Character Creation
Each character gets 75 points to spend on their characteristics and 175 Option Points to spend on skills talents and the like. Players may take up to 50 OP in complications. Everyone gets the every man skills. For Mahou abilities and descriptions, please see the Mahou Page
- Characteristics
- Species
- Every Man Skills
- Complications
- Skill List
- Talents
- Perks
- Special Abilities
- Gear
- Bindings
- Advancement
Buying and Improving Characteristics
Characteristics bought at time of creation can be bought on a 1:1 basis with Characteristics Points, with no Characteristic being raised above 10 at this stage. They can be bought on a 10:1 basis using Option points, as in it takes 10 OP to raise a characteristic by 1.
Primary Characteristics
Characteristics represent a characters raw talent and ability in a given field. With the exception of hard skills, a character can attempt to make unskilled check using their base characteristics. The characteristics are broken down into the three categories for easy handling.
Physical Characteristics
Strength: A character's ability to perform physically challenging activities such as lifting or pushing, or hitting something really hard.
Constitution: A character's ability to last under physical activity, to include both the likes of running, but to resist pain and fight disease.
Dexterity: A character's ability to control their body with precision.
Reflexes: A character's ability to respond to stimulus with minimal amount of thought, as well as the overall speed at which the body moves.
Mental Characteristics
Perception: A character's awareness of the world around them.
Willpower: A character's drive and ability to focus even in the midst of various distractions.
Imagination: The ability to think outside of the box, and to see things from perspectives that aren't particularly obvious.
Reason: The ability to process things in a logical and consistent manner, as well as the raw speed at which a person thinks.
Social Characteristics
Presence: A character's ability to get and maintain attention, as well as their general likability.
Savvy: A general ability to pick up on nonsense, reading the room and general resistance to manipulation.
Empathy: The ability to perceive and understand the emotions of others, as well as the ability to control one's on emotions.
Appearance: A person's raw physical appeal.
Mahou
Mahou is an optional characteristic all by itself. If you wish to have Mahou on your character you must spend points on this characteristic. However, you do NOT get more characteristic or option point for playing a Mahou user, and must sacrifice points that might be spent on other things to gain the Mahou characteristic.
Derived Characteristics
HITS: Determined by multiplying Constitution times ten, it represents how much abuse the body can take.
Physical Defense: Determined by multiplying Constitution by two.
Physical Recovery: Determined by adding strength and constitution.
Move: Determined by adding Reflexes and Constitution in Meters, running is double that, and sprinting is three times that.
Stress: Determined by multiplying Willpower by ten.
Mental Recovery: Determined by adding Willpower and Reason
Resolve: Determined by adding Willpower and Savvy
Luck: Determined by adding Imagination and Reflexes
Endurance: Determined by multiplying (Constitution + Willpower) by 5
Physical Defense: Determined by multiplying constitution by 2.
Combat Initiative: Determined by adding half your reflexes (round down) to your tactics score.
Social Initiative: Determined by adding half your empathy (round down) to your etiquette score.
Hacking Initiative: Determined by adding half your reason (round down) to your computer score.
How Good is Good?
1-2 Points: Weak
3-4 Points: Low
5 Points: Average
6-7 Points: Able
8-9 Points: Strong
10 Points: Phenomenal
11 Points +: Heroic
NOTE: Species adjustments may push a character past the 10 limit.
Human
OP: 0
No special traits here, nope…
Invid
OP: 55
- +1 DEX
- +1 REF
- +3 Mahou
- +3 Teleport
- +1 Mecha Pilot
- +1 Mecha Combat
- Special: Sense other Invid or Protoculture: On a notice or search, Invid can sense other Invid and Protoculutre.
- Special Requirement: Invide require the Flower of Life to remain fully powered.
Zentraedi
Male
Overlord
OP: 64
- +2 STR
- +2 CON
- +2 PRE
- +2 Hand to Hand
- +2 Tactics
Warlord
OP: 25
- +1 STR
- +1 CON
- +1 IMAG
- -1 WILL
- +2 Mecha Pilot
- +2 Mecha Combat
- +1 Tactics
Warrior Elite
OP: 24
- +2 STR
- +1 DEX
- -1 WILL
- +2 Mecha Pilot
- +2 Mecha Combat
Auxiliary Specialist
OP: 2
- +2 REA
- +1 PER
- -2 STR
- -1 CON
- +1 Tactics
- +1 Systems Operations
Infantry
OP: -6
- +1 STR
- +2 CON
- -2 REA
- -1 IMAG
- -1 REA
- +2 Hand to Hand
- +2 Firearms
Meltrandi
Overlord
OP: 64 OP
- +2 STR
- +1 CON
- +1 REF
- +2 PRE
- +2 Hand to Hand
- +2 Tactics
Warlord
OP: 25
- +1 DEX
- +1 REF
- +1 REA
- -1 WILL
- +2 Mecha Pilot
- +2 Mecha Combat
- +1 Tactics
Warrior Elite
OP: 34
- +2 REF
- +2 DEX
- -1 WILL
- +2 Mecha Pilot
- +2 Mecha Combat
Auxiliary Specialist
OP: 2
- +2 REA
- +1 PER
- -2 STR
- -1 CON
- +1 Tactics
- +1 Systems Operations
Trow
OP: 30 OP
- +1 DEX
- +1 REF
- +1 APP
- +2 SAV
- -1 STR
- -1 CON
Praxian
OP: 23
- +2 STR
- +1 CON
- +1 DEX
- +2 APP
- -2 REA
- -1 PRE
- -1 EMP
- +3 Hand to Hand
Garudan
OP: 34
- +1 DEX
- +1 REA
- +1 IMAG
- +2 Mahou
- +2 Telepathy
Kaberran
OP: 42
- +3 STR
- +2 CON
- -1 DEX
- -2 REF
- +2 Mechanics
Perytonian
OP: 34
- +3 Mahou
- +2 ESP
- +2 Thermokinesis or Electrokinesis
Taegyn
Taegyn
OP: 10
- +1 INT
- +1 STR
- -1 CON
Alka
OP: 10
- +1 WILL
- +1 DEX
- -1 STR
Algra
OP: 10
- +1 DEX
- +1 CON
- -1 WILL
Tiresian
OP: 0
- +1 INT
- -1 CON
You gain an automatic two in the following Skills:
- Athletics
- Education
- Notice
- Persuasion
- Etiquette
- Teach
- Computer
- Firearms
- Hand to Hand
- Concentration
- Evade
These are ways to gather more Campaign Points (CP). These are Social, Mental, Physical, or Emotional situations/problems that define and enhance your character.
Complications are defines by three values. Frequency, Intensity, and Importance.
Frequency:
Just how often does your problem impact your characters life?
Frequency | Value | Guideline |
---|---|---|
Infrequently | 5 | Once every other session |
Frequently | 10 | Once every gaming session |
Constantly | 15 | More then once a gaming session |
Intensity:
How hard is the complication to overcome, of just how much it affects you.
Intensity | Value | Guideline |
---|---|---|
Mild | 5 | May Roleplay to overcome it or make an Everyday WILL+Concentration check |
Strong | 10 | Must Roleplay to overcome and make an Exceptional WILL+Concentration check |
Severe | 15 | Must Roleplay to overcome and make an Incredible WILL+Concentration check |
Extreme | 20 | Must Roleplay to overcome and make an Legendary WILL+Concentration check |
Importance
How important is the complication to the character and the campaign?
Importance | Value | Guideline |
---|---|---|
Minor | divide by 5 | Minor effect on combat or damage, with minor (-1) effect on skills or world reaction |
Major | divide by 2 | Major effect on combat (-3) or (x1.5) damage, with serious effect (-3) on skills of world reactions, or puts character into danger |
Extreme | x1 | Extreme effect on combat (-5) or (x2) damage, with serious effect (-5) on skills of world reactions, or puts character into extreme danger |
To determine the value of a Complication, add together the Frequency Value, and Intensity Value, and multiply the resulting total by the Importance Value.
Psychological Complications:
- Absent Minded (Variable)– You forget things easily. You forget: generally known facts (5), family and friends (10) or sometimes even your own identity (15). You must make an INT check at a difficulty of the OP to remember stuff.
- Bipolar (10)– You are manic/depressive. Each day there is a 33%/34%/33% chance of being manic, normal or depressed (+1 all rolls if manic, -2 all rolls if depressed). If you have regular access to medications to control this condition, it is only worth half the points.
- Culture Shock (10)– This is only available to Zentraedi who have never witnessed any signs of culture or have recently been introduced to culture and simply cannot tolerate it. Until they become accustomed to dealing with culture, Zentran and Meltran who see evidence of culture (kissing or any display of men and women together, music, art, etc) will be shocked and unable to take any action for 1 round, and then suffer a -3 penalty on all checks for 1d10 rounds as their minds try to shut out the cultural contamination. This may be bought off at the full cost after the character has been immersed in culture for long enough; GM’s discretion.
- Delusional (Variable)– You hear voices, see things, or believe you are someone far more powerful than you really are. You will risk: ostracism or embarrassment (5), hospitalization, bodily harm or financial/social ruin (10), life and limb (15). This will impose a situational penalty as needed by the GM when your delusions are particularly bad.
- Manchurian Candidate (Variable)– You have been mentally conditioned or brainwashed to behave in a certain manner or to fulfill hidden commands when exposed to a trigger code. This complication mostly applies to Zentraedi under the control of the Protoculture. You are: mentally conditioned to a set behavior pattern (5), carrying regressed commands that will be triggered by a key phrase, sound or visual pattern (10), mentally dominated through hypnosis, implants and/or other methods; not recommended for PCs (15).
- Masochism (Variable)– You may hate yourself and wish harm, or you may simply enjoy the sensation of pain. You will seek: verbal abuse (5), minor physical abuse (10), major physical abuse (15), life threatening abuse (20). You must make a COOL roll at a difficulty of the OP to back down from the source of your pain when in danger of serious or lasting injury.*
- Phobia (Variable)– You are irrationally afraid of some fairly common thing or situation such as being alone, spiders, heights, or the like. While subject to your phobia, you suffer a penalty to all rolls equal to the OP of the severity. You react to your phobia by: discomfort (5), paralyzing fear (10), berserk terror / fox frenzy (15), regress into a catatonic state (20).
- Paranoia (Variable)– You believe that an individual or organization is out to harm or kill you. You react to this paranoia with: irrational ranting (5), compulsive effort to defend yourself against them (10), risk incarceration, bodily harm or social/financial ruin to stop them (15), risk life and limb to escape their grasp (20).
- Split Personality (Variable)– You have two or more separate personalities, which may or may not be aware of each other. The GM controls any additional personalities. Alternate personalities: like you and won’t do any lasting harm to you (5), are neutral to you and doesn’t care too much (10), are hostile to you (15), either hates you or takes actions that are potentially dangerous to you (20).
Personality Complications:
- Airhead (Variable)– You are naturally spacy. In general, you: misplace or forget trivial/minor things (5), misplace or forget important things (10), misplace or forget major things (15), you are dangerously oblivious to almost everything and don’t get to make Awareness rolls unless someone prods you (20).
- Bad Temper (Variable)– This also includes being short fused or naturally aggressive; common with Zentraedi. When your temper flares: you will risk embarrassment or financial loss (5), you will risk incarceration, bodily harm or financial/social ruin (10), you will risk life and limb (15)
- Berserker (Variable)– Far beyond the range of simple bad temper, you fight with mindless rage. You will rabidly: attack whatever set you off (5), attack anyone within range except close friends and family (10), attack anyone in range (15), attack anyone in range and won’t stop until knocked unconscious or killed (20).
- Coward (Variable)– You are a big chicken, especially in combat. When faced with danger: you tremble at anything you perceive as an enemy (5), you freeze up and can’t react (10), you will run away as fast as possible (15).
- Obsessed (Variable)– You are unnaturally preoccupied with a person, object or subject. You will: Talk about it all the time and will risk embarrassment or financial loss (5), risk incarceration, bodily harm or financial/social ruin (10), risk life and limb (15).
- Shy (Variable)– You hate dealing with others, and can’t stand large groups of strangers. You: refuse to speak to new people (5), avoid all interactions with people (10), will physically remove yourself from situations involving new people (15).
- Stubborn (Variable)– You hate to give in. To prove you are right: you will risk embarrassment or financial loss (5), risk incarceration, bodily harm or financial/social ruin (10), risk life and limb (15).
- Unlucky (Variable)– Things never go your way and you have constant disasters. You suffer: inconvenient misfortunes (5), costly or dangerous misfortunes (10), very costly or dangerous misfortunes (15), life threatening misfortunes (20).
Physiological Complications:
- Age (Variable)– You are either unusually young or old for your profession. You are: very young/old; reduce STR, BOD, MA, REF, DEX and ATTR by 2 (10), extremely young/old; reduce STR, BOD, MA, REF, DEX and ATTR by 3 (15); You must have at least a 1 in each affected stat.
- Dyslexic (Variable)– You see letters and numbers transposed. You: can read, but takes twice as long (5), cannot read or write (10).
- Epilepsy (Variable)– You fall into convulsive fits that incapacitate you, triggered by stress or certain patterns of light. This happens: infrequently (5), frequently (10), very frequently (15).
- Macronization Anomaly (Variable)– Due to genetic aberration, your appearance differs between micron and macron size; normally you are identical, just a different height. At (5) points the change is minor, while at (10) points you have major differences. An example is Klan Klein, who has a very robust build as a macron but looks like pre-teen as a micron.
- Macronization Sickness (Variable)– A small percentage of humans and Zentraedi have a genetic flaw that will cause extensive health problems after 2-3 size alterations. After this problem was identified, most people are screened for it in their teens. Humans get (5) points, while Zentraedi get (10) because it is more of a social stigma among other Zentraedi.
- Missing Limb (Variable)– You are missing: 1d4 fingers/toes (5), a hand/foot (10), an arm/leg (15).
- Reduced Hearing (Variable)– You are hard of hearing. To make an Awareness check involving sound, you need: to roll 4 higher than the difficulty (5), a hearing aid (10), new ears because you are totally deaf (15).
- Reduced Mobility (Variable)– You have trouble getting around. Your movement is: reduced by ¼ (5), reduced by ½ (10), reduced to MA 1 as you drag yourself on the ground (15), reduced to 0 since you are a total paraplegic (20).
- Reduced Sight (Variable)– You have trouble seeing. You are: color blind or need glasses to see more than 10m or less than 1m (5), need glasses to see more than a meter or so (10), nearly blind or missing an eye (15), blind (20).
- Vocal Impairment (Variable)– Your voice is somehow damaged. When you speak, you can: whisper, stammer or stutter (5), can make noises, but cannot talk (10), you can’t speak (15).
- Vulnerable (Variable)– You are harmed by something that most people aren’t, or take extra damage from something that does hurt people. This can be a severe allergy to bee stings or a certain food dye, or maybe you’re a bleeder. You are vulnerable to something that is: uncommon (5), common (10), everyday substance (15). Consult with your GM to determine how you are affected and what mechanical effects will occur.
Social Complications:
- Bad Reputation (Variable)– Everyone “knows” of you, or has heard a story or two even if they aren’t true. You are: frequently recognized (5) or always recognized (10); once “recognized” you suffer a -3 penalty to social rolls with the person.
- Distinctive Features (Variable)– You stand out and are noticed in any crowd. Your features are: easily concealed (5), concealable with the Disguise skill (10), not concealable (15).
- Minor (5)– You are underage. While the "legal" age may vary by location, most consider 17-18 to be an adult. Minors may not join the military, buy alcohol or vote.
- Outsider (Variable)– You’re not from around here, and stand out like a sore thumb, attracting attention both unwelcome and possibly dangerous. You are obviously: from a distant place (5), from a very distant place (10), never before seen in these parts (15).
- Personal Habits (Variable)– You have some habit that offends others and drives them away from you. People find you: annoying (5), disgusting (10), horrible (15).
- Poverty (Variable)– You are poor, and have a harder time coming by money than other people. You cannot also have the Wealth Perk. You are: poor, with just enough to have a 1 room apartment and meager food (5), dead broke and on the street with barely enough to eat (10), in debt with other actively seeking to collect what little they can (15).
- Public Figure (Variable)– You are often in the limelight and can’t do much without drawing attention from the Paparazzi. You are: newsworthy and your actions rate an article if a reporter is nearby (5), frequently making headlines and people always notice you on the street (10), constantly being followed by reporters everywhere you go (15).
- Secret Identity (Variable)– You are trying to cover your activities under an alternate identity. Perhaps you are a spy or fugitive. You are currently: living a normal life (5), being bothered by an individual trying to uncover the truth (10), being bothered by a large group or agency trying to uncover the truth (15).
- Enemies (Variable)- Add the Capabilities and Extent OP then divide by 5 if the character is only being watched, divide by 2 if they are only to be captured and imprisoned, or leave as is if they are to be killed on the spot.
- Capabilities – The group is: less powerful than you (5), equal power (10), more powerful (15), has access to top of the line hardware and weapons (20).
- Extent – The group is limited to: a single town or area (5), a single country (10), worldwide (15), galactic (20).
Responsibilities:
- Code of Honor (Variable)– These are personal rules you will not break, such as chivalry or Bushido or even an oath to never suffer an insult without an answer in blood. To uphold your code: you will risk embarrassment or financial loss (5), risk incarceration, bodily harm or financial/social ruin (10), risk life and limb (15).
- Dependents (Variable)– You are responsible for the well-being of a person or persons. They are: roughly equivalent to you in ability (5), challenged or otherwise weaker than you (10), have special requirements or dangers associated with caring for them (15).
- Sense of Duty (Variable)– You will always do the “right thing”, and follow a higher moral code towards those you feel responsible for. When attempting to do the “right thing”: you will risk embarrassment or financial loss (5), risk incarceration, bodily harm or financial/social ruin (10), risk life and limb (15).
- Vow (Variable)– You have made a promise that you must keep, no matter what it is. To fulfill this promise: you will risk embarrassment or financial loss (5), risk incarceration, bodily harm or financial/social ruin (10), risk life and limb (15).
Compulsive Behavior
- Addiction/Dependence (Variable)– You must have a particular substance or situation or you will suffer severe mental or physical duress. This substance is: common (5), uncommon (10), rare (15), very rare (20).
- Honesty (Variable)– You always tell the truth, even if it hurts. To be completely honest: you will risk embarrassment or financial loss (5), risk incarceration, bodily harm or financial/social ruin (10), risk life and limb (15).
- Impulsiveness (Variable)– You just can’t help yourself and will always jump into a situation without thinking. On a whim: you will risk embarrassment or financial loss (5), risk incarceration, bodily harm or financial/social ruin (10), risk life and limb (15).
- Intolerance (Variable)– You are bigoted and intolerant of another social group or race. You will be: civil but distant (5), verbally abusive (10), violently abusive (15), abusive even at risk of life and limb (20).
- Jealousy (Variable)– You are jealous about one of your skills, appearance, or some other trait that you must constantly prove superior to everyone else. You will be: obsessed and watchful (5), confrontational and accusatory (10), violent (15).
- Kleptomania (Variable)– You steal things compulsively, but can’t help it. To steal things: you will risk embarrassment or financial loss (5), risk incarceration, bodily harm or financial/social ruin (10), risk life and limb (15).
- Lechery (Variable)– You are a pervert (hentai / ecchi), and can’t resist groping someone you find attractive, or at least leering and making lewd comments. To fulfill your lust: you will risk embarrassment or financial loss (5), risk incarceration, bodily harm or financial/social ruin (10), risk life and limb (Totally worth it!) (15).
Skill List
Each skill costs 1 skill point. Skills marked with an (H) are hard, and cannot be raised above 5 at time of character creation. Specialization cost 1 point, and can only have as many as ranks in the skill.
Physical
- Acrobatics
- Aircraft Combat (H)
- Aircraft Pilot (H)
- Archery
- Athletics
- Autofire weapons (H)
- Building
- Bludgeoning (H)
- Chain (H)
- Climbing
- Driving
- Evade (H)
- Firearms (H)
- Hand to Hand (H)
- Heavy Machinery
- Heavy Weapons (H)
- Lock Picking
- Long Blade (H)
- Mecha Combat (H)
- Mechanics
- Mecha Piloting (H)
- Ropes and Binds
- Shadowing
- Short Blade (H)
- Sleight of Hand
- Watercraft Combat (H)
- Watercraft Pilot (H)
- Weaponsmith
Mental
- Art
- Astronomy (H)
- Astrophysics (H)
- Biology
- Bugging
- Bureaucratics
- Business
- Chemistry
- Computer Operation
- Concealment
- Concentration
- Criminology (H)
- Cryptography (H)
- Deduction
- Demolitions (H)
- Education
- Electronics
- Electronic Warfare (H)
- Engineering (H)
- Espionage (H)
- Expert (must specify a specific field, general catch all for skills not otherwise listed, may still specialize)
- First Aid
- Forgery
- Gambling
- General Medicine (H)
- Genetics Medicine (H)
- Hacking (H)
- Heraldry
- History
- Internal Medicine (H)
- Investigation
- Language (must specify, dialects of a larger language counts as a specialization)
- Local Expert (for a specific area)
- Mathematics
- Navigation
- Notice
- Paramedic
- Photography
- Physics (H)
- Prosthetics Medicine (H)
- Reist Torture/Drugs
- Research
- Salvage
- Search
- Security Systems (H)
- Social Science
- Spacecraft Combat (H)
- Spacecraft Pilot (H)
- Staff (H)
- Stealth
- Surveillance
- Survey
- Survival
- Systems Operation
- Tactics (H)
- Teach
- Toxicology (H)
- Tracking
- Writing
Social
- Acting
- Animal Handling
- Conversation
- Dancing
- Disguise
- Domestic
- Etiquette
- Inquiry
- Insight
- Interrogation
- Intrigue (H)
- Leadership
- Lip Reading (H)
- Musical Instrument (pick one instrument)
- Oratory
- Personal Grooming
- Persuasion
- Seduction
- Singing
- Streetwise
- Trading
- Wardrobe and Style
Talents are innate abilities that cannot be learned or taught. Each Talent listed below costs Three (3) Campaign Points (CP) each. If extra levels may be taken, (Denoted by a (3) next to the Talent name) each additional level costs another 3 CP.
NOTE:
- The (3) denotes the cap for that talent. One can only take a level in a Talent three (3) times.
- Talents may ONLY be taken at Character Creation.
Physical / Mental Talents:
- Ambidexterity: No Penalty for off hand usage.
- Animal Empathy: Animals are automatically friendly to you unless and until severely provoked. May not always do as you command however.
- Animated Hair: Your hair seems to move on it's own. Most often it is emotive but can long hair can be used as a very weak (STR 1) prehensile limb. Must be at least 1/4 Zentraedi to take this talent.
- Blind Reaction: Counterattack with no negatives when blinded or in darkness.
- Common Sense: GM will let you know if and when you are about to do something moronic. Other hints may be forthcoming upon request.
- Double Jointed: You can bend in unnatural ways. Always fun at parties. Can fit into spaces half your height and width and it is impossible to tie you up or entangle you with a single rope.
- Eidetic Memory: You never forget anything you have read, seen, heard, smelled, or touched.
- Immunity: Immune to a specific poison or disease group. (Must Specify.)
- Lightning Calculator: You can do complex mathematics in your head with out any aids.
- Light Sleeper: You wake instantly at the slightest touch or out of place sound. No Perception check is required.
- Longevity: You live twice as long and age gracefully.
- Martial Artist: You have had training in a specialized Martial Art. Allows you to use Martial Art's techniques.
- Night Vision: You can see better then most in all but total darkness.
- Rapid Healing: You heal incredibly fast, May heal an extra 3 Hits in addition to your normal healing.
- Speed Reader: You can read one page of normal text in 3 seconds. (Can read a 200 page book in 10 minutes.)
- Simulate Death: Others need to make a Legendary DV check to determine if you are playing 'Possum.
- Time Sense: You always know what time it is and how much time has elapsed since you last checked.
Skill Group Talents:
- Acute Senses: (3) One of your five senses is is extremely acute. When using this sense you have +3 to Perception rolls for each level of Acute Sense taken.
- Vamp: (3) You are extremely good looking. You gain +1 to Persuasion, Performance, Seduction, and Wardrobe/Style skills for each level of Beautiful/Handsome taken.
- Direction Sense: You are never lost. Navigation tasks are at +2
- High Pain Threshold: (3) You are very resistant to pain and shock. When wounded you may reduce the amount of STUN (Non-Killing) damage taken by 2 for every level of High Pain Threshold taken.
- Genius: (3) You have a gift for performing certain kinds of tasks. (Must Specify.) You may add +1 to such skill rolls for every level of Genius taken.
- Perfect Pitch: Musical Related tasks are +3
Perks are multiple level benefits that have varying costs per rank depending on the perk in question. Perks symbolize socially recognized benefits that become valueless without other people to acknowledge or influence. Unless specified otherwise, all character templates may purchase perks.
Perks:
- Contacts: (1 CP per rank)
- The character knows someone who can (and typically will) help him through money, power or sheer skill. A 3 point contact might be a mercenary who will help in occasional fights, while a 6 point contact might be a local crime lord, and a 9 point contact might be a high ranking officer in the UN government. The value of a contact is subjective – a student might not seem like a lot, but a student who’s willing to die for you…
- Additionally, a contact is willing to trade Favors of equal rank; the only catch is you have to fulfill your half of the bargain first.
- By paying 2 CP per rank, your Contact is upgraded to an Ally. An ally will trade Favors as above, but is willing to fulfill his half of the bargain first, and is willing to go out of his way to help you.
- Favor: (0.5 CP per rank)
- A favor is a one-use contact. The difference is that the person owing you the favor must do what is in their capability if it is appropriate. For instance, a mechanic who you saved from certain death might be willing to do an upgrade on your mecha “off the books”, while someone in the government can probably get that law suit against you thrown out.
- License: (1 CP per rank)
- Licenses must be purchased individually, and are not cumulative. If a player wishes his character to be licensed to kill (10 CP) and also wishes for concealed weapon permit (5 CP), he must buy both separately.
- Level 1 – Minor License*, Passport, Civilian Valkyrie/Destroid Pilot License
- Minor Licenses include: driver’s license, fishing or hunting license, park permit, and any other relatively negligible licenses.
- Level 2 – Military Valkyrie or Destroid Certification, Heavy Vehicle License
- Level 3 – Sell legal firearms License, Legal weapon permit (Class I)
- Level 4 – Ship-handlers License (spacecraft or naval), Class II weapons License
- Level 5 – Private Investigator License, Concealed weapon permit
- Level 6 – Class III weapons License, Medical License
- Level 7 – Bounty Hunter License
- Level 8 – Class IV weapons License
- Level 9 – PMC (Private Military Company) License
- Level 10 – Licensed to kill
- Level 1 – Minor License*, Passport, Civilian Valkyrie/Destroid Pilot License
- Membership: (1 CP per rank)
- Characters automatically have Rank 1 Membership to whatever organization their template is associated with. Higher rank members have more influence within their organization. For instance, a non-military person with Government rank 1 is likely a janitor, while having Government rank 10 might make her the Chief Commander’s personal secretary.
- Individual or small company 0.5 OP per rank
- Gang 0.5 OP per rank
- Typical size company 1 OP per rank
- Normal police 1.5 OP per rank
- Criminal group (black market) 2 OP per rank
- Galaxy Patrol 2 OP per rank
- Large company (Shinsei Industry) 2 OP per rank
- Anti-UN group 2.5 OP per rank
- UN Military 3 OP per rank
- UN Government 4 OP per rank
- Wealth: (3 CP per rank)
- Level 0 – No extra income; you live off your paycheck.
- Level 1 – Lower Middle Class
- Level 2 – Middle Class
- Level 3 – Upper Middle
- Level 4 – Upper Class
- Level 5 – Wealthy
- Level 6 – Highly Wealthy
- Level 7 – Very Wealthy
- Level 8 – Extremely Wealthy
- Level 9 – Filthy Rich
- Level 10 – Shogunal!
Special Abilities reflect the Characters hard work and applied effort in a particular field, or fields.
- A character may have two Special Abilities.
- Special Abilities may increase in rank up to Rank 3.
- Each rank confers a point bonus to a set of skills.
- The first Special Ability picked is considered the Primary Special Ability, with the next one picked considered the Secondary Special Ability.
- The Primary Special Ability must ALWAYS be a value higher then the Secondary.
- A Character must have at minimum 5 points in a skill in which the Special Ability effects.
- Costs 6 CP to gain the first level in an SA, and then 3 CP to level an SA.
Special Abilities
- Allure: Add to Personal Grooming, Seduction & Wardrobe/Style.
- Authority: Add to Interrogation & Leadership.
- Chameleon: Add to Disguise & Stealth.
- Charismatic Leadership: Add to Leadership and Persuasion.
- Combat Sense: Add to Notice & Initiative.
- Con: Add to Persuasion & Streetwise.
- Counsel: Add to Persuasion & Insight.
- Credibility: Add to Persuasion & Any one Expert specialization character possesses.
- Deduction: Add to Perception & Insight.
- Grift: Add to Intimidation & Insight.
- Interface: Add to Computers & Hacking
- Jury Rig: Add to any Mechanics and Electronics.
- Masterpiece: Add to any two of the following skills the character possesses. Performance, Photography, or Play Instrument.
- Medical Technician: Add to any two medicine skills.
- Mold: Add to Teach & any one Expert skill the character possesses.
- Prowess: Add to Athletics & Acrobatics.
- Reconnaissance: Add to Notice & Stealth when scouting.
- Resources: Add to Business & Etiquett.
- Sneak: Add to Stealth and Lockpicking.
- Street Dealer: Add to Streetwise and Business
- Tracker: Add to Notice and Track.
- Vehicle Zen: Add to any two skill specializations the character possesses. Driving, Piloting, or Mecha.
- Wisdom: Add to any two skills the of the following: Education, Research or Teach.
Gear
Everyone gets amount of cash equal to their wealth level as shown in the table below. You can also convert extra OP into money at a 1 OP for 1000 yen. Also everyone gets the following augmentations for free (must select if they are cybernetic or bionic): Strength+1, Constitution +2, Biomonitor (rank 2), Emergency Life Support (rank 1), Reinforced Skeleton (Rank 2), Skinweave (rank 5), and Toxin Filters (Rank 2). NOTE: these freebie augmentation DO count to the maximum rand achievable with the augmentation in question.
Wealth Level | Starting Money |
---|---|
0 | 1,000 |
1 | 4,000 |
2 | 7,000 |
3 | 12,000 |
4 | 15,000 |
5 | 20,000 |
6 | 25,000 |
7 | 35,000 |
8 | 50,000 |
9 | 60,000 |
10 | 75,000 |
Melee Weapons
These are the typical melee weapons of the Okami Shogunate. For every STR below the Minimum Strength requirement, subtract 1 die of damage. For every STR over the minimum strength, add a dice of damage up to double the listed dice amount.
Weapon | Weapon Accuracy | Damage | Minimum Strength | Price | Legality |
---|---|---|---|---|---|
Katana | +2 | 5D6 | 5 | 225 | Licensed |
Yari | +2 | 4D6 | 2 | 100 | Unrestricted |
Naginata | +2 | 4D6 | 5 | 200 | Unrestricted |
Tanto | +0 | 1D6 | 2 | 125 | Unrestricted |
Whip | +1 | 2D6 | 2 | 100 | Unrestricted |
Tonfa | +2 | 2D6 | 4 | 75 | Unrestricted |
Vibro Katana | +1 | 6D6 | 5 | 2000 | Military |
Mono-whip | +1 | 4d6 | 2 | 1000 | Military |
Vibro Yari | +0 | 7d6 | 6 | 1500 | Military |
Vibro Tanto | +1 | 4d6 | 3 | 800 | Military |
Ranged Weapons
Ammo costs: 5 yen per round. Military small arms (see the Military section for that) are generally not available. The Gauss Rifles and Energy Weapons
Weapon | WA | Damage | ROF | Range | Ammo Capacity | Price | Legality |
---|---|---|---|---|---|---|---|
Light Rifle | +3 | 3D6 | 20 | 400m | 20 | 5,000 | Licensed |
Medium Rifle | +2 | 4D6 | 15 | 450m | 20 | 6,500 | Licensed |
Heavy Rifle | +1 | 6D6 | 30 | 500m | 20 | 7,500 | Restricted |
Light Pistol | +2 | 2D6 | 1 | 40m | 15 | 400 | Unrestricted |
Medium Pistol | +1 | 3D6 | 1 | 45m | 12 | 600 | Unrestricted |
Heavy Pistol | +0 | 4D6 | 1 | 50m | 10 | 1000 | Unrestricted |
Shotgun | +3 | 3D6 | 1 | 20m | 6 | 3,500 | Unrestricted |
Grenade Launcher | +0 | 1 Kill | 1 | 100m | 2 | 7,500 | Restricted |
Submachine Gun | -1 | 3D6 | 30 | 200m | 20 | 7,000 | Restricted |
Laser Pistol | +4 | 3D6 | 1 | 100m | 8 | 2300 | Licensed |
Laser Rifle | +3 | 4D6 | 10 | 500m | 15 | 3500 | Licensed |
Plasma Pistol | +3 | 4D6 | 1 | 100m | 10 | 3500 | Restricted |
Plasma Rifle | +2 | 5D6 | 15 | 400m | 15 | 4500 | Restricted |
Gauss Pistol | +1 | 3D6 | 5 | 50m | 10 | 2000 | Restricted |
Gauss Rifle | +1 | 4D6 | 20 | 300m | 20 | 2500 | Restricted |
Armor
Armor | PD | ED | SD | Price | Legality |
---|---|---|---|---|---|
Armored Clothing | 7 | 7 | 10 | 450 | Unrestricted |
Flight Suit | 9 | 9 | 9 | 600 | Unrestricted |
EVA Suit | 8 | 9 | 8 | 550 | Unrestricted |
Armored Flight Suit | 15 | 15 | 20 | 1000 | Unrestricted |
Light Body Armor | 30 | 45 | 30 | 3500 | Licensed |
Heavy Body Armor | 60 | 60 | 50 | 5000 | Restricted |
Augmentations
Augmentations come in two basic varieties: Bionics and Cybernetics. Bionics is bioengineered and completely organic, it requires more up front cost but no upkeep, it is also very mahou friendly despite the lower performance. Cybernetics is based on inorganic that integrates and partially replaces parts of the body, it is cheaper upfront but requires maintenance every 2-3 years to keep in proper form, also a strong EM blast can knock someone with cybernetics out. Also every 2 pieces of cybernetics one possesses, incurs a -1 rating to all mahou related skills.
Characteristic Enhancements
Characteristic | Cost per +1 for Bionics | Bionics Max Boost | Cost per +1 for Cybernetics | Cybernetics Max Boost | Legality |
---|---|---|---|---|---|
Strength | 7,000 | +4 | 5,600 | +6 | Unrestricted |
Constitution | 10,000 | +4 | 8,000 | +6 | Unrestricted |
Dexterity | 8,000 | +4 | 6,400 | +6 | Unrestricted |
Reflexes | 9,000 | +4 | 7,200 | +6 | Unrestricted |
Perception | 6,000 | +4 | 4,800 | +6 | Unrestricted |
Willpower | 8,500 | +4 | 6,800 | +6 | Unrestricted |
Imagination | 7,000 | +4 | 5,600 | +6 | Unrestricted |
Reason | 7,000 | +4 | 5,600 | +6 | Unrestricted |
Presence | 6,000 | +4 | 4,800 | +6 | Unrestricted |
Savvy | 7,000 | +4 | 5,600 | +6 | Unrestricted |
Empathy | 7,000 | +4 | 5,600 | +6 | Unrestricted |
Appearance | 6,000 | +4 | 4,800 | +6 | Unrestricted |
Other Boosts
System | Type | Effect Per Level | Max Levels | Cost Per Level | Legality |
---|---|---|---|---|---|
Adrenal Booster | Either | +1 Initiative | 3 | 500 | Unrestricted |
AR Eye Implants | Cyber | See Augmented Reality | 1 | 50 | Unrestricted |
Auditory amp | Either | +1 Notice and Search when dealing with sound | 5 | 500 | Unrestricted |
Beholder Sensor Suite | Either | See in all directions | 1 | 800 | Unrestricted |
Bio Monitor | Either | +1 resist torture and drugs | 5 | 100 | Unrestricted |
Bioluminesence | Bionics | 3 meters light, can be turned off | 3 | 90 | Unrestricted |
Chemweave | Either | 2 PD vs acid | 20 | 200 | Unrestricted |
Contraceptive Implant | Either | No unwanted pregnancy for 10 years | 1 | 100 | Unrestricted |
Crypto-Laser Link | Cyber | Allows for an encrypted conversation with someone else with laser com equipment | 1 | 600 | Licensed |
Data Jack and Storage | Cyber | +1 to computer related skills, and 2 TB of data | 5 | 100 | Unrestricted |
Diet Control System | Cyber | Limits unwanted weight gun | 1 | 1000 | Unrestricted |
Dodgeball | Either | +1 Evade | 3 | 440 | Unrestricted |
Emergency Life Support | Either | Provides 10 minutes of air and environmental protection in the event of an emergency | 6 | 600 | Unrestricted |
EMP Shielding | Cyber | reduce chance of EMP shut down by 25% | 3 | 2000 | Unrestricted |
Enhanced liver | Bionics | +1 to rolls to resist toxins, harmful drugs and poisons | 10 | 550 | Unrestricted |
Esper Vent | Bionics | +1 to resist psionic attacks | 5 | 1250 | Unrestricted |
GI Symbiont | Bionics | Limits unwanted weight gain | 1 | 1200 | Unrestricted |
Gills | Bionics | Breath under water | 1 | 600 | Unrestricted |
Gyroscope | Cyber | +1 to all checks involving balance | 5 | 1000 | Unrestricted |
Inner Ear Enhancer | Bionics | +1 to all checks involving balance | 5 | 1200 | Unrestricted |
Integrated Library | Cyber | +1 Education | 5 | 900 | Unrestricted |
Internal Direction Finder | Either | +1 Navigation | 5 | 300 | Unrestricted |
Kangaroo | Either | Double Jump Distance | 1 | 1500 | Unrestricted |
Laughing Man Suite | Cyber | +1 to computer hacking | 5 | 1800 | Restricted |
Chameleon Camouflage | Either | +1 to stealth rolls | 5 | 2300 | Black Ops |
Light Tattoo | Either | Tattoo that glows and changes shape | 1 | 15 | Unrestricted |
Long Dive Lungs | Cyber | 20 minutes of air | 10 | 700 | Unrestricted |
Midnight Enhancers | Either | +1 to seduction | 5 | 300 | Unrestricted |
Nano Surgeons | Cyber | +2 Recovery | 3 | 4000 | Unrestricted |
Nasal Filter | Either | Stops gases and fumes 70% effective | 1 | 60 | Unrestricted |
Optical Enhancement | Either | +1 to notice and search when using visual data | 5 | 300 | Unrestricted |
Organic Computer | Bionics | +1 Eductation | 5 | 1100 | Unrestricted |
Particle Detection | Either | +1 to notice and search rolls that even smelling | 5 | 600 | Unrestricted |
Pheromone Control (Dominating) | Bionics | +1 to intimidation rolls | 5 | 450 | Unrestricted |
Pheromone Control (Persuasive) | Bionics | +1 to persuasion rolls | 5 | 450 | Unrestricted |
Pheromone Control (Seductive) | Bionics | +1 to seduction rolls | 5 | 450 | Unrestricted |
Pheromone Filters | Either | negate pheromone enhancements | 1 | 1600 | Unrestricted |
Reinforced Skeleton | Either | +10 hits | 5 | 1300 | Unrestricted |
Shift-tacts | Either | Change Eye Color | 1 | 200 | Unrestricted |
Skin Pouch | Either | Have a hidden pocket in your skin | Any | 570 | Restricted |
Skinwatch | Cyber | Subdermal Timepiece | 1 | 50 | Unretricted |
Skinweave | Either | +1 PD SD and ED | 15 | 300 | Unrestricted |
Sonar | Either | +1 notice and search underwater | 5 | 300 | Unrestricted |
Speedware | Either | +1 Initiative | 3 | 600 | Unrestricted |
Spider-silk Weave | Either | Negates AP on skinweave | 1 | 4500 | Licensed |
Tactile Boost | Either | +1 to notice and search when using touch | 5 | 100 | Unrestricted |
Targeting Support System | Either | +1 to aim a firearm. | 3 | 200 | Unrestricted |
Taste Booster | Either | +1 Notice when dealing with taste | 5 | 100 | Unrestricted |
Tech Hair | Cyber | change color, length and style of hair at a mental command | 1 | 200 | Unrestricted |
Technails | Cyber | Change Nail Color | 1 | 200 | Unrestricted |
Toxin Filter | Either | +1 to rolls to resist toxins, harmful drugs and poisons | 5 | 200 | Unrestricted |
Vehicle Jack | Cyber | +1 to pilot vehicles equipped with Jack Interface Device | 5 | 100 | Unrestricted |
Voice Mask | Either | +1 impersonation | 5 | 600 | Restricted |
Wireless Jack | Cyber | requires another kind of jack, that jack no longer requires a cable connection | 1 | 1300 | Unrestricted |
Limb Replacements
Limb replacements are simply prosthetics meant to replace lost limbs. The do have options to increase versatility and usefulness.Replacement | Type | Cost of a Single | Cost of a Pair | Number of options | Legality |
---|---|---|---|---|---|
Cloned Arm (partial) | Bionics | 3000 | 5000 | 0 | Unrestricted |
Cloned Arm (full) | Bionics | 4000 | 7000 | 3 | Unrestricted |
Cloned Leg (partial) | Bionics | 2000 | 3000 | 0 | Unrestricted |
Cloned Leg (full) | Bionics | 3000 | 5000 | 2 | Unrestricted |
Obvious cyber arm (partial) | Cyber | 1500 | 2000 | 3 | Unrestricted |
Obvious cyber arm (full) | Cyber | 2000 | 3000 | 5 | Unrestricted |
Obvious cyber leg (partial) | Cyber | 1000 | 1500 | 2 | Unrestricted |
Obvious cyber Leg (full) | Cyber | 1500 | 2000 | 4 | Unrestricted |
Concealed cyber arm (partial) | Cyber | 2000 | 3000 | 1 | Unrestricted |
Concealed cyber arm (full) | Cyber | 2500 | 4000 | 3 | Unrestricted |
Concealed cyber leg (partial) | Cyber | 1500 | 2000 | 1 | Unrestricted |
Concealed cyber leg (full) | Cyber | 2000 | 3000 | 2 | Unrestricted |
Bionic Tentacle | Bionics | 8000 | 13,000 | 2 | Unrestricted |
Cyber Tentacle | Cyber | 6000 | 10,000 | 3 | Unrestricted |
Additional Mounting | Either | 10,000 | 15,000 | 0 | Unrestricted |
Cyber/Bionic Limb Options
Each Limb option takes up one option.Option | Type | Effect | Cost | Legality |
---|---|---|---|---|
Built in Medkit | Cyber | +3 First Aid | 900 | Unrestricted |
Built-in Tool kit | Cyber | +3 mechanics, electronics and engineering | 900 | Unrestricted |
Cyber Arm Slide | Cyber | add 1 meter of retractable reach | 440 | Unrestricted |
Cyber light | Cyber | a finger acts as flashlight with a range of 5 meters | 200 | Unrestricted |
Cyber lighter | Cyber | can start a fire with a finger | 300 | Unrestricted |
Smuggling compartment | Either | a compartment to hide things | 800 | Black Ops |
Holster | Either | a place to store a pistol | 500 | Licensed |
Monkey foot | Either | Full dexterity with your feet | 500 | Unrestricted |
Snake fingers | Either | Negate penalty for dealing with objects that are too small | 500 | Unrestricted |
Hidden gun | Cyber | 2D6 damage, 25 meters range, 10 shots | 900 | Licensed |
Hidden laser | Either | 2D6 damage, 30 meters | 1500 | Licensed |
Hand blade | Either | 3D6 damage | 800 | Licensed |
Anchoring Feet | Either | anchors to ground | 400 | Unrestricted |
Built-in Camera | Cyber | have a camera on your body | 1000 | Unrestricted |
Quick chnage mount | Cyber | 1 turn changing cyber limb | 200 | Unrestricted |
Double jointed | Either | +1 Grapples, holds and escapes | 1000 | Unrestricted |
360 rotating joints | Either | +1 escaping | 120 | Unrestricted |
Body Replacements
All body replacements completely replace the body with a cybernetic body that completely disconnects the user to any Mahou abilities they once had. Also, Physical Stats and Appearance can no longer by enhanced by OP/XP and can only be enhanced through cybernetics. All bodies are designed to appear as though they belong to the desired species (usually their original) of the subject. These are currently only available in the case of catastrophic damage that would otherwise kill or leave the subject permanently crippled.Body Type | REF | DEX | STR | CON | APP | PD/ED | Effects | Cost | Legality |
---|---|---|---|---|---|---|---|---|---|
Basic | 7 | 7 | 7 | 7 | 7 | 0 | None | 40,000 | Restricted |
Aquarius | 10 | 10 | 12 | 12 | 5 | 10 | Double underwater movement, lasts 12 hours underwater | 50,000 | Restricted |
Copernicus | 11 | 11 | 6 | 6 | 5 | 15 | Can move through Zero-G easily | 60,000 | Restricted |
Ninja | 12 | 12 | 10 | 10 | 8 | 20 | +5 stealth rolls | 65,000 | Black Ops |
Fire Fighter | 11 | 10 | 13 | 13 | 8 | 15 | +8 ED in fire | 47,000 | Restricted |
Wingman | 15 | 15 | 7 | 12 | 7 | 5 | automatic Grade III wireless vehicle jack | 54,000 | Restricted |
Flower | 8 | 8 | 8 | 8 | 13 | 5 | Midnight Enhancement Level 3 | 50,000 | Restricted |
Bindings
Bindings are things that are true about your character but could be both a boon and a bane, depending on the situation at hand. Most of these things are relevant only in social contexts, and should not be used as an emotional surget to try and get a bonus for shooting someone down that pissed you off. Each Binding comes with a rating of: Incidental, Minor, Major and Defining. There are three broad categories of bindings and four bindings to each, you may choose the exact definition for each binding as well as how important it is to you, you can only use each of the ratings once per binding. If you cannot decide at character creation, or change your mind during play, you may change your bindings between sessions, but not during a session. ((Sexuality will almost exclusively be used for seduction))
Being
- Sociability (shy, outgoing, quiet)
- Sexuality (heterosexual, homosexual, bisexual, robosexual)
- Charm Point (eyes, voice, beauty mark)
- Worst Feature (hair, teeth, skin)
Relationship
- Person like the best
- Confidant
- Rival
- Hated Enemy
Values
- Cherished Virtue
- Despised Vice
- Championed Cause
- Despised Cause
Experience Spends
- Skills: It costs a number of XP as the next Rank in a skill to advance a skill. 2 XP to learn a new skill.
- Hard Skills: use the following table.
Level | Needed XP |
---|---|
1 | 2 |
2 | 3 |
3 | 5 |
4 | 6 |
5 | 8 |
6 | 9 |
7 | 11 |
8 | 12 |
9 | 14 |
10 | 15 |
- Attributes: Three times the new rating in experience points to advance by one.
- Complications: GM permission, and twice as much XP as OP they normally give.
- Traits: 6 XP per level to gain, though always better to check for sanity with the GM
- Perks: May be given freely by the GM, however, may be bought with twice the amount of XP as the OP cost for the perk
- Special Abilities: 6 XP for the first rank, 3 XP for every rank there after.