Pen and Paper RPG House Rules

Making our favorite games even better

Unfinished World Tree

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

Each character has a muse.

Our gods bleed and love.

 

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.

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.

 

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Veils are protections against a Gifted Power.

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

Boons: Rework the starting feats to be starting boons.

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

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

Movers and Shakers RPG

By Ty Larson

Cosmology: Primal, Astral, Terran

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

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

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

Backgrounds:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Traits

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

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

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

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

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

The Abstracts vs the Intangibles vs the Immortals.

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

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

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

Likes, dislikes, attitude, motto, build, looks

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

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

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

 

Creativity trait d6 humans, d4 augmented, d3 ai

Prime, major, minor talent

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

Noosphere, forces, spacetime.

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

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

X altruist. Psychopath.

Qin empire spike.

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

Routine tasks
Stress tasks
Opposed tasks

Backgrounds:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Traits

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

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

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

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

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

The Abstracts vs the Intangibles vs the Immortals.

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

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

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

Likes, dislikes, attitude, motto, build, looks

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

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

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

 

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

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

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

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

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

A mechanic would use lore to diagnose what is the problem with a car, what part to replace, where to find that part, and how much it should cost. Skill would be used to take out and install the new part. Theory would be used to jerry rig a temporary solution when lacking the right part.
Mind: Ego, Intuition, Creativity
Body: Strength, Toughness, Agility
Charisma: Will, Coercion, Luck

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

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

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

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

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

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

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

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

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

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

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

 

Things are realer and have more merit the closer they are to the main trunk of Yggdrasil or the centers of the strength of entropy life idea and nature.

Speech is more than just communication it binds together the speaker and the listener. The observer and observed. It is culture and sharing of ideas of the self.

Tiamat as a hive agi based on octopus brains and their tentacles composed of nanites linked together like big hero six meets cthulu.

From the moment of the first Naming and first observation to the moment of the ascension of the singularity exists the song of earth.
Before the first word the world is immutable and after the singularity the world is unknowable to anyone inside the song of earth. These two moments are lodestones which push and pull reality to its fate. In the beginning the song was cacophany and myriad verses existed simultaneously. Now most of the verses have canceled each other out and just a few handful of verses exist at any specific time. Powerful factions vie for verses that they dominate to become dominant in their past and their future. Each verse sends waves into the past and the future and sideways to other verses. It is easier to traverse from dominant verses to other dominant verses and becomes riskier as the worldwalker leaves the main streams toward the void. Some verses have been completely cut off and cast into the void to protect the integrity of the song.

Soliton standing em wave breaking down non hardened tech such as nanobots and dealing with periodic grey goo events planned by Tiamat.

Weapons have a base attack, damage, size, and melee have parry for each category of weapon. Any specific weapon can be built by bumping up or down a stat. A heavier shorter sword might do more damage but have a penalty to attack and parry while a bigger sword would have a larger size and damage for being bigger. A high quality blade would have extra points to allocate for more damage because of better material or more armor penetration.

Armor has coverage, material, weight (light, med, heavy)  bespoke, tailored, and off the rack.

All items have a base quality and base attributes making it easy to tailor or customize.

Cost could be in currency or could be bonded to the character (magic item, fate bound, or memetically enhanced via merit expenditure)

 

Valhalla station in the center of the bleed. Harvesting the best. Outside of normal time and the vagaries of the streams.
The wraith or hungry ghosts seek to eat all meaning and that which grants meaning which is life which also creates ideas information and data. The hordes of the infinite hells empty out the most unworthy as cannon fodder to hold back the abyssal wastelands and 7 heavens are locked in a constant three way battle.
The vr pure lands are at the right and primal on the left and mimetic tied to a stream and its verses and change the most.
Legend die + skill die from profession or background. Legend die is static and skill die is bumped up a step by skill or familiarity.
No skill than no skill die. Familiarity or 0 gives a d4 and +1 is d6 etc. Number of skill dice rolled is equal to creativity. Highest roll is kept. 0 creativity is a take 0 for the skill part of the roll.
Talent gift and focus. Talent is an innate trait tied to an attribute. gift is something given as part of a role or archetype or mantle. Focus is a narrow skill related area of expertise.
Competent instead of taking 1 you add legend and expertise or if you can reroll one die.
Mastery allows exploding dice. Combined with competent lets you add +5 to the total or take 6 instead of take 1.
The oriental and the dark mother and the occidental and the inferno and the black lodge. Equalizers judges leverage.
Light and Noir Modern. Seize the day or the night in a world lacking in the overtly supernatural but allowing for near superhuman feats of prowess and a tendency for fate and synchronicity to come into play. John Wick and a serious underworld of assassins coexisting with a more light hearted and less cynical kingsman or dark but hopeful show like Leverage or the Equalizer or even Kill Bill or any of the Tarantino films.
Mechanics. Skip super science and supernatural powers but allow for amazing physical, social, and mental feats and occasional cool high tech super spy gadgets or near magical swords.
hate/aggro are social attacks that can draw others to target them. Traditional roles city of heroes.
Influence. Contacts, Organizations, and using Legend. “Noise Complaint” Lets the player spend a Legend to have a social interaction of their choosing with a contact, friend, or colleague rather than a potentially bad situation like when the police visit John Wick at his house because of the noise conplaint. This is a great way to flesh out the contacts a PC might have and the character’s history if the a reoccuring contact.
Modern urban noire. John wick.
Threat level. Geek the mage. Some attack thw high threat others low.
Virtues: traditional, Liberty, honor, piety, patron/tutor, ordered, autocrat/conquerer, freedom, rationality, prosperity.
No flaws that give points. Any problems provide “when they appear in gameplay” Fate points based on the severity of the problem. If the character is a hideous monster that hides its true self with illusions but the illusions are so perfect it never has any penalties than the PC will gain no benefit from its deformity beyond a roleplaying aid of motive and insight to why it behaves the way it does.
Minor major grand. Works for powers as much as it does strengths, flaws, and tricks. Minor Fate points, Major, and Grand.
Minor Fate points spent on a scene can change small details or substitute things for similar things. A wolf instead of a dog or the son instead of the father. Major Fate changes key parts of the scene. Grand Fate allows the PC to dictate in a major way what is in the scene and general flow. This would be like when Samwise spent a grand fate point to make sure that the rest of the Fellowship started a big fight outside the gates of Mordor to distract Sauron and that the nasty Gollum shows his true colors and the ring is destroyed in Mount Doom. Things happened but not necessarily in ways that Samwise wanted them to happen but the general gist did and that is power of Fate.
Legendary and Superhuman. Minor Legendary iron strike (basically legendary strength for the purpose of one physical attack action) major Legendary strength for all physical actions involving strength including that ironfist strike. Grand Legendary Body: add Legend to all Body tests.
Weaknesses like slow body or slow on the uptake help !
Verses. Poets are the hearts and minds of cultures and species. They can give birth to worlds and when a species matures that species creates a mage or mages that represents it. This moment of truth is a singularity.
The greatest hearts and minds of mankind in history are being murdered by monsters and robots. The elder beings past the outer periphery seek entrance to our universes and human verses are the key. A trio of artificial intelligences seek to understand man’s soul…and then take it from us and ascend to Godhood while we sing hosannas in praise and eternal subjugation. A nanotech hive mind imprisoned in the deep earth holds a matrix containing a legion of the vilest minds of myriad worlds. It has been discovered.
Potential mages seek to evolve and shape themselves into being which is easiest using descendants. This can sometimes cause mental illness as nature pulls one way and the soul another. Even long dead nascent mages from dead worlds and species can be reborn thus the hellstone keeps them from being born. The Sidhe gatekeepers are dying.
The path of the empty soul. The path of the laughing man.
Tiamat hive mind grey goo.
Crouching tiger. The iron way shows physical skill through individualism and heroism, the golden way is mental skill through individualism and pride in your work. The silver way is social skill, cooperation, and mutual benefit. The maker’s way the tinker inventor engineer. The middle way is jack of all trades.
Bad guy paths. The broken path. The twisted path.
Traits strong combat monster (+1 to physcial combat tests and -1 to all othwr tests) bookworm, lover not a fighter or a thinker. Absent minded prof.
In each game a pc has a role specifically designed for that campaign that may or may not fit in other campaigns. They often have close matches though. A Voice who uses psionics and sound to influence would have a big edge on a mundane Grifter though they play the same role of Face. Thus, a GM has decisions to make when worlds collide. A swordsmaster vs a dragon vs a mechwarrior.
Primeval: The Primal powers wax and wane in different eras. You can play among worlds and beings born before the first stars as a member of a strange new creature….man. Play any time fromvthe neolithic to the posthuman eras of man. The primal powers can pass on to humans a mantle that holds the essence of their power to act on their behalf. In the modern and later ages the primal worlds and their powers are under siege by rapacious memes and embodied ideas, artificial intelligences eager to penetrate and solve ancient mysteries, and posthuman demigods hoping to carve out their own independence and destiny.
Verses: In all times and worlds the mightiest powers were held by poets and their musician kin. The bards and mages have walked the void between the Verses and the Spheres within them since the first ideas were spoken and shared and the first Names were conceived. A new power has emerged from the home world of the humans called Science and the masters of this new Art have unleashed upon the Verses golems with souls using new strange new arts and machine ways of learning. Already an entire Verse had to be erased by a human wordsmyth as it had been infected by a golem intelligence known as Tiamat a self creating gray goop made of parts to small to be seen by the eye. This erasure saved the nearby Verses but has wreaked havok on the Void and the flows of the Rivers of the Dead. As we speak worlds are touching and empty Spheres are being discovered along with new dangerous Spheres filled with creatures beyond human or elven ken. Fantasy and SF. See Amber and Witcher.
Movers and Shakers: A dystopian present day world ruled in the shadows by masters of the psionic arts. In the darkness lies conspiracies, crime, nationalism, and greed as intelligence agencies, powerful corporations, and underworld organizations vie for power while hidden from the view of the mundane world. The psionic powers are genetic and the type of power is passed down to the next generation unless both parents are psionic and have different gifts leading to new types of abilities on occasion. Movers are masters of psychokenesis and are very dangerous in a physical fight. Burners can accelerate motion and can create and manipulate heat and flame while the Black Widow Assassins have their trademark kiss which tattoos their target while boiling their blood and brains in seconds. Shakers can break apart any matter with control of vibrations with the Banshees using their screams to rattle your bones while others can unleash volcanoes, earthquakes, and tsunamis upon their enemies. Ghosts are invisible to almost any sort of tracking either physical or psionic and can slip in and out of the most secure facilities. Zeroes erase people and all traces of their existence from the psionic noosphere and from any sort of data trail in the mundane world and are treasured by all organizations and love to smuggle contraband wherever they please.
Grift, Hack, Spy, Kill.
A mostly mundane present day world filled with marks eager to be plundered or victims needing to be saved. Some tech types seem almost magical and the best grifters seem almost impossible to resist. Leverage, James Bond, Bourne, Hustle, Sneakers, the Equalizer, John Wick and the like are good inspirations for games in this world.
Posthuman. Future Utopia/Dystopia. Good inspiration for this world would be media such as Bladerunner, Akira, Lord of Light, the Quantum Thief, Dan Simmons, Shadowrun, Cyberpunk, William Gibson, Snowcrash. Depending on when and where and the pov of the character this campaign world can be a utopian looking one or a dystopian looking one and actually be anywhere between. Donnerjack. Maybe split this into a Hard SF campaign and a SF&F campaign with noosphere and such.
Silver tongue. Add Legend to any total to convince someone of something they want to be true. The best cons need marks who think they are pulling a fast one on the grifter or those who lie to themselves or like to feel important. So a sad luck story appeals to the hero in someone who gets to save the day or the classic lost and found ring or violin which appeals to the greed of the mark
Spy: Professional. gift Has Legend rating of additional backgrounds with a rating of 1 less than Spy background. These are fully built “lives” with their own contacts, wealth, and footprint.
Hacker Security: add Legend to all tests to overcome or improve security whether social engineering or with tech.
Hacker tinker. Add legend to all tests involving making or altering tech.
Spy: Ghost: add legend to all totals to avoid being noticed or having their actions noticed.
Grifter fast talker.
Grifter smooth talker.
Grifter brains.
I like the cues idea.
Catchphrase. Definers. Descriptors. Traits.
Don’t pick just “Strong” or “Smart” or “Wealthy” as a trait.  Strong as an ox evokes a different image compared to Mighty as the Trolls of Old or Imbued with the Strength of a Valiant Heart or Gallant Sword-Arm of the Paladin Knight or Street Cyber Samurai. Smart as a whip. Reader of the Akashic Record. Encylopedia Know-it-all. I’m a PC. Faster than thought. Fastest woman alive. Quickest hands in the West. Pioneer of New Rock n’ Roll. More money than God. I own Google. I just bought a McMansion!
Minor: Best wine smeller and taster in the land. Add Legend to smells and taste tests.
Major: Survived magical mutations granting enhanced senses and pattern seeking to become Paranormal Lead Detective of the City. Add Legend to all sense, perception, and investigation tests along with any professional or background tests relating to being a detective or paranormal official in government. Has a side job and hobby of professional wine tasting getting him social access and familiarity with those who walk the halls of power.
Grand: Cybernetically enhanced with state of the art pattern recognition software and replaced sense organs and paramilitary enhanced exoskeleton, nervous system, and muscles the lead paranormal investigator of the Inspector General has a full suite of perceptual and investigative enhancements including semi autonomous AGI with a physical body enhanced to survive confrontation with rogue agents that are hidden from casual and professional inspection. Add Legend to all sense, investigation, and perceptive tests. Legendary Strength. Add Legend to all active and passive tests to perceive info on target. Add Legend to all professional tests involving detective, government, and military.
Make sure phrase is appropriate for the Legend and background of the pc.
Each phrase allows you to increase a test total by 1 per rating of Legend or provide 1 point of improvements.
“In general, open stances are more stable than closed stances. However, open stances leave one vulnerable to groin attacks and expose a larger portion of the body to an opponent.
This refers to the distance from the lead foot to the rear foot. Short stances make the user very agile, but can be unstable. Long stances are very stable, but this is at the expense of agility. Most stances are approximately as wide as the shoulders, though there is significant variation between styles.
This refers to the bend in the knees and height relative to a normal standing position. Low stances are very powerful and assist delivery of power through the body to either the arms or the legs. High stances are more mobile and allow one to reposition rapidly.

Unweighted stances are those where half of one’s bodyweight is on each foot. Forward-weighted or backward-weighted stances place most of body weight on either the rear or the lead foot, respectively. Forward-weighted stances are more aggressive, allowing stronger punches and kicks because one’s weight is already forward. Alternatively, backward-weighted stances are more defensive, allowing one to fall back more easily.

The aggressive or striking stance is more forward weighted and open with either a low stance for a Powerful attack or a high stance for swift actions.
The Opportunistic or mutable stance changes is fluid and goes from open to closed and high or low and usually unweighted stances depending on how the opponent reacts or initiates action.
The Cautious or stable stance is closed and backward weighted allowing for easier falling back and evasion. Often high stanced for greater mobility and ability to reposition in response to the enemy.
Each character has an initiative and a reaction. An initiative is how quick the character can think on their feet and reaction is how fast they can respond instinctively to a threat. Generally a character can react faster than they can think then act. Players should decide what there default instinctive reactions are to common threats. A soldier may react by drawing a weapon and beginning to strike or fire while a martial artist may instinctively evade and seek to create distance if threatened. Most people are fight, freeze, or flight before they have a chance to think or in other words when surprised.
Standard reaction: Strike, draw weapon, kill, evade, perceive, freeze, or flight.
Stance: aggressive/striking, opportunistic/mutable, cautious/stable,
Action: (defensive/cautious) probe, stealthy, deceptive, swift, precise, Savage, powerful, intercepting attack, counter attack, parry, dodge
Damage: position, subdual, deadly, and ravaging.
Range: Clinch, Close, and Ranged.
Scale: Personal or Area Effect.
Clinch range fighting involves groundfighting, grappling and throws along with headbutts, elbows, knees and other short strikes.
Combat whether it is a nice game of chess, a high school coolness duel, or a boxing match between two giant mechanized warbots has certain characteristics such as a stance, action, damage, range, and scale.
Subdual is blunt forced trauma or electrical stun or any attack designed to incapacitate rather than kill.
Deadly is designed to seriously injure or kill your opponent. Savage is an action with rage or animalistic primal power. A tiger’s swipe might be deadly when hunting but when enraged and biting and raking its claws with abandon the tiger makes a savage attack. Nothing is held back and no thought of defense is made when undertaking a savage action. Passive defense in this case is 0 but the strategy is that the opponent is in such injury and shock as to not be able to respond back.
Ravaging is terrible and unsoakable sources of damage like getting a crown of molten metal. These types of wounds scar and usually kill. Artillery, Dragonfire, Nuclear blast, Soul eating tentacle from an elder god, Napalm, a tiger’s rending savage bite etc.
A quick ravaging attack would get an initiative boost and a damage boost with a penalty to hit.
A quick precise attack would get an initiative boost and either bypass armor or target a small area to special effect with a penalty to hit.
Themes: Stories, characters, locales, actions, and styles follow the primal themes represented by animals.
Fox is quick and subtle, Wolf is a team player and works with the pack, Viper strikes to kill, Bear is large and ponderous but once begun fast, aggressive, and unstoppable. A chimera or chimerical theme is one that combines two or more of the themes and a character can develop this. Cat is quick and confident with a dash of sadism. Totems.
Eagle, Cat, Chimera, Fox, Wolf, Bear, Dragon, Viper, Shark, and Turtle.
Chimeras: dragon turtle. Grinds opponents and is aggressively defensive and happy with small wins and even losses if the war has even a tiny improvement. It endures.
Wolf viper is the perfect teammate to have on an assassination.
Eagle is straightforward and far seeing. Moves swiftly and decisively in a straightforward way. Most prefer ranged attacks.
Each totem provides a bonus and a roleplaying template.
Griffin manticore dragon turtle Lion-shark (heart of darkness).
An edge. In combat it could be a second weapon or a shield or having greater reach or a special ability like pheromones tailored to get people to trust you. Edges boost your die by step/s in the specific situations that they appear or apply too. Flaws hurt you. Both can be temp or constant depending on the situation.
Participatory universe from q is for quantum.
Personality and morals. Ocean and yourmorals.
Deus ex machina. May have creativity rating events in a story that save the day. The bad guy stands over the hero pointing the gun at her head when he collapses and her supervillain father strides forth and says I have need of you.
Legendary places. Nodes of information. In these places it is easier to achieve excellence. A place has a legend rating which can be spent on actions aligned with the nature of the locale and its Legend. Crossroads.
Ambiance can be altered by a pc along with a detail or two.
Human, parahuman, transhuman, posthuman.
Storyhacking is when the pc edits or writes their own version of what happens or add their own flavor.
Human is a standard character without Legend and lacking in measureable free will, impact on the universe, and selg determination.
Parahuman is a character with Legend and capable of forging their own story and manipulating the universe through force of will and with the creativity to invent or discover novelty. Characters have something unusual and amazing about them.
Transhuman have Legend and are noticeably beyond normal humanity. Truly superhuman. Capable of feats beyond even the possibility of success by humans
Posthuman are beyond and different human levels of power and understanding. Gods and ascending AI and primal forces born in the early time of the i universe.
Solid advantage provides a bonus to total. Mutable advantage boosts the dice by a step.
Golem as a transplanted brain and nervous system from great warriors.
Luck dice. A min or max on the luck die can amplify a min or max in the game and have some sort of story explanation for lucking out or disaster. Also add or subtract 1 from total.
Items have quality and functions. The higher your skill the more you get out of functions and unlock the potential of the item. Just because the scifi assault rifle has fully auto doesn’t mean you can use it properly.
A magic perfectly balanced sword might provide some benefit for a novice but a master could perform the dance of death.
High skill users can even coax more out of a device per story and gm adjudication. The classic macguyver or scotty the engineer getting more performance out of junk than a mediocre engineer can out of the state of the art.
This prevents the novice from being too badass at the beginning but also to grow and have that special item grow with them rather than tossing it out for the new better model. The item becomes part of their legend and become a ‘legendary” item even if it wasn’t at character creation.
Different worlds with super power coming from a chemical cocktail and abundance of creativity. The Lizard King and Vodoo Chile start a revolution. The boys. Authority. Leverage. John Wick.
Any luck use involving a Legendary trait doesn’t count towards the maximum Luck use in a scene.
Incompetent at x. Frequency and scale.
Inability at x. Cannot use luck on any test involving the trait. Any min rolled has a larger story telling effect that doesn’t have to be harmful and can even be funny like slipping on a well placed banana.
Mins reroll the 1 and if it is a 1 again then subtract the creativity die total from the test total. Maxs reroll and if a max then add the creativity die to the test total.
Enemy, Dependents. Addiction. Neuro-atypical.
Recover wyrd points by having weakness come up in game. Pervasive weaknesses provide an increased sleep refresh rather than providing instant refresh like Autistic or Addiction as the weakness is constant even when not displayed.
Gain luck based on severity of weakness. A weakness that never comes up in the game never refreshes your luck. Choose three weaknesses at character creation and up to one additional weakness every time you increase your Legend based on roleplaying and story events. Choose three strengths as well.
Otherwise you earn one luck after a full sleep. Excess luck is shed at the end of a scene or after sleep.
Wyrd/Luck can be spent on tasks to improve performance or it can be spent to make changes to the story that the gm is framing. Maybe there is an unlocked door in the hallway when the bad guy is tracking you or you happen to run into x npc at y event or the npc that you just met is not a girl but a guy from italy and instead of a beer has a wine glass or the locale differs in some way like an internet cafe that sells alcohol and coffee instead of a comic book shop next door to a bar.
Spend legend add creativity plus second die.
Enhancements are toxic or deadly to people without legend. Legend represents the activation of meta or shadow memetic genetics allowing the use of boosts compatible with the paradigm of the host organism. Animals can be made legendary and earn legendary status too.
For example the mercury based tincture created by a taoist immortal to grant the drinker water breathing for a moon and a day would likely kill or make brain dead a typical mortal being without Legend. It will work best on those who share the creator’s tradition.
Pcs can develop greater capacity for enhancement via a specific tradition.
Bestowed. Cyber, genegineered, gifted by astrals etc.
Jimi and Jim alt history.
Innate. Born with. Mostly primals but astral hybrids too and those genegineered prior to birth. An atlantean who can breathe underwater because of ancient magical manipulations.
Learned. Gained through study and discipline.
Invented. Powers gained through discovery and active study to make something novel and new. Powers are harder to defend against than learned powers because.
Astrals are built around a central meme.
Monads are the indivisible core of a Legendary character. Astrals usually have their founding meme as their monad while primals usually have their affinity like fire or shadow as their monad.
Primal lands are untouched and connect to three primal worlds shadow, ice, and fire. A volcano connects via the rainbow bridge to muspelheim and special parts of the arctic and Antarctic and a few rare spots elsewhere connect to the realm of ice.
Primal realms exist in different size and strength depending on the verse. Fae creatures abound and dragons have their hoards and giants have their hearths in every land in the early verses…
Angels are the messengers of primal powers and devils are the warriors. An angel of fire would be wreathed in flames and
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