February 27

Arcidia: Flesh and Bones – Character Generation

Character Generation Overview

Character generation is a simple 10 step process. All 10 steps are outlined here to assist the player in creating their new character. You will find all the steps detailed after the outline.

Step One – Your Role within the party

Each character has a role to fill in the party. This is how the character pays their way in the world. How they contribute to the town, village or city. These roles are to make sure the party is balanced and for roleplay and storyline; they provide structure to the party’s behavior and potential connections to other NPCs. Flesh and Bone is a story-based game, so use these as background points and jumping off points for individualized stories, and not to limit what the character can do. Example roles: Bodyguard, Ship’s Captain, Healer, Hunter, Soldier, Trader, Steward, Housecarl, Shop Merchant, Caravan Guard, Holy Warrior, Street Thief.

Step Two – Assign your Core Attributes

Flesh and Bone uses a point allotment system as part of the character generation. In the allotment system; all your starting Core Attributes start at 2. You then have 6 points to assign with no more than 4 point being added to one Core Attribute.

Body sets the overall cap for Keep Dice on all physical actions. Keep Dice are explained in detail in the combat challenge section on page 86. Having a high Body means a character is more competent with physical challenges and most combat encounters. Path of Sword usually have higher Body scores.

The Mind Core Attribute  sets the cap for Keep Dice for most mental and social actions. Having a high Mind means a character is more likely to succeed during intellectual and social challenges. Path of Magic are likely to have high Mind ratings.

Spirit sets the cap for Keep Dice for supernatural actions. Having a high Spirit makes a character more likely to come out ahead during struggles of willpower, such as resisting psychic effects, or enduring interrogation. This also is Luck. Path of Divine often have high Spirit scores.

Step Three– Divide each Core Attribute’s value between its two Derived Abilities.

Derived Abilities are combined with Skills (see page XX) to determine base dice pools.

Body: The physical power and control of the character.

  • Brawn: Physical power, mass, muscle power.
  • Coordination: Hand-eye coordination, grace, reflexes.

Mind: The ability to recall data and use facts. Mental acuity.

  • Reasoning: To puzzle though something. To find a hidden, logic-based clue. Common sense.
  • Intellect: Learning and remembering. To recall or remember a piece of information or data. Knowledge and learned information skills.

Spirit: Personal willpower and Luck.

  • Will: Personal mental fortitude. Your personal presence and confidence.
  • Power: Raw magical aptitude. Your ability to fight off mental stability issues. Luck.

Step Four – Pick your Race.

There are 6 Races in Flesh and Bone. Each race has their own talents, advantages and disadvantages.

  • Humans – Humans possess exceptional drive and a great capacity to endure and expand.  Add 1 point to any 2 non-joined derived attributes.
  • Eldar Race (Elf) – the elves are the first born of the mortal races, given souls by the primal earth goddess. Add 1 to Coordination and Intellect.
  • Dwarf – Stone folk, the Dwarven people are a sturdy race and are known for their masterwork, stonecutters, artisans, and engineers and sure footing. Add 1 to Brawn and Reason.
  • Orc – Do to the constant wars the Orcs waged endlessly on the humans, elves, dwarves, and other folk of Arcadia, they were far better prepared to face the forces of the Locust Lords. Add 1 to Brawn and Will.
  • Bird folk – The Bird folk are one of the most varied among sentient creatures, though despite their differences of appearance, they are each able to produce fertile offspring with another Bird folk. Derived attributes are variable based on bird type.
  • Serpentas – The odd of all the Races. Serpentas are humanoid with scaled skin and snake like heads. Add 1 to Reason and Power

Once you have picked your characters starting race you need to add in the racial bonuses to your derived abilities. Then you pick their starting Racial Talent. You get to pick 1 racial Talents.

Step Five – Choose your Heroic Path

Your Character Destiny Path will set the type of character and the set cost of Talents and abilities. There are 3 type of Heroic Paths. The Path of Sword, this is your Fighters and Rogue type characters. The Path of Magic, this is your Mages, Sages and Scholars. The Path of Divine, this is your Clerics, Shaman and Paladins.

Path of Sword: Path of Sword are Warriors and Fighters, Headstone and always first into combat, explorers. They tend to come out ahead in tight situations and get the most out of weapons and equipment. They get discount cost on Weapon and Armor Talents.

Path of Magic: Path of Magic are people with a deep understanding of magic and the arcane. They are the constant students, learning and studying. This is your classic Mages and magic welding backgrounds. They get discount cost for Spells and arcane talents.

Path of Divine: Path of Divine are masters of the divine powers and understand of the Gods, both new and old. This is your classic Clerics and Divine magic welding backgrounds. They get discount cost for divine spells and divine talents.

Once you have picked your starting path, rank the other 2 path in their importance to your character’s personal growth. They will become your second and Third paths. This will set the cost of buying all talents from those paths.

Step Six – Role Skills

Flesh and Bone is a classless system that lets the player tell the story of their characters. As there is no classes for the player should pick skill related to their Role and picks 4 skill that are part of that role.You will get 3 Skill point has your Role Skills.  Your role skills should support your role. If you picked a role of Hunter, you should have that allow you to be a hunter. Lore Animals or Survival, as an example, would be in line with your roles as towns Hunter. But Engineering would not fit into this very well.

After you have chosen your Background skills, you have 3 additional skill points to assign to any skills. You may assign a second rank to one of your starting skills, or take the first rank of any new skill. You may not start with more than two ranks in any skill. If you are planning on playing a starting character that cast spell, divine or arcane, this is where you can assign points to their skills, Divine Art and Magical Arts, respectively. Assign 3 additional skill points to any skill

Step Seven –   Starting Talents

your starting Core Attributes to your Body, Mind and Spirit. Based on their numbers, that is the starting Talent Points used to purchase your Starting Talents.

There are 3 Core Attributes. Body Mind and Spirit, are the used to determine the Talent point used to purchase you’re starting Talents.

 

  • Body = Path of Sword
  • Mind = Path of Arcane
  • Spirit = Path of Divine

 

 

Once a path has been chosen it cannot be changed.

As an example:  You’ve just built out your character out as follows, 4 to body, 3 to mind and 5 to Spirit.  With this build you could pick 4 points of talents from Body talent list, 3 points of Talents from Mind and 5 points of Talents from Spirit.  

When purchasing Talents there is a very simple formula that is applied. Your Primary Path Talents are at the cost of the talent minus 1, your secondary path talents are at cost plus 1 and the final path is cost plus 2.

Talent Cost

Talent Cost
Primary -1
Secondary +1
Tertiary +2

NOTE: The club requires no Talents. Anyone can strike with a club or torch.

You may sell back Talents from your 2nd or 3rd talent pools at a price of 2 for 1.

Step Eight – Choose your Quality

You get one Quality which represents the knowledge a character has with a concept.  This is a simple one-line statement about your character’s core concept. This is the base of your character. In situations where your core concept would apply, this quality awards a bonus die of 1d10.

Step Nine – Calculate Your Pools

Your Reaction Pool is used to defend against attacks in combat, to determine order of action and to power your spells. To determine a character’s Reaction Pool, add together Coordination, Intellect, and Will, then divide the total by two (round down).

Your Stability Pool is a Damage Tracker for Horrors your Character has faced in the world. This Derived Ability Pool that is calculated by adding the characters Brawn, Reason and Will then divide by 3 round normally.

Step Ten – The Details

If you haven’t already done so, give your character a name and come up with a few more details about their background. You now have plenty of sources to draw from in the form, but consider filling in some of the relationships your character has with the rest of the party. Are you sloppy or clean? Do you have a habit that the others hate? Is there some detail that you obsess over?

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January 22

Character Creation – 11 quick Steps

Character Creation

Galaxy Incorporated game mechanics are designed for a cooperative play style. To accomplish many of the tasks the storyteller will throw at the party, the players will need to assist each other in completing task and skill challenges.

Galaxy Incorporated is designed so that players who do not have a direct action can use their actions to assist other players in the form of power ups (discussed in the Skill Challenges section later). For now, remember to build your ship’s crew as a group and to balance with the other players. When the players are forming the ship’s crew, it is often best to build your character to the role they will be playing in the party and their part in the crew.

NPC_SmailingJackSMThere are Eleven Steps to creating a Character. We will go into more details of each of the sections below later in the chapter.

Step Zero – Work with the storyteller to Create your Ship’s AI

The ship’s AI is a core part of the player experience and should not be overlooked.  The Ship’s AI is created a lot like a normal character is. The Storyteller should have an idea of the AI’s personality and how it will interact with the party.

Step One – Choose your Nanite Swarm

The Nanite Swarm is the type of nanite colony that your character has inside of them. Everyone and everything is infested with some type of nanite and often with multiple kinds. Player characters are better able to control and interact with those nanites and gain significant advantages. This is what gives the characters their abilities, spells, and other powers. To characters in the game, these abilities feel natural, an extension of their normal skills.

  • Child of Action: Children of Action are headstrong, always first into combat, deep space explorers. They tend to come out ahead in tight situations and get the most out of weapons and equipment.
  • Child of the Machine: Children of the Machine, a.k.a.Technomancers, are people with a deep understanding of machines and computers. They often have problems with people because they develop an uncomfortable empathy with un-living machines.
  • Child of Mind: Children of the Mind are thinkers and have a connection to psychic abilities. They get the most out of psychic modifications; they also benefit from and have a greater understanding of the human mind.

Step Two – Choose your Role on the Ship

Each character has a role to fill on the ship. This is how the character pays their way and defines how they contribute to the well-being of the ship and crew. These roles are mostly for roleplay and storyline; they provide structure to the party’s behavior and potential connections to other NPCs. Galaxy Incorporated RPG is a story-based game, so use these traits as jumping off points for individualized stories.

Example roles: Captain, Pilot, Gunner, Doctor, Steward, Mechanic, Bodyguard

Step Three – Assign your Core Attributes

This is the first step in creating the physical parts of your character. Each character has a value allotment of 5, 4, and 3 to assign to all Core Attributes, using each value exactly once.

  • Body sets the overall cap for Keep Dice on all physical actions. Keep Dice are explained in detail in the combat challenge sections of the book. Having a high Body means a character is more competent with physical challenges and most combat encounters. It is most closely linked with Children of Action.
  • Mind sets the cap for Keep Dice for most mental and social actions. Having a high Mind means a character is more likely to succeed during intellectual and social challenges. Children of the Machine are likely to have high Mind ratings.
  • Spirit sets the cap for Keep Dice for supernatural actions. Having a high Spirit makes a character more likely to come out ahead during struggles of willpower,such as resisting psychic effects or enduring interrogation. Children of Mind often have high Spirit scores.

Step Four – Divide each Core Attribute’s value between its two Derived Abilities. Derived Abilities are combined with Skill Ratings (see below) to determine base dice pools.

BODY

The physical power and control of the character.

  • Brawn: Physical power, mass, muscle power.
  • Coordination: Hand-eye coordination, grace, reflexes.

MIND

The ability to recall data and use facts. Mental acuity.

  • Reasoning: To puzzle though something. To find a hidden logic-based clue. Common sense.
  • Intellect: Learning and remembering. To recall or remember a piece of information or data.  Knowledge and learned information skills.

SPIRIT

Personal willpower. Psychic and magical power of your character.

  • Will: Personal mental fortitude. Your personal presence and confidence.
  • Power: Raw magical aptitude. Personal control of your Nanites. Luck.

Step Five – Define your character’s ability to interact with the world.

Your Reaction Pool is used to defend against attacks in combat and to determine order of action. To determine a character’s Reaction Pool, add together Coordination, Intellect, and Will, then divide the total by two (round down). As Galaxy Incorporated RPG is a cooperative storytelling game, players should work with each other to build a party with diverse abilities.

Step Six – Choose your Background

This is where you start to define your character’s skills and powers. Each of the Backgrounds has four starting skills (which all begin at Rank One) and a special ability. It is generally mechanically superior to build toward the nanite type that was chosen during Step One, but players are not required to do so. You can find a full description of each Background and their skills later in this chapter.

Step Seven – Assign 3 additional skill points to any skills.

After you have chosen your Background, you have 3 additional skill points to assign to any skills available to your Background. You may assign a second rank to one of your starting skills or take the first rank of any new skill. You may not start with more than two ranks in any skill. If you are planning on playing a Child of the Mind or a Child of the Machine, this is where you can assign starting points to their restricted skills: Psychic and Technomancy, respectively.

Step Eight – Choose 2 Specialties from the skills you are trained in.

These are the skills that your character is the most practiced in and have developed as your character’s area of special expertise. Pick a sub-set within a skill, such as “jumping” within the Athletics skill. When using a skill in a circumstance covered by the specialty, the character gains a Specialty Die (see Specialty Skills in Corporate Life). You cannot pick a specialty for a skill you have no ranks in.

Step Nine – Choose your Major Quality

You get one Major Quality which reflects the core concept of your character. In situations where your core concept would apply, this quality awards a bonus die of 1d10. If you are planning on playing a Psychic or Technomage you must assign your Major Quality to one of those areas so you can unlock all the powers of your nanites.

  • A Major Quality representing a broad field of study or an area of knowledge.
  • Training as a Technomage
  • Training as a Psychic

Step Ten – Choose your 2 Minor Qualities

You get to pick 2 Minor Qualities that will help define you as a character. This is a simple one-line statement about your character. In situations where this statement applies, you will be awarded a bonus die of 1d8. Minor Qualities are not as grand as a Major Quality and should focus on a character’s achievements.

  • A Minor Quality is used to add additional understanding and expertise or just a talent that a character has with a skill or device. When this quality is used it will award an additional 1d8 to the die pool for that action.

Step Eleven – The Details

If you haven’t already done so, give your character a name and come up with a few more details about their background. You now have plenty of sources to draw from in the form of Background and Role, but consider filling in some of the relationships your character has with the rest of the crew. Are you sloppy or clean? Do you have a habit that the others hate? Is there some detail regarding this ship that you obsess over?

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December 12

Character Creation – 10 Easy Steps

Character Creation

Galaxy Incorporated game mechanics are designed for a co-operative play style. To accomplish many of the tasks the storyteller may throw at the party, they will need to work together as a group. Some players will need to assist other players in completing task and skill challenges.

Galaxy Incorporated is designed so that players who do not have a direct action can use their actions to assist other players in the form of power ups. That will be discussed in the skill challenges section later. For now, remember to build your ship’s crew as a group and to balance with the other players. When the players are forming the ship’s crew it is often best to build your character to the role they will be playing in the party and their part in the crew.

There are Nine Steps are creating a Character. We will go into more details in each section.

Step Zero – Work with the storyteller to Create your Ship’s AI

The ships AI is a core part of the player experience and should not be over looked. The Ship’s AI is created a lot like a normal player is. The Storyteller should have an idea of the AI personality and how it will interact with the party.

Step One – Choose your Nanite Swarm

The Nanite Swarm is the type of nanite that your player is infested with. Everyone and thing is infested with some type of nanite. The player is better able to control and interact with those nanites that they are infested with. This is what gives the players their abilities, spells and other powers.

  • Child of Action: they are headstrong, always first in to combat, deep space explorers.
  • Child of the Machine: they are the Technomancers and people with deep understanding of machines and computers. Problems with people.
  • Child of Mind: They are the thinkers and are the psychic’s and those that understand the way of people.

Step Two – Choose your Role on the Ship

Each player will have a role to fill on the ship. This is how the player pay their way and what duties they have on the ship. This is mostly for roleplay and storyline. Galaxy Incorporated RPG is a story based game.

  • Captain
  • Pilot
  • Engineer
  • Doctor
  • Bureaucrat
  • Gunner
  • Tough Guy
  • Steward

Step Three – Assign your Attributes Allotment 5, 4, 3

This is the first step in creating your physical parts of your character.

  • Assign Core Attributes: Body, Mind and Spirit

Step Four – Divide the Core attribute score between the two Derived Abilities.

Step four is about defining your ability to interact with the world. As galaxy Incorporated RPG is a storytelling co-op game – You should work with the other player that will make up the rest of the ship’s crew to make the best of how and who will do what type of actions.

BODY

  • Brawn: Physical Power, Mass and Muscle power.
  • Coordination: Hand eye coordination, Grace, Reflexes.

MIND

  • Reasoning: To puzzle though something. To find a hidden logic based clue. Common Sense
  • Intellect: Learned and Remember. To recall or remember a piece of information or data. Knowledge and learned information skills.

SPIRIT

  • Will: Personal Mental fortitude. Your personal Presence and Confidence.
  • Power: Raw Magical Aptitude. Person Control of your Nanites. Luck

Step Five – Choose your Background and Note Starting Skills

This is where you start to define your skills and powers. It is best to build toward the nanite child type that was chosen on step 1.

  • Athlete
  • Bureaucrat
  • Colonist
  • Construction engineer
  • Corporate Enforcer
  • Customer Services
  • Diplomat
  • Educator
  • Engineer
  • Entertainer
  • Ex-Corporation Officer
  • Ex-CorpsPsy
  • Lawbreaker
  • Medical
  • Worker
  • Pilot
  • Transporter

Step Six – Assign 3 additional skill points to any skill.

After you have chosen your background and skills that go with it; you have 3 additional skill points to assign to any skill. This may be one that you already have or a new skill. If you are playing a Technomage or Psychic, this is where you can assign starting points to those skills.

Step Seven – Choose 2 Specialties from the skills you are trained in.

These are the skills that you are your core skills. They can be any skill that you are trained in. You cannot pick a specialty that you are skilled in.

Step Eight – Choose your Major Quality

You get one major quality that is the main represents your flavor. If you are a Psychic or Technomage you may want to assign your major quality to that so you can unlock all the powers of your nanites.

  • A Major Quality represents a broad field of study or an area of knowledge.
  • Training as a Technomage
  • Training as a Psychic

Step Nine – Choose your 2 Minor Qualities

This is where you shine. You get to pick 2 minor qualities that will define you as a player. This is a simple one-line statement about you. When this statement can be used it will add additional dice to your pool.

  • A minor is used to add additional understanding and expertise in a skills or just a talent that a character has with a skill or device.
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October 8

Spot Light – Child of Mind – Thermokinesis

Rayia- ThermokinesisSchool of Thermokinesis

The Character can manipulate the movement the nanites the in the form of kinetic energy between nanites: the greater the movement of these nanites, the greater the thermal energy and reversed.

Faster

Prerequisites: None

The psychic can speed up the Nanites in an object or person. The psychic can allow that object to move faster. A Psychic skill challenge vs a moderate challenge. For each net hit the player add 1 meter to the target base speed for that round. The target must be visible to the unaided vision of the character.

This is action can be combined with a Move Action for the character.

Movement

Prerequisites: faster

The psychic can speed up the Nanites in a target. The psychic can allow that target to move faster. A Psychic makes a skill challenge vs a normal challenge. If the psychic wins the challenge, gets more net hits, the target can take an additional action on their turn. If the target has already acted the target takes an action. The target must be visible to the unaided vision of the character.

This action is declared and determined in per-initiative. The additional action takes place on the targets normal Initiative round.

https://www.kickstarter.com/projects/478361823/galaxy-incorporated-rpg

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October 5

Spot Light – Child of the Machine

JamesThe path of the Child of Machine is built on relationships with the Nanites that are part of the machines, computers and devices around them. You have a better understanding of the world of the AI and Machines than the human world you walk through.

The Child of the Machine is the path of the Technomancer.

Due to their closeness with the nanites inside them, they have issues with the nanites in weapons and some equipment. They can use them like any other person, but the feel wrong in your hand.

When I Child of the Machine uses a weapon they are not able to power-up via any specialty or quality die. They are still able to use power-up dice from other player and other combat situations.

Technomancer

Technomancer, Technomage call then what you will, by any word they are the true masters of the Nanites. Their understanding of the working of nanites allows them to control them and cast them forth to do their will and bidding.

The Technomages mind lives in both cyberspace and in the physical world. They are able to interact both world. They are able to communicate with most devices, computers and AI system. They have spent much of their time interacting with the cyber world. Because of this, Technomages have issues with dealing with people.

Access to Technomancer Abilities, talents and Spells is unlocked by one of 2 ways. The first by spending the characters Major Quality on the Technomancer training, the character will be a full Technomancer and have access to all the powers, abilities and the Technomancers Talents. The player will also have a rank in the Technomancer guild. His Rank is determined by the number of Ranks the player has in the Technomancy skill. A player with 2 ranks in Technomancer will be a Rank 2 Mage.

The second is to purchase the parts of the Technomancer that the player wishes to play. By spending a minor quality, the character will be able to purchase a Technomancers spell or the Technomancers talent. With the first minor quality spent on a Technomancy spell or talent the character will also gains the abilities of the Technomage. One minor will unlock 1 spell, ability or talent if the player does not spend their major to purchase trained. The character will need to define who and or how he was trained. If the character wants to start as a part of the Technomancers Guild, he may do so.

Ability

Child of the Machine has spent their life building up relationships with AI and other devices. Child of the Machine would never hack his way into a device that has an AI. That is just rude and not very nice. To the Child of the Machine the AI is a life form. Child of the Machine would use diplomacy and other social skill when interact with the AI system.

A Child of the Machine may replace any social or hacking skill ranks with their ranks of Technomancy skill when interacting with an AI.

Talent

Every Technomage has a relationship with all technology. They simply talk the same language as the machine. This is both a blessing and a curse. Because the Techno mages mind is so interlinked with technology they have problems dealing with normal people. Mages can use social skills to gain favor with devices that have a high enough AI.

Nanotech Mind – The Technomage can talk to all tech devices as if he was talking to any other person. They natively understand the Technomage and he understands them. When interacting with any devices that has an AI WILL ability score above zero, they can choose to add an additional 1d8 dice to the skill pool for each rank the Technomage has in Technomancy to any social roll vs the AI system or device he is in contact with.

As a result of working with the AI and other computer interfaces. They have lost part of your ability to interact with the people around them. Any time you are in a social challenge that does not include an interaction with an AI; for each rank in Technomancy you have taken, down grade the same number of dice in your social die pool. If the Technomage has the Spell Class of Devices, he may use this ability at range of the Use Device Spell.

Major Quality:

If you spend your Major on Technomancer training, they will gain all the abilities and talents of a full Technomage. Those that follow this path hold the title of Technomancer and have learned the ways of sorcery and the magic of technology. They can also spend their Minors to purchase their Technomancy Spells.

If you don’t spend you Major Quality on Technomancer training, you are will need to spend a minTechnomageHoodor to purchase each of the abilities, talents and spells. Each minor quality spent will unlock one of the ability, talent or a spell. Each additional minor may be purchase with experience points and then spent on unlocking an additional ability, talent or spell. The player may choose which of them they wish to purchase.

Spells

People are taught that the Spells of Technomancy are based on Signs and Sigil. Parts of this is true, they are used mostly to focus the mind and powers of the Technomage. Their magic is based on a high level of understanding of nano-tech. They have learned how to control the nanites in the tech and world around them. They are the true masters of all nanite technology.

The Technomancers Codex Device gives them their conduit though which their spells are able to interact with the world. The Technomage can still cast any spells he has in memory without the Codex Device, but will be unable to regain any new spells and change spells. Technomancy Spell Classes are purchased with minor qualities. A beginning character has two minor qualities each may be spent on spell from either of the 2 Spell Classes.

 

https://www.kickstarter.com/projects/478361823/galaxy-incorporated-rpg

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September 30

Spot Light – Character Path – Child of Mind!

Last time we talked about the Child of Action, This week we will talk about Child of Mind!

As a Child of Mind you have the greatest flexibility of all the child paths, also the greatest draw backs of them. Like that of technomage you have problems dealing with weapons. They can us them like any other person, but the feel wrong in your hands.

When a Child of the Mind uses any weapons they are not able to power-up via any specialty or quality die. They are still able to use power-ups from other players, cover or other actions.

The psychics have the most options and the ability add additional power and abilities. As the psychic grow in power the psychic can learn from other schools of thought by spend experience to learn from those schools. The experience cost for psychic power is sliding cost as they have more options now how to spend it. The farther from their base school the more it will cost them to purchase the new powers.

Psychics also have to deal with Psychic Feedback when they use their abilities to much. This is should always be at the top of the psychic’s mind as they use their abilities. Psychics will build up feedback as they use their powers. The more often that a psychic use his powers the more feedback he will create.

Psychic feedback is mental fatigue and stress that a character has experiences when using psionic abilities; it represents how difficult it is to actively use or control the power that is within them. Any time the player make a psychic skill challenges and get no net hits or uses more than one psychic power in a round. The character will take Psychic feedback.

The psychic needs to make a moderate skill challenges vs the characters psychics dice pool. Each net hit that is scored by the psychic feedback is taken as damage to the characters spirit hit boxes. The player cannot offset this damage by any means.

Training as a Psychic is unlocked by one of 2 ways. The first by spending the characters Major Quality on the Psychic training, the character will be a fully Trained Psychic and have access to all the powers, abilities and the Psychic Talents of the Psychic school they have chosen.

The second is to purchase the parts of the Training as a Psychic and is unlocked by spending a minor quality to purchase a psychic power, ability or the talent from one of the schools of thought. Once you have chosen your first power, ability or the talent that school becomes your home school. The home school is used for calculating the cost for purchasing other powers from your or other schools.

The NPC Bryn is from the school of Biomancy. Biomancy is the study of the bodies’ natural cyclic patterns. The psychic learns the control of the physical, emotional, or mental activity that occurs in the life of a person.

Bryn is the ships doctor and healer. Bryn is good at talking and understanding people. He has a good bed side manner.

Talent Psychic body – With a simple thought the character can offset any wounds or damage condition that has an effect the character. The player makes a psychic skill challenge vs the moderate skill challenge. For each net hit the character can remove 1 wound or damage condition that they have taken.

Bryn _Psy_Healer

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September 27

Spot Light – Child of Action

In Galaxy Incorporated we talk about the Nanites swarms that infested everything, from people to technology, in the end that turned out to be the saving grace of the human race. I wanted to talk a little more about that and give some background info on one of the paths.

The swarms are still active in the human race; only about a third of the people are able to control them. They are called the Children of the Nanites.

There are 3 main swarms that infest the human race.They are the Child of Action, the Child of Machine and the Child of Thought.

I wanted to look at the Child of Action. I am hoping to get an NPC for the 2 other paths out soon.

Child of Action: The path of Child of Action is for those that chose action as their first course and normally the only course. You are one that likes to explore the unknown, go to new places. You have issues with just standing by and waiting. You do not rush in to things, you think and plan. But, if given the choice of action vs non-action, you will choose to act.

Ability: Child of Action spends their life fighting one form or another. They are prized in Collectives for their defensive of the collective. They are the first to voluntary for any off world travel. They are common among the travelers of the stars and found on the boarder. They do not have the Spells of the Technomages or the abilities of the Psychic. They are the master of weapons.

As a Child of Action, when your Quality Die or Specialty die score a net hit, you may active any quality or ability that a weapon may have.

Talent: The main Talent of the Child of Action is all ties go the child of action. Normally ties go to the defender. That is the case for most skill challenges. But, in a skill challenge with the child of action, all ties are in the favor of the child of action. Luck favors actions and those that take risks.

I will try to get an update out that breaks down each part of the character sheet.

Johanna

Once again – Please help support this Kickstarter

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September 15

Game Mechanic – Skill Challenges

A Skill challenge is any obstacle that a character needs to overcome, whether it is combat, opening a locked door, hacking a computer, or even social encounters.

The skill challenge roll in Galaxy Incorporated is:

Derived Ability Score + Ranks in a skill = Die pool

The number of keep dice is limited by the Core Attribute

The die pool is based on your attributes plus your skill ranks and any extra dice added for any qualities or specialties you made have that would apply. To this you will add any bonus dice for other characters or actions that may give you extra dice or promote or demote dice.  Once you have gotten your pool of dice.

All dice are rolled vs the die pool for the challenge.

All dice are roll in a batch, called a die pool. The die poll is made up of all dice normal, specialty, promoted, demoted and Quality Dice. This pool is used to determine the number of net hits.

Once the die pool is rolled, arrange them high to low. Compare them to the die pool of the storyteller who will roll a number of dice equal to the challenge level. Looking at each die, if your die beats the storytellers die you have 1 net hit; if the storytellers beats yours get 1 net hit. If the dice tie then the defender will win that net hit.

The Core Attribute score that the skill is listed under is the Maximum number of dice that can be kept in a skill challenge after rolling. Sometime in a skill challenge die pool the player will have more dice in their pool then there core attribute. Any dice over the core attribute are still rolled. But the number of keep dice cannot exceed the core attributes value.

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September 7

Game Mechanic – Damage

There are 3 type of damage, Physical, Mental and Social.

Physical: Hits are applied to the BODY Hit Boxes: Any damage that is done form a physical form. If a player is shot or stabbed, that is physical damage. As is a Psychic using a Telekinesis to slam a player into a wall. The type of attack does not set the damage type.

Mental: Hits are applied to the MIND Hit Boxes: If the player would receive damage via a mental attack. Psychic and other mental damage would be applied here.

Social: Hits are applied to the SPIRIT Hit Boxes: Any time the player enters in to social combat and they would take damage it would be social damage. Social damage is not fatal damage, it does not heal like other damage.

Damage is easy to calculate in Core Worlds. The number of net hits pass what is need is damage. A character has 3 hit boxes type. The types are passed on the 3 main core attributes. Body, Mind and Spirit. These are called Hit boxes. Each hit box has 10 damage boxes. Each damage box has a number of hits equal to the core attribute score. Using James again, he has the following attributes. Body of 2, Mind of 4 and Spirit of 6.

DamageTrack

If James took two hits to the body he would be on the verge of being knocked unconscious. If he took 2 more point of damage, for a total of 4 hits to the body he would fall unconscious. If he took 8 more hits he would be dead.

If James took the same 2 hits to his mind he would be able to take 3 more hits before he was knocked unconscious. If he took four hits to his mind that would render them unconscious if he took six more hits that would kill him.

James could offset the damage he receives by taking a condition in place of the damage. If the damage received would be beyond his core attribute then he would have to take a long condition. If it’s under his core attribute he could take a short condition.

If James was to take 4 hits to the body he would have 2 conditions. He can choose to take the conditions or be out of the fight. He is not dead, just out of the fight. If James took six more hits to the body than his character would be dead. The storyteller will make the call. If it was a boxing match he could have been just knocked out. If it was in deep space and was taking hits due to lack of oxygen, well, he is most likely dead.

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