Rough Notes
Sunday, November 23rd, 2008Dice Mechanics
Normal skill rules-D13; roll gives both initiative and effect
D13 = d4+d9 (read 0-9)
Target # = attribute + skill rating
Difficulty Levels
Easy: roll d4 and 2 d9s; choose best d9 to use
Average: roll d4 and d9; keep the total
Difficult: roll d4 and 2 d9s; ref chooses which d9 to use
Uncertain: As any above, and ref rolls your d4 secretly
Number card use
Play in place of a target number or a roll (explain dramatically)
Face card use
Past life insight-skill boost-can bring skill temporarily above 5
Character Creation
I. Roll 1d13 for your spiritual Essence.
(once per campaign)
This thread runs through all your incarnations.
- anarchist: life thrives in chaos; oppose order-free people from their “fetters” (be careful playing this one) [Metatron 1]
- rebel: your personal freedom above all [Metatron 2]
- trickster: catalyst, enough chaos to keep things interesting [Metatron 3]
- Avenger RED punish injustice after the fact, restore the scales [Uriel]
- Champion ORANGE defend the innocent before the fact [Michael]
- Helper YELLOW heal, befriend, support [Raphael]
- Creator GREEN make beauty (art, music, literature-never ugly) [Gabriel]
- Visionary: BLUE make truth (philosophy, invention, science) [Remiel]
- Scholar: INDIGO codify knowledge, develop explanatory schemas [Raziel]
- Leader: VIOLET inspire others to act together [Raguel]
- prophet: guide others to truth, “You have missed the way. Let me show you.” [Sariel 11]
- ascetic: “You have missed the way. Do not contaminate me.” [Sariel 12]
- zealot: “You have missed the way. Repent or die.” [Sariel 13]
II. Choose a name for your Essence.
(e.g. Chronos the Avenger)
III. Roll d13 for social role for your current incarnation.
(once per adventure)
- Ruler
- Researcher
- Healer
- Counselor
- Merchant
- Performer
- Artisan
- Craftsman
- Student
- Peacekeeper
- Laborer
- Outcast
- Familiar (1d4: 1. Cat, 2. Crow, 3. Owl, 4. Dog)
IV. Choose or roll 1d4 for current gender: odd = male; even = female
V. Determine attributes.
Roll 1d4+1 for each or divide 14 among all four (max 6 in any attribute)
Body:
♣ Brawn-clubs
♠ Grace-spades
Mind:
♦ Wits-diamond
♥ Will-hearts
VI. Roll 1d49 for age.
range 11-49
VII. Determine any psychic power.
(If GM allows for this adventure)
Draw 2 cards-face card means yes
Jack = 1 level, Queen = 2 levels, King = 3 levels
Add 5 years to age for each level (no bonus skill points, see below)
Spades: Teleportation
Clubs: Telekinesis
Hearts: Telepathy (and empathy-applies to living creatures)
Diamonds: Telesthesia (clairvoyance, etc.-applies to inanimate objects)
Keep any other cards for use during play. (See below.)
VIII. Subtract age from 99 for “life force.”
range 88-50
this acts as psychic reservoir for powers and “vampirirc” feeding
IX. Calculate hit points.
(Brawn + Will) x 2 (range 4 to 24)
X. Choose skills.
Skill points = Age + Wits + Will (range 13-59; years for psychic ability don’t count)
Cost/Level: 1:1, 3:2, 6:3, 10:4, 15:5
(1 costs 1; 2 costs 1+2; 3 costs 1+2+3; etc.)
Arts*
Athletics
Beast handling*
Business
Computer
Criminal*
Demolitions
Driving
Government*
Languages*
Luck**
Medicine
Melee*
Perception
Performing*
Persuasion
Piloting
Scholarship*
Shooting
Sleight of Hand
Soldiering*
Stealth
Survival
Throwing
Vocational Skill*
*Declare a specialty; others are at half that rating (round up).
Italics denote skills not available in all eras.
**3x per adventure: Easy/Average/Difficult
Psychic Ability Mechanics
Psychic skill rules involve d99 and cards
To initiate a psychic ability, roll d99 versus age:
Success: turn up cards until total pips exceed your roll;
total pips minus age is life force cost
count number of “suited” cards for effect
(skill 1: skill suit; skill 2: suit color; skill 3: all but opposite suit)
“suited” face cards (past lives) add 1-3 levels free
“unsuited” face cards go to hand
Jokers mean loss of control-but skill level gain
Failure: turn up one card
No match means power fails
Matching suit means uncontrolled power
life force cost is tens digit of roll
effect is maximum imaginable
Exception: Matching face card means gain control
(see “Success” above)