Mindscape Story

 Mindscape Story

In a world torn by its own, hate.
The nightmare that once was shall be no more.
On that, fair night when the anger spilled over humanity was lost.
It was not to be found until the reconstitution of the planet.
Yet it would never be as it once was.
It would forever be tainted by the nuclear twilight.


Humanities passions ignorance and unwillingness to get along, forced
the world into a terror.
It was a M.A.D world on that night.
The world was destroyed when all of our nuclear weapons went off at the same moment.
At that point, something very odd occurred the worlds state changed.
The world that we know unraveled to become the world that we know now.


The world turned in upon itself.
In addition, the world passed into a new dimension, one that is regulated by the rules of the will.
The planet is now ten times the size that it once was the moon of our old earth is no longer circular; it is semi circular and mottled with craters, accompanied with dust rings traveling around it.
Every thing in the world has far more contrast than it once had.
The blues are bluer; the danger is ever present in this brave new world.


Technology barely exists and where it does exist, it exists in almost alien form.


People have started to reorganize themselves after the fall of the old world.
It seems as though many of the cycles that once occurred are occurring again.
People have created coalitions amongst themselves, these are the clans.
These clans find themselves with inner turmoil sometimes from within sometimes from without.


They are often found fighting amongst there tribes as the Native Americans, and tribes from the north once did.


Yet even though all of this is true, it may just be a new chance for an even greater man in the world of the mindscape.


Oracle at Mt Truth.












The Upper World


The upper world’s beauty is where the danger is. The clouds you are walking on could split lightning could strike. Many of the creatures up their change shape. The clouds take on a life of there own. This is where magic runs rampant, and many a wizard comes to stay, or collects some wares. The crystals are made in the purity of this place. This place is also very desolate. Temporal rifts are known to this area. This world also affects new earth in some crazy ways. When the fog comes a rolling in your in for a big surprise. This is when the upper world meets new earth. The rain also has special properties. Sometimes with the rain comes crystals, or maybe healing, pain, or famine.
The wind and cold here can be ferocious. There is also a bridge to the celestial body. Yet, that is another story.


The wandering hermits tales.


Under Ground.


The under ground is one of the most mysterious places in the world of mindscape.
It is where the old world seems to resonate from the caves to the old sewer systems. It is also one of the most dangerous places in mindscape. This is a place where the paranoid, and the cautious survive. The inventive and the ingenious are the real tools of the people who survive. In the world where the sun aint be shinning. This dark world has forced people to change in unimaginable ways. It doesn't help that technology seems to have its own life in this world. It’s so hard for people to get technology to the surface world. Most people seem to die before the can get to the surface, or it seems like it destroys itself before it gets there. Water is also very hard to come by, or at least clean water like I said it’s a fight!
Just to survive down here!!
Shim Sham ho Ham

Rules

Rules

Mindscape is based on a six (1d6) sided dice system. A ten sided dice or percentage dice is need for remaining dice rolls.

#1 Rule if the game master and player decide that is it okay than they can change anything about MindScape that they desire. Creativity, learning, and story telling are the reason for story telling games.

General Rule states that if there is a non specified skill for example “boot licking” and the player declares the use of the skill than the gamemaster can either apply the declaration threw dramatization with no affect to the die roll or threw having the player roll one less on a die roll for that specific event to occur. A player can never roll better than a 3,4,5, or 6 when using multiple skill towards a success through this rule except when dramatization is in affect in which a roll is not needed. If multiple skills are used towards a success the skills must apply to the situation.

Figuring things out in mindscape
1-4 you miss roll
5-6 figures out what you are working on


Hit points
Roll 5 - 6 sided dice to determine hit points. If you roll doubles, you get an additional dice roll per double rolled. An example of rolling doubles would be rolling a 3 and than rolling another 3 consecutively, any threes rolled consecutively afterwards are free dice rolls. Divide hit points to body parts as you wish.

Roll Dice to determine statistics
One dice roll is used per statistics.


Strength
1-2 1 hit point of damage
3-4 2 hit point of damage done with blows
5-6 3 hit points of damage done with blows
Any thing higher then this it is plus 1 damage done with blows per 2 strength points

Intelligence
1- 2 low
3 - 4 normal
5 - 6 exceptional
Any thing higher then this it is plus 10 power points per 2 intelligence points.



Dexterity
1-2 10 mph 1 physical attack per turn
3-4 15 mph 1 physical attack per turn
5-6 20 mph 2 physical attacks per turn
Any thing higher then this it is +5 miles per hour and an extra attack per 2 dexterity points.

Endurance
All hit points divided by 4 rounded up is how you determine endurance. Endurance allows you to run for 1 mile straight per point of endurance. If you are on the threshold of death endurance allows you to survive one minute past your zero hit points. At this point, you are essentially dead but you can be resuscitated or healed at this point.

Endurance channeling is when a player uses his endurance to temporarily boost his statistics, hit points, or power points. To enhance a statistic by one point the character must temporarily sacrifice three endurance points. To enhance hit points by one point the character must temporarily sacrifice one endurance point. To enhance power points by two points the character must temporarily sacrifice one endurance point. Endurance channeling can only be done in critical situations. Endurance used in this way can never fall below one.

Fatigue
Fatigue affects you when you have passed the point of endurance. Endurance can be lost due to combat, lack of bodily necessities, and exertion. Power points can be used to prolong activity when endurance has reached zero.


Starting Money
Roll 1d10 times 100 for money.

Money in mindscape
"Hello people of the world, this is how the money flows.
So it doesn’t getting confusing, all $ symbols equals 1 thin gold. So, you startin to understand aye. $1 is one piece of thin gold. 1 is what $1 piece of thin gold is worth. Understand it live it."

Thief who is losing his head


Power points
To get your base power points roll 1 d 10 times 10
For high intelligence, you get 20 extra power points
For normal intelligence, you get 10 extra power points
For low intelligence, you get 5 extra power points
To regain power points you must rest, which can be done by sleeping or meditating. You regain 10 power points at the end of an eight-hour period every 24 hours. You will continue to regain power points in this manner until all power points are regenerated.

To become a mutant
You must roll 90-100
Roll a six-sided die to determine the number of powers given.
1-3 you get one power
4-5 2 powers
6 3 powers

Character Generation
Follow basic rules. Decide on race. If there are no racial limitations to a clan or skill then you can be of that clan or skill. You can have a character with a race, skill, clan, or any combination of the three. A combination may not be possible based on limitations of the race, clan, or skill. Write down skills and powers, if you have magic choose spells. Make any needed purchases. Then go wild.

Abilities
Abilities are defined under levels of skills, races, and clans.
If a skill is not defined then it does not affect the game system, it affects the role-playing of the character.
The game master can decide on the implications of abilities, or delete them or change them as he sees fit.



Combat
Person with highest dexterity determines initiative, the person attacks, and then person being attacked defends. This occurs until the person with lowest dexterity finishes all of their attacks.
After that point, another round of combat ensues. Melee is finished when the person decides to stop attacking one another, or until someone flees or is otherwise removed from combat. If the number of rounds that pass is more than the number of endurance points that you have you become fatigued. If persons in the round of combat becomes fatigued, the person who is not fatigued with the highest dexterity attacks first until every one becomes fatigued, and then it goes back to the person with the highest dexterity.




Attacking and defense system
5-6 Hit
1-4 miss
5-6 defends
Roll die to see what area you attack console attack chart to see striking area.
If you get two attacks and strike in the same area you do double damage.

Attacking past armor
Roll a 10-sided die, if you roll 8, 9, or 10 you hit past the armor and the damage goes to the body part.

Defending against mental attacks

High intelligence 5 or six
Normal intelligence a six
Low intelligence a 6 then an additional 5 or 6

Experience
Minimum experience for a game is 70 experience points, 20 of those points must to racial experience. If you do figure out main game puzzle, or master objective puzzles you earn 20 experience per puzzle solved. You get the experience on a monster for dealing with a monster. This can be done by destroying it or talking your way through it. If the monster is dealt with in an acceptable manner within the parameters of the game, then gain the experience listed on the monster.


Zero level rule
A character can change their skill at any time that they have a teacher or have created their own skill. If the character is not using their own skill then they must have a teacher. The character must commit 100 experience points to that skill to acquire first level of that skill.

Experience Charts

Experience Charts

Race Experience except for Ace. Ace is a race with a different experience chart.
2nd level 800 xp
3rd level 900 xp
4th level 1000 xp
5th level 2000 xp
6th level 4000 xp
7th level 7000 xp
8th level 7000 xp
9th level 10000 xp

Ace

2nd level 200 xp
3rd level 250 xp
4th level 300 xp
5th level 500 xp
6th level 600 xp
7th level 800 xp
8th level 1000 xp
9th level 5000 xp

Clan Experience

2nd level 250 xp
3rd level 300 xp
4th level 450 xp
5th level 600 xp
6th level 800 xp
7th level 2000 xp
8th level 4000 xp
9th level 12000 xp





Skill Experience


Animal Master

2nd level 500 xp
3rd level 700 xp
4th level 1000 xp
5th level 2000 xp
6th level 2500 xp
7th level 4000 xp
8th level 7000 xp
9th level 10000 xp

Fighter

2nd level 275 xp
3rd level 300 xp
4th level 500 xp
5th level 550 xp
6th level 600 xp
7th level 650 xp
8th level 1000 xp
9th level 3000 xp

Hypnotist

2nd level 700 xp
3rd level 800 xp
4th level 900 xp
5th level 1000 xp
6th level 3000 xp
7th level 5000 xp
8th level 7000 xp
9th level 10000 xp



Inventor

2nd level 375 xp
3rd level 500 xp
4th level 600 xp
5th level 800 xp
6th level 1000 xp
7th level 2000 xp
8th level 3000 xp
9th level 6000 xp



Mage

2nd level 600 xp
3rd level 700 xp
4th level 900 xp
5th level 1000 xp
6th level 2000 xp
7th level 4000 xp
8th level 8000 xp
9th level 10000 xp



Magician

2nd level 200 xp
3rd level 300 xp
4th level 500 xp
5th level 1000 xp
6th level 1500 xp
7th level 3000 xp
8th level 6000 xp
9th level 10000 xp

Monk

2nd level 500 xp
3rd level 500 xp
4th level 700 xp
5th level 800 xp
6th level 1000 xp
7th level 2000 xp
8th level 4000 xp
9th level 8000 xp



Ninja

2nd level 400 xp
3rd level 500 xp
4th level 600 xp
5th level 700 xp
6th level 800 xp
7th level 1000 xp
8th level 3000 xp
9th level 10000 xp



Spy

2nd level 300 xp
3rd level 400 xp
4th level 500 xp
5th level 600 xp
6th level 1000 xp
7th level 2000 xp
8th level 4000 xp
9th level 10000 xp




Thief

2nd level 400
3rd level 600
4th level 700
5th level 800
6th level 900
7th level 2000
8th level 4000
9th level 10000

Human

Human


They can be any clan or skill as long as the clan or skill does not have limitations to either clan or skill. If a human gains a racial level then he can either decide to roll a 1d6 for hit points and add 2 power points or roll 1d10 for power points and add 2 hit points. The gain of hit points and power points stops after 5th level. Every third level the human gains one statistic point. This stops after 9th level.

Goblins

Goblin

1st level

Spell of their choice.

2nd level

+2 to hp and grow small claws


3rd level

Builds a chrysalis and evolves from its pupa state
here it stays for three months as the changes occur.

While there they metamorphosis into a fairy.

They become a mage soon after, and are capable of sprouting wings that they can fly with.

4th level

They can summon 4 willow wisps

5th level

Can charm humans
(Normal rules apply for charming)

6th level

They hatch 1d6 more goblins


Racial Information

Goblins know fairy lore; they should since they are a form of fairy themselves.
They usually live in forests, of new Earth. Goblins dislike their mischievous cousins
the gremlins. Goblins worship no god.
Goblins find caves they can call home during there first level.

Not much more is known of the goblin race.

No Clan or Racial Limitations unless otherwise stated.

Invisible's

Invisibles

1st level

Are permanently invisible, Minus 1 to a body hit point


Race information

Invisibles automatically have high intelligence.
The only clans a invisible can be are hawk and spider.
The only skills they can be are animal master, mage, inventor, thief, Hypnotists, and magicians.

Invisibles are crafty and intelligent yet there form is generally frail.
They have a skill that is declared as environmental blend.
It allows them to hide in the environment from things with abilities to detect them.

Creatures get an intelligence roll to detect the invisible if they have powers that would
help to allow them to detect invisibles.
They are good at not leaving traces of where they have been.
Not often leaving footprints, nor making sound when moving.

Skeleton's

Skeletons

1st level

Eyes of fear – on a normal attack roll you can make one enemy flee in terror. 5 power points to use.
Razor bones +2 dm per body strike
Pick a bone can only be done once
Find a collects crystal

2nd level

Pick another bone
Find collects crystal every level

3rd level

Reconstruct body twice
Flaming bones – does 1 damage to creatures offensively acting against skeleton.
Calcification + 1 hit points to all of body

4th level

Drink of life - steal 2 body points from a living creature add it to your own
Body points 5 pp

Reconstruct 2 more times
5th level
Star of crinox – Allows them to summon a 1st level werewolf to do there bidding

6th level

Create 2 skeleton forms gaining the advantages of those forms
Super calcification this allows you to harden your structure 3 body points to entire body

7th level

Must create home of bones

Race information

Skeletons need to neither eat nor drink,
yet they must take a blood bath once a month or they start to deteriorate.
They are able to communicate in the language of the dead, and are therefore
able to speak in the tongues of those that are dead.
They cannot pick a skill.
To make the bone they choose which can be of another race or creature
it must have a collects crystal bound to it to power the bone with its energies.
They must quest for the bones that they choose since why would they want a replacement
that did not instill them with more of an advantage.

Skeletons take double damage from fire based attacks.
Skeletons do not take damage from cold attacks.
They get to abilities from there previous existence whatever creature they may have been.

Skeletons do not tend to make towns there homes.
Skeletons are unable to have mutant abilities.
Skeletons are not hindered by sleep, they only have to meditate
for 2 hours a day.

Their meditations always bring forth phantasmagoric horror from there previous existence’s.
Skeletons are unable to be hypnotized.
They generally are not accompanied by the skinned ones.
They seem to think it is tacky.
There sense of humor is usually minimal.
They need to rinse there bones once a week to keep them flexible and not brittle.

There thirst for adventure is unlike so many they try to adventure out and gain as
much experience as they possibly can, this sometimes can be risky business it often equals unnecessary risk.

They carry with them a bag of there own grave dirt when separated from it they go questing to either retrieve the bag or seek soil from where they were buried at.

No clan or skill Limitations unless otherwise stated.

Aces



Aces




Aces are the oddities of the mindscape world.


1st level

1 magic spell
Automatic high intelligence

2nd level

First aid
Gadgetry
8th level
Turn into another race keep all old racial abilities
theses are chameleons extraordinaire. The only man made weapon they will use is any type of gun. Their best friend is their 9 mm their abilities are not their own. However, whose are they then? No one knows maybe no one will. Aces are not of this world. They dislike no one other than people who dislike, maim, or hurt them or their friends. They have a sixth sense for this crap. They will act hostile towards bullies they are mans super hero's. They seem to have very short lives. Other than this, not much is known about them.

No clan or skill Limitations unless otherwise stated. If an Ace gains a racial level then he can either decide to roll a 1d6 for hit points and add 2 power points or roll 1d10 for power points and add 2 hit points. The gain of hit points and power points stops after 2nd level. Every third level the Ace gains one statistic point. This stops after 3rd level.

Gremlins

Gremlins

1st level

Medium Claws +5damage
Burrowing
Night vision
Natural body armor + 1 all body
Adds 5 hp to body
Sensitive hearing

2nd level

Recycle

3rd level

Fairie flight
Impulse – this ability allows you to aggravate people around you or to increase your speed by 5 miles an hour it costs 5 power points for an hour of activation

4th level

Add 2 to a hit point area
1st level body armor +3 chest +2 to rest of body
Transmute mud to rock and rock to mud 5 power points to activate
Estimate value of trash

5th level

Summon 12 moles can be used once per game


6th level

Able to dowse for water, crystals and other precious metals 5 power points



Racial Information

Gremlins enjoy drinking gasoline
They create allot of mischief.
They are part of the fairy family.
Some of there cousins like to pick on them.
This is caused by their ugly appearance.
Gremlins expand the already expansive underground world.
They barely ever come up to the new earth that is why they are mostly unknown to
most people in the new world.

Goblins and gremlins are related because goblins are related
to fairies also.

Gremlins dislike most skills that do not have technology involved with it.

They are very rarely seen doing any of their skills.
No clan Limitations unless otherwise stated.

Jacks

Jacks

1st level
Can jump 50ft high and 50ft in length

2nd level

Can shoot fire from the eyes that goes up to five feet in distance
does 5 damage this action costs 5 power points


3rd level

Gets natural body armor +2hp to every part of the body except for the head

4th level

If they touch somebody then they can take an hp from them and heal 1hp to any part of their body

Infectious bite does 2 damage to each body part every 4 rounds until healed

5th level

Copy cat - copy person and get to use their abilities can be used once per game
1 1st level spell

Race information

They are loners by nature. Not much is known about them but people know what they are when their around.

Many of the denizens of Mindscape do not like this race.

No clan or skill Limitations unless otherwise stated.

Lupan

Lupan

1st level

+2 to strength
Get to roll an extra hp on a 6-side die
Get to change into werewolf once per week
Gets wolf friend

2nd level

Get to roll extra hp on 6 sided die
Grow small claws 4 damage
Get to run 2 extra miles per min

3rd level

Get sensitive sight
Advanced Hearing
Get night vision

4th level

Get to change to werewolf 2 times per week
Howl to bring 2 wolfs to their side (can only be used in werewolf form)

5th level

Get to roll extra hp on 6 sided die
+2 endurance
+1 to strength

6th level

Get to change to werewolf 3 times per week
Wilderness Survival
Natural body armor +2 hp to all of body
Get 2nd werewolf friend

7th level

Get 2 more wolf friends
Get to roll extra hp on 6 sided die
+4 to endurance
+1 strength

8th level

Get to change to werewolf 4 times per week
+2 to strength
+ 4 to endurance
Summon wolf spirit


Race information
Werewolves cannot use weapons. Every four levels they get an extra attack per round. Werewolves have to be of the wolf clan. Werewolf’s have to be the best of the wolf clan. Werewolves are loners and usually stick with other wolfs. Will attack other wolf packs on sight unless the wolf species are in danger. The wolves will usually not fight until death, they fight for supremacy. Werewolves cannot become inventors, mages, aces, ninjas, monks, hypnotist, or spies. Werewolves worship the moon. They look down towards every skill they cannot be. They think the best way to get respect is to fight with no weapons is they think killing things without weapons is the most glorified thing. They keep 1 object from every thing the kill to remember that battle. They will hunt and kill any lone wolf.
No clan or limitations unless otherwise stated.

Beasts

Beasts

1st level

Small Claws
1 automatic physical mutation
+ 2 to strength
6 extra hit points


2nd level

1 special move
Develops gills
Can breath underwater
with gills
Can blend with environment
Develops natural body armor +2 hit points to entire body
if they are struck with bare skin then it will appropriate
1 point of damage to others body with whatever part struck.


3rd level

Grow wings able to fly
Grow venom glands under fangs that elongate 2 damage every round until
Spell effect nullifies or antidote is used.
Beasts are able to run an extra mile per hour faster.


4th level

4 extra hit points


5th level

Start progressing as a fighter
As they progress, they start gaining the advantages and disadvantages of a fighter


6th level

+2 hit points
+1 strength

Racial Information

Most animals and humans do not like them at first sight.

Can't stay in a town for more than 15 minutes, or they generally are lynch mobbed.

Many clans regard them as sacred animals and will help them if their in need.

An animal master will treat them like a normal person.

Many mages try to find them to dissect them to see how they function.

Beasts hunt the things that hunt them.

Most animals will attack on sight.

Beasts wear a piece of creatures they kill on their body they find this to be
a honor and a means of showing there power.

Beasts have few friends, and trust few people.
No clan or skill Limitations unless otherwise stated.

Witch

Witch

1st level

Brew poisons
Herbal knowledge
Pox on you 10 power points per use
Pox off 10 power points per use
Bring undead to you 10 power points per use
Speak with dead
Undead can't attack
Can be friends with undead

2nd level

Learn 2 summoning circles these are equivalent to 1st or second level spells

3rd level

Gain +2 to strength

4th level

Learn 2 more summoning circles these are equivalent to 3rd or fourth level spells
Make 2 animal friends


5th level

Elemental force brings them 3 magical items
Speak with elemental
Summon elemental
Ability to control dolls 10 power points per use

6th level

The ability to do 3 magical dances these are equivalent to 5th or sixth level spells

7th level

Learn to change appearance
Become invisible
Turn into 2 animals of your choice gaining there appearance and power


8th level

get 6 students

Race information

A witch has to wear the armband that the elemental chooses as his color with his name on it
Other witches will then be able to tell that they are a witch.
Witches have a special tattoo so that other witches with recognize them and there elemental.
The elemental knows where the witch is at all times.
The elemental comes to visit the witch once per month.
Witches with different elementals hate one another.
The elemental affects which friends a witch can have.
The elemental that one has also affects ones attitude,
and elemental of fire would probably produce a pretty fierce person.
Elementals can whisper to you across the dimensions affecting your dreams, or controlling them.

They are capable of taking control of a sleeping witch.

When you discover what element affects you in your life, your are taken to the elementals
dimension to experience what often changes a witch’s ideals and values within his or her life.

The elemental likes to be in contact with a witch so it assigns you a spirit this spirit acts as the mouthpiece of the elemental.

This spirit cannot hurt you but can on some occasions be very cruel playing cruel jokes on the witch that it walks with.

The Witch must find a partner before he or she reaches 21.

The spirit helps you to find a partner, in many ways this spirit is a witch’s best friend.

Yet remember the spirit works for the elemental and not you.
A witches parents make a pact with an elemental before the child is born.

This is what creates the witch in the end.

The witch’s pact involves tasks and rituals that ones parents must do for the elemental.

Witches have to travel to a sacred place to the elemental once per year.

Witches are bound by a strict diet.

The elemental eventually imparts a sacred item to a witch, something that the witch
often treasures just as much as a witches life.

The elemental often puts a witch through ordeals, to test the rigidity of the witch both mentally
and physically.

A witch must meditate once a day.

A witch must physically exert him or herself once per day.

Often times strange things happen to others when a witch is around, plants dying
milk curdling are often signs that a witch is present.

A witch knows how to speak with the dead and common languages.

A witch must duel with another witch that claims his or her abilities are superior to that witch.

Witches try to spread their religion everywhere.

The witch’s powers are derived from the elemental forces.

If the elemental perishes so does the witch cease to live.

a witch can only summon 2 undead creatures at any one time.

No clan or skill Limitations unless otherwise stated.

Bear Clan


Bear clan




1st level

+1 to Strength


2nd level

+2 hp
Increase size to 6.5 ft


3rd level

Advanced Smell
Advanced Hearing

4th level

Change to bear

5th level


Grow medium claws +2 damage
E.S.P

Bear Clan Information
This clan is not very hostile yet it is protective of its own.

These are the races a bear clan member cannot be.
Invisibles
Skeletons
Jacks
Lupan
Beast

These are the skills a bear clan member can be.
Animal Master
Fighter
Monk
Ninja
Thief

Chameleon Clan


Chameleon clan





1st level

Blend with environment 5 power points per use

2nd level

E.S.P 5 power points per use
Morph to something in environment


3rd level

Change to chameleon

4th level

Invisibility
Climb walls

5th level

Enlarge 3x's size

6th level

Acid spit + 4 damage


7th level

Kick

Chameleon Clan Information
These are the races a chameleon clan member cannot be.
Skeletons
Jacks
Lupan
Beasts

These are the skills a chameleon clan member can be.
Animal Master
Fighter
Monk
Ninja
Thief
Magician
Mage
Spy

Dinosaur Clan


Dinosaur clan




1st level
Grow wings

2nd level
Turn to pterodactyl 10 power points per use

3rd level
Grow x-large claws on fist + 5damage


4th level
Turn to t-rex 10 power points per use


Dinosaur Clan Information

These are the races a dinosaur clan member can be.
Human
Aces
Witch





These are the skills a dinosaur clan member can be
Fighter
Mage


Hawk Clan


Hawk clan





1st level
Change to hawk
Grow talons +2 damage

2nd level
Enlarge 2x body size
Grow wings
Telescopic vision

3rd level
Gain hawk friend


Hawk Clan Information

These are the races a hawk clan member cannot be.
Human
Aces
Witch

These are the skills a hawk clan member can be
Animal Master
Fighter
Hypnotist
Inventor
Mage
Magician
Monk
Ninja
Spy
Thief

Putty Clan


Putty Clan





1st level
Morph to three clans of dm's choice
2nd level
Change fists to rocks +2 damage

3rd level
Change to inanimate object

4th level
Change to animal of dm's choice.

5th level
Change fist to steel + 3 damage with strike

Putty Clan Information

These are the races a Putty clan member can be.
Human

These are the skills a Putty clan member can be
Fighter
Hypnotist
Inventor
Ninja
Spy
Thief

Spider clan


Spider clan




1st level
Climb walls


2nd level
Web shot 5 power points per use
Grow 2 arms and 2 legs 1 extra action per turn


3rd level
Retractable shot 5 points per use
Poisonous shot 1 damage every round until antidote is found


4th level
Change to spider
Grow 2x's in size


Spider Clan Information
These are the races a Spider clan member can be.
Human
Aces
Witch
Beast
Goblin

These are the skills a Spider clan member can be
Fighter
Inventor
Mage
Ninja
Spy
Thief

Snake Clan


Snake clan



1st level
Venomous bite 1 damage every round until antidote is found

2nd level
Turn to snake

3rd level
Hypnosis

4th level
Infrared


5th level
Call of the serpent – allows you to summon snakes in the area to do your bidding
5 power points


Snake Clan Information
These are the races a Snake clan member can be.
Human
Aces
Witch

These are the skills a Snake clan member can be
Fighter
Hypnotist
Mage
Monk
Ninja
Spy
Thief

Wolf Clan


Wolf clan



1st level
Tracking
Advanced Smell

2nd level
Advanced Sight
Advanced Hearing

3rd level
Night Vision
Change into wolf

4th level
Grow +1 damage small claws

5th level
E.S.P

Wolf Clan Information

These are the races a Wolf clan member can be.
Human
Aces
Witch
Gremlin
Lupan
Goblin

These are the skills a Wolf clan member can be
Animal Master
Fighter
Mage
Monk
Ninja
Spy
Thief

Wolverine clan



Wolverine clan




1st level
Grow claws +3 damage
Tracking

2nd level
+2 strength
Change to wolverine

3rd level
Advanced Smell
Advanced Vision
Advanced Hearing
Advanced Taste
Advanced Feeling

4th level
E.S.P.

5th level
Enlarge 3x size

6th level
Claws of fire +6 damage


Wolverine Clan Information
These are the races a Wolverine clan member can be.
Human
Aces


These are the skills a Wolverine clan member can be
Fighter
Monk
Ninja

Animal Master


Animal Master






1st level
2 animal friends
Tracking
Wilderness survival

2nd level
First aid
Acrobatics
Climbing
Running


3rd level
Get another animal friend
Animal control 5 power points per use
Telepathic transmission 5 power points per use

4th level
Preserve food
Animal knowledge

5th level
Turn to animal form 5 power points per use


6th level
Calm 5 power points per use
Befriend

7th level
Use power circles which equates to all 1st level spells


Class abilities and information

They do not hate any clans except putties,
the only skills they hate is ninja and thief.
People donate money to the animal master, and most animals will not attack them.
The animals they have are at least as intelligent as most humans.
They have to meditate in nature to replenish there used abilities.

Fighter


Fighter




1st level
+1 to hit, +1 to strength, extra weapon skill

2nd level
40 xp each time you gain a level, special move

3rd level
Special move
+2damage

4th level
+1 endurance

5th level
- 1 on dice rolls for people to strike you

6th level
2 extra die rolls for hit points

Class abilities and information

Does not get along with inventors, ninjas, hypnotists, spies, or thieves.

They can hunt and have monster knowledge
Hunting will allow you to help to find water and food.
Monster knowledge will help you to discern habits of some creatures, also helping you to discover their inherent weaknesses.

Hypnotists


Hypnotists





1st level
Automatic high intelligence
Read minds 5 power points per use
+1 endurance
Palming
Slight of hand

2nd level
Make unconscious for 3 rounds
Aggravation – same as goblin ability impulse

3rd level
Plant suggestion 5 power points per use
Make hallucinate 5 power points per use

4th level
Put under 5 power points per use
+ 6 hp

5th level
Hypnotize 5 power points per use

6th level
Telekinesis cost 4 p.p
10 extra p.p.

7th level
mental block
+6 strength
Mind sword cost 20 p.p.
+40 p.p.

Class abilities and information
They hate only mages. They have psychology as a skill

Inventor's


Inventors




1st level
One creation

2nd level
Improve item once
Machine empathy 5 power points per use

3rd level
Can use other inventor’s equipment
has the ability to assay what a inventions value is

4th level
Comprehend inventions
Create another invention

5th level
Comprehend anatomy
Create a simple creature


6th level
Build machine


Class abilities and information
likes every one but thieves, why would they like some one who could steal their precious creations away.

Inventors can get paid 20 pieces of equipment from certain parties for knowledge of their inventions.
For knowledge on how to construct their creature, they get the knowledge of how 2 of the inventions of other inventors works.
The inventor never gives out information on making machines.
Machines often help the inventor build other inventions even if the inventor cannot make any more inventions.
They can use any tool: this disincludes inventions. Often times they keep to themselves, and are thought of as being genteelly mad.
Special skills: hacking
Knowledge of ancient technology

Mage


Mage


1st level

2 first level spells
Mystic knowledge

2nd level

Learn 1 first 2nd level spell
Gain familiar
Knowledge of using the knife


3rd level
Mind bond with familiars
Learn how to speak with 2 races of fairy folk
Open seal 15 power points per use a seal is a magical lock

4th level
Gain 2 2nd level spells
Learn how to close seals 15 power points

5th level
1 3rd level spell
Learn how to create your own mystic seal

6th level
Learn herbal knowledge
Brew poison

7th level
2 extra rolls at hit points

8th level
The reckoning force
6 Demons come out & kill your most hated enemy when you kill yourself.

Class abilities and information

They hate ninjas and thieves and magicians hypnotists, and inventors.
They hate most clans and races.
They are paid for brewing potions when they can; they also are paid for their spell knowledge.
When familiars die, they lose 3 hit points within their structure.
They have to wait 5 years to regain another familiar.
Familiar gives all knowledge to wizard via the mind bond.
the familiar has the average intelligence of a normal human. The mage sees what the familiar sees and vice versa.
They talk to one another via telepathic communication.
The mage can teleport to where the familiar is and vice versa.
Magic power is limited to what the dm says but ideas from players have to be considered.
Herbal knowledge has to be checked with dm to know if he can brew his concoction.
Gain a spell that is your level each time you level up.

Magicians


Magicians





1st level
Trixter
Throwing cards
Disappearing hat

2nd level
Throwing knives
Long sleeves
Start building cane
Finger fire

3rd level
Sleeping candy

Add to cane
Hanky control
Cut together
Create trick
Invisio

4th level
Flash
Acid
Pollinate


5th level
Sleepwalk
Target

6th level
Dimension door

7th level
Grasp of the slippery
Force field
Locate library

8th level
Become vehicle

Class abilities and information

Magicians cannot be hypnotized.
Can tell what race or character class you are just by the things you do. Magician never gives there real name.
Their can is living therefore must be treated as so.
Must wear long black trench coat, have long black hair, wear black boots.

The only person they have problems with is there inner self. Most read at least one book per month. Their Canes have the ability to produce light, and can store up to 30 pp in the cane.

if the cane is broken they are no longer a magician but keep the powers they have maintained.
A magician has to set up a shop by fourth level or they cannot gain any more experience until they do so.
They have at least one nightmare per month.

If they are challenged to a battle, they must accept it.

Monk


Monk



1st level
1 special ability, 1 magic spell, heal 2 points of damage per day to you or another creature

2nd level
Animal friendship
Climb
Choose a characteristic of an animal friend that you have you now also have this characteristic


3rd level
Get 1st level spell
Ability to use bow and hit with a roll of 4, 5, or 6


4th level
Gain second level spell

5th level
Have an animal companion

6th level
Another special technique

7th level
2nd level spell
2 1st level spells


Class abilities and information

Skills
Arts
Playing the flute
Ti Chi Chuan

Monks are vegetarians.
They like animals more than they like people.
Their best friends are animal masters
They meditate for an hour each day.
While they are meditating, they chant their mantra.

They have to use one of their skills once per day for an hour.

Monks nemeses are ninja's.
They will not stay within a town for more than an hour.
If they do, they start getting sick to there stomach.
Monks will not hurt a animal or monster unless provoked.

They will not harm an innocent under any circumstances.
They can only use ancient weapons such as bows, swords, knives ect.
They like to be alone.
Monks have knowledge of the wilderness. They cannot be hypnotized.
They dislike anything that has to do with technology.
They will not kill children. They will not attack women unless the woman attacks them first.
They sometimes hunt ninja's.
Monks will not make any thing extinct.
They like using their mystical powers more than their physical.

Ninja's


Ninja



1st level
Concealment, disguise,
Escape artists

2nd level
Forgery
Tracking
Wilderness survival

3rd level
Palming
Pick lock

4th level
Demolitions
Demolition disposal
First aid

5th level
Climbing
Acrobatics
Gymnastics

6th level
Assassination allows you to either add one or subtract 1 from a striking roll.
Prowl
Running
Targeting – same as called shot technique

7th level
6th sense this allows you to sense your general area to see if you

Class abilities and information
Dislikes fighters and hypnotists
They have little knowledge of their skills at first.
They are intrinsically loners usually working by themselves or in cells.

They get paid $20 a week.
They can make $100 for doing an assassination.
$200 for bomb creation, or disposal

A ninja knows 3 special moves.

Spies


Spies



1st level
Decipher
Climbing
Read lips
Boot licking

2nd level
Gadgetry
1 contact

3rd level
Acrobatics
1 contact
Concealment


4th level
1 special move
2 contacts
Stealth
Hide in shadows

5th level
Camouflage
Espionage

6th level
Intelligence
Counter intelligence
Pyrotechnics

7th level
3 contacts
Turn to shadow 10 power points

Class abilities and information
At 5th level the spy starts his or her own business per say. This business does all the things most cannot do or cannot stomach
spies are ingenious fellows. Who will use anyone to obtain their goals whatever they may be
their best resource is their contacts and ability to deal with people
the people spies most despise are thieves
spies are cunning and devious.
Their love in life is gaining information

Thieves


Thieves



1st level
in with guild
+2 miles of running to what ever speed is

2nd level
Prowl
Pick locks
Climbing

3rd level
Jumping
Conning
Tumbling
Cipher Cracking

4th level
Special move: feel the pain + 5 damage to physical strike
and puts a person or creature into shock for 5 days if they do not
make an endurance resistance role.


5th level
Acrobatics
Palming
Disguise
Escape artists


6th level
Locksmithing

7th level
Photographic memory



Class abilities and information

Thief’s do not hate any other skills.

They do hate other thief guilds though.

They will attack other thieves from other guilds on sight.

Almost all thieves are very arrogant thinking they are the best.
Thieves are perfectionists.

A thief wears the pendant showing what guild they are unless they are conning individuals.

A thief pays a tithe to the guild of 10% of a thief earnings.

They can only marry women in there thieves guild.

All thieves worship the god astomos (god of thieves.)

A thieve has to show up to a worshipping party once per year, they have to then place there
pendant within a box called a burster.

If a thieve does not show up to a party astomos, or a proxy comes and visits inquiring as to why they were not there.

Astomos does not take kindly to deserters.


Special Move examples
Counter strike
Attack every time someone attacks you with a physical attack.

Break
On a successful attack you break an opponents limb this makes his attack difficulty one higher with the maximum difficulty being six.

Called Shot
On successful attack roll, you may +- 1 to try to hit the area that you would like to hit.

Fasting
For expenditure of 20 power points, you can negate fatigue affects for a day.

Deathblow
On 3 successful critical hits (a roll of six) you kill your enemy.

Levitation
For expenditure of 5 power points to lift you and 1000lbs of gear up to 100 feet.

Slipblock
With every attack, you can expend 5 power points for an additional dodge.

Steel Lung
For expenditure of 10 power points you can hold breathe and act as you would regularly
for an hour.

Spirit Walk
For 15 power points, your body and spirit become one temporarily allowing you to phase through objects for one minute.

Water Walk
For 5 power points you can walk on the top of water for a minute without breaking the waters surface tension.

Magic Spells

Magic Spells

Optional magic rule
A mage can attempt to create a spell on the fly by putting power points into the spell
that he sees fit. The game master then decides if the spell will work or just fizzle
or if it does something that was not exactly intended to do.



1st level spells
Bad gas
Enemy is stunned for a round, 4 dm, cost 4pp reason for being stunned is coughing and gagging.

Strange hands
Are disembodied floating hands that can attack doing 4 damage per strike it costs 10 pp per minute

Flight
Causes target object to fly cost 1 pp per minute

Iron fist
Turns fists to iron increases strength by 1 costs 10pp per day

Goop
Creates balls of acidic slime 2 dm each round until it is negated by water costs 10 power points per ball

Heal
Heals 2 pts of damage costs 5 pp per use


Zelios ball blast
Creates singular icy looking ball that does 5 damage if it hits target 3pp per use

Telepathy
Speak to another’s mind costs 5 pp per day

Mystical aura
You use this spell to discern someone’s actions towards you whether they are planning
to harm or help costs 5 power points per day

Snapshot
Creates perfect facsimile of person or creature this facsimile attains all of the powers
of that person or creature, and none of its weapons, or armor. The creature or
person is under the control of the caster.
The caster does not control what abilities or attacks that the being do in combat situations.
The spell lasts 15 minutes per level or until it is perished.
it costs 15 power points for the first use of this spell and then 5power points for the use
after the first.


Pie throw
Creates an acidic pie to be thrown at individuals 5 damage then -1 damage per round until
damage reaches 0 or is neutralized by water.

2nd level spells

Breath of air
Allows people to breathe in the vacuum of space or underwater by creating
a sphere of O2 around the head of target, it costs 2 power points per use

Magical music
Hypnotizes individual the individual would not do any thing that would go
against its true nature, for example kill itself costs 5 power points per round

Cureal
Cures and Heals according to how much power points are used 2 power points
per damage or 5 power points to heal poison or the like.

Procrastinate
Stops person from attacking with physical attacks for 2 rounds does not stop them from using psionics running away or performing non offensive actions cost 30 power points


Trickster
Stops mutant powers spells and abilities turning them into harmless effects
costs 15 power points until power spell or ability is through with.


Holy fire
Creates fire cost 5 pp for every 1 damage you do to target creature

Zelio's arrow strike
Creates multiple arrows if arrow strikes does 8 points of damage costs 8 power points

Power thorn
Lets you summon thorn that can defend you or act for you
it can deal 5 damage and disappear or if it takes 5 damage it disappears.

Cut together
Cut together either takes broken objects and mends them or allows you to combine
and adhere two objects 7 power points per use.

3rd level spells

Dispel
Removes unwanted spells or effects that cost 20 power points or less costs 35 power points

Bigheaded
Makes the hero feel high and might + 1damage to physical attacks + 1 attack
wears off after enemies are perished or a day passes costs 3 power points

Pottie
Makes people got to the bathroom in their pants.
Stops them from attacking that round. This power can only be used once per battle
3 power points.

Throwing cards
Creates 5 cards for 5 power points. If you throw the cards at some you, then you can do
5 damage per 5 cards.

Playball
1. Creates a mystical ball of energy that does 5 damage for 5 power points
2. Gives the ability to jump 100ft to your character for 10 power points.
3. Increases your running speed by 10 miles per minute for 10 power points.
4. Summons a mob of fans that will do 20 damage to an opponent for 25 power points.




Zelios bullet barrage
Creates a multitude of missile like projectiles. It does 10 damage if it strikes the opponent.
Costs 15 power points per use of this ability.

Hologram
Creates hologram of caster it acts as if it were the caster it is unable to do physical damage
it costs 1 power points hologram.

Mind boggle
This spell removes one intelligence point temporarily from person or creature
unless this creature already has a low intelligence. It also stops people from using
any thing but physical attacks against you.
10 power points to use.

Changeling
This power allows you to become some one else for a short period of time
2 power points per round


Disappearing hat
This spell allows you to place things within a hat that creates a pocket dimension to place
objects within.
The spell costs 50 power points to use it permanently creates these objects.


Hanky control
This power allows you to command handkerchiefs to do your bidding
moving light object floating in the air
3 power points per round.

4th level spells

Bitro
This summons forth a proxy of the legend bitro
This creature will often give you a mutant ability until the end of combat.
It may also grant you the ability to fly.
It will also generally answer a question for you.

Trixie
This summons forth a proxy of the legend trixie
Looks to be about thirteen she wears the dress of a jester.
She was born in the time of legend she was known for the pranks that
she would pull off.

The three actions that trixie will generally perform when you summon forth her proxy.

Heal 2d6 random damage
do 2d6 random damage to creature
or make entire party invisible
Screaming souls
2 damage to all parts of body to target person or creature costs 15 power points to invoke.

T rex
This spell summons forth a tyrannosaurus rex to act on your behalf for 1 turn

Ghostly
For expending 10 power points per round, you can make yourself insubstantial
giving you the ability to seemingly fly although all you are doing is molecule stacking.
Or, pass through walls or floors.

Demonex
This summons forth a proxy of the legend demonex
A creature from the elemental plane of fire converged with a patterned body in mindscape.
The entity speaks with a crackle and wisps of smoke speak are exhaled.

If the creature touches you 10 points of damage

if the creature bellows forth billowing flames then flamable objects start ablaze.

Zelios hail pelt
Creates golf ball like projectiles that fall from the sky does 5 damage if it hits you or not does 25 damage if it strikes you. costs 27 power points.

Invisio
this power allows you to be invisible from the sight of others
5 power points per turn

Sleepwalk
This spell allows you to astrally project while you are sleeping and to survey distant locations remotely.
Minor bad point is there is a silver thread that connects you to your body
if this cord is severed you could perish unless your soul makes it back into your body
within 24 hours.
10 power points.




5th level spells

Screech of death
It inflicts 5 points of damage all parts of target creature or player it costs 15 power points.

Mind sword
This spell creates a semi transparent energy weapon that emits from your hand
to approximately 5 feet this spell can drain 1d6 power points an attack
and do 1d6 damage.
This attack also passes through most armor since what is being seen as a semi transparent
blade is actually part of the characters psyche attacking forth.
10 power point for use through out battle.

Power form
+2 to strength
+1 to dexterity
Senses enhanced
lasts a game session
20 power points per session

Double image
This spell creates a doppelganger of you
it has the same bodily structure.
It has a low intelligence and acts of its own accord in your benefit.
This doppelganger also has a free will.
It costs 10 power points.
It lasts for 1 d 6 days.

Force field
For 5 power points this spell creates an orb of force around the character
that can take 10 points of damage before annihilating.
This spell can only be used once per turn

Binding the force
It allows you to cast spells for one power point less for offensive spells
all other spells 2 less power points

6th level spells

World walk
This spell allows you to move through the ether to another place in the world
that you have been to.

Sleeping candy
This spell allows you to put a potent sleeping spell on candy.
If this candy is imbued then it will put the victim in a catatonic
state for a month.
25 power points the power permanently changes the piece of candy
that it is cast upon.


Flash
This spell blinds an opponent for 1d6 rounds
it -1 to all actions performed that require sight.

Acid
Acid does 1d6 damage per turn until its ph level has became inert
or reduced to a level of 7 this can be done with water or an
equally strong base.
15 power points.

Pollinate
Upon activating the evocation, poisonous spores are released into the air.
They have several effects you choose one. Happen upon activation.
It blinds the enemy on a one they receive a -1 penalty to there die rolls.
With a roll of 2 the spores attach to you and they release phosporene chemicals you
are able to be tracked and tailed far easier than any one else on the street.
The third effect being taken control by the pollen this takes one d six days
to take affect, this can controlled by a allergen shot.

7th level spells

Secret symmetry
With this spell you are able to discern the weakest points on a enemy and best attack them.
+1 to attacks for called shots.
target

8th level spells
Skeleton army
With this spell one hundred hit points of skeletons are resurrected to be commanded by you.
30 power points.

9th level spells
Dimension door
This spell allows you to walk to another plane of existence.
100 power points.


10th level spells
Resurrection.
This spell can revive a fallen ally.
50 power points this spell can only be cast on a person once.

11th level spells
Wish
With this spell, you can wish for any thing that you would like
yet make sure the wish is worded properly since the game master
interprets the wish as he or she sees fit.
100 power points

12th level spells

Godly endowment
+2 permanently to all skills
100 power points
only usable once

Mutant Powers

Mutant Powers


Mutant abilities
5 power points to activate a mutant ability
10 power points to use a mutant ability in an aggressive manner.


1 Aerial displacement
Stops creatures from flying from doing so, also allows yourself
to become mute to some physical laws allowing you to fly.

2 Ballblaster
Creates a ball of force that does 6 has to roll on normal attack roll
to see if it strikes.

3 Body weaponry
Allows your to create non mechanical weapons and armor out of your body costs 5 power points
per change lasts three rounds

4 Breathing under water
Allows you to breathe underwater until you can take a successful breath of air
costs 20 power points to activate.

5 Chameleon
Allows you to blend with the environment or take the form of another human or humanoid costs 6 power points lasts until you fall asleep

6 Chance it
Gives you another dice roll to any dice roll costs 10 power points for every use

7 Death touch
You can automatically kill small plants and animals. If you purposely try to kill some one
with this power it costs 5 power points per damage drained it gives you a health
and removes one health from the other. If you accidentally touch someone they automatically die you can not hurt yourself with this power.

8 Disgusto
Enemy is stunned for a round, 4 dm; cost 4pp reason for being stunned is coughing and gagging due to stench.

9 Elasticity
Allows you to stretch your appendages

10 Fat shot
Allows you to shoot forth balls of fat from yourselves that acts as an adhesive
so people caught in them need to make a strength check to get free

11 Flare
Allows you to create fireballs or start objects on fire that are combustible

12 Fluctuation
Allows you to take 2X your base number of actions


13 Glare
This power gives you some control over the lights movement and speed, heat
you can burn through some objects by focusing the light or blind individuals

14 Hard-shell
Allows you to create a 10-damage shield all about your body
costs 10 power point to activate it goes away when you sleep
you dispel it or when it takes critical damage.
The shell resembles that of a turtle shell.

15 Advanced Hearing
Allows you to easily listen to conversations in a bar full of people
and hear what the other party is saying

16 Insect Control
Allows you to control insect actions within a mile radius

17 Mind boggle
Can affect the use of others powers negating them

18 Mystical sounds
This ability allows you to mimic the voice of others
it also allows you to throw your voice and make your voice
come from some where you are not.

19 Phasing
Allows you to make your self-insubstantial

20 Plant control
allows you to make plants grow
or move for you

21 Shock shoot
allows you to create bursts of electrical energy, it can power electronic objects
or short them out it can also do damage to some creatures

22 Shrink and grow
allows you to make you or other objects grow or shrink
1 ft per power point spent

23 Advanced sense of smell
this power allows you to know what a scent is whether it be peppermint or something else.
It also allows you to feel the chemical natures of some scents
whether it is harmful, allows you to smell some gases that seem scentless yet to you
they do have scents.

24 Sonar
allows you to create three dimensional maps of an area with nothing but the release
of a high pitch noise it is hard to discern where the noise is coming from.

25 Advanced taste buds
allows you to discern the very spices put into complicated foods

26 Telekinesis
this ability allows you to lift objects or move them in the three dimensions

27 Advanced sense of touch
with this ability it is as if your fingers have eyes

28 Trap
this ability allows you to create snares for people and animals

29 Weather control
this ability allows you to create weather patterns in an area
a gust of wind a snow storm tropical heat

30 Weight control
this ability allows you to make objects way less or more
1 power point per pound