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THE SYSTEM

A Role Playing System for Any Setting or Time Period

by Richard J. LeBlanc, Jr.


THE SYSTEM
A Role Playing System for Any Setting or Time Period

by Richard J. LeBlanc, Jr.

© 1986, 2011 by New Big Dragon. All rights reserved. TABLE OF CONTENTS
Any reproduction of this document for sale, or any inclusion Blank Character Record Sheet .................................................. 2
of this document in whole or in part in any other document Introduction ................................................................................ 3
is strictly forbidden without written consent of the publisher. Characters . ................................................................................ 4
Using Basic Abilities .................................................................. 7
This book is dedicated to those brave new geeks who
Skills ........................................................................................... 8
embraced RPGs in their earliest days, and gave the moral
majority something to worry about. Powers ...................................................................................... 10
Special Devices . ....................................................................... 18
All artwork used in this rulebook is comes from a variety of Class I Weapons ....................................................................... 19
sources, all of which are in the public domain. Magic and Spells . .................................................................... 20
Basic Rules .............................................................................. 23
Please address any questions concerning this publication to:
Special Device Worksheet ....................................................... 27
games@newbigdragon.com
Spell Worksheet ....................................................................... 28
The System Character Record Sheet CHARACTER ILLUSTRATION

PLAYER NAME:

CHARACTER NAME:

Attributes TRAITS

STR : MENTALITY:

INT :

WIS :

MEN : ORIGIN

MAG :

DEX :
POWERS
PRE :

AGI : MONEY:

CHA : EXPERIENCE:

AWA : ABILITY PTS.:

Abilities SKILLS

Con. Class :
SPECIAL DEVICES
STA :

APPs :

MOV :

AVO :

Attack Ratings WEAPONS

HTH Mod. : SPELLS

PAR :

PDR :

MAR :

MDR :

 T h e S y s te m
INTRODUCTION

WHAT IS ROLE-PLAYING? and for personal notes and reference. dice. The dice are read as normal dice
The System is a role playing game. The pencil is used for many different oc- would be, by counting the number of pips
This is a type of game in which the player casions of recording things. Unlike some on the top.
assumes the role of a character in some roleplaying games, The System requires
type of fantasy setting. In the context of only 6-sided dice. Finally there are two THE RULES
the game, the player makes decisions kinds of graph paper helpful in playing by The System rules have been placed
as though he was that character as the The System rules, square and hexago- in an order that most benefits first-time
character encounters certain situation. nal. The square graph paper is used dur- role-players. Following are Character
Role-playing does not use a set game ing combat to keep track of things while Generation (which deals with how to
board. However, maps and playing piec- the hexagonal graph paper (graph paper create a System character) and the Ba-
es can be used and the game is differ- made by a grid of hexagons) is used sic Rules which tell basically how to play
ent every time. Unlike most games, the for mapping and keeping track of play- the game. It is recommended that these
object is not to win because there is no ers. “The hex paper is used in mapping sections be read thoroughly. By doing
true way to win. The object is to have fun and keeping track of players because it so, greater comprehension of the rules
while being creative. is easier to use in this way than square will be gained. If something at first is not
In role-playing there is a Game Master graph paper. Each hexagon on the paper understood, read on and the questions
(or GM). The GM is in Charge of directing is referred to as a hex. It is useful in de- should be answered.
the game and sometimes he creates ad- termining distance and range.
ventures. He will describe to the players TERMS
what their characters see and he controls ROLLING THE DICE There are several terms in this game
most aspects of the game. The players in As mentioned before, 6-sided dice are which may need explaining. A “Setting” is
turn act through the use of their charac- the only kind used in The System. When the type of world in which the characters
ters to what the GM does. The charac- it comes time to roll the dice, the situa- live and play. A setting may range from a
ters are the roles that the players create tion will be given. The situation will dictate world of swords and sorcery to a world
by use of these rules. The players should how many dice are to be rolled (it is help- of a aliens and rayguns. An adventure is
play their characters as if what the GM ful to have a lot of dice). The term “d6” a series of encounters (meeting up with
has set up is really happening. is used to indicate a roll of the dice. The some kind of interesting situation) linked
number of dice to be rolled will precede. to form an interesting and logical plot.
WHY THE SYSTEM? For example: If a situation called for a roll Finally, a campaign is a series of adventures
The System is a role-playing game of 3d6, the correct player would roll three linked by the continuations of characters.
which eliminates the need for a lot of dif-
ferent games. There are so many roleplay-
ing games today that if a person wants
to play in more than one type of setting,
he has to learn a lot of different rules. By
using The System, players can create
characters for any time period or setting
from medieval to science fiction future to
a superhero world. Because there is one
set of rules governing all these settings,
it eliminates the need of learning several
different games. All the rules needed are
in this one book. However, supplements
may be bought but are not needed to play
by The System.

WHAT YOU NEED


The physical requirements of playing
by The System are minimal. The players
need basically six things: 1) the rules,
2 ) paper, 3 ) a pencil, 4) dice, 5) graph
paper , and 6) a place to play. The rules
are needed as a reference if a question
comes up during play. The rules are also
needed to know how to play. The paper
is used for keeping track of characters

T h e S y s te m 
CHARACTERS

TYPES OF CHARACTERS The ability scores are determined by ran- Luck: Luck can influence the outcome
dom number generation. Dice for short. of events and possibly prevent some.
Player Characters There are alternate methods for adjusting Luck is discussed in more detail in the
Player Characters (PCs) are the per- basic ability scores given at the end of the Basic Rules section.
sonalities taken on by the players. Just like character section. However, the standard
an actor “gets into character,” so should a method for determining the basic abilities CALCULATED ABILITIES
role-player. The player should remember, is by rolling 4d6.
Constitution Class: Constitution
his decisions and actions during gaming Strength: This is basically the power
Class (Con. Class) represents the status
should not be based on his own person- of the muscles. This ability affects not
of the character’s health, physique, and
ality, but on the personality of his charac- only the weight that one may lift but is
the make-up of his body. Con. Class is
ter. Just because a player wouldn’t try to also affects how well one attacks physi-
different from most other Basic Abilities
grab a vine and swing across a treacher- cally. It also affects the damage done
in that in normal humans it ranges from
ous chasm, doesn’t mean the character in bare-handed attacks. The number of
one to ten instead of four to twenty-four.
he’s playing wouldn’t. pounds that a person may lift is Strength
This is found by rolling 4d6, adding the
(STR) multiplied by 7.5.
results, and consulting “Table C1: Consti-
Non-Player Characters Intelligence: Similar to IQ, Intel-
tution Class.”
Non-Player Characters (NPCs) are the ligence (INT) represents the ability to
Stamina: Stamina (STA) represents
personalities run by the GM that are used comprehend, reason, and think crea-
enduring vigor and the ability to take
to flesh out the story. NPCs range from tively. Also, it represents the capacity to
damage. STA equals Con. Class multi-
crazed villains and hired henchmen to retain knowledge and the literacy of the
plied by five. When a character loses all
local shopkeepers or “know-it-alls” that character.
STA, he dies.
have some sort of information the charac- Wisdom: Different from INT, Wisdom
Ability Power Points: Ability Power
ter’s might not have found on their own. A (WIS) relates the character’s ability to use
Points (APPs) represent the amount of
more appropriate term for NPCs might be knowledge, good judgement, and intui-
power the character may spend in per-
GameMaster Characters, but the RPG in- tiveness.
forming certain actions before he must rest
dustry standard is “NPC.” (If it ain’t broke, Mental Ability: Simply, Mental Abilitiy
or until he passes out due to physical or
don’t fix it.) (MEN) is the character’s mind force and
mental exhaustion. The character’s APPs
power. In a world with straight-out mental
equal his Con. Class multiplied by ten.
CHARACTER CREATION powers, it is used in attack and defense.
Movement: This is the greatest dis-
However, in a world with little or no special
Before actually adventuring, the player tance that a character may move in a sin-
mental abilities, it represents will power.
must create the persona he wishes to gle game turn. It is measured in hexes.
Magical Ability: Magical Ability
play. Creating a player character (PC, the Each hex equals approximately five feet.
(MAG) is used only in settings with magic
personal which the player acts as) is a Movement also affects the number of
abilities. It represents the ability to call
long process but is necessary for play- actions that a character may perform in
forth and utilize magical forces.
ing the game. Creating the PC consists one turn. To find the Movement rating of
Dexterity: Dexterity (DEX) does not
of four parts. These are (1) Basic Abilities, a character add his AGI, STR, and Con.
encompass any factors but those of the
(2) Attack Ratings, (3) Character traits, Class and divide this total by 2.4.
skill and ease of using the hands and
and (4) Special Abilities.
hand-eye coordination in close range.
Dexterity affects, for example, lock pick-
BASIC ABILITIES ing, but not throwing.
Every character has a number of basic Precision: Similar to DEX, Precision
abilities. The abilities are Strength, Intel- (PRE) affects hand-eye coordination on a
ligence, Wisdom,. Mental Ability, Magical ranged basis. It is also the quality of ac-
Ability, Dexterity, Precision, Agility, Con- curacy of the character.
stitution Class, Stamina, Ability Power Agility: Separate from DEX and PRE,
Points, Charisma, Awareness, and Luck. Agility (AGI) covers the areas of nimble-
These are measured by a number from 4 ness, balance, and reflex. Agility affects
to 24, four being the minimum rating for most aspects of moving.
humans and 24 being the human height of Charisma: Charisma (CHA) encom-
perfection. Fourteen, therefore, is the av- passes the aspects of influence, looks,
erage human ability. It is possible to have quality of leadership, and public recogni-
a rating greater than 24 but the character, tion.
then, is not a normal human. Constitu- Awareness: Awareness (AWA) is sim-
tion Class, Stamina, and Ability Power ply the ability one has to know the situa-
Points do not fall into the 4 to 24 ranking. tion of his immediate surroundings.

 T h e S y s te m
Avoidance: Avoidance (AVO) is the
measure of how well one avoids. This
may be by dodging arrows or evading CHARACTER RATINGS TABLES
traps but it is basically the use of some
of the basic abilities. To find the AVO rat- TABLE C1: CONSTITUTION CLASS
ing of a character, add his STR, AGI, and Roll Result 4 5 6-7 8-9 10-13 14-17 18-19 20-21 22-23 24
AWA. Divide this total by three and round Con. Class 1 2 3 4 5 6 7 8 9 10
off this number to the nearest one. This is
the AVO rating. For every three points the base exceeds 24, add one point to the Constitution Class.

ATTACK RATINGS TABLE C2: HTH MODIFIER


In the course of the game, a character Dexterity 4 5-8 9-12 13-15 16-19 20-23 24 +1*
will be called upon to take part in battle. HTH Modifier -3 -2 -1 0 +1 +2 +3 +1*
Therefore, the player has to have some For every point greater than 24, add an additional point.
indication of how well the character will
perform in battle. By using ratings of
basic abilities, the player can figure the
TABLE C3: CONSTITUTION CLASS MODIFIER
character’s values in attack and defense Con. Class 1 2 3 4 5 6 7 8 9 10
abilities. Under the ‘Attack Ratings” sec- Modifier 4 5 8 10 13 14 17 19 21 24
tion on the PC record sheet, there are five For every point that the Con. Class exceeds 10, add three points to the modifier.
subheadings. They are as follows: HTH
modifier (hand-to-hand modifier), Physi-
TABLE C4: DEFENSE RATINGS
cal Attack Rating (PAR), Physical De-
fense Rating (PDR), Mental Attack Rat- Preliminary # is: 0 1 2 3 4 5 6 7 8 9
ing (MAR), and Mental Defense Rating Defense Rating is: 14 13 12 11 10 9 8 7 6 5
(MDR). When calculating attack ratings,
Preliminary # is: 10 11 12 13 14 15 16 17 18 19
round final numbers off to the nearest
Defense Rating is: 4 3 2 1 0 -1 -2 -3 -4 -5
one. After determining the ratings record
them on the PC record sheet. Preliminary # is: 20 21 22 23 24 25 26 27 28 +1
HTH Modifier (HTH): The HTH Defense Rating is: -6 -7 -8 -9 -10 -11 -12 -13 -14 -1
(hand-to-hand) modifier is an attack rat-
For every point above 28, subtract 1 from negative 14.
ing adjustment used only when physically
fighting an opponent in a hex adjacent to
that in which the character is. To find the TABLE C5: HTH DAMAGE MODIFIER
HTH modifier of a character, consult “Ta- Strength: 4 5-8 9-12 13-15 16-19 20-23 24
ble C2: HTH Modifier.” Damage Modifier: -3 -2 -1 0 +1 +2 +3
Physical Attack Rating (PAR):
For every 3 points greater than 24, add +1 to the Damage Modifier.
PAR is how well one attacks physically. To
find PAR, use the formula ((2xPRE)+STR)
divided by 6.
Physical Defense Rating (PDR):
PDR is how well one physically defends
himself. To find the preliminary number
for PDR, use the formula (AGI+AWA) di-
vided by four. Then reference the number
against the “Defense Rating Table” below
to determine the actual PDR.
Mental Attack Rating (MAR):
MAR is how well one attacks mentally.
To find MAR, use the formula (Mental
Ability+PRE) divided by 4.
Mental Defense Rating (MDR):
MDR is natural mental defense. To find the
preliminary number for MDR use the for-
mula ((2xMental Ability)+Con. Class Mod-
ifier (see “Table C3: Constitution Class
Modifier”) divided by six. Then reference
the number against “Table C4: Defense
Ratings” to determine the actual PDR.

T h e S y s te m 
CHARACTER TRAITS ence of the character and it never drops. ties has its own definition and purchasing
Experience does increase ability points. process. Therefore, they are dealt with
An important factor of the character
This is discussed in detail later. Players separately. A special ability may be pur-
is the traits the character possesses as
gain experience for acting in accord- chased if, and only if, there is the possibil-
for as weight, height, hair color, eye color,
ance with their setting, purpose, and ity of the ability being present in the set-
and sex. Unlike the basic abilities, char-
accomplishments. The ability points on ting and there are enough ability points to
acter traits are chosen by the player with
the record sheet is the amount of ability purchase the ability.
approval from the GM. The first of these
points on reserve, those left to purchase
is sex. That means male or female, unless
the character is neither. If sex doesn’t ap-
special abilities. As a character gains ex- EXPANDED
perience (which is measured in points), CHARACTER RULES
ply, place “ND” in the space provided on
he adds the same amount to his experi-
the character record sheet. “ND” stands
ence total as he does to his ability points RAISING BASIC ABILITIES
for no distinction. Weight level is the next
but as the ability points are used, they are Sometimes, players won’t be satisfied
on the list. Weight level is a number indi-
subtracted from the ability points total. In with their basic ability scores. If this is
cating the average weight of the character.
most cases, new powers from any source the case, the GM may allow the players
Divide the character’s actual weight (cho-
other than technological may not normally to raise their character’s ability scores by
sen by the player with GM’s consent) by
be purchased. Existing powers, skill, and expending ability points. For STR, INT,
ten and round off. This is the weight level
magic may, however, be improved. The WIS, Mental Ability, Magical Ability, DEX,
of the character. For example, a charac-
cost of raising a power or skill would be PRE, AGI, and CHA, each 5 ability points
ter weighing 179 pounds would have a
the cost of the new total minus the cost yields a point to one of the basic abilities.
weight level of 18. Record the character’s
of the power currently in possession. Luck can only be raised by experience.
actual weight and weight level. With ap-
Unlike experience, ability points may be The only way to raise STA and APPs is to
proval from the GM, record height, age,
lost. They could be drained by powerful raise Con. Class. It costs 50 ability points
hair color, and eye color. Other very im-
beings, spent on improvement, or lost to raise Con. Class by one level. It costs
portant factors of the character’s traits
because a player did not act in accord- 8 ability points per basic ability point to
are the way he acts and his background:
ance with game situations. raise movement and 5 ability points to
mentality and origin.
Mentality: Mentality is the charac- raise AVO by one point. Attack and De-
ter’s mode or way of thought. This should
SPECIAL ABILITIES fense ratings can also be adjusted. It
by developed the player to describe the Once the player has determined his costs 15 ability points per rating point to
way his character thinks and/or acts. character’s basic abilities, attack rat- raise an attack rating and 15 ability points
Does the character help old ladies across ings, and traits, it comes time to acquire per rating point to lower a defense rating.
the street but despise bums because of special abilities. Special abilities is the Also, it costs 5 ability point per point to
an old grudge against his father? If the heading for three subcategories: Pow- raise the HTH modifier of a character.
player believes in law or supports an- ers, Skills, and Magic. The most diversi-
archy, this should by noted. Mentality fied of these subcategories is “Powers.” CHARACTER CLASSIFICATION
should describe not only how the charac- The player must have a reason behind a Due to the flexibility of The System,
ter acts but why he acts the way he does. power but a skill may be learned by any there are no set “classes” as in most
Mentality may be linked in some way to normal human. Magic, however, is not role-playing games. By assessing a char-
the character’s origin. automatic like a power but it does have acter’s origin, mentality, and abilities, a
Origin: Every character has an origin. the great possibilities of a power. On the player may choose a class title that fits his
As mentality, the origin is created by the other hand, it is learned and practiced as character and use this name to classify
player. The setting of the game will have a skill would be. the character. The player does not have to
an influence on the character’s origin. Ability Points: To acquire powers, classify the character, but if he chooses
The origin is a brief history detailing why skills, or magic, the character expends to do so, it should be one that can easily
the character does what he does. The ability points. It it simplest to say ability be evaluated by a GM or fellow player.
origin is the reason behind the character. points buy special abilities. Most begin-
The origin may influence the character’s ning characters should begin with about LIMITATIONS & DISADVANTAGES
mentality. 50 ability points to purchase special abili- Limitations and disadvantages are
Money, Experience, Ability Points: ties. Depending upon the setting, the GM special options which allow a player to
Money, experience, and ability points may boost or reduce beginning ability increase a power or ability points. A limi-
fit into the last category of the charac- points. Each of the three types of abili- tation applies to a certain power and it
ter record sheet, “Statistics.” These give basically gives that power same condition
information on the constantly changing under which it works. By doing so, the
aspects of the character. The GM should power’s power increases or its cost is de-
decide how many ability points and how creased. Disadvantages are things which
much money the beginning character affect a character directly. To balance a
should have. Money is just what it says disadvantage, the character receives bo-
and ability points are used to receive nus ability points. The player should con-
special abilities. Experience and ability fer with the GM as to if and how he can
points go almost hand in hand. Experi- use disadvantages and/or limitations.
ence keeps a record of the total experi- The GM may say no altogether.

 T h e S y s te m
USING BASIC ABILITIES & THE ODDS TABLE

THE ODDS TABLE attempt. Most of the basic abilities can be LUCK
used in the above manner. Luck is one of the most versatile abili-
An important facet in many parts of ties but also one of the most precious.
this game is the odds table. Basically, the Luck can do everything from increasing
USING STRENGTH
odds table takes into account the prob- hit probability to deciding if a trap gets a
STR is the only basic ability which
ability of something happening and puts character or not. Luck cannot be bought
requires APPs to use. As stated in the
this chance into the roll of the dice. To by ability points. The only way to raise luck
“Characters” section, the weight that a
use the odds table, there must be two op- is by experience. For every five experience
character can lift is the number of pounds
posing forces. The side which is to make points, one luck point is gained but every
equal to his STR times 7.5. For using STR,
the roll is first and the opposing force is time you test your luck, it costs you.
the APPC is somewhat complex. If the
second. In other words, the roller is the Some traps may call for an awareness
character uses 1/2 of his STR or less, the
number on the left and the opposing force check followed by an agility check for
APPC is one point. If the character uses
is the number on the right. Example: A success. However, luck may be chosen
above 1/2 and up to 3/4 of his STR, the
character has a 30 and the opposing force instead. The player then makes a Luck
APPC is 2. If the character uses above 3/4
has a 60 (in whatever), the odds are 1-2. check. Each time a luck check is made,
and up to all of his STR, the APPC is 3.
Once the odds in a particular situation it decreases Luck by one point, never to
STR can also be used to cause damage.
have been determined, a roll is made on see that point again.
The above APPC costs are applied to the
4d6 to determine success or failure. This Another use of luck is to increase hit
use of STR in causing damage also. Bare-
is done by cross referencing the odds with probability by increasing the chance by
handed damage of STR if determined by
the total of the roll. “S” indicates success, one point for each luck point spent. This
rolling 1d6 and adding the STR HTH dam-
“F” indicates failure, “2X” means double may also be done for defense. It makes
age modifier (see “Ttable C5: HTH Dam-
effect, and “3X” means triple effect. sense. If a character put all he effort into
age Modifier.”)
Before using STR, the player must tell hitting one opponent, his chance serious-
USING BASIC ABILITIES the GM the amount of STR being used. If ly decreases the next time around.
A character’s basic abilities have the player does not tell the amount of STR Check with the GM on when luck can
more purpose than just determining his being used, the GM should assume he is be used.
ratings. Some very complex situations using all of it.
can be divided into simpler parts that
are easily solved.

ABILITY CHECK THE ODDS TABLE


The most basic aspect of using the
basic ability is the ability check. An ODDS
ability check is a roll on 4d6 which must 1-4 or 4-1 or
be equal to or less than the basic abili- ROLL worse 1-3 1-2 2-3 1-1 3-2 2-1 3-1 better
ty’s rank. Once a basic ability has been 4 F F F F F F F F F
chosen to use on an ability check, the
5 F F F F F F F F s
GM must place any position modifiers.
That is, bad conditions make it harder 6-7 F F F F F F F S s
to succeed. For example, if someone was 8-9 F F F F F F s s s
trying to solve a riddle, it would be much 10-12 F F F F F s s s s
harder to do it in a crowd of people than
in complete solitude. 13-15 F F F F S s s s s
16-18 F F F s s s S S s
ABILITY CHECK ON ODDS TABLE 19-20 F F s s s s s s 2X
The other way of making an ability 21-22 F s s s s s S 2X 2X
check, and a more realistic one, is the
odds table. First, choose the basic ability 23 S s s s s s 2X 2X 3X
which is put to use and assign the task 24 S s s s s 2X 2X 3X 3X
performed a complexity number. Com-
pare the basic ability to the complexity
number and decide the odds. Find the re- S=Success 2X=Abilities doubled at no extra cost
sult by rolling 4d6 and cross-referencing F=Failure 3X=Abilities tripled at no extra cost
the result of the roll with the odds of the

T h e S y s te m 
SKILLS

Skills, unlike powers, have only one LIST OF SKILLS Climbing:


source. That source is from personal skill. Climbing is self-explanatory. It uses
Skills work on a system of rank points the odds table with the opposing value of
(RPs). By expending ability points, the ACROBATICS the surface being climbed.
character can purchase skills by buying 10 APs per RP;
SURFACE OPPOSING RANK
RPs of the skill. Each skill may also have each subskill costs 2 APs per RP
ledges & footholds 12
a number of subskills. By purchasing the Balancing: small cracks 16
entire skill, the character gets a better This is the ability to cross long areas by smooth surface 20
deal than if he had bought all the sub- walking on narrow surfaces. This ability slimed/oiled 30
skills separately. Subskills can be bought uses the odds table with surface deter- rope 10
by themselves. The cost of a skill is listed mining the opposition.
next to the name of the skill but if the
character wants to buy only certain sub- AREA OPPOSING RANK ANIMAL SKILLS
skills, the cost of doing so is listed by the stable edge 14 5 APs per RP;
subskill. If a character buys one subskill, wire 28 each subskill is 3 APs per RP
he does not get the other subskills of the shaking edge 20
same skill category. slimed/oiled area 24 Training:
shaking & slimed/oiled 28 Training is the ability to train animals to
respond to commands. The odds table is
THE ODDS TABLE Pole Vaulting: used with the following oppositions.
An important facet in many parts This is the ability to use any leverage
ANIMAL OPPOSING RANK
of this game is the odds table. Basi- device (springboard, see-saw, pole, etc.)
to project one’s seIf. There must be a 30 small domestic 9
cally, the odds table takes into account
foot running start and if using a pole, it large domestic 14
the probability of something happening
must be 4 feet longer than the user. The small wild 19
and puts this chance into the roll of the
height to which jumping is possible is 5 large wild 24
dice. To use the odds table, there must
feet plus one half foot per RP. mature +4
be two opposing forces. The side which
elderly +10
is to make the roll is first and the oppos- Jumping:
ing force is second. In other words, the The animals are assumed to be young.
This is self-explanatory. The length
roller is the number on the left and the op- Otherwise, add the age modifiers to the
possible from a standing broad jump is 3
posing force is the number on the right. opposition. The trainer chooses, also, *a
feet plus 1 foot per RP but no greater than
Example: A character has a 30 and the specialization area. That is, he chooses
10 feet. The length possible for a running
opposing force has a 60 (in whatever), the a certain kind of animal and his RPs are
broad jump (Which requires a 20 foot run-
odds are 1-2. Once the odds in a particu- doubled, at no extra cost, when dealing
ning start) is 7 feet plus 1 foot per RP but
lar situation have been determined, a roll with this kind of animal. The time it takes
no greater than 24 feet.
is made on 4d6 to determine success or to train an animal is 2-12 (2d6) days.
failure. This is done by cross referencing Gymnastics:
Riding:
the odds with the total of the roll. “S” indi- This skill gives an attack advantage
This is the ability to mount and guide
cates success, “F” indicates failure, “2X” in HTH combat by using tumbles, rolls,
the movements of an animal. The rank
means double effect, and “3X” means tri- handstands, etc. The advantage is +1 to
of the opposition is found by adding the
ple effect. PAR for every 5 RPs.
animals STR and INT and dividing this
Diving: number by two. Success only has to be
SKILLS AND THE Diving is the ability to fall and move to determined once per specific animal. If
ODDS TABLE lessen damage by maneuvering the body. the animal is trained, the opposition is
Most of the skills work on the odds Falling damage is reduced by 1 point per lowered by the RPs of the trainer. If the
table. The skill descriptions will indicate RP. No damage results when landing on trainer and the rider are the same person,
when the odds table is to be used and the feet. the player does not need to roll, success
what the opposing rank will be to the Evasion: is automatic.
character’s rank (total rank points in that This is the ability to dodge, etc. to in-
skill). The price for the skill in ability points crease the chance of being missed. The
(APs) is given at the right of the title of the advantage of this is -1 to PDR for every
skill. If there is no opposing force indi- 5 RPs.
cated than there no roll required on the
odds table.

 T h e S y s te m
INFLUENCE move can be made. Defensive throwing complexity number doubled minus the
5 APs per RP; only one skill can be used in HTH only. To use defensive RPs of the technician. The minimum time
throwing (a defensive move), the player for repair is two turns. This skill may also
Persuasion: must sacrifice an action. The STRs of the be used to deactivate an item. Time and
This is the ability of a character to talk two opposing characters are compared procedure are the same. This includes
other characters or another character into and the defender rolls on the odds table. the use of tools. Failure in deactivating re-
“seeing his way.” The odds table is used If failure occurs in one of the first two col- sults in nothing happening while success
for this skill with the awareness of the umns in the “4” or “5” row, the defender results in deactivation without destruc-
character being the opposition. However, takes double damage. Failure indicates tion. If failure occurs in one of the first two
instead of using RPs directly as the acting normal damage. Success indicates the columns in the “4” or “5” row, the machine
force, the acting force is the RPs of the attacker has be knocked back. 2X means works twice as it did before deactivation
character plus his charisma with the total the knockback is doubled while 3X triples was attempted. 2X or 3X results in per-
divided by two—((RPs+CHA)/2). There the knockback. The distance the attacker manent deactivation of the object.
are certain modifiers to the opposition: is knocked back is one hex per three RPs
OPPOSING MODIFIER of the defender.
CHARACTER IS TO AWA
raptured by user -14 TECHNICIAN
friend -5
Operating:
neutral 0
questioning +5
10 APs per RP
hostile +14 2 APs per RP. Operating includes start-
strongly opposed to idea +19 ing a machine and using it for what it was
arch-foe +24 meant to do. The odds table is used and
the complexity number of the machine
MODIFIER is the opposing force. If failure occurs Identifying:
SITUATION IS TO AWA in one of the first two columns in the “4” 3 APs per RP
obviously best -10 or “5” row, the machine is damaged and Identifying an object consists of be-
reasonable 0 cannot be until it is repaired. Failure indi- ing able to tell what the object does.
risky +5 cates inability to use the object and a 1 The complexity number is the opposing
extremely risky +14 in 6 chance of the object backfiring. Suc- number on the odds table. If failure oc-
sure death +24 cess indicates ability to correctly operate curs in one of the first two columns in the
the item. 2X and 3X are treated as if there “4” or “5” row, the character identifying is
were just a standard “S” result. The time sure that the object does the opposite of
MARTIAL ARTS
it takes to “figure” out the object is the what it actually does do. Failure signifies
15 APs per RP (Subskilis may not item’s complexity minus the character’s the character is unsure of the purpose
be purchased separately.) RPs. The minimum time is one turn. while success indicates the identifier
Melee: Repairing: knows what the object does. 2X means
Melee combat is essential in martial the identifier gets his operating RPs dou-
3 APs per RP
arts training. Characters get a +1 PAR bled when trying to operate the item (if
This is the ability to repair machinery.
bonus for every 3 Martial Arts RPs. In he has operating) and 3X means the op-
Just because someone can repair some-
bare-handed attack, the character gets erating RPs are tripled. The time it takes
thing does not mean he can operate it.
+1 PAR for every 4 RPs and +1 damage to identify the object is the complexity
For example, just because a computer
for every 2 RPs. number minus the rank points of the item.
technician can repair a computer does
The minimum time it takes to identify the
Diving: not mean he knows how to program a
item is one turn.
Martial arts diving is treated the same computer. To repair a machine, the odds
as acrobatic diving. However, if the table is used with the machines complex- Building:
character has martial arts and acrobatic ity as the opposing force. If failure occurs 4 APs per RP
training, the damage reduction is not in one of the first two columns in the “4” or Building an object is a long and com-
cumulative. The greater of the two rank- “5” row, the machine is destroyed. Failure plicated process. The basis is “Building”
ings is used. results in the inability to repair the item RPs versus complexity number. For a full
M-B-L: while success simply means successful description see “Special Devices.”
“M-B-L” stands for “move-block-de- repair. A result of 2X means the next time
the technician deals with a similar item, Designing:
flect.” By moving with an attack, block-
he gets his rank points doubled for use 5 APs per RP
ing it, or deflecting it, damage is reduced.
The actual damage taken is total damage on a similar item. 3X results in a triple of With the use of this skill, characters
minus one-half of the martial arts RPs. his rank points the next time he deals with may invent technical objects of their own
a similar item. To repair an object, the design. The character must, however,
Defensive Throwing: technician must have a tool kit equal to or have the Building Technician skill or have
This is a valuable skill, but it is risky. It greater than the complexity number of the someone with the build skill to have the
is used in defense similar to a block but object (see Game Mastering-Equipment). object built. The use of this skill is ex-
when using defensive throwing, no M-B-L The time it takes to repair the item is its plained in the Special Devices section.

T h e S y s te m 
POWERS

Before purchasing a power, the player the character. When such an alteration
must decide on the source of the power. occurs, the GM and player should work
The source of the power determines the up some physical manifestation of the
ability point cost (APC) of the power. The power. Examples are scales, altered skin
use of a power puts physical drain on the color, and loss of hair.
character and the force usable is the char- Aliens: Aliens powers are those
acter’s APPs With the listing of the individ- powers which are inborn due to ancestry
ual powers is the Ability Power Point Cost (this category does not include Homo-
(APPC) of using the power. The APPC is sapiens). There are three subcategories
subtracted from the APPs of the charac- of aliens: extra-terrestrial, extradimen-
ter and the points are lost temporarily until sional, and lost civilization. Although
the character either recovers on his own some may look humanoid, there is always
or is supplemented by another character. some physical difference from humans,
Powers are also subdivided into attack whether it is green skin or yellow eyes. As
powers (APO) and non-attack powers with mutant powers, there is no APP sup-
(NAP). The type of power (TOP) is listed plement or substitute. An extra-terrestrial
in the power description. comes from another planet, an extradi-
Attack powers use attack and defense mensional comes from another dimen-
ratings to determine success and failure. sion, and one from a lost civilization of
The attack powers have an attack power earth might be from some long lost race
category (APC) to tell which set of ratings of humans. The legendary Atlanteans are
(physical or mental) to use in the attack a perfect example.
process. “-HTH” behind a physical APC Altered Humans: The powers that
indicates the HTH modifier is to be used fall into this category are those that be-
when attacking with such a power. Unlike long to people who were once normal
attack powers, NAP’s are either automat- humans and acquired the powers from and causes 1d6 damage to the character.
ic (auto) or use a success rating (SR) as some means other than radiation or tech- On a 4-6 the damage is severe and caus-
indications in the non-attack power cat- nology. The origin of an alteration power es 2d6 damage. If a part takes 10 or more
egory (NAPC). may be the injection of chemicals, cos- points of damage (cumulative) and is not
A success rating is the number or less mic, or-other strange forces. Powers in totally destroyed, a major discharge and
that must be rolled on 4d6 to succeed at this category may have the APPs supple- 2d6 damage occurs and the part cannot
using a power. There are, however, varia- ment as per the power “APP supplement.” be repaired. The APPs for the bionic part
tions in SR due to circumstances. Because there are no disadvantages to may come from the character, or a power
this source, the ability point cost of the pack (see below). A device on the other
POWER SOURCES power is doubled. hand is separate from the character’s
The GM has a say so in the source of Magic: This is dealt within its own body and the device requires a power
the abilities because he is.in charge of the section, “Magic and spells.” pack. A device may be taken away from
setting of the game. He may, therefore, Technology: A technological power the user and used by another character.
limit the capacity of the power and/or the has a technology level. The technology When purchasing a device, it is neces-
source of the power. level is equal to the ability point cost of sary to give it stamina to allow it to take
Mutation: A power derived from a the power. When detailing settings, the damage. The STA cost for a device is 5
change in genetic structure is considered GM decides on the technology level of ability points per STA point. Unless com-
a mutation. All costs apply as normal but the setting. The technology level (or “TL”) pletely destroyed, devices and bionics
no substitutions for APPs may be made. of the power may not exceed the TL of the may be repaired by a technician. A device
In other words, there can be no special setting. There are basically two sources is considered destroyed when its STA is
objects which supplement the charac- of technological powers. These are bion- reduced to 0 or below. If the STA never
ter’s APP. The source of a mutation might ics and devices. The ability cost is normal goes under 1, the device may be repaired.
be a weird DNA combination at birth or but there are drawbacks. In the case of Power packs are battery-like devices
exposure to radiation. Depending on the bionics, the machines are implanted in or that may power technological powers.
setting, the character should discuss on the character’s body and cannot be The cost of a power pack is 5 credits for
with the GM the source of the mutation. removed except by major surgery. If the each APP in the power pack. Therefore,
There is no limit to the capacity of a mu- part is hit in battle (chance of this is deter- a power pack with 100 APP would cost
tant power. For each power from a muta- mined by the GM) there is a 2 in 6 chance 500 credits. However, unlike a character’s
tion, there is a 50% chance (1-3 on 1d6) of the bionic part releasing a discharge. APPs, power pack APPs may not be re-
that the power has, in some way altered On a 1-3 on 1d6, the discharge is minor covered. Once used, they are gone.

10 T h e S y s te m
Weapons: Some weapons are tech- several things in the power descriptions tion will work against physical or mental
nological. To classify as such the power that may not be understood until reading damage. The character may buy both but
must have its own source of power (via the “BASIC RULES” section. they must be purchased separately. The
a power pack, for example). Swords and ability point cost for damage absorption
bows, on the other hand, require no pow- Absorption is 3 points for each point of damage able
er other than that of the wielder. Unlike This power is the ability to absorb or to be absorbed. All damage other than
powers and devices, this class of weap- take in others powers, skills, etc. from that absorbed is applied as normally.
ons (Class I Weapons) costs money, not either other characters, animals, or the The APPC of the power is 1 APP for each
ability points. Class I weapons are dealt environment. For the absorption to occur, 5 points of damage absorbed, round-
with after magic. the character must touch the object from ing up. The character does not have to
which he wishes to absorb. The player use the power’s full potential, though he
must first decide the class of absorption: may. Because the power does not fit as
mimic, trade, or remove. In mimicking, a mimic, trade, or remove, there is no ad-
the character duplicates what is being ditional cost.
absorbed while the original keeps what III. Basic Ability Absorption
is being absorbed. Trade, on the other
TOP: APO • APC: Phys-HTH
hand, actually trades the character’s abil-
Cost: see below • APPC: see below
ity for the subjects. Finally, remove actu-
ally takes away the characteristic. Below Upon the absorption of a basic ability,
are the characteristics that may be ab- the character replaces his characteristic
sorbed and the class of absorption for with the one absorbed. Ratings are ad-
the characteristic. In addition to the listed justed as needed. The ability point cost
ability point cost, there is a + 10 cost for is 5 points for every point of Charac-
mimic, +5 ‘ for trade, and +15 for remove. teristic the character is able to absorb.
The cost of the power does not take into Basic Ability Absorption may be mimic
account the class of absorption. There or trade. In the case of trade, the per-
are 5 types of absorption. son from whom the characteristic was
absorbed receives the absorbing char-
I. Power Absorption acter’s normal rating. For every 3 points
TOP: APO • APC: Phys-HTH the character absorbs, there is an APPC
Cost: Special • APPC: Special of one. The APPC is paid for every turn
In power absorption, the character ab- the characteristic is retained. However,
sorbs some power from another charac- for the duration to increase requires 5
ter. With the use of this power the char- ability points per turn of duration.
MONEY FOR POWERS acter may have in possession only one IV. Memory Absorption
Some powers may be bought by cred- other power at a time unless he buys
TOP: APO • APC: Phys-HTH
its easily by spending credits equal to the Power Absorption a second or more
Cost: 5/pt. • APPC: 1/3 pts.
ability point cost (APC) multiplied by five. times. Power absorption has a rating to
itself. For every 3 points of the power, The character is able to receive his
The ability of doing as such is listed by an
the character receives one rating point. opponent’s memory. For every point of
asterisk(*) appearing by the power’s title.
A character cannot absorb an ability with the power, the character receives the
However, availability and limit to ability
an ability point cost higher than his rat- other’s memory for 1 turn. The APPC is 3
points may be limited by the GM.
ing points. The power must be equal to points for every point of the power used.
This power can be only mimic. From the
LIST OF POWERS or less than the rating points. Power ab-
memory, the character can detect man-
sorption may mimic or remove only. The
Following is a list of powers. Each pow- ability point cost for a one turn duration is nerisms, beliefs, etc. displayed within
er is first identified by name and is then 5 ability points for 3 points of the power.. the past.
followed by statistics and a description For each additional turn the power may V. Appearance Absorption
of the power. The statistics are the type be retained, there is an additional cost of
of power, followed by the category of the TOP: APO • APC: Phys-HTH
5 ability points per extra turn of retention. Cost: 50 • APPC: 5/turn
type of power, then the ability point cost The APPC of the power is paid at normal
of the power and the ability power point This power is simply the ability to look
rates for the absorbed power. The APPC exactly like the object touched. This in-
cost of using the power. The cost of the for absorbing is 1/10 the ability point cost
power is the amount of ability points that cludes clothing and equipment. This is
of the power absorbed, rounding off. appearance only. Characteristics, pow-
must be spent in order to have that pow-
er. The APPC or the ability power point II. Damage Absorption ers, etc. are not absorbed. The ability
cost is the effort needed to use a certain TOP: NAP • NAPC: auto point cost is 50 and the APPC is 5 per turn
power. This is the amount that must be Cost: 3/point • APPC: 1/5 pts. the disguise is retained. Once stopped,
subtracted from a character’s APPs when Damage absorption actually allows the character must make another suc-
using the power. If he does not have a the character to absorb damage caused cessful attack roll to absorb the appear-
sufficient amount of ability power points, by attacks. At the time of purchase, the ance again.
then he cannot use the power. There are character decides whether the absorp-

T h e S y s te m 11
Acid Body Matter Change Elemental Generation
TOP: APO • APC: Phys TOP: NAP • NAPC: auto TOP: NAP • APC: auto •
Cost: 15/die • APPC: 1/die Cost: 25/die • APPC: see below Cost: 10/die • APPC: 2/die
A spray of acid may be shot by the By this power, the character’s body can With this power, a character can create
character. Against metal, the character change to a specific substance and take either fire, air, earth, or water. When pur-
gets a +2 attack bonus. The cost is 15 on the properties of the substance while chasing the power, the character choos-
ability points for every die of damage and keeping his own shape. In HTH combat, es one of these four types. The area of the
the APPC is one for every die of damage damage is increased by one die for every produced substance is one hex per die.
put into the attack. die of the power if the substance is ap- Upon the creation, dice are rolled for the
plicable (like electricity, fire, and stone substance (equalling the number of dice
Animal Control but not substances like water and gases). in the power). The damage done by the
TOP: NAP • NAPC: SR If the substance is sol id or liquid, dam- substance equals the amounts of points
Cost: 3/pt. • APPC: 2+1/turn age taken from others is decreased by in the substance. Where applicable, the
When controlling animals, once a 2 points for every die of the power. The weight of the substance is 10 multiplied
successful SR roll is made, the charac- APPC for the power is 5 pert, die to turn by the points of the substance.
ter may control an animal with an INT on and 2 points per die for every turn the
equal to or less than the character’s change is maintained. Elemental Control
mental ability. At the time of purchase, TOP: see below • APC: see below
the character must decide the type of Cling and Climb (SPIDERWALK) Cost: 4/pt. • APPC: see below
animal he wishes to control (like cats, TOP: NAP • NAPC: SR With this power, a character can control
birds, or maybe horses). Once control is Cost: 2/pt. • APPC: none either fire, air, earth, or water. When pur-
established, it maybe maintained as long By the use of this ability, the character chasing this power, the character chooses
as the character pays the APPC. Once is able to stick to and move across walls, which of the four he wishes to have. The
control is let down, another SR must be ceilings, etc. as if they were ground. The character purchases points. These are the
made to reestablish control. This power SR roll is made only when performing in- points of substance he is able to control.
uses a SR and for every hex the animal tricate moves or on slick surfaces. The This number also doubles as the SR for
is away from the character there is a -1 character is able to apply leverage where this power. Upon successful SR roll, the
penalty to the SR. The ability point cost there normally would not be leverage. character can manipulate the substance.
is 3 for each SR point. The APPC is 2 This power treats the force of gravity as For every hex in distance from the sub-
to attempt and 1 per turn, after the first, if it were perpendicular to the surface the stance, there is -1 to the SR. The manipu-
control is kept. character is upon. lated points of the substance may cause
damage equal to their points or take dam-
Density Control age. If the substance takes more damage
TOP: NAP • NAPC: auto • Cost: than it has points, it is destroyed. If being
10/pt. • APPC: 1/5 pts. used as a shield, it takes all the damage it
By controlling his density, a charac- can before the character takes damage.
ter can increase or decrease his mass. The ability point cost is 4 per point. The
For each point used, the character can APPC is 1 for every 3 points used in the
adjust his weight level up or down. The initial try and 1 per 6 points for each turn it
character must decide upon purchase is maintained. By mixing areas of control,
whether the increase will be up or down. the character could control weather, etc.
For every 6 points of density greater than
his STR, the character receives a bonus Energy Blast
of one die in HTH damage. However, if TOP: APO • APC: Phys
his density points are greater than his Cost: 10/die • APPC: 1/die
Armor
STA his AGI is reduced by four, PAR is By use of this power, the character can
TOP: NAP • NAPC: auto
reduced by one, and PDR is increased attack with some form of energy. It may
Cost: 3/pt. • APPC: none by one. The character gets physical dam- by electricity, sound, light, etc. Damage is
Damage from physical attacks is re- age taken reduced by one for every point by dice. The cost of this ability is 10 per
duced by armor. Armor could come from of density above the character’s weight die and the APPC is one point for each
thick skin, a specialized suit, or plain old level. The character may -lower his die used.
metal armor. Armor reduces ability by 1/10 weight level to 0 giving him a 0 weight ef-
of the total points. Therefore, a character fect. That is, the character weighs noth- Energy Manipulation
with 50 points of armor has his agility re- ing. If the character’s density is less than TOP: NAP • NAPC: SR
duced by 5. The character and GM must his STA, AGI is increased by 4, PAR is Cost: 3/pt. • APPC: see below
work out the source of the armor and the increased by only, and PDR is decreased
effects on appearance. For every point of With this power, the character can
by one. The cost is 10 per density point manipulate one form of energy. He can
armor, damage from physical attacks by and the APPC is 1 point for every 5 den-
one point. The cost of this power is 3 abil- increase or decrease the force of the
sity points used, per turn. energy. It can also be used as a defense
ity points per point of armor.

12 T h e S y s te m
against the same substance as that being saying so. The cost is 10 per point and the purchase whether he will buy for MDR or
manipulated. This power can be used in APPC is 2 per point used per turn. PDR or both. The points purchased are
conjunction with energy blast. For exam- then, when activated, subtracted from
ple, the energy blast can have no target Emotion-Control the proper defense ratings in a combat
and be in existence until it does damage TOP: APO • APC: Mental situation. The ability point cost is fifteen
equal to its damage points. It can be used Cost: 15/pt. • APPC: 3/pt.+1/turn per point and the APPC is one per point
as a shield until it takes maximum damage Characters with this power make per turn.
(points equalling its own). The SR doubles others act according to the emotion in-
as the damage points of the energy that stalled in the victim. Upon purchase, the Gliding
the character can control. The character character decides which emotion he will TOP: NAP • NAPC: auto
can increase the damage points up to but be able to install. For each point of the Cost: see below • APPC: 1/10 hexes
not exceeding his own SR. For every 10 power, there is one hex range and one Gliding is pretty much what it says. For
damage points of the energy, it may take turn duration. The cost is 15 per point a character to be able to use gliding, he
up one hex. The damage points can be and the APPC is three per point on the must be at least one hex (2.5 feet) above
decreased to zero. The cost of the power original turn of installation and one per the ground. This power is purchased in
is 3 ability points for each SR point and point every turn afterward. hexes. In one action (see Basic Rules sec-
the APPC is one for each 3 points of the tion), for every hex above the ground, the
substance controlled per turn of control. character can glide the number of hexes
Environmental Independence
The source of energy might be a match purchased. For example, if a character has
(for flame control), and electrical line (for TOP: NAP • NAPC: auto
Cost: 3/turn • APPC: 1/turn 7 hexes of gliding and is 3 hexes above
electrical control), etc. The range of con- ground level, he may glide up to 21 hexes.
trol is one hex per SR point. With this power the character can sur-
vive in any environment or atmosphere Gliding is substituted for regular move-
with no need of normal life-sustaining ment on the turn. The ability point cost of
Extra Limbs gliding is 3 per hex and the APPC is 1 for
functions. The duration is in turns and
TOP: NAP • NAPC: auto every 10 hexes glided, rounding up.
the cost is three ability points per turn
Cost: 15/limb • APPC: none
for maximum duration. The APPC is one
The character gains a prehensile limb APP per turn. Gravity Control
capable of whatever motions and actions TOP: NAP • NAPC: SR
of that kind of limb of the same size. It Cost: 15/pt. • APPC: 1/pt./turn
could be a tail, extra are, etc. The STR With this power, the character can alter
of the limit is the same as the STR of the the amount of gravitational pull on an ob-
character. There are no extra attack bo- ject. The SR doubles as the effectiveness
nuses. The cost is 15 ability points for of the power. The points are the factor
each extra limb. multiplied by the weight of the object af-
fected. That is, the SR is multiplied by the
Extraordinary Senses weight of the object being affected is the
TOP: NAP • NAPC: auto maximum weight of the object. The maxi-
Cost: 5/hex • APPC: none mum weight multiplied by negative one re-
With this power, the character can de- sults in the minimum weight of the object.
tect exactly everything in the hex/range If the weight is negative then the object,
radius of the character. If, for example, in essence, “falls upwards.” If the STR of
there is a ring concealed in a hollow an affected object is not sufficient to lift,
stone, the character can pick this up. This Flight what he weighs then the object (person
power negates the advantages of an at- TOP: NAP • NAPC: auto or whatever) will fall to the ground help-
tacker from behind if the attacker is in the Cost: 5/hex • APPC: 1/3 hexes less. For every 50 pounds that the weight
range of the power. The character may Flight is a movement ability and the exceeds lifting ability, there is 1d6 dam-
also detect invisibility. The cost is 5 ability character can fly during one action (See age to the object. The range of this power
points per hex in range. Basic Rules section) the number hexes is one hex per SR point. The cost of this
purchased. This is not considered an ac- power is 15 points for each SR point. The
Empathy tion, however. Also, if any flying is done APPC is one for each point used per turn.
TOP: APO • APC: Mental during the action, the 15 points of move-
Cost: 10/pt. • APPC: 2/pt.+1/turn ment cannot be used, except for the Growth
With the use of empathy, the character action option (explained in detail in the TOP: NAP • NAPC: auto
may feel the emotions of another charac- Combat section). Cost: see below • APPC: see below
ter. It is a simple mental attack doing no By using this power, the character can
damage. For each point purchased, it has Force Field increase size at will. Growth works on a
a range of one hex and a duration of one TOP: NAP • NAPC: auto system of levels. The level represents the
turn. Therefore, a person with six points Cost: 15/pt. • APPC: 1/turn maximum factors of the character. In other
may empathize with a character up to 6 By the use of a force field, a character words, to determine the tallest one can
hexes away for up to 6 turns. The duration lowers his MDR or PDR by the points of grow, the character’s height is multiplied
may be shortened just by the character the power. The character decides upon by the level. The only exception is level

T h e S y s te m 13
one whose factor is not 1 but 1.5. In ad- PDR of the character it is attacking. An Impact Beam
dition to height, the weight, movement illusion can be discontinued just by the TOP: APO • APC: Phys
ratings, and STR of the character are mul- attacker’s will to do so. An illusion cannot Cost: 15/die • APPC: 3 /die
tiplied by the level factor. This is to repre- by used on unconscious characters. An The impact beam is an attack utilizing
sent the increased scale of the character. illusion does not create matter, just belief waves of vibratory force. It is treated as a
For each level of growth, PAR and PDR in it. Therefore, a platform could be “illu- physical attack and damage is rolled on
are increased by the number of the level. sioned” but any character believing he is the dice of the attack. The attack affects
The cost of this power is somewhat odd. standing on the platform would actually all objects in the target hex. Therefore,
The level squared times ten is the cost of be standing on the ground. The cost of each die of damage is applied to every-
to buy up to that level. The formula for the illusion is 20 per die and the APPC is 2 thing that will take physical damage. This
cost is cost=level2x10. For example, a lev- per die to create the illusion but no addi- includes any devices or weapons the vic-
el of 3 would cost 90 points (32x10). The tion to continue or diminish. The illusion tim may be carrying. The ability point cost
APPC is 5 per level to grow but none to lasts until it is destroyed or disbelieved. is 15 per die and the APPC is 3 per die
stay enlarged or to reduce. The APPC for an illusion is a number used.
equal to the STA for the illusion created.
Illusion If a character wishes to limit amount of Infra-red Vision
TOP: APO • APC: Mental STA placed into the illusion, he must state
TOP: NAP • NAPC: auto
Cost: 20/die • APPC: see below so before the STA roll is made. Otherwise,
Cost: 5/hex • APPC: 1/10 turns
With this power, upon a successful the illusion drains the full APPC equal to
the STA, with a maximum STA and APPC Infra-red vision allows the character
mental attack, the character can make to see in the dark by use of the infa-red
another being believe in something that is equal to the full amount of the character’s
APPC reservoir. spectrum, by seeing heat wave varia-
not really happening. Because the men- tions. A source of heat like a lantern, will
tal image is so real, the mind controls the form shadows like darkness in light. In
body as if the situation was real. Therefore, Image
other words, lightness in dark. This pow-
if a character believes he is on fire, he will TOP: NAP • NAPC: SR
er allows the character to see objects not
take damage. If the illusion is such that Cost: 5/pt. • APPC: 1/3 hexes normally visible. It does not work well in lit
an actual occurrence of the illusion would An image is similar to an illusion in that areas. The cost of this power is 5 per hex
cause damage, than the believing char- it simulates the appearance (smell, taste, in range. The APPC for this power is 1 per
acter will take damage (mind over matter sight, sound, etc.) of something. Unlike 10 turns, rounding off.
kind of stuff). The number of dice in the an illusion, however, it is not an attack on
illusion determines the illusion’s STA. The a character but is simply the creation of Invisibility
illusion may be attacked by the believing an image present to all those who view in
TOP: NAP • NAPC: SR
character only. Once the character has the direction of the image. An image is an
Cost: 5/pt. • APPC: 2/turn
destroyed the illusion (does enough dam- inanimate creation of one thing. The size
age to lower the STA of the illusion below of the image can be up to the number of With this power, the character can-
0) the illusion is dispelled. One-half of the hexes equal to the SR of the character. not be detected by normal vision but the
dice of the illusion are used in determin- An image is dispelled by an object simply character can by detected by sonar, in-
ing damage. For example, an illusion of a touching it or moving through it while the fra-red, etc. Position could be given away
tank by the character Mindshadow is an moving object continues, unaffected. An by clumsily bumping into objects, or us-
8d6 illusion. Upon a successful mental image, like illusion, does not create mat- ing visible attacks. The invisible character
attack, he rolls a total of 31 on the eight ter, it simulates it. The cost is 5 per SR can be detected by any other character
dice. The STA of the illusion is 31. The point and the APPC is one per 3 hexes making a successful awareness roll or
damage caused to the believing person by of image, rounded up. If the character the use of a special detection power. The
the tank is 4d6. When an illusion attacks wishes to have an animate image, the awareness minus the SR of the invisible
its believer, the MAR of the character that cost is double of the regular image while character is the roll that must be made or
created the illusion is used against the the APPC remains the same. less on 4d6. The cost is 5 per SR point
and the APPC is 2 per turn.

Leaping
TOP: NAP • NAPC: auto
Cost: 4/hex • APPC: 1/5 hexes
By use of this power, the character
can jump great distances. He can use
this power to jump vertically or horizon-
tally the distance in hexes. The cost is 4
per hex and the APPC is one per 5 hexes
jumped. This is the number of hexes the
character can jump during one action
(see Basic Rules section) . The character
gets the action and substitutes the leap-
ing for normal movement.

14 T h e S y s te m
Psychic Self-Control
TOP: NAP • NAPC: auto
Cost: 15/pt. • APPC: see below
With the use of psychic self-control,
the character can control his bodily and
mental actions through the use of will-
power. He can withstand pain, concen-
trate intensely, hold out longer, etc. The
points of will power are used in a very ver-
satile manner. When being applied (with
GM’s consent), the points may tempo-
rarily be added to a basic ability (except
Con. Class, STA, and APPs), increase the
effect of an ability, etc. For every point of
this power that a character has, the pow-
er may be used that long in turns. Before
being able to use it again, he must not
use it the number of turns he has used it
Mental Armor suicide) he gets to make a mental ability
before resting. Example: For three turns
TOP: NAP • NAPC: auto check. The control lasts until a * mental
a character uses his psychic self-control.
Cost: 5/pt. • APPC: none ability check succeeds or the turns of the
He must wait three turns before he may
Damage from mental attacks is re- power run out. If other characters try to
use it again. Psychic self-control may be
duced by the use of this power. The talk the control led character out of the
used on only one application at a time.
damage is reduced by the points of the control, each action spent gains an ad-
The cost of this power is 15 per point.
power just like normal armor does for ditional mental ability check. The cost is
If the GM wishes, he can put an APPC
physical attacks. Unlike physical armor, 25 per turn of control with an APPC of 5
on certain applications and decides the
there doesn’t have to be any outward per turn.
APPC of the application.
sign of the armor. The points of mental
armor are the points of mental damage Night Vision
Pyrotechnics
that may be ignored per turn. This applies TOP: NAP • NAPC: auto
TOP: APO • APC: Phys
to illusion, mental blast, etc. There is no Cost: 5/hex • APPC: none
Cost: 15/die • APPC: 2/die
APPC. With night vision, a character can see
This power can range from a blinding
as if the darkness was light. In dim light
flash against one character to a dense
Mental Blast the range is halved and in full light, the
cloud of smoke covering several hexes.
TOP: APO • APC: Mental effects of night vision are obsolete. The
Upon a successful physical attack, a
Cost: 20/die • APPC: 2/die cost is 5 per hex in range and there is no
flash blinds a character for the number of
A mental blast is a mental attack on an APPC. Invisibility cannot be detected by
turns determined by the total on the roll
opponent that causes straight out dam- night vision.
of the dice of the power. In the case of
age to the opponent. On each roll of 6 smoke, for each die the smoke can con-
on ‘ the damage dice, the victim loses 4 Polymorph
sume one hex and lasts a number of turns
points of Mental Ability, 1 point of MAR, TOP: NAP • NAPC: auto equal to the total on the roll of the dice of
and adds one to his MDR for the next 1- Cost: 50/form • APPC: 3+1/turn the power. The smoke is thick enough to
6 (1d6) turns. If Mental Ability is lowered Polymorph allows a character to be treated as darkness and remains sta-
to 0 or below, treat it as 0 and the MAR change shape but not abilities, size (un- tionary. In the case of smoke, the physical
loss and MDR gain stop. The cost of this less the character has size-changing attack is made on the hex. The range is
power is 20 per die and the APPC is 2 per abilities), weight, etc. Upon purchase, the one hex per die and the APPC is one per
die put into the attack. Range is one hex character must choose which category die. The ability point cost of pyrotechnics
per die. he is purchasing: disguise, creatures, or is 15 per die.
inanimate objects. For disguise, the char-
Mind Control acter can appear exactly the same as any Radar
TOP: APO • APC: Mental creature of about the same height and TOP: NAP • NAPC: auto
Cost: 25/turn • APPC: 5/turn build. For creatures, the character should Cost: 5/hex • APPC: 1/turn
This is the ability to control another decide upon the type of creatures he can
With the use of radar, the character
character’s actions. To make contact, the look like (dogs, cats, dragons, bears,
can see detailed outlines of his surround-
attacker must make a successful mental etc.), but at his size. Finally, if he changes
ings within a certain range of hexes. This
attack and the attacked person must be to look like inanimate objects he can ap-
power eliminates the advantages of an
in sight. Once the attack is successful pear as that of objects of a size similar
attack from the rear. The cost is 5 points
the controlled character will obey simple to his own. The cost is 50 for one of the
per hex in range and the APPC is one
orders but if ordered to do something three forms and the APPC is 3 to change
point per turn.
he normally would not do (like commit plus one per turn to maintain and none to
change back to normal.

T h e S y s te m 15
Radiation Resistance For example, a character with 24 points of
TOP: NAP • NAPC: auto this power could move 20 weight levels (
Cost: 50/level • APPC: see below 200 pounds ) a distance of 4 hexes during
By use of radiation resistance, dam- one action. A weight level repulsion/at-
age from radiation is halved. If bought traction equal to the points of the power
twice, damage is one-fourth normal and would simply hold the object in its place.
if purchased three times, damage is one- The cost is 5 per point and the APPC is 1
eighth normal, and so on. The cost is 50 per 2 points used.
ability point per halving. The APPC is 2
points for every half. Resistance
TOP: NAP • NAPC: auto
Radiation Blast
Regeneration Cost: 2/pt. • APPC: 1/6 pts.
TOP: APO • APC: Phys
TOP: NAP • NAPC: auto Resistance simply reduces damage
Cost: 40/die • APPC: 4 per die
Cost: see below • APPC: 1 from specific attacks. Upon purchase,
This power is the emission of conic nu- the character decides what his resistance
clear particles in an intense beam. Radia- Regeneration is used in conjunction
with Con. Class. With the use of regen- will be effective against heat, cold, radia-
tion attacks which do a certain amount tion, etc. and any damage from such an
of damage may cause side effects in ad- eration, a character recovers STA and
APPs every turn instead of every 10 turns attack is reduced by the points of the re-
dition to normal physical damage. If the sistance. The cost is 2 ability points per
total points of damage are from 21 points (see “Healing” in the basic Rules section).
The cost of the ability is 10 times the Con. point of the power and the APPC is 1 per
to 49 points, a roll should be made on 6 points used, rounding up.
“Table RE1: Minor Radiation Side Effects” Class of the character. The APPC is one
to determine the effect. If the damage point per turn.
Self-Weaponry
ranges from 50 to 99 points, a roll should
be made on “Table RE2: Severe Radiation Repulsion/Attraction TOP: NAP • NAPC: auto
Side Effects.” Finally, if damage exceeds TOP: NAP • NAPC: auto Cost: 15/pt. • APPC: 1/use
99 points, a roll should be made on “Ta- Cost: 5/pt. • APPC: 1/2 pts. This is a power which enables the char-
ble RE3: Major Radiation Side Effects.” By the use of this power, the charac- acter to gain bonus damage and hit prob-
All rolls are made on 1d6. ter can attract objects to himself or away ability from some form of fangs, claws,
The cost of radiation blast is 40 points from himself. The points of the power go and other HTH attacks originating from
for every die and the APPC is 4 points per to distance and weight. The character de- a bodily source. For every point of the
die. These costs are so high because of cides how many points will go to distance power, the character gets +1 to his HTH
the threat of the radiation. and how many points will go to weight. modifier when using the certain ability.
Also, STR damage in HTH is increased by
1 point for every point of the power. The
APPC is one per use.
RADIATION EFFECTS TABLES

TABLE RE1: Minor Radiation Side Effects


ROLL EFFECT FREQUENCY AND DURATION
1 sickness/nausea 1 week
2 severe headaches 2X day for 1 year
3 dizzy spells 3X day for 2 years
4 cancer loses 1 Con. Class/month if left untreated;
fatality results when Con. Class reaches 0
5 blindness 1 year (1 in 6 chance permanent)
6 deafness 1 year (1 in 6 chance permanent)
Shrinking
TABLE RE2: Severe Radiation Side Effects TOP: NAP • NAPC: auto
ROLL EFFECT FREQUENCY AND DURATION Cost: see below • APPC: see below
1 brain damage permanent (loses 2d6 INT) At will, a character with this power can
2 deafness permanent reduce in size. Shrinking, like growth,
3 blindness permanent works on a system of levels. The levels
4 severe cancer fatal in one to three months, work the same as growth but weight,
regardless of Con. Class height, and STR are divided by the levels,
5 mutation permanent (GM decides mutation) not multiplied. For each level, PAR and
6 paralyzation permanent (1 area of body) PDR are decreased by the number of the
level. The cost of the power is the level
TABLE RE3: Major Radiation Side Effects squared times ten and the APPC is 5 per
ROLL EFFECT FREQUENCY AND DURATION level to shrink but to maintain or return to
1-4 death permanent normal size.
5-6 mutation permanent (GM decides mutation)

16 T h e S y s te m
Speed Increase The MAR is used against the PDR of the Where applicable, range equals one hex
TOP: NAP • NAPC: auto victim. Used as a defense, a telekinetic per point, damage equals one point per
Cost: 5/pt. • APPC: none wall could be set up and physical dam- point, and duration equals one turn per
Speed increase raises the age would be reduced by the points of point. The cost is 15 per point and the
movement rating of the character. For the wall. The cost is 10 per point and the APPC is 1 per point.
every point purchased, the movement APPC is 1 per point per turn.
rating is increased by one. The character, Transmutation
therefore, gets to take more actions (see Telepathy TOP: APO • APC: Phys
Basic Rules section). The cost is 5 per TOP: APO • APC: Mental Cost: 15/pt. • APPC: 1/pt.
point but there is no APPC. Cost: 10/hex • APPC: 1/hex/turn A character with transmutation has
By the use of telepathy, a character the ability to change one substance into
Stretching may communicate with other minds in another. The points of the power tell
TOP: NAP • NAPC: auto sending or reading. When reading a mind, the maximum weight level that can be
Cost: 5/hex • APPC: 1/5 hexes the character must make a mental attack changed. However, the entire object must
With the use of this power, the charac- to establish contact but the subject must be equal to or less than the maximum
ter can stretch portions of his body. This be in range. The power is purchased for weight level of the power. The points of
allows a HTH attack on a character not in the range in hexes. Sending thoughts re- the power must be divided among weight
an adjacent hex. The length that a stretch quires no mental attack, just range. The and duration. For example, a character
can be made is in hexes. If the charac- cost is 10 per hex in range and the APPC with 10 points could change an object of
ter wishes to span an area, the area that is one per hex per turn. weight level 3 for 7 turns. If a living thing
can be spanned is the hexes of the power is transformed into an non-living object
plus on hex (for the body of the charac- Teleportation and is broken, - the pieces remain trans-
ter). The cost is 5 ability points per hex TOP: NAP • NAPC: auto formed until they are placed together in
and the APPC is one per 5 hex stretch, Cost: 15/hex • APPC: 1/hex the correct position, whereas the subject
rounding off. A character can instantaneously trans- comes back to life. The cost is 15 per
fer his body from one place to another by point and the APPC is one per point used.
Super-Hearing the use of teleportation. The character The range is one hex per die.
TOP: NAP • NAPC: auto must see or be familiar with spot to which
Cost: 5/hex • APPC: none he is going to teleport. At the end of each
With the use of this power, the char- teleport, the character must make an
acter can detect extremely high and low awareness check (see Basic Rules sec-
frequency sounds within the range of the tion) with his AWA at its normal number
power. The character can even hear radio minus the number of hexes he has tel-
waves, etc. The cost is 5 per hex range eported. If he fails, he is dazed for the
and there is no APPC. duration of the turn and he loses his ac-
tions and any built up movement left over
Telekinesis (see Basic Rules Section). If the character
teleports into a solid object, he dies. The
TOP: NAP • NAPC: auto
cost is 15 per hex and the APPC is one
Cost: 10/pt. • APPC: 1/pt.
per hex transversed. Teleportation is con-
This power allows the character to sidered movement and is exchanged ap-
move objects with the use of his mind. It propriately during the action sequence.
works on a system of points. The weight
that he can move is such that it treats the Water Abilities
Toxin
points of the power as if they were STR.
TOP: APO • APC: Phys TOP: NAP • NAPC: auto
Telekinesis works similar to repulsion/ at-
Cost: 15/pt. • APPC: 1/pt. Cost: 10/pt. • APPC: 1/10 turns
traction. The points for the power are di-
vided between weight and distance. This This power uses some form of toxic The main gain of this power is the abil-
power could also be used as an attack. substance to create ill effects in oppo- ity to breath under water and the charac-
The range would be 1 hex per point and nents. Upon a successful hit, the oppo- ter moves as easily in water as humans
the “telekinetic fist” would be treated as if nent has some side-effect. The actual do on ground. The water character may
it were a fist with STR equal to its points. effect should be discussed with the GM. substitute the points of this power for his
AGI while submerged (making any other
changed as necessary). While under wa-
ter, the Con. Class of the character is in-
creased by one and the character can see
by use of the green end of the spectrum.
Water’s effect on the character during
combat are ignored with this power. The
cost is 10 ability points per point of the
power and the APPC is one per minute.

T h e S y s te m 17
SPECIAL DEVICES

Eventually, a player will wish for his Device Outline Example: Once the designer succeeds in a de-
character to have some technological Dr. O. Zone (a superhero character) sign attempt, the design attempt need
item that is not readily available. In this wants to design and build a jetpack and never be made again, even if ensuing
case, a special device must be built. gives it the following attributes: build attempts fail.
STR: 24 (able to lift 240 pounds in weight) Design Example:
OUTLINING THE DEVICE STA: 16 (able to take damage) In the above example of the jetpack, its
The character begins by creating a gen- APPs: 40 (power to operate) complexity number is 33. Dr. O. Zone has
eral outline of the device. Then, under the 6 Hex Flight: 30 a Design skill of 12. Comparing values, it
supervision of the GM, use the “Special PRELIMINARY ABILITY COST: 110 is found that the Dr. O. Zone’s design at-
Device Worksheet” (found on page 27) Standard Size Level: 5 tempt odds are approximately 1 to 3. The
to assign points to the abilities the spe- Preferred Size Level: 3 Dr. must roll a 21 or better on 4d6 to suc-
cial device will have. If the special device Size Cost Modifer: x3 ceed in designing the special device.
is going to have special powers, decide FINAL ABILITY COST: 330
which powers, how great their effect, and Complexity number: 33 BUILD (CONSTRUCTION) PHASE
the ability point cost of the powers. Cost: 8,250 credits The time it takes to build a special
SIZE OF THE DEVICE device is a number of days equal to the
Once the abilities and powers have DESIGN AND item’s complexity number. All monetary
costs for a special device must be outlaid
been outlined for the device, total the var- CONSTRUCTION at the beginning of this time period.
ious costs of the abilities, attributes and
Design and construction of a special At the end of the build phase, the build
powers to determine the item’s Prelimi-
device are two separate actions but the attempt is made by the builder, using his
nary Ability Cost. Compare this number
special device’s complexity number is Build Skill RPs vs. the complexity number
against “Table SD1: Special Device Size
used in both. of the item to determine his odds of suc-
Chart” to determine the Standard Size
Level of the special device. cess. The rolls on the Odds Table to de-
DESIGN PHASE termine the success or failure of the build
If the preferred size is smaller than the
The time it takes to design plans for a attempt.
standard size, the size cost modifier is
special device is a number of days equal If a build attempt fails, the total mon-
equal to the Guass formula for the differ-
to the item’s complexity number. etary cost of the object is lost, regardless
ence between the standard size level and
Once the plans have been completed, of a successful design attempt.
the preferred size level—that is [n x (n+1)]
a design attempt is made. First, the de-
divided by two, where “n” is the differ- Construction Example:
signer compares his Design Skill RPs to
ence between the standard and preferred Dr. O. Zone has a Build skill rank of 18.
the complexity number of the device to
size levels. Comparing this to the complexity number
determine his odds at success. Using the
Multiply the Preliminary Ability Cost by of 33, his chances of building the item
Odds Table, he then rolls to determine
the Size Modifier to determine the Finaly successfully are approximately 1 to 2 . He
success or failure in the design attempt.
Ability Cost of the Special Device. This must roll a 19 or higher on 4d6 to succeed
If the designer fails during the design
number is then divided by ten to deter- in the build attempt. If he were to fail in
attempt, no build attempt may be made
mine the complexity number of the spe- the build attempt, he would be out 8,250
and he must wait a number of days equal
cial device. Finally, multiply the complex- credits, but he would still have the correct
to the complexity number of the special
ity number by 250 to find the monetary plans, and could attempt the build again,
device before making another attempt.
cost of the special device. given he had the money to spend on the
attempt.

TABLE SD1: SPECIAL DEVICE SIZE CHART


ABI. Pt. APPROX. size Size weight IN
COST DESCRIPTION LEVEL POUNDS
0-5 size of insect 1 less than 1
6-20 pocket-sized 2 less than 5, greater than 1
21-50 easily portable 3 less than 10, greater than 5
51-100 man-sized 4 less than 50, greater than 10
101-250 pantry-sized 5 less than 500, greater than 50
251-500 room-sized 6 less than 5000, greater than 500
501-1,000 size of house 7 less than 50,000, greater than 5000
1,001+ warehouse-sized 8 greater than 50,000

18 T h e S y s te m
CLASS I WEAPONS

A different aspect of combat is the use in a weapon group, the character is an


of weapons. Normally, one may consider expert with a type of weapon (swords or
a gun or cannon to be a weapon. How- pole-arms, for example.)
ever, in The System, these are considered The cost of individual weapon training
special devices. Class I Weapons refers is 5 ability points per level. The cost of
to any of a variety of “non-powered” weapons group is 25 points per level. The
weapons that rely solely on the human cost of all weapons is 100 ability points
body for their use. This includes swords, per level.
spears, clubs, daggers, throwing stars,
slings, and bows and arrows. BUYING WEAPONS
To use a weapon efficiently, a character Upon the purchase of the weapon, the
must be trained in its use. Therefore, it is character must decide what the weapon
a good idea to get a weapon skill (which will be. Weapons fall into two categories:
must be purchased with ability points) ranged and HTH. Ranged weapons do
before purchasing a weapon. Persons damage up to a certain range whereas
using a weapon with which they have no HTH weapons do damage to only those
training has his PAR reduced by the level in adjacent hexes. Ranged weapons use
of the weapon (see below) when using the TABLE W1: WEAPON
PAR while HTH weapons incorporate HTH DAMAGE MODIFIERS
weapon. modifier as well as PAR. Once the cat-
WEAPON LEVEL
egory has been decided upon, the level
WEAPONS SKILLS of the weapon must be determined. The
LEVEL DAMAGE MOD.
Because weapons fall into levels, skill level of the weapon influences the dam- one +1 point
in such an area also works on a level age done. The damage done is the Regu- two +(1-2) points
system. The penalty on PAR by using a lar STR damage of the character plus the three +(1-3) points
weapon is the level of the weapon minus damage for the level of the weapon. The four +1d6 points
the character’s level of weapon skill. A modifiers are found on “Table W1: Weap- five +1d6 +1
negative result indicates an attack bonus on Damage Modifiers.” six +1d6 + 2
when using such a weapon. Ranged weapons do damage as by seven +1d6 + 3
When training, the character must the chart above reducing damage by one eight +1d6 + 4
choose the type of expertise he has. point for ever hex in range the weapon nine +1d6 + 5
There are three categories of expertise: travels. The range (in hexes) of a ranged ten +1d6 + 6
individual weapon, weapon group, and all weapon is the level of the weapon plus for every level above ten
weapons. A character skilled in the use of the STR of the character. To figure the add 1d6 + 6 + 1 per level above 10
an individual weapon chooses one weap- cost of the weapon: (level of weapon X
on with which he is an expert. If trained 10) +15(HTH) or +20(ranged).

T h e S y s te m 19
MAGIC AND SPELLS

The character creates spells of his own only describes how well one manipulates Divination: Spells of this class deal
design. To use magic, a character must the three forces. Personal force is the with gaining information of some sort.
have magic power. The cost of magic force within one’s body and mind and it This class is considered passive only.
power is one ability point for two points may by used only on the spell caster. Uni- Evocations/invocations: Spells of
of power. The points of power give the versal force comes from various forces this class bring forth energy of some sort.
maximum ability of the spells the magi- around the spell caster and it affects his Energy should be distinguished from the
cian may have. For example, a charac- surroundings. Finally, dimensional force matter creation of conjuration and sum-
ter with 50 points of magic power, could comes from requesting assistance from moning.
not have a spell with a complexity level extra-dimensional beings and forces. An Property alterations: This is the
of 75 ability points on a spell but could example of person force at work would largest class of spells due to its basic prin-
have one with a complexity level of 50 or be the magician levitating himself. On ciples (for example, shrinking and grow-
below. There are two kinds of magic, ac- the other hand universal energies might ing or liquid to solid.) There is a fine line
tive and passive. Active magic is magic cause a tree to grow rapidly or water to between this category and transmutation.
which affects the magician or the world change to mud. Dimensional forces are This class of spells changes properties of
around him. Passive magic is concerned less strenuous on the caster and possibly the matter only, not the actual matter.
with observation and detection. Each the most powerful of the three forms.
spell (a defined action of magic) has a SOURCES OF MAGIC
“complexity level” (this term applies also SPELL CLASSES Every spell comes from one of the fol-
to creating special devices (detailed after Spells are categorized into ten classes lowing three sources of magical force.
weapons) but magic complexity level is of spells. These classes are: cure disease Personal: This type of magical force
not interchangeable with the complexity and death, illusions and images, protec- comes from within the spellcaster.
level of special devices except in the case tion, command/enchantment, elemental, Universal: The type of magical force
of procedure.) Spells are created by using transmutation, conjuration/summoning, comes from the “ether” of the world
the spell creation process detailed below divination, evocation/invocation, and around the spellcaster.
and once the spell is detailed, its com- property alteration. Dimensional: This type of magical
plexity level is determined. The higher the Disease and death: Spells of this force comes from other dimensions into
complexity level of the spell, the harder class deal in some way with harmed this earthly plane.
the spell is to cast. bodies. For example, it might categorize
Before creating and detailing spells,
one must know from whence the magic
healing bodily wounds, curing or causing CREATING SPELLS
disease, raising dead or talking with the
comes. Magical spells are just concise Before a magician can use a spell, he
dead.
channelling of magical forces. There are must know what the spell will do and the
Illusions and images: Spells of this
three sources from which a magically-en- process by which it will happen. To create
class are those which make things ap-
dowed person may attain the force to use a spell, as to create a special device, it
pear as they are not. This might include
the spells. These sources are personal, takes time. Unlike special devices it takes
any of the five senses.
universal, and dimensional. Magic ability ability points to create a spell. This is tak-
Protection: Spells of this class are
en into account as training and acquisi-
just what the name says.
tion costs for utilizing the spell.
Command/enchantment: Spells
Like special devices, spells also have
of this are those used in dominating the
a complexity number and an ability cost.
mental functions of another being.
When dealing with special devices, the
Elemental: Spells of this class deal
complexity number is utilized only in time
with any of the four elements (air, earth,
and creation. However, when dealing with
water, fire) or mixtures thereof. These
magic, it affects time, creation, and use.
mixtures are smoke, ash, magma, vac-
The player must sit down and write out
uum, salts, dust, ice, steam, ooze, light-
what he wants his spell to do. The player
ning, radiance, and mineral .
should, under direction of the GM, use
Transmutations: Spells of this class
the “Spell Creation Worksheet” (found
deal with changing one substance to an-
on page 28) to line out the details of his
other substance.
spell. (General spell cost notes can also
Conjuration/summoning: Spells of
be found in “Table M1: Spell Costs.”)
this class create matter or call forth beings
In most cases, the majority of the
from other dimensions. If a spell caster
spell’s details (range, effect, etc.) should
made a brick wall out of nothing then this
be developed by the player, with the play-
is conjuration, but summoning forth Thor
er deferring to the GM’s judgement when
would be considered summoning.
it comes to spell classes and source of the

2 0 T h e S y s te m
magical force for the spell in question. SPELL CASTING
While powerful spells are available to
Once the complexity level has been
less experienced and less powerful spell-
determined and the ability cost is paid for,
casters, players should consider keeping
the spell caster has the chance to use the
the complexity level of their spells low,
spell. To cast the spell, the caster must
as this provides the novice spellcaster a
have a “link” (or links) from which to chan-
greater chance of success when casting
nel the power. Establishing links is a vital be made as an uninterrupted action for
the spell, and a lighter drain on his APPs.
part of spell casting process and unless a the magic link to be established. Link ac-
link is established the spell caster cannot tions may be performed in succession or
EXAMPLE OF SPELL CREATION
channel the force. unison. In some cases, a material compo-
For this example, the player wants to
At the time of “detailing” a spell the nent is required as a link and if the material
create a basic fireball spell. The GM de-
creator decides the Iinks required of the is present at the time of casting the spell
termines this type of spell falls into two
spell (with GM approval.) If the source it simply can’t be cast. All material com-
classes: 1) elemental (fire) and 2) conjure/
is personal force, there is only one link ponents used in the link are consumed in
summon (brings the fire into existance).
necessary. In universal spells, two links the Iink process, whether the spell linked
The GM also determines that this type of
are required and in dimensional spells, or not. The links are up to the player but
spell should come from universal energy.
three links are required. Every link must must be approved by the GM.
The player then decides he wants the spell
to attack with a PAR bonus of +3, have a
range of 50' (10 hexes) and an effect of
2d6 (damage). The GM then declares
that the player must also add 1 turn dura- TABLE M1: SPELL COSTS
tion (so the fire doesn’t dissipate imme-
diately upon being called into existance,
CLASS ABI. COST SOURCE ABI. COST
and gives the player time to “throw” the
fireball.) The GM also decides that for a cure disease & death 10 personal 10
fireball to do 2d6 damage it must be ap- illusions & images 15 universal 20
proximately man-sized. protection 10 dimensional 50
Using the Spell Worksheet, the player command/enchantment 15 NOTE: if a spell has a
then tallies the various attributes, arriving elemental 10 dimensional source, range
at a total ability cost of 230 points. transmutation 20 duration, etc. are doubled
conjuration/summoning 50 at no extra expense.
FACTOR COST
divination 5
PAR Bonus +3 15 evocation/invocation 15
Elemental 10 property alteration 10
Conjure/Summon 50
Command/Enchantment 15
Universal 20 MISC. ABI. COST NOTES
Range: 10 hexes (50’) 50
attack/defense rating pt. 5 per point defense is on DR table
Duration: 1 turns 10
range 5 per hex; 0 range requires touch
Effect: 2d6 40
duration 10 per turn; 200 for permanent
Man-sized 20
effect 10 per die
TOTAL 230 stamina 2 per point
The complexity level of this spell is 23. basic abilities 1 per point
For this example, the magical ability of backup link 15 per extra
the caster is 24, so the caster’s odds (on
the odds table) are approximately 1-1 for
being able to cast this spell. AREA OF EFFECT ABI. COST NOTES
size of insect 5 the size is comparable
SPELL LEGITIMACY pocket-sized 10 to that of special devices
After the details of the spell have been easily portable 15 of the same size. These
worked out, the caster must determine if man-sized 20 are average areas.
he has created and worked on a legitimate pantry-sized 25
spell. The odds table is used at this point room-sized 50
in the creation. Matching the complexity size of house 100
level of the spell with the magical ability warehouse-sized 200
of the spell caster, legitimacy or failure is
determined on the roll of the dice. Reduced APP cost is 25 ability points per 1/2 reduction
If the spellcaster fails in his spell legiti-
macy attempt, he must wait a number of
days equal to the complexity level of the
spell before making another attempt.

T h e S y s te m 21
In the fireball spell example from spell. It is sometimes wise to reduce the if it were a spell and then add ten to the
above, the magician decides that his links APP cost of a complex spell because one cost. This cost is the ability to enchant
will be a motion of his fingers that mim- tough spell could put the caster out of this item.
icks the look of dancing flames, accom- consciousness. It is important at this point to intro-
panied by a short chant. He chose two duce the term ‘charges’. This is simply
links because that is what is required of ACQUIRING SPELLS the APPs of the object itself. It must have
a universal spell. Because both of these There are other ways of acquiring spells. charges to function. There must be APPs
links must be performed to activate the Another spell caster could teach it or the for the item sufficient enough to “power”
spell, in this example, the caster could not character might find a scroll with a spell the item. The cost is two ability points per
cast the spell if his fingers were bound, or written on it. The character must spend APP Complexity level applies as usual
if he was gagged. ability points, as did the spell’s creator, to and the total includes the APPs (charges)
Once the links have been performed, use it. All other aspects of spell casting and the enchantment ability. After the
the spellcaster uses the odds table to see apply. The reason for this is, unless the item has been constructed, give it STA
if the magic is channelled. The opposing caster has enough training and/or experi- so it may take damage and won’t be de-
values are the complexity level of the spell ence in his present spells, he can’t keep stroyed immediately.
and the magical ability of the character. stuffing his head with more spells. After the item has been detailed and
The character rolls and if success is indi- paid for, roll on the odds table with the
cated then the spell is channelled. Double character’s magic ability against the com-
and triple effect apply as usual when suc-
INEXPENSIVE SPELLS plexity level of the item. Success means
cess indicates proper channelling and the By using a power from the “POWERS” the item has successfully been enchant-
magic may be utilized. list as a spell, a spellcaster can get a real- ed and failure means just what it says. 2X
Additional pre-spell rituals or ceremo- ly good deal on certain spells. Obviously, effect means the spell operates at double
nies may be performed to increase the if the power is listed on the power list it power for no extra APPC and 3X effect
chances of channelling the magic. For must be fairly commonplace somewhere. means the spell operates at triple power
every action or ritual beyond the required Decide on the power and its strength, du- with no extra APPC. The APPC of the item
time (see below) before the spell is cast, ration, etc. Next choose the type of magic is 1/2 the complexity level of the item.
the magical ability of the magic-user is appropriate to the power (personal, uni- The creator may opt not to give any
temporarily increased by one point until versal, or dimensional). Using the “SPELL APPs to the item. If this is the case, the
the attempt to channel the magic. COST CHART” add the cost of the type of item draws it’s power from the user and
For example, Karnak spends 3 ac- magic to the cost of the power. Divide the APPC is subtracted as if the power were
tions in uninterrupted ceremony before cost by ten to find the complexity level. internal in the person using the item. Also,
performing his required links. His magi- Divide the cost by two to find the ability in this case, the APPC is equal to the
cal ability temporarily increases from his point cost for the spell. complexity level.
normal 21 to 24. He attempts his spell of The time it takes to create a magic item
complexity level 48. The odds are 1-2. MAGIC ITEMS is the number of weeks equal to 1/2 the
He rolls a 10—failure. His magical abil- At some point in the game, a magic complexity level. For each extra day of
ity is once again 21. However, he may go item may become either wanted or need- preparation, the creator gets a temporary
through ritual again. ed. Therefore, rules exist to aid in crea- one rank point gain to his magic ability.
If during his action the spell caster’s tion of magic items. A magic item is sim- This is lost upon attempting to install the
ritual is interrupted (hit by attacker, for ex- ply a holding place for a spell. It reduces magic, whether succeeding or failing.
ample, if he is precisely measuring, etc.) time required in a battle situation, taking
the turn is a waste and there is no point only 1/2 turn to release the magic from
gain for that turn. The action must be suf- the object and 1/2 to put the magic into
ficient to interrupt to link for this to apply action. Anybody with a magic ability of
(a caster may chant while defending him- 14 or above, may use the item if a com-
self but he can’t give someone an order in mand word is spoken or the final link is
the middle of his chant). performed.
The spell goes into effect the instant Creation of magic items requires close
that the caster finishes casting the spell. attention by the GM. After the player de-
Utilizing (using the magic once it is pro- cides what it will do, it is the GM who de-
duced) the magic takes one action. Ex- cides what the character needs to obtain
amples: A fireball appears on success for the fabrication of the item. This might
and the next 1/2 turn is used on control- end in an adventure itself. For example,
ling the fireball. Teleportation occurs im- the GM might decide that a medallion of
mediately after building up the magic and dragon control requires boiling a solid
the other 1/2 turn is spent in the telepor- gold medallion in dragon’s blood.
tation process. To create a magical item, knowledge of
When using a spell, it puts a drain on spell creation rules is required. A charac-
the caster. The APP cost of casting the ter must have a magical ability of 20 to
spell is 1/2 the complexity level of the even attempt to create magic item. As in
spell. However, if it is a dimensional spell spell creation, the power of these items
it is only 1/4 the complexity level of a must be determined. Detail the item as

22 T h e S y s te m
BASIC RULES

After a character has been created, it is


time to put him to good use. The charac-
ter moves on to the adventure which ex-
ists in some way, shape, form, or manner.
It may be to explore some long-forgot-
ten dungeon, to stop a local supervillain
group or to rescue a friend from a band of
pirates or aliens.
paper by starting toward the middle or Some characters may have a move-
TIME right of the sheet (after a while, the ap- ment rating high enough to move more
proximation of space needed will become than once in the same turn. Place X’s in
There are two important kinds of time more precise and less graph paper will be every fourteenth square until reaching the
the The System, general time and action wasted). vertical line at the right. The X’s represent
time. General time is non-precise time A vertical line extending from the top of when during the turn, a character can act.
which the GM can use for speeding up the page to the bottom is drawn toward Up to this point, only the first turn has
situations, setting up situations, and re- the middle or right. To the right of the line, been discussed.
lieving situations. It can be used to set up the names of the participating characters For the second turn, follow the same
the plot of an adventure and hours, days, (robots, monsters, etc.) should be writ- procedure stemming from the vertical
and even weeks can be compacted within ten. They can be written alphabetically or line and placing the second turn graph
a few minutes of general time. in the order of movement ratings (great- directly below the first turn. At this point,
Action time is precisely-measured est to smallest) . For each character, the a line should be drawn from the left of
time working in turns. Each turn is a game highlighter (a light color is suggested) fills the graph at the point where the largest
time unit equalling three seconds. Twen- in, from right to left, a number of squares of the movements ends (see example).
ty turns, therefore, represent one game equal to that characters movement rating The graph is redrawn as in the first turn
minute. Game time is to be distinguished (see the example). omitting the X’s. However, there may be
from real time. For example, playing Starting from the left of each charac- left over movement points in the first turn
through a turn may take minutes and even ter’s highlighting, count fourteen squares (anything over multiples of fourteen).
hours, depending on what is happening. and with a pen or pencil put an “X” in the After the graph is completed for number
Several things can happen during a turn. fourteenth square (see the example.) If two, add to each character’s graph the
How much a character can do in one turn the character has less than a 14 in move- left over movement points. Again, start-
is determined by the character’s move- ment then he must wait for the next turn. ing from the left of each character’s high-
ment rating. The sequence of the characters for the lighting, “X” each fourteenth square. The
turn is found by moving columns from same procedure is used for determining
GAME TURNS left to right. In doing so, as a column is who goes when during the turn, reading
Because combat and other special come to that contains an “X”, that char- the X’s from left to right.
situations are in action time, a charac- acter receives his turn option. If two or Some of the actions that will be per-
ter’s turn is not just a general thing. More more characters have an “X” in the same formed during a person’s acting time will
than likely, action time will deal with more column, the characters move in order of be things that will last for a specified pe-
than one character. Because of this and AGI from highest to lowest. If any of the riod of time. Usually, the time will be one
the method of turns, it is almost essential AGI are equal, roll 1d6 and the highest roll turn. It is sometimes important to know
to use square graph paper. The System’s goes first out of the tied characters. when the effect will end. This is done so
method of “who does what and when”
is based on graphing each character’s
movement rating on the graph paper. A EXAMPLE OF MOVEMENT GRAPHING
lot of the graph paper will be used so the
smaller squares are recommended. So
Much happens in one turn that it is also
helpful to have a set of thin color markers
and a highlighter.

GRAPHING MOVEMENT
Not all characters are the same speed.
Therefore, in action time, the characters
act in a sequence. The sequence is deter-
mined by graphing the characters move-
ment ratings. This is done on the graph

T h e S y s te m 23
by starting in the “X”ed square of the char- SURPRISE MOVEMENT MODIFIERS
acter performing the action and dropping There are situations in which certain In the course of the game, charac-
to the next turn and placing a color dot characters will not be aware that another ters may come across more than just flat
in the square of the affected person. This factor exists. In this case, the characters ground. In such a situation, the 14 move-
way, it is easier to see if some force is still that are surprised begin their actions in ment points per action can be modified
affecting him if it comes his turn. the second turn of action time. These to suit the terrain. Apart from terrain,
The method of initiative (who goes first characters’ first turns are just dropped there are man-made obstacles. The fol-
is called “initiative”) is the same for each to the second as if their first turn didn’t lowing movement modifiers apply mainly
successive turn as it is for the first two: exist while the other characters’ turns to movement on foot but the GM may
1) mark normal movement, 2) add leftover proceed as normal. decide to apply them to other types of
movement, and 3) mark the X’s. movement, should they be applicable.
MOVEMENT These are only guidelines.
THE TURN AND ACTION OPTIONS During a character’s action, he has an Crossing Busy Roads: The action
In following the graph, the character option of moving. The actions of the turn ends at the edge of the road no matter
gets to act on an X. This is known as an are based on an average human speed how many units are left. On the charac-
action. During one action, a character can (14 points of movement), and allow the ter’s next action, he is on the other side of
do one of the following: character to move up to 15' (3 hexes) dur- the road but the movement ends there.
1. Move up to 3 hexes of movement ing one action. However, there is more Doors: Doors require an extra a point
than one way to get around. Certain pow- of movement to go through, unless the
(or one action’s worth
ers enable the character to fly, jump, etc. door is already open.
of movement: flight, gliding, etc.).
In the action options, number one says Elevators: Most elevators take two
2. Move up to 3 hexes of movement “an action’s worth of movement.” When full turns of movement to open, enter, and
(or equivalent) and perform an action. movement powers are purchased, the close, and an average of one turn per two
3. Perform some action. power is purchased for use during one floors to move. Riding an elevator from
4. Stand and do nothing. action of a turn. For example, a charac- the first floor to the third floor, for exam-
ter with a normal movement of 28 (he has ple, would take four turns— two to enter
Before a character can use a special two action options) and a flight of 6 hex- and two for the two floors up.
ability, he must perform all of his move- es, could fly twelve hexes during the turn Stairs and Ramps: Steep stairs and
ment. Only after he has performed his (6 hexes per action option) or he could ramps take an extra action of movement
movement can he use a special ability. fly 6 hexes during his first action option, per 2 hexes in length. Average stairs and
There are some exceptions to this rule. then run 3 hexes during his second. Dur- ramps take one extra hex per three hexes
For example, for a character to use climb- ing one action however, forms of move- in length. Shallow stairs and ramps take
ing an Acrobatic subskills, he has to move ment cannot be combined. For example, one extra hex for every 4 hexes in length.
at the same time. a character could choose to leap and to Turning Around: Turning around costs
run during one action option. a character one hex worth of movement.
Terrain Effects: The GM smay apply
movement modifiers iin strange or special
condition terrains.

Performing AN ACTION
If on the action option of a character,
the player wishes to perform some ac-
tion, he does just that. He performs some
non-movement action. He may attack a
character or use some skill or just open a
drawer. He performs some action.

COMBAT
After a character has taken his move-
ment for the action and decides to attack
another character, he has just entered
combat. Combat is basically the effort
of one character to hit another character
with some kind of power or physical ob-
ject. Combat is meant to be one charac-
ter attempting to have something happen
to another character.
In the process of resolving combat, it is
a good idea to keep track of the battle on
hex paper. Combat in The System does
not necessarily have to fought on graph
paper, it can be resolved with plain paper

24 T h e S y s te m
and pencil. Miniatures are also accept- without the ruler touching any obstacles Damage, death
able in dealing with combat. However the in between, this is considered an ob-
best method is with pencil on hexagonal structed shot. If after trying both “center-
and recovery
graph paper. Walls and other objects will to-center” and “edge-to-edge” sighting, Usually, the result of a combat action
probably be present and these can be the shot is still obstructed and the ranged is some form of damage to or effect upon
marked on the paper with a pencil, cut- attack cannot be made. See “Chart SE1: the defender. Damage is usually meas-
outs, or models. Sighting Examples” for sighting examples ured in dice. Upon a successful hit, the
The suggested scale for each hex is 5' and see “Table BR1: Attack Modifiers” for attacker rolls dice equal to the number
from one side to another. Essentially two the appropriate sighting attack modifiers. of dice in the attack. The number is then
average-sized humans may occupy the totalled with any other damage modifiers
same hex at a time. AVOIDANCE (for example, HTH strength modifieres, or
A character that wishes to avoid an modifiers from the defender’s armor) and
Types of Combat attack by another character may use his subtracted from the defender’s STA. If the
Combat generally falls into one of two basic ability of avoidance. To use avoid- attacker rolls a 4 on an attack, the original
categories—Hand-to-Hand Combat or ance, a character must sacrifice his entire total of the damage dice should be dou-
Ranged Combat. Hand-to-Hand (HTH) action option previous to the action of an bled. In combat, the two ability scores
Combat is classified as any attack by attacking character. All he has to do is to which will more than likely drop will be STA
one character in direct contact with the announce that he is taking his action as and APPs STA drops on the occasion that
defending character when the attack an avoidance. The avoiding could be a the character takes damage and APPs
is made (by touch, or by a hand-held dodge or similar maneuver. However, if no drop in the case of the character using
weapon). Ranged Combat is any attack one attacks him between his action op- special abilities which cost APPs to use.
where contact between the attacker and tion of avoiding and his next action, than Every two turns, characters recover STA
defender is indirect (for example, mental the action has gone to waste. If someone equal to their Con. Class and APPs equal
attacks, cast spells like fireballs, or pro- does attack him, all he has to do avoid to two times the Con. Class. However, the
jectile weapons like bows and slings.) is to roll his avoidance or less on 4d6 af- character does not receive either of these
ter the attacker announces he is going to
Resolving Combat attack but before the attacker makes the
In the power listings, the proper rat- attack. If he succeeds, the attack is just CHART SE1: SIGHTING EXAMPLES
ings are indicated in the statistics of the as if it had missed. If the avoidance fails,
power. In addition to the ratings of the the attacker continues and makes the at-
characters there are modifiers that come tack roll and proceeds as normal.
into play. Some are temporary and others
are up to the character. See “Table BR1:
Attack Modifiers” for a list of attack modi- TABLE BR1: ATTACK MODIFIERS
Clear Shot:
fications and the numbers which should RANGE MODIFIERS TO Ranged Attack Possible
be applied to the total of the ratings. attacker’s ATTACK RATING
Begin by adding the attacking char-
target is in next hex +1
acter’s proper attack rating to the proper
target is 2 hexes away 0
defense rating of the defending character
target is 3 hexes away 0
plus any modifiers. Once the ratings and
target is 4 hexes away -1
modifiers have been added, the attacker
for each additional hex past 4 -1
rolls 4d6. If the roll of the dice is equal to
or less than the total of the ratings and if the target is obstructed, multiply
modifiers then the attack is a success. If any negative range modifier by X2
the attack is a failure then the action op- movement MODIFIERS TO
tion moves on to the next player. attacker’s ATTACK RATING
for every hex of movement Obstructed Shot
Sighting during the character’s action -1 Ranged Attack Possible (With Penalty)
Sighting is used to determine how
clear a shot an attacker has on a defender SIZE MODIFIERS TO
DEFENDER’S DEFENSE RATING:
at a distance. The easiest method to de-
termine whether a target is susceptible or target is tiny +2
not to a ranged attack is using hexagonal target is small +1
graph paper. target is human-sized 0
If, using a (measuring) ruler (any length,) target is large -1
you can touch the center of the attack- target is giant -2
er’s hex and the center of the target’s hex OTHER MODIFIERS TO
without the ruler touching any obstacles DEFENDER’S DEFENSE RATING
in between, the attacker has a clear shot
target is prone -1
and can make the ranged attack. If, using No Direct Sighting
target has moved on last turn -1
a ruler, you cannot touch center to center, No Ranged Attack Possible
but are able to touch corner to corner

T h e S y s te m 25
two in excess of their original level. The Death: When a character’s STA is EXPERIENCE POINTS
effects of damage (other than straight out is lowered to 2, he is conscious but too
As characters expand and learn, they
STA loss) are divided into three catego- weak to move. When a character’s STA
become experienced. In The System, as
ries: Knockback, Knockout, and Death. is reduced to 1, he is considered uncon-
characters fight, and learn, and do other
Knockback: Knockback occurs when scious. When a character’s STA is re-
things, they gain experience. The experi-
a blow to a character is so great that he duced to 0 or below, he is dead.
ence they gain is measured in points. As
is unable to stand up to it. Knockback oc-
these points are gained (as assigned by
curs when the adjusted total of the dice
the GM) a running, cumulative total is kept
exceeds the total of the STR and Con.
in the appropriate place on the character
Class of the character being attacked.
record sheet. As the experience points
When this happens, the character is pro-
are awarded, the amount awarded at the
pelled away from the attacker a distance
time is added to ability points.
equal to 5 ft. (1 hex) per point difference
Experience points never diminish but
between the total of the damage dice and
Recovery ability points do. As more ability points
the sum of his STR + Con. Class. The
A character recovers APP points at a are received because of experience, they
character could be knocked upwards or
rate equal to his Con. Class per turn. can be spent on improving abilities but
angular, depending on where the attacker
A character recovers STA at a rate of not buying new ones, unless an opportu-
was. Should the character being knocked
1/10 of his Con. Class per turn. nity is somehow provided by the GM. The
back come in contact with a surface with
changes and updates in special abilities
sufficient enough mass to stop him, the
DAMAGE FROM FALLING usually happen between adventures to
character takes and additional amount
The amount of damage a character keep things as steady as they can be.
of damage equal to the total hexes of
takes from falling is a number of STA Experience is awarded for situations
knockback minus the total number of
points equal to the Guass formula for the encountered either by themselves or in an
hexes traversed.
number of hexes fallen—that is [n x (n+1)] adventure. If the situation was fairly easy,
Knockout: When a character recieves
divided by two, where “n” is the number the experience reward is one point. If the
an amount of damage equal to twice (2x)
of hexes fallen. situation was of moderate difficulty, two
or more than his Con. Class, he is con-
to three points are rewarded. Finally, if the
sidered “knocked out.” He will remain
situation was difficult, four to five points
knocked out for a number of turns equal
are usually rewarded. Experience should
to the difference between the damage re-
be rewarded to a character for what he
ceived and twice (2x) his Con. Class.
does, not what someone else does.

26 T h e S y s te m
The System Special Device Worksheet

NAME OF DEVICE:

Attributes GENERAL DESCRIPTION

STR x1=

INT x1=

WIS x1=

MEN x1=

MAG x1=

DEX x1=

PRE x1=

AGI x1=

CHA x1= POWERS COST

AWA x1=

Abilities

C. Cl. x5=

STA x2=

APPs x2=

MOV x2=

AVO x2=

Attack BONUSES ATTRIBUTES AND RATINGS SUBTOTAL (from column 1)

HTH + x5=

PAR + x5=
PRELIMINARY ABILITY COST
PDR + x5=
[n x (n+1)] ÷ 2 = SIZE COST MODIFIER
MAR + x5=

MDR + x5=
FINAL ABILITY COST

Final Ability Cost ÷ 10 = COMPLEXITY NUMBER


SUBTOTAL
Complexity Level x 250 = MONETARY COST

T h e S y s te m 27
The System Spell Creation Worksheet

NAME OF SPELL:

Attributes CLASS COST DESCRIPTION/NOTES

STR x1= n cure disease & death (10)

INT x1= n illusions & images (15)

WIS x1= n protection (10)

MEN x1= n command/enchantment (15)

MAG x1= n elemental (10)

DEX x1= n transmutation (20)

PRE x1= n conjuration/summoning (50)

AGI x1= n divination (5)

CHA x1= n evocation/invocation (15)

AWA x1= n property alteration (10)

SOURCE
Abilities
n personal (10) LINKS
C. Cl. x5=
n universal (20)
STA x2=
n dimensional (10)
APPs x2=

MOV x2= ADDITIONAL COSTS

AVO x2= range: # of hexes x5=

duration: # of turns x10=


Attack BONUSES
effect: # of dice x20= COL. 1 SUBTOTAL
HTH (+) x5=
duration: # of turns x10= COL. 2 SUBTOTAL
PAR (+) x5=
area of effect:
PDR (-) x5=
backup links: # of links x15= TOTAL ABI. COST
MAR (-) x5=
reduced Final Ability Cost ÷ 10 =
MDR (-) x5= APP cost: # of halves x25= COMPLEXITY

Complexity ÷ 2 =
APP COST

SUBTOTAL SUBTOTAL MOD. APP COST


(if applicable) =

28 T h e S y s te m
Welcome to the system,
A Role Playing System for Any Setting or Time Period.

The System is a role-playing game which eliminates the need for a lot

of different games. There are so many roleplaying games today that if a

person wants to play in more than one type of setting, he has to learn a

lot of different rules. By using The System, players can create characters

for any time period or setting from medieval to science fiction future to

a superhero world. Because there is one set of rules governing all these

settings, it eliminates the need of learning several different games. All the

rules needed are in this one book. However, supplements may be bought

but are not needed to play by The System.

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