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dnet-lite.xml
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dnet-lite.xml
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<?xml version="1.0" encoding="UTF-8"?>
<?altova_sps http://www.altova.com/sps/Template/Publishing/docbook.sps?>
<article xmlns="http://docbook.org/ns/docbook" version="5.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://docbook.org/ns/docbook ..\..\..\Google%20Drive\docbook\5.0\xsd\docbook.xsd">
<info>
<title>DragonNet RPG Lite</title>
<authorgroup>
<author>
<personname>
<firstname>Geir Atle</firstname>
<surname>Hegsvold</surname>
</personname>
</author>
</authorgroup>
<!--pubdate>2004.12.11</pubdate-->
<revhistory>
<revision>
<revnumber>02</revnumber>
<date>2005.01.29</date>
<authorinitials>GAH</authorinitials>
<revremark>
Added Legerdemain - Open locks; Animal Ken => Animal Handling
</revremark>
</revision>
<revision>
<revnumber>03</revnumber>
<date>2005.02.12</date>
<authorinitials>GAH</authorinitials>
<revremark>
Removed a reroll example;
Added Culture;
"Buy/roll Talents" => "Buy Talents";
"Select [Species|Culture|Career(s)]" => "Buy [Species|Culture|Career(s)]";
Moved "Buy Talents" in front of "Buy Species" to give a better flow of
character creation;
Species done; Culture done; Career done;
</revremark>
</revision>
<revision>
<revnumber>04</revnumber>
<date>2005.03.19</date>
<authorinitials>GAH</authorinitials>
<revremark>
Select [Species|Culture|Career(s)|Skills|Specialites] => Buy [...]
</revremark>
</revision>
<revision>
<revnumber>05</revnumber>
<date>2006.03.22</date>
<authorinitials>GAH</authorinitials>
<revremark>
Reorganized sections in Character Creation chapter (moved Acquisition and Advancement to after Starting Experience - nice for players to see how to acquire and advance abilities before they get introduced to the different ones);
</revremark>
</revision>
<revision>
<revnumber>06</revnumber>
<date>2006.03.25</date>
<authorinitials>GAH</authorinitials>
<revremark>
Made all references to skills in task resolutions optional => Talents are the only abilities that everyone is certain to have in a task resolution;
Removed weapon impact dice => impact can be calculated from attack success and weapons impact mod.;
Rewrote Talent descriptions on min and max to be Recommended, not absolutes;
</revremark>
</revision>
<revision>
<revnumber>07</revnumber>
<date>2006.05.18</date>
<authorinitials>GAH</authorinitials>
<revremark>
Added table magical control and TDs.
</revremark>
</revision>
<revision>
<revnumber>08</revnumber>
<date>2006.05.21</date>
<authorinitials>GAH</authorinitials>
<revremark>
Added a few skill descriptions and a few ideas on magic.
</revremark>
</revision>
<revision>
<revnumber>09</revnumber>
<date>2007.03.19</date>
<authorinitials>GAH</authorinitials>
<revremark>
Added a few skill descriptions (Crafts, Lore, Science).
</revremark>
</revision>
<revision>
<revnumber>10</revnumber>
<date>2010.08.19</date>
<authorinitials>GAH</authorinitials>
<revremark>
Clearified Combat Resolution: made "Attack Success" optional for both Close and Ranged Combat;
Simplified Magic TD table;
Made comments about Talent Advancement and Item Quality Check;
</revremark>
</revision>
<revision>
<revnumber>11</revnumber>
<date>2010.10.21</date>
<authorinitials>GAH</authorinitials>
<revremark>Added various Task Resolutions.</revremark>
</revision>
<revision>
<revnumber>12</revnumber>
<date>2013.09.18</date>
<authorinitials>GAH</authorinitials>
<revremark>Conformed with DB5.</revremark>
</revision>
</revhistory>
<abstract>
<para>
This article is meant to be a gentle introduction to the DragonNet (DNet) RPG System.
The basic mechanics described here are the same as in the complete system,
only simplified to make it easier to comprehend.
</para>
</abstract>
</info>
<sect1>
<title>Dice</title>
<para>
For optimal gameplay each player and the Game Master (GM) should have two 10-sided
dice (2d10) of different color and two 6-sided dice (2d6).
</para>
<itemizedlist>
<listitem>
<para>
Task Resolution: d10-d10* (see <xref linkend="reroll"/>)
</para>
</listitem>
<!--listitem><para>Weapon Impact: 2d6</para></listitem-->
<listitem>
<para>Quality checks: 1d6</para>
</listitem>
</itemizedlist>
<sect2 xml:id="reroll">
<title>Reroll Method</title>
<para>
For Task Resolution, DNet uses an open-ended die roll method designated d10-d10*.
Use two ten sided dice of contrasting colors.
Each dice can generate a result from 1 to 10: the 0 on the dice is considered
to be a 10.
</para>
<para>
Before rolling, choose which dice will be the positive dice and which will be
the negative one. In the example below, the white dice is positive, while
the black one is negative. You then roll the two dice and substract the
negative one from the positive one.
</para>
<para>
When you roll a 10 on one (or both) dice, you compute the partial result and
reroll the 10, adding or substracting the new roll, as appropriate. If you
also roll a 10 on the reroll, you add it to the partial result and reroll
again. You reroll as long as you keep rolling 10s... or until the GM asks to
verify your dice. ;)
</para>
<para>
Using this method is denoted as d10-d10* throughout the document.
</para>
<example>
<title>d10-d10*</title>
<screen>
White dice (+): 10
Black dice (-): 2
Partial result: 8
White dice (+): 3
Final result: 11
White dice (+): 7
Black dice (-): 10
Partial result: -3
Black dice (-): 3
Final result: -6
White dice (+): 10
Black dice (-): 10
Partial result: 0
White dice (+): 10
Black dice (-): 3
Partial result: 7
White dice (+): 1
Final result: 8
</screen>
</example>
</sect2>
</sect1>
<sect1>
<title>Time</title>
<para>
</para>
<itemizedlist>
<listitem>
<formalpara>
<title>Round</title>
<para>
The smallest increment, a round is about 6 seconds of gametime.
Rounds are mainly observed in combat when characters perform quick
and fast-paced actions.
</para>
</formalpara>
</listitem>
<listitem>
<formalpara>
<title>Scene</title>
<para>
A scene resembels a scene in a theatrical play.
The scene evolves in one location and usually encompasses a single,
specific event. The flow of time within a scene may vary.
It may be played out in rounds, it may run parallell to real time,
or time may be fast-forwarded through parts of it.
</para>
</formalpara>
</listitem>
<listitem>
<formalpara>
<title>Chapter</title>
<para>
Often a chapter represents one game session. From the moment you sit
down and assume your role to the moment to pack up your dice, you
play out a chapter in the story. The end of each chapter should leave
you wanting for more, asking questions, and with a sense of the
session's relative completion.
</para>
</formalpara>
</listitem>
<listitem>
<formalpara>
<title>Story</title>
<para>
A story tells one entire tail, whether it comprises several chapters
or is completed in a single session. It has an introduction, a plot
arc that involves rising conflict, and a climax that brings events
to a conclusion.
</para>
</formalpara>
</listitem>
<listitem>
<formalpara>
<title>Chronicle</title>
<para>
A Chronicle is a collection of stories. It's the overarcing plotline
that connects all the stories together, linking parts and pieces
to create a full-blown epic.
</para>
</formalpara>
</listitem>
</itemizedlist>
</sect1>
<sect1>
<title>Character Creation</title>
<sidebar>
<orderedlist>
<listitem>
<para>Character Concept</para>
</listitem>
<listitem>
<para>Starting Experience</para>
</listitem>
<listitem>
<para>Buy Talents</para>
</listitem>
<listitem>
<para>Buy Species</para>
</listitem>
<listitem>
<para>Buy Culture</para>
</listitem>
<listitem>
<para>Buy Career(s)</para>
</listitem>
<listitem>
<para>Buy Skills & Specialties</para>
</listitem>
</orderedlist>
</sidebar>
<sect2>
<title>Character Concept</title>
<para>
The most important thing to keep in mind when creating a character, is the
<emphasis>concept</emphasis> of the character.
The concept is like an idea or a vision of the character.
<!-- What is his name? What does he look like? -->
</para>
<para>
A good starting points for a concept could be a picture, a movie character, or
anything else you might find inspiring. Be creative and have fun!
</para>
<para>
At this early stage of the character creation process, the character concept
is by no means chiseled in stone.
Figuring out a concept is just a tool for making a more believable character.
It helps define your character's <emphasis>style</emphasis>. His personality.
How he acts. How he tends to deal with conflicts.
If you want to play a character with magical abilities, this part is very important.
Style defines how a character does magic.
Personality and state of mind colors the magical effects.
See <xref linkend="magic"/>.
</para>
<para>
When you have a good idea of the character concept you want to play, it's
time to move on to the statistics.
While doing the following steps, keep this concept in mind and let the statistics
reflect and emphasise the concept.
</para>
</sect2>
<sect2>
<title>Starting Experience</title>
<para>
All characters start with 10 Talent Points (TPs) and 100 Experience Points (EPs).
The TPs are used to buy Talents.
The EPs are used to buy Species, Skills and Specialties.
(See <xref linkend="acquisition"/> and <xref linkend="advancement"/>.)
</para>
</sect2>
<sect2 xml:id="acquisition">
<title>Acquisition</title>
<itemizedlist>
<listitem>
<para>Talents: Start at 0; to increase a Talent by 1 point costs 1 TP; to decrease a Talent by 1 point yelds 1 TP to spend on another Talent</para>
</listitem>
<listitem>
<para>Skill: EP Cost to Level = Level * (Level+1) / 2</para>
</listitem>
<listitem>
<para>Specialty: EP Cost to Level = Level * (Level+1) / 2</para>
</listitem>
</itemizedlist>
</sect2>
<sect2 xml:id="advancement">
<title>Advancement</title>
<itemizedlist>
<listitem>
<para>Talents: EP Cost to next rank = Next rank + 10; minimum 1 (adjust; too cheap)</para>
</listitem>
<listitem>
<para>Skill: EP Cost to next level = Next level</para>
</listitem>
<listitem>
<para>Specialty: EP Cost to next level = Next level</para>
</listitem>
</itemizedlist>
</sect2>
<sect2>
<title>Talents</title>
<para>
Human Talents are in the range -5, -4, -3, -2, -1, 0, +1, +2, +3, +4, +5.
It should be noted that different player Species may have modifiers to some
Talents, thus moving them above or below the normal human range of -5 to +5.
</para>
<table frame="all" pgwide="0">
<title>Talent Description</title>
<tgroup cols="2">
<colspec align="center" colname="c1" colwidth="50"/>
<colspec align="left" colname="c2" colwidth="200"/>
<thead>
<row>
<entry>Talent</entry>
<entry>Description</entry>
</row>
</thead>
<tbody>
<row>
<entry>-10*</entry>
<entry>(Recommended Minimum Character Species Talent)</entry>
</row>
<row>
<entry>-9*</entry>
<entry/>
</row>
<row>
<entry>-8*</entry>
<entry/>
</row>
<row>
<entry>-7*</entry>
<entry/>
</row>
<row>
<entry>-6*</entry>
<entry/>
</row>
<row>
<entry>-5</entry>
<entry>Minimal</entry>
</row>
<row>
<entry>-4</entry>
<entry>Sub-"human"</entry>
</row>
<row>
<entry>-3</entry>
<entry>Feeble</entry>
</row>
<row>
<entry>-2</entry>
<entry>Deficient</entry>
</row>
<row>
<entry>-1</entry>
<entry>BelowAverage</entry>
</row>
<row>
<entry>0</entry>
<entry>Average</entry>
</row>
<row>
<entry>+1</entry>
<entry>AboveAverage</entry>
</row>
<row>
<entry>+2</entry>
<entry>Exceptional</entry>
</row>
<row>
<entry>+3</entry>
<entry>Gifted</entry>
</row>
<row>
<entry>+4</entry>
<entry>Prodigious</entry>
</row>
<row>
<entry>+5</entry>
<entry>Superior</entry>
</row>
<row>
<entry>+6*</entry>
<entry>Heroic</entry>
</row>
<row>
<entry>+7*</entry>
<entry/>
</row>
<row>
<entry>+8*</entry>
<entry/>
</row>
<row>
<entry>+9*</entry>
<entry/>
</row>
<row>
<entry>+10*</entry>
<entry>(Recommended Maximum Character Species Talent)</entry>
</row>
</tbody>
</tgroup>
</table>
<para>
*Assuming modifiers for Species
</para>
<table frame="all" pgwide="0">
<title>Talents</title>
<tgroup cols="3">
<colspec align="left" colname="c1" colwidth="70"/>
<colspec align="center" colname="c2" colwidth="40"/>
<colspec align="left" colname="c3" colwidth="300"/>
<spanspec spanname="hspan" namest="c1" nameend="c3" align="left"/>
<thead>
<row>
<entry>Talent</entry>
<entry>Abbrev.</entry>
<entry>Description</entry>
</row>
</thead>
<tbody>
<row>
<entry colname="c1" spanname="hspan">MENTAL</entry>
</row>
<row>
<entry>Aura</entry>
<entry>AUR</entry>
<entry>
Aura is the non-tangible complement to beauty. It represents a
character's ability to impress, influence, seduce, command and lead
people. Qualities such as natural charisma, personal magnetism, and
sex appeal are greatly influenced by a character's aura.
</entry>
</row>
<row>
<entry>Intelligence</entry>
<entry>INT</entry>
<entry>
Intelligence encompasses memory, analytical and reasoning ability,
and speed of thought. A high Intelligence indicates a natural aptitude for
the generation, retention, and understanding of linear thought.
</entry>
</row>
<row>
<entry>Perception</entry>
<entry>PER</entry>
<entry>
Perception includes alertness and observational acuity.
A character with a high Perception score has keen senses and is less
likely to be surprised by unexpected developments.
</entry>
</row>
<row>
<entry>Psyche</entry>
<entry>PSY</entry>
<entry>
Psyche is the emotional counterpart to Intelligence. It rates a
character's ability to engage in creative, intuitive, spiritual and
transcendental thought. Amongst other things, Psyche enables interaction
with the supernatural, including the gods, the spirits of nature, and the
mysteries of the universe.
</entry>
</row>
<row>
<entry>Willpower</entry>
<entry>WIL</entry>
<entry>
Willpower is an indicator of self discipline (determination and
persistence) and mental fortitude (resistance to influence, pain and
stress).
</entry>
</row>
<row>
<entry colname="c1" spanname="hspan">PHYSICAL</entry>
</row>
<row>
<entry>Agility</entry>
<entry>AGI</entry>
<entry>
Agility represents body control (static and motive) and connectivity.
It includes balance, rhythm, and flexibility.
</entry>
</row>
<row>
<entry>Body</entry>
<entry>BOD</entry>
<entry>
Represents the amount of physical mistreatment that the character
can endure before his vital organs cease to function correctly, i.e. he
falls unconscious or die. Generally, Body is proportional to the
character's size.
</entry>
</row>
<row>
<entry>Fitness</entry>
<entry>FIT</entry>
<entry>
Fitness is an indicator of bodily health (immune system) and
metabolic efficiency. Running for two hours without halt is a good
example of a Fitness related activity.
</entry>
</row>
<row>
<entry>Manual Dexterity</entry>
<entry>DEX</entry>
<entry>
Manual Dexterity includes hand-eye coordination, fine motricity
of the arms and hands, and sensitivity of touch.
</entry>
</row>
<row>
<entry>Strength</entry>
<entry>STR</entry>
<entry>
Strength is a rating of physical power, both in its instantaneous
explosive expression and in its prolonged and measured form.
</entry>
</row>
</tbody>
</tgroup>
</table>
</sect2>
<sect2>
<title>Species</title>
<para>
Buy a Species. An average human costs 0 EPs. A Species with more
benefits than an average human costs EPs, while a Species with more drawbacks
than an average human yelds EPs to spend elsewere. See the list of Species relevant
to the Setting you will play in for more informaiton about specific Species.
</para>
</sect2>
<sect2>
<title>Culture</title>
<para>
Each Species has a list of Cultures associated with them. Buy one you feel is
approptiate for your character concept.
</para>
</sect2>
<sect2>
<title>Careers</title>
<para>
Each Culture has a list of Careers associated with them. Buy one or more you
feel is appropriate for your character concept.
</para>
</sect2>
<sect2>
<title>Skills & Specialties</title>
<para>
Each Career has a list of Skills and Specialties associated with them.
Record the EPs you gain in the various Skills and Specialties from each Career
you've bought.
Buy non-Career Skills and Specialties you feel is appropriate for your character
concept. (See <xref linkend="acquisition"/> and <xref linkend="advancement"/>
on how to acquire and advance Skills and Specialties).
</para>
<table frame="all" pgwide="0">
<title>Skills & Specialties</title>
<tgroup cols="2" colsep="1" rowsep="1">
<colspec align="left" colname="c1" colwidth="100"/>
<colspec align="left" colname="c2" colwidth="300"/>
<thead>
<row>
<entry>Skill</entry>
<entry>Example Specialties</entry>
</row>
</thead>
<tbody>
<row>
<entry>Animal Handling</entry>
<entry>Calming, Riding, Specific species, Training</entry>
</row>
<row>
<entry>Alertness</entry>
<entry>Ambushes, Traps, ...</entry>
</row>
<row>
<entry>Appraisal</entry>
<entry>Armors, Buildings, Gems, Jewelry, Weapons</entry>
</row>
<row>
<entry>Athletics</entry>
<entry>Climbing, Endurance, Sprinting, Swimming</entry>
</row>
<row>
<entry>Awareness</entry>
<entry>Demons, Magic, Places of Power, Spirits, Vampires</entry>
</row>
<row>
<entry>Combat, Close</entry>
<entry>1-H weapons, 2-H weapons, Dual weapons, Parry, Shield use</entry>
</row>
<row>
<entry>Combat, Ranged</entry>
<entry>Archery, Thrown, X-bows</entry>
</row>
<row>
<entry>Crafts</entry>
<entry>Any particular craft such as Blacksmithing, Cooking, Painting, Woodworking</entry>
</row>
<row>
<entry>Driving</entry>
<entry>Air, Land, Sea</entry>
</row>
<row>
<entry>Etiquette</entry>
<entry>Specific sub-culture such as Business, High Society, Religious</entry>
</row>
<row>
<entry>Expression</entry>
<entry>Poetry, Speeches, Sign language, Writing</entry>
</row>
<row>
<entry>Intimidation</entry>
<entry>Bluffing, Scare, Stare-Down</entry>
</row>
<row>
<entry>Investigation</entry>
<entry>Interviews, Research, Searching, Tracking</entry>
</row>
<row>
<entry>Law</entry>
<entry>Cultural, Religious</entry>
</row>
<row>
<entry>Leadership</entry>
<entry>Delegating, Direction, Inspiration, Organization, Speeches</entry>
</row>
<row>
<entry>Legerdemain</entry>
<entry>Card tricks, Open locks, Pick pockets</entry>
</row>
<row>
<entry>Lore</entry>
<entry>Demons, Herbs, ...</entry>
</row>
<row>
<entry>Medicine</entry>
<entry>Diseases, Physical injuries, Mental injuries, Surgery</entry>
</row>
<row>
<entry>Meditation</entry>
<entry>Learning, Problemsolving, Healing</entry>
</row>
<row>
<entry>Occult</entry>
<entry>Runes, Demons, Ghosts, Spirits, Vampires</entry>
</row>
<row>
<entry>Performance</entry>
<entry>Acting, Dancing, Juggling, Musical instrument, Singing</entry>
</row>
<row>
<entry>Politics</entry>
<entry>Type of culture</entry>
</row>
<row>
<entry>Science, Natural</entry>
<entry>Alchemy, Astronomy, Biology, Computers, Cosmology, Math, Physics</entry>
</row>
<row>
<entry>Science, Social</entry>
<entry>Art, History, Literature, Music, Philosophy, Psycology, Sociology</entry>
</row>
<row>
<entry>Stealth</entry>
<entry>Hiding, Shadowing, Sneaking</entry>
</row>
<row>
<entry>Streetwise</entry>
<entry/>
</row>
<row>
<entry>Subterfuge</entry>
<entry>Bluffing, Con games, Hiding emotions, Lying, Seduction</entry>
</row>
<row>
<entry>Survival</entry>
<entry>Arctic, Desert, Forest, Jungle, Mountain</entry>
</row>
<row>
<entry>Magical Source</entry>
<entry>Energy, Entropy, Daylight, Darkness, Kundalini</entry>
</row>
<row>
<entry>Magical Conductor</entry>
<entry>Earth, Comet, Fire, Mind, Spirit?</entry>
</row>
</tbody>
</tgroup>
</table>
<sect3>
<title>Alertness</title>
<para>
Confers a character's mindedness of his surroundings.
How easily he may detect events around him. Events both potentially
beneficial and harmful.
</para>
</sect3>
<sect3>
<title>Awareness</title>
<para>
Where Alterness governs a character's mindedness of reality,
Awareness governs a character's mindedness of the supernatual.
Awareness is much like a sixth sense. It allows the character to
sense the presence of supernatural entities and phenomena such as
ghosts, vampires, demons, etc. that are othervise hidden.
At higher difficulty levels an entity's Aura may be perceived.
</para>
</sect3>
<sect3>
<title>Combat, Close</title>
<para>
The Close Combat skill is used whenever there is need to fight with
non-ranged weapons, armed or unarmed (see <xref linkend="attacks"/>).
Close Combat is also used as defence (see <xref linkend="defences"/>).
</para>
</sect3>
<sect3>
<title>Combat, Ranged</title>
<para>
The Ranged Combat skill is used whenever there is need to
fight with ranged weapons, wether thrown, mechanical or
manual (see <xref linkend="attacks"/>).
</para>
</sect3>
<sect3>
<title>Crafts</title>
<para>
Primarily practical know-how. Combine with matching Science for synergy.
</para>
</sect3>
<sect3>
<title>Lore</title>
<para>
Theoretical knowledge of a partuclar field of study [not covered by Science].
</para>
</sect3>
<sect3>
<title>Medicine</title>
<para>
Use as first aid or long term treatment.
</para>
<itemizedlist>
<listitem>
<para>
First aid:
d10-d10* + Talent + Medicine [+ Specialty] >= Injury
</para>
</listitem>
<listitem>
<para>
Long term treatment:
d10-d10* + FIT + 1 pr Medicine competency level of medic (both skill and specialty) - Injury = Injury healed
</para>
</listitem>
</itemizedlist>
</sect3>
<sect3>
<title>Meditation</title>
<para>
Spend time to think about a solution for a particular problem to make
the problem easier to solve for the character in real life.
A meditating character is oblivious to events in his surroundings,
much like a sleeper. He may be "awoken" in the same way a sleeper would.
</para>
<itemizedlist>
<listitem>
<para>
Meditation check:
d10-d10* + INT + Meditation [+ Specialty] - TD of problem = Meditation Result
</para>
</listitem>
<listitem>
<para>
Task Resolution:
d10-d10* + Meditation Result + Talent [+ Skill [+ Specialty]] >= TD of problem
</para>
</listitem>
</itemizedlist>
</sect3>
<sect3>
<title>Occult</title>
<para>
Confers knowledge of supernatural phenomena and entities.
</para>
</sect3>
<sect3>
<title>Science</title>
<para>
Primarily theorietical knowledge. Combine with matching Craft for synergy.
</para>
</sect3>
</sect2>
</sect1>
<sect1>
<title>Task Resolution</title>
<para>
Tasks: d10-d10* + Talent <optional>+ Skill</optional>
<optional>+ Specialty</optional> >= Task Difficulty (TD)
</para>
<table frame="all">
<title>Task Difficulties</title>
<tgroup cols="4" colsep="1" rowsep="1">
<colspec colnum="1" colname="c1" colwidth="100" align="left"/>
<colspec colnum="2" colname="c2" colwidth="50" align="center"/>
<colspec colnum="3" colname="c3" colwidth="50" align="center"/>
<colspec colnum="4" colname="c4" colwidth="300" align="left"/>
<spanspec spanname="hspan" namest="c1" nameend="c4"/>
<thead>
<row>
<entry>Description</entry>
<entry>TD</entry>
<entry>Odds*</entry>
<entry>Could also be described as</entry>
</row>
</thead>
<tbody>
<row>
<entry>Easy</entry>
<entry>-5</entry>
<entry>89%</entry>
<entry>Routine, Simple, Trivial</entry>
</row>
<row>
<entry>Average</entry>
<entry>0</entry>
<entry>63%</entry>
<entry>Engaging, Fair, Intermediate</entry>
</row>
<row>
<entry>Difficult</entry>
<entry>5</entry>
<entry>25%</entry>
<entry>Difficult, Tough, Tricky</entry>
</row>
<row>
<entry spanname="hspan"/>
</row>
<row>
<entry>Very Difficult</entry>
<entry>10</entry>
<entry>6%</entry>
<entry>Challenging, Demanding, Tasking, Vexing</entry>
</row>
<row>
<entry>Extremely Diff</entry>
<entry>15</entry>
<entry>2.4%</entry>
<entry>Exacting, Formidable, Punishing</entry>
</row>
<row>
<entry>Limit</entry>
<entry>20</entry>
<entry>0.6%</entry>
<entry>Extreme, Ballistic</entry>
</row>
<row>
<entry spanname="hspan"/>
</row>
<row>
<entry>Crushing</entry>
<entry>25</entry>
<entry/>
<entry>Backbreaking, Monumental</entry>
</row>
<row>
<entry>Herculean</entry>
<entry>30</entry>
<entry/>
<entry>Epic, Staggering, Superhuman</entry>
</row>
<row>
<entry>Gargantuan</entry>
<entry>35</entry>
<entry/>
<entry>Stupefying</entry>
</row>
<row>
<entry spanname="hspan"/>
</row>
<row>
<entry>Titanic</entry>
<entry>40</entry>
<entry/>
<entry>Awesome</entry>
</row>
<row>
<entry>Unbelievable</entry>
<entry>50</entry>
<entry/>
<entry>Impossible</entry>
</row>
<row>
<entry>Inconceivable</entry>
<entry>60</entry>
<entry/>
<entry>Shattering</entry>
</row>
<row>
<entry spanname="hspan"/>
</row>
<row>
<entry>God-like</entry>
<entry>70</entry>
<entry/>
<entry>Legendary, Mythic</entry>
</row>
<row>
<entry>Immortal</entry>
<entry>80</entry>
<entry/>
<entry>Celestial, Eternal</entry>
</row>
<row>
<entry>Cosmic</entry>
<entry>100</entry>
<entry/>
<entry>Transcendental</entry>
</row>
</tbody>
</tgroup>
</table>
<para>
*Odds are calculated for a Tal = 0, Skill = 1 character.
</para>
<sect2>
<title>Composite Task Resolution</title>
<para>
d10-d10* + Skill - (N - 1) >= TD
</para>
<para>
where N is the number of Skills involved in the Task.
</para>
</sect2>
<sect2>
<title>Contested Task Resolution</title>
<para>
d10-d10* + Offensive Character's Skill >= Defensive Character's Skill
</para>
</sect2>
<sect2>
<title>Co-operative Task Resolution</title>
<para>
d10-d10* + Skill >= TD - (N - 1)
</para>
<para>
where N is the number characters attempting the Task.
</para>
<para>
The Task is successful if at least one of the characters makes his roll.
</para>
</sect2>
<sect2>
<title>Optional: Graded Outcome</title>