Authoring Rules

Special: unlocking a SkillSkill技能A learned ability. Attribute + Skill makes most dice pools. tree also unlocks the exclusive items of the same level.


BloodlineBloodline血统A resource that changes the character's lineage, granting racial or inherited powers. template:

Each level gives AttributesAttribute属性A character's nine basic traits, in three groups: Physical, Mental, and Social. In checks they are written as three-letter abbreviations (STR, DEX, STA, INT, PER, RES, PRE, MAN, COM), as in INT + Computer. (D/C/B/A/AA/S = 4/6/8/12/18/24; per-Attribute cap 2/3/4/6/6/8; the type is inherent bonusinherent bonus内在加值A bonus from a change to the character's own body or being.).

* D-Rank can unlock an Energy PoolEnergy Pool能量池Energy that powers abilities, such as mana, inner force, or chakra.; without one, add 1 trait or 1 Attribute point.

* Each level gets a trait that unlocks the Skill tree of the same level; with no Skill tree, get a trait or 1/2/3/4/4/5 Attribute points instead.

Price: D + 600, C + 1,200, B + 3,600, A + 7,200, AA + 10,800, S + 14,400

D-Rank: 2 base traits.

C-Rank: 2 base traits.

B-Rank: 3 base traits.

A-Rank: 3 base traits.

AA-Rank: 5 base traits (A-Rank traits).

S-Rank: 3 base traits.

A one-off Bloodline gets 2 traits of its level.

A Bloodline can't have both an AA-Rank and an S-Rank level.

Format:

Name (replace this; no quotation marks after the name!)

EssenceEssence本质The fundamental nature of a resource or effect: Natural, Technological, Magical, or Anomalous.:

Prerequisites:

Price: (put the price here for a one-off Bloodline)

Overall description:

Level (replace this; no quotation marks after the level!)

Price: (can be omitted)

Attributes: gained in the order Strength, DexterityDexterity敏捷Agility, coordination, and physical reflexes. Abbreviated DEX in checks., StaminaStamina耐力Health, toughness, and metabolism; the ability to withstand injury and illness. Abbreviated STA in checks., IntelligenceIntelligence智力Knowledge, memory, and reasoning. Abbreviated INT in checks., PerceptionPerception感知Noticing your surroundings, spotting changes, and picking out details quickly; also insight and intuition. Abbreviated PER in checks., ResolveResolve决心Decisiveness and determination, and stubbornness too. Supernaturally, the strength of the spirit. Abbreviated RES in checks., PresencePresence风度Bearing and force of personality; drawing others' attention. Supernaturally, how far one transcends the Natural Essence. Abbreviated PRE in checks., ManipulationManipulation操控Influencing others and getting them to do what you want. Abbreviated MAN in checks., ComposureComposure沉着Calm and quick thinking; keeping your head under pressure. Supernaturally, the vitality of the mind. Abbreviated COM in checks..

Energy Pool:

Skill tree: unlocks the X-Rank Skill tree

Traits: trait A, trait B

Special: 1. None. 2. Since there is no Skill tree, gains 1 extra trait (X Attribute points). 3. Since there is no Energy Pool, gains 1 extra trait (2 Attribute points).

Description:

Trait A:

Trait B:


AugmentationAugmentation改造A resource that modifies the body through technology, magic, or anomalous means. template:

Each level gives Attributes (D/C/B/A/S = 4/6/8/12/24; per-Attribute cap 2/3/4/6/8; the type is inherent bonus).

* D-Rank can unlock an Energy Pool; without one, add 1 trait or 1 Attribute point.

* Each level gets a trait that unlocks the Skill tree of the same level; with no Skill tree, get a trait or 1/2/3/4/5 Attribute points instead.

Price: D + 500, C + 1,000, B + 2,000, A + 4,000, S + 8,000

D-Rank: 2 base traits.

C-Rank: 2 base traits.

B-Rank: 2 base traits.

A-Rank: 2 base traits.

S-Rank: 2 base traits.

A one-off Augmentation gets 2 traits of its level. Doubling the pointsReward Points奖励点数The most common currency of the setting, spent to exchange resources and upgrades from the Overseer. adds 1 trait. Doubling the RankRank支线The power grade of abilities and rewards: Unranked, D, C, B, A, S. Prices combine Ranks and Reward Points, e.g. DD+1200 = two D-Ranks and 1,200 points. adds 2 traits (doubling Rank isn't recommended).

* Each level can give up its Attributes for 2 traits, or give up half its Attributes for 1 trait.

* Each level can spend a trait to change the inherent bonus type to equipment bonusequipment bonus器械加值A bonus (or penalty) from tools, weapons, armor, and other gear. or enhancement bonusenhancement bonus增强加值A bonus from something that boosts an Attribute or item, like a +2 belt of Strength..

Format:

Name (replace this; no quotation marks after the name!)

Essence:

Prerequisites:

Price: (put the price here for a one-off Augmentation)

Overall description:

Level (replace this; no quotation marks after the level!)

Price:

Attributes: gained in the order Strength, Dexterity, Stamina, Intelligence, Perception, Resolve, Presence, Manipulation, Composure.

Energy Pool:

Skill tree: unlocks the X-Rank Skill tree

Traits: trait A, trait B

Special: 1. None. 2. Since there is no Skill tree, gains 1 extra trait (X Attribute points). 3. Since the points are doubled, gains 1 extra trait. 4. Since the Rank is doubled, gains 2 extra traits. 5. Since there are no Attributes, gains 2 extra traits. 6. Since the Attributes are halved, gains 1 extra trait. 7. Since there is no Energy Pool, gains 1 extra trait (2 Attribute points).

Description:

Trait A:

Trait B:


Eye TechniqueEye Technique瞳术A special power used through the eyes, such as the Sharingan or Byakugan. template:

Each level gives Attributes (D/C/B/A/S = 4/6/8/12/24; per-Attribute cap 2/3/4/6/8; the type is inherent bonus).

* D-Rank can unlock an Energy Pool; without one, add 1 trait.

* Each level gets a trait that unlocks the Skill tree of the same level; with no Skill tree, get a trait instead.

Price: D + 600, C + 1,200, B + 2,400, A + 3,600, S + 7,200

D-Rank: 2 base traits.

C-Rank: 2 base traits.

B-Rank: 2 base traits.

A-Rank: 2 base traits.

S-Rank: 2 base traits.

A one-off Eye Technique gets 2 traits of its level.

* Each level can give up its Attributes for 2 traits, or give up half its Attributes for 1 trait.

* An Eye Technique doesn't have to be written starting from D-Rank.

* Each level can spend a trait to change the inherent bonus type to insight bonusinsight bonus洞察加值A bonus from foresight, intuition, or special understanding. or enhancement bonus.

Format:

Name (replace this; no quotation marks after the name!)

Essence:

Price: (put the price here for a one-off Eye Technique)

Prerequisites:

Overall description:

Level (replace this; no quotation marks after the level!)

Price: (can be omitted)

Energy Pool:

Skill tree: unlocks the X-Rank Skill tree

Traits: trait A, trait B

Special: 1. None. 2. Since there is no Skill tree, gains 1 extra trait (X Attribute points). 3. Since there is no Energy Pool, gains 1 extra trait. 4. Since there are no Attributes, gains 2 extra traits. 5. Since the Attributes are halved, gains 1 extra trait.

Description:

Trait A:

Trait B:


FeatFeat专长A special ability bought with XP or character-creation points. series:

Basic Feats

Price: 3 XP, 6 XP, 8 XP, 12 XP, 20 XP

Level 1: 2 UnrankedUnranked无支线The lowest power grade, below D-Rank. Talents, flaws, and basic combat effects count as Unranked. traits

Level 2: 4 Unranked traits

Level 3: 2 single-D traits

Level 4: 3 single-D traits

Level 5: 5 single-D traits

Team FeatsTeam Feat轮回队专长A feat bought for a whole Reincarnator team rather than one character.

Price: 6 XP, 12 XP, 18 XP, 24 XP, 30 XP

Level 1: 4 Unranked traits

Level 2: 3 single-D traits

Level 3: 4 single-D traits

Level 4: 2 single-C traits

Level 5: 2 single-C traits and 2 single-D traits

QuirksQuirk怪癖A personal habit or oddity that shapes personality more than power.:

2 Unranked negative traits.

FlawsFlaw缺陷A drawback a character is born with or acquires.: levels don't add up

Level 1: 1 Unranked negative trait

Level 2: 2 Unranked negative traits

Level 3: 3 Unranked negative traits

Level 4: 4 Unranked negative traits

Level 5: 5 Unranked negative traits

TalentsTalent天赋A natural advantage a character is born with.: levels don't add up

Level 1: 2 Unranked traits

Level 2: 4 Unranked traits

Level 3: 6 Unranked traits

Level 4: 8 Unranked traits

Level 5: 10 Unranked traits

Format:

Type (basic Feat, Talent, Flaw, Quirk, Team Feat)

Name (replace this; no quotation marks after the name!) Levels (replace this; no quotation marks after the name! Write it as X-X), for example: Saber Arts (1-5)

Prerequisites:

Level 1: name (replace this; no quotation marks after the name!)

Description

Effect

Level 2: name (replace this; no quotation marks after the name!)

Description

Effect

And so on


TitlesTitle称号A resource representing a profession or identity, with its own advancement path.:

* Titles can be upgraded with XP, but the first level must be bought as normal.

* Titles should have some prerequisites.

* D-Rank can unlock an Energy Pool; without one, add 1 trait.

* Each level must unlock the Skill tree of the same level; if it doesn't, merge it or change it into an ArtArt技艺A martial or practical discipline learned through training..

* If a Title excludes other Titles (not recommended), add 1 trait per level.

* A one-off Title counts as a school.

Price: D + 1,000, C + 2,000, B + 4,000, A + 8,000, AA + 12,000, S + 16,000

D-Rank: 4 base traits.

C-Rank: 4 base traits.

B-Rank: 4 base traits.

A-Rank: 4 base traits.

AA-Rank: 7 base traits.

S-Rank: 4 base traits (S-Rank Titles aren't recommended).

Bonusesbonus加值A modifier that adds to a pool or value. Bonuses of the same type usually don't stack; use the highest. given by a Title are training bonusestraining bonus修行加值A bonus earned by training in a skill or ability. by default.

Format:

Name (replace this; no quotation marks after the name!)

Essence:

Prerequisites:

Price: (put the price here for a one-off Augmentation)

Overall description:

Level (replace this; no quotation marks after the level!)

Price:

Energy Pool:

Skill tree: unlocks the X-Rank Skill tree

Traits: trait A, trait B

Special: 1. None. 2. Since there is no Energy Pool, gains 1 extra trait.

Description:

Trait A:

Trait B:


Schools:

* Schools should have some prerequisites.

* D-Rank can unlock an Energy Pool; without one, add 1 trait.

* A school must unlock the Skill tree of the same level; if it doesn't, merge it or change it into an Art. The Skills in its Skill tree can be up to 1 level higher than the core manual.

* If a school excludes other schools (not recommended), add 1 trait.

Price: D + 1,000, C + 2,000, B + 4,000, A + 8,000, AA + 12,000, S + 16,000

D-Rank: 4 base traits.

C-Rank: 4 base traits.

B-Rank: 4 base traits.

A-Rank: 4 base traits.

AA-Rank: 7 base traits.

S-Rank: 4 base traits (S-Rank Titles aren't recommended).

Bonuses given by a school are training bonuses by default.

Format:

Name (replace this; no quotation marks after the name!)

Essence:

Prerequisites:

Price: (put the price here for a one-off Augmentation)

Overall description:

Level (replace this; no quotation marks after the level!)

Price:

Energy Pool:

Skill tree: unlocks the X-Rank Skill tree

Traits: trait A, trait B

Special: 1. None. 2. Since there is no Energy Pool, gains 1 extra trait.

Description:

Trait A:

Trait B:


Cultivation:

* Cultivation can be upgraded with XP, but the first layer must be bought as normal.

* Each odd layer unlocks a Skill tree (D/C/B/A); with no Skill tree, gain 1 extra trait.

* Even layers can give Attributes (2nd/4th/6th/8th = 4/6/8/12; per-Attribute cap 2/3/4/6; the type is training bonus).

* The first layer can unlock an Energy Pool; without one, add 1 trait or 1 Attribute point.

Price: 1st layer D + 600, 2nd layer 16 XP, 3rd layer C + 1,200, 4th layer 40 XP, 5th layer B + 2,400, 6th layer 104 XP, 7th layer A + 4,800, 8th layer 280 XP, 9th layer S + 9,600

1st layer: 3 base traits.

2nd layer: 2 base D-Rank traits.

3rd layer: 3 base traits.

4th layer: 2 base C-Rank traits.

5th layer: 3 base traits.

6th layer: 2 base B-Rank traits.

7th layer: 3 base traits.

8th layer: 2 base A-Rank traits.

9th layer: 3 base traits.

* Even layers can give up their Attributes for 2 traits, or give up half their Attributes for 1 trait.

Format:

Name (replace this; no quotation marks after the name!)

Essence:

Prerequisites:

Overall description:

Level (replace this; no quotation marks after the level!)

Price:

Attributes: gained in the order Strength, Dexterity, Stamina, Intelligence, Perception, Resolve, Presence, Manipulation, Composure.

Energy Pool:

Skill tree: unlocks the X-Rank Skill tree

Traits: trait A, trait B

Special: 1. None. 2. Since there is no Energy Pool, gains 1 extra trait (2 Attribute points).

Description:

Trait A:

Trait B:


Arts

Skills / TechniquesTechnique招式A specific move within an Art. / Arts

* If you meet an Art's conditions, you can buy it with XP.

Price: D + 500, C + 1,000, B + 2,000, A + 4,000, S + 8,000

D-Rank: 3 base traits.

C-Rank: 3 base traits.

B-Rank: 3 base traits.

A-Rank: 3 base traits.

S-Rank: 3 base traits.

Doubling the points adds 1 trait.

Doubling the Rank adds 2 traits (double it at most once).

A Skill in an exclusive, non-general Skill tree gets 1 more trait.

Bonuses given by Skills, Techniques, and Arts are morale bonusesmorale bonus士气加值A bonus from inspiration or encouragement., enhancement bonuses, or technique bonusestechnique bonus招式加值A bonus granted by a Technique. by default.

Spells

Price: D + 500, C + 1,000, B + 2,000, A + 4,000, S + 8,000

* If you meet a spell's conditions (such as the matching caster level), you can buy it with XP.

Spells have Power.

D-Rank: Power 2, 3 base traits.

C-Rank: Power 4, 3 base traits.

B-Rank: Power 6, 3 base traits.

A-Rank: Power 10, 3 base traits.

S-Rank: Power 16, 3 base traits.

Doubling the points adds 1 trait.

A spell in an exclusive, non-general Skill tree gets 1 more trait.

Bonuses given by spells are morale bonuses, enhancement bonuses, or energy bonuses by default.

Format:

Name (replace this; no quotation marks after the name!)

Essence:

Keywords:

Prerequisites:

SpecialtySpecialty专业A focus within a Skill that gives a specialty bonus on related rolls.:

Power: (if the spell needs to state its Power)

Price:

Action:

Energy cost:

Components: (if the spell needs to state its components)

Rangerange射程How far a ranged attack reaches: base range and maximum range.:

Target:

Area:

Duration:

Description:

Effect:

Amplificationamplify增幅Spending extra energy to boost an ability.:

Development:

Upgrade:


Items:

Price: 1, 10, 200, 500, D + 500, C + 1,000, B + 2,000, A + 4,000, S + 8,000

1: usually an add-on (such as ammo), or 1 Unranked trait.

10: 2 base Unranked traits; weapons get 1 extra trait.

200: 3 base Unranked traits; weapons get 2 extra traits, armor 1 extra trait.

500: 5 base Unranked traits; weapons get 2 extra traits, armor 1 extra trait.

D-Rank: 5 base D traits; weapons get 2 extra traits, armor 1 extra trait, shields 1.5 extra traits, of which 0.5 must be spent on weapon damage.

C-Rank: 5 base C traits; weapons get 2 extra traits, armor 1 extra trait, shields 1.5 extra traits, of which 0.5 must be spent on weapon damage.

B-Rank: 5 base B traits; weapons get 2 extra traits, armor 1 extra trait, shields 1.5 extra traits, of which 0.5 must be spent on weapon damage.

A-Rank: 5 base A traits; weapons get 2 extra traits, armor 1 extra trait, shields 1.5 extra traits, of which 0.5 must be spent on weapon damage.

S-Rank: 5 base S traits; weapons get 2 extra traits, armor 1 extra trait, shields 1.5 extra traits, of which 0.5 must be spent on weapon damage.

Doubling the points adds 1 trait.

Doubling the Rank adds 1.5 traits (double it at most once).

* Items that can be upgraded by paying the difference get 1 fewer trait.

* Items that take up no slot get 1 fewer trait.

* Consumables get double the traits (double after the additions and subtractions).

Item:

Name (replace this; no quotation marks after the name!)

Essence:

Price:

Category:

Prerequisites:

SizeSize体积How big a creature or object is. It affects reach and some rolls.:

Description:

Basic weapon / armor / shield properties:

Special weapon / armor / shield traits:

Trait A:

Trait B:

Vehicles:

Price: 500, D + 500, C + 1,000, B + 2,000, A + 4,000, S + 8,000

500: a creature vehicle counts as having Unranked creature properties; a mechanical vehicle gets Unranked vehicle properties.

D-Rank: 4 base D traits; a creature vehicle counts as having Unranked creature properties, a mechanical vehicle gets Unranked vehicle properties.

C-Rank: 4 base C traits; a creature vehicle counts as having D-Rank creature properties, a mechanical vehicle gets D-Rank vehicle properties.

B-Rank: 4 base B traits; a creature vehicle counts as having C-Rank creature properties, a mechanical vehicle gets C-Rank vehicle properties.

A-Rank: 4 base A traits; a creature vehicle counts as having B-Rank creature properties, a mechanical vehicle gets B-Rank vehicle properties.

S-Rank: 4 base S traits; a creature vehicle counts as having A-Rank creature properties, a mechanical vehicle gets A-Rank vehicle properties.

Doubling the points adds 1 trait.

Doubling the Rank adds 1.5 traits (double it at most once).

* Since items can be handed over by nature, a vehicle that gains the [SoulboundSoulbound认主Bonds to the first person who can wield it fully; no one else can use it after that.] trait (or a similar trait) gets 1 fewer trait.

* Mounting a weapon of the same level on a vehicle (a mechanical weapon or natural weaponnatural weapon天生武器A weapon that is part of the body: claws, fangs, horns.) costs 2 traits of that level. (A C-Rank vehicle mounting a C-Rank weapon costs 2 C-Rank traits.)

Name (replace this; no quotation marks after the name!)

Vehicle Essence:

Vehicle type:

Price:

Size: Health:

Armor: HardnessHardness硬度How much damage an object ignores.:

Speed: Mobility:

Crew:

Output: Handling:

Power source:

Description:

Traits:

Trait A:

Trait B: