C O S M O S THE UNIVERSAL ROLE PLAYING SYSTEM 1. Introduction 2. Character Generation and Development 2.1 Abilities 2.2 Races 2.3 Alignments 2.4 Levels 2.5 Levels & Ranks 2.6 Earning Experience Points 3. Action Resolution 3.1 Skill Rolls 3.2 Skill vs Difficulty 3.3 Skill vs Skill (Opposed Actions) 3.4 Automatic Failure or Success 3.5 Resistance Rolls 3.6 Action Points 3.61 Combat 3.62 Movement 3.63 Reduced Action Point Expenditure 3.64 Increased Action Point Expenditure 3.7 Altering Rolls 3.8 Penalties Due to Damage and LEL Loss 4. Skills 4.1 Skill Point Costs 4.2 Fractional Skill Advancement 4.3 Skill Descriptions 5. Magic & Psionics 5.1 Spell Casting and Psionic Use 5.11 Spell & Psionic Power Points 5.12 Power Point Recovery 5.13 Chance of Failure 5.14 Ability Requirements 5.141 Mage Spells 5.142 Priest Spells 5.143 Psionic Abilities 5.15 Required Time 5.151 Spell Casting 5.152 Psionic Use 5.16 Canscellation 5.2 Realms 5.21 Magical 5.22 Psionic 5.3 RR Bonuses 5.4 Magical & Psionic Devices 5.5 Spell System Conversions 5.51 Dungeons and Dragons 5.52 RoleMaster 5.6 Combined Spell Casting and Psionic Use 5.7 Joint Spell Casting and Psionic Use 5.8 Spell and Psionic Aquisition by Non Spell/Psionic Users 6. Additional Spells 6.1 Purposes for Magic Items 7. Psionics and Mutant Powers 8. Mutants and Altered Beings 9. Combat 10. Time and Space (The MultiVerse) 1. Introduction It's been some time now since I have actively participated in any long ongoing RPG campaign. Like many gamers, my first introduction to the world of role playing was the Dungeons and Dragons RPG, which soon led to AD&D. Never seeing any other RPG's before, as this if I am correct was one of the first, I thought it was the only thing worth playing. After many years of the seemingly redundant adventures, playing in everything from "Oh wow, I we found a copper piece!" to "I use my scroll of Death Star to destroy The Chaos Shield" and even campaigns that had five players but no DM that went something like, "I killed you." "No you didn't." "Yes I did." I began to find a number of problems with the AD&D game. Problems like: 1. Why can I only attack once in a one minute period? 2. Why do all mages have to be poor fighters? 3. Why can't a chaotic evil cleric of Vorg, the god of child molesting and nun raping use edged weapons that shed blood? 4. If I cracked someone's skull open with my mace can't I assume that some blood will be shed? 5. Why can't I learn how to track without being good aligned, (Ranger) what is a bounty hunter then? 6. Why can't there be paladins of other than Lawful good or Chaotic evil alignment?. 7. That dragon is 100' long. How could I miss him. Is what you meant that I hit but did no damage? 8. How do I make magic items. 9. Do all assassins have to be evil? What if I only kill evil people? 10.If elves are seemingly superior to humans in almost every aspect, why are they limited in what maximum level they can attain. Well, those were just a few of my qualms with the AD&D game. Don't get me wrong, if it wasn't for AD&D I probably wouldn't be writing this. However, what was wrong with AD&D probably more that what was right was what led me to make this game. I looked through many other RPG's, and although they all offered something of value, I felt that no one RPG had everthing I wanted in a game. Some were too generic, while others were too complex. This gmae is by no means an original achievement. It is basically an amalgamation of what I thought to be the best parts of many different RPG's like Marvel Superheroes, BattleTech, RoleMaster, Traveller, and of course AD&D. COSMOS is my attempt at creating a truly universal role playing system that would give sufficient rules for running any type of RPG campaign. The COSMOS system allows players to create any type of character be it fantasy, Sci-Fi, or reality, and use that character in any setting. Many game systems can similate one individual setting fine, but fall apart if different genres are combined. The COSMOS system supports individual settings as well as the combination of multiple settings. I should probably now warn you that this games contains a plethora of Star Trek and Star Wars references. If you have a great adversion to them or if you are pregnant, have lower back or heart problems, then get off the ride while you still can. This is by no means the finished version off the COSMOS system. Consider it to be more of a prototype. (It hasn't even been play tested.) This game assumes that the reader is already ready familiar with standard role playing conventions like dice rolling, GM (game master), classes, skills, etc. Since characters are what make any story and any RPG interesting, without further adue let's begin by delving into the sometimes frightening, sometimes shocking, but always enlightening world of character development. 2. Character Generation Character generation and development in COSMOS uses a skill based system in which character points are used to buy skills which define the character. Every character has a character level which is a statement about the general level of power of the character, regardless of what skills the character may possess. Character levels are based solely on experience points. Two characters with the same number of experience points have the same character level. Skill levels differ from character levels in the fact that they represent the expenditure of character points, which are based on experience points, to buy certain skills. Thus, for two characters who are equal level, one character may have a high skill level in a few skills, while the other character has a low skill level in many skills, all depending on how their character points were spent. All characters begin with up to 200 character points, at 1st level, with zero experience points. Every 10 experience points are equal to 1 character point. Character level is dependent on the amount of experience points earned. When these experience points are used they are not subtracted from the total earned. Thus, a character who has earned 1001 experience points would 2nd level and would have 100 character points to spend in skills, raising abilities, or augmenting die rolls during the course of the game. A character can use some, all, or none of his accumulated character points at any time. It is beneficial for all characters to have some unused experience points that can be used during gameplay to augment die rolls. Often this will mean the difference between life and death in certain situations. All character's should start with between 100 and 200 character points initially during character creation. It is up to the GM to decide if all character's begin with the full 200 character points, a fixed number within the range, or if players roll r andomly to see how many character points they receive. Some options for this are rolling percentile dice, 10D10's, 5D20's, etc, and adding this total to 100. The next step is to roll for character abilities. There are six primary character abilities, three physical and three mental. The physical stats are strength, constitution, and dexterity. The mental stats are intelligence, wisdom,and charisma. Initial human stats fall into the range of 1-20. The best way to roll these would be with 5D4's. Other ways are by rolling 2D10's, 1D20, or percentile dice divided by 5. Some GM's may allow rolling extra dice and discarding the lowest rolls. For example, 7D4's are rolled, and the lowest 2 are discarded. Players should not be too worried about rolling low initial stats since they can be raised by the expenditure of character points. One ability can be raised by lowering another at the GM's option. For example, a player with 14 strength and 17 intelligence could opt to lower his intelligence by 1 to 16, and raise his strength by 1 to 15. Some GM's may allow this at a 2 point deduction per 1 point increase, thus the 17 intelligence would be lowered by 2 to 15, and the 14 strength would be raised by 1 to 15. Some GM's may wish to separate the primary abilities into secondary abilities, each of which cover a small area the the primary ability. This is described in the Abilities section. Some other physical attributes like the five sences, sight, hearing, touch, taste, and smell can be rolled for in the same 1-20 range. If they are not rolled for they are all considered to be at average level and have a score of 10. After abilities have been rolled, skills are purchased. What skills that can be purchased depend on the type of campaign the GM is running and the type of environment the character is from. Characters from a fantasy setting may have access to magic skills but not access to technological skills such as building warpdrives and laser rifles, etc. Basically, if a skill does not exist in an environment it cannot be learned. On certain occasions the GM may allow character's to invent certain skills in their setting which don't exist. A high level and very knwoledgable mage may wish to study the laws of physics and discover a method of space travel that does not require magic, just as a scientist may try to study the laws of magic and utilize its powers. Even though the COSMOS system is skill based as opposed to class based, this does not mean that there are no classes per say. A character's class is defined by the types of skills he chooses to learn. A character who spends most of his character points in learning magical skills would be considered to be a mage. A mage who learns mostly illusion spells would be an illusionist while a mage who learned mostly summoning spells may be called a conjuror. A priest who worshiped a nature diety may be called a druid, etc. Characters who spend about an equal number of points in two or more areas can be considered multiclassed. Thus there can exist warrior mages, warrior priests, priest mages, or any other combination. A paladin would be mainly a warrior but would also have limited priest abilities. A Jedi knight could be a warrior and/or pilot who also possessed psionic abilities. Instead of destroying the character classes, the skill based character system allows any character class to be created without making any one class more powerful than another since every power or skill is "payed for" in character points. Players and GM's should work together to create new character classes for their campaigns. Since most skills will have to be learned from a teacher, that teacher will only be able to teach those skills which he possesses thus creating a pattern as to what proffesions possess what skills. A multi-classed character will often have to find multiple instructors to learn all necesary skills. 2.1 ABILITIES All abilities have a numerical score and a rank, which applies to a certain range of numerical scores. For instance, one character has 20 dexterity and the other has 24 dexterity. They both have a dexterity rank of excellent but the character with 24 dexterity is slighly more dextrous than the character with 20 dexterity. As for bonuses on certain actions, they both have the same rank and therefor the same bonus. Each of the six primary abilities, except for strength, has several secondary abilities. If only the primary abilities are used, then the score for that ability indicates that score in all of its secondary abilities. A character with 15 Constitution has 15 health,endurance, phitness, etc. Since all secondary abilities are related but not identical, they should only differ by about three ranks (not points) at the most. A person can have more hand eye coordination than agility, but cannot lack total bodily dexterity and still be proficient with his hands. STRENGTH: Strength is defined simply by the amount of force the character can generate. It is basically a measure of the raw physical power of the character. It dictates how much weight the character can lift and carry, and the amount of damage he will do armed and unarmed mellee combat as well as with self powered missile weapons. Strength has no secondary traits. Strength Score Max Lift (kg) Max Carry (kg) 1 10 3 2 20 5 3 30 8 4 40 10 5 50 13 6 60 15 7 70 18 8 80 20 9 90 23 10 100 25 11 110 28 12 120 30 13 130 33 14 140 35 15 150 38 16 160 40 17 170 43 18 180 45 19-25 200 50 26-35 450 113 36-45 1000 250 46-55 2500 625 56-65 3600 900 66-75 5000 1250 76-85 6400 1600 86-95 8000 2000 96-112 10000 2500 As is can be seen from the above chart, a character can carry 25% of what it can normally lift. The following shows the chances for a character trying to lift different weights that fall into his strength rank. Relative Rank of Weight Chance to Lift Rank -3 99% Rank -2 95% Rank -1 90% Rank 75% Rank +1 50% Rank +2 25% Rank +3 10% Rank +4 5% Rank +5 1% Encumberance: Characters carrying any additional weight will naturally not move as fast as unencumbered characters. % Max Carry Movement and Action Points 5% 100% 10% 95% 20% 90% 30% 80% 40% 70% 50% 60% 60% 50% 70% 40% 80% 30% 90% 20% 95% 10% 100% 5% Thus a character who could carry a maximum of 50 kg who was carrying 25 kg (50%) would be at 60% of his total movement and action points. CONSTITUTION: constitution is defined as the summation of the following secondary traits: Health: applies to resistance to disease, toxins, and rate healing, and minimum number of DC (damage capacity) the character can fall to before death occurs. A character who reaches 0 DC is unconscious. A character can fall to a negative number of his DC before dying. Thus a character with 10 Health would die once -10 DC were reached. The health bonus or penalty also applies to the amount of DC that is added or subtracted from each DC purchace. Note that no DC purchase can be reduced to less than 1 by any penalty. A character had 20 health who gained 10 DC would have 14 DC total with the health bonus. Endurance, Stamina, Physique, Fitness: The above apply to the duration for wich physical exertion can be maintained, such as long distance running, holding ones breath, and the chance of surviving ressurrection and system shocks. DEXTERITY Agility: applies to acrobatics, dodging, actions which require full body movement as opposed to only hand movements. Coordination: everything but reflexes and speed. Hand-eye Coordination: includes all manual actions such as weapon proficienciesss, gunnery skills, lock picking, etc. Balance: climbing, tightrope walking, acrobatics, etc. Reflexes: initiative, dodging Speed: movement rate INTELLIGENCE Memory: bonus/penalty applies to adjustment on number of spells levels a mage can memorise Learning: percentage bonus/penalty when learning educational and technical skills. Score of 20 in learning has a +4 bonus or a +4% decreased in the amount of character points it takes to learn those skills Reasoning: analytical thinking, logical thought WISDOM: wisdom is not intelligence, it is how a character uses his intelligence to guide his actions and make decisions Intuition: sixth sence, instincts Judgement: making decisions Perception: finding clues Empathy: intuition about others' emotions Willpower, Psyche, Self Discipline Mental Endurance/Strength: resist mental attacks or control CHARISMA Persuasiveness: encouraging other people's actions Charm: attracting others Leadership: ability to lead others Personality: interacting with others COMLINESS This is more of a trait than an ability. Although I do not recomend its use I have still included it here just incase anyone wants to use it. I find comliness to be more of an opinion based in the viewer of the character than in the character himself. Elves are usually considered attractive to other elves and to humans as well. Orcs may be attactive to eachother but are usually not seen as such by other races. Too often male players will have female characters with 30 comliness. Besides the abundance of Freudian overtones they also feel that their character should be able to control anyone they meet merely by their sheer beauty. I find it a better system just to describe the characters physial appearance and work from there. If this ability is not used then all characters are assumed to be of an average comliness for their race. PSIONIC APTITUDE: if this ability is used the penalty or bonus applies to the number of psionic points, the character point reduction, and the Skill Roll bonus when attempting any psionic action. If this ability is not used all characters are assumed to have an average psionic aptitude of 10. MAGICAL APTITUDE: as above but applies to mages CHANNELING APTITUDE: as above but applies to priests SPEED 5 meters/round/speed score SENCES: Unless otherwise specified, all characters have average scences, ie. a score of 10 in all of the five sences.If the GM chooses, characters can roll for their sences and use the appropriate penalties or bonuses from them. Any perception based skill that uses one or more of the sences can have a bonus or penalty from a high or low sence score. For example, a character who had a hearing score of 16 would have a +2 LS on the hear noise skill. Sight: 10 indicates average human sight. This is for a distance of 10 meters. A sight score of 20 would indicate that the character could see at 20 meters how most people would see at 10 meters. Hearing Touch Taste Smell Ability Scores Score Range Rank Bonus/Penalty 0 1-4 Feeble -5 (-3 at 4, -4 at 3, -5 at 2) 5-7 Poor -2 (-1 at 7, -2 at 5) 8-12 Fair 0 13-14 Good +1 15-16 High +2 17-18 Exceptional +3 19-25 Excellent +4 26-35 Remarkable +5 36-45 Incredible +6 46-55 Amazing +7 56-65 Immence +8 66-75 Awesome +9 76-85 Monstrous +10 86-95 Supreme +11 96-105 Unearthly +12 2.11 Increasing Abilities When initially rolled, no ability may be higher than 20, not including and racial bonuses. Abilities can be raised by spending an amount of the initial 200 character points, or later by spending earned character points that are gained with experience. Spending initial character points allows abilities to be raised no greater than 30, at a char pt cost equal to the point being raised to. Example, a character with 16 Dexterity wants to raise it to 18. It would cost 17 points to raise it to 17, and then 18 points to raise it to 18, for a total 35 char pts. If abilities are raised at later levels, once experience pts are gained, then the cost is 100 times above. So the above character would have to spend 1700 char pts (17000 exp pts.), plus 1800 char pts (18000 exp pts) for a total of 3500 char pts. (35000 exp pts). GM's may opt to allow increase beyond normal racial limits, possibly at double the point cost. Normal human limits are a score of 30. DAMAGE CAPACITY: Damage capacity indicates the amount of damage a character can sustain before being killed. For 0 level characters their damage capacity is the sum of their constitution scores and any strength bonuses, thus the average person will have 10 DC points, player characters can roll up to 20 in strength and constitution for a total of 24 DC points, and raising strength and constituion to maximum human limits will yield a DC of 35 points. For every level greater than zero, the character can spend character points to buy more DC. This can only be done once per level. If the character misses a level, ie. does not by any DC for that level, he can buy it twice the next level. Thus the number of DC purchases can never excede the character's level. Note that this has nothing to do with individual skill levels. A 10 level character can have 10 DC purchases, regardless of whether his highest skill level was above or below 10th level. EXPERIENCE POINT LOANS: Many times GM's may have a new character enter an already existing campaign, who's character's are above 1st level. In many cases, players who do not work their own characters up from 1st level do not play them as well because they have invested no time in developing that character. To remmedy this problem GM's can use an experience point loan system. Character's can start out at any level the GM chooses. The character, however has 0 experience points. Before he can advance a level or buy any additional skills he must pay off the loan at double the experience point cost. Example, a character starts off at 4th level. A 4th level character has 4001 experience points. This character will have 400 character points for his level, plus the 100-200 character points for a beginning character to buy any skills he wishes. Before gaining any new experience, the character must earn 8001 experience points at which point he will actually be at 4th level with 4001 experience points. From there on he can earn experience points normally and advance in skills and levels. Any magical items which the character is given initially must also be paid back in experience points. The cost is 1 exp pt per spell point cost of making the item. Monetary items should be paid back at 1 exp pt per 10 monetary units. 2.2 RACES Every player character must choose what race or species he is. In many campaigns most races will be humanoid in form but this does not need to be the case. It is quite possible to have player character races that little or no resemblance to any humanoid form. Some may even be able to take on human form. This game system uses humans as the basis from which all other races are compared. All human ability scores have an initial maximum of 20 and can be raised up to a maximum of 30. Other races may have bonuses or penalties to the six primary abilities. If the bonuses and penalties are equal, and the maximum rank is 40, (1 rank higher than human maximums) then there should be no additional experience point cost for that race. For example, a GM may wish to devise an elven race that a +5 bonus on dexterity with a maximum score of 40, and a -5 penalty on constitution. For these abilities alone there is no extra experience point cost. For every bonus point that is not balanced with a penalty, the experience point penalty is 1%. Thus having +5 on strength with no other penalty would give the character a 5% experience point penalty, and he would only receive 95% of all earned experience. Depending on the type of campaign the GM is running, he may wish to have all races possess some abilities superior to normal human abilities, without an equal amount of penalties. If this is the case then there does not have be an experience point penalty as it is likely that the opponents these characters are facing have similar abilities. No one character race should be greatly more powerful than another. The GM may decide to give a certain amount of points in designing an race. Any amount of abilites that excede this point limit must be balanced with experience point penalties. There are three types of skills or powers that races can possess, innate learned, and developed. Innate powers are powers that are not learned by a member of a race but are in the biological makeup of that race. For instance, dwarven races may possess an innate resistance vs magic, while elven races may possess an innate resistance vs sleep and charm spells. These powers may start out at a certain level and stay fixed at that level, or start out at first level and increase with the level of the character. Most powers should affect only the character and not other beings. Some typical innate powers are protections and resistances vs various attack forms, and the abililtes to heal, regenerate, change form, see in different parts of the EM spectrum, etc. Races with extended biological powers should be treated as mutants in terms of character point costs. Some races may also have skills which are not inborn but a learned by all members of a race at an early age. Many of these skill will be related to the type of environment the race is in. Dwarves may have skills related to mountain climbing, mining, smithing, etc. For skills such as these the experience point loan system should be used. When the experience point loan system is use for a few skills, but not the entire character, then experience points can be earned normally, but the character must pay back skills at the same doubled cost but has until he reaches the level of that skill to do so. For example, a dwarf character is given 5th level mining skill at the start. He will earn experience points normally but must pay back double the character points it cost for the mining skill by the time the character reaches 5th level. If he does not pay it back by that time, the all further experience goes into paying back that skill and he will not gain an actual level experience to 6th level until it is payed, regardless if his actual amount of accumulated experience would put him at 6th level. Developed powers are powers that are not inborn to a particular race but the potential for them is. For example, the Deryni are a race of psionic beings. Although all have psionic ability they do not all have the same degree of ability. The ability they have is developed. Developed skills should be able to be self taught by the individual at the same spenditure of experience points. Any magical or psionic ability given to a certain race should never except in a very few special cases go beyond eight level in power. Most races should also not be allowed to use any power until they are of equal or greater level to that power. A drow elf who has developed the know alignment power should be at least 6th level. 2.3 Alignments Alignment represents a beings general moral and ethical outlook. Alignment does not control a characters actions but does guide how the being will respond to certain ethical and moral situations. A character's actions should not be based on alignment, rather, his alignment should be based on his actions. Just as people can develope and change, so can their alignment as certain experiences in their life change their view of the world. Time for a Star Wars reference, Darth Vader was originally good but experiences in his life (the emperor) caused him to turn evil, and later other experiences (Luke) caused him to become good again. There are two components to alignment, the first applies to the beings position to law or chaos. The second more important part applies to the beings position of good or evil. This is the dominant part of alignment and will usually decide what "side" a being is on and what groups will work together. Beings good alignment, but who differ in their views of law and chaos will work together much more easily than beings who agree on law or chaos but differ in their views of good and evil. LAWFUL GOOD: believe that law an order are most important to achieve the greatest good. Lawful Good beings will not lie, cheat or steal. They will never kill an unarmed foe or otherwise defenceless foe. The lawful good being believes that some personal freedoms may have to be sacrificed to endure good for the whole. To quote Spock, "The needs of the many, out weigh the needs of the few." LAWFUL NEUTRAL: Concepts of good and evil hold little importance to the lawful neutral character. Above all else, order must be maintained if it means sacrificing the livelyhood of a few. Trust, honesty, honor, and loyalty are vital to a being of this alignment. The samurai from medieval Japan and the Klingons from Star Trek (TNG) can be considered to be of lawful neutral alignment. LAWFUL EVIL: Order and control is key to this alignment. There is a hiearchal structure to the world, with the strong controlling the week. Goods holds no meaning as long as order is preserved. While a lawful evil being will steal, kill, and torture, he will not lie or cheat, he will always keep his word, even if it does not benefit him, and will always prefer a fair fight. A lawful evil character will not kill without reason, and will often not be concerned with les powerful beings who do not interfere with him. NEUTRAL GOOD: This alignment holds that their must be a balance of law and personal freedom to ensure the greatest good for all. Personal freedom is necesary, but laws are also necesary to ensure the stability of good. NEUTRAL: This alignment holds that there must be a perfect balance in the universe between good and evil, between law and chaos. All these forces are important as no one can exist without the other. This does not mean that a true neutral character can not commit solely good or evil actions, or can have no loyalties. It means that the neutral character chooses a place for himself in this cosmic balance and acts to maintain this balance. He may change sides over time but will not be erratic in his actions, acting good one moment, and evil the next. NEUTRAL EVIL: personal gain is of most important to the neutral evil being. They have no true allegiance but will ally themselves with groups if it suits their interests, and will act alone at other times. CHAOTIC GOOD: personal freedom is most important to ensure the greatest good for all. This belief holds that people are basically good and will make the correct dicisions if allowed to govern themselves. Law and order only seek to take away personal freedom and place power into evil hands. Chaotic good beings will still be loyal to another being, but they will base their loyalties on what serves the greatest good, and will not be loyal to someone whom they believe to be evil. They will lie when necesary if the outcome is good. CHAOTIC NEUTRAL: good and evil hold no relevance to life, personal freedom and individuality is most important. Life and nature is order enough for beings of this alignment. This is often the most misplayed alignment as players use it as a way to have no governing motives for their actions. CHAOTIC EVIL: chaotic evil beings hold personal freedom as the essence of personal gain. Other life has little or no meaning to them. They will lie, cheat, steal, kill, and torture if it serves their interests or simply amuses them. They trust no one and themselves are the farthest from being trustworthy. The only order which appeals to them is controlling other beings through fear and personal might. AMORAL: This alignment is usually not allowed for players but often only applies to beings of unimaginable power who trascend all concepts of good, evil, law and chaos. Their is some higher purpose to their actions which mere mortals could not possibly begin to understand. The being Q from Star Trek and the being Galactus from Marvel comics are good examples of this. Many alien races of vastly superior intelligence and technology may also fall into this category. TENDENCIES: alignments may also include tendencies which show what other part of the alignment a being may tend to. Tendencies may only be one step removed from the actual alignment. For Example, a Lawful Good being could tend towards neutral good, or lawful neutral. The being could not tend to lawful evil or chaotic good as this indicates a change in alignment of 2 steps. Lawful to neutral is one step, lawful to evil is to steps. A chaotic neutral being could tends towards good, evil, or true neutral. CHANGING ALIGNMENT: Since characters are not static entities, neither are alignments. If a player or GM wants to change the alignment of a character there must be a reason in the character's life that would cause him to due so. Some reasons may include the death of a close friend or loved one, betrayal, being under the tutiledge of soemone with different views, etc. Alignments can only be changed by one 1/2 step per level or year, whichever amount of time is less. For example, Darth Vader is initially of Lawful Good alignment at 15th level before he encounters the emperor. After some study under the emperor his alignment slowly changes to LG with LN tendencies at 16th level, LN at 17th level, LN with LE tendencies at 18th level, and LE at 19th level. 2.4 Levels As stated previously, character level is determined by the total amount of earned experience, regardless of what skills the character possesses. It is possible, although highly unlikely that a character could be high level but have no skills, possibly using all of his experience points to augment die rolls. Basically, the level of character or any being is a good estimate of their power. Although the COSMOS system supports beings from 0 level to 50th level, characters between 10th and 20th level are considered high level, with 10th level equalling name rank level, knight or mage status for those two medieval archetypes, and 20th level would indicate lord or archmage status respectively. Players should rarely reach greater than 20th level, and then only after extended amount of gameplay. For another and hardly the last Star Wars reference, Luke Skywalker would be around 15th level, Darth Vader would be around 20th level, and the Emperor and Yoda would be about 30th level. The needed experience points per level are as follows: Level Experience Points 1 0 - 1000 2 1001 - 2000 3 2001 - 4000 4 4001 - 8000 5 8001 - 16000 6 16001 - 32000 7 32001 - 64000 8 64001 - 128000 9 128001 - 256000 10 256001 - 512000 256,000 Experience Points Per Level Beyond the Tenth 2.5 Levels & Ranks Along with character levels, COSMOS also uses the rank system to dscribe a level of power or complexity. Those who have played the Marvel Superheroes game will be familiar with this system, although it is changed slightly in COSMOS. Ranks often apply to technology to describe how advanced an item is. All materials have ranks to determine how strong they are and how resistant they are to certain types of damage. Poisons have ranks associated with their potency. Character abilities also have ranks as they are often used against or in conjuction with other ranks. The term level rank refers to the rank associated with that particular level. For instance, from the chart below it can be seen that the level rank for 6th level is rank 50. Conversly, the Rank Level for rank 50 is 6th level. In general, Tech Level 50 weapons do 50 points damage for a human sized rifle weapon, a 6th level magic spell could do about 50 points damage, an 11th level engineer could build and repair technological items in their field of Tech Level 100, a poison of about rank 50 intensity. Rank is also sometimes refered to as class, ie, class 50 and rank 50 metals are of the same strength. Level Rank 1 5 2 10 3 20 4 30 5 40 6 50 7 60 8 70 9 80 10 90 11 100 12 125 13 150 14 200 15 250 16 300 17 400 18 500 19 750 20 1000 21 1250 22 1500 23 1750 24 2000 25 2500 26 3000 27 3500 28 4000 29 4500 30 5000 32 5500 34 6000 36 6500 38 7000 40 7500 42 8000 44 8500 46 9000 48 9500 50 10000 Rank Number Range Average Rank Number 0 0 1-4 3 5-7 6 8-12 10 13-14 13 15-16 15 17-18 17 19-25 20 26-35 30 36-45 40 46-55 50 56-65 60 66-75 70 76-85 80 86-95 90 96-112 100 113-137 125 138-162 150 163-187 175 188-212 200 213-237 225 238-262 250 263-287 275 288-312 300 313-337 325 338-362 350 363-387 375 388-412 400 413-437 425 438-462 450 463-487 475 488-512 500 513-537 525 538-562 550 563-587 575 588-612 600 613-637 625 638-662 650 663-687 675 688-712 700 713-737 725 738-762 750 763-787 775 788-812 800 813-837 825 838-862 850 863-887 875 888-912 900 913-937 925 938-962 950 963-987 975 988-1125 1000 1126-1375 1250 1376-1625 1500 1626-1875 1750 1876-2125 2000 2126-2375 2250 2376-2625 2500 2626-2875 2750 2876-3125 3000 3126-3375 3250 3376-3625 3500 3627-3875 3750 3876-4125 4000 4126-4375 4250 4376-4625 4500 4626-4875 4750 4876-5125 5000 5126-5375 5250 5376-5625 5500 5626-5875 5750 5876-6125 6000 6126-6375 6250 6376-6625 6500 6626-5875 6750 6876-7125 7000 7126-7375 7250 7376-7625 7500 7626-7875 7750 7876-8125 8000 8126-8375 8250 8376-8625 8500 8626-8875 8750 8876-9125 9000 9126-9375 9250 9376-9625 9500 9626-9875 9750 9876-10125 10000 2.6 Earning Experience Points Experience points are a numerical representation of a character's experiences which pertain to a character's particular profession or individual areas of study. It is through earning experience points that character's improve their skills, learn new ones, and gain levels. Earning experience points represents the fact that characters are practicing their skills in real life, practical situations. Training in a particular skill is an important component of learning skills but it is the actual experience in using these skills real life situations that is the key component in learning and improving skills. Often, the action which earns a character experience must be one that has something at state or has some danger involved. A warrior practicing sword techniques against a straw dummy is not going to be earning experience points. A fighter who is using a sword to defend his life will earn experience. A thief who practices picking the lock to his own home will not earn experience while the same thief who picks the lock of a king's vault in order to procure vast quantities of gold will earn experience. The experience point system in COSMOS is geared at encouraging players to use their skills creatively to solve problems. In many RPG's, experience is earned through conflict with other living creatures, usually combat. This is usually not a problem as players will each use their individual skills the best way they know how to overcome the creature. Warriors will fight, mages will cast spells, priests will heal wounded party members, etc. Character's should only be able to improve skills that they actually use when they are needed. A priest who never heals his comrades should not be able to gain any more healing spells. A fighter who never uses a particular weapon should not be able to improve his skill in that weapon. In short, players are allowed to spend character points any way they choose as long as it coincides with the skills they used during an adventure. One often abused method of earning experience is through the finding of treasure, be it money, magical or technological items. The act of finding treasure itself does not give a character experience. The rewarding of experience points for finding treasure is meant to reflect the actions that took place in order to find the treasure, avoiding obstacles, making crucial decisions, etc. A 0 level farmer who walks into a deserted castle and finds 3 billion mithril pieces does not earn any experience points. There was no danger and he didn't utilize any skills. A thief who breaks into an ancient tomb and avoids all the traps in his path will earn experience for treasure found. The experience for individual actions are shown below. KILL FOE Level Of Foe Experience Point Value 1 5 X DC 2 10 X DC 3 15 X DC 4 20 X DC 5 25 X DC 6 30 X DC 7 35 X DC 8 40 X DC 9 45 X DC 10-11 50 X DC 12-13 75 X DC 14-15 100 X DC 16-17 125 X DC 18-19 150 X DC 20-24 200 X DC 25-30 300 X DC 31-35 400 X DC 36-40 500 X DC 41-45 750 X DC 46-50 1000 X DC SUBDUE FOE - Same as kill foe. Often good aligned characters will only kill foes when necesary and will usually not kill a sufficiently weaker or unarmed foe. Subduel includes causing an opponent to surrender, or causing the foe to be in a situation where the player could kill hi if he chose but does not, ie knocking a foe unconcious for an extended period of time. This rule is added to decrease the murder rate since most players will kill foes that their character's normally wouldn't since killing is the only way to earn experience points. CAPTURE FOE - Same as kill for. Includes any time when a foe is trapped by the player in a confined area and is at the mercy of the player. CAUSE FOE TO RETREAT - 1/2 kill value. If foe is reduced to 25% or less of his DC, then the experience points are 3/4 kill value. USE SPELL, PSIONIC, OR INNATE POWER - This applies to the use of such powers outside combat situations. The experience point value is the same as the power points spent. USE SKILL SUCCESSFULLY - This also applies to situations outside combat. The experience points earned are equal to the SR roll of the skill. For example, a player uses a find traps skill at 5th level. He rolls a 45 on the percentile dice. The actual SR he rolled was 65 so he earns 65 experience points if that skill is successful. Unsuccessful skill attempts earn no experience. FIND TREASURE - Experience point value equals the total levels of the foes divided by the total levels of the party members, times the monetary value of the treasure. For example, a party with members of 10th, 12th, 14th, and 15th level, find 10,000 monetary units of gold which was guarded by a 20thlevel dragon. In addition from any experience points gained from slaying the dragon, the party receives 20/51*10,000 for a total of 3921 experience points, or 980 experience points per each of the for characters. NEAR DEATH - any time a character goes below 10% of his maximum DC he gets 1/4 his kill value in exp. pts. if he does not die during that particular encounter. For example, a 10th level character with 100 DC is reduced to 10 DC, if he survives the encounter he receives an additional 1250 experience points, ie 10*50*100/4 = 1250. KILLED AND RESSURRECTED - any time a character dies and is brought back from death he receives his full kill value in experience points. 3. Action Resolution Action resolution in COSMOS is performed with one all powerful universal chart. Almost every action has a necessary skill roll, refered to as SR, to ensure its success. Most SR's are in the range of 5 to 95, while some extremely difficult tasks might have SR's well over 100. The necesary SR is indicated in each skill in the skill description section. Any skill that is not given a SR (excluding combat skills which will be dealt with later) can be judged as having an SR of 75, yielding a 25% chance of success at 1st level in the indicated skill. No matter what the difficult for any skill is, rolling a natural 5 or less on percentile dice indicates automatic failure. Rolling a natural 96 or above on percentile dice indicates automatic success. The chance for automatic success or failure increases and decreases respectively with level which will be described later. For dice rolls, percentile dice (2 10 sided dice) are almost exlusively used. Other dice such as D4, D6, D8, D12,and D20, are also used, usually for determining damage from weapons. Any number can be randomly rolled by first rolling percentile dice and then multiplying that percentage by the maximum possible value. For example, a phaser rifle can do up to 200 points damage. Percentile dice are rolled and a 35 is the result. 35% times 200 maximum points yields a total of 70 points of damage. 3.1 Skill Roll Chart LEVEL Roll 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 0 -5 0 5 10 15 20 25 30 35 40 45 49 53 57 61 65 69 73 77 1 -4 1 6 11 16 21 26 31 36 41 46 50 54 58 62 66 70 74 78 2 -3 2 7 12 17 22 27 32 37 42 47 51 55 59 63 67 71 75 79 3 -2 3 8 13 18 23 28 33 38 43 48 52 56 60 64 68 72 76 80 4 -1 4 9 14 19 24 29 34 39 44 49 53 57 61 65 69 73 77 81 5 0 5 10 15 20 25 30 35 40 45 50 54 58 62 66 70 74 78 82 6 1 6 11 16 21 26 31 36 41 46 51 55 59 63 67 71 75 79 83 7 2 7 12 17 22 27 32 37 42 47 52 56 60 64 68 72 76 80 84 8 3 8 13 18 23 28 33 38 43 48 53 57 61 65 69 73 77 81 85 9 4 9 14 19 24 29 34 39 44 49 54 58 62 66 70 74 78 82 86 10 5 10 15 20 25 30 35 40 45 50 55 59 63 67 71 75 79 83 87 11 6 11 16 21 26 31 36 41 46 51 56 60 64 68 72 76 80 84 88 12 7 12 17 22 27 32 37 42 47 52 57 61 65 69 73 77 81 85 89 13 8 13 18 23 28 33 38 43 48 53 58 62 66 70 74 78 82 86 90 14 9 14 19 24 29 34 39 44 49 54 59 63 67 71 75 79 83 87 91 15 10 15 20 25 30 35 40 45 50 55 60 64 68 72 76 80 84 88 92 16 11 16 21 26 31 36 41 46 51 56 61 65 69 73 77 81 85 89 93 17 12 17 22 27 32 37 42 47 52 57 62 66 70 74 78 82 86 90 94 18 13 18 23 28 33 38 43 48 53 58 63 67 71 75 79 83 87 91 95 19 14 19 24 29 34 39 44 49 54 59 64 68 72 76 80 84 88 92 96 20 15 20 25 30 35 40 45 50 55 60 65 69 73 77 81 85 89 93 97 21 16 21 26 31 36 41 46 51 56 61 66 70 74 78 82 86 90 94 98 22 17 22 27 32 37 42 47 52 57 62 67 71 75 79 83 87 91 95 99 23 18 23 28 33 38 43 48 53 58 63 68 72 76 80 84 88 92 96 100 24 19 24 29 34 39 44 49 54 59 64 69 73 77 81 85 89 93 97 101 25 20 25 30 35 40 45 50 55 60 65 70 74 78 82 86 90 94 98 102 26 21 26 31 36 41 46 51 56 61 66 71 75 79 83 87 91 95 99 103 27 22 27 32 37 42 47 52 57 62 67 72 76 80 84 88 92 96 100 104 28 23 28 33 38 43 48 53 58 63 68 73 77 81 85 89 93 97 101 105 29 24 29 34 39 44 49 54 59 64 69 74 78 82 86 90 94 98 102 106 30 25 30 35 40 45 50 55 60 65 70 75 79 83 87 91 95 99 103 107 31 26 31 36 41 46 51 56 61 66 71 76 80 84 88 92 96 100 104 108 32 27 32 37 42 47 52 57 62 67 72 77 81 85 89 93 97 101 105 109 33 28 33 38 43 48 53 58 63 68 73 78 82 86 90 94 98 102 106 110 34 29 34 39 44 49 54 59 64 69 74 79 83 87 91 95 99 103 107 111 35 30 35 40 45 50 55 60 65 70 75 80 84 88 92 96 100 104 108 112 36 31 36 41 46 51 56 61 66 71 76 81 85 89 93 97 101 105 109 113 37 32 37 42 47 52 57 62 67 72 77 82 86 90 94 98 102 106 110 114 38 33 38 43 48 53 58 63 68 73 78 83 87 91 95 99 103 107 111 115 39 34 39 44 49 54 59 64 69 74 79 84 88 92 96 100 104 108 112 116 40 35 40 45 50 55 60 65 70 75 80 85 89 93 97 101 105 109 113 117 41 36 41 46 51 56 61 66 71 76 81 86 90 94 98 102 106 110 114 118 42 37 42 47 52 57 62 67 72 77 82 87 91 95 99 103 107 111 115 119 43 38 43 48 53 58 63 68 73 78 83 88 92 96 100 104 108 112 116 120 44 39 44 49 54 59 64 69 74 79 84 89 93 97 101 105 109 113 117 121 45 40 45 50 55 60 65 70 75 80 85 90 94 98 102 106 110 114 118 122 46 41 46 51 56 61 66 71 76 81 86 91 95 99 103 107 111 115 119 123 47 42 47 52 57 62 67 72 77 82 87 92 96 100 104 108 112 116 120 124 48 43 48 53 58 63 68 73 78 83 88 93 97 101 105 109 113 117 121 125 49 44 49 54 59 64 69 74 79 84 89 94 98 102 106 110 114 118 122 126 50 45 50 55 60 65 70 75 80 85 90 95 99 103 107 111 115 119 123 127 51 46 51 56 61 66 71 76 81 86 91 96 100 104 108 112 116 120 124 128 52 47 52 57 62 67 72 77 82 87 92 97 101 105 109 113 117 121 125 129 53 48 53 58 63 68 73 78 83 88 93 98 102 106 110 114 118 122 126 130 54 49 54 59 64 69 74 79 84 89 94 99 103 107 111 115 119 123 127 131 55 50 55 60 65 70 75 80 85 90 95 100 104 108 112 116 120 124 128 132 56 51 56 61 66 71 76 81 86 91 96 101 105 109 113 117 121 125 129 133 57 52 57 62 67 72 77 82 87 92 97 102 106 110 114 118 122 126 130 134 58 53 58 63 68 73 78 83 88 93 98 103 107 111 115 119 123 127 131 135 59 54 59 64 69 74 79 84 89 94 99 104 108 112 116 120 124 128 132 136 60 55 60 65 70 75 80 85 90 95 100 105 109 113 117 121 125 129 133 137 61 56 61 66 71 76 81 86 91 96 101 106 110 114 118 122 126 130 134 138 62 57 62 67 72 77 82 87 92 97 102 107 111 115 119 123 127 131 135 139 63 58 63 68 73 78 83 88 93 98 103 108 112 116 120 124 128 132 136 140 64 59 64 69 74 79 84 89 94 99 104 109 113 117 121 125 129 133 137 141 65 60 65 70 75 80 85 90 95 100 105 110 114 118 122 126 130 134 138 142 66 61 66 71 76 81 86 91 96 101 106 111 115 119 123 127 131 135 139 143 67 62 67 72 77 82 87 92 97 102 107 112 116 120 124 128 132 136 140 144 68 63 68 73 78 83 88 93 98 103 108 113 117 121 125 129 133 137 141 145 69 64 69 74 79 84 89 94 99 104 109 114 118 122 126 130 134 138 142 146 70 65 70 75 80 85 90 95 100 105 110 115 119 123 127 131 135 139 143 147 71 66 71 76 81 86 91 96 101 106 111 116 120 124 128 132 136 140 144 148 72 67 72 77 82 87 92 97 102 107 112 117 121 125 129 133 137 141 145 149 73 68 73 78 83 88 93 98 103 108 113 118 122 126 130 134 138 142 146 150 74 69 74 79 84 89 94 99 104 109 114 119 123 127 131 135 139 143 147 151 75 70 75 80 85 90 95 100 105 110 115 120 124 128 132 136 140 144 148 152 76 71 76 81 86 91 96 101 106 111 116 121 125 129 133 137 141 145 149 153 77 72 77 82 87 92 97 102 107 112 117 122 126 130 134 138 142 146 150 154 78 73 78 83 88 93 98 103 108 113 118 123 127 131 135 139 143 147 151 155 79 74 79 84 89 94 99 104 109 114 119 124 128 132 136 140 144 148 152 156 80 75 80 85 90 95 100 105 110 115 120 125 129 133 137 141 145 149 153 157 81 76 81 86 91 96 101 106 111 116 121 126 130 134 138 142 146 150 154 158 82 77 82 87 92 97 102 107 112 117 122 127 131 135 139 143 147 151 155 159 83 78 83 88 93 98 103 108 113 118 123 128 132 136 140 144 148 152 156 160 84 79 84 89 94 99 104 109 114 119 124 129 133 137 141 145 149 153 157 161 85 80 85 90 95 100 105 110 115 120 125 130 134 138 142 146 150 154 158 162 86 81 86 91 96 101 106 111 116 121 126 131 135 139 143 147 151 155 159 163 87 82 87 92 97 102 107 112 117 122 127 132 136 140 144 148 152 156 160 164 88 83 88 93 98 103 108 113 118 123 128 133 137 141 145 149 153 157 161 165 89 84 89 94 99 104 109 114 119 124 129 134 138 142 146 150 154 158 162 166 90 85 90 95 100 105 110 115 120 125 130 135 139 143 147 151 155 159 163 167 91 86 91 96 101 106 111 116 121 126 131 136 140 144 148 152 156 160 164 168 92 87 92 97 102 107 112 117 122 127 132 137 141 145 149 153 157 161 165 169 93 88 93 98 103 108 113 118 123 128 133 138 142 146 150 154 158 162 166 170 94 89 94 99 104 109 114 119 124 129 134 139 143 147 151 155 159 163 167 171 95 90 95 100 105 110 115 120 125 130 135 140 144 148 152 156 160 164 168 172 96 91 96 101 106 111 116 121 126 131 136 141 145 149 153 157 161 165 169 173 97 92 97 102 107 112 117 122 127 132 137 142 146 150 154 158 162 166 170 174 98 93 98 103 108 113 118 123 128 133 138 143 147 151 155 159 163 167 171 175 99 94 99 104 109 114 119 124 129 134 139 144 148 152 156 160 164 168 172 176 100 95 100 105 110 115 120 125 130 135 140 145 149 153 157 161 165 169 173 177 LEVEL Roll 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 0 81 85 88 91 94 97 100 103 106 109 112 115 117 119 121 123 125 127 129 1 82 86 89 92 95 98 101 104 107 110 113 116 118 120 122 124 126 128 130 2 83 87 90 93 96 99 102 105 108 111 114 117 119 121 123 125 127 129 131 3 84 88 91 94 97 100 103 106 109 112 115 118 120 122 124 126 128 130 132 4 85 89 92 95 98 101 104 107 110 113 116 119 121 123 125 127 129 131 133 5 86 90 93 96 99 102 105 108 111 114 117 120 122 124 126 128 130 132 134 6 87 91 94 97 100 103 106 109 112 115 118 121 123 125 127 129 131 133 135 7 88 92 95 98 101 104 107 110 113 116 119 122 124 126 128 130 132 134 136 8 89 93 96 99 102 105 108 111 114 117 120 123 125 127 129 131 133 135 137 9 90 94 97 100 103 106 109 112 115 118 121 124 126 128 130 132 134 136 138 10 91 95 98 101 104 107 110 113 116 119 122 125 127 129 131 133 135 137 139 11 92 96 99 102 105 108 111 114 117 120 123 126 128 130 132 134 136 138 140 12 93 97 100 103 106 109 112 115 118 121 124 127 129 131 133 135 137 139 141 13 94 98 101 104 107 110 113 116 119 122 125 128 130 132 134 136 138 140 142 14 95 99 102 105 108 111 114 117 120 123 126 129 131 133 135 137 139 141 143 15 96 100 103 106 109 112 115 118 121 124 127 130 132 134 136 138 140 142 144 16 97 101 104 107 110 113 116 119 122 125 128 131 133 135 137 139 141 143 145 17 98 102 105 108 111 114 117 120 123 126 129 132 134 136 138 140 142 144 146 18 99 103 106 109 112 115 118 121 124 127 130 133 135 137 139 141 143 145 147 19 100 104 107 110 113 116 119 122 125 128 131 134 136 138 140 142 144 146 148 20 101 105 108 111 114 117 120 123 126 129 132 135 137 139 141 143 145 147 149 21 102 106 109 112 115 118 121 124 127 130 133 136 138 140 142 144 146 148 150 22 103 107 110 113 116 119 122 125 128 131 134 137 139 141 143 145 147 149 151 23 104 108 111 114 117 120 123 126 129 132 135 138 140 142 144 146 148 150 152 24 105 109 112 115 118 121 124 127 130 133 136 139 141 143 145 147 149 151 153 25 106 110 113 116 119 122 125 128 131 134 137 140 142 144 146 148 150 152 154 26 107 111 114 117 120 123 126 129 132 135 138 141 143 145 147 149 151 153 155 27 108 112 115 118 121 124 127 130 133 136 139 142 144 146 148 150 152 154 156 28 109 113 116 119 122 125 128 131 134 137 140 143 145 147 149 151 153 155 157 29 110 114 117 120 123 126 129 132 135 138 141 144 146 148 150 152 154 156 158 30 111 115 118 121 124 127 130 133 136 139 142 145 147 149 151 153 155 157 159 31 112 116 119 122 125 128 131 134 137 140 143 146 148 150 152 154 156 158 160 32 113 117 120 123 126 129 132 135 138 141 144 147 149 151 153 155 157 159 161 33 114 118 121 124 127 130 133 136 139 142 145 148 150 152 154 156 158 160 162 34 115 119 122 125 128 131 134 137 140 143 146 149 151 153 155 157 159 161 163 35 116 120 123 126 129 132 135 138 141 144 147 150 152 154 156 158 160 162 164 36 117 121 124 127 130 133 136 139 142 145 148 151 153 155 157 159 161 163 165 37 118 122 125 128 131 134 137 140 143 146 149 152 154 156 158 160 162 164 166 38 119 123 126 129 132 135 138 141 144 147 150 153 155 157 159 161 163 165 167 39 120 124 127 130 133 136 139 142 145 148 151 154 156 158 160 162 164 166 168 40 121 125 128 131 134 137 140 143 146 149 152 155 157 159 161 163 165 167 169 41 122 126 129 132 135 138 141 144 147 150 153 156 158 160 162 164 166 168 170 42 123 127 130 133 136 139 142 145 148 151 154 157 159 161 163 165 167 169 171 43 124 128 131 134 137 140 143 146 149 152 155 158 160 162 164 166 168 170 172 44 125 129 132 135 138 141 144 147 150 153 156 159 161 163 165 167 169 171 173 45 126 130 133 136 139 142 145 148 151 154 157 160 162 164 166 168 170 172 174 46 127 131 134 137 140 143 146 149 152 155 158 161 163 165 167 169 171 173 175 47 128 132 135 138 141 144 147 150 153 156 159 162 164 166 168 170 172 174 176 48 129 133 136 139 142 145 148 151 154 157 160 163 165 167 169 171 173 175 177 49 130 134 137 140 143 146 149 152 155 158 161 164 166 168 170 172 174 176 178 50 131 135 138 141 144 147 150 153 156 159 162 165 167 169 171 173 175 177 179 51 132 136 139 142 145 148 151 154 157 160 163 166 168 170 172 174 176 178 180 52 133 137 140 143 146 149 152 155 158 161 164 167 169 171 173 175 177 179 181 53 134 138 141 144 147 150 153 156 159 162 165 168 170 172 174 176 178 180 182 54 135 139 142 145 148 151 154 157 160 163 166 169 171 173 175 177 179 181 183 55 136 140 143 146 149 152 155 158 161 164 167 170 172 174 176 178 180 182 184 56 137 141 144 147 150 153 156 159 162 165 168 171 173 175 177 179 181 183 185 57 138 142 145 148 151 154 157 160 163 166 169 172 174 176 178 180 182 184 186 58 139 143 146 149 152 155 158 161 164 167 170 173 175 177 179 181 183 185 187 59 140 144 147 150 153 156 159 162 165 168 171 174 176 178 180 182 184 186 188 60 141 145 148 151 154 157 160 163 166 169 172 175 177 179 181 183 185 187 189 61 142 146 149 152 155 158 161 164 167 170 173 176 178 180 182 184 186 188 190 62 143 147 150 153 156 159 162 165 168 171 174 177 179 181 183 185 187 189 191 63 144 148 151 154 157 160 163 166 169 172 175 178 180 182 184 186 188 190 192 64 145 149 152 155 158 161 164 167 170 173 176 179 181 183 185 187 189 191 193 65 146 150 153 156 159 162 165 168 171 174 177 180 182 184 186 188 190 192 194 66 147 151 154 157 160 163 166 169 172 175 178 181 183 185 187 189 191 193 195 67 148 152 155 158 161 164 167 170 173 176 179 182 184 186 188 190 192 194 196 68 149 153 156 159 162 165 168 171 174 177 180 183 185 187 189 191 193 195 197 69 150 154 157 160 163 166 169 172 175 178 181 184 186 188 190 192 194 196 198 70 151 155 158 161 164 167 170 173 176 179 182 185 187 189 191 193 195 197 199 71 152 156 159 162 165 168 171 174 177 180 183 186 188 190 192 194 196 198 200 72 153 157 160 163 166 169 172 175 178 181 184 187 189 191 193 195 197 199 201 73 154 158 161 164 167 170 173 176 179 182 185 188 190 192 194 196 198 200 202 74 155 159 162 165 168 171 174 177 180 183 186 189 191 193 195 197 199 201 203 75 156 160 163 166 169 172 175 178 181 184 187 190 192 194 196 198 200 202 204 76 157 161 164 167 170 173 176 179 182 185 188 191 193 195 197 199 201 203 205 77 158 162 165 168 171 174 177 180 183 186 189 192 194 196 198 200 202 204 206 78 159 163 166 169 172 175 178 181 184 187 190 193 195 197 199 201 203 205 207 79 160 164 167 170 173 176 179 182 185 188 191 194 196 198 200 202 204 206 208 80 161 165 168 171 174 177 180 183 186 189 192 195 197 199 201 203 205 207 209 81 162 166 169 172 175 178 181 184 187 190 193 196 198 200 202 204 206 208 210 82 163 167 170 173 176 179 182 185 188 191 194 197 199 201 203 205 207 209 211 83 164 168 171 174 177 180 183 186 189 192 195 198 200 202 204 206 208 210 212 84 165 169 172 175 178 181 184 187 190 193 196 199 201 203 205 207 209 211 213 85 166 170 173 176 179 182 185 188 191 194 197 200 202 204 206 208 210 212 214 86 167 171 174 177 180 183 186 189 192 195 198 201 203 205 207 209 211 213 215 87 168 172 175 178 181 184 187 190 193 196 199 202 204 206 208 210 212 214 216 88 169 173 176 179 182 185 188 191 194 197 200 203 205 207 209 211 213 215 217 89 170 174 177 180 183 186 189 192 195 198 201 204 206 208 210 212 214 216 218 90 171 175 178 181 184 187 190 193 196 199 202 205 207 209 211 213 215 217 219 91 172 176 179 182 185 188 191 194 197 200 203 206 208 210 212 214 216 218 220 92 173 177 180 183 186 189 192 195 198 201 204 207 209 211 213 215 217 219 221 93 174 178 181 184 187 190 193 196 199 202 205 208 210 212 214 216 218 220 222 94 175 179 182 185 188 191 194 197 200 203 206 209 211 213 215 217 219 221 223 95 176 180 183 186 189 192 195 198 201 204 207 210 212 214 216 218 220 222 224 96 177 181 184 187 190 193 196 199 202 205 208 211 213 215 217 219 221 223 225 97 178 182 185 188 191 194 197 200 203 206 209 212 214 216 218 220 222 224 226 98 179 183 186 189 192 195 198 201 204 207 210 213 215 217 219 221 223 225 227 99 180 184 187 190 193 196 199 202 205 208 211 214 216 218 220 222 224 226 228 100 181 185 188 191 194 197 200 203 206 209 212 215 217 219 221 223 225 227 229 LEVEL Roll 38 39 40 41 42 43 44 45 46 47 48 49 50 0 131 133 135 136 137 138 139 140 141 142 143 144 145 1 132 134 136 137 138 139 140 141 142 143 144 145 146 2 133 135 137 138 139 140 141 142 143 144 145 146 147 3 134 136 138 139 140 141 142 143 144 145 146 147 148 4 135 137 139 140 141 142 143 144 145 146 147 148 149 5 136 138 140 141 142 143 144 145 146 147 148 149 150 6 137 139 141 142 143 144 145 146 147 148 149 150 151 7 138 140 142 143 144 145 146 147 148 149 150 151 152 8 139 141 143 144 145 146 147 148 149 150 151 152 153 9 140 142 144 145 146 147 148 149 150 151 152 153 154 10 141 143 145 146 147 148 149 150 151 152 153 154 155 11 142 144 146 147 148 149 150 151 152 153 154 155 156 12 143 145 147 148 149 150 151 152 153 154 155 156 157 13 144 146 148 149 150 151 152 153 154 155 156 157 158 14 145 147 149 150 151 152 153 154 155 156 157 158 159 15 146 148 150 151 152 153 154 155 156 157 158 159 160 16 147 149 151 152 153 154 155 156 157 158 159 160 161 17 148 150 152 153 154 155 156 157 158 159 160 161 162 18 149 151 153 154 155 156 157 158 159 160 161 162 163 19 150 152 154 155 156 157 158 159 160 161 162 163 164 20 151 153 155 156 157 158 159 160 161 162 163 164 165 21 152 154 156 157 158 159 160 161 162 163 164 165 166 22 153 155 157 158 159 160 161 162 163 164 165 166 167 23 154 156 158 159 160 161 162 163 164 165 166 167 168 24 155 157 159 160 161 162 163 164 165 166 167 168 169 25 156 158 160 161 162 163 164 165 166 167 168 169 170 26 157 159 161 162 163 164 165 166 167 168 169 170 171 27 158 160 162 163 164 165 166 167 168 169 170 171 172 28 159 161 163 164 165 166 167 168 169 170 171 172 173 29 160 162 164 165 166 167 168 169 170 171 172 173 174 30 161 163 165 166 167 168 169 170 171 172 173 174 175 31 162 164 166 167 168 169 170 171 172 173 174 175 176 32 163 165 167 168 169 170 171 172 173 174 175 176 177 33 164 166 168 169 170 171 172 173 174 175 176 177 178 34 165 167 169 170 171 172 173 174 175 176 177 178 179 35 166 168 170 171 172 173 174 175 176 177 178 179 180 36 167 169 171 172 173 174 175 176 177 178 179 180 181 37 168 170 172 173 174 175 176 177 178 179 180 181 182 38 169 171 173 174 175 176 177 178 179 180 181 182 183 39 170 172 174 175 176 177 178 179 180 181 182 183 184 40 171 173 175 176 177 178 179 180 181 182 183 184 185 41 172 174 176 177 178 179 180 181 182 183 184 185 186 42 173 175 177 178 179 180 181 182 183 184 185 186 187 43 174 176 178 179 180 181 182 183 184 185 186 187 188 44 175 177 179 180 181 182 183 184 185 186 187 188 189 45 176 178 180 181 182 183 184 185 186 187 188 189 190 46 177 179 181 182 183 184 185 186 187 188 189 190 191 47 178 180 182 183 184 185 186 187 188 189 190 191 192 48 179 181 183 184 185 186 187 188 189 190 191 192 193 49 180 182 184 185 186 187 188 189 190 191 192 193 194 50 181 183 185 186 187 188 189 190 191 192 193 194 195 51 182 184 186 187 188 189 190 191 192 193 194 195 196 52 183 185 187 188 189 190 191 192 193 194 195 196 197 53 184 186 188 189 190 191 192 193 194 195 196 197 198 54 185 187 189 190 191 192 193 194 195 196 197 198 199 55 186 188 190 191 192 193 194 195 196 197 198 199 200 56 187 189 191 192 193 194 195 196 197 198 199 200 201 57 188 190 192 193 194 195 196 197 198 199 200 201 202 58 189 191 193 194 195 196 197 198 199 200 201 202 203 59 190 192 194 195 196 197 198 199 200 201 202 203 204 60 191 193 195 196 197 198 199 200 201 202 203 204 205 61 192 194 196 197 198 199 200 201 202 203 204 205 206 62 193 195 197 198 199 200 201 202 203 204 205 206 207 63 194 196 198 199 200 201 202 203 204 205 206 207 208 64 195 197 199 200 201 202 203 204 205 206 207 208 209 65 196 198 200 201 202 203 204 205 206 207 208 209 210 66 197 199 201 202 203 204 205 206 207 208 209 210 211 67 198 200 202 203 204 205 206 207 208 209 210 211 212 68 199 201 203 204 205 206 207 208 209 210 211 212 213 69 200 202 204 205 206 207 208 209 210 211 212 213 214 70 201 203 205 206 207 208 209 210 211 212 213 214 215 71 202 204 206 207 208 209 210 211 212 213 214 215 216 72 203 205 207 208 209 210 211 212 213 214 215 216 217 73 204 206 208 209 210 211 212 213 214 215 216 217 218 74 205 207 209 210 211 212 213 214 215 216 217 218 219 75 206 208 210 211 212 213 214 215 216 217 218 219 220 76 207 209 211 212 213 214 215 216 217 218 219 220 221 77 208 210 212 213 214 215 216 217 218 219 220 221 222 78 209 211 213 214 215 216 217 218 219 220 221 222 223 79 210 212 214 215 216 217 218 219 220 221 222 223 224 80 211 213 215 216 217 218 219 220 221 222 223 224 225 81 212 214 216 217 218 219 220 221 222 223 224 225 226 82 213 215 217 218 219 220 221 222 223 224 225 226 227 83 214 216 218 219 220 221 222 223 224 225 226 227 228 84 215 217 219 220 221 222 223 224 225 226 227 228 229 85 216 218 220 221 222 223 224 225 226 227 228 229 230 86 217 219 221 222 223 224 225 226 227 228 229 230 231 87 218 220 222 223 224 225 226 227 228 229 230 231 232 88 219 221 223 224 225 226 227 228 229 230 231 232 233 89 220 222 224 225 226 227 228 229 230 231 232 233 234 90 221 223 225 226 227 228 229 230 231 232 233 234 235 91 222 224 226 227 228 229 230 231 232 233 234 235 236 92 223 225 227 228 229 230 231 232 233 234 235 236 237 93 224 226 228 229 230 231 232 233 234 235 236 237 238 94 225 227 229 230 231 232 233 234 235 236 237 238 239 95 226 228 230 231 232 233 234 235 236 237 238 239 240 96 227 229 231 232 233 234 235 236 237 238 239 240 241 97 228 230 232 233 234 235 236 237 238 239 240 241 242 98 229 231 233 234 235 236 237 238 239 240 241 242 243 99 230 232 234 235 236 237 238 239 240 241 242 243 244 100 231 233 235 236 237 238 239 240 241 242 243 244 245 To use the SR table, roll percentile dice and cross reference the die roll with the character's level in that particular skill. There are two main types of SR's. These are skill vs difficulty and skill vs skill. 3.2 Skill vs Difficulty (Unopposed Action) A character has 5th level find traps skill. The SR for success is 80. The character must roll a 60 or above on percentile dice as 60 cross referenced with 5th level gives an SR of 80, the necessary score needed to accomplish the skill. Often their will be bonuses or penalties applied to a skill. These bonuses or penalties are described in terms of Level Shifts, abbreviated as LS. A positive level shift indicates that number is added to the characters skill level when trying to accomplish that skill. For instance, if the above character had a perception score of 16 he would have a +2 LS bonus to his skill roll. When he rolled he would cross reference the die roll with 7th level because 5th level +2 level shifts equal 7th level. In this case he would only need to roll a 50 to accomplish the skill. If the trap was unusually hard to find, there might be a penalty, say a -1 LS,so the character would roll as if he was only 4th level in that skill. 3.3 Skill vs Skill (Opposed Action) Skill vs skill is when the success of one action is determined by the success or failure of another's action. Combat is a common example of this. If character A is attacking character B then A makes a SR to hit B. If B is defending then B makes a SR to defend against A, be it to block, parry, or dodge. As long as no one SR indicates automatic failure, the higher SR wins. If the attacker wins, then he hit the defender. If the defender wins, then he successfully evaded the attack. Another example would be the tracking and covering tracks skills. If the trackers SR is higher, then he successfully tracked the individual. If the track coverer's SR is higher, then he successfully eluded the tracker. 3.4 Automatic Failure or Success Depending on the character's level in a particular skill, a natural die roll on the precentile dice (not an SR from the chart) will indicate automatic failure or automatic success. The following gives the natural die rolls acording to level wich indicate automatic success or failure. Skill Level Automatic Failure Automatic Success 1-5 01-05 96-100 6-10 01-05 94-100 11-15 01-04 92-100 16-20 01-04 90-100 21-25 01-03 88-100 26-30 01-03 86-100 31-35 01-02 84-100 36-40 01-02 82-100 41-45 01 80-100 46-50 01 76-100 No special outcome other than the normal success for a specific task is given by the automatic rolls. For example, regardless of what SR was necesary for a character using a longsword with 10th level skill, if he rolled a natural 94 or higher on the percentile dice he would automatically hit his target. Likewise, if he rolled a natural 5 or lower he would automatically miss his target. The GM may opt to use critical failures and critical successes which indicate an excepional success or failure in an action. These are most commonly used in combat. A list of possible criticals is given in the combat section. Any type of criticals can be used, but both critical successes and failures must be used, the GM should not use just one or the other. They should also be equal in their helpfulness or harmfullness. For instance, if a roll of 100 on a critical success chart in combat kills the opponent automaticaly, then the same roll of 100 in the critical failure chart should kill the player automaticaly. 3.5 Resistance Rolls Resistance rolls noted as RR's are similar to SR's but they differ in the fact that they depend mainly on the character's level and not any one skill level. RR's are made to avoid or resist the effects of certain attacks, usually spells, psionics, poisons, etc, that allow a chance of resisting them. For example, Obi Wan Kenobi is with Luke when they get stopped by some Storm Troopers. Obi Wan uses his suggestion power and says, "You don't need to see his papers, these aren't the droids you're looking for, we can go about are business." The Storm Troopers must make a RR to resist the attack. They roll percentile dice and cross reference their character level with Obi Wan's level of skill in his suggestion power. If their percentile roll is less than the indicated number, then they say,"We don't need to see his papers, these aren't the droids we're looking for, you can go about your business." If the number rolled is equal to or greater than the indicated number, then Obi Wan better hope that his Jedi Robes are blaster proof. Often character abilites will give LS's to a RR. In the above example, if the Storm Troopers had high scores in Wisdom (mental strength) as opposed to weak minds, then would receive a positive LS on their die roll and would make RR's as if they were of a higher level. Another example refers to making RR vs poisons. If the character's constitution is equal to the poison rank then there is no bonus or penalty and the character's level is use alone to determine the roll. If the character's constitution was of a higher rank than the poison then he would get a positive LS in his roll. A 5th level character with 20 (Excellent) Constitution would save as if he was 7th level, +2 LS, vs a 16 (High) rank poison since his constitution is 2 ranks higher than the strength of the poison. If his constitution was High and the poison was Excellent, then he would make an RR as if he were only 3rd level, -2 LS. RESISTANCE ROLLS ATTACK LEVEL 0 1 2 3 4 5 0 50 55 60 65 70 75 1 45 50 55 60 65 70 2 40 45 50 55 60 65 3 35 40 45 50 55 60 4 30 35 40 45 50 55 5 25 30 35 40 45 50 D 6 20 25 30 35 40 45 E 7 15 20 25 30 35 40 F 8 10 15 20 25 30 35 E 9 5 10 15 20 25 30 N 10 4 5 10 15 20 25 C 11 4 4 5 10 15 20 E 12 4 4 4 5 10 15 13 4 4 4 4 5 10 L 14 4 4 4 4 4 5 E 15 4 4 4 4 4 4 V 16 4 4 4 4 4 4 E 17 4 4 4 4 4 4 L 18 4 4 4 4 4 4 19 4 4 4 4 4 4 20 3 4 4 4 4 4 21 3 3 4 4 4 4 22 3 3 3 4 4 4 23 3 3 3 3 4 4 24 3 3 3 3 3 4 25 3 3 3 3 3 3 26 3 3 3 3 3 3 27 3 3 3 3 3 3 28 3 3 3 3 3 3 29 3 3 3 3 3 3 30 2 3 3 3 3 3 31 2 2 3 3 3 3 32 2 2 2 3 3 3 33 2 2 2 2 3 3 34 2 2 2 2 2 3 35 2 2 2 2 2 2 36 2 2 2 2 2 2 37 2 2 2 2 2 2 38 2 2 2 2 2 2 39 2 2 2 2 2 2 40 2 2 2 2 2 2 41 2 2 2 2 2 2 42 2 2 2 2 2 2 43 2 2 2 2 2 2 44 2 2 2 2 2 2 45 2 2 2 2 2 2 46 2 2 2 2 2 2 47 2 2 2 2 2 2 48 2 2 2 2 2 2 49 2 2 2 2 2 2 50 2 2 2 2 2 2 ATTACK LEVEL 6 7 8 9 10 0 80 85 90 95 96 1 75 80 85 90 95 2 70 75 80 85 90 3 65 70 75 80 85 4 60 65 70 75 80 5 55 60 65 70 75 D 6 50 55 60 65 70 E 7 45 50 55 60 65 F 8 40 45 50 55 60 E 9 35 40 45 50 55 N 10 30 35 40 45 50 C 11 25 30 35 40 45 E 12 20 25 30 35 40 13 15 20 25 30 35 14 10 15 20 25 30 L 15 5 10 15 20 25 E 16 4 5 10 15 20 V 17 4 4 5 10 15 E 18 4 4 4 5 10 L 19 4 4 4 4 5 20 4 4 4 4 4 21 4 4 4 4 4 22 4 4 4 4 4 23 4 4 4 4 4 24 4 4 4 4 4 25 4 4 4 4 4 26 3 4 4 4 4 27 3 3 4 4 4 28 3 3 3 4 4 29 3 3 3 3 4 30 3 3 3 3 3 31 3 3 3 3 3 32 3 3 3 3 3 33 3 3 3 3 3 34 3 3 3 3 3 35 3 3 3 3 3 36 2 3 3 3 3 37 2 2 3 3 3 38 2 2 2 3 3 39 2 2 2 2 3 40 2 2 2 2 2 41 2 2 2 2 2 42 2 2 2 2 2 43 2 2 2 2 2 44 2 2 2 2 2 45 2 2 2 2 2 46 2 2 2 2 2 47 2 2 2 2 2 48 2 2 2 2 2 49 2 2 2 2 2 50 2 2 2 2 2 ATTACK LEVEL 11 12 13 14 15 0 96 96 96 96 96 1 96 96 96 96 96 2 95 96 96 96 96 3 90 95 96 96 96 4 85 90 95 96 96 5 80 85 90 95 96 D 6 75 80 85 90 95 E 7 70 75 80 85 90 F 8 65 70 75 80 85 E 9 60 65 70 75 80 N 10 55 60 65 70 75 C 11 50 55 60 65 70 E 12 45 50 55 60 65 13 40 45 50 55 60 14 35 40 45 50 55 L 15 30 35 40 45 50 E 16 25 30 35 40 45 V 17 20 25 30 35 40 E 18 15 20 25 30 35 L 19 10 15 20 25 30 20 5 10 15 20 25 21 4 5 10 15 20 22 4 4 5 10 15 23 4 4 4 5 10 24 4 4 4 4 5 25 4 4 4 4 4 26 4 4 4 4 4 27 4 4 4 4 4 28 4 4 4 4 4 29 4 4 4 4 4 30 4 4 4 4 4 31 3 4 4 4 4 32 3 3 4 4 4 33 3 3 3 4 4 34 3 3 3 3 4 35 3 3 3 3 3 36 3 3 3 3 3 37 3 3 3 3 3 38 3 3 3 3 3 39 3 3 3 3 3 40 3 3 3 3 3 41 2 3 3 3 3 42 2 2 3 3 3 43 2 2 2 3 3 44 2 2 2 2 3 45 2 2 2 2 2 46 2 2 2 2 2 47 2 2 2 2 2 48 2 2 2 2 2 49 2 2 2 2 2 50 2 2 2 2 2 ATTACK LEVEL 16 17 18 19 20 0 96 96 96 96 97 1 96 96 96 96 96 2 96 96 96 96 96 3 96 96 96 96 96 4 96 96 96 96 96 5 96 96 96 96 96 D 6 96 96 96 96 96 E 7 95 96 96 96 96 F 8 90 95 96 96 96 E 9 85 90 95 96 96 N 10 80 85 90 95 96 C 11 75 80 85 90 95 E 12 70 75 80 85 90 13 65 70 75 80 85 14 60 65 70 75 80 L 15 55 60 65 70 75 E 16 50 55 60 65 70 V 17 45 50 55 60 65 E 18 40 45 50 55 60 L 19 35 40 45 50 55 20 30 35 40 45 50 21 25 30 35 40 45 22 20 25 30 35 40 23 15 20 25 30 35 24 10 15 20 25 30 25 5 10 15 20 25 26 4 5 10 15 20 27 4 4 5 10 15 28 4 4 4 5 10 29 4 4 4 4 5 30 4 4 4 4 4 31 4 4 4 4 4 32 4 4 4 4 4 33 4 4 4 4 4 34 4 4 4 4 4 35 4 4 4 4 4 36 3 4 4 4 4 37 3 3 4 4 4 38 3 3 3 4 4 39 3 3 3 3 4 40 3 3 3 3 3 41 3 3 3 3 3 42 3 3 3 3 3 43 3 3 3 3 3 44 3 3 3 3 3 45 3 3 3 3 3 46 2 3 3 3 3 47 2 2 3 3 3 48 2 2 2 3 3 49 2 2 2 2 3 50 2 2 2 2 2 ATTACK LEVEL 21 22 23 24 25 0 97 97 97 97 97 1 97 97 97 97 97 2 96 97 97 97 97 3 96 96 97 97 97 4 96 96 96 97 97 5 96 96 96 96 97 D 6 96 96 96 96 96 E 7 96 96 96 96 96 F 8 96 96 96 96 96 E 9 96 96 96 96 96 N 10 96 96 96 96 96 C 11 96 96 96 96 96 E 12 95 96 96 96 96 13 90 95 96 96 96 14 85 90 95 96 96 L 15 80 85 90 95 96 E 16 75 80 85 90 95 V 17 70 75 80 85 90 E 18 65 70 75 80 85 L 19 60 65 70 75 80 20 55 60 65 70 75 21 50 55 60 65 70 22 45 50 55 60 65 23 40 45 50 55 60 24 35 40 45 50 55 25 30 35 40 45 50 26 25 30 35 40 45 27 20 25 30 35 40 28 15 20 25 30 35 29 10 15 20 25 30 30 5 10 15 20 25 31 4 5 10 15 20 32 4 4 5 10 15 33 4 4 4 5 10 34 4 4 4 4 5 35 4 4 4 4 4 36 4 4 4 4 4 37 4 4 4 4 4 38 4 4 4 4 4 39 4 4 4 4 4 40 4 4 4 4 4 41 3 4 4 4 4 42 3 3 4 4 4 43 3 3 3 4 4 44 3 3 3 3 4 45 3 3 3 3 3 46 3 3 3 3 3 47 3 3 3 3 3 48 3 3 3 3 3 49 3 3 3 3 3 50 3 3 3 3 3 ATTACK LEVEL 26 27 28 29 30 0 97 97 97 97 98 1 97 97 97 97 97 2 97 97 97 97 97 3 97 97 97 97 97 4 97 97 97 97 97 5 97 97 97 97 97 D 6 97 97 97 97 97 E 7 96 97 97 97 97 F 8 96 96 97 97 97 E 9 96 96 96 97 97 N 10 96 96 96 96 97 C 11 96 96 96 96 96 E 12 96 96 96 96 96 13 96 96 96 96 96 14 96 96 96 96 96 L 15 96 96 96 96 96 E 16 96 96 96 96 96 V 17 95 96 96 96 96 E 18 90 95 96 96 96 L 19 85 90 95 96 96 20 80 85 90 95 96 21 75 80 85 90 95 22 70 75 80 85 90 23 65 70 75 80 85 24 60 65 70 75 80 25 55 60 65 70 75 26 50 55 60 65 70 27 45 50 55 60 65 28 40 45 50 55 60 29 35 40 45 50 55 30 30 35 40 45 50 31 25 30 35 40 45 32 20 25 30 35 40 33 15 20 25 30 35 34 10 15 20 25 30 35 5 10 15 20 25 36 4 5 10 15 20 37 4 4 5 10 15 38 4 4 4 5 10 39 4 4 4 4 5 40 4 4 4 4 4 41 4 4 4 4 4 42 4 4 4 4 4 43 4 4 4 4 4 44 4 4 4 4 4 45 4 4 4 4 4 46 3 4 4 4 4 47 3 3 4 4 4 48 3 3 3 4 4 49 3 3 3 3 4 50 3 3 3 3 3 ATTACK LEVEL 31 32 33 34 35 0 98 98 98 98 98 1 98 98 98 98 98 2 97 98 98 98 98 3 97 97 98 98 98 4 97 97 97 98 98 5 97 97 97 97 98 D 6 97 97 97 97 97 E 7 97 97 97 97 97 F 8 97 97 97 97 97 E 9 97 97 97 97 97 N 10 97 97 97 97 97 C 11 97 97 97 97 97 E 12 96 97 97 97 97 13 96 96 97 97 97 14 96 96 96 97 97 L 15 96 96 96 96 97 E 16 96 96 96 96 96 V 17 96 96 96 96 96 E 18 96 96 96 96 96 L 19 96 96 96 96 96 20 96 96 96 96 96 21 96 96 96 96 96 22 95 96 96 96 96 23 90 95 96 96 96 24 85 90 95 96 96 25 80 85 90 95 96 26 75 80 85 90 95 27 70 75 80 85 90 28 65 70 75 80 85 29 60 65 70 75 80 30 55 60 65 70 75 31 50 55 60 65 70 32 45 50 55 60 65 33 40 45 50 55 60 34 35 40 45 50 55 35 30 35 40 45 50 36 25 30 35 40 45 37 20 25 30 35 40 38 15 20 25 30 35 39 10 15 20 25 30 40 5 10 15 20 25 41 4 5 10 15 20 42 4 4 5 10 15 43 4 4 4 5 10 44 4 4 4 4 5 45 4 4 4 4 4 46 4 4 4 4 4 47 4 4 4 4 4 48 4 4 4 4 4 49 4 4 4 4 4 50 4 4 4 4 4 ATTACK LEVEL 36 37 38 39 40 0 98 98 98 98 99 1 98 98 98 98 98 2 98 98 98 98 98 3 98 98 98 98 98 4 98 98 98 98 98 5 98 98 98 98 98 D 6 98 98 98 98 98 E 7 97 98 98 98 98 F 8 97 97 98 98 98 E 9 97 97 97 98 98 N 10 97 97 97 97 98 C 11 97 97 97 97 97 E 12 97 97 97 97 97 13 97 97 97 97 97 14 97 97 97 97 97 L 15 97 97 97 97 97 E 16 97 97 97 97 97 V 17 96 97 97 97 97 E 18 96 96 97 97 97 L 19 96 96 96 97 97 20 96 96 96 96 97 21 96 96 96 96 96 22 96 96 96 96 96 23 96 96 96 96 96 24 96 96 96 96 96 25 96 96 96 96 96 26 96 96 96 96 96 27 95 96 96 96 96 28 90 95 96 96 96 29 85 90 95 96 96 30 80 85 90 95 96 31 75 80 85 90 95 32 70 75 80 85 90 33 65 70 75 80 85 34 60 65 70 75 80 35 55 60 65 70 75 36 50 55 60 65 70 37 45 50 55 60 65 38 40 45 50 55 60 39 35 40 45 50 55 40 30 35 40 45 50 41 25 30 35 40 45 42 20 25 30 35 40 43 15 20 25 30 35 44 10 15 20 25 30 45 5 10 15 20 25 46 4 5 10 15 20 47 4 4 5 10 15 48 4 4 4 5 10 49 4 4 4 4 5 50 4 4 4 4 4 ATTACK LEVEL 41 42 43 44 45 0 99 99 99 99 99 1 99 99 99 99 99 2 98 99 99 99 99 3 98 98 99 99 99 4 98 98 98 99 99 5 98 98 98 98 99 D 6 98 98 98 98 98 E 7 98 98 98 98 98 F 8 98 98 98 98 98 E 9 98 98 98 98 98 N 10 98 98 98 98 98 C 11 98 98 98 98 98 E 12 97 98 98 98 98 13 97 97 98 98 98 14 97 97 97 98 98 L 15 97 97 97 97 98 E 16 97 97 97 97 97 V 17 97 97 97 97 97 E 18 97 97 97 97 97 L 19 97 97 97 97 97 20 97 97 97 97 97 21 97 97 97 97 97 22 96 97 97 97 97 23 96 96 97 97 97 24 96 96 96 97 97 25 96 96 96 96 97 26 96 96 96 96 96 27 96 96 96 96 96 28 96 96 96 96 96 29 96 96 96 96 96 30 96 96 96 96 96 31 96 96 96 96 96 32 95 96 96 96 96 33 90 95 96 96 96 34 85 90 95 96 96 35 80 85 90 95 96 36 75 80 85 90 95 37 70 75 80 85 90 38 65 70 75 80 85 39 60 65 70 75 80 40 55 60 65 70 75 41 50 55 60 65 70 42 45 50 55 60 65 43 40 45 50 55 60 44 35 40 45 50 55 45 30 35 40 45 50 46 25 30 35 40 45 47 20 25 30 35 40 48 15 20 25 30 35 49 10 15 20 25 30 50 5 10 15 20 25 ATTACK LEVEL 46 47 48 49 50 0 99 99 99 99 99 1 99 99 99 99 99 2 99 99 99 99 99 3 99 99 99 99 99 4 99 99 99 99 99 5 99 99 99 99 99 D 6 99 99 99 99 99 E 7 98 99 99 99 99 F 8 98 98 99 99 99 E 9 98 98 98 99 99 N 10 98 98 98 98 99 C 11 98 98 98 98 98 E 12 98 98 98 98 98 13 98 98 98 98 98 14 98 98 98 98 98 L 15 98 98 98 98 98 E 16 98 98 98 98 98 V 17 97 98 98 98 98 E 18 97 97 98 98 98 L 19 97 97 97 98 98 20 97 97 97 97 98 21 97 97 97 97 97 22 97 97 97 97 97 23 97 97 97 97 97 24 97 97 97 97 97 25 97 97 97 97 97 26 97 97 97 97 97 27 96 97 97 97 97 28 96 96 97 97 97 29 96 96 96 97 97 30 96 96 96 96 97 31 96 96 96 96 96 32 96 96 96 96 96 33 96 96 96 96 96 34 96 96 96 96 96 35 96 96 96 96 96 36 96 96 96 96 96 37 95 96 96 96 96 38 90 95 96 96 96 39 85 90 95 96 96 40 80 85 90 95 96 41 75 80 85 90 95 42 70 75 80 85 90 43 65 70 75 80 85 44 60 65 70 75 80 45 55 60 65 70 75 46 50 55 60 65 70 47 45 50 55 60 65 48 40 45 50 55 60 49 35 40 45 50 55 50 30 35 40 45 50 3.6 Action Points All physical actions have an action point cost that indicates how much time a character needs to spend to complete that action. Spells and psionics have a certain amount of actual time that is required which can be translated into action points to see what other physical actions the character can complete along with spell casting and psionic use. All characters begin with 10 action points at 1st level. Zero level beings have 5 action points. Action points increase by 1 point/level, ie 10th level character has 20 action points. Action points indicate what kinds and how much activity the character can carry out each 6 second round. All activities have an action point cost. 3.61 Combat The area where actions points are most crucial is during combat. Attacking, drawing weapons, loading weapons, dodging, evading, blocking, and parrying are all aspects of combat which require the expenditure of action points. All weapons have their own specific action point cost/weapon. The action point cost reflects the size and weight of the weapon, as well as the general complexity in using it. The cost to draw and sheath a weapon is given as a fraction of the action point cost for attacking with the particular weapon. Parrying with a weapon costs they same as an attack. Shields are used for blocking attacks and can also be used as weapons. The action points for these manuevers are the same. Ancient missile weapons that use ammunition, ie bows, crossbows, slings, blowguns, etc, have separate action points to load and fire the weapon. Arrows are bolts can be loaded, knocked, and then fired. Although the time for the complete action is usually more than most mellee weapons, once an arrow is knocked and aimed at a target, it can be released almost immediately, usually before and mellee attack can occur. Dodging and Evading cost 5 action points to perform. Weapon and shield proficiencies will decrease the amount of action points necesary for the related action, so more actions can be performed in a single round. 3.62 Movement one's full movement rate for 1 full round takes all of a character's action points. Moving at full rate for 1/2 round takes up 1/2 action points, 1/4 movement equals 1/4 action points, etc. Trying to accomplish any actions not related to movement (actions other than jumping, tumbling, acrobtics, etc) will be accomplished at 1/2 the character's level in the particular skill or action. 3.63 Reduced Action Point Expenditure The actions points listed for any action indicate how many points are required to perform the action at the normal level of skill and effort. A character can choose for any action to spend less points than are necesary. This reflects that the character is spending less time and effort on the action. An appropiate instance of this might be when attacking a large and unarmored creature. The creature is very easy to hit and so attacks require less skill and effort. A character would put his effort into the quantity of attacks as opposed to the quality of each individual attacks. The penalties for reduced action point expenditure are as follows: Action Points Reduction Penalty 1/2 -1 LS 1 -2 LS 2 -3 LS 3 -4 LS 4 -5 LS 5 -6 LS 6 -7 LS 7 -8 LS 8 -9 LS 9 -10 LS 10 -12 LS No action can be reduced below 1 action point. 3.64 Increased Action Point Expenditure This is just the opposite of reduced action point expenditure. It reflects the fact that the character is spending more time and effort into a particular action, and is trading the quantity of actions for the quality of an action. The bonuses for increased action point expenditure are as follows. Action Point Increase Bonus x 1.5 +1 LS x 2 +2 LS x 2.5 +3 LS x 3 +4 LS x 3.5 +5 LS x 4 +6 LS x 4.5 +7 LS x 5 +8 LS 3.7 Altering Rolls At any time during the course of the game, players may use any extra experience points that their character has to alter die rolls, usually involving SR's and RR's. They must announce before the roll wether or not they are going to spend experience points the augment the die roll. Some may view this as buying luck, others may view this as glorified cheating. In any apsect, the player's character forfeits experience points in return for raising a die roll. The experience points necesary to raise any given roll by the folling amounts are as follows. Level Shifts Experience Points 1 50 2 100 3 250 4 500 5 750 6 1000 7 2500 8 5000 9 75000 10 10000 In rolls that don't directly apply to level shifts such as outcomes that are pure chance such as lotteries, rolling to see which member of the party get's a certain pick of the treasure, etc, each level shift is equivalent to +5 on the percentile dice. A player who spends 50 exp pts before rolling for treasure who rolls a 56 actually gets a 61 because of the +5 points added by his exp pt spenditure. 3.8 Penalties Due to Damage and LEL Loss Characters who have suffered damage and Life Energy Level drains do not function at their maximum abilities and thus have a penalty on all actions. % Damage Capacity or LEL Penalty 100% 0 LS 90% -1 LS 75% -2 LS 50% -4 LS 25% -6 LS 10% -8 LS 5% -10 LS Note that the penalties are cumulative. If a character was at 75% of his damage capacity and 90% of his LEL's then he would have a total penalty of -3 LS on all actions. 4. Skills Skills are the heart of the COSMOS character generation system. Skills are what make a character what he is and are what distinguish him from other characters. In any campaign, the characters should select skills that together with other characters in the group help them in their adventures in a specific setting. 4.1 Character Point Costs for Skills The number before each skill description indicates the number of character points for level 1 of that skill. The cost for a the first level of a skill is used to figure out the cost for successive levels for that skill by consulting the following chart. Skill Level Character Points 1 5 6 8 10 12 15 2 5 6 8 10 12 15 3 10 12 16 20 24 30 4 20 24 32 40 48 60 5 40 48 64 80 96 120 6 80 96 128 160 192 240 7 160 192 256 320 384 480 8 320 384 512 640 768 960 9 640 768 1024 1280 1536 1920 10 1280 1536 2048 2560 3072 3840 1 20 25 30 35 40 45 2 20 25 30 35 40 45 3 40 50 60 70 80 90 4 80 100 120 140 160 180 5 160 200 240 280 320 360 6 320 400 480 560 640 720 7 640 800 960 1120 1280 1440 8 1280 1600 1920 2240 2560 2880 9 2560 3200 3840 4480 5120 5760 10 5120 6400 7680 8960 10240 11520 1 50 60 75 100 125 150 2 50 60 75 100 125 150 3 100 120 150 200 250 300 4 200 240 300 400 500 600 5 400 480 600 800 1000 1200 6 800 960 1200 1600 2000 2400 7 1600 1920 2400 3200 4000 4800 8 3200 3840 4800 6400 8000 9600 9 6400 7680 9600 12800 16000 19200 10 12800 15360 19200 25600 32000 38400 1 175 200 250 300 400 500 2 175 200 250 300 400 500 3 350 400 500 600 800 1000 4 700 800 1000 1200 1600 2000 5 1400 1600 2000 2400 3200 4000 6 2800 3200 4000 4800 6400 8000 7 5600 6400 8000 9600 12800 16000 8 11200 12800 16000 19200 25600 32000 9 22400 25600 32000 38400 51200 64000 10 44800 51200 64000 76800 102400 128000 1 750 1000 2 750 1000 3 1500 2000 4 3000 4000 5 6000 8000 6 12000 16000 7 24000 32000 8 48000 64000 9 96000 128000 10 192000 256000 All skill levels 11th level and above cost the same as as the skill at 10th level. Example, a base 50 character point skill costs 12800 character points at 10th level, 12800 character points at 11th level, 12800 at 12th level, etc. From that above chart it can be seen that if 50 is the number before Priest Skill in the skill descriptions, then 1st level for that skill costs 50 character points, 2nd level cost another 50, 3rd level costs 100, 4th costs 200. etc. 4.2 Fractional Skill Advancement If the player or GM wishes, skills can be increased by a fractional amount instead of only a complete level. Some skills will offer no benefit from fractional increases while other, usually technologicaly based, will. For example, a character who has 16th level warp engineering skill can manufacture Tech Level 300 warp drives. At 17th level he will know how to manufacture warp drives of Tech Level 400. If the player wishes he can spend a fraction of the character points needed to attain 17th level in skill. Spending 1/4 the required amount of character points will put him at 16.25 level and allow him to make Tech Level 325 warp drive. 1/2 char pts. attains 16.5 level and allows for Tech Level 350 drives, etc. Another example which does not apply to technology would be a weapon proficiency in longswords. At 1st level in lonsword skill the percentile roll is equal to the actual skill roll, ie rolling a 50 on the dice means a SR of 50. At 2nd level the skill is increased by 5% so rolling a 50 would actually be a SR of 55. If fractional skill advancement is used the character could spend half the required points to attain 2nd level in ability and therefor raise his skill by 2.5% to level 1.5. In the case above, then, rolling a 50 would equate to an SR of 52.5. 4.3 Skill Descriptions 4.31 PHYSICAL DAMAGE CAPACITY Each level, beginning at level 1, the character can opt to buy an additional number of DC points. This applies to character level, not any particular skill level. The point costs are as follows: 2 1/1 3 1-2 5 2-4 7 2-5 10 3-6 20 3-7 25 4-8 40 4-9 50 5-10 55 5-11 60 6-12 75 10-20 100 15-30 125 20-40 150 25-50 The first number indicates the minimum amount of points the character can recieve when buying that point range. The second number is the maximum. Example, if a character chooses to purchace points in the 5-10 range, it will cost him 50 character points at first level. He can roll a D10 and if 5 or higher is rolled, he recieves that number in a Damage Capacity. If lower than 5 is rolled, then 5 is taken, since 5 is the minimum number of points for that range. Only 1 set of points can be purchased each level, although the different ranges can be purchaced each level, so a character could buy 5-10 on one level, 6-12 on another level, and so on. The level of purchasing in terms of how many character points they cost is the same as the level of the character purchasing them. For example, a 3rd level character purchasing DC in the 5-10 point range, it would cost him 100 character points, ie 50 char pts at 1st level, 50 at 2nd level, and 100 at 3rd level. 6 Climb Walls SR:40 1/Every 10 meters. -1 LS/Rank of surface slickness. 5 Athletics: SR:50: gives ability in any 1 atheltic game and will allow performance in other games once their rules are learned at -5 LS Acrobatics 8 Fall: SR 75: Allows player to fall 2 meters/level without taking damage as long he is within 1/2 meter/level of a verticle to slow his fall. For every 5% failure the max distance without taking damage is reduced by 1 level. Example, a player with 5th level falling skill makes a SR of 70. This means he can fall only 8 meters without taking damage. 5 Tightrope Walk: SR 80: allows walking on ropes or narrow beams or ledges at no greater than a 45 degree slope. Every 5 degrees is a -1 LS penalty. Movement is 5 meters/round. SR made every round. Using a balancing item such as a pole or staff weapon will increase chance by 2 LS. 5 Pole Vault: SR 75: using a pole and at least a 10 meter running start, the player is able to vault upwards. Pole used must be at least 1.5 times character's hight. Verticle distance is 1.25 character's hight at 1st level plus .25 character's hight/level above the 1st. Every 5% failure indicates -1 LS in height. 5 Highjump: SR 75: 5 meter running start. Verticle distance is 75% character's height at 1st level plus 25% per additional level. Every 5% failure indicates -1 LS in height. 5 Broadjump: SR 75:standing broadjump allows horizontal jump of charcter's height plus 1/3 height/level. Running broad jump requires a 5 meter running start and doubles distance covered. Penalty of -1 LS in distance per 5% failure. 10 Tumbling-Attack: SR 95: adds +1 LS to hit/2 skill levels in attack maneuver's utilizing tumbling. 10 Tumbling-Evasion: SR 90: similar to dodge skill, adds +1 LS per level of this skill to dodge or evade skills if successful. 20 Dodging: if SR excedes SR of attacker, a missile attack is dodged. -5 LS for bullets and energy weapons 25 Evasion: if SR is higher than attacker's a mellee attack is successfully evaded. 2000 Ambidextrous: Allows the character to use two both hands with equal skill. The off hand is used at -6 LS. When both hands are used simultaneously in actions that are normally used with only the primary hand (usually combat) the primary hand is at -4 LS along with the secondary hand at -6 LS. The penalty is rediuced by 1 LS/level of skill until zero penalty is reached in both. No bonus is achieved at higher levels. 10 Equestrian SR 50: skill of riding particular animal and creatures. Player must pick one main creature to specialize in. Other related creatures can be ridden at a -1 LS - -5 LS penalty depending on how different the creature is. 8 Herding: SR 60 5 Billiards: skill of playing pool 15 Wrestling: Grappling: see Hold below under unarmed attacks Overbear: if SR is 25 greater than defender's SR the opponent is knocked down. The opponent will lose all actions that round and will lose initiative the next round. Once an opponent is knocked down a grappling attack can be made at +5 LS. 6 Climb Cliffs & Trees: SR 40 5 Kayaking,Rafting: SR 75 5 Swimming: SR 50 6 Scuba: SR 60: skill of smimming underwater with or without breathing equipment. Effective constitution is increased by 1 rank/ 4 levels for maximum time to hold one's breath. 6 Diving: SR 60: 2 meter hight + 1 meter/level. Requires 1 meter of water/ 2 meters of height 10 Surfing 10 Skiing 5 Rowing 15 Hangliding 8 Skating 5 Stilt Walking: 10 Athletic Games 10 Distance Running: Raises effective constitution for long distance running by 1 rank/4 levels. 10 Sprinting: raises effective speed by 1 rank/4 levels for a duration of 1 round, then 1 round/rank increase of speed must be spent in rest. 5 Juggling Dancing 4.32 Magic and Psionics 50 Priest Skill This skill involves the worship of and service to a diety or dieties, or some form of powerful entity. In return for this service, the priest gains the power to cast the spells which he has learned through his studies. This source of this power is the diety itself, or other powerful being who serves it. Most priest spells will serve to strengthen and defend himself, his comrads, and above all else, his diety's cause. Depending on the particular diety the priest worships, certain spells will be made available to him that normally would only be available to a mage or another priest of higher level. For instance, a priest who worships a fire diety should be allowed all fire spells at the lowest level possible. Fireball, flame arrow, and wall of fire are a small example of spells that would be readily available to this type of priest. Poor service to a diety should be penalized in the form of losing an amount of spell abilities in concordance with the priest's performance or lack there of. Priest magic is more of a metamagic, lying somewhere between normal magic and psionics. The collective consciousness of a diety's worshippers give that diety his power. This collective consciousness is similar to psionic energy. The priest then channels tis power from his diety into the form of various spells. The base 50 character point cost for the priest skill indicates that the character has all the normal spell realms available to him. At a base cost of 45 char pts, the priest has 20 realm points to choose realms. A base char pt cost of 40 gives the priest 10 realm points to choose realms. 75 Mage Skill This skill involves the truest source of magic, while the priest, as stated above uses a form of meta-magic, a combination of magic and psionic energy. As opposed to priest magic which comes from a certain diety, the source of power for mages most often comes from another plane where magical energy is in its natural state. This plane could be the positive or negative material plane, as well as some other magical dimention. The mage skill involves the arcane knowledge of spell casting. With this skill, the mage learns how to summon this power from a distant source, and then to focus, shape, and direct this energy in the form of a particular spell. Each individual spell must be learned as a separate skill, the mage skill allowing the knowledge and the power to cast a particular level of spells. Similar to priest skill, the base 75 character point cost allow the entire range of mage spells. The base 60 point mage skill gives the mage 50 realm points. The base 55 char pts gives 40 realm points, 50 char pts gives 30 realm points, the 45 char pts give 20 realm points, and the 40 char pts gives 10 realm pts. Solar Mage (Solamancer): as opposed to normal mages who regenerate spell points over time with rest, the solar mage does not require rest but requires to be in sunlight to regenerate. While indoors and not exposed to light no regeneration will occur. The regeneration multipliers are as follows: Normal Daylight x 1 Bright Sunlight,Noontime x 2 Dusk,Sunset x 0.5 Sunrise x 1.5 Cloudy,Overcast x 0.25 Nightime, Solar eclipse x 0 Artificial Light x 0.5 Lunar Mage (Lunamancer): as above with following conditions: Dusk x 1.5 Nightime x 1 Cloudy,Overcast x 0.5 1/2 Moon x 1.5 Full Moon x 2 Daylite,lunar eclipse x 0 Hydro Mage (Hydramancer):as above with following conditions: Light Rain x 0.5 Heavy Rain x 1 Small Stream or Lake x 1 River, Sea x 1.5 Ocean x 2 Normal Land x 0.5 Desert x 0 Geo Mage (Geomancer): as above with following conditions: Spring x 1.5 Summer x 1 Fall x 1 Winter x 0.5 Desert x 0.25 Savana x 0.5 Forest x 1 Icelands x 0.25 Rain Forest x 2 Astral Mage (Astramancer): will regenerate normally while in all planes other planes only one plane removed from the astral, will regenerate at -25% per additional plane removed. A plane bordering the astral counts as one plane removed. Two planes removed equates a 25% reduction in regeneration. At 5 planes removed their is zero regeneration. Ethereal Mage (Aethamancer): as Astal Mage Planar Mage: this type of mage picks 1 plane as his primary plane. Otherwise, the effects are the same as for astramancers and aethamancers. * Note that the above mage options cost no skill points as they replace the normal regeneration methods. At the GM's option priest's can also pick the above powers if their diety's sphere of influece coincides with them. Thus a priest of a sun goddess could duplicate the powers and penalties of a solar mage. It is also possible for psionicists to use the above options, again at the GM's discretion. 10 Magical Devices: this raises the chance to successfully use magical devices by +1 LS/4 skill levels. 10 Psionic Devices: as above but applies to psionic devices. 10 Endurance Reserves: this skill allows mages, priests, and psionicits to use their endurance in the form of damage capacity points to add to their spell or psionic points. This skill can be utilized for magic or psionic energy and does not have to be learned separately for the two. The character can forfeit 2 of his damage points per each level of this skill. For every hit point forfeited, he gains 2 spell points or 5 psionic points. Thus a 10th level caster could lose 20 damage points in return for 40 spell points. A 10th level psionicist could lose the same 20 damage points in return for 100 psionic points. The chance for failure is the same as the chance for spell failure with the level of the skill being equal to a spell level. Having this skill at 10th level and it at 10th level gives a 25% chance of failure. Failure indicates that the damage points are lost, but no spell or psionic points are gained. Spell and Psionic Aquisition Char Pts Spell/Power Level Char Pts Spell/Power Level 10 1 4096 16 15 2 4352 17 20 3 4608 18 40 4 4864 19 80 5 5120 20 160 6 5632 21 320 7 6144 22 640 8 6656 23 1280 9 7168 24 2560 10 7680 25 2816 11 8192 26 3072 12 8704 27 3328 13 9216 28 3584 14 9728 29 3840 15 10240 30 - 50 15 New Spell Development The knowledge of researching and developing new spells. Mages without this skill can still conduct spell research, but having this skill will add to the chances for success. +1 LS/level on researching new spells. 20 Spell Summoning All spells have verbal components, some have material and somatic as well. This spell allows the caster to summon and "mentally" cast a spell which he knows. Using this skill means that any and all of the normal components (V,M,S) are not necessary. Casting time is also reduced for this reason. This is a base 80 feat. For each spell level of the spell being summoned below the max spell level the mage can cast, the level of this feat is reduced by 5 down to a minimum of 50. Because of the lack of components, spells summoned in this manner cost 50% more than their normal spell pt. cost. A spell must be known by the caster, but not memorized to use this power. 25 Reduce Spell Point Cost: SR 75: allows spells to be cast at a power point cost 2 levels less than normal, 1st and 2nd level spells cost the same as cantrips. The caster can reduce the cost of any spell equal or under his level in this skill. For every level higher than this skill trying to be reduced the penalty is -2 LS. Example, a caster has this skill at 6th level. He can cast a 6th level spell normally costing 6 points at the cost of only 3 points if the SR is successful. That same caster trying to reduce the cost of a 7th level spell would need a SR of 85 (2 LS). If the SR fails, the point cost is doubled, a 6th level spell would cost 12 points. Failure by more than 50% means a spell fumble. This skill must be taken separately for priest and mage magic. 10 Power Channeling There are three separate versions of this skill, one for mages, priests, and psionicists. This skill allows a character to transfer power points from himself to another being. The power points transfered must be of the same type, ie mage spell points to mage spell points, psionic points to psionic points, etc. The character can transfer a number of power points equal to the cost for using a spell or psionic power of a level equal to his level in this skill each round. For example, a mage who had this skill at 8th level, could transfer 10 power points per round as an 8th level spell cost 10 power points to cast. A character using this skill can transfer up to half of his power points without penalty. If he transfers between 51-75% of his power he must make a RR or fall unconscious for 1 turn/5% failure. Transfering over 75% puts a -1 LS on the RR for every 5% of the total power transfered over 75%. Range is 1 meter/level. 10 Spell/Power Perception This skill also has three separate types like above. This skill allows a character to perceive the general nature and effects of spells or psionics while they are being used or cast. The SR is 75, + or - 1 LS for each level of the spell/power trying to be perceived below or above the user's highest level spell or power he can use. Range is 5 meters/level. 20 Spell Mastery This is a form of specialization for one specific spell. If a mage wishes to gain mastery in multiple spells he will have to purchase this skill multiple times for each spell and each level of mastery of that spell. The character pt cost is that of a 20 pt. skill of the spell level. For example, 1st level mastery of a first level spell, like sleep for instance, would cost 20 pts. It would cost another 20 pts for 2nd level mastery of sleep, another 40 pts for 3rd level mastery, and so on. First level mastery of fireball, since it is a 3rd level spell would cost 80 pts (20 + 20 + 40 = 80). The 2nd level of mastery for that spell would cost 240 pts (80 +160). There are a number of increased effects applicable to different types of spells depending on the level of mastery. The effects for each level of mastery are: Save +/- 1 (for every 2 levels of mastery) Damage Caused/Healed +10% Range/Area of Effect +20% Duration +20% If the spell is an offensive spell which requires a save, all saves against are made at -1 for 2 levels of mastery. If it is a protection spell which gives the recipient a save, the save is at +1 for every 2 levels of mastery. Damage caused is for fireball, lightning bolt, cause light wounds, etc. Damage healed applies to all healing spells. In both cases, the 10% bonus applied. The range/area of effect, and the duration is increased by +20% per level of mastery. Spell Specialization Allows individual spell advancment, in other words it raises level at which spell is cast by 1 for each level of specialization, a 5th level caster with 1st level speciallization in fireball casts that fireball as a 6th level caster. The point cost is the cost of a spell 1 level higher than the current level of that spell. To raise the power of a 5th level spell to 6th level it costs the same as buying a 6th level spell. 50 Realm Mastery This is very similar to the spell mastery skill. All spells are divided into eight main areas. These are: Divination, Necromantic, Evocation, Conjuration, Enchantment, Alteration, Phantasm, and Abjuration. Choosing this skill gives the same bonuses as spell mastery, except that the bonuses apply to a specific area of spells and not just one particular spell. Bonuses for this skill and spell mastery are cummulative. The judge may also decide to allow other types of specialization. An example of this could be elemental spells, possibly divided into earth, air, water, and fire spells. Other examples are protection spells, or travelling spells like levitation, flying, teleport, planeshift, etc. 10 Gem Tapping This power can be used by mages, priests, and psionicists to tap the innate magical or psionic energies that exist in certain gems and crystals. This skill must be learned separately for each type of energy to be tapped: mage, priest, or psionic. The GM should decide which type of gems and crystals can be tapped, and which kind of energy can be absorbed from them. For each level of this skill, the character can drain up to the number of spell points of a spell of equal level from the gem. An 8th level mage with 8th level gem tapping skill could absorb up to 10 spell points at a time. This skill takes 1 round/use but can only be used 1/turn. For every 100 CR value of the gem, 1 spell/psionic point can be absorbed, but for every spell/psionic point absorbed, the gem is reduced in value by 100 CR. The skill roll is the same as for casting a spell or using a psionic power of equal level. 15 Gem Storing This skill is similar to gem tapping, but instead of draining power from a gem or crystal, this allows the character to use the innate magical/psionic properties of the gem to store points. For every 100 CR value, 1 point may be stored. If the SR fails up on storage, the gem is rendered flawed and worthless. In all other aspects, this skill functions the same as above. 20 Circle Magic This is a subset of magic craft that deals specifically with the construction of magic circles. The effects of most circles serve to protect, summon, gain knowledge, an increase a mages power. The circle can be designed like any other magic item, permanent or non permanent. The powers of the circle are only activated when a being enters, or attempts to enter, the circle. Basically circle magic acts the same as item enchantment except the magic affects a stationary area as opposed to an item. Almost any spell that affects an area can be learned as a separate circle magic spell. The titles of friend or foe can be defined by the creator when constructing a circle. A circle of protection from magic could give +3 on saves vs. magic to all allies of the creator, including the creator himself, while inside the circle. Beings with magic resistance who are considered to be foes of the creator can make a RR against the level of the caster to enter the circle. If the RR is successful even a enemy of the caster can gain beneficial powers of a circle. Note, if a spell system is used in which spells cover circle magic, this skill can be replaced by learning the required spells. 10 Read Scrolls(Magical) SR:95 This skill is aimed at non-spell users, or users of magic which differs from the type embedded in a particular scroll. -1 LS/level of spell, plus a -2 LS/level of spell above reader's level. +1 LS / level of user's mage or priest skill that may lies in a different area of magic than that embedded on the scroll. 10 Magical Languages SR:50 This skill involves learning the runes and symbols in which magic is written. A character's level in his native magical language is considered to be the same as his mage skill level and he does not require this skill in order to read his native magical language. This skill is for other possible languages in the surrounding region of the mage. -1 LS/Level of spell above the language skill. -1 LS/each plane removed from native plane. This skill must be taken once for each knew language desired to be learned. 60 Psionics This area of skill deals with powers that are derived from the mind itself. Every living creature is assumed to have some lifeforce. The psionicist draws upon the energy of this lifeforce to perform certain powers. At low levels, the power comes from the psionicist himself, at higher levels, the psionicist draws this energy from the ambient energy of the cosmos itself. In some ways this area of knowledge is similar to magic skills of the priest and mage. The laws governing magic and psionics are very different however. The psionicist is more consciously in control of his powers. His powers do not come from an outside source until higher levels. Psionicists still live in and must abide by the laws of physics. For any power of the psionicist there is a physical explanation for it. The forces normally involved in the physical world are produced by the psionicist's own mental energy. When a mage transforms a target into into a frog he does not have to know anything about the frogs biology as the laws of magic do not require this. The psionicist is mentally transforming the form of a being to a frog, down to the very cellular level. Many psionic powers duplicate the effects of technological items. In all other ways, psionics closely resemble the powers of the mage and priest skills. Psionics also has reduced base char pt costs for reduced realms. They are as follows: 55 char pts = 40 realm pts 50 char pts = 30 realm pts 45 char pts = 20 realm pts 40 char pts = 10 realm pts 10 Ki, Skill: SR 75: gives a +1 LS/4 Levels when performing any skill. Can be used 1/day/4 levels. 10 Ki, Strength: as above except strength is raised by 1 rank/4 levels for 1 action. 10 Ki, Dexterity: as above 10 Ki, Constitution: as above 10 Ki, Intelligence: as above 10 Ki, Wisdom: as above 10 Ki, Charisma: as above 10 Ki, Resistance: as above except the bonus is for and RR 50 Enchant Weapons: magic skill which applies only to the enchantment of magical weapons. Usable by non-magical races like dwarves known to create weapons of great power. All spells particularly related to weapons can be learned. 45 Enchant Armor: as above, applies to armor Spell Casting in Armor This skill is similar to wearing armor except that it decreases the penalties for spell casting in armor as opposed to other actions. Penalties decrease the same as in the wear armor skills. Note that certain materials will add additional penalties as they may have properties that inhibit the use of magic. The types of armor only apply to classes of armor, not the material which the armor is made of. Note that any spell that has somatic components requires at least one hand to be free. 10 Padded,Leather,Studded Leather: -3 LS on all spell casting 15 Ring,Scale,Chain: -4 LS on all spell casting 20 Banded,Splint,Plate Mail: -5 LS on spell casting 25 Plate Armor: -8 LS on all spell casting 40 Bard Songs 30 Alchemy: This skill is a combination of chemistry and magic. This form of magic has at its heart the need for material components, potions, salves, etc. Spells which affect a user of a substance produced may be duplicated with alchemy. The GM will have to judge what spells fall under this skill. Some common spell types that should be included are healing spells, mind altering spells like divination, confusion, telepathy, etc. Drugs that raise or lower a persons attributes, or alter his physical structure, protecting him from elemental attacks. Alchemy can also be used to create poisons and antidotes, as well as affecting materials. It can be used to create, alter, or destroy different types of matter. It takes 1 week per level of spell to be produced if the alchemist is equal in level. If the alchemist is higher in level than the spell he is trying to produce, the time is reduced by 1 week per level down to a minimum of 1 day. 4.33 Combat Weapon Proficiencies These skills involve the knowledge of using weapons in mellee and missile combat. The level in each skill is the level at which the player attacks (and parries in the case of mellee weapons) with that weapon. For weapon areas that have more than one weapon, only 1 weapon is chosen as the main weapon. The player chooses in what order he will learn the use of the other weapons. Each weapon is used at -1 LS preference below the main weapon. For thrown weapons, the player could choose to learn them in the order of preference of daggers, darts, and shurakin. At 3rd level he would attack at 3rd level with daggers, 2nd level with darts, and 1st level with shurakin. Damage for all weapons is increased by 1 rank/4 levels of skill. If the GM wishes, the damage bonus for inbetween levels can also be computed. Action point cost is reduced as followed: Proficiency Level Action Point Cost 4 0.9 8 0.8 12 0.7 16 0.6 20 0.5 24 0.45 28+ 0.4 The penalty for using weapons that the character is not proficient in is proportional the the character point cost. The penalties are as follows: Char Pts Penalty 10 -1 20 -2 30 -3 40 -3 50 -4 60 -6 70 -8 40 Shortsword 50 Sword(Long,Broad,Bastard(1 handed) 50 Katana,Wakizashi 70 Sword Two-Handed,Bastard,Flamberge 60 Sabre,Scimitar,Falchion,Cutlass,Kopesh 20 Daggers,Knives 30 Thrown Weapons (Daggers,Darts,Shurakin,Discs,etc.) 30 Blunt 20 Chain (flail,nunchaku,morningstar) 30 Staves & Spears (staves, spears) 60 Bows(Archery) 70 Crossbow 40 Axe 70 Pole Arm 40 Lance 70 Whip,Lasso,Bola,Rope (these weapons can entangle 1 non weapon arm if the SR is 25 greater than the defenders, weapon arm at 40 greater, legs at 50 greater, both arms at 60 greater, or head at 75 greater. The defender must beat the attacker's SR to break free at -1 LS for 1 arm, -2 for weapon arm, -3 for legs, -4 for head, and -5 for both arms.) 50 Siege Weapons (Ram,Catapult,Ballista,etc.) 20 Pistol 10 Grenade 30 Rifle,Mellee (includes the ability to use a rifle as a melee weapon using rifle buts and bayonet attacks) 30 Rifle 20 E-Pistol 30 E-Rifle Energy Mellee Weapon 50 Sword 40 Hafted Weapon (axe,mace,hammer, etc) 30 Staff Weapon (spear,staff,lance,etc) 40 Missile Launchers 50 Jousting (Combines skill for all lances and equestrian skill of equal level for a given type of steed.) 50 Fencing (Foil,Eppe,Sabre) 1000 Two weapons: skill in use of any two weapons at a time, each of which must be able to be held normally in 1 hand depending on the character's size and strength. Normal penalties for characters not skilled in two weapons are -6 LS for the off hand, and -4 LS for the main hand. For every level of this skill, the penalty is reduced by 1 LS. After zero penalty is reached, the player begins to receive a bonus of 1 LS each level to hit. 750 Paired Weapons: as above except applies usually to using two identicle weapons (2 shortswords,2 daggers, etc). Some GM's may allow special pairs of different but similar weapons like the katana and wakizashi used by the Samurai. 5 Quickdraw: picked once for each weapon, reduces the point cost for drawing a weapon by 1 action point/2 levels down to a minimum of 1 point. 10 Sniping: +1 LS to hit/ 2 levels of skill. +1% chance of critical/level of skill. Wear Armor Manuvering in armor is not instinctal and has to be learned. The penalties after each armor catagory are for those who are unskilled in the use of such armors. The penalties decrease by 1 LS/2 skill levels until zero penalty is reached. Note other penalties due to encumberance may still occur. The armor types below only apply to the type of armor and not the material. Armor made from the exoskeleton of a giant arthropod would probably fall into the area of plate mail or plate armor. Animal hides could fall into the category of leather or scale armor. 10 Padded,Leather,Studded Leather: -3 LS on all physical actions 15 Ring,Scale,Chain: -4 LS on all physical actions 20 Banded,Splint,Plate Mail: -5 LS on all physical actions 25 Plate Armor: -8 LS on all physical actions Shield Proficiencies 25 Buckler: bucklers give a +2 LS to block mellee and missile attacks. Most mellee attacks and blunt missiles like slings stones which aren't criticals can be deflected by the shield. This does no damage to the shield. Missiles such as arrows, bullets, energy weapons, etc, will do damage to the shield on a successful hit, just like any other form of armor. For all shields except bucklers, attacks from the side are at -2 LS to block. Thus a medium shield is only +3 LS to block side attacks. Attacks from behind cannot be blocked. 20 Small: as above, +4 LS 25 Medium: as above, +5 LS 20 Large: as above, +6 LS 20 Tower: as above, +10 LS * Note that shields follow the same proficiency rules as for weapons 10 Brawling: damage from unarmed attacks increased by 1 rank/4 levels. Action point cost reduced 10%/level. 15 Boxing: damage from punching attacks(not kicks) is increased by 1 rank/2 levels. Action point cost is reduced by 20%/level. 15 Wrestling: Grappling: see Hold below under unarmed attacks Overbear: if SR is 25 greater than defender's SR the opponent is knocked down. The opponent will lose all actions that round and will lose initiative the next round. Once an opponent is knocked down a grappling attack can be made at +5 LS. Disarming 15 Armed: opponent must make a SR vs player's SR. If opponent fails by more than 50%, he loses his weapon. Compare player's weapon class to opponents and use the difference as a penalty or bonus. Action point cost is the same as a normal attack. This skill must be learned separately for every type of weapon just as weapon proficiencies. 20 Unarmed: as above but does not require the use of a weapon. Failure on part of the player by more than 50% means he has taken damage from the weapon. If the player is using two hands he may opt to gain possession of the weapon if the disarming is successful. 20 Subduing: SR 75: usable on beings with an intelligence and wisdom in the 5 - 18 range. Being of lower intelligence cannot be subdued, those with higher intelligence must decide wether or not to surrender. Subdual must be declared before combat. Only blunt attacks can be used, including pommels and flats of swords. Only 1/4 damage is actual, 3/4 is subdual. A SR must be made for each attack. If the SR fails, all damage is actual. If more than half the beings remaining hit points is suffered in actual damage, the subdual fails. 10 Unhorsing: if the SR is greater than the rider's, he falls from his horse taking normal falling damage, losing all actions that round and initiative the next round. Weapons aproximately 1 meter or longer must be used. Martial Arts 50 Unarmed Attacks: as weapon proficiencies but applies to attacking and defending without the use of weapons. Damage is increased by 1 rank/2 levels. Action point cost is reduced 20%/level, this equates to about 1 extra attack every five levels, not including any other action point bonuses. 10 Double Punch: SR 50: if successful lands two punches on a target, action point cost of only one attack. If unsuccessful by less than 50, one attack misses but a SR can still be made for the other. If failure is greater than 50, both automatically miss. 20 Crushing Blow: SR 75: takes 1 round preparation. If succesful, damage is as skill level -1 rank strength. 10 Circle Kick: SR 75: double damage if successful, lose next allowed attack if unsuccesful. 15 Leaping Kick: SR 80: triple damage, lose 1 full round if unsuccessful 10 Back Kick: SR 75: attack rear without penalty, no need to turn around. 20 Scissors Kick: SR 80: Attack to opponents on either side in 1 attack, lose 1/2 action points if unsuccessful. 15 Body Flip: SR 75: opponent loses all remaining action points for the round and loses next initiative, as well as suffering damage. 20 Throw: SR 80: double damage as body flip, opponent thrown 2 meters plus 1/2 meter/level. Loses all remaining actions and next initiative. 15 Pain Touch: SR 75: opponent is -1 LS/level of attacker for up to 1 round/2 levels 20 Stun: SR 50 greater than defenders indicates defender is stunned for up to 1 round/level. 25 Paralize: SR 50 greater than defender means defender is paralysed for up to 1 turn/level 25 Quivering Palm: SR 95: death if RR is failed. Requires 1 round of preparation, usable 1/day/5 levels 15 Weapon Catch: SR 25 greater indicates opponent's weapon is caught. Additional SR's made each round to see who has control over the weapon. An SR of 50 greater will allow the character to take the weapon from the grasp of its weilder. 20 Weapon Breaker: SR 90: If successful, weapon must make a RR vs the characters level rank strength or be broken. 15 Hold: if SR is 50 greater then defender's, defender is held and unable to move. A SR must be made each round against the defender's SR. Once held, the defender's SR is at -5 LS. Include all bonuses for strength and agility for both sides. 20 Pain Hold: as above except attacker has 1 arm and both legs free. Defender is held in such a way that any movement trying to get out of the hold will cause him great pain. +5 LS to strike with free hand and legs. 10 Lock: as above, if SR is 50 greater than opponent, a weapon or shield arm is locked by the character and unable to be used. +5 LS to strike as above. 15 Choke Hold: SR 80: opponent will feint from lack of breath as if his constitution was 1/5 of normal. Attempts to break free are at -5 LS, plus -1 LS per each round of choking. 20 Incapacitate: SR 80: one limb or part of a limb can be rendered useless for up to 1 hour/level. 10 Immovability: If SR is 25 greater than attacker's, character cannot be knocked down by overbearing or similar atttacks. 20 Missile Deflection: SR 85: missiles such as arrows, spears, daggers, shuriken,etc, are deflected. 25 Missile Catching: SR 95: as above except missile is caught 15 Vital Area: same as assassination skill but only includes unarmed attacks 20 Speed Attack: SR 80: requires 1 round of preparation, after that the characters speed and action points are increased by 20%/level. Speed can be maintained for 1 round/2 levels. For every round of increased speed the character must rest for an equal number of rounds. 1/2 constitution bonus if any can be added to the max number of rounds the speed may be maintained. If the SR is successful there is no penalty on actions. Applies only to physical attacks, spells and psionics are not affected. 20 Blind Fighting: penalty for fighting while blinded or in total darkess is reduced by 1 LS/level. 8 Ambush: SR 75 6 Detect Ambush: SR 75 10 Tactics: skill of strategy and planning, as 1 LS/4 levels in all large scale combat 25 Gunnery: skill of firing large, vehicular weapons 20 Artillery: skill of using large land based, non-vehicular weapons 4.34 Subterfuge 6 Pick Pockets SR:70 - 1 LS /Level of victim. Failure greater than 25 indicates character is noticed 10 Open Locks SR 75 +- 1 LS /Level of difficulty of lock below or above the skill level. 1 Attempt/Lock each level. 5 Find traps SR:80 -1 LS /Level of trap setter above searcher's skill level. 1 Attempt/Trap each level 6 Hide In Shadows SR:30 Assumes standard darkness level of class 20. +- 1 LS / Darkness rank above or below this standard level. 15 Stealth: SR 80: chance of being undetected 10 Remove Traps: SR:80 As find traps. 6 Move Silently SR:85 1/5 meters of movement. Penalties applicable for wearing specific materials. Bonuses applicable for general noise levels in the area. 6 Hear Noise SR:90 +1 LS/Hearing Rank above 10. 6 Climb Walls SR:40 1/Every 10 meters. -1 LS/Rank of surface slickness. 25 Assassination SR:75 +- 1 LS/Level above or below victim. Acts as a critical hit. Assumes target is surprised, stunned, blinded, paralized, etc. Also grants a +1 % chance /level of a critical on any normal attack. 20 BackStabbing Assumes target is suprised, stunned, etc, as for assassination. Damage is increased by 100% at level 1, + 50% /level thereof. For example, double damage at 1st level, triple damage at 5th level, etc. Base chance to hit is also increased by %5 per level in addition to any normal bonuses for back attacks. 20 Knockout: SR 75: this skill is used when death or injury is not wished on the opponent, but rather capture or incapacitation is desired. If the SR is successful, and the victim fails a RR vs the attacker, the victim is knocked unconscious for 1 turn/ 5% failure. On any successful knockout their is a chance for an unwanted critical. The base chance is 20% -2% per level above the 1st. 4 Begging SR:50 Character receives 1 base monetary unit for every 5 pts greater than the base success roll. +1 LS/Charisma rank above 10. Failure by more than 25% means the target acts in a hostile manner. 6 Bribery SR:70 -1 LS/Wisdom rank of target above character's Intelligence. -25 Against Lawful targets, -20% against good targets. Bonuses applicable depending on amount of compensation player is offering in comparison to targets wealth, social status, etc. Targets of high social status or who possess great wealth will need more compensation than targets of lower status and who possess less wealth. 6 Trickery(Duping) SR:80 -1 LS/Intelligence and Wisdom ranks of targets above the character's intelligence. 10 Counterfitting SR:80 -1 LS/Counterfitting or Minting skill of target above the characters skill. The bonus for targets possessing the minting skill assumes they are familiar with the item. SR:60 To detect counterfeits. -1 LS/level of counterfitting skill of target above character's skill level. 8 Covering Tracks: SR 75 20 Stalking: SR 75: target remains in sight of player. Failure means target is lost. Failure by more than 50% means player is noticed. 15 Forgery: SR 75: also includes the ability to detect other forgeries. Chance is reduced by 1 LS for wisdom bonus of viewer 15 Disguise: SR 80 12 Escape: SR 90 8 Set Pits & Snares: SR 60 10 Set Traps: SR 75 8 Ambush: SR 75 6 Detect Ambush: SR 75 30 Spying: SR 90 25 Intelligence: SR 75: includes accessment of enemy's strength, numbers, type of arsenal, location of prisoners and other specific individuals 25 Counter Intelligence: SR 75: chance of allows misinformation about actual facts, or covering up facts. If used against someone using intelligence or spying to gain information, a SR higher than the subject trying to find out information must be made 6 Palming: SR 75: items which can fit in hands 10 Interrogation: SR 75: chance of extracting information from prisoners 10 Torture: SR 65: as interrogation but a failed SR by more than 50 indicates serious harm, possibly death to the individual 5 Magic Tricks: SR 60 6 Concealment: SR 80 (small items, about 30 cm in length) 15 Impersonation: SR 75 (general) SR 90 (specific individual) 8 Immitation(Mimicry): SR 75: as impersonation but applies to only voice and not actual appearance 6 Hide in Natural Surroundings: SR 30 10 Surprise: SR 90: chance to surpise an oponent 10 Surveilance: SR 75: failure by more than 50 indicates that the player is noticed 4.35 Crafting 6 Minting SR:60: the skill of making monetary units, roll against minter's level when trying to counterfeit 4 Glassblowing SR:95 15 Weapons Smith: SR 80: Skill of making anchient weapons. Does not include bows but does include crossbows. 10 Swordsmith: as above, applies only to swords and daggers 10 Boyer/Fletcher: as above, applies to bows and arrows (crossbows not included) 20 Siege Engineering: skill of making siege weapons such as catapults, ballistas, battering rams, etc 50 Enchant Weapons: magic skill which applies only to the enchantment of magical weapons. Usable by non-magical races like dwarves known to create weapons of great power. All spells particularly related to weapons can be learned. 45 Enchant Armor: as above, applies to armor 25 Armorer: SR 85: skill of crafting anchient armor styles. Can used modern material in construction. 5 Blacksmith: SR 70: skill in crafting common metal items 5 Leatherworker: SR 75: skill in crafting items of leather such as bags, pouches, and leather armor 10 Locksmith: SR 85:skill in making locks, grants pick lock skill at -5 LS 10 Gemcutter: SR 90: skill in cutting gems and appraisal of them. 8 Jewler: SR 80: skill of making jewlry from precious metals, does not include gemcutting skill but does include appraisal of jewlry and gems 25 Poison: SR 90: allows manufacture of poisons equal to player's level rank in potency. Each dose takes 10 mintues/rank number in strenth. Rank 5 poison takes 50 minutes to create 1 dose. Skin contact poisons are at level -2 in strength. Poison Gas is at level -5 Strength. Every 5% failure means -1 LS in poison strength. 15 Antidote: SR 90: as poison except this skill deals with the production of antidotes to poisons. An antidote of lesser strength than the poison it is trying to cure will cure up to its own strength in damage. If the specific type of poison is knowm, then a specific antidote to that poison can be made. If an antidote is used for a poison it was not specifically designed for it has a 50% chance of working if it is at least equal in strength to the poison. For every rank of the antidote above the poison strength the chance of it being effective increases by +5%. 15 Herbalry: SR 90: This skill uses herbs to produce a variety of alchemy effects. It is equal to poison and antidote skill of 1/2 level. Healing herbs can also be produced that act as healing spells of equal level. Herbs can be used that produce other spell effects such as strength, increased stamina, weakness, sleep, etc. The judgement is up to the GM. Most spells effect should be able to be reproduced by a herbalrist of equal or slightly higher level. 30 Alchemy: This skill is a combination of chemistry and magic. This form of magic has at its heart the need for material components, potions, salves, etc. Spells which affect a user of a substance produced may be duplicated with alchemy. The GM will have to judge what spells fall under this skill. Some common spell types that should be included are healing spells, mind altering spells like divination, confusion, telepathy, etc. Drugs that raise or lower a persons attributes, or alter his physical structure, protecting him from elemental attacks. Alchemy can also be used to create poisons and antidotes, as well as affecting materials. It can be used to create, alter, or destroy different types of matter. It takes 1 week per level of spell to be produced if the alchemist is equal in level. If the alchemist is higher in level than the spell he is trying to produce, the time is reduced by 1 week per level down to a minimum of 1 day. 20 Ship Building: SR 85: Includes the ability to make any sea going vessel, depending on the area's tech level 6 Minting SR:60: the skill of making monetary units, roll against minter's level when trying to counterfeit 4 Glassblowing SR:95 6 Drawing: SR 75 8 Painting: SR 80 8 Sculpting: SR 85 10 Metalurgy: SR 80 5 Sewing 5 Weaving 5 Carpentry: SR 75 5 Brewery: SR 75 8 Wine Making: SR 85 6 Masonry: SR 80 5 Pottery: SR 75 5 Ceramics 5 Barber 5 Book Making 5 Candle Making 5 Knitting 5 Messenger 5 Tailoring 5 Taxidermy 6 Drafting: SR 85 6 Scribe: SR 85 8 Caligraphy: SR 85 5 Skinning: SR 60 5 Cooking * For all crafts, arts, and smithing skills, a SR of twice the require SR indicates an item of superior quality. This means a higher monetary value for gems, jewlry, art. etc, and a higher armor class, damage, weapon class, and range for ancient weapons and armor. For example, the weaponsmith skill has a SR of 80, so a SR of 160 is needed for an item of superior quality. Note that an automatic success roll will also count as a superior quality roll if criticals are used. For an item of superior quality, roll percentile dice and consult the following chart. Roll MC Rank MU Damage Rank WC Rank Time 01-25 +1 x10 +1 +1 x2 25-50 +2 x25 +1 +2 x2 51-75 +3 x50 +2 +3 x3 76-90 +4 x100 +2 +4 x3 91-95 +5 x250 +3 +5 x4 96-99 +6 x500 +3 +6 x4 00 +7 x1000 +4 +7 x5 If the player decides to spend less extra time than is necesary in making the item of quality, then the bonuses are limited to the time spent. For example, a player who rolled 51 but only spent twice (x2) the time in making the item would have the item limited to +2 MC rank, x25 MU, etc, and if no extra time is spent at all, then the item is of normal quality. 4.36 Social 4 Begging SR:50 Character receives 1 base monetary unit for every 5 pts greater than the base success roll. +1 LS/Charisma rank above 10. Failure by more than 25% means the target acts in a hostile manner. 6 Bribery SR:70 -1 LS/Wisdom rank of target above character's Intelligence. -25 Against Lawful targets, -20% against good targets. Bonuses applicable depending on amount of compensation player is offering in comparison to targets wealth, social status, etc. Targets of high social status or who possess great wealth will need more compensation than targets of lower status and who possess less wealth. 5 Investigate SR:80: More than 25% failure indicates misinformation. Skill of finding out information on people's. Use Int and Wis mods when dealing with physical evidence, use Charisma mods when dealing with people 5 Summon Aid SR:75: Character can summon up to 1 level of aid/level. For every 5% above the SR, 1 extra level is summoned. Number of beings will never be higher than character's level. Summoning time for full aid is 1-10 days. Time can be shorted at a sacrifice of the amount of aid summoned. 15 LeaderShip: Effective charisma is increased by 1 rank/5 levels in leadership situations 10 Interrogation: SR 75: chance of extracting information from prisoners 10 Torture: SR 65: as interrogation but a failed SR by more than 50 indicates serious harm, possibly death to the individual 15 Impersonation: SR 75 (general) SR 90 (specific individual) 8 Immitation(Mimicry): SR 75: as impersonation but applies to only voice and not actual appearance 15 Contacts: up to the character's level in contacts can be maintained. Thus a character with 10th level contacts could have either 1 10th contact, 2 5th, or 5 2nd, etc. Contacts will usually not fight with the character or endanger themselves in any way. Usually they are profecionals be them engineres who can repair the character's equipment, and cybermedic who can help repair a cybernetic character who install additonal parts, a person who may loan the character money, equipment, or vehicles, ect. Any service of the contact is free, and additional parts they need, possibly to repair items will be at the lowest possible cost. 8 Literature 6 Poetry 10 Music Language 10 Speak 15 Read/Write 20 Speak,Read/Write * 5th level incicates ability to communicate most information, but not fluently 10th indicates fluency 15th level indicates native speaker 20th level indicates ability to reproduce different styles and dialects of a language, from different subcultures of a larger culture 5 Fortune Telling: SR 75 10 Teaching/Instructing: allows the teaching of any skill the character possesses, up to the max level of his teaching skill 5 Animal Handling: SR 60 10 Animal Training: SR 75 :skill of training animals to respond to simple verbal and visual commands 12 Falconry: SR 80: as animal training but applies to falcons or any other trainable avian 12 Protocal(Etiquette) 15 Diplomacy 12 Charm/Impress: SR 75: If subject fails his save he acts as if under a charm person spell or psionic power. Add any charisma bonuses. Any penalties count doubly. 15 Intimidate: SR 75: if the subject fails his RR he acts submissively to the character. His main interest will be to avoid any possible conflict and to protect his well being. This skill is only effetive at up to 50% greater then the character's level. Thus a 10th level character could have a maximum level in intimidation skill of 15th level. 8 Story Telling 10 Public Speaking 6 Trading 6 Signaling 10 Ventriloquism 10 Lip Reading 8 Singing 6 Gaming 10 Gambling 10 Streetwise 12 Hypnosis 8 Acting 6 Advertising 4.37 Perception 10 Spell/Power Perception This skill also has three separate types like above. This skill allows a character to perceive the general nature and effects of spells or psionics while they are being used or cast. The SR is 75, + or - 1 LS for each level of the spell/power trying to be perceived below or above the user's highest level spell or power he can use. Range is 5 meters/level. 6 Hear Noise SR:90 +1 LS/Hearing Rank above 10. 15 Tracking: SR 75: -2 LS/day elapsed, -5 LS/hour precipitation. Player can also infer mass and size of creature, movement rate, possible physical condition, etc. Player picks 1 type of terrain (forest, desert, etc) to specialize. All other terrains are at -2 LS. This skill can be taken multiple times to specialize in all types of terrain. 5 Identify Tracks: SR 75: assumes creature is common to area. Each degree or rarity decreases chance by -2 LS. (common, uncommon, rare, etc.) Skill counts for only one region. To learn to identify tracks in other region or terrain types, possibly even other worlds or planes, skill must be taken multiple times. 8 Mapping SR 80 8 Appraisal: SR 75: grants knowledge of the monetary value of objects. Each type of object counts as a separate skill. 8 General Appraisal: SR 95: as above but applies to all types of objects. 5 Poison Detection: SR 90 5 Identify Pure Water: SR 50 6 Detect Ambush: SR 75 30 Spying: SR 90 25 Intelligence: SR 75: includes accessment of enemy's strength, numbers, type of arsenal, location of prisoners and other specific individuals 8 Alertness: Decreases chance to be surprised by 10%/level, minimum of 5% 10 Surprise: SR 90: chance to surpise an oponent 10 Surveilance: SR 75: failure by more than 50 indicates that the player is noticed 8 Tactical Games Lore 20 General 5 Regional 5 Mineral 5 Metal 8 Flora 8 Fauna 15 Demons 10 Undead 8 Lycanthropes 15 Dragons 15 Demi-Human 10 Elven 10 Dwarven 8 Hafling 8 Gnomish 15 Humanoid (orcs,goblins,etc); 10 Fairie 20 Planar 10 Misc Race: includes any race other than those stated above from any setting, fantasy or science fiction. * For miscellaneous lores, the GM should set SR's depending on how specific the information is. Suggested SR's are: General: SR 50 Specific: SR 75 Exacting: SR 95 6 Heraldry: SR 75 6 Speed Reading: SR 75 6 Mnemonics: effective intelligence for the purpose of memorization is increased by 1 rank/4 levels 6 Signaling 10 Ventriloquism 10 Lip Reading 8 Sence Time 5 Sense Direction: SR 75 5 Detect Grade or Slope: SR 50 5 Detect New Construction: SR 50 6 Detect Sliding Walls: SR 60 5 Detect Depth/Altitude: SR 75 6 Detect Unsafe Construction: SR 80 4.38 Science 20 Mathematics 25 Law 20 Psychology 15 Philosophy 15 Sociology 15 Business 10 Religion/Mythology 15 Oceanography 10 Paramedic 15 Dentistry 20 Criminology 25 Forensics 25 Physics 25 Astronomy 10 Astrology 15 Military Science 15 Aerodynamics 15 Biology 15 Botany 15 Zoology 20 Chemistry 15 Geology 15 Meteorology 15 History 15 Architecture 8 Acupuncture: SR 85 20 Computer Programming 10 Computer Operation 20 Anthropology 25 Genetics 25 Medicine 20 Pathology * Note: For educational skills there is no set SR. SR's are dependent on the difficulty of the task. The level of educational skills can be compared to 20th century educational degrees. Levels 1-5 indicate up to highshool level of knowledge with level 5 being equivalent to a highschool diploma. Levels 6-10 are equivalent to 4 years of college with 10th level equal to a B.S. degree. Levels 11-15 are equivalent to graduate school with level 15 equalling a masters degree. Level 15-20 is equivalent to additional schooling, levels 20+ indicate a doctorate degree. SR's should be made with this taken into acount. If some information should only be known by a highschool graduate, give a SR for that info to be a SR of 75. This gives a 50% chance to a 5th level individual since rolling a 50 on the universal chart will give a result of 75 because there is a 5% increase in all skills up to the 10th level. 5th level would be +25% so 50 + 25 = 75. 4.39 Piloting 10 Car 15 Motorcycle 15 Truck/Bus 20 Tank 20 Hovercrft 25 Aircraft(Propeller,Jet) 50 Combat Aircraft 25 Helicopter 50 Combat Helicopter 15 Seacraft(Sail,Motor) 30 Aerospace 50 Combat Aerospace 25 Mech(land) 50 Mech(Transformable 2) 75 Mech(Transformable 3) 50 Combat Mech(Land) 75 Combat Mech (Transformable 2) 100 Combat Mech (Transformable 3) 15 Power Armor 30 Combat Power Armor 10 Cybernetic Devices Navigation 15 Air 12 Land 15 Sea 20 Space 20 Hyperspace 4.3A Engineering 15 Civil 15 Mechanical 15 Automotive 20 Electrical 10 Demolitions 25 Computer 40 Robotics 25 Chemical 25 Biomedical 40 Bionics (Cybernetics) 75 Mecha 100 StarShip PowerPlants 15 Chemical 25 Nuclear 20 Solar 20 Electrical 15 Geothermal 10 Kinetic 25 Matter/Antimatter 30 Bio Energy 40 Aerospace 25 Warp Drive 30 Hyper Drive 20 Fusion Drive 15 Photon Sail 15 Repulsor Drives 15 AntiGrav Drives 20 Transporters 30 Time/Space Distorters 20 Shields 25 Sensors/Cloaking Devices 10 Tractor/Pressure Beams 45 Life Force/Psionic Generators 30 Terraformers 10 Life Support Systems Weapons 15 Chemical Projectiles 20 EM Projectiles 20 Rockets,Missiles 20 Chemical/Biological 25 Energy(Lasers,Phasers,Disrupters) 25 Particle,Nuclear 30 Bio(Cosmic) Energy Explosives 15 Chemical 20 Nuclear 25 Antimatter * For enginering skills, for all technologies up to tech level 95, 10th level indicates knowledge to build and repair items of that tech level. For technologies of tech level 100 and above, the level rank of the player's skill in that area indicates what type of items he can build and repair. Warpdrives of tech level 200 can be made by a character who is level 14 in warp drive enginering. To make warp drives of tech level 400 he must be 17th level, etc. These rules also can apply to other technical skills like armor making. The level rank should coincide with the strongest material the player can forge. A 5th level armorer could make armor of metal class 40. The GM may opt to have a maximum meterial class in his fantasy setting. Say he opts for material class 100 as the maximum. A character he is greater than level 11 would not be able to make armor stronger than material strength 100, but no knowledge of it exists. If that character somehow travelled to another setting, possibly anothet world, he could learn how to make metals up to his level rank if knowledge of how to make them existed in the area. At a level equal to the tech level rank of the item, the chances for accomplishing different feats are as follows: Construct: 50% +5%/level above. Note that tech level ranks increase differently than skill level ranks. At 17th skill level, a character has a 50% chance of successfully constructing a TL 400 warp drive. His chance for constructing a TL 375 (1 tech level rank below) is 55%. TL ranks greater that the character's skill rank cannot be built. Repair, Light: 75% chance with bonuses as above. Light damage is considered to be 10% damage or under. A 100 Damage Point item that has 90 Damage Points left is considered to have light damage. Note that items of a higher TL rank than the skill level rank can be repaired, but the chance is at -10% per greater rank. Thus a character with 17th level warp drive enginering would have a 65% chance to repair light damage on a TL 425 warp drive. Repair, Moderate: 50%, as above with moderate damage at 25% Repair, Heavy: 25%, as above with heavy damage being at 50% Repair, Severe: 10% with severe damage being 50% Inventing: characters can normally only build items that are within the tech level of their society. If a character only has TL 400 devices available, he cannot readily create TL 500 items just because he is 19th level. At a level who's rank is higher than the present tech level available to the player, there is a base 5% chance of inventing or advancing to the next tech level. Intelligence bonus count at an additional 1%/bonus point. For every level above a certain tech level, the character gets a roll to see if he achieved the new tech level. Example, a character with skill level 18 tries to improve a warp engine. The rank for 18th level is 450, this is 2 tech level ranks above 400, the normal rank available to him. He gets two rolls. If a 96 or higher is rolled, the TL is increased 1 rank to TL 425. If both rolls are successful, he will have succeded in increasing it to TL 450, his skill level rank. If none of rolls were successful, he would get another series of rolls at 19th level. At 19th level, the level rank is 500. This is 4 ranks above TL 400 so he would get 4 rolls to see if he increased the TL. If he had already increased the TL to TL 450 when he was 18th level, he would only get 2 rolls, since level 19 rank is 500, only 2 TL ranks above 450. Exceding Normal Limits: engineers can temporarily excede the normal limits of technological items for short periods of time. If the engineer is a higher skill level than the TL rank of the item, he can increase it by a number of ranks up to his skill level. A 17th level warp drive engineer could increase the power of a TL 200 warp drive up to 8 ranks, to TL 400 rank. The chance for success and the time limits are as follows: 1 sec 1 rnd 1 trn 5 trn 10 trn 1 hour +1 TL Rank 75% 70% 65% 60% 55% 50% +2 TL Rank 65% 60% 55% 50% 45% 40% +3 TL Rank 55% 50% 45% 40% 35% 30% +4 TL Rank 45% 40% 35% 30% 25% 20% +5 TL Rank 35% 30% 25% 20% 15% 10% +6 TL Rank 25% 20% 15% 10% 5% 4% +7 TL Rank 20% 15% 10% 10% 4% 3% +8 TL Rank 15% 10% 5% 4% 3% 2% +9 TL Rank 10% 5% 4% 3% 2% 1% +10 TL Rank 5% 4% 3% 2% 1% 1% For every rank that the engineer could raise the TL but doesn't, the chance for success increased by 5%. A 17th level enginere could raise a TL 200 warp engine to TL 400, up to 8 levels. He he chooses to only raise it to TL 300, his chance is increase by 20%, since he raised it by 4 ranks less than he could, at +5%/rank. END 5. Magic & Psionics 5.1 Spell Casting and Psionic Use 5.11 Power Points Spell/Power Level Point Cost Spell/Psionic Points Cantrip 1/2 1 1 1 2 1 3 3 2 6 4 3 10 5 5 15 6 6 21 7 8 28 8 10 36 9 13 45 10 15 55 11 18 66 12 21 78 13 25 91 14 28 105 15 32 120 16 36 136 17 41 153 18 45 171 19 50 190 20 55 210 21 61 231 22 66 253 23 72 276 24 78 300 25 85 325 26 91 351 27 98 378 28 105 406 29 113 435 30 120 465 31 128 496 32 136 528 33 289 561 34 153 595 35 162 630 36 171 666 37 181 703 38 190 741 39 200 780 40 210 820 41 221 861 42 231 903 43 242 946 44 253 990 45 265 1035 46 276 1081 47 288 1128 48 300 1176 49 313 1225 50 325 1275 The column titled Point Cost is the point cost for using a spell or power at that particular level. The column titled Spell/Psionic Points the base number of power points that a priest, mage, or psionicist can use when casting spells or using powers. It is also the number of spell levels a priest or mage can memorise. For example, a 6th level mage can memorise up to 21 spell levels at a time, not including any bonuses for intelligence. A 6th level mage them could choose to memorise 3 6th level and 1 3rd level spells, or 5 4th level and 1 1st level spells, or any combination not exceding 21 spell levels. Priests and mages can have a bonus to how many levels they can memorise based on their wisdom or intelligence respectively. Psionicists add the average of their intelligence, wisdom, and charisma scores to their power point total each level. For example, a 6th level psionicist with an average of 15 in the above three stats, would have a base of 21 psionic power points plus 90 (6th level x 15) for a total of 111. This greater point total than mages or priests is because many psionic powers that have a duration must be constantly concentrated on, and therefore require a power point expenditure each round of duration of the power, where as mage and priest spells last their full duration on only 1 expenditure of spell points when the spell is initially cast. For instance, a mage casting telekinesis expends power points once and then the spell lasts for the duration. A psionicist could use that power for as long as he concentrated as long as he had enough psionic points to do so. A psionic power like transfer consciousness would require point expenditure every time the subject had a RR vs him, since he would have to expend power points to keep his hold on the subject only at those times when he was resisting. For every additional 100% point expenditure for spells or psionics, the RR vs it is as if the user was 1 level higher. An 8th level mage needs 10 spell points to cast an 8th level spell. If 20 power points are used, the RR vs the spell is as if he was 9th level, if 30 points are used, the RR isas if he was 10th level, etc. For spells/powers that increase in power with the users level, the caster/psionicist can use the spell or power at a lower level, no lower than the level of the spell or power, and only pay the point cost for that level. For example, fireball is a 6th level spell, but it increases in power with the level of the mage. A 10th level mage could cast this spell at his full power, costing 10 spell points, or cast it at a lower level down to level 6, the minimum to cast this spell, at which it would cost only 6 points to cast. Priest spells and psionic powers work in the same way. 5.12 Power Point Recovery Spells take 10 minutes/ spell level to memorise. A 6th level spell takes 1 hour to memorise. Cantrips take 5 minutes to memorise. Spell points regenerate at the caster's level/hour. A 6th level caster regenerates 6 spell points/hour. Psionic Points regenerate at the psionicist's level/half hour. A 6th level psionicist regenerates 6 psionic points/half hour or 12 psionic points/hour. The above regeneration times apply to when the player is at rest. Moderate walking with little exertion will not affect the regeneration time. Heavy exertion like running or combat will slow the regeneration time to 1/2 normal. Meditation will increase regeneration by 1.5 times normal. Sleeping will double regeneration rate; 2 times normal. Note that if the player does not have a restful sleep, such as nightmares possibly caused by spells or psionic powers, he only regenerates at 1/2 normal, just as in heavy exertion. 5.13 Chance of Failure Spell and psionic use require a percentile roll to indicate success. All spells and psionics have a base chance of failure of 25% (natural roll of 25), for all spells and powers of equal level than the user. For every level of the user greater than the spell or power, the chance of failure decreases by 5% to 4 levels greater than the power, and then decreases by 1% every 2 additional levels. Their is a base chance of 5% (natural roll of 96+)for a spell or psionic critical for a spell or power of equal level. The chance increases by 1% per additional level above the spell or power. When the user increases in level incomparison to the spell or power, the chance of failure goes down. Spell users and psionicists can also attempt to cast spells or use powers higher than their level, or spells or powers whithin their level that they have not yet learned. A spell user will have to have some information on the spell, be it a written text or observation of another casting that spell. The base chance for using spells or power "on the fly" is 25% for a spell or power of equal level. For every level of the attempted feat below the skill level, the chance is increased by 5% up to 95%, at which point it increases by 1% per level until a maximum of 99% is reached. Example, a 10th level mage trying to cast an 8th level spell which he does not know has a 35% chance of success. The character can also cast spells which he knows but does not have curently memorised. Use the above system but treat every level of the character character above the spell as 2 levels. In this case, a 10th level mage trying to cast an 8th level spell which he knows but does not have memorised has a 45% chance of success. The chance of attempting a feat above the character's skill level is 25% - 5% per level of the spell or power higher than the character's skill level. A 10th level mage trying to cast a 12th level spell would have only a 15% chance of success. When only a 5% chance is reached success chance only goes down by 1% per additional level. Example, a 10th level mage trying to cast a 15th level spell would have a 4% chance, not a 0% chance of success. 5.14 Ability Requirements 5.141 Mage Spells Intelligence must be equal to the the level of spell to be cast, with a minimum intelligence of 10 required for spells of levels 1 through 10. Example, a 15th level spell requires 15 intelligence, an 8th level spell requires 10 intelligence. For every point of intelligence below the required level down to ten, the chance for spell failure is increased by 5%. A 12th level mage with 10 intelligence trying to cast a 12th level spell has a 35% chance of spell failure. For every point of intelligence below 10 the chance for failure is increased by 10%. For example, the same 12th level mage trying to cast a 12th level spell with 8 intelligence has 55% chance of failure; +10% for the 2 points of intelligence below 12, and +20% for the 2 points of intelligence below 10. Note that it is very uncommon for mages to have an intelligence below 10, usually an intelligence of this rank is the result of some outside force and is often only temporary. 5.142 Priest Spells Same as mage but use wisdom instead of intelligence 5.143 Psionic Abilities as mage but only one of the three mental stats, intelligence, wisdom, or charisma needs to be of the required level. The average of the other two must be 10 or greater. The same +10% chance of failure is given for having the average fall below 10. Thus, a 14th level psionicist with 14 charisma, 12 intelligence, and 8 wisdom could use psionic powers with no increased chance of failure. If his charisma (the highest stat) fell to 12, his chance of failure would be increased by 10%. If the average of the other two stats fell to 8, his chance of failure would be increased an additional 20%. 5.15 Required Time 5.151 Spell Casting Unless the casting time is specified to take a extended period of time, to compute the necesary time for casting a certain spell divide the spell level by the caster's level. The result times 2 is the number of rounds needed to cast the spell. Thus a spell of equal level to the caster takes 2 rounds to cast. Spells 1/2 the level of the caster take 1 round to cast. Note that this is not equal to the number of action points needed to cast the spell. To figure out the number of action points multiply the number of rounds needed to cast the spell times the caster's number of action points per round. Example, a 10th level character who also had 10th level in mage skill would have 20 action points. Casting a 10th level spell would take 2 rounds, or for that caster, take 40 of his action points. A 5th level spell would take 1 round and cost him 20 action points. A 2nd level spell would only take 1/5 of a round, or for the mage in question, only 4 of his action points in a single round. Multiple spells can be cast in a single round. Spells and psionics can be cast or used in less time than is required, but at a penalty. To find the penalty, find the level that the character would have to be to use that power in a certain amount of time. For each level he would have to be above his actual level, their is a 5% penalty. Example, a 10th level mage wants to cast a 10th level spell in round as opposed to 2 rounds. He would have to be 20th level to cast that spell in round (half the time) so there would be a 50% penalty in his skill roll, or +50% to hi chance of spell failure. 5.152 Psionics Use Same as for spells except multiply by 1 round as opposed to 2 rounds. Thus a 10th level psionicist using a 10th level power only requires 1 round, not 2 rounds. Many powers require continuous concentration so even though they have already begone to take effect, the psionict must continue to concentrate on them and is not allowed any other activity. 5.16 Canscellation Cancellation of Spells and Psionics can occur whenever a spell caster or psionicist takes damage while he is in the process of casting a spell or using a power, he must make a RR to avoid having the power fail. Every 2 points of damage the character receives from an attack is equivalent to 1 attack level against which he must make an RR. Example, a tenth level mage is hit for 20 points damage. 20 divided by 2 gives an attack level of 10. Since the mage is 10th level he has a 50% chance to avoid can cellation of the failure. If the mage suffered 26 points of damage, he would need to make an RR vs a 13th level attack. 5.2 Realms Magic and psionics can be divided into a individual of realms, each realm containing spells or powers which all possess similar characteristics. The normal character point costs for priest, mage, and psionic skills indicate that all spells/powers in their realms can be learned at the normal character point costs and levels. Spells ouside a certain realm can be learned by mages and priests, but at a higher level and a higher char pt cost. There are also reduced char pt versions of the above three skills, indicating that the character has access to fewer realms than normal, and that powers from other realms cost more char pts. Each realm has a certain point cost. Each reduced version of the above skills has a point value used to buy individual realms. Once again, the base skill costs indicate that the entire range of realms are known. Some realms may overlap others as to what spells or powers are contained within them. 5.21 Magical Realm Points Description Alchemy (M) 10 changing matter, making magic items Alteration (M) 10 changing living things Change (M) 15 change all things Charm (M) 10 mental alteration on beings Light & Color (M,P) 10 light, prismatics, change color, sight, detection Darkness (M,P) 10 darkness, undetectability Evocation (M) 10 summoning energy and magically created objects Summoning (M) 10 summoning living things Elements (M) 20 air, earth, fire, water, lightning, elementals,etc Air (M,P 5 gases, wind, breathing, smoke, fog Earth (M,P) 5 Fire (M) 5 Water (M,P) 5 Ice (M) 5 Lightning (M) 5 Illusion (M) 30 Enhansments (M) 10 spell alterations-range,duration,effect,etc Mind (M,P) 20 knowledge and alteration of mental processes Necromantic (P) 20 life,death,healing,curing,disease,etc Divination (M,P) 20 aquiring knowledge Sences (M,P) 5 sight,hearing,touch,taste,smell,intuition,etc Undead (P) 10 summoning,control,creation,protection,abilities Nature (P) 10 plants,animals,weather,earth,water,air Animal (P) 5 animals, not monsters or rare creatures Plant (P) 5 plants,herbs,wood Weather (P) 10 prediction,altering,controlling Creation (M,P) 10 create non magical items Protection (M,P) 10 all forms of protection Wards (M,P) 10 keeping harm at bay,repulsions Healing (P) 10 curing wounds,disease,poison, NOT resurrection Love/Fertility (M,P) 10 Control (M,P) 10 controlling living things Malady (P) 10 causing wounds,disease,poison Luck (M,P) 5 Increasing SR's and RR's,wishes Curses (M,P) 5 Decreasing " Movement (M,P) 10 any Non-extra planar, running,flying,teleport War (P) 10 combat,bravery Time (M,P) 10 altering,stopping, and traveling in time Planes (P) 10 extra-planar movement,protection,space alteration The "M" or "P" in parenthesis indicates what skill, mage or priest, the realm is most associated with. A mage or priest can aquire spells outside his realm, but they are at +4 levels than normal, and the char pt cost to learn them are doubled. The only exception is that Mages can NEVER learn resurrection as this power is a major defining element of the priest as the bridge between the worlds of life and death. The 45 char pt version of the priest skill has a realm pt value of 20. A druid character could be created by choosing nature and healing realms, each costing 10 pts for a total of 20. 5.22 Psionic Note that COSMOS already has its own psionic system and the power descriptions are already divided into realms. Realm Points Alter Attributes 10 Biomanipulation 20 Enhansed Sences 10 Resistances 10 Alter Physical Structure 20 Energy Manipulation 20 Matter Manipulation 20 Time/Space Manipulation 20 Mental Manipulation 30 5.3 RR Bonuses Mages, priests, and psionicist make RR's vs spell and psionics at a level equal to their character level, +1 LS/ 4 skill levels against their own type of power. Thus, a 12th level mage would make RR's at +3 vs all mage spells, a 12th level priest would be at +3 LS vs priest magic, and a 12th level psionicist would be a +3 vs. psionics. Note that mages. priests, and psionists gain the same RR bonus against other attack forms if that attack form duplicates their type of power. For example, a priest would still get a RR bonus against a mage casting a drain life energy level spell, since control over life and death are predominately the realm of priests. Also, a psionicist would get a RR bonus vs spell that effect the mind like charm person, suggestion, magic jar, etc, since control of the mind is a major part of the realm of psionics. 5.4 Magical and Psionic Devices All character using psionic and magical devices must make an RR vs the spell or power level that's trying to be used. Mages, priests, and psionicists get the same RR bonuses as above when using items that duplicate their own powers. 5.5 Spell System Conversions Instead of creating an entirely new list of spells, spells from other game systems can be imported to COSMOS with little change. The spell system for COSMOS is used while the spell effects are the same as in the original system with a few exceptions. This was done because creating an entirely new list of spells would probably hinder and restrict the possibilities of the game. There is a wealth of spells in various game books, many, like AD&D for instance, almost every one possesses. Instead of wasting these resources COSMOS utilizes them. One may think it strange to combine unrelated spell systems into a single game but this is actually more realistic given the universal nature of the COSMOS system. In the entire universe, in all of its different planes and parrallel dimentions there should be millions of different spells and the rules of magic should differ slightly fro different environments. Since many people probably already have AD&D books, which don't include many important spells that could be used for constructing magic items, COSMOS includes such spells. This takes the guess work out of what type of magic items can be made and who can make them. Other systems like Rolemaster already include such rules but one will probably find that the COSMOS rules are a little more generous and may wish to use those instead. Magic construction systems which give more powerful items to weaker characters than in COSMOS should probably not be used as they may unbalance gameplay. 5.51 Dungeons & Dragons D&D, AD&D Player's Handbook and Oriental Adventures, as well as 2nd edition AD&D spells and spells appearing in Dragon magazine can be converted fairly easily. In AD&D, new spell levels are gained for about every 2 character levels, so a 5th level character can learn 3rd level spells, thus the character level is about twice the spell level. In COSMOS, the character level is equal to the spell level. Except for 1st and 2nd level AD&D spells, the spell level is merely doubled. 3rd level AD&D spells are 6th level cosmos spells, 5th level become 10th, and 9th level become 18th. Where as AD&D spells stop at level 18, COSMOS spells go to level 50. With 1st and 2nd level spells the GM can keep all 1st level spells at 1st level and make all 2nd level spells 4th level COSMOS spells, or he could divide them into weaker and stronger spells. Some stronger 1st level AD&D spells like sleep, familiar, shocking grasp, protection from evil, etc, could be used as 2nd COSMOS spells. Some weaker 2nd level AD&D spells could be used as 3rd level COSMOS spells while the more powerful 2nd level spells would be 4th level COSMOS spells. Also, all 7th level cleric spells in AD&D are received by the character when he is 16th level as opposed to mages who receive them at 14th level. In COSMOS some or all of these 7th level AD&D spells should be 16th level COSMOS spells, especially ressurrection, restoration, and regeneration. All cure wounds spells in AD&D not including heal should heal D5's in damage per level and not D8's. Example, a 4th level cure wounds spell should cure from 1 - 20 points of damage (4th level x 5 points per level). Elemental spells like fireball, lightning bolt, etc, should do 1 - 10 points/level. A 6th level mage could cast a fireball doing up to 60 points damage. 5.52 RoleMaster Since RoleMaster level progression is more linear than COSMOS level progression, higher level RM spells are usually much lower level spells in COSMOS. These are the conversions, otherwise the spells are not changed. RM Spell Level Cosmos Spell Level 1 - 10 1 - 10 11 - 13 11 14 - 16 12 17 - 19 13 20 - 22 14 23 - 24 15 25 - 29 16 30 - 39 17 40 - 44 18 45 - 49 19 50 - 53 20 54 - 55 21 56 - 57 22 58 - 59 23 60 - 61 24 62 - 63 25 64 - 65 26 66 - 67 27 68 - 70 28 71 - 72 29 73 - 75 30 5.6 Combined Psionic Use Unlike spells, psionics do not have verbal, somatic, or material components, and more than one power can be used simultaneously. The chance of failure is double that of the highest power used, ie a 25% failure becomes 50% failure. The maximum number of power levels that can be used in conjunction cannot excede half the users level, and the number of individual powers used cannot excede 1/4 of the users level. Example, an 8th level psionicist can use 2 2nd level powers simultaneously. A 4th level psionicist could use 2 1st level powers simultaneously. The total power point cost for all the powers used must still be spent. 5.7 Joint Spell Casting and Psionic Use Spell and psionic users can join their powers to augment their abilities. They must each make the normal failure rolls and then they can combine and number of power points to increase the power of their spells, or use powers which each of them alone didn't possess enough power points for the power. In any case, both users must know the spell or power, but the effect occurs at the level of the highest of the users. 5.8 Spell and Psionic Aquistion for Non Spell/Psionic Users In some instances it may be more practical for a character to only learn a few spells or psionic ability, but not need the entire range of that skill. The GM should decide what classes should have limited magic or psionic ability. For example, paladins may learn only a few priest spells, and martial artists will learn a limited number of psionic abilities. In most cases, these characters should not be able to learn spells or powers beyond eighth level in power. To learn any 1 individual spell or power they spend 5 times the character point cost for that spell or power, not the cost for buying the skill for that spell or power.If only learning a few powers, then this system is most efficient. If the player wishes to learn a number of powers, then it is more cost efficient in character points to take the normal priest, mage, or psionic skills. The number of power points that character has to use the limited number of powers are identicle to the number he would have if he were that level in a particular skill. For example, a paladin who learned the priest spell know alignment (8th level spell) would have as many power points as an 8th level priest would have, or 36 points without any bonuses. 5.9 Altering Rolls 5.91 Spending Experience Points Experience points can be used to alter the rolls for magic and psionic success similar as to with skill rolls, but with a few differences. Where a +1 LS meant a +5% increase in the roll, a +2 LS indicates a +5% increase in the roll. The natural rolls for automatic failure and success still hold. If experience points are used to alter the roll to achieve a critical, a modified roll of 1.5 times the natural is needed. Example, if a natural 96 indicated a critical, a modified 144 indicates a critical. 5.92 Spending Extra Power Points Spending more power points than necesary can also alter the success roll. Power Points Used Bonus x1.5 +5% x2 +10% x3 +15% x4 +20% x5 +25% x6 +30% x7 +35% x8 +40% x9 +45% x10 +50% From the above table it can be seen that if a 8th level mage casting an 8th level spell (10 points) spent 20 points, his chance of failure would be only 15%, in other words he would have to roll 35 or below for the spell to fail as opposed to rolling 25. In any case, no failure chance can be reduced below 2%. The bonus also works for critical as stated above. 6. Additional Spells Imbed Spells allow spells to be imbedded in items, needed to produce temporary or permanent magical items. Spell Spell Point Multiplier Spell Level 6 Imbed Once x 5 Level 10 Imbed 1/Millenia x 25 Level 10 Imbed 1/Century x 50 Level 10 Imbed 1/Decade x 75 Level 10 Imbed 1/Year x 100 Level 10 Imbed 1/Month x 300 Level -1 10 Imbed 1/Week x 400 Level -2 11 Imbed 3/Week x 450 Level -2 11 Imbed 5/Week x 500 Level -2 11 Imbed 7/Week x 550 Level -3 11 Imbed 1/Day x 500 Level -3 12 Imbed 3/Day x 600 Level -3 12 Imbed 1/Hour x 750 Level -4 12 Imbed 1/ 1/2 Hour x 775 Level -4 12 Imbed 1/10 Turns x 800 Level -4 12 Imbed 1/Turn x 850 Level -4 13 Imbed 1/2 Rounds x 875 Level -5 14 Imbed 1/Round x 900 Level -5 12 Imbed 1/Hit x 900 Level -5 15 Imbed On Command x 1000 Level -6 16 Imbed Constant x 2000 (1000) Level -6 * For the above imbed spells, the spell point multiplier is used to determine how long it will take to imbed a certain spell in an item. Multiply the cost in spell points for the spell to be imbeded by the spell point multiplier. Divide this number by the number of spell points the caster has to find the length of time in days. Example, a 15th level caster wants to imbed an item with a teleportation spell that will function on command. Teleportation is a 10th level spell an costs 15 spell points. The spell point multiplier for an item which functions on command is 1000. 15 times 1000 = 15,000 spell points. The average 15th level caster will have 120 spell points. 15000 divided by 120 spell points equals 125 days required to manufacture the item. The cost for imbedding multiple spells will increase the manufactoring time. The maximum number of spell levels that can be imbeded in any 1 item can be no greater than twice the caster's level. The item must have a monetary value equal to the total spell point cost of making the item. The imbed once spell can be used several times, each use meaning that the spell can be used once. This duplicates items that have charges such as wands, staves, and rods. The column titled spell level indicates the level of spell that can be imbeded. Level indicates that a spell of equal level to the caster can be embeded. Level -2 means that spells 2 levels below the caster's level can be embeded. Instead of embedding actual spells, spell points that can be used by the weilder of the item can be embeded. For example, a 10th level spell costs 15 spell points. Embedding 15 spell points into an item that could be used 1/day would cost 15 spell points x 500 for the spell point multiplier for a total cost of 7,500 spell points. Also, spells which apply particularly to weapons like vorpal, sharpness, return, etc, cost half the listed spell point cost. A vorpal sword that is continuously vorpal would have a spell point multiplier of 1000 instead of 2000. Attack spells that function 1 round or more should be at twice the normal point cost. Spells that grant immunity to general attack forms such as the "hit only by magical weapons" spells cost four times normal. Healing spells that function 1/10 turns or more cost twice the normal point cost. 12 Imbed Empathy: imbeds an item with empathy, equivalent to the spell or psionic power 14 Imbed Low Intelligence: imbeds intelligence up to 5 16 Imbed Intelligence: imbeds intelligence up to 10 18 Imbed High Intelligence: imbeds intelligence up to 15 20 Imbed Very High Intelligence: imbeds intelligence up to 20 25 Imbed Genius Intelligence: imbeds any amount of intelligence, no greater than the casters. 14 Imbed Purpose : imbeds a purpose into the item. Certain powers that the item possesses can be made only to function when combatting or protecting against a certain purpose. See the purpose listing for spell point cost reductions for powers that only function for a given purpose. 14 Imbed Alignment: Imbeds a certain alignment into an item. Every 5% failure indicates 1 step alteration of the alignment. Power Word: A power can be learned for every spell. Power words still need to be prepared before casting. The preparation itself is almost identicle to casting the actual spell but once the spell casting is actually completed, the magical energy is sealed, and will only be released when the power word is spoken. Power words themselves only take 2 action to cast. The actual preparation of the spell takes the normal casting time. The magical energy sealed in the power word can last indefinately until the caster speaks it. A power word for any spell has a level equal to 4 levels higher than that spell. A 1st level spell has a 5th level spell as its power word. A 6th level spell has a 10th level spell as its power word, etc. Note that the initial preparation costs no spell points. Spell points are only spent went the power word is actually spoken. 20 Vorpal: raises WC by 5 ranks, adds 10 level shift to critical percentage as well as raises critical hit effects by 25% 18 Sharpness: as above but WC increase by 3 ranks, + 5 level shifts to critical percentage, +10% on critical effects 8 Piercing: applies to pointed missile weapons, such as daggers, darts, spears, arrows, ballistas,etc. Catapults, sling stones, or other blunt are not affected by this spell. When a thrown or fired the weapon will do damage as if it was fired with a strength of 20, plus 1 rank/5 levels above the 10th. Return: this causes a missile or any thrown weapon to return by flight to its wielder's hand the following round after it is used. Return if Miss: as return but only returns if it misses its target Return, Same Round: as return except it will return in the same round assuming the character didn't use up more than 1/2 his actions points that round up to the time it was thrown or launched. Return by Teleportation: as return except it does travel normally but teleports back to the user. This prevents any creature or object blocking its return. Return by Teleporation,Same Round: as above but teleports back in the same round. Distance: Increased all ranges (short, medium, long, etc) of missile weapons by 1 rank/4 levels Submission: subject will surrender to caster if RR is not made for 1 turn/level Change Blade: allows any bladed weapon to be changed into another of proportional size. Magical items must make a RR of 100 or become disenchanted. Change Hammer: as above but applies to any blunt weapon Change Weapon: as above but applies to any ancient weapon Duration of 1 round/level with up to 6 changes/round. Rust: all metallic objects that undergo oxydation will rust and be useless. Objects save as their material class or their power level for magic and psionic objects. 1 item of up to 1 space/level in volume may be affected. Decompose: as rust but applies to organic compounds 10 Animate Weapon, Lesser: A weapon can be made to fight on its own up to a maximum number of rounds equal to 1/4 the caster's level. The weapon will attack at 1/2 the mage's or weilder's level, or 1/2 the skill level in the weapon, whichever is higher. This includes chance to hit, damage, and number of attacks per round. 15 Animate Weapon: Same as above except weapon fights at full level of the mage, weilder, or weilder's skill level with that weapon. Duration is 1/3 casters level. Lesser Dancing: On the first action with the weapon (attack or parry) the weapon is +1. Each successive action raises it an additional +1 until the maximum plus is achieved. This magical bonus applies to the bonus to hit, not to damage. This acts in a way to "charge" the sword. At any point after the first action the character can release the weapon and it will attack at his level and skill for 1 round/ current plus of the weapon. For example, a character has a +4 sword of lesser dancing (wether by magic item or a temporary enchantment on it) the first action it is +1, then +2,+3,+4. Any time after it has reached a certain plus, before being sheathed, it can be released. The first round it is at its current plus, the next round it is one plus lower. When its plus reaches zero it will fall to the ground unless grasped by the wielder. A weapon does not have to be used until its max plus is reached. A +4 sword could be used for 2 actions and the released to fight for 2 rounds, the first round at +2, the second round a +1. Dancing: Same as lesser dancing except the magical bonus does not change. A +4 weapon is always +4, but it can be charged up to 4 actions to fight for 4 rounds. Continual Dancing: As Dancing except the weapon does not have to be charged. It will fight for a number of rounds up to its magical bonus and then have to rest for a number of rounds equal to how many it fought. A +5 sword used for 3 rounds would require 3 rounds of rest. Note that these rounds of rest mean only that it cannot dance, it can still be wielded normally by the user and be considered resting. Sphere/Cube of Force: as wall of force except it creates a 1 meter/level diameter sphere, or a 1 meter/level wide cube. Insanity Luck: +1 LS/5 levels on all RR's and totally random rolls such as gambling, dividing treasure, and anything that only applies to probability and not skill or power. Force Field: as psionic power Energy Field(all): as psionic power Energy Bolt (all):as psionic power Gotterdammerung Armageddon Plague: as cause disease but affects a 1 km/level square area. Cure Plague: as above but allows the caster the make a RR against the power of the plague that affects all within the area as if they all made their RR as the caster. Viscid Globs Pre-incarnate: this will bring a former incarnation of the subjects spirit back in its original form or can be use to bring a former spirit back in the subjects current body. Unless the former incarnation, the results are completely random. Up to the caster's level/2 in incarnations can be pre-incarnated. Example, a 20th level caster could bring back the spirit of a being from 10 incarnations before him. Miracle Nova Genesis: as psionic power 18 Slay: This spell must be learned individually for each type of creature to be affected. A slay vampire spell and a slay titan spell are two different spells which must be learned separately. If the RR is failed the creature is slain. The only type of magic which can protect against this is protection vs Death Magic. For instance, Golems which may be immune to most spells are affected by a slay spell. All saves vs this are made at 1/2 the subjects level. Magic resistance is treated normally. 15 Slaying: As above, this spell must be learned for each type of creature. When this spell is cast, all damage that the target recieves is increase by 100%/ 5 levels above 10th, ie. double damage at 15th level, triple damage at 20th, quadruple at 25th, and quintuple at 30th. Duration is 1 round/level. Time Travel: as temporal distortion power Warp Space: as psionic power Hyperspace: as psionic power 10 Encumber: increases apparent weight of an object (1 space/level in size) or person by 10%/level. 10 Unencumber: as above but decreases at 5%/level. 16 Death Servant: caster can summon a death servant which will stay with him for a duration of of 1 year/level. The death servant is uncorpeal and invisible. The death servant will prevent the caster from dying any 1 time, then he will leave the service of the caster. This prevention can be blocking the blow of a weapon that would cause enough damage to kill the caster, not allowing him to drink a potion that would prove deadly, moving him clear of a trap, etc. It is only in the time of eminant death that the death servant will become corpeal although will still remain invisible. 25 Death Army: acts as a raise dead spell with up to the caster's level times 5 rank in levels of dead can be raise and will fight for the caster. Duration of 1 hour/level Spirit Army 12 Store Spell: This allows the caster to store any spell or number of spells which he knows within an item that is of the proper construction to accept it (see magical construction). The total spell levels stored that can be stored cannot excede the caster's level. If this spell is used multiple times to store a greater number of spell levels into a item, a RR must be made each additional time it is cast on an item already containing spells to see if they are cancelled by the new spell. The spell can remain in the item for up to 1 day/level. Any time before then, it can be cast from the object instantly at a cost of 1 action point. Spell Turning: this spell will turn part or all of a spell back unto its caster. The caster of this spell makes a RR vs the cast spell. If the RR is equal or within 10% of the required roll, the spell is cancelled, having no effect on the target or the caster. For every 5% greater the RR is, 5% of the spell is turned back upon the user. If the SR of the attacker was 105, and the RR of the mage was 110, then 5% of the spell would be turned unto the attacker. If damage rolled was 100, then the attacker would receive 5 points damage and the mage would receive 95 points damage. This percentage also applies to the level of the spell. In the case above, if a 20th level spell was cast, the attacker would recieve the spell himself at only 5% of its level, equalling 1st level. If he fails his save against a 1st level spell, the spell effects him at 5% intensity and duration. Duration of 1 round/2 levels. Spell Reflection: as spell turning but is all or nothing. A RR indicates the entire spell is turned back on the caster at the same level of power he casted it. If the RR is failed by any ammount, the mage recieves the full effect. Same duration as above. Weapon Turning: as spell turning but applies to damage from mellee weapon attacks. RR's are made against the SR of the attacker. SR's are totalled with all bonuses to hit including magic. Weapon Reflection: as above but reflects mellee weapon attacks Weapon Deflection: as reflection but only deflects attacks, it does not turn them back upon the attacker Blade Turning: as weapon turning but affects only edged mellee weapons Blade Reflection: as above Blade Deflection: as above Missile Turning: as above but affects only missiles Missile Reflection: as above Missile Deflection: as above Attack Turning: as above but effective against all physical attacks, mellee, missile, claws, bite, etc Attack Reflection: as above Sword Destruction: this is a special type of destruction spell that affects and weapon an being is currently using. Weapons that are not drawn and ready for battle are not affected by this spell. If the target fails his RR, his weapon must make a RR vs the spell or be destroyed. Weapons are not totally disintegrated, but they are broken and unusable. Mending or magical mending will restore weapons affected by this spell. Shield Destruction: as above but affects shields Armor Destruction: as above but affects armor. Change Alignment: a new alignment is randomly rolled for the subject. Duration is permanent until restored or changed back to the original alignment. Changing Alignment to original status by this spell is 100% successful if the SR is made. Failure by 50% or less indicates that 1 part of the alignment is returned to normal while the other part remains the same. Thus a LG creature changed to CE would be LE or CG if failure was within 50%. Reverse Alignment: alignment is reversed, Newtral components are not affected. CG becomes LE, LN becomes CN, NG becomes NE, N is unaffected. Any extra alignment tendacies are also reversed; NG with chaotic tendacies becomes NE with Lawful tendacies. Change: the subject must make separate RR's to avoid a change in species (treat as a random transformation spell) sex, and alignment. Change in sex will be that of the opposite sex unless subject is hermaphrodiric where a change to one sex will occur. Asexual creatures will be unaffected by this change. The change in alignment is also random, but if the RR is failed some change must occur. If a LE being rolls LE for the change, the change should be rerolled. Note that the mind of the subject is still intact, save for possible change in alignment. Polymorph Transformation Direction Contrariness: the subject will be against any idea proposed to him. Harmful effects allow a save. For instance, knowing a enemy was under contrariness and telling him not to kill himself would allow him a save in order to avoid the effect. Duration of 1 turn/level. 15 Increase Ability: will increase any of one the subject's abilities by 5 points. Each ability is a separate spell. Duration of 1 round/level. 20 Increase Ability Rank I: as above but increase is by 1 rank 25 Increase Ability Rank II: as above, 2 ranks 30 Increase Ability Rank III: as above, 3 ranks 35 Increase Ability Rank IV: as above 4 ranks 40 Increase Ability Rank V: as above, 5 ranks 20 Increase Ability to Rank I: as above, ability is increased to rank 20. Usuable only 1/month and 1/year/person. 25 Increase Ability to Rank II: as above, rank 30 30 Increase Ability to Rank III: as above, rank 40 35 Increase Ability to Rank IV: as above, rank 50 17+ Increase Prime Requisite/Rank/to Rank: duplicates all above effects but affects the prime requisite of the character. Level is +2 on all above levels. Example, learning Increase Prime Requisite Rank I would be a 27 level spell. Again, each spell is a separate spell. * Note that only 1 type of the above spells can be used on any 1 subject. A subject could have an ability raised to a rank, but then not raised by a rank or by a number of points. 18 Prismatic Sphere: This spells creates a sphere of 1 meter/level in diameter of 7 concentric shells, each shell colored from red to violet in order of the rainbow. The caster can assign a particular offensive spell to each shell of the sphere. The total levels of spells can be up to three times the mages level. For example, the mage at 20th level could make the shells have the effects of a 2nd, 3rd, 5th,8th, 10th, 12th, and 14th levels spells. (4+4+6+8+10+12+16 = 60) All spells must be arranged from lowest to highest, the lowest being on the outside layer, and the highest being on the inside player. Also, the mage can give each shell a protection or resistance spell, with the same number of levels to work with and the same arrangment. The mage must also decide upon one spell per shell,that will take down that shell, regardless of at what level the spell was cast. The spell to take down the shell layer cannot be a higher level than the offensive or defensive spell that is cast into that shell. Duration is 1 turn/level. The mage is immune to the effects of his own sphere. If the sphere is created upon a being, or a being teleports into the sphere, decide which layer he falls into considering that the shells are equally spaced. Note that each layer must be brought down before the next can be affected. Each prismatic sphere with its individual properties is considered a separate spell. Effects of the sphere are decided when the spell is initially being learned, not while it is being casted. 14 Prismatic Spray: Causes a multihued spray that has a range of 1 meter/2 levels and is 1 meter wide. All in path must make a RR to avoid the effects. The affects that can be produced are the same as in prismatic sphere. Any number of spell affects, 1 per color, can be produced, the total levels not exceding the caster's level times 3. Roll % for all in path: Roll Hit By Roll Color 01-25 1 color 01-15 red 26-50 2 colors 16-30 orange 51-75 3 colors 31-45 yellow 76-85 4 colors 46-60 green 86-90 5 colors 61-75 blue 91-95 6 colors 76-90 indigo 96-100 7 colors 91-100 violet 16 Prismatic Wall: as sphere except it creates wall up to 10 square meters in surface area/level. 16 Prismatic Ray: as spray except affects only 1 target but at a range of 5 meters/level. 20 Prismatic Protection: grants protection vs any prismatic effect 12 Defense: decreases all mellee attacks upon recipient by 10% (2 LS's) +5% per level above 12th up to a maximun of 75% at 25th level. 5,10,15,20,25,30,35,40,45,50 Protection I - X: the various protection spells include protection vs attacks, magic, good, evil, undead, demons, devils, etc. Just about any purpose that a magical item can have can have a protection spell counterpart. The protection spell grants a +1%/level bonus against the force to be protected against, or can also subtract that percentage from all attacks from that force. Example, 10th level protection vs undead would give the character +10% on all RR's vs undead, and all undead would subtract 10% from their offensive rolls against the character. Each type of protection counts as a separate spell. Protection, 1 Meter Radius: as above except 4 levels higher than each. Protection, 2 Meter Radius: as above except 6 levels higher than each. Protection, 5 Meter Radius: as above except 8 levels higher than each. Resistance: as above but grants resistance (RR) vs a type of attack form, at the level of the spell. Examples of resistances are magic, disease, poison, fire, lighting, cold, breath weapons, death magic, etc. A sucessful RR at the appropriate level indicates the attack form had no effect. Resistance, 1 Meter Radius: as above Resistance, 2 Meter Radius: as above Resistance, 5 Meter Radius: as above 10 Power: increases all SR's and RR's by 5%, mellee and missile damage increased by 1 rank (self propelled missiles such as guns and beam weapons not included), opponents are -5% to hit. Duration of 1 round/level. 15 Immense Power: as above but at 10% and 2 ranks 20 Grand Power: as above but at 15% and 3 ranks 23 Supreme Power: as above but at 20% and 4 ranks 25 Unearthly: as above but at 25% and 5 ranks 30,35 Divine: as above but at 30% - 35% and 5 ranks 40,45,50 Cosmic: as above but at 40%-50% and 5 ranks 16 Transfer Enchantment: caster is able to transfer the magical enchantment from one object to another. The object receiving the enchantment must be of the proper construction and materials to receive the enchantment as in normal enchantment. Items which already possess magical properties can have enchantments transfered to them, but an additional SR for each power allready existing in them must be made to see if the are cancelled. A SR for every power being transfered must also be made. Spells higher than the caster's level lower the SR by 5% per level higher than his own. Thus a +5 Longsword could be made into a +5 dagger or bow or axe, etc. A ring of fire resistance could be made into a necklace of fire resistance. Delusion Summoning 12 Displacement: character appears up to 1/2 meter/5 levels from his actual position. First attacks will always miss unless the area of effect is equal or higher than the amount of displacement. Attacks start at -5 LS to hit then increase by 1 LS per attack until after 5 attacks there is no more penalty. 10 Missile Attraction/Repulsion: all missiles are + or - 5%/5 levels to hit a given target. Duration of 1 round/level 10-30 Immunity to Edged Weapons I-V: Grants a RR vs the SR of the attack, including all magical bonuses. A sucessfull RR indicates the weapon had no affect. 10-30 Immunity to Missile Weapons I-V: as above 10-30 Immunity to Blunt Weapons I-V: as above 16 Weapon Pact: subject is totally immune to any 1 type of weapon. Types include swords, daggers & knives, arrows, spears & javelins, hammers, maces, clubs, axes, etc. Each pact is a separate spell. Duration of 1 round/level. 14 Spell Transference: allows spells which act on touch to be transfered to an item. When the item touches a target the spell takes effect. For instance, a priest who had the slay living spell which acts upon touch could transfer it to a staff which he was more proficient in than his bare hands. When the staff touched a target, it would take the effects of the spell as if it was touched by the caster. The spell lasts for a duration of 1/round per level or until the object of the spell touches a target. 6 Speed: increase movement speed by 100%/6 levels. Action points are not increased. 10 Striding & Springing: allows subject to make verticle and horizontal leaps and strides as if his strength to weight ratio was 1 rank higher/ 5 levels. 5 Move Silently: as silence spell but only affects subject and his possessions. 6 Camoflauge: allows character to change pigment and blend in with suroundings at level -3 rank. If the target moves the camoflauge is reduced by 2 ranks. 5-25 Increase Skill I-V: Increases one skill by 5%/5 levels. Increase Skill I gives 5% increase, II gives 10% increase, etc. Applies to only one skill. Each separate skill counts as a separate spell. Duration of 1 turn/level. 10-30 Increase Skill Area I-V: as above except an entire skill area is increased. Some examples of skill areas are weapon skills, mage skills, unarmed combat skills, acrobatics, theivery, lore, engineering, etc. 10-30 Grant Skill I-V: as increase skill but can grant skills to subjects who don't have them. At 10th level a caster could grant level 1 mage skill to a subject. 20-40 Grant Skill Area I-V: as above except an entire skill area is granted. * note that the above increase and grant skill powers can be taken as a 1 general spell that will affect a random skill or skill area. 7+ Increase Prime Skill/Area: as above except at 2 levels higher than each. 15 Double Critical Chance: normal chance for a critical is doubled. For instance, if subject needed to roll a natural 96+ (5%) he would now only have to roll a 91+ (10%). Duration 1 round/level. 20 Triple Critical Chance: as above but tripled, 5% becomes 15% etc. 25 Quadruple Critical Chance: as above, times 4 30 Quintuple Critical Chance: as above, times 5 16 Damage +1/2: raises all physical damage caused by 50%, duration 1 round/level 20 Double Damage: as above, damage x2 25 Triple Damage: as above, damage x3 30 Quadruple Damage: as above, damage x4 40 Quintuple Damage: as above, damage x5 6 Water Walking: allows being to walk over normal water or liquids without sinking as it was normal ground. Note that the subject is still touching the liquid so that walking over acid or lava would cause some damage. 12 Enchant Weapon to Hit I: adds +1 LS to hit 14 Enchant Weapon to Hit II: + 2 LS 16 Enchant Weapon to Hit III: +3 LS 18 Enchant Weapon to Hit IV: + 4 LS 20 Enchant Weapon to Hit V: +5 LS 22 Enchant Weapon to Hit VI: +6 LS 24 Enchant Weapon to Hit VII: +7 LS 26 Enchant Weapon to Hit VIII: +8 LS 28 Enchant Weapon to Hit IX: +9 LS 30 Enchant Weapon to Hit X: + 10 LS plus 1 LS/ 2 levels of caster above the 30th. 12 - 30 Enchant Weapon to Damage (Rank) I - X: as above except damage rank and weapon class is raised by 1 rank for each plus stated above Weapons will do their WC in damage against non - living objects or the objects material strength, whichever is less. 12 - 30 Enchant Weapon to Damage (Points) 12 -30 Enchant Armor I - X: As enchant weapon to hit, raises rank of material strength and hence armor class * Note that the above enchantment spells must be learned successively. Enchant to hit +1 must be learned before enchant to hit +2. 26 Create Lifeforce: as psionic power 24 Create Flesh: as create organism power except only a physical body is created without any lifeforce. Physical traits cannot excede the casters level rank/20. 12,16,20,25,30 Control I-V: as psionic domination power. affects a certain type of creature wether it be undead, demons, devils,dragons, humanoids, etc. Each type of control counts as a separate spell. 12 Wound Closure: all wounds are closed the following round after they are inflicted. Half damage from edged weapons is healed the following round assuming the subject is not dead. Example, a player who received 10 points damage from a sword would have 5 points of that damage healed the following round. Bleeding which would persist after the wound was inflicted will be prevented by this power. Duration of 1 turn/level Seeking 16 Call Spirit: as resurrection except only the spirit or soul is called, the physical body remains in its present condition. When called the spirit can be imbued in a body that is ready to receive it. 14 Absorbtion, Magical: allows the mage to absorb spell levels up to his level/round. Thus a 15th level mage could absorb 1 14th level spell in a round, or any combination of spells who's level did not excede 14. The absorbed spell levels can be used to restore the mage's spell points; a 14th level spell would restore 28 spell points to the mage. Note that the mage can excede his max spell points by 50%, but extra spell poinst dissipate ate the rate of 5/round. Duration of 1 round/level. 15-30 Physical Absorbtion I-IV: absorbs 25% plus 5%/level above the 15th of all damage caused by physical attacks (swords, bullets, etc) and from elemental attacks such as fire and lightning. Duration of 1 round/level. Convert Matter/Antimatter 10 Heroism: temporily raises the LEL of the character by 1 LEL/5 levels of the caster. Also gives level rank resistance to fear. 25 Phoenix: same as psionic discipline, Alter Physical Structure, Energy. Duration of 1 round/level. 16 Absorb LEL Draining: The subject can absorb 1 draining of a LEL/4 levels of the caster. Thus a 16th level caster could protect a subject from up to 4 levels of draining with no effect on the subject. Duration is 1 turn/level or until the max number of LEL's are drained. 18 Life Protection: when the character dies his soul enters a specially prepared cell, having the same specifications as in the trap the soul spell. The soul is protected there for 1 day/level of the caster, immune to any outside harm save physical destruction of the holding cell. This spell also give level rank resistance to domination, possession, magic jar spells and the like. The enchantment will last on subject for 1 day/level of the caster. 12-30 Disrupt Undead I-X: a beam of positive energy is emited from the caster's hands up to a range of 1 meter/level. Any undead struct by it must make a RR of be destroyed. Heal All: as psionic power Mass Destruction: as destruction but effects up to 1 level in being/level of the caster. Weakness: as psionic power Insanity: roll for random insanity if RR is failed 16 Loneliness: subjects charisma reduced to a score of 1-5 until restored 20 Poverty: all characters monetary wealth which he possesses on his person or elsewhere vanishes completely Death Star: produces a beam equal to a tech level 5000 energy rifle. Steal Soul: as soul stealing power Evolve: as psionic power Deevolve: as psionic power Accelerate Growth: as psionic power Decimation Obliteration Wall of Annihilation: as psionic power, up to a 1 square meter/level can be produced Sphere of Annihilation:as psionic power Recharge Item: specially prepares a magical item to receive spell points to recharge it. Every 5 spell points put into the item will restore 1 of the item's spell point, the same as for the imbed once spell. Note that electrical items can also be recharged, each spell point equaling 10 power points. Mass Flying: as flying except up to 1 being/level or an object equal or less than the caster's level rank in size. Mass Teleport: as teleport with specifications as for mass flight above. Mass Telepathy: as telepathy, up to one being/level can be affected. Telepathic Bond: as psionic power 10-30 Wounding I-V: when cast upon a weapon, for every hit that the weapon inflicted, 1-5 (depending on type of I-V) points of damage will be suffered each round until healed or a cure disease spell is cast upon the subject Feed Item: allows a magical item to feed upon the quasi-magical properties of gems, crystals, and precious metals. Every 10 CR (credits) in monetary value fed upon restore 1 spell pt of power to the item. A maximum of level rank in CR can be fed upon 1/turn. For every level rank in CR, a RR must be made to see if the item rejects the power source. Any gems, metals,etc, fed upon are left decayed, corroded, etc, worthless without any value or special properties. 20 Magical Mending: allows the mending of any 1 magical item that is broken but not totally destroyed,and restores all magical properties. 16 Duplicate: allows the duplication of any item up to 1 space/level in size or 1000 CR/level in monetary value. Magic items can bu duplicated but the duplicates are non-magical. The caster must make a RR for the item. If it fails,the item is destroyed. Golem Magic 18 Build: as duplicate except items can be built from scratch 14 - 30 Giant Strength I-VIII: grants strength of ranks 30 through 100 for 1 round/level 32 - 38 Giant Strength IX - XII: as above for ranks 125-200 40 - 50 Giant Strength XIII (xxx ? ) 5 Armor I: grants armor class equal to AC 10. Damage absorbtion is not granted, only the A.C. Any weapon which would penetrate the magical armor does full normal damage. If the recipient already wears armor, the the better of the two A.C.'s is used, but the normal will still absorb any damage up to its capacity, even if the magical armor granted a greater A.C. Duration of 1 round/level. 10 Armor II: as above, AC 20 15 Armor III: as above AC 30 20 Armor IV: as above AC 40 25 Armor V: as above AC 50 30 Armor VI: as above AC 60 32 Armor VII:as above AC 70 34 Armor VIII:as above AC 80 36 Armor IX: as above AC 90 40 Armor X:as above AC 100 5 Holding I: imbues a container with extradimential space equal to 1 space/level above the 4th, Duration 1 hour/level 10 Holding II: as above, but at level rank/5 in spaces 15 Holding III: as above 20 Holding IV: as above 25 Holding V: as above 30 Holding VI: as above 35 Holding VII: as above 40 Holding VIII: as above 45 Holding IX: as above 50 Holding X: as above Age: as psionic power Youth: as psionic power 16 Drain Magic: as aborbsion but can drain magical energy from items which have charges 18 Canscellation: range 1/2 meter/level. A given magic item of the caster's choice that is within range must make a RR or be totally drained of its magical power, becoming a normal item. Magical items within or behind other magical items cannot be affected until the item blocking them is canscelled. This spell will pass right through normal objects. 25 Magical Restoration: restores the magical powers to any one object that has been drained, cancelled, or lost its magic in any other way. 20 Vampiric Regeneration: caster has half of all physical damage he causes in mellee combat to be restored to him. Example, doing 10 points of damage will heal the caster of 5 points. Duration of 1 round/level. 12 Hit Only By Magical Weapons: caster is only affected by magical weapons, spell and psionics have normal effects, but only physical attacks which are magical may hit. Beings which possess some magical powers can affect the caster if they are at least 1/2 the casters level 14 Hit Only By Silver Weapons: as above except applies to only magical or silver weapons (or some other composition such as mithril or cold, unforged iron) 16 Hit Only By Magical Weapons I: as above but applies to +1 weapons 20 Hit Only By Magical Weapons II: as above, +2 weapons 25 Hit Only By Magical Weapons III: as above, +3 weapons 30 Hit Only By Magical Weapons IV: as above, +4 weapons 35 Hit Only By Magical Weapons V: as above, +5 weapons 40 Hit Only By Magical Weapons VI: as above, +6 weapons 44 Hit Only By Magical Weapons VII: as above, +7 weapons 46 Hit Only By Magical Weapons VIII: as above, +8 weapons 48 Hit Only By Magical Weapons IX: as above, +9 weapons 50 Hit Only By Magical Weapons X: as above, +10 weapons Mass Plane Shift: as psionic power Transfer Plane: as psionic power 6.1 Purposes for Magical and Psionic Items Purposes for magical and psionic items are used as a contingency to dictate when a certain power will function, ie that power will only function when acting to carry out the purpose it was designed for. Adding purposes to a power reduces the total power point cost for imbedding that power in an item. Different purposes give different power point reductions depending on how general or how specific the purpose is. The fraction shown in parenthesis after the purposes below show what fraction of the total power point cost is takes to imbed a given spell. For example, the power point multiplier for imbedding a power that works 1/Hit is 900. If a power was imbedded to work once per hit when used against dragons the power point multiplier would be 1/3 of 900, or only 300 times the normal cost for imbedding that spell since the power point reduction is 1/3. Slay Evil (1/2) Slay Good (1/2) Slay Law (1/2) Slay Chaos (1/2) Slay Non Neutrals (3/4) Slay Non Good (3/4) Slay Non Evil (3/4) Slay Non Lawful (3/4) Slay Non Chaotic (3/4) Protect Balance (1/2) Slay Specific Alignment (1/5) Slay Diametrically Opposed Alignment (1/4) Slay Race (Elves, Dwarves, humans, Orcs, etc) (1/4) Slay Sub-Race (Drow Elves, mountain dwarves, etc) (1/6) Slay Humanoids (any humanoid race including elves, humans, orcs, trolls, etc) (3/4) Slay Specific Species (Red Dragon is a specific species while Dragons are a general class of creatures) (1/6) Slay Mages (1/5) Slay Priests (1/5) Slay Fighters (1/5) Slay Spell Users (1/4) Slay Magic Using Creatures (1/5) Slay Non Spell Users (1/3) Slay Non-Mages (3/4) Slay Non-Priests (3/4) Slay Psionics (1/6) Slay Non-Psionics (3/4) Slay Conjured Creatures (1/6) Slay Outer Planar Creatures (1/5) Slay Planar Specific Creatures (Positive, negative, abyss, etc. Note that slay prime material creatures can only be imbeded from a plane other than the prime material. Each individual plane counts as one purpose) (1/5) Slay Golems (1/5) Slay Lycanthropes (1/5) Slay Shapechangers (1/4) Slay Elementals (1/4) Slay Fire Using/Dwelling Creatures (1/4) Slay Cold Using/Dwelling Creatures (1/5) Slay Regenerating Creatures (1/5) Slay Non Humanoids (3/4) Slay Demons (1/4) Slay Devils (1/4) Slay Daemons (1/4) Slay Undead (1/4) Slay Vampires (1/5) Slay Life Draining Creatures (1/4) Slay Giants (1/4) Slay Dragons (1/3) Slay Good Dragons (1/4) Slay Evil Dragons (1/4) Slay Reptiles (1/4) Slay Avians (1/5) Slay Mammals (3/4) Slay Aquatic Creatures (1/5) Slay Amphibians (1/6) Slay Dieties (3/4) Slay Servants of Specific Diety (3/4) 7. Psionics & Mutant Powers Alter Attributes All attributes last for a duration of 1 turn/level is psionically based, or indicate the new level of ability of a biologically enhansed/mutated creature. 8 Enhansed Strength: ability is raised 1 rank for every 4 levels above 4th, 1 rank at 8th level, 2 ranks at 12th level, etc. 8 Enhansed Dexterity: as strength 10 Enhansed Intelligence: as strength but a 1 rank for every 5 levels above 5th. 1 rank at 10th, 2 ranks at 15th, etc 10 Enhanced Wisdom: as intelligence 8 Enhansed Constitution: as strength 10 Enhansed Charisma: as intelligence 6 Enhanced Speed: as strength but at 100% increase/ 6 levels. Includes multiplication of action points. Double speed at 6th level, triple at 12th level, etc. Enhansed Senses 4 Night Vision: Grants normal daylight vision in nightime conditions 6 Telescopic Vision: Increases distance vision by 1 rank/level 10 X-ray Vision: Grants normal vision through materials. Range = 0.5/Density Class of Material x level / round 6 Microscopic Vision: Increases vision of minute objects by 1 rank/level 6 Infra-Vision: Allows vision in the infra-red spectrum at normal vision range 4 Ultra-Vision: as above, allows for vision in ultra-violet spectrum 10 Radar: Allows projection and sensing of radiation in the radio wavelength at level rank range 8 Sonar: Allows projection and sensing of sound waves at full range of frequencies at level rank -2 range 5 Side Vision: Allows normal vision in a 300 degree arc, +5 on all suprise rolls dependent on vision 6 Parabolic Vision: Allows normal vision in a 360 degree arc, + 8 LS on all suprise rolls dependent on sight 6 Microwave Vision: allows vision in the microwave spectrum at level rank range 10 Gamma Vision: Allows vision in the gamma wavelength at level rank range 12 EM Vision: Allows vision in the entire EM spectrum at level rank range Extra Planar Vision 14 Astral Sight: Allows normal vision into the astral plane while corpeal body remains in another plane. Range is reduced by 1 rank for each plane greater than 1 removed from the astral plane 12 Ethereal Sight: As astral sight 16 Negative Plane Sight: As astral sight 16 Positive Plane Sight: As astral sight Extra Planar Hearing 12 Astral Hearing: As astral sight but allows for hearing 10 Ethereal Hearing: As astral hearing 10 Empathic Vision: Allows user to see through the eyes of another being if that being fails its RR. Note that the link also serves as a medium for gaze attacks. Range for the empathic link is at level rank range with the following adjustments: Target never seen: - 4 Ranks Target only seen briefly: -2 Ranks Target Known: + 1 Rank Target Well known: +2 Ranks Target known closely: + 4 Ranks 9 Empathic Hearing: Same as empathic vision, with suseptability to sonic based attacks 14 Empathic Sence: Same as empathic vision but includes all forms of sensory input. All effects which the target is exposed to are transmited through this power including damage 4 Enhansed Hearing: Increases hearing 1 rank/level, includes distance and frequency 4 Enhansed Smell: as above 4 Enhansed Taste: as above 4 Enhansed Touch: as above Resistences For attacks which cause damage, resistance negates all damage up to the level rank of the power if it is above the the Weapon class or intensity of the powrer's level rank. For example, at 6th level resistance, up to be 50 points damage can be negated if it's intensity is greater than rank 50. If the intensity is rank 50 or below, then no damage is suffered regardless of if the actual amount of damage is greater than 50. In most cases, the damage and intensity will be fairly equal. Any damage received above the level rank is suffered, so 6th level resistance against 100 points of damage at rank 100 intensity will cause the character to suffer 50 points of damage. 6 Heat: Grants Level Rank -4 resistance to heat based attacks 6 Cold: As above 6 Electricity: As above 6 Energy: As above 8 Mental Attacks: As above Alter Physical Structure 8 Metal: user can change his body into a metallic compound of level rank -5 material strength, also grants the armor class of that material, physical strength equal to that material, and an additional 5 time the material class in hit points. Example, a 10th level character tranforms his body into a class 40 metallic substance. That character now has 40 strength, armor class 40, can absorb 40 points of damage per hit without losing hit points, and gains an additional 200 hit points. Physical damage remains after transformation to original form. Physical damage retained is proportional to the factor by which hit points were increased. If hit points were increased by a factor of 3, that for every 3 points of damage received in metallic form, 1 point of damage will remain in the original form. Note that while transformed the user is susuptable to attacks which affect metals such as magnetism and corrosion. 8 Mineral: Same as above 8 Vegetation: While in vegetation form the character can carry on photosynthesis and will not require food as long as there is a source of organic compounds nearby. Also grants minor regeneration while in sunlight. Carbon dioxide, not oxygen is required for respiration. 8 Animal: Grants complete transformation into animal form while retaining mental properties. 8 Water(Liquid): Character's body completely transforms into water, or some other liquid if the character's body is not water based. While in water form character can take on any shape, sliding under doors or moving through any substance permeable to water. Strength is 1/4 normal. Edged and blunt attacks do no damage. Heat and energy attacks do double damage. Cold attacks do no damage but act to slow or even freeze the individual. A character while in water form has his speed reduced in proportion to how much cold damage he takes. If the character takes 1/2 his hit points in cold damage, he is at have his movement rate and his action points are halved as well. If his total amount of hit points are taken in cold damage the n the character is frozen solid and is effectively unconcious. Edged attacks while frozen do normal damage and blunt attacks do double damage. 10 Gel: Character's body takes on a state that is between solid and liquid, having a consistancy much like toothpaste. Blunt and edged attacks do no damage. Heat and energy attacks do normal damage. Cold attacks have the same effect as above. Strength is halved. Character can change shape and slip through small crevices as described above, but likes that ability to permeate as above. 8 Air(Gas): Character assumes a gasseous form and is totally immune to kinetic and energy attacks. Character has no strength so to speak but can push and repel objects as a pressure beam at power rank -4 LS. Character can use his gasseous form to suffocate beings as suffocate power listed under biomanipulation. Character can pass through any object permeable to air. Severe cold can affect the character while in gasseous form. Taking total hit points in cold damage from cold sources of 100 intensity or greater will cause the character to change into liquid form. Taking total hit points in cold damage from sources of intensity 500 or greater turn user into gel, and intensities of 1000 or greater will freeze character. 10 Fire: Characters body turns into a living fire entity equal to a energy field produced by a 0.1 space generator of level rank tech level. User has energy absorbtion power except that excess energy has no effect and will not cause damage. Physical attacks do no damage and all weapons must make an RR vs heat at level rank -4 intensity. Cold based attacks do double damage. Tachyon and all energy absorbtion effects do full damage. While in fire form, user can also be effected by pyrokesis. 10 Electricity: same as above except that cold based attacks have no effect. User can be effected by electrical and magnetic control. 14 Plasma: same as fire except that cold based attacks under level rank intensity do no damage and intenisty of the plasma is at full level rank power. 16/20/20 Energy(Normal,Positive,Negative) As above except the normal energy form can only be harmed by tachyon and energy absorbtion. The positive energy form can only be effected by negative energy or by energy absorbtion.The character can use his positive energy form to heal and res tore life levels. Likewise, the negative energy form can be used to drain life levels. 6 Expansion: Allows increase in volume by a factor of power rank -5 in spaces. For example, at 6th level a human sized being (1 space) could increase his volume by a factor 5, expanding to a volume of 5 spaces. A being who's normal size was larger, for instance 4 spaces in size, would expand to 20 spaces at 6th level. Note that only volume is increased, not mass or strength. 6 Reduction: Allows reduction in volume but not in mass. Although strength is not inherently reduced, there may be some loss of strength in certain situations due to a loss of leverage caused by the reduced size. A 6th level the character can reduce himself to 75% of his original size. Thereafter, the character can reduce himself to a fraction of 1/(level - 5) in size. Therefore at 7th level, the character could reduce himself to 1/(7 - 5) or 1/2 his original size. 8 Increase Mass/Density: Allows increase in mass and size if density is not changed, or mass and density if size remains the same. Factor of increase equals power rank -7. 8 Decrease Mass/Density: Allows decrease in size and mass if density remains the same, or decrease in mass and density if size remains the same. Fraction of mass is equal to 1/(level - 6). Strength is also reduced through this discipline. 2 Alter Appearance: Allows user to polymorph slightly to change his appearance. The new appearance must still be one that belongs to the same species as the character. For example, a human character could change the appearance of his or her sex, skin tone, hair color, eye color, hight or weight. A human character could not appear any humanoid such as an orc or alien lifeform. 8 Polymorph: Allows the character to change his form to any creature he has seen or encountered which does not excede his size by any more than a factor of 10. This ability only grants form and not the true biological structure. A player polymorphed into a cobra would look and move like a cobra but would not have a venomous bite. A player transformed into a bird could learn how to fly but this ability would not come instantly to him the first time this form is assumed. 12 Shapechange: Same as polymorph but also allows assumption of non-living forms as well. Thus a person could change into something that would resemble a rock or a tree, but that character would still be affected normally be attacks and would not assume the mineral hardness of rock. 16 Transformation: as polymorph except all physical traits are duplicated while original mental traits are retained. A character transformed into a cobra would still have his mental abilities including psionics and skill, and would have the physical traits of a cobra, including a venomous bite, and be cold blooded. Use of the new form is considered second nature to the character. Use of flight in a bird form would not require any practice. 10 Metamorphasis: this power is intended to be used with biological mutations although it could possible be used with psionic as well. When this option is chosen when creating a mutant character, the characters powers function only in the new form. When he is in his normal form, he has no special biological powers although all skills and other powers remain. Several rolls can be made on the physical mutations table to determine the effect of the metamophasis. If the metamorphasis in uncontrollable, then taking this option actually grants the character the number of character points for a 10th level power each character level it is in effect. If the power is controllable then the time for metamorphasis is 1 round - 1 second/2 levels above the 10th. 6 Camoflauge: Allows user to change the pigment of himself and his belongings to blend in with surroundings at level rank -3 ability. Level of camoflauge is reduced 2 ranks if the character moves while under observation. 8 Elasticity: User's body becomes elastic and maleable. Serves as power rank -6 body armor vs blunt attacks, and power rank -6 body armor vs edged attacks. Also grants level -6 falling skill and +5 LS on escape skill. 8 Elongation: Allows user to elongate his body to the following lengths per level: Level Length in meters 8 1 10 2 12 5 15 10 20 25 25 50 30 100 40 500 50 1000 5 Adhesion: Allows user to adhere to objects with level rank -2 strength. Note that the adhesion strength does not effect the character's strength and it is possible for the user to damage himself and even tear off limbs by uing this ability. 4 Increase Muscle Density: as Increased Strength 4 Skeletal Enhansment: as increased strength but applies to material strength of skeleton. 6 Body Armor: If psionically based this acts somewhat like a personal force field. If biologically based the body's physical structure is altered. In either case this power gives the equivalent of 1 layer of body armor at level -5 rank. 5 Invisibility: Character's body is completely transparent to visible light but can be detected by other means such as infra and ultra vision. 9 Mass Invisibilty: renders invisible (as above) a number of beings equal to the character's level or a volume of living/non-living material of level rank size in spaces, which ever is less. Example, a 9th level character could render 9 human sized creatures invisible, or 1 giant creature or material having a size of 80 spaces or any number of creatures/objects whose total size is no more than 80 spaces. Energy Manipulation 4 Energy Generation (Touch): can generate level -3 rank in power points/round at a cost of 1 psionic point/ 10 power points. 1 Light: illuminate a 10 square meter area/level to normal daylight conditions. 1 Darkness: darken a 10 square meter area/level to normal nightime conditions Energy Projection 5 Heat: project heat at level rank range and damage 5 Cold: project cold at level -2 rank range and damage 12 Electron:project an electron beam at level rank tech level damage and range as for a 0.1 space device 14 Positron: as above 5 Fire: as above 16 Fission: as above 18 Fusion: as above 14 Proton: as above 16 AntiProton: as above 5 Electricity: as above 18 Newtron: as above 20 AntiNewtron: as above 9 Energy(EM radiation): as above 10 Ion: as above 9 Plasma: as above 16 Phaser: as above 20 Tachyon: as above 17 Disruption: as above 15 Bio: as above 30 Cosmic:as above 24 Extra-Dimentional: as above 16 Positive: as above but with level -5 rank effect and range 16 Negative: as positive 7 Paralytic: projects a beam of paralytic energy at level -3 rank range and strength Energy Field level +2 (all of above types): as 0.1 space energy field device at level rank tech level 4 Charge Object: charge object with level rank number of power points per round, 10 round charging time max. Energy decreases at rate of level rank in power points per turn. 30 Annihilation Field: totally annihilates any and all matter it comes into contact with, minimum of 5000 pts damage on contact. Covers 1 square meter/level. 28 Annihilation Sphere: As above but creates a sphere of up to 1 space/level in volume and can be moved at a rate of 1 meter/round/level. 10 Energy Absorbtion: absorb level -5 rank in damage points/round. Energy absorbed up to the characters maximum can be used to heal the character or be converted into psionic points. Energy beyond the absorbtion amount will cause damage. Energy absorbed will dissipate at a rate of 10 points/round. 8 Physical Absorbtion: as above but only applies to physical or kinetic based attacks. Energy Draining (non-lifeforce) (Touch,Distance,Field) 5 Touch: as energy generation except energy is drained. As with absorbtion this power can be used for healing or for psionic strength points. 7 Distance: as above but at level -5 rank distance in meters 9 Field: as above but per square meter covered. For example a 9th level character could create a 1 square meter field covering himself that could drain up to 50 power points per round that the field comes in contact with. The character could also create a larger field that covers 10 square meters that could absorb only 5 power points (50 power points/ 10 square meters) per round. 9 Energy Amplification: Amplifies all energy and energy effects such as damage caused by energy weapons in a 1 meter/level radius by 20%/level. Includes kinetic energy such as projectile and melee weapons. The user can actively choose to amplify certain energies and not others like raising energy produced by allies' energy weapons but not the energy produced by shields of foes. The character can do this but at 1/2 level and can only affect a number of energy sources equal to 1/2 his level. For instance, a 10th level character could amplify 5 energy sources 100% effectively doubling them. 6 Energy Dampening: same as above but energy and energy effect are reduced by a certain percentage. 12 Energy Rechanneling: Same as energy absorbtion except absorbed energy cannot be incorpated for use in healing or psionic point gain. Instead, the energy can be rechanneled back at any given target. Energy will dissipate over time just as with energy absorbtion and the character can rechannel what ever amount of energy he has stored at any time. The energy concentration (weapon class) upon rechanneling is not the same as it was upon absorbtion but can be greater or less than depending on the character's level rank. The to hit roll required is based upon the highest skill level the character has in any ranged weapon. 10 Energy Reflection: same as energy absorbtion except that instead of absorbing and storing energy, energy is imediately reflected at a given target. Excess energy that cannot be reflected is taken as damage. To hit roll is the same as above. The character can also choose to split the reflected energy to hit multiple targets. The penalty to hit is -4 LS cumulative per multiple targets. Example, firing at 3 targets at once gives each to hit roll a -8 LS penalty. 8 Kinetic Energy Reflection: Same as above but applies to kinetic energy weapons such as projectiles, particle beams, and most melee weapons. 14 Energy Conversion: can change any form of energy (electricity, heat, bio, etc) into another. The amount of energy that can be converted per round is equal to the character's level rank in power points. Unless used up, the energy will stay in its new form for 1 turn/level and then change back into its original form. 7 Wave Alteration: This power can duplicate the powers of energy amplification and dampening but only one waves such as sound and EM radiation. It also allows for change in wavelength and frequency. Thus radio waves could be changed into visible light to extract information. Normal sound waves could be amplified to produce sonic attacks. 5 Sonic Manipulation: similar to above but applies only to sound waves. Area of effect is 1 meter/level radius. Within area of effect it also allows the character to create an area of silence, it can also be used to mimic and produce sounds and voices with mimicry success same as for mimicry skill of equal level. 16 Cloaking Field: produces same effect as 0.1 space cloaking device of level rank tech level. 12 Displacement: character appears up to be 1/2 meter/level from where he actually is. First attacks will always miss unless the weapon or area of effect is as large as the amount of displacement. Consecutive attacks begin at -5 LS to hit and the increase 1 LS/attack until after 5 attacks there is no more penalty. 10 Magnetism: same effect as adhesion but only affects magnetic and para-magnetic substances. Also, the power can act at distance as a tractor or repulsor beam. Power can also be used as a magnetic force field equal in power to a 0.1 space device of level rank tech level. Can also be used to affect magnetically based computers and devices as an ion beam of level rank intensity. 8 Force Field: as 0.1 space device of level -2 rank 9 Particle Shield: as above at level -3 rank 10 Energy Shield: as above at level -4 rank 8 Force Field Other(Hold): as grappling attack at level -5 rank strength and ability. Matter Manipulation 6 Molecular Agitation: raises temperature of a material to level -5 rank in heat intensity. Affects level -5 number of spaces in volume. Materials raised to a heat intensity greater than their heat resistance (usually material strength) begin to take damage. Items in contact with such materials will also take damage each round they are in contact. 9 Matter Creation: able to create an amount of any form of matter equal to level -8 spaces in volume. The material strength of the material able to be produced is equal to level -7 rank. For each rank above 10 the volume is reduced by 1 space. Complex synthetic materials have their amount limited to a number of cubic centimeters, not spaces. Such materials include energy crystals or nuclear reactor fuels. 20 AntiMatter Creation: able to create 1 gram/level of antimatter. 18 Matter/Antimatter Conversion: able to convert 1 gram/level of matter into anti-matter or one kg/level of anti-matter into matter. In a universe where antimatter is the common state of matter this power is reversed and 1 gram/level of antimatter can be converted into matter and 1 kg/level of matter can be converted into antimatter. 12 Matter Projection: as matter creation except the matter can be projected at up to level -4 rank range and strength. The creator can have the projected matter take any form he wishes (bridge, wall, battering ram, cage, etc) after it has been projected or reaches a specific destination. 6 Matter Absorbtion: allows the character to absorb matter into his body upon contact. The amount of matter being absorbed is equal to the character's level -6 rank in kg. At 6th level 1 kg can be absorbed. The strength of materials that can be absorbed is equal to level -5 rank. Antimatter cannot be absorbed without taking damage. The character will gain mass from absorbing matter. If too much matter is absorbed, more than the character can bear according to strength, the character will be unable to move, possibly even taking damage. This power can be used in normal situations or it can even be used to aborb bullets and other projectiles as well as damage from matter based energy weapons (particle beams, plasma,etc) equal to the character's level rank. Magical items receive a resistance roll to see if they are absorbed. 10 Molecular Manipulation: this is a king of telekinesis that is used to alter the structure and shape of matter. The character can affect 1 space/10 levels or 0.1 spaces/level of material with a material strength no greater than the characters level rank. For each rank below the maximum material strength the character can affect, the volume affected at 1 level higher per rank. An 11th level character could affect 2 spaces of rank 5 material. This power will not destroy matter but it can bend bars, create holes in armor, etc. 9 Repulsion/Attraction: equal to a 0.1 space pressure/tractor beam device 12 Repulsion/Attraction field: equal to a 0.1 space tactor/repulsor field device 14 Molecular Alteration: affects 10 kg/level above 13th. Able to rearrange atoms to form new molecules. Atoms themselves cannot be changed. Thus water could be separated into hydrogen and oxygen. Coal could be turned into diamond. Oxygen could be turned into ozone, etc. 7 Increase/Decrease Object Density: This power applies to innanimate, non-living objects. Otherwise it is the same as the two increase and decrease mass/density disciplines. 16 Quantum Manipulation: This power allows one to rearrange subattomic particles to transform 1 element or substance into another. Thus by the use of this power lead could be turned into gold and vice versa. 1 kg/level can be affected. 5 Expansion/Reduction (object): same as expansion and reduction disciplines but applies to inanimate objects. Can affect level -4 rank in material strength. 10 Dematerialize/Materialize: character is able to convert his body into a molecularly debonded matter stream similar to a transporter. The character is able to pass through unshielded matter which does not have a density greater than the character's level. Shields can be passed through with a SR of 75 -1 LS for each rank of damage the shield can absorb above the character's level rank. If the SR is unsuccessful, the character takes damage equal to the shield's damage capacity, most likely killing the character. Energy and particle weapons have full effect. Character is also able to transport himself or other matter as a 1 space level rank transporter device. 25 Energize: The character is able to convert his entire body into energy, equivalent to a level rank 1 space energy field device. Also grants energy aborbtion,reflection,draining(by contact) and projection powers at level ability. Character is also able to move a lightspeed and has no mass. 12 Gravity Manipulation: Able to increase/decrease the gravity of an object by 50%/level. Reduction below 100% indicates antigravity allowing for levitation and flight. Can affect level rank in kg. Note that only weight, not mass is affected by this power. 25 Genesis: Can affect 1 square kilometer/level/use. Able to transform geological and climate conditions to such that could support life, not necessarily earth based life. Can affect already life supporting areas to support different kinds of life, like changing a desert region into a tropical rain forest. 9 Telekinesis: Similar to repulsion and attraction powers, this power allows for the mental movement of objects. Objects can be moved and manipulated just as they would be physically. The mass that can be manipulated is equal to the level rank in kg. The dexterity at which objects can be manipulated is equal to the character's level -8 rank in dexterity or his natural dexterity, whichever is higher. Weapons can be used at the character weapon skill level or psionic level, whichever is lower. 5 Telekinetic Bolt: This projects a bolt of telekinetic force of level -4 rank damage, weapon class, and range. 5 Flying: Allows flight at level rank in meters/second speed. 4 Levitation: allows character to move vertically at a rate of 10 meters/round, or move another object or person no more than 100 kg in mass. 16 Control Weather: Character has complete control over weather conditions in a 5 square kilometer/level range. Character may increase/decrease temperature by 1 degree celsius/level, raise/lower wind velocity by 2 kmph/level, alter humidity levels, create precipitation, fog, thunder storms, etc. 7 Hydrokinesis: Character has telekinetic control over water or other liquids. Able to manipulate 1 space/level of water with level -6 rank strength and use it to act as a shield to absorb level -6 rank damage. 12 Terrakinesis:same as above except at level -9 rank strength and can create a level -9 rank shield. 7 Aerokinesis: control all gases in a 2 meter/level radius. Able to manipulate gases with level -6 rank strength. 10 Pyrokinesis: Able to fuel and control all fire in a 2 meter/level radius. Able to project flames or use as a shield. All fire in range can be raised or lower by level -4 ranks in intensity. 8 Cryokinesis: Able to control temperature in a 2 meter/level radius. Ability to create water or ice from atmospheric humidity. Cold projection power. Create ice shield of level -5 rank. Raise or lower cold intensity by level -4 ranks. 10 Plant Control: allows telekinetic control (as telekinesis power) of all plants within a 1 meter/level above the 9th radius. 7 Project Adhesive: project a level -2 rank strength adhesive to cover a level rank number of spaces at a level rank range. 7 Project Corrosive: as above 9 Etherealness: Character is able to project up to 1 human sized being or up to 100 kg into the ethereal plane. If the character projects himself, he can fully enter the ethereal plane and therefore be out of view and danger from those occupying the same area in the prime material plane. Note that this means the character cannot see or interact with anything in the prime material plane either. If he chooses to be on the border ethereal, he can see into the prime material plane but not interact or be interacted with it. 14 Mass Etherealness: as above but limit is 1 space/2 levels. 11 Phasing: similar to etherealness, but this ability allows the character to remain in the prime material plane but be slightly out of phase with normal matter. The character looks solid but is able to pass through all matter and shields of less than 10 times the character's level rank. 14 Ectoplasmic Form: creates a quasi-material form, part of which lies in the material plane and part of which lies in some other plane, most likely astral or ethereal. The fraction of the form which lies in one plane or the other can be controlled by the character. Thus the object can be seemingly ethereal in nature and can pass through matter, or solid and manipulate objects with level/5 rank strength and dexterity. Range is 1 meter/level radius. 9 Explode: explode objects of to level -8 rank in spaces and at level -7 rank strength. Exploded objects do their material strength in damage in a level/3 radius in meters. 9 Implode: same as above except object is crushed. Damage is taken to all beings and objects within the imploded object. Time/Space Manipulation 18 Time Stop: able to stop time in a 1 meter/level radius sphere for a duration of 1 round/level. This discipline can also be used to restart the normal flow of time in an area where it has been stopped. 14 Slow Time: able to slow the passage of time in a 1 meter/level radius by 50% plus 5%/level above the 14th. 14 Speed Time: same range as above, able to speed time by 100%/level above the 13th. 22 Temporal Distortion: as 1 space device 18 Temporal Shield: character is able to create a 1 meter/level zone of protection against all time and space alteration/distortion powers. 9 Time Sence: Character can sence distortions in time and wether certain beings or objects are from a the time, or are from a future or past time, and how far into the past or future. 14 Duo-Dimention: character can exist in two of the three dimentions. He can choose to have no length, width, or height. In essence, he exists as a 2 dimentional plane. Attacks from the front or rear of the plane will hit normally. Attacks from the other two sides, possibly the sides or top are unable to hit, and will seemingly pass right through the character. This skill can also be used to fit between small crevices. Which attacks can hit are relative to what dimention he is not existing in. A character with no height can only be attacked from above or below. A character with no length can only be atacked from the sides. A character with no width can only be attacked from the front or back. If the character makes a SR he can move through objects at the proper angle. Duration of 1 round/level. 20 Dimention Door: creates a gateway 1 meter/4 levels square (5 meter x 5 meters at 20th level) between current dimentionand any other desired dimention. 1 turn/level duration. 9 Teleportation: teleport up to 10 km/level 13 Exoteleportation: teleport object within sight no more than 10 kg/level up to a 10 km/level distance. 22 Spacial Distortion: as 1 space device 15 Astral Projection: Character can project himself into the astral plane 18 Mass Astral Projection: as above except 1 being/2 levels can be transported 16 Warp Space: as 1 space device 22 Create Wormhole: create a 5 meter diameter wormhole connecting two points in space which are up to level rank/10 lightyears distant from eachother. For every 5 meters greater in diameter the wormhole is, its distance decreases by 1 rank. 20 Enter Hyperspace: as 1 space device 14 Plane Shift: character able to enter any plane of existance 18 Mass Plane Shift: as above except 1 being/2 levels can be transported 26 Transfer Plane: a portion of any plane measuring 100 meters/level square is exchanged with an equal portion of the plane the character is allready on. Thus a 26th level character could transport a 2600 meter x 2600 meter area of the astral plane onto the material plane. Duration of 10 turns/level. 18 Gate: as dimention door except the portal is only one way, character's choice. Alter Planar Existance 25 Positive: character can alter his being so he can exist normally in the positive material plane as if he were native to that plane 25 Negative: as above 20 Elemental: as above 22 Quasi Elemental: as above 22 Hyperspace: as above 24 Astral: as above 23 Ethereal: as above Biomanipulation 1 Bioluminescence: character can make his body glow at level rank intensity up to a maximum of rank 20. 6 Blind: opponent is blinded for 1 turn/5% RR failure 4 Deafen: opponent is deafened for 1 turn/5% RR failure 5 Mute: opponent unnable to speak or produce any vocal sounds for 1 turn/5% RR failure 4 Cancel sense of taste: opponent has no sence of taste, duration is 10 turns/5% RR failure 8 Cancel sense of touch: no feeling, opponent at -5 dexterity ranks for 1 turn/5% RR failure 4 Cancel sense of smell: opponent has no sence of smell for 1 turn/5% RR failure 9 Choke: opponent trachea is immediately obstructed, unconsciousness will occur after opponent can no longer hold his breath and then eventually death. If the power is released before this time opponent will be unharmed 5 Sufficate: as above except power takes 1 round/constitution rank of opponent to reach full effect and then is equal to choke power. 6 Increase/Decrease Metabolism: allows psionicist to increase or decrease the rate at which his body functions. Increase is 50% plus 10%/level above 6th. Decrease is 50% plus 5%/level above 6th. Increase grants increased speed, although more food in take is required in proportion to metabolism increase. Also, poisons and medications work faster. Decrease slows down speed, effectiveness of poisons and medications, as well as decreases food requirements. 6 Increase/Decrease Heart Rate: character can decrease his own or someone else's heart rate so as to appear dead, or spead up someone's heart rate to speed poison or medication effect, or to kill him. Character's heart rate can be raised one rank per round of concentration, each round allowing a RR. When then the constitution rank is exceded an RR must be made to avoid cardiac arrest. 9 Alter Sensory Perception: can alter a being sensory perception so he can be made to believe he is or is not seeing, hearing, tasting, or touching something that is not real. 5 Pain: opponent is at -2 ranks in dexterity and at -1/2 levels of attacker on all physical rolls including attacking, defending, piloting, etc. 8 Paralysis: opponent is paralysed for duration of concentration 6 Limb Paralysis:as above except on ly 1 limb is paralyzed. 9 Stun: opponent is stunned until concentration is stopped, allowing an RR each round, or for round/5% RR failure. All actions at -10 LS. 18 Kill: death unless RR is made 9 Weakness: strength reduce 1 rank/5% failure down to a minimum of 1, duration of 1 round/5% failure, strength returns at 1 rank/round there after. 12 Exhaustion: as weakness except constitution is also affected 7 Sleep: opponent falls asleep for 1 turn/5% failure 9 Bioscan: character gains all biological information concerning target, including heart rate, metabolism, temperature, cerebral activity, immune system, etc. 7 Clumsiness: as weakness, dexterity is affected 5 Slow: opponent slowed to 50% his normal movement rate at 5th level, plus 5%/level above the 5th. Action points are also reduced. 5 Haste: as slow except movement and action points are increased by 100% at 5th level, plus 10%/level above the 5th. 16 Temporal Stasis: all biological processes are stopped on any creature. Creature is in perfect suspended animation for 1 day/level. 5 Adrenaline stimulation: character can stimulate adrenal glands to increase strength, constitution, and speed by 1 rank/2 levels for a 1 round duration. 6 Cure Disease: allows user to cure disease 6 Cause Disease: allows user to cause disease with level rank severity. 10 Accelerate Growth: allows growth rate of an organism to be accelerated by 50% at 10th level plus 50%/level above the 10th. Duration is 1 day/use. 10 Regeneration, Minor: Allows healing of damage equal to Level/2 every turn. If power is biologically based, healing rate is based on Constitution/4. 15 Regeneration: As above except rate is level or Constitution/2. 20 Regeneration,Major: As above except rate is level x2 or Constitution. 25 Instant Regeneration: As major regeneration except rate is per round instead of per turn. 8 Hyper Intake/Expulsion: Character is able to inhale and exhale large volumes of gas at high pressure. Force is equal to a tractor/pressure beam of corresponding tech level rank. Short range is 1 m/level. Medium range is twice short range but at 1/2 power. Long range is at 3 times short range but at 1/4 power. 1 - 10 Heal I - X: Heals level in hit points/round 15 Heal All - 2 meters: as heal x but heals any number of individuals in a 2 meter radius 20 Heal All - 5 meters: as above 25 Heal All - 10 meters: as above 30 Heal All - 50 meters: as above 40 Heal All - 100 meters: as above 50 Heal All - 1 km: as above 22 Evolve: This discipline can transmute an organism to a higher stage of evolution. The new form does not have to be an exact species that exists or could exist in the organism's evolutionary chain but must be similar to one. For example, a fish could be evolved into an amphibian. That amphibian would not have to be a frog or salamander as such, but would have to have amphibian properties such as water permeable skin and be cold blooded. Some judgement has to be used for organisms at the top of their evolutionary chain, such as humans. For humans, to evoltionary paths are possible, one path which gives way to physical evolution: greater size, increased health, stamina, and life span. The other possible path would still increase health but would probably give up physical strength for increased intelligence and possible psionic abilities. Point cost is 50 pts/ family removed, 100 pts/order removed, 500 pts/class removed, 1000 pts/phylum removed, and 5000 pts/kingdom removed. 22 Deevolve: Similar to evolve. A human could be deevolved into a frog or into a humanoid amphibious creature. 8 Poison: Character is able to psionically manipulate chemicals in target to induce a poison into the targets bloodstream. Poison strength is equal to level -7 rank. 16 Clone: Given a tissue or blood sample to work with, this discipline allows the character to make a clone of an organism. The clone when completed will be at the infant stage of growth. Other disciplines can be used to increase the age of the organism. When the organism reaches the age if the template organism it should be identicle in appearance and have physical attributes which are no more than 2 ranks removed from the original organism. Biological mutations are also duplicated by this process. 6 Water Breathing: Allows extraction of oxygen from normal water for respiration. This discipline also applies to creatures who may use a different substance for respiration such as carbon dioxide or other gasses. 8 Adaptation: character can physically adapt to any climate extreme that could support some form of life. Duration 1 day/use. 18 Longetivity: biologically based power, always in affect. if psionically based it must be used constantly. Aging rate is decreased by 50% at 18th level, plus 5% level above 18 until 26th level, and then by 1% per level until aging stops completely at 36th level. 26 Immortality: character does not age and is immune to desease and toxins below his level rank in intensity, but can be killed by normal means. If this power is not biologically based but psionically based, then the psionicist must expend enough power points as if he was making a permanent (constant) psionic item with the power of Immortality.(see Empower Object under Mental Powers and Imbed Spells) This means that learning the power does not give instant mortality but that it must be attained gradually through power point expenditure over time. 16 Age: Character can age a creature by 1 year/level. 16 Rejuevenate: as age except age is reduced 14 Wither: one limb of a creature is withered and useless, or one space/level of plant/fungus life is withered and dead. 25 Create Organism: character can actually create any type of organism of his choice having no more than his level in spaces and whose total attributes are not greater than 1/10 of his level rank. Any special powers count at attributes at their level rank power. Mental Manipulation 7 Psionic Blast: projects a cone of psionic force 5 meters wide plus 1 meter/level above 7th, and 10 meters long plus 2 meters/level above the 7th. Affects are as follows per % RR failure. Note that the % RR failure is the difference betweens the attackers skill roll and the defenders skill rolls, taking into account all LS. 01-05: stunned 1 round, -1 LS all actions 06-10: as above, 2 rounds, -2 LS 11-15: as above, 3 rounds, -3 LS 16-20: as above, 4 rounds, -4 LS 21-25: as above, 5 rounds, -5 LS 26-30: as above, 6 rounds, -6 LS 31-35: as above, 7 rounds, -7 LS 36-40: as above, 8 rounds, -8 LS 41-45: as above, 9 rounds, -9 LS 46-50: as above, 10 rounds, -10 LS 51-55: Confused 1-8 rounds 56-60: Fear 61-65: Enraged 66-70: Sleep 5-50 turns 71-75: Coma 1-10 days 76-80: Loss of 1 sence (sight,taste,touch, smell,hearing) 81-85: Amnesia 86-90: Random Insanity (Kleptomania,Schizoid, Schizophrenia, Pathological Liar, Monomania, Dementia Praecox(Hopelessness),Melancholia, Megalomania, Mania, Lunacy, Manic-Depressive, Halucinatory Insanity, Catotonia Sado-Masochism, Homicidal Mania, Hebephrenia, Suicidal Mania) 91-95: Feeblemind 96-100: Physic Wound ( 1 random ability is lost) 101-105: Severance ( 1 skill area) 106-110: Death 111-115: Under control of character for 1-10 weeks 115-120: Death plus loss of 1 psionic ability 121-125: Death plus all psionic ability lost 126+ Death but psionic ability is gained upon ressurection Note that on any natural 100 roll, at the GM's discretion, the defender should roll to see if he or she has gained psionic ability. 4 Mind Thrust: as psionic blast except attack is individual 10 Psychic Crush: as mind thrust except +25 on all effects, ie. a RR failure of 100 is treated as 125. 1 Mind Blank: +2 vs mental attacks 18 Psychic Wind: creates psychic wind in the astral (or possibly ethereal) plane 20 Psychic Storm: as psionic blast except +25 on all effects 9 Psychic Blade: creates a blade of psychic force that the creator can control telekinetically at a range of 2 meters plus 1 meter/level above the 9th. Does level -9 rank damage per round. Damage can be divided among individual attacks in any way the character wishes. Example, at 9th level a character can attack once in a round for 20 points damage, twice for 10 points damage, 4 times for 5 points damage, up to the number of attacks the user has. 14 Emotion Feed: user is able to regenerate psionic ability points through feeding on the emotional energy of others. Range is 5 meters/level. Typical emotional states that can be fed upon are happiness, sadness, fear, and anger. From 1-10 points per round/person can be regenerated through this process. The characters maximum psionic point total can be excede by 50% plus 5% per level above the 14th. Points above the character's maximum will decay at a rate of 5 points/round once the source of emotion has ceased. The amount of points gained from each individual (1-10) must be decided upon by the GM according to the degree of emotion in the area of effect. Opposite emotions will cancel. 5 points of fear will cancel 5 points of anger. 9 Psychic Hammer: as psychic blade except a hammer is created 14 Inhibition: character can plant an inhibition in the target's mind to prevent him from doing any one activity. Such activities which can be prevented are eating, sleeping, talking, attacking, defending, spell casting, moving, breathing, etc. The target gets one RR when the power is first used and then 1 RR each week there after. Multiple inhibitions can be planted into a single target. Most inhibitions will not be imediately life threatening. An inhibition against defending will not prevent a character from attacking or from running away. Preventing a character from breathing will cause him to stop breathing until he feints at which time he will resume breathing. Only conscious control will follow inhibitons. A character who transfers his mind into a character who has an inhibition will not be subjected to that inhibition. 12 Obligation: target is obligated to attempt any action to the best of his ability that is not immediately life threatening. For instance, a character could not be obligated to stab himself with his sword, but he would be obligated to seek out and slay a dragon. If the user wanted the to target to return the treasure as well, another obligation must be used. Duration is until one full attempt has been made. The target will start the action at the soonest possible time. 14 Geas: As obligation but for every week his actions at at -1 LS/week after the power takes affect until it is completed or failed. Compound instructions may be given so a target could be forced to slay a dragon and return with its treasure. If it is failed, the present action penalty, depending on how long the duration was, will stay in effect for 1 month plus 1 day/level. 20 True Geas: as Geas but if the task is failed instead of an action penalty the target must make a RR vs death or die. Ifthe save is made the penalties are gone. 18 Power Absorbtion, Physical: character can absorb by physical contact only, all physical powers and attributes of a target, each can be absorbed up to the maximum level/rank of the character's level/2. Physical powers include strength, constitution, dexterity, and all powers that are biologically (not psionically) based. Thus an 18th level character could have his strength, constitution, and dexterity raised to a maximum of 80 if the target had 80 in these stats. Also, he could aborb biolical powers up to the 9th level in power. This absorbtion is drained from the target. If the target had 100 strength in this case, it would now have 20 stength. A 10th level power would now be reduce to 2nd level. The character retains these absorbed powers for 1 turn/level. At the end of this duration the target's powers return to him. 22 Power Absorbtion, Mental: as above except all mental abilities like intelligence, wisdom, charisma, memories, skills, spells, psionics, etc are aborbed. 26 Power Absorbtion, All: as above, absorbs both physical and mental abilities. 6 Euphoria: target is in a state of absolute bliss, lacking all fear inhibitions, and mistrust. If the target is not threatened in any way this state will last for 1 round/level. During this time the target will not attack and will believe almost anything that is told to him and will trust all. For every threatening action that is directed at the target the target gets an additional RR to break out of his euphoric state. 12 Transfer Emotion: This allows the psionicist to transfer one emotion per use to a recipient. The psionicist will be totally unaffected by powers that effect that emotion for he no longer has it. The subject will suffer doubly from the effects of the emotion or in otherwords resist attacks at 1/2 his level of ability. A psionicist who transfered fear would be immune to all fear powers. If the subject was level 10, or had 10th level resistance to fear, he would make all RR's at 5th level of ability. Duration is 1 day/level. 16 Mind Merge: this power allows the psionicist and another being to merge their minds together as one. While merged they totally share each others thoughts and knowledge. All mental powers, abilities, and skills can be used interchangably between the two. The duration is 1 turn/level and the maximum distance between the two is 1 meter/level. 16 Mind Meld: all knowledge and memories (but not skills) are exchanged bwtween 2 individuals. The meld takes round/ max year of age of the recipient. Thus the younger of the two can have his thoughts exchanged prior to completion of the member. Memories are not lost, buteach retains their own plus eachothers. 20 Mass Mind Meld: as mind meld except up 1 being/level can be affected. 25 Mass Mind Merge: as above except up to 1 being/2 levels can be merged 20 Merge: This power allows two beings to merge together as one. All powers, attributes, and abilities are combined in the new form. Only the best of all attributes, powers and abilities are kept. A being with 20 intelligence and a being with 30 intelligence will merge to have 30 intelligence, not an average of 25. The same holds true with powers and skills. Note that personality, alignment, as well as physical appearance are molded together into a new form, reflective of the two original forms. If this power is used against an unwilling target he gets an RR, and an additional RR each day to break free of the merged form. Note that the merge can be broken anytime between wiling individuals, but another merge cannot be attempted by either of them for an amount of time equal to the duration of the merge, no sooner than 1 month regardless of wether the merge lasted shorter than that. Any attempts before that time period yield a high chance of insanity and system shock possibly leading towards death. 30 Mass Merge: as merge except 1 being/level can be merge together into the new form. 18 Body Merge: as merge except only the physical traits are merged, including any and all powers which are biologically based, even if they are of a magical nature. Unwilling targets get an initial RR. If they fail their RR the consciousness is repressed as in the transfer consciousness power. Target's get an additional RR each day to break free. If they do, both bodies are returned to their normal physical and mental states. It is more common to use this power once a sever consciouness, trap the soul, destroy soul, or like power has been used to ensure the merge is permanent. A willing target will still have its mind repressed by the psionicist but can be freed and time it tries it the psionicist allows it, or if it makes a RR. 12 Insanity: causes a random insanity in the target which will last until cured by magical, psionic, or conventional means such as medicine and psychology. 4 Thought Shield: +2 vs all mental attacks, psionic or magical 14 Cure Psychic Wound: able to cure effects of psionic combat such as feeblemind and ability loss 6 Mental Barrier: as thought shield, +4 16 Mental Trigger: places a trigger in the target's mind so that if it is tampered with in a certain way, decided upon by the character, feeblemind or death will result. The character decides wether a feeblemind or death trigger is to be placed. The RR is made when the power is used, not when the target's mind is tampered with. The RR vs death trigger is +5 LS. If the target makes the RR vs death he may still fail the RR vs feeblemind. Possible actions on a target which will set off a trigger are telepathy, esp, mental attack, thought steal, charm, etc. Usually these triggers are to prevent the target from giving up certain information. Once the original RR has been failed, the only way to cancel the trigger is through psionic cancellation. 12 Cancellation: this acts similar to dispel magic but applies to psionically caused effects. Effects can only be cancelled in the duration of the power. For example, a victim of a psionic blast could not have a feeblemind effect cancelled, but could have it cured through other means. Alteration of a substance that has a permanant duration and instantaneous effect cannot be cancelled. A being who is still under the influence of a charm, blindness, geas, trigger, obligation, etc, could have these effects cancelled. 18 Amplification: The character can use the mental energies of all being in a 1 meter/level range to augment his own psionic abilities. If a RR is not made the subject falls into a deep sleep which lasts up to 1/2 of the character's level in hours. Subjects under amplification by an 18th level character will be in asleep for 1-9 hours. For every point of intelligence, wisdom, or charisma drained the character's psionic point total increases by 2 points. Draining 10 points (not ranks) of intelligence will add 20 points the character's psionic ability total. Also, the character can drai up to 50% of any subjects psionic ability points without danger to the subjetc. Any more than 50% yields the following affects if an additional RR is not made: 51-60% = temporary amnesia (1-level in weeks) 61-70% = permanent amnesia 71-80% = feeblemind 81-90% = coma for 1 - level days, must make system shock RR each day or die 91-100% = death 12 Intellect Fortress: as thought shield, +6 at a 5 meter radius, plus 1 meter/level above the 16th. 16 Tower of Iron Will: as thought shield, +8 at a 1 meter radius, plus 1 meter every 4 levels above the 16th. 20 Endowment: character can imbue a willing subject with psionic ability. Psionics will still have to be learned normally, this just grants the ability to possess them. The character must make a RR to gain psionic ability. Also, the character can give up some of his own powers and bestow them upon the subject. The subject must be at the proper level to gain each power, and that power will function at the subject's level. The subject must make an RR to gain each abilty, and the character must make a SR at -1 LS per level of power being bestowed. The character can also bestow psionic ability points. For every 10 points bestowed from his own point total, a SR at -1 LS/10 points must be made, even if points are bestowed over a period of time. If 10 points are bestowed on 1 use, the SR is at -1 LS. Another 10 points makes the SR at -2 LS. All bestowed abilities and points are lost and must be relearned normally. 16 Temporary Endowment: as above except bestowed powers last 1 turn/level and the are returned to the bestower. 12 Mind Bar: as thought shield, +6 14 Empower Object: this ability is used to create psionic objects of power, much in the same way that magical items are enchanted. Each day that the item is worked upon it must be prepared with an expenditure of 50 psionic points. Psionic powers cost 20 points/level at which they are transfered. Example, mind bar is a 12th discipline, so it costs a minimum of 240 points to install. If the character was 16th level, he could install this power at 16th level at a cost of 320 points. The psionicist can also choose to install powers that function at the level of ability of the possessor. Installing each power cost 20 points/level of the power. For instance, a 10th level possessor in this case could not use the mind bar power of an item because mind bar is a 12th level power. A 16th level possessor could use mind bar at 16th of power. Possessors of psionic objects who possess psionic ability can use their own psionic points instead of the items to utilize its powers. Power points can be installed that regenerate with time, the same way the normal psionic points do. It costs 1000 power points/level/point installed that will regenerate with time. As with above, the psionicist can choose whether these points regenerate as the psionicist who installed them or as the possessor of the object. The objects power can be sealed with an application of permanency. If the object is not sealed it will lose 10% of its power points and 1 power per day. Unless the creator of the object mistakenly installs it with an intellience which conflicts his own, the psionicist has power over his object any time it is within a range of 1 meter/level. If the object is in another's possession, SR's must be made each round to control the object. An intelligent object will usually fight it's possessor if that possessor conflicts with its creator. Power can also be installed that are usable 1/time period. The costs for these are: Power Psionic Point Multiplier Psionic Level Imbed Once x 5 Level Imbed 1/Millenia x 25 Level Imbed 1/Century x 50 Level Imbed 1/Decade x 75 Level Imbed 1/Year x 100 Level Imbed 1/Month x 300 Level -1 Imbed 1/Week x 400 Level -2 Imbed 3/Week x 450 Level -2 Imbed 5/Week x 500 Level -2 Imbed 7/Week x 550 Level -3 Imbed 1/Day x 500 Level -3 Imbed 3/Day x 600 Level -3 Imbed 1/Hour x 750 Level -4 Imbed 1/ 1/2 Hour x 775 Level -4 Imbed 1/10 Turns x 800 Level -4 Imbed 1/Turn x 850 Level -4 Imbed 1/2 Rounds x 875 Level -5 Imbed 1/Round x 900 Level -5 Imbed 1/Hit x 900 Level -5 Imbed On Command x 1000 Level -6 Imbed Constant x 2000 (1000) Level -6 For the above imbed powers, the psionic point multiplier is used to determine how long it will take to imbed a certain spell in an item. Multiply the cost in psionic points for the power to be imbeded by the psionic point multiplier. Divide this number by the number of psionic points the caster has to find the length of time in days. Example, a 15th level user wants to imbed an item with a teleportation power that will function on command. Teleportation is a 10th level power and costs 15 psionic points. The psionic point multiplier for an item which functions on command is 1000. 15 times 1000 = 15,000 psionic points. The average 15th level user will have 270 psionic points. 15000 divided by 270 psionic points equals 55 days required to manufacture the item. The cost for imbedding multiple powers will increase the manufactoring time. The maximum number of power levels that can be imbeded in any 1 item can be no greater than twice the psionicit's level. The item must have a monetary value equal to the total psionic point cost of making the item. The imbed once power can be used several times, each use meaning that the power can be used once. This duplicates items that have charges such as wands, staves, and rods. The column titled power level indicates the level of power that can be imbeded. Level indicates that a power of equal level to the caster can be embeded. Level -2 means that spells 2 levels below the psionicits's level can be embeded. Instead of embedding actual powers, psionic points that can be used by the weilder of the item can be embeded. For example, a 10th level power costs 15 psionic points. Embedding 15 psionic points into an item that could be used 1/day would cost 15 psionic points x 500 for the psionic point multiplier for a total cost of 7,500 psionic points. Attack powers that function 1 round or more should be at twice the normal point cost. Healing powers that function 1/10 turns or more cost twice the normal point cost. Note that embedding is inluded in the empower object discipline, whereas in spells it is separate from the enchant an item spell. Otherwise, it functions identically to enchanting a magic item. 18 Power Emulation, Physical: same as power absorbtion except the powers are not drained from the subject, they are merely copied or emulated. The subject does not lose any powers or abilities. 22 Power Emulation, Mental: as above but applies to mental powers and abilities 26 Power Emulation, All: as above but applies to both physical and mental powers and abilities 16 Power Parallelism, Physical: similar to power absorbtion and emulation in effects and duration, except that powers are not drained or duplicated, merely the level of those powers are duplicated. Example, a subject has strength of 30, constitution of 40, and dexterity of 50. These will all be duplicated up to the character's level in ability. In addition, if the subject had a biologically based power of enrgy absorbtion at the 18th level in ability, the character could have any of his physical powers raised to 18th level in ability, up to his maximum level in power parallelism. at 16th level, his physical stats and powers could be raise up to a rank of 70 (16/2 = 8, rank for level 8 is 70), or to a level of 8. Hit dice can also be parallelled. 20 Power Parallelism, Mental: same as above except mental stats, intelligence, wisdom, and charisma, as well as skills, spells, and psionics are paralleled. 24 Power Parallelism, All: as above but applies to both physical and mental abilities and stats 16 Power Dampening: as energy dampening but applies to biologically based or psionic powers. If this power is biologically based it will affect biologically based powers. If it psionically based it can affect either biologically based or psionic powers, but each one counts as a separate power, both must be learned to dampen both types of powers. 18 Power Disruption: as above except this ability does not dampen powers, it prevents the use of them if a RR is not made for each individual. The user of this discipline is of course immune to its affects. 10 Read memories: allows reading of subjects memories if a RR is failed, at the following costs: general recolections = 10 points/month, major events = 20/year, detailed examination of shielded memory = +50 in addition of normal cost. 14 Siphon Memories: similar to above but applies to deceased subjects. The amount of the subject's memories that can be siphoned is equal to a percentage of the psionicist's level x 10, - 10% per minute the subject has been dead. A 14th level psionist could siphon 100% of the memories within 4 minutes after death, 90% after 5 minutes, 80% after 6 minutes, etc. The least recent memories are lost first, and the most recent memories are siphoned first. The character can also choose to assimilate these memories. These memories will last for a duration of 1 day/level. The character can assimilate these at a SR of 100, -1 LS/day. If the assimilation is successful, the character can incorporate these memories to mimic the individual's personality and aura, including projected alignment. If the SR fails, the character goes insane. 16 Erase Memories: character can erase any one memory of any one occurance 16 Adjust Memories: similar to above, except the memory cannot be erased but it can be altered. For example, the memory of a witnessed murder cannot be erased, but the identity of the murdered could be altered in the subject's memory. 12 Discord: all subjects who fail their RR in a 1 meter/2 levels radius stop all their present actions and start arguing and bickering with each other. They will be so caught up in their arguments that they will not notice non threatening actions. Once a threatening action is made on an individual, the effect is cancelled for that individual. If the subjects are chaotic in alignment their is 25% chance the argument will lead to violence, evil alignments yield a 50% chance. Thus their is a 75% chance for chaotic evil individuals to enter a violent dispute. 12 Feeblemind: subject must make two RR's, one for intelligence and one for wisdom. If either is failed, that stat is reduced 5 ranks plus 1 rank for every 5 levels above the 10th, ie -6 ranks at 15th level, -7 ranks at 20th level, etc. 8 Comprehention: this power is similar to a form of telepathy, it allows the character to comprehend any spoken language that he hears, but not speak it. 18 Power Amplification: similar to power dampening, but it affects increases the levels at which biological and psionic powers function. Again, there are two types of this power and both can be learned as two separate psionic disciplines. 6 Animal Telepathy: the user can communicate telepathically with the following forms of animal life at the following ranges: Level Range Animal Life 6 6 meters + 1/level mammals 8 5 meters + 1/level marsupials 10 3 meters + 1/level avians 11 2 meters + 1/level reptiles 12 1 meter + 1/level amphibians 13 1 meter/level fish 15 2 meters + 1/2 levels arthropods, mulusks, etc 17 1 meter + 1/2 levels monsters which don't fall into above catagories 20 1 meter/2 levels plants 10 Telepathy: allows mental communication with any creatures in sight, or well known creatures in a range of 300,000 km + 100,000 km/level above the 10th. In either case the subject must have an intelligence of 5 or higher. 14 Telepathic Bond: this creates a telepathic link between the psionicist and another being which can increase the range of telepathy or allow for any other mental abilities to be used over this range. The range is 100 km/level for all psionic abilities except telepathy where it efectively doubles the range. Through this telepathic link psionics can be used such as attacks, empathic sight, or any other power. If the target is unwilling he gets a RR vs the link and a normal RR for each power sent through the link. 9 Preserve: preserve a dead body from decay for 1 day/level 16 Trap/release Soul: This ability allows the psionicist to trap a beings soul within a specially prepared prison. The type of prison which can be used is up to the GM, but usually they are gems or crystals, or some other valuable object, preferable with psionic capacitating properties. The prison must have a monetary value of 1000 CR/level of the victim being imprisoned. Prisons can always be used on subjects lower than the level they can accomodate. The psionist must also expend 1000 psionic points/level of the intended subject to prepare the prison to receive the subject's lifeforce. Subjects can also be trapped without previous point expenditure to prepare a prison if a SR 0f 150 is made, but this requires that the subject be within sight. The psionicist can use this this power at the time he wishes to imprison a subject, or he can use this power to set a trap when it is triggered in a certain way. Certain triggers can include touch, high energy levels, psionic activity, etc, and the trap can be set to attack certain individuals or certain types. If an attempt at entrapment fails, the prison does not lose its powers and can be used again. Once a being's soul is trapped, is it trapped indefinately, or until the trap is either broken or he is freed. Once the soul is trapped the body is dead, but it can regain life if the trapped soul, or some other soul, is transferred to it, assuming the body is still in proper physical condition to maintain life. 18 Imprisonment: this power entombs the subject in a psionically created prison existing in another plane, most likely the atsral plane. While imprisoned, the subject is in a perfect state of suspended animation, he will be kept in perfect health, or whatever is present state was before being imprisoned, and will not age. Also, the subject is totally impervious to all normal and psionic attacks. The only powers which can affect the prison is cancellation and the opposite power of imprisonment; freedom. Note that freedom is not a separate power that must be learned but is included as the opposite of imprisonment. 6 Clairaudience: This power allows the psionicist to concentrate upon a known loction at the same range as telepathy, 300,000 km + 100,000 km/level above to 6th. While concentrating upon this location he can hear all sounds he would normally be able to hear if he was actually at that location. The location must be on the same plane as the psionicist unless some form of a gateway to that plane is opened. 6 Clairvoyance: same as above but allows for sight 10 Beyond Sence: combines powers of clairvoyance and clairaudience. 14 Dying Stasis: this power maintains the soul or lifeforce of a being within the physical body for a duration of 1 day/level. This power does not include preservation of the body which must be maintained by other means. The character is still dead. Even though his lifeforce has not left his body (and possibly gone to another plane) it is not properly integrated with the body and theirfore cannot return living status. 5 Detect Good/Evil: Allows detection of good or evil at a range of 5 meters/level. Detecting the aura of objects decreases the chance for success by 5 LS. Finding the bend of the aura towards law of chaos can be done at a -10 LS penelty 5 Detect Law/Chaos: as above 5 Detect Magic: range as above, detection of specific type or nature of magic; conjuring, elemental, necromatic, protection, etc, can be done at a -5 LS penalty. The relative power can also be detected. A separate SR is made, for each 5% failure the relative power level is incorect by + or - 1 level (or rank). 5 Detect Psionics: same as detect magic 5 Detect Energy: same as above 5 Detect Life: same as above 7 Detect Lie: same range as above, allows user to detect any lie he hears. 12 Force Truth: forces the subject to answer all questions of the psionicist to the best of his ability while the power is in effect. Psionic points must be expended each round, and the subject gets a RR for each question he is asked. The questions can be asked vocally or telepathically. 7 Detect Alignment: combines powers of detect good/evil/law/chaos with no penalty 6 Speak with dead/living: allows the psionicist to converse with a deceased being whos body is within a range of 1 meter/2 levels. The maximum length of time dead of the subject to be conversed with as long as the duration and number of questions that can be asked depends on the level of the psionicist: Level Max Time Dead Time Questioned No. of Questions 6 1 day 1 round 1 8 1 week 5 rounds 2 10 1 month 1 turn 3 15 1 year 5 turns 4 20 10 years 10 turns 5 25 100 years 30 turns 6 30 1000 years 60 turns 8 The Max time dead increases by a factor of 10 for every 5 levels beyond the 30th, but the time of questioning and number of questions does not change. If the subjects body is not in range but is well known, the power can still be used but at a 1 rank lower in max time dead, duration, and number of questions. Thus a 20 level psionicist could question a well known individual who's body was not in range for a time of 5 turns, ask 4 questions, and who has not been dead more than 1 year. The max time dead is also up to judgement by the GM. The GM may decide that in his world a beings spirit changes shortly after death so it is not in a form to be questioned as much or at all. The speak with living power is also up to discretion by the GM. It allows a deceased psionicist who's spirit is intact to converse with the living. 14 Material Projection: similar to speak with living, but this power allows the psionicist to project and image of himself as long as his voice, including creating a medium to transmit psionic powers into the material world. Max time dead is 1 month/level of psionicist before death. The max duration is 1 turn/level. The level at which this duration is dependent on decreases by 1 turn/month dead. Thus a 20 level psionicist could converse for 20 turns at 1 month, 19 turns at 2 months, etc. 10 Domination: allows the psionicist to mentally control another being thus causing the being dominated to follow the psionicist's mental commands. The psionicist can dominate one being of equal or lesser level than himself. For every level of the being attempted to be controlled greater than the psionicist's level, his SR is reduced 1 LS. If the RR is failed, the subject will follow any instructions which are not dangerous to its survival. The subject can be commanded not to attack,if he is not already being attacked, to give away an item with is not needed to sustain its life. Money, for instance could be given away but a breathing apparatus that the subject needs to survive would not. Such potentially fatal commands (like stab yourself, jump off that ledge, etc) require double the point expenditure and are resisted at +5 LS. 14 Mass Domination: as domination except a number of beings who's level does not excede twice the psionicist' level can be dominated. Every level more than the psionicist's that is trying to be dominated reduces his SR by 1 LS. 22 Severence: this power allows the psionicist to delve into a subject's mind and block the use of certain abilities. Severing spell abilities cost 20 points/spell level being severed. Severing the spell abilities of a 10th level caster would cost 200 points. To sever any one level of spell ability and to leave the others intact cost 5 point/spell level being severed. Psionic severence works the same as for spell abilities. Severence of skills costs 20 points/level of skill severed. Thus a 10th level skill would cost 200 points to sever totally, or could be lowed to be performed at level nine at the expenditure of 20 (20 points x 1 level) points. Innate magical or quasi psionic (biological based, mutant powers) cost 20 points/level severed per ability. The duration is permanent until cancelled or normal abilities are restored. 16 Drain Lifeforce, Touch: Drains 1 life energy level if a RR is not made upon touch. Also, for every additional 5% failure above 50% (if any), an additional life energy level is drained. Thus if the RR failure is 55, 2 LEL's are drained. For every LEL drained of the subject, all his actions are at -1 LS. In addition, his strength and constitution are reduced by one rank, and his total damage capacity (Hit points) is reduce by one level, usually the average being the total hit points divided by his level. Thus a 10th level mage would still be able to cast 10th level spells as his knowledge is unaffected, but his SR's are at -1 LS. A warrior would not lose multilple attacks but his attack roles would also be at -1 LS. For the psionicist who drained the LEL, all his actions are increased by 1 LS, although his level remains the same. His strength and constitution are increased by 1 rank, although their ranks cannot excede the character's level rank. His hit points are also raised by the same amount the subject lost. The drained levels, stats, and hit points remain for 1 turn/5% failure, after that duration, they return to the subject and dissipate from the psionicist at the rate of 1 LEL/turn. If the defender roles a zero on his RR, the LEL is permantly lost to the psionicist, and can only be restored by magical or psionic restoration or other life force increasing powers. Instead of the temporary effects stated above, the psionicist can also choose to use the drained LEL's to increase his psionic points by 50 points/LEL drained, or increase his spell points if he possesses spells by 25 spell points/LEL drained. If this power is used to restore power points, any amount of points of to the character's maximum will remain permanently until used, although the victim will still regain lost LEL's over time. Any amount over the character's maximum up to 50% greater than his maximum will remain for 1 turn/5% failure of the subject. This form of absortion is the typical way that suchs beings as undead creatures sustain themselves and absorb the energy necessary to maintain their undead abilities. Note that if an undead or other negative energy being is drained, that subject will still suffer the normal effects of energy draining, but the psionicist will suffer those effects as well for the duration since he has drained negative energy. A being totally drained of LEL's has a chance of becoming an undead or similar negative energy creature. 18 Drain Lifeforce, Distance: as above except functions at a range of 1 meter/2 levels. 22 Drain Lifeforce,Field: as above except it creates a 1 meter/4 levels radius sphere that has the same effect on any being passing through it on either side. 1 Empathy: allows sensing of the basic needs, drives, and emotions of a subject such as thirst, hunger, fear, anger, hatred, rage, pain, happiness, sadness, etc. Range is 1 meter/level. 16 Psionic Energy Drain: allows pionicist to drain psionic points from a subject and add these points to his own point total. The psionicist can drain up to his level rank in psionic points from a number of sources not greater than his level/2; 8 sources at 16th level, 9 sources at 18th level, etc. The effects of draining more than 50% of a single subject's point total are the same as for the power of amplification. 18 Restoration: allows the restoration of lost life energy levels, psionic, biological, or magical abilities, decreased physical and mental abilities, including skills. The level or rank being restored cannot be greater that the psionicist's level or rank. For each level or rank greater, the SR is reduced by 2 LS. Only 1 level can be restored per each use of this power. Multiple levels require multiple uses of this power. 6 Telempathic Projection: allows projection of the same thoughts as can be detected under the empathy power. range is the same as telepathy. 8 Telepathic Projection: same as telepathy except thoughts can only be projected to the subject, the psionicist cannot read thoughts of the subject. 30 Soul Stealing: this power is similar to lifeforce draining. It works only on touch. If the RR is failed the subject loses 50% of his LEL's, plus 1 additional level/5% failure. All the affects are the same as for Drain Lifeforce, except that although the LEL's will be lost over time by the psionicist, the subject does not regain these levels naturally over time as they are lost permanently until restored. Beings totally killed by soul stealing cannot be ressurected as their soul is gone, but can be brought back by oter means such as a wish. The caster of this wish must make a SR against the psionicist who stole the LEL's. 30 Destroy Soul: similar to soul stealing except the lifeforce is not gained temporarily by the psionicist as the only purpose of this power is to destroy a being soul. RR failure greater than 50 indicates the soul is totally destroyed and the being cannot be ressurected. For every 5% failure below 50, 1 the being has 1 LEL. For instance, failure of 45% indicates 1 LEL left, 40% indicates 2, up to a maximum of 10 LEL's at 1% failure. 22 Destroy Life Level: same as above except 1 LEL is destroyed. For every 5% failure greater than 50, an additional LEL is destroyed. 4 ESP: allows reading of surface thoughts of any individual who possesses an intelligence that is comprehendable by the psionicist at a range of up to 1 meter/level. 12 Dream Projection: the psionicist is able to project himself into the dreams of another being. If the being is known then the range is the same as for telepathy. If the being is not known then the range is 1 meter/level. The psionicist can remain in the being's dream for 1 turn/level or until the being awakens. The dream can be used as a way to transmit information or a vision to the target. While inside the dream the psionicist is fully concious and can do just about anything in the dream, including feats which are beyond his normal abilities such as flight, spell casting, great physical strength, etc. The psionicist or subject can attempt skills which he does not have at 1/2 his level. He can attempt to raise his physical stats to up to 1/2 his level rank. He can attempt to raise his level in skills he has up to 50% with a SR as if he was that level. The base SR for accomplishing any one of these feats is 100. Each level( or ability rank) higher trying to be performed lowers the chance by 5%. Each level or rank below the maximum he can achieve grants a +5%. Two rolls for each skill must be made, one to see if he can attempt that skill, and then an additional role which is the normal SR for that skill. For instance, a 12th level psionicist or subject who never casted a magic spell, but had some knowledge of magic could cast spells up to 6th level at a SR of 100. Trying to cast 7th level spell would have a -5% penalty, or equivalent to a SR of 105. Attempting 5th level magic abilities would require a SR of 95. Note that the psionicist cannot raise his mental stats (intelligence, wisdom, or charisma). He can, however, try to have others react towards him as if he had a higher charisma. The subject is initially allowed a SR of 75 to realize that he is dreaming. If he succedes, all rolls are then made by him at +5 LS. Even if the subject does not realize that it is a dream, he will still probably try superhuman feats. The SR's for him are the same as for the psionicist.Trying to reduce an opponents ability by 1 level or rank is equal to a skill of the original level +1 for every level it is trying to be lowered. Trying to make a 5th level mage function as only a 4th level mage is equal to a 6th level skill. If the psionicist is trying to kill the subject and he succedes in the dream, the subject must make a RR based on his wisdom. The results of failure are given for the following amounts the RR is failed by 01-25: opponent functions at -1 LS on all actions for the next day 26-50: as above but -2 LS 51-75: opponent in a coma for 1-10 days 76-85: feebleminded 86-99: opponent is a vegetable 100+: opponent is dead If the subject knows anything about the being in the dream, and the being does feats which the subject knows are normally impossible for that character (skills raised by 5 LS or more are considered impossible feats), he gets another roll to see if he realizes its a dream. Also, at 25% of his original hit points, there is a base 50% chance, plus 5% for every 5% of total hit points the subject loses, that he will wake up each round. Thus at 25% of hit points there is a 50% chance of awakening, at 20% of total hit points, a 55% chance, etc. 6 Suggestion: this power allows the psionicist to suggest a course of action to an individual and have that subject carry it out. The target must be able to understand the the psionicist, and the suggestion must sound reasonable. The being could not be forced to kill itself, but it could be suggested to drink a vial of poison not knowing what it was and being told that it was very refreshing. A very reasonable suggestion that may actually help the being ( the being is not sure what course of action to take, but is not definately against the suggestion) reduces the RR by 4 LS. Duration is one turn/level. 1 Hypnosis: through gestures and vocolizations, along with psionic expenditure, the psionicist is able to put up to 1 being/every 2 levels in a hypnotic trance. The hypnosis takes 1 round/level of subject to take affect. All bonuses for intelligence act as penalties, but wisdom bonuses stay the same. Thus a being who normally had +5 for intelligence and +3 for wisdom would have a penalty of -2 LS to resist this power. The RR is made at the end of the hypnosis period to see whether the hynosis has taken affect. If it has, the psionicist is able to give a hypnotic suggestion as the suggestion power above. 16 Transfer Consciousness: allows the psionicist to transfer his consciousness to another intelligent creature. The subject intitially uses his wisdom bonus or penalty in his RR. If the RR is unsuccessful, his mind is taken over by the psionicist. This lasts until the psionicist chooses to leave the subjects mind or is forced out by the subject or an outside power, like an excorcism spell or another psionicist transfering the possessor's consciousness back to his own body or some place else. While in control of the subject, the psionicist retains all his mental properties (abilities, stats, skills, etc) and gains the subjects physical properties (strength, endurance, mutations, innate powers, etc). The possessor also has access to the individual's knowledge and can even attemp to use his mental skills with an appropriate feat role depending on the level of the skill trying to be accomplished. While his consciousness is transfered, his body goes into a coma-like state and it only carries on biological processes necesary for survival, respiration, circulation, etc, but no brain activity other than in the brain stem. Once controlled, the subject gets additional RR's to see if he can force the psionicist out of his mind. The subject's total Intelligence,wisdom, and charisma scores are measured against the psionicists total. If the subject's total is 21 or more less than the psionicist, he gets a RR each week, 16-20 grants a RR 1/day, 11-15 grants a RR each hour, 6-10 grants a RR 1/turn, 5 or less grants a RR 1/turn. Once the psionicist is forced out he acts as a freed consciousness (see below) until he returns to his own or another body. 14 Free Consciousness: This allows the psionicist to separate his consciousness from his body for up to 1 hour/level. While separated, he physical and mental forms are completely separate. His body functions in the same manner as stated unter transfer consciousness, and his mind including skill, mental powers, and stats remains the same. Thus, psionics can still be used normally, as well as magic that requires no verbal or somatic components. The character retains his normal sences of sight, hearing, smell, etc. Unless other powers such as teleportation are used, the character can move at a rate of 10 meters/level/round. Since his mental properties remain thesame, he can still be affected by psionic and magical mental attacks. 4 Mind Over Body: allows supression of basic needs for food, water, rest, etc. Duration is 1 day/level. For each day this power is used, one day must be spent in complete rest to recover. So at 4th level the character could spend 4 days without water, food, or sleep, but then would have to spend 4 days in complete rest. 18 Exchange Consciousness: as transfer consciousness except the psionicist and subjects minds are switched. Duration is 1 day/level or until switched back by an outside force. The subject switched has no innate power to return to his original body unless he has transfer consciousness or exchange consciousness like powers. This does not allow the psionicist to use the subjects mental abilities at all since they are all transfered to his own body. The psionict can also use this power to exchange the minds of two individuals not including himself. 8 Object Reading (PostCognition): allows the psionicist to detect the psychic impressions left on an object . The character could read an object to gain information about its owner's race, alignment, fate, and history. 20 Sever/Restore Soul: similar to free consciousness, this power severs the link between a subject's soul and his body. The body will die in a number of turns equal to the subject's constitution. This power is of permanent duration, or until to severed soul is returned to his own or someone else's body. This power can also be used to restore the soul to its original body or a new body. If the being who's soul is severed had psionic or magical abilities, he can use these in the same way as described in the free consciousness power, possibily to return to his own body, or to take over a new body. 26 Create Lifeforce: allows the psionicist to create a lifeforce or soul that can later be transfered to a material body or object. The total of its intelligence, wisdom, charisma, LEL's and skills cannot excede the level/2 rank of the psionicist. A LEL of 5 is equal to rank 40 as well is a 5th level skill. For instance a 26th level psionicist has a total of rank 150 (26/2 = 13, rank for level 13 is 150) to work with. A possible combination would be Intelligence 30, Wisdom 25, charisma 25, 5 LEL's ( rank 40), and longsword skill level 4 (rank 30). 25 + 25 + 30 + 40 + 30 = 150. Note that mental stats may not be bestowed that are higher than the psionicist. A psionicist with 25 Wisdom could not create a lifeforce with 26 or higher wisdom. Also, only skills which the psionicist has can be bestoyed, and only up to his level in them. A psionicts with 5th level longsword skill could not bestow 6th level longsword skill. The psionicist can also decide upon the alignment of the lifeforce. If a SR is failed by 50 or less, the power still works but at some penalties. For every 5% failure up to 50%, each stat or skill is reduced by 1 rank or level, or the alignment is altered. Altering the chaotic/lawful/neutral component by 1 step is equivalent to lowering an ability by 1 rank or level. Each step removed of the good/evil/newtral component is equivalent to 2 ranks or levels. The psionicist can decide before hand how he would split up the penalty, or it can be done randomly. 20 Create Intelligence: as create lifeforce but only applies to intelligence, wisdom, and charisma. Is done at level/3 rank. 22 Polymentalism: this power allows the psionicist to separate his consciousness to exist in two or more parts. Thus, 1 part can exist in his own body, while 1 or more other parts exist in other bodies. The number of components the psionicist can separate his consciousness into is 2 at 22nd level, and 1 additional part per level above the 22nd, ie 25 level would allow separation into 4 parts. While separated, the psionicist acts somewhat like a multi-tasking computer. His level is the same with respect to what powers he can use in all bodies or objects his consciousness minds may occupy. If we wishes to use the full number of separations for his level, he must decide how to split up his psionic power points and psionic powers as well as other skills per consciousness. The minds are linked up to a 1 km/level distance from eachother. This allows sharing of all powers and points. Separation beyond this distance means that each mind is separate from the others and must work individually. If the character's original body is killed, the all his components are killed with him. If one of the host bodies die, they act as a severed cosniousness and must be restored through psionic or similar powers. Note that this power does not imediately grant the power to transfer or exchange consciounesses, these must be done through the use of other powers. Duration is 1 day/level divided by the number of separations. A 22nd level psionicist separated into 2 minds would be able to retain that state for 11 days. 14 Precognition: allows the psionicist to see events in his own future. Normal range is 1 round/level into the future. For every turn/level into the future the chance is -5%. Thus a 14th level character looking up to 14 minutes into the future has a -5% penalty. 28 minutes would yield a -10% penalty. Every hour/level is a -10% penalty, every day/level is a -15% penalty, every week/level is -20%, every month is -25%, every year is -30%. Note that as the time span increases, the vision should be foggier as it is likely that the GM will have no idea of the distant future but is free to make one up based on what he knows. This power can typically be used to see wether an immediate course of action (disarming a trap. drinking a potion) will result in harm or benefit. In certain cases, the GM should make any SR or RR before the action takes place to see what would be the outcome if the player tries it. This way, if they use their power successfully he can tell them the outcome. Failure of up to 50% yields no conclusion. Failure of more than 50% yields the opposite conclusion when applicable. 24 Bestow/Increase Lifeforce: allows the psionicist to restore or increase a lost LEL or bestow one to being who has not lost one. The increase is permanent, but the psionicist cannot increase a lifeforce to a level greater than his own. 6 Sensitivity to Psychic Impressions: as object reading but applies to specific places and locations such as the house where someone lived, or the scene of a murder. 28 Reality Projection: The psionicist is able to put a subject into a world of his own creation. The psionicist is basically god of this world he creates, and can control all reality inside of it. Feats can be attempted in the same manner as dream projection, except the normal levels or ranks without penalties are equal to the psionicist's or subjects level, not 1/2. The subject can also do almost anyhing in this world if he tries. Making a feat role against the psionicist allows the subject to have control over his own actions and is himself almost godlike in power for 1 round. In that round he must make the same 2 feat rolls as in dream projection. Any action he takes which affects the psionicist, whether it is to attack the physical form of the psionicist if he has placed himself in this world, or attacking his mind if the psionicist is not inside his own world, still allows the psionicist a RR. Note that not being inside his own world will make him difficult to attack or notice, but he will have a -25% penalty on all actions he tries to perform in his created world since he is distanced from them. The psionicist can use this power on 1 being or up to 1 level of beings/level of the psionicist. Making a feat roll of greater than 50 against the psionicist will allow the subject to escape the projected reality. The duration is up to 1 turn/level. Points must be expended every turn to maintain the created reality. Note that the world is quite real and material, anything that happens to the subject, including death is real. 14 Reality Manipulation: this is somewhat of an all purpose power, almost identicle to the wish spells. It allows the psionicist to duplicate any power or effect at his level -2 in ability. Thus, a 14th level psionicist could duplicate the effects of 12th level or under spells, powers, items, or raise stats to 125 (level 12 rank). 8 Aura Alteration: allows the user to change his apparent alignment, emotions, or truthfullness when being detected by others. Changing alignment costs the standard number of points/factor changed. A evil character trying to appear good would be a change of 2 factors and thus double the point expenditure would be needed. This power can also be used to removed curses, geas, quest, obligation, and like powers. The can also use items that can only be used by certain alignments if his changed alignment matches that of the item. 6 Fear: causes the subject to run at his maximum rate and flee from the psionicist for 1 round/level. The subject affected must make a SR of 50 (using his character level) to see wether he drops anything he is holding including weapons, shields, etc. Up to 1 level of beings/level of psionicist can be affected. 10 Terror: as fear except that the subject will attempt to flee the psionicist at any cost, even endangering himself in the process. If the fastest route away from the psionicist had a pit lined with poisoned spikes along its path, the subject will most fall into it. the subject will also take no actions to attack or defend himself while fleeing. 12 Mental Alteration: user can change his apparent mental patterns so that although he will function normally, to any trying to detect him he can seem as if he had the mind and thoughts of another individual. This power also duplicates the power or aura alteration. 8 Rage: the subject becomes enraged for 1 round/2 levels of the psionicist. His strength and constitution is raised by 1 rank for every 4 levels of the psionicist. Hit points are raised accordingly. The increase in constitution only affects endurance, not health, so that RR's vs poison and disease are at the normal level of constitution. For every rank of strength and constitution increase, the subject defends himself at -2 LS. His dexterity is the same, he is just paying less attention to defence and more towards attacking. Also, for every rank of strength increase the subject is +1 LS vs all fear, charming, subduing, and calming effects. 6 Body Control: allows the psionicist to exist in otherwise hostile environments and withstand elemental forces including heat, cold, acid, poisons, etc. For each level above 5th, the damage is reduced by 1 rank. This power also allows water breathing in normal, clean water. As the user's level increases, murkier waters can still have oxygen extracted from them for breathing. Duration is 1 turn/level. 8 Hate: as rage except abilities are only raised by 1 rank/6 levels. However, this power can be used to make individuals hate and possibly attack their companions as well as their enemies. 5 Illusion: creates a visual illusion (no material substance) affecting a 1 meter/level square area at a 1 meter/level range. 6 Complete Illusion: as above but also includes auditory components 8 Phantasmal Killer: If the vewer believes, the illusion of the most frightening creature or sight will be seen by him and he will die of fright if he fails his RR. Wisdom bonuses apply. Range of 1 meter/level. 8 Divination: at a SR of 75, the psionicist is able to contact a spirit or higher intelligence on another plane and gain information pertaining to a particular place, person, or object. Even if the spirit is contacted, it may not know the answer to a question. Treat the spirit as a sage of equal level to the psionicist and have the question be in a average area of knowledge to the spirit, and make the applicable SR. Note that over time it is likely that the psionicist has grown to know one particular spirit very well. Only one piece of information can be found out per use. 10 Chanelling: as divination except the psionicist actually opens up a channel between him and the spirit allowing the spirit to take temporary control of his body and speak and act through him. At this time the character's companions can request information of the entity. Note that when this power is being used the character is at -50% on all RR's regarding possession, domination, etc. Duration is 1 turn/level. 12 Hopelessness: affects up to psionicist's level in levels of beings. Affected being must flee or surrender to the psionicist. Duration is 1 turn/level. 5 Command: allows a 1 word command to be given to one subject. Typical commands are halt, flee, run, stop, fall, etc. A command to die will put the affected subject in a catatonic state for 1 round/5% failure. 10 Mass Command: as command except up to the psionicist's level in levels of beings can be affected. 14 Antipathy/Sympathy: can be used upon a item, 1 meter/level x 1 meter/level area, or a single being. The psionicist can dictate which type of creature will be affected by the power. He can decide to make a healing object radiate sympathy for allied creatures, and antipathy for foes. Antipathy will cause the affected being to have a powerful urge to leave the area or not the touch the item/person. Even if the RR is successful, the intended target functions at -1 LS on all actions for every 4 levels of the psionicist while touchimg the affected object/person or in the affected area. Sympathy will cause affected creature to come into the area or pick up or use the affected object, or come close and attempt to contact the affected person. Duration is 10 turns/level. 14 Alter Alignment: allows change of a subjects alignment to any alignment the psionicist chooses. Each alignment step away from the original alignment increases the point cost by 100%. Thus, changing Chaotic Evil to Newtral Evil and then to Lawful Evil cost double in points. Duration is 1 week/2 levels. After the duration is over, the original alignment returns at 1 step per week. 6 Rapport: this is a special telepathy bewteen telepaths. All subjects involved must have this ability for it to work. The amount of information that an be transfered is faster, up to 10%/level more information can be transfered through use of rapport. Range is only 1 meter/level. 8 Confusion: target is unable to make discisions or initiate any new action. Role randomly to see if target continues to attack, defend, do nothing, attack friend, etc. Roll Effect 01-20 Attacks 21-40 Attacks new foe 41-60 Defends 61-80 Does nothing 81-100 Attacks friend 18 Drain Experience: target loses 5% plus an additional 5%/level of psionicist above 18th of his experience points and memories. Skill will no doubt be affected. 14 Cybertelepathy: allows telepathy with any object which has some kind of computer or electrical system, even something as primitive as a watch or calculator. The user is can communicate with computers who's tech level is not higher than his level rank. Each tech level higher imposes a -1 LS penalty. This power does not allow any special control, only control by conventional means except that no physical interface is needed. Range is 5 meters/level. 10 Undetectable Lie: user is able to tell a lie, mentally or telepathically, that cannot be detected if the SR of the psionicist is higher than the SR of the detector. 16 Cyber Domination: same as cybertelepathy except that it grants possible special control over the computer. The SR for control is against the tech level of the computer. Thus higher tech level computers will yield a -1 LS penalty per higher tech level rank when attempted to be controlled. Range is 5 meters/level. 10 Mind Scan: provides the psionicist with information regarding the immediate motives or intentions of a subject. 4 Charm: affected subject will view the psionicist as a trusted friend. This does not grant control, but the subject will act favoribly to the psionicist as a trusted friend would. Any hostile or threatening action immediately cancels the power. Otherwise, duration is 1 round/5% failure. 12 Mind Probe: extensive probe of the individual's mind to find out any small amount of information that the subject knows, including hidden intentions and motivations. Names of people, places, or things associated with a topic are often uncovered by use of this power. 10 Photographic Memory: anything the psionicist sees while this power is used will remain crystal clear in his memory for 1 hour/level. 10 Audiographic Memory: same as above except applies to all sounds heard. 10 Psionic Protection: if psionically based, this power allows a psionicist to grant another being the same resistance he has due to his psionicist level against all psionic attacks. The range for this is 1 meter/level. The a 10th level psionicist could make any recipient in range resist psionics asa 10th leve; psionicist. Note that this power only relates to the psionicist's level. If the psionicist has any objects that give him additional protection these are not transfered. If biologically based, this give the being protection vs psionics as if he were a psionicist of that level. 12 Psionic Protection Field: same as above but affects all within a 1 meter/level diameter sphere. 18 Anti-Psionic Shell: creates a 1 meter/level radius spherical shell that prevents psionic energy from passing through it on either side. Thus psionics function normally inside and outside its boundaries. Being can penetrate the shell if they make an appropriate SR, without breaking the shell. The psionicist may penetrate his own shell in this same manner. Often a psionicist may make a weeker shell than normal, so he can penetrate it more easily. Failure by more the 50% by a psionicist trying to penetrate his own psionic shell will result in the shell being broken. 25 Dead Zone: creates a 1 meter/level radius spere that prevents all psionic activity. This dead zone can be penetrated individually by a feat roll, allowing for psionic power use. Each power use requires its own feat roll while the dead zone exists. Duration is 1 turn/level or until cancelled by creator. 8 Dispell Exhaustion: can restore temporarily lost strength and constitution to a recipient up to 1 rank/2 levels. 18 Karma: this power grants the psionicist or a recipient a +1 LS/5 levels on all actions and rolls. Duration is 1 round/level. 18 Negative Karma: as above except actions are at -1 LS's. 22 Karma Field: as karma, affects all within a 1 meter/level diameter sphere. 22 Negative Karma Field: as above but at -1 LS's 18 Omniscience: allows the character to know the answer to any one question or dilema. The answer must be a yes or no, a numerical figure, a name, or phrase only a few words in length. Complex and lengthy answers cannot be gained by this power. * Note: powers that affect psionicists can also affect psionic objects 8. Mutants and Altered Beings SKIN 01-75 NONE 76-90 SKIN COLOR 01-90 Solid 91-95 Spotted 96-100 Striped 91-100 SKIN TYPE Bald/Smooth Furred Hairy/Bristled Leathery Leprous Scaled Slimy Warted/Bumpy Wrinkled/Folded Strange Odor Poison/Acid Sacretions  SKIN COLOR + SKIN TYPE HAIR 01-75 NONE 76-90 COLOR 91-100 SPECIAL Hairless Transparent Quils Serpents EYES 01-75 NONE 70-85 COLOR 86-90 APPEARANCE Glowing Metalic 91-94 NUMBER 0 1 3 4 5 6 7 8 10 95-97 TYPE Multi-faceted,Insectoid Avian Reptilian Cat 2 Pupils No Pupils Swivel-socketed Stalked Huge Protruding 98 COLOR + NUMBER 99 COLOR + TYPE 100 COLOR + NUMBER + TYPE BODY 01-75 NONE 76-90 Animal Hybrid (Bipedal) Arthropod Aquatic Amphibian Reptile Avian Canine Feline Ape Bear Bison Boar Horse Bison Rodent Bat Mineral Vegetation 91-95 Additional Limbs Four Arms Four Legs Tentacles Tentacles (No Arms) Two Heads Wings Bird Bat Insect Butterfly Tail Barbed Canine Feline Rodent Prehensile Forked Spaded Plated Spiked Stingered 96-100 Other Amoeba Like 2 Hearts Displaced Heart Gills Double Jointed Skeletal Fat Cell Accumulation Elongated Neck Rearranged Features Hermaphroditic Asexual HEAD ADORNMENT 01-75 NONE Antlers Horns Crested Ridged Spined Spiked Plumed Mane HANDS 01-75 NONE 3 Fingered 4 Fingered 6 Fingered No Thumb 2 Thumbs Clawed Clawed,Retractable Taloned Webbed Pincered Tentacled Serpents LEGS AND FEET 01-75 NONE Clawed Hooved Reptilian Primate Taloned Webbed NOSE 01-75 NONE Flat Huge,Bulbous Slits Only Snouted Trunk No Nose MOUTH 01-75 NONE Fanged Mandibled Sucker Probiscis Enlarged Canines Tusked Forked Tongue Cameleon Tongue No Mouth EARS 01-75 NONE Canine Elephant like Tiny Huge Pointed Trumpet like Curled None COLORS RED Light Red Rose Carnelian Crimson Copper Red Fire Red Maroon Puce Ruby Scarlet Sienna Wine Red Vermillion ORANGE Apricot Burnt Ocher Burnt Orange Cadmium Orange Carotene Copper Gold Hyacinth Mandarin Marigold Ocher Orange Pumkin Raw Sienna Tangerine YELLOW Acid Yellow Amber Auramine Aureolin Blond Cadmium Yellow Canarin Canary Cream Golden Yellow Lemon Marigold Yellow Safron Yellow Ocher Xanthin GREEN Aqua Green Aquamarine Avacado Beryl Green Celadon Chartreuse Citron Corbeau Cypress Emerald Green Ocher Jade Leaf Green Malachite Marine Moss Myrtle Olive Reseda Teel BLUE Aquamarine Azure Light Blue Beryl Cerulean Cobalt Cyan Electric Blue Indigo Isamine Lavender Blue Marine Blue Milori Blue Navy Blue Persian Blue Prussian Blue Saphire Sea Blue Sky Blue Steel Blue Turquoise Ultramarine Zaffer PURPLE Amethyst Fuchsia Grape Lavender Lilac Magenta Mauve Orchid Violet PINK Amaranth Pink Annatto Burnt Rose Cameo Flesh Incarnadine Melon Peach Rose Salmon BROWN Alesan Bronze Burnt Umber Hazel Manganese Olive Brown Oriole Partidge Philamot Raw Sienna Raw Umber Seal Sienna Tan Tawny Topaz Umber WHITE Alabaster Antimony Bone White Ivory Off White Pearl Pearl White Platinum Silver Snow GREY Acier Ash Ash Grey Charcoal Grey Cinder Grey Cloud Grey Crystal Grey Dove Grey Granite Iron Grey Lead Mole Grey Olive Grey Opal Grey Pearl Grey Silver Grey Smoke Grey Steel Grey BLACK Aniline Blue Black Bone Black Carbon Coal Black Corbeau Ink Black Raven Black Slate Soot 2 Mixed 3 Mixed 4 Mixed Prismatic Changeable Transparent * x5 Powers * 9. Combat Let's face it, combat is a large part of any RPG and is usually the most time consuming. A combat system can often make or break a RPG. The combat system in COSMOS is universal so only one set of rules is used for combat between 2 or more opponents regardless of the campaign setting. There are a myriad of forms that combat can take, be it mellee combat with ancient weapons and armor, missile combat with bows, spears, guns, lasers, etc. Combat is also not restricted to person against person combat but can consist of living beings vs machines, piloted or automated, and machines vs machines. Whatever form the combat takes, the rules are the same. 9.1 Initiative Before each combat round, the two or more parties engaged in combat role a D10 to determine which side has initiative, and hence is allowed to act first. The highest roll wins. In most situations, one roll will determine initiative for an entire side, while in some situations, with few members involved in the combat, the GM may wish to have each participant roll individually for initiative. In this way, instead of all members of side A acting before all members of side B, some members of side A may attack before their opponents in side B while some members of side B may attack before their opponents in side A. In individual initiative, the GM may allow dexterity (reflexes) bonuses to be used for initiative bonus. To determine the degree of initiative subtract the low initiative from the higher. For example, side A rolls an 8 for initiative while side B rolls a 4. 8 - 4 equals 4 so each member of side A can use 4 action points before side B can act. If an action took longer than the 4 action points, then that action may come after and action from side B, even though side A had initiative. For example, a person using a two-handed sword needs to spend a base 10 action points to make an attack. In the above case side A had a 4 action point lead on side B, 10 action pts - 4 action pts equals 6 action points. If the opponent on side B does an action which uses 6 action points, both sides will complete their actions at the same time. If his action takes less than 6 action pts, his action will actually occur first, even though he didn't have initiative. The character who wins initiative may use all of his action points at once, or he may save some in order to defend against his opponent's attacks. Once the character spends all of his action points or as many as he wishes to spend it is his opponent's turn to act. When his opponent attacks him he may use any of his remaining action points to defend. 9.2 Spell Casting and Psionic Use Before each round any players wishing to cast spells or use psionics must declare their actions before initiative is rolled. The action points given for spells and psionics in later sections apply only to that specific action, and necesary preparation is not included. Looking through one's pouch for spell components, tapping psionic energy from crystals, etc, are separate actions. 9.3 Mellee and Missile Combat The majority of actions during combat fall into the areas of mellee and missile combat. There are three possible outcomes for any given attack. 1. The attacker completely misses the opponent. This can be due to poor skill on his part, superior skill of the defender who dodged, blocked, or parried his attack, or a combination of both. 2. The attacker makes contact with his target, but inflicts no damage to his target. This is due to a high armor class of the target in comparison to a lower weapon class of the attacker. 3. The attacker hits the target and inflicts damage upon the target. All targets have a base SR which is needed to hit them. This SR is also sometimes refered to as a target rating or TR. Human sized characters (1 space in size) have a base SR of 50 which is needed to hit them. The larger the target, the lower the base SR needed to hit, the smaller the target, the higher the SR needed to hit. This assumes that the target is within range, unobscurred, and is moving normally, ie the target is not perfectly still and is not actively dodging. The following table shows required SR's to hit opponents of a given size (TR). For the To Hit/Dodge column, the number applies to the bonus or penalty for a being or object of that size to dodge or evade attacks. For all sizes above 0, this negative number applies to the penalty to hit when attacking with a weapon of that size. Making this number positive gives the bonus to anyone who is actively dodging this weapon. A tank gun is about 12 spaces in size on the table below this would fall under a 20 space weapon and would have a -3 LS penalty to hit. Any opponents trying to dodge this gun would have a +3 bonus to their dodge against it, in addition to any other bonuses or penalties they would have in dodging because of their size. Against an actively dodging human sized defender, the tank gun would have its chance to hit reduced by about 30%. To Hit/Dodge Size TR 5 .006 75 4 .01 70 3 .04 65 2 .14 60 1 .37 55 0 1 50 -1 2.7 50 -2 7.3 45 -3 20 45 -4 55 40 -5 148 40 -6 403 35 -7 1097 35 -8 2981 30 -9 8103 30 -10 22027 25 -11 59874 25 -12 1.62755E+05 20 -13 4.42413E+05 20 -14 1.20260E+06 15 -15 3.26902E+06 15 -16 8.88611E+06 10 -17 2.41550E+07 10 -18 6.56600E+07 9 -19 1.78482E+08 8 -20 4.85165E+08 7 -21 1.31882E+09 6 -22 3.58491E+09 6 -23 9.74480E+09 6 -24 2.64891E+10 6 -25 7.20049E+10 6 -26 1.95730E+11 6 -27 5.32048E+11 6 -28 1.44626E+12 6 -29 3.93133E+12 6 -30 1.06865E+13 6 -31 2.90488E+13 6 -32 7.89630E+13 6 -33 2.14644E+14 6 -34 5.83462E+14 6 -35 1.58601E+15 6 -36 4.31123E+15 6 -37 1.17191E+16 6 -38 3.18559E+16 6 -39 8.65934E+16 6 -40 2.35385E+17 6 Most of the table above applies to combat between large vehicles. Most of the time combat occurs between human sized opponents and no special penalties or bonuses are needed. If the target is not actively defending against the attack, then the attacker compares the weapon class of his weapon with the armor class of the defender. Weapon Class (WC) and Armor Class (AC) will be dealt with more in depth in the technology section. Basically, weapon class indicates the ability of a weapon to penetrate and damage a certain armor class. Weapon class in no way enhanses or reduces the chance for an attack to hit, it only enhanses or reduces the chance for that weapon to inflict damage once it hits. Armor Class indicates the ability of a certain type of armor to absorb damage from a hit, or totally negate damage. If the weapon class of the attacker is equal to or greater than the armor class of the defender, than any hit inflicts damage. For every rank of the armor class which is above the weapon class, the necesary SR to hit is increased by 10. A negative level shift is not used for this because a high AC does not alter the skill of an attacker, or make it harder for that attacker to strike the target, it only makes it more difficult for that attacker to inflict damage upon the target once it hits. For example, human sized targets have a TR of 50 which indicates a base SR of 50 is needed to hit them. If the AC of the target was 1 rank higher than the weapon class of the attacker, then the SR needed is 60, 2 ranks higher would indicate a needed SR of 70, etc. If the SR is below the needed SR but above or equal to the TR, then the attack hits but does no damage. Since the AC of a target does not often change during combat, the needed SR for a particular attacker using a particular weapon is computed before combat. The character sheet templates have also been designed to have this information on hand and save time during game play. Some weapons negate the effects of armor, such as lassos, whips, bolas, and other entangling weapons which do not need to inflict damage on a hit. For these types of weapons, the TR equals the SR needed to hit. In most combat situations, especially between humanoids, the target of any attack will usually defend himself in the manner of dodging, blocking, evading, or parrying. In dodging, blocking, and evading, the WC of the atackers weapon is not a factor in the success if these actions since success indicates that no contact occured between the attacker and the defender. In parrying however, weapon class does come into play. A physically weaker defender will not be as able to deflect bows from a stronger attacker, his strength apparent in the WC of the mellee weapon he is weilding. Aside from strength, certain weapons parry better than others. A flimsy foil or rapier may be fast but will not parry as well against a stronger longsword or broadsword. A dagger is short relative to a sword and will also not parry as well. Unless otherwise stated in the ancient weapons section, use the WC when parrying, similar to AC. In parrying, each WC rank of the defenders weapon below the attackers amounts to a -1 LS in his skill roll to parry. Having a higher WC does not increase a character's chance to parry. When any damage is inflicted in combat, it first is reduced by the damage absorbtion of the defenders armor, if any. This will also be dealt with more extensively in the technology section, but basically the stronger the material, and thicker the armor, the more damage it can absorb. If the damage inflicted is less than or equal to absorbtion of the armor, then the defender receives no damage. Whatever amount of damage is greater than the armor's absorbtion, that damage is received by the defender. A target that is unarmored (AC 0) will receive full damage from any attack. Note that armor applies to natural physical characteristics, ie. fur, hide, scales, shells, etc, as well as man made forms such as plate mail and chain mail. CALLED SHOTS Often Players will wish to hit a specific area on a target. This area can be less protected than the rest, or a critical spot where the target will receive the most harm by suffering damage their. In any event, called shots are used. Use the following table for SR modifications for called shots. Against most creatures, a normal uncalled shot is assumed to hit the upper body, arm/torso area. Automatic failure and success rolls still apply when using called shots. Note that there is a distinct difference between called shots and criticals. A blow to a creature's head does not necesitate a critical, it simply means damage was caused to the head. A being who had 50 DC who suffered 4 points to the head still only suffered a minor scratch. Target Area SR Head +75 Torso +40 Chest +50 Abdomen +50 Arm +20 Upper Arm +30 Fore Arm +30 Hand +60 Leg +15 Upper Leg +20 Lower Leg +40 Foot +50 For vehicles excluding mecha and robots, when called shots are used one simply uses the size of the smaller target area to compute the necesary SR. A large tank may have a TR of 10, but a 1 space location, gun, fuel tank, etc, still has a TR of 50. For robots that have humanoid characteristics, the above modifications should be used since robots can actively defend these areas. Ancient Weapons Weapon Dam WC Act. Pts. Length Mass Cost Range Aklys 0.6 0.7 4 64 cm 1.6 3 Atlatl 0.6 0.75 5 100 cm 1.4 Arrow, Normal 0.6 0.8 L7/F5 60 cm 0.1 Frog Crotch 0.6 0.7 L7/F5 60 cm 0.1 Humming Bulb 0.2 0.2 L7/F5 60 cm 0.1 Piercing 0.5 0.9 L7/F5 60 cm 0.1 Leaf Head 0.75 0.5 L7/F5 60 cm 0.1 Axe,Battle 1 Handed 0.75 0.8 7 125 cm 3.4 2 Handed 0.85 0.9 8 160 cm 5.0 Axe,Hand 0.6 0.7 4 50 cm 2.3 Bardiche 0.75 0.85 9 160 cm 5.6 Bec de Corbin 0.75 0.95 9 200 cm 4.5 Bill-Guisarm 0.75 0.9 10 250 cm 6.8 Blowgun 0.1 0.2 L7/F3 1-2 m 0.7 Bola 0.4 0.9 7 125 cm 3.4 Boomerang 0.4 0.7 5 50 cm 0.5 Bo Stick 0.5 0.7 3 160 cm 0.7 Caltrop 0.05 0.2 3 4 cm 0.1 Cat O' 9 Tails 0.3 0.2 6 150 cm 1.0 Club 0.6 0.4 4 100 cm 1.4 Dagger Short 0.3 0.4 2/F5 25 cm 0.4 Normal 0.4 0.5 2/F5 30 cm 0.5 Long 0.5 0.6 2/F5 40 cm 0.6 Dart 0.2 0.3 F5 20 cm 0.3 Fauchard 0.6 0.7 8 250 cm 2.7 Fauchard-Fork 0.75 0.75 8 250 cm 3.6 Fist,Open Hand 0.25 0.25 2 Flail Footman's 0.7 0.8 7 125 cm 6.8 Horseman's 0.5 0.6 6 65 cm 1.6 Fork,Military 0.75 0.7 7 225 cm 3.4 Garrot 0.4/Rnd 3 100 cm 0.05 Glaive 0.75 0.9 8 250 cm 3.4 Glaive-Guisarme 0.85 0.9 9 250 cm 4.5 Guisarme 0.8 0.95 8 200 cm 3.6 Guisarme-Voulge 0.8 0.9 10 225 cm 6.8 Halberd 0.8 1 9 160 cm 7.9 Harpoon 0.8 0.7 6 200 cm 2.4 Hammer,Lucern 0.75 0.9 9 160 cm 6.8 Hammer 1 Handed 0.5 0.85 4 50 cm 2.3 2 Handed 0.8 0.95 7 100 cm 6.8 Hook,Fauchard 0.4 0.7 9 250 cm 3.6 Javelin 0.6 0.3 8 150 cm 1.0 Jo Stick 0.5 0.4 2 100 cm 1.8 Kick 0.5 0.5 4 Knife 0.3 0.4 2/F5 25 cm 0.3 Lance Lt. Horse 0.7 0.9 6 300 cm 2.3 Md. Horse 0.8 0.1 7 385 cm 3.6 Hv. Horse 0.95 1.5 8 450 cm 6.8 Lasso - 9 3 - 6 m 1.0 Mace Footman's 0.7 0.95 7 80 cm 3.6 Horseman's 0.6 0.9 6 50 cm 2.3 2-Handed 0.85 1.25 9 100 cm 6.8 Man Catcher 0.2 0.8 7 250 cm 3.6 Morning Star 0.75 0.95 7 125 cm 5.6 Partisan 0.7 1 9 225 cm 3.6 Pick,Military Footman's 0.7 1.25 7 125 cm 2.7 Horseman's 0.5 1 5 65 cm 1.8 Pike,Awl 0.75 0.85 12 575 cm 3.6 Quarrel Hand 0.3 0.3 L5/F3 20 cm 0.05 Light 0.4 0.8 L7/F4 25 cm 0.05 Heavy 0.5 0.85 L10/F5 40 cm 0.05 Ranseur 0.75 0.7 8 250 cm 1.0 Sap 0.2 0.2 2 15 cm 0.5 Scimitar 0.75 0.6 4 100 cm 1.8 Sling 60 cm 0.5 Bullet 0.5 0.7 L3/F6 Stone 0.4 0.3 L3/F6 Spear 0.75 0.8 7 200 cm 2.4 Spetum 0.8 0.8 8 250 cm 2.3 Shield Buckler 0.3 0.4 3 30 cm 1.4 Spiked 0.4 0.5 3 1.6 Bladed, 0.5 0.5 3 1.8 or edged Small 0.4 0.6 4 40 cm 1.8 Spiked 0.5 0.7 4 2.2 Bladed, 0.6 0.7 4 2.6 or edged Medium 0.5 0.8 5 50 cm 2.4 Spiked 0.6 0.85 5 2.8 Bladed, 0.75 0.85 5 3.2 or edged Large 0.5 0.85 7 60 cm 3.0 Spiked 0.6 0.9 7 3.4 Bladed, 0.75 0.9 7 3.8 or edged Tower 0.6 0.9 8 100 cm 5.0 Spiked 0.6 1 8 5.6 Bladed 0.75 1 8 6.2 or edged Staff 0.6 0.5 4 200 cm 2.3 Staff Sling 160 cm 2.3 Bullet 0.75 0.9 L10/F6 Stone 0.7 0.5 L10/F6 Sword Bastard 145 cm 3.6 1 Handed 0.75 1 6 2 Handed 0.9 1.25 8 Broad 0.75 0.5 5 115 cm 3.4 Falchion 0.7 0.7 5 115 cm 3.3 Flamberge 1.25 1.25 10 220 cm 12.5 Khopesh 0.75 0.4 9 115 cm 3.4 Long 0.75 0.7 5 115 cm 2.7 Short 0.6 0.5 4 65 cm 1.6 Two Handed 1 1.5 10 200 cm 11.3 Trident 0.8 0.6 7 125-250 cm 2.3 Voulge 0.8 0.85 10 250 cm 5.6 Whip 0.2 0.2 6 250 - 600 cm 1.0 *Notes 1. The numbers for Damage and WC represent a fraction of the weilder's strength which is used to compute actual damage and WC. For example, a longsword has a damage of 0.75 and a WC of 0.7. In the hands of someone with 20 strength it would inflict between 1 and 15 points damage since 20 strength x 0.75 = 15. It would have a WC of 14 since 0.7 x 20 strength = a WC of 14. 2.Caltrop damage is fraction of beings weight, not strength. A 100 kg being will take 5 damage from a caltrop. 3.Weapons that are used while mounted that rely on the mount for damage like lances and possibly spears and other pointed weapons use the strength of the mount as opposed to the weilder. 4.Thrown missile weapons do same damage as when held but at 1/2 the weapon class. 5. Fired missile weapons like bows and crossbows use the strength rating of the weapon it is being fired from, not the user. Bows can be used up to the weilder's strength, but no greater than bows strength. Using a bow beyond it's rated strength will force it to make a RR vs being broken. Using a bow which is a higher strength than the user will shift the damage down 1 rank per greater strength rank of the bow. For example, a 20 strength player trying to use a 30 strength bow only uses it as if he had 17 strength, 1 rank lower than his strength because the bow was 1 rank higher. 6.Blowguns use constitution as opposed to strength for damage and range. 7.Weapons take 1/2 their action point cost to draw, and 3/4 their action point cost to sheath. Creature Attacks Damage WC bite(carnivore) cainine,feline) 0.75 0.5 aligator,crocodile 0.85 0.7 shark 1 0.9 bite (omnivore) 0.45 0.3 bite (herbivore) 0.4 0.3 talons (avian) 0.5 0.4 claws (canine) 0.4 0.3 claws (feline) 0.5 0.4 War Claws Horns (goat) 0.3 0.4 Horns (bull,ox) 0.5 0.6 Horns (ram) 0.5 0.7 Horn (rinocerous) 0.6 0.8 Tusks 0.6 0.75 Anters 0.45 0.6 Hooves 0.45 0.6 Wing buffet(feathered) 0.2 0.2 Wing buffet (bat) 0.3 0.2 Tail Lash Plated 0.5 0.6 Spiked 0.7 0.5 Spade 0.4 0.5 Whiplash 0.3 0.3 Constrictor (includes tentacles) 0.2 0.3 Oriental Weapons Weapon Dam WC Act. Pt. Cost Length Mass Cost Boku-toh 0.4 0.5 Chain 0.4 0.4 Chijiriki 0.65 0.8 Chopsticks 0.2 0.1 Fang 0.5 0.6 Gunsen 0.25 0.2 Jitte 0.3 0.7 Kama 0.6 0.75 Katana 0.8 0.7 Katana, 0.9 Two Handed 0.9 Kau sin ke 0.75 0.6 Kawanga 0.3 0.5 Kiseru 0.4 0.45 Kumade 0.4 0.6 Kusari-gama 0.6 0.75 Kyoketsu-shogi 0.4 0.4 Lajatang 0.8 0.8 Nagimaki 0.65 0.8 Naginata 0.8 0.9 Nekode 0.4 0.4 Ninja-to 0.7 0.65 Nunchaku 0.6 0.5 Parang 0.75 0.65 Sai 0.4 0.7 Sang kauw 0.75 0.5 Shaken 0.4 0.1 Shuriken Spike 0.4 0.5 Star,large 0.5 0.5 Star,small 0.4 0.4 Siangkam 0.5 0.4 Pellet Bow Stone 0.5 0.65 Bullet 0.4 0.6 Sode Garami 0.4 0.2 Tetsu-bishi 0.4 0.2 Tetsubo 0.75 1.25 Three-piece Rod 0.6 0.9 Tonfa 0.5 0.4 Uchi-ne 0.4 0.5 Wakizashi 0.75 0.65 African Throwing Knives Chakram Ghurka Knife Katar Tiger Claws Armor Full Plate Armor 0.95 MC Field Plate Armor 0.9 MC Plate Mail 0.85 MC Banded Mail 0.8 MC Splint Mail 0.75 Chain Mail 0.7/0.5 Scale Mail 0.65/0.45 Ring Mail 0.6/0.4 Studded Leather 0.5/0.3 Leather 1/0.25 Padded 1/0.25 All Shields 1 MC Numbers after a slash indicate AC against blunt weapons as the pliable nature of those armor types make them more vulnerable to blunt attacks. Pliable armors like leather, and padded, which cover fully are rated at their full MC against edged attacks, and only 0.25 against blunt attacks. If edged weapons hit, they will do 0.5 normal damage if they do not penetrate the MC of the armor. Also, all the above armor types that consist of leather,chain. or padding, partially or in full can be replaced by any other pliable material in high tech armor forms. For example, a high tech suit of platemail may actually be composed of high strength plastic plates with a kevlar or aramid fiber backing. Sample Combat Here is an example of combat between Adearodaffa, a 14th level Drow Elf cavalier, and Draconis, a 20th level Lich King Death Knight. Here are the stats for the two opponents that will come into play during the combat. Adearodaffa Strength 20 Dexterity 40 Constitution 22 TR 50 AC 38 (Full Plate Armor) Armor Absorbtion 7 DC 125 Action Points 24 16th level proficiency in longsword and buckler 14th in dodging and evading Lonsword WC 14 Damage 15 Action Point Cost: 3 Spiked Buckler WC 10 Damage 8 Action Point Cost: 2 Draconis Strength 30 Dexterity 10 Constitution 30 TR 45 AC 57 (Full Plate Armor) Armor Absorbtion 12 DC 150 Action Points 30 20th level proficiency in Two Handed Sword Two Handed Sword WC: 45 Damage: 30 Action Point Cost: 5 The two roll for initiative. Adearodaffa rolls a 7 while Draconis rolls a 9. Adearodaffa's high dexterity gives him a +6 to his initiative so his total initiative is 13. He is 4 action points ahead of Draconis. Since Draconis is a fairly easy target to hit, Adearodaffa reduces the action point cost of using his longsword by 1 point to a cost of 2 points. Adearodaffa's WC is 14, 6 ranks below Draconis' AC of 57. This means that where he orginally needed a SR of only 45 to hit and inflict damage, he now needs a 105, ie TR of 45 plus 10 * 6 AC ranks = 105. Also, there is a -2 LS penalty for reducing the cost of the attack by 1 action point so he rolls as if he were only 14th level in skill. Adearodaffa rolls % dice and gets a 113 for his SR. The action cost him 2 points. Draconis tries to parry but fails with a SR of only 75, which is less than Adearodaffa's SR of 113. His parry attempt cost him 5 action points. Since Draconis failed to parry Adearodaffa's attack, Adearodaffa rolls for damage. Adearodaffa is lucky and rolls the full 15 points for damage. Draconis' armor absorbs 12 points so he only receives 3 points damage. Adearodaffa swings again but does no damage from only a glancing blow with a SR of 80. This action costs 2 points. Adearodaffa's 4 points of initiative ahead of Draconis are used up now it is Draconis' turn to attack. Draconis chooses to spend 5 times the needed action points in his attack. This gives him a +8 LS increase, allowing him to attack at 28th level. This attack uses 25 of his 30 action points. Draconis rolls % and hits easily, since Adearodaffa failed his parry. Draconis rolls 20 for damage. Adearodaffa's armor absorbs 7 points so he only receives 13 points damage. Draconis has 5 action points left but chooses to save them to possibly parry Adearodaffa's next attack. Adearodaffa rolls to hit and rolls a natural 98 on the % dice. This indicates a critical hit. Draconis tries to parry but fails. The roll on the critical table indicates that Draconis' head is not quite where it used to be. Being the sensitive Lich King Death Night that he is, he is emotionally incapable of coping with the loss of his head and dies. 10. Time and Space (The Multiverse) One can't name a game COSMOS without giving some explanation of how the gaming environment functions. The COSMOS universe is meant to be all encompasing, the GM can choose to use some, all, or none of it in his campaign. 10.1 Time Time is the dimention used to measure the seemingly irreversable span of events. Currently in our present day universe, we can travel through time in only one direction, forward, and at a fixed speed. When using time travel, the present is immutable. Travelling in time to the past creates an alternate, parallel present, but does not change the present that a being was originally from. The COSMOS system uses conventional units of time as well as special game conventions. Units of Time Second Round - The standard unit of time in which combat and most other actions are carried out, equal to 6 seconds. 10 Rounds equal a turn. Minute Turn - equal to 6 rounds or 1 minute. Hour Day - earth equivalent equal to 24 hours. Defined as the amount of time for a planet to make one complete rotation. Month - earth equivalent equal to approximately 30 days. Defined as the amount of time for a planet's moon (or moon's) to make one complete revolution. Year - earth equivalent equal to 365 1/4 days. Defined as the amount of time it takes a planet to make one complete revolution around its sun. Decade - 10 years Century - 100 years Millenia - 1000 years Epoch,Era - an extremely long period of time, often over a millions years in length. Usually marked by a certain form of dominant life on a planet existing within that time. Eon - almost infinate length of time, several era's 10.2 The Multiverse The COSMOS universe, also called the multiverse, consists of a seemingly infinate number of dimentions and parallel planes. The following are desriptions of some possible planes. The GM is always free of course, and even encouraged to create planes of his own to add new possiblilties to the multiverse. 10.21 The Prime Material Plane This is the plane in which we (well most of us, anyway) exist. It encompasses the earth, the planets and stars, the galaxy, the universe, and any and all other universes and their parallel universes. It is composed of matter and energy. While matter can take on two forms, that of normal matter and of antimatter, energy is always considered to be neutral. The universe also has constants for mass, gravity, electric and magnetic forces, etc. These constants can be different in other universe to alster how much something weighs, how massive it is, etc. There are five main dimentions in the prime material plane. There are three dimentions of space which are length, width, and height. The fourth dimention is time, together with space forming space-time. The fifth dimention is the curavature of space time sometimes known as subspace or hyperspace. This last dimention is dealt with in the technology section. The universe is a plane composed of 5 dimention. All other planes are made up of 1 or more dimentions. Their are dimentions that are not in the prime material plane but exist in other planes. Different material planes will also having different constants regarding the nexus between it and other planes. The more tightly closed that nexus is, the harder it is to open a gateway between other planes. One example is the nexus between the prime plane and the positive and negative planes. The tighter the gate, the harder it is to summon magical energies. The greater the opening, the easier it is to summon magical energies. 10.22 The Prime Energy Plane Matter and energy are equivalent and interchangeable. In our own universe, the natural state is matter which can be converted into energy. The prime energy plane is just the opposite. The natural state is energy, and this energy can be turned into matter. 10.23 The Positive Material Plane This is a dimention of positive energy, matter, creation, and light. It can fuel the lifeforce energy of prime plane creatures. Most forms of magic draw on this plane as the source of their power. Like matter and antimatter, positive and negative energy and matter annihilate each other upon contact. Prime plane creatures entering the positive plane will have their lifeforce increase in terms of life energy levels and DC points, unless under some magical or psionic protection. Their LEL's will increase by 1/turn and their DC will increase by 5 DC/turn. When their LEL or DC increases to 1.5 times their original values, the being must make a RR each turn at -1 LS/turn over the maximum or die. When existing the plane all gained energy dissipates at the the same rate it increased. 10.24 The Negative Material Plane This is a dimmention of negative energy, matter, destruction, and darkness. It draws upon the lifeforce energy of prime plane creatures to fuel it. Destructive and life stealing magic draws on this plane for its power source. The negative and positive planes will try to remain in a state of equilibrium, both having the same but opposite amount of energy. The effect on prime plane creatures are opposite of the positive plane, their LEL and DC decrease each level and return once they exit the plane at the same rate. 10.25 The Astral Plane The astral plane can be thought of as the all encompassing plane of the multiverse. It surrounds and connects all the material and energy planes, the elemental planes, the ethereal planes, and all the alignment planes. If any one of these planes has mulitple layers, the astral plane will always touch its first layer, and sometimes even its last layer. On the astral plane, thought and energy take on quasi-material substance. It is the plane where souls roam, and the road by which they travel. Most being's travelling on the astral plane leave their material body behind on their home plane. If their material body dies, their soul is lost on the astral plane until it can find a suitable body to enter. If the astral body is destroyed, the being is dead and can only be brought back by resurrection or similar powers. Some powerful beings will be able to transform their material body into an astral body, and completely project themselves into the astral plane. The flow of time and space is not definate in the astral plane. Movement is dependent upon thought as opposed to physical exertion. Travel is quick and tireless. While in the astral plane, consider wisdom to double as strength, intelligence to doible as dexterity, and charisma to double as constitution for all intensive purposes. Beings in the astral plane require no food or rest. The astral plane is a common medium of travel to other planes. 10.26 The Ethereal Plane The ethereal plane is a plane the surrounds all same planes as the astral plane, except the alignment planes. Matter in the ethereal plane is out of phase with matter in the planes it surrounds. While on the border of the ethereal plane, beings and matter can be seen but cannot interact physically with matter on other planes. The only forms of interaction between the planes are magic and psionics. Beings deeper within the the ethereal plane cannot be seen or interact at all with matter and beings on other planes. Like the astral plane, beings require no food or rest, and quick travel to other planes or distant places within the beings home plane. 10.27 The Elemental Planes The elemental planes are often used to summon the raw materials used in the construction and alteration of planes. Air Earth Fire Water The Para Elemental Planes 10.28 The Alignment Planes The alignment planes are planes which are home to a specific set of beliefs or ethics, or spheres of influence. These are planes where the forces are good, evil, law, chaos, nuetrality, and combinations of them, reside. They are also the planes where dieties representing these beliefs reside. Some examples of alignment planes are heaven, hell, the abyss, Hades, Olympus, Limbo, Pandemonium, etc. 10.3 Dieties & Immortals 10.31 Dieties In many fantasy settings, gods from many different mythologies are used, from Greek to Norse, to Sumarian. Most of these mythologies took place at very different time periods in history. Because some fantasy worlds use gods from many mythos, there are literally hundreds of gods, all claiming to be the sole diety of a particular sphere of influence wether that be war, love, life, death, nature, etc. Many times there are conflicting dieties. It seems inprobably how there can be 20 gods of war, 31 gods of the sky, 24 godesses of the earth, and the like. How could there be more than 1 diety who is considered to be supreme? A more realistic interpretation of dieties to be used in a fantasy setting that will not conflict with common sence is to not view dieties as the source and masters of fundamental elemental and human forces, but rather to be the embodiment of these forces. Belief in a particular diety by a number of beings will actually cause these fundamental to take the form of a particular diety. How strong a particular diety is is dependent on the importance of this force to a particular group of people. Note that this means belief and not neccesarily worship. People may not worship a diety of death, but their belief and fear of death would cause this diety to take form. The diety is more a reflection of the culture it represents. Cultures that have a strong preference for war will have a powerful war god. The beliefs of a culture dictate what type of dieties it has. Interaction between dieties of different cultures is dependent on the interaction of those cultures. It is likely that the gods of elven and orcish cultures will be enemies as their worshipors are. This puts the realm of priests somewhere between mages and psionicists. As mages summon their power from an outside source, and psionicists draw power mostly from themselves, the priest is a combination of the two. The priest practices in magic, the power for which is obtained by a particular diety. The power of this diety, is obtained by the collective lifeforce energy of those who worship it. 10.32 Immortals Immortals are beings who were once mortal but gained immortal status by other immortals or dieties. Immortals are often servants of dieties or can be dieties themselves depending on the amount worshippers they have. Immortals cannot die by natural means including age or disease. They can be killed by unnatural, usually violent means, although this is rair because of their great power. Mortals who have achieved great power will sometimes ascend or descend to immortal status, depending sphere of influence they were aligned with. This immortality can be achieved during life, or once the being dies. The diety can restore the immortal's original body, or create a new one for his soul to inhabit. Usually immortals are free to assume multiple, even infinate forms.