Creating Lifeforms
Creating lifeforms
In the Overseer's Spacethe Overseer's Space主神空间Where Reincarnators rest between Films: a white platform in endless darkness, ringed by 20 doors to personal rooms. Called 'the Space' for short., each person can have one lifeform they made themselves, only one at a time. Only after the lifeform they made is lost or dies can they start making the next one.
When a FilmFilm影片A mission world the Overseer sends Reincarnators into, usually based on a movie, novel, or game.'s difficulty is adjusted to the Reincarnator teamReincarnator team轮回小队All the Reincarnators who share one Overseer's Space form a team.'s strength, lifeforms made by team members don't count toward the team's strength, and they don't get the rewards everyone gets either. The maker is responsible for everything their lifeform does. If it meets the conditions for some reward or penalty for any reason, the maker counts as having met them, and the maker receives all rewards and penalties.
When the maker dies, the lifeform they made is erased too if it is still alive; when the maker is revivedrevive复活Bringing a dead character back to life, usually through the Overseer., it is revived along with them.
Lifeforms made by team members must go through the Reincarnator worlds with their maker, unless the maker is willing to pay 1 D of 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. per Film to leave the lifeform in the Overseer's Space.
Making humans:
If the maker is the team's leader, the first human they make is free. Anyone else pays 500 points to make a human.
The maker can freely choose the artificial human's appearance, such as a winged bird-man or a wolf-headed man. But it must be based on human form; its basic abilities are worked out as an ordinary human's, and extra limbs are just for show.
The memories, personality, and behavior of an artificial human are formed entirely from the maker's memories. The maker can name a person they know of as the model, but if the model is too powerful, the Overseerthe Overseer主神The giant sphere of light at the center of the Overseer's Space. It summons Reincarnators, sells upgrades, heals and revives, and erases those who break its rules. may charge extra pointsReward Points奖励点数The most common currency of the setting, spent to exchange resources and upgrades from the Overseer.. For example, a character can ask the Overseer to make Ryo Saeba, but since he is far stronger than an ordinary mortal, the excess must be paid for with points and Rank.
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.: when making an artificial human, first set all its Attributes to 1, then divide 5 / 4 / 3 points among the Physical, Mental, and Social Attribute groups as you like, and add the points to the Attributes in each. Then add 4 free points to whichever Attributes you want to raise. Raising an Attribute that is already at 4 to 5 costs 2 points. An artificial human's Attributes are capped at 5.
SkillsSkill技能A learned ability. Attribute + Skill makes most dice pools.: when making an artificial human, first set all its Skills to 0. Divide 11 / 7 / 4 points among the Physical, Mental, and Social Skill groups as you like, and add the points to the Skills in each. Then add 7 free points to whichever Skills you need. An artificial human's Skill cap is the maker's highest Skill; if that is below 5, the cap is 5. An artificial human can also have 3 SpecialtiesSpecialty专业A focus within a Skill that gives a specialty bonus on related rolls., which can go on one or more Skills of at least 1.
FeatsFeat专长A special ability bought with XP or character-creation points.: divide 5 points among Feats; each point buys 1 Feat level. If a Feat has several levels, you spend 1 Feat point per level. An artificial human can't have the Special Identity Feat. Also, for each point of IntelligenceIntelligence智力Knowledge, memory, and reasoning. Abbreviated INT in checks., an artificial human gets 2 Language Feat points, which can only go into the Language Feat. The Language Feat isn't capped by Intelligence.
Uses of artificial humans:
Making Technological EssenceTechnological Essence科技本质The Essence of things made by science and technology. Vulnerable to a Film's tech suppression. items: an artificial human can make Technological Essence items of C-Rank or lower under the technological item crafting rules.
Providing buffs: once upgradedupgrade强化The general word for any power gained through exchange. Not the same as an enhancement bonus., an artificial human can use abilities to give bonusesbonus加值A modifier that adds to a pool or value. Bonuses of the same type usually don't stack; use the highest. to some of your rolls or strengthen some of your abilities.
Fighting together: an artificial human can fight alongside you.
Contracts: an artificial human can be the other party to some of your contracts or cooperative actions, though it still has to meet the matching conditions.
Legacy (optional): with this optional rule, an artificial human can get all kinds of upgrades from the Overseer's Space just like its maker, with the maker paying all costs. When the player's character dies, the player's next character sheetcharacter sheet人物卡The record of a character's numbers; also used for the character itself. can inherit all the Rank, points, and XP the previous character put into the artificial human, including the base price of making it.
Making animal companions:
If the maker is the team's leader, the first animal companion they make is free. Anyone else pays 200 points to make one. If the chosen animal is a rare breed in the real world, or long extinct, it costs 500 points instead.
The animal you make has Attributes based entirely on an ordinary member of its breed. Players can't make species that have never existed or never been confirmed in the real world.
The memories, personality, and behavior of an animal companion are formed entirely from the maker's memories. The maker can name an animal they know of as the model, but if the model is too powerful, the Overseer may charge extra points. For example, a character can ask the Overseer to make a Tyrannosaurus rex, but since it is far stronger than an ordinary animal and an extinct species, the price first rises to 500 points, and then the part of its strength beyond an ordinary animal's must be paid for with points and Rank.
Attributes: when making an animal companion, first set all its Attributes to 1, then put 8 free points into Physical AttributesPhysical Attributes生理属性Strength (STR), Dexterity (DEX), and Stamina (STA)., 3 into Mental AttributesMental Attributes心智属性Intelligence (INT), Perception (PER), and Resolve (RES)., and 3 into Social AttributesSocial Attributes互动属性Presence (PRE), Manipulation (MAN), and Composure (COM)., adding the points to the Attributes in each. Then add 4 free points to whichever Attributes you want to raise. Raising an Attribute that is already at 4 to 5 costs 2 points. An animal companion's Attributes are capped at 5.
Skills: when making an animal companion, first set all its Skills to 0, then put 15 free points into Physical Skills, 2 into Mental Skills, and 2 into Social Skills, adding the points to the Skills in each. Then add 7 free points to whichever Skills you need. An animal companion's Skill cap is the maker's highest Skill; if that is below 5, the cap is 5. An animal companion can also have 2 Specialties, which can go on one or more Skills of at least 1.
Feats: divide 2 points among Feats; each point buys 1 Feat level. If a Feat has several levels, you spend 1 Feat point per level. An animal companion can't have the Special Identity Feat. Animal companions get no Language Feat points, even if the animal is a parrot or another species that can make or mimic human speech.
SizeSize体积How big a creature or object is. It affects reach and some rolls.: an animal companion's starting Size is at most 5 and at least 1. To make an animal companion larger than Size 5, first decide its final Size, then, starting from 5, each point of Size costs (target Size - 5) x 200 points. Example: Player A wants to make a large tiger of Size 8. Starting from Size 5, raising it to 6 costs 200 points, to 7 costs 400 points, and to 8 costs 600 points, for 1,200 points in total.
Because of their bodies, animal companions can't make certain rollsroll检定Rolling your dice pool of d10s; each die showing 8 or higher is a success. Written like 'a Dexterity + Stealth roll'.: even if you raise a dinosaur's LarcenyLarceny手上功夫Defeating security, picking locks, picking pockets, and other sleight of hand. to 5, it still can't pick a lock. The STStoryteller主持人The person who runs the game and speaks for the world; ST for short. decides this.
The maker can exchangeexchange兑换Buying resources from the Overseer with Reward Points and Ranks. for all kinds of abilities for their animal companion, and it can also grow through training. But the maker can't exchange directly for the Overseer's upgrades for an animal (since almost all of them are designed for humans). Every exchange an animal companion uses, including but not limited to BloodlinesBloodline血统A resource that changes the character's lineage, granting racial or inherited powers., AugmentationsAugmentation改造A resource that modifies the body through technology, magic, or anomalous means., ArtsArt技艺A martial or practical discipline learned through training., and items, must be a special variant compatible with its species, and such variants need the ST's approval.
An animal companion's attitude toward its maker counts as Obedient, and doesn't change for any reason, including any mind-affecting ability.
An animal companion knows every command from its maker; these commands are listed under the Animal KenAnimal Ken动物沟通Understanding, training, and getting along with animals. Skill on the "Social Skills" page.
Since animal companions can be of many different species, the maker automatically gets the matching species traits when making one. The first trait is free; further traits are bought from the trait list below.
Example: making an eagle automatically gives it the Flying trait for free.
Example: making a bat automatically gives it the Mammal and Flying traits; one is free, and the other is paid for at the price below.
Example: making a tiger automatically gives it the Mammal and Feline traits; one is free, and the other is paid for at the price below. The maker can't add the Flying trait to a tiger.
Trait list:
Reptile:
Price: 1,000
Effect: an animal companion with this trait has a land speed of half its base speed, needs no roll to move on land, and can breathe normally in air.
Conflicts: Mammal, Insect, Aquatic
Example: lizards
Amphibian:
Prerequisite: Reptile
Price: D + 1,000
Effect: an animal companion with this trait has a land speed of half its base speed and a swim speed equal to its base speed, needs no roll to move on land or underwater, and can breathe normally in air and underwater. For trait conflicts, it counts as having an "Aquatic" trait compatible with "Reptile".
Example: toads
Mammal:
Price: 1,000
Effect: an animal companion with this trait has a land speed equal to its base speed, needs no roll to move on land, and can breathe normally in air.
Conflicts: Reptile, Insect, Aquatic
Example: cats, dogs
Feline:
Prerequisite: Mammal
Price: 1,000
Effect: each turnturn回合One character's moment to act within a round., an animal companion with this trait can use a full-round actionfull-round action整轮动作A move action and a standard action combined. to make two melee BrawlBrawl肉搏The Skill for fighting unarmed or with fist weapons. attacks against one target, each taking a 5 DP untyped penaltyuntyped penalty无名减值A penalty with no type; untyped penalties stack.. These two attacks count as 1 attack.
Conflicts: Primate, Canine, Ursine
Example: lions, tigers, leopards
Primate:
Prerequisite: Mammal
Price: 1,000
Effect: an animal companion with this trait also gains a climb speed of half its base speed, and needs no roll to climb.
Conflicts: Feline, Canine, Ursine
Example: apes, monkeys
Canine:
Prerequisite: Mammal
Price: 1,000
Effect: after an animal companion with this trait hits with a melee Brawl attack, it can use a move actionmove action移动动作Moving, or anything that takes as long. to make a triptrip绊摔Knocking an opponent off their feet., and counts as having already passed the touch roll to hit.
Conflicts: Feline, Primate, Ursine
Example: wolves, foxes, dogs
Ursine:
Prerequisite: Mammal
Price: D + 2,000
Effect: after an animal companion with this trait hits with a melee Brawl attack, it can use a move action to start a grapplegrapple擒抱Seizing and holding an opponent., and counts as having already passed the touch roll to hit.
Conflicts: Feline, Primate, Canine
Example: grizzly bears
Insect:
Forbidden: the Overseer can't or won't make insect creatures.
Blind:
Price: 1,000
Effect: animal companions with this trait usually live without light, so they usually have no eyes. Choose one of darkvisiondarkvision黑暗视觉Seeing even in total darkness., blindsenseblindsense盲感Noticing nearby creatures without sight., or tremorsensetremorsense颤动感知Sensing creatures through vibrations in the ground. for the animal companion to gain.
Examples: moles (blindsense), spiders (tremorsense)
Flying:
Price: D + 1,500
Effect: an animal companion with this trait can fly, with a flight speed equal to its base speed. Its starting flight mobilitymobility机动性How nimble a mode of movement like flight is: perfect, good, average, clumsy, or none. is set by its species.
Special: only when making the animal companion, the maker can choose to:
pay an extra D + 500 points for each doubling of the animal companion's flight speed;
pay an extra D + 500 points for each step its flight mobility is raised, up to perfect.
Examples: lemurs (clumsy), sparrows (average), falcons (agile), hummingbirds (perfect)
Aquatic:
Price: 1,000
Effect: an animal companion with this trait has a swim speed equal to its base speed, needs no roll to move underwater, and can breathe normally underwater. But once out of the water, it can't act, and starts suffocating.
Special: whales, dolphins, and other special marine mammals can gain the Aquatic trait without conflict, but can't breathe underwater; instead, they can hold their breath 100 times longer.
Conflicts: Reptile, Mammal, Insect
Example: fish
Uses of animal companions:
Riding: animal companions can be used as mounts for mounted combat.
Fighting together: animal companions can fight alongside you.