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THE SYSTEM

A Role Playing System for Any Setting or Time Period


by Richard J. LeBlanc, Jr.
by Richard J. LeBlanc, Jr.
1986, 2011 by New Big Dragon. All rights reserved.
Any reproduction of this document for sale, or any inclusion
of this document in whole or in part in any other document
is strictly forbidden without written consent of the publisher.
This book is dedicated to those brave new geeks who
embraced RPGs in their earliest days, and gave the moral
majority something to worry about.
All artwork used in this rulebook is comes from a variety of
sources, all of which are in the public domain.
Please address any questions concerning this publication to:
games@newbigdragon.com
TABLE OF CONTENTS
Blank Character Record Sheet ................................................. 2
Introduction ............................................................................... 3
Characters ................................................................................. 4
Using Basic Abilities .................................................................. 7
Skills .......................................................................................... 8
Powers ...................................................................................... 10
Special Devices ........................................................................ 18
Class I Weapons ....................................................................... 19
Magic and Spells ..................................................................... 20
Basic Rules .............................................................................. 23
Special Device Worksheet ...................................................... 27
Spell Worksheet ...................................................................... 28
THE SYSTEM
A Role Playing System for Any Setting or Time Period
2 The Syst em
The System Character Record Sheet
Attributes
STR :
INT :
WIS :
MEN :
MAG :
DEX :
PRE :
AGI :
CHA :
AWA :
Abilities
Con. Class :
STA :
APPs :
MOV :
AVO :
AttAck rAtings
HTH Mod. :
PAR :
PDR :
MAR :
MDR :
PlAYer nAMe:
cHArActer nAMe:
trAits
MENTALITY:


ORIGIN



MONEY:
EXPERIENCE:
ABILITY PTS.:
skills





WeAPOns





POWers





sPeciAl DeVices




sPells




cHArActer illustrAtiOn
The Syst em 3
WHAt is rOle-PlAYing?
The System is a role playing game.
This is a type of game in which the player
assumes the role of a character in some
type of fantasy setting. In the context of
the game, the player makes decisions
as though he was that character as the
character encounters certain situation.
Role-playing does not use a set game
board. However, maps and playing piec-
es can be used and the game is differ-
ent every time. Unlike most games, the
object is not to win because there is no
true way to win. The object is to have fun
while being creative.
In role-playing there is a Game Master
(or GM). The GM is in Charge of directing
the game and sometimes he creates ad-
ventures. He will describe to the players
what their characters see and he controls
most aspects of the game. The players in
turn act through the use of their charac-
ters to what the GM does. The charac-
ters are the roles that the players create
by use of these rules. The players should
play their characters as if what the GM
has set up is really happening.
WHY tHe sYsteM?
The System is a role-playing game
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 fction 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
and for personal notes and reference.
The pencil is used for many different oc-
casions of recording things. Unlike some
roleplaying games, The System requires
only 6-sided dice. Finally there are two
kinds of graph paper helpful in playing by
The System rules, square and hexago-
nal. The square graph paper is used dur-
ing combat to keep track of things while
the hexagonal graph paper (graph paper
made by a grid of hexagons) is used
for mapping and keeping track of play-
ers. The hex paper is used in mapping
and keeping track of players because it
is easier to use in this way than square
graph paper. Each hexagon on the paper
is referred to as a hex. It is useful in de-
termining distance and range.
rOlling tHe Dice
As mentioned before, 6-sided dice are
the only kind used in The System. When
it comes time to roll the dice, the situa-
tion will be given. The situation will dictate
how many dice are to be rolled (it is help-
ful to have a lot of dice). The term d6
is used to indicate a roll of the dice. The
number of dice to be rolled will precede.
For example: If a situation called for a roll
of 3d6, the correct player would roll three
dice. The dice are read as normal dice
would be, by counting the number of pips
on the top.
tHe rules
The System rules have been placed
in an order that most benefts frst-time
role-players. Following are Character
Generation (which deals with how to
create a System character) and the Ba-
sic Rules which tell basically how to play
the game. It is recommended that these
sections be read thoroughly. By doing
so, greater comprehension of the rules
will be gained. If something at frst is not
understood, read on and the questions
should be answered.
terMs
There are several terms in this game
which may need explaining. A Setting is
the type of world in which the characters
live and play. A setting may range from a
world of swords and sorcery to a world
of a aliens and rayguns. An adventure is
a series of encounters (meeting up with
some kind of interesting situation) linked
to form an interesting and logical plot.
Finally, a campaign is a series of adventures
linked by the continuations of characters.
INTRODUCTION
4 The Syst em
CHARACTERS
TYPES OF CHARACTERS
PlAYer cHArActers
Player Characters (PCs) are the per-
sonalities taken on by the players. Just like
an actor gets into character, so should a
role-player. The player should remember,
his decisions and actions during gaming
should not be based on his own person-
ality, but on the personality of his charac-
ter. Just because a player wouldnt try to
grab a vine and swing across a treacher-
ous chasm, doesnt mean the character
hes playing wouldnt.
nOn-PlAYer cHArActers
Non-Player Characters (NPCs) are the
personalities run by the GM that are used
to fesh out the story. NPCs range from
crazed villains and hired henchmen to
local shopkeepers or know-it-alls that
have some sort of information the charac-
ters might not have found on their own. A
more appropriate term for NPCs might be
GameMaster Characters, but the RPG in-
dustry standard is NPC. (If it aint broke,
dont fx it.)
CHARACTER CREATlON
Before actually adventuring, the player
must create the persona he wishes to
play. Creating a player character (PC, the
personal which the player acts as) is a
long process but is necessary for play-
ing the game. Creating the PC consists
of four parts. These are (1) Basic Abilities,
(2) Attack Ratings, (3) Character traits,
and (4) Special Abilities.
BASlC ABlLlTlES
Every character has a number of basic
abilities. The abilities are Strength, Intel-
ligence, Wisdom,. Mental Ability, Magical
Ability, Dexterity, Precision, Agility, Con-
stitution Class, Stamina, Ability Power
Points, Charisma, Awareness, and Luck.
These are measured by a number from 4
to 24, four being the minimum rating for
humans and 24 being the human height of
perfection. Fourteen, therefore, is the av-
erage human ability. It is possible to have
a rating greater than 24 but the character,
then, is not a normal human. Constitu-
tion Class, Stamina, and Ability Power
Points do not fall into the 4 to 24 ranking.
The ability scores are determined by ran-
dom number generation. Dice for short.
There are alternate methods for adjusting
basic ability scores given at the end of the
character section. However, the standard
method for determining the basic abilities
is by rolling 4d6.
Strength: This is basically the power
of the muscles. This ability affects not
only the weight that one may lift but is
also affects how well one attacks physi-
cally. It also affects the damage done
in bare-handed attacks. The number of
pounds that a person may lift is Strength
(STR) multiplied by 7.5.
Intelligence: Similar to IQ, Intel-
ligence (INT) represents the ability to
comprehend, reason, and think crea-
tively. Also, it represents the capacity to
retain knowledge and the literacy of the
character.
Wisdom: Different from INT, Wisdom
(WIS) relates the characters ability to use
knowledge, good judgement, and intui-
tiveness.
Mental Ability: Simply, Mental Abilitiy
(MEN) is the characters mind force and
power. In a world with straight-out mental
powers, it is used in attack and defense.
However, in a world with little or no special
mental abilities, it represents will power.
Magical Ability: Magical Ability
(MAG) is used only in settings with magic
abilities. It represents the ability to call
forth and utilize magical forces.
Dexterity: Dexterity (DEX) does not
encompass any factors but those of the
skill and ease of using the hands and
hand-eye coordination in close range.
Dexterity affects, for example, lock pick-
ing, but not throwing.
Precision: Similar to DEX, Precision
(PRE) affects hand-eye coordination on a
ranged basis. It is also the quality of ac-
curacy of the character.
Agility: Separate from DEX and PRE,
Agility (AGI) covers the areas of nimble-
ness, balance, and refex. Agility affects
most aspects of moving.
Charisma: Charisma (CHA) encom-
passes the aspects of infuence, looks,
quality of leadership, and public recogni-
tion.
Awareness: Awareness (AWA) is sim-
ply the ability one has to know the situa-
tion of his immediate surroundings.
Luck: Luck can infuence the outcome
of events and possibly prevent some.
Luck is discussed in more detail in the
Basic Rules section.
CALCULATED ABlLlTlES
Constitution Class: Constitution
Class (Con. Class) represents the status
of the characters health, physique, and
the make-up of his body. Con. Class is
different from most other Basic Abilities
in that in normal humans it ranges from
one to ten instead of four to twenty-four.
This is found by rolling 4d6, adding the
results, and consulting Table C1: Consti-
tution Class.
Stamina: Stamina (STA) represents
enduring vigor and the ability to take
damage. STA equals Con. Class multi-
plied by fve. When a character loses all
STA, he dies.
Ability Power Points: Ability Power
Points (APPs) represent the amount of
power the character may spend in per-
forming certain actions before he must rest
or until he passes out due to physical or
mental exhaustion. The characters APPs
equal his Con. Class multiplied by ten.
Movement: This is the greatest dis-
tance that a character may move in a sin-
gle game turn. It is measured in hexes.
Each hex equals approximately fve feet.
Movement also affects the number of
actions that a character may perform in
one turn. To fnd the Movement rating of
a character add his AGI, STR, and Con.
Class and divide this total by 2.4.
The Syst em 5
Avoidance: Avoidance (AVO) is the
measure of how well one avoids. This
may be by dodging arrows or evading
traps but it is basically the use of some
of the basic abilities. To fnd the AVO rat-
ing of a character, add his STR, AGI, and
AWA. Divide this total by three and round
off this number to the nearest one. This is
the AVO rating.
ATTACK RATlNGS
In the course of the game, a character
will be called upon to take part in battle.
Therefore, the player has to have some
indication of how well the character will
perform in battle. By using ratings of
basic abilities, the player can fgure the
characters values in attack and defense
abilities. Under the Attack Ratings sec-
tion on the PC record sheet, there are fve
subheadings. They are as follows: HTH
modifer (hand-to-hand modifer), Physi-
cal Attack Rating (PAR), Physical De-
fense Rating (PDR), Mental Attack Rat-
ing (MAR), and Mental Defense Rating
(MDR). When calculating attack ratings,
round fnal numbers off to the nearest
one. After determining the ratings record
them on the PC record sheet.
HTH Modifer (HTH): The HTH
(hand-to-hand) modifer is an attack rat-
ing adjustment used only when physically
fghting an opponent in a hex adjacent to
that in which the character is. To fnd the
HTH modifer of a character, consult Ta-
ble C2: HTH Modifer.
Physical Attack Rating (PAR):
PAR is how well one attacks physically. To
fnd PAR, use the formula ((2xPRE)+STR)
divided by 6.
Physical Defense Rating (PDR):
PDR is how well one physically defends
himself. To fnd 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 fnd MAR, use the formula (Mental
Ability+PRE) divided by 4.
Mental Defense Rating (MDR):
MDR is natural mental defense. To fnd the
preliminary number for MDR use the for-
mula ((2xMental Ability)+Con. Class Mod-
ifer (see Table C3: Constitution Class
Modifer) divided by six. Then reference
the number against Table C4: Defense
Ratings to determine the actual PDR.
TABLE C1: CONSTITUTION CLASS
Roll Result 4 5 6-7 8-9 10-13 14-17 18-19 20-21 22-23 24
Con. Class 1 2 3 4 5 6 7 8 9 10
Foreverythreepointsthebaseexceeds24,addonepointtotheConstitutionClass.
TABLE C2: HTH MODIFIER
Dexterity 4 5-8 9-12 13-15 16-19 20-23 24 +1*
HTH Modifer -3 -2 -1 0 +1 +2 +3 +1*
Foreverypointgreaterthan24,addanadditionalpoint.
TABLE C3: CONSTITUTION CLASS MODIFIER
Con. Class 1 2 3 4 5 6 7 8 9 10
Modifer 4 5 8 10 13 14 17 19 21 24
ForeverypointthattheCon.Classexceeds10,addthreepointstothemodifer.
TABLE C4: DEFENSE RATINGS
Preliminary # is: 0 1 2 3 4 5 6 7 8 9
Defense Rating is: 14 13 12 11 10 9 8 7 6 5
Preliminary # is: 10 11 12 13 14 15 16 17 18 19
Defense Rating is: 4 3 2 1 0 -1 -2 -3 -4 -5
Preliminary # is: 20 21 22 23 24 25 26 27 28 +1
Defense Rating is: -6 -7 -8 -9 -10 -11 -12 -13 -14 -1
Foreverypointabove28,subtract1fromnegative14.
TABLE C5: HTH DAMAGE MODIFIER
Strength: 4 5-8 9-12 13-15 16-19 20-23 24
Damage Modifer: -3 -2 -1 0 +1 +2 +3
Forevery3pointsgreaterthan24,add+1totheDamageModifer.
CHARACTER RATINGS TABLES
6 The Syst em
CHARACTER TRAlTS
An important factor of the character
is the traits the character possesses as
for as weight, height, hair color, eye color,
and sex. Unlike the basic abilities, char-
acter traits are chosen by the player with
approval from the GM. The frst of these
is sex. That means male or female, unless
the character is neither. If sex doesnt ap-
ply, place ND in the space provided on
the character record sheet. ND stands
for no distinction. Weight level is the next
on the list. Weight level is a number indi-
cating the average weight of the character.
Divide the characters actual weight (cho-
sen by the player with GMs consent) by
ten and round off. This is the weight level
of the character. For example, a charac-
ter weighing 179 pounds would have a
weight level of 18. Record the characters
actual weight and weight level. With ap-
proval from the GM, record height, age,
hair color, and eye color. Other very im-
portant factors of the characters traits
are the way he acts and his background:
mentality and origin.
Mentality: Mentality is the charac-
ters mode or way of thought. This should
by developed the player to describe the
way his character thinks and/or acts.
Does the character help old ladies across
the street but despise bums because of
an old grudge against his father? If the
player believes in law or supports an-
archy, this should by noted. Mentality
should describe not only how the charac-
ter acts but why he acts the way he does.
Mentality may be linked in some way to
the characters origin.
Origin: Every character has an origin.
As mentality, the origin is created by the
player. The setting of the game will have
an infuence on the characters origin.
The origin is a brief history detailing why
the character does what he does. The
origin is the reason behind the character.
The origin may infuence the characters
mentality.
Money, Experience, Ability Points:
Money, experience, and ability points
ft into the last category of the charac-
ter record sheet, Statistics. These give
information on the constantly changing
aspects of the character. The GM should
decide how many ability points and how
much money the beginning character
should have. Money is just what it says
and ability points are used to receive
special abilities. Experience and ability
points go almost hand in hand. Experi-
ence keeps a record of the total experi-
ence of the character and it never drops.
Experience does increase ability points.
This is discussed in detail later. Players
gain experience for acting in accord-
ance with their setting, purpose, and
accomplishments. The ability points on
the record sheet is the amount of ability
points on reserve, those left to purchase
special abilities. As a character gains ex-
perience (which is measured in points),
he adds the same amount to his experi-
ence total as he does to his ability points
but as the ability points are used, they are
subtracted from the ability points total. In
most cases, new powers from any source
other than technological may not normally
be purchased. Existing powers, skill, and
magic may, however, be improved. The
cost of raising a power or skill would be
the cost of the new total minus the cost
of the power currently in possession.
Unlike experience, ability points may be
lost. They could be drained by powerful
beings, spent on improvement, or lost
because a player did not act in accord-
ance with game situations.
SPEClAL ABlLlTlES
Once the player has determined his
characters basic abilities, attack rat-
ings, and traits, it comes time to acquire
special abilities. Special abilities is the
heading for three subcategories: Pow-
ers, Skills, and Magic. The most diversi-
fed of these subcategories is Powers.
The player must have a reason behind a
power but a skill may be learned by any
normal human. Magic, however, is not
automatic like a power but it does have
the great possibilities of a power. On the
other hand, it is learned and practiced as
a skill would be.
Ability Points: To acquire powers,
skills, or magic, the character expends
ability points. It it simplest to say ability
points buy special abilities. Most begin-
ning characters should begin with about
50 ability points to purchase special abili-
ties. Depending upon the setting, the GM
may boost or reduce beginning ability
points. Each of the three types of abili-
ties has its own defnition and purchasing
process. Therefore, they are dealt with
separately. A special ability may be pur-
chased if, and only if, there is the possibil-
ity of the ability being present in the set-
ting and there are enough ability points to
purchase the ability.
EXPANDED
CHARACTER RULES
rAising bAsic Abilities
Sometimes, players wont be satisfed
with their basic ability scores. If this is
the case, the GM may allow the players
to raise their characters ability scores by
expending ability points. For STR, INT,
WIS, Mental Ability, Magical Ability, DEX,
PRE, AGI, and CHA, each 5 ability points
yields a point to one of the basic abilities.
Luck can only be raised by experience.
The only way to raise STA and APPs is to
raise Con. Class. It costs 50 ability points
to raise Con. Class by one level. It costs
8 ability points per basic ability point to
raise movement and 5 ability points to
raise AVO by one point. Attack and De-
fense ratings can also be adjusted. It
costs 15 ability points per rating point to
raise an attack rating and 15 ability points
per rating point to lower a defense rating.
Also, it costs 5 ability point per point to
raise the HTH modifer of a character.
cHArActer clAssiFicAtiOn
Due to the fexibility of The System,
there are no set classes as in most
role-playing games. By assessing a char-
acters origin, mentality, and abilities, a
player may choose a class title that fts his
character and use this name to classify
the character. The player does not have to
classify the character, but if he chooses
to do so, it should be one that can easily
be evaluated by a GM or fellow player.
liMitAtiOns & DisADVAntAges
Limitations and disadvantages are
special options which allow a player to
increase a power or ability points. A limi-
tation applies to a certain power and it
basically gives that power same condition
under which it works. By doing so, the
powers power increases or its cost is de-
creased. Disadvantages are things which
affect a character directly. To balance a
disadvantage, the character receives bo-
nus ability points. The player should con-
fer with the GM as to if and how he can
use disadvantages and/or limitations.
The GM may say no altogether.
The Syst em 7
THE ODDS TABLE
An important facet in many parts of
this game is the odds table. Basically, the
odds table takes into account the prob-
ability of something happening and puts
this chance into the roll of the dice. To
use the odds table, there must be two op-
posing forces. The side which is to make
the roll is frst and the opposing force is
second. In other words, the roller is the
number on the left and the opposing force
is the number on the right. Example: A
character has a 30 and the opposing force
has a 60 (in whatever), the odds are 1-2.
Once the odds in a particular situation
have been determined, a roll is made on
4d6 to determine success or failure. This
is done by cross referencing the odds with
the total of the roll. S indicates success,
F indicates failure, 2X means double
effect, and 3X means triple effect.
USlNG BASlC ABlLlTlES
A characters basic abilities have
more purpose than just determining his
ratings. Some very complex situations
can be divided into simpler parts that
are easily solved.
AbilitY cHeck
The most basic aspect of using the
basic ability is the ability check. An
ability check is a roll on 4d6 which must
be equal to or less than the basic abili-
tys rank. Once a basic ability has been
chosen to use on an ability check, the
GM must place any position modifers.
That is, bad conditions make it harder
to succeed. For example, if someone was
trying to solve a riddle, it would be much
harder to do it in a crowd of people than
in complete solitude.
AbilitY cHeck On ODDs tAble
The other way of making an ability
check, and a more realistic one, is the
odds table. First, choose the basic ability
which is put to use and assign the task
performed a complexity number. Com-
pare the basic ability to the complexity
number and decide the odds. Find the re-
sult by rolling 4d6 and cross-referencing
the result of the roll with the odds of the
attempt. Most of the basic abilities can be
used in the above manner.
using strengtH
STR is the only basic ability which
requires APPs to use. As stated in the
Characters section, the weight that a
character can lift is the number of pounds
equal to his STR times 7.5. For using STR,
the APPC is somewhat complex. If the
character uses 1/2 of his STR or less, the
APPC is one point. If the character uses
above 1/2 and up to 3/4 of his STR, the
APPC is 2. If the character uses above 3/4
and up to all of his STR, the APPC is 3.
STR can also be used to cause damage.
The above APPC costs are applied to the
use of STR in causing damage also. Bare-
handed damage of STR if determined by
rolling 1d6 and adding the STR HTH dam-
age modifer (see Ttable C5: HTH Dam-
age Modifer.)
Before using STR, the player must tell
the GM the amount of STR being used. If
the player does not tell the amount of STR
being used, the GM should assume he is
using all of it.
luck
Luck is one of the most versatile abili-
ties but also one of the most precious.
Luck can do everything from increasing
hit probability to deciding if a trap gets a
character or not. Luck cannot be bought
by ability points. The only way to raise luck
is by experience. For every fve experience
points, one luck point is gained but every
time you test your luck, it costs you.
Some traps may call for an awareness
check followed by an agility check for
success. However, luck may be chosen
instead. The player then makes a Luck
check. Each time a luck check is made,
it decreases Luck by one point, never to
see that point again.
Another use of luck is to increase hit
probability by increasing the chance by
one point for each luck point spent. This
may also be done for defense. It makes
sense. If a character put all he effort into
hitting one opponent, his chance serious-
ly decreases the next time around.
Check with the GM on when luck can
be used.
USING BASIC ABILITIES & THE ODDS TABLE
S=Success 2X=Abilities doubled at no extra cost
F=Failure 3X=Abilities tripled at no extra cost
THE ODDS TABLE
ODDS
1-4or 4-1or
ROLL worse 1-3 1-2 2-3 1-1 3-2 2-1 3-1 better
4 F F F F F F F F F
5 F F F F F F F F s
6-7 F F F F F F F s s
8-9 F F F F F F s s s
10-12 F F F F F s s s s
13-15 F F F F s s s s s
16-18 F F F s s s s s s
19-20 F F s s s s s s 2X
21-22 F s s s s s s 2X 2X
23 s s s s s s 2X 2X 3X
24 s s s s s 2X 2X 3X 3X
S The Syst em
SKILLS
Skills, unlike powers, have only one
source. That source is from personal skill.
Skills work on a system of rank points
(RPs). By expending ability points, the
character can purchase skills by buying
RPs of the skill. Each skill may also have
a number of subskills. By purchasing the
entire skill, the character gets a better
deal than if he had bought all the sub-
skills separately. Subskills can be bought
by themselves. The cost of a skill is listed
next to the name of the skill but if the
character wants to buy only certain sub-
skills, the cost of doing so is listed by the
subskill. If a character buys one subskill,
he does not get the other subskills of the
same skill category.
THE ODDS TABLE
An important facet in many parts
of this game is the odds table. Basi-
cally, the odds table takes into account
the probability of something happening
and puts this chance into the roll of the
dice. To use the odds table, there must
be two opposing forces. The side which
is to make the roll is frst and the oppos-
ing force is second. In other words, the
roller is the number on the left and the op-
posing force is the number on the right.
Example: A character has a 30 and the
opposing force has a 60 (in whatever), the
odds are 1-2. Once the odds in a particu-
lar situation have been determined, a roll
is made on 4d6 to determine success or
failure. This is done by cross referencing
the odds with the total of the roll. S indi-
cates success, F indicates failure, 2X
means double effect, and 3X means tri-
ple effect.
SKlLLS AND THE
ODDS TABLE
Most of the skills work on the odds
table. The skill descriptions will indicate
when the odds table is to be used and
what the opposing rank will be to the
characters rank (total rank points in that
skill). The price for the skill in ability points
(APs) is given at the right of the title of the
skill. If there is no opposing force indi-
cated than there no roll required on the
odds table.
LlST OF SKlLLS
AcrObAtics
10 APs per RP;
each subskill costs 2 APs per RP
balancing:
This is the ability to cross long areas by
walking on narrow surfaces. This ability
uses the odds table with surface deter-
mining the opposition.
AREA OPPOsINGRANK
stableedge 14
wire 28
shakingedge 20
slimed/oiledarea 24
shaking&slimed/oiled 28
Pole Vaulting:
This is the ability to use any leverage
device (springboard, see-saw, pole, etc.)
to project ones seIf. There must be a 30
foot running start and if using a pole, it
must be 4 feet longer than the user. The
height to which jumping is possible is 5
feet plus one half foot per RP.
Jumping:
This is self-explanatory. The length
possible from a standing broad jump is 3
feet plus 1 foot per RP but no greater than
10 feet. The length possible for a running
broad jump (Which requires a 20 foot run-
ning start) is 7 feet plus 1 foot per RP but
no greater than 24 feet.
gymnastics:
This skill gives an attack advantage
in HTH combat by using tumbles, rolls,
handstands, etc. The advantage is +1 to
PAR for every 5 RPs.
Diving:
Diving is the ability to fall and move to
lessen damage by maneuvering the body.
Falling damage is reduced by 1 point per
RP. No damage results when landing on
the feet.
evasion:
This is the ability to dodge, etc. to in-
crease the chance of being missed. The
advantage of this is -1 to PDR for every
5 RPs.
climbing:
Climbing is self-explanatory. It uses
the odds table with the opposing value of
the surface being climbed.
sURFACE OPPOsINGRANK
ledges&footholds 12
smallcracks 16
smoothsurface 20
slimed/oiled 30
rope 10
AniMAl skills
5 APs per RP;
each subskill is 3 APs per RP
training:
Training is the ability to train animals to
respond to commands. The odds table is
used with the following oppositions.
ANIMAL OPPOsINGRANK
smalldomestic 9
largedomestic 14
smallwild 19
largewild 24
mature +4
elderly +10
The animals are assumed to be young.
Otherwise, add the age modifers to the
opposition. The trainer chooses, also, *a
specialization area. That is, he chooses
a certain kind of animal and his RPs are
doubled, at no extra cost, when dealing
with this kind of animal. The time it takes
to train an animal is 2-12 (2d6) days.
riding:
This is the ability to mount and guide
the movements of an animal. The rank
of the opposition is found by adding the
animals STR and INT and dividing this
number by two. Success only has to be
determined once per specifc animal. If
the animal is trained, the opposition is
lowered by the RPs of the trainer. If the
trainer and the rider are the same person,
the player does not need to roll, success
is automatic.
The Syst em 9
inFluence
5 APs per RP; only one skill
Persuasion:
This is the ability of a character to talk
other characters or another character into
seeing his way. The odds table is used
for this skill with the awareness of the
character being the opposition. However,
instead of using RPs directly as the acting
force, the acting force is the RPs of the
character plus his charisma with the total
divided by two((RPs+CHA)/2). There
are certain modifers to the opposition:
OPPOsING MODIFIER
CHARACTERIs TOAWA
rapturedbyuser -14
friend -5
neutral 0
questioning +5
hostile +14
stronglyopposedtoidea +19
arch-foe +24

MODIFIER
sITUATIONIs TOAWA
obviouslybest -10
reasonable 0
risky +5
extremelyrisky +14
suredeath +24
MArtiAl Arts
15 APs per RP (Subskilis may not
be purchased separately.)
Melee:
Melee combat is essential in martial
arts training. Characters get a +1 PAR
bonus for every 3 Martial Arts RPs. In
bare-handed attack, the character gets
+1 PAR for every 4 RPs and +1 damage
for every 2 RPs.
Diving:
Martial arts diving is treated the same
as acrobatic diving. However, if the
character has martial arts and acrobatic
training, the damage reduction is not
cumulative. The greater of the two rank-
ings is used.
M-b-l:
M-B-L stands for move-block-de-
fect. By moving with an attack, block-
ing it, or defecting it, damage is reduced.
The actual damage taken is total damage
minus one-half of the martial arts RPs.
Defensive throwing:
This is a valuable skill, but it is risky. It
is used in defense similar to a block but
when using defensive throwing, no M-B-L
move can be made. Defensive throwing
can be used in HTH only. To use defensive
throwing (a defensive move), the player
must sacrifce an action. The STRs of the
two opposing characters are compared
and the defender rolls on the odds table.
If failure occurs in one of the frst two col-
umns in the 4 or 5 row, the defender
takes double damage. Failure indicates
normal damage. Success indicates the
attacker has be knocked back. 2X means
the knockback is doubled while 3X triples
the knockback. The distance the attacker
is knocked back is one hex per three RPs
of the defender.
tecHniciAn
Operating:
10 APs per RP
2 APs per RP. Operating includes start-
ing a machine and using it for what it was
meant to do. The odds table is used and
the complexity number of the machine
is the opposing force. If failure occurs
in one of the frst two columns in the 4
or 5 row, the machine is damaged and
cannot be until it is repaired. Failure indi-
cates inability to use the object and a 1
in 6 chance of the object backfring. Suc-
cess indicates ability to correctly operate
the item. 2X and 3X are treated as if there
were just a standard S result. The time
it takes to fgure out the object is the
items complexity minus the characters
RPs. The minimum time is one turn.
repairing:
3 APs per RP
This is the ability to repair machinery.
Just because someone can repair some-
thing does not mean he can operate it.
For example, just because a computer
technician can repair a computer does
not mean he knows how to program a
computer. To repair a machine, the odds
table is used with the machines complex-
ity as the opposing force. If failure occurs
in one of the frst two columns in the 4 or
5 row, the machine is destroyed. Failure
results in the inability to repair the item
while success simply means successful
repair. A result of 2X means the next time
the technician deals with a similar item,
he gets his rank points doubled for use
on a similar item. 3X results in a triple of
his rank points the next time he deals with
a similar item. To repair an object, the
technician must have a tool kit equal to or
greater than the complexity number of the
object (see Game Mastering-Equipment).
The time it takes to repair the item is its
complexity number doubled minus the
RPs of the technician. The minimum time
for repair is two turns. This skill may also
be used to deactivate an item. Time and
procedure are the same. This includes
the use of tools. Failure in deactivating re-
sults in nothing happening while success
results in deactivation without destruc-
tion. If failure occurs in one of the frst two
columns in the 4 or 5 row, the machine
works twice as it did before deactivation
was attempted. 2X or 3X results in per-
manent deactivation of the object.
identifying:
3 APs per RP
Identifying an object consists of be-
ing able to tell what the object does.
The complexity number is the opposing
number on the odds table. If failure oc-
curs in one of the frst two columns in the
4 or 5 row, the character identifying is
sure that the object does the opposite of
what it actually does do. Failure signifes
the character is unsure of the purpose
while success indicates the identifer
knows what the object does. 2X means
the identifer gets his operating RPs dou-
bled when trying to operate the item (if
he has operating) and 3X means the op-
erating RPs are tripled. The time it takes
to identify the object is the complexity
number minus the rank points of the item.
The minimum time it takes to identify the
item is one turn.
building:
4 APs per rP
Building an object is a long and com-
plicated process. The basis is Building
RPs versus complexity number. For a full
description see Special Devices.
Designing:
5 APs per RP
With the use of this skill, characters
may invent technical objects of their own
design. The character must, however,
have the Building Technician skill or have
someone with the build skill to have the
object built. The use of this skill is ex-
plained in the Special Devices section.
10 The Syst em
Before purchasing a power, the player
must decide on the source of the power.
The source of the power determines the
ability point cost (APC) of the power. The
use of a power puts physical drain on the
character and the force usable is the char-
acters APPs With the listing of the individ-
ual powers is the Ability Power Point Cost
(APPC) of using the power. The APPC is
subtracted from the APPs of the charac-
ter and the points are lost temporarily until
the character either recovers on his own
or is supplemented by another character.
Powers are also subdivided into attack
powers (APO) and non-attack powers
(NAP). The type of power (TOP) is listed
in the power description.
Attack powers use attack and defense
ratings to determine success and failure.
The attack powers have an attack power
category (APC) to tell which set of ratings
(physical or mental) to use in the attack
process. -HTH behind a physical APC
indicates the HTH modifer is to be used
when attacking with such a power. Unlike
attack powers, NAPs are either automat-
ic (auto) or use a success rating (SR) as
indications in the non-attack power cat-
egory (NAPC).
A success rating is the number or less
that must be rolled on 4d6 to succeed at
using a power. There are, however, varia-
tions in SR due to circumstances.
POWER SOURCES
The GM has a say so in the source of
the abilities because he is.in charge of the
setting of the game. He may, therefore,
limit the capacity of the power and/or the
source of the power.
Mutation: A power derived from a
change in genetic structure is considered
a mutation. All costs apply as normal but
no substitutions for APPs may be made.
In other words, there can be no special
objects which supplement the charac-
ters APP. The source of a mutation might
be a weird DNA combination at birth or
exposure to radiation. Depending on the
setting, the character should discuss
with the GM the source of the mutation.
There is no limit to the capacity of a mu-
tant power. For each power from a muta-
tion, there is a 50% chance (1-3 on 1d6)
that the power has, in some way altered
the character. When such an alteration
occurs, the GM and player should work
up some physical manifestation of the
power. Examples are scales, altered skin
color, and loss of hair.
Aliens: Aliens powers are those
powers which are inborn due to ancestry
(this category does not include Homo-
sapiens). There are three subcategories
of aliens: extra-terrestrial, extradimen-
sional, and lost civilization. Although
some may look humanoid, there is always
some physical difference from humans,
whether it is green skin or yellow eyes. As
with mutant powers, there is no APP sup-
plement or substitute. An extra-terrestrial
comes from another planet, an extradi-
mensional comes from another dimen-
sion, and one from a lost civilization of
earth might be from some long lost race
of humans. The legendary Atlanteans are
a perfect example.
Altered Humans: The powers that
fall into this category are those that be-
long to people who were once normal
humans and acquired the powers from
some means other than radiation or tech-
nology. The origin of an alteration power
may be the injection of chemicals, cos-
mic, or-other strange forces. Powers in
this category may have the APPs supple-
ment as per the power APP supplement.
Because there are no disadvantages to
this source, the ability point cost of the
power is doubled.
Magic: This is dealt within its own
section, Magic and spells.
Technology: A technological power
has a technology level. The technology
level is equal to the ability point cost of
the power. When detailing settings, the
GM decides on the technology level of
the setting. The technology level (or TL)
of the power may not exceed the TL of the
setting. There are basically two sources
of technological powers. These are bion-
ics and devices. The ability cost is normal
but there are drawbacks. In the case of
bionics, the machines are implanted in or
on the characters body and cannot be
removed except by major surgery. If the
part is hit in battle (chance of this is deter-
mined by the GM) there is a 2 in 6 chance
of the bionic part releasing a discharge.
On a 1-3 on 1d6, the discharge is minor
and causes 1d6 damage to the character.
On a 4-6 the damage is severe and caus-
es 2d6 damage. If a part takes 10 or more
points of damage (cumulative) and is not
totally destroyed, a major discharge and
2d6 damage occurs and the part cannot
be repaired. The APPs for the bionic part
may come from the character, or a power
pack (see below). A device on the other
hand is separate from the characters
body and the device requires a power
pack. A device may be taken away from
the user and used by another character.
When purchasing a device, it is neces-
sary to give it stamina to allow it to take
damage. The STA cost for a device is 5
ability points per STA point. Unless com-
pletely destroyed, devices and bionics
may be repaired by a technician. A device
is considered destroyed when its STA is
reduced to 0 or below. If the STA never
goes under 1, the device may be repaired.
Power packs are battery-like devices
that may power technological powers.
The cost of a power pack is 5 credits for
each APP in the power pack. Therefore,
a power pack with 100 APP would cost
500 credits. However, unlike a characters
APPs, power pack APPs may not be re-
covered. Once used, they are gone.
POWERS
The Syst em 11
Weapons: Some weapons are tech-
nological. To classify as such the power
must have its own source of power (via
a power pack, for example). Swords and
bows, on the other hand, require no pow-
er other than that of the wielder. Unlike
powers and devices, this class of weap-
ons (Class I Weapons) costs money, not
ability points. Class I weapons are dealt
with after magic.
MOneY FOr POWers
Some powers may be bought by cred-
its easily by spending credits equal to the
ability point cost (APC) multiplied by fve.
The ability of doing as such is listed by an
asterisk(*) appearing by the powers title.
However, availability and limit to ability
points may be limited by the GM.
LlST OF POWERS
Following is a list of powers. Each pow-
er is frst identifed by name and is then
followed by statistics and a description
of the power. The statistics are the type
of power, followed by the category of the
type of power, then the ability point cost
of the power and the ability power point
cost of using the power. The cost of the
power is the amount of ability points that
must be spent in order to have that pow-
er. The APPC or the ability power point
cost is the effort needed to use a certain
power. This is the amount that must be
subtracted from a characters APPs when
using the power. If he does not have a
suffcient amount of ability power points,
then he cannot use the power. There are
several things in the power descriptions
that may not be understood until reading
the BASIC RULES section.
AbsOrPtiOn
This power is the ability to absorb or
take in others powers, skills, etc. from
either other characters, animals, or the
environment. For the absorption to occur,
the character must touch the object from
which he wishes to absorb. The player
must frst decide the class of absorption:
mimic, trade, or remove. In mimicking,
the character duplicates what is being
absorbed while the original keeps what
is being absorbed. Trade, on the other
hand, actually trades the characters abil-
ity for the subjects. Finally, remove actu-
ally takes away the characteristic. Below
are the characteristics that may be ab-
sorbed and the class of absorption for
the characteristic. In addition to the listed
ability point cost, there is a + 10 cost for
mimic, +5 for trade, and +15 for remove.
The cost of the power does not take into
account the class of absorption. There
are 5 types of absorption.
i. Power Absorption
TOP: APO APC: Phys-HTH
Cost: Special APPC: Special
In power absorption, the character ab-
sorbs some power from another charac-
ter. With the use of this power the char-
acter may have in possession only one
other power at a time unless he buys
Power Absorption a second or more
times. Power absorption has a rating to
itself. For every 3 points of the power,
the character receives one rating point.
A character cannot absorb an ability with
an ability point cost higher than his rat-
ing points. The power must be equal to
or less than the rating points. Power ab-
sorption may mimic or remove only. The
ability point cost for a one turn duration is
5 ability points for 3 points of the power..
For each additional turn the power may
be retained, there is an additional cost of
5 ability points per extra turn of retention.
The APPC of the power is paid at normal
rates for the absorbed power. The APPC
for absorbing is 1/10 the ability point cost
of the power absorbed, rounding off.
ii. Damage Absorption
TOP: NAP NAPC: auto
Cost: 3/point APPC: 1/5 pts.
Damage absorption actually allows
the character to absorb damage caused
by attacks. At the time of purchase, the
character decides whether the absorp-
tion will work against physical or mental
damage. The character may buy both but
they must be purchased separately. The
ability point cost for damage absorption
is 3 points for each point of damage able
to be absorbed. All damage other than
that absorbed is applied as normally.
The APPC of the power is 1 APP for each
5 points of damage absorbed, round-
ing up. The character does not have to
use the powers full potential, though he
may. Because the power does not ft as
a mimic, trade, or remove, there is no ad-
ditional cost.
iii. basic Ability Absorption
TOP: APO APC: Phys-HTH
Cost: see below APPC: see below
Upon the absorption of a basic ability,
the character replaces his characteristic
with the one absorbed. Ratings are ad-
justed as needed. The ability point cost
is 5 points for every point of Charac-
teristic the character is able to absorb.
Basic Ability Absorption may be mimic
or trade. In the case of trade, the per-
son from whom the characteristic was
absorbed receives the absorbing char-
acters normal rating. For every 3 points
the character absorbs, there is an APPC
of one. The APPC is paid for every turn
the characteristic is retained. However,
for the duration to increase requires 5
ability points per turn of duration.
iV. Memory Absorption
TOP: APO APC: Phys-HTH
Cost: 5/pt. APPC: 1/3 pts.
The character is able to receive his
opponents memory. For every point of
the power, the character receives the
others memory for 1 turn. The APPC is 3
points for every point of the power used.
This power can be only mimic. From the
memory, the character can detect man-
nerisms, beliefs, etc. displayed within
the past.
V. Appearance Absorption
TOP: APO APC: Phys-HTH
Cost: 50 APPC: 5/turn
This power is simply the ability to look
exactly like the object touched. This in-
cludes clothing and equipment. This is
appearance only. Characteristics, pow-
ers, etc. are not absorbed. The ability
point cost is 50 and the APPC is 5 per turn
the disguise is retained. Once stopped,
the character must make another suc-
cessful attack roll to absorb the appear-
ance again.
12 The Syst em
AciD
TOP: APO APC: Phys
Cost: 15/die APPC: 1/die
A spray of acid may be shot by the
character. Against metal, the character
gets a +2 attack bonus. The cost is 15
ability points for every die of damage and
the APPC is one for every die of damage
put into the attack.
AniMAl cOntrOl
TOP: NAP NAPC: SR
Cost: 3/pt. APPC: 2+1/turn
When controlling animals, once a
successful SR roll is made, the charac-
ter may control an animal with an INT
equal to or less than the characters
mental ability. At the time of purchase,
the character must decide the type of
animal he wishes to control (like cats,
birds, or maybe horses). Once control is
established, it maybe maintained as long
as the character pays the APPC. Once
control is let down, another SR must be
made to reestablish control. This power
uses a SR and for every hex the animal
is away from the character there is a -1
penalty to the SR. The ability point cost
is 3 for each SR point. The APPC is 2
to attempt and 1 per turn, after the frst,
control is kept.
ArMOr
TOP: NAP NAPC: auto
Cost: 3/pt. APPC: none
Damage from physical attacks is re-
duced by armor. Armor could come from
thick skin, a specialized suit, or plain old
metal armor. Armor reduces ability by 1/10
of the total points. Therefore, a character
with 50 points of armor has his agility re-
duced by 5. The character and GM must
work out the source of the armor and the
effects on appearance. For every point of
armor, damage from physical attacks by
one point. The cost of this power is 3 abil-
ity points per point of armor.
bODY MAtter cHAnge
TOP: NAP NAPC: auto
Cost: 25/die APPC: see below
By this power, the characters body can
change to a specifc substance and take
on the properties of the substance while
keeping his own shape. In HTH combat,
damage is increased by one die for every
die of the power if the substance is ap-
plicable (like electricity, fre, and stone
but not substances like water and gases).
If the substance is sol id or liquid, dam-
age taken from others is decreased by
2 points for every die of the power. The
APPC for the power is 5 pert, die to turn
on and 2 points per die for every turn the
change is maintained.
cling AnD cliMb (sPiDerWAlk)
TOP: NAP NAPC: SR
Cost: 2/pt. APPC: none
By the use of this ability, the character
is able to stick to and move across walls,
ceilings, etc. as if they were ground. The
SR roll is made only when performing in-
tricate moves or on slick surfaces. The
character is able to apply leverage where
there normally would not be leverage.
This power treats the force of gravity as
if it were perpendicular to the surface the
character is upon.
DensitY cOntrOl
TOP: NAP NAPC: auto Cost:
10/pt. APPC: 1/5 pts.
By controlling his density, a charac-
ter can increase or decrease his mass.
For each point used, the character can
adjust his weight level up or down. The
character must decide upon purchase
whether the increase will be up or down.
For every 6 points of density greater than
his STR, the character receives a bonus
of one die in HTH damage. However, if
his density points are greater than his
STA his AGI is reduced by four, PAR is
reduced by one, and PDR is increased
by one. The character gets physical dam-
age taken reduced by one for every point
of density above the characters weight
level. The character may -lower his
weight level to 0 giving him a 0 weight ef-
fect. That is, the character weighs noth-
ing. If the characters density is less than
his STA, AGI is increased by 4, PAR is
increased by only, and PDR is decreased
by one. The cost is 10 per density point
and the APPC is 1 point for every 5 den-
sity points used, per turn.
eleMentAl generAtiOn
TOP: NAP APC: auto
Cost: 10/die APPC: 2/die
With this power, a character can create
either fre, air, earth, or water. When pur-
chasing the power, the character choos-
es one of these four types. The area of the
produced substance is one hex per die.
Upon the creation, dice are rolled for the
substance (equalling the number of dice
in the power). The damage done by the
substance equals the amounts of points
in the substance. Where applicable, the
weight of the substance is 10 multiplied
by the points of the substance.
eleMentAl cOntrOl
TOP: see below APC: see below
Cost: 4/pt. APPC: see below
With this power, a character can control
either fre, air, earth, or water. When pur-
chasing this power, the character chooses
which of the four he wishes to have. The
character purchases points. These are the
points of substance he is able to control.
This number also doubles as the SR for
this power. Upon successful SR roll, the
character can manipulate the substance.
For every hex in distance from the sub-
stance, there is -1 to the SR. The manipu-
lated points of the substance may cause
damage equal to their points or take dam-
age. If the substance takes more damage
than it has points, it is destroyed. If being
used as a shield, it takes all the damage it
can before the character takes damage.
The ability point cost is 4 per point. The
APPC is 1 for every 3 points used in the
initial try and 1 per 6 points for each turn it
is maintained. By mixing areas of control,
the character could control weather, etc.
energY blAst
TOP: APO APC: Phys
Cost: 10/die APPC: 1/die
By use of this power, the character can
attack with some form of energy. It may
by electricity, sound, light, etc. Damage is
by dice. The cost of this ability is 10 per
die and the APPC is one point for each
die used.
energY MAniPulAtiOn
TOP: NAP NAPC: SR
Cost: 3/pt. APPC: see below
With this power, the character can
manipulate one form of energy. He can
increase or decrease the force of the
energy. It can also be used as a defense
The Syst em 13
against the same substance as that being
manipulated. This power can be used in
conjunction with energy blast. For exam-
ple, the energy blast can have no target
and be in existence until it does damage
equal to its damage points. It can be used
as a shield until it takes maximum damage
(points equalling its own). The SR doubles
as the damage points of the energy that
the character can control. The character
can increase the damage points up to but
not exceeding his own SR. For every 10
damage points of the energy, it may take
up one hex. The damage points can be
decreased to zero. The cost of the power
is 3 ability points for each SR point and
the APPC is one for each 3 points of the
substance controlled per turn of control.
The source of energy might be a match
(for fame control), and electrical line (for
electrical control), etc. The range of con-
trol is one hex per SR point.
extrA liMbs
TOP: NAP NAPC: auto
Cost: 15/limb APPC: none
The character gains a prehensile limb
capable of whatever motions and actions
of that kind of limb of the same size. It
could be a tail, extra are, etc. The STR
of the limit is the same as the STR of the
character. There are no extra attack bo-
nuses. The cost is 15 ability points for
each extra limb.
extrAOrDinArY senses
TOP: NAP NAPC: auto
Cost: 5/hex APPC: none
With this power, the character can de-
tect exactly everything in the hex/range
radius of the character. If, for example,
there is a ring concealed in a hollow
stone, the character can pick this up. This
power negates the advantages of an at-
tacker from behind if the attacker is in the
range of the power. The character may
also detect invisibility. The cost is 5 ability
points per hex in range.
eMPAtHY
TOP: APO APC: Mental
Cost: 10/pt. APPC: 2/pt.+1/turn
With the use of empathy, the character
may feel the emotions of another charac-
ter. It is a simple mental attack doing no
damage. For each point purchased, it has
a range of one hex and a duration of one
turn. Therefore, a person with six points
may empathize with a character up to 6
hexes away for up to 6 turns. The duration
may be shortened just by the character
saying so. The cost is 10 per point and the
APPC is 2 per point used per turn.
eMOtiOn-cOntrOl
TOP: APO APC: Mental
Cost: 15/pt. APPC: 3/pt.+1/turn
Characters with this power make
others act according to the emotion in-
stalled in the victim. Upon purchase, the
character decides which emotion he will
be able to install. For each point of the
power, there is one hex range and one
turn duration. The cost is 15 per point
and the APPC is three per point on the
original turn of installation and one per
point every turn afterward.
enVirOnMentAl inDePenDence
TOP: NAP NAPC: auto
Cost: 3/turn APPC: 1/turn
With this power the character can sur-
vive in any environment or atmosphere
with no need of normal life-sustaining
functions. The duration is in turns and
the cost is three ability points per turn
for maximum duration. The APPC is one
APP per turn.
FligHt
TOP: NAP NAPC: auto
Cost: 5/hex APPC: 1/3 hexes
Flight is a movement ability and the
character can fy during one action (See
Basic Rules section) the number hexes
purchased. This is not considered an ac-
tion, however. Also, if any fying is done
during the action, the 15 points of move-
ment cannot be used, except for the
action option (explained in detail in the
Combat section).
FOrce FielD
TOP: NAP NAPC: auto
Cost: 15/pt. APPC: 1/turn
By the use of a force feld, a character
lowers his MDR or PDR by the points of
the power. The character decides upon
purchase whether he will buy for MDR or
PDR or both. The points purchased are
then, when activated, subtracted from
the proper defense ratings in a combat
situation. The ability point cost is ffteen
per point and the APPC is one per point
per turn.
gliDing
TOP: NAP NAPC: auto
Cost: see below APPC: 1/10 hexes
Gliding is pretty much what it says. For
a character to be able to use gliding, he
must be at least one hex (2.5 feet) above
the ground. This power is purchased in
hexes. In one action (see Basic Rules sec-
tion), for every hex above the ground, the
character can glide the number of hexes
purchased. For example, if a character has
7 hexes of gliding and is 3 hexes above
ground level, he may glide up to 21 hexes.
Gliding is substituted for regular move-
ment on the turn. The ability point cost of
gliding is 3 per hex and the APPC is 1 for
every 10 hexes glided, rounding up.
grAVitY cOntrOl
TOP: NAP NAPC: SR
Cost: 15/pt. APPC: 1/pt. /turn
With this power, the character can alter
the amount of gravitational pull on an ob-
ject. The SR doubles as the effectiveness
of the power. The points are the factor
multiplied by the weight of the object af-
fected. That is, the SR is multiplied by the
weight of the object being affected is the
maximum weight of the object. The maxi-
mum weight multiplied by negative one re-
sults in the minimum weight of the object.
If the weight is negative then the object,
in essence, falls upwards. If the STR of
an affected object is not suffcient to lift,
what he weighs then the object (person
or whatever) will fall to the ground help-
less. For every 50 pounds that the weight
exceeds lifting ability, there is 1d6 dam-
age to the object. The range of this power
is one hex per SR point. The cost of this
power is 15 points for each SR point. The
APPC is one for each point used per turn.
grOWtH
TOP: NAP NAPC: auto
Cost: see below APPC: see below
By using this power, the character can
increase size at will. Growth works on a
system of levels. The level represents the
maximum factors of the character. In other
words, to determine the tallest one can
grow, the characters height is multiplied
by the level. The only exception is level
14 The Syst em
one whose factor is not 1 but 1.5. In ad-
dition to height, the weight, movement
ratings, and STR of the character are mul-
tiplied by the level factor. This is to repre-
sent the increased scale of the character.
For each level of growth, PAR and PDR
are increased by the number of the level.
The cost of this power is somewhat odd.
The level squared times ten is the cost of
to buy up to that level. The formula for the
cost is cost=level
2
x10. For example, a lev-
el of 3 would cost 90 points (3
2
x10). The
APPC is 5 per level to grow but none to
stay enlarged or to reduce.
illusiOn
TOP: APO APC: Mental
Cost: 20/die APPC: see below
With this power, upon a successful
mental attack, the character can make
another being believe in something that is
not really happening. Because the men-
tal image is so real, the mind controls the
body as if the situation was real. Therefore,
if a character believes he is on fre, he will
take damage. If the illusion is such that
an actual occurrence of the illusion would
cause damage, than the believing char-
acter will take damage (mind over matter
kind of stuff). The number of dice in the
illusion determines the illusions STA. The
illusion may be attacked by the believing
character only. Once the character has
destroyed the illusion (does enough dam-
age to lower the STA of the illusion below
0) the illusion is dispelled. One-half of the
dice of the illusion are used in determin-
ing damage. For example, an illusion of a
tank by the character Mindshadow is an
8d6 illusion. Upon a successful mental
attack, he rolls a total of 31 on the eight
dice. The STA of the illusion is 31. The
damage caused to the believing person by
the tank is 4d6. When an illusion attacks
its believer, the MAR of the character that
created the illusion is used against the
PDR of the character it is attacking. An
illusion can be discontinued just by the
attackers will to do so. An illusion cannot
by used on unconscious characters. An
illusion does not create matter, just belief
in it. Therefore, a platform could be illu-
sioned but any character believing he is
standing on the platform would actually
be standing on the ground. The cost of
illusion is 20 per die and the APPC is 2
per die to create the illusion but no addi-
tion to continue or diminish. The illusion
lasts until it is destroyed or disbelieved.
The APPC for an illusion is a number
equal to the STA for the illusion created.
If a character wishes to limit amount of
STA placed into the illusion, he must state
so before the STA roll is made. Otherwise,
the illusion drains the full APPC equal to
the STA, with a maximum STA and APPC
equal to the full amount of the characters
APPC reservoir.
iMAge
TOP: NAP NAPC: SR
Cost: 5/pt. APPC: 1/3 hexes
An image is similar to an illusion in that
it simulates the appearance (smell, taste,
sight, sound, etc.) of something. Unlike
an illusion, however, it is not an attack on
a character but is simply the creation of
an image present to all those who view in
the direction of the image. An image is an
inanimate creation of one thing. The size
of the image can be up to the number of
hexes equal to the SR of the character.
An image is dispelled by an object simply
touching it or moving through it while the
moving object continues, unaffected. An
image, like illusion, does not create mat-
ter, it simulates it. The cost is 5 per SR
point and the APPC is one per 3 hexes
of image, rounded up. If the character
wishes to have an animate image, the
cost is double of the regular image while
the APPC remains the same.
iMPAct beAM
TOP: APO APC: Phys
Cost: 15/die APPC: 3 /die
The impact beam is an attack utilizing
waves of vibratory force. It is treated as a
physical attack and damage is rolled on
the dice of the attack. The attack affects
all objects in the target hex. Therefore,
each die of damage is applied to every-
thing that will take physical damage. This
includes any devices or weapons the vic-
tim may be carrying. The ability point cost
is 15 per die and the APPC is 3 per die
used.
inFrA-reD VisiOn
TOP: NAP NAPC: auto
Cost: 5/hex APPC: 1/10 turns
Infra-red vision allows the character
to see in the dark by use of the infa-red
spectrum, by seeing heat wave varia-
tions. A source of heat like a lantern, will
form shadows like darkness in light. In
other words, lightness in dark. This pow-
er allows the character to see objects not
normally visible. It does not work well in lit
areas. The cost of this power is 5 per hex
in range. The APPC for this power is 1 per
10 turns, rounding off.
inVisibilitY
TOP: NAP NAPC: SR
Cost: 5/pt. APPC: 2/turn
With this power, the character can-
not be detected by normal vision but the
character can by detected by sonar, in-
fra-red, etc. Position could be given away
by clumsily bumping into objects, or us-
ing visible attacks. The invisible character
can be detected by any other character
making a successful awareness roll or
the use of a special detection power. The
awareness minus the SR of the invisible
character is the roll that must be made or
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.
The Syst em 15
MentAl ArMOr
TOP: NAP NAPC: auto
Cost: 5/pt. APPC: none
Damage from mental attacks is re-
duced by the use of this power. The
damage is reduced by the points of the
power just like normal armor does for
physical attacks. Unlike physical armor,
there doesnt have to be any outward
sign of the armor. The points of mental
armor are the points of mental damage
that may be ignored per turn. This applies
to illusion, mental blast, etc. There is no
APPC.
MentAl blAst
TOP: APO APC: Mental
Cost: 20/die APPC: 2/die
A mental blast is a mental attack on an
opponent that causes straight out dam-
age to the opponent. On each roll of 6
on the damage dice, the victim loses 4
points of Mental Ability, 1 point of MAR,
and adds one to his MDR for the next 1-
6 (1d6) turns. If Mental Ability is lowered
to 0 or below, treat it as 0 and the MAR
loss and MDR gain stop. The cost of this
power is 20 per die and the APPC is 2 per
die put into the attack. Range is one hex
per die.
MinD cOntrOl
TOP: APO APC: Mental
Cost: 25/turn APPC: 5/turn
This is the ability to control another
characters actions. To make contact, the
attacker must make a successful mental
attack and the attacked person must be
in sight. Once the attack is successful
the controlled character will obey simple
orders but if ordered to do something
he normally would not do (like commit
suicide) he gets to make a mental ability
check. The control lasts until a * mental
ability check succeeds or the turns of the
power run out. If other characters try to
talk the control led character out of the
control, each action spent gains an ad-
ditional mental ability check. The cost is
25 per turn of control with an APPC of 5
per turn.
nigHt VisiOn
TOP: NAP NAPC: auto
Cost: 5/hex APPC: none
With night vision, a character can see
as if the darkness was light. In dim light
the range is halved and in full light, the
effects of night vision are obsolete. The
cost is 5 per hex in range and there is no
APPC. Invisibility cannot be detected by
night vision.
POlYMOrPH
TOP: NAP NAPC: auto
Cost: 50/form APPC: 3+1/turn
Polymorph allows a character to
change shape but not abilities, size (un-
less the character has size-changing
abilities), weight, etc. Upon purchase, the
character must choose which category
he is purchasing: disguise, creatures, or
inanimate objects. For disguise, the char-
acter can appear exactly the same as any
creature of about the same height and
build. For creatures, the character should
decide upon the type of creatures he can
look like (dogs, cats, dragons, bears,
etc.), but at his size. Finally, if he changes
to look like inanimate objects he can ap-
pear as that of objects of a size similar
to his own. The cost is 50 for one of the
three forms and the APPC is 3 to change
plus one per turn to maintain and none to
change back to normal.
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
GMs 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
before resting. Example: For three turns
a character uses his psychic self-control.
He must wait three turns before he may
use it again. Psychic self-control may be
used on only one application at a time.
The cost of this power is 15 per point.
If the GM wishes, he can put an APPC
on certain applications and decides the
APPC of the application.
PYrOtecHnics
TOP: APO APC: Phys
Cost: 15/die APPC: 2/die
This power can range from a blinding
fash against one character to a dense
cloud of smoke covering several hexes.
Upon a successful physical attack, a
fash blinds a character for the number of
turns determined by the total on the roll
of the dice of the power. In the case of
smoke, for each die the smoke can con-
sume one hex and lasts a number of turns
equal to the total on the roll of the dice of
the power. The smoke is thick enough to
be treated as darkness and remains sta-
tionary. In the case of smoke, the physical
attack is made on the hex. The range is
one hex per die and the APPC is one per
die. The ability point cost of pyrotechnics
is 15 per die.
rADAr
TOP: NAP NAPC: auto
Cost: 5/hex APPC: 1/turn
With the use of radar, the character
can see detailed outlines of his surround-
ings within a certain range of hexes. This
power eliminates the advantages of an
attack from the rear. The cost is 5 points
per hex in range and the APPC is one
point per turn.
16 The Syst em
rADiAtiOn blAst
TOP: APO APC: Phys
Cost: 40/die APPC: 4 per die
This power is the emission of conic nu-
clear particles in an intense beam. Radia-
tion attacks which do a certain amount
of damage may cause side effects in ad-
dition to normal physical damage. If the
total points of damage are from 21 points
to 49 points, a roll should be made on
Table RE1: Minor Radiation Side Effects
to determine the effect. If the damage
ranges from 50 to 99 points, a roll should
be made on Table RE2: Severe Radiation
Side Effects. Finally, if damage exceeds
99 points, a roll should be made on Ta-
ble RE3: Major Radiation Side Effects.
All rolls are made on 1d6.
The cost of radiation blast is 40 points
for every die and the APPC is 4 points per
die. These costs are so high because of
the threat of the radiation.
rADiAtiOn resistAnce
TOP: NAP NAPC: auto
Cost: 50/level APPC: see below
By use of radiation resistance, dam-
age from radiation is halved. If bought
twice, damage is one-fourth normal and
if purchased three times, damage is one-
eighth normal, and so on. The cost is 50
ability point per halving. The APPC is 2
points for every half.
regenerAtiOn
TOP: NAP NAPC: auto
Cost: see below APPC: 1
Regeneration is used in conjunction
with Con. Class. With the use of regen-
eration, a character recovers STA and
APPs every turn instead of every 10 turns
(see Healing in the basic Rules section).
The cost of the ability is 10 times the Con.
Class of the character. The APPC is one
point per turn.
rePulsiOn/AttrActiOn
TOP: NAP NAPC: auto
Cost: 5/pt. APPC: 1/2 pts.
By the use of this power, the charac-
ter can attract objects to himself or away
from himself. The points of the power go
to distance and weight. The character de-
cides how many points will go to distance
and how many points will go to weight.
For example, a character with 24 points of
this power could move 20 weight levels (
200 pounds ) a distance of 4 hexes during
one action. A weight level repulsion/at-
traction equal to the points of the power
would simply hold the object in its place.
The cost is 5 per point and the APPC is 1
per 2 points used.
resistAnce
TOP: NAP NAPC: auto
Cost: 2/pt. APPC: 1/6 pts.
Resistance simply reduces damage
from specifc attacks. Upon purchase,
the character decides what his resistance
will be effective against heat, cold, radia-
tion, etc. and any damage from such an
attack is reduced by the points of the re-
sistance. The cost is 2 ability points per
point of the power and the APPC is 1 per
6 points used, rounding up.
selF-WeAPOnrY
TOP: NAP NAPC: auto
Cost: 15/pt. APPC: 1/use
This is a power which enables the char-
acter to gain bonus damage and hit prob-
ability from some form of fangs, claws,
and other HTH attacks originating from
a bodily source. For every point of the
power, the character gets +1 to his HTH
modifer 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.
sHrinking
TOP: NAP NAPC: auto
Cost: see below APPC: see below
At will, a character with this power can
reduce in size. Shrinking, like growth,
works on a system of levels. The levels
work the same as growth but weight,
height, and STR are divided by the levels,
not multiplied. For each level, PAR and
PDR are decreased by the number of the
level. The cost of the power is the level
squared times ten and the APPC is 5 per
level to shrink but to maintain or return to
normal size.
RADIATION EFFECTS TABLES
TABLERE1:MinorRadiationSideEffects
ROLL EFFECT FREQUENCYANDDURATION
1 sickness/nausea 1week
2 severeheadaches 2Xdayfor1year
3 dizzyspells 3Xdayfor2years
4 cancer loses1Con.Class/monthifleftuntreated;
fatalityresultswhenCon.Classreaches0
5 blindness 1year(1in6chancepermanent)
6 deafness 1year(1in6chancepermanent)
TABLERE2:SevereRadiationSideEffects
ROLL EFFECT FREQUENCYANDDURATION
1 braindamage permanent(loses2d6INT)
2 deafness permanent
3 blindness permanent
4 severecancer fatalinonetothreemonths,
regardlessofCon.Class
5 mutation permanent(GMdecidesmutation)
6 paralyzation permanent(1areaofbody)
TABLERE3:MajorRadiationSideEffects
ROLL EFFECT FREQUENCYANDDURATION
1-4 death permanent
5-6 mutation permanent(GMdecidesmutation)
The Syst em 17
sPeeD increAse
TOP: NAP NAPC: auto
Cost: 5/pt. APPC: none
Speed increase raises the
movement rating of the character. For
every point purchased, the movement
rating is increased by one. The character,
therefore, gets to take more actions (see
Basic Rules section). The cost is 5 per
point but there is no APPC.
stretcHing
TOP: NAP NAPC: auto
Cost: 5/hex APPC: 1/5 hexes
With the use of this power, the charac-
ter can stretch portions of his body. This
allows a HTH attack on a character not in
an adjacent hex. The length that a stretch
can be made is in hexes. If the charac-
ter wishes to span an area, the area that
can be spanned is the hexes of the power
plus on hex (for the body of the charac-
ter). The cost is 5 ability points per hex
and the APPC is one per 5 hex stretch,
rounding off.
suPer-HeAring
TOP: NAP NAPC: auto
Cost: 5/hex APPC: none
With the use of this power, the char-
acter can detect extremely high and low
frequency sounds within the range of the
power. The character can even hear radio
waves, etc. The cost is 5 per hex range
and there is no APPC.
telekinesis
TOP: NAP NAPC: auto
Cost: 10/pt. APPC: 1/pt.
This power allows the character to
move objects with the use of his mind. It
works on a system of points. The weight
that he can move is such that it treats the
points of the power as if they were STR.
Telekinesis works similar to repulsion/ at-
traction. The points for the power are di-
vided between weight and distance. This
power could also be used as an attack.
The range would be 1 hex per point and
the telekinetic fst would be treated as if
it were a fst with STR equal to its points.
The MAR is used against the PDR of the
victim. Used as a defense, a telekinetic
wall could be set up and physical dam-
age would be reduced by the points of
the wall. The cost is 10 per point and the
APPC is 1 per point per turn.
telePAtHY
TOP: APO APC: Mental
Cost: 10/hex APPC: 1/hex/turn
By the use of telepathy, a character
may communicate with other minds in
sending or reading. When reading a mind,
the character must make a mental attack
to establish contact but the subject must
be in range. The power is purchased for
the range in hexes. Sending thoughts re-
quires no mental attack, just range. The
cost is 10 per hex in range and the APPC
is one per hex per turn.
telePOrtAtiOn
TOP: NAP NAPC: auto
Cost: 15/hex APPC: 1/hex
A character can instantaneously trans-
fer his body from one place to another by
the use of teleportation. The character
must see or be familiar with spot to which
he is going to teleport. At the end of each
teleport, the character must make an
awareness check (see Basic Rules sec-
tion) with his AWA at its normal number
minus the number of hexes he has tel-
eported. If he fails, he is dazed for the
duration of the turn and he loses his ac-
tions and any built up movement left over
(see Basic Rules Section). If the character
teleports into a solid object, he dies. The
cost is 15 per hex and the APPC is one
per hex transversed. Teleportation is con-
sidered movement and is exchanged ap-
propriately during the action sequence.
tOxin
TOP: APO APC: Phys
Cost: 15/pt. APPC: 1/pt.
This power uses some form of toxic
substance to create ill effects in oppo-
nents. Upon a successful hit, the oppo-
nent has some side-effect. The actual
effect should be discussed with the GM.
Where applicable, range equals one hex
per point, damage equals one point per
point, and duration equals one turn per
point. The cost is 15 per point and the
APPC is 1 per point.
trAnsMutAtiOn
TOP: APO APC: Phys
Cost: 15/pt. APPC: 1/pt.
A character with transmutation has
the ability to change one substance into
another. The points of the power tell
the maximum weight level that can be
changed. However, the entire object must
be equal to or less than the maximum
weight level of the power. The points of
the power must be divided among weight
and duration. For example, a character
with 10 points could change an object of
weight level 3 for 7 turns. If a living thing
is transformed into an non-living object
and is broken, - the pieces remain trans-
formed until they are placed together in
the correct position, whereas the subject
comes back to life. The cost is 15 per
point and the APPC is one per point used.
The range is one hex per die.
WAter Abilities
TOP: NAP NAPC: auto
Cost: 10/pt. APPC: 1/10 turns
The main gain of this power is the abil-
ity to breath under water and the charac-
ter moves as easily in water as humans
do on ground. The water character may
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.
Waters 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.
1S The Syst em
Eventually, a player will wish for his
character to have some technological
item that is not readily available. In this
case, a special device must be built.
OUTLlNlNG THE DEVlCE
The character begins by creating a gen-
eral outline of the device. Then, under the
supervision of the GM, use the Special
Device Worksheet (found on page 27)
to assign points to the abilities the spe-
cial device will have. If the special device
is going to have special powers, decide
which powers, how great their effect, and
the ability point cost of the powers.
siZe OF tHe DeVice
Once the abilities and powers have
been outlined for the device, total the var-
ious costs of the abilities, attributes and
powers to determine the items Prelimi-
nary Ability Cost. Compare this number
against Table SD1: Special Device Size
Chart to determine the Standard Size
Level of the special device.
If the preferred size is smaller than the
standard size, the size cost modifer is
equal to the Guass formula for the differ-
ence between the standard size level and
the preferred size levelthat is [n x (n+1)]
divided by two, where n is the differ-
ence between the standard and preferred
size levels.
Multiply the Preliminary Ability Cost by
the Size Modifer to determine the Finaly
Ability Cost of the Special Device. This
number is then divided by ten to deter-
mine the complexity number of the spe-
cial device. Finally, multiply the complex-
ity number by 250 to fnd the monetary
cost of the special device.
Device Outline Example:
Dr. O. Zone (a superhero character)
wants to design and build a jetpack and
gives it the following attributes:
sTR:24(abletolift240poundsinweight)
sTA:16(abletotakedamage)
APPs:40(powertooperate)
6HexFlight:30
PRELIMINARYABILITYCOsT:110
standardsizeLevel:5
PreferredsizeLevel:3
sizeCostModifer:x3
FINALABILITYCOsT:330
Complexitynumber:33
Cost:8,250credits
DESlGN AND
CONSTRUCTlON
Design and construction of a special
device are two separate actions but the
special devices complexity number is
used in both.
Design PHAse
The time it takes to design plans for a
special device is a number of days equal
to the items complexity number.
Once the plans have been completed,
a design attempt is made. First, the de-
signer compares his Design Skill RPs to
the complexity number of the device to
determine his odds at success. Using the
Odds Table, he then rolls to determine
success or failure in the design attempt.
If the designer fails during the design
attempt, no build attempt may be made
and he must wait a number of days equal
to the complexity number of the special
device before making another attempt.
Once the designer succeeds in a de-
sign attempt, the design attempt need
never be made again, even if ensuing
build attempts fail.
Design Example:
In the above example of the jetpack, its
complexity number is 33. Dr. O. Zone has
a Design skill of 12. Comparing values, it
is found that the Dr. O. Zones design at-
tempt odds are approximately 1 to 3. The
Dr. must roll a 21 or better on 4d6 to suc-
ceed in designing the special device.
builD (cOnstructiOn) PHAse
The time it takes to build a special
device is a number of days equal to the
items complexity number. All monetary
costs for a special device must be outlaid
at the beginning of this time period.
At the end of the build phase, the build
attempt is made by the builder, using his
Build Skill RPs vs. the complexity number
of the item to determine his odds of suc-
cess. The rolls on the Odds Table to de-
termine the success or failure of the build
attempt.
If a build attempt fails, the total mon-
etary cost of the object is lost, regardless
of a successful design attempt.
Construction Example:
Dr. O. Zone has a Build skill rank of 18.
Comparing this to the complexity number
of 33, his chances of building the item
successfully are approximately 1 to 2 . He
must roll a 19 or higher on 4d6 to succeed
in the build attempt. If he were to fail in
the build attempt, he would be out 8,250
credits, but he would still have the correct
plans, and could attempt the build again,
given he had the money to spend on the
attempt.
SPECIAL DEVICES
TABLE SD1: SPECIAL DEVICE SIZE CHART
ABI.PT. APPROX.sIzE sIzE WEIGHTIN
COsT DEsCRIPTION LEVEL POUNDs
0-5 sizeofinsect 1 lessthan1
6-20 pocket-sized 2 lessthan5,greaterthan1
21-50 easilyportable 3 lessthan10,greaterthan5
51-100 man-sized 4 lessthan50,greaterthan10
101-250 pantry-sized 5 lessthan500,greaterthan50
251-500 room-sized 6 lessthan5000,greaterthan500
501-1,000 sizeofhouse 7 lessthan50,000,greaterthan5000
1,001+ warehouse-sized 8 greaterthan50,000
The Syst em 19
CLASS I WEAPONS
A different aspect of combat is the use
of weapons. Normally, one may consider
a gun or cannon to be a weapon. How-
ever, in The System, these are considered
special devices. Class I Weapons refers
to any of a variety of non-powered
weapons that rely solely on the human
body for their use. This includes swords,
spears, clubs, daggers, throwing stars,
slings, and bows and arrows.
To use a weapon effciently, a character
must be trained in its use. Therefore, it is
a good idea to get a weapon skill (which
must be purchased with ability points)
before purchasing a weapon. Persons
using a weapon with which they have no
training has his PAR reduced by the level
of the weapon (see below) when using the
weapon.
WEAPONS SKlLLS
Because weapons fall into levels, skill
in such an area also works on a level
system. The penalty on PAR by using a
weapon is the level of the weapon minus
the characters level of weapon skill. A
negative result indicates an attack bonus
when using such a weapon.
When training, the character must
choose the type of expertise he has.
There are three categories of expertise:
individual weapon, weapon group, and all
weapons. A character skilled in the use of
an individual weapon chooses one weap-
on with which he is an expert. If trained
in a weapon group, the character is an
expert with a type of weapon (swords or
pole-arms, for example.)
The cost of individual weapon training
is 5 ability points per level. The cost of
weapons group is 25 points per level. The
cost of all weapons is 100 ability points
per level.
BUYlNG WEAPONS
Upon the purchase of the weapon, the
character must decide what the weapon
will be. Weapons fall into two categories:
ranged and HTH. Ranged weapons do
damage up to a certain range whereas
HTH weapons do damage to only those
in adjacent hexes. Ranged weapons use
PAR while HTH weapons incorporate HTH
modifer as well as PAR. Once the cat-
egory has been decided upon, the level
of the weapon must be determined. The
level of the weapon infuences the dam-
age done. The damage done is the Regu-
lar STR damage of the character plus the
damage for the level of the weapon. The
modifers are found on Table W1: Weap-
on Damage Modifers.
Ranged weapons do damage as by
the chart above reducing damage by one
point for ever hex in range the weapon
travels. The range (in hexes) of a ranged
weapon is the level of the weapon plus
the STR of the character. To fgure the
cost of the weapon: (level of weapon X
10) +15(HTH) or +20(ranged).
TABLE W1: WEAPON
DAMAGE MODIFIERS
WEAPON LEVEL
LEVEL DAMAGEMOD.
one +1point
two +(1-2)points
three +(1-3)points
four +1d6points
fve +1d6+1
six +1d6+2
seven +1d6+3
eight +1d6+4
nine +1d6+5
ten +1d6+6
foreverylevelaboveten
add1d6+6+1perlevelabove10
20 The Syst em
The character creates spells of his own
design. To use magic, a character must
have magic power. The cost of magic
power is one ability point for two points
of power. The points of power give the
maximum ability of the spells the magi-
cian may have. For example, a charac-
ter with 50 points of magic power, could
not have a spell with a complexity level
of 75 ability points on a spell but could
have one with a complexity level of 50 or
below. There are two kinds of magic, ac-
tive and passive. Active magic is magic
which affects the magician or the world
around him. Passive magic is concerned
with observation and detection. Each
spell (a defned action of magic) has a
complexity level (this term applies also
to creating special devices (detailed after
weapons) but magic complexity level is
not interchangeable with the complexity
level of special devices except in the case
of procedure.) Spells are created by using
the spell creation process detailed below
and once the spell is detailed, its com-
plexity level is determined. The higher the
complexity level of the spell, the harder
the spell is to cast.
Before creating and detailing spells,
one must know from whence the magic
comes. Magical spells are just concise
channelling of magical forces. There are
three sources from which a magically-en-
dowed person may attain the force to use
the spells. These sources are personal,
universal, and dimensional. Magic ability
only describes how well one manipulates
the three forces. Personal force is the
force within ones body and mind and it
may by used only on the spell caster. Uni-
versal force comes from various forces
around the spell caster and it affects his
surroundings. Finally, dimensional force
comes from requesting assistance from
extra-dimensional beings and forces. An
example of person force at work would
be the magician levitating himself. On
the other hand universal energies might
cause a tree to grow rapidly or water to
change to mud. Dimensional forces are
less strenuous on the caster and possibly
the most powerful of the three forms.
SPELL CLASSES
Spells are categorized into ten classes
of spells. These classes are: cure disease
and death, illusions and images, protec-
tion, command/enchantment, elemental,
transmutation, conjuration/summoning,
divination, evocation/invocation, and
property alteration.
Disease and death: Spells of this
class deal in some way with harmed
bodies. For example, it might categorize
healing bodily wounds, curing or causing
disease, raising dead or talking with the
dead.
Illusions and images: Spells of this
class are those which make things ap-
pear as they are not. This might include
any of the fve senses.
Protection: Spells of this class are
just what the name says.
Command/enchantment: Spells
of this are those used in dominating the
mental functions of another being.
Elemental: Spells of this class deal
with any of the four elements (air, earth,
water, fre) or mixtures thereof. These
mixtures are smoke, ash, magma, vac-
uum, salts, dust, ice, steam, ooze, light-
ning, radiance, and mineral .
Transmutations: Spells of this class
deal with changing one substance to an-
other substance.
Conjuration/summoning: Spells of
this class create matter or call forth beings
from other dimensions. If a spell caster
made a brick wall out of nothing then this
is conjuration, but summoning forth Thor
would be considered summoning.
Divination: Spells of this class deal
with gaining information of some sort.
This class is considered passive only.
Evocations/invocations: Spells of
this class bring forth energy of some sort.
Energy should be distinguished from the
matter creation of conjuration and sum-
moning.
Property alterations: This is the
largest class of spells due to its basic prin-
ciples (for example, shrinking and grow-
ing or liquid to solid.) There is a fne line
between this category and transmutation.
This class of spells changes properties of
the matter only, not the actual matter.
SOURCES OF MAGlC
Every spell comes from one of the fol-
lowing three sources of magical force.
Personal: This type of magical force
comes from within the spellcaster.
Universal: The type of magical force
comes from the ether of the world
around the spellcaster.
Dimensional: This type of magical
force comes from other dimensions into
this earthly plane.
CREATlNG SPELLS
Before a magician can use a spell, he
must know what the spell will do and the
process by which it will happen. To create
a spell, as to create a special device, it
takes time. Unlike special devices it takes
ability points to create a spell. This is tak-
en into account as training and acquisi-
tion costs for utilizing the spell.
Like special devices, spells also have
a complexity number and an ability cost.
When dealing with special devices, the
complexity number is utilized only in time
and creation. However, when dealing with
magic, it affects time, creation, and use.
The player must sit down and write out
what he wants his spell to do. The player
should, under direction of the GM, use
the Spell Creation Worksheet (found
on page 28) to line out the details of his
spell. (General spell cost notes can also
be found in Table M1: Spell Costs.)
In most cases, the majority of the
spells details (range, effect, etc.) should
be developed by the player, with the play-
er deferring to the GMs judgement when
it comes to spell classes and source of the
MAGIC AND SPELLS
The Syst em 21
magical force for the spell in question.
While powerful spells are available to
less experienced and less powerful spell-
casters, players should consider keeping
the complexity level of their spells low,
as this provides the novice spellcaster a
greater chance of success when casting
the spell, and a lighter drain on his APPs.
exAMPle OF sPell creAtiOn
For this example, the player wants to
create a basic freball spell. The GM de-
termines this type of spell falls into two
classes: 1) elemental (fre) and 2) conjure/
summon (brings the fre into existance).
The GM also determines that this type of
spell should come from universal energy.
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-
tion (so the fre doesnt dissipate imme-
diately upon being called into existance,
and gives the player time to throw the
freball.) The GM also decides that for a
freball to do 2d6 damage it must be ap-
proximately man-sized.
Using the Spell Worksheet, the player
then tallies the various attributes, arriving
at a total ability cost of 230 points.
FACTOR COsT
PARBonus+3 15
Elemental 10
Conjure/summon 50
Command/Enchantment 15
Universal 20
Range:10hexes(50) 50
Duration:1turns 10
Effect:2d6 40
Man-sized 20
TOTAL 230
The complexity level of this spell is 23.
For this example, the magical ability of
the caster is 24, so the casters odds (on
the odds table) are approximately 1-1 for
being able to cast this spell.
sPell legitiMAcY
After the details of the spell have been
worked out, the caster must determine if
he has created and worked on a legitimate
spell. The odds table is used at this point
in the creation. Matching the complexity
level of the spell with the magical ability
of the spell caster, legitimacy or failure is
determined on the roll of the dice.
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.
SPELL CASTlNG
Once the complexity level has been
determined and the ability cost is paid for,
the spell caster has the chance to use the
spell. To cast the spell, the caster must
have a link (or links) from which to chan-
nel the power. Establishing links is a vital
part of spell casting process and unless a
link is established the spell caster cannot
channel the force.
At the time of detailing a spell the
creator decides the Iinks required of the
spell (with GM approval.) If the source
is personal force, there is only one link
necessary. In universal spells, two links
are required and in dimensional spells,
three links are required. Every link must
be made as an uninterrupted action for
the magic link to be established. Link ac-
tions may be performed in succession or
unison. In some cases, a material compo-
nent is required as a link and if the material
is present at the time of casting the spell
it simply cant be cast. All material com-
ponents used in the link are consumed in
the Iink process, whether the spell linked
or not. The links are up to the player but
must be approved by the GM.
TABLE M1: SPELL COSTS
MIsC. ABI.COsT NOTEs
attack/defenseratingpt. 5 perpointdefenseisonDRtable
range 5 perhex;0rangerequirestouch
duration 10 perturn;200forpermanent
effect 10 perdie
stamina 2 perpoint
basicabilities 1 perpoint
backuplink 15 perextra
AREAOFEFFECT ABI.COsT NOTEs
sizeofinsect 5 thesizeiscomparable
pocket-sized 10 tothatofspecialdevices
easilyportable 15 ofthesamesize.These
man-sized 20 areaverageareas.
pantry-sized 25
room-sized 50
sizeofhouse 100
warehouse-sized 200
ReducedAPPcostis25abilitypointsper1/2reduction
CLAss ABI.COsT
curedisease&death 10
illusions&images 15
protection 10
command/enchantment 15
elemental 10
transmutation 20
conjuration/summoning 50
divination 5
evocation/invocation 15
propertyalteration 10
sOURCE ABI.COsT
personal 10
universal 20
dimensional 50
NOTE:ifaspellhasa
dimensionalsource,range
duration,etc.aredoubled
atnoextraexpense.
22 The Syst em
In the freball spell example from
above, the magician decides that his links
will be a motion of his fngers that mim-
icks the look of dancing fames, accom-
panied by a short chant. He chose two
links because that is what is required of
a universal spell. Because both of these
links must be performed to activate the
spell, in this example, the caster could not
cast the spell if his fngers were bound, or
if he was gagged.
Once the links have been performed,
the spellcaster uses the odds table to see
if the magic is channelled. The opposing
values are the complexity level of the spell
and the magical ability of the character.
The character rolls and if success is indi-
cated then the spell is channelled. Double
and triple effect apply as usual when suc-
cess indicates proper channelling and the
magic may be utilized.
Additional pre-spell rituals or ceremo-
nies may be performed to increase the
chances of channelling the magic. For
every action or ritual beyond the required
time (see below) before the spell is cast,
the magical ability of the magic-user is
temporarily increased by one point until
the attempt to channel the magic.
For example, Karnak spends 3 ac-
tions in uninterrupted ceremony before
performing his required links. His magi-
cal ability temporarily increases from his
normal 21 to 24. He attempts his spell of
complexity level 48. The odds are 1-2.
He rolls a 10failure. His magical abil-
ity is once again 21. However, he may go
through ritual again.
If during his action the spell casters
ritual is interrupted (hit by attacker, for ex-
ample, if he is precisely measuring, etc.)
the turn is a waste and there is no point
gain for that turn. The action must be suf-
fcient to interrupt to link for this to apply
(a caster may chant while defending him-
self but he cant give someone an order in
the middle of his chant).
The spell goes into effect the instant
that the caster fnishes casting the spell.
Utilizing (using the magic once it is pro-
duced) the magic takes one action. Ex-
amples: A freball appears on success
and the next 1/2 turn is used on control-
ling the freball. Teleportation occurs im-
mediately after building up the magic and
the other 1/2 turn is spent in the telepor-
tation process.
When using a spell, it puts a drain on
the caster. The APP cost of casting the
spell is 1/2 the complexity level of the
spell. However, if it is a dimensional spell
it is only 1/4 the complexity level of a
spell. It is sometimes wise to reduce the
APP cost of a complex spell because one
tough spell could put the caster out of
consciousness.
ACQUlRlNG SPELLS
There are other ways of acquiring spells.
Another spell caster could teach it or the
character might fnd a scroll with a spell
written on it. The character must spend
ability points, as did the spells creator, to
use it. All other aspects of spell casting
apply. The reason for this is, unless the
caster has enough training and/or experi-
ence in his present spells, he cant keep
stuffng his head with more spells.
lNEXPENSlVE SPELLS
By using a power from the POWERS
list as a spell, a spellcaster can get a real-
ly good deal on certain spells. Obviously,
if the power is listed on the power list it
must be fairly commonplace somewhere.
Decide on the power and its strength, du-
ration, etc. Next choose the type of magic
appropriate to the power (personal, uni-
versal, or dimensional). Using the SPELL
COST CHART add the cost of the type of
magic to the cost of the power. Divide the
cost by ten to fnd the complexity level.
Divide the cost by two to fnd the ability
point cost for the spell.
MAGlC lTEMS
At some point in the game, a magic
item may become either wanted or need-
ed. Therefore, rules exist to aid in crea-
tion of magic items. A magic item is sim-
ply a holding place for a spell. It reduces
time required in a battle situation, taking
only 1/2 turn to release the magic from
the object and 1/2 to put the magic into
action. Anybody with a magic ability of
14 or above, may use the item if a com-
mand word is spoken or the fnal link is
performed.
Creation of magic items requires close
attention by the GM. After the player de-
cides what it will do, it is the GM who de-
cides what the character needs to obtain
for the fabrication of the item. This might
end in an adventure itself. For example,
the GM might decide that a medallion of
dragon control requires boiling a solid
gold medallion in dragons blood.
To create a magical item, knowledge of
spell creation rules is required. A charac-
ter must have a magical ability of 20 to
even attempt to create magic item. As in
spell creation, the power of these items
must be determined. Detail the item as
if it were a spell and then add ten to the
cost. This cost is the ability to enchant
this item.
It is important at this point to intro-
duce the term charges. This is simply
the APPs of the object itself. It must have
charges to function. There must be APPs
for the item suffcient enough to power
the item. The cost is two ability points per
APP Complexity level applies as usual
and the total includes the APPs (charges)
and the enchantment ability. After the
item has been constructed, give it STA
so it may take damage and wont be de-
stroyed immediately.
After the item has been detailed and
paid for, roll on the odds table with the
characters magic ability against the com-
plexity level of the item. Success means
the item has successfully been enchant-
ed and failure means just what it says. 2X
effect means the spell operates at double
power for no extra APPC and 3X effect
means the spell operates at triple power
with no extra APPC. The APPC of the item
is 1/2 the complexity level of the item.
The creator may opt not to give any
APPs to the item. If this is the case, the
item draws its power from the user and
APPC is subtracted as if the power were
internal in the person using the item. Also,
in this case, the APPC is equal to the
complexity level.
The time it takes to create a magic item
is the number of weeks equal to 1/2 the
complexity level. For each extra day of
preparation, the creator gets a temporary
one rank point gain to his magic ability.
This is lost upon attempting to install the
magic, whether succeeding or failing.
The Syst em 23
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.
TlME
There are two important kinds of time
the The System, general time and action
time. General time is non-precise time
which the GM can use for speeding up
situations, setting up situations, and re-
lieving situations. It can be used to set up
the plot of an adventure and hours, days,
and even weeks can be compacted within
a few minutes of general time.
Action time is precisely-measured
time working in turns. Each turn is a game
time unit equalling three seconds. Twen-
ty turns, therefore, represent one game
minute. Game time is to be distinguished
from real time. For example, playing
through a turn may take minutes and even
hours, depending on what is happening.
Several things can happen during a turn.
How much a character can do in one turn
is determined by the characters move-
ment rating.
GAME TURNS
Because combat and other special
situations are in action time, a charac-
ters turn is not just a general thing. More
than likely, action time will deal with more
than one character. Because of this and
the method of turns, it is almost essential
to use square graph paper. The Systems
method of who does what and when
is based on graphing each characters
movement rating on the graph paper. A
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
paper by starting toward the middle or
right of the sheet (after a while, the ap-
proximation of space needed will become
more precise and less graph paper will be
wasted).
A vertical line extending from the top of
the page to the bottom is drawn toward
the middle or right. To the right of the line,
the names of the participating characters
(robots, monsters, etc.) should be writ-
ten. They can be written alphabetically or
in the order of movement ratings (great-
est to smallest) . For each character, the
highlighter (a light color is suggested) flls
in, from right to left, a number of squares
equal to that characters movement rating
(see the example).
Starting from the left of each charac-
ters highlighting, count fourteen squares
and with a pen or pencil put an X in the
fourteenth square (see the example.) If
the character has less than a 14 in move-
ment then he must wait for the next turn.
The sequence of the characters for the
turn is found by moving columns from
left to right. In doing so, as a column is
come to that contains an X, that char-
acter receives his turn option. If two or
more characters have an X in the same
column, the characters move in order of
AGI from highest to lowest. If any of the
AGI are equal, roll 1d6 and the highest roll
goes frst out of the tied characters.
Some characters may have a move-
ment rating high enough to move more
than once in the same turn. Place Xs in
every fourteenth square until reaching the
vertical line at the right. The Xs represent
when during the turn, a character can act.
Up to this point, only the frst turn has
been discussed.
For the second turn, follow the same
procedure stemming from the vertical
line and placing the second turn graph
directly below the frst turn. At this point,
a line should be drawn from the left of
the graph at the point where the largest
of the movements ends (see example).
The graph is redrawn as in the frst turn
omitting the Xs. However, there may be
left over movement points in the frst turn
(anything over multiples of fourteen).
After the graph is completed for number
two, add to each characters graph the
left over movement points. Again, start-
ing from the left of each characters high-
lighting, X each fourteenth square. The
same procedure is used for determining
who goes when during the turn, reading
the Xs from left to right.
Some of the actions that will be per-
formed during a persons acting time will
be things that will last for a specifed pe-
riod of time. Usually, the time will be one
turn. It is sometimes important to know
when the effect will end. This is done so
BASIC RULES
EXAMPLE OF MOVEMENT GRAPHING
24 The Syst em
by starting in the Xed square of the char-
acter performing the action and dropping
to the next turn and placing a color dot
in the square of the affected person. This
way, it is easier to see if some force is still
affecting him if it comes his turn.
The method of initiative (who goes frst
is called initiative) is the same for each
successive turn as it is for the frst two:
1) mark normal movement, 2) add leftover
movement, and 3) mark the Xs.
tHe turn AnD ActiOn OPtiOns
In following the graph, the character
gets to act on an X. This is known as an
action. During one action, a character can
do one of the following:
1. Move up to 3 hexes of movement
(or one actions worth
of movement: fight, gliding, etc.).
2. Move up to 3 hexes of movement
(or equivalent) and perform an action.
3. Perform some action.
4. Stand and do nothing.
Before a character can use a special
ability, he must perform all of his move-
ment. Only after he has performed his
movement can he use a special ability.
There are some exceptions to this rule.
For example, for a character to use climb-
ing an Acrobatic subskills, he has to move
at the same time.
surPrise
There are situations in which certain
characters will not be aware that another
factor exists. In this case, the characters
that are surprised begin their actions in
the second turn of action time. These
characters frst turns are just dropped
to the second as if their frst turn didnt
exist while the other characters turns
proceed as normal.
MOVeMent
During a characters action, he has an
option of moving. The actions of the turn
are based on an average human speed
(14 points of movement), and allow the
character to move up to 15' (3 hexes) dur-
ing one action. However, there is more
than one way to get around. Certain pow-
ers enable the character to fy, jump, etc.
In the action options, number one says
an actions worth of movement. When
movement powers are purchased, the
power is purchased for use during one
action of a turn. For example, a charac-
ter with a normal movement of 28 (he has
two action options) and a fight of 6 hex-
es, could fy twelve hexes during the turn
(6 hexes per action option) or he could
fy 6 hexes during his frst action option,
then run 3 hexes during his second. Dur-
ing one action however, forms of move-
ment cannot be combined. For example,
a character could choose to leap and to
run during one action option.
MOVeMent MODiFiers
In the course of the game, charac-
ters may come across more than just fat
ground. In such a situation, the 14 move-
ment points per action can be modifed
to suit the terrain. Apart from terrain,
there are man-made obstacles. The fol-
lowing movement modifers apply mainly
to movement on foot but the GM may
decide to apply them to other types of
movement, should they be applicable.
These are only guidelines.
Crossing Busy Roads: The action
ends at the edge of the road no matter
how many units are left. On the charac-
ters next action, he is on the other side of
the road but the movement ends there.
Doors: Doors require an extra a point
of movement to go through, unless the
door is already open.
Elevators: Most elevators take two
full turns of movement to open, enter, and
close, and an average of one turn per two
foors to move. Riding an elevator from
the frst foor to the third foor, for exam-
ple, would take four turns two to enter
and two for the two foors up.
Stairs and Ramps: Steep stairs and
ramps take an extra action of movement
per 2 hexes in length. Average stairs and
ramps take one extra hex per three hexes
in length. Shallow stairs and ramps take
one extra hex for every 4 hexes in length.
Turning Around: Turning around costs
a character one hex worth of movement.
Terrain Effects: The GM smay apply
movement modifers 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
The Syst em 25
and pencil. Miniatures are also accept-
able in dealing with combat. However the
best method is with pencil on hexagonal
graph paper. Walls and other objects will
probably be present and these can be
marked on the paper with a pencil, cut-
outs, or models.
The suggested scale for each hex is 5'
from one side to another. Essentially two
average-sized humans may occupy the
same hex at a time.
tYPes OF cOMbAt
Combat generally falls into one of two
categoriesHand-to-Hand Combat or
Ranged Combat. Hand-to-Hand (HTH)
Combat is classifed as any attack by
one character in direct contact with the
defending character when the attack
is made (by touch, or by a hand-held
weapon). Ranged Combat is any attack
where contact between the attacker and
defender is indirect (for example, mental
attacks, cast spells like freballs, or pro-
jectile weapons like bows and slings.)
resOlVing cOMbAt
In the power listings, the proper rat-
ings are indicated in the statistics of the
power. In addition to the ratings of the
characters there are modifers that come
into play. Some are temporary and others
are up to the character. See Table BR1:
Attack Modifers for a list of attack modi-
fcations and the numbers which should
be applied to the total of the ratings.
Begin by adding the attacking char-
acters proper attack rating to the proper
defense rating of the defending character
plus any modifers. Once the ratings and
modifers have been added, the attacker
rolls 4d6. If the roll of the dice is equal to
or less than the total of the ratings and
modifers then the attack is a success. If
the attack is a failure then the action op-
tion moves on to the next player.
sigHting
Sighting is used to determine how
clear a shot an attacker has on a defender
at a distance. The easiest method to de-
termine whether a target is susceptible or
not to a ranged attack is using hexagonal
graph paper.
If, using a (measuring) ruler (any length,)
you can touch the center of the attack-
ers hex and the center of the targets hex
without the ruler touching any obstacles
in between, the attacker has a clear shot
and can make the ranged attack. If, using
a ruler, you cannot touch center to center,
but are able to touch corner to corner
without the ruler touching any obstacles
in between, this is considered an ob-
structed shot. If after trying both center-
to-center and edge-to-edge sighting,
the shot is still obstructed and the ranged
attack cannot be made. See Chart SE1:
Sighting Examples for sighting examples
and see Table BR1: Attack Modifers for
the appropriate sighting attack modifers.
AVOiDAnce
A character that wishes to avoid an
attack by another character may use his
basic ability of avoidance. To use avoid-
ance, a character must sacrifce his entire
action option previous to the action of an
attacking character. All he has to do is to
announce that he is taking his action as
an avoidance. The avoiding could be a
dodge or similar maneuver. However, if no
one attacks him between his action op-
tion of avoiding and his next action, than
the action has gone to waste. If someone
does attack him, all he has to do avoid
is to roll his avoidance or less on 4d6 af-
ter the attacker announces he is going to
attack but before the attacker makes the
attack. If he succeeds, the attack is just
as if it had missed. If the avoidance fails,
the attacker continues and makes the at-
tack roll and proceeds as normal.
DAMAGE, DEATH
AND RECOVERY
Usually, the result of a combat action
is some form of damage to or effect upon
the defender. Damage is usually meas-
ured in dice. Upon a successful hit, the
attacker rolls dice equal to the number
of dice in the attack. The number is then
totalled with any other damage modifers
(for example, HTH strength modiferes, or
modifers from the defenders armor) and
subtracted from the defenders STA. If the
attacker rolls a 4 on an attack, the original
total of the damage dice should be dou-
bled. In combat, the two ability scores
which will more than likely drop will be STA
and APPs STA drops on the occasion that
the character takes damage and APPs
drop in the case of the character using
special abilities which cost APPs to use.
Every two turns, characters recover STA
equal to their Con. Class and APPs equal
to two times the Con. Class. However, the
character does not receive either of these
TABLE BR1: ATTACK MODIFIERS
RANGEMODIFIERsTO
ATTACKERsATTACKRATING
targetisinnexthex +1
targetis2hexesaway 0
targetis3hexesaway 0
targetis4hexesaway -1
foreachadditionalhexpast4 -1
ifthetargetisobstructed,multiply
anynegativerangemodiferbyX2
MOVEMENTMODIFIERsTO
ATTACKERsATTACKRATING
foreveryhexofmovement
duringthecharactersaction -1
sIzEMODIFIERsTO
DEFENDERsDEFENsERATING:
targetistiny +2
targetissmall +1
targetishuman-sized 0
targetislarge -1
targetisgiant -2
OTHERMODIFIERsTO
DEFENDERsDEFENsERATING
targetisprone -1
targethasmovedonlastturn -1
CHART SE1: SIGHTING EXAMPLES
CIear Shot:
Ranged Attack Possible
Obstructed Shot
Ranged Attack Possible (With Penalty)
No Direct Sighting
No Ranged Attack Possible
26 The Syst em
two in excess of their original level. The
effects of damage (other than straight out
STA loss) are divided into three catego-
ries: Knockback, Knockout, and Death.
Knockback: Knockback occurs when
a blow to a character is so great that he
is unable to stand up to it. Knockback oc-
curs when the adjusted total of the dice
exceeds the total of the STR and Con.
Class of the character being attacked.
When this happens, the character is pro-
pelled away from the attacker a distance
equal to 5 ft. (1 hex) per point difference
between the total of the damage dice and
the sum of his STR + Con. Class. The
character could be knocked upwards or
angular, depending on where the attacker
was. Should the character being knocked
back come in contact with a surface with
suffcient enough mass to stop him, the
character takes and additional amount
of damage equal to the total hexes of
knockback minus the total number of
hexes traversed.
Knockout: When a character recieves
an amount of damage equal to twice (2x)
or more than his Con. Class, he is con-
sidered knocked out. He will remain
knocked out for a number of turns equal
to the difference between the damage re-
ceived and twice (2x) his Con. Class.
Death: When a characters STA is
is lowered to 2, he is conscious but too
weak to move. When a characters STA
is reduced to 1, he is considered uncon-
scious. When a characters STA is re-
duced to 0 or below, he is dead.
recOVerY
A character recovers APP points at a
rate equal to his Con. Class per turn.
A character recovers STA at a rate of
1/10 of his Con. Class per turn.
DAMAge FrOM FAlling
The amount of damage a character
takes from falling is a number of STA
points equal to the Guass formula for the
number of hexes fallenthat is [n x (n+1)]
divided by two, where n is the number
of hexes fallen.
EXPERlENCE POlNTS
As characters expand and learn, they
become experienced. In The System, as
characters fght, and learn, and do other
things, they gain experience. The experi-
ence they gain is measured in points. As
these points are gained (as assigned by
the GM) a running, cumulative total is kept
in the appropriate place on the character
record sheet. As the experience points
are awarded, the amount awarded at the
time is added to ability points.
Experience points never diminish but
ability points do. As more ability points
are received because of experience, they
can be spent on improving abilities but
not buying new ones, unless an opportu-
nity is somehow provided by the GM. The
changes and updates in special abilities
usually happen between adventures to
keep things as steady as they can be.
Experience is awarded for situations
encountered either by themselves or in an
adventure. If the situation was fairly easy,
the experience reward is one point. If the
situation was of moderate diffculty, two
to three points are rewarded. Finally, if the
situation was diffcult, four to fve points
are usually rewarded. Experience should
be rewarded to a character for what he
does, not what someone else does.
The System SpeciaI Device Worksheet
Attributes
STR x1=
INT x1=
WIS x1=
MEN x1=
MAG x1=
DEX x1=
PRE x1=
AGI x1=
CHA x1=
AWA x1=
Abilities
C. Cl. x5=
STA x2=
APPs x2=
MOV x2=
AVO x2=
AttAck bOnuses
HTH + x5=
PAR + x5=
PDR + x5=
MAR + x5=
MDR + x5=

subtOtAl

nAMe OF DeVice:
POWers








Attributes AnD rAtings subtOtAl(fromcolumn1)
PreliMinArY AbilitY cOst
[nx(n+1)]2=siZe cOst MODiFier
FinAl AbilitY cOst
FinalAbilityCost10= cOMPlexitY nuMber
ComplexityLevelx250 = MOnetArY cOst
cOst














The Syst em 27
generAl DescriPtiOn






2S The Syst em
The System SpeII Creation Worksheet
Attributes
STR x1=
INT x1=
WIS x1=
MEN x1=
MAG x1=
DEX x1=
PRE x1=
AGI x1=
CHA x1=
AWA x1=
Abilities
C. Cl. x5=
STA x2=
APPs x2=
MOV x2=
AVO x2=
AttAck bOnuses
HTH (+) x5=
PAR (+) x5=
PDR (-) x5=
MAR (-) x5=
MDR (-) x5=
subtOtAl
nAMe OF sPell:
cOl. 1 subtOtAl
cOl. 2 subtOtAl
tOtAl Abi. cOst
FinalAbilityCost10=
cOMPlexitY
Complexity2=
APP cOst
MOD. APP cOst
(ifapplicable)=
clAss
n cure disease & death (10)
nillusions & images (15)
nprotection (10)
ncommand/enchantment (15)
nelemental (10)
ntransmutation (20)
nconjuration/summoning (50)
ndivination (5)
nevocation/invocation (15)
nproperty alteration (10)
sOurce
n personal (10)
n universal (20)
n dimensional (10)
ADDitiOnAl cOsts
range: # of hexes x5=
duration: # of turns x10=
effect: # of dice x20=
duration: # of turns x10=
area of effect:
backup links: # of links x15=
reduced
APP cost: # of halves x25=

subtOtAl
DescriPtiOn/nOtes










links




cOst































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 fction 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.
Welcome To THe SySTem,
A Role Playing System for Any Setting or Time Period.

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