Table of Contents
Introduction
Iconoclast began in March of 1996 as a hazy concept of a futuristic world
that would incorporate everything that needed incorporating. In short, it
was a reconstruction of everything, a world that represented the world, but
for a few decades of difference. Genetic experimentation, cybernetics,
neural interfaces, megacorporations, gangs and cults, millennial panic...
topics the Cyberpunks had been writing about for years, now finally accepted
as essential elements in all writing, and in all things.
Reality has finally caught up with science fiction. And reality is, as it
turns out, scarier than the wildest Cyberpunk nightmares. In a way, the
world of Iconoclast exists all around us, a frightening fantasy that is no
longer just fantasy. So what happens when you take the present day and
project it 100 years into the future?
That's where you come in.
Welcome to the dawn of the 22nd Century. Democracy has failed, having long
since been replaced by a corporate mentality. Americorp and Eurocorp, on the
verge of their second war over natural resources, are no longer the powers
they once were. Globalization has led to a dispersal of resources and power.
Money is the ultimate equalizer, and the ultimate goal; so much so that
the value of the individual citizen has been all but erased.
There are no names now. There are only faces that pass each other by, like
whispers on a foggy night. You are only what they have in their file, a
value hastily scribbled in a column in a long-forgotten database, a mere
calculation. You don't have feelings. You don't have any worth other than
what you can do for them. You are not a person. You aren't even a character.
You are an object. A thing. You are an icon.
Now, with no job, no money, and an uncertain future, you've picked up what
little you have and headed to one of the few remaining bright spots on the
planet: New Aurora, Oregon. Here, in this domed city of the future, there's
shelter, food, money, a job, and hope... hope that you might one day be able
to escape this hellhole your life has become, to achieve something greater
than they could ever imagine. You will be an icon no longer.
You will become an Iconoclast.
[ /\ ]
1. Icon Generation
When it comes down to "Real, but difficult to play" or "Not-so-real, but
easier to play", the Iconoclast system always attempts to go with easier.
This is, after all, first and foremost a game. Games have gotten it all
wrong in the past, and will continue to do so. Our goal here is not to get
it all right the first time--just to get it a little bit less wrong.
The mini-ruleset you are looking at now is designed to be an introduction
to the world of Iconoclast and the FORGE system. We've given you all the
basic concepts you need to get started in just about 30 minutes. And even
though our core system uses dice, you don't even need those to play this
version of the game (though if you happen to have some 10-sided dice lying
around, they won't hurt)--we've included a random number table at the end,
so all you need is a pen or pencil to poke with.
To make this mini-ruleset easy to follow and refer to, we've split it into
five units, each consisting of five chapters. In doing so, we've left out a
lot of the more complex rules which you'll find in the full version of the
game, due out in January of 2001. But for the moment, everything you need to
get started is right here, right now.
This first unit is geared towards the icon selection process. In the
complete ruleset, you'll be able to roll attribute scores, pick skills and
ultra-customize your icon. But now, for the sake of expedience, we've
provided ten pre-generated genotype templates for you to select from. After
reading through the templates, you'll learn what the attributes and
skills all mean, and get an opportunity to equip and describe your icon.
1.1. - Genotypes
In the world of Iconoclast, humans are no longer the only intelligent
species on the planet. Decades of genetic manipulation and experimentation
have resulted in the creation of numerous genotypes (a scientific term that
describes all the members of a particular species sharing genetic traits).
Several of these genotypes, the Ragers and Spectres, were created through
direct manipulation of living humans. Many others were created indirectly
via a secret project known as the GOTHE (Genetically Optimized Thoroughbred
Humanoid Experiment), a 50-year-old military program designed to breed the
perfect warrior-being.
Though the project was technically a success, it had several severe
consequences. The beings it created, today known as Alpha GOTHEs, were
almost unstoppable and unkillable--which created a problem when they began
to turn on the very people who had created them. They were all but wiped out
through a lengthy period of aggression, and their story would end there if
the experiment itself had not had some unexpected results.
Through further genetic manipulation, and the surprising fertility of the
Alpha GOTHEs, generations of new genotypes were born--the Beta GOTHs (so
dubbed, sans "E", because they were not part of the original Experiment) and
the original Savants. Less powerful than their predecessors, they were also
more stable and controllable...and even more unexpectedly fertile. Their
interbreeding with humans and each other created the other 6 genotypes known
today: Daemons, Goths (aka Gamma Goths, now common enough and far enough
removed from the original GOTHE and GOTHs to warrant the mostly lowercase
classification), Morphs, Psychos, Shifters and Vampires.
In alphabetical order, the 10 genotypes are:
Daemon
Daemons represent the next level of mental interface between man and
technology, the product of a human father and a Savant mother. Their unique
genetic background gives them the ability to mesh their minds with computers
and highly sophisticated technology. Able to project their minds into the
Matrix with minimal hardware, and to translate their very thoughts into
programs and commands, they are highly competent on-the-fly hackers. Daemons
are usually quick learners, and while possessing little physical combat
ability, once in the 'Net they surpass even the most sophisticated
anti-intrusion programs.
Starting Attributes: Starting Skills: Target
---------------------------------- -------------------------- ------
PE:10 ME:15 Trauma:75 Grok(MS):15 30
PS:10 MS:15 \ \__Powercycle(MS):15 45
PP:10 MP:15 Vitality:95 \__Grep(MS):15 45
PA:20 MA:25
PM:15 MM:20 Meta:105 Combat(PA):10 30
---------------------------------- \__Unarmed (PS):10 30
Engineering(MS):15 30
Starting Equipment: \__Computer(MS):15 45
----------------------------------
Credits: (1d10x100) Language(MS):15 30
DataPad \__Speak English(MS):15 45
Toolkit
Switchblade (x3 multiplier) Perception(MS):15 30
T-shirt, BDU pants, sneakers \__Sight(MS):15 45
---------------------------------- -------------------------- ------
|
Goth
The offspring of two Beta GOTHS, Goths are direct genetic descendants of the
original Alpha GOTHEs. As such, their genetic structure is not as mutated as
in the other Goth offshoots, and they have maintained many more similarities
to the Alphas than any other genotype. They possess some of the most
powerful physical mutative abilities available, with a degree of specific
control unmatched by any other genotype. The exact limit of their
capabilities is unknown, but their ability to increase their strength and
stamina, and to rapidly regenerate damage, is well documented.
Starting Attributes: Starting Skills: Target
---------------------------------- -------------------------- ------
PE:15 ME:10 Trauma:95 Enhance(PM):15 35
PS:20 MS:10 \ \__Chan(PM):15 50
PP:25 MP:15 Vitality:95 \__Franken(PM):15 50
PA:15 MA:10
PM:20 MM:15 Meta:100 Athletics(PE):15 30
---------------------------------- \__Running(PE):10 40
Combat(PA):15 30
Starting Equipment: \ \__Unarmed (PS):15 50
---------------------------------- \__Melee(PA):15 45
Credits: (1d10x50)
Flashlight (x2 multiplier) Deception(MA):15 25
Baseball bat (x5 multiplier) \__Acting(MA):10 35
Fishnet shirt, vinyl pants
Combat boots (15 durability) Language(MS):15 25
---------------------------------- -------------------------- ------
|
Human
Whereas most of the genotypes have only existed for a few decades, human
evolution began some 15 million years ago, with modern man beginning his
evolutionary progression between 1.5 and 2 million years ago. Human beings
have, without a doubt, far more to go on than any other genotype. Humans
domesticated the first animals. Humans discovered fire. Humans built the
first computers. And humans invented the other genotypes. Humans of the 22nd
century are best described as an eclectic technological miscellany. Unlike
their ancestors, these jacks of all trades were born, grew up with, and will
die surrounded by technology.
Starting Attributes: Starting Skills: Target
---------------------------------- -------------------------- ------
PE:15 ME:15 Trauma:90 Potluck(MA):15 30
PS:15 MS:15
PP:15 MP:15 Vitality:90 Combat(PA):15 30
PA:15 MA:15 \ \__Unarmed (PS):15 45
PM:15 MM:15 Meta:90 \__Melee(PA):10 40
----------------------------------
Engineering(MS):15 30
\ \__Computer(MS):10 40
Starting Equipment: \__Electronic(MS):15 45
----------------------------------
Credits: (2d10x100) Language(MS):15 30
Wireless phone \__Speak English(MS):15 45
Spring baton (x4 multiplier)
Dress shirt/blouse Medicine(MS):15 30
Business slacks/skirt, dress shoes \__EMT(MA):15 45
---------------------------------- -------------------------- ------
|
Morph
The children of a Beta GOTH mother and a human father, Morphs are one of the
most unusually gifted, the most blessed and the most cursed genotypes. Their
bodily mutations allow them not only to control their own nervous
system, but to allow them to utilize special nanites within them to alter
the very shape of their bodies. Additionally, Morphs can utilize these
nanites to incorporate bits of appropriate technology into themselves.
While a human would need surgery to install most implants into themselves,
the silvery-skinned Morphs can do it with the appropriate time and
concentration, with no surgery.
Starting Attributes: Starting Skills: Target
---------------------------------- -------------------------- ------
PE:15 ME:15 Trauma:80 Morph(PM):15 40
PS:15 MS:10 \ \__Fingerpick(PM):15 55
PP:15 MP:10 Vitality:90 \__Messermode(PM):15 55
PA:20 MA:20
PM:25 MM:10 Meta:100 Athletics(PE):15 30
---------------------------------- \__Acrobatics(PA):15 50
Combat(PA):15 35
Starting Equipment: \__Unarmed(PS):10 40
----------------------------------
Credits: (1d10x50) Language(MS):10 20
Backpack
Switchblade (x3 multiplier) Subterfuge(PA):15 35
Bodysuit, overalls, sneakers \ \__Hide(PE):15 45
Cloak (15 durability) \__Stealth(PA):15 50
---------------------------------- -------------------------- ------
|
Psycho
Psychos are the cousins to Savants, possessing mostly the same mutations and
abilities. However, Psychos are additionally mutated from the thinning of
their bloodline. Psychos still possess the same ability to alter the body's
electrical fields. However, where Savants can control their broadcasting,
Psychos are typically unable to control the extent or direction of their
affects. Typically mentally unstable, Psychos are emotional, reactive, and
extremely dangerous. A powerful Psycho in a bad mood may well inadvertently
kill hundreds of bystanders.
Starting Attributes: Starting Skills: Target
---------------------------------- -------------------------- ------
PE:20 ME:20 Trauma:95 Psyche(MM):15 40
PS:10 MS:15 \ \__Dementia(MA):15 45
PP:15 MP:15 Vitality:80 \__Sadism(ME):15 50
PA:10 MA:15
PM:10 MM:25 Meta:85 Athletics(PE):15 35
---------------------------------- \__Running(PE):10 45
Combat(PA):15 25
Starting Equipment: \__Unarmed(PS):10 35
----------------------------------
Credits: (1d10x50) Language(MS):15 30
Backpack
Booze bottle (x2/x3 multiplier) Perception(MS):15 30
Sleeveless dress, sweatshirt \ \__Sight(MS):15 45
Denim jeans, sandals \__Sound(MS):15 45
---------------------------------- -------------------------- ------
|
Rager
The first Ragers were soldiers who volunteered to undergo radical genetic
alteration in order to become "super-soldiers". The experiments were
eventually perfected, and by the fourth decade of the 21st century, a
program specifically designed to create and train them was in place in the
Americorp military. Some 5 percent of all military personnel signed up to
enter the program, at the end of which they would be certified "Genetically
Enhanced for Changeable Climate Operation", or GECCO. The first few squads
of these new soldiers were referred to as "Geccos", but after a few months
of observing them in action, they were quickly given the nickname of
"Ragers". Originally meant as an insult, the name stuck, and was soon
adopted as an officially accepted way of referring to them.
Starting Attributes: Starting Skills: Target
---------------------------------- -------------------------- ------
PE:20 ME:20 Trauma:105 Rage(PS):15 40
PS:25 MS:10 \ \__Berserk(PP):15 45
PP:15 MP:15 Vitality:90 \__Ignorance(ME):15 50
PA:15 MA:10
PM:15 MM:10 Meta:80 Athletics(PE):15 35
----------------------------------
Combat(PA):15 30
\ \__Unarmed(PS):15 55
Starting Equipment: \__Melee(PA):15 45
----------------------------------
Credits: (1d10x100) Etiquette(MS):15 25
Flashlight (x2 multiplier) \__Military(MS):15 40
Spiked knuckles (x3 multiplier)
T-shirt, BDU pants, Language(MS):10 20
Combat boots (15 durability) \__Speak English(MS):10 30
Combat jacket (20 durability)
---------------------------------- -------------------------- ------
|
Savant
The product of fusion between a human egg and Alpha GOTHE sperm, Savants
are the oldest "Goth" genotype. Because they are direct descendants of the
Alpha GOTHE, they share in some of the same genetic advantages of their
brethren, including an advanced central nervous system and a secondary brain
stem at the base of their spine. This gives Savants the ability to
manipulate the body's natural electrical impulses--be it their body or
someone else's, to an extent. This powerful mutation also produces a wide
variety of advantages, ranging from simply having quicker minds, to the
ability to restart a stopped heart with their minds.
Starting Attributes: Starting Skills: Target
---------------------------------- -------------------------- ------
PE:15 ME:15 Trauma:95 Savoir(MM):15 35
PS:10 MS:25 \ \__Boost(MP):15 50
PP:10 MP:20 Vitality:95 \__Vertigo(MA):15 45
PA:15 MA:15
PM:10 MM:20 Meta:90 Combat(PA):10 20
---------------------------------- \__Unarmed(PS):10 30
Communication(MA):15 30
Starting Equipment: \__Speaking(MA):15 40
----------------------------------
Credits: (1d10x100) Deception(MA):15 30
Walking stick (x3 multiplier) \__Emotional(MA):15 45
Dress shirt/blouse
Floaty skirt/tights, sandals Language(MS):15 40
Cloak (15 durability) \__Speak English(MS):15 55
---------------------------------- -------------------------- ------
|
Shifter
The first Shifters were the offspring of a union between a male Beta GOTH
and a female human, a union which has created one of the most successful
mutations in the history of genetics. Because of their Beta father, Shifter
fetuses are initially flooded with the nanites that all the Goth genotypes
possess. However, the influence of a human mother's womb causes a
significant mutation in these nanites, causing them to alter the growing
Shifter's biological structure before self-destructing shortly after birth.
Because of this mutation, Shifters are far more "human" than the other Goth
genotypes. They are also far more capable of breeding amongst themselves as
well as with other humans.
Starting Attributes: Starting Skills: Target
---------------------------------- -------------------------- ------
PE:25 ME:10 Trauma:100 Shift(PM):15 35
PS:20 MS:15 \ \__Lupin(PM):15 50
PP:15 MP:15 Vitality:85 \__Rhino(PM):15 50
PA:10 MA:10
PM:20 MM:15 Meta:85 Athletics(PE):15 40
---------------------------------- \__Running(PE):15 55
Combat(PA):15 25
Starting Equipment: \__Unarmed(PS):15 50
----------------------------------
Credits: (1d10x50) Etiquette(MS):15 30
Boot knife (x3 multiplier) \__Bushido(MS):10 40
Survival knife (x4 multiplier)
T-shirt, kilt Language(MS):15 30
Work boots (10 durability) \__Speak English(MS):10 40
Biker jacket (15 durability)
---------------------------------- -------------------------- ------
|
Spectre
When Ragers were being developed, Americorp also needed a smaller, skilled
warrior who could act independently and infiltrate enemy territory in order
to achieve an objective. Soldiers having completed the program were
initially referred to as "specos", a term meant to play off of the "Special
Covert Ops" portion of their official designation. It didn't take long for
this to be perverted into "Spectres", considering the pale skin and frail
build of Spectres. Though apparently frail, Spectres are truly elite combat
operatives and cold, efficient killers. Well versed in a wide array of
hand-to-hand combat forms, they are also taught a wide range of non-combat
skills. This range of skills, combined with their genetic alterations, makes
them better scouts, saboteurs and assassins, but makes them unable to handle
long, drawn-out periods of hand-to-hand combat. Most prefer to kill from a
distance, or to use hit-and-run tactics.
Starting Attributes: Starting Skills: Target
---------------------------------- -------------------------- ------
PE:10 ME:15 Trauma:90 Spec(PE):15 25
PS:15 MS:20 \ \__Blood(PE):15 40
PP:15 MP:15 Vitality:110 \__Preaction(MA):15 50
PA:25 MA:20
PM:10 MM:10 Meta:95 Athletics(PE):15 25
---------------------------------- \__Acrobatics(PA):15 55
Combat(PA):15 40
Starting Equipment: \ \__Unarmed(PS):10 40
---------------------------------- \__Melee(PA):15 55
Credits: (1d10x100)
Earphone, Wristcomp Language(MS):10 30
Boot knife (x3 multiplier)
Bodysuit Subterfuge(PA):15 40
Combat boots (15 durability) \__Stealth(PA):15 55
Trenchcoat (15 durability)
---------------------------------- -------------------------- ------
|
Vampire
Vampires are the result of a union between a Beta GOTH father and a Savant
mother--an exceedingly rare combination that has produced less than 3,000
total Vampires to date. They have the most potential of any genotype.
Because of their unique physical makeup, Vampires are able to alter at will
both their inner and outer makeup down to the smallest details. Vampires,
however, have tortured existences. On the one hand, their natural abilities
far exceed those of every other genotype. A practiced, experienced Vampire is
a force to be reckoned with. On the other hand, the practice and experience
process is often fraught with danger, pain, and more often than not, death.
Starting Attributes: Starting Skills: Target
---------------------------------- -------------------------- ------
PE:10 ME:10 Trauma:95 Adapt(PM):15 30
PS:10 MS:20 \ \__Darksight(PM):15 45
PP:20 MP:25 Vitality:105 \__Devolution(PM):15 45
PA:15 MA:15
PM:15 MM:15 Meta:105 Combat(PA):15 30
---------------------------------- \__Unarmed(PS):10 35
Deception(MA):15 30
Starting Equipment: \ \__Acting(MA):15 45
---------------------------------- \__Emotional(MA):15 45
Credits: (1d10x50)
Walking stick (x3 multiplier) Language(MS):15 35
Silk dress or dress shirt and \__Speak English(MS):10 45
vinyl pants
Pleather boots (5 durability) Medicine(MS):15 35
Vinyl jacket (5 durability)
---------------------------------- -------------------------- ------
|
[ /\ ]
1.2. - Attributes
Attributes are a measure of your icon's physical and mental capabilities.
They include five physical attributes (Endurance, Strength, Potential,
Agility, and Mutation), five mental attributes (the same as for physical)
and three other "secondary attributes": Trauma Capacity, Vitality and Meta.
There are also several "tertiary attributes" which can be used during game
play as you see fit, but they are not likely to be used regularly.
The Primary Attributes:
Primary attribute scores, like everything else in the Iconoclast world, are
based on a range of 1 to 100, 1 being the lowest possible and 100 being the
highest. Average human scores fall in the 10 to 20 range, with scores below
10 marking some deficiencies, and scores higher than 25 representing some
truly superhuman characteristics.
Attributes are much more mutable in this system than in most other games you
may be familiar with. Attribute scores will vary depending on what sort of
icon you play, and will go up (using certain skills, pieces of equipment,
and medical augmentations) and/or down (via severe injury or illness) as
time goes by.
PE (Physical Endurance)
While all physical attributes overlap to a certain extent, endurance focuses
more on the strength of one's immune system: the ability to stay awake and
active longer; the resilience of one's skin, muscle and bone. A person with
a high physical endurance would be able to run a longer distance, resist
more damage to his/her body, and maintain normal health without food and
water for longer periods of time.
PS (Physical Strength)
Physical strength is a measure of your body's ability to deal out raw,
offensive power. Though all of the physical attributes are intertwined,
physical strength focuses more on muscular tone, lifting power and the
strength of a punch. A person with a high physical strength would be able to
run faster, leap higher, punch harder and lift more.
PP (Physical Potential)
Physical potential is a measure of your body's ability to build itself up
and to go beyond present capabilities. Someone with high physical potential
would be able to master physical skills faster and be better equipped to
raise their physical abilities beyond present levels.
PA (Physical Agility)
Physical agility is a measure of your body's ability to react to events and
avoid them if necessary. While all physical attributes do overlap some,
physical agility focuses more on one's reflexes, reaction time, dexterity
and flexibility. Someone with a high physical agility would be able to dodge
a blow, climb a wall, squeeze through a fence and do acrobatics better.
PM (Physical Mutation)
Physical mutation is a measure of your body's deviation from the norm. In
short, it is a measure of how abnormal you are, in appearance and ability.
Someone with a high physical mutation could have any number of mutations--
anything from a few missing ribs to hidden Goth abilities to being double-
jointed. Higher scores have an equal chance of bringing both good and bad
mutations.
ME (Mental Endurance)
Mental endurance is a measure of the mind's ability to keep working despite
mental trauma, stress or lengthy periods of danger, as well as to work out
problems with lower-level, or "instinctual" responses, as opposed to the
higher-level thinking involved with mental strength. While all mental
attributes do overlap, mental endurance focuses more on wisdom, willpower,
wit and sheer determination.
MS (Mental Strength)
Mental strength is a measure of the mind's raw processing power and
intelligence. While all mental attributes do overlap, mental strength
focuses more on memory and IQ. Someone with a high mental strength would
perform better on a test, have stronger mental abilities, and generally be
considered "smarter" than someone else.
MP (Mental Potential)
Mental potential is a measure of your brain's ability to build itself up and
to go beyond present capabilities. Someone with high mental potential would
be able to master intellectual skills faster and be better equipped to raise
their mental abilities beyond present levels.
MA (Mental Agility)
Mental agility is a measure of the mind's quickness of reaction, emotional
responses, general charisma and attitude. While all mental attributes
overlap, mental agility focuses more on being able to talk oneself out of a
situation, quickly adapt to drastic changes in a situation, think one's way
around a problem and, if necessary, to bluff or con one's way out of a bad
situation.
MM (Mental Mutation)
Mental mutation is a measure of your mind's deviation from the norm. In
short, it is a measure of how abnormal your mind is. Note that "abnormal"
does not necessarily mean "brain-damaged," although many mutations can cause
psychoses and other mental problems. Many mental mutations can also bring
about latent psychic powers, such as clairvoyance or "deja vu."
The Secondary Attributes:
The secondary attributes (aka derivatives) are derived from the primary
attributes, instead of from random rolls. There is no maximum limit for
trauma, meta or vitality, although obviously your current number cannot be
greater than your maximum. There are abilities and procedures that can
temporarily boost these numbers.
Trauma
Trauma Capacity is a measure of a person's entire being, body and mind
together, to take pain, damage, stress (ie. trauma) before these things
begin to permanently and more seriously affect the overall person. Trauma
capacity depends a great deal on one's Physical and Mental Endurance. The
higher your MTC, or "Maximum Trauma Capacity," the better you are at
avoiding, soaking up and ignoring minor injuries and stress to your body.
Trauma is more than just damage. It is a measure of how much a body or
object breaks down, suffers pain, etc. before the body becomes totally
incapable of any more. Thus, when your CTC, or "Current Trauma Capacity,"
reaches 0, your "Trauma Threshold," your body can tolerate no more trauma
(pain, stress, beatings, etc.), and you become dead.
Trauma is dynamically calculated using the following formula:
(PE + ME + PS + MS + PP + MP)
Vitality
Vitality is a measure of the amount of energy your body has available,
mental and physical, to perform strenuous activities which may involve
lengthy periods of time or an extreme output of energy. It is used when you
perform any normal activity which requires an expulsion of physical and/or
mental energy. Even walking for long distances can require a great deal of
energy.
Most actions within combat rounds will reduce vitality appropriately (using
the combat skill, running at high speed, acrobatic maneuvers, martial arts,
etc.). It is thus very easy to lose a few vitality points per round of
combat: if you are not prepared for it and do not have time to rest, you
will quickly run low on vitality and your actions will become compromised.
Vitality is also used to determine the order of action within combat rounds;
those with higher vitality go before those of lower vitality. Since vitality
is lost during the course of combat, the balance of power can quickly shift
if one side becomes fatigued.
Vitality is dynamically calculated using the following formula:
(PS + MS + PP + MP + PA + MA)
Meta
Meta by itself is a prefix, implying transformation or transcendence. In
Iconoclast, it refers to the essence of a icon's being, and is used to
power special abilities, including most skills. Call it adrenaline, call it
ki or chi, call it mystical power (just don't call it mana), it can be used
at times when there's nothing else to fall back on.
One of the most common uses of meta is in the activation of the special
abilities of the various genotypes. For each of these powers, there will be
a meta activation and/or maintenance cost. If there is no cost listed, there
is no cost. Simple.
Meta is dynamically calculated using the following formula:
(PP + MP + PA + MA + PM + MM)
The Tertiary Attributes:
The tertiary attributes are also derived from the primary attributes,
instead of from random rolls. These are the scores that won't come into play
in everyday role-playing, but they're available in case you need them.
Max. Carry
PS x 10 (pounds) or PS x 4.5 (kilograms)
You can carry less than the maximum indefinitely with no additional effects.
Carrying more than the max costs 1 vitality per minute or round per extra
pound (or 2 kilograms) until vitality is depleted, and you collapse.
Max. Press
Max Carry x 2
This is the amount you can lift over your head at one time, holding it there
for one round (6 seconds). Longer periods of time and more weight sap
vitality at a rate of 1 point per round until vitality is depleted, at which
time you should hope you have a spotter.
Speed
(PE + PS + PP + PA + PM) / 5
The average of all 5 physical scores (your Physical Composite, or PC,
divided by 5) is your Speed. This number is used to represent several
factors which may come into play during the course of a game.
First of all, this number represents how quickly you can run in Miles Per
Hour. if the number is 20, you can attain a top foot speed of 20 MPH. For
those accustomed to the Metric System, multiplying this number by 1.6 will
give you Kilometers Per Hour. In either case, you can sustain this top speed
for one round per 2 vitality points (running costs 2 vitality points per
round). Thus, if you have 100 vitality and you take off at a dead run, you
have 50 rounds of running (5 minutes).
However, MPH and KPH are not really valuable numbers for determining
movement during combat and role-play situations. Thus, this number is also
used to represent your top speed during combat maneuvers, being the number
of yards or meters that you can move per round (6 seconds).
Mathematics nuts (and people with too much time on their hands) will no
doubt point out that yards and meters are not the same, particularly at
higher speeds. However, for the ranges we're working at (with attributes
typically falling between 10-35), yards and meters per round are almost
identical. With a score of 20, the margin of error is only 2; that is to
say, if you allow that 20 stands for yards per round, then insisting on
total accuracy would mean 19 meters per round. It's much easier for the sake
of expediency (and fun) to just say they're the same.
For the sake of explaining this reasoning, the average human walking speed
is roughly 8 meters or 9 yards per 6 seconds. During combat, you're almost
always going to be moving slightly faster; thus, this "evasive maneuvering"
is considered to be taking place at twice normal walking speed (or, on
average, 54 feet/18 yards/16 meters per round). This also results in a loss
of 1 Vitality per round.
In a pinch, should you need to determine it for purposes of races or running
away from certain death, you can generate the "flat-out running" speed of an
icon by doubling your Speed number (roughly 4x normal walking speed, or 108
feet/36 yards/32 meters per round). This results in a loss of 2 Vitality per
round, as explained above.
Combat penalties and vitality loss based on movement are discussed further
in "Modifiers".
[ /\ ]
1.3. Skills
Skills are what set you apart from others. They are the things you excel at,
the characteristics that define who you are and what you can become.
Skills are ranked in up to three tiers, or levels of mastery: Broad,
Narrowed and Specific. These tiers represent different degrees of focus in
learning the skill, and may be advanced independently of one another in
ranges of 1 to 25. A score of 1 in any tier signifies the lowest level of
mastery in a specific skill tier, and a 25 represents the highest
achievement in that skill tier.
These levels are not mystical magical numbers. They are percentage points.
One level is equal to one percent. Thus, if you have Swashbuckling 25, it
means you add 25 percent to your Swashbuckling roll. One point is worth one
point. No conversion or advanced calculus necessary. The reasoning behind
the three tiers of 25 will become obvious in the next unit.
As might be surmised, Narrowed and Specific skill tiers represent more
focused skill knowledge, and allow your icon to target areas that he or she
would like to have more experience in. For the purposes of this mini-
release, we're only including Broad and Narrowed tiers; the January release
of the full Iconoclast RPG will contain more Broad and Narrowed tiers and a
huge assortment of Specific tiers -- in the neighborhood of some 700 total
skills to choose from!
Every skill is associated with a core attribute. In most cases, this choice
of attribute is obvious, and easy to remember. Just for the heck of it, we
let you know what that attribute is in each skill listing. You may also wish
to write it down on the sheet you use to keep track of such things.
For the purposes of this mini-rpg, the genotype templates come with skills
already determined for you. In the full version release of Iconoclast, you
will be able to select your own skills, either individually or in packages.
Adapt (PM) - Vampire only
Cost:N/A Effects:See below
Adapting is the natural ability of all Vampires, allowing them to modify
their form and capabilities at will. There are physical limitations, of
course -- Vampires cannot turn into bats or mist and fly away, but they can
see in the dark, mend flesh and bone, and change their appearances.
All adaptations cost 10 meta to initiate, and 1 per minute or combat round
thereafter. All adaptations can be maintained for an amount of time equal to
the Vampire's skill level (in any combination of minutes or rounds), or an
amount of time equal to the Vampire's meta (whichever is less). In either
case, when meta is depleted, the adaptation ends immediately.
The Broad tier of the adapt skill offers no special benefits, and is only a
gateway to the narrowed skill effects. It must be practiced normally,
however, and is subject to the normal tier restrictions (Narrowed can never
exceed Broad).
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Adapt:Darksight (PM)
Cost:10M+1M/unit Effects:No darkness penalty to any rolls;
can see in almost total darkness
By increasing the flow of blood to the eyes and using nanites to build extra
rods and cones, the Vampire can increase his night vision to the point where
he or she can see in almost absolute darkness. The extra rods and cones
decay over a period of time, but the effect is fairly long-lasting, and
gives Vampires the supreme advantage when it comes to seeing in the dark.
___________________________________________________________________________
Adapt:Devolution (PM)
Cost:10M+1M/unit Effects:+1/2 Skill roll to all combat rolls
Vampires can call upon the sheer animal ferocity that their larger Alpha
GOTHE ancestors once possessed, pumping adrenaline and other chemicals into
the bloodstream. By creating a mental "devolutionary loop," the Vampire
enters a "killing mode," and can add +1/2 their successful Adapt:Devolution
skill roll to all combat-related skill rolls. However, while in this adapted
state, ALL other non-combat related rolls will automatically fail, having a
target of 0.
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Athletics (PE)
Cost:N/A Effects:See below
Broad knowledge of athletics basically gets you into decent shape. You can
run a few laps without getting winded, you can swim, you can hit a baseball
or throw a spiral pass with a football. Obviously, not everyone can do all of
these things, but even if you opt for your icon not to know some of them,
learning these things would be easy for someone who knows the basics of
athleticism. Any time you will be exerting yourself in a broad sense, you
make rolls against your Athletics score.
___________________________________________________________________________
Athletics:Acrobatics (PA)
Cost:N/A Effects:+1/2 Skill roll to dodge target; -OR-
-1/2 Skill roll to damage from falls or throws
Having trained and specialized in the art of gymnastics and acrobatics,
your icon is better capable of performing flips, tumbles and other such
maneuvers. Outside of combat, this has many obvious benefits, everything
from mere entertainment value to the ability to climb fire escapes, leap
between buildings and so on. In combat, a successful acrobatics roll will
allow you to add 1/2 that total to your target when dodging. You may also,
upon a successful roll, subtract 1/2 the total from damage caused due to
falls, throws, or any other situation where a clever tumble or proper fall
would reduce damage (at the admin's discretion).
___________________________________________________________________________
Athletics:Running (PE)
Cost:N/A Effects:+1/2 Skill roll to speed for 5 rounds; -OR-
+1/2 Skill roll to Current Vitality
Running a 6-minute mile is no sweat for you...literally. Trained in the
arts of running, you're capable of a pretty good sprint. You've also got
the know-how to save a little bit extra for the long haul. Not a skill
for use within combat, this skill is best used when exiting combat at high
speed (ie. running away). A successful skill roll will allow you to add
1/2 of the result to your speed for 5 rounds (30 seconds). Alternately,
you may choose to add 1/2 the result of a successful roll to your
Current Vitality. Neither of these options is available during combat.
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Combat (PA)
Cost:N/A Effects:See below
Every single roll you make that involves either causing damage to others or
avoiding damage to yourself that is caused by others uses the combat skill.
If you are using a form of combat in which you do not have a narrowed or
specific focus, you use your broad combat skill to generate the target.
Broad combat knowledge, then, allows you to know the very basics about any
and all weapons. Pick up a sword and you can likely figure out which is the
killing end, and how to hold it. Grab any firearm and it's pretty clear
which end the bullet comes out, and where you squeeze it to make it kill
things. Broad combat knowledge also confers a basic understanding of unarmed
combat, including basic fisticuffs, kicks, shoves, and so on. And of course,
when using an impromptu weapon like a lamp or a chair, your basic combat
ability is what pulls you through.
___________________________________________________________________________
Combat:Unarmed (PS)
Cost:N/A Effects:See below
Narrowed knowledge of unarmed combat gives you training in a martial art,
though not necessarily a specific style. Essentially, this just means you
know how to punch, kick, and generally use your body, sans additional
weaponry, to inflict punishment on others. Conversely, you also have a
fairly good idea of how to avoid such damage when it comes from other
people, and so you also use this skill to generate a target when dodging
while not using a weapon.
___________________________________________________________________________
Combat:Melee (PA)
Cost:N/A Effects:See below
Narrowed knowledge of melee combat means you know how to use weapons in
combat to their best advantage. You don't necessarily have detailed know-
ledge of specific weapons, but if it's got an end you hold and an end
that you hit other people with, you have a pretty good idea of how to use
it. Likewise, you also know how to stop damage with the weapon you're
using, so this skill is used for defense as well as offense. Anything
that's designed to be used as a hand-held, non-missile weapon falls under
this category, from billy clubs to knives, baseball bats to swords.
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Communication (MA)
Cost:N/A Effects:See below
Knowing how to speak is one thing; knowing how to speak well to others is
quite different, and those with skill in Communication know how to do the
latter better than most. Broad knowledge of this skill gives you a better
chance to communicate your needs in any situation where relaying ideas in
a clear fashion is beneficial. Examples include: discussing with the nice
police officer exactly what you're doing in a dark alley at 3 am; writing
a letter to the editor to express your point of view; and explaining just
why you're in gang territory to the friendly people with knives. Note that
this broad level applies to all forms of communication; also note that it
does NOT apply to attempts to deceive, lie or otherwise mislead -- this is
purely for communicating honest desires and concepts to others.
___________________________________________________________________________
Communication:Writing (MA)
Cost:N/A Effects:See below
The narrowed skill of Writing offers the same basic benefits as the broad
Communication skill, but allows you to narrow focus on written materials.
This also applies to any communication in which you, or another icon or
Non-Player Cast members (NPCs), would be reading off of something you had
previously written.
___________________________________________________________________________
Communication:Speaking (MA)
Cost:N/A Effects:See below
The narrowed skill of Speaking offers the same basic benefits as the broad
Communication skill, but allows you to narrow focus on the spoken word.
Such a skill would come into play when one was debating, arguing a point
based on pure facts, or attempting to teach a difficult concept to another.
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Deception (MA)
Cost:N/A Effects:See below
Deception is the art of convincing other people of false truths. This can
take many forms, and skill in the broad tier of Deception gives you some
ability in all of the, as they are all somewhat inter-related. Any time
you are attempting to deceive or otherwise trick others, you will use this.
Examples of situations on which deception would be based include: cheating
during a poker game; mimicking the voice of someone else; copying someone's
handwriting to forge a signature; seducing someone in a bar with pretty
talk; and negotiating with terrorists.
___________________________________________________________________________
Deception:Acting (MA)
Cost:N/A Effects:See below
The narrowed skill of Acting offers the same basic benefits as the broad
Deception skill, but allows you to narrow focus on playing roles. This
need not be exclusively restricted to performances onstage in theatre;
any time you'll be taking on a role or mood other than your own true self,
you're acting. For example, this skill would be useful when the police
pull you over for speeding, and you want to pretend you're really upset
and crying and afraid when, in fact, you're really just annoyed.
___________________________________________________________________________
Deception:Emotional (MA)
Cost:N/A Effects:See below
The narrowed skill of Emotional Deception offers the same basic benefits as
the broad Deception skill, but gives you more narrowed focus in playing upon
the emotions of others. Whereas Acting (see previous skill listing) allows
one to pretend to have an emotion, Emotional Deception gives you the ability
to make others feel emotions they wouldn't otherwise feel, and to act in
ways they wouldn't normally act. Examples include: seducing the gorgeous
babe in the bar, even if you're not very attractive; interrogating the
prisoner by convincing him that he has reason to be afraid, even though
you're not really going to kill him; and negotiating with the terrorists,
convincing them that staying calm is a good idea -- even though they are
surrounded by snipers.
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Engineering (MS)
Cost:N/A Effects:See below
Engineering, of course, has nothing to do with trains; this skill has to do
with knowing how things work, how they are designed and how they are finally
manufactured. Since engineering is as much a way of thinking as anything
else, the broad tier of Engineering allows you to dabble in just about every
field of Engineering there is, giving you a chance to be able to deal with
any engineering problem which might come along. This could be anything from
fixing a broken engine, to repairing a computer, to designing a building.
Obviously, the difficulty of the task at hand will have a lot to do with
exactly how successful you will be at any of these tasks; no one can do
everything, even in a world where just about everything is run by computers.
___________________________________________________________________________
Engineering:Computer (MS)
Cost:N/A Effects:See below
Narrowed knowledge of how computers work gives you a decided advantage over
those who lack the same focus. Anything involving computers directly can
use this skill to generate a target, whether it's a hardware, software or
network issue. For example, driving a car which uses a computer in the
navigation system would not use this skill; fixing that computer, or re-
programming it, would use this skill.
___________________________________________________________________________
Engineering:Electronic (MS)
Cost:N/A Effects:See below
The world still runs on electricity, and those who know how to splice and
repair downed lines, reroute power and fix other electrical problems are
still in high demand. This narrowed tier skill gives you the know-how to
troubleshoot and repair (given the proper tools) just about any electrical
problem or issue. For example: if a computer is having internal software
problems, you wouldn't be able to do a thing; but if the power supply was
buggy, you might be able to take a crack at fixing it.
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Enhance (PM) - Goth only
Cost:N/A Effects:See below
Enhancing is the natural ability of all Goths to modify their form at will.
There are physical limitations, of course -- Goths cannot grow to twice
their size, nor can they change arms into blades. But they can grow
additional muscle mass, increase their reaction times, or heal damage to
themselves.
All enhancements cost 10 meta to initiate, and 1 per minute or combat round
thereafter. All enhancements can be maintained for an amount of time equal
to the Goth's skill level (in any combination of minutes or rounds), or an
amount of time equal to the Goth's meta (whichever is less). In either case,
when meta is depleted, the enhancement ends immediately.
The Broad tier of the enhance skill offers no special benefits, and is only
a gateway to the narrowed skill effects. It must be practiced normally,
however, and is subject to the normal tier restrictions (Narrowed can never
exceed Broad).
___________________________________________________________________________
Enhance:Chan (PM)
Cost:10M+1M/unit Effects:+1/2 Skill roll in PA
Quick, agile, and able to leap from a flagpole to the top of a moving train
with one leg tied behind his back. Nothing conjures up an image of agility
quite like martial arts movie star Jackie Chan, who always did all of his
own stunts. Goths recognize a true master in action, and have named this
ability after one of their heroes. Upon using this enhancement, the Goth
will gain 1/2 his successful skill roll in PA, rounded down, for up to a
number of minutes equal to his skill level, or a number of combat rounds
equal to 1/10 his skill level, or until his or her meta is depleted.
___________________________________________________________________________
Enhance:Franken (PM)
Cost:10M+1M/unit Effects:+1/2 Skill roll in PS
Big, slow, lumbering... and strong as hell. Nothing conjures up this image
more than Boris Karloff's interpretation of the Frankenstein monster. For
this reason, Goths have named their ability to enhance their muscle mass
after one of their monster idols. If you're going to be treated like a
lumbering monster, act like one. Upon using this enhancement, the Goth
will gain 1/2 his successful skill roll in PS, rounded down, for up to a
number of minutes equal to his skill level, or a number of combat rounds
equal to 1/10 his skill level, or until his or her meta is depleted.
|
Etiquette (MS)
Cost:N/A Effects:See below
Broad knowledge of etiquette allows you to basically go anywhere and have a
rough idea of how not to disrupt things unduly. You may not exactly fit in
at a party or political mixer, but you certainly know what not to say, and
when to make yourself scarce lest you cause a scene. Obviously this is more
of a role-playing-based skill than a combat skill, but since it can be
quite useful in avoiding combat at times when the odds are decidedly not in
your favor, it's certainly not a skill to be passed off as worthless.
___________________________________________________________________________
Etiquette:Police (MS)
Cost:N/A Effects:See below
Narrowed knowledge of police etiquette teaches you the specifics of how to
interact with security officers of all sorts, as well as what not to say.
This includes understanding rank-and-number, knowing arrest procedure so as
to avoid getting yourself shot, and perhaps even knowing when it might be
appropriate to perhaps transfer a few credits to avoid getting that fine
for littering.
___________________________________________________________________________
Etiquette:Military (MS)
Cost:N/A Effects:See below
Narrowed knowledge of military etiquette teaches you the specifics of how to
interact with military personnel of all sorts and in all branches. You know
what rank structure works like, who to call "Sir" and who to call "Sergeant"
and exactly how to avoid getting hauled off to the brig by upsetting the
wrong person. Since military protocol doesn't necessarily stop at the gates
of the military base, this also aids you in dealing with military personnel
in everyday life, whether you're in the service or not.
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Grok (MS) - Daemon only
Cost:N/A Effects:See below
Grok is all Daemons' natural ability to affect electrical fields and to
interact with computerized devices and systems on an intimate level. To
"Grok" means to innately understand on a primal level, which is precisely
what Daemons do with the systems they can control. To use an analogy, the
Daemon is one pole of a battery, the target is the other pole of the
battery, and the energy causing the effect is flowing between.
All Groks cost 10 meta to initiate, and 1 per minute or combat round
thereafter. All Groks can be maintained for an amount of time equal to the
Daemon's skill level (in any combination of minutes or rounds), or an amount
of time equal to the Daemon's meta (whichever is less). In either case, when
meta is depleted, the Grok ends immediately.
The Broad tier of the Grok skill offers no special benefits, and is only a
gateway to the narrowed skill effects. It must be practiced normally,
however, and is subject to the normal tier restrictions (Narrowed can never
exceed Broad).
___________________________________________________________________________
Grok:Grep (MS)
Cost:10M+1M/minute Effects:See below
Decades ago, Unix-based operating systems used a function called "grep"
(Global/Regular Expression/Print) to rapidly parse large amounts of data and
print the results. The Daemon ability to rapidly search data for a specific
piece of info works in a similar fashion. On a successful skill roll, the
Daemon can search through a chunk of data equal to 1/2 the successful skill
roll in Kilobytes (K) every second (6 seconds = 1 round, 10 rounds = 1
minute). Upon using the skill, the Daemon decides what to search for (a
function, a string of bytes, a single word, a phrase, etc.). Upon running
through the entire file (or segment of a file), the results become
immediately clear to the Daemon. Though this skill requires no active
concentration on the Daemon's part (other activities can be done
simultaneously), parsing long chunks of data will cost the Daemon an
additional 1 Meta per minute. This can be attempted on any stream of data or
file, but encrypted transmissions will obviously give garbage results.
___________________________________________________________________________
Grok:Powercycle (MS)
Cost:10M+1M/unit Effects:See below
The Daemon can trip the power of any computerized electrical system, turning
it on or off without directly touching the switch. On a successful skill
roll, and with the expenditure of 10 Meta, any single power source within a
number of yards or meters equal to 1/2 the roll can be toggled once; power
turned on will be turned off, and vice versa. If the Daemon is not in
physical contact with the device in question, and is transmitting through
air, the range is halved to 1/4 of the roll. In the event that a Daemon
chooses to do so, he or she can repeatedly toggle the power on/off to the
same device once a successful roll is made, since rapid powercycling of some
devices may damage them (and this may be the intent of the Daemon). The
Daemon may toggle as many times as he/she has meta, with a maximum of 1
toggle per second, 6 per round, 60 per minute.
|
Language (MS)
Cost:N/A Effects:See below
Language, like most skills, is divided into tiers, but differs slightly in
that the broad tier is a general language skill which is used to represent
your knowledge of basic language constructs -- phonics, sounds and things
that cut across all languages. Once you know what "Go to hell" means in one
language, you can apply that conceptual knowledge to your learning of all
future languages. Icons with no language skill may have difficulty
communicating even simple concepts to many people, though this is not to
imply that every single time an icon wants to speak he/she has to roll the
dice; this, like all skills, is meant to be used in times when one's skill
in a specific area may make or break a situation. In game terms, most speech
between icons and NPCs will have a target of between 0 and 25, and since you
can use raw MS if you lack this skill, this will make most conversation an
automatic success. Try talking to a rocket scientist, however, and you may
have some difficulties.
___________________________________________________________________________
Language:Speak (language) (MS)
Cost:N/A Effects:See below
The narrowed level of language is the ability to speak in one specific
language -- typically your native tongue. Obviously, if you can speak more
than one language well, you can have more than one narrowed tier.
Here are some of the many languages there are to choose from. Note that some
of these are oft considered to be slang combinations of other languages
(such as Spanglish, which combines Spanish and English). Also note that this
list does NOT include languages which are not commonly spoken in the world
(ie. Aramaic, Old English, etc.). While your icons are free to learn these,
they are unlikely to have much place in 99.9% of all role-play, and so we
have not listed them.
American Sign Language (ASL) Amerindian (polyglot) Arabic
Catalan Cherokee Croatian
Chinglish (Chinese/English) Czech Danish
Dutch English, Modern Esperanto
French French Sign Language German
Greek, Modern Hebrew, Modern Hindustani
Hungarian Icelandic Indonesian
Italian Japanese Klingon
Korean Latin Mandarin
Morse Code Pidgin Polish
Portuguese Rasta Romanian
Russian Scots Spanish
Spanglish (Spanish/English) Swahili Swedish
Tagalog Vietnamese Yiddish
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Medicine (MS)
Cost:N/A Effects:Heal 1/10 successful skill roll (see below)
Broad knowledge of the world of medicine confers knowledge of basic medical
procedures. You know of first aid, where you attempt to treat minor wounds in
order to stop bleeding and promote healing. This is a very basic, general
healing proficiency, involving gauze, band aids, iodine and lots of prayers.
Other skills which can be picked up at this tier include basic CPR, the
sorts of things you learn in lamaze class, etc.
The most common use of this skill will be in performing first aid on others
or yourself. On a successful skill roll, you can heal 1/10 the result of the
roll in Current Trauma (minimum of 1, round down, as always). This trauma
is recovered at the end of a period of time equal to 1/2 the roll in rounds.
For example, if I rolled a 40, I could allow my cohort to recover 4 points
of Current Trauma, and it would take 20 rounds (2 minutes). While this is
obviously difficult to do within combat due to the time involved, first aid
is not a magical, mystical process, and taking the time to do it right is
important. Medicine can only be performed on a person once per day.
Note that this skill obviously has other role-playing applications; these
are too broad to discuss here, so we encourage you to use your imagination.
___________________________________________________________________________
Medicine:Doctor (MS)
Cost:N/A Effects:Heal 1/2 successful skill roll (see below)
By narrowing your medical focus into the realm of the Doctor, you learn
much more about General medical practice and theory -- everything from
diagnosing illnesses and conditions, what medicines to prescribe for those
ailments, and the like, as well as how to handle medical conditions that
require immediate attention. With the proper equipment (the back of an
ambulance, a doctor's kit, a doctor's office, etc.), you can, on a successful
skill roll, heal 1/2 the result of the roll in Current Trauma for your
patient. However, this extra degree of healing takes its toll in the time
required to perform the task, and so the Trauma is only regained after a
period of time equal to the roll in minutes. For example, if I roll a 60, I
can help my patient heal 30 Current Trauma, but it will take 60 minutes to
do so. Medicine:Doctor can only be performed on a person once per week.
___________________________________________________________________________
Medicine:EMT (MS)
Cost:N/A Effects:Heal 1/10 successful skill roll (see below)
By narrowing your medical focus into the realm of the EMT (Emergency Medical
Technician), you learn much more about saving people's lives in emergency
situations. Trained to act quickly and effectively, you can perform medical
miracles (to a degree) in a very short amount of time. With the proper
equipment (the back of an ambulance, an EMT kit, an emergency room, etc.),
you can, on a successful skill roll, heal 1/10 the result of the roll in
Current Trauma for your patient. This trauma is recovered after a period of
time equal to 1/10 the result of your roll in rounds. For example if I roll
a 50, my patient recovers 5 Current Trauma in 5 rounds (30 seconds). Note
that beginning the act of healing someone does NOT halt the loss that may
occur if they are below 0 Trauma; it is quite possible to die while you're
being worked on.
Medicine:EMT can be performed on a person repeatedly, as needed to save
their lives. Multiple EMTs can also work on one person at the same time,
though they roll separate skill checks instead of adding results. However,
it has no function on a person whose Current Trauma is higher than their PE.
|
Morph (PM) - Morph only
Cost:N/A Effects:See below
Morphing is the natural ability of all Morphs, allowing them to modify their
form at will. There are physical limitations, of course, and conservation of
mass is always a concern. To be short, Morphs cannot change their bodies
into machinery, or turn into a puddle. Morphs can, however, turn their arms
into heavy blades of bone, a finger into a lock pick, or their skin into a
tough armor shell.
All Morphs cost 10 meta to initiate, and 1 per minute or combat round
thereafter. All Morphs can be maintained for an amount of time equal to the
icon's skill level (in any combination of minutes or rounds), or an amount
of time equal to the icon's meta (whichever is less). In either case, when
meta is depleted, the Morph ends immediately.
The Broad tier of the Morph skill offers no special benefits, and is only a
gateway to the narrowed skill effects. It must be practiced normally,
however, and is subject to the normal tier restrictions (Narrowed can never
exceed Broad).
___________________________________________________________________________
Morph:Fingerpick (PM)
Cost:10M+1M/unit Effects:Add skill roll to picklock rolls
The Morph chooses a finger to turn into a literal skeleton key. Skin and
muscle move aside to leave bare bone, which is then shaped and twisted to
conform to the particular shape of any chosen lock. The finger can then be
used to pick a lock with, and the Morph's successful skill roll is added to
his or her picklock roll. Note that since Morphs are constructed partly of
artificial nanites, this effect CAN be used on any type of lock requiring
some sort of physical key, including cardkey locks. It cannot be used on
retinal scanners, keypad locks, etc. Anything held in the hand while the
change occurs is dropped to the ground.
___________________________________________________________________________
Morph:Messermode (PM)
Cost:10M+1M/unit Effects:Acts as weapon with multiplier equal to roll/10
The Morph's nanites physically alter the substance of the forearm bones to
create a metal-like blade. This blade is fairly dull on the edges, but has a
sharp point, meaning it can be used for stabbing and thrusting but not for
slashing. The blade itself is mainly formed from the bones of the lower arm,
with the muscle, bone and skin of the wrist and hand folding and peeling
back to allow the newly formed shard of steely bone to jut forth from the
base of the wrist. Once in effect, the Morph simply uses his or her
hand-to-hand combat skill, and acts as if his or her hand was a weapon, the
multipler equal to 1/10 the successful skill roll, rounded down. Anything
held in the hand while the change occurs is dropped to the ground. However,
loose clothing worn over the affected limb will not interfere with the
effect. Needless to say, the alteration is quite painful and uncomfortable
for the Morph.
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Perception (MS)
Cost:N/A Effects:See below
Broad perception merely means you're skilled at noticing things that others
might miss. This can be anything from number combinations to cloud animals
to footprints in the snow. It could be argued that this is not a skill, but
you can certainly learn to be more perceptive by trying to be. So as far as
we're concerned, it is a skill. Numerous modifiers can be applied to your
chance to perceive things, far too many to list them here. Let wisdom be
your guide.
___________________________________________________________________________
Perception:Sight (MS)
Cost:N/A Effects:See below
By narrowing your focus to the visual realm of perception, you have become
more keenly attuned to noticing things that involve vision. You might see
movement better than others, be better able to discern shades of difference
among colors, and be able to spot footprints in the dust. Tracking via
visual means is done with this skill.
___________________________________________________________________________
Perception:Sound (MS)
Cost:N/A Effects:See below
By narrowing your focus to the aural realm of perception, you have become
more keenly attuned to noticing things that involve sound. You might be
able to identify people immediately by the sound of their voice, hear an
intruder by his not-so-stealthy movements across a creaky floorboard, or
similar things. Tracking by sound is nearly impossible in a crowded, noisy
city, but in a forest filled with crunchy leaves it's at least possible.
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Potluck (MA) - Human only
Cost:20M+2M/unit Effects:See below
Potluck is the natural ability of humans, giving them an edge in a world
where the ability to adapt to new situations quickly is essential. Potluck
is a single Broad level skill with no Narrowed or Specific tiers, and so it
can only be raised to a maximum of 25.
Essentially, this single skill allows humans to attempt to replicate the
effects and abilities of any other non-genotype specific skill. Since the
use of this skill burns meta fairly rapidly, it is not intended as a
catch-all to be used all the time, but instead is designed to allow humans
to fall back on their innate creativity and inventiveness to accomplish
feats that they would otherwise not be able to do.
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Psyche (PM) - Psycho only
Cost:N/A Effects:See below
Psyching is the Psychos' natural ability to affect the nervous systems and
mental facilities of those around them. Psyching is very similar to the
Savant "Savoir" skill -- but Psychos have much less control over their
capabilities, and thus each skill is treated separately, even where skills
may seem very similar. Psycho abilities rely on electrical reactions between
bodies to impart their effects; to use an analogy, the Psycho is one pole of
a battery, and the target is the other pole of the battery, and the energy
causing the desired effect is flowing between.
All psyches cost 10 meta to initiate, and 1 per minute or combat round
thereafter. All psyches can be maintained for an amount of time equal to the
Psycho's skill level (in any combination of minutes or rounds), or an amount
of time equal to the Psycho's meta (whichever is less). In either case, when
meta is depleted, the psyche ends immediately.
The Broad tier of the psyche skill offers no special benefits, and is only a
gateway to the narrowed skill effects. It must be practiced normally,
however, and is subject to the normal tier restrictions (Narrowed can never
exceed Broad).
___________________________________________________________________________
Psyche:Dementia (PM)
Cost:10M Effects:See below
Psychos can share a bit of their dementia with those around them, though the
results are somewhat unpredictable. The Psycho chooses a specific sense to
affect with the dementia: sight, hearing, smell, taste or touch. He or she
can then affect the victim's chosen sense with false sensory input: this
must be a brief, instantaneous effect, not an ongoing illusion. Thus, a
brief flash of light, a whispering sound, the sensation of a warm breeze,
the smell of rotten meat, or the taste of something bitter are all
possibilities. Potential victims are all those within 1 foot per 10 points
of skill (1 meter per 3 points). Thus, with a target of 30, anyone within 3
feet (1 meter) could be affected. This effect only works on a single target.
The victim rolls a defense skill using their raw Mental Endurance, or their
innate skill and the appropriate attribute if they are a Psycho (psyche),
Daemon (grok) or Savant (savoir). The process is the same as any combat roll
or contested skill: if their roll is higher than the Psycho's, they "dodge"
the effect and suffer no ill effects. If they fail, they suffer whatever the
Psycho has in mind for them. If their roll is lower but still a success,
they suffer the effect as well as some side effects which may clue them into
what is happening to them -- an itching sensation, a brief headache, spots
before the eyes, ringing in the ears, or some such.
___________________________________________________________________________
Psyche:Sadism (PM)
Cost:10M+1M/unit Effects:Add up to 1/2 roll in damage caused to Vitality
Psychos are constantly bombarded by the mental impulses of those around
them. When a Psycho can be the direct cause of some of those signals, it's
often an opportunity for him to enjoy a little bit of the pain he's causing.
When activating this skill, the Psycho can add the trauma damage he causes
in succeeding rounds to his own vitality, by up to 1/2 his skill roll.
The vitality which is being added is kept tallied on a separate sheet. When
the Psycho opts to stop being masochistic, all of the vitality which had
been added is removed from vitality at once in the following round, and half
that amount is immediately applied to trauma. Obviously, the sudden
application of trauma damage can kill the Psycho outright if his trauma had
been lowered during the combat. Plus, if the Psycho had been using extra
vitality up, the sudden crash can have severe consequences. Role-playing
this adrenaline crash is encouraged.
|
Rage (PS) - Rager only
Cost:N/A Effects:See below
Raging is the natural ability of all Ragers, allowing them to alter certain
elements of their body at will. This can be everything from boosting the
adrenaline running through their veins to entering a berserk rage to enhance
their combat capability.
All rages cost 10 meta to initiate, and 1 per minute or combat round
thereafter. All rages can be maintained for an amount of time equal to the
Rager's skill level (in any combination of minutes or rounds), or an amount
of time equal to the Rager's meta (whichever is less). In either case, when
meta is depleted, the rage ends immediately.
The Broad tier of the rage skill offers no special benefits, and is only a
gateway to the narrowed skill effects. It must be practiced normally,
however, and is subject to the normal tier restrictions (Narrowed can never
exceed Broad).
___________________________________________________________________________
Rage:Berserk (PP)
Cost:Skill roll in Meta Effects:+1/2 roll in PS, PE and PP
By far, the strangest and most terrifying capability of the Rager is the
ability to enter into a furious berserker rage, a state from which many
Ragers never come out alive. Upon a successful skill roll, the Rager burns
up an amount of Meta equal to the roll (or his Current Meta, whichever is
lower), temporarily adding 1/2 the amount of the roll spent to each of his
PE, PS and PP attributes. Any secondary and tertiary attributes which are
derived in part or in whole from these attributes are likewise affected as
is mathematically appropriate.
While the Rager is in this berserk killing mode, he can perform no other
skilled actions besides Combat. He will remain in this mode for a number of
units of time equal to the Meta spent. There is no way to break out of this
mode aside from death or unconsciousness. Ragers who enter berserk mode and
find themselves deprived of enemy targets will be quite incoherent and
disagreeable, pacing, ranting, raving and frothing as they work the rage out
of their systems. This is a chemical effect, not a mental one, so it's not
as if they can be talked out of it. Once the berserk ends, all attributes
(and derived attributes) are reduced immediately. If the Rager was counting
on artificial Trauma to remain alive, he will immediately fall unconscious
or die.
___________________________________________________________________________
Rage:Ignorance (PE)
Cost:1M/point of damage Effects:See below
Built for combat, Ragers have the ability to simply ignore many incoming
attacks, shrugging off the damage as if it didn't even exist. Upon a
successful skill roll, the Rager can simply ignore the effects of any single
incoming successful attack by spending 1 Meta per point he wishes to ignore,
up to the amount of the successful roll. The damage must be caused by a
non-missile based, non-poisonous physical attack (fist, kick, bite, melee
weapon, acid, fire, etc.). Bullets, lasers and other missile weapons cannot
be ignored.
|
Savoir (MM) - Savant only
Cost:N/A Effects:See below
Savoir is the natural ability of all Savants to affect the nervous systems
and mental facilities of those around them. It is very similar to the Psycho
"Psyche" skill -- but Savants have much more control over their
capabilities, and thus each skill is treated separately, even where skills
may seem very similar. Savant abilities rely on electrical reactions between
bodies to impart their effects; to use an analogy, the Savant is one pole of
a battery, and the target is the other pole of the battery, and the energy
causing the desired effect is flowing between.
All savoirs cost 10 meta to initiate, and 1 per minute or combat round
thereafter. All savoirs can be maintained for an amount of time equal to the
Savant's skill level (in any combination of minutes or rounds), or an amount
of time equal to the Savant's meta (whichever is less). In either case, when
meta is depleted, the savoir ends immediately.
The Broad tier of the savoir skill offers no special benefits, and is only a
gateway to the narrowed skill effects. It must be practiced normally,
however, and is subject to the normal tier restrictions (Narrowed can never
exceed Broad).
___________________________________________________________________________
Savoir:Boost (MP)
Cost:1M/unit/MS Effects:+1MS/Meta
Savants can temporarily increase the raw power of their own minds by
focusing their energies internally. By trading 1 Meta per MS point gained,
up to a maximum equal to their Savoir:Boost skill target, Savants can
increase their MS until they run out of Meta. This is highly useful when
performing mentally-intensive skills and tasks.
___________________________________________________________________________
Savoir:Vertigo (MM)
Cost:10M+1M/unit Effects:See below
By manipulating the electrical signals to and from the inner ear, the Savant
can cause extreme nausea and dizziness in any single victim within 1 foot
per point of skill. A victim who leaves the area of effect no longer suffers
any ill effects. Upon re-entering the area while the effect is being
maintained, the victim must roll a new defense roll. In any case, the effect
will stop immediately if the Savant attempts to use any other skill in any
way, including defense against attacks.
The victim rolls a defense skill using their raw Mental Endurance, or their
innate skill and the appropriate attribute if they are a Psycho (psyche),
Daemon (grok) or Savant (savoir). The process is the same as any combat roll
or contested skill: if their roll is higher than the Savant's, they "dodge"
the effect and suffer no ill effects. If their roll is lower, but still a
success, they subtract their roll from the Savant's roll, the remainder
being the penalty that the victim suffers to all movement and combat-based
skill rolls attempted while the Savant maintains the Vertigo, and while they
remain within the affected area. The victim may choose to maintain the
effects of their defense roll, or reroll each round if they choose to
actively fight the assault.
|
Shift (PM) - Shifter only
Cost:N/A Effects:See below
Shifting is the natural Shifter ability to modify form at will. There are
physical limitations, of course, and conservation of mass is always a
concern. To be short, Shifters cannot turn into wolves, as wolves are
smaller and have different bone structure. But Shifters can grow large fangs
and teeth, toughen their skin, lengthen their hair, and slightly alter
muscle and bone structure in order to increase their speed, toughness and
fighting abilities. It should also be noted that due to the fact that the
human mouth and throat are particularly well-adapted to speech, shifting
form may make talking rather difficult.
All shifts cost 10 meta to initiate, and 1 per minute or combat round
thereafter. All shifts can be maintained for an amount of time equal to the
Shifter's skill level (in any combination of minutes or rounds), or an
amount of time equal to the Shifter's meta (whichever is less). In either
case, when meta is depleted, the shift ends immediately.
The Broad tier of the shift skill offers no special benefits, and is only a
gateway to the narrowed skill effects. It must be practiced normally,
however, and is subject to the normal tier restrictions (Narrowed can never
exceed Broad).
___________________________________________________________________________
Shift:Lupin (PM)
Cost:10M+1M/unit Effects:See below
The Shifter undergoes muscular and skeletal changes which make his or her
body more wolflike. Changes include the growth of fur, longer fangs and
claws and a more hunched-over posture, enabling the Shifter to run on all
fours with more ease. This increases the Shifter's vitality slightly,
enabling him or her to become a whirlwind of claws and fangs in battle.
Like all shifts, lupin form adds some benefits as well as a few detriments.
Shifting into a lupin form adds +1/2 the Shifter's skill roll in vitality,
and gives the Shifter .3 Claws and .2 Fangs. The shift also removes almost
all ability to talk, making communication difficult, and causes the Shifter
to walk around in a hunched-over or four-legged manner, making it nearly
impossible to hold anything (like weapons).
___________________________________________________________________________
Shift:Rhino (PM)
Cost:10M+1M/unit Effects:See below
A rhinoceros makes a single point, powerfully, and that is precisely what
the rhino form does for Shifters. However, shifting into rhino form does not
make the Shifter grow a horn, quite simply because there is no place to put
it. Instead, the Shifter benefits from the tough, leathery carcass of the
rhino, gaining trauma capacity and armor as bones and skin harden.
Like all shifts, rhino form adds some benefits as well as a few detriments.
Shifting into a rhino form adds +1/2 the Shifter's skill roll in Current
Trauma, and also adds +1/2 the Shifter's skill in Armor. The shift also
removes almost all ability to talk, making communication difficult, and
causes the Shifter to lose -1/2 the Shifter's roll in Current Vitality.
|
Spec (PA) - Spectre only
Cost:N/A Effects:See below
Speccing is the natural ability of all Spectres, allowing them to alter
certain elements of their body at will. These changes are designed to
allow them to perform the sorts of things they were created for -- killing
their opponents quickly and quietly -- with not much thought given for what
happens after that.
All specs cost 10 meta to initiate, and 1 per minute or combat round
thereafter. All shifts can be maintained for an amount of time equal to the
Spectre's skill level (in any combination of minutes or rounds), or an
amount of time equal to the Spectre's meta (whichever is less). In either
case, when meta is depleted, the spec ends immediately.
The Broad tier of the spec skill offers no special benefits, and is only a
gateway to the narrowed skill effects. It must be practiced normally,
however, and is subject to the normal tier restrictions (Narrowed can never
exceed Broad).
___________________________________________________________________________
Spec:Blood (PE)
Cost:10M+1M/unit Effects:-1/2 skill roll in incoming Trauma damage
By focusing on the redistribution of blood away from their limbs and towards
vital internal organs, Spectres can reduce or eliminate traumatic damage...
at least, temporarily. This gives them enough time to seek medical
attention, or to finish the suicide missions they've been given.
When activating this skill, the Spectre reduces trauma caused by all attacks
by an amount equal to 1/2 their skill roll. However, the trauma which is
being reduced is kept tallied on a separate sheet. When the Spectre opts to
stop focusing on blood redistribution, all of the damage which had been kept
separate is applied to trauma at once in the following round. If this damage
is high enough, it can easily kill the Spectre outright if medical attention
is not immediately available.
___________________________________________________________________________
Spec:Preaction (PA)
Cost:10M+1M/unit Effects:+1/2 skill roll to all combat rolls
By tying mental resources directly into physical ones, a Spectre can benefit
from inhumanly fast physical reactions: the body moves automatically, almost
before the mind can register that the movement is happening.
When activating this skill, the Spectre adds 1/2 their skill roll to all
combat-based skill rolls, both for attack and defense. A Spectre using this
skill is also able to defend preemptively against attacks which a normal
person might not otherwise be aware of, such as a sniper or a hidden
attacker lunging out from the shadows.
|
Subterfuge (PA)
Cost:N/A Effects:See below
Broad knowledge of subterfuge entails knowing how to sneak around and
generally go without notice. This includes being stealthy, sneaky and
otherwise surreptitious in physical ways. This differs from deception in
that the latter has to do with non-physical ways of being sneaky.
In all cases, this roll is typically made as an uncontested roll, and the
resulting roll compared as necessary against other rolls. If the icon is
being actively sought out, or is shadowing someone who is actively seeking
to ditch their tail, then this roll is made as a contested roll.
___________________________________________________________________________
Subterfuge:Stealth (PA)
Cost:N/A Effects:See below
By narrowing focus on training to be more stealthy, an icon can learn to
move about with almost complete silence, and without being seen. Movement
while being stealthy is limited to less than walking speed -- any attempt to
run or move at anything other than a very slow walk will result in a stealth
check automatically failing. When moving about stealthily, enemies looking
for the icon must roll a contested perception roll against the icon's
stealth roll; if successful, the enemy knows exactly where the icon is.
Whether they choose to reveal this fact is another story...
___________________________________________________________________________
Subterfuge:Hide (PE)
Cost:N/A Effects:See below
By focusing on arts of Hiding, an icon can learn to remain absolutely
still for extended periods of time, concealed in shadows, behind objects or
wherever else the situation allows. While hiding, the icon can do nothing
that requires movement of any sort -- besides perhaps scratching an itch or
pulling out a weapon in preparation for an attack. When hiding, enemies
looking for the icon must roll a contested perception roll against the
icon's hide roll; if successful, but lower than the icon's roll, the enemy
is aware that someone is nearby but does not know exactly where, and if
higher, the enemy knows exactly where the icon is hiding. Whether they
choose to reveal this fact is another story...
|
[ /\ ]
1.4. Credits & Equipment
In the world of Iconoclast, credits are the universal currency. In the year
2000, a credit would have been worth about 1 U.S. dollar. However, steadily
rising inflation made the value of the dollar decrease, so when the credit
was actually introduced in 2018, the U.S. dollar had been so devalued that 1
credit was actually worth about 3 dollars (keeping in mind that buying power
had plummeted). As inflation increased, the value of the dollar kept
plummeting, and the value of the credit decreased as well. By the year 2100,
one credit was worth approximately 5 dollars in U.S. cash:
| Item | Credits | Value in 2100 | Value in 2000 |
|
Minimum wage
|
10
|
50 dollars
|
8 dollars
|
|
Phone call
|
1
|
5 dollars
|
25 cents
|
|
Can of cola
|
2
|
10 dollars
|
75 cents
|
|
Hamburger
|
3
|
15 dollars
|
1 dollar
|
|
Cheap hotel
|
30
|
150 dollars
|
30 dollars
|
While an actual credit has no real "physical" nature, most people use what
are called "CredCards" to help enact transactions in a cashless society.
Each card contains an array of chips capable of reading the thumbprint of
the person holding it, as well as verifying identity via a combination of
DNA analysis and voice verification, thus ensuring total security and an
utter lack of privacy. But the real trick is the wireless transceiver and
Matrix II chip built in, allowing the sending and receiving of encrypted
data to and from the holder's bank account, almost anywhere in the world.
Computers and Accessories
Computers are ubiquitous in the year 2100. Everything from your trenchcoat
to your toothbrush probably contains some sort of computer chip, many of
them more complex than those in the desktop computers of the early 21st
century. To be certain, "computers", in the sense of devices used for
computational capabilities, still exist. Even these are far different,
however, most being small enough to fit on a wrist or inside a pocket.
Backpack - Cost(10) Multiplier(N/A) Trauma(25)
A nondescript vinyl backpack with zippered pockets and sturdy straps.
DataGoggles - Cost(200) Multiplier(N/A) Trauma(100)
Stylish and protective, these "Heads-Up Display" glasses are the standard.
DataPad - Cost(150) Multiplier(N/A) Trauma(100)
Hand-held, touchscreen-driven, fairly durable low-end computer.
Earphone - Cost(250) Multiplier(N/A) Trauma(25)
This phone fits securely inside the ear, offering greater convenience.
First Aid Kit - Cost(175) Multiplier(N/A) Trauma(25)
Adds +25 to any Medicine skill target. Contains just the basics.
Flashlight - Cost(50) Multiplier(x2) Trauma(100)
Quite sturdy, this battery-powered light can be used as a club in a pinch.
Laptop - Cost(850) Multiplier(N/A) Trauma(150)
About a foot across, this computer offers decent power for its price.
Tool Kit - Cost(175) Multiplier(N/A) Trauma(50)
Adds +25 to any Engineering skill target. Contains just the basics.
Wireless phone - Cost(75) Multiplier(N/A) Trauma(50)
Allows encrypted phone calls, matrix browsing and other activity.
WristComp - Cost(500) Multiplier(N/A) Trauma(100)
A small, low-power computer designed for business people on the go.
Weapons
In New Aurora, the high percentage of mercenaries and military personnel,
along with the proximity to what was once a war zone, made it essential to
alter some weapon laws to allow for a greater deal of personal security.
While all firearms require a license, New Auroran citizenship allows one to
purchase and carry "personal defense items." This policy is not universal.
Baseball bat - Cost(100) Multiplier(x5) Trauma(100)
Difficult to conceal, this aluminum alloy bat packs quite a wallop.
Boot knife - Cost(50) Multiplier(x3) Trauma(100)
Double-edged blade tucks nicely into the top of a boot, or someone's ribs.
Booze Bottle - Cost(5) Multiplier(x2/x3) Trauma(20/10)
Easy to obtain, easy to dispose of. (x2 if unbroken, x3 when broken)
JoltStick - Cost(300) Multiplier(x4) Trauma(150)
Made of tough plastic, the device's two metal prongs deliver quite a jolt.
Spiked knuckles - Cost(125) Multiplier(x3) Trauma(150)
Easily concealed, these spiked knuckles look great while smashing heads.
Spring baton - Cost(175) Multiplier(x4) Trauma(100)
Coiled spring steel inside an otherwise unremarkable plastic stick.
Survival knife - Cost(150) Multiplier(x4) Trauma(100)
Big, bad no-nonsense knife; difficult to conceal, but why would you try?
Switchblade knife - Cost(35) Multiplier(x3) Trauma(75)
A four inch blade appears from the handle with a flick of the wrist.
Tanto knife - Cost(200) Multiplier(x5) Trauma(100)
Chisel-tipped blade offers better durability and cutting power.
Walking stick - Cost(50) Multiplier(x3) Trauma(50)
Not intended for smacking people with, still serves in a pinch.
Clothing and Armor
Fashion has exploded in the 22nd Century. Just about everything is fair
game, from public nudity (quite legal in New Aurora) to Renaissance garb to
business attire to just about anything you can imagine. The list below is
obviously quite limited in scope. If you're looking for something else,
simply open up any modern day catalog or newspaper ad, and translate dollars
directly into credits.
Shirts & Dresses
Bodysuit - Cost(100) Durability(0) Trauma(25)
Simple neck-to-toe latex bodysuit reveals every curve and imperfection.
Blouse - Cost(85) Durability(0) Trauma(25)
Priest-collared and slim-cuffed, as is the style among businesswomen.
Corset - Cost(125) Durability(5) Trauma(75)
Stiff boning molds the body and offers a modicum of protection.
Dress Shirt - Cost(75) Durability(0) Trauma(25)
Collarless, as is presently the style among businessmen.
Fishnet Shirt - Cost(40) Durability(0) Trauma(15)
The ultimate symbol of goth style for well over a century.
Overalls - Cost(40) Durability(0) Trauma(100)
Heavy, durable denim covers all that needs covering, sacrificing fashion.
Silk Dress - Cost(200) Durability(0) Trauma(40)
Classically styled, this simple dress is elegant yet comfortable.
Sleeveless Dress - Cost(65) Durability(0) Trauma(50)
Simple and sexy, it covers all the essential bits and not much more.
Sweatshirt - Cost(45) Durability(0) Trauma(40)
Fuzzy and comfortable, and perfect for year-round wear in the dome.
T-Shirt - Cost(20) Durability(0) Trauma(25)
Pick your favorite slogan and color, and you're on your way.
Pants & Skirts
BDU Pants - Cost(100) Durability(0) Trauma(75)
Sturdy construction, and loaded with pockets from hip to ankles.
Business Slacks - Cost(45) Durability(0) Trauma(35)
Standard synthlinen executive wear, conservatively styled.
Denim Jeans - Cost(35) Durability(0) Trauma(50)
Durable and fashionable, a staple for over 200 years.
Dress Skirt - Cost(80) Durability(0) Trauma(35)
Too tight to twirl, covers the legs from waist to knee.
Floaty Skirt - Cost(20) Durability(0) Trauma(15)
Swaths of lace and a minimum of other fabric make it flowing, not modest.
Kilt - Cost(100) Durability(0) Trauma(50)
Heavy tartan-print wool provides plenty of comfort.
Leather Skirt - Cost(140) Durability(0) Trauma(75)
Nothing like the smell and feel of leather; sexy yet stylish.
Sweatpants - Cost(15) Durability(0) Trauma(20)
Loose and comfortable, just the thing for the sports-loving icon.
Tights - Cost(15) Durability(0) Trauma(10)
Hugging the legs tightly, these show off every curve.
Vinyl Pants - Cost(25) Durability(0) Trauma(20)
Hiding nothing, these skin-tight pants are tough to get into.
Footwear
Combat boots - Cost(300) Durability(15) Trauma(200)
Built for punishment, they're worth every credit.
Pleather boots - Cost(75) Durability(5) Trauma(100)
Knee-high pseudo-leather boots, laser-sealed for long-lasting protection.
Sandals - Cost(25) Durability(0) Trauma(25)
Little more than a thick sole and a few toe straps, but very comfortable.
Sneakers - Cost(100) Durability(0) Trauma(50)
Pseudo-leather and rubber, available in your choice of gaudy colors.
Work boots - Cost(200) Durability(10) Trauma(150)
Built-to-last, these tough ankle-high boots feature a steel toe insert.
Outerwear
Biker Jacket - Cost(250) Durability(15) Trauma(150)
Small steel spikes and chains decorate the shoulders of this leather coat.
Cloak - Cost(250) Durability(15) Trauma(75)
A luxurious synthsilk floor-length opera cloak with a large hood.
Combat Jacket - Cost(400) Durability(20) Trauma(200)
Ex-military issue, still maintains much of its protective quality.
Pleather Jacket - Cost(125) Durability(10) Trauma(100)
Form-fitting black pseudo-leather. Very stylish.
Trenchcoat - Cost(250) Durability(15) Trauma(200)
Denim-kevlar weave provides durability, protection and style.
Vinyl Jacket - Cost(50) Durability(5) Trauma(50)
Ultra-cheap, ultra-disposable, and ultra-stylish. Well, OK, maybe not.
[ /\ ]
1.5. Description
Before you get started, it's probably helpful to decide what you want your
icon's name, age and gender to be. There are no hard rules to selecting a
name -- anything goes. Just keep in mind this is a more-or-less realistic
world, so fantasy names like Borak or Mystianna are probably not a good
idea. However, many of the genotypes, particularly the Goth-derivatives,
are pretty keen on history, so picking a name from the past is perfectly
acceptable if you've got a good reason for it.
Age
In general, you can be as young as you want to be, although it's generally
a good idea to play someone who's at least 16 or 17 years old, since society
will treat younger icons as children and give them a hard time when it
comes to certain activities. Maximum age limits, however, are a more strict
issue, since some of the genotypes did not exist a few decades ago.
Find your genotype on the following chart and then follow it across. If
there is a number in the "1st" column, then that is the maximum age you
could be in or around the year 2100 while being a member of the first
generation of your genotype. And so on. If there is a dash, it means that
your genotype has not been around for long enough to have produced any
members of that generation:
| Genotype | 1st | 2nd | 3rd | 4th | 5th | 6th |
| Human | 95 | 80 | 65 | 50 | 35 | 20 |
| Spectre | 67 | 53 | 38 | 23 | - | - |
| Rager | -* | 55 | 40 | 25 | - | - |
| Savant | 46 | 32 | 17 | - | - | - |
| Goth | 33 | 18 | - | - | - | - |
| Shifter | 33 | 18 | - | - | - | - |
| Morph | 33 | 18 | - | - | - | - |
| Vampire | 33 | 18 | - | - | - | - |
| Psycho | 30 | 15 | - | - | - | - |
| Daemon | 29 | 14 | - | - | - | - |
*Ragers have a relatively short life expectancy. It is extremely
unlikely for any living Ragers to be first generation.
Height/Weight (English)
Here's how the genotypes compare with one another physically using the
English system of measurement. Height is in feet/inches, weight in pounds:
Male (+/- 6.5 lb. per inch) Female (+/- 5 lb. per inch)
Genotype Height Weight Height Weight
---------------------------------------------------------------------------
Daemon 5'9 130 5'7 120
Goth 6'2 190 5'8 160
Human 6' 185 5'7 150
Morph 5'10 175 5'7 145
Psycho 5'11 200 5'9 165
Rager 6'6 500 6'3 350
Savant 5'9 165 5'5 130
Shifter 6'3 300 6'1 250
Spectre 5' 125 5' 105
Vampire 5'9 100 5'5 90
---------------------------------------------------------------------------
1 foot = .3 meters 1 inch = 2.54 cm 1 pound = .454 kilograms
|
Height/Weight (Metric)
Here's how the genotypes compare with one another physically using the
metric system. Height is in meters/centimeters, weight in kilograms:
Male (+/- 1.2 kilos per cm) Female (+/- .9 kilos per cm)
Genotype Height Weight Height Weight
---------------------------------------------------------------------------
Daemon 1m75 59 1m70 54
Goth 1m88 86 1m73 72
Human 1m83 83 1m70 68
Morph 1m78 79 1m70 66
Psycho 1m80 91 1m75 75
Rager 1m98 227 1m91 159
Savant 1m75 75 1m65 59
Shifter 1m91 136 1m85 113
Spectre 1m52 57 1m52 48
Vampire 1m75 45 1m65 41
---------------------------------------------------------------------------
1 meter = 39.37 inches 1 cm = .39 inches 1 kg = 2.21 pounds
|
Background
Your parents are not dead.
You were not raised in the wilderness by trained ninjas. Your family was not
killed by gang members. You do not live off the streets. You do not carry a
sleeping bag with you all the time. You are not the last surviving member of
anything. You do not have amnesia. You were not kidnapped and experimented
on by the government, nor are you the sole survivor of a secret government
project gone awry.
The truth of the matter is, you're pretty normal. Sure, there are genetic
differences, but among your own kind, you're pretty much normal. In fact,
there's nothing particularly different about the way society works in the
year 2100. Humans have existed for thousands of years now, and the way in
which humans live and interact has not changed that much. Granted, advances
like electricity and the Internet enabled notable changes, but overall,
people are still people. They live in family units, they have friends, they
work for a living, they seek entertainment, they procreate, they live, and
they die. They're perfectly ordinary, and moderately comfortable.
Whether or not they choose to stay there is another matter. And therein
lies the difference between a "cyberpunk" and an Iconoclast.
The traditional cyberpunk character has a background filled with mystery.
Why is he always alone? Why does he have a cybernetic arm? Why does he
constantly stalk around in a black trenchcoat, waving his smartgun around
at everyone who looks crosswise at him? Why does nobody know his name?
Why, although he never seems to have a job, does he always have money?
An Iconoclast can have all of those characteristics, and more, but the key
difference is that at heart, an Iconoclast is an icon, a person trapped in
a society that encourages complacency. If you're going to be a smasher of
icons, it's not because you saw too many Rutger Hauer movies. It's because
you come from a background that is all-too-human, and you aspire to more.
The drive to be more than you are, to make a change in the world...that's
what being an Iconoclast is all about.
So if you really want your parents to have been killed by the government,
that's fine. Just keep in mind that it's not who you are that matters. It's
who you were, and who you want to be.
[ /\ ]
2. The FORGE System
FORGE stands for "Flexible Optimized Role-playing Game Engine." Flexible, in
that the rules defining how it operates are designed to adapt to just about
any situation; Optimized, in that it's a very simple, yet powerful system.
In fact, it's so simple that we can teach you everything you need to know
about the system in just a few steps.
Three "rules" apply to all game mechanics in the FORGE system:
1. Everything is based on 100 percent.
2. Always modify the target, never the roll.
3. When rounding numbers, those less than 5 (1-4) round down to the
nearest 10, those 5 or greater (5-9) round up to the nearest 10.
That's really all you need to know to play. However, we will attempt to
explain it a bit more than that, so you'll probably want to know what we
mean by the following terms:
Action - any attempt to do anything; in general, you only get one
action per round, but certain skills can allow more
Reaction - any action initiatied in response to another action; you
generally get an unlimited number of reactions per round.
Target - your chance to succeed at your attempt (Attrib + Skill + Mods)
Roll - a d100 (2d10) rolled to attempt to hit the target
Success - any roll which is within (less than or equal to) the target
Failure - any roll which is outside of (greater than) the target
It's also worth noting that the FORGE system itself is available in
several different variants, or flavors. The rules in this mini-rpg use
what's known as FORGE Silver, our middle-of-the-road system, and the
one we'll use for the primary core rules of the full RPG release as well.
Other variants include FORGE Bronze, a simpler, streamlined system, and
FORGE Gold, which allows for more precise calculations for those who
love to crunch numbers.
[ /\ ]
2.1. The Rule of 100
Every attempt to do anything is based on a percentage chance out of a whole.
Thus, since everything you might try to do is based on a 1 to 100 percent
chance, every action roll is based on a d100. You will never need other
dice. 100-sided dice do exist, but we highly suggest you use 2 10-sided dice
to determine the d100 roll. One die represents ones and the other represents
10s. Together, they generate a number between 1 and 100 (00). Having them
be of a different color is always a bonus--the lighter/transparent die
should represent tens, and the darker/opaque die should represent hundreds.
Anywhere in this system, 1 point always equals 1 point. There's no silly
conversion or lookup charts or advanced calculus required. 100 equals a 100%
roll, 50 equals 50%, and 1 equals 1%. One thing worth nothing, however, is
that there is no way to "roll" a "0." Since any attempt to do anything
offers at least a slim chance of success, inaction is the only "0" chance.
However, this does not mean that a roll of 1 is the "worst" possible roll;
in fact, a roll of "1" will almost always succeed. The reason for this will
become clear shortly.
[ /\ ]
2.2. Generating a Target
The first thing to decide is if your action requires a target at all. If
you are pulling out a weapon, or grabbing your radio, or dropping your
vinyl backpack, these do not require targets, and thus do not count as
"actions" per se. You can do as many of these "non-actions" per round as
you like, within reason, at the discretion of the administrator. However,
you can only ever perform one "target-requiring" action per round (unless
you're using a skill which allows you to do more than one).
In order to perform an action, you need a roll (representing your attempt)
and a target (the number you're trying to hit). When it comes to rolls
involving skill, the target, which represents the limits of your chance to
succeed, is based upon your own capabilities.
In order to get a target number, whether in combat or not, you first find
the appropriate skill tier. When determining which skill to use, you get as
specific as you can, always falling back to more general tiers if you don't
have the specifics, and falling back to a raw attribute score if you lack
all skill required. Then you add in the appropriate attribute, and adjust it
with any modifiers. The formula looks like this:
Broad 1. Find the appropriate tier of the skill
Narrowed (if applicable) (if you lack a skill, skip to step 3)
+ Specific (if applicable)
------------ 2. Add the appropriate tiers together
Raw Skill
+ Attribute 3. Add in the applicable attribute score
------------
Subtotal
+ Modifiers (if applicable) 4. Add in any modifiers (if necessary)
------------
Target 5. Generate a Target Number
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If you take into account that there are 3 skill tiers of up to 25 points
each, and an attribute score with a normal human maximum of 25 points, it's
easy to see that a typical skill roll, without modifiers, is based on 100
(25 times 4). It's also easy to see that this system heavily weighs the
importance of skills over attributes--3/4 of your target is based on skill.
Your icon's chracter sheet is designed in such a way as to allow you to
precalculate subtotals beforehand, reducing the amount of mathematics
you'll need to deal with during gameplay. The only additons/subtractions
to make during play will be modifiers, and in most cases those will be few
and far between.
Targets CAN exceed a 100 percent chance, however, in which case the action
automatically succeeds (hitting the broad side of a barn, hitting yourself
in the face, etc.). You need not even go to the rolling phase--you simply
succeed at the task. And while you cannot ROLL a 0, targets can be 0 or less
than 0, meaning no chance of success (rewiring a space shuttle with a pair
of tweezers, getting your husband to stop and ask for directions, etc.).
Modifiers
Any and all modifiers are applied to the target, never the roll. Everything
you will add or subtract will affect the target. By modifying the target
number, not the roll, we make it easy to see what the roll was and tell
immediately if it succeeded or failed. There is no modification of a die
roll. This makes life easier in the long run.
In general, modifiers are left up to the administrator(s) to apply on the
fly. When in doubt, apply no modifiers at all. But if a situation obviously
requires modification, then you can use the following as a rough estimate
of what penalty to apply:
Impossible Difficult Tricky Very Easy Simplistic
| | | | |
--|-------------|-------------|--------------------|-------------|--------
-100 - 80 - 60 - 40 - 20 0 + 20 + 40 + 60 + 80 +100
---------|-------------|--------------------|-------------|-------------|-
| | | | |
Highly Difficult Challenging Easy Obvious Child's Play
|
Penalties or bonuses of more than 100 should be few and far between, since
they severely change the flow of the game. If the situation absolutely
allows for it, you can of course split the difference and apply bonuses or
penalties of increments other than 20 points; however, keeping any additions
or subtractions to increments of 20 allows the game to flow much more
quickly in most situations.
It is impossible to cover every single situation in which modifiers might
be necessary. However, there are several common modifiers we've covered
below, to serve as an easy guide to how such modifiers are applied.
Aiming:
Unless you state where it is you are attacking your opponent, all blows will
be assumed to be hitting the torso. In general, your opponents will also
strike at your torso, so wearing a helmet and nothing else will do nothing
to help you in most combat situations. If you wish to aim at another part of
your opponent's body, it reduces your chance to hit by 20%. If you wish to
aim for a specific portion of another part of your opponent's body, it
reduces your chance to hit by 40%. And so on:
Shots to extremities: - 20 (arm, leg, head)
Shots to parts of parts: - 40 (hand, foot, face)
Shots to parts of parts of parts: - 60 (eyes, finger, toe)
Shots to parts of parts of parts of parts: - 80 (pupil of eye, fingernail)
Something incredibly ridiculous: -100
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As will become clear later, even though aiming at specific body areas
reduces your chance to hit, it can result in greater damage despite the
lower target, particularly if your opponent lacks the protection of body
armor in the area you target.
Movement:
Combat movement takes place at a heightened speed, since it's highly
unlikely that anyone is going to be casually strolling along while they
are being fired upon by machine guns. Thus, combat movement (your Speed
value, in yards/meters per round) is the default type of movement, and
applies no bonuses or penalties. Moving faster or slower than this,
however, does change things a bit.
Running Standing Still
| | | | |
--|-------------|-------------|--------------------|-------------|--------
-100 - 80 - 60 - 40 - 20 0 + 20 + 40 + 60 + 80 +100
---------|-------------|--------------------|-------------|-------------|-
| | | | |
Evasive Maneuvers Walking
|
Moving at normal walking speed (typically 1/2 your Speed) while in combat
offers a +20 bonus to all targets concerning you. That is to say, you
gain a +20 to your targets, but your opponents also gain a +20 to their
targets when they're trying to hit you. Since you're moving slower, it's
easier to aim at other people, but it's also easier for them to aim at
you. Standing absolutely still during combat gives you a +40 on skill
rolls, but as expected, also gives your opponents a +40 to hit you. Not
usually a good idea.
Moving at greater than combat speed also affects you, as one might expect.
Running away (or towards someone) in a more-or-less straight line (as when
one is pursuing a fleeing suspect, or running down a long hallway) incurs
a -20 penalty to all your targets, as well as the targets of those who are
attempting to hit you. Running in an evasive way (dodging from side to
side, rolling, and generally moving in an unpredictable way) incurs a -40
penalty to both actor and reactor.
Movement at speeds higher than normal walking speed results in Vitality
loss; combat-style movement (roughly twice normal walking speed) results
in a loss of 1 Vitality per round, and running results in a loss of 2
Vitality per round. See the section on Vitality loss and regain for more
details.
Speed:
When one is dealing with the normal range of speeds (up to 20 MPH), such
as those of participants in combat, modifiers based solely on speed are
not usually a consideration. However, what if you're firing at a hovercar
which is flying past the alleyway, or firing from one helicopter into
another, while the enemy fires back?
When excessive speeds are involved, the key to applying penalties is
relative speed. That is to say, the effective speed with which you will
apply penalties is based on the difference in speed of the two participants
involved. To determine a relative speed modifier, determine the speeds of
the two participants on the chart below, and find the difference.
95+ MPH 45-74 MPH 15-24 MPH 37-66 KPH 119-150 KPH
151+ KPH 67-118 KPH 23-36 KPH 25-44 MPH 75-94 MPH
| | | | |
--|-------------|-------------|--------------------|-------------|--------
-100 - 80 - 60 - 40 - 20 0 + 20 + 40 + 60 + 80 +100
---------|-------------|--------------------|-------------|-------------|-
| | | | |
75-94 MPH 25-44 MPH 15-24 MPH 45-74 MPH 95+ MPH
119-150 KPH 37-66 KPH 23-36 KPH 67-118 KPH 151+ KPH
|
An object approaching another uses the positive side of the chart. An object
moving away from another uses the negative side of the chart. Thus, if two
objects are moving towards one another, their relative speeds are both
positive, so you use the right side of the chart. If the two objects are
moving away from one another, their relative speeds are both negative, so
you use the left side of the chart.
Eg.1: Vehicle A is travelling at 50 MPH towards Jaywalker B, who is
crossing the street at walking speed. Since Vehicle A is approaching
Jaywalker B, it uses the positive side of the chart, and gets a +60
modifier. Since the Jaywalker is moving at less than 15 MPH, he adds
no modifier at all. The relative modifier for both is +60; that is
to say, the vehicle and its occupants are at +60 to hit the Jaywalker,
and if the Jaywalker happens to have a vengeful streak, and a gun, he
is at +60 to hit the vehicle and its occupants.
Eg.2: Vehicle A is leaving the scene of a hit and run accident at
90 MPH. Police Car B is in pursuit at 100 MPH. Since Vehicle A is
moving away from Police Car B, it uses the negative side of the chart
and brings a -80 to the equation. Since Police Car B is moving
towards Vehicle A, it uses the positive side of the chart, and brings
a +100 to the equation. +100 and -80 generate a +20 total; thus,
should there be a shootout, everyone will be at +20 to hit one another.
Distance:
Combat takes place with the assumption that participants are moving at
"combat speed", meaning they will all move at roughly 20-25 yards/meters
per round. This general range provides the basic means of determination
for combat modifiers.
If the distance between actor and reactor is within 25 yards (75 feet),
no penalties or modifiers for distance will apply. If the distance is
decreased, bonuses apply; if the distance is increased, penalties will
apply. This allows for quick combats, without needing to worry about
modifiers in most cases, while allowing for a degree of realism when
other |