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1. 1d20 roll will be the die that will determines most in-game checks, unless specified
2. Physical Attributes: Strength (STR), Dexterity (DEX), Constitution (CON), and Appearance (APP)
3. Mental Attributes: Intelligence (INT), Wisdom (WIS), Charisma (CHA), and Psyche (PSY)
4. Species Specific Attributes will be emphasized by the Species of the character (below)
5. Non-species Specific Attributes will be ‘rolled-out’ for each Non-species Attribute with 3d6
6. Skills are ‘checked’ only for dramatic or stressful moments (at the discretion of the DM/GM)
7. Character progression will be capped at 10th for most features except those specified below
8. Character progression for levels beyond 10th provide the choice of advancing 1 Attribute point or adding 1 Trait every 4
levels
9. Experience Points beyond 10th level will cost double that of the current experience amount
10. Hit Points = The Standard Hit Point Value of 5 + CON Modifier + character level. This calculation will continue to
increase after 10th Level.
11. Passive Perception is always active, unless specific circumstances restrict this.
12. Multi-classing will not be used.
13. Each encounter is factored with a d20 roll +10; the average level of the character party is subtracted from the result.
This number can be used to determine the DC of the encounters. No encounter Difficulty Class will be above 30, unless
otherwise specified.
14. Each encounter is performed as if all actions during the game round occur at the same time ‘in-game’. Unless a given
creature has First Strike (if a situation warrants, such as taking the previous round to ‘ready’ a strike).
15. Advantage dice will replace Bonus Actions. Where a creature can take multiple actions, the creature will be afforded
the equal number of Advantage dice in order to make a single success.
16. Advantage (ADV) = granted for any situation in favorable conditions. Disadvantage (DIS) = granted for unfavorable
conditions.
17. Actions with a weapon where a d20 results in an un-modified 1 will be considered a Critical Failure, and will result in
having Disadvantage the next round. If the result is an un-modified 20, this will be considered a Critical Success, and
result in double the weapon damage.
Species – All species are descendants of the human race; listed are the types of descendant species
### SPECIES SPECIES QUALITIES
1 Strong 1d12+8 = STR, +1 Any Attribute
2 Fast 1d12+8 = DEX, +1 Any Attribute
3 Tough 1d12+8 = CON, +1 Any Attribute
4 Clever 1d12+8 = INT, +1 Any Attribute
5 Cunning 1d12+8 = WIS, +1 Any Attribute
6 Influential 1d12+8 = CHA, +1 Any Attribute
7 Attractive 1d12+8 = APP, +1 Any Attribute
8 Universal 1d12+8 = Any Attribute,+1 Any Attribute
Species Appearance – The physical appearance of all species is human; however, there can be details that differ from one
to another. Such details often reflect a Psionic power or a situation or environment to which the species had evolved
from.
Machine Characters – Players can choose to be a machine, but must choose the Behavioral Intelligent AI in order to
possess usable character abilities. BI characters can appear and perform on a similar level to humans. Behavioral
Intelligent characters use the Universal species qualities and may be of Small or Large size; however, interactions with
living species will be checked at a DIS.
CHARACTER DETAILS
Height Table (units) Weight Table (units) Age Table (cycles)
SMALL MEDIUM LARGE SMALL MEDIUM LARGE STANDARD LONG-LIVED
0.25 x 1d6 1 x 1d2 1 x 1d4 1 x 1d10 10 + 1d20 20 + 3d10 15 + 3d10 100 + 2d100
Gender Table
D00 GENDER
01-33 Male
34-66 Female
67-00 Non-Binary
Planet of Origin Table – (the below list incorporates the planets that have been terra-formed for human occupation)
D8 ORIGIN WORLD DETAILS
1 Earth (urban) Planet-city Earth(bot mega-city, imperial), humans exist as slaves and refugees
2 Mercury (wastes) The Great City (bot city, imperial), Solaria (human mining colony/smuggling ring, council)
3 Venus (jungles) Venusport (human city, senate), Phantom Haven (pirate mega-colony, council)
4 Mars (desert) Canali (human city, dictatorship), Xanthus (mythic home of the Dream Beast)
5 Saturn (wastes) Crossbones (human colony, slavers, council), Station (human port, exiles)
6 Neptune (mountains) Aguaga (human city, militaristic, supreme command), Coraam (mining colony, monarchy)
7 Pluto (arctic) Delonia (human city, monarchy), Kor (free port-city, council)
8 Asteroid Colonies Various human settlements, ports, stations, and cities; most notable locale = Thule Port
ACCEPTED CLASSES of the UNIVERSE
STARTING CLASS BASICS
CLASS SAVE TRAINED SKILLS WEAPON PROFICIENCY ARMOR
Fringer STR and CON 2 Simple and Martial Weapons All
Scoundrel DEX and CHA 3 Simple Weapons and 1 Martial Weapon Light
Noble WIS and INT 4 Simple Weapons None
Machines can only chose Triats that are underlined from the above list.
REWARDS and SPOILS
Dropped Spoils: All wandering sentient creatures and NPC’s possess – 1d10 credits, 1 mundane item, 1 mundane weapon
Credits and Other Currency: All currency has a 1 credit value, unless otherwise specified
Special Items and Currency: Certain items and currency will be afforded specific applicable values by the DM/GM
AUGMENTATIONS – Both humans and machines can have augmentations applied to them; however, society may treat
a human with augmentations as Cautious.
Augmentations are considered bio-electronic modifications and can be affected by ionic energy.
### AUGMENTATION COST NOTES
1 Claw/Fang/Spike/Horn 1000 Simple weapon, damage = 1d4 + STR
2 Ability Amplifier 2000 Modifies any physical Attribute by +1 (cumulative)
3 Optic, Thermal 3500 View signatures of temperature
4 Optic, Telescopic 1000 1000 x magnification 1-10 for range
5 Optic, Microscopic 1000 1000 x type 1-3, 1 (optical), 2 (electron), 3 (acoustic)
6 Optic, Camera 3000 Take clear pictures (50) and save to small memory bank
7 Sensor, Sonar 2000 Echolocation out to range of sight
8 Dermal Weave 1500 Light armor
9 Dermal Shell 2500 Medium armor
10 Dermal Plate 3500 Heavy armor
11 Prosthetic Limb 1000 Either part or the whole arm or leg has been built of non-living material
12 Prosthetic Organ 1250 Any organ in the body has been built of non-living material
13 Hidden Compartment 750 A small storage space built into prosthetics, size should be relative and realistic
14 Extra Organ 2000 An organ created from non-living material (includes heart, lungs, stomach, etc)
15 Extra Limb 1250 An appendage of any type created from non-living material
16 Hacker Hand 2000 Designed specifically to work computer systems, gain ADV and 2 x speed
17 Cerebral Computer 2000 A computer built into the brain, considered a PI, double INT Mod
18 Hack Jack 1500 A length of cord to hook to a mainframe, allowing ADV on Computer checks
19 Weaponry 1500 Any weaponry (not listed above) that is built into a prosthetic limb
20 Hoverblades 3500 Small anti-grav units built into a prosthetic limbs, function as per listing below
MUTATIONS – The human species has been around for several hundred-of-thousands of ages, and has gone through a
myriad of biological changes to adapt and prosper. These adaptations are known as mutations and cannot be changed
once applied without GM/DM approval. The most applicable of these is provided in the following list. Among society,
there is a 5% chance that the character has a genetic adaptation.
### MUTATION NOTES
1 Claw/Fang/Spike/Horn Simple weapon, damage = 1d4 + STR Modifier
2 Ability Boost Modifies any Attribute by +1 permanently
3 Sensory Adaptability Senses are treated normally and can adapt to the environment
4 Vampirism Consume either CON (01-34), WIS (35-67), or PSY (68-00) in Hit Points
5 Thick Hide Light armor (01-34) or Medium Armor (35-67) or Heavy Armor (68-00)
6 Resistance Resistance to a chosen type of damage
7 Vulnerability Vulnerability to a chosen type of damage
8 Bio-chemical Skin A bio-chemical coating on the skin produces the 1d8 + CON Mod in a damage type
9 Extra Limb or Organ An organic limb or organ of any style as a permanent adaptation (ex. wings or gills)
10 Psychic Able to tap a single psionic power, character level reflects the intensity of the power
MARKET and GOODS
WEAPONRY: (standard Save vs breakage is 12, masterwork craftsmanship is 15)
1 SLASHING GROUP COST WGHT DMG PROPERTIES RANGE NOTES
1 Dirks Dagger 1 1 1d4 Simple 5 units
2 Knives Dagger 1 1 1d4 Simple 7 units Thrown
3 Daggers Dagger 1 1 1d4+1 Simple 7 units Thrown
4 Short Sword Sword 3 2 1d6 Simple
5 Arming Sword Sword 5 3 1d6+1 Martial
6 Long Sword Sword 10 4 1d8 Martial
7 Great Sword Sword 15 5 1d10 Martial 2-hand
2 CHOPPING GROUP COST WGHT DMG PROPERTIES RANGE
1 Throwing Axe Thrown 1 1 1d4 Martial 10 units
2 Hand Axe Axe 1 1 1d4+1 Simple 7 units
3 Wood Axe Axe 1 2 1d6 Martial 2-hand
4 Battle Axe Axe 5 3 1d8 Martial 2-hand
5 Poleaxe Polearm 5 5 1d10 Martial 2-hand
3 BLUDGEONING GROUP COST WGHT DMG PROPERTIES RANGE
1 Club Blunt 1 1 1d4 Simple
2 Staff Blunt 1 2 1d4+1 Martial 2-hand
3 Maul Blunt 2 3 1d6 Martial
4 Great Club Blunt 3 4 1d6+1 Martial 2-hand
5 Warhammer Blunt 5 3 1d8 Martial 2-hand
6 Mace Blunt 5 2 1d8+1 Martial
7 Blunt Arrow Bow 1 (10) .1 1d4
8 Sling Bullet Exotic 1 (10) .1 1d6
4 PUNCTURING GROUP COST WGHT DMG PROPERTIES RANGE
1 Dart Thrown 1 .2 1d4 Simple 10 units
2 Pike Polearm 2 2 1d6 Martial
3 Spear/Lance Polearm 2 3 1d8 Simple 20 units Reach/ Thrown
4 Rapier/Epee Sword 5 2 1d6 Martial 1d4 slash
5 Javelin Thrown 2 2 1d6 Simple 40 units
6 Target Arrow Bow 1 (10) .1 1d4+1
7 Bodkin Arrow Bow 1 (10) .1 1d6 -1 AC
8 Broadhead Arrow Bow 1 (10) .1 1d8
9 Crescent Arrow Bow 1 (10) .1 1d4+1
0 Gauntlet Spikes Blunt 3 1 1d2 Martial
5 EXOTICS GROUP COST WGHT DMG PROPERTIES RANGE
1 Whip/Chain Exotic 1 2 1d4 Exotic Trip, Reach
2 Shuriken Exotic 1 1 1d4 Exotic 10 units Thrown
3 Rope-dart Exotic 5 1 1d4 Exotic 3 units Trip/Thrown
4 Hook Exotic 2 2 1d2 Exotic
5 Flail Exotic 3 3 1d6 Exotic Varies
6 Stunrod Exotic 2 3 Stun Exotic require CON save
BOW – A stringed, range-weapon to project arrows or bolts at a target, all bows are considered Martial
6 WEAPON COST WEIGHT PROPERTIES RANGE
1 Adl-adl 1 1 Simple 25 units
2 Hunting Bow 2 2 Simple 75 units
3 War Bow 5 2 Martial 50 units
4 Long Bow 5 2 Martial 100 units
5 Heavy Crossbow 5 3 Martial 75 units
6 Light Crossbow 5 2 Martial 50 units
7 Hand Crossbow 5 1 Martial 25 units
XX Arrows – 5 styles basic styles of projectile exist for both arrow and bolt, detailed above
FIREARM (Gun) – Weaponry used to project bullets at a target all ranged-arms are considered Martial (ammunition load)
7 WEAPON COST WEIGHT DAMAGE RANGE
1 Small Caliber 10 2 1d6 50 units
2 Moderate Caliber 15 4 1d8 100 units
3 Large Caliber 20 6 1d10 250 units
4 Scattergun/Peppergun 15 4 1d12 25 units
PLASMACASTER – Weaponry designed to project concentrated plasma bolts, all blasters are considered Martial
8 WEAPON – NOTES COST WEIGHT DAMAGE RANGE
1 Plasma Pistol 20 3 2d6 100 units
2 Plasma Rifle 40 5 2d6 300 units
3 Ion Rifle – shutdown electrical systems for 1d10 rounds 15 5 Special 25 units
4 Heavy Plasma Repeater – damage equal to a vehicle plasma cannon 150 15 3d8 300 units
5 Stungun – Stun condition for 1d6 rounds, CON save to negate 15 3 Special 50 units
6 Thexite Detonator - damage equal to a vehicle bomb/missile explosion 300 1 10d10 Thrown
9 SPECIAL WEAPONRY & TECHNOLOGY – Included in this list are weapons that don’t fit in previous categories
3 Ethere (50) – An irritant gas causing various affects like nausea, blindness, itching, and more; CON save to negate
4 Formic (1000) – A toxin that can be ingested, inhaled, or injected, a WIS Save to resist telling the truth
5 Explosive, Ion (50) – damage = all electrical systems shutdown for 1d10 rounds to 1 area
6 Vorpal Blade (1000) - +1d on weapon damage, can cut through anything but adamantite
7 Phase Carbine (300) – A weapon that can be configured between a plasma pistol, plasma rifle, and a stungun
8 Explosive, Flash-Bang (100) – Thrown weapon = 1d8 sonic damage to 1 area, CON save or blinded 1d4 rounds
9 Explosive, Gas (100) – Throw weapon causing various gaseous affects to 1 area (smoke, formic, ethere, etc
10 VI Recorder (100+) – A holographic recording device that can allow for responses to limited questions
ARMOR – Damage Reduction is the amount of damage the armor can reduce
- Break Points (BP): the armor offers no protection after the maximum Damage Reduction amount is exceeded,
must be repaired
10 ARMOR COST DEX Mod REDUX BP WEIGHT EXAMPLES
1 Ultra-lite Armor 100 Maximum d4 4 1 Flight Suit, Leather, Lined Cloak
2 Light Armors 250 Maximum d6 6 3 Flak Fatigues, Kinetic Weave, Hide Leather
3 Medium Armors 500 Half d8 8 7 Military Shell, Linked Mail, Piece-mail,
4 Heavy Armors 750 None d10 10 12 Plated Mail, Riot Plate,
5 Special Armors 200 Maximum d4 4 3 Resistance to environments/special materials
6 Ultra-heavy Armor 1000 -1 d12 12 15 Tank Plate, Powered-armor
7 Shields 100 Maximum d6 6 2 Any version
8 Helmets 100 Maximum d4 4 1 Any version
ITEMS
COMMODITY – An average credit cost is given in parenthesis, average amounts of each is equal to 1 unit
1 Animal, Common (100) – A companion creature that can be found regularly throughout the galaxy
2 Animal, Exotic (2000) – A rare creature with exceptional qualities or peculiar abilities or powers
3 Animal, Livestock (500) – A creature used for labor and farming
4 Stim (100) – Panacea, A healing fluid or salve used to mend wounds, 1 vial = 3 hit points, 1 unit = 16 hit points
5 Food (5) – 1 common meal
6 Food (15) – 1 quality meal
7 Food (30) – 1 exotic meal
8 Fuel (50) – Material used for generating energy, combustion, and any other form of propulsion
9 Gem, Semiprecious (100) – An item or material of common value generated via geologic pressure and heat
10 Gem, Precious (1000) – An item or material of high value generated via geologic pressure and heat
11 Gem, Exotic (10000) – An item or material of extreme value generated via geologic pressure and heat
12 Holo-Comm (10) – A real time transmission sent between two locations of any distance
13 Metal, Common (25) – An easy mined or standard metal found throughout the Galaxy
14 Metal, Rare (250) – A metal that can be widely found; however, the methods to attain are still tenuous
15 Metal, Exotic (2500) – A metal found on rare occasion or via surmountable difficulty
16 Ore, Common (15) – An easy mined or standard material found throughout the Galaxy
17 Ore, Rare (150) – A material that can be widely found; however, the methods to attain are still tenuous
18 Ore, Exotic (1500) – A metal found on rare occasion or via surmountable difficulty
19 Drugs, Common (10) – A material used in everyday applications from foods to medicinal practices to fertilizer
20 Drugs, Rare (100) – A material used in various restricted applications such as medications
21 Drugs, Exotic (1000) – An often illegal material used in severely restricted applications
22 Textiles, Common (10) – Cloth generated and utilized in standard practices throughout the Galaxy
23 Textiles, Rare (100) – Cloth generated in particular regions of the Galaxy for specific purpose and people
24 Textiles, Exotic (1000) – Cloth generated in specially cultivated manners and often utilized ceremoniously
25 Water (1) – 1 gallon/1 liter of potable water or distilled water or spring water
26 Alcohol, Common (10) – Spirits that are easy to brew and composed of materials that are easy to find
27 Alcohol, Exotic (1000) – Spirits that are brewed through close kept secrets, and with very exact ingredients
28 Weaponry, Sling (10) – A strap with which to carry a weapon
29 Weaponry, Scope (100 x magnification) – A ranged-weapon magnifier allowing for a multiple of 1-10
30 Weaponry, Bandoleer (10) – A strap that is built with several pouches for various utility items
31 Weaponry, Suppressor (25) – An attachment to a ranged barrel allowing ADV in Stealth when firing the weapon
32 Storage, Backpack (10) – A personal item of clothing providing a 2 foot cube of storage space, worn on the back
33 Storage, Belt Pouch (5) – A personal item of clothing providing small pockets of storage space that can be hidden
34 Storage, Satchel (5) – A personal item of clothing providing a 1-3 foot cube of storage space, slung over the shoulder
35 Outfit, Commoner (5) – A standard set of clothes providing the dress of the common people of the Galaxy
36 Outfit, Finery (50-1000) – A decorative set of clothing providing the dress for refined political and social events
37 Outfit, Traveling (20) – A rough set of clothing providing the dress found for traveling the road
38 Outfit, Extreme Weather (25) – An insulated set of clothing provided for a particular instance of severe weather
39 Outfit, Hazardous Environment (50) – A protective set of clothing offering Resistance to an environmental condition
40 Binoculars (25 x magnification) – A handheld device for viewing distant (units) locations
41 Breather (30) – A device that extracts breathable atmosphere or contains a set amount of breathable atmosphere
42 Scrambler, Personal (2000) – A mobile device that can block scans of up to Medium-sized creatures
43 Srambler, Data (500) – A mobile device that can mask any data transferred via computer technology
44 Comm-link (20) – A communication device that can send and receive information, often verbal, across vast distances
45 Restraining Bands (10) –A restraining device designed to restrict various abilities and tasks and Psionic powers
46 Shackles (5) – A restraining device attached around a creatures neck, hands, or ankles
47 Object Compass (500) – A compass-like instrument that can target a specific item anywhere in the Galaxy
48 Survival Kit (10) – A kit with a heat blanket, glowrod, fire starter, folding knife, purification tablets, small pot
49 Medical Kit (20) – A kit with a Stim, compound adhesive, suture set, splint, vitamin tablets, anti-poison vial
50 Utility Kit (10) – A kit with a power charger (1), glowrod, multi-tool, grapple-wire,
SERVICES
SERVICE (an average credit cost is given in parenthesis)
1 Transport, Common (500)
2 Transport, Premier (3000)
3 Transport, Cargo (250+)
4 Programming, Hack (50)
5 Programming, Deluxe (100)
6 Lodging, Common (50)
7 Lodging, Lower Class (25)
8 Lodging, Upper Class (100+)
9 Craftsmith (10-1000)
10 Meal or Drink, Poor (10)
11 Meal or Drink, Common (30)
12 Meal or Drink, Delicacy (50+)
VEHICLES
Vehicle Damage: 1st Hit = target disabled, 2nd Hit = target suffers fatal damage, 3rd Hit = target is destroyed
- Vehicle Hits can only be accomplished by a vehicle mounted weapon or a personal weapon on a natural 20 Attack
check (this Attack Action does not = Critical Success)
Impacts: A vehicle crashes when not slowing to a speed of 10, suffers damage as if it were a Hit
VEHICLE DETAILS (vehicle size is not listed below, but a rough configuration is up to 1 area per build slot)
- DC Adjustment: Modifier to DC when attempting a complicated, attack, evasive, or climactic maneuver
VEHICLE (average credit cost is given in parenthesis)
NAME COST SPEED DC Adj. BUILD SLOTS NOTES
1 Crawler, Light 1000 100 -1 1 Wheel or Track
2 Crawler, Medium 2000 75 -2 2 Wheel or Track
3 Crawler, Heavy 3000 50 -3 2 Wheel or Track
4 Hoverboard/Hoverblades 250 50 -1 0 Anti-grav
5 Hoverbike 750 200 -1 0 Anti-grav
6 Hovercar 1500 200 -1 1 Anti-grav
7 Hovertruck 3000 150 -2 2 Anti-grav, 1 area of cargo space
8 Hovertransport 5000 100 -3 2 Anti-grav, 3 areas of cargo space
9 Walker, Light 3000 50 -1 1 Ignore Difficult Terrain
10 Walker, Medium 5000 40 -2 2 Ignore Difficult Terrain
11 Walker, Heavy 7000 35 -3 3 Ignore Difficult Terrain
12 Starship, Light 5000 500 -1 1 Space flight, Navigation computer
13 Starship, Medium 10000 250 -3 3 Space flight, Navigation computer
14 Starship, Heavy 50000 250 -2 5 Space flight, Navigation computer
15 Boat, Light (boat) 1500 80 -2 1 Water travel
16 Boat, Medium (yacht) 3500 60 -4 3 Water travel
17 Boat, Heavy (ships) 5000 40 -6 5 Water travel
18 Jump Jets 1000 10 -2 0 Anti-grav for 1 round
19 Boost Pack 5000 50 -2 0 Flight, fuel for 1 measure of flight
20 Submersible 10000 40 -6 3 Water travel
VEHICLE MODIFICATIONS (modifications can be applied to creatures at DM/GM’s discretion)
Cost = The number of Build Slots required for the modification, each slot = 1 area of size
Cumulative = Modifications that can be purchased and applied more than once
Directional = Modifications that are energized and can be re-energized by rerouting power sources around a vehicle
MODIFICATIONS
MOD TYPE COST COST NOTES
1 Armored Hull 1000 1 Cumulative, adds 1 additional Hit from a vehicle weapon
2 Engine Core, Stock 1000 1 Directional, allow for standard Speed
3 Engine Core, Tuned 3000 2 Directional, allow for standard Speed + half standard Speed
4 Engine Core, Anti-grav 1000 1 Directional, allow for anti-gravity and hover ability
5 Lightspeed Core, Stock 3000 2 Directional, allow for lightspeed travel
6 Lightspeed Core, Tuned 5000 4 Directional, allow for faster-than-lightspeed travel
7 Shield, Stock 1500 2 Directional, 3 hits required to do damage, 1 area of coverage
8 Shield, Premier 3000 3 Directional, 5 hits required to do damage, 1 area of coverage
9 Plasma Cannon 1000 1 Cumulative, 1 hit per Attack Action
10 Missile Turret 1250 2 Cumulative, 1 hit per Attack Action, explosion radius = 50 units
11 Charge Bomb 1500 2 Cumulative, 1 hit per Attack Action, explosion radius = 100 units
12 Ion Cannon 1500 3 Cumulative, able to disable electronics in 3 areas, for 1d10 rounds
13 Computer Upgrade 1500 1 Directional, allows for ADV on all INT checks via vehicle computer
14 Cargo Space 1500 2 Cumulative, 1 area storage compartment
15 Scanner Array 2000 1 Directional, surveys a target for signs of anomalies
16 Scrambler 5000 3 Directional, jams signals from a scanner array
17 Cloaking Device 10000 5 Directional, DC to spot = Eye-Hand Coordination + 10
18 Gravity Well/Tractor Beam 10000 5 Directional, controls a vehicle with a gravitational or magnetic field
19 Escape Pod/Lifeboat 3000 1 Cumulative, a small vehicle for emergency egress
20 Additional Build Slot 5000 0 + 1 additional build slot to a vehicle (adds 1 unit – 1 area of size)
PSIONICS
Sensitive characters of the Known Worlds, also simply called Sensitives, are considered potential Psions. Having the
Lore Skill does not = being Sensitive. Being Sensitive can always be requested at creation; for a random determination,
05% of the population is considered to be Sensitive.
PSIONIC RULES
Psyche Attribute is an additional factor to the core Attributes, and is the Psion’s ability to manipulate universal energies
A Psion’s Character Level = the number of psionic powers that can be accessed
PSY Attribute Modifier = the number of psionic powers that can be active at the same time
DC to activate Psionic Powers = the average DC for any psionic activation is 10
Corruption = the backlash suffered to Psion’s tampering and damaging these universal energies
PSY Save = d20 check + PSY Attribute Modifier + Proficiency Bonus (if applicable)
Psions have access to a number of Psionic Powers = to their character level, this accumulation does not cap at 10 th level
Affecting multiple targets result in 1 level of Exhaustion
The maximum number of targets able to be affected = the Psyche Attribute Modifier + Proficiency Bonus
Damage suffered while using psionics requires a PSY Save to continue the working
Psionic Power occurs immediately, during that turn
Psionic energy can be any damage type determined during the power’s initial development, cannot be altered
Psionic effects that cause a target to harm themselves, will provide a WIS Save each round to resist
Where a d20 Psionic Power check results in an un-modified 1 = a Critical Failure, and result in 1 Corruption point.
Where a d20 Psionic Power check results in an un-modified 20 = a Critical Success, and result in double the affect
CORRUPTION
As a character adventures they may become corrupted by warping the energy network of the universe; Corruption points
are the measuring tool. A character’s that has amassed Corruption points prior to 13 may retain who and what they are,
and their mind, body, and soul remains under their command. Once a character amasses more than 13 Corruption points
the character has become Corrupt enough to be considered unplayable and is destroyed, ‘exiled’, ‘retired’, or given to the
DM/GM for use as an anomaly listed below.
D10 AFFECT DETAIL
0-2 Soulprison Implodes or explodes = 10 x PSY Attribute Mod in force damage, traps destroyed souls in a stasis
3-5 Ragewrath Becomes a chaotic psycho-electric storm, teleporting the area 10 x PSY Attribute Mod in light years
6-9 Insanity Physical appearance and a fraction of personality remain, but twisted by the energies of the cosmos
MAGICAL SYLES
Wizardry – PSY Attributes is replaced by the INT Attribute, the use of ingredients as a strand of hair or a specific wording
or gesture must be used to invoke wizardly magic. The additional use of a focus item such as a wand, staff, or
talisman can increase wizardly magic by 1 Level. Practitioners of wizardly magic are often known as wizards,
sorcerers, warlocks, and magi.
Druidic – PSY Attribute is replaced by the WIS Attribute, utilizing aspects of the natural world such as plants, water, and
animals. Druids can change their own shape into a chosen mundane animal at will, up to huge size, for any length
of time. The animal must be determined at creation and changing in this manner takes an Attack Action.
Practitioners of druidic magic are often known as druids, shaman, and witches.
Clerical – PSY Attribute is replaced by the CHA Attribute, requesting the benefit of a god, goddess, pantheon, or belief
system in a higher power. These clerics can Heal or Wound an equal amount to their WIS Mod at a touch. This
ability to heal or damage a target is determined at creation and has no limit to the amount of times it can be done.
Practitioners of clerical magic are often known as clerics, priests, healers, and paladins.
CASTING TIME
Casting time for all sorceries is 1 Attack Action.
Magical affects can be performed an innumerable amount of times, but only once a round.
FAMILIAR
A familiar is magical creature, being, or spirit that manifests as a mundane animal. A familiar companion is intelligent
and sentient, able to hold conversation as well as maintain a telepathic link with their ‘master’. This telepathic link has an
infinite distance through time and space.
This magical ‘familiar’ is also a conduit which the sorcerer is able to channel their powers through. Thus, they can
perform all the same magical workings however their affective level is 1 lower than the character. This ability to channel
magical power through the familiar can exist as long as the character can see the familiar.