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- Travelling In Time And Space
- (ASAP rules: http://pastebin.com/Ph34vJCS)
- Travelling In Time And Space (TITAS) is an RPG for two or more players. Unlike most RPGs, there is no single Game Master; all roles, in fact, rotate between the players as necessary. Only two of these roles are necessary for a story, but for the full experience three or more are recommended.
- The Roles:
- The Traveller – The only true constant, The Traveller is nevertheless a mercurial figure. The focus of the story and the owner of the time machine that they and the Companions use. While they are all the same person, each player takes on a different persona when they adopt the role of The Traveller. As an alien being, The Traveller morphs between a set appearances and personalities regularly, and how divergent these personas are is entirely up to your group. As a rule of thumb, though, they should be distinct to the extent where, if they co-existed, they would disagree on at least a few points. The best Travellers have personas that reflect and juxtapose one another.
- The World – The World is a role that comprises everything outside the time machine when the protagonists arrive, and is most analogous to the traditional GM role. The World, however, can delegate positions to other players, which can vary in scope from taking on a single important character to acting as an entire faction. These are referred to as Aspects of the World, and the World can delegate as many as there are spare players. However, The World must remain in control of nature, the inanimate, and the neutral; it is the world that dictates the passage of time, decides how difficult it is to break a door down, and how beasts and passers-by treat the protagonists. It is also the place of The World to act as judge when the rules need to be interpreted.
- The Companions – The small cast of characters who The Traveller bring with them, The Companions ought to rotate every once in a while, with new ones joining the journey and old ones leaving. Generally, Companions should be varied and colourful, while still being in some way more “ordinary” than The Traveller. There is no maximum or minimum amount of Companions, but it is recommended that there be one “belonging” to each player, so that while they adopt the role of Companion they can play a consistent character and avoid stepping on any toes. If your group chooses to play with fewer Companions, or goes through a period during which the number of Companions drops below this level, you may share Companions between players, who can provide different spins on their character, or have those players without a Companion of their own simply stick to other roles.
- The Rotation:
- For your first session, it is recommended that the player among you who is most comfortable with GMing takes the role of The World. Once The World has been decided, they may request a particular player take the role of The Traveller for the session, or may allow the others to decide it amongst themselves. In addition The World may advertise Aspect positions. Once these have been decided, the remaining players take the role of Companions.
- Additionally, at the end of every session, each player is awarded Spotlight Points based on the prominence of their role. The Traveller receives 0, each Companion receives 3, and The World receives 15. Each Aspect is paid from The World's payment of 15, and cannot be paid less than 4.
- When deciding the roles for each session after the first, each player bids for first pick of role from their stock of Spotlight Points. This is repeated until each player is assigned a place in the picking order. Each player, in order, then has the chance to take the role of The World, and if nobody else takes it it falls to the last player in order. The World then advertises any Aspect positions, and in order each remaining player picks a role. Even if no Aspect positions are advertised, a player may ask for one, and can even offer to take it for less than 4 Spotlight Points.
- Spotlight Points not spent on bidding are kept to be spent at a later time.
- Creating a Character:
- When creating a Traveller personality, you have 70 Character Points to spend.
- When creating a Companion, you have 40 Character Points to spend.
- =Attributes:
- As an ASAP system, characters in TITAS have the four Attributes of Sinew, Legerity, Reason, and Spirit. Each Attribute is rated from 0 to 13. When you create a character, each Attribute begins at 0. Upgrading an Attribute can be done 1 point at a time, and the upgrade costs Character Points equal to the upgraded value. Additionally, in TITAS, each Attribute has two Focuses:
- ==Sinew Focuses:
- Strength – The physical power of your body. A strong character can lift greater amounts and do more damage with physical attacks.
- Stamina – The capacity of your body's endurance and fortitude. A strong character can withstand attacks and exert themselves at length.
- ==Legerity Focuses:
- Grace – The finesse and speed with which you can move. A graceful character can avoid hazards and flee quickly.
- Dexterity – The skill and precision your hands are capable of. A dexterous character can aim accurately and perform legerdemain.
- ==Reason Focuses:
- Brilliance – The power and speed of your intellect. A brilliant character can perform quick calculations in their head and make connections between points of interest.
- Smarts – The depth of your learning. A smart character has a greater base of knowledge and is more able to absorb information.
- ==Spirit Focuses:
- Intuition – The keenness of your senses and your ability to infer things. An intuitive characters pick up on more subtle signs and make better deductions.
- Charisma – The size of your personality. A charismatic character can impress themselves effectively upon other people and influence their decisions.
- At character creation, a Focus is chosen for each Attribute. When the check is relevant to the chosen Focus, add half of the Attribute's value, rounded up, to the Threshold for that check.
- =Skills:
- In TITAS, Skills are rated from 0 to 7. Upgrading a skill by 1 costs 1 Character Point. The following Skills are available (Skills marked with a * have subsets, which are chosen individually and must be upgraded separately):
- Acrobatics – Leaping, tumbling, and other high-flying feats
- *Art – Technical ability with a particular method of expression (Suggested subsets: Painting, Singing, Harmonica, Stand-Up Comedy)
- Athletics – Feats of physical prowess that require strength and stamina
- Bluff – Dealing in half-truths, concealed facts, and outright lies
- Conversation – The art of holding conversation and turning it to a particular topic
- Close Combat – Attacking people in melee
- *Craft – Skill at a particular profession, and ability to produce things with it (Suggested subsets: Smithing, Medicine, Farming, Military, Spaceship Engineering)
- Diplomacy – Calming situations and working towards peaceful agreements between people
- *Drive – Directing vehicles and animals (Suggested subsets: Horse, Automobile, Hoverboard, Spaceship)
- Disguise – Hiding your identity, imitating others, and changing your appearance
- *Examine – Determine the value, condition, and origin of objects (Suggested subsets: Jewellery, Documents, Engines)
- Gymnastics – Flexibility, balance, and control of the body
- Insight – Reading people's words and actions to determine their emotions and intentions.
- Intimidation – Attempting to domineer over another person
- *Knowledge – Expertise in a field of study (Suggested subsets: Linguistics, Engineering, Xenobiology, Earth Mythology)
- Legerdemain – Performing acts of sleight of hand and dexterity tricks
- Persuasion – Bringing others around to your way of thinking
- Perception – Spotting objects of interest and noticing things
- Provoke – Unbalancing people emotionally, making them more liable to slip up or attack
- Ranged Combat – Attacking people from a distance
- ==A Note On Skills – Context:
- In a game with horizons as broad as TITAS, it's easy to see how one could be found out of their depth. As such, a character's background and experience should be taken into account when a check is called for. For instance, a 1920s burglar and a far-future superthief would both need to pass through locked doors, and it makes sense for them both to use Craft (Thievery) to do that. However, the burglar knows how to pick mechanical locks, while the superthief knows how to bypass DNA scanners, but has no knowledge of locks that were obsolete in her time period. So when one approaches the other's area of expertise for the first time, the relevant penalty might be one of three things;
- Reducing the skill bonus: If there is enough similarity for a character's existing knowledge to be partially transferable, then a slight reduction of the skill bonus is the most fitting penalty, as their knowledge is relevant but incomplete (i.e. A medieval thief encountering a 20th century door lock understands the way mechanical locks work, but isn't used to any so precise and fine)
- Non-standard attribute: If the principles are the same as something the character is familiar with, but the details different, then The World may call for a different attribute than would ordinarily be used, often Brilliance or Intuition. This can be combined with a reduced bonus if the connection is a stretch (i.e. A medieval thief encountering a safe's combination lock would need to intuit that it was a lock that simply required a different sort of key to unlock it, and intuit the workings of its mechanism to crack it)
- Withholding the skill bonus: Sometimes, there's simply no way to overcome the gap in knowledge on first encounter with a problem (i.e. a medieval thief presented with a DNA scanner would need to be updated on electricity, electronic locks, DNA, and quite possibly scanners)
- Once a problem has been encountered once in such a capacity, the penalty should gradually reduce until the character overcomes the problem or studies it. Additionally, once a companion has travelled for a long period, it can be assumed that they have updated themselves on all the aspects of their expertise, so as not to be rendered useless in an unfamiliar period.
- =Advantages
- As with all ASAP games, Advantages are costed individually.
- Cybernetic Augments (X+2) – Gaining this advantage allows you to integrate a piece of equipment with an Equipment Point cost of X into your body. This equipment is always available to you. Alternatively, you may gain the effects of a single Xenobiology aspect with a Xeno Points cost of X. This Advantage can be taken multiple times.
- En Garde (2) – Increase the Difficulty of melee attack checks made against you by 2 while you are wielding a melee weapon with which you are proficient. This Advantage is ranked.
- Evasive (3) – Increase the Difficulty of ranged attack checks made against you by 2. This Advantage is ranked.
- Favoured Environment (4) – Choose an environment. You gain a +2 bonus to all Thresholds while in that environment. This Advantage can be taken multiple times.
- Performance Combatant (1) – When you make a Resistance check against a Cosmetic Wound, you may choose to increase or decrease the Difficulty by 5.
- Improvised Disarm (4) – You may attempt to disarm with any melee weapon with which you were proficient as if attempting to cause a Cosmetic or Minor Wound.
- Improvised Sunder (4) You may attempt to sunder with any melee weapon with which you are proficient as if attempting to cause a Minor or Major Wound.
- Psychic Potential (3) – When this Advantage is first taken, you gain a Psychic Potential equal to the highest of your Reason or Spirit. Each further rank of this Advantage increase your Psychic Potential by 5. This Advantage is Ranked. See =Psychics for more.
- Rough and Tumble (3) – Decrease the Difficulty of Legerity-based Resistance checks you make against Minor and Major Wounds by 5.
- Seasoned Traveller (5) – You've already spent a lot of your life travelling through time and/or space. You take no penalty based on unfamiliarity with a location or period, and aren't fazed by things that other natives of your planet and period would be.
- Souvenir (1) – You have brought some of your own possessions with you on your travels. Each rank of this advantage gives you 5 Equipment Points to spend. This Advantage is Ranked. See =Equipment for more.
- Tenacious Normality (3) (Must be a Human Companion) – You're a sensible person, and you'll be damned if you're dying in space. You gain a +5 bonus to the Threshold of all Resistance checks made against anything native to a planet other than Earth or the future.
- Timesense (1, 4) – With the first tier of this Advantage, you have an instinctive recognition of your home time period, and can identify immediately if you are within 50 years of the time you left your home period. With the second tier of this Advantage, you identify immediately if you are within 30 years of any time you have previously visited.
- Universal Egalitarian (4) – You take no penalty to checks where there is a race or species barrier to success.
- Weapon Proficiency (1, 3, 6) – You gain proficiency in a weapon or group of weapons – for each tier, the proficiency is more general (i.e. (Rapier, Dueling Swords, Swords) or (Revolver, Ballistic Handguns, Ballistic Guns). If you are proficient in a weapon, your attack checks are made in D20 rather than D40.
- Xenobiology (2) – You are a non-human species, and so have different evolutionary advantages. Each rank of this Advantage gives you 4 Xeno Points to spend. This Advantage can only be taken at character creation. This Advantage is ranked. See =Xenobiology for more.
- =Equipment
- Equipment covers all items that are inherently useful to a traveller of time and space. Generally, this includes weapons and tools. The following Equipment can be purchased with Equipment Points:
- Full equipment list here: http://pastebin.com/StDrHw96
- Knife (1) – Can be substituted for daggers, razors, and other small blades.
- Cosmetic Wound – Grace Resistance, D25 + Legerity
- Minor Wound – Grace or Dexterity Resistance, D23 + Legerity
- Major Wound – Stamina Resistance, D20 + Sinew
- Grievous Wound – Stamina or Grace Resistance, D10 + Sinew
- Fatal Wound – Stamina or Grace Resistance, D5+Legerity
- Shortsword (2) – Can be substituted for machetes, gladius, and other blades of medium length
- Slashing, Piercing
- Cosmetic Wound – Grace Resistance, D15 + Legerity
- Minor Wound – Grace or Dexterity Resistance, D20 + Legerity
- Major Wound – Grace or Stamina Resistance, D20 + Legerity or Sinew
- Grievous Wound – Grace or Stamina Resistance, D15 + Sinew
- Fatal Wound – Grace or Stamina Resistance, D8 + Sinew
- Longsword (3) - Can be substituted for other long blades
- Slashing, Piercing
- Cosmetic Wound – Grace or Dexterity Resistance, D10 + Legerity
- Minor Wound – Grace or Dexterity Resistance, D20 + Legerity or Sinew
- Major Wound – Grace or Dexterity Resistance, D15 + Legerity or Sinew
- Grievous Wound – Grace or Stamina Resistance, D15 + Sinew
- Fatal Wound – Grace or Stamina Resistance, D10 + Sinew
- Rapier (3) – Can be substituted for other duelling swords
- Piercing
- Cosmetic Wound – Dexterity Resistance, D25 + Legerity
- Minor Wound – Grace or Dexterity Resistance, D30 + Legerity
- Major Wound – Grace or Dexterity Resistance, D12 + Legerity
- Grievous Wound – Grace or Dexterity Resistance, D6 + Legerity
- Fatal Wound – Grace or Dexterity Resistance, D3 + Legerity
- Disarm – Dexterity Resistance, D10 + Legerity
- Battle Axe (2) – Can be substituted for other one-handed heavy blades
- Slashing
- Cosmetic Wound – Grace or Dexterity Resistance, D10 + Legerity
- Minor Wound – Grace or Stamina Resistance, D25 + Sinew
- Major Wound – Grace or Stamina Resistance, D20 + Sinew
- Grievous Wound – Grace or Stamina Resistance, D16 + Sinew
- Fatal Wound – Grace Resistance, D10 + Sinew
- Greataxe (4) – Can be substituted for other long, heavy blades
- Slashing
- Cosmetic Wound – Grace Resistance, D5 + Sinew
- Minor Wound – Grace or Stamina Resistance, D20 + Sinew
- Major Wound – Grace or Stamina Resistance, D16 + Sinew
- Grievous Wound – Grace Resistance, D13 + Sinew
- Fatal Wound – Grace Resistance, D8 + Sinew
- Truncheon (1) – Can be substituted for crowbars, bats, and other bludgeons
- Bludgeoning
- Cosmetic Wound – Grace or Stamina Resistance, D14 + Sinew
- Minor Wound – Grace or Dexterity Resistance, D19 + Sinew
- Major Wound – Dexterity or Stamina Resistance, D16 + Sinew
- Grievous Wound – Stamina Resistance, D13 + Sinew
- Fatal Wound – Stamina Resistance, D8 + Sinew
- Warhammer (2) - Can be substituted for other weighted bludgeons
- Bludgeoning
- Cosmetic Wound – Grace or Stamina Resistance, D12 + Sinew
- Minor Wound – Grace or Dexterity Resistance, D18 + Sinew
- Major Wound – Grace or Stamina Resistance, D16 + Sinew
- Grievous Wound – Stamina Resistance, D14 + Sinew
- Fatal Wound – Stamina Resistance, D10 + Sinew
- Ballistic Handgun (5) – Can be substituted for revolvers and pistols
- Ballistic
- Range: 60 Feet
- Cosmetic Wound – Grace Resistance, D6 + Legerity
- Minor Wound – Grace Resistance, D12 + Legerity
- Major Wound – Grace or Stamina Resistance, D16 + Legerity
- Grievous Wound – Grace or Stamina Resistance, D20 + Legerity
- Fatal Wound – Grace or Stamina Resistance, D10 + Legerity
- Submachine Gun (8) – Can be substituted for any automatic small arms
- Ballistic
- Range: 60 Feet
- Cosmetic Wound – Grace Resistance, D10 + Legerity
- Minor Wound – Grace Resistance, D13 + Legerity
- Major Wound – Grace or Stamina Resistance, D20 + Legerity
- Grievous Wound – Grace or Stamina Resistance, D24 + Legerity
- Fatal Wound – Grace or Stamina Resistance, D10 + Legerity
- Assault Rifle (10) – Can be substituted for any fully automatic rifle
- Ballistic
- Range: 80 Feet
- Cosmetic Wound – Grace Resistance, D12 + Legerity
- Minor Wound – Grace Resistance, D14 + Legerity
- Major Wound – Grace or Stamina Resistance, D24 + Legerity
- Grievous Wound – Grace or Stamina Resistance, D22 + Legerity
- Fatal Wound – Grace or Stamina Resistance, D10 + Legerity
- SWAT Rifle (12) – Can be substituted for semi-automatic rifles
- Ballistic
- Range: 90 Feet
- Cosmetic Wound – Grace Resistance, D16 + Legerity
- Minor Wound – Grace or Stamina Resistance, D20 + Legerity
- Major Wound – Grace or Stamina Resistance, D18 + Legerity
- Grievous Wound – Grace or Stamina Resistance, D16 + Legerity
- Fatal Wound – Grace or Stamina Resistance, D12 + Legerity
- Sniper Rifle (15)
- Ballistic
- Range: 200 Feet
- Cosmetic Wound – Grace Resistance, D20 + Legerity
- Minor Wound – Grace Resistance, D25 + Legerity
- Major Wound – Grace or Stamina Resistance, D23 + Legerity
- Grievous Wound – Stamina Resistance, D22 + Legerity
- Fatal Wound – Stamina Resistance, D15 + Legerity
- Laser Blade (7)
- Burning, Piercing
- Cosmetic Wound – Grace Resistance, D18 + Legerity
- Minor Wound – Grace Resistance, D22 + Legerity
- Major Wound – Grace or Dexterity Resistance, D18 + Legerity
- Grievous Wound – Grace or Dexterity Resistance, D15 + Legerity
- Fatal Wound – Grace Resistance, D12 + Legerity
- Sunder – Grace or Dexterity Resistance, D20 + Legerity
- Chainblade (8)
- Slashing, Tearing
- Cosmetic Wound – Dexterity Resistance, D17 + Legerity or Sinew
- Minor Wound – Grace or Dexterity Resistance, D25 + Legerity or Sinew
- Major Wound – Grace or Dexterity Resistance, D21 + Legerity or Sinew
- Grievous Wound – Grace or Dexterity Resistance, D16 + Legerity or Sinew
- Fatal Wound – Grace or Stamina Resistance, D15 + Legerity
- Sunder – Dexterity Resistance, D25 + Sinew
- Laser Pistol (10)
- Energy
- Range: 100 Feet
- Cosmetic Wound – Grace Resistance, D12 + Legerity
- Minor Wound – Grace Resistance, D22 + Legerity
- Major Wound – Grace Resistance, D18 + Legerity
- Grievous Wound – Grace Resistance, D14 + Legerity
- Fatal Wound – Grace or Stamina Resistance, D8 + Legerity
- Laser Rifle (13)
- Energy
- Range: 160 Feet
- Cosmetic Wound – Grace Resistance, D18 + Legerity
- Minor Wound – Grace Resistance, D28 + Legerity
- Major Wound – Grace Resistance, D22 + Legerity
- Grievous Wound – Grace Resistance, D16 + Legerity
- Fatal Wound – Grace or Stamina Resistance, D10 + Legerity
- Laser Repeater (15)
- Energy
- Range: 140 Feet
- Cosmetic Wound – Grace Resistance, D20 + Legerity
- Minor Wound – Grace Resistance, D28 + Legerity
- Major Wound – Grace Resistance, D24 + Legerity
- Grievous Wound – Grace Resistance, D20 + Legerity
- Fatal Wound – Grace or Stamina Resistance, D13 + Legerity
- Leather Armour (2)
- Reduces the Difficulty of Resistance checks against physical damage by 3.
- Chainmail Armour (3)
- Reduces the Difficulty of Resistance checks against slashing damage by 4, and against all other physical damage by 2.
- Plate Armour (3)
- Reduces the Difficulty of Resistance checks against slashing and bludgeoning damage by 6.
- Reduces your Legerity by 2.
- Bulletproof Vest (5)
- Reduces the Difficulty of Resistance checks against piercing and ballistic damage by 6, and against all other physical damage by 2.
- Duraleather Armour (7)
- Reduces the Difficulty of Resistance checks against physical damage by 7.
- Ceramic Carapace (8)
- Reduces the Difficulty of Resistance checks against slashing, bludgeoning, piercing, and ballistic damage by 6, and against all other physical damage by 3.
- Reduces your Legerity by 1.
- Lightweight Ceramic Carapace (10)
- Reduces the Difficulty of Resistance checks against slashing, bludgeoning, piercing, and ballistic damage by 6, and against all other physical damage by 2.
- Personal Force Field Generator (25)
- Reduces the Difficulty of Resistance checks against physical damage by 15.
- =Psychics
- Characters with a Psychic Potential can perform psychic actions listed below, as long as their listed value is equal to or less than the character's Psychic Potential. Success requires a check in D50 + the listed value against the character's Psychic Potential and either Reason or Spirit.
- Message (1) – Performing this action allows you to transmit messages to the mind of anyone you can perceive. This does not require a check if the recipient is willing to receive the message.
- Sense (3) – Performing this action allows you to locate a mind within 30 feet multiplied by your degree of success. All biological minds are visible to you within the effect's range, and you can recognise minds you have interacted with before. You are aware of the precise location of one visible mind of your choice.
- Occlument (5) – Performing this action successfully adds your degree of success to the Difficulty of all checks made to psychically affect your mind for one hour.
- Penetrate Mind (9) – Performing this action successfully allows you to put an intense sensation into the mind of a single creature you can perceive for a split second. This will distract and unbalance the affected creature. Additionally, the Difficulty of all subsequent checks made to affect the target's mind psychically is reduced by your degree of success.
- Read Mind (10) – Performing this action successfully allows you to know the surface thoughts of any one person you can perceive.
- Search Mind (20) – Performing this action successfully allows you to search for a specific piece of information in the mind of any one person you can perceive. The information can only be found if the person knows it, and has thought about it in the past X days, X being your degree of success.
- Mind Blast (30) – Performing this action successfully allows you to inflict mental damage on a single creature you can perceive within 50 feet. The chosen creature makes a Spirit Resistance check of Difficulty 15 + your Reason or Spirit. If they fail, they suffer a Major Wound.
- Mind Crush (50) - Performing this action successfully allows you to inflict mental damage on a single creature you can perceive within 50 feet. The chosen creature makes a Spirit Resistance check of Difficulty 25 + your Reason or Spirit. If they fail, they suffer a Grievous Wound.
- Dominate (60) – Performing this action allows you to mentally command a single creature you can perceive within 30 feet for a number of hours equal to your degree of success. Any command you give that the victim would vehemently refuse allows the target a Spirit Resistance check of Difficulty 15 + your Reason or Spirit. If they succeed the check, they break free of your control.
- =Xenobiology
- The following Xenobiology aspects can be purchased with Xeno Points, and represent differences in physiological makeup:
- Enhanced Sense (1) – Another of your senses can be used with as much accuracy and precision as human vision. You may take one instance of this aspect at no cost if you choose to make your vision imprecise and inaccurate. This aspect can be taken multiple times.
- Expanded Breathing (1) – You are capable of breathing an additional gas of your choosing. The first time you take this aspect, you may take it at no cost if you become incapable of breathing oxygen.
- Expanded Vision (1) – Each time you take this aspect, choose one of the following to gain: Infra-red vision, ultraviolet vision, telescopic vision, 180 degree field of view.
- Gills (1) – You breath water instead of air.
- Paradigm Shift (1) – Add 1 to a chosen Attribute and decrease another Attribute by 1. This can not increase an Attribute beyond 14 or decrease it below 0. This aspect can be taken up to four times.
- Combination Respiration (2) (Requires Gills) – You can breath both water and air with equal effect.
- Corrosive Fluids (2) – One of your bodily fluids is highly acidic. Reduce the Difficulty of Resistance checks you make against acid by 5, and you cannot be damaged by your own species' acid.
- Scaled Hide (2) – You gain a +3 bonus to the Threshold of Resistance checks against slashing and piercing damage. This aspect can be taken up to two times.
- Tough Hide (2) – You gain a +1 bonus to the Threshold of all Resistance checks against physical damage. This aspect can be taken up to three times.
- Devoted Lobe (3) – You gain a Psychic Potential of 5 and decrease your Reason by 1. If you take the Psychic Potential Advantage, you must treat it as if you already had one rank.
- Lesser Shapeshifting (3) – You can adopt the appearance of any member of your species at will.
- Minor Venom (3) – Your bite inflicts poison upon the victim. Successfully bitten targets must make a Stamina Resistance check in D30 or suffer a Minor Wound to one Attribute, chosen when this aspect is taken. This aspect can be taken multiple times to increase the Difficulty of the Resistance check by 10 with each additional instance.
- Pheromone Emitters (3) – Increase the Threshold of all Conversation, Diplomacy, and Persuasion checks by 5. This bonus is lost if the target is aware or becomes aware of your pheromones, and targets becoming aware may become immediately suspicious of you.
- Closed Mind (4) – You are immune to all psychic effects. You cannot gain any Psychic Potential.
- Hive Mind Access (4) – Once per session, you may make any Knowledge check with the Difficulty reduced by 20. Each time you take this aspect, you strengthen your connection to your race's hive mind – you may use the hive mind Knowledge check an additional time per session, and reduce your maximum Reason and Spirit by 1.
- Redundant Organs (4) – Ignore the first Major or Grievous Wound you receive in each combat.
- Tooth and Claw (4) – You are capable of making slashing and piercing attacks with your body. Treat this as a knife for the purposes of damage.
- Major Venom (5) – Your bite inflicts poison upon the victim. Successfully bitten targets must make a Stamina Resistance check in D30 or suffer a Major Wound to one Attribute, chosen when this aspect is taken. This aspect can be taken multiple times to increase the Difficulty of the Resistance check by 10 with each additional instance.
- Greater Shapeshifting (5) (Requires Lesser Shapeshifting) – You can adopt the appearance of any member of a species with anatomy similar to yours at will.
- Active Camouflage (6) – You are capable of blending in with your environment, and are invisible while you remain still. If you take this aspect a second time, you are invisible whilst moving too.
- Wings (6) – You are capable of winged flight.
- Limitless Shapeshifting (8) (Requires Greater Shapeshifting) – You can adopt the appearance of any member of any species at will.
- Deadly Venom (10) Your bite inflicts poison upon the victim. Successfully bitten targets must make a Stamina Resistance check in D15 or suffer a Fatal Wound. This aspect can taken multiple times to increase the Difficulty of the Resistance check by 10 with each additional instance.
- Combat:
- When attacking a character, an attack check is rolled. If the character does not have proficiency in the weapon it is using, the check is D40. If they do have proficiency, the check is D20. If this check is successful, the attacker then chooses the level of Wound they wish to inflict.
- Cosmetic Wound – This has no mechanical effect on the character, and simply counts as a hit. This can be used to score in a duel to first hit, or to prove a point.
- Minor Wound – When a minor wound is inflicted, the person inflicting it chooses an Attribute. That Attribute is treated as 1 lower for all Resistance checks until the wound is treated.
- Major Wound – When a major wound is inflicted, the person inflicting it chooses an Attribute. That Attribute is lowered by 1 until the wound is treated.
- Grievous Wound – When a grievous wound is inflicted, the person inflicting it chooses an Attribute. That Attribute is halved (rounded up) until the wound is treated. All previous Major Wounds affecting that Attribute are disregarded.
- Fatal Wound – When a character receives a fatal wound, they are dying. If the character receives an additional Grievous or Fatal Wound, the character dies. A dying character also may choose to die at any time. If a dying character is not successfully treated within an hour of taking a fatal wound, they must either undergo intensive care or die before player roles rotate.
- When a level of Wound is chosen, the target makes a Resistance check dictated by the weapon used. If the Resistance check is successful, they go unwounded. If the Resistance check is failed, they take a Wound of the chosen level.
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