revision 25
Saga of Fang and Claw uses a bespoke mechanical system designed for quick play with a great deal of customisable depth.
SoFaC has an emphasis on higher-level power scaling but can easily be played by low-powered characters. Characters can have any theme from an otherworldy traveller, or spacefaring mercenary, humble merchant, or devious sorcerer, and anything in between.
Power scaling using the Versus Wiki starts at Tier 10C - Below Human Level, with the most common level being Tier 8 - Urban, and can reach Tier 4 - Stellar in a general sense, with a few extreme edge casing going beyond that (and only for NPCs). A character like All Might, Saitama, Martian Manhunter, or Doctor Strange would not be unusual in this universe, but it is more common to see characters closer to the level of Solid/Naked Snake, "L", Avatar Aang, Yang Xiao Long, or Dante (DMC). An 'end game' character is considered generally around Tier 5 on this scale.
Instead of dice rolls, the system relies on a point comparison method where two characters who share similar stats are compared directly and only if they have a sufficient degree of separation are they able to succeed.
There are three categories of stats for each character. The body stats, mind stats, and soul stats. Each character has a focus that dictates which of the three categories must contain at least 60% of your Power Points. A primary stat and two secondary stats which gain a boost and grow faster than the rest. Each stat is rated from 0 to 3,000 for player characters and 0 to 20,000 for NPCs.
Body stats:
Strength
Climbing, gripping, lifting, pushing or pulling, punching or kicking
Speed
Reaction, running, acrobatics, swimming, mental processing
Endurance
Stamina, pain tolerance, bodily fortitude
Mind stats
Intellect
Logic, memory, pattern recognition, language processing, forethought
Senses
Temperature, time, physical contact, visual acuity, hearing, spatial awareness
Stability
Emotional and psychological resilience, mental fortitude
Soul stats
Mana
Lifeforce, magical capabilities
Spirituality
Energy sensing, Ethereal Plane sensitivity, Infernal/Divine sensitivity
Psionics
Psychic or psionic talent and senses
Every character has these nine stats and must distribute a certain amount of Power Points depending on the tier that they are and additional Power Points are earned through character development. Each rank up to the next tier grants you the difference in Power Points. No stat can reach less than 30 Power Points otherwise that person would be severely crippled.
There are eight Tiers to determine overall power level and some unlock unique benefits such as access to strong Abilities, weapons, and other similar boons. A character cannot have greater than 70% of their total Power Points into a specific stat. A lower Tier character is not necessarily unthreatening, but in general, any character over Tier IV should be considered competently dangerous. Each player character begins at Tier I. NPCs may begin at any Tier. In order to 'Tier up', one must accumulate enough Power Points to purchase an upgrade, but in return, the player obtains a certain amount of Power Points to spend on character development, refer to the following list:
Tier I
450 Power Points
Tier II
600 Power Points
Tier III
900 Power Points
Tier IV
1175 Power Points
Tier V
1400 Power Points
Tier VI
2000 Power Points
Tier VII
3000 Power Points
Tier VIII
4500 Power Points
It costs 1.5 times the Power Points greater than the previous to upgrade to the next level, beginning at 1000 Power Points.
You must select either Body, Mind, or Soul as your focus where you must distribute at least 60% of your total Power Points toward. Select your primary stat to gain 200 Power Points in that particular stat, and two secondary stats to gain 75 Power Points in those stats. You may reduce any stat to gain that same amount of points to use in another stat.
For the purposes of combat, each character is assigned an Initiative based on their Speed stat. Initiative is ranked from 1 to 6 with the fastest initiative being 6, at which point they cannot be sneaked upon. For every 500 points into Speed equals 1 Initative.
When beginning a combat turn, the player starting the skirmish moves first, the player with the higher Initiative moves then has priority after that. The character with the higher Speed stat always wins out on any Initiative ties, and any method can be used to determine a tie breaker otherwise. Each combatant takes turns based on their Initative first, Speed stat second.
Using reasonable logic one character is expected to behave during combat in a way that is congruent with their stats, skills, and abilities. It is feasible for a lower-powered character to defeat a high tier one, however, that character either must dramatically exploit the weakness of the other or have some other significant advantage.
Combat can only take place with the consent of each participant, meaning that no player can be subjected to random assault. Naturally, the player cannot use this as immunity to consequence, meaning that they do not require consent if they are the instigator of any combat action. This rule does not apply to NPCs, which are entitled to act without the player's consent.
Each character has unique abilities determined by their own design. Any ability is separate from spellcasting in that abilities are innate, whereas spellcasting must be learned to some extent (sorcerers are an exception but must still practice their craft).
Abilities can be unique to the character or shared. An ability's power is determined by its Mana cost (subject to DM approval).
Each ability can expend effort. For each effort expended the cost of the ability increases exponentially, beginning at a 1.5x multiplier and finishing at a 5x multiplier. The character gains one effort every other Tier, starting at the first Tier.
For each effort, the overall power and effectiveness of the ability are increased by a 1.5x multiplier for the first effort and a 3x multiplier for the final effort. The user can expend all effort at once or one step at a time.
Almost every character is capable of wielding magic but to what degree is calculated via mana. Your mana is affected primarily through your Soul stat, and secondarily through mutations, abilities, and age.
Magic is an intrinsic part of the Saga universe and its roleplaying experience. Magic is split into two Arts: Arcane, and Elemental.
the Arcane Arts govern all intangible magic and are the broadest of the two Arts and are further subdivided into Schools:
◦ School of Illusion
◦ School of Aberration
◦ School of Psionics
◦ School of Abjuration
◦ School of Divination
◦ School of Demonology
◦ School of Summoning
◦ School of Alteration
The greater the complexity or effect of an Arcane spell the greater the cost. Any spell must cost at least 50 Mana Points to cast. Powerful spells will cost more at the discretion of the Administrators.
The Elemental Arts instead focus on five Paths each dedicated to one of the five fundamental elements:
◦ Path of Flame
◦ Path of Wind
◦ Path of Lightning
◦ Path of Water
◦ Path of Earth
Most people are born with an innate predisposition toward one element or none. Some races and species have a greater affinity for magic or a specific element, and some have even a predilection against magic or prejudice against a certain element. A basic (Rank 1) Elemental spell has a cost of between 50-75 mana per cast as a baseline.
Each Element has a Sub-Element made by combining two parent Elements, and two Sub-Elements can even be combined into a Supreme Element. Some Elements can be combined without creating a new one, but can still design a new effect such as Flame and Water into steam.
Sub-Elements:
◦ Gale - Wind and Lightening
◦ Magma - Flame and Earth
◦ Nature - Water and Earth
◦ Ice - Water and Wind
Sub-Elements have a Mana cost of 250.
Supreme Elements:
◦ Metal - Magma and Nature
◦ Crystaline - Ice and Magma
Supreme Elements have a mana cost of 500
There are five additional 'Elements' of magic that are classified as Primordial Magic and are exceedingly rare and challenging to handle. Listed in order from least to most powerful:
◦ Warp
◦ Infernal/Divine
◦ Void
◦ Celestial
Primordial Magic costs 1000 MP and requires at least one Element at the level of Rank 4.
In order to be even capable of wielding Primordial Magic a person would have to be physically, spiritually, and mentally strong - far above the average, and prepare for years with practice and study. Even the mere knowledge of most Primordial Magic is simply not available to the vast majority of ordinary people and even scholars would not know of all of them, even fewer would have a solid grasp of what it is or how to use it. Warp magic is the first of the five to be more widely understood due to the advent of Warp travel enabled by Warp engines, which utilise this magic as its fuel and propulsion.
All magic demands study and practice. Those known as sorcerers are uncommon and usually dangerous to themselves and others as wielding magic without knowledge of how, what, or why is a guarantee for catastrophe at some point. You would not lend a firearm to a child with no understanding of firearms, therefore magic in untrained hands is dire indeed. Many jurisdictions place upon restrictions for magic use and regulate training, some locations even require a license for particular magic. The study of magic is standardised via the Intergalactic Board of Mages founded by Vaan Tarkus. Full mastery of one Arcane School or one Elemental Art requires on average twenty years.
The capacity to wield magic is determined by the quantity of mana one has but the expertise in wielding it is derived from the aptitude rank. It costs 500 Power Points to increase one's rank. There are four aptitude ranks for every magic skill learned: Rank 1 - Novice; you've only begun to grasp how to utilise the skill and understand the fundamentals behind it. You are still learning but are more capable than someone with no training whatsoever. Rank 2 - Journeyperson (it uses 10% less MP); you are accomplished in your handling and body of knowledge. You likely know several spells and can exercise them in great fashion. At this level, you would be an asset to a military force and considered fit for duty at a professional level but are by no means qualified as an expert. Rank 3 - Elite (reduced to 2/3 usual mana cost and you are able to learn sub-elements or sub-schools); after studying, practising, and applying your magic skill for many years you have finally achieved some renown using that particular magic. You can train students and do so effectively. You will have learned a dozen or more spells and strongly grasp how mana operates in relation to your skill and you are generally able to invent new ways to wield the magic. Rank 4 - Master (expends 1/3 of the usual mana cost, all effects are increased twofold); The pinnacle of scholarly knowledge. A significant portion of your life has been dedicated to this magic skill and people will now seek you out to challenge you or learn from you. Only a few hundred people in the galaxy has attained this level of prowess with your particular field of magic and each one will know spells exclusive to them, some that they created entirely on their own.
There are five fields of magic that are expressly forbidden within the Union of Galactic Species:
◦ Necromancy
◦ Vampirism
◦ Lycanthropy and other 'Were-magic'
◦ Druidic
◦ Shamanic
All Forbidden Magic spells have an MP cost of at least 1000.
These fields of magic are extremely difficult to handle effectively and usually require incredibly dangerous contracts or pacts with powerful entities in order to learn. They also have the potential to devastate population centres if widely used or used by malicious individuals. However, these fields do exist and practitioners, though rare, indeed walk among the galactic citizenry. In almost every situation when casting a forbidden spell the user is subject to extreme scrutiny to those around them (unless those people are without scruple) and will be arrested on sight by the Unified Police Network, or taken into Military Police custody. The silver lining is that the majority of people aren't actually likely to recognise forbidden magic unless they are decently trained and studied in magical application and theory.
If somebody wishes to pursue knowledge of forbidden magic then the only two ways are to find a tutor who also knows forbidden magic or to find an Ethereal Sage. There are four ancient orders that exist who have created these old forbidden magics: the Order of the Oracle (Druidic/Necromancy); the Order of Praxis (Vampirism); the Order of War (Were-magic); and the Order of Celestine (Shamanic) and each of them are where the Ethereal Sages operate and are called Druids/Necromancers, Vampires, Lycans, and Shamans respectively. Forbidden magic is considered prestige magic and cannot be learned at character generation.
A note on necromancy: In SoFaC, necromancy functions differently from the mainstream cultural understanding of it. Here, necromancy only affects the physical elements of the dead and not their spiritual, psychological, or similar. Thus, they cannot gain sentience or sapience and have no connection to their former selves. The bodies can function exactly as expected depending on the level of decay and necromancy ensures that their bodies do not fall to pieces while doing so and can have the strength of motion. The more mana put into the necromancy will dictate how strong their thralls are and how many are under their command.
All magic is possible because of a subatomic particle known as mana. There are physically limited quantities in the universe available for use but due to a process is known as Celestial Entropy there is always enough for everyone because mana is in a forced distribution system. The more organic life the less mana there is to share which therefore causes fewer super-powerful beings to be born. However, through direct or indirect means, mana can leak out from its source: the Warp which is the fabric of space connecting the two planes of existence. For reasons not understood by modern science, mana is simply the distillation of Warp energy by organic cells not unlike how our liver and kidneys filter out toxins and our intestines collect nutrients. Every single organic cell has this mysterious capacity to filter mana but the maximum capacity to store mana for each person is incredibly diverse and dependent on a swath of variables.
As every cell in a lifeform stores mana and uses it as energy, a lifeform's given life force is governed directly by how much mana is stored. Mana is also considered a primary element of overall stamina, therefore the more mana a person has, the more they are physiologically capable of and the more the longer they live. But, even the most powerful being in the universe will face death if they reach absolute zero mana.
The average person is born with at least five mana points and will grow to around fifty mana points. Reducing a person's mana to 1% of their total mana pool or below 50 (whichever is higher) means imminent exhaustion but reducing it to 0 will mean death. A person CAN reduce their own mana through exertion or usage of spells to the point of death.
Once a person's Health is reduced to zero, they are incapacitated, but zero mana equals death.
To calculate the total mana a character should have: Add your Mana stat and any amplification from Mutators. Each Mutator adds at least 1.5x to your Mana stat. See more information below.
Health Points is a measure of one's ability to stay conscious. When a character's Health is reduced to zero for any reason (by way of illness, combat, or other) then they immediately fall unconscious and must rest for at least 24 hours, or 8 hours with proper care. If one's Endurance is above 800 points, then they are merely incapacitated and can remain conscious.
To calculate a character's Health Points, simply combine the total Power Points for their Endurance.
All Mutators are available to any character upon character generation. Any Mutator except two (see below) has only a 10% chance of being granted, roll a 1d100 probability dice.
Bloodline
Some bloodlines are inherently more powerful than others and will carry with it a strong lineage of magic users. Here are the bloodlines one can be born into:
◦ Divine - you are a child of Paradise and a mortal. These halfbreeds are called Nephilim and you inherit their incredible determination to try and fight for what you believe in and the power to do so.+100 to any two Mind stats and +10% to Health Points
◦ Infernal - the descendant of Ruin and a mortal. These halfbreeds are known as Devils and you inherit their fierce prowess for fostering strength and resilience and self-reliance. +100 to any two Body stats and +75 to any one Soul stat
◦ Special Grandchild - one of your parents was a Devil or a Nephilim and because of it, you retain some of their special effects. Half of the Divine or Infernal bonuses as above but with lesser negative effects during roleplay. Has a 20% chance for character generation.
◦ Pure Instinct - For some reason you have access to your full unbridled instinct as your species and function at a higher level. Additional 50 points in one stat for each Body, Mind, and Soul.
◦ Demigod - One of your parents was literally a god and paired with a mortal for reasons that may not be known. As their progeny, you obtain phenomenal abilities. x2.0 mana value. +50 to every stat, 5% chance during character generation.
◦ Evolved Mana - You were gifted with the extremely unique and powerful capacity to have fully adopted mana into your essence and are now an amalgam of magic and person. x1.5 to mana value; select one Elemental Art of your choice (must be one of the five Paths) and you now have sorcerer-like command over that Element and start out as a journeyperson, but in addition (and most importantly) you are also able to use that Element as your physical form at will. Learning how to control this will take at least five years of practice to do it efficiently and safely. Obtaining related Sub-Elements have a 5% chance during character generation.
Certain bloodlines also have their own unique and exclusive Abilities:
Exclusive to Divine bloodlines:
Dea Caelum: Dawnfire or Duskmist
Dawnfire - Regenerate Health Points. Duskmist - Regenerate Mana Points. Each regenerates at a rate of 25% per hour or 5% per combat turn.
Tempest: Windwalking or Stormcalling
Windwalking - Can levitate/fly without any ordinary means of doing so and travel at their Speed stat. Stormcalling - Can manipulate the weather AND climate in any fashion as long as that weather/climate is feasible in that world's atmosphere.
Omni: Tempered Balance or Righteous Karma
Tempered Balance - Will immediately modify an opponent during combat to average their Health Points between them and the character with this ability. Righteous Karma - Any negative action taken against the player character will have an equally negative consequence against the aggressor within 8 hours or within two combat turns.
Exclusive to Infernal bloodlines:
Faust: Osteomancy or Hemomancy
Osteomancy - Can manipulate bones or anything with bone marrow in any fashion, they can mould them, wield them in a telekinetic fashion, and any other way. Hemomancy - Can manipulate the 'blood' (more precisely, hemoglobin) of any creature alive or dead so long as it still possesses any blood in its body. These do not function for anything that is a substitute for bones or blood. In order to manipulate an NPC or player character, they must possess greater Psionics points than the opponent's Endurance points.
Lilith: Commune with the Dead or Instant Reincarnation
Commune with the Dead - Can speak to, see, and even control corpses or the spirits of the afterlife. Instant Reincarnation - Will reincarnate as another random sentient and sapient creature or person with all of your memories intact immediately upon death.
Interitus: Immolation or Absolute Zero
Immolation - Can set something into an inextinguishable flame. Absolute Zero - remove all heat from a target within one second, each lasts for three rounds during combat or one hour outside of combat. The caster must have a greater Speed stat to land their attack.
High technology is a common part of life for citizens in SoFaC and it will invariably creep into your roleplay in some form or another. As all citizens of the Union enjoy the same spoils you as the player can expect a certain level of comfort and access to tech across all Union worlds. Exiting the borders of the Union means total uncertainty in many regards, but particularly technologically as you can certainly encounter worlds that are still operating on steam power or some worlds that may have an entire population downloaded onto computers.
Each planet will have their own standards of living based on their available resources and the intention behind their planetary governance. A world could be incredibly rich and live in luxury, but is solely used for mass mining of rare minerals and thus lives quite spartan.
SoFaC shares a lot in common with other science-fiction universes such as 'warp travel' and artificial intelligence, but also does not have laser rifles or widespread teleportation tech. The level of technology accessible to a person is also based upon their status in society as the Union Command Council heavily restricts just what a citizen is permitted access to, and outside of the Union each person is typically able to take whatever they can from their own strength, so the stronger or more feared you are the more you are likely to have access to certain technologies. A rogue space pirate will also have much less technological capabilities than a professional mercenary, who still is to have less access than a typical Navy officer.
When creating a character, the player has to decide what tech they wish to purchase. Everybody has access to a bank account and a personal holocomm (essentially a cellphone). They can also buy tech at various shops and even obtain access to specialised tech, particularly cybernetic implants. The path to becoming a cyborg is an expensive and long journey as the tech level and the type of implant makes a tremendous difference in cost and quality.
Every piece of tech has a tech level from 1 to 3. Level 1 is considered shabby and/or obsolete, it's typically junkyard scrap but can also simply be antiques found in a pawn shop somewhere, or it may be handmade by an amateur. This tech is to be obviously poor or outdated to even a common person and is extremely fragile either physically or electronically. Even if the tech itself is considered far beyond what we have in the modern-day, it's still prone to age and mistreament - consider the highest-end luxury car available today and imagine what would happen to it if it sat neglected for fourty years. Level 2 is modern or commonplace tech and is acceptable for most usage, anybody living in a modern society would find this mundane, but bringing it to a less technologically advanced society may bring intrigue, suspicion, or something else. The item isn't likely to break down and is cheap to repair. Level 3 is advanced or exotic technology. You're using the top of the line or even something experimental, maybe alien. It's obvious to most people that you've got something special although it would take a specialist to know exactly what it is and how to appraise or repair it. It's very unlikely to break down but repairs are difficult or expensive due to its rare and special nature and you can easily get ripped off when selling it if the buyer doesn't appreciate what the item is. Bringing a level 3 tech to a backwards society is certainly going to cause problems or at least have them awestruck, and you can expect to get jumped in the street in a bad area if people know you possess such an item.
The tech level also determines the efficacy of the tech where a level 1 tech will grand minimal bonuses, a level 3 tech will grant high bonuses or increased damage, and so on.
Anytime you use a level 1 tech in combat, you must also roll a 1d4 to determine if the tech fails due to its terrible condition, the threshold for success is 2 or higher
Anyone with the funds can eschew their organic body parts and modify or replace them with cybernetic augments. Whether you're going to an illicit parts dealer and an unlicensed surgeon on a seedy world or you are seeking the brightest minds with cutting edge tech to provide your implants, you will find an incredible array of modifications available to anyone with the cash to burn.
All cybernetic implants require at least an Endurance of 100 to install or else your body will actively reject the implant, but level 3 implants have an 1100 Endurance point requisite due to their experimental or powerful nature.
Type Name Mods Price/Level
Head Datajack ʢ500/600/700
Head Olfactory Enhancer ʢ200/250/300
Head Taste Enhancer ʢ200/250/300
Head Hollow Tooth ʢ250/300/350
Head Voice Modulator ʢ500/600/700
Head Face Replacer ʢ650/750/850
Head Cognition Enhancer ʢ800/950/1,100
Head Orientation System ʢ200/250/300
Head Radar Sensor ʢ300/350/400
Head Headlight ʢ100/140/180
Head Mind-Machine Interface ʢ500/650/800
Head Subvocaliser ʢ300/400/500
Head Cyberbrain ʢ1,700/2,700/4,800
When purchased you automatically receive the benefits of: Mind-Machine Interface, Orientation System and Cognition Enhancer, plus additional.
Eye Vision Enhancer ʢ400/500/600
Eye Image Link ʢ200/300/400
Eye Ocular Drone ʢ300/400/500
Eye Retinal Duplication ʢ600/700/800
Eye Superspectrum Vision ʢ500/600/700
Eye Vision Magnification ʢ300/400/500
Eye Additional Eye Mount ʢ100/150/200 (per extra mount)
Eye Eye Guards Light/Heavy ʢ175/275/375 (Heavy mod adds extra 25%)
Eye Microscopic Lenses 60x/120x/300x ʢ200/300/400 (Extra ʢ30 per higher mod)
Eye Targeting System ʢ300/400/500
Eye Heads-up Display ʢ500/600/700
Ear Ultrasound Sensor ʢ200/300/400
Ear Audio Enhancement ʢ400/500/600
Ear Balance Augmenter ʢ300/350/400
Ear Select Sound Filter Filter out or 'in' ʢ300/400/500
Ear Antennae Satellite/Tightband/Both ʢ600/700/800
Ear Audio Analyzer ʢ400/500/600
Ear Autotranslator ʢ1,000/1,500/2,000
Ear Subdermal Hearing ʢ500/600/700
Ear Diaphragm Hearing ʢ400/500/600
Replaces ears entirely so they're hidden internally
Body Skeletal Reinforcement ʢ1,000/1,300/1,600
Body Skeletal Replacement Specify bones ʢ2,000/3,000/4,000 (50% extra for entire skeleton)
Body Dermal Plating Specify part of body ʢ1,000/1,500/2,000 (50% for entire body)
Body Hollow Fingertip ʢ100/130/160
Body Fingertip Transceiver ʢ150/175/200
Body Grapple Gun ʢ200/300/400
Body Internal Air Tank ʢ400/500/600
Body Muscle Enhancement ʢ650/750/850
Body Muscle Replacement Specify which muscles ʢ1,500/2,000/2,500
Body Reaction Enhancers ʢ400/500/600
Body Auto-injector ʢ500/600/700
Body Reusable Injector 1-5 Doses ʢ300/400/500 (extra ʢ30 per dose)
Body Killswitch ʢ100/200/300
Body Pseudo-killswitch ʢ100/200/300
Body Tail Mechanical/Organic ʢ300/400/500
Body Biomonitor ʢ300/350/400
Body Biowaste Storage ʢ200/250/300
Body Cyberfins ʢ300/400/500
Body Cyber Genitalia Virility/Fertility preservation ʢ400/500/600 (extra ʢ300 for preservation mod)
Body Hand Anchor ʢ200/300/400
Body Foot Anchor ʢ200/300/400
Body Sticky Hands/Feet ʢ300/400/500
Body Magnetic System ʢ500/600/700
Body Nutrition Storage System ʢ300/400/500
Body Cybergill ʢ500/600/700
Body Chameleon Camouflage ʢ1,000/1,200/1,400
Body Extreme Flexibility ʢ400/500/600
Limb Agility ʢ600/700/800
Limb Strength ʢ600/700/800
Limb Speed ʢ600/700/800
Limb Jumpjets ʢ900/1,100/1,300
Limb Accessories Internal Holster ʢ50/75/100
Limb Accessories Built-In Medkit ʢ50/75/100
Limb Accessories Built-In Toolkit ʢ50/75/100
Limb Accessories Digitigrade Legs ʢ300/400/500
Limg Accessories Finger Snake-Cam ʢ100/150/200
Limb Accessories Hi-Powered Cutting Laser ʢ200/300/400
Weapon Mounts
Small/Medium Weapons ʢ500/600/700
Pistols, TASER, SMGs, tactical shotguns, grenades, Mouth Gun
Large Weapons (external mounts only) ʢ800/900/1,000
LMGs, RPG, grenade launcher, flamethrower,
Melee Weapons ʢ500/600/700
Arm Blade, Hand Knife, Hand Razors, Foot Spikes, Caltrops, Hand Kunai, Fangs (Posion/Normal), Electrified Hand
Every citizen of the Union wants a Wristmate as it's incredibly convenient. The Wristmate can be surgically installed for ʢ500 and every member of the Union Navy automatically receives this as well as many corporate employees.
The Wristmate is a personal computer, communication device, personal assistant, and machine interface. It operates by consuming the glucose in the body and storing the body's natural heat energy. Interacting with the Wristmate is as simple as turning your arm to reveal the underside which would then activate the holographic projector onto your flesh for a 2D interface or into the air above your flesh for a 3D interface depending on the mode it is set to.
Specialised Wristmates can be bought and can include additional features such as remote hacking, drone control, interlinking with other Wristmates, comms encryption, and more.
The Wristmate does not require a skill level to use but does draw off of one's hacking, and tech use when hacking or accessing various equipment meaning the Wristmate does not bypass the need for the specific skill. Using a Wristmate can also be an entirely mental operation if they have the Mind-Machine Interface cybernetic implant installed, or the purpose of a Wristmate can be entirely replaced if they have a cyberbrain.
Without a Wristmate, you must use Slides to access credits and some alternative communications method such as a personal mobile holocomm device, tightbeam comms, old-school radio transceiver, or physical comms terminal.
The technology to flawlessly reproduce another living being has been an enduring milestone in a civilisation's technological development. The Union has perfected cloning and made it an affordable commodity available for everyone.
A citizen can purchase bespoke clones ready as a form of life insurance or organ replacement. Clones are also used as guinea pigs to test treatments with medicines, drugs, surgical procedures and other such things to better curate their effect and any detrimental effects to that individual person without any risk. The cost of a single organ is ʢ200 and is viable for up to fifteen years. Purchasing an entire clone will depend on the quality of the clone: a level 1 clone may have some DNA deviations and may not function and/or look exactly as the original but is still convincing to most people and costs ʢ800; a level 2 clone will have minor DNA deviations and appear convincing to all except those most familiar with their peculiarities in appearance or mannerisms and has a price of ʢ1,200; finally, a level 3 clone has no DNA deviations and would deceive even bioscanners or AI behavioural analysis and has a cost of ʢ1,600. The clone will have all of the memories up to a particular point and must be visited to update with your current bank of memory but are usually six months behind, and the clone can optionally be given a memory seed that they are a clone.
At character generation, you can start with as much equipment as you can afford. Each character begins with ʢ500 to spend during character generation, and ʢ1000 to use during roleplay. They gain ʢ1000 per Tier upgrade. Power Points can be exchanged for credits at a rate of 1:1
See the Items and Artefacts page for details.
Magic Artefacts begin at ʢ300 for minor artefacts that provide very limited effects and are typically limited in the number of uses as well. ʢ1,000 for heroic artefacts that have up to unlimited uses and are much more broadly applicable. ʢ2,000 for legendary artefacts which provide massive bonuses and boons, they are sometimes unique. Finally, mythical artefacts are ʢ5,000 and are always unique.
Equipment is anything that has either an offensive or defensive and can be enhanced with either magic or technology an unlimited number of times, each enhancement will cost ʢ500 unless the character can craft the enhancement themselves.
Items are small and typically single-use tools that are cheap and easy to craft. A torch or flashlight, a medkit, a tent, or a set of lockpicks are all classified here.
Everything that isn't listed as unique can be crafted with the right skills and materials.
Readily available gene editing has permitted generations of children born with superior capability. Although the Union regulates just how far genetic modification can be pushed for the general populace, it is a fully legal and welcome process that millions of families everywhere choose for their offspring, or individuals select for post-birth retromodification.
The ease of access for these modifications is universal as all modern medical droids contain simple genetic biology programs, and specialist geneticists are available at most major hospitals. Particularly high-skill genetics scientists are localised to research or military institutions but may be able to offer their services if they are available with the right security clearance, financial incentive, or through coercion.
When choosing your modifications you will want to start by deciding when to begin cultivating the gen-mods. The earlier they have activated the greater the efficacy of each mod and the lesser probability of the genes being deleted by the body's natural development. It's recommended to start as early as one generation prior to the modified child being born but recent experiments conducted by the Navy's top scientists have focused on a form of retromodification which is dangerous but does exempt the need for a drawn-out genetic therapy period.
Genetically modifying a person begins with selecting specific genes to include or exclude but the risk for mutation or rejection increases with every additional change, especially if it's within one generation. The maximum safe range is two genes per generation.
Superficial Genes
These gene groups are solely focused on trivial genetic makeup such as facial phenotypes, eye colour, and other generally appearance-focused groups. They're the cheapest and safest genes to modify and generally the most popular. Modifying these genes can create combinations of hair types, skin colours, nose shapes et al that aren't typically possible with the given combination of chromosomes. Although dramatic alterations do have an inherent risk as a particular chromosome has RNA code for a particular phenotype, it is still less risky than other genes to modify. For example, a family of dark straight-haired pale skin individuals could modify a child to carry curly red hair and dark skin. Superficial genes have superior inter-generational longevity compared to physiological genes as they require less genetic momentum and are less prone to mutation, therefore continuous gene therapy is not required. Retromodification takes hold over a period of three months during which complications may occur, such as pain and discomfort, tissues scarring, and the change being uneven (one side changing faster than the other).
Modifying these genes costs only ʢ100 and can be done retroactively (i.e.: after birth) for an additional ʢ50. The risk of mutation is a 1d10 roll with anything lower than a 2 being a mutation, roll again to determine what the mutation outcome is. Retromodification has a risk increase of 1, meaning the roll required is a 4 or higher to not result in mutation.
H2AC3P - eye colour (any colour is possible)
H2AC4 - hair colour (any colour is possible)
H2AC7 - hair makeup (curly, straight, Afro-curly, etc)
H2AC8 - hands/feet size (longer, wider, etc)
H2AC11 - body hair level (hairless, prehistorically hairy, etc)
H2AC13 - male genital dimensions (girth, length, etc)
H2AC14 - female breast dimensions (band, cup, elasticity, areola, etc)
H2AC16 - nose and mouth shape
H2AC17 - ear shape
H2AC20C - voice frequency range (higher/lower)
Physiological Genes
Genes under chromosomes that are responsible for the growth of particular physiological elements that impact overall biological function are classified here. They are much more invasive and risky than the previous category of gene manipulation but reap much higher reward. This is the type of modification that most people think of when talking about genetic modification. Genes that improve visual acuity, memory capacity, muscle oxygen absorption, and everything else are categorised here. Retromodifications require six months curing time and always come with strong reactions related to the gene modified, such as temporary blindness, muscle weakness, increased anxiety, and more.
It costs ʢ500 to modify these genes and are recommended to begin two generations prior to mimimise risk. Retromodification costs an additional ʢ150 and increases risk factor by 2. Risk of mutation is a 1d10 with a threshold of 3. Additionally, there is a chance of a supercritcal result if a roll of 10 is confirmed (rolling a 10 twice) where the result is doubled, for example, your physical muscle density may be tripled instead of doubled.
Mutations are much more severe than Superficial Genes, as the result isn't merely a different colour or some such, but could become muscular dystrophy, brain damage, or other severe drawback. Roll an additional 1d10 to determine severity, with 10 being 'crippling' and 1 being 'livable with frequent treatment/therapy'.
C21orf91 - Intelligence (greater memory capacity, better logic computation, faster thought processing, better multitasking, etc)
CAAP1 - Stamina (greater lung capacity, better oxygenation of blood/muscles)
ANKRD11 Strength/Speed (greater muscle density, slower lactic acid buildup/faster lactic acid reduction, faster muscle growth, etc)
LINC01602 Cellular regeneration (as much as 1000% improved efficiency)
SLC25A4 Fertility/Virility (better DNA compatibility, higher chances of conception, higher libido, etc)
HTR1A Dexterity (ambidexterity, hand-eye coordination, fine motor skills, etc)
HTR1B Joints (better flexibility, durability)
RHOU - Skeletal (greater durability, better marrow blood production, better immune system)
CENPU - Liver function (greater filtering capacity)
MIR548U - Stomach (higher capacity, better poisoning tolerance, hunger manipulation, change in acid chemistry)
UBA1 - Aging (lower cellular error replication rate/better allele longevity)
UPK3BL1 - immunity/resistance to specific diseases
RECNt4 - Additional limbs (does not have to be matching pair i.e.: could have one extra leg and one extra arm)
SoFaC uses the Palladium alignment system with slight alterations. Good: Principled; Scrupulous, Selfish: Unprincipled; Anarchist, Evil: Miscreant; Aberrant; Diabolic
Because a character is of a good alignment, it does not make them a saint. Good characters can be just as irritating, obnoxious, arrogant and even prejudiced and full of quirks, as the next guy. However, life and freedom are of the highest priority. Such a person can always be trusted in a life and death situation.
Principled
Principled characters are, generally, the strong, moral character — the "Boy Scout" or do-gooder quasi-paladin of the group. They are usually compassionate, caring, cooperative and sincere. As much as possible, these character would work within the law and trust authority figures. Principled Characters will:
1. Always keep their word.
2. Avoid lies.
3. Never kill or attack an unarmed foe.
4. Never harm an innocent.
5. Never torture for any reason.
6. Never kill for pleasure.
7. Always help others.
8. Work well in a group.
9. Respect authority, law, self-discipline and honor.
10. Never betray a friend.
11. Never break the law unless conditions are desperate. This means no breaking and entry, theft, torture, unprovoked assaults, etc.
Scrupulous
Scrupulous characters value life and freedom above all else, and despise those who would deprive others of them. This type of hero is typically portrayed in as an anti-hero archetype, the person who is forced to work beyond the law, yet for the law, and the greater good of the people. They are not vicious or vindictive characters, but are driven to right injustice. These characters will always attempt to work with or within the law whenever possible. Scrupulous Characters Will:
1. Keep their word to any other good person.
2. Lie only to people of selfish or evil alignments.
3. Never attack or kill an unarmed foe.
4. Never harm an innocent.
5. Never torture for pleasure, but may use muscle to extract information from criminals or evil characters.
6. Never kill for pleasure; will always attempt to bring their opponent to justice alive no matter how vile he may be.
7. Almost always help others, especially if convenient.
8. Attempt to work within the law whenever possible.
9. Bend and, occasionally, break the law when deemed necessary. This means they may use strong-arm techniques, harass, break and enter, theft, and so on.
10. Distrust authority.
11. Work with groups, but dislikes confining laws and bureaucracy (red tape).
12. Never betrays a friend.
Unprincipled
This, basically, good person tends to be selfish, greedy, and holds their personal freedom and welfare above almost everything else. He or she dislikes confining laws, self-discipline and distrusts authority. This is the renegade hotshot with the heart of gold. The person who is always looking for the best deal, associates with good and evil characters, is continually tempted to lie and cheat, and hates themselves for being loyal and helping others.
Unprincipled Characters Will:
1. Have a high regard for life and freedom.
2. Keep their word of honor.
3. Lie and cheat if necessary (especially to those of anarchist and evil alignments).
4. Will not kill an unarmed foe (but may attack or take advantage of one).
5. Help those in need.
6. Not use torture unless absolutely necessary.
7. Work with a group, especially if profitable, but doesn't have to enjoy it.
8. Never harm an innocent.
9. Never kill for pleasure.
10. Dislike authority.
11. Never betray a friend.
Anarchist
This type of character likes to indulge themselves in everything. They are the insurgent, con-man, gambler and high-roller; the uncommitted freebooter seeking nothing more than self-gratification. This character will, at least, consider doing anything if the price is right. These people are intrigued by power, glory and wealth. Life has meaning, but their own has the greatest meaning. Laws and rules infringe on personal freedom and were meant to be broken. An anarchist aligned person is always looking for the best deal, and will work with good, selfish or evil beings to get it; as long as he comes out of the situation on top. The anarchist is continually teetering between good and evil, rebelling against and bending the law to fit his needs. Mercenaries, spies, and thieves often fall into this category.
Anarchist Characters Will:
1. Sometimes keep their word. especially if bribed or if it benefits them
2. Lie and cheat if they feel it's necessary.
3. Not likely to kill an unarmed foe, but will certainly knockout, attack, or beat up an unarmed foe.
4. Never kill an innocent (but may harm, intimidate, or kidnap).
5. Not likely to help someone without some ulterior motive (even if it's only to show-off).
6. Seldom kill for pleasure, usually only as part of a vendetta.
7. Use torture to extract information (not likely to torture for pleasure).
8. Does not work well in a group (this is the cocky loudmouth who is likely to do as he/she damn well pleases).
9. Have little respect for self-discipline or authority.
10. Sometimes betray a friend, especially for profit or if they think they can get away unscathed.
All evil characters are not bent on universal genocide or domination over all living creatures. They are not all maniacal fiends actively seeking to harm innocent people. Nor are all evil characters sadistic and untrustworthy. Many evil characters may actually seem kind or likable. There is nothing wrong with playing an evil character, although they may not survive too long if they betray or harm too many people. The universe of SoFaC is incredibly deep and varied, and even the most well-intentioned citizens of the galaxy can do terrible things. Nobody is perfect, even the 'good guys' do bad things. Evil alignments are a step beyond the self-gratification of the selfish alignments. Evil characters are ruthless individuals who are willing to say or do anything to achieve their goal. Organic life has little meaning to them, and friends tend to be (but not always) people to use and discard when they are no longer of value. Evil aligned characters do not necessarily automatically slay any good aligned person because of different ethics and philosophy. All the better to use good to achieve their own goals, for the end always justifies the means. Of course, an evil character can most certainly be an egomaniacal genocidal psychopath.
Aberrant
The cliché that there is "No honor among thieves" is false when dealing with the aberrant character. This is a person who is driven to attain their goals through force, power, and intimidation. Yet the aberrant character stands apart from the norm, with their own, personal code of ethics (although twisted ethics by the standards of good). they expect loyalty from their minions, punishing disloyalty and treachery with a swift, merciful death. An aberrant character will always keep their word of honor and uphold any bargains. They will define their terms and live by them, whether anyone else likes it or not.
Aberrant Characters Will:
1. Always keep their word of honor (they are honorable).
2. Lie to and cheat those not worthy of their respect.
3. Sometimes kill an unarmed foe.
4. Not kill (may harm, kidnap) an innocent, particularly a child.
5. Never kills for pleasure, strictly business.
6. Not resort to inhumane treatment of prisoners, but torture, although distasteful, is a necessary means of extracting information.
7. Never torture for pleasure.
8. Sometimes help someone in need.
9. Work with others to attain his goals.
10. Respect honor and self-discipline.
11. Never betray a friend unless they betray first.
Miscreant
This self-serving, unscrupulous character is out only for himself. Power, glory, wealth, position, and anything that will make his lift more comfortable are his goals. It matters not who gets caught in the middle, as long as he comes out smelling like a rose. This person will lie, cheat and kill anyone to attain his personal goals.
Miscreant Characters Will:
1. Not necessarily keep their word to anyone, not even for profit.
2. Lie and cheat anyone; good or evil.
3. Most definitely attack an unarmed foe (those are the best kind).
4. Use or harm an innocent, rarely with compunction
5. Use torture for extracting information and pleasure.
6. May kill for sheer pleasure or at least because they can get away with it.
7. Feels no compulsion to help without some sort of tangible reward.
8. Work with others if it will help them attain his personal goal.
9. Kill an unarmed foe as readily as they would a potential threat or competitor.
10. Has no deference to laws or authority, but will work within the law if he must, if only because it may be easier to do so.
11. Will betray a friend if it serves his needs.
Diabolic
This is the category where the megalomaniacs, violent, and most despicable characters fall. This is the cruel, brutal killer who trusts no one and has no value for anyone or anything that gets in his way. Aberrant aligned characters find these dishonorable people more revolting than a good aligned character. A diabolic character may not always be a vicious killer, but instead a sadistic master manipulator. Whether it's a slow destruction of one's psyche or the horrific immolation of their enemy, they always dedicate themselves to harming others.
Diabolic Characters Will:
1. Rarely keep his word (and has no honor), they need constant justification to not turn on somebody.
2. Lie to and cheat anyone for any reason.
3. Most certainly attack and kill an unarmed foe.
4. Use, hurt and kill an innocent without a second thought or for pleasure.
5. Use torture for pleasure and information.
6. Kill for sheer pleasure or even no reason at all.
7. Likely to help someone only to extort, kill or rob them, otherwise may just make things worse outright.
8. Not work well within a group (consistently disregarding orders to do as they please) unless they're the absolute authority.
9. Despise honor, authority, and self-discipline.
10. Associate mostly with other evil alignments.
11. Betray friends (if they are ever friends to begin with).
Characters are susceptible to terrible trauma, mental disorders, and other such debilitating afflictions. Being tortured, going through war, a powerful magic spell, sexual abuse, slavery, childhood trauma, car accidents, drugs, and any number of things can trigger a character to be deeply and adversely affected by something. When that happens, roll a 1d100 from one of the tables found below to determine an appropriate affliction. Only one is required but additional tables or rolls may be necessary if the situation is grave enough.
The greater one's mental fortitude by way of their Stability stat, the less likely they are to become inflicted with anything found in this chapter. They must roll for a mental affliction if their Stability is below 300. Reduce the chance to roll for affliction by 25% for every 300 points into Stability. Simply roll a 1d4 and if it lands on the appropriate percentage (i.e.: '1, 2, or 3' if you have 300-600 Stability) then you continue to roll a table for an affliction.
01-10 Reborn: Alignment reversal; good becomes evil, evil becomes good and selfish becomes principled or scrupulous.
11-20 Neurosis: Roll on the table that follows.
21-25 Compulsive Liar: Constantly tells lies and tall tales, even if of a good alignment.
26-30 Kleptomaniac: A compulsion to steal, even if of a good alignment.
31-40 Obsession: Roll on the table that follows.
41-50 Phobia: Roll on the table that follows.
51-60 Psychosis: Roll on the table that follows.
61-70 Fear of Animals: See neurosis.
71-75 Recluse: The character prefers to be alone. He is quiet and unobtrusive.
76-80 Hypochondriac: The character is constantly concerned about sickness, disease and poisoning. He exaggerates the slightest discomfort and illness he may suffer and is constantly under the belief that he is "coming down" with something. He may avoid others who are sick even with the common cold, may blame others for his illnesses (so and so coughed in my direction yesterday) and is likely to have a half dozen "quack" cures for every ailment imaginable; most taste terrible, or are ridiculous, and none of them work!
81-90 Affective Disorder: Roll on the table that follows.
01-03 Blood
04-06 Reptiles (may limit to a specific type)
07-10 Faerie/Pixie Folk
11-13 Spiders (or insect of player's choice)
14-15 Water
16-19 Undead/Vampires
20-22 Ghosts/Incorporeal
23-24 Catacombs/Crypts/Graveyards/Funeral Homes (but not specifically the dead/undead)
25-28 Confining Enclosures (Claustrophobia)
29-30 Cats/Dogs/Other pets
31-32 Sea creatures
33-35 Occultism/Demonology/Dark Magic
36-38 Demons (or Devils; may be limited to a specific one)
39-42 Magic or Magic Users
43-45 Ghouls Skeletons, the dead, and Zombies, Necromancy/Necromancers
46-48 Changelings, real or imagined
49-51 Flying (by any means)
52-55 Angels (or Nephilim; may be limited to a specific one)
56-58 Darkness or an abundance of illumination (for example, in a fear of being seen)
59-62 Snakes and Serpent-like Creatures
63-64 Open spaces (Agoraphobia)
65-66 A particular concept (Like 'time', 'quantum mechanics', 'feminism' or similar)
67-68 Religion/Religious people/Holy icons or items
69-70 Opposite sex/gender (can be either hateful or simply afraid)
71-73 Psionics
74-75 Technology (may be limited to a specific type like androids)
76-77 A particular person
78-80 Giants or particularly large people
81-85 Dragons (may be limited to specific type)
86-90 Gods/Ethereals (may be limited to a specific god or pantheon)
91-93 A different species (may be limited to a particular species)
94-96 Bats and Bat-like Creatures
97-98 Governments or authority figures
99-00 Strangers
Characters who suffer from a phobia will become terrified when the object of their fear is encountered. If the character is surrounded by friends who can talk and soothe away their fears, the person may be able to contain themselves long enough to safely avoid it (40% chance). However, if the character is alone, already nervous, or feels threatened, he or she will be overcome by fear. This is phobic panic. Upon reaching the breaking point, the character's mind will defend itself by responding in one of the following ways:
01-25 Pass out/fall unconscious for 1D6 minutes or 1d4 rounds.
26-80 Flee/run away at top speed! Panic-stricken, the character will ignore the outcries, pleas or needs of their companions. All the terrified person knows is that their escape is paramount. The character will run and run until they are certain she or he's escaped the object of their fear, or until subdued or restrained. The person will fight only if there is no other way to escape, and then only until they can get away and run.
81-00 Paralyzed with fear, the character can only whimper, sob or scream as they face the horror. Physically, the character will stand completely rigid or huddled in a corner, immobilized with fear. They cannot run, fight, use skills or move in any way (no attacks) until the object of the fear is removed or destroyed, or they are dragged away from it.
A psychosis is any severe mental disorder in which the person partially or completely withdraws from reality — delusional. Their behavior is often anti-social and violent.
01-15 Fascination with death in all its forms. This may manifest sexually as well in the form of necrophilia. The character examines and studies ways one can die and kill, as well as implements of death, how the body reacts/responds to the threat of death/fear reactions, tolerance to pain, survival responses, and even the philosophical concepts of death, the soul, life after death and so on. It's interesting to note that the character is not afraid of death and is not morbid about it, simply fascinated. Others may find them to be disturbingly callous and ghoulish.
16-20 Paranoid: A general suspicion that everybody is out to get you, so the character tends to trust no one, is a bit secretive, is careful about what he says in front of whom, and keeps to himself. They are likely to have incredible digital privacy and security, go to great lengths to prevent themselves from being tracked or monitored, and probably live far away from the influence of the Union or the UPN.
Roll to determine alcoholism or drug addiction as a coping mechanism: 01-30% is yes, 34-00, no.
21-30 Manic depressive: Alternate severe depression one week/day/hour (nobody loves then, they are a loser, incompetent, and is going to die if they aren't careful; difficulty checks increase by 2, reduce all combat bonuses by half), followed with a manic episode the next week (everything is great, they are the best there is, life is grand! difficulty checks decrease by 2, combat bonuses increase by 1. Roll 1d100 (50% chance) each day, mood will flip to its opposite for the remainder of the day.
31-40 They're out to get me (paranoid schizophrenic): Voices tell the character that most everybody, all species and races, men, women, children and gods, hate and/or fear him. Thus, they believes "they" are out to get then (torture, kill, imprison, hurt, cheat, discredit then, etc.). As a result, they have trouble sleeping (because they're vulnerable to "them"), is constantly jumpy/nervous and is suspicious of others, sometimes even of long-time friends. The character blames all of their misfortune on others and sees conspiracies everywhere. Tends to be a loner and distrusts everybody except his closest comrades. Is likely to go to extreme lengths to check for tracking technology, people following them, and similar. 'Men in suits' types terrify this character. Roll to determine alcoholism or drug addiction as a coping mechanism: 01-50% is yes, 51-60 is both, 61-00, no.
41-45 Superpower syndrome: The character thinks they're stronger, faster, smarter, more beautiful and better than anybody else. They tend to respect only brute strength, power, ruthlessness and strong beings. As a result, the character accepts foolish challenges, takes dangerous risks and often underestimates their opponents or the chance of failure/defeat. If it's any consolation, the character is usually cheerful, helpful and positive.
46-50 God syndrome: The character believes they are "god," the voices in their head (or maybe derived from an item such as a holy artefact or book) tell them so. As "god," the character believes they are above the law, judgement, and comprehension of all creatures. Consequently, they ignore the laws of any place they visit. They may believe that certain foods, accommodation, or behaviour is unacceptable for such a supreme being and thus are incredibly highly demanding and high maintenance. Relationships are almost impossible, as their suitor is likely only a vessel to produce godly offspring. The character isn't necessarily mean about it, nor blatant or deliberate about breaking the law, they just do not think about them and refuses to pay the consequences when accused of breaking them. The least offensive characters are cocky, arrogant, bossy, condescending and trivializes everything that does not directly involve them (they are the center of their universe). The most extreme believe they are truly a superpowerful being ("god") and act accordingly as directed by their alignment, so some are reasonably benevolent "gods" while others are cruel, vengeful or malicious.
51-60 Hysterical aggressive reaction: The character reacts in anger and violence to a particular thing or occurrence. This "trigger" is usually a response to accusations and criticism about their appearance, courage, honor and virtue, sexual or combat prowess, such as being called a coward, sissy, wimp, cheater, ugly, stupid, crazy, limp dick, etc. However, the reaction may also be a response to the actions of others that reminds the character of something that was traumatic in their own life (may tie to other insanities). This can include things like a child being beaten, acts of torture or cruelty, seeing someone attacked by an animal, a particular threatening monster, and so on. In most cases, the character flies off the handle, ranting and raving like a lunatic, shoving, threatening or challenging their accuser or the perpetrator of the "trigger" action — i.e. "How would you like it if I slapped you around like that, punk!" They can be triggered by bad things and pushed to do something about it, such as fighting an abusive boyfriend, a corrupt cop, or errant street thug. The slightest act of antagonism, aggression or intolerance toward them, like pushing them away, a smart remark, ignoring them, etc. will send the character into a fury and attack the person or thing that set them off.
61-70 Hysterical aggressive reaction to fear/phobia: In this case, the "trigger" is something the character has a phobia about, except instead of cringing in fear, they lash out to destroy the object of their fear. This is usually a tangible thing like spiders, snakes, a particular person, etc. Of course, in the process they may have caused a panic or caused damage by his extreme actions. If the phobia is something like a fear of the dark, they will fight anybody (to the death) who tries to put them someplace dark or who tries to take away his light, and he'll do just about anything to get out of it as well as almost anything to create light (such as burning an ancient and priceless tapestry). Remember, this is an unreasonable response driven by terror, consequently, the character's actions may not make sense. For example, the a warrior who is afraid of spiders will scream their battle cry and lunge into battle with a group of gang thugs even though it can be easily avoided (they may not have even seen the warrior). Obviously, this can draw their fellow adventurers into some serious (and pointless) conflicts (and the reason why this phobia shouldn't include intelligent beings that are too common).
71-80 Mindless Aggression: Roll any dice just rolled again, regardless of outcome. Even failure, meaning you could only make the situation worse.
81-83 Jekyll and Hyde: The character hears a voice in their head and feels powerful emotions contrary to his original alignment. There will be moments, especially when under stress, or when angry or drunk, that the voice speaks so loudly and convincingly, that the character will respond to it. The response is the opposite of the character's normal, original personality and can be frightening, as if they were a completely different person! When they return to normal, the character may regret their actions and try to make restitution, but there is little they can do when their other personality takes over. This means if the character is a principled or scrupulous good character, his opposite, Hyde, personality will be one of the evil alignments. As a result, in the heat of combat, or under stress, the Hyde personality may surface and engage in acts of cruelty, intimidation, torture, belittle others, kill an unarmed foe out of anger or spite (or even sheer pleasure), and so on.
84-87 Semi-functional. When frustrated, angry, or upset, there is a 72% likelihood of going berserk and lashing out at anybody who gets in the way. The character pushes, beats and lashes out (stands and fights anybody who opposes them) until physically restrained, rendered unconscious or killed! It takes 3D4 minutes of restraint or unconsciousness before the character regains their composure, but can be compelled by magical means.
88-90 Non-functional, homicidal maniac! Continually going berserk at the slightest provocation, as well as when frustrated, angry or upset. He fights to severely injure or kill those who upset or oppose him. The character must be confined constantly (or killed) — he has only one lucid day a week and will try to talk his way out of confinement on that day (seems completely normal and rational that entire day).
90-00 Become a psychiatrist. The character thinks they're a psychiatrist, sees ordinary quirks, legitimate fears and concerns as serious psychoses, neuroses, phobias and obsessions. They're all sick (even if only they have the perspicacity to recognize this!) The character will try to help people by counseling them and offering their "expert" or "professional" services; tends to charge stiff fees. He is especially fascinated with people who they considers extremely insane (have real insanities), but they can't help themselves, let alone anyone else.
Neurosis is any of a variety of illnesses that affect the mind or emotions without an obvious physical/organic reason, and involves depression, phobia/fear, compulsion, anxiety, hysteria and other abnormal patterns of behavior.
01-10 Fear of Animals: More than a simple phobia, this character has been so traumatized (perhaps chewed on by the family pet while a child) that they avoid all animals, will push away the cutest baby animal, run away when confronted even by tiny animals like a mouse, and will kill them whenever they feels cornered by them. Insects, fishes, sea-life and humanoids (i.e. anthropomorphic species, werebeasts, etc.) are not included in this irrational fear.
11-20 Fear of the Dark: Spent too much time locked in closets, to the point that the character becomes a gibbering zombie when locked or placed in dark, confined areas (only one melee attack/action, no combat bonuses, no skill capabilities, speed is reduced by half). Will collapse (unconscious) after 2D4 rounds and will remain catatonic until removed from the darkness or a light is lit. Has trouble sleeping at night.
21-30 Cannot tell the Truth: Compulsive liar, even if of a good alignment. Most lies are harmless, but they can be annoying and can get the character and his fellow adventurers into trouble.
31-40 Personal Cleanliness: Compulsive need to be clean. In fact, the character will wash his hands and face 2D4 times in a row before he "thinks" he is clean, as well as wash clothes whenever he can, and bathe frequently. He hates being dirty or engaging in something that will make him dirty and tries to avoid it (changes into clean clothes whenever he can and apologizes for being dirty).
41-50 Invasion of the Body Snatchers: Acute anxiety and paranoia toward all aliens, mutants, other races, or beings from other worlds, and creatures of inhuman/uncommon appearance. "They're out to get you! They could be anybody!! Even ... you!?!" The character is nervous, a bit jumpy and suspicious of all beings who are either a different race/species than themselves, or just not their own self.
51-60 Fear of Heights: The character is terrified of heights to the point of being frozen when above the second story; character is fine as long as they can't see or aren't told how high up they may be.
61-70 Thinks They Are Being Followed: Another compulsion motivated by an unfounded fear that one is being followed. The character finds themselves frequently stopping to look and see whether or not they're being followed. This includes checking behind themselves, looking around, constant sideways glances, checking to see doors are locked (checking the same doors 1D6 times each), excessive locks on doors, security cameras in and around their home, and similar compulsive, paranoid behavior. Note, the character is not paranoid in the sense that they think people are out to get them or conspiring against them (the character is likely to have numerous trusted friends), it's just that they have this constant feeling or anxiety that they may be followed or is being watched.
71-80 Fear of Success: "Mom always said I wasn't any good." The character will sabotage himself at critical moments. The following minuses apply during critical, or high pressure moments (battle, danger, watched by others, etc.): +1 difficulty modifier for all checks -1 to defence combat check.
81-90 Psycho-Reliance (luck fixation): In this age of magic and the supernatural, the character becomes convinced that their "good fortune" is because of a particular item, a "lucky charm." The character touches, taps, or kisses the charm for good luck before entering battle or tackling any difficult situation. If the character loses the item they suffer the following penalties until either the item is recovered or they can find a replacement "good luck" charm (completely psychosomatic): +2 difficulty modifier for all checks, all tasks have an additional 1d4 (fail on 1 or 4) chance of failing due to lack of nerves. Any other coincidental misfortune will be attributed to the loss of the lucky charm. Note (optional): If the character is a practitioner of magic or a psionic, they may believe their powers come from their "lucky charm" or that an ordinary object (rusty old knife, ring, medallion, or even a pebble, etc.) gives them their powers. Without it, they're powerless and cannot cast magic, or use their psionics, at least until they recover it or can find a new enchanted item to empower themselves.
91-00 Hysterical Blindness: When under pressure (battle, an important opportunity, watched by others, etc.), the character loses their sight until the pressure is removed; 25% likelihood of happening — roll for each situation; -6 to all attack and defence combat checks
01-19 Frightened by loud noises (65dB+) to the point of cowering and wetting self.
20-35 Disgusted by anything sticky or slimy and will go to any length to avoid touching it.
36-54 Obsessed with cleanliness and must clean up any area he/she is at for more than a few minutes.
55-75 Outraged by acts of violence, to the point of becoming violent themselves ; 72% chance of going berserk and attacking the perpetrator of the violent act without regard for self. Bonuses: +1 defence combat check +2 to attack combat check.
76-86 Hates music and musicians; and will try to destroy or stop the source of those terrible noises.
87-93 Sadistic; derives pleasure (potentially sexual) from inflicting or observing pain.
49-00 Intimidated by spoken language; cannot speak meaningful sentences (must use sign language or written communication); has difficulty understanding long sentences.
Long period of physical and/or mental torture: Two to eight weeks: roll once on the Insanity Table. Nine weeks to months: roll once on the Insanity Table and once specifically on the neurosis table.
Drug or magically induced hallucinations that were particularly terrifying, hideous, or realistic: roll once on the phobia table. If extremely traumatic, lengthy or reoccurring hallucinations, roll on the Insanity Table. A real-life encounter with the subject of the traumatic hallucination is likely to cause more trauma; 1-70% chance of developing another insanity — roll on the Insanity or Phobia Table (whichever seems most appropriate).
Witnessing or experiencing a shockingly grotesque atrocity: Roll once on Phobia table.
Terribly frightening or unusually terrible brush with death: Roll on the Insanity table.
Dying and being magically resurrected: This is as close to death as one can get and miraculously returning to the living to tell the tale. Roll once on the Insanity Table and the Phobia Table.
Severe physical disability: 1-60% chance of alcoholism or drug addiction; 61-80% Neurosis, 81-00% Affective Disorder.
Possession:1-60% likelihood of developing a phobia toward the type of creature or the specific person/character who had possessed the character.
Being the direct or indirect cause for the accidental death of several innocent people 1-80% chance of insanity for characters of a good alignment, 1-40% chance of insanity for characters of a selfish alignment, and only a 1-20% chance for characters of an aberrant or miscreant alignment (diabolic won't care). In all cases, roll on the Insanity Table.
Obsessions are either an intense, irrational love/desire of something or an intense hatred/loathing of it. The former is likely to motivate the obsessed person to obtain the object of their desire, while the latter is likely to cause the character to avoid or destroy it. The RP author or Discord moderator can decide which is most appropriate under the circumstances or roll once on the following table. An obsession may drive a character to incredible, even outrageous lengths to satisfy his or her irrational feelings.
Focus of the Obsession
01-50 Love/desire (select or roll for obsession)
51-00 Hate/destroy (select or roll for obsession)
Obsession Table
01-05 Opposite sex/gender
06-12 Secrecy: Either prizes his secrecy above all else, or abhors even the thought of keeping a secret.
13-20 Timeliness: Either a fanatic about being on time or always late.
21-27 Wealth: Either wants it or gives it away.
28-35 Magic: Either loves to acquire and use magic/magic items or loathes them, refuses to use magic, avoids working with magic users, and may hide or destroy magic items and knowledge whenever they can.
36-43 A specific individual: Hates or loves 'em (NPC or player character).
44-50 Specific object/item or animal — wants one or hates it.
51-55 Appearance: A fashion plate or a slob.
56-63 Danger: Either loves the thrill of danger, which usually means throwing caution to the wind (the more deadly the better), or despises danger and is overly cautious; a jumpy, worry wart.
64-69 Food: Covets and pays for only the finest foods and drink (complains about common or plain food; prefers not to eat it). Or eats any slop put down in front of them , the cheaper the better, and may not even be entirely edible.
70-75 Alcohol: Either a heavy drinker with a keen taste for the finest liquor, or a fanatical teetotaler, anti-alcohol prude.
76-80 Specific Species/Race: The character either hates them and wants them destroyed or adores them and wants complete co-existence. They may know every little detail about them and almost want to be them, or believe that they need to be wiped from the Galaxy (or at least pushed away from society), the severity is dependent on alignment. Obviously this can profusely affect one's career.
81-85 Gambling: Either loves it and bets on everything even when on a losing streak (a serial gambler), or is an anti-gambler who never bets on anything and looks down upon those who do, making sure to minimise risk whenever possible.
86-90 Solitude: Either loves peace and quiet, and being alone to the point of growing irrationally angry and frustrated if continually bothered or interrupted, especially during quiet times; or can't stand the thought of being left alone even for short periods of time.
91-96 Crime-busting: If of a good or unprincipled alignment, the character loves to be a hero and is obsessed with stomping out crime and evil everywhere. If an anarchist or evil alignment, the character likes to think of himself as a master con-man or criminal mastermind and engages in criminal activity and dodges the law whenever he can.
97-00 Power/leadership: Either craves power and wants to be a leader of men, or couldn't care less and prefers to be a follower, turning down most promotions.
Affective Disorders & Neuroses: Therapy and counselling by a psychiatrist, religious leader, yeoman, or by meditation (meditation requires a Stability or Spirituality stat of at least 800). Requires a minimum of three months of therapy/prayer/meditation with the following results:
01-29 No effect; requires longer therapy (roll again in three months).
30-69 Half cured. The character feels the occasional return of an old neurosis or disorder when under stress; 48% chance.
70-00 Total cure! The insanity is gone.
Cures by magical means can be faster and more effective because the character can use hypnosis and other psionic spells to probe and understand his patient in order to help them. A person with the journeyman rank in Psionics is required for this. Requires six weeks of treatment with the following results:
01-29 No effect; requires longer therapy (roll again in three months).
30-60 Half cured. The character feels the occasional return of old neurosis or disorder when under stress; 48% chance.
61-00 Total cure! The insanity is gone.
Curing Psychoses: Therapy and the use of hypnosis and drugs are known to control mood swings, depression, schizophrenia, paranoia and stress. Treatment by a specialist requires 2d8 months of therapy with the following results:
01-33 No effect; requires another six months of therapy.
34-68 Psychosis is replaced by a phobia (this could be an improvement).
69-00 Total cure.
Treatment by a journeyman Psionic has the same results but takes only three months of therapy.
Curing Phobias and Obsessions: There is no known cure for these conditions, but prolonged or repeated exposure to the object of one's fears in a controlled environment, along with counseling, can lessen the intensity of the fear, making it less irrational and manageable (scared but can still function). Treatment by a specialist requires 1D4 months of therapy, and a Psionic specialist is one month, with the following results:
01-39 No effect; requires 1d4 more months of therapy.
40-88 Fear is lessened so that the character can function normally, but still doesn't like the object of the phobia.
89-00 Fear is intensified so that there is a 50% likelihood that the character will become completely paralyzed until the source of the fear is removed or the person is physically removed from its location.
Cures by Magic (any type of insanity). There are a variety of magical cures that can instantly eliminate mental and emotional illnesses as well as those induced by magic or magic curses. The trick is finding one. Furthermore, a magical cure does not guarantee that the same or a different insanity might not occur as a result of a new trauma.
The Effects of Alcoholism
The alcoholic is in a total staggering drunken state 25% of the time, intoxicated as often as possible (at least 80% of the time) and tends to drink even more during a crisis. Penalties when totally drunk:
• -10% on to Stability and Intellect stat.
• -10% to Health and Mana Points
• Reduce speed by 25%
Alcohol Withdrawal & Recovery
Alcoholism can be cured, but requires a willingness to seek aid and give up drinking, therapy, support of friends and absolute abstinence from all types of alcohol. The following are Alcohol Withdrawal Symptoms & Penalties (Cold Turkey):
First Week: -20% to Stability/Intellect and anything involving concentration has an 80% chance (1d100) to fail. Has increased trouble sleeping (8 hour rest becomes 4, etc)
Second Week: -10% to Stability/Intellect and anything involving concentration has a 50% chance (1d100) to fail.
Third through Sixth Week: -5% Stability/Intellect, and anything involving concentration has a 30% chance (1d100) to fail.
The next six months: Now it's a battle to stay dry; 15% chance the character will return to alcohol under extreme pressure (any time a mental stability table is referenced). Particularly extreme duress such as a near-death experience has an additional 15% (total: 30%) chance of triggering a relapse.
After six months: There is still a possibility of returning to drink, particularly when under extreme pressure or depression; 5% chance when in crisis. If the ex-alcoholic should ever drink again, there is a 40% chance of becoming addicted again. Roll for each glass drunk. A character can attempt to fight alcoholism repeatedly. An Endurance stat of 800 or greater reduces this chance to 20%, and 1000 or greater reduces it to 5%
The Effects of Drug Addiction
Drug addiction is generally more severe in its effects and initial withdrawal symptoms than other addictions. However, once detoxified, the person is less likely to return to drugs than an alcoholic. In the universe of SoFaC, most drugs are synthetic chemicals (such as nu-coke, X-Synth, and Haze), but can occasionally derivative of animals (venoms, gland secretions, blood), or herbs, roots, and fungi -- typically, the further away from a planet, the less chance of natural drugs being available. A variety of cocaine based drugs, hallucinogens, barbiturates (downers) amphetamines (uppers), and mood altering chemicals, as well as drugs unique to certain worlds are occasionally available. Some drugs have greater or lesser effect depending on species (Lizardfolk are notoriously resistant to amphetamines, but very susceptible to smoking substances, and Leporidae practically thrive off of amphetamines but take zero effect from a downer). Availability is usually limited to large cities at drug dens, street-chemist shops, herbalists, seedy parts of town, and places of healing. Many drugs are recreationally legal within the Union, and there's almost no drug regulation within the seedy underbelly of Elluvia (although the cartels demand their cut), but synthesis, growing, transportation, and selling of these substances are generally highly regulated. Some worlds have uniquely stricter or more lax laws around recreational drug use. Drugs as a therapeutic tool has been largely destigmatised as well, and even Naval Officers aren't shy about a blunt or two off duty.
Roll on the following table for random effects of drugs on the character's disposition while intoxicated:
01-10 Quick tempered, argumentative; +1 on Initiative.
11-20 Totally passive and a bit disoriented, vibing--just wants to be left alone and enjoy the high. The character will not fight unless forced into it and is automatically dropped to the lowest initiative, regardless of roll, 40% chance (1d100) to skip turn entirely.
21-30 Extremely paranoid. Trusts no one, not even friends; +1 on Initiative and +10% to Sense but Stability is reduced by 20%
31-40 Disoriented, has difficulty following the movement of others; -2 to Initiative, -20% to Speed.
41-50 Hallucinations! Totally oblivious to the real world; 50% chance of not recognizing a friend or foe, or of attacking a friend or innocent stranger, thinking them an enemy. -4 to Initiative, -30% to Stability and Senses
51-60 Withdrawn, quiet — dissociating. -3 to Initiative, - 10% on Speed, Senses, and Strength
61-70 Secure and confident, but only when high despite the fact that they are -10% Intellect, Senses, and Stability
71-80 Depressed, pessimistic; -5% to all stats
81-90 Hyper, agitated, always moving, distracted; -2 on Initiative and 60% chance of over-reacting to a situation (such as by shooting at a noise, punching someone in a conversation, crying hysterically, etc)
91-00 Reoccurring hallucinations/flashbacks when under severe pressure or life and death combat! Loses sight of the real world. Roll percentile dice for the character's response: 33% chance of not recognizing a friend or foe and attacks whomever they believe is their enemy; 34-66% fights in a frenzied blood lust, shows no mercy and will not stop until all their enemies are slain (real or imagined), unless restrained; +10% to Speed, Strength, and Endurance. 67-00% the character knows things are not right, that he's experiencing a hallucination and consequently is tortured and confused by it; -2 to Initiative, -10% Speed and Stability
Some general notes about drugs:
• Takes 30 seconds to 10 minutes to take effect (depending on how it's consumed; in order from fastest to slowest: injecting, snorting, anal repository, smoking, drinking, eating), unless magical.
• Effects last from five minutes to two hours, although for every 100 Power Points into Endurance you can decrease the duration by 10%.
• Remains in system even after the high is gone for 48 hours, except with specialised/cybernetic livers/bladders/kidneys
• Addicts need a continual supply, taken at least twice a day.
Drug Withdrawal & Recovery
Drug addiction can be cured, but requires a willingness to seek aid and being slowly weaned off its dependency. Total withdrawal, or going "cold turkey," is the sudden abstinence from an addictive drug. The following are Withdrawal Symptoms & Penalties of going "Cold Turkey":
First Week: Reduce all Body stats by 50%. Violently ill with fever, body tremors, vomiting, headaches, and convulsions, as well as feeling helpless, angry and desperate (needs their fix). 75% likelihood of taking drugs if available; roll every day of the week unless not available.
Second Week: Reduce all Body stats by 30% Still feels sick with fever, chills, nausea and all the rest. Feels angry and depressed, extremely volatile temper. 50% chance of taking drugs if available; roll every day of the week unless not available.
Third Week: Reduce all Body stats by 10% Feels weak and insecure, but considerably better. 25% chance of taking drugs if
available; roll every day of the week unless not available.
Fourth Week: Completely detoxified, only psychological dependence remains; needs continuing support from friends (possibly therapy). 15% chance of taking drugs if available; roll once a week.
The Next Six Months: This is the battle to stay clean; 10% chance the character will return to drugs under extreme pressure or depression. Roll for each high pressure situation. If they consume drugs again they have a 60% chance to become addicted again. Chance is increased by 35% their Endurance stat is below 300.
After those Six Months: There is still little chance (5%) of turning to drugs even under extreme pressure. A character can attempt to fight addiction repeatedly.
Skills define a character's aptitude for a particular item, technique, or activity. For each additional level in a particular skill, add 5% to a relevant stat for that activity. During combat, a person with a higher skill (for example, in using daggers) will always defeat a person whose relevant stat is within 10% of their own. Meaning, if a Character A has 500 Speed but skill level 2 in Daggers, but Character B has 550 Speed and SLv 0 in Daggers, then Character A actually wins when fighting with daggers, but if Character B has 551 or greater Speed then it negates the difference in SLv.
SKILL LEVEL 1 Practiced. <6 months. The character has some training and practice with the Skill.
SKILL LEVEL 2 Well-Trained. 1-3 years. The character has moderate training and practice with the Skill.
SKILL LEVEL 3 Expert. 5-10 years. The character has significant training and practice with the Skill.
SKILL LEVEL 4 Veteran. 11-20 years. The character has comprehensive training and practice with the Skill.
SKILL LEVEL 5 Scholar. 20-30 years. The character has rigorous training and practice with the Skill.
SKILL LEVEL 6 World Grand Master. 30-50 years. The character has extensive training and practice with the Skill.
SKILL LEVEL 7 Solar Grand Master. 50-70 years. The character has complete training and practice with the Skill.
SKILL LEVEL 8 Galactic Powerhouse 70-100 years. The character has exhaustive training and practice with the Skill.
SKILL LEVEL 9 Historic Legend. 100-200 years. The character has nearly unparalleled training and practice with the Skill.
SKILL LEVEL 10 Absolute Perfection. 200+ years. The character has godlike training and practice with the Skill.
Each skill requires 250 Power Points to rank up and is 1.5x more expensive with each additional rank.
At SLv 10 a character unlocks unique perks. They areconsidered among the greatest in history at that skill and can now pioneer new discoveries or developments. For example, an SLv 10 in a particular language means that they are able to create a new dialect, or an SLv 10 in hacking means that they can develop a way to penetrate the security of alien devices.
There is no limit to what skill one may use, but they can select from a wide range of examples. They can have skill levels in a broad category such as 'firearms' or be as specific as they want such as '.45 Calibre pistols'. Remember that a person with a specific skill always trumps someone with a broad skill as long as that person is within four skill levels.
At some point, you are going to want to increase your character's overall abilities. Whenever a character defeats an opponent in combat they earn at least 100 Power Points and the loser gains 25. An additional 50 Points is awarded per round after six rounds, and an additional 500 Power Points if they defeat an opponent who is three Tiers above them. If the character successfully uses a skill they gain 10 additional Power Points for each use of said skill and none for failure. A character can also buy Power Points by converting credits at a ratio of 5:1 credits to Power Points.
Any time a character has 1000 words written, 25 Power Points is awarded.
Power Points are used to purchase any upgrade to a character whether it's abilities, skills, money, or stats.