Professional Documents
Culture Documents
Your character will be provided with three Fatigue is based on your characters CON score.
creation points to use to buy advantages, as Record your fatigue score which will be equal to
well as the option of selecting up to three your CON score (Score not modifier).
disadvantages to gain additional Creation points
with which to buy advantages. Step 5: Movement
Its worth noting that in order to be able to use Your base move value is based on your
magic you must select The Gift or characters AGI score. Record your base
Incomplete Gift as an advantage. In order to movement value which will be equal to your
be able to be able to use psychic matrices you AGI score (Score not modifier).
must select Free Access to Psychic Discipline
or Access to one Psychic Discipline. In order Step 6: Size
to be able to start play with Elan powers the
Elan advantage must be selected. While Your size will be based on your STR and CON
there is no advantage required to be able to scores. Record your size which will be the sum
access MK abilities it is recommended that MK of your base STR and CON scores (Scores not
users take the advantage Marital Mastery modifiers).
Size Height Weight
2 8"-2' 10-35 lbs
Step 3: Attribute Bonuses 3 1'6"-2' 20-45 lbs
4 2'-3'4" 45-65 lbs
5 2'8"-4' 45-110 lbs
Now that we have completed the selection of 6 3'4"-4'6" 65-110 lbs
advantages we should have our finial Attribute 7 3'6"-4'10" 65-135 lbs
scores. Based on your attribute score you will 8 4'-5'4" 75-155 lbs
receive a modifier that impacts skills based on 9 4'8"-5'8" 90-175 lbs
that attribute. 10 4'8"-5'8" 90-200 lbs
11 4'8"-6" 110-220 lbs
12 5'-6' 110-220 lbs
Att. Rank Modifier 13 5'-6' 110-310 lbs
1 -30 14 5'4"-6'3" 110-330 lbs
2 -20 15 5'4"-6'6" 135-395 lbs
3 -10 16 5'8"-6'10" 155-485 lbs
4 -5 17 5'8"-6'10" 175-530 lbs
5 0 18 5'11"-7'2" 200-615 lbs
6-7 +5 19 6'3"-7'6" 220-615 lbs
8-9 +10 20 6'6"-7'9" 245-705 lbs
10 +15 21 6'10"-8'6" 265-990 lbs
11-12 +20 22 8'+ 800+ lbs
13-14 +25
15 +30
16-17 +35
18-19 +40
20 +45
Step 7: Life Points POW ZEON POW ZEON
1 5 11 150
Your base LP score will be based on your CON. 2 20 12 160
CON LP Base 3 40 13 175
1 5 4 55 14 185
2 20 5 70 15 200
3 40 6 85 16 215
4 55 7 95 17 225
5 70 8 110 18 240
6 85 9 120 19 250
7 95 10 135 20 265
8 110
9 120 Step 10: Base MA
10 135
11 150 This step is only for players who have taken The
12 160 Gift or Incomplete Gift as an advantage. Your
13 175 base Magic Accumulation will be based on your
14 185 POW.
15 200
16 215 POW MA POW MA
17 225 1-4 0 15 20
18 240 5-7 5 16-17 25
19 250 8-11 10 18-19 30
20 265 12-14 15 20 35
have had.
The attack misses or hits without damage, In addition to Special combat situations
the defender avoids the attack or it hits some there are also Special purpose attacks.
trivial part of the defender (tearing clothing Disable- This is an attack meant to disable
for example). The defender loses any active an opponent without killing them. A
actions they may have had. directed attack is launched against the limb
The attack misses and a counter attack is that you wish to disable. The damage from
possible, the defender may immediately the attack is halved; however the full
launch a counter attack using their active damage is used to determine the critical
action for the turn (and possibly a declared level. The limb is treated as a vulnerable
attack in the case of multiple attacks) or hold point.
for their turn in the initiative roster.
Directed attack-A directed attack is a blow rendering them unconscious. The attack
meant to target a specific part of the needs to be made with an impact weapon
opponents body. (non-impact weapons impose a -40 penalty).
The damage from the attack is halved;
Body Penalty Against however the full damage is used to
Part Humanoids
determine the critical level. A critical level
Neck -80
Head -60 over 50 renders the opponent unconscious.
Elbow -60
Unconsciousness-The player is
Heart -60
Groin -60 unconscious, this lasts for one hour
Foot -50 for every 10 points of failure on the
Hand -40 resistance test. If the failure level is
Knee -40 less than 10 they are unconscious for
Abdomen -20 a number of minutes equal to the
Arm -20 failure level.
Thigh -20
Calf -10
Torso -10 Put at weapons point-This attack is to get
Eye -100 the drop on an opponent placing your
Wrist -40 weapon at their throat or heart. This attack
Shoulder -30 suffers a -100 penalty and the defender AT
considered 0, success results in the target
Take Down- This is an attack intended to being placed at weapons point. After
knock an opponent down. The attack is placing an opponent at weapons point you
made at -30 or -60 if using a weapon. For can now attack them as a passive action,
the purpose of this attack the defender is interrupted only if surprise by an opponent
treated as having an AT of 0. If the attack is used to interrupt your attack.
lands and would do damage then an
Disarm-This is an attack with the intention
opposed test is made the attacker using
of removing a weapon from an opponent.
either strength of agility and the defender
The attack is made at -40 and the defender is
using dexterity or agility. If the damage is
treated as having an AT of 0. If the attack
less than 100% the attacker applies a penalty
would result in damage then an opposed
of +3 to their opposed roll, if the damage
test is made, the attacker and the defender
is 200%+ the attacker has a bonus of -3. If
may choose between strength and dexterity.
the attacker wishes a take down can also
If the attack resulted in less than 100%
deal damage, halving the base damage (AT
damage then the attacker suffers a +3
applies). Creatures with more than two legs
penalty on their opposed roll , where as if
get a natural bonus to the opposed test of -3.
the attack resulted in 200%+ then they have
Knock out- This is a directed attack to an a bonus of -3.
opponents head with the intention of
Trapping-This is an attack intended to Defending: That looks like its gonna hurt
immobilize an opponent. This attack
requires the use of a weapon with the Pure Defense-The player foregoes any other
trapping tag (or an unarmed attack) made at active action this turn and adds +30 to block
-40 with the defenders AT considered 0. If and dodge.
the attack lands and would do damage Push aside-This is an active defensive action
then an opposed test is made. The attacker to attempt to push another person out of the
chooses strength or dexterity and the way of an attack. The dodge is made at -30,
defender chooses strength or agility. If the failure indicates both persons take the
damage of the attack was under 100% effects of the attack.
then the attacker suffers a penalty to the
opposed roll of +3, where as if the damage Absorb Hits-The player throws caution aside
was 200%+ they have a bonus of -3. If the and takes the hits as they come. The players
attacker succeeds by 1-2 points the defender dodge and block abilities are halved for the
is partially immobilized, 3-10 points and the rest of the turn, but being hit by an attack no
defender is mostly immobilized, and 10+ longer prevents the player from taking active
resulting in the defender being fully actions.
immobilized. Note that while maintaining
Energy Attacks-Attacks made of pure energy
the hold the attacker is treated as being
are impossible to block (unless granted the
partially immobilized.
ability by supernatural means) but may be
Secondary attack type-Some weapons allow dodged using the normal penalties for fired
for more than one type of damage, you may projectiles.
declare the use of a secondary damage type
Elemental Attacks-Elemental attacks are
at an attack penalty of -10.
difficult to block (unless the defender can
Area Attack-This is a cleave like maneuver block energy) imposing a -120 penalty to
intended to hit multiple opponents with a block, dodge suffers no such penalty.
single blow. The attacker makes one attack
Elemental damage types
roll at -50, each targeted individual defends
separately. Should a defender gain the right Cold damage: The defender must
to a counter attack using block has pass a PhR check with a difficulty
successfully stopped the attack. Small to equal to the amount of damage dealt.
medium weapons can attack up to 4 If the defender fails they suffer a
opponents in this fashion while large Action penalty equal to the degree of
weapons can strike up to 5 human sized failure that fades at a rate of 5 points
opponents. a turn. Organic beings take 2x as
long to heal from cold damage.
Electrical damage: The defender
must pass a PhR check with a
difficulty equal to the damage dealt.
If the defender fails they suffer an employed so long as the defenders Move
Action penalty equal to the degree of could take them out of the radius of the
failure that fades at a rate of 10 attack, those lacking in move can still
points a turn. If the defender fails by attempt to dodge at -80
60+ then they are rendered
unconscious Essence attacks-Are spiritual attacks that
require a resistance check, those who are
Heat Damage: The defender risks
unable to perceive the supernatural suffer
being set on fire. The defender rolls
the vision totally obscured penalty -80 and
a D100 (no open rolls) and adds that
the -90 surprise penalty for a total of -170.
to the damage dealt, if the defenders
clothes/gear are prone to catching Death-Suffering a critical that results in
fire add a bonus to this roll between amputation to the head or heart results in
10-40, and fire resistant clothing can instant death. If a players LP drops to a
deduct up to 60 from the roll. negative value exceeding 5x their
o 140-179 Scorching: player constitution score then they have died.
must attempt to put out the
fire with a dex or agi roll, the The thin line-When a player is at 0 (or less)
level of success is deducting LP they can die at any time as their body can
from the total fire value. simply give out. A PhR check must be
Failure to suppress the fire made each hour to stabilize or the player
adds 10 points losses 1 LP. If the player fails the check by
o 180-239 Burning: Same as 60+ they die. Stabilizing set LP to 0 and the
scorching but the player takes player regains consciousness suffering a -60
10 points of damage a turn, action penalty (fades at a rate of 5 points a
each Heat AT reduces this by day). A player can be stabilized by someone
2 else with a Moderate medicine check.
o 240-299 In flames: Same as
Spirit-A person remains in this realm for a
burning same that they lose
number of hours equal to their power score
25 points in damage a turn.
after dyeing.
Sand or water required to
extinguish the flames.
Removing clothes/armor
removes 60 from the fire
value
o +300 Burning to ashes: 50
points of damage a turn,
armor does not reduce.
Any amputation
recovers in one
week if placed
11 2/minute NA 50/day on the stump
as above in three
12 5/minute NA 5/hour days
10/minut as above in one
13 e NA 10/hour day
14 1/turn NA 15/hour as above in hours
As above in one
turn.
Except for the
head
lost limbs grow
back
15 5/turn NA 20/hour in one week
10/minut as above in three
16 10/turn NA e days
17 25/turn NA 10/turn as above in hours
as above in a few
18 50/turn NA 25/turn turns
as above in one
19 100/turn NA all/turn turn
All criticals are
20 250/turn NA all/turn nullified
Ranged Attacks: PewPew your strength score. There is also a cap on
the amount of force the weapon itself can
Normally initiative with a ranged weapon is handle, in order to reach truly obscene
slower than an unarmed attack, the speed ranges then some sort of imbued/enchanted
reduction representing the time it takes to weapon must be used. The range increases
ready the weapon. Should the player apply to both the effective and maximum
already have the weapon primed at the start ranges.
of the initiative roll then the player uses their
unarmed initiative instead. Weapon
Str Range Quality
Making a ranged attack with a 3 -100ft NA
bow/firearm/thrown weapon is a bit 4 -30ft NA
different than making a melee attack. The 5 0 NA
attacker rolls a D100 adding the result to 6 0 NA
their combat score, while open rolls apply 7 +30ft NA
the maximum cap on the roll is 280(unless 8 +60ft NA
9 +100ft NA
the weapon has been imbued in some way).
10 +150ft NA
The attacker must also compare their roll to 11 +300ft +5
the firing difficulty to see if they even have 12 +800ft +10
the option to hit. 13 +1500ft +10
14 +1 mile +15
Situation Difficulty 15 +3 miles +15
Point Blank: less than 5ft 40 16+ +5 miles +20
Short range: 5 to 30ft 80
Medium Range: 31 to 160ft 120
Long Range: 161 to 500ft 140 Special Combat Situations (from melee
Very Long Range: 501 to section)
1,600ft 180
Extreme Distances: 1,601 to Situation Atk Blk Ddg Ini P.Act
2,500ft 240 Flanked -10 -30 -30 NA NA
Unclassifiable: 2,500+ft 280 From Behind -30 -80 -80 NA NA
Surprised NA -90 -90 NA -90
Vision Partially
The attacker also needs to consider the range Obscured -30 -30 -15 NA -90
Vision totally
of their weapon, as well as any modifiers Obscured -100 -80 -80 NA -90
that may apply to ranged combat, and many Higher ground +20 NA NA NA NA
of the combat situations from the melee From Ground -30 -30 -30 -10 -30
Armor is heavy and even with the minimum Disable attacks-Do not work against
wear armor score can slow you down. All damage resistance creatures.
armor has a natural penalty and a movement Large Target-Ranged attacks do not get the
penalty. For every point over the armor large target modifier for damage resistance
requirement you have you may negate one creatures.
point of the natural penalty, and for every 50
point over you may negate one movement
penalty.
Surprise-Damage resistance creature do not Experience: Gonna need a montage
get a roll to resist surprise, they take the full
force of the attack. Experience will be awarded at the session
level and at the combat level.
Mystic Shields-Damage resistance creatures
use their projection ability at -40 when using Session Level-There will be session level
a mystic shield. If this defense is over come exp awarded at the end of the session based
they lose their active action. Also can suffer on the quality of the session. The following
special combat situation penalties. is a rough outline of what I will be looking
for and the range I will score it, per player.
Criticals-Reduce all incoming critical by
Experience
half, a critical level over 50 causes them to Action Reward
lose their active actions. Participation per
hour 1-10
Area Attacks-If the area attack covers half Difficult actions 1-5
its body then the damage on the combat Good Ideas 1-5
Story Closure 1-30
table is doubled
Bane Items