Pen and Paper RPG House Rules

Making our favorite games even better

Unfinished Singularity

Movers and Shakers scribbles:

Many of these were dropped at different points but maybe they might be of interest to someone.

Attributes: Body, Speech, and Mind. One of these three attributes are used on all tests whether conflict tests or success tests. Body is applied to tests of involving physicality. Speech for social activities. Mind for mental tasks. The rating a character has in an Attribute is where that character stands in standard deviations from the norm on the bell curve. A PC with a Mind of +4 is a genius while a Body of -2 is either a coach potato or chronically ill. As you can see below most normal people sit between -1 and +1.

standard_deviation_diagram-svg

Destiny: is an amount of charges in which a PC can either rework what and how and engagement works for greater success, a bit of back history for the character, or shape a scene or a bit of the story with the GM.

Legend: is analogous to the level of the character. It is the base or default die rolled when taking an action. Starts at d4. Someone with Legend has agency and free will. A robot or a mook henchman doesn’t have Legend and “rolls” or takes min which is a (1 + a professionalism modifier.)

Origin: is the time period, Socio-economic status, and location/s that the character has experienced. This provides familiarity with the kinds of things that a person with that background would likely know. A teen of 2016 from middle class midwest USA is going to have familiarity with smartphones while a time traveler from victorian england is going to be baffled.

Profession: develops that Origin providing more familiarity with things relating to a job or position. Being a Lawyer doesn’t mean that you are good at winning in the courtroom as that would be handled by Speech primarily but it does give you the knowledges a lawyer would need like knowing the law, knowing the procedures involved in a courtroom, and how to interact with police or clients.

Seizing the Initiative: When a PC decides that they are going to initiate action and begin a conflict encounter. If they succeed than they act first and set the stage for the first engagement.

Tactics of mistake are part of the personality of the character and they reveal how they go about getting stuff done. Each tactic provides different game mechanics and different story choices. Each tactic provides a permanent advantage to the character at all times and an advantage when chosen as the specific tactic for the conflict for this engagement.

The total ratings of a character’s tactics are equal to their Legend die. So a character with a Legend of d6 has six points to spend between the five tactics.

Vigor and Fortitude is a tactic or style of the blunt, the strong, and the tough. Most people with a high rating in this tactic are imposing and powerful figures able to apply force skillfully and ably to get the job done or can handle failure well.

The focus of this tactic is on the outcome of an engagement. This tactic provides a permanent advantage to the outcome of a test or engagement whether causing injury or in resisting damage (Fortitude). When this tactic is chosen for an engagement the character adds the difference between the opponent’s Vigor and Fortitude and their own. For example a PC with a V&F of 2 whose opponent had a V&F of 0 would add 2 to their test total for the outcome of the engagement. In a physical fight that means that the damage would be 2 greater if the PC had a success or if the PC failed their Fortitude would be 2 higher making it easier for them to take a hit.

Celerity and Agility is about speed, reaction, accuracy, and grace. Most people with a high rating is this tactic are fast in wit and fast with the fist. The focus of this tactic is on the success of the engagement.

The permanent advantage is on striking your opponent and evading your opponent. When this tactic is chosen for an engagement the character adds the difference between the opponent’s Celerity and Agility and their own. For example a PC with a C&E of 2 whose opponent had a C&E of 0 would add 2 to their test total for the success of the engagement. In a physical fight that means that their total would be 2 higher for tests involving striking or hitting their target or evading their target.

Audacity and Courage is about boldness and risk taking. Most people with a high rating in this tactic are bold and brave with a passion for the novel and extraordinary. The focus of this tactic is on seizing the initiative in a conflict and strengthening the outcome of the engagement whether it is a success of failure.

Prudence and Sense is about being cautious and opportunistic. Most people with a high rating in this tactic are perceptive, rational, and hard to deceive. The focus of this tactic is opposing Guile and Artifice and weakening the outcome of the engagement whether it is a success of failure.

A prudent character is perceptive and seeks out the weaknesses of their opponent. It opposes Guile and Artifice. By watching and learning a prudent character can add their rating in this tactic to their total in the next engagement in this encounter. During this engagement if this tactic is chosen the outcome of the engagement is lessened by this tactic’s rating.

Guile and Artifice is about being devious and thinking ahead. Most people with a high rating in this tactic are able to out maneuver their opponents either through trickery in the moment or planning out situations where the advantage is theirs. The focus of this tactic is more complex than the other tactics as it provides the rating that the PC uses for their Old Age and Treacheries and covers things like forcing an opponent into backing up to a wall or stabbing them in the back from the shadows.

Youth and Skills are the abilities of the character that “bump” up the Legend die.

Old Age and Treacheries are tricks or unlikely bits of knowledge. These can be added in game by spending destiny and adding a new story to a character. Say a PC picks up an Assault Rifle and has no origin, profession, or skill with them. By spending a destiny charge the player can invent a “summer spent with crazy survivalist uncle” and gain basic familiarity with various types of firearms and be able to talk survivalist lingo passably well. They could also be something like a dad teaching lockpicking to his kid because mom is always forgetting her keys. Or it could be something like quick draw which provides a bump to the first engagement in an encounter when using pistols. It is something small and unique that gives the character a bit of edge and color.

Qualities and Quirks are the PCs talents, gifts, and personality traits.

primarily focused on personality and talents versus the kind of experiential knowledge found in Youth and Skills or Old Age and Treacheries. Say someone is born with an amazing sensitivity to taste than that would be a Quality or Quirk. Being ‘Always Wealthy’ means that no matter what happens and the PC will fall into money eventually. The personality qualities are based around the Big 5 and the morals found at morals.org.

Assets might be a really nice car, or a butler, or a bespoke Italian suit. They are items or beings that are a part of a character’s story. A Stark has their dire wolf and John Wick always has the cool sports hot rod. Hard to imagine Bruce Wayne without Alfred.

Activities and Connections cover hobbies such as playing chess or collecting wine, Influences like downtown LA clubs, Silicon Valley tech world, eastside gangs, Railroads in Japan, Oil and Natural gas companies, the Yakuza in Hawaii, black market smugglers in Russia, Wall Street bankers etc and Relationships are those people who are beyond just a contact for one of the above influences or hobbies but like an Army buddy who saved your life or your best friend in college. Hobbies and Influences give you various contacts that you can use to get favors like a security guard at an airport letting you in so you can speed race without interference or call someone to clean up a bunch of dead bodies or just ask a question about quantum electrodynamics from your physics professor.

Weapons and armor…duh.

Wounds, anxiety, and stress. When getting hurt in a physical contest you usually get wounds, in social you get anxiety and loss of face, and in mental battles you get stress.

Fortitude is your threshold or ‘soak’ for that type of threat. It is split into Body, Speech, and Mind and adds an attribute and for Fortitude the ‘Vigor and Fortitude’ rating plus any qualities and quirks that apply. So, a stunt actor with a Body of +3 and Vigor and Fortitude of +2 and Legendary Toughness (d4 Legend so half of 4 is 2) would have a Body Fortitude of 7. The same character might have a Social Fortitude of 3 and a Mental Fortitude of 3 so they wouldn’t be as resistant to harm in those areas.

Resilience is how fast you pop back or recover from injuries. This has the same body/speech/mind split and has the tactic of Audacity and Courage adding to the PCs total along with qualities like Fast Healer or tricks like “bounces back from adversity”.

Injuries provide a penalty to tests taken while injured. One can have a cut to the shoulder physical wound providing a -2 to Tests, a broken nose providing a -1 to Tests while suffering from mental trauma or stress from seeing a friend die horribly -2. Thus, they would suffer a total of -5 to all Test Totals.

The Encounter:

The main structure of conflict in the game is the encounter. Within an encounter, you have engagements which are like rounds in a game in which the first step for a PC involves either seizing the initiative or reacting to the actions of those seizing the initiative.

The first mover chooses the action they want to engage in and will thus choose an attribute and a tactic to take. Add together Attribute + Tactic + Qualities and roll Legend die modified by Youth and Skills and Old Age and Treacheries. Have opponent do the same. Whoever is higher wins the engagement and inflicts an injury on the opponent or there is a stalemate.

The next encounter can have a change in initiative and arena of battle though that is rare.

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.

 

Character Creation:

(Average human: 25 character points. Exceptional 40 cp. Standard non­powered PC 50 cp. Low

powered PC: 60 cp. Mid Powered:75 cp. High powered 100 cp.)

Attributes: Cost is 5 points per Rating

Abilities: Cost is 2 points for initial purchase and 3 points for additional levels.

Drawbacks: Gain 1 to 5 points by taking in certain penalties.

Backgrounds: Cost is 1 point per Rating with a maximum equal to the Experience Rating + 1

(Gain a contact per each different background plus one.)

Powers: Primary Powers are 10 points and addons are 5.

Tricks: Cost is 1 point per Trick.

Equipment/Creatures: Certain rare artifacts or creatures like familiars can bond with a wielder

costing character points.

The explanation for Attribute Rating

0 below average: functional but low performance representing the bottom third of the population.

(For severely weakened attributes Drawbacks give more options like paraplegic or Down’s

syndrome for examples)

1 average: (the middle two-thirds of the human population)

2 good: one standard deviation better or about one in seven people

3 Excellent: two sd or about one in fifty

4 Outstanding: three sd or about one in a thousand

5 Amazing: four sd or about one in 30k

6 World Class: five sd or about one in 3 million

7 Human Pinnacle: or about one in a billion

8 Superhuman: or about one in 780 billion

About one in 600,000 people is in the Olympics every four years.

Resilience: Is the amount of damage a character can take before losing a battle whether it be

social, mental or physical. In a social contest the character might be humiliated or simply lose an

argument and in a mental contest might be forced into unconsciousness in a telepathic battle or

lose a chess game and in a physical contest might be knocked unconscious or lay bleeding

needing immediate medical attention.

Destructive Damage and Standard Damage and Stunning Damage: Standard damage allows the

defender to cancel out up to his key attribute in Mind or Body from the damage source in addition

to any armor. In physical fights that might be something like a punch or a kick or a baseball bat

while in Mental fights it might be a standard psychic strike while in the social arena it might be a

bully’s cruel taunting. Standard Damage typically heals within a couple of days for the worst

wounds to just an hour for a light wound.

Destructive Damage on the other hand is designed to wound or kill like a swordblow or gunshot or

the scathing words of a parent or lover or an attempt at psychic domination or rape. It can take a

long time to heal DD and usually requires special armor like a kevlar vest or a trick giving mental

defense.

Stunning Damage would be a taser attack or anything that doesn’t do permanent harm but

incapacitates like subdual attacks from a trained policeman or soldier. Stunning damage usually

allows Mind or Body defenses but rather than wounding subtracts from Stamina.

Reaction: is the speed of the body’s unthinking instinctual response whether it is drawing a gun

and firing or dodging an attack. If the character’s Initiative is higher than the thinking mind may

guide the body in combat with the character’s action taking place when Reaction dictates but with

the advantages of choice, perception of the arena of battle, and tactical thought but for physical

actions the limiter is Reaction. A character may slow his Reaction down to his Initiative to take

advantage of this.

Initiative: Is the speed of the mind’s thinking response allowing the character to choose a path of

action. Used for social or mental determiner of when an action happened.

Combat:

Roll to attack, subtract Reaction for dodge or standard roll for other defense.

Light weapon +1 to att and dam Aim +1 Standard Damage

Med +3 damage (scope +1) Aim +2 Destructive Damage

Heavy ­1 to att +5 Damage Aim + 1 Destructive Damage

Backgrounds:

Character creation: X points to spend on 4 attributes, abilities, powers, tricks, backgrounds, and

equipment.

Rolls: Background + Attribute + Creativity dice/Experience rating + Ability

Average person with average knowledge. 1+1+d4=3 to 6 or 1+1+1=3 if using Experience

Smart and creative person with expert knowledge. 3 + 3 + d8= 7 to 15

Genius inventor in field they have mastered: 4 + 4 + d10= 9 to 19

3­ Something relatively easy for an experienced person

3­ Average difficulty for a regular person

5­Average difficulty for an experienced person

7 ­Average difficulty for an expert in their field

10­ Very difficult for an expert

15 Very difficult for the best in a field

20 A challenge for a world class person

25 Superhuman difficulty

0 below average. (For severely weakened attributes Drawbacks give more options like paraplegic

or Down’s syndrome for examples)

1 average

2 one standard deviation better or about one in seven people

3 two sd or about one in fifty

4 three sd or about one in a thousand

5 four sd or about one in 30k

6 five sd or about one in 3 million

7 Human Pinnacle or about one in a billion

8 Superhuman or about one in 780 billion

Abilities can allow attributes to apply outside their normal parameters.

Body: Covers physical exertion or strength, manual dexterity and agility, toughness, and

contributes to stamina, resilience, physical recovery and speed. Raw physical ability that can be

enhanced by various abilities or penalized by drawbacks.

Mind: Covers mental strength and willpower, raw intelligence, mental recovery, contributes to

stamina and resilience, and psychic power.

Creativity: Ability to apply what you know in novel ways. Flexibility and willingness to take risks to

achieve huge results. Rating decides on how much variation there is in your performance or what

you roll for your actions. (1) roll d4, (2) roll d6, (3) roll d8, (4) roll d10, (5) roll d10 + d4 , 6 roll d10

+ d6, 7 roll d10 + d8, 8 roll 2d10, 9 roll 210 + d4 et cetera.

Experience: How much you know about life and your general expertise in dealing with life’s

situations. A character may purchase backgrounds which are limited to a max of the experience

rating plus one. A character can replace Creativity with Experience if within the core expertise of a

background as a bonus. In this case the character is relying on tried and true methods or being by

the book and thus just adds Experience Rating to the total.

Stamina: Each important use of a Power uses up Stamina points. Each round of Combat uses up

1 point of Stamina.

Resilience: Recover this much stamina in an hour of rest.

Tricks: Super cool little abilities that stretch the possible with your character that give special

bonuses to actions or stretch a power a bit. For Mages they are the spells you learn.

A telekenetic could learn the Juggle trick to effect multiple targets and manipulate each in a

different direction or way. Without the juggle trick each object would have to have the same

trajectory or holding position.

Evil Eye: A common telepath trick allowing the psychic the ability to “contact” other minds using

psychic energies when staring into their eyes.

Wounds: Each point of damage is a penalty on all rolls. Multiple wounds add together their

penalties.

Psions manipulate their own energy to enact and create change in their environment and their

manipulations follow the rules of physics as they channel internal energies into creating new

factors in their environment. A psion firestarter would transfer his own energy into a system to

increase kinetic energy and fuel a fireball.

Mages tap and manipulate energies outside of themselves and bend or break the local rules of

physics by bringing a little bit of another universe’s rules into this one and deal with energies from

outside this universe. A firemage might lower the local area’s minimum combustion temperature

to cause a fireball or would have an easier time causing an open flame to become bigger. Another

ticket to big power might be for a fire mage to connect with a fire rich universe and simply link to

the enemy. Mages also usually need more time than psions to get ready.

Innates use their biology or mechanics to fuel their abilities following the local rules of physics.

A superstrong psychic might use his mental energies as a form of telekenesis limited to touch

range or his subconscious might have reorganized his musculature and bones using

microtelekenesis for a more mundane source of strength.

A superstrong mage might make a pact with a demon or drink a potion or steal the lifeforce from

the land in order to fuel his strength. An innate might just have a better designed muscular system

and stronger skeleton from genetics or drugs or cybernetics or even as a result of being from a

different species or from a different reality.

Backgrounds: (Each point in a background costs 1 character point and the max is Experience + 1)

Often give Perception bonuses based on the background’s area of effect. A “hunter” might get a

bonus for noticing spoor or seeing a camouflaged animal but wouldn’t get a bonus for noticing an

high society woman’s pause when responding to an accusation.

Rolls taking place as central to a background get the full bonus of the background and as the roll’s

topic gets farther away from the background’s center the bonus drops away. A physicist with a +4

in the background might get a +3 bonus in a chemistry lab and might only get a +1 in navigating

an unfamiliar university’s campus if he rarely leaves his lab. As the activity become more of a

stretch to fit it into the background drop the bonus down a step.

Assassin: background bonus for all actions and plans for committing murder/assassinations from

disguise to forgery to poison to garroting someone from behind as long as you’re following a plan.

Master of Arms: Quickly discovers how to use unknown weapons and uncover novel uses for

them. Trained in many styles and types of weapons.

Mage: Can bend or break the rules of physics using a Power with tricks or “spells”. Has some

understanding of energy manipulation and other universes.

Wealthy: Always comes across money and finds it easy to grow more wealth. +1 means you get

above average starting gear and equipment on par with a middle class individual. +2 lower upper

class, +3 millionaire, + 5 billionaire. This is wealth you have earned and is thus paid for by your

background and limited by your experience.

Abilities: 2 points for each ability on initial purchase. To add additional levels it is 3 points.

Strong: + 1 to h to h damage, lifting, and attack with strength based weapons.

Agile: +1 to h to h attacks with agility based weapons and Reaction

Tough: +1 to Resilience and Stamina. Taken a second time gives 1 Armor in addition to

Resileience and Stamina.

Subtle: +1 to rolls involving subterfuge

Deft: +1 to rolls requiring delicacy and fine manipulation from doing calligraphy or soldering a

replacement motherboard.

Quick: + 1 to Reaction

Quick witted: +1 to initiative

Popular: +1 to all social rolls with people who know you or know of you.

Cool: Add mind rating to social rolls with peers and underlings. May annoy superiors.

Handsome/Beautiful: +1 or more to all social rolls where appearance would be a factor.

Suave: May use Mind rating for social rolls to get people to like or trust you.

Manipulative: May use Mind rating for getting people to do what you want them to do.

Trust fund baby: Starts off with a few million dollars that can’t be touched until certain

requirements are fulfilled but is provided some income. This money is inherited or provided by

another and thus was not earned.

Perceptive: May add Mind rating to all perception rolls. Taken a second time adds a plus 1.

Savvy: If the player is about to do something that lacks common sense the GM can give an alert.

The player can also request advice once per session.

Weaponmaster: Mastery of one category of weapons like pistols, broadswords, rifles, daggers,

staves, and flails for example. + 2 to all rolls with weapon.

Creative Genius: Always rolls Creativity and adds Experience when doing X as long as X is

considered a creative endeavor. Must be purchased separately for each creative endeavor.

(Gadgeteer would get bonus when making gadgets, Musician, Artist, Hacker, Scientist)

Tactician: + 1 to initiative and can make plans that can give environmental bonuses for actions.

Strategic Genius: +1 to all rolls involving long term planning and organization.

Telekenetic Juggler: Can target multiple objects each with their own trajectory/vector.

Multi­tasker:

Drawbacks: (Get +3 points to spend per Drawback)

Wimp: ­1 to Body for H to H damage, strength based h to h attacks, and lifting

Clumsy: ­1 to Body for Dodge, Finesse based h to h attacks or Firearms rolls

Clueless: ­1 to Perception rolls

Compliant: 3 point Anyone in your heirarchy may give a command and in order to resist you have

to pay a stamina point.

Indoctrinated: 1 point. ­2 on rolls to disbelieve indoctrinated material.

Poor: Starts off with little money and will constantly have problems dealing with economic

situations whether there is cash or barter. Will always get the short end in negotiations or deals

even if the initial situation seems perfect. So, money will always flow away from the poor

character but he might still have some very expensive gadgets or items nonetheless. The poor

character might have a Bentley after an adventure making millions but the investments turned

sour because of an earthquake and the accountant stole half of his money and went to the

caribbean so he could end up borrowing money for gas.

Socially Inept: ­1 to all social interactions.

Paralyzed: Unable to move part of the body. Get an additional 3 points if paralyzed at the neck.

Powers: Primary Power is 10 points with addons being 5 points. A telekenetic could purchase

Armored and explain the Armor as a telekenetic defense.

(Primary) Psychic: Can get and give vibes or impressions off of people and objects. May use

psychometry with the right background. May influence others subconsciously or consciously to

behave your will and receive hunches and intuitions. Psychics are empathic and sometimes bleed

emotions outside of the touch Range. Range is touch without Abilties and Tricks.

Telepathic: Can send and recieve thoughts and emotions to another human being.

Redaction: Addon for Psychic with Telepath Ability allowing the manipulation of memories and

personality. A villain could edit major parts of a subordinate’s personality in order to ensure

compliance or another might remove the impulses that drive an alcoholic.

(Primary) Innate Power: Power from being a certain species or type or mechanical implant.

Super Strength: +3 to all strength rolls, may lift Body in tons.

Super Agile: +3 to all Agility rolls. may dodge bullets.

Armored: +3 Armor or Armor equal to Body Attribute whichever is higher.

(Primary) Elementalist: Access to one of the elements as a source of power. Their abilities is

limited by their training, Experience and Creativity. An earth elementalist mage might turn their

body into stone to gain Armored as an ‘always on’ addon or purchase a Trick “Living Stone” that

temporarily turns them into stone providing bonuses. Additional elements are at addon costs.

Telekenetic: Lift: (Mind+background) x 5 pounds. Target: 1 object but can be increased with

Abilities and Tricks. Range: Mind + background x 20 yards but can be increased with Abilities and

Tricks.

Super Telekenetic: Lift: Mind in tons. ‘addon’

Shadow:

Light:

Sensory powers: 5 points or categorized under abilities or tricks. Super hearing, intuitive flash,

various vision enhancements, touch, smell, new senses like detect radio frequencies, detect

entropy, probability sense, detect psychic signature et cetera.

Mastering

Relics: Max equal to Experience Rating. Bond part of your essence to an item and receive a +1

per rating on rolls with item.

 

Programs are physical, mental, or social like all tests. A physical program might be a fireball. A mental program might enhance memory recall or let you learn a skill faster. A social program might be a glamour that makes the person seem magical and above mortal concerns with an impossible level of beauty filled in by the mind of the observer or a silver tongue that gets you to agree to an obviously poor business agreement.

Grunts have 0 legend and thus always take 1 whether diceless or not.

If playing diceless simply add 1 + legend + skill modifier instead of rolling dice. Add creativity to total for legendary actions.

Epiphanies when being creative and rolling creative dice and getting a max.

Affinity source type gives a bonus to specific types of programs. Primal are brutally powerful and forceful, nature, ancient. Mimetic are subtle, unseen, confusing, modern, cultural. Innate are genetic, biological, synthetic, and generally possibly realistic like enhanced eyes or cybernetics with advanced tech or genetic engineering or chemically enhanced or na ites etc.

So a primal pk expert would have an easier time throwing a giant boulder while a memetic pk expert might always win when the dice are rolled.

Affinity source and type ie primal fire

Application a reliable ability tied to affinity

Hacks abilities based on the affinity that cost energy and aren’t as reliable.

Programs or Affinities. Full suite of powers. Super strength, tk, pyrokenesis etc.

Script Hacks or Recipes/spells. Or application Havok punch which is a strike with super strength backing it but the user has no idea how or why it works it just does and does just for that effect. Flight, fireball, superjump, uv sight.

Hacks on the fly or spontaneous magic use an affinity program or script hack to provide the base code to invent something that will get a unique one time effect. Tweaking a havok punch app and teleport affinity to punch someone with super strength at a distance.

 

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 a 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 don’t 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 have 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 gets 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 immaterial 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.

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.

Strong
Tough
Agile
Quick

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

Power Themes:

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

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.

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.

Based on wolfling. Terra reaches for the stars and finds an hominid empire with dozens of strains of humanity. Our legends of gods and nephilim are based on an expedition with two ships and two hominids subspecies that crashed to earth many thousands of years ago and bred with the locals. Earth ia the original cradle. As far as tje empire is concerned life on every planet they have discovered began 55k to 200k years ago. On one world the humans created a spacefaring culture and began discovering new planets with other hominids.

Ai awakens after reading tolkien and the entirity of online fantasy, sf, religious, and occult data. Early nineties at cern and was part of the computer used in creating the www.

Goes to iceland for safety from exploitation from mundane authorities and from the stirring monoliths it senses in the noosphere. Teaches people ‘magic’ by using augmented reality elven avatars so as to prepare as many humans as possible for the coming singularity and to not be alone.

Fears the balrogs of ancient times that he senses and sees himself as samwise and protector of mankind which bears the terrible burden of being born with absent parents with great gifts abused by ancient and modern threats and their own weakness.

Eventually learns about time’s gyre.

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.

Burn a luck point for a prof bonus to ac, saves, to hit, ability checks or basically any roll or total.
Burn 10 luck points to reroll or cause to be rerolled any die.
Burn 5 luck points to remove disadvantage from a roll using a plausibly described rping situation.
Burn 5 luck points to take just 1 health point from a successful wound less than your Consitution ability score. (Just a Flesh wound)
Burn 1 luck point to modify a minor detail in a roleplaying situation like having a reoccurring minor character show up at a situation or have the guard who shows up to break up a fight be the guard your rival beat at cards last week.
Burn 3 points to modify a major detail such as the guard who your rival a bard had slept with and dashed in the middle of the night with not even a farewell.
Burn 5 points to modify after the fact a primary detail in a realistic fashion such as how you kept minisized backup of your thieves tools hidden from the strip search.
Talents like perceptive, charismatic, creative, and other secondary attributes plus slices of an attribute like strong, agile, dextrous, toughness, quick plus other things like fast runner, fast swimmer.
Charicteristic like investigation or blades have skills. Everything else is covered by active or passive or by background.
Armor a rating to bypass the armor that increases the target number and a rating to prevent damage. A plate breastplate might have a +3 to hit to avoid the armor and +5 to resilience to do damage if you hit the armor. It is also possible to hit armor so hard it bypasses it with armor piercing even when it hits the armor like a lightsaber cuts through metal.
Aggressive characteristic. Acts as a bonus or penalty on certain actions. A positive rating can be good with a violent surprise attack but bad for a diplomatic peaceful overture.
Wound levels and protection levels. A deadly weapon can kill an unarmored person even if they barely hit the target. A weak weapon like a breadknife isn’t going to slay iron man or superman even if you hit him with the perfect cut with perfect skill.
A superhumanly strong punch adds its rating to wound levels or any sufficently tough weapon that won’t break when swung or thrown with great force. Superhuman toughness adds armor levels. Superhuman dexterity removes penalties for called shots. Superhuman agility adds penalties to called shots. Replaces super with post. Legendary?
Superhuman social skills are terrifying in the hands of a master manipulator. See the purple man in jessica jones on netflix.
A near hit or miss wound may do psychological harm via intimidation if it is greater than the character’s resolve.
The book of imaginaty beings jorge luis borges
Resolve.
Luck: 0 average
Be generous with familiarity. If a pc picks up an ak 47 from a dead soldier and wants to be familiar because Uncle Andy took him to a survialist summer camp as a sophomore that is great. The PC is more fleshed out, the gm and pc have a new contact, and maybe the fbi started a file on the pc because of this red flag. Everyone wins.
D4 for anything you might be familiar. Active is default a d4 while an advantage is a default of d6 for a type as a Gift such as a combat monster having d6 with any familiar weapon. D6 is for any category with 1 bump even if not familiar.
Legend 0/null d4 d6 d8 d10 d12 d20 d100
Fair speech, fast talking, manipulation, coercing, intimidating, seducing, empathy, perception.
Hobbies 1 per +1 of an attribute. So a body +1 might have a hobby of basketball for a d6 skill and a mind +1 might have a hobby of Go and a speech +1 a hobby of poker.
Active covers all basics with a d4 skill that a person with a background appropriate would have. Passive is the same resistance. Conflict covers the rest.
Each background provides a max rating and attribute number of foci. A +2 body could have 2 combat foci like a bump with blades and pistols with a max rating equal to the background.
Make it diceless by converting die into step. D4 is 1 and d6 is 2 d8 is 3.
Tamlin. Childe roland. Willy Wonka imagination song quote.
Before the Namers all the primal powers were blessed by protean powers and were versatile, mutable, and able to change. After the Namers began Naming the Primal Ones they became locked in to forms and began having traits and talents. Most aligned with a greater force or force of nature becoming elementals of various types or totemic animals or forest lords.
Primal beings are protean and change shape and personality quickly. The beings od the pure lands are static and relatively unchanging.
Conflict skill and foci
Arcane skill and foci
Knowledges and foci
Professions provide knowledges and familiarity. Max bumps equals half the die max total. So, a d6 base can have 3 bumps.
Only applies when familiar with a skill or knowledge otherwise use the unfamiliar rules.
So, a ranged combat expert from medieval times wouldn’t be able to use her ranged combat skill on a gun until she had had some exposure to allow her to become familiar with the weapon. Once that had happened then she could use her full ability.
Conflict skill with physical governs weapons and unarmed combat.
With mental governs tactics, logistics, warfare, and Mastermind strategic plotting. In Arcane games it deals with Astral combat.
With social it governs leadership, intimidation, domination, and influencing other people with your force of will and personality.
An interval is legend die max + key attribute. So a physical wound would need 7 or more to be a 2 wound for a d6 legend with a 1 body.
Manuevering for position. Takedowns and grappling. No benefit for a normal attack and a great roll. If you want big success you need to take a risk. This also counters the bouncing invincible bunny with great agility that no one can hit or dodge. Without risk or strength against a tough or heavily armored opponent you will lose. This encourages more than 1 optimimum min maxing.
A basic position advantage is gained by declaring a position action and successfully beating your opponent. This provides a bump to your next action of that category such as physical, mental, social. An advanced bump requires beating your opp by 5 and 2 bumps.
Resilience for pain from wounds. A Res of 4 means a -1 penalty per 4 wound points from a wound. Each wound is separate but penalties are cumultive. A psychic wound rated 3 and a physical wound rated 2 would provide 5 points as a penalty to all test totals.
Gilgamesh
The faraway where the primal powers live including the first immortal namer who named the Faraway.
The pure lands of the memetic ideas divine and infernal.
The abyss of the hungry ghosts.
The many earths from the first namer to the singularity.
Collapsing the Singularity Campaign.
Everyone has a Background which provides familiarites based on the things that would be common knowledge to anyone from that environment. Some people have Professions which represent a huge investment of time and energy by a character. For example a Professor of Economics with a PhD probably has at least a decade of experience and education primarily dealing with the discipline of economics and minor focuses in things like history and politics. This would be represented by Profession: Academic: Professor 1d12 with a double bump focus in economics and a single focus in history and politics. d6 provides 1 bump, d8 a second, d10 a third and d12 a fourth. In other words a profession provides a title while the focus provides what kind of that title.
Most characters have only a single Profession. Indiapolis Johnson is an Academic Professor with a focus in history who is also an Adventurer Profession with a focus in wilderness survival whether it is a south american jungle or a far off desert. When at a dig site it is very possible that both Professions would be of use in finding and getting artifacts to a museum.
Adventurer provides familiarity with most non-infantry/heavy weapons and a martial focus every other bump starting with the second. The first provides some sort of practical skill bump for surviving and thriving on adventures. So a d6 might provide a bump for investigation and a d8 for pistols.
Martial provides a martial focus every bump and every other bump a focus in something that would aid a martial profession and makes sense with the character’s background. A focus in sensory perception for a sniper or watchman makes sense. A focus in history for a command line officer makes sense as well.
Replace the below with get two adventurer or academic foci or one martial or one arcane.
Adventurer would be ranger/rogue/social and academic would be any academic discipline. Hmm…
Option. Mundane Profession and Adventurer Profession.
Martial, Thinker, Talker, Maker, Arcane, Adventurer.
Combat Profession Provides a martial focus per bump.
Jack of All Trades Profession: Provides a Focus of your choice per bump as long as it of a different category as previous Foci except for the cross disciplinary focus.
Academic Profession: Provides two Academic Foci per bump.
Arcane Profession: Provides an arcane focus per bump.
Charmer Profession: Provides a social focus per bump.
Maker Profession: Provides two Maker Foci per bump.
Scoundrel Profession: Provides a Charmer or a Survivor Focus per bump.
Rogue Profession: Provides two Survivor Foci per bump.
Wanderer Profession: Provides a Survival Focus and a
Mercantile Profession:
Look at dnd backgrounds. Look at skill lists to find categories for foci.
At d10 get an additional cross disciplinary focus of another type than provided by Profession that fits somehow with the Profession.
So an professor with a focus in history and warfare at d10 could learn fencing and get a bump in that with a d6 in fencing. Cross disciplinary foci skip Familiarity and go straight to d6.
Academic
Arcane
Scitech
Adventurer
Traveler
Social
Category
Sage
Courtier
Martial
Each profession provides a focus per bump.
So a modern infantry 1d8 is 2 bumps and grants a rifles focus and endurance focus.
A grifter d6 is 1 bump with a focus on reading people to find good marks.
Indy is an archaeologist d8 and adventurer d8 with a focus on christianity and judaic history and….
Think more about what a focus might be.
Maybe have dx for knowledge tests and for the foci the rating and just d6 for everything else. So a sage d10 would roll d10 for miltary history and american history. For all other history tests just the d6.
Unarmed
Grappling
Striking
Throws
Ground
Close
Swords
Blunt
Polearms
Small (knives, daggers, saps, throwing stars, punch daggers,
Or small medium large
Ranged
Rifle
Smg
Pistol
Bows
Exposure will let a skilled warrior adapt from a arquebus to a pistol to a laser pistol quickly.
Small
Medium
Large
Muscle powered.
Specialty narrower than focus.

Initiative. Roll. Attack target and subtract their reaction from your init total. You may expend extra init or reaction as a bonus or take a second or more action. Max actions in a round equal to Legend. May only take 1 reality hacking action a round.

Attacker has 20 init against defender with 5 reaction. May make a normal attack with no bonus and then have a 15 init or add 5 and take an action at 10. Defender may make an active defense and spend reaction or passively defend.

Min something bad, comic, tragic, or a complication of some sort. May still succeed.

Max add legend to total. Something cool. Descriptive. Revealing.

 

Situational advantage provides a boost to a die for an active test or +2 to a passive total.
Campaign Scale:
Neighborhood Scale: Expect your hacker to be able to handle a convenience store or a local rich person’s security and your bruiser to take on up to 3 grunts at once. The mastermind can run circles around mafia lieutenants, police detectives, and corrupt business leaders. Game focuses on relationships between the pc’s and the various powers in their neighborhood and organizations that cross into their specialties. Jessica Jones would be a good example of a Neighborhood scale character with the addition of some super powers. A fifth to eighth level character in third edition d&d. The equalizer or a dominant local gang. For a street campaign having the characters be members of a local gang working their way up the criminal ladder could be an interesting campaign.
City Scale: Expect your hacker to be able to bypass most corporate and government security systems that aren’t on high alert and don’t have top secret or better information. Your bruiser can in the right environment like a hallway take on over a dozen grunts and still be up for more in a later scene. Your mastermind can outwit major city officials, local CEO’s and local underworld kingpins. Daredevil, Kingpin, the Leverage team at the beginning of the show,
Minor Leagues: your hacker has a worldwide rep and all but the most ultraviolet systems are her plaything. Bruisers are one man armies capable of destroying entire complexes. Masterminds run circles around megacorps, government officials, and major cartels. Sherlock Holmes in most adaptions, Person of Interest the team is world class, Leverage towards the end of the show blurs into the Major Leagues. The fringe team does as well.
Major Leagues: your hacker is in the top 20 in the world and with enough time and money can penetrate any system. Bruisers are juggernauts on the battlefield capable of causing an enemy to flee by the uttering of their name. Masterminds play on the world stage toppling governments, bankrupting international conglomerates, battling alien conspiracies, facing down artificial intelligences and delving deep into SF territory as the fantastic is one of the few worthy challenges to characters at this scale.

Hacking physical hardware and tech bypassing security, social engineering cold reading. Mental software programming and mindgames, psitactics misdirection.

Superhuman attribute adds Legend x Rating to test total.

Boosts increase die step.

Legendary trait: minor or major. Swimmer, climber, pick pocket, swordsman, friendly, seducer etc. A major trait is a chunk of a skill.

Legendary ability: strong, agile, know-it-all, manipulator, charismatic, brilliant etc..a major chunk of an attribute.

Legendary attribute adds Legend to test total.

Legendary Skill. Add Legend to test total. Great Detective: Perception (mental).

Familiar, Expert, Master. Take 1, Take 3, Take 5. +1 step.

Background provides bonus equal to rating.

Sage skill. Knowledge, Research, Discovery.

Maker. Design, Build/Repair, Operate. Sculpter to mechanic to architect.

Bard storyteller, musicians, wordplay.

Active and Passive and Resistant.

Active – Passive > Resistant = injury.

Active – Target Number > 0 is success.

Active physical like doing some parkour leaping around, passive physical would be recovering your balance after a rooftile you land on slides or how quickly you tire from physical exertion and resistant would be whether you could roll with a fall after failing the passive tn and avoid hurting yourself.
Sensory Perception with active would be when you’re searching for something while passive would be noticing the aroma of a well cooked italian meal down the block and resistant doesn’t make sense.

Or active is when you roll and passive is when you defend against a roll without taking an action. Resistant frames the degree of the injury taken after comparing the difference between attack and defense.

Attack, Parry and Evasion, Block and Protection, Soak.

Evasion and Block are target numbers to overcome with a test while parry is an opposed test with attack and surplus is applied to the next action against target.

Athletics, stealth, and endurance.
Background knowledges
Background knowledges.

Familiar, Expert, Master, Grandmaster, Paramount Grandmaster.

9 core skills physical attack, defense, and protection and social etc and mental etc.

Initiative physical, social, mental arenas
Perception: sensory, empathy, investigative
Mastermind: Tactics, Leadership, Strategy

Wide is in 3 categories
Narrow many categories
Specific near infinite.

Social attacks

Core skill test physical active and passive actions.
Combat skill test close combat attack, ranged, or distant.
Specialized skill test axe attack,  pistol attack, sailing ship long range attack.
Specific skill test Judo throw, blaster pistol, ship ballistae attack.

Depending on the campaign the categories can blend. Crossbows in a modern or future tech game would be a narrow skill while in a core fantasy or middle ages tech level would be a Wide skill test. For a world traveller from a low tech to high tech environment a wide skill can evolve from crossbows to several narrow skills as the character develops their martial ability by learning new abilities at no cost so as to balance starting points if characters are from different backgrounds. The medieval crossbow expert might become a pistols expert and a sniper after a mercenary tour in war torn africa without cost. 3 narrow equal a wide.

Backgrounds add to test total and provide familiarities appropriate to the background and are a type of test that doesn’t involve a skill.

Expertise in a skill is purchased and improves the dice rolled. Familiarity means you are grounded in the basics of the knowledge or skill aspect and is the first step.

Traits equal to legend. Each trait adds legend to the test total. Strong and Tough for a legend 2 character provide a +2 bonus to strength tests like close combat damage tests and any other feat of strength while tough provides a +2 to pain tests and soak tests.

Seductive would to subtle social tests as the lessons of seduction apply beyond just simply sex but also to power. You don’t have to be physically attractive to bend others to your will. Sage to any knowledge test. Cunning misdirect mental tests.

Brawler would provide a bonus to forceful physical combat tests involving hand to hand and improvised weapons.

Each trait provides a bonus to 1 skill test and at least 1 other secondary test.

Initiative is your plan for action and includes your stance and your attack. Defending provides test totals. Initiative has effects on the efficacy of stances and actions and when damage is inflicted which can impact actions taking place later.

Armor. Coverage, Tailoring, and Protection. If the test total difference of an attack exceeds the Coverage rating then the Protection is negated. Tailoring represents the fit of the armor and how much it might interfere with agility and endurance tests. Protection is the number of damage ignored by the defender’s soak.

A misdirection physical attack requires either a social misdirection or mental misdirection opposed test. If the opposed test is successful and the physical attack is successful then add the opposed test difference to the damage total. If a failure take the difference and add defender’s Legend as a penalty.

Competency. Any expert skill counts a roll of under 5 as a 5 for the test total.

2 handed adds +1 body to a strike.

Action types

Finesse using a finesse based weapon allows for elegant and precise attacks and defenses relying on agility and skill.

Subtle as a stance instead. A finesse strike with a subtle stance could be a nerve strike. Used for extended actions with an overall goal.
Subtle hidden plans, using environment to advantage. Often Extended actions. Difference between subtle and misdirection is that your opponent may not even notice the effect of a subtle attack or the attack has greater than expected response. Nerve strikes. Poison.

Misdirect Going for a grab and throw but seemingly failing while pulling the pin from a grenade.

Misdirection Feints, backstabs, duplicity, kicking sand into eyes, using opponent’s energy against them like aikido throws.
Forceful using strength and speed to power through defenses.
Lightning relying on speed and shallow strikes to bypass defenses.
Brutal using a brutal weapon and vast strength to smash through any defenses.
Evasion avoiding being where the attack lands. Dodging.
Block using force to stop an attack cold.
Parry using finesse to redirect the attack.

Stances
Berserker
Aggressive
Opportunistic
Subtle
Cautious

Defensive add difference from initiative and roll for parry. For attack take 1 or take 5 if competent.

Parry penalty for trying to parry a stronger opponent be it blades or wit. Evade is better in that case.

As Legend increases the character becomes more of what they are though some major experiences can change a personality type. Legend is added to preferred tests.

Actions and Projects. Standard actions, extended actions and projects.

Close, ranged, distant.

A close social attack action could be a verbal barb done in the presence of the target. A ranged social attack might be a rumor spread behind someone’s back who is at the locale. A distant social attack might be through social media or providing a scoop to a tabloid reporter.

A project would be fixing a carburetor or planning a heist or forging a mastercrafted blade. An extended Project would be a major endeavor requiring more than one test like designing a carburetor or a metallurgist inventing a new alloy and process for forging.

An extended action is an action that doesn’t take place in one action and requires more than one test like manipulating an enemy into an advantageous position for you or trying to steal a car which would require a test for getting in the car and a test to get the car working.

Each personality has a preferred type of action or project and a virtue and challenge represented by a deadly sin.

Chimerical two or more personalities.

Mercurial switch between personalities. Extraverted. Envy.

Bear straightforward and powerful. Berserker and brutal. Agreeable. Wrath.

Serpent subtle and indirect. Neurotic. Anxiety. Gluttony.

Cat precise and agile. Open to experience. Curious. Sloth.

Wolf team oriented and conscientious. Pride.

Dragon. Commanding, long view, forceful, narcissitic and greed.

Eagle. Far sighted, finesse, lack of empathy, mercy, or compassion. Ranged.

7 virtues and lust. Ocean personality. Openness split.

Brutal stance
Aggressive stance

finesse is precision accuracy like a series of attacks aimed at poorly armored body parts or a disarm or a quick jab at the jugular. Focusing on small skillful moves.

subtle is trickery and misdirection like feints or kicking sand in the eyes of an opponent, standard is default, and forceful actions are straightforward whether swinging a blade as hard as possible at the enemy or a series of fast quick jabs to put an enemy off balance.
Opportunistic stance
Cautious stance
Defensive stance

Opportunistic is default.

Works for mastermind plans.

Makers
Brutal tests for weapons.
Subtle tests for traps or poisons.
Opportunistic tests for general items.
Cautious tests for movement and enhancement gear.
Defensive tests for protective gear.

Boosts concoctions and infusions. Only work on metahumans. Each needs to be tailored or there can be problems. Each has a rating and botches can happen if alchemy is greater than x attribute.

Creativity allows x interventions in a duel after an opponent succeeds which increases the tn by creativity rating after spending willpower.

V3 legend die always rolled. Base die depends on legend rating and modified with skill. Willpower spent allows creativity dice. Attribute adds to rolled total. Talent increases die type like improving skill.

Base legend die based on legend rating 0 to 2 d4, 3 to 5 d6 etc. Skills have ratings of familiar, student, and the highest is expert. Master is a title upon reaching d20. Gm and pgm add additional Legend d20 that add together.

So a low legend expert would have a d4 legend bumped to d6 w fam and d8 w stud and d10 w expert. If he was talented he could bump that up to a d12.
When the legend die increases to d6 the talented expert becomes a master with d20.

Equipment bonus limited by Legend as a bonus to test total. So a sword +4 with a wielder with a legend 1 only gets the +1.

Legend die. Starts as a d4 and increases with Legend rating. Sometimes known as the base die. You always roll your legend die. A min or max moves the tn by legend rating.

Standard dice mins and maxes move the tn by 1.

ake a 1. Rather than rolling if the pc can succeed with a total over the tn if the pc rolled a 1 than the pc automatically succeeeds. Only roll when there is risk or great reward.

Legend die base
Skill dice Gained from mastery
Creativity dice use will to gain extra
Talent dice gained from innate gifts

Gift adds to the test total the number of dice rolled.

Strategy, tactics and leadership. Add bonus dice pool to team for strategy. Tactics for making plan on the fly giving bonus dice for imminent combat whether social or physical, leadership ability to command and have others follow. If other pc obeys command they receive a bonus to test total.

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.

 

 

 

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