Table of Contents          MetaScape © 2006 Mental Winds         of

Game Mechanics

Table of Contents


Table of Contents

Rules

Feats

Syntax

Luck Boxes


Rules

Feats

Feat Casting

Intent

        Properly appling a feat’s “Intent” is an art form requiring many hours of GM experience. But, you can start using it right away to help manage your gaming sessions.

        Basically each feat set will list the Intent, or intended use, of it member feats. While this may be blantantly obvious with many feats like energy bolt (Intent: Cause Harm to Target – duh!), it is less so with feats like the Boben Dig (Intent is to create a comfortable dwelling, short term or long term).

 

        So, why is this important? Because game balance is often at risk. If Dig “could” be used to create pits beneath a whole camp of enemies, relatively cheaply. Suddenly the Boben is the ultimate outdoor earth-mage. Or, the Boben could cast the Dig’s “create door” Omega three or four times on a large fortress’s outer wall and create a breach through wich an entire army could poor. Or create a door in the air over an opponent’s head in order to crush or trap it. None of these uses were intended and some of them radically alter game balance. Thus INTENT was born!

 

        Slide Ability failure. When a feat is used in a way other than intended, the GM “may” slide the ability failure to adjust.

 

        Omega Offering. If a player comes up with a creative modification or non-Intended use AND they offer up an Omega that matches the level of “infraction.” I often take it easy on them and slide the ability failure little to none. OR, I may request a certain Omega before the non-Intended use will have any chance to work.

 

        Creativity vs Game Balance. Now the real trick is to know when to slide failure and by how much. I am generally easy on a player the first time they try something creative. I use the lower of my comfort zone on the failure slide. However, if the player continues to “abuse” the feat or frequently tries alterations that start to impact game balance and/or slow the game down, I’ll start slidding the failure numbers toward 9. ALSO, if a player should argue with my rulling I will ALWAYS be more harsh, BUT, I let all the players know this mechanic up front!

        I love it and the players get a kick out of using feats in unusual and creative ways. Don’t be your worst enemy and stifle this creativity. HOWEVER, on the flip side, don’t let your game crumble into horrible unbalance by allowing unforeseen power or profit abuse of feats.

        Sometimes it is handy to actualy point out, “That was a great creative use of that feat. Why don’t you take XX experience points. However, don’t try that again for awhile or very often or I’ll need to slide up the ability failure noticeably to maintaion balance.”

 

        Common Examples. Common exaples of when to use failure slide.

·         A player wants a feat to be slightly modified such as reducing a wall height or adding a square or two to a wall or adding in some minor modification such as a window.

·         A player does a “minor” stacking of abilities.

·         A very common abuse is to use a create or alter feat to enhance the value of something temporarily, sell it to some sucker, and make off with a great profit. Be sure to control this abuse with failure slide and/or in game angered “suckers.”

 

        New Ability Opportunities. Often creative player use of a feat or feat set is a great opportunity to have the player spec out the new feat or feat set, have the GM approve it, and they they can learn it via traditional rules. Just be VERY cognicient of game balance. AND, if this at all gets out of hand, require such feats to cost 2 ability points, or take some in-game quest to achieve, etc.      

Home

Feat Syntax

Feats will look something like the following:

 

Enhanced Run:

·         Run +2sq (F,E,S)@R

·         Run +4sq (F,E,S)@O

·         Run +6sq (F,E,S)@Y

·         Run +8sq (F,E,S)@G

·         Run +10 sq (F,E,S)@B

·         Run +12 sq (F,E,S)@I

·         Run +15 sq (F,E,S)@V

·         Run +5sq (M,D,S)@*Y

·         Run +10sq (M,D,S)@*B

·         Run +5sq (M,G,S)@*B

·         Run +10sq (M,G,S)@*V

        Intent: To increase the distance traveled while long distance running, such as between towns or on scouting maneuvers.

        Description: Due to their need to move through regons at high speeds for long durations, the character is able to improve their normal Run (Move/Move) distance as listed above for an Event. Has NO impact upon a single move such as a move/attack, ONLY on a run (Move/Move).

Home

 

Disecting a Feat Set

·         A Feat Set is a collection of “similar” feats. So, each feat is a “versions”of the feat set.

·         The feat set is made up of a name (the title as in “Enhanced Run”), followed by black and red feats (or verions) of the feat set. Next is a description of the Feat Set’s Intent and possibly some Slide clarifications. Last comes a “Descripton” area that adds flavor, examples and clarifies feat set rules and usage.

o    Occasionally a feat will have a sub indent (like this line) which is a mini “Descripiont” for that SPECIFIC feat.

·         IMPORTANT!!! -  So, each first level bullet in the feat set IS a feat!

·         BLACK feats use Mana to power

o    Each black feat requires an ability slot to learn. The player may choose to learn multiple versions for multiple ability slots if desired. Versions may be learned in any order.

·         RED feats use Omega to power and are often called Omega feats or Omega powers.

o    Each Omega feat requires a Kit Omega slot or a level point to learn.

·         All feats Mana and Omega are common “examples”of the feat set. A player may work with the GM to come up with other feats in the set if desired. Just be VERY careful to maintain game balance.

·         Syntax: Run +2sq (F,E,S) @R

o    There are three main parts to a feat colored red, green, and blue above for convenience (NOTE: this coloration is not found elsewhere).

o    The three parts are effects, (A,D,S) or Action, Duration, Range, and Meta.

·         Effects

o    The effects section comes first and provides a highly condensed set of information used to operate the feat.

o    The Run +2sq means that a run (Move/Move) gains a bonus of 2 additional squares of movement.

o    Common notations used in feat effects syntax are listed below.

·         (A,D,S)

o    The A,D,S section comes second and is ALWAYS made up of three values separated by commas and encapsulated in parenthesis as in (F,E,S).

o    The three values are ALWAYS (Action,Duration,Range).

o    Action – This is the amount of character time required to cast the feat.

o    Duration – This is how long the feat lasts for once cast. Sometimes this is used to list how long the effects of the feat last. Other times it indicates how long the feat may be repeated or used. These two interpretations are usually quite obvious. If not the Feat Set’s descripton should clarify or common sense can prevail. However, as a general rule, if the effects “could” last for duration, assume the duration is for the feat’s effects. “IF” the feats effects are either instant or permanent then you can logically conclude that the duration is how long the instant or permanent effects can be cast.

§  Example 1: A firewall has a duration of (A,v4,10) = duration v4. Does this mean that once cast the firewall burns for v4 rounds or that it can be cast over and over for v4 rounds? Ask youself, is a firewall an instant effect (poof it exists and poof it is gone?) or is it permanent (poof it exsts and burns for all time). Unless the character is a pyromancer GOD it won’t burn for all time and no medieval book/story ever has a firewall appear and instantly vanish. So the wall itself has a duration between instant and permanent. THUS, the duration in this example is how long the firewall will burn! And thus this feat is a single cast. A big clue is the name firewall. A WALL has a duration.

§  Example 2: A firebolt has a duration of (A,v4,10) = duration of v4. Again is a single casting of firebolt Instant/Permanent or should the fire bolt have a duration of several rounds? Well, unless it is a comically slow firebolt which any opponent could dodge, it is Instant – poof it is cast, streaks to a target in a second or two and poof it is gone (hopefully burning the victim badly!). So the duration of v4 rounds MUST be how long the caste can cast firebolts. Thus, for v4 rounds the caster (via an Atk action) can send of a firebolt at a new target.

o    Common notations used in Action syntax are listed below.

o    Range – This is how far away the feat’s effects manifest or can be felt, similar to the range of a hurled or missle weapon.

§  Common notations used in range syntax are listed below.

·         Meta

o    Meta ALWAYS starts with an @ sign followed by the Meta cost of the feat.

o    Meta is the “power” used to make a feat work and comes in two forms Mana and Omega.

o    Mana is a much more common form of Meta and regenerates frequently due to intense situations such as Nish (Combat or critical time-sequence reliant events).

o    Mana also flows each round of Nish through a process called Channeling.

o    Mana exists everywhere as a river of magical energy and characters simply tap into it.

o    Omega is provided by the Universe and ONLY replenishes once each day. Thus, Omega Feats are usually more powerful versions of a Feat Set.

o    Common notations used in the Meta syntax are liste below.

Home

 

 

 

Feat Notation Details

Defaults (Assumed)

·         Distances

o    Horizontal are in squares (5ft each)

§  A range of 5 is 5sq

§  A knockback of d6 is d6sq

o    Rize/Fall/Height are in feet

§  A fall of 10 is 10 feet

§  -d30 fall is –d30 feet

§  Levitaton of d20 is d20 feet

·         Ties

o    Ties go to the player.

§  Thus Str^10 means the player succeeds on a 10 or higher.

§  d6^6 means success on a 6

§  d6v2 means success on a 2 or less

·         Time

o    In Nish, time is in rounds

§  A duration of 10 is 10 rounds during Nish

o    Out of Nish, time is in minutes

§  A duration of 10 is 10 minutes out of Nish

 

Effects

·         Dex = Dexterity

·         Agi = Agility

·         Wis = Wisdom

·         Alp = Alpha

·         Will = Will Power

·         Wil = Will Power

·         Awa = Awareness

·         Cha = Charisma

·         Int = Intelligence

·         Str = Strength

·         Con = Constitution

·         Vit = Vitality

·         HP = Health Points

·         MR = Movement Rate

·         * = If the “*” is by itself it means “special”. THIS means look elsewhere for the information or that the information is obvious (such as the same as above).

o    So and (A,D,R) of (*,v4,S) means the Action is either variable and the feat description will explain or that it is the SAME as the feats above.

·         *# = Times the number

o    Dmg*2 = Damage times two

o    d4*2 = roll a 4-sided die and multiply the result by two

o    Str*d4 = Strength times the result of a 4-sided die.

·         #x# = A grid of # by # size

o    2x2 is a two by two squre grid

o    3x6 is a three by six squre grid

·         * = Target required for a roll to trip to Heroic

·         *# = A specific target

o    *2 = a target of 12, 22, 32, etc. OR it can mean the second value in the (#,#,#,#,#) set. (see the (#,#,#,#,#) entry).

·         Sk = Skill or Skill roll based on context

·         Sk^ = Skill roll “versus”

·         ^ = versus such as Sk^Dex (skill roll versus Dexterity)

·         ^# = versus a set number

o    Str^6 = roll Strength and beat a 6

o    d6^6 = roll a 6-sided die and beat a 6

·         Def = Defense

·         Atk = Attack

·         Dmg = Damage

·         Rng = Range

·         Enc = Encumbrance

·         $ = cost. Context will determine whther coins, Movement Rate, etc.

·         AR = Armor and refers to a shiled like roll versus damage.

·         1st = 1st Degree wounds

·         2nd = 2nd Degree wounds

·         3rd = 3rd Degree wounds

·         +# = a buff to an ability such as +3 Dex (buff of 3 to Dexterity).

·         Add = add to the RESULT of a Trip roll NOT a buff!

·         Buff = + = a temporary bonus to a Trip roll.

·         B = Bonus = a long term or near permanent bonus to a Trip roll.

·         v = less than such as 2vd6 (meaning 2 or less on a d6).

o    NOTE: v# without a leading number such as vd4 is interpreted as a silent 1 in front so v4 and 1vd4 mean the same thing. Also 1v4 means the same thing as 1vd4 (there is a silent “d” after the v. Combining these into the most common notation v4 means 1vd4 as the “1” and “d” are both silent.

·         d# = roll the indicated die.

o    d4 = roll a 4-sided die

o    d6 = roll a 6-sided die

o    d8 = roll an 8-sided die

o    etc.

·         d() = roll a die equal the value inside of the parenthesis

o    d(Wounds) = roll a die equal to the amount of wounds.

o    d(Height) = roll a die equal to the height in question in feet.

o    d(sq) = roll a die equal to the squres in question

·         #r = # of squares radius AROUND the taret.

o    1r = 1sq radius around the target INCLUDING the target’s size. Thus it could be LARGER than a simple 1sq radius circle! If no target then simply a 5sq radius circle! So a 1r effect around your character would occupy roughly a 3x3 area (though circular) as you take up the center of the 3x3 tic-tac-toe and the 1r is a circle around the rest.

o    5r = 5sq radius around the target INCLUDING the target’s size. If no target then simply a 5sq radius circle!

·         - = the minus sign means subtract. It is less common so please read all the “+” notations herein as it works just like + except that it is a negative buff (a penalty) or just subtracts depending upon if it applies to a normal or Trip roll. Again, read all the “+” enteries.

·         - -# = Subtract the # from the result of a Trip NOT as a negative buff as would be normal.

o    Str- -4 = roll Strenght and then subratct 4 from the result.

·         -d# = subtract the indicated die roll as a penalty to a Trip roll or as a flat number from any non-Trip roll.

o    –d8 = roll an 8-sided die and subtract the result (so -1 to -8 results depending upon the roll).

·         (#,#,#,#,#) = if EXACTLY five entries = Select the value within the parenthesis that lines up with you feat’s * location using (*0,*2,*4,*6,*8) This means that *0 is the first #, *2 is the second #, *4 is the third #, *6 is the fourth #, and *8 is the fifth #. An easy way to do this is just count by two’s starting at 0 (0,2,4,6,8).  So…

o    (10,8,6,4,2) = ifyour feat has a * of 2 you would select 8 as *2 is the second #.

o    (10,8,6,4,2) IF your feats * was 6 you would select 4 as *6 is the 4th #.

o    (Red,Green,Blue,Brown,Orange) with a *0 would be Red where *8 would be Orange.

o    IMPORTANT!! Be sure you go over and over this (#,#,#,#,#) section until you get it!!

·         d(#,#,#,#,#) = Select the appropriate # based upon your * and then roll that die.

o    d(10,8,6,4,2) with *2 = roll d8

·         + = the plus sign means add.

o    NOTE: When a Trip roll is made the + is treated as a buff unless otherwise noted!

o    +4 Str = a buff of 4 to Strength

o    +d4 Str = roll a 4-sided die and add the result as a buff to Strength

o    +4 MR means add 4 to Movement Rate (as MR is not a Trip roll).

·         +d# = roll the indicated die and add it as a buff to a Trip roll or as an Add to any other roll.

o    +d4 Str = roll a 4-sided die and add the result as a buff to Strength

o    HP +d4 = roll a 4-sided die and Add the result to HP (since HP is not a Trip roll).

·         d#+# = roll d# and add the second # to it

o    d4+2 = roll a 4-sided die and add 2 to the result.

·         ++# = an “Add” means add the number to the result of a Trip roll NOT as buff which would normally occur if just +# were listed.

o    Str ++d4 = roll Strength and then ADD d4 to the result.

o    Str +d4 = roll a d4 and add the result as a Buff to Str.

o    Dmg ++10 = roll Damage and then ADD 10 to the result.

o    Dmg+10 = add 10 as a buff to Damage.

Home

 

Action of (A,D,R)

·         I = Incidental Action

·         P = Partial Action

·         M = Move Action

·         A = Attack Action

·         F = Full Action

·         # = # of rounds

o    4 = 4 rounds

·         d# = roll the indicated die and it takes that many rounds

o    d4 = roll a 4-sided die and the result is the number of rounds

·         H = Hour

·         #H = Number of hours

o    4H = four hours

·         d#H = roll the indicated die and it takes that many hours

o    d4H = roll a 4-sided die and the result is the number of hours

·         D = Day

·         #D = Number of days

o    4D = four days

·         d#D = roll the indicated die and it taeks that many days

o    d4D = rolla  4-sided die and the result is the number of days

·         G = Game session

·         * = special. Use context or the feat set’s description to determine the action.

·         + = This is IN ADDITION to any other listed action cost.

·         / = With. Often used to indicate that an action is used WITH another action and either cannot stand alone or IF is stands alone will use the entire action listed.

o    /A = with the applicable attack

o    /M = with a single Move action

 

Duraton of (A,D,R)

·         I = Instant. Meaning that the duration occurs and ends OR that it instantly changes the game reality and events progress from there.

o    Example doing d10 Damge may have a duration of (*,I,*) meaning that the target instantly takes damage and game reality progresses – it may get healed, blocked by a shield, etc.

o    Example create chair (*,I,*) means the chair is created instantly and then the game reality progresses - it may be destroyed, broken, burned, sat in, etc.

·         P = Permanent Meaning the duration or effect never ends unless unusual steps are taken.

o    Note, many Permanent “like” durations are listed as I (Instant) as they can change naturally.

o    Creatinga chair with a (*,P,*) duration would indicate that the chair is hard to destroy or alter.

·         # = # of rounds in Nish # of Minutes out of Nish

o    4 = 4 rounds or 4 minutes

·         d# = roll the indicated die and it lasts that many rounds or minutes

o    d4 = roll a 4-sided die and the result is the number of rounds or minutes

·         H = Hour

·         #H = Number of hours

o    4H = four hours

·         d#H = roll the indicated die and it lasts that many hours

o    d4H = roll a 4-sided die and the result is the number of hours

·         D = Day

·         #D = Number of days

o    4D = four days

·         d#D = roll the indicated die and it lasts that many days

o    d4D = rolla  4-sided die and the result is the number of days

·         G = Game session

·         * = special. Use context or the feat set’s description to determine the duration.

o    Also used if there is a “logical” duration such as creating a plant or starting a fire (although both of these would be beter listed as I for Instant).

Range of (A,D,R)

·         # = number of squares if horizontal or feet if verticle

·         #r = # of squares radius AROUND the taret.

o    1r = 1sq radius around the target INCLUDING the target’s size. Thus it could be LARGER than a simple 1sq radius circle! If no target then simply a 5sq radius circle! So a 1r effect around your character would occupy roughly a 3x3 area (though circular) as you take up the center of the 3x3 tic-tac-toe and the 1r is a circle around the rest.

o    5r = 5sq radius around the target INCLUDING the target’s size. If no target then simply a 5sq radius circle!

·         S = Self

o    Self is often used in ways that are much larger ranges.

§  See in Infravision (*,*,S) means your character sees in Infravision. Either there is some additional explanation or the Infravision mathes your character’s existing vision range).

§  +5 to Hurl (*,*,S) = the range is your character, even though it persists with the hurled weapon.

·         T = Range of touch including “normally” held items.

o    Touchign with a held rope does not normally count

o    Touching with a “normal” and HELD weapon does usually count

·         Vi = within visual range AND line-of-sight

o    2 feet away but behind a closed door is out of range normally

o    1 mile away but visible would normally count IF the target is descernable. So one mile for a man sized target would work. One mile to effect a daggar would likely fail.

·         Vo = within audial range AND sound can reach the target and USUALLY the target must be able to hear

·         * = special. Use context or the feat set’s description to determine the range.

Home

OLD in GREEN: Understanding Abilities

        Home

 

        This section covers how to note and inteLPret abilities on your character sheet. What do the symbols and abbreviations mean?

Ability Types

        Home

        Abilities are broken down into three main types as listed below:

·         Attributes – listed on the Main character sheet, resistances are attributes also.

·         Skills – come in several flavors.

o    Typical – like climbing or sneaking

o    Weapons – individual weapon skills

o    Armor – individual armor skills

·         Feats – comein two flavors and include more complex rules than skills.

o    Meta – normal feats use Meta in order to function.

o    Omega – extremely powerful feats  require Omega in order to function.

Ability Body

        Home

        The body of each ability is made up of the ability’s name, variable, description, A,D,R, and cost. As in:

 

Buff (X) +20 (I,E,S) @4

Name: Buff

Variable: (X)

Description: +20

A,D,R: (I,E,S)

Cost: @4

Variable (X)

        The use of variables greatly simplifies and reduces the number of abilities that would otherwise have to be listed. For example, there is a theretical Buff ability for every other ability that exists. This alone would double the number of abilities listed if it were not for the (X) variable technique. Rather than listing Buff Strength, Buff Agility, Buff Force Door all as separate abilities, a single ability called Buff (X) can be used in the ability list and in describing specific instances of Buff the notation Buff (Strength), Buff (Agility), and Buff (Force Door) can be used.

·         () = ... Means if no subject is given for X then ...

·         (X) are used as variables such as Own (Item) or Language (race)

 

Feat Description

        An ability’s description lies after it’s name and before the (A,D,R) section. Here are some of the abbreviations and syntax used in the description:

·         (a,b) means a and b

·          [a,b] means a or b the target or one selecting a or b will pick their best ability

·         ^ means versus for roll as in SK^Dif

·         1st = 1st degree wounds

·         2nd = 2nd degree wounds

·         3rd = 3rd degree wounds

·         A&D means Attack and Damage both or together

·         A/D means Attack and Damage each or separate

·         AR = Armor

·         Atk means just Attack

·         Def = Defense

·         Dif = Difficulty

·         Dmg means just Damage

·         * means times (use * not x for times)

·         (,) player goes up against hardest as in  or SK^(Int,Cha)

·         [,] player may select the best as in [sk,Attribute]*D^Dif

·         Sk = standard Skill roll

·         SK^(Int,Cha) = skill roll versus best of Intellect or Charisma

·         SK^Int = Skill roll versus Intellect

·         sq = squares

·         Stealth(Vanish) refers specifically to the Vanish variant of Stealth

·         dV = Roll V as a simple die roll

·         (0/1)r means radius of blast is full in first ring, 1/2 in 2nd ring, etc. Rings are listed in squares of size and 0 is center square).

Action, Duration, Range

        Home

        Action, duration, and range are grouped inside parenthesis and separated by commas as in (A,D,R). Abreviations and syntax are described below.

Action

The default action is either obvious or I for incidental. If it moves the character it is usually a Move, if it causes a negative effect (damage or otherwise), it is an Attack action by default.

·         - = Default which is I (Incidental) or obvious

·         1 = 1 round, 2 = 2 rounds, etc.

·         * = special or varies

·         /A = with Attack

·         /M = with move

·         A = Attack

·         F = Full

·         @ = anyting followring the @ is an actional “maintenance” cost.

·         F@A Full Action and Atk Action maintenance

·         H= Hour

·         I = Incidental

·         M = Move

·         P = Partial

·         D = Day

Duration

Sometimes duration is how long the ability’s effect lasts. Other times it is how long the ability is available for use. For example a spell that shots a missile at an opponent and causes damage each round may have a duration of 3. Deciding if this means it can be fired for 3 rounds or the burning effect lasts for 3 rounds is determined by context and the ability’s description and with just a bit of experience will become very obvious.

·         - = Default which is I (Instant) or obvious.

·         1 = 1 round, 2 = 2 rounds, etc.

·         D = Day, 2D = 2Days

·         H= Hour, 2H = 2 hours, 24H = 1 day.

·         * = special or varies

·         <R = up to Rank rounds unless break's first (break attempt allowed each round), <D means up to T rounds unless breaks first, Break rolls are at half (or effect at Sk*2) since the effect initially succeeded.

·         E = event

·         G = Game

·         I = Instant

Range

The range is how far away the ability may manifest or what range the ability’s effect has. For example hurling a weapon with one’s mind may be range 8. Whether this means any weapon within 8 squares can be hurled or that once hurled the weapon may travel for 8 squares is determined by context and the ability’s description and with just a bit of experience will become very obvious.

·         - = Default which is C (Character) or obvious

·         1,2,3… = squares

·         2r = 2 squares radius centered on Character, 3r = 3 squars, DM= Degree Squares

·         * = special or varies

·         S = Self

·         T = Touch

·         Si = Sight

·         Vi = Vision (same as Sight)

·         So = Sound

·         Vo = Voice (same as Sound)

@ (Meta)

        Home

        Turning on a Feat costs Meta. Meta is a measure of the “power” required to energize the feat. Meta is ALWAYS either free (~ or Sk) or a binary doubling number such as 1, 2, 4, 8, 16, 32, 64, etc.

·         @~ = No Meta. In other words “FREE”

·         @Sk = Skill roll requiring no Meta.

·         @R = Red Meta

·         @O = Orange Meta

·         @Y = Yellow Meta

·         @G = Green Meta

·         @B = Blue Meta

·         @1 = Omega 1

·         @2 = Omega 2

·         @3 = Omega 3

·         @4 = Omega 4

·         @5 = Omega 5

·         @B2 = Blue Meta and Omega 2

·         @* = Luck Box

·         @G & 50s = G Meta and 50 silver

 

        A larger Meta may always charge or power a feat needing a lesser Meta. For example a feat of @O can be charged or powered by any Meta of Orange or higher.

Focus Buff

        In the real world, you can decide to twist extra hard to open the pickle jar, or hit the punching bag extra hard, or really concentrate on the meaning of a passage in a book. When a coach asks you to put out 110% (which is technically impossible) they are asking you to exert extra focus or extra effort toward your maximum potential.

        Similarly, you can have your character “Focus” on nearly any particular roll. Perhaps your character has been imprisoned and you are having the character try to bend the cell bars to escape. You may choose to have the character focus on this effort – put a little extra oomph into the attempt.

        Focus generates a bonus to the RC die before any multiplaction occurs, if any. Only one focus buff may be applied per roll. However, unlike all other buffs in the game, a focus buff may be added to one (and at most only one) other buff.

        Focus MUST be selected prior to the roll. You may not make a roll, then choose to add focus to it. This would be like hitting a punching bag, then, after the hit, wishing it had been a little harder. This doesn’t work.

Luck

        If a luck box is spent, the option to use focus may be changed as it is an entirely new roll. On the a roll is lucked, focus may be used, removed, or changed. Whichever roll is kept – the original roll or the focus roll – only that focus is actually used.

        As with any buff, Focus may only be used on rolls to which buffs may be applied. This includes nearly all doubling die rolls and does not apply to nearly all non-doubled rolls.

        So, for most rolls, the option to focus is almost always available.. The old adage is, “Only an inexperienced player will end a combat without using up most of their Focus.”

Skills

        Home

        Skills are assumed to have obvious (A,D,R). Use (M,I,S) if unsure. If an exception is noted, often just the exception will be listed as in (A,,) to indicate that this skill uses an Attack action rather than the normal Move action of most skills.

        A Skill’s are assumed to have obvious body text. Use SK^Dif or Sk=Quality if unsure. If an exception exists, it will be properly noted.

        Home

How to Make Unskilled Rolls – Flat rolls

        An unskilled roll is made as a Flat roll, there is no Meta Die.

Common Skills

        Common skills are skills that nearly any character should have or be able to try but for which the character has no Skill or Kit to cover. These rolls are made using the most appropriate attribute and should ALWAYS be made as flat rolls. It is important to use this rule to keep the games integrity.

Examples Common  Unskilled Rolls

·         Cartography = (Int)

·         Climbing = (Agi)

·         Dominate = (Alp)

·         Fast Talk = (Cha)

·         Interrogate = (Alp)

·         Language = (Int)

·         Ridding Animal = (Agi)

·         Stealth = (Agi)

·         Swimming = (Agi)

Crits and Oops

        A crit is an extra good effect that the GM usually ad-libs. When a crit occurs, some special effect or benefit should be ad-libbed into the game. Some abilities list very specific critical effects.

        An oops is an extra bad effect that the GM usually ad-libs.

Syntax

Syntax

        Below is a brief description of the rules and syntax of Race Kits. However, for a MUCH more full and robust explanation, please see the ABILITES section of these rules.

Description

·         list of common traits

Kits

·         FREE lists the number of free abilities gained if the kit is taken. These abilities MUST be selected from within the selected kit.

Bonsues

·         RACIAL bonuses are taken free and should be recorded immediately upon character creation.

·         This is NOT true of ANY of the other kits in the game (ONLY race kits)!

·         Racial Weapon and Armor bonuses are also free and apply anytime the indicated weapon or armor is used.

·         Red bonuses may be purchased with a Kit Ω slot or bought with a level point.

Skill Set

·         All skills listed in the skill set are considered known and rolled using the Racial Kits * on the Kits (Skill Sets) table of the Main character sheet.

·         Note that skills sets may NOT be mastered at or improved with long term bonuses – only focus and Buffs.

·         A skill in the Skill Set may be written down separately on the character sheet if learned with an ability point OR if a mastery point is applied. It may then receive bonuses like any other skill.

·         EXCEPT for “Basic…” skills. These MUST remain part of the skill set only and may NOT be learned or mastered!

·         Black Omega Ω skills do NOT require a kit Omega slot. They simply indicate a limited number of daily uses! It is a good idea to note these even if they are still part of the skill set so you remember to spend an Omega Meta to use the skill.

Skills

·         This is a list of skills commonly used by the race but not globally known to the race, like skill sets.

·         These skills must be learned by using an ability slot through character creation or advancement.

·         Black Omega Ω skills do NOT require a kit Omega slot. They are learned with a normal ability slot and simply indicate a limited number of daily uses.

·         Red skills may be purchased with a Kit Ω slot or bought with a level point.

·          

Feats

·         A list of racial feats that may be learned with ability slots if desired.

·         Red feats may be purchased with a Kit Ω slot or bought with a level point.

·         Feat syntax is very compact and efficient. It is simple to use ONCE you learn it. The section below will go into Feat Syntax.

 

Home

 

Feat Syntax

Feats will look something like the following:

 

Enhanced Run:

·         Run +2sq (F,E,S)@R

·         Run +4sq (F,E,S)@O

·         Run +6sq (F,E,S)@Y

·         Run +8sq (F,E,S)@G

·         Run +10 sq (F,E,S)@B

·         Run +12 sq (F,E,S)@I

·         Run +15 sq (F,E,S)@V

·         Run +5sq (M,D,S)@*Y

·         Run +10sq (M,D,S)@*B

·         Run +5sq (M,G,S)@*B

·         Run +10sq (M,G,S)@*V

        Description: Due to their need to move through regons at high speeds for long durations, the character is able to improve their normal Run (Move/Move) distance as listed above for an Event. Has NO impact upon a single move such as a move attack, ONLY on a run (Move/Move).

 

Disecting a Feat Set

·         A Feat Set is a collection of “similar” feats. So, each feat is a “versions”of the feat set.

·         The feat set is made up of a name (the title as in “Enhanced Run”), followed by black and red feats (or verions) of the feat set. Last comes a “Descripton” area that adds flavor, examples and clarifies feat set rules and usage.

o    Occasionally a feat will have a sub indent (like this line) which is a mini “Descripiont” for that SPECIFIC feat.

·         IMPORTANT!!! -  So, each first level bullet in the feat set IS a feat!

·         BLACK feats use Mana to power

o    Each black feat requires an ability slot to learn. The player may choose to learn multiple versions for multiple ability slots if desired. Versions may be learned in any order.

·         RED feats use Omega to power and are often called Omega feats or Omega powers.

o    Each Omega feat requires a Kit Omega slot or a level point to learn.

·         All feats Mana and Omega are common “examples”of the feat set. A player may work with the GM to come up with other feats in the set if desired. Just be VERY careful to maintain game balance.

·         Syntax: Run +2sq (F,E,S) @R

o    There are three main parts to a feat colored red, green, and blue above for convenience (NOTE: this coloration is not found elsewhere).

o    The three parts are effects, (A,D,S) or Action, Duration, Range, and Meta.

·         Effects

o    The effects section comes first and provides a highly condensed set of information used to operate the feat.

o    The Run +2sq means that a run (Move/Move) gains a bonus of 2 additional squares of movement.

o    Common notations used in feat effects syntax are listed below.

·         (A,D,S)

o    The A,D,S section comes second and is ALWAYS made up of three values separated by commas and encapsulated in parenthesis as in (F,E,S).

o    The three values are ALWAYS (Action,Duration,Range).

o    Action – This is the amount of character time required to cast the feat.

o    Duration – This is how long the feat lasts for once cast. Sometimes this is used to list how long the effects of the feat last. Other times it indicates how long the feat may be repeated or used. These two interpretations are usually quite obvious. If not the Feat Set’s descripton should clarify or common sense can prevail. However, as a general rule, if the effects “could” last for duration, assume the duration is for the feat’s effects. “IF” the feats effects are either instant or permanent then you can logically conclude that the duration is how long the instant or permanent effects can be cast.

§  Example 1: A firewall has a duration of (A,v4,10) = duration v4. Does this mean that once cast the firewall burns for v4 rounds or that it can be cast over and over for v4 rounds? Ask youself, is a firewall an instant effect (poof it exists and poof it is gone?) or is it permanent (poof it exsts and burns for all time). Unless the character is a pyromancer GOD it won’t burn for all time and no medieval book/story ever has a firewall appear and instantly vanish. So the wall itself has a duration between instant and permanent. THUS, the duration in this example is how long the firewall will burn! And thus this feat is a single cast. A big clue is the name firewall. A WALL has a duration.

§  Example 2: A firebolt has a duration of (A,v4,10) = duration of v4. Again is a single casting of firebolt Instant/Permanent or should the fire bolt have a duration of several rounds? Well, unless it is a comically slow firebolt which any opponent could dodge, it is Instant – poof it is cast, streaks to a target in a second or two and poof it is gone (hopefully burning the victim badly!). So the duration of v4 rounds MUST be how long the caste can cast firebolts. Thus, for v4 rounds the caster (via an Atk action) can send of a firebolt at a new target.

o    Common notations used in Action syntax are listed below.

o    Range – This is how far away the feat’s effects manifest or can be felt, similar to the range of a hurled or missle weapon.

§  Common notations used in range syntax are listed below.

·         Meta

o    Meta ALWAYS starts with an @ sign followed by the Meta cost of the feat.

o    Meta is the “power” used to make a feat work and comes in two forms Mana and Omega.

o    Mana is a much more common form of Meta and regenerates frequently due to intense situations such as Nish (Combat or critical time-sequence reliant events).

o    Mana also flows each round of Nish through a process called Channeling.

o    Mana exists everywhere as a river of magical energy and characters simply tap into it.

o    Omega is provided by the Universe and ONLY replenishes once each day. Thus, Omega Feats are usually more powerful versions of a Feat Set.

o    Common notations used in the Meta syntax are liste below.

 

Home

 

Feat Notation Details

Defaults (Assumed)

·         Distances

o    Horizontal are in squares (5ft each)

§  A range of 5 is 5sq

§  A knockback of d6 is d6sq

o    Rize/Fall/Height are in feet

§  A fall of 10 is 10 feet

§  -d30 fall is –d30 feet

§  Levitaton of d20 is d20 feet

·         Ties

o    Ties go to the player.

§  Thus Str^10 means the player succeeds on a 10 or higher.

§  d6^6 means success on a 6

§  d6v2 means success on a 2 or less

·         Time

o    In Nish, time is in rounds

§  A duration of 10 is 10 rounds during Nish

o    Out of Nish, time is in minutes

§  A duration of 10 is 10 minutes out of Nish

 

Effects

·         Dex = Dexterity

·         Agi = Agility

·         Wis = Wisdom

·         Alp = Alpha

·         Will = Will Power

·         Wil = Will Power

·         Awa = Awareness

·         Cha = Charisma

·         Int = Intelligence

·         Str = Strength

·         Con = Constitution

·         Vit = Vitality

·         HP = Health Points

·         MR = Movement Rate

·         * = If the “*” is by itself it means “special”. THIS means look elsewhere for the information or that the information is obvious (such as the same as above).

o    So and (A,D,R) of (*,v4,S) means the Action is either variable and the feat description will explain or that it is the SAME as the feats above.

·         *# = Times the number

o    Dmg*2 = Damage times two

o    d4*2 = roll a 4-sided die and multiply the result by two

o    Str*d4 = Strength times the result of a 4-sided die.

·         #x# = A grid of # by # size

o    2x2 is a two by two squre grid

o    3x6 is a three by six squre grid

·         * = Target required for a roll to trip to Heroic

·         *# = A specific target

o    *2 = a target of 12, 22, 32, etc. OR it can mean the second value in the (#,#,#,#,#) set. (see the (#,#,#,#,#) entry).

·         Sk = Skill or Skill roll based on context

·         Sk^ = Skill roll “versus”

·         ^ = versus such as Sk^Dex (skill roll versus Dexterity)

·         ^# = versus a set number

o    Str^6 = roll Strength and beat a 6

o    d6^6 = roll a 6-sided die and beat a 6

·         Def = Defense

·         Atk = Attack

·         Dmg = Damage

·         Rng = Range

·         Enc = Encumbrance

·         $ = cost. Context will determine whther coins, Movement Rate, etc.

·         AR = Armor and refers to a shiled like roll versus damage.

·         1st = 1st Degree wounds

·         2nd = 2nd Degree wounds

·         3rd = 3rd Degree wounds

·         +# = a buff to an ability such as +3 Dex (buff of 3 to Dexterity).

·         Add = add to the RESULT of a Trip roll NOT a buff!

·         Buff = + = a temporary bonus to a Trip roll.

·         B = Bonus = a long term or near permanent bonus to a Trip roll.

·         v = less than such as 2vd6 (meaning 2 or less on a d6).

o    NOTE: v# without a leading number such as vd4 is interpreted as a silent 1 in front so v4 and 1vd4 mean the same thing. Also 1v4 means the same thing as 1vd4 (there is a silent “d” after the v. Combining these into the most common notation v4 means 1vd4 as the “1” and “d” are both silent.

·         d# = roll the indicated die.

o    d4 = roll a 4-sided die

o    d6 = roll a 6-sided die

o    d8 = roll an 8-sided die

o    etc.

·         d() = roll a die equal the value inside of the parenthesis

o    d(Wounds) = roll a die equal to the amount of wounds.

o    d(Height) = roll a die equal to the height in question in feet.

o    d(sq) = roll a die equal to the squres in question

·         #r = # of squares radius AROUND the taret.

o    1r = 1sq radius around the target INCLUDING the target’s size. Thus it could be LARGER than a simple 1sq radius circle! If no target then simply a 5sq radius circle! So a 1r effect around your character would occupy roughly a 3x3 area (though circular) as you take up the center of the 3x3 tic-tac-toe and the 1r is a circle around the rest.

o    5r = 5sq radius around the target INCLUDING the target’s size. If no target then simply a 5sq radius circle!

·         - = the minus sign means subtract. It is less common so please read all the “+” notations herein as it works just like + except that it is a negative buff (a penalty) or just subtracts depending upon if it applies to a normal or Trip roll. Again, read all the “+” enteries.

·         - -# = Subtract the # from the result of a Trip NOT as a negative buff as would be normal.

o    Str- -4 = roll Strenght and then subratct 4 from the result.

·         -d# = subtract the indicated die roll as a penalty to a Trip roll or as a flat number from any non-Trip roll.

o    –d8 = roll an 8-sided die and subtract the result (so -1 to -8 results depending upon the roll).

·         (#,#,#,#,#) = if EXACTLY five entries = Select the value within the parenthesis that lines up with you feat’s * location using (*0,*2,*4,*6,*8) This means that *0 is the first #, *2 is the second #, *4 is the third #, *6 is the fourth #, and *8 is the fifth #. An easy way to do this is just count by two’s starting at 0 (0,2,4,6,8).  So…

o    (10,8,6,4,2) = ifyour feat has a * of 2 you would select 8 as *2 is the second #.

o    (10,8,6,4,2) IF your feats * was 6 you would select 4 as *6 is the 4th #.

o    (Red,Green,Blue,Brown,Orange) with a *0 would be Red where *8 would be Orange.

o    IMPORTANT!! Be sure you go over and over this (#,#,#,#,#) section until you get it!!

·         d(#,#,#,#,#) = Select the appropriate # based upon your * and then roll that die.

o    d(10,8,6,4,2) with *2 = roll d8

·         + = the plus sign means add.

o    NOTE: When a Trip roll is made the + is treated as a buff unless otherwise noted!

o    +4 Str = a buff of 4 to Strength

o    +d4 Str = roll a 4-sided die and add the result as a buff to Strength

o    +4 MR means add 4 to Movement Rate (as MR is not a Trip roll).

·         +d# = roll the indicated die and add it as a buff to a Trip roll or as an Add to any other roll.

o    +d4 Str = roll a 4-sided die and add the result as a buff to Strength

o    HP +d4 = roll a 4-sided die and Add the result to HP (since HP is not a Trip roll).

·         d#+# = roll d# and add the second # to it

o    d4+2 = roll a 4-sided die and add 2 to the result.

·         ++# = an “Add” means add the number to the result of a Trip roll NOT as buff which would normally occur if just +# were listed.

o    Str ++d4 = roll Strength and then ADD d4 to the result.

o    Str +d4 = roll a d4 and add the result as a Buff to Str.

o    Dmg ++10 = roll Damage and then ADD 10 to the result.

o    Dmg+10 = add 10 as a buff to Damage.

Home

 

Action of (A,D,R)

·         I = Incidental Action

·         P = Partial Action

·         M = Move Action

·         A = Attack Action

·         F = Full Action

·         # = # of rounds

o    4 = 4 rounds

·         d# = roll the indicated die and it takes that many rounds

o    d4 = roll a 4-sided die and the result is the number of rounds

·         H = Hour

·         #H = Number of hours

o    4H = four hours

·         d#H = roll the indicated die and it takes that many hours

o    d4H = roll a 4-sided die and the result is the number of hours

·         D = Day

·         #D = Number of days

o    4D = four days

·         d#D = roll the indicated die and it taeks that many days

o    d4D = rolla  4-sided die and the result is the number of days

·         G = Game session

·         * = special. Use context or the feat set’s description to determine the action.

·         + = This is IN ADDITION to any other listed action cost.

·         / = With. Often used to indicate that an action is used WITH another action and either cannot stand alone or IF is stands alone will use the entire action listed.

o    /A = with the applicable attack

o    /M = with a single Move action

 

Duraton of (A,D,R)

·         I = Instant. Meaning that the duration occurs and ends OR that it instantly changes the game reality and events progress from there.

o    Example doing d10 Damge may have a duration of (*,I,*) meaning that the target instantly takes damage and game reality progresses – it may get healed, blocked by a shield, etc.

o    Example create chair (*,I,*) means the chair is created instantly and then the game reality progresses - it may be destroyed, broken, burned, sat in, etc.

·         P = Permanent Meaning the duration or effect never ends unless unusual steps are taken.

o    Note, many Permanent “like” durations are listed as I (Instant) as they can change naturally.

o    Creatinga chair with a (*,P,*) duration would indicate that the chair is hard to destroy or alter.

·         # = # of rounds in Nish # of Minutes out of Nish

o    4 = 4 rounds or 4 minutes

·         d# = roll the indicated die and it lasts that many rounds or minutes

o    d4 = roll a 4-sided die and the result is the number of rounds or minutes

·         H = Hour

·         #H = Number of hours

o    4H = four hours

·         d#H = roll the indicated die and it lasts that many hours

o    d4H = roll a 4-sided die and the result is the number of hours

·         D = Day

·         #D = Number of days

o    4D = four days

·         d#D = roll the indicated die and it lasts that many days

o    d4D = rolla  4-sided die and the result is the number of days

·         G = Game session

·         * = special. Use context or the feat set’s description to determine the duration.

o    Also used if there is a “logical” duration such as creating a plant or starting a fire (although both of these would be beter listed as I for Instant).

Range of (A,D,R)

·         # = number of squares if horizontal or feet if verticle

·         #r = # of squares radius AROUND the taret.

o    1r = 1sq radius around the target INCLUDING the target’s size. Thus it could be LARGER than a simple 1sq radius circle! If no target then simply a 5sq radius circle! So a 1r effect around your character would occupy roughly a 3x3 area (though circular) as you take up the center of the 3x3 tic-tac-toe and the 1r is a circle around the rest.

o    5r = 5sq radius around the target INCLUDING the target’s size. If no target then simply a 5sq radius circle!

·         S = Self

o    Self is often used in ways that are much larger ranges.

§  See in Infravision (*,*,S) means your character sees in Infravision. Either there is some additional explanation or the Infravision mathes your character’s existing vision range).

§  +5 to Hurl (*,*,S) = the range is your character, even though it persists with the hurled weapon.

·         T = Range of touch including “normally” held items.

o    Touchign with a held rope does not normally count

o    Touching with a “normal” and HELD weapon does usually count

·         Vi = within visual range AND line-of-sight

o    2 feet away but behind a closed door is out of range normally

o    1 mile away but visible would normally count IF the target is descernable. So one mile for a man sized target would work. One mile to effect a daggar would likely fail.

·         Vo = within audial range AND sound can reach the target and USUALLY the target must be able to hear

·         * = special. Use context or the feat set’s description to determine the range.

 

Home

 

Rules/Syntax

        Below is a brief description of the rules and syntax of Race Kits. However, for a MUCH more full and robust explanation, please see the ABILITES section of these rules.

Description

·         list of common traits

Kits

·         FREE lists the number of free abilities gained if the kit is taken. These abilities MUST be selected from within the selected kit.

Bonsues

·         RACIAL bonuses are taken free and should be recorded immediately upon character creation.

·         This is NOT true of ANY of the other kits in the game (ONLY race kits)!

·         Racial Weapon and Armor bonuses are also free and apply anytime the indicated weapon or armor is used.

·         Red bonuses may be purchased with a Kit Ω slot or bought with a level point.

Skill Set

·         All skills listed in the skill set are considered known and rolled using the Racial Kits * on the Kits (Skill Sets) table of the Main character sheet.

·         Note that skills sets may NOT be mastered at or improved with long term bonuses – only focus and Buffs.

·         A skill in the Skill Set may be written down separately on the character sheet if learned with an ability point OR if a mastery point is applied. It may then receive bonuses like any other skill.

·         EXCEPT for “Basic…” skills. These MUST remain part of the skill set only and may NOT be learned or mastered!

·         Black Omega Ω skills do NOT require a kit Omega slot. They simply indicate a limited number of daily uses! It is a good idea to note these even if they are still part of the skill set so you remember to spend an Omega Meta to use the skill.

Skills

·         This is a list of skills commonly used by the race but not globally known to the race, like skill sets.

·         These skills must be learned by using an ability slot through character creation or advancement.

·         Black Omega Ω skills do NOT require a kit Omega slot. They are learned with a normal ability slot and simply indicate a limited number of daily uses.

·         Red skills may be purchased with a Kit Ω slot or bought with a level point.

·          

Feats

·         A list of racial feats that may be learned with ability slots if desired.

·         Red feats may be purchased with a Kit Ω slot or bought with a level point.

·         Feat syntax is very compact and efficient. It is simple to use ONCE you learn it. The section below will go into Feat Syntax.


Luck Boxes

Luck Boxes

        Concept. Luck boxes allow a second chance (take the better of the two) to “most” rolls.

 

        Change Focus. To “luck” a roll, the player marks off an open luck box and then makes the exact same roll again. However, the option to Focus, not Focus, or “switch” Focus Meta to a higher or lower Focus bonus is allowed. Whichever roll is kept, ONLY the Focus Meta from THAT roll is used and the other roll’s Focus Meta (if any) is returned as if not used.

 

        One Luck ONLY. A roll may only be lucked once. A lucked roll may NOT be lucked again.

 

        Can’t Luck Criticals. A critical roll, may NOT be lucked!

 

        The WHOLE Roll! When a roll is lucked, the entire roll is lucked from the start. Thus ALL dice are picked up and the roll begins from the beginning. You may NOT luck “some” of the die in a roll – ONLY the whole entire roll!

 

        Regain Luck Boxes. Luck boxes are regained at the beginning of every game session and at midnight, player time.

 

        Can’t Luck… There are a few roles that cannot be lucked. In particular game mechanics are not luckable, such as:

·         MetaChannel Rolls

·         Meta Flood Rolls

·         (A,D,R) – None of these rolls may be lucked!

·         Durations in general such as v# rolls

·         Character Creation Rolls such as

o    Height, Weight, Alpha, Handicap

o    Money

o    Etc.

·         Character Advancement Rolls Such as

o    Random Omega

o    Health Points

o    Etc.

·         Treasure Rolls

·         Critical Rolls

·         A previous roll in a chain. For example, you can’t luck the Atk once you roll Dmg. You can’t luck a resistance after you roll Def (or vise versa), etc.

·         Etc.

 

        Can Luck… Nearly ANY Trip roll can be lucked including all abilities (attributes, skills, feats, weapons, armor, Nish). And most flat rolls that are are direct use of the character’s abilities in-game such as:

·         Ability failure

·         Jumps

·         Shields

·         Healing Rolls

·         Rolls like d6 people are effected by an Ability/Possession

·         Etc.

 

        Game Tip. The trick with luck boxes is to use them all up by the end of the game or night so you gain maximum character benefit, but to NOT use them up too quickly on frivolous rolls. Try to use them on truly important rolls (A failed Death Check being perhaps the epitome of need!).