(tm) _ _| __| _ \ \ | _ \ __| | \ __|__ __| | ( ( | . | ( | ( | _ \ \__ \ | ___|\___|\___/ _|\_|\___/ \___|____|_/ _\____/ _| _____________________________________________________ T h e R o l e - p l a y i n g G a m e (v 1.0a3) ________________________________________________________________________________ Created by Written by Original concept by Corey Mosher & Michael Fiegel Corey Mosher Michael Fiegel Additional content by Sylvia Gimenez, Dixie Li, Matt Linton & Kenshiro Aette Iconoclast, the Iconoclast Role-Playing Game, and all related materials are Trademark & Copyright 1996-2001 aethereal FORGE. All Rights Reserved. http://www.iconoclast.org icon@iconoclast.org ________________________________________________________________________________ ___________________________________________________________________________ Table of Contents ___________________________________________________________________________ Introduction 4. Aurora Borgealis 4.1. The Vampyre's Byte 1. Icon Generation 4.2. Pursuit Pt.1: Ins Unbetretene 1.1. Genotypes 4.3. Cathedral 1.2. Attributes 4.4. Pursuit Pt.2: Down & Dirty 1.3. Skills 4.5. Stitch's Bio-Design 1.4. Credits & Equipment 1.5. Description 5. More Sample Act Ideas 2. The FORGE System Appendix 2.1. The Rule of 100 - Guide to Charts 2.2. Generating a Target - Random Number Sheet 2.3. Uncontested Vs Contested 2.4. Determining Damage Afterward 2.5. Attribute Reduction & Regain 3. Gameplay Basics 3.1. Shared Administration 3.2. Dealing With Death 3.3. Telling Time 3.4. Influence 3.5. Improvement Points ___________________________________________________________________________ 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). ___________________________________________________________________________ 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. ___________________________________________________________________________ ___________________________________________________________________________ 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. ___________________________________________________________________________ ___________________________________________________________________________ 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. ___________________________________________________________________________ ___________________________________________________________________________ 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. ___________________________________________________________________________ ___________________________________________________________________________ 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. ___________________________________________________________________________ ___________________________________________________________________________ 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. ___________________________________________________________________________ ___________________________________________________________________________ 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. ___________________________________________________________________________ ___________________________________________________________________________ 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 ___________________________________________________________________________ ___________________________________________________________________________ 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. ___________________________________________________________________________ ___________________________________________________________________________ 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. ___________________________________________________________________________ ___________________________________________________________________________ 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. ___________________________________________________________________________ ___________________________________________________________________________ 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 Target - your chance to succeed at your attempt (Attrib + Skill + Mods) Roll - a d100 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 --------------------------------------------------------------------------- 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 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 situations arise. (126+) (76-100) (26-50) ( 0 ) ( 0 ) Insane Extended Medium Touching Restrained | | | | | --|-------------|-------------|--------------------|-------------|-------- -100 - 80 - 60 - 40 - 20 0 + 20 + 40 + 60 + 80 +100 ---------|-------------|--------------------|-------------|-------------|- | | | | | Extreme Long Range Point Blank Grappling Suicide (101-125) (51-75) (about 1) ( 0 ) ( 0 ) Point Blank implies the actor and reactor (or their weapons) are within one meter/yard of one another at the time of target consideration. Touching implies just that; actual contact with another at the time the target is being generated (gun pressed to temple, knife to throat). Grappling implies not only physical contact, but some degree of physical enclosure (arm wrapped around head, other hand holding knife to throat). Reastrained implies that the target is not only being physically contacted, but is also physically unable to free him/herself. "Suicide" implies either self- inflicted damage or anything that's just as lethal, implying things like a gun placed inside someone's mouth (which is actually at a negative range, and is thus as good as a sure hit) Visibility: In general, you can apply penalties in chunks of -10 or -20 based on the percentage of light compared to "normal daylight." Thus, darkness would be -100, twilight -80, dusk -60, low light -40, poor light -20. Being in a too-bright situation is as penalizing as being in a too-dark situation; apply penalties as appropriate, with "staring at the sun" or a phosphorous grenade being -100, and so on down. Darkness Dusk Poor Light Halogen Painful | | | | | --|-------------|-------------|--------------------|-------------|-------- -100 - 80 - 60 - 40 - 20 0 - 20 - 40 - 60 - 80 -100 ---------|-------------|--------------------|-------------|-------------|- | | | | | Twilight Low Light Bright Intense Blinding In addition, going rapidly from too bright to too dark, or vice versa, is even more crippling. Thus, it is quite possible to suffer the effects of darkness and light at the same time. In situations like this, add the penalties together and apply the total to the target. For example, I am in a really dark room (-60) and my eyes are starting to adjust to the darkness when someone suddenly shines a bright halogen spotlight (-40) in my face; my total penalty is -100. Or, I am in a dark club (-40) where strobe lights (-20) are flashing; the total penalty is -60. Inebriation: Your average bottle of beer or shot of alcohol will affect all skill rolls by -10, wearing off after 1 hour (60 minutes, or 360 rounds). However, icons can "absorb" the effects of alcohol and drugs up to their PE. Thus, with a PE of 20, I could drink two beers and feel no effects; the third would begin to affect me. At -100 (10-12 beers or shots within an hour), aside from being effectively incapable of any skilled action, an icon will be in serious danger of passing out or otherwise requiring medical attention. This is left to the discretion of the administrator. There are chems available which can reduce the effects of alcohol and drugs in the bloodstream. This game does not endorse the use of drugs or alcohol, but they're a part of the real world so they're a part of this game as well. ___________________________________________________________________________ 2.3. Uncontested Versus Contested Rolls ___________________________________________________________________________ Consider a bullseye. You draw back your bow and prepare to fire at the target. The action is your attempt to hit the bullseye by firing an arrow from your bow. The target is the bullseye. If you succeed, it means your arrow (or your dice roll) fell within the confines of the bullseye (your target). If you fail, it means your arrow flew outside of the target area. The best shot would be to hit the target dead on. You can never do better than the target, because that would mean missing it entirely. If it helps, think of the Showcase Showdown on "The Price is Right". The way to win is to come as close as possible to the actual retail price, without going over. If you go over the target, you lose. It works the same in the FORGE system--the best roll you can get is your target, and the worst roll you can get is a failure (over your target). However, any number under your target is a success, so a roll of a 1, while not a great success, is still a success. Basically, the best you can ever achieve is based entirely on your own skill. If your target is 90, you can only ever roll a 90 or less. You cannot achieve the greatness required to hit 100. A direct hit on the target is doing the best you are capable of. Thus, once