System

System

Skill Guide: Other Magic and Psi Skills

General Notes on Magic/Psi Skills
Magic and psi isn't limited to schools like some other settings - you can have fire magic that also heals or allows you to divine information, you can have a single skill that conjures three different elements, etc. It is the aspects which truly define what a skill does, how that manifests is completely open and part of the theme of the skill in general.

In the Vaxia setting magic and psi are interchangeable. You can see the various themes tied to magic and psi here: Vaxia Magic
In Sirian there is only Psionics and requires Setting approval to play due to The Crowned infection. However the Vaxia Magic themes can offer some inspiration in designing a Sirian psionic skill.

For more examples which are more about dealing damage see: Skill Guide: Magic and Psi Combat Skills


Example Skills
These are just some small examples of magic and psi skills in order to help just give an idea. Feel free to mix and match, and even change the theme/element.
Keep in mind the aspects define the final intent of the action to be done with the skill - you don't need an aspect for every little thing, just the final result of what you want the skill to do.

Geomancy: Derf has the power to shape earth and unworked stone, to grant it momentum to move about and to make their skin like stone to shield against damage.
Aspects: Change Shape, Move, Endure

Illusion: The power to magically conjure illusions that trick all five senses, to direct those illusions and to more easily discern illusions conjured by others.
Aspects: Summon, Change Nature, Discover

Healing Magic: The magical power to remove damage and restore life, to remove harmful toxins and diseases, and to preemptively shield the body against future damage
Aspects: Repair, Bolster, Endure

Teleportation: Magical power to bend space, allowing for immediate transportation of people and objects from one place to another, to track the teleportation destinations of others, and to ward against teleportation into and out of an area
Aspects: Teleport, Discover, Weaken

Foodmancy: The ability to summon confectionery treats from seemingly nowhere, to alter the taste of conjured or mundane food, and to imbue food with magic that will heal those who eat it.
Aspects: Summon, Change Nature, Repair

Biomancy: The magical reshaping of one's own body, including hardening tissue to shield against damage and enhancing physical qualities like strength and speed.
Aspects: Change Shape, Endure, Bolster

Mind Magic: The magical ability to read the thoughts of others, to communicate with them telepathically, and to influence their minds without them realizing the thoughts weren’t their own.
Aspects: Discover, Operate, Convince

Shapeshifting: The ability to shift into the form of an existing animal, gaining the enhanced senses or enhanced physical attributes of the creature. The shifter retains her own intelligence while shifted but may lose powers of speech if the animal can't easily form humanoid sounds (most cannot)
Aspects: Change Shape, Operate, Bolster

Spirit Talking: Derf can magically communicate with spirits like he were talking to another living person. He can ask them for information, learning things about the past from the spirits who were there, or learning things about other places in real time that Derf can't see directly. He can also attempt to persuade them toward or away from a given course of action.
Aspects: Discover, Know, Convince

Chronomancy: They can accelerate someone’s relative timeline to make them faster and give them more time to react to a changing situation. Similarly, they can slow something down, penalizing an opponent in combat or slowing down an arrow so that they have time to get out of the way. Lastly, they can peer into the past and see events that happened around a given place previously.
Aspects: Bolster, Weaken, Discover
NOTE: Due to the issues surrounding handling paradoxes and the equivalent of character removal from the OOC perspective, time travel is not allowed for play by anyone.

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Core Rules: Skill Aspects

When making a skill players only have to worry about the column that is Skill Aspect/Verbs.

The reason for the table as it is for our purposes with a game system it's worthwhile to go from the super super abstract to something more granular to apply those ideas to parts of the game system and setting. This will allow System to review the skill verb/aspects and determine if we need to make any kind of adjustments.

Skill Aspects/Verbs

Abstract Concept General Category Skill Aspect/Verb Extra Notes
Create Create Summon Create a temporary effect.
- - Craft Customized permanent effect.
- - Persist Make a temporary effect, permanent.
- Repair Repair Damaged people or objects.
Read Learn Know Pre-existing info, book learning.
- - Discover Gain new info about things that are.
- - Predict Gain new info about things that may be.
- Use Operate Using a thing without changing it.
Update Modify Move From point A to B.
- - Teleport Skipping space between.
- - Change Shape Such as volume, dimensions
- - Change Nature Such as temperature, type. To convert.
- Influence Convince People/Social skills. Persuade.
- - Bolster Positive modifier or remove a negative one. Buff.
- - Weaken Negative modifier or remove a positive one. Debuff.
- Resist Avoid Prevent damage from occurring. Shields, defense, etc.
- - Endure Prevent secondary effects of damage. Hardcore skills.
- - Conceal Hide people, information or things.
- - Bypass Avoid effect without negating it.
Destroy Damage Damage Damage to people or objects
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Summoned Companions

Summoned companions are any kind of companion that was conjured, found, convinced, etc in the moment to come to aide a character.

These work the same way as any other companion but with a couple of differences.

    These companions only exist for the duration of a session/scene. Once that scene is over they disappear and can not be used unless re-summoned for a new scene.

    Just like other companions they can also be 'destroyed' before their duration is up if they reach a negative Life score. However a new companion to replace it can be summoned.

    These companions can not be customized and perform specific roles to provide a form of aide to a character. They come with predetermined Stats and skill, and there is only 8 types to choose from:

      Magical/Psi Tank
      Physical Tank
      Magical/Psi Damage Dealer (DPS)
      Physical Damage Dealer (DPS)
      Magical/Psi Support
      Mundane/Tech Support
      Magical/Psi Scout
      Mundane/Tech Scout

    It is possible to summon varying power levels of companions, however the more powerful one you want the higher the difficulty it will be. Though they can not go past the 200 build point limit for companions.

    If summoning fails at a higher difficulty but will succeed at a lower difficulty, then the A/SH will use the lower difficulty and the character will be able to use the weaker summon.

When summoning a temporary companion it is important to let the A/SH know how strong of a companion is desired as this will determine which difficulty is used:

    Weak (Difficulty 10)
    Basic (Difficulty 25)
    Strong (Difficulty 40)
    Exceptional (Difficulty 70)
Summoned Companions do have some flexibility in how one may choose to describe them. A player may aim for a particular look or theme, but the A/SH may alter some parts depending on the success and strength of the summon. The only rules are that whatever is describe must fit within the theme and tone of the setting, and follow the rules of the setting.
In order to summon more then one companion it will take multiple rolls. Though if one would like to describe something as a swarm of flies or such but have it only count and act as one companion is fine.

Summoned Companion Stats and Skills

Physical Tank
Build Points 125 150 175 200
Difficulty 10 25 40 70
Life 30 35 40 45
End 25 30 35 40
Str 20 25 30 35
Dex 15 20 25 30
Int 5 5 5 5
Spir 5 5 5 5
Cha 0 0 0 0
Skill 25 30 35 40
This companion is best suited for defending against incoming attacks.
They are also able to remain conscious even when heavily injured.
Can taunt/distract an attacker away from their original target.
(System note: Use combat mights for this convince).
Skill Aspects: Avoid, Endure, Convince
Magical/Psi Tank
Build Points 125 150 175 200
Difficulty 10 25 40 70
Life 30 35 40 45
End 0 0 0 0
Str 5 5 5 5
Dex 5 5 5 5
Int 15 20 25 30
Spir 20 25 30 35
Cha 25 30 35 40
Skill 25 30 35 40
This companion is best suited for defending against incoming attacks.
They are also able to remain conscious even when heavily injured.
Can taunt/distract an attacker away from their original target.
(System note: Use combat mights for this convince).
Skill Aspects: Avoid, Endure, Convince
Physical Damage Dealer
Build Points 125 150 175 200
Difficulty 10 25 40 70
Life 20 25 30 35
End 15 20 25 30
Str 30 35 40 45
Dex 25 30 35 40
Int 5 5 5 5
Spir 5 5 5 5
Cha 0 0 0 0
Skill 25 30 35 40
This companion is best suited for dealing damage.
They have a small amount of defense.
Can weaken their target.
Skill Aspects: Damage, Avoid, Weaken
Magical/Psi Damage Dealer
Build Points 125 150 175 200
Difficulty 10 25 40 70
Life 20 25 30 35
End 0 0 0 0
Str 5 5 5 5
Dex 5 5 5 5
Int 15 20 25 30
Spir 30 35 40 45
Cha 15 20 25 30
Skill 25 30 35 40
This companion is best suited for dealing damage.
They have a small amount of defense.
Can weaken their target.
Skill Aspects: Damage, Avoid, Weaken
Mundane/Tech Support
Build Points 125 150 175 200
Difficulty 10 25 40 70
Life 20 25 30 35
End 15 20 25 30
Str 5 5 5 5
Dex 25 30 35 40
Int 30 35 40 45
Spir 5 5 5 5
Cha 0 0 0 0
Skill 25 30 35 40
This companion is able to heal.
Provide a buff that lasts 3 rounds for an action type.
Put up protecting shielding to soak damage.
(System note: Int and Dex are used for all these actions)
Skill Aspects: Repair, Bolster, Endure
Magical/Psi Damage Dealer
Build Points 125 150 175 200
Difficulty 10 25 40 70
Life 20 25 30 35
End 0 0 0 0
Str 5 5 5 5
Dex 5 5 5 5
Int 25 30 35 40
Spir 30 35 40 45
Cha 15 20 25 30
Skill 25 30 35 40
This companion is able to heal.
Provide a buff that lasts 3 rounds for an action type.
Put up protecting shielding to soak damage.
Skill Aspects: Repair, Bolster, Endure
Mundane/Tech Scout
Build Points 125 150 175 200
Difficulty 10 25 40 70
Life 15 20 25 30
End 5 5 5 5
Str 5 5 5 5
Dex 25 30 35 40
Int 30 35 40 45
Spir 20 25 30 35
Cha 0 0 0 0
Skill 25 30 35 40
This companion is best for gathering information and sneaking about.
They can also get into places/past obstacles that most others can't.
(System note: Use Fin when Agi would be used)
Skill Aspects: Discover, Conceal, Bypass
Magical/Psi Scout
Build Points 125 150 175 200
Difficulty 10 25 40 70
Life 15 20 25 30
End 0 0 0 0
Str 5 5 5 5
Dex 20 25 30 35
Int 25 30 35 40
Spir 30 35 40 45
Cha 5 5 5 5
Skill 25 30 35 40
This companion is best for gathering information and sneaking about.
They can also get into places/past obstacles that most others can't.
Skill Aspects: Discover, Conceal, Bypass
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Sample Responses to Character Issues

The following are some example scenarios for char eval and suggested responses to help Evaluators assist players with common character issues that need resolution prior to play:

Case: Character is a dead ringer for a character from popular media (comic books, video games, movies, etc.)

Examples

  • At least three major qualities in common with a pop culture character unique to that character
Sample Response
  • This character seems a bit derivative of a pop culture character, which we’d like to avoid for several reasons. We’ll need to make some tweaks to make the concept a bit more original and yours.

Case: Too many points in Stats vs. skills

Examples

  • Over 200 points in stats
Sample Response
  • It looks like you have a lot of points in stats versus skills, which is a bit min-maxed for our system. We’d like you to shift more points into your skills. If you need to branch into additional skills and aren’t sure what else to take, we’re happy to help brainstorm what might be most helpful/appropriate.

Case: Mights too low for reliable success

Examples

  • No or only one Mights above 65
Sample Response
  • It looks like your points may be spread a little thin - you might have trouble reliably succeeding at your current Mights. At least one set of Mights around 65-80 is recommended so you can succeed fairly regularly during session play. We may need to combine a few skills or drop some skills to be picked up later in order to make your character more effective out of the gate. If you’re okay playing a character who struggles numerically, that’s completely fine - we just wanted to make sure you knew what to expect.

Case: Description doesn’t match character Stats

Examples

  • LIF and CHA are low (25 or less) but Description describes exceptional beauty
  • STR or END is low (25 or less) but Description describes clear hulking or tough exterior suggesting might and hardiness
Sample Response
  • There are some elements of your character’s Description that aren’t supported by their current stats. We’ll need to make some adjustments in order to keep things consistent and avoid confusing other players about the character’s actual appearance.

Case: Skills not explained by Background, Occupation

Examples

  • Character has blood magic or knowledge of ancient relics but grew up a humble farmer
Sample Response
  • You have skills listed that aren’t readily explained in your character’s background or occupation. We’ll need some idea of how the character came by these skills, whether it’s a natural talent or was learned somewhere.

Case: Troubling Personality

Examples

  • Character describes violent tendencies, lack of empathy, or lack of clear motivations
  • Character describes sociopathy, dementia, schizophrenia but hasn’t selected the matching Condition
Sample Response
  • There are some elements of your character’s personality that are a little troubling for a player character. We may need to select a particular Condition for them and make sure you’re prepared to play it accurately and respectfully, or just edit the Personality so that it’s something better suited to cooperative play.

Case: Notable equipment in Description

Examples

  • Description mentions shapeshifting armor or a sword that can see into souls, robot companions, etc.
Sample Response
  • Your Description currently includes equipment that your character doesn’t have access to. You’re welcome to have control over the aesthetics of things like armor or equipment, but understand none of these things have function without a matching Item and either the cost or crafting required to get it. We may need to update your Description to avoid confusing other players or A/SHs.

Case: Connection to another character on the same account

Examples

  • Character references another active character on the same account in their Background, Occupation or Description
Sample Response
  • To avoid any kind of metagaming, we don’t allow two characters on the same account to have an IC relationship, positive or negative. We’ll need to update that so that this character stands alone. Starting with ties to characters on other players’ accounts is fine.

Case: Background too overpowered for starting character

Examples

  • Character has a high military rank, is in charge of an organization, has slain a dragon or is heir to a seat of power (a king in exile, etc.)
Sample Response
  • You have some elements in your background that go a bit above and beyond starting character level. We’ll need to tone those down to a more reasonable history in line with the other characters around it.

Case: Background or Description doesn’t match the setting

Examples

Sample Response
  • Your character’s background doesn’t quite match the setting. You may want to refer to the Setting In Brief pages in the Wiki to get a better sense of the tone of the setting, or ask on the Setting forums to get a better summary understanding before updating your character to better match the world they’re joining.

Case: Character Condition or other quality not available to players below the 40 XP threshold

Examples

  • New player wants to play a vampire or werewolf
  • Character Personality or Background describes a Condition unavailable to new players
Sample Response
  • The character details describe a Condition which is limited to players who've passed the 40-XP threshold for new players. This threshold is in place to help ensure players are familiar with the site and setting before diving into more complex character concepts that might otherwise be done poorly and cause issues for other players on the site. We can either update the character to remove the Condition, or else hold the character in Draft state until you have passed the 40-XP threshold, when you can then resubmit it for approval.

Case: Character requires departmental approval (Setting, System or Social)

Examples

  • Background includes qualities or setting reference that merit a second look from a member or lead of the Setting Department
Sample Response
  • We need to check in with one of our departments for a second opinion on an aspect of this character since it goes a bit outside the ordinary lines. This may take a bit of time while we wait to hear back. As soon as we have a reply from the department, you should get an update here either way.
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Buffing and Debuffing Rules

Buffing is an action where a character rolls to increase the effectiveness of an action. In essence giving themselves or others a positive boost or modifier to a declared action.

Debuffing is an action where a character rolls to decrease the effectiveness of an action. In essence giving another a negative penalty or modifier to a declared action.

An action can have one debuff and one buff affecting it.
If you are having trouble determining what kind of action to aim for then you should base what action to affect upon skill aspects. Otherwise it is fine to go with a general idea of an action, unless you desire to be a bit more specific to better fit the moment or your character theme.
Some aspects will overlap into other general types of actions, this part of the nature of our skill system. Should this happen and there are more then one buffs or debuffs that would affect it then the highest buff or debuff will be used.
Examples: Combat Actions, Social Actions, Movement Actions, Stealth Actions, Resistance Actions, etc.

Buffs/debuffs provide a modifier of (generated PP/7) that will be added/subtracted from the PP of the affected target's action to modify.
Example: Yuri rolls to debuff an opponent's combat action.
They produce 21 PP in their roll.
21/7 = 3, so their target now has a -3 to any PP generate by a combat action.
Yuri's target goes to attack them producing 10 PP, since they are debuffed their final pp will be: 10-3 = 7.
So the target only hits Yuri for 7 points instead of 10.

A buff/debuff lasts only 3 rounds.
Once the buff/debuff has expired you can cast again to buff/debuff the same action, however the new roll will determine the strength of the modifier instead of the previous roll.


Ruling a Buff or Debuff

Buffs

    Base Difficulty: 25
    On multiple targets: +5 difficulty for each additional target
    Duration: 3 Rounds
    What it does: Positive modifier of generated pp/7 to the pp of the declared action of the buffer.
Example: Johan goes to give themself and the other two characters with him a buff to their combat actions.
Since there are two additional targets the difficulty for this action would be: 25+5+5 = 35.
If they succeed then Johan and the other two characters will get a pp/7 buff to their combat actions pp for the next three rounds.

Debuffs

    Base Difficulty: Target's applicable stats/mights to the action being modified
    For multiple targets: Must do a roll for each target. Subject to Multi Action Penalty if trying to debuff multiple targets in a single round.
    Duration: 3 Rounds
    What it does: Negative modifier of generated pp/7 to the pp of the declared action of the debuffer's target.
Example: Rei goes to weaken their opponent, reducing their fighting ability with a well place punch to the arm.
The opponent has an Dex of 25 and Str of 35, and a skill of 25.
So Rei's Difficulties would be 50 for the Dex roll, and 60 for the strength roll.
If Rei succeeds then their opponent gets a negative modifier that is pp/7 of what Rei generates.
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How to Perform Actions in Game

In order for a character to have a notable impact in the game this often involves rolling some dice. In most cases this will be during sessions where people will be able to help you out should you be confused on what you need to roll. However there are times when you need to roll some dice for a goal you are doing in a solo scene, or it just came up in casual, some crafting, or just for giggles.

This should hopefully provide an idea on to help determine on what to roll when needed.

Above the dice roller for your character under the post boxes, are images that you can click to preload some of the more commonly rolled actions for the game.

Related Resources: Terminology Reference ; Stats


General Rules

These are basic rules of which you are familiar with you should be able to have a good idea what to roll and when, especially once you are familiar with the Stats

Most actions will use two traits/stats, 1 dice roll for each.

END, STR, DEX are considered physical stats. They are used to perform physical tasks/actions by the character.
Examples: punching, kicking, pushing a heavy object, Taking a punch, performing a backflip, running.

INT, SPIR, CHA are considered mental stats. They are used to perform mental tasks as well as cast spells.
Examples: Negotiating, solving a puzzle, casting a spell, persuade someone, command.


The Basics of Rolling for Actions

Which stats used will depend on the type of action being performed. Additionally for nearly every action there is a non magical and magical way to do those actions. So there is no advantage in doing it one way or another, this is to allow any theme of character to be able to thrive and perform well in the game. See the very end of this page for a chart with some of the most commonly used actions and their associated stats.

Actions have what is called a difficulty, which is a value that determines how hard (or difficult) it is to pull that action off. The most basic actions will start with a difficult of 25, however obstacles, environmental factors, or trying to achieve a more complex action will result in raising the difficulty making it harder to over come.

  • A difficulty of 25: actions/obstacles that are average, the basics, normal, baseline.
  • A difficulty of 40: actions/obstacles that are more complicated, above average, professional, skilled.
  • A difficulty of 70: actions/obstacles that require a high mastery, extremely complex.

When trying to do an action against something that has mights then those mights become the difficulty for the action.

The character's stats and skills create a value which determines how good of chance they have of overcoming a difficulty. This chance is translated into a percent on how well they might succeed at a task. Since the game uses a 100 sided dice this chance directly translate into what the character needs to roll to succeed.

  • If your character's might is equal to the difficulty, you have a 50% chance to succeed. Meaning you have to roll a 51 or higher in order to succeed.
  • If your character's might is double the difficulty, you have an 80% chance to succeed. Meaning you have to roll a 21 or higher to succeed.
  • If your character's might is half the difficulty, you have a 17% chance to succeed. Meaning you have to roll a 83 or higher to succeed.

You may not always know what kind of difficulty you may be up against so look for clues in the narration and perform actions or coordinate with other player characters to help increase your character's chances of success.

It is possible to also perform Multiple Actions in a single turn, however you receive a penalty when you do. It reduces your mights making it harder to succeed and it increases for each additional action attempted as well. So be careful you don't try too much and get into trouble.

  • 2 actions in a turn is a -20 to the character's mights
  • 3 actions in a turn is a -40 to the character's mights
  • 4 actions in a turn is a -60 to the character's mights

To perform an action with rolls is simple. First determine what action you want your character to do. Then in your post you describe the basics of what your character is going to be doing to achieve this action. Be sure though to make the intended action clear for the SH. Then you select the associated stats and any skill that as an aspect to help the character perform that action. Hit post and the built in dice roller will produce random numbers just like rolling a dice.


Combat Actions

Magic/Psi and Physical actions in combat have similar functions even though they use different stats.

For combat the basic actions are:

    Offensive:
    • Attack (trying to hit a target and deal damage)
    Defensive
      Standard:
      • Block (trying to absorb the damage another person is dealing to you)
      • Dodge (trying to avoid the damage another person is dealing to you)
      • Parry/Counter (trying to divert the damage another person is dealing to you)
      Special: (these actions are all or nothing, meaning you must make as much pp or more to succeed on the action)
      • Redirect/Reflect (avoid damage and redirect/reflect that damage to a different target)
      • Disarm (remove a target's weapon from use)
      • Interrupt (prevent any type of action from being done)

"Attack" here refers to any type of attack, whether it's a stab, a swing, a throw, chucking a fireball or launching a lightning bolt,etc. They're all ruled the same. Skills with a damage aspect allow that skill to be used to attack a target.

"Block" is about just soaking up incoming damage. This can be done in many ways in game both physically or with magic/psi. Blocking is also one of the defensive that either stat type can be used to soak any kind of incoming damage. Shields and Wards are also counted as part of one's defense when they are actively blocking.

"Dodge" is the other defensive which can be used to avoid any type of incoming damage. Though this tends to work mostly for actions that target the body or area. Magic/Psi and Physical versions both use the same exact stats.

"Parry" or "Counter" actions is about diverting damage. They do not require weapons, just the proper stat rolls.

"Redirect", "Disarm" and "Interrupt" are the most difficult, because you have to produce as many points as your opponent did to succeed. You can't partially succeed on these actions the way you can partially block an attack, so be careful if you choose to try and use these actions.

Each of these type of defensive do not require an independent avoid/defense aspect to be used. They all are considered to be part of what is referred to as the Standard Defense Aspect, which is an avoid aspect that is assigned to a skill with an intent to be able to defend from attacks be it magical or physical.

You can also chose to do multiple combat actions in a single turn. This enables you to attack and defend (or even do multiple types of defends) in the same turn. However doing so will impose a multi-action penalty, which reduces your chance to succeed and the damage you deal. When your first starting out, it's usually best to only attempt one combat action per round to increase your chances of success.

Additionally, when you try to hit multiple targets, that counts as multiple "attack" actions, so be wary before trying to cleave across a row of opponents - it may make it difficult to hit any of them at all.

More details on combat are available under the Combat Ruling section of the wiki.



This table will be undergoing some changes due to the removal of derived stats from the game. This is not an all inclusive list, but should still give a general idea.

Most common base actions and associated stats rolled

Doing any kind of physical action or attack to a target | STR and DEX
Casting any kind of spell or attacking with Magic/Psi | INT and SPIR
To block or resist soak an attack |
|
END and STR
CHA and SPIR
To dodge any attack | DEX and INT
To parry/counter |
|
END and DEX
INT and CHA
To redirect an attack |
|
STR and DEX
INT and SPIR
To disarm a target |
|
STR and DEX
INT and SPIR
To interrupt an action |
|
STR and DEX
INT and SPIR
To persuade/charm a target | CHA and SPIR
To command, direct a companion | INT and CHA
To perform to manipulate a crowd | INT and CHA
To do a technical technique performance | INT and DEX
To use/work with technology | INT and DEX
To pilot a drone or vehicle | INT and DEX
To non magically craft something |
|
INT and DEX
INT and STR
When trying to stealth/sneak
Pickpocketing, etc
|
|
INT and DEX
When trying to be observant
To find something hidden
|
|
INT and SPIR
When trying to be intimidating
Assert personality
Command/inspire through personality alone
|
|
|
CHA and SPIR
When trying to resist infections or toxins
Withstand conditions hazardous to health
|
|
STR and END
When trying keep standing after being knocked unconscious
Resist toxins as well
|
|
STR and END
When trying to perform outstanding difficulty athletic feats
Advance acrobatics for non performing related tasks
|
|
STR and DEX
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Guidelines for Using Major NPCs

Every A/SH has the option of creating and submitting their own NPCs for use, and Setting oversight neatly applies to handle concerns over power creep and the like. Most NPCs are tied to a given saga or a minor location, and may only be in ready use for a short time or with a small subset of players.

But in each setting, there are a handful of major NPCs who are more global and established - the pillars of the common areas of play whom everyone knows IC and OOC and who often serve to anchor the setting to some degree.

Examples would be the Empress of Shi Inkahan, the High Druid of the Ramsalon Forest the administration for Station Prime or the president of the Dalhan people. All are fixtures in the setting larger and more permanent than NPCs for a given saga or minor locale.

So it’s only natural that many A/SHs might feel nervous about incorporating them into sessions, sagas or scenes where they may rightly be, simply because of the worry that you might RP them ‘incorrectly’ and cause friction with the players at large.

First, let’s talk brass tacks.

Major NPC Details

Stats and Skills
Major NPCs, just like any NPC, need to be submitted and approved. Many major NPCs will likely require Setting oversight sheerly due to their importance, if not also for having especially high mights.

The Stats and skills for major NPCs follow the same rules as characters without the starting-character limitations. Whatever those stats and skills are set to, they should remain consistent and should not be tinkered with unnecessarily. Changes to an NPC automatically notify the SH corps, so anything that seems egregious will be subject to oversight as usual.

Adding new skills or clarifying old ones is much more agreeable than shifting stats around rapidly or removing abilities previously showcased in RP.

Description
Much like with the numbers, Descriptions for most major NPCs should be kept consistent. It’s better to add a new Description for a different outfit or IC change than to edit and overwrite what was originally there.

Personality
For most PCs, the Background field is paramount - for major NPCs, it’s often the Personality field that’s most important. This should give you most of the guidelines you need to roleplay the NPC reacting to the situations and characters in the scene/session/saga they’re involved in.

If you ever have questions about the personality of the NPC, or if the field is sparse or incomplete, contact Setting for help filling in the details consistent with past RP.

Goals
The Goals field should show you motivations for the NPC, which again helps for consistent interactions. Between personality and goals, you know what they want and what approach they’re likely to try and take to get it.

Goals are subject to change, although unlike PCs, most NPC goals should be fairly stable and decipherable so that they can serve as the anchors in a setting rather than the catalysts - that job falls to the PCs.

Major NPC Do’s and Don’ts

In addition to the rules on the sheet, there are a handful of larger considerations to take into account when playing a major NPC.

When RPing a major NPC, do…

  • add a summary of major saga involvements to the NPC’s Background field
  • check in with Setting before involving them directly in a saga as a participant (rather than simply as a ‘quest giver’ or information node)
  • check in with Setting when anything about the NPC’s sheet or details are unclear
  • check in with Setting before updating the Goals or Personality fields
  • add additional skills where needed, provided they follow the same rules as PC skills
  • add additional items where needed, provided they follow the same rules as PC items

When RPing a major NPC, don’t…

  • allow a major NPC to steal the scene from the PCs - it’s their show
  • add major items or effects into the SH Notes. Use the Item creation system instead so that proper oversight can be given
  • add reference to secret or unknown quantities to the NPC’s sheet or their RP that are not clarified on the sheet. If you bring up a secret or mystery about an NPC in play, you must commit it to the sheet as soon as the session is over and notify Setting for approval
  • promise personal favors that aren’t specifically within Session Reward Guidelines (like reputation boosts or silver rewards)
  • engage in romantic entanglements with PCs (harmless flirting is okay)
  • involve the NPC directly in minor happenings, where possible. Instead, create a proxy - an aide, a vassal, etc. - to be their agent in smaller affairs.
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Crowned Rules

Any Sirian character using a skill marked as "Crowned rules apply" (any magical, psionic, or physics-defying skill) or using a piece of psionic technoloy that relies on similar abilities is at risk of falling victim to The Crowned affliction.

Becoming Crowned is thankfully not based on a single roll. The worst that can happen to a player if they happen to trigger infection is the gaining of a Crowned "point." A character is still playable until they have 10 of these Crowned points, at which point they are lost to the infection and the strange consciousness that drives it. When a piece of psionic based tech reaches 10 crowned points, the item explodes and is rendered absolutely useless and can not be salvaged even in part.

Gaining a Crowned point requires rolling doubles on the SPI die when using an ability, or the INT die when using psionic technology. It doesn't matter if the roll itself was a success or failure, and the gaining of a Crowned point doesn't impact the effect in any way (someone who succeeded on the roll but gained a Crowned point doing so would still succeed on the roll).

The gaining of a Crowned point is typically accompanied by a brief flare of pure red light around the user's temples and forehead (the "crown"), though this often goes away soon after until they have hit their tenth point.

Characters or items with a high number of Crowned points may be subject to strange, non-numeric effects. Characters may hear voices or whispering, feel drawn to other characters or items with Crowned points, or experience black-outs in recent memory. Items with Crowned points may turn on or off unpredictably, emit strange noises like whispering or project strange 'shadows' on the non-visual spectrum.

The effects are stronger and more frequent the more Crowned points are accrued. All this is subject to A/SH discretion, but should be used as flavor only and not seriously endanger the character or lead directly to loss of reputation, credits, or rank.

There is currently no way to reduce the number of Crowned points a character or item has gained.

Additional System Information on The Crowned Affliction
The Crowned affliction has no range and is not limited to Sirian Planet so even characters in deep space are at risk when using such abilities or tech.

A character using a psionic skill "passively" must still roll if they wish to gain any information or bonus from its use. "Passive" empathy or "aura-sensing" skills can be RPed as being active at all times without drawing Crowned points, but the moment the player wants details on a particular person or aura, they have to roll and may earn a Crowned point doing so.

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Vehicles and Vehicle Combat

It's largely an issue in Sirian, but still occasionally happens in Vaxia: having to handle combat when vehicles are involved. It's important to note that "vehicle" here means anything that propels one or more characters around the battlefield, so a horse can be a vehicle as easily as a tank or a thruster backpack.

Understanding Vehicle Stats
Vehicles have four stats:

  • LIF is the HP of the vehicle. At zero, it’s disabled. At negative its LIF, it's beyond repair.
  • END is its armor and helps defend against outside attacks. It replaces the END might for passengers and pilot alike for any damage coming from outside the vehicle.
  • STR is the power of its weapons or its ramming speed for attacking. This replaces the pilot's stat, just like the fixed STR of a handheld gun would.
  • DEX is the maneuverability of the vehicle. This is the maximum might that a pilot driving/flying it can use. If the pilot's might (DEX + skill) is less than the vehicle's DEX, use the pilot's might. Else, use the vehicle's DEX. It serves as a cap.

You can see a list of standard vehicle numbers on the Sirian Vehicle Numbers or Vaxian Ships and Vehicles pages.

Vehicle Combat
When it comes to taking or dealing damage from the outside, these Stats will overlap the pilot or passengers most of the time. If the vehicle is rammed by another vehicle, it's the vehicle's END stat and pilot's DEX might (assuming it's not higher than the ship's DEX stat) that determines damage or dodge results. The passengers inside don't get to roll to dodge unless they're leaping out of the vehicle.

The pilot still uses their piloting skill and their own DEX might, capped by the vehicle's DEX - its maximum maneuverability. In combat, a pilot attacking uses the STR of the vehicle rather than her own for determining the STR might of any attacks (whether it's ramming or firing fixed-position weaponry, like the guns on a fighter jet). The piloting skill serves as a combat skill while flying, so it's:

  • Pilot DEX + Pilot Skill
  • Vehicle STR + Pilot Skill
  • Vehicle END + Pilot Skill

There is no need to roll to fly the ship and also roll to attack - it's just one roll, and it uses DEX and STR instead of DEX and INT for non-combat piloting. All the maneuvers and skillful flying are just part of the attack or dodge.

Except in special circumstances, the only combat actions available to vehicles are Attack and Dodge. A vehicle that specifically has shield capabilities can attempt to Block, and targeting an enemy's guns should be ruled like a Parry.

Open Vehicles
Vehicles which don't contain the pilot/rider/driver, like motorcycles, thruster packs or horses, don't lend their END stat to the pilot or passengers for defensive purposes. In those cases, use the END of the pilot/passenger instead, unless the attacker is specifically targeting the vehicle (in which case, use its stats).

A passenger or pilot may attempt to dodge if they flee the vehicle (jumping off a bike or out of a shuttle, for instance), in which case they use all their own stats for the dodge attempt. Similarly, vehicles like shuttles or APCs that come with gun ports can allow passengers to use their own stats (plus whatever weapon they're firing) for combat in addition to the pilot's actions.

Non-combat piloting
Outside of combat, pilots use far more care and far less instinct for flying, represented by the fact that it becomes a Tech roll (DEX & INT) instead of a combat roll (DEX/STR/END). The same piloting skill is used, with the same vehicle cap on the DEX might.

"Non-combat" piloting just means the pilot isn't taking a combat action (attack, dodge, etc). A pipe fighter landing in the middle of a shoot-out uses DEX & INT to land, even though they're technically in combat.

Vehicle Death
When a vehicle reaches 0 LIF, it should become immobile or inoperable. Onboard systems like communications or life support may remain intact, but the ship can no longer fight, dodge, maneuver, etc. At best, it may be able to limp along at a very slow pace.

Vehicles can be repaired just like people can be healed. Someone with an appropriate vehicle repair skill repairs one point of LIF per PP on their repair roll. The moment a ship crosses back into positive LIF, it becomes operational again.

A vehicle that reaches negative it's LIF total is completely destroyed. Ships may explode or else lose all systems (comms, life support, etc), which may have dire consequences for those inside. A ship which reaches this point can no longer be repaired, though some key parts may be salvaged to help in the building of a new vehicle later.



Ruling : Go to Ruling Main Page
SH Course : Go to SH Course Main Page

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Sirian Vehicle Numbers

NOTE: This is not an exhaustive list of Sirian vehicles, just a list of primary examples for standard models to help SHs calculating vehicle Stats on the fly, or to model custom craft off of.

Understanding Vehicle Stats

  • LIF is the HP of the vehicle. At zero, it’s disabled. At negative its LIF, it's beyond repair.
  • END is its armor and helps defend against outside attacks. It replaces the END might for passengers and pilot alike for any damage coming from outside the vehicle.
  • STR is the power of its weapons or its ramming speed for attacking. This replaces the pilot's stat, just like the fixed STR of a handheld gun would.
  • DEX is the maneuverability of the vehicle. This is the maximum might that a pilot driving/flying it can use. If the pilot's might (DEX + skill) is less than the vehicle's DEX, use the pilot's might. Else, use the vehicle's DEX. It serves as a cap.

Shuttle (750 build points, cost: 1500s)
A passenger vehicle capable of vertical takeoff and landing. Current shuttles are rigged for both atmospheric and low-orbit travel.

  • LIF 500
  • END 150
  • STR 50
  • DEX 50

Pipe Fighter (1050 build points, cost: 2100s)
Pipe fighters are one-man, combat-ready flying machines capable of both atmospheric and space travel.

  • LIF 300
  • END 75
  • STR 50 (Ramming)
  • DEX 125
  • Pulse Cannon (2x)
    • LIF 50
    • END 50
    • STR 150
    • DEX 0 (Uses fighter DEX for targeting)

Motorcycle (250 build points, cost: 500s)
A motorized two-wheeled vehicle with no cabin for passenger protection

  • LIF 70
  • END 50*
  • STR 50
  • DEX 80

APC (450 build points, cost: 900s)
An armored personnel carrier for transporting troops by land over any type of terrain

  • LIF 200
  • END 120
  • STR 60
  • DEX 70

Thruster pack (165 build points, cost: 330s)
A personal thruster backpack for advanced maneuverability in space by firing multidirectional vents of compressed gas

  • LIF 50
  • END 25*
  • STR 25
  • DEX 65

* Any open craft that doesn't surround its pilot, like motorcycles and thruster packs, does not grant its END stat to the driver/pilot. The stats are for when the vehicle is targeted directly or otherwise sustains and has to resist damage.

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