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Silver Cord
This is a rules-light role playing game inspired by the PDQ gaming system from Atomic Sock Monkey.
Role Playing
What does it mean to role play in a role playing game?
Role playing is a mental exercise, an immersion into the realm of imagination, where players experience a fictional reality that actors and children partake of regularly. To varying degrees a role playing game is part campfire novel and part stage dress rehearsal, a cooperative story telling creation that is the some of all the parts each player plays. Two or more players are needed to play. Players consist of a director call the Game Master, who describes the setting and controls the NPC’s (non-player characters). The other players are called, appropriately enough, the Players. These Players control the actions of a character of their own called a PC (Player Character). The players interact with the setting and other characters through their PC. Dice are used in the game, as each player brings dice to the table. Dice introduces an element of uncertainty into the game that guarantees that no two gaming sessions are ever alike. Dice act as a referee in settling conflicts or reactions to situations. Dice influence GM decisions when uncertainty is warranted. Dice set unexpected events into motion to keep things interesting.
Rules
The core mechanic of Silver Cord is simply to roll 2 ten-sided dice and add the face values together with modifiers. The total is then compared to a target number, which determines the results of an action. In a nutshell, the rules consist of pretty much the standard “roll a 2d10, add modifiers, and get results”. The first step in playing Silver Cord is creating a character.
Creating a character
There are many approaches to character creation, but the simplest is to follow these steps. 1) Decide the type of character you would like to play, 2) Choose the character’s Traits, 3) Assign ratings to those Traits, 4) Choose a flaw, 5) Add a background, 6) and Choose equipment.
Character Types
Step One: Building a character begins with deciding on the type of character you want. Characters fall into a few general archetypes that focus on some easy to picture aspect of that character. These types include tough guys, smart girls, quick thinkers, mechanics, nature lovers, athletes, social butterflies, and corporate suits. This list goes on, but start basic and build from there. Your character can be revised later. It might help to give your character a name to get going. Got an archetype picked out? Good. Example: Shelly is a social butterfly. Choosing Traits
Step Two: Traits describe characters in both general and specific terms. These terms paint a picture of what that character can do and who they are. Write down essential Traits typically associated with the character type you’re building. Be creative and descriptive here, as you can change to something else before you’re finished. For example, Shelly, being a social butterfly, has Traits such as an Excellent Memory, a People Person, and has Circuit Party Contacts. Come up with at least two Traits that describe your character’s type. Keep in mind that one dimensional people lack many abilities outside their scope. The idea is to add depth to a character by giving him or her several Traits. This includes Traits that fall outside their archetype. A Social Butterfly might be balanced by something such as a Store Clerk or School Teacher to round out a character’s profile and give a few extra skills outside their primary focus. Don’t forget Traits with personality such as Driven Soccer Mom.
Include an elaborated description to show the scope of those Traits. Example: Shelly has the following Traits: Excellent Memory for conversations, places, names, and faces; a People Person where nearly everyone responds in kind to her bubbly personality; has Circuit Party Contacts knowing a huge crowd of marathon dance party goers and the organizers of the events; and has job as a Martial Arts Instructor where she works three days a week at the gym. Creation Ratings
Step 3: Assign a Rating to each Trait. Ratings indicate the ordinal importance of a Trait to the character, and by proxy to the story. The higher rated a Trait happens to be the more important that Trait is the character’s makeup. Assign a number from one to twenty for each Trait the character has. The total for all Trait Ratings added together should be 25.
Traits should look something similar to the following: School Teacher – a knack for teaching anything out of a book – [8]. The first part is a succinct phrase followed by a dash. This phrase is used to easily recognize the Trait at a glance. The second part is a more descriptive definition of the trait that expands upon and explains the scope of the Trait, defining it in a clear and concise way. The third part is the Trait Rating. Example: Shelly: Excellent Memory – Recall conversations, places, names, and faces – [8]; People Person – A genuinely bubbly personality that people want to open up to – [7]; Circuit Party Contacts – Knows a great deal of people that attend these parties, including event organizers – [6]; Martial Arts Instructor – It’s a part-time job that pays well, started doing it to show women they can defend themselves and how – [4]. Flaws
Step 4: Characters begin the game with one Flaw at -5 Rating. Flaws are negatively rated Traits. Example: Shelly’s Flaw: Swimmer – a bad swimmer, she’s been too afraid of the water to ever actually learn – [-5] Hard Flaws (Optional)
Hard Flaws are negatively rated traits that are harder to get rid of during character advancement and more potent than regular Flaws. They are essentially permanent flaws that should not be considered for removal without approval by a GM. In such rulings a Hard Flaw can be reduced or removed, but the cost for removal is double the standard advancement cost for traits. Also, an entire session (or more) might revolve around the reduction of that Hard Flaw. Hard Flaws grant 5 more Ratings for character creation. A Hard Flaw – clumsy – [-5] grants an extra 5 character points to spend on Traits. The real drawback of having Hard Flaws is its negating Trait effect. If a Hard Flaw applies to a situation, no positive Trait can be added to the roll. Example: Shelly’s Hard Flaw: Swimmer – cannot swim and will panic and sink like a rock [-5]. Three character points can now be spent on Traits. Drumming Up The Past
Add a background to the character. Something simple or mysterious may work easily as as detailed backgrounds. The background is a historical base from which the character’s quirks will present themselves in interesting ways during the course of a campaign. Example: Shelly: Background – From a popular cheerleader to college sweetheart, she hardly paid attention to the threats around her until she was held-up a gunpoint. She soon got mad and started martial arts training to learn self-defense. Equipment
Characters are assumed to have any equipment that applies to their Traits, but to avoid disputes over character inventory, write those items down and incorporate a few items appropriate to the setting or adventure. Example: Shelly: Equipment – PDA/Cell phone/camera, a Mac, a decent apartment with large closets, a wardrobe for all seasons, a hybrid car, and martial arts attire. Actions and Combat
When a character attempts to do something, utilize a skill, display some talent, apply an ability, assault someone, or even attempt something new and unfamiliar, a Trait is chosen to represent the character’s aptitude in said action. The GM determines the difficulty of such an action and comes up with a Target Number. The player must roll dice to meet or beat this Target Number in order to succeed. The Player rolls 2d10 and adds the result to the chosen Trait Rating. This rolled total is then compared to the Target Number. The difference between them is the degree of success (or failure). If the action was meant to cause some kind of damage, the degree of success is the damage inflicted.
Multiple Traits
Some actions might have more than one appropriate Trait that can be utilized at a given task. In these cases, use half the modifiers of the secondary traits toward the given task.
Assistance
Some actions might be assisted by the actions of others. If an assisting character has an appropriate Trait that can be considered similar to the assisted Trait, then half the Trait modifier can be applied to the assisted Trait roll. If an assisting character uses a Trait to distract, counter, impede, or otherwise use a Trait dissimilar to the assisted Trait, then a successful conflict roll will allow half the assisting Trait modifier to be applied to the assisted Trait roll. Assisting characters must have a “readied” action to assist in an offensive action.
Situational Modifiers
Situational Modifiers are temporary Trait Rating increases or decreases that come about from creative and/or descriptive uses of Traits and from Players accumulating Psi Points. The effective Rating of a Trait changes when a Modifier is applied. These Modifiers are applied as situational bonuses granted to characters for drama, good-role-play, cleverness, and entertainment. Specific uses of Traits such as hitting multiple targets also warrant the use of Situational Modifiers. In the case of psionic Traits, Modifiers can be applied when a character expends Psi points.
Combat Rounds
Combat rounds last long enough to perform a given task, which is generally 3 seconds, but can be more or less depending on the scene. Roll 2d10 and add any Traits that apply to speed, reaction, or quickness as character initiative. Each player takes turns in the order from highest to lowest initiative.
Initiative
Initiative determines who goes first in a combat round. Roll 2d10 and add any Traits that apply to speed, reflexes, or quickness. This is the character’s initiative for the encounter. Each player takes turns in the order from highest to lowest initiative. Actions can be held or readied for a later action or as assistance. At the top of the new round their Initiative remains unchanged from the character’s current Initiative.
Offensive Actions
On each turn the character can attempt or initiate an action: Attack, communicate, run, take aim, ready, manifest a power.
Defensive Reactions
When it is not a character’s turn, that character can react to events that directly affect the character. The character cannot initiate actions.
Counter Actions are reactions against the Actions of another character, an effort attempting to stop or lessen the effect of an attack. Counter Actions use the same 2d10 plus Ratings, but the Target Number is the Total roll from the Action the character is attempting to stop.
Target Numbers
As guide for basic Target Numbers (TN), the TN Scale begins at zero and goes up from there. A Zero TN is nearly an automatic success. Target Numbers increase in difficulty in increments of five. So, 5, 10, 15, etc., making the roll to get that target number progressively more difficult. Difficulty Target Number Nearly Automatic 0 Easy (prone) 5 Simple (undefended) 10 Challenge 15 Complex 20 Difficult 25 Very Hard 30 Where experience pays 35 Nearly impossible 40 Hitting an undefended opponent is a TN 10. Hitting a prone target is a TN 5. Of course, defending opponents apply any defensive Trait Ranks to the base Target Number of 10.
Area Effects
At some point in the adventure a character is going to want to use an ability that allows the simultaneous affecting of everyone in an area. This is handled by applying a Negative Modifier to the Trait being used. Area of Effect Traits take a -1 Modifier to affect everyone within the area. For example, a Telepath +6 manifests Psi-Wave, which is an area of effect ability. The Rating is automatically fined a -1 Modifier causing the effective Trait to go from a +6 to a +5, and anyone caught within the wave radius would be affected as if they were hit by a +5.
Multiple Opponents
To simulate rapid fire, chained strikes, or selective targeting, Traits that can hit more than one opponent without hitting everyone in an area are handled by applying a Negative Modifier to the Trait for every doubling of Targets. This allows targeting of many foes and not friends or vise versa. Psionic Traits make the most of this option. At -1, two targets could be hit. At -2, four targets could be hit. At -3, eight targets could be hit. At -4, sixteen targets could be hit. This may appear outrageous, but it only applies to Traits that could appropriately be utilized in such a manner. A machine gun might be able to do this, however, the amount of damage steadily decreases as the number of targets goes up. Since it is the Trait’s importance in the story that is utilized, it’s entirely possible for a character to miss everyone in a crowd when shooting that machine gun.
Degrees of Success
A successful attempt starts with any Rolled Total that exceeds a Target Number. In the case of combat actions, a successful sword striking attempts that yield more than the Target Number causes a number of critical damage equal to the amount above the Target Number. By the same token, a successful trip attack that yields a value of more than the Target Number causes temporary damage equal to the amount above the Target Number.
Rating of Traits
It is important to remember that Traits are story based qualifiers that emphasize the important attributes of characters. When taking damage, the target determines which Traits ultimately absorb damage results from conflicts. These damaged traits are rendered less effective for that scene, as they are being effectively used up during the course of the conflict.
Traits have Ratings that determine how good a character is at something. These ratings play two roles during conflicts. As previously noted, Ratings grant a modifier to character actions. The second thing Ratings are good for is absorbing all sorts of damage, including critical, non-lethal, social, mental, and other combat and non-combat success damage.
Scenes
A scene is an inexact representation of a particular period of time. A scene has a specific beginning, such as “you notice something in the shadows has been following you,” as it is the beginning of an encounter. A scene has a specific ending such as “and the remaining figures appear to be unwilling to follow you further out of the alley”, which marks the end of an encounter.
Scenes are also used as markers to determine when Trait Ratings refresh. Scenes that are chained together without a significant break in the action only allow for Traits to recover half of their Rating loss between scenes. Scenes that break up the story into distinct sections allow characters to recover all their Rating loss. For example, after escaping an alley full of thugs, the characters find that they are not out of the bad part of town. Characters recover only half their Rating loss. Once characters are back to safe turf, full recovery is possible.
XP uses (option 1)
XP (or experience points) are points collected for a character to improve, advance, or grow. Characters improve or expand upon existing Traits and obtain new Traits by spending XP. Improving a Trait cost 8 XP per Rating increase. For example, to raise a Boxing Trait [2] to a Trait [3], the player need only spend 8 XP for the increase. To obtain a new Trait like Boxing [1] would cost 8 XP. Expanding the scope of a Trait costs 8 XP. For example, a Martial Arts master might want to add Karate to his fighting techniques. Expansion should follow logically as a natural progression that builds on what the character can already do. For example, a Manipulator Discipline might add read thoughts to the psychic’s Manipulator Discipline for 8 XP, but that psychic could not add Telekinesis to the Manipulator Discipline. Flaws can be reduced (raised closer to 0) by spending 8 XP per Rating increase.
No XP (option 2)
No experience points are ever given. Have characters grow as part of story line progression. If a Player wants his character to gain another trait, improve a trait, or lessen a flaw, integrate this into the adventures and place those elements in the story that would promote the trait change desired. Upon successful completion of a goal, or even a partial completion of a goal, grant a trait change by one Rating. Be sure to do the same with all the PCs. Get and give feedback as to the nature of trait changes. Also, sometimes a trait change will be obvious based upon the events in a story. If the party successfully traverses a mountain, there may be some improvement in strength, climbing, or survival. Check with the Player to see if any of these changes would be in line with their character’s development.
Sometimes, goals cannot be met. Trying to learn to snow ski while orbiting in a space station would be next to impossible. It would be more appropriate to substitute a trait change that would be more along the lines of environment, setting, and series of events. Off screen improvement may also be used to explain improvement, but obviously the off screen time must have occurred. Non stop running through a secret facility would hardly be considered qualifying off-time to learn welding. However, as long as it can be worked into the story, there should be little difficulty in finding improvement for characters.
Use it or Loose it. Sometimes it might be easier to change the nature of a trait rather than gaining or improving one. This happens in real life when some skills vanish as other skills are develop. A technical writer might broaden his horizons and start writing biographies and in the process loosing the impact his technical writing used to have. This might not happen overnight, but it can be worked into the character’s development, if that’s what the Player wants.
Damage
Damage is a generic term for the degree of success of in a given task. From hurtful words to painful knives, all forms of damage cause Trait loss. Damage translates into two basic types of Trait loss, temporary and long term.
Temporary Trait Loss marks the affects of Damage from non-lethal attack results, verbal assaults, trickery, and stress. This includes but is not limited to attacks upon one’s personality, causing shame, being tripped, dazed, out witted, arm wrestled, embarrassed, or challenged to chess. Temporary Trait Loss comes from all the effects that do not cause lasting harm.
Long term Trait Loss marks the affects of Damage from lethal or lasting attack results. Long term Trait Loss comes from wounds, bruising, life drain, ability drain, and mostly effects that physically harm a character.
Temporary Trait Loss is fully refreshed after a scene. Long term Trait Loss lingers until the character is out of danger and can take their time “healing-up”.
A hit that has no successes can be interpreted as simply a scratch or a wound that had no discernible affect on Traits. If this interpretation is not possible then no successes means a miss.
Zero Out
When a Trait gets to Zero it can absorb one last point of damage. If any Trait falls below zero, that character is out for the scene. This might mean the character has fallen lame, was knocked out, lost the match, succumbed to the seduction, fainted, died, or otherwise become preoccupied with off-screen things.
Combat
Melee combat involves using hand held weapons, fists, and feet. Combat using hands and feet are not considered deadly, and therefore cause temporary Rating loss instead of long term damage. Obvious exceptions include Martial Arts that are meant to be deadly.
Entropic Law (Optional)
When successes result in some sort of destructive damage, double the damage. As the saying goes, “it’s easier to destroy than to create.” Because constructive tasks take greater energy to focus and direct goals, more effort is needed to make something creative happen. Because it is easier to cause destruction, this optional rule is available to make the game more deadly. Multiply the number of successes by two for the damage.
Use this optional rule to make healing take more effort than hurting. Four successes in Psychic Healing pales to the damage caused by four successes in Knife Fighting, because the 4 successes with a knife translates into 8 damage.
For something not quite as deadly, increase the damage by only 50% (round down), Half-Entropy.
Traits That Heal
Traits that provide first aid, instant healing, enhancements, and other forms of aid are extremely useful during conflicts and during a series of chained scenes. Psi points must be spent to utilize these Traits. Mass succor applies the same rules for area effect or multiple targets in addition to the Psi point spent for using the Trait. Area affect powers spend one additional Psi point to heal everyone in an area all at once. Multiple targets use one Psi point for every doubling of the number of targets to be included in the healing. For example, Psychic Healing [4] grants the target 4 points of recovery to be applied to repair the Damage to Traits with one point .
Deadly Minds
Some powers or maneuvers can cause nearly instant death. If the all or nothing result of a death attack succeeds then the target dies. However, there may be special circumstances in which a character’s traits allow him or her to hang on. Much like falling from a plane without a parachute, there are a few that survive the fall.
Excessive Use
An overused Trait may become fatigued. Swinging a hammer for an hour, running at top speed around a track, or continually using an ability without a break, can lead to fatigue. There are no hard and fast rules for fatigue because each task is different. A character that can set a good pace may be able to maintain a good steady run, and telepath that holds back may be able to maintain mental contact for a while, and a boxer that finds a rhythm can punch bags all afternoon. Using a Trait at its maximum in succession is a good indicator for determining excessive use. The character takes one fatigue damage on the first excessive use, two on the second, three on the third.
Warn players when they are overexerting their characters.
Equipment and Item Traits
Equipment comes in two basic types: Items and Item Traits. The difference can be subtle but has an impact on the way the game is approached.
Equipment that is part of a Trait or equipment that is a Trait in itself defines an essential element of the character. These items are, for the most part,untouchable, meaning that item Traits may be borrowed or even stolen briefly, but in the end, Trait items are secure in the fact that they cannot be easily taken away.
Equipment that is not part of a character’s Trait is temporary, disposable, easily lost or stolen, and not as important to the definition of the character.
Psionics
With great power comes great headaches. Psychics learn that their extraordinary abilities cut both ways. Finding balance between using and skirting ESP is not always possible. The psychic’s ability to use psionic powers come from the release of the power within, from the mind, and this can bleed over and affect the body’s health.
Psychics have the potential to use or develop any psychic talent that exists. When a psychic first attempts to use a new psychic ability, the psychic accumulates Psi to compensate for the lack of training in whatever power the psychic attempts to use.
Psychic Strength
There are two options available to psychics when using their psionic powers. First, most psychic Talents have a Rating that can be used without modification or any extra effort to accomplish a task. Under normal circumstances, these powers can be used as often as needed without the need to push a psychic beyond their limits.
When psychics wish to push themselves beyond their normal capability (their Rating), use a psychic ability that requires extra energy (such as healing), or use a psychic ability for which the psychic has no training, psychics can flood their minds with excess psionic energy to temporarily increase their psionic Trait’s Rating. This option accumulates Psi in order to boost their Psychic Trait Rating.
Accumulating Psi
The bad part is that this energy release leaves a psychic residue, a byproduct of the uncontrolled energy flowing throughout the psychic. This buildup of energy has adverse affects on a psychic, manifesting as feedback, overload, power failure, pain, disorientation, and even death.
The first danger in accumulating Psi points is when initially spending Psi points. Any use of Psi requires the character to make a Psi-Check, which is a roll of 2d10 plus the number of Psi points currently being spent with a Target Number of 21. A rolled total of 21 means the power fails without feedback from the effort. Any roll in excess of 21 causes feedback from the psychic’s release of energy, and in this case the GM determines the ultimate outcome. Rolls over 21 are failures, but they fail in unexpected and detrimental ways. The amount over 21 is the damage the feedback caused.
Another danger in accumulating Psi points is the increased psychic visibility to those that can sense psychic activity. As this energy builds up a psychic’s inner light gets brighter. This can be seen by not only the psychics sensitive to such things but to spirits that seek out the inner light. Their use of power becomes easier to detect. Add Psi points as a modifier to detecting a character.
A third danger is that the Psi-waste may be spent by the GM in order to use PC’s psychic powers, as the uncontrolled psychic power takes its toll. Psi-waste spent in such a way has one benefit; it reduces the accumulation of Psi based on the amount the GM uses above and beyond the PCs rating. However, if the GM decides to use the PC’s power below the PC’s rating, no Psi-waste is spent or reduced for the PC.
Choosing Powers
The GM has the option to include or exclude the use of Disciplines and or individual powers in the game. Check with the GM when choosing your character’s powers. To help in choosing your character’s psionic traits, consult the appendixes at the back of the book for extensive lists of psionic traits.
Psychic Powers
Mental abilities, mind-over-matter, ESP, and whatever else its called, Psychic Powers are supernatural Traits possessed by characters of Silver Cord.
These powers include such things as telepathy, telekinesis, empathy, precognition, self-control, etc.
Disciplines
Disciplines are branches of related psionic powers grouped by their effect, development, or learning techniques. The following are some common Disciplines (see appendix):
Animists interact with animals.
Dreamers master dreams and the dreamscape
Empaths manipulate emotions
Healers provide care to people’s health
Martialists focus on personal combat
Precogs take advantage of temporal sight
Psychokinetics move objects
Telepaths read minds
Untrained Powers
At some point your character may want to try something new. In fact, in order for a character to gain new abilities, the character must push the envelope of their psychic capacity to discover their new power.
A psychic may attempt to use an untrained psionic ability at the cost of accumulating 10 Psi. After a successful Psi Check, the psychic may use the ability for that action as though the psychic had a Trait Rating of 1 (one). For example, a Telepath might want to learn how move a pencil telekinetically. The Telepath could accumulate 10 Psi, make a Psi Check, and upon success the Telepath may use Telekinesis as if he character had a Rating 1 in that power for that action.
If the psychic has a related power, similar to a power the psychic already has, the cost is halved, accumulating only 5 Psi. For example, a Pyrokinetic may want to learn how to move that pencil telekinetically. The Pyrokinetic could accumulate 5 Psi, and upon a successful Psi Check the Pyrokinetic may use Telekinesis at Rating 1 for that action.
Detection
When using psionic powers, others may sense its use. Characters can sense power use they are familiar with. Make a complex awareness check and a modifiers from the psionic Trait that matches the power in use. If the target has any accumulated Psi, it will be used as a modifier for those able to detect psionic powers. Deduct the target’s Psi from the Target number.
Defining New Psionic Traits
Psionic Traits should be explicitly spelled out in what they are capable of doing. It is very important that Psionic Traits be spelled out clearly, because powers from the GM’s point of view may be very different from the Player’s expectations. Clearly defining what a character’s Psionic Traits can and cannot do will go a long way in keeping players satisfied with their character.
Psionic Traits affect the game world in the game’s reality. Traits should not directly affect game mechanics. Just as in the real world there are no Players controlling your actions to manipulate something outside laws of this universe. Powers interact with the game reality not the character sheet. For example, Psi-Vampire, which is a particularly nasty ability for a psychic to use, drains psychic potential from victims. In the game reality this power drains psychic potential from victims and starts the psychic vampire on a downward spiral craving for more psychic potential, but in mechanical terms this is an attack that causes damage like any other attack, reducing the victim’s Traits as the target sees fit.
Traits That Qualify
Here are some general guidelines for choosing Traits. Aside from the examples above, choosing the right traits can mean the difference between a character you wanted to play and one that you meant to. Once you’ve got your character finished, take a look at the background and compare it to your character’s current traits. Is there a disparity? If your character’s parents are paying for everything, do you have anything in Traits that might reflect this? If not, then perhaps there needs to be a revision. A small adjustment might make all the difference. When something in the background stands out and is currently affecting the character, it needs to make sense for that character. Character background is coloring that influences the character in subtle ways most of the time and less often in significant ways. Traits are the main focus of the character as he/she is now. So, choosing the right traits is very important. Keep in mind that high Ratings mean greater importance to the story.
Similar Traits
Mechanically, similar classes of traits are all the same. Physical strength based traits such as Bodybuilder, Gym-bunny, Weightlifter, Musclebound, and Power-lifter are all mechanically the same. They can pick things up that are heavy. Their subtle differences making their usefulness more focused. Story-wise, their effectiveness will be determined by their Trait Rating. Lets take a look at the Weightlifter Trait.
Two weightlifters, Bobbi and Mike, are pretty evenly matched in strength, but Mike can actually lift more than Bobbi. However, Bobbi has a higher Trait Rating. This allows Bobbi to make better use of her strength as a story element. Lets say that these two have raced down a corridor to a lowering mechanical gate that is about to trap them both. Bobbi has a Weightlifter Trait of 8, and Mike has a Weightlifter Trait of 6. Even though Mike is stronger and can lift more more, it is Bobbi that can better utilize her strength to affect the outcome of this situation. In this instance Bobbi takes the lead and holds up the gate while Mike crawls under and then assists from the other side.
Broad vs. Narrow
Choosing overly broad Traits or narrow specialized Traits can pose problems for characters. The trick is to know your character. Mechanically, if a Player wanted to create “Mr. Perfect”, it would be as simple as selecting traits that properly reflect this. For example, a Perfect Man Trait might be defined as an excellent example of a human specimen that is everything to everyone in perfect harmony with being human. Well, that’s a lot to live up to. In fact, it might be impossible to play (or play with). That’s not to say that it couldn’t be done. The final touch is to give the Perfect Man Trait a Rating. In this example, we’ll say he has a Rating of 20, and this should round out that perfect theme. It may seem like this perfect character will have an easy time of things. However, when you’re perfect, there may be consequences such as being constantly watched or eyed, having to disguise yourself in public for fear of be recognized, people taking advantage of Mr. Perfect, and watch out for those marriage proposals from women, men, and others. The combination of an overly broad Trait and a high Rating can make life difficult and interesting. It does tend to create shallow one dimensional characters, but if that’s what adds depth to the concept, it might just work.
On the other end of the spectrum, narrow specialized Traits have their difficulties as they are used in very specific or limiting situations. A Chef is one thing, but specializing as a Spaghetti Chef may make career choices somewhat limiting. Just as choosing a sniper rifle specific Trait will make it difficult to use other firearms. However, the benefit to using specialized Traits becomes obvious when they are combined with related Traits. A Sharpshooter Trait would add to a Sniper Rifle Trait. This goes back to knowing your character.
Seeing Eye-To-Eye (Optional)
Developing a rapport with other characters benefits all characters involved. As two characters begin to understand one another’s reactions, idiosyncrasies, and motivations they can easily synchronize their actions and perform better at complementary held Traits. A character’s capacity to bond with others is often a temporary and unconscious event. PCs wishing to create such a bond need only meet or exceed each other’s Trait roll in a Simple Trait check. The bond only lasts for the scene or ends earlier if the PCs wish to end it. The bonus is a 50% (round down) Trait increase to the dice roll in favor of the PCs when they are working at a common tasks, as if they were providing assistance. Even opponents may bond in this way, thereby increasing the stakes of their encounter.
PsiScaping
Adventuring in other realms such as the dreamscape, the psiscape, the astral plane, or cyberspace requires specialty traits that are specific to the alternative universe. When using Traits not specifically designated for that realm, each use of a Trait causes a little bit of fatigue in the form of 1 damage per usage of a Trait. Also note that some Traits may function differently when they are not specific to the realm. Other factors might affect Traits as each dream behaves different than the next. The same may hold true for cyberspace and the other places consciousness can traverse.
Mindscape
Another universe that is created when two minds connect. Similar to the dreamscape in that fantastic settings can be found, the mindscape is an isolated arena of two or more consciousnesses impressing their subconscious alterations into landscape. Mindscape specific skills are required to affect the mindscape, but standard telepathic powers operate normally upon the parties involved. A mindscape of one is possible, but it can be considered daydreaming.
Magic (Optional)
To include magic in your game, this optional rule introduces magic based on psionics. Magic is the ability to tap into the turbulent psi-scape and channel that energy to do the warlock’s bidding. Magic users are rare, and are kept under tight supervision when discovered. They do not normally possess psychic powers of their own, but something about their mind or body allows them to wield the psychic energy required to perform magic. Their psychic signature is based on their accumulated psi and/or the spell they are currently casting. They possess an unusual and indistinct psychic aura.
Magic works by a wielder channeling psychic energy that is not his own.
Channeled energy accumulates psi each time it is used. It is unreliable and can corrupt the mind and body of the wielder. Twisting the user into something grotesque at some level.
Channeled powers behave as psychic powers except for a few side effects. There is often backlash from power use in the form of pain or some distraction or physical manifestation. The Trait Rating(s) used in the power is the amount of psi tapped. Roll a Psi-check as usual.
Psychic Energy Harvesting (a trait) involves collecting psi energy and holding it for later use. It allows a channeler to pay now for a power use later. Collect and make a psi check equal to double the psi collected. Over time a channeler can collect enough to power abilities without the feedback killing them at the time of use.
Acts Of Faith (optional)
Miracles and Sorcery are faith based events that are channeled psychic energy directed by one or more spirits through the direction of the channeler.
Of course, for an example setting try http://docs.google.com/Doc?id=ajcc6sg2n7rk_48fxpjvr.
Download the character sheet from http://docs.google.com/Doc?id=ajcc6sg2n7rk_493pvbjc
Discipline List Animist
Animal Assumption; Eyes Of The Animal; Affinity; Animal Telepathy; Animal Empathy; Animal Commune; Essence Shield; Harm Animal
Astral Projector
Astral Projection; Ghosting; Astral Blast; The Second Self; Astral Sight
Biokinetic
Levitate Life; Harm Person; Harm Animal; Heal Person; Heal Animal; TK Blast; Calcify; Cool Attack; Heat Attack; Heal Plant; Harm Plant; Lie Detector
Botanist
Harm Plant; Heal Plant; Know Plant; Plant Growth; Sustain Plant; Plant Control; Speak With Plants
Channeler
Psychic Casting; Sorcery; Augury; Faith Casting; Psigate; Channel Spirit; Luck; Sense Psionic Activity
Clairvoyant
Clairsentience; Sensitive; Astral Projection; Read Aura; Understand Weakness; Torus Sight; Sense Psionic Activity; Astral Sight; Espy Lie
Communer
Psychometry; Astral Projection; Divination; Animal Commune; Understand Object; TK Touch; Understand Technological Device; Augury; Understand Mechanical Device
Cyberpath
Cyberkinesis; Cybercognition; Cybermeld; Cyberprobe; Cyber Projection
Cryokinetic
Cool Object; Cool Area; Cool Attack; Cold Shield; Create Ice
Defiler
Reverse Affliction; Wither; Cause Fatigue; Afflict; Cause Ailment; Essence Shield; Harm Essence; Harm Person; Cause Disease
Disrupter
Phasing; Teleport Partial Object; Apport Partial Object; Traslocate Partial Object; TP Attack; Teleport Self; Teleport Object; Apport Object; Translocate Objects; Join Teleport
Dreamer
Dream a Nightmare; Grant Sleeping Powers; Dream Shield; Cause Dream; Quell a Nightmare; Suppress Dreams; Sense Sleepers; Cause Sleep; Sleeping Powers; Madness; Waking Dream; Watch Dream; Wake From sleep
Empath
Willpower Shield; Suppress Emotion; Enhance Emotion; Empathic Attack; Sense Emotion; Send Emotions; Empathic Healing; Cause Depression; Empathic Transfer; Remove Emotion; Read Emotions; Project Sensation; Sense Lie
Healer
Reverse Affliction; Heal Essence; Stop Syndrome; Rebuild Body; Health Shield; Restore Fatigue; Restore Life; Heal Person; Cure Disease; Cause Fatigue; Cure Ailment; Essence Shield; Project Sensation
Hunter
Sense Psionic Activity; Invisible To Psi; Null Psychic Ability; Sense Psychic Strength; Sense Psychic; Sense Esper; Psi Shield; Misdirect Psi
Imbueist
Imbue Art; Imbue Tattoo; Imbue Object; Remove Imbuement; Sense Psionic Activity; Charm Object
Manipulator
Confuse; Mental Illusion; Pause; Mental Invisibility; Send Senses; Mind Control; Send Thoughts; Project Sensation
Martialist
Tone Personal Body; Weightless; Ki Strike; Raise Personal Physical Trait; Enhance Personal Speed; Self Healing
Melder
Fusion; Mind Meld; Nice Psi
Necromancer
Poltergeist; Channel Spirit; Near Death Experience; Spirit Bane; Banish Spirit; Reclaim Objects; Ether Shield; Ether Tapping
Phonokinetic
White Noise; Create Sound; Sonic Attack; Sonar Sense; Silence; Sound Shield
Photokinetic
Light Attack; Distort Colors; Illuminate; Flash; Color Change; Alter Light Color; Light Bending Invisibility; Dim; Holographic Projection
Phylacterist
Luck; Probability Manipulation; Serendipity; Jinx; Charm Object; Augury
Precog
Send vision; Combat Precognition; Clairaudience; Clairvoyance; Find Way; Luck; Forecast; Intuition; Precognition; Postcognition
Psion
Null Psychic Ability; Sense Psychic; Hide Psionic Talent; Sense Psionic Activity; Amplify Psychic Ability; Psi Attack; Psi Shield; Nice Psi; Hide Psychic Activity
Psychokinetic
TK Fine Manipulation; Energy Field; TK Attack; Force Field; Cool Area; TK Missile; Heat Area; Telekinesis; Levitation
Pyrokinetic
Heat Object; Control Fire; Fireball; Heat Shield; Create Fire; Burn; Illuminate
Self-Aware
Raise Personal Mental Trait; Increase Personal Size; Stamina Shield; Raise Personal Physical Trait; Alter Shape; Recall Memory; Decrease Personal Size; Enhance Personal Speed; Essence shield; Enhance Personal Sense; Self Healing; Rebuild Self; Pain Shield
Shifter
Increase Personal Size; Stamina Shield; Raise Personal Physical Trait; Animal Assumption; Alter Flesh; Decrease Personal Size; Enhance Personal Speed; Enhance Personal Sense; Raise Personal Toughness; Raise Personal Stamina; Pain Shield; Alter Personal Voice
Technopath
Device Meld; Accelerate Device; Control device; Slow Device; Scan Device; Radio Sense; Harm Device; Heal Device
Telepath
Read Thoughts; Comprehend; Converse; Reason Shield; Send Nightmare; Send Pain; Send Scream; Send thoughts; Send Images; Send Senses; Use Senses; Probe Thoughts; Sense Thoughts; Project Sensation; Detect Lie; Mind Scan
Temporal Shifter
Combat Time; Time Shift Past; Time Shift Future; Suspend Time; Temporal Invisibility; Forgotten; Temporal Scan
Teleporter
Phasing; Teleport Others; TP Attack; Teleport Self; Forced Teleport; Forced Apport; Forced Translocate; Apport Others; Translocate Others; Join Teleport
Thought Surgeon
Probe Thoughts; Correct Memory; Erase Memory; Scan Memory; Implant Memory; Forget; Destroy Memory; Cause Mental Disorder; Correct Mental Disorder; Hide Memory; Nice Psi
Traveler
Ghosting; Dream Walk; Teleport Self; Astral Travel; Psigate; Join Teleport
Vampire
Steal Health; Steal Essence; Absorb Psi; Steal Sanity; Steal Stamina; Steal Psi; Steal Willpower; Ether Tapping
