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  1. Nasuverse Stupid Simple System (NSSS)
  2.  
  3. GOAL: To emulate the setting and feel of Nasuverse, using a simple d100 system.
  4.  
  5. Use of this document: use the "find" function of your browser to seek the letter next to the item in the Contents to move to that section.
  6.  
  7. Note that this is still heavily under construction. Several segments are still not started or finished.
  8.  
  9. Contents:
  10.  
  11. [a] Character Creation
  12. [b] Skill Use
  13. [c] Combat
  14. [d] Magic
  15. [d2] Spells and Schools
  16. [e] Injuries, Flaws
  17. [f] Optional Rules: Origins
  18. [g] Optional Rules: Alignments
  19. [h] Optional Rules: Armor/Equipment
  20. [i] Optional Rules: Vampires, Dead Apostles, and True Ancestors
  21. [j] Optional Rules: Espers and Psychics
  22. [k] Optional Rules: Holy Grail War, Servants, and Noble Phantasms
  23. [l] Optional Rules: Conceptual Weapons
  24.  
  25.  
  26.  
  27. [a] CHARACTER CREATION
  28.  
  29. Characters start with their choice of five skills. Two of these skills have +3, two of them have +2, and one is +1. These skill points can also be put into the Health skill (Which starts at +6) or the Circuits skill, which starts at 0 or, Skills can be made up or come from a list to be provided later. Examples of skills are things like Stunt Driving, or Magical Knowledge, or Lockpicking.
  30.  
  31. Then you get five points to spend on Perks, which are detailed later. (Not yet in this edition.)
  32.  
  33. [b] SKILL USE
  34.  
  35. Characters need to roll under 50% in order to use a skill. Each +1 bonus decreases their roll by ten. Each -1 penalty increases it by ten. Thus, a +1 = ten percent chance of success over +/-0. Certain situations may increase or decrease their chances, DMs are encouraged to use many environmental modifiers to encourage planning ahead and application of resources. 'Knowledge' and 'investigative' (like Street Info) skills can only be used for any purpose once. others may be retried or not depending on the situation.
  36.  
  37. Computers
  38. Driving
  39. Riding
  40. Flying
  41. Information: (Creatures, People, Association, Church, Vampires, Magic, Specialized (With a large blank for the player and DM to agree on))
  42. Theft
  43. Lockpicking
  44. Breaking and Entering
  45. Free-Running
  46. Running
  47. Sprinting
  48.  
  49.  
  50.  
  51. [c] COMBAT
  52.  
  53. Combat is, like everything else, determined by Skills. Combat skills are segregated into Defense (Dodging, blocking, etc) and Offense (Swords, Hammers, Guns, etc). Each character may use a skill to roll initiative with DM approval, but the options should be limited, like Awareness, Driving, Running, etc. Initiative is determined by degrees of success, explained below:
  54.  
  55. A degree of success is every ten below 50 rolled. Rolling below 50 is one. Below 40 is 2. etc.
  56.  
  57. The person with the highest DOS in Initiative goes first, followed by the next highest, etc. Turn length is 'about ten seconds'. Enough to attack, move, and do some other action. It should be noted that you have three actions each turn, not a standard, move, and attack.
  58.  
  59. Weapons all have a Damage Minimum, a Scope, and a Difficulty. Difficulty represents how hard it is to pick up and use the weapon sans training - a character with a skill for the weapon in question does not ignore Difficulty, however. For example, a Sword has a DM of 2, a scope of 1.5, and a Difficulty of -2. This means that if it hits, even a mediocre strike will result in 3 damage, whereas a stronger blow will result in 5. Damage is dealt to the Health Skill, which is checked once every round at the END of your turn. Failure means unconsciousness. Unless it drops below -6, then the character is unconscious. If it drops below -12, they die. Characters with +6 or higher Health do not check Health skill.
  60.  
  61. Defense is automatic and based on skills. The defender rolls his skill after the attacker makes his roll, And his degrees of success each amount to a -1 against the opponent's roll.
  62.  
  63. Thus, combat flows like this: Attacker declares attack. This includes the fluff description, the skill used, and the roll. Defender declares defense. This includes the fluff description, the skill used, and the roll. Defender successes are subtracted from Attacker successes. Damage is then calculated.
  64.  
  65. For shorthand, damage is calculated thus: DM + (Scope * Successes)
  66.  
  67. See "Optional Rules: Armor Ratings and Equipment" for rules regarding body armor and its use.
  68.  
  69.  
  70. [d] MAGIC
  71.  
  72. In order to use magic, characters test Circuits. The difficulty of this is determined by how much mana is in the air, and the quality of thier Circuits (the level of the Circuits skill). Success gives the character a Charged Circuit. Characters may have as many Charged circuits as they do points in the skill Circuits.
  73.  
  74. The player then describes the 'spell' they wish to use. The DM assigns it difficulty penalties, and the player checks his relevant magical skill (Such as Projection, Gem magic, and others) to cast the spell, exhausting a Charged Circuit in the process. Additional Circuits may be spent to grant a +2 to this check.
  75.  
  76. See "Spells and Schools" section later for information on specific spells and schools of them.
  77.  
  78. See "Optional Rules: Origins" for information regarding Origins and Alignments.
  79.  
  80.  
  81. [d2] Spells and Schools
  82.  
  83. Magic in Nasuverse takes a long time to properly study and learn. You don't gain new spells by purchasing them with experience - instead, you study a School of magic. Schools cover a broad selection of spells themselves, and yet are quite focused in purpose. Most Schools seek to touch Akasha, the root of all things. You MUST take a School as a starting skill if you want to learn new magic.
  84.  
  85. In order to 'study' you must check your skill in that school. By default, each such check covers three hours of study a day for a week - or 21 hours. You can compress this to 7 hours for three days at a penalty of -2. Each study period gets you a Spell Point, which you can then spend on purchasing spells. Further, at DM approval, you might make a breakthrough in your chosen area of study when you roll a 1. This amounts to a free, unique spell, not on the list for that School.
  86.  
  87. (School): spell (*Spell points needed)
  88.  
  89.  
  90. [e] INJURIES AND FLAWS
  91.  
  92. Over time and wear and tear, it is a given that the minds and bodies of magi and other humans degenerate and become broken over time. This is a sampling of flaws that DMs might grant to players if they perform poorly or fail too often. Assign a Flaw when the character drops below -3 health or takes a great deal of damage (About 8, by DM discretion), or when emotional events force a mental change.
  93.  
  94.  
  95. >Broken mind
  96. The horrors of the "Other Side" have utterly broken and shattered your human mind, leaving you a gibbering madman who may or may not be functioning. At certain times, then the trauma grows too harsh, you are to hand character control over to the DM, or have your character 'black out' and act without your influence.
  97.  
  98. >Fried Circuits
  99. Your quest for power in this world has taken its toll - your circuits, and the area around them, has been destroyed. Take a -2 to all actions, and an additional -2 to any checks requiring circuits. You may only have one charged Circuit at a time.
  100.  
  101. >Geas
  102. You have agreed to a Geas under another magi, and are limited thusly in your actions. It is impossible to even consider breaking the agreement made.
  103.  
  104. >Broken limbs
  105. One or more of your limbs have been disabled. You must make an Endurance check to use them, and if passed, your physical check with such a limb is made at a -3.
  106.  
  107. >Hard Line
  108. Your experiences have hardened you and rendered you a nigh-sociopath. You have difficulty interacting with others. -3 to all social checks.
  109.  
  110. >"Hero"
  111. You find yourself unable to turn away from conflict and unable to brook evil deeds. You gain a bonus to avoiding fear effects, but also are ignorant of danger.
  112.  
  113. >Paranoid
  114. Your experiences in the past make you see danger everywhere, even amongst friends and allies. You have a -3 to all social Skills, and have trouble sleeping at night. What skills this affects is up to the DM.
  115.  
  116. >Traditionalist
  117. You refuse to use any sort of modern technology that serves a purpose which you can fill by using magic (i.e. guns, cell phones, etc.)
  118.  
  119. >Researcher
  120. You're a "normal" Magus - you do research, not this combat stuff! You may know a lot of theory, and have a lot of useful knowledge, but when spells and bullets start flying, you're almost useless. You gain a +1 to Study checks, and can crunch study without penalty - however, you take a -3 penalty to casting in combat or tense situations.
  121.  
  122.  
  123. OPTIONAL RULES
  124. The rules from this point on are optional. That is to say, you may include or not include as many or as few as you desire. This is to allow for specific parts of the Fate setting to be represented without using the entirety of it at once. For example, you may desire to run a game focusing on magi, in which case it is recommended you use the optional rules F, G, H, and possibly K and L, while leaving out other parts.
  125.  
  126. [f] ORIGINS
  127.  
  128. From the Nasuverse Wiki:
  129.  
  130. "Origin (起源, Kigen?) is the orientation at the time that an event occurred. It is the starting point that defines one's existence and directs one's actions throughout life. It is the driving force from the inside of Akasha that managed to stream out of the Source and take material form. The form it can take at times is that of a human being, and all humans match their actions to be in harmony with the driving force that originated them from the moment they enter into the world."
  131.  
  132. In other words, Origin is a word that has a great deal of meaning to an individual, and partially defines their existence. Most individuals are not aware of their origin - it is highly suggested that the DM examines a player's playstyle and characterization and determine their origin from there.
  133.  
  134. Origins are similar to skills, but provide a +2 bonus whenever the Origin can be applied. The DM should strive to keep the Origin as secret as possible. Most often, the Origin should apply to strange applications of magecraft, or Esper capabilities (explained later). If a player learns of their Origin, mnake sure to take them aside and speak with them personally about how this will change the character. Learning one's Origin can empower the character, but in time, they are consumed by it, losing many of their personality traits as they grow closer and closer to it. For example, the Origin of "Explosions" would lead to more powerful magic that results in energetic expansions - however, if the character learned of their Origin and became Awakened to it, they would seek to create more and more explosions.
  135.  
  136. [g] ALIGNMENTS
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