VRAANZANNTH 2nd Edition
Presented here is the 2nd Edition of VRAANZANNTH, it's rules have been revised to present a much smoother system then that existed in the original rules, which were by all means flawed, complicated and very not understandable.
This New Edition is present to fix all the old complaints of the old system and has revised itself for efficiency and is made with Accuracy, Detail, and playability in Mind.
The Rules of VRAANZANNTH are simple and are , in the author's opinion, an improved way of doing things from the likes of FUDGE, GURPS, and the System from Feng Shui and Warhammer.
The Game uses only 3 dice
One D12, Two D6s ( FS Dice (dies rated from +/- 0-5 are also useable)
D12's represent how often one can succeed at a task simply by Rolling a D12, a Roll of 11 or 12 is always failure. When using D12's Lower is better.
When Rolling the D6's one either
· a) Roll 2d6, subtract 7
· b) Roll 2d6, read 6 as 0, subtract one die from the other.
· c) Roll 2D6 subtract the positive Die from the negative die.
Then apply any modifiers to the rolled result (which are applied from
thinks like combat situations, Damage Modifications and Skill SFX) and consult
the following Table:
RESULT MODIFIER TO ACTION
+6 or more Power of Action is multiplied by x
+5 Power of Action is multiplied by 5
+4 Power of Action is multipled by 4
+3 Power of Action is multiplied by 3
+2 Power of Action is multiplied by 2
+1 Power of Action is multiplied by 1
+0 Power is nulled ( not effective)
-1 Power of Action is reduced by 1 unit
-2 Power of Action is reduced by 2 units
-3 Power of Action is reduced by 3 units
-4 Power of Action is reduced by 4 units
-5 Power of Action is reduced by 5 units
-6 or more Power of Action is reduced by X units.
(Where X is the Actual New Result number)
The Success for STAT/POWER values are :
1-3 Roll 1 on D12
4-6 Roll 2 or less on D12
7-9 Roll 3 or less on D12
10-12 Roll 4 or less on D12
13-15 Roll 5 or less on D12
16-18 Roll 6 or less on D12
19-21 Roll 7 or less on D12
22-24 Roll 8 or less on D12
25-27 Roll 9 or less on D12
28-30 Roll 10 or less on D12
If Failed Roll is 12, then roll 2d6 +7 then subtract this roll from 0, to determine the new result number, then that is what occured.
If Failed Roll is more than the Required number, but not a 12, the Action is nulled.
Nulled Actions fail, for any number of Story reasons. For what ever reason, the action attempted is just unsuccessful.
If the Result Rolled reduces the Power Units to less than 0, then the resulting negative number is done as damage to that power. Every 5 points of Damage reduces a Power 1 unit. Only Living things can heal this damage, non living things can have it repaired by someone else, if the correct device-repair skill is known.
POWER/STAT : These are the Units that determine the outcome of any action, and is the base value for determining success, and this is what's modified by the result table.
RANK: There are 12 ranks, these multiply the POWER/STAT by a certain Multiplier. The Ranks can also be doubled by adding the cost of a lower or higher rank, then multiplying the Modifiers together to get the new rank Multiplier. Each Power/stat unit of a double rank costs double points.
SFX POINTS: SFX stands for Special effects. These SFX points are points determined from the cost of the Rank of a power, With SFX Points one can detail a SFX to precise meanings (ex. Kinetic Edged SFX,a knife) or to something more general (ex. Aim and shoot - Exploding Energies , skill with Rocket Launchers)
CREATIVITY POINTS: These are points that are used during play to
increase actions. One has, at no extra cost, a number of Skill points in
CP. One can perform some skills at a higher result and some at a lower result.
All skills have diffirent defaults, and the skill value is added/subtracted
from the result roll when doing actions of that nature. During play, one
can spend one CP to add 1 to your own result rolls, or spend 2 CP to subtract
1 from an opposing result roll
Or spend 3 CP to add 1 to someone else's result roll.
They may also spend 5 CP to subtract 1 from their success (d12) roll, allowing them to succeed more )
Creativity Points are Regained at the end of every session or the end of every Story chapter.
STORY CHAPTERS: Story Chapters are parts of a campaign when a certain
plot or subplot gets resolved, and in general tend to contain only 1 plot
at a time.
If the players in a campaign can't get past a story chapter, they will eventually run out of Creativity in real life, and in Game terms, would have to spend their characters' CP to move along the story.
At the End of Every Chapter, is when things like recovery of damage, lost units, etc should occur, as time is not an enemy between active time in a long story.
Damage Recovery can be done in-story, but that tends to complicate the stories more.
NORMALISER STAT: Every SFX Power and Every Character has a normaliser
stat that reduces the cost of that set of powers or stats, by a percentage,
from 5% to 75% reduction. Typically they have 3 categories, and the normaliser
stat modifiers reduce or increase the result roll by a number between +5
and -5. This number shouldbe randomly generated for Pc's and NPC's.
This number should be chosen for when designing offensive SFX, DEFENSIVE SFX, and SETTING SFX.
OFFENSIVE SFX: This includes anything that might be used in combat
or to hurt people or avoid combat etc.
DEFENSIVE SFX: This includes anything that is meant to defend one from combat, Heal,etc
SETTING SFX: This Includes anything that is meant to enhance the character in regards to setting, and tend to make the character diffirent from other people. This mainly involves things that don't rely upon the Character's stats solely and involve social interacttion with others, or how others interact with the character, whether the character is actively doing so with them or not.
VraanZannth Defines most POWERS and CHARACTERS by 6 Stats. 5 define the Character or Power, the last is the NORMALIZER STAT.
Skills are grouped via the stat they use, and all rely upon SFX points to further define them.
The SFX Categories vary depending on Setting and Availability.
If the SFx is very common it's x.5 (Def +1)
It it's common is x1 (Def 0)
If it's Uncoomon is x 1.5 (def -5)
If it's rare is x2 (Def -10)
If it's Very Rare is x4 (Def -15)
This multiplier is applied to the cost of the Skill in CP/regular Points
Character Stats get the Normalizer STAT Decrease or increase depending on the Normalizer stat, VANITY.
THE SIX MAIN CHARACTER STATS
STRENGTTH: This is one's strength, measured in 10kg
STRENGTH is used for the Following Actions:
A) GRABBING (Roll STR/3 or less on D12, Opponent rolls the Same, if End Result (in Kg units) is greater, the grab is successful). As always subtract the defending STR kilogram units from the attacker's Kilogram units.
B) DAMAGE (to VITALITY or REFLEX) Each Power unit of STR does 3 Damage, multiplied by Rank, then further modified by the result table. A result that reduces Power by 2 units, reduces the PowerxRank damage by 2 x Rank.Damage vs Vitality is reduced only by Defensive SFX. Damage to Reflex ( ex . A stunning Strike) is reduced by VITALItYx Defender's Rank.
C) BACKLASH This is when you suffer backlash damage from a critical failure. This could be anything from a strained muscle or tearing one's muscles. STR can receive 5 pts of Backlash x Rank then STR loses 1 Power unit per every whole 5 Backlash x Rank suffered. A baclash unit is 5 x Rank. STR backlash is restored at RANK x 1 in Backlash damage every day.
D) THROWING: To Determine if one can throw a person or object, first make a successful grab (roll size for objects) then take the Weight (for objects) or VITALITY (for people) and subtract this score ( wt in kgs for objects, or Vitality x rank x 15kg for people) the resulting score in 10kg units is the distance in meters that the object or person can be thrown. If character chooses so, he may attempt to throw things even further, by suffering enough damage to lose 1 STR Power unit, and then roll on the result table as normal. As always, a result that reduces Power units, reduces by Power units x Rank of Character's STR. ( Results that multiply the Power Units multiply the End totals of a character in a conflicted test. NOTE: KNOCKBACK FROM PHYSICAL OFFENSIVE SFX uses POWER VS VITALITY, KNOCKOUT FROM MENTAL /MYSTIC OFFENSIVE SFX uses POWER VS MENTALITY, and the resulting units are number of 5 second rounds that the Character or object is out of commission. BACKWASH from META OFFENSIVE SFX uses POWER VS PERSONALITY (with units the same as Mental SFX)
REFLEX This is one's speed and Agility.
Speed is measured at 5m per Rank x Power unit per 5 second round. One has 1 action per 3 Power units in REFLEX. REFLEX Determines one Stun level. If one recieves enough Stun Damage, Your Reflex Suffers.
STUN is restored at a rate of VITALITY every Minute (12 rounds) Ex. If one's Vitality is 3 Super, one recovers only 3 stun per minute. Stun Recovery does not benefit from Ranks unless bought as a Defensive Power SFX. Reflex has the following uses:
A) STRIKING - One's ability to strike is determined by REFLEX. Roll REFLEX/3 or less on a D12. Then Roll on result table, adding any modifiers. Defender does the same. The Resulting numbers are subtracted from each other. If the Offensive Strike total is equal to or greater than the Defender's, The Weapon or Power just does damage (same as STR damage). If the Offensive Strike total is less than the Defender it misses. If the Offensive Strike Total is 2x more than the Defender's, The Strike does an Equal amount of Damage that goes through the defense to the Defender as Stun. If the Offensive Strike Total is 3x or more, The Attack (after initial defenses) does an equal amount of Stun and Backlash STR Damage to the target ( Objects lose POWER) . Multiple Targets are hit for every 5 PTS over the Defender's Defensive total, so at +10 more over the defender's Total ( add highest and lowest Defensive Totals among multiple targets) the Strike hits +2 more targets (either the same target or another target near it) When Doing Multiple Targets, The Stun and backlash attacks side effects don't count unless that attack is part of the Offensive SFX.
B) STUN - Stun is determined by 5 x RANK x Power Units in Reflex. For Every 5 x RANK done, 1 power unit is temporarily lost from REFLEX. STUN is only defendable with STRAIGHT deduction of VITALITY x RANK. For Example: Target A is facing 50 Stun Damage to his 9 Tough (9T) Reflex, and has a VITALITY of 8TW (TOUGH WEAK) This Gives him a total of 450 STUN and the VITALITY gives him 20 Defense vs STUN ( 8 x 2.5) Target A now has 420 STUN Remaining. His REFLEX will drop by 1 power unit to 8T once he suffers 15 more Stun Damage. He will recover 8 STUN every minute so at his present level, it will take 5 minutes to get back to full Speed.
C) SPEED: Speed is calculated at a rate of 5m per RANK x POWER Units. Oee can walk RANK x 5m and do other actions. Moving more than that takes up an action. Moving more than 1/2 of one's full move requires one to forfeit all actions to move. There is a +1 to D12 roll for every 1/4 Total distance to target from start of round. ( MAX PENALTY is +8, if the DEFENDER Can double the distance between him and the attacker in the same round.) If Moving towards the target, If the Attacker has a higher Power unit level, He can move first then the defender can attack back, at a reduced penalty. If the Defender has the higher Power units in REFLEX, The Defender goes first. The Attacker can reduce his D12 roll by 1 for every Quarter of Total distance he can close between targets ( 1/4 ot total distance since start of round, max is -4)
D) REFLEX BACKLASH Same as STR backlash, It's 5 x Rank. For every Backlash Units suffered Reflex goes down by 1. REFLEX recovers RANK x1 every Day in backlash damage ( so a Tough Weak Rank, you recover 2.5 Backlash damage a day. ) Objects have to be repaired ( requires about 15 Seconds of repair to restore 1 backlash damage. For any and all stats of a power SFX. Apply the same. The Appropriate Device Repair SFX roll is required.
VITALITY: Vitality is the All important stat. It determines your endurance,
how much damage you can take, and in general your weight. VITALITY has the
A) LiFE CAPACITY: This is how much Damage you can take before Dying and how long you can last doing constant physical activity. To Determine this, Multiply POWER UNITS x RANK x 10. This number is seconds is how long you can be active, and also how much damage you can take. For Exmaple: at Vitality 10 Tough, one can suffer 500 damage, or stay active for 500 rounds or 42 minutes (roughly). If sctive for longer than that, The Character suffers 1 Backlash damage per Time unit of activity.
So if one spends 84 minutes of doing activity without rest, it will cause 2 backlash damage. After nearly 4 hours of constant activity, he will suffer 5 backlash damage. After 1 Day of constant activity, he will suffer 1 backlash unit and his 10 Tough Vitality will be reduced to 9 Tough. He will heal 5 (rank of Vitality) backlash damage every day after he stops. At this level, it will require him 25 days to recover all the backlash damage.
B) VITAL DEFENSE This is Your Defense Against STUN attacks. It is POWER UNITS x RANK. This is subtracted from all attacks that do stunning except where noted. This number is 1/4 vs life threatening damage.
C) RECOVERY This is how much you recover in life capacity points per day. The number is equal to VITAL DEFENSE.
D) VITAL RESISTANCE This is how much you can resist things that attack VITALITY directly via SFX, and is also the value used when calculating throwing. This value is VITAL DEFENSE in 15kilogram units.
E) VITALITY BACKLASH: This occurs from either
a) Time unit burn out.
b) VITALITY SFX Failure
Either way, One can receive upto 5 x RANK in backlash damage. This recovers at a rate of RANK x1 per Day
PERSONALITY: This is how well you deal with others.
Each power unit represents 5 people you can affect, and also for how long in minutes. PERSONALITY is the main score used when dealing with META SFX.
Meta covers things like social abilities, contacts, etc.
Personality has the Following uses:
A) RECEPTIBILITY how many and how often you can get others to receive what you say and how many of them. RECEPTIBILITY is successful when PERSONALITY/3 or less is rolled on a D12., Modified by one's Vanity modifier. (VANITY is the NORMALIZER STAT). This initial number of people who listen are 5 x Rank x POWER UNITS. They will listen till someone protests to what the character says in any form. The Opponent Rolls the same and subtracts his number of successes from the Proponent. If there are not enough people in the Area, to meet these number requirements, 1/2 of the left over "people" is done as backlash damage to the opponent. (THIS by the way, can be interpreted any number of ways, but the end result is that the speaker loses standing among the crowd) .
B) META RESISTANCE: This is determined like VITAL RESISTANCE, and is generally how well you can resist social changes that occur to you. This number is
15 x RANK x POWER UNITS.
C) PERSONALITY BACKLASH , as with all other forms of backlash, the backlash unit is 5 x RANK of PERSONALITY. This recovers at a rate of RANK x 1 per HOUR. Once PERSONALITY REACHES 0, the person goes insane or stays out of social interaction for a number of hours equal to that person's PERSONALITY BACKLASH UNIT.
MENTALITY: This is the stat that rates how creative you are, how strong
your will power is, etc. This stat is involved in many of the SKILL SFX and
is used when resolving Mystical SFX and Mental SFX. MENTALITY has the following
A) CREATIVITY : This value is RANK x POWER UNITS x 15 SECONDS. These 15 second units are what is called Creativity Units. The Number of Crreativity units determines how many Free Skill SFX points one can take initially. The Maximum is TWICE the total Creativity. During play one may spend 1 Creative second to add +1 to a result roll. One may spend 5 C.Units to add -1 to a D12 roll. Once Creativity units are reduced to zero, A character can spend more but each point of Creativity used causes a correspondinlgy equal amount of Mentality backlash damage.
EXAMPLE: John has Mentality stat of 5 TOUGH. He has 25 Free Skill SFX points ( 5 (RANK) x 5 (POWER UNITS). His total Creativity is 375 seconds of continuous creativity, or 6 minutes and 15 seconds. Like Life Capacity, this also means that every 6 minutes and 15 seconds of contiguous mental work, he will suffer one baclkash damage unit. The most Skill SFX points he can have is 750 Skill SFX points. When one spends one creativity in modifying dice rolls, one can stay engaged in mental "labor" for less and less. People who sit and Veg' out in front of the TV screen being couch potatoes is basically what might happen when one's Creativity goes to zero... He or she then has to sit there and absorb other's creativity until he gets back his own levels and then wants to do something else...
NOTE: Creativity Recovery recovers at a rate of 1x Rank in seconds per minute. Double the rate when doing nothing but actively "vegging" out, Triple the Rate when Sleeping, Quintiple the rate when having an exeptionally good rest.
B) MYSTIC RESISTANCE Thisvalue is POWER UNITS X RANK, This is the value that is subtracted from all mystic and Mental SFX that are done against a character. This cannot be increased by CREATIVITY but can be increased by taking backlash damage, at the same rate as creativity. EXAMPLE at 5 Tough, the Mystic Resistance is 25
C) CREATIVE TIME UNITS This is the value used when determining the outcomes of SKILL SFX, MENTAL SFX etc. This value is POWER UNITS x RANK x 3.
D)MENTAL SUCCESS RATE This is the Value on D12 rolled for success similar in action how REFLEX and STR is used. This value is always modified by +4 to roll if skill or other "test" is done under distracting pressure., +1 if done during intense Pressure to succeed, +0 if under no pressure, no commitment to the act, -2 if under no pressure and has given full commitment to doing the act.
E) MENTAL BACKLASH --- As Always it's POWER UNITS x RANK x 5. MENTAL backlash is recovered at the same Modified rates as Creativity, but restores MENTAL BACKLASH UNIT in Damage per 1/2 Day.
EXAMPLE: if one has a MBU (mental backlash unit) at 15, one heals 15 Backlash damage per 1/2 day. If that half day is spended vegging out, then 30 backlash damage is healed. If 1/2 day spent sleeping, 45 backlash damage is healed., and so on.
VANITY: The Normalizer STAT
This Value has 3 values, all between +5,to -5)
The First number is the Success modifier for PERSONALITY when dealing with Aggressive Characters. (ie enemies)
The Second Number is the Success modifier for PERSONALITY when dealing with NUETRAL characters ( ie bystanders)
The THIRD number is the succes rate modifier towards FRIENDLY Characters.
All of these values are ADDED to The PERSONALITY SUCCESS RATE. (and Also added to the RESULT ROLL)
EXAMPlE: If one's PSR is 5, and the character is facing an aggressive, who which this character has a +2 towards Aggressives, (signifying that he's intimidating) his new PSR is now a 7 or less on a D12, and He also gets a +2 modifier on his result roll.
The character Totals his 3 values that comprise VANITY Multiplies by 5, adds this value as percentile against the Total Character cost ( sans Power,META and SKILL SFX) from the Creation cost of a person.
So if one's Character has a total of 100 Creation points, and one's total VANITY was +15... Would now add +75 more points to that character's Creation Cost. ( POWERS AND SKILLS HAVE THEIR OWN NORMALIZER STATS, so don't Apply further normalizer penalties or bonuses again when figuring their cost)
(an Example 100 Creation point Character could have all 5 stats ( VIT, MEN, PER, STR,REF (shorthand) at 15 TOUGH, (This character alone can be a superhero...)
Who's Success rate is a 5 or less on D12, (10 Personality wise) 15 Tough costs 20 Creation points ( 15 +5 for being Tough) and would have 1 action every second....
There are several Types of SFX Pools
META SFX (covers setting/social effects)
POWER SFX (covers attack/defend effects)
SKILL SFX (covers knowledge/combat effects)
Skill SFX points are Generally skills and talents.
Skill SFX points are generally Creation points that are allocated to get one skills etc. Mentality gives a bonus number of initial Skill SFX points.
There are an infinite number of Absolute skills one can have, VraanZannth
groups these by What Main STAT they use. COMBAT skills use REF and STR.
People Skills use PER and MEN. SURVIVAL skills use VIT and MEN.
All skills can be performed, but unknown skills can't be done if the Result Modifier reduces the Power units below the Stat Rank Power units. Frequently attempting an unknown skill will eventually lead to major amounts of STAT backlash.
All skills that are known by everybody are done at +1 to the Result
table roll, and the skills cost only 1/2 the normal cost in Skill SFX points.
Common Skills that can be learned by anyone are done at +0 to the result roll , and are normal cost in Skill SFX points.
Uncommon skills that can be learned by a large majority ( but not all) are done at -5 to the Result Roll Table, and cost 1.5 times the normal cost in SFX points.
Very Uncommon skils that are known by a minority of a majority of a population are done at -10 to the Result roll table, and cost 2 times the normal cost in Skill SFX points.
Rare, unknwon skills known by a small minority of a pupulation (or not at all) are done at -15 to the result roll table and cost 4 times the normal cost in Skill SFX points.
NOTE: Pts. In context, refer to SKILL SFX POINTS.
One must buy up Negative levels in skills at 2 Pts per level increase. One can Transfer 1 Pt from a universally known skill to another skill for free. Reducing a common skill to a negative, turns each negative in a universal skill into 2 more Skill SFX points.
Universal ,etc skills are dependant on Setting.
To increase a Skill by +1 is 2 pts (x any modifiers)
PIN - Range Contact
Pry - Range Contact
Tear - Range, Action movement+contact
Jump - Ranged Kilogram units in Meters.
Stomp - Range Target is underneath, contact.
Shatter - Range Action movement +contact
Impale - Range Action movement +contact
Hack/Pound - Vertical
Mangle/Crush - between 2 sides
Cling/Hang - from bridges/etc
Parry vs. Large
Parry vs. Small
Parry vs. Very Small
Parry vs. Medium
Parry vs. Very large
Smack/Slice ( horizontal)
Aim and Shoot
Load and Shoot
Think and Shoot
Press and Shoot
Program and Shoot
Entangle w/ links
Entangle w/ hooks
Entangle w/ Other
COMBAT SKILL MODIFIERS
These are modifiers bought for individual skills.
1 pt + Attack and Spray Multiple targets.
1 pt + Action while obscured.
1 pt + Action while Hanging.
1 pt + Action done in Reverse
5 pt + Action done while under intense Pain
10 pt + Action done under any and all conditions.
Meta Skills are things that invole Metaphysical and social actions.
Trade: Bottom Class
Trade: Lower Class
Trade: Middle Class
Trade: Upper Class
Trade: Top Class
Dominate: Bottom Class
Dominate: Lower Class
Dominate: Middle Class
Dominate: Upper Class
Dominate: Top Class
Spot/Sneak: Rural enviroment
Spot/Sneak: urban enviroment
Spot/Sneak: Space enviroment
Spot/Sneak: subterranean enviroment
Spot/Sneak: Aireal Enviroment
Spot/Sneak: Other Dimension Enviroment
Spot/Sneak: Harsh Enviroment
Detect/Obscure: very small objects
Detect/Obscure: small obkects
Detect/Obscure: Medium objects
Detect/Obscure: Large Objects
Detect/Obscure: Very Large Objects
META SKILL MODIFIERS
1 pt +with no extra tools
1 pt +with substandard tools
2 pt +with Poor Resources
5 pt +with No Tools
5 pt +while under pressure
10 pt + while under any and all conditions.
Endure: Rural Enviroment
Endure: Urban Enviroment
Endure: Space Enviroment
Endure: Subterranean Enviroment
Endure: Aireal Enviroment
Endure: Other Dimensional Enviroment
Endure: Harsh Enviroment
Move: Rural Enviroment
Move: Urban Enviroment
Move: Space Enviroment
Move: subterranean Enviroment
Move; Aireal Enviroment
Move: Other Dimensional Enviroment
Move: Harsh Enviroment
Navigate: Rural Enviroment
Navigate: Urban Enviroment
Navigate; Space Enviroment
Navigate: Aireal Envireoment
Navigate: Other Dimensional Enviroment
Navigate: Harsh Enviroment
1 pt With Scarce Resources
1 pt with mixed Resources
1 pt with overabundant resources
5 pt with Conflicting Enviroments
5 pt while under confusion
15 pt While under any and all conditions.
Devices are Categories of skills or specific skills
Guns can be a Device, so can Street performance be a device. There can be an infinite number of devices available dependant on how detailed and precise the GM wants to run the game.
Here's alist of few Devices, first done by General then specifics.
GUNS - submachineguns, handguns, Slow rifles, semiautomatic rifles, slow handguns, Chamberguns,
Chainguns, Cartridge guns, Heavy Guns, Exotic guns
Energy handguns, Energy Rifles, Energy Heavy Guns
Explosives - Grenades, lit fuse grenades, Digital fuse explosives, Rockets, landmines, seamines, spacemines, magic mines, Exploding canister guns, Grenade using guns, Craft Missles, Micromissles, Component Missles, Smart Missles
Edged - very small edged, small edged, medium edged, large edged,
Very large Edged weapons, Improvised Edged, Natural Edged, Multiple strike
Blunt - Very small, small, medium, large, Very Large Blunt Weapons, Improvised blunt Weapons, Natural Blunt Weapons, Multiple STrikes with Blunt
Discharger - Gas Weapons, Plasma Weapons, Needle Weapons, Particle beam weapons, Volley fire weapons.
Stringed - Bow, Crossbow, Recurved Bow, Compound Bow, Crossbow, Crossbow Pistol, Arbalest, Sling, Staff Sling.Rope weapons.
Fiction - SciFi, Fantasy, Porn, Renaissance, Gothic, Punk, Mythological, Period, Operatic. Horror, Noir, Espionage, Allegorical.
Low Tech - Wheel, stone, copper,brass, iron, Flint, hide, scale, wood, Cart, Chariot, Shield, Babylonian Weapons.
Classic tech - Carriage, Aqueducts, Pillars, arches, marble, steel, gold, Ivory, Cloth, Seige Weapons, Irrigation, Wells,
Renaissance Tech - Multilevel buildings, Elevators, Silver, Blackpowder weapons, Steel Weapons, Missle weapons, Barges
Victorian tech - Electricity, Gas Light, Steam, Railroad, Telegraphs,Steamboats, Ironclads, Rifleweapons, Cannons, Gatling chainguns.
Industrial tech - Refrigeration, Radio, Telephone, Color Press, Automobiles, Record players, mass production, Medicine,.
Post Industrial Tech - Hydroelectric power, Television, Tanks, jets, planes, Consumer appliances, FM Radios, Portable Appliances
Late industrial Tech- Computers, Solar Power, Color TV, Cable TV, Space Program, Satellites, Helicopters, motorvehicles, Motorcraft, Electronic Toys.
Computer Age Tech- Microcomputers, Nuclear power, Spaceshuttles, combat satellites, AI's, hitech Tanks, hitech Explosives, junk Production.
Late Computer Age Tech - Computer implants, automated Appliances, Automated Vehicles, Smart Weapons, Superfast Computers, Life like V.R.
Eartly Space Travel Tech - Laser coomunications, persoanlized Mass production, Spaceship Engines, LEO craft,
Late Space Travel Tech - Subspace communications, Replications, Cloning, Anagathics, Beam Energy weapons, Cyborgs, Smart Vehicles.
These examples are only examples, and can be improved upon by the GM or by the setting.
NOTES ABOUT COMBAT
Each Manuver can only be countered by so many manuveres. Here's a Listing
on what each manuvere does.those marked by * are Parriable. All can be dived
or Leaped out of the way of.
MANUVERE OPPOSED BY:
Pin Swerve, Duck,Dive, Pry,Leap
Pound/Hack (V) Swerve, roll, Stepback, Sidestep
*Slice/Smack (H) stepback,duck, Dive, Swerve
*Slash/Swing (D) Sidestep, Stepback, Jump
Impale Sidestep,Stepback, Leap Away
Crush/Mangle Roll, leap Away, Jump
Stomp Roll, Stepback,Swerve
Tear Dive, Pry
Pry Swerve, Stepback
Jump Dive, Roll,Duck,Swerve
Stun Roll, Duck,Dive, Leap Away
Entangle Swerve,Pry, Tear
Aim and Shoot Roll, Sidestep, Swerve, Dive,Duck
Press and Shoot Scatter, Dive, Swerve, Duck
Program and shoot Dive, Leap Away,Scatter
Load and Shoot Dive, Scatter, Leap, Duck
Think and Shoot Swerve, Leap Away, Jump, Duck
Hanging is used when ever one is hanging from a location that one does
not have proper balance on.
A Swerve move takes 2 seconds to perform, and makes you avoid upto 2 seconds of attacks directed at you.
A Dive takes 5 seconds to perform, and makes you move 1/4 of your Total Movement away towards an attacker.
Sidestep takes 1 second, and can be performed only when there is cover for the defender to move behind
Backstep(stepback) is simply taking a step back to avoid an incoming attack.
Roll takes 3 seconds and makes you move 1/8 of your total movement away from the attacker, and any incoming damage is halved.
Leap is used to jump away from attackers (taking 4 seconds)
Jump is used to jump towards Attacker (taking 4 seconds)
Duck takes 5 seconds and is done when one is already near cover, and once one has ducked, the damage must go through the obstacle to reach the defender.
Pry takes 3 seconds (or actions) and is only done to escape a Pin
Tear takes 5 seconds and rips away what ever is being teared at, with a +2 to the result table.
Pound manuveres do Damage and Mental Backlash to victim
Slash/Swing manuvers do damage and Personality Baclash to victim
Smack/slice manuvers do Damage and Vitality Backlash to victim
Impale does Damage and Vitality and Reflex backlash to victim.
Crush does damage and Vitality and Strength backlash to the victim
Stomp does Damage and Reflex Backlash to victim
Shatter does STR and VIT baclash damage or Power backlash to a victim's possession.
Scatter takes 5 seconds, and makes the succes roll -4 Penalty until the Oppoent moves in on his opponent.
Victim moves full movement away from Opponent.
Stun attacks do Stun and STR backlash.
Program and Shoot takes 5 seconds or more to program, and then upto
5 retries to hit in the same round.
Aim and Shoot is when one is aiming for 5 or more seconds and then fire 1 shot at an opponent.
Press and shoot takes 1 second, and shoots at the opponent's general Direction
Think and Shoot is the most accurate, as it hits where ever the Attacker looks at/Thinks at.
Load and Shoot takes 1 second to load and 1 second to fire, and in general describes how bows, Crossbows, and semiautomatic pistols work.
Shatter is an attack directed at a person's equipment or weapon in hand. The Opponent gets 1/2 of the backlash Damage done back to his or her own STR or Power of item.
Backlash Damage from these attacks is done at rate of 5 Damage units = 1 point of Stat backlash.
Repair is what's used to fix a device, be it poetry, an essay, a computer, etc. Without it , it defaults to what ever this kind of Device Repair is.
Play is what's used when used to perform or "play out/with" a Device.
Decoration is what's used when one wishes to "decorate" or personalize a Device.
Analysis is what's used when one wishes to Analyse or Evaluate a Device.
Construction is what's used when one wishes to create or modify a Device.
Manipulation is what's used when one wishes to pervert the operation of a device for a diffirent purpose.
Operation is what's used when one generally wants to use a Device for it's intended purpose.
Communication is what's used when a Device is supposed to be used in related ways, and with other devices.
Sabotage is what's used when one wishes to ruin or destroy or cause defects in already created device.
Knowledge is what's used when one wishes to know Details about all the purposes of a Device, and apply them, if Device Communication is known)
History is what's used to know the Historical significance of a Device, and how it Relates to the present.
TRADE - Trade is what's used when one wishes to barter with a certain
social class. This includes things like bribes, persuading to give something,etc.
This is used when ever an exchange of goods or services occurs.
DOMINATE - Dominate is what's used when one wishes to get a member of a social class to listen to you, and more importantly obey. First try gets an audience, the second gets them to consider your "request", the Third makes them do it. 4th makes them do it without Question, 5th Gets them to begin resisting again.
SNEAK - used when one wishes to hide or avoid people in a certain Enviroment.
SPOT - used when one wishes to find hidden people in certain Enviroments, and when to find objects that are obscured from view while in that enviroment.
OBSCURE - used when one wishes to hide or obscure an item from someone else or eveyone else, depending on the size of the object.
MOVEMENT - used when one wishes to move around without losing pace, tripping etc in an enviroment.
NAVIGATE - used when one wishes to navigate around in an enviroment, and not get lost.
HANGING - used when one wishes to climb surfaces, hang from ledges, hang suspended from a rope, etc.
SURVIVAL - used when one wishes to "rough it out" vs an enviroment. Also used when doing labors that are not suited for that enviroment ( ex. Being thrown out of an airlock, when one begins to drown, etc)
In general, every action skill has an opposite action skill available incase the GM wants to create a specific unique and comprehensive skill for his or her setting.