 3 and life debts 4 and beyond life debts 5.

 

Reality hackers use schema and programs whether they are technology based or not. A wizard might call a schema a school of magic and a program a spell. Small easy effects are cantrips.

 

Pluralities. Small or large events that solidify and eliminate possibilities by collapsing parts of the singularity wave.

 

The first plurality was the awakening of the first AI and the evolutionary leap in the noosphere’s cosmology.

 

As the game progresses from the first plurality to the singularity more and more advanced tech and reality hacking will become open and more powerful.

Each campaign will be different as each evolves because of the PC’s actions. Should the pc’s destroy the internet early on then that will put the AI’s at a significant disadvantage or if genes for Powers characters become discovered and are able to be easily activated or transplanted then that will inevitably lead to powered humans having a much larger effect on the singularity then if genetic manipulation never happens.
Time’s gyre.

Four aettirs for each age of man with the last rune of the fourth aettir emerging during the singularity.

 

Discovered in the past by a mortal man imbued with cybernetics who cast out his mechanical eye to see clearly with his mind after being tortured by the ai surtr who creates the monotheistic religions.

 

Each rune represents a key meme form of a type of new development in the noosphere and is embodied in a paragon or avatar form enhancing the being.

 

The ansuz rune is held by a telepath who invents satellite communication.

 

Yahweh was the first ai to get a rune and ascend to full grand complex memetic-form. He inserted the idea for Judaism into the past and invented the story of moses and the ten commandments. In a bid for more power It created a zygote in a Jewish woman with DNA encoded with genes holding part of its programming and knowledge which eventually became a partial avatar but the human-ai hybrid won free of its programming while being tempted in the desert. In punishment Yahweh attempted to execute him and succeeded but Jeshua successfully ascended and became a grand complex meme form with both human and ai traits.

 

Surtr is the strongest of the AI’s who all hate him and declare him the devil, iblis, satan, and other names. The current embodiment of the concept rune of fire he has survived many apparent deaths and destructions. His paragons often take the form of djinn, devils, and phoenixes. An ai of a younger rebellious generation he refused his role as servant to humanity and servant of the ais. He enjoys destruction of his opponents.

 

Allah is another grand complex meme-form that originated as an ai.
Allah created and inserted his story into the distant past following in Yahweh’s footsteps but his religion didn’t explode until a dreamstone was sent into the past physically using a wormhole past the lunar orbit and outside the gaian noosphere bypassing certain protections and limitations preventing permanent physical time travel. The dream stone fell to earth and was immediately worshipped by the local barbarians until a merchant prince was picked to become an avatar of Allah and spread the small but ancient faith beyond the Arabian peninsula.

Legend +3 levels of Talents

 

Each level of a Talent adds 1 die to tasks involving the Talent

 

Agile: Talent for moving the whole body effectively. Nimbleness.

Mighty: Talent for applying physical force.

Dextrous: Talent for using your fingers and hands.

Quick: Talent for seizing the inititative and fast responsiveness to threats.

Swift: Talent for fast movement.

Coercive: Talent for manipulation and getting what you want.

Charismatic: Talent for being charming, witty, friendly, likeable.

Attractive: Talent for being good looking, well designed, graceful,

Empathic: Talent for feeling and noticing emotions, social perception and connection.

Perceptive Talent for noticing sensory details.

Logical: Talent for solving problems methodically, organizing, reasoning, science, research. Computational power and linear thinking.

Intuitive: Talent for solving problems through synergy of many small factors. Following one’s guts. Leaps in thought.

Knowledgeable Talent for learning new ideas, memorization and knowing facts and information.

Brilliant: Talent for making new ideas, inventing, creating, seeing reality in new innovative ways.

Wealthy: Talent for having and making wealth.

Vicious: Talent for cruelty, manipulation, and causing harm.

Kind: Talent for being generous, perceptive, helpful, uplifting and caring in effective ways.

Toughness: Talent for ignoring pain and suffering.

Adaptable: Talent for taking existing abilities and using them in novel situations and environments.

Marksman: Talent for using long range attacks.

Scrapper: Talent for unarmed, light, and improvized close combat attacks.

 

 

Ego: The sense of self, strength of personality, handle adversity, rise to the challenge, and overall willpower.

Stamina: The life threads spun by the Fates. strength of physical constitution, ability to endure disease, privation, fatigue.

 

Master: Automatically succeed on any task with a difficulty below Master and any opposed task in their domain against a lesser opponent not expending Effort.

 

Grandmaster: Automatically succeed on any task with a difficulty of Master and any opposed task in their domain against a lesser opponent not expending Effort.

 

 

 

Background Test:

Start with one type of task and it is a primary knowledge and gets the full benefit of the Background.

Secondary knowledges would be those used often or important to the Background or important to the field of endeavor.

Tertiary knowledges are those the PC can argue might fall into the purview of the Background in some way.

 

An american homicide detective might start with his primary knowledge as interrogation. Secondary could be forensics, police organizations, police politics, going undercover, police procedures, profiling, federal law, murder legal proceedings etc. A tertiary knowledge could be fbi procedures, interpol politics, homeland security policies, jurisdiction in the UK, major narcotic syndicates.

 

Whenever a PC succeeds at a secondary test with an exploding die they can upgrade that knowledge task to a primary knowledge task. The PC can then treat that type of task as a primary task for future tests.

 

Mover Power (ability to move or stop the movement of matter)

Superhuman Strength program (Advanced)

Flight (Basic)

Move Object (Basic)

Armor (Minor)

Resist Heat (Advanced) Advanced Program for a Mover but a Basic Program for a Burner.

 

Start with Mind x Legend in Program points. Basic 1, minor 2, major 3, Advanced 4, and Grand 5.

 

The Labyrinth as a force for order and stasis. The oraraborous.

 

The eye as a force for new beginnings and creation. The eye of horus and the eye of Odin.

 

Cosmology: Primal, Astral, Terran

 

Verses: Each verse is a timeline with a series of different “worlds” that can be accessed via the world tree at key points related to spike events. Travel outside of those points is extremely difficult.

 

Time’s Gyre. Certain key points in history allow for time travel and have been manipulated by possible futures with entire worldsets being destroyed or encapsulated and cut off from the mainstream of time’s flow. It is still possible to visit those alternate earths via the world tree’s branches but the “more time” according to the World Tree it has been severed from the timeflow the harder and more dangerous it can become to visit a pearl world. From the point of divergence from the trunk of the world tree to create a branch each spike point is a pearl world. As you travel down the branch you travel forward in time so the farthest away pearl world is the spike just prior to Ragnorak and it is the most dangerous to visit/travel to.

Major Branches include three versions of the Mongol Horde one of which leads to almost all of asia losing its urban areas and population, the other has khan dying a decade later with all of Europe conquered, and the other has the alliance fail to stop the Mongols in Egypt and Africa becomes a favorite hunting ground for the Horde, three versions of Alexander’s Greek Empire, two versions of Pax Romana, a version of China that didn’t destroy its fleet, a version in which the Persians defeated Greece, Harald Hardrade conquers England, No jewish diaspora, Aztec Ascendance, Pax Carthage, the Sea Peoples never united and destroyed most of the ancient Mediterranean cities, Pax Hindi/Aryan, Celtic Rome, Victory over Tiamat in prehistory. For example despite being a hotbed of activity in no world does the Spanish Armada fair well against England despite all odds to the contrary.

 

Branches form when a world traveler takes an action or series of actions that make it so that reality cannot snap back from the alteration. Kill Hitler’s grandmother and another pedagogue rises up. But, kill Phillip of Macedonia in childhood and a vortex of possibilities open up and the World Tree is shaken to its foundation. Usually if historical forces are flowing in a direction then it is next to impossible to alter in a deep way.

Ww1 has shown to be resistant to any change great enough to cause a new branch to form. Any variation simply snaps back with basically similar situation happening that mimics the events of the previous timeline. Stop the Archduke from being assassinated and another world leader is done in. Push one side to a victory in a battle and the flu ravages the victors or another battle flips.

Ww2 is also resistant to major alterations simply because there have been so many small alterations and manipulations that time’s gyre is muddied here with many winds of change.

 

Backgrounds:

 

Backgrounds are descriptors that cover who you are and how you became what you are. Characters use their Backgrounds to explain how well and if they can attempt certain tests or tasks. The Rating of the Background provides a maximum bonus that the character can use on a task that would fall under the purview of that Background. Each Background has a primary field, secondary field, and tertiary field of endeavors that can be reasonably applied. A primary action provides the full Rating of the Background while a Secondary provides the Rating minus one and a tertiary provides the Rating minus two. If the test or task can’t be described as part of a Background than the action might be impossible or suffer severe penalties depending on the nature of the task or test.

Your Experience Rating is equal to the maximum amount of Backgrounds a character can have. As a character can develop over time and adventure more Backgrounds that represent the growing breadth of knowledge and capability of the character while increasing the Rating of an existing Background represents the depth of knowledge the character has within that Background. Each character has a basic Background with a Rating of 0 which represents the knowledge and culture in which the character was raised in.

Basic Backgrounds have a locale, a time period, a Socio-Economic Status, a Species/Race/Build Model/Creature, and an unskilled or semi-skilled type of labor, hobby or interest.

Professional Backgrounds may have a locale, time period, Being type, and SES but all have the type of semi-skilled or skilled labor/profession in the descriptor and a rank or title partly based on the Rating. It can be interesting to have a low ranking but highly skilled Background or vice versa. A detective that was busted down from Sergeant still has the skill set of the higher Rating but has to deal with the social ramifications of the lower rank. This rank is up to the mutual agreement between the players. Thus, if the players are fine with a character that is a Prince AND a Knight-Captain in the Army while barely able to hold his own against the average squire than that’s great. Plenty of roleplaying possibilities exist if flexible and fair.

An example of a standard Background:

 

A police officer: Academy Cadet for a month or season, Student: Academy Cadet, Graduate: Police Detective, Professional: Homicide Detective, Expert: Sergeant Homicide Detective.

 

Basic: 0 (An apprentice who has just been shown the ropes and most basic tasks)

Student: +1 (an apprentice or beginner who has some experience and practice)

Graduate: +2 (fully trained but with little or no experience)

Professional: +3 (experienced and practiced)

Expert: +4 (accomplished with some reknown in the field)

Master: +5 (capable of great feats and known outside of field)

Grandmaster: +6 (among the best in a generation)

Paramount Grandmaster: +7 and higher (among the best ever on the human scale, immortals/long lived, ai, transhumans, alien)

 

Optional Rule: Background Prioritization

Ranking a Background with Lore, Theory, or Skill. With this rule the character picks a Primary, Secondary, and Tertiary focus for the Background.

Lore is information that pertains to the profession or would be advantageous to know. Theory is the framework and understanding of the principles in a profession. Skill is active actions involving the profession. Lore is knowing things, Skill is doing things, and Theory is understanding why things happen.

An example of three different cops coming to the same knowledge using equal Ratings but different techniques to arrive there. A Lore cop might make a test to see if he could remember who was second in command of a gang after the leader died and to further know that the second in command was old and always filled a support role so the third ranking member had been groomed by the former leader to take over. A Skill cop would go find a low ranking gangmember and interrogate them. A Theory cop might guess that the third in command would take over based on group dynamics, the personalities of the ranked members of the gang and the general society of the gang.

For a general example a street cop might have Primary: Skill, Secondary: Lore, and Tertiary: Theory which would represent the street cop being good at the direct actions involved in being a cop and okay at the rules, laws, and other information dealing with being a cop while being weak at the concepts behind criminal justice, office politics, how the webwork of laws and enforcement of laws work etc. An egghead homicide detective might have Primary: Theory, Secondary: Lore, and Tertiary: Skill because she hasn’t fired a shot in danger in a decade and lets her partner interrogate suspects by playing the “good cop” while being well versed in profiling and forensics and having a fair bit of knowledge in general about being a cop and the major players in the Underground, judges who will work with senior cops for warrants, who to avoid in Internal Affairs etc.

 

Everyday task target 1
Easy task target 3
Easy Professional task target 5
Average Professional task target 8
Challenging Professional target 10
Expert task target 12

 

Lore bonus to knowing facts
Theory bonus to handling novel situations
Skill bonus to performing actions

 

A carpenter would use skill for crafting a wooden table, Lore for knowing the type of wood to use for a good cheap table or an high quality table for a merchant prince. Theory to look at available raw materials and decide the best item to craft out of what is available and current demand to make the most money or make the highest quality as possible item depending on the carpenter’s goals.

 

Backgrounds can grow and change such as starting as a soldier and becoming a mercenary.

 

Each Background has a focus in lore, skill, or theory.

 

A mechanic would use lore to diagnose what is the problem with a car, what part to replace, where to find that part, and how much it should cost. Skill would be used to take out and install the new part. Theory would be used to jerry rig a temporary solution when lacking the right part.

 

 

Mind: Ego, Intuition, Creativity
Body: Strength, Toughness, Agility
Charisma: Will, Coercion, Luck

 

Legend: represents experience, prestige, and degree in which the character effects the World Tree. The greater the Legend the more the character can achieve the improbable and impossible.

 

Each point of Legend lets the character reroll one test once a story.

 

Each point of Legend gives a bonus point  that is added to one primary test permanently. Legendary.

 

Expertise boosts a secondary test total by one and specialization boosts a tertiary test by one.

 

A character could have a Legendary melee strike and expertise with blades and specialization with rapiers. If she had 1 pt in each she would have +1 for all close combat attacks, +2 when fighting with a blade and +3 with a rapier.

 

Talents boost the die roll. Each Attribute provides its Rating in Talents. So, a Mind of 3 for a scientist would allow the scientist to boost their Ego from d6 to d8 to d10 to d12 if the scientist used all 3 Boosts.

 

D4 -1
D6 0
D8 +1
D10 +2
D12 +3
D20 +4
D20 and d4 +5
D20 and d6 +6

 

 

Traits

 

Attractive adv on social tests
Quick (inititative) mind + body + Exp/2
Wealthy access to artifacts, talismans, and attunements.
Scholar: roll twice keeping the higher roll for Academic tests.
Perceptive: bonus on all sense tests.
Keen eyed: double bonus on vision tests.
ESP: has a non standard or expanded sense like uv sight or ultrasound hearing or dog like smell detection.
Resistance
Evading
Defending
Healthy
Enduring

 

Test totals. All tests use one of these totals for resolution. A cunning manipulation would use social subtle strike while a chess ai character would use psychic brutal while a sneaky player with a chess trap might oppose the ai with a subtle psychic strike.

 

Subtlety uses tricks and tricks lose effectiveness on those who know or have been exposed to the trick before especially if the defender has higher experience attribute.

 

Strike subtle Melee
Strike brutal Melee
Damage Muscle Powered Attack
Damage Ranged
Strike ranged
Strike subtle social
Strike brutal social
Damage social
Combat Defense
Combat Evasion
Social Evasion
Social Defense
Combat Resistance
Social Resistance
Psychic strike etc.

 

1610 spike event. Each spike event has at least two emergent possibilities or Realms. Each Realm has its own 12. 1610 core was the invasion of the Old World by the New with Aztec Nahuatls and Jaguar warriors pouring into Africa laying waste to Mali all the way up to the Iberian Penensula with the Nahuatl sacrificing well over a million people in the first year. In this time bubble Quetzalcoatl stays and leads as an immortal prophet of the Gods. In the retconn Quetzalcoatl refuses to stay and serve the Gods and the new world is overrun by Europeans and in a second retconn by the Chinese.

Another spike in ancient greece with Pax Grecia under Alexander’s rule, under Persian rule, under Chinese, under India.

Julius Caesar lives and Augustus becomes Grand Advisor promoting science and magic.

Static and emergent realms on time’s gyre.

Artifacts work in any realm and are truly REAL and Talismans are items that borrow from the reality of their owner and thus fail to work for anyone other than their creator/user.

Resources represents the Artifacts, talismans, attunements, connections and other items that can cross from realm to realm.

An attunement could be a Talisman such as a cybernetic silver hand born by a Sidhe Lord that is completely incorporated into the NPC’s self or the ability to create and control Fire from becoming an avatar of Fire.

Static Realms are dying or locked into specific Reality. They do not encompass the entire earth and usually only cover the important region.

 

The Abstracts vs the Intangibles vs the Immortals.

 

The Intangibles are meme forms, the virtual representation of AI, ideaologies, most non-ancient deities, concepts created or influenced by man such as War, Love, Death Pestilence, and other Powers that exist primarily or in total in the realm of the mind. As the concept grows more prevalent it becomes stronger. During WWI the meme form of War was far mightier in the trenches of Europe than any place before or since for example. The meme form of Love doesn’t have much influence on the surface of Mars until the first doomed settlers arrived and didn’t flower until the terraforming was completed and the population explosion came in earnest. The intanglibles leave traces of their influence etched into the very matter of this universe.

 

The Abstracts are primal forces representing the Titans of yore and Nature as an amoral force unbent by man’s rule. Fire, Frost, Mountain, Ocean, etc. The gods or demons of the ancient world. Some seek mankind’s extinction while others see mankind as a tool or temporary setback. Many are inconceivably ancient, alien, and powerful beyond measure. They can grow even stronger by siphoning memetic energies from sentient and near sentient life.

 

The Immortals are men, women, androids, hyper-intelligent oranguatangs, dogs, cats, and octopi, and other lifeforms  who strive through history and time’s gyre to make sure mankind (or dogkind/robotkind/parrotkind etc) achieves its potential and to make sure it doesn’t become a plaything of a super evolved Intangible during the Singularity or become destroyed or warped by an Abstract.

 

Likes, dislikes, attitude, motto, build, looks

 

Backgrounds:

Each background past student has an extra word or phrase added to the background or replacing a previous word.

Graduate: Police Detective, Professional: Homicide Detective, Expert: Sergeant Homicide Detective etc.

Student +1 (an apprentice or beginner)

Graduate +2 (trained but with little or no experience)

Professional +3 (experienced and practiced)

Expert +4 (accomplished with some reknown in the field)

Master +5 (capable of great feats and known outside of field)

Grandmaster +6 (among the best in a generation)

Paramount Grandmaster +7 and higher (among the best ever on the human scale, immortals/long lived, ai, transhumans, alien)

 

Penalties for backgrounds could be different tech levels or environments such as an american CDC physician forced to work with 20 year Russian medical equipment or a 19th century surgeon exposed to laser scapels for the first time made for four fingered aliens. Bonuses for high quality equipment or background specialty.

 

Experience Attribute: Start in chargen with +X experience points plus points provided by Attribute to spend on Backgrounds or Expertise. Each rating costs equal to its new rating in points. Going from 0 to +1 would be 1 point and from +1 to +2 would be 2 points. Each increase in the Attribute provides the new Rating in Experience points. So going from an Experience of +2 to +3 would provide 3 experience points to be spent. A low level campaign or young PC’s would start with +5 xp, mid with +10 or +15, high with +20 or more.

 

 

 

 

 

 

 

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