C O S M O S THE UNIVERSAL ROLE PLAYING SYSTEM 1. Introduction 2. Character Generation and Development 2.1 Abilities 2.2 Races 2.3 Alignments 2.4 Levels 2.5 Levels & Ranks 2.6 Earning Experience Points 3. Action Resolution 3.1 Skill Rolls 3.2 Skill vs Difficulty 3.3 Skill vs Skill (Opposed Actions) 3.4 Automatic Failure or Success 3.5 Resistance Rolls 3.6 Action Points 3.61 Combat 3.62 Movement 3.63 Reduced Action Point Expenditure 3.64 Increased Action Point Expenditure 3.7 Altering Rolls 3.8 Penalties Due to Damage and LEL Loss 4. Skills 4.1 Skill Point Costs 4.2 Fractional Skill Advancement 4.3 Skill Descriptions 5. Magic & Psionics 5.1 Spell Casting and Psionic Use 5.11 Spell & Psionic Power Points 5.12 Power Point Recovery 5.13 Chance of Failure 5.14 Ability Requirements 5.141 Mage Spells 5.142 Priest Spells 5.143 Psionic Abilities 5.15 Required Time 5.151 Spell Casting 5.152 Psionic Use 5.16 Canscellation 5.2 Realms 5.21 Magical 5.22 Psionic 5.3 RR Bonuses 5.4 Magical & Psionic Devices 5.5 Spell System Conversions 5.51 Dungeons and Dragons 5.52 RoleMaster 5.6 Combined Spell Casting and Psionic Use 5.7 Joint Spell Casting and Psionic Use 5.8 Spell and Psionic Aquisition by Non Spell/Psionic Users 6. Additional Spells 6.1 Purposes for Magic Items 7. Psionics and Mutant Powers 8. Mutants and Altered Beings 9. Combat 10. Time and Space (The MultiVerse) 1. Introduction It's been some time now since I have actively participated in any long ongoing RPG campaign. Like many gamers, my first introduction to the world of role playing was the Dungeons and Dragons RPG, which soon led to AD&D. Never seeing any other RPG's before, as this if I am correct was one of the first, I thought it was the only thing worth playing. After many years of the seemingly redundant adventures, playing in everything from "Oh wow, I we found a copper piece!" to "I use my scroll of Death Star to destroy The Chaos Shield" and even campaigns that had five players but no DM that went something like, "I killed you." "No you didn't." "Yes I did." I began to find a number of problems with the AD&D game. Problems like: 1. Why can I only attack once in a one minute period? 2. Why do all mages have to be poor fighters? 3. Why can't a chaotic evil cleric of Vorg, the god of child molesting and nun raping use edged weapons that shed blood? 4. If I cracked someone's skull open with my mace can't I assume that some blood will be shed? 5. Why can't I learn how to track without being good aligned, (Ranger) what is a bounty hunter then? 6. Why can't there be paladins of other than Lawful good or Chaotic evil alignment?. 7. That dragon is 100' long. How could I miss him. Is what you meant that I hit but did no damage? 8. How do I make magic items. 9. Do all assassins have to be evil? What if I only kill evil people? 10.If elves are seemingly superior to humans in almost every aspect, why are they limited in what maximum level they can attain. Well, those were just a few of my qualms with the AD&D game. Don't get me wrong, if it wasn't for AD&D I probably wouldn't be writing this. However, what was wrong with AD&D probably more that what was right was what led me to make this game. I looked through many other RPG's, and although they all offered something of value, I felt that no one RPG had everthing I wanted in a game. Some were too generic, while others were too complex. This gmae is by no means an original achievement. It is basically an amalgamation of what I thought to be the best parts of many different RPG's like Marvel Superheroes, BattleTech, RoleMaster, Traveller, and of course AD&D. COSMOS is my attempt at creating a truly universal role playing system that would give sufficient rules for running any type of RPG campaign. The COSMOS system allows players to create any type of character be it fantasy, Sci-Fi, or reality, and use that character in any setting. Many game systems can similate one individual setting fine, but fall apart if different genres are combined. The COSMOS system supports individual settings as well as the combination of multiple settings. I should probably now warn you that this games contains a plethora of Star Trek and Star Wars references. If you have a great adversion to them or if you are pregnant, have lower back or heart problems, then get off the ride while you still can. This is by no means the finished version off the COSMOS system. Consider it to be more of a prototype. (It hasn't even been play tested.) This game assumes that the reader is already ready familiar with standard role playing conventions like dice rolling, GM (game master), classes, skills, etc. Since characters are what make any story and any RPG interesting, without further adue let's begin by delving into the sometimes frightening, sometimes shocking, but always enlightening world of character development. 2. Character Generation Character generation and development in COSMOS uses a skill based system in which character points are used to buy skills which define the character. Every character has a character level which is a statement about the general level of power of the character, regardless of what skills the character may possess. Character levels are based solely on experience points. Two characters with the same number of experience points have the same character level. Skill levels differ from character levels in the fact that they represent the expenditure of character points, which are based on experience points, to buy certain skills. Thus, for two characters who are equal level, one character may have a high skill level in a few skills, while the other character has a low skill level in many skills, all depending on how their character points were spent. All characters begin with up to 200 character points, at 1st level, with zero experience points. Every 10 experience points are equal to 1 character point. Character level is dependent on the amount of experience points earned. When these experience points are used they are not subtracted from the total earned. Thus, a character who has earned 1001 experience points would 2nd level and would have 100 character points to spend in skills, raising abilities, or augmenting die rolls during the course of the game. A character can use some, all, or none of his accumulated character points at any time. It is beneficial for all characters to have some unused experience points that can be used during gameplay to augment die rolls. Often this will mean the difference between life and death in certain situations. All character's should start with between 100 and 200 character points initially during character creation. It is up to the GM to decide if all character's begin with the full 200 character points, a fixed number within the range, or if players roll r andomly to see how many character points they receive. Some options for this are rolling percentile dice, 10D10's, 5D20's, etc, and adding this total to 100. The next step is to roll for character abilities. There are six primary character abilities, three physical and three mental. The physical stats are strength, constitution, and dexterity. The mental stats are intelligence, wisdom,and charisma. Initial human stats fall into the range of 1-20. The best way to roll these would be with 5D4's. Other ways are by rolling 2D10's, 1D20, or percentile dice divided by 5. Some GM's may allow rolling extra dice and discarding the lowest rolls. For example, 7D4's are rolled, and the lowest 2 are discarded. Players should not be too worried about rolling low initial stats since they can be raised by the expenditure of character points. One ability can be raised by lowering another at the GM's option. For example, a player with 14 strength and 17 intelligence could opt to lower his intelligence by 1 to 16, and raise his strength by 1 to 15. Some GM's may allow this at a 2 point deduction per 1 point increase, thus the 17 intelligence would be lowered by 2 to 15, and the 14 strength would be raised by 1 to 15. Some GM's may wish to separate the primary abilities into secondary abilities, each of which cover a small area the the primary ability. This is described in the Abilities section. Some other physical attributes like the five sences, sight, hearing, touch, taste, and smell can be rolled for in the same 1-20 range. If they are not rolled for they are all considered to be at average level and have a score of 10. After abilities have been rolled, skills are purchased. What skills that can be purchased depend on the type of campaign the GM is running and the type of environment the character is from. Characters from a fantasy setting may have access to magic skills but not access to technological skills such as building warpdrives and laser rifles, etc. Basically, if a skill does not exist in an environment it cannot be learned. On certain occasions the GM may allow character's to invent certain skills in their setting which don't exist. A high level and very knwoledgable mage may wish to study the laws of physics and discover a method of space travel that does not require magic, just as a scientist may try to study the laws of magic and utilize its powers. Even though the COSMOS system is skill based as opposed to class based, this does not mean that there are no classes per say. A character's class is defined by the types of skills he chooses to learn. A character who spends most of his character points in learning magical skills would be considered to be a mage. A mage who learns mostly illusion spells would be an illusionist while a mage who learned mostly summoning spells may be called a conjuror. A priest who worshiped a nature diety may be called a druid, etc. Characters who spend about an equal number of points in two or more areas can be considered multiclassed. Thus there can exist warrior mages, warrior priests, priest mages, or any other combination. A paladin would be mainly a warrior but would also have limited priest abilities. A Jedi knight could be a warrior and/or pilot who also possessed psionic abilities. Instead of destroying the character classes, the skill based character system allows any character class to be created without making any one class more powerful than another since every power or skill is "payed for" in character points. Players and GM's should work together to create new character classes for their campaigns. Since most skills will have to be learned from a teacher, that teacher will only be able to teach those skills which he possesses thus creating a pattern as to what proffesions possess what skills. A multi-classed character will often have to find multiple instructors to learn all necesary skills. 2.1 ABILITIES All abilities have a numerical score and a rank, which applies to a certain range of numerical scores. For instance, one character has 20 dexterity and the other has 24 dexterity. They both have a dexterity rank of excellent but the character with 24 dexterity is slighly more dextrous than the character with 20 dexterity. As for bonuses on certain actions, they both have the same rank and therefor the same bonus. Each of the six primary abilities, except for strength, has several secondary abilities. If only the primary abilities are used, then the score for that ability indicates that score in all of its secondary abilities. A character with 15 Constitution has 15 health,endurance, phitness, etc. Since all secondary abilities are related but not identical, they should only differ by about three ranks (not points) at the most. A person can have more hand eye coordination than agility, but cannot lack total bodily dexterity and still be proficient with his hands. STRENGTH: Strength is defined simply by the amount of force the character can generate. It is basically a measure of the raw physical power of the character. It dictates how much weight the character can lift and carry, and the amount of damage he will do armed and unarmed mellee combat as well as with self powered missile weapons. Strength has no secondary traits. Strength Score Max Lift (kg) Max Carry (kg) 1 10 3 2 20 5 3 30 8 4 40 10 5 50 13 6 60 15 7 70 18 8 80 20 9 90 23 10 100 25 11 110 28 12 120 30 13 130 33 14 140 35 15 150 38 16 160 40 17 170 43 18 180 45 19-25 200 50 26-35 450 113 36-45 1000 250 46-55 2500 625 56-65 3600 900 66-75 5000 1250 76-85 6400 1600 86-95 8000 2000 96-112 10000 2500 As is can be seen from the above chart, a character can carry 25% of what it can normally lift. The following shows the chances for a character trying to lift different weights that fall into his strength rank. Relative Rank of Weight Chance to Lift Rank -3 99% Rank -2 95% Rank -1 90% Rank 75% Rank +1 50% Rank +2 25% Rank +3 10% Rank +4 5% Rank +5 1% Encumberance: Characters carrying any additional weight will naturally not move as fast as unencumbered characters. % Max Carry Movement and Action Points 5% 100% 10% 95% 20% 90% 30% 80% 40% 70% 50% 60% 60% 50% 70% 40% 80% 30% 90% 20% 95% 10% 100% 5% Thus a character who could carry a maximum of 50 kg who was carrying 25 kg (50%) would be at 60% of his total movement and action points. CONSTITUTION: constitution is defined as the summation of the following secondary traits: Health: applies to resistance to disease, toxins, and rate healing, and minimum number of DC (damage capacity) the character can fall to before death occurs. A character who reaches 0 DC is unconscious. A character can fall to a negative number of his DC before dying. Thus a character with 10 Health would die once -10 DC were reached. The health bonus or penalty also applies to the amount of DC that is added or subtracted from each DC purchace. Note that no DC purchase can be reduced to less than 1 by any penalty. A character had 20 health who gained 10 DC would have 14 DC total with the health bonus. Endurance, Stamina, Physique, Fitness: The above apply to the duration for wich physical exertion can be maintained, such as long distance running, holding ones breath, and the chance of surviving ressurrection and system shocks. DEXTERITY Agility: applies to acrobatics, dodging, actions which require full body movement as opposed to only hand movements. Coordination: everything but reflexes and speed. Hand-eye Coordination: includes all manual actions such as weapon proficienciesss, gunnery skills, lock picking, etc. Balance: climbing, tightrope walking, acrobatics, etc. Reflexes: initiative, dodging Speed: movement rate INTELLIGENCE Memory: bonus/penalty applies to adjustment on number of spells levels a mage can memorise Learning: percentage bonus/penalty when learning educational and technical skills. Score of 20 in learning has a +4 bonus or a +4% decreased in the amount of character points it takes to learn those skills Reasoning: analytical thinking, logical thought WISDOM: wisdom is not intelligence, it is how a character uses his intelligence to guide his actions and make decisions Intuition: sixth sence, instincts Judgement: making decisions Perception: finding clues Empathy: intuition about others' emotions Willpower, Psyche, Self Discipline Mental Endurance/Strength: resist mental attacks or control CHARISMA Persuasiveness: encouraging other people's actions Charm: attracting others Leadership: ability to lead others Personality: interacting with others COMLINESS This is more of a trait than an ability. Although I do not recomend its use I have still included it here just incase anyone wants to use it. I find comliness to be more of an opinion based in the viewer of the character than in the character himself. Elves are usually considered attractive to other elves and to humans as well. Orcs may be attactive to eachother but are usually not seen as such by other races. Too often male players will have female characters with 30 comliness. Besides the abundance of Freudian overtones they also feel that their character should be able to control anyone they meet merely by their sheer beauty. I find it a better system just to describe the characters physial appearance and work from there. If this ability is not used then all characters are assumed to be of an average comliness for their race. PSIONIC APTITUDE: if this ability is used the penalty or bonus applies to the number of psionic points, the character point reduction, and the Skill Roll bonus when attempting any psionic action. If this ability is not used all characters are assumed to have an average psionic aptitude of 10. MAGICAL APTITUDE: as above but applies to mages CHANNELING APTITUDE: as above but applies to priests SPEED 5 meters/round/speed score SENCES: Unless otherwise specified, all characters have average scences, ie. a score of 10 in all of the five sences.If the GM chooses, characters can roll for their sences and use the appropriate penalties or bonuses from them. Any perception based skill that uses one or more of the sences can have a bonus or penalty from a high or low sence score. For example, a character who had a hearing score of 16 would have a +2 LS on the hear noise skill. Sight: 10 indicates average human sight. This is for a distance of 10 meters. A sight score of 20 would indicate that the character could see at 20 meters how most people would see at 10 meters. Hearing Touch Taste Smell Ability Scores Score Range Rank Bonus/Penalty 0 1-4 Feeble -5 (-3 at 4, -4 at 3, -5 at 2) 5-7 Poor -2 (-1 at 7, -2 at 5) 8-12 Fair 0 13-14 Good +1 15-16 High +2 17-18 Exceptional +3 19-25 Excellent +4 26-35 Remarkable +5 36-45 Incredible +6 46-55 Amazing +7 56-65 Immence +8 66-75 Awesome +9 76-85 Monstrous +10 86-95 Supreme +11 96-105 Unearthly +12 2.11 Increasing Abilities When initially rolled, no ability may be higher than 20, not including and racial bonuses. Abilities can be raised by spending an amount of the initial 200 character points, or later by spending earned character points that are gained with experience. Spending initial character points allows abilities to be raised no greater than 30, at a char pt cost equal to the point being raised to. Example, a character with 16 Dexterity wants to raise it to 18. It would cost 17 points to raise it to 17, and then 18 points to raise it to 18, for a total 35 char pts. If abilities are raised at later levels, once experience pts are gained, then the cost is 100 times above. So the above character would have to spend 1700 char pts (17000 exp pts.), plus 1800 char pts (18000 exp pts) for a total of 3500 char pts. (35000 exp pts). GM's may opt to allow increase beyond normal racial limits, possibly at double the point cost. Normal human limits are a score of 30. DAMAGE CAPACITY: Damage capacity indicates the amount of damage a character can sustain before being killed. For 0 level characters their damage capacity is the sum of their constitution scores and any strength bonuses, thus the average person will have 10 DC points, player characters can roll up to 20 in strength and constitution for a total of 24 DC points, and raising strength and constituion to maximum human limits will yield a DC of 35 points. For every level greater than zero, the character can spend character points to buy more DC. This can only be done once per level. If the character misses a level, ie. does not by any DC for that level, he can buy it twice the next level. Thus the number of DC purchases can never excede the character's level. Note that this has nothing to do with individual skill levels. A 10 level character can have 10 DC purchases, regardless of whether his highest skill level was above or below 10th level. EXPERIENCE POINT LOANS: Many times GM's may have a new character enter an already existing campaign, who's character's are above 1st level. In many cases, players who do not work their own characters up from 1st level do not play them as well because they have invested no time in developing that character. To remmedy this problem GM's can use an experience point loan system. Character's can start out at any level the GM chooses. The character, however has 0 experience points. Before he can advance a level or buy any additional skills he must pay off the loan at double the experience point cost. Example, a character starts off at 4th level. A 4th level character has 4001 experience points. This character will have 400 character points for his level, plus the 100-200 character points for a beginning character to buy any skills he wishes. Before gaining any new experience, the character must earn 8001 experience points at which point he will actually be at 4th level with 4001 experience points. From there on he can earn experience points normally and advance in skills and levels. Any magical items which the character is given initially must also be paid back in experience points. The cost is 1 exp pt per spell point cost of making the item. Monetary items should be paid back at 1 exp pt per 10 monetary units. 2.2 RACES Every player character must choose what race or species he is. In many campaigns most races will be humanoid in form but this does not need to be the case. It is quite possible to have player character races that little or no resemblance to any humanoid form. Some may even be able to take on human form. This game system uses humans as the basis from which all other races are compared. All human ability scores have an initial maximum of 20 and can be raised up to a maximum of 30. Other races may have bonuses or penalties to the six primary abilities. If the bonuses and penalties are equal, and the maximum rank is 40, (1 rank higher than human maximums) then there should be no additional experience point cost for that race. For example, a GM may wish to devise an elven race that a +5 bonus on dexterity with a maximum score of 40, and a -5 penalty on constitution. For these abilities alone there is no extra experience point cost. For every bonus point that is not balanced with a penalty, the experience point penalty is 1%. Thus having +5 on strength with no other penalty would give the character a 5% experience point penalty, and he would only receive 95% of all earned experience. Depending on the type of campaign the GM is running, he may wish to have all races possess some abilities superior to normal human abilities, without an equal amount of penalties. If this is the case then there does not have be an experience point penalty as it is likely that the opponents these characters are facing have similar abilities. No one character race should be greatly more powerful than another. The GM may decide to give a certain amount of points in designing an race. Any amount of abilites that excede this point limit must be balanced with experience point penalties. There are three types of skills or powers that races can possess, innate learned, and developed. Innate powers are powers that are not learned by a member of a race but are in the biological makeup of that race. For instance, dwarven races may possess an innate resistance vs magic, while elven races may possess an innate resistance vs sleep and charm spells. These powers may start out at a certain level and stay fixed at that level, or start out at first level and increase with the level of the character. Most powers should affect only the character and not other beings. Some typical innate powers are protections and resistances vs various attack forms, and the abililtes to heal, regenerate, change form, see in different parts of the EM spectrum, etc. Races with extended biological powers should be treated as mutants in terms of character point costs. Some races may also have skills which are not inborn but a learned by all members of a race at an early age. Many of these skill will be related to the type of environment the race is in. Dwarves may have skills related to mountain climbing, mining, smithing, etc. For skills such as these the experience point loan system should be used. When the experience point loan system is use for a few skills, but not the entire character, then experience points can be earned normally, but the character must pay back skills at the same doubled cost but has until he reaches the level of that skill to do so. For example, a dwarf character is given 5th level mining skill at the start. He will earn experience points normally but must pay back double the character points it cost for the mining skill by the time the character reaches 5th level. If he does not pay it back by that time, the all further experience goes into paying back that skill and he will not gain an actual level experience to 6th level until it is payed, regardless if his actual amount of accumulated experience would put him at 6th level. Developed powers are powers that are not inborn to a particular race but the potential for them is. For example, the Deryni are a race of psionic beings. Although all have psionic ability they do not all have the same degree of ability. The ability they have is developed. Developed skills should be able to be self taught by the individual at the same spenditure of experience points. Any magical or psionic ability given to a certain race should never except in a very few special cases go beyond eight level in power. Most races should also not be allowed to use any power until they are of equal or greater level to that power. A drow elf who has developed the know alignment power should be at least 6th level. 2.3 Alignments Alignment represents a beings general moral and ethical outlook. Alignment does not control a characters actions but does guide how the being will respond to certain ethical and moral situations. A character's actions should not be based on alignment, rather, his alignment should be based on his actions. Just as people can develope and change, so can their alignment as certain experiences in their life change their view of the world. Time for a Star Wars reference, Darth Vader was originally good but experiences in his life (the emperor) caused him to turn evil, and later other experiences (Luke) caused him to become good again. There are two components to alignment, the first applies to the beings position to law or chaos. The second more important part applies to the beings position of good or evil. This is the dominant part of alignment and will usually decide what "side" a being is on and what groups will work together. Beings good alignment, but who differ in their views of law and chaos will work together much more easily than beings who agree on law or chaos but differ in their views of good and evil. LAWFUL GOOD: believe that law an order are most important to achieve the greatest good. Lawful Good beings will not lie, cheat or steal. They will never kill an unarmed foe or otherwise defenceless foe. The lawful good being believes that some personal freedoms may have to be sacrificed to endure good for the whole. To quote Spock, "The needs of the many, out weigh the needs of the few." LAWFUL NEUTRAL: Concepts of good and evil hold little importance to the lawful neutral character. Above all else, order must be maintained if it means sacrificing the livelyhood of a few. Trust, honesty, honor, and loyalty are vital to a being of this alignment. The samurai from medieval Japan and the Klingons from Star Trek (TNG) can be considered to be of lawful neutral alignment. LAWFUL EVIL: Order and control is key to this alignment. There is a hiearchal structure to the world, with the strong controlling the week. Goods holds no meaning as long as order is preserved. While a lawful evil being will steal, kill, and torture, he will not lie or cheat, he will always keep his word, even if it does not benefit him, and will always prefer a fair fight. A lawful evil character will not kill without reason, and will often not be concerned with les powerful beings who do not interfere with him. NEUTRAL GOOD: This alignment holds that their must be a balance of law and personal freedom to ensure the greatest good for all. Personal freedom is necesary, but laws are also necesary to ensure the stability of good. NEUTRAL: This alignment holds that there must be a perfect balance in the universe between good and evil, between law and chaos. All these forces are important as no one can exist without the other. This does not mean that a true neutral character can not commit solely good or evil actions, or can have no loyalties. It means that the neutral character chooses a place for himself in this cosmic balance and acts to maintain this balance. He may change sides over time but will not be erratic in his actions, acting good one moment, and evil the next. NEUTRAL EVIL: personal gain is of most important to the neutral evil being. They have no true allegiance but will ally themselves with groups if it suits their interests, and will act alone at other times. CHAOTIC GOOD: personal freedom is most important to ensure the greatest good for all. This belief holds that people are basically good and will make the correct dicisions if allowed to govern themselves. Law and order only seek to take away personal freedom and place power into evil hands. Chaotic good beings will still be loyal to another being, but they will base their loyalties on what serves the greatest good, and will not be loyal to someone whom they believe to be evil. They will lie when necesary if the outcome is good. CHAOTIC NEUTRAL: good and evil hold no relevance to life, personal freedom and individuality is most important. Life and nature is order enough for beings of this alignment. This is often the most misplayed alignment as players use it as a way to have no governing motives for their actions. CHAOTIC EVIL: chaotic evil beings hold personal freedom as the essence of personal gain. Other life has little or no meaning to them. They will lie, cheat, steal, kill, and torture if it serves their interests or simply amuses them. They trust no one and themselves are the farthest from being trustworthy. The only order which appeals to them is controlling other beings through fear and personal might. AMORAL: This alignment is usually not allowed for players but often only applies to beings of unimaginable power who trascend all concepts of good, evil, law and chaos. Their is some higher purpose to their actions which mere mortals could not possibly begin to understand. The being Q from Star Trek and the being Galactus from Marvel comics are good examples of this. Many alien races of vastly superior intelligence and technology may also fall into this category. TENDENCIES: alignments may also include tendencies which show what other part of the alignment a being may tend to. Tendencies may only be one step removed from the actual alignment. For Example, a Lawful Good being could tend towards neutral good, or lawful neutral. The being could not tend to lawful evil or chaotic good as this indicates a change in alignment of 2 steps. Lawful to neutral is one step, lawful to evil is to steps. A chaotic neutral being could tends towards good, evil, or true neutral. CHANGING ALIGNMENT: Since characters are not static entities, neither are alignments. If a player or GM wants to change the alignment of a character there must be a reason in the character's life that would cause him to due so. Some reasons may include the death of a close friend or loved one, betrayal, being under the tutiledge of soemone with different views, etc. Alignments can only be changed by one 1/2 step per level or year, whichever amount of time is less. For example, Darth Vader is initially of Lawful Good alignment at 15th level before he encounters the emperor. After some study under the emperor his alignment slowly changes to LG with LN tendencies at 16th level, LN at 17th level, LN with LE tendencies at 18th level, and LE at 19th level. 2.4 Levels As stated previously, character level is determined by the total amount of earned experience, regardless of what skills the character possesses. It is possible, although highly unlikely that a character could be high level but have no skills, possibly using all of his experience points to augment die rolls. Basically, the level of character or any being is a good estimate of their power. Although the COSMOS system supports beings from 0 level to 50th level, characters between 10th and 20th level are considered high level, with 10th level equalling name rank level, knight or mage status for those two medieval archetypes, and 20th level would indicate lord or archmage status respectively. Players should rarely reach greater than 20th level, and then only after extended amount of gameplay. For another and hardly the last Star Wars reference, Luke Skywalker would be around 15th level, Darth Vader would be around 20th level, and the Emperor and Yoda would be about 30th level. The needed experience points per level are as follows: Level Experience Points 1 0 - 1000 2 1001 - 2000 3 2001 - 4000 4 4001 - 8000 5 8001 - 16000 6 16001 - 32000 7 32001 - 64000 8 64001 - 128000 9 128001 - 256000 10 256001 - 512000 256,000 Experience Points Per Level Beyond the Tenth 2.5 Levels & Ranks Along with character levels, COSMOS also uses the rank system to dscribe a level of power or complexity. Those who have played the Marvel Superheroes game will be familiar with this system, although it is changed slightly in COSMOS. Ranks often apply to technology to describe how advanced an item is. All materials have ranks to determine how strong they are and how resistant they are to certain types of damage. Poisons have ranks associated with their potency. Character abilities also have ranks as they are often used against or in conjuction with other ranks. The term level rank refers to the rank associated with that particular level. For instance, from the chart below it can be seen that the level rank for 6th level is rank 50. Conversly, the Rank Level for rank 50 is 6th level. In general, Tech Level 50 weapons do 50 points damage for a human sized rifle weapon, a 6th level magic spell could do about 50 points damage, an 11th level engineer could build and repair technological items in their field of Tech Level 100, a poison of about rank 50 intensity. Rank is also sometimes refered to as class, ie, class 50 and rank 50 metals are of the same strength. Level Rank 1 5 2 10 3 20 4 30 5 40 6 50 7 60 8 70 9 80 10 90 11 100 12 125 13 150 14 200 15 250 16 300 17 400 18 500 19 750 20 1000 21 1250 22 1500 23 1750 24 2000 25 2500 26 3000 27 3500 28 4000 29 4500 30 5000 32 5500 34 6000 36 6500 38 7000 40 7500 42 8000 44 8500 46 9000 48 9500 50 10000 Rank Number Range Average Rank Number 0 0 1-4 3 5-7 6 8-12 10 13-14 13 15-16 15 17-18 17 19-25 20 26-35 30 36-45 40 46-55 50 56-65 60 66-75 70 76-85 80 86-95 90 96-112 100 113-137 125 138-162 150 163-187 175 188-212 200 213-237 225 238-262 250 263-287 275 288-312 300 313-337 325 338-362 350 363-387 375 388-412 400 413-437 425 438-462 450 463-487 475 488-512 500 513-537 525 538-562 550 563-587 575 588-612 600 613-637 625 638-662 650 663-687 675 688-712 700 713-737 725 738-762 750 763-787 775 788-812 800 813-837 825 838-862 850 863-887 875 888-912 900 913-937 925 938-962 950 963-987 975 988-1125 1000 1126-1375 1250 1376-1625 1500 1626-1875 1750 1876-2125 2000 2126-2375 2250 2376-2625 2500 2626-2875 2750 2876-3125 3000 3126-3375 3250 3376-3625 3500 3627-3875 3750 3876-4125 4000 4126-4375 4250 4376-4625 4500 4626-4875 4750 4876-5125 5000 5126-5375 5250 5376-5625 5500 5626-5875 5750 5876-6125 6000 6126-6375 6250 6376-6625 6500 6626-5875 6750 6876-7125 7000 7126-7375 7250 7376-7625 7500 7626-7875 7750 7876-8125 8000 8126-8375 8250 8376-8625 8500 8626-8875 8750 8876-9125 9000 9126-9375 9250 9376-9625 9500 9626-9875 9750 9876-10125 10000 2.6 Earning Experience Points Experience points are a numerical representation of a character's experiences which pertain to a character's particular profession or individual areas of study. It is through earning experience points that character's improve their skills, learn new ones, and gain levels. Earning experience points represents the fact that characters are practicing their skills in real life, practical situations. Training in a particular skill is an important component of learning skills but it is the actual experience in using these skills real life situations that is the key component in learning and improving skills. Often, the action which earns a character experience must be one that has something at state or has some danger involved. A warrior practicing sword techniques against a straw dummy is not going to be earning experience points. A fighter who is using a sword to defend his life will earn experience. A thief who practices picking the lock to his own home will not earn experience while the same thief who picks the lock of a king's vault in order to procure vast quantities of gold will earn experience. The experience point system in COSMOS is geared at encouraging players to use their skills creatively to solve problems. In many RPG's, experience is earned through conflict with other living creatures, usually combat. This is usually not a problem as players will each use their individual skills the best way they know how to overcome the creature. Warriors will fight, mages will cast spells, priests will heal wounded party members, etc. Character's should only be able to improve skills that they actually use when they are needed. A priest who never heals his comrades should not be able to gain any more healing spells. A fighter who never uses a particular weapon should not be able to improve his skill in that weapon. In short, players are allowed to spend character points any way they choose as long as it coincides with the skills they used during an adventure. One often abused method of earning experience is through the finding of treasure, be it money, magical or technological items. The act of finding treasure itself does not give a character experience. The rewarding of experience points for finding treasure is meant to reflect the actions that took place in order to find the treasure, avoiding obstacles, making crucial decisions, etc. A 0 level farmer who walks into a deserted castle and finds 3 billion mithril pieces does not earn any experience points. There was no danger and he didn't utilize any skills. A thief who breaks into an ancient tomb and avoids all the traps in his path will earn experience for treasure found. The experience for individual actions are shown below. KILL FOE Level Of Foe Experience Point Value 1 5 X DC 2 10 X DC 3 15 X DC 4 20 X DC 5 25 X DC 6 30 X DC 7 35 X DC 8 40 X DC 9 45 X DC 10-11 50 X DC 12-13 75 X DC 14-15 100 X DC 16-17 125 X DC 18-19 150 X DC 20-24 200 X DC 25-30 300 X DC 31-35 400 X DC 36-40 500 X DC 41-45 750 X DC 46-50 1000 X DC SUBDUE FOE - Same as kill foe. Often good aligned characters will only kill foes when necesary and will usually not kill a sufficiently weaker or unarmed foe. Subduel includes causing an opponent to surrender, or causing the foe to be in a situation where the player could kill hi if he chose but does not, ie knocking a foe unconcious for an extended period of time. This rule is added to decrease the murder rate since most players will kill foes that their character's normally wouldn't since killing is the only way to earn experience points. CAPTURE FOE - Same as kill for. Includes any time when a foe is trapped by the player in a confined area and is at the mercy of the player. CAUSE FOE TO RETREAT - 1/2 kill value. If foe is reduced to 25% or less of his DC, then the experience points are 3/4 kill value. USE SPELL, PSIONIC, OR INNATE POWER - This applies to the use of such powers outside combat situations. The experience point value is the same as the power points spent. USE SKILL SUCCESSFULLY - This also applies to situations outside combat. The experience points earned are equal to the SR roll of the skill. For example, a player uses a find traps skill at 5th level. He rolls a 45 on the percentile dice. The actual SR he rolled was 65 so he earns 65 experience points if that skill is successful. Unsuccessful skill attempts earn no experience. FIND TREASURE - Experience point value equals the total levels of the foes divided by the total levels of the party members, times the monetary value of the treasure. For example, a party with members of 10th, 12th, 14th, and 15th level, find 10,000 monetary units of gold which was guarded by a 20thlevel dragon. In addition from any experience points gained from slaying the dragon, the party receives 20/51*10,000 for a total of 3921 experience points, or 980 experience points per each of the for characters. NEAR DEATH - any time a character goes below 10% of his maximum DC he gets 1/4 his kill value in exp. pts. if he does not die during that particular encounter. For example, a 10th level character with 100 DC is reduced to 10 DC, if he survives the encounter he receives an additional 1250 experience points, ie 10*50*100/4 = 1250. KILLED AND RESSURRECTED - any time a character dies and is brought back from death he receives his full kill value in experience points. 3. Action Resolution Action resolution in COSMOS is performed with one all powerful universal chart. Almost every action has a necessary skill roll, refered to as SR, to ensure its success. Most SR's are in the range of 5 to 95, while some extremely difficult tasks might have SR's well over 100. The necesary SR is indicated in each skill in the skill description section. Any skill that is not given a SR (excluding combat skills which will be dealt with later) can be judged as having an SR of 75, yielding a 25% chance of success at 1st level in the indicated skill. No matter what the difficult for any skill is, rolling a natural 5 or less on percentile dice indicates automatic failure. Rolling a natural 96 or above on percentile dice indicates automatic success. The chance for automatic success or failure increases and decreases respectively with level which will be described later. For dice rolls, percentile dice (2 10 sided dice) are almost exlusively used. Other dice such as D4, D6, D8, D12,and D20, are also used, usually for determining damage from weapons. Any number can be randomly rolled by first rolling percentile dice and then multiplying that percentage by the maximum possible value. For example, a phaser rifle can do up to 200 points damage. Percentile dice are rolled and a 35 is the result. 35% times 200 maximum points yields a total of 70 points of damage. 3.1 Skill Roll Chart LEVEL Roll 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 0 -5 0 5 10 15 20 25 30 35 40 45 49 53 57 61 65 69 73 77 1 -4 1 6 11 16 21 26 31 36 41 46 50 54 58 62 66 70 74 78 2 -3 2 7 12 17 22 27 32 37 42 47 51 55 59 63 67 71 75 79 3 -2 3 8 13 18 23 28 33 38 43 48 52 56 60 64 68 72 76 80 4 -1 4 9 14 19 24 29 34 39 44 49 53 57 61 65 69 73 77 81 5 0 5 10 15 20 25 30 35 40 45 50 54 58 62 66 70 74 78 82 6 1 6 11 16 21 26 31 36 41 46 51 55 59 63 67 71 75 79 83 7 2 7 12 17 22 27 32 37 42 47 52 56 60 64 68 72 76 80 84 8 3 8 13 18 23 28 33 38 43 48 53 57 61 65 69 73 77 81 85 9 4 9 14 19 24 29 34 39 44 49 54 58 62 66 70 74 78 82 86 10 5 10 15 20 25 30 35 40 45 50 55 59 63 67 71 75 79 83 87 11 6 11 16 21 26 31 36 41 46 51 56 60 64 68 72 76 80 84 88 12 7 12 17 22 27 32 37 42 47 52 57 61 65 69 73 77 81 85 89 13 8 13 18 23 28 33 38 43 48 53 58 62 66 70 74 78 82 86 90 14 9 14 19 24 29 34 39 44 49 54 59 63 67 71 75 79 83 87 91 15 10 15 20 25 30 35 40 45 50 55 60 64 68 72 76 80 84 88 92 16 11 16 21 26 31 36 41 46 51 56 61 65 69 73 77 81 85 89 93 17 12 17 22 27 32 37 42 47 52 57 62 66 70 74 78 82 86 90 94 18 13 18 23 28 33 38 43 48 53 58 63 67 71 75 79 83 87 91 95 19 14 19 24 29 34 39 44 49 54 59 64 68 72 76 80 84 88 92 96 20 15 20 25 30 35 40 45 50 55 60 65 69 73 77 81 85 89 93 97 21 16 21 26 31 36 41 46 51 56 61 66 70 74 78 82 86 90 94 98 22 17 22 27 32 37 42 47 52 57 62 67 71 75 79 83 87 91 95 99 23 18 23 28 33 38 43 48 53 58 63 68 72 76 80 84 88 92 96 100 24 19 24 29 34 39 44 49 54 59 64 69 73 77 81 85 89 93 97 101 25 20 25 30 35 40 45 50 55 60 65 70 74 78 82 86 90 94 98 102 26 21 26 31 36 41 46 51 56 61 66 71 75 79 83 87 91 95 99 103 27 22 27 32 37 42 47 52 57 62 67 72 76 80 84 88 92 96 100 104 28 23 28 33 38 43 48 53 58 63 68 73 77 81 85 89 93 97 101 105 29 24 29 34 39 44 49 54 59 64 69 74 78 82 86 90 94 98 102 106 30 25 30 35 40 45 50 55 60 65 70 75 79 83 87 91 95 99 103 107 31 26 31 36 41 46 51 56 61 66 71 76 80 84 88 92 96 100 104 108 32 27 32 37 42 47 52 57 62 67 72 77 81 85 89 93 97 101 105 109 33 28 33 38 43 48 53 58 63 68 73 78 82 86 90 94 98 102 106 110 34 29 34 39 44 49 54 59 64 69 74 79 83 87 91 95 99 103 107 111 35 30 35 40 45 50 55 60 65 70 75 80 84 88 92 96 100 104 108 112 36 31 36 41 46 51 56 61 66 71 76 81 85 89 93 97 101 105 109 113 37 32 37 42 47 52 57 62 67 72 77 82 86 90 94 98 102 106 110 114 38 33 38 43 48 53 58 63 68 73 78 83 87 91 95 99 103 107 111 115 39 34 39 44 49 54 59 64 69 74 79 84 88 92 96 100 104 108 112 116 40 35 40 45 50 55 60 65 70 75 80 85 89 93 97 101 105 109 113 117 41 36 41 46 51 56 61 66 71 76 81 86 90 94 98 102 106 110 114 118 42 37 42 47 52 57 62 67 72 77 82 87 91 95 99 103 107 111 115 119 43 38 43 48 53 58 63 68 73 78 83 88 92 96 100 104 108 112 116 120 44 39 44 49 54 59 64 69 74 79 84 89 93 97 101 105 109 113 117 121 45 40 45 50 55 60 65 70 75 80 85 90 94 98 102 106 110 114 118 122 46 41 46 51 56 61 66 71 76 81 86 91 95 99 103 107 111 115 119 123 47 42 47 52 57 62 67 72 77 82 87 92 96 100 104 108 112 116 120 124 48 43 48 53 58 63 68 73 78 83 88 93 97 101 105 109 113 117 121 125 49 44 49 54 59 64 69 74 79 84 89 94 98 102 106 110 114 118 122 126 50 45 50 55 60 65 70 75 80 85 90 95 99 103 107 111 115 119 123 127 51 46 51 56 61 66 71 76 81 86 91 96 100 104 108 112 116 120 124 128 52 47 52 57 62 67 72 77 82 87 92 97 101 105 109 113 117 121 125 129 53 48 53 58 63 68 73 78 83 88 93 98 102 106 110 114 118 122 126 130 54 49 54 59 64 69 74 79 84 89 94 99 103 107 111 115 119 123 127 131 55 50 55 60 65 70 75 80 85 90 95 100 104 108 112 116 120 124 128 132 56 51 56 61 66 71 76 81 86 91 96 101 105 109 113 117 121 125 129 133 57 52 57 62 67 72 77 82 87 92 97 102 106 110 114 118 122 126 130 134 58 53 58 63 68 73 78 83 88 93 98 103 107 111 115 119 123 127 131 135 59 54 59 64 69 74 79 84 89 94 99 104 108 112 116 120 124 128 132 136 60 55 60 65 70 75 80 85 90 95 100 105 109 113 117 121 125 129 133 137 61 56 61 66 71 76 81 86 91 96 101 106 110 114 118 122 126 130 134 138 62 57 62 67 72 77 82 87 92 97 102 107 111 115 119 123 127 131 135 139 63 58 63 68 73 78 83 88 93 98 103 108 112 116 120 124 128 132 136 140 64 59 64 69 74 79 84 89 94 99 104 109 113 117 121 125 129 133 137 141 65 60 65 70 75 80 85 90 95 100 105 110 114 118 122 126 130 134 138 142 66 61 66 71 76 81 86 91 96 101 106 111 115 119 123 127 131 135 139 143 67 62 67 72 77 82 87 92 97 102 107 112 116 120 124 128 132 136 140 144 68 63 68 73 78 83 88 93 98 103 108 113 117 121 125 129 133 137 141 145 69 64 69 74 79 84 89 94 99 104 109 114 118 122 126 130 134 138 142 146 70 65 70 75 80 85 90 95 100 105 110 115 119 123 127 131 135 139 143 147 71 66 71 76 81 86 91 96 101 106 111 116 120 124 128 132 136 140 144 148 72 67 72 77 82 87 92 97 102 107 112 117 121 125 129 133 137 141 145 149 73 68 73 78 83 88 93 98 103 108 113 118 122 126 130 134 138 142 146 150 74 69 74 79 84 89 94 99 104 109 114 119 123 127 131 135 139 143 147 151 75 70 75 80 85 90 95 100 105 110 115 120 124 128 132 136 140 144 148 152 76 71 76 81 86 91 96 101 106 111 116 121 125 129 133 137 141 145 149 153 77 72 77 82 87 92 97 102 107 112 117 122 126 130 134 138 142 146 150 154 78 73 78 83 88 93 98 103 108 113 118 123 127 131 135 139 143 147 151 155 79 74 79 84 89 94 99 104 109 114 119 124 128 132 136 140 144 148 152 156 80 75 80 85 90 95 100 105 110 115 120 125 129 133 137 141 145 149 153 157 81 76 81 86 91 96 101 106 111 116 121 126 130 134 138 142 146 150 154 158 82 77 82 87 92 97 102 107 112 117 122 127 131 135 139 143 147 151 155 159 83 78 83 88 93 98 103 108 113 118 123 128 132 136 140 144 148 152 156 160 84 79 84 89 94 99 104 109 114 119 124 129 133 137 141 145 149 153 157 161 85 80 85 90 95 100 105 110 115 120 125 130 134 138 142 146 150 154 158 162 86 81 86 91 96 101 106 111 116 121 126 131 135 139 143 147 151 155 159 163 87 82 87 92 97 102 107 112 117 122 127 132 136 140 144 148 152 156 160 164 88 83 88 93 98 103 108 113 118 123 128 133 137 141 145 149 153 157 161 165 89 84 89 94 99 104 109 114 119 124 129 134 138 142 146 150 154 158 162 166 90 85 90 95 100 105 110 115 120 125 130 135 139 143 147 151 155 159 163 167 91 86 91 96 101 106 111 116 121 126 131 136 140 144 148 152 156 160 164 168 92 87 92 97 102 107 112 117 122 127 132 137 141 145 149 153 157 161 165 169 93 88 93 98 103 108 113 118 123 128 133 138 142 146 150 154 158 162 166 170 94 89 94 99 104 109 114 119 124 129 134 139 143 147 151 155 159 163 167 171 95 90 95 100 105 110 115 120 125 130 135 140 144 148 152 156 160 164 168 172 96 91 96 101 106 111 116 121 126 131 136 141 145 149 153 157 161 165 169 173 97 92 97 102 107 112 117 122 127 132 137 142 146 150 154 158 162 166 170 174 98 93 98 103 108 113 118 123 128 133 138 143 147 151 155 159 163 167 171 175 99 94 99 104 109 114 119 124 129 134 139 144 148 152 156 160 164 168 172 176 100 95 100 105 110 115 120 125 130 135 140 145 149 153 157 161 165 169 173 177 LEVEL Roll 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 0 81 85 88 91 94 97 100 103 106 109 112 115 117 119 121 123 125 127 129 1 82 86 89 92 95 98 101 104 107 110 113 116 118 120 122 124 126 128 130 2 83 87 90 93 96 99 102 105 108 111 114 117 119 121 123 125 127 129 131 3 84 88 91 94 97 100 103 106 109 112 115 118 120 122 124 126 128 130 132 4 85 89 92 95 98 101 104 107 110 113 116 119 121 123 125 127 129 131 133 5 86 90 93 96 99 102 105 108 111 114 117 120 122 124 126 128 130 132 134 6 87 91 94 97 100 103 106 109 112 115 118 121 123 125 127 129 131 133 135 7 88 92 95 98 101 104 107 110 113 116 119 122 124 126 128 130 132 134 136 8 89 93 96 99 102 105 108 111 114 117 120 123 125 127 129 131 133 135 137 9 90 94 97 100 103 106 109 112 115 118 121 124 126 128 130 132 134 136 138 10 91 95 98 101 104 107 110 113 116 119 122 125 127 129 131 133 135 137 139 11 92 96 99 102 105 108 111 114 117 120 123 126 128 130 132 134 136 138 140 12 93 97 100 103 106 109 112 115 118 121 124 127 129 131 133 135 137 139 141 13 94 98 101 104 107 110 113 116 119 122 125 128 130 132 134 136 138 140 142 14 95 99 102 105 108 111 114 117 120 123 126 129 131 133 135 137 139 141 143 15 96 100 103 106 109 112 115 118 121 124 127 130 132 134 136 138 140 142 144 16 97 101 104 107 110 113 116 119 122 125 128 131 133 135 137 139 141 143 145 17 98 102 105 108 111 114 117 120 123 126 129 132 134 136 138 140 142 144 146 18 99 103 106 109 112 115 118 121 124 127 130 133 135 137 139 141 143 145 147 19 100 104 107 110 113 116 119 122 125 128 131 134 136 138 140 142 144 146 148 20 101 105 108 111 114 117 120 123 126 129 132 135 137 139 141 143 145 147 149 21 102 106 109 112 115 118 121 124 127 130 133 136 138 140 142 144 146 148 150 22 103 107 110 113 116 119 122 125 128 131 134 137 139 141 143 145 147 149 151 23 104 108 111 114 117 120 123 126 129 132 135 138 140 142 144 146 148 150 152 24 105 109 112 115 118 121 124 127 130 133 136 139 141 143 145 147 149 151 153 25 106 110 113 116 119 122 125 128 131 134 137 140 142 144 146 148 150 152 154 26 107 111 114 117 120 123 126 129 132 135 138 141 143 145 147 149 151 153 155 27 108 112 115 118 121 124 127 130 133 136 139 142 144 146 148 150 152 154 156 28 109 113 116 119 122 125 128 131 134 137 140 143 145 147 149 151 153 155 157 29 110 114 117 120 123 126 129 132 135 138 141 144 146 148 150 152 154 156 158 30 111 115 118 121 124 127 130 133 136 139 142 145 147 149 151 153 155 157 159 31 112 116 119 122 125 128 131 134 137 140 143 146 148 150 152 154 156 158 160 32 113 117 120 123 126 129 132 135 138 141 144 147 149 151 153 155 157 159 161 33 114 118 121 124 127 130 133 136 139 142 145 148 150 152 154 156 158 160 162 34 115 119 122 125 128 131 134 137 140 143 146 149 151 153 155 157 159 161 163 35 116 120 123 126 129 132 135 138 141 144 147 150 152 154 156 158 160 162 164 36 117 121 124 127 130 133 136 139 142 145 148 151 153 155 157 159 161 163 165 37 118 122 125 128 131 134 137 140 143 146 149 152 154 156 158 160 162 164 166 38 119 123 126 129 132 135 138 141 144 147 150 153 155 157 159 161 163 165 167 39 120 124 127 130 133 136 139 142 145 148 151 154 156 158 160 162 164 166 168 40 121 125 128 131 134 137 140 143 146 149 152 155 157 159 161 163 165 167 169 41 122 126 129 132 135 138 141 144 147 150 153 156 158 160 162 164 166 168 170 42 123 127 130 133 136 139 142 145 148 151 154 157 159 161 163 165 167 169 171 43 124 128 131 134 137 140 143 146 149 152 155 158 160 162 164 166 168 170 172 44 125 129 132 135 138 141 144 147 150 153 156 159 161 163 165 167 169 171 173 45 126 130 133 136 139 142 145 148 151 154 157 160 162 164 166 168 170 172 174 46 127 131 134 137 140 143 146 149 152 155 158 161 163 165 167 169 171 173 175 47 128 132 135 138 141 144 147 150 153 156 159 162 164 166 168 170 172 174 176 48 129 133 136 139 142 145 148 151 154 157 160 163 165 167 169 171 173 175 177 49 130 134 137 140 143 146 149 152 155 158 161 164 166 168 170 172 174 176 178 50 131 135 138 141 144 147 150 153 156 159 162 165 167 169 171 173 175 177 179 51 132 136 139 142 145 148 151 154 157 160 163 166 168 170 172 174 176 178 180 52 133 137 140 143 146 149 152 155 158 161 164 167 169 171 173 175 177 179 181 53 134 138 141 144 147 150 153 156 159 162 165 168 170 172 174 176 178 180 182 54 135 139 142 145 148 151 154 157 160 163 166 169 171 173 175 177 179 181 183 55 136 140 143 146 149 152 155 158 161 164 167 170 172 174 176 178 180 182 184 56 137 141 144 147 150 153 156 159 162 165 168 171 173 175 177 179 181 183 185 57 138 142 145 148 151 154 157 160 163 166 169 172 174 176 178 180 182 184 186 58 139 143 146 149 152 155 158 161 164 167 170 173 175 177 179 181 183 185 187 59 140 144 147 150 153 156 159 162 165 168 171 174 176 178 180 182 184 186 188 60 141 145 148 151 154 157 160 163 166 169 172 175 177 179 181 183 185 187 189 61 142 146 149 152 155 158 161 164 167 170 173 176 178 180 182 184 186 188 190 62 143 147 150 153 156 159 162 165 168 171 174 177 179 181 183 185 187 189 191 63 144 148 151 154 157 160 163 166 169 172 175 178 180 182 184 186 188 190 192 64 145 149 152 155 158 161 164 167 170 173 176 179 181 183 185 187 189 191 193 65 146 150 153 156 159 162 165 168 171 174 177 180 182 184 186 188 190 192 194 66 147 151 154 157 160 163 166 169 172 175 178 181 183 185 187 189 191 193 195 67 148 152 155 158 161 164 167 170 173 176 179 182 184 186 188 190 192 194 196 68 149 153 156 159 162 165 168 171 174 177 180 183 185 187 189 191 193 195 197 69 150 154 157 160 163 166 169 172 175 178 181 184 186 188 190 192 194 196 198 70 151 155 158 161 164 167 170 173 176 179 182 185 187 189 191 193 195 197 199 71 152 156 159 162 165 168 171 174 177 180 183 186 188 190 192 194 196 198 200 72 153 157 160 163 166 169 172 175 178 181 184 187 189 191 193 195 197 199 201 73 154 158 161 164 167 170 173 176 179 182 185 188 190 192 194 196 198 200 202 74 155 159 162 165 168 171 174 177 180 183 186 189 191 193 195 197 199 201 203 75 156 160 163 166 169 172 175 178 181 184 187 190 192 194 196 198 200 202 204 76 157 161 164 167 170 173 176 179 182 185 188 191 193 195 197 199 201 203 205 77 158 162 165 168 171 174 177 180 183 186 189 192 194 196 198 200 202 204 206 78 159 163 166 169 172 175 178 181 184 187 190 193 195 197 199 201 203 205 207 79 160 164 167 170 173 176 179 182 185 188 191 194 196 198 200 202 204 206 208 80 161 165 168 171 174 177 180 183 186 189 192 195 197 199 201 203 205 207 209 81 162 166 169 172 175 178 181 184 187 190 193 196 198 200 202 204 206 208 210 82 163 167 170 173 176 179 182 185 188 191 194 197 199 201 203 205 207 209 211 83 164 168 171 174 177 180 183 186 189 192 195 198 200 202 204 206 208 210 212 84 165 169 172 175 178 181 184 187 190 193 196 199 201 203 205 207 209 211 213 85 166 170 173 176 179 182 185 188 191 194 197 200 202 204 206 208 210 212 214 86 167 171 174 177 180 183 186 189 192 195 198 201 203 205 207 209 211 213 215 87 168 172 175 178 181 184 187 190 193 196 199 202 204 206 208 210 212 214 216 88 169 173 176 179 182 185 188 191 194 197 200 203 205 207 209 211 213 215 217 89 170 174 177 180 183 186 189 192 195 198 201 204 206 208 210 212 214 216 218 90 171 175 178 181 184 187 190 193 196 199 202 205 207 209 211 213 215 217 219 91 172 176 179 182 185 188 191 194 197 200 203 206 208 210 212 214 216 218 220 92 173 177 180 183 186 189 192 195 198 201 204 207 209 211 213 215 217 219 221 93 174 178 181 184 187 190 193 196 199 202 205 208 210 212 214 216 218 220 222 94 175 179 182 185 188 191 194 197 200 203 206 209 211 213 215 217 219 221 223 95 176 180 183 186 189 192 195 198 201 204 207 210 212 214 216 218 220 222 224 96 177 181 184 187 190 193 196 199 202 205 208 211 213 215 217 219 221 223 225 97 178 182 185 188 191 194 197 200 203 206 209 212 214 216 218 220 222 224 226 98 179 183 186 189 192 195 198 201 204 207 210 213 215 217 219 221 223 225 227 99 180 184 187 190 193 196 199 202 205 208 211 214 216 218 220 222 224 226 228 100 181 185 188 191 194 197 200 203 206 209 212 215 217 219 221 223 225 227 229 LEVEL Roll 38 39 40 41 42 43 44 45 46 47 48 49 50 0 131 133 135 136 137 138 139 140 141 142 143 144 145 1 132 134 136 137 138 139 140 141 142 143 144 145 146 2 133 135 137 138 139 140 141 142 143 144 145 146 147 3 134 136 138 139 140 141 142 143 144 145 146 147 148 4 135 137 139 140 141 142 143 144 145 146 147 148 149 5 136 138 140 141 142 143 144 145 146 147 148 149 150 6 137 139 141 142 143 144 145 146 147 148 149 150 151 7 138 140 142 143 144 145 146 147 148 149 150 151 152 8 139 141 143 144 145 146 147 148 149 150 151 152 153 9 140 142 144 145 146 147 148 149 150 151 152 153 154 10 141 143 145 146 147 148 149 150 151 152 153 154 155 11 142 144 146 147 148 149 150 151 152 153 154 155 156 12 143 145 147 148 149 150 151 152 153 154 155 156 157 13 144 146 148 149 150 151 152 153 154 155 156 157 158 14 145 147 149 150 151 152 153 154 155 156 157 158 159 15 146 148 150 151 152 153 154 155 156 157 158 159 160 16 147 149 151 152 153 154 155 156 157 158 159 160 161 17 148 150 152 153 154 155 156 157 158 159 160 161 162 18 149 151 153 154 155 156 157 158 159 160 161 162 163 19 150 152 154 155 156 157 158 159 160 161 162 163 164 20 151 153 155 156 157 158 159 160 161 162 163 164 165 21 152 154 156 157 158 159 160 161 162 163 164 165 166 22 153 155 157 158 159 160 161 162 163 164 165 166 167 23 154 156 158 159 160 161 162 163 164 165 166 167 168 24 155 157 159 160 161 162 163 164 165 166 167 168 169 25 156 158 160 161 162 163 164 165 166 167 168 169 170 26 157 159 161 162 163 164 165 166 167 168 169 170 171 27 158 160 162 163 164 165 166 167 168 169 170 171 172 28 159 161 163 164 165 166 167 168 169 170 171 172 173 29 160 162 164 165 166 167 168 169 170 171 172 173 174 30 161 163 165 166 167 168 169 170 171 172 173 174 175 31 162 164 166 167 168 169 170 171 172 173 174 175 176 32 163 165 167 168 169 170 171 172 173 174 175 176 177 33 164 166 168 169 170 171 172 173 174 175 176 177 178 34 165 167 169 170 171 172 173 174 175 176 177 178 179 35 166 168 170 171 172 173 174 175 176 177 178 179 180 36 167 169 171 172 173 174 175 176 177 178 179 180 181 37 168 170 172 173 174 175 176 177 178 179 180 181 182 38 169 171 173 174 175 176 177 178 179 180 181 182 183 39 170 172 174 175 176 177 178 179 180 181 182 183 184 40 171 173 175 176 177 178 179 180 181 182 183 184 185 41 172 174 176 177 178 179 180 181 182 183 184 185 186 42 173 175 177 178 179 180 181 182 183 184 185 186 187 43 174 176 178 179 180 181 182 183 184 185 186 187 188 44 175 177 179 180 181 182 183 184 185 186 187 188 189 45 176 178 180 181 182 183 184 185 186 187 188 189 190 46 177 179 181 182 183 184 185 186 187 188 189 190 191 47 178 180 182 183 184 185 186 187 188 189 190 191 192 48 179 181 183 184 185 186 187 188 189 190 191 192 193 49 180 182 184 185 186 187 188 189 190 191 192 193 194 50 181 183 185 186 187 188 189 190 191 192 193 194 195 51 182 184 186 187 188 189 190 191 192 193 194 195 196 52 183 185 187 188 189 190 191 192 193 194 195 196 197 53 184 186 188 189 190 191 192 193 194 195 196 197 198 54 185 187 189 190 191 192 193 194 195 196 197 198 199 55 186 188 190 191 192 193 194 195 196 197 198 199 200 56 187 189 191 192 193 194 195 196 197 198 199 200 201 57 188 190 192 193 194 195 196 197 198 199 200 201 202 58 189 191 193 194 195 196 197 198 199 200 201 202 203 59 190 192 194 195 196 197 198 199 200 201 202 203 204 60 191 193 195 196 197 198 199 200 201 202 203 204 205 61 192 194 196 197 198 199 200 201 202 203 204 205 206 62 193 195 197 198 199 200 201 202 203 204 205 206 207 63 194 196 198 199 200 201 202 203 204 205 206 207 208 64 195 197 199 200 201 202 203 204 205 206 207 208 209 65 196 198 200 201 202 203 204 205 206 207 208 209 210 66 197 199 201 202 203 204 205 206 207 208 209 210 211 67 198 200 202 203 204 205 206 207 208 209 210 211 212 68 199 201 203 204 205 206 207 208 209 210 211 212 213 69 200 202 204 205 206 207 208 209 210 211 212 213 214 70 201 203 205 206 207 208 209 210 211 212 213 214 215 71 202 204 206 207 208 209 210 211 212 213 214 215 216 72 203 205 207 208 209 210 211 212 213 214 215 216 217 73 204 206 208 209 210 211 212 213 214 215 216 217 218 74 205 207 209 210 211 212 213 214 215 216 217 218 219 75 206 208 210 211 212 213 214 215 216 217 218 219 220 76 207 209 211 212 213 214 215 216 217 218 219 220 221 77 208 210 212 213 214 215 216 217 218 219 220 221 222 78 209 211 213 214 215 216 217 218 219 220 221 222 223 79 210 212 214 215 216 217 218 219 220 221 222 223 224 80 211 213 215 216 217 218 219 220 221 222 223 224 225 81 212 214 216 217 218 219 220 221 222 223 224 225 226 82 213 215 217 218 219 220 221 222 223 224 225 226 227 83 214 216 218 219 220 221 222 223 224 225 226 227 228 84 215 217 219 220 221 222 223 224 225 226 227 228 229 85 216 218 220 221 222 223 224 225 226 227 228 229 230 86 217 219 221 222 223 224 225 226 227 228 229 230 231 87 218 220 222 223 224 225 226 227 228 229 230 231 232 88 219 221 223 224 225 226 227 228 229 230 231 232 233 89 220 222 224 225 226 227 228 229 230 231 232 233 234 90 221 223 225 226 227 228 229 230 231 232 233 234 235 91 222 224 226 227 228 229 230 231 232 233 234 235 236 92 223 225 227 228 229 230 231 232 233 234 235 236 237 93 224 226 228 229 230 231 232 233 234 235 236 237 238 94 225 227 229 230 231 232 233 234 235 236 237 238 239 95 226 228 230 231 232 233 234 235 236 237 238 239 240 96 227 229 231 232 233 234 235 236 237 238 239 240 241 97 228 230 232 233 234 235 236 237 238 239 240 241 242 98 229 231 233 234 235 236 237 238 239 240 241 242 243 99 230 232 234 235 236 237 238 239 240 241 242 243 244 100 231 233 235 236 237 238 239 240 241 242 243 244 245 To use the SR table, roll percentile dice and cross reference the die roll with the character's level in that particular skill. There are two main types of SR's. These are skill vs difficulty and skill vs skill. 3.2 Skill vs Difficulty (Unopposed Action) A character has 5th level find traps skill. The SR for success is 80. The character must roll a 60 or above on percentile dice as 60 cross referenced with 5th level gives an SR of 80, the necessary score needed to accomplish the skill. Often their will be bonuses or penalties applied to a skill. These bonuses or penalties are described in terms of Level Shifts, abbreviated as LS. A positive level shift indicates that number is added to the characters skill level when trying to accomplish that skill. For instance, if the above character had a perception score of 16 he would have a +2 LS bonus to his skill roll. When he rolled he would cross reference the die roll with 7th level because 5th level +2 level shifts equal 7th level. In this case he would only need to roll a 50 to accomplish the skill. If the trap was unusually hard to find, there might be a penalty, say a -1 LS,so the character would roll as if he was only 4th level in that skill. 3.3 Skill vs Skill (Opposed Action) Skill vs skill is when the success of one action is determined by the success or failure of another's action. Combat is a common example of this. If character A is attacking character B then A makes a SR to hit B. If B is defending then B makes a SR to defend against A, be it to block, parry, or dodge. As long as no one SR indicates automatic failure, the higher SR wins. If the attacker wins, then he hit the defender. If the defender wins, then he successfully evaded the attack. Another example would be the tracking and covering tracks skills. If the trackers SR is higher, then he successfully tracked the individual. If the track coverer's SR is higher, then he successfully eluded the tracker. 3.4 Automatic Failure or Success Depending on the character's level in a particular skill, a natural die roll on the precentile dice (not an SR from the chart) will indicate automatic failure or automatic success. The following gives the natural die rolls acording to level wich indicate automatic success or failure. Skill Level Automatic Failure Automatic Success 1-5 01-05 96-100 6-10 01-05 94-100 11-15 01-04 92-100 16-20 01-04 90-100 21-25 01-03 88-100 26-30 01-03 86-100 31-35 01-02 84-100 36-40 01-02 82-100 41-45 01 80-100 46-50 01 76-100 No special outcome other than the normal success for a specific task is given by the automatic rolls. For example, regardless of what SR was necesary for a character using a longsword with 10th level skill, if he rolled a natural 94 or higher on the percentile dice he would automatically hit his target. Likewise, if he rolled a natural 5 or lower he would automatically miss his target. The GM may opt to use critical failures and critical successes which indicate an excepional success or failure in an action. These are most commonly used in combat. A list of possible criticals is given in the combat section. Any type of criticals can be used, but both critical successes and failures must be used, the GM should not use just one or the other. They should also be equal in their helpfulness or harmfullness. For instance, if a roll of 100 on a critical success chart in combat kills the opponent automaticaly, then the same roll of 100 in the critical failure chart should kill the player automaticaly. 3.5 Resistance Rolls Resistance rolls noted as RR's are similar to SR's but they differ in the fact that they depend mainly on the character's level and not any one skill level. RR's are made to avoid or resist the effects of certain attacks, usually spells, psionics, poisons, etc, that allow a chance of resisting them. For example, Obi Wan Kenobi is with Luke when they get stopped by some Storm Troopers. Obi Wan uses his suggestion power and says, "You don't need to see his papers, these aren't the droids you're looking for, we can go about are business." The Storm Troopers must make a RR to resist the attack. They roll percentile dice and cross reference their character level with Obi Wan's level of skill in his suggestion power. If their percentile roll is less than the indicated number, then they say,"We don't need to see his papers, these aren't the droids we're looking for, you can go about your business." If the number rolled is equal to or greater than the indicated number, then Obi Wan better hope that his Jedi Robes are blaster proof. Often character abilites will give LS's to a RR. In the above example, if the Storm Troopers had high scores in Wisdom (mental strength) as opposed to weak minds, then would receive a positive LS on their die roll and would make RR's as if they were of a higher level. Another example refers to making RR vs poisons. If the character's constitution is equal to the poison rank then there is no bonus or penalty and the character's level is use alone to determine the roll. If the character's constitution was of a higher rank than the poison then he would get a positive LS in his roll. A 5th level character with 20 (Excellent) Constitution would save as if he was 7th level, +2 LS, vs a 16 (High) rank poison since his constitution is 2 ranks higher than the strength of the poison. If his constitution was High and the poison was Excellent, then he would make an RR as if he were only 3rd level, -2 LS. RESISTANCE ROLLS ATTACK LEVEL 0 1 2 3 4 5 0 50 55 60 65 70 75 1 45 50 55 60 65 70 2 40 45 50 55 60 65 3 35 40 45 50 55 60 4 30 35 40 45 50 55 5 25 30 35 40 45 50 D 6 20 25 30 35 40 45 E 7 15 20 25 30 35 40 F 8 10 15 20 25 30 35 E 9 5 10 15 20 25 30 N 10 4 5 10 15 20 25 C 11 4 4 5 10 15 20 E 12 4 4 4 5 10 15 13 4 4 4 4 5 10 L 14 4 4 4 4 4 5 E 15 4 4 4 4 4 4 V 16 4 4 4 4 4 4 E 17 4 4 4 4 4 4 L 18 4 4 4 4 4 4 19 4 4 4 4 4 4 20 3 4 4 4 4 4 21 3 3 4 4 4 4 22 3 3 3 4 4 4 23 3 3 3 3 4 4 24 3 3 3 3 3 4 25 3 3 3 3 3 3 26 3 3 3 3 3 3 27 3 3 3 3 3 3 28 3 3 3 3 3 3 29 3 3 3 3 3 3 30 2 3 3 3 3 3 31 2 2 3 3 3 3 32 2 2 2 3 3 3 33 2 2 2 2 3 3 34 2 2 2 2 2 3 35 2 2 2 2 2 2 36 2 2 2 2 2 2 37 2 2 2 2 2 2 38 2 2 2 2 2 2 39 2 2 2 2 2 2 40 2 2 2 2 2 2 41 2 2 2 2 2 2 42 2 2 2 2 2 2 43 2 2 2 2 2 2 44 2 2 2 2 2 2 45 2 2 2 2 2 2 46 2 2 2 2 2 2 47 2 2 2 2 2 2 48 2 2 2 2 2 2 49 2 2 2 2 2 2 50 2 2 2 2 2 2 ATTACK LEVEL 6 7 8 9 10 0 80 85 90 95 96 1 75 80 85 90 95 2 70 75 80 85 90 3 65 70 75 80 85 4 60 65 70 75 80 5 55 60 65 70 75 D 6 50 55 60 65 70 E 7 45 50 55 60 65 F 8 40 45 50 55 60 E 9 35 40 45 50 55 N 10 30 35 40 45 50 C 11 25 30 35 40 45 E 12 20 25 30 35 40 13 15 20 25 30 35 14 10 15 20 25 30 L 15 5 10 15 20 25 E 16 4 5 10 15 20 V 17 4 4 5 10 15 E 18 4 4 4 5 10 L 19 4 4 4 4 5 20 4 4 4 4 4 21 4 4 4 4 4 22 4 4 4 4 4 23 4 4 4 4 4 24 4 4 4 4 4 25 4 4 4 4 4 26 3 4 4 4 4 27 3 3 4 4 4 28 3 3 3 4 4 29 3 3 3 3 4 30 3 3 3 3 3 31 3 3 3 3 3 32 3 3 3 3 3 33 3 3 3 3 3 34 3 3 3 3 3 35 3 3 3 3 3 36 2 3 3 3 3 37 2 2 3 3 3 38 2 2 2 3 3 39 2 2 2 2 3 40 2 2 2 2 2 41 2 2 2 2 2 42 2 2 2 2 2 43 2 2 2 2 2 44 2 2 2 2 2 45 2 2 2 2 2 46 2 2 2 2 2 47 2 2 2 2 2 48 2 2 2 2 2 49 2 2 2 2 2 50 2 2 2 2 2 ATTACK LEVEL 11 12 13 14 15 0 96 96 96 96 96 1 96 96 96 96 96 2 95 96 96 96 96 3 90 95 96 96 96 4 85 90 95 96 96 5 80 85 90 95 96 D 6 75 80 85 90 95 E 7 70 75 80 85 90 F 8 65 70 75 80 85 E 9 60 65 70 75 80 N 10 55 60 65 70 75 C 11 50 55 60 65 70 E 12 45 50 55 60 65 13 40 45 50 55 60 14 35 40 45 50 55 L 15 30 35 40 45 50 E 16 25 30 35 40 45 V 17 20 25 30 35 40 E 18 15 20 25 30 35 L 19 10 15 20 25 30 20 5 10 15 20 25 21 4 5 10 15 20 22 4 4 5 10 15 23 4 4 4 5 10 24 4 4 4 4 5 25 4 4 4 4 4 26 4 4 4 4 4 27 4 4 4 4 4 28 4 4 4 4 4 29 4 4 4 4 4 30 4 4 4 4 4 31 3 4 4 4 4 32 3 3 4 4 4 33 3 3 3 4 4 34 3 3 3 3 4 35 3 3 3 3 3 36 3 3 3 3 3 37 3 3 3 3 3 38 3 3 3 3 3 39 3 3 3 3 3 40 3 3 3 3 3 41 2 3 3 3 3 42 2 2 3 3 3 43 2 2 2 3 3 44 2 2 2 2 3 45 2 2 2 2 2 46 2 2 2 2 2 47 2 2 2 2 2 48 2 2 2 2 2 49 2 2 2 2 2 50 2 2 2 2 2 ATTACK LEVEL 16 17 18 19 20 0 96 96 96 96 97 1 96 96 96 96 96 2 96 96 96 96 96 3 96 96 96 96 96 4 96 96 96 96 96 5 96 96 96 96 96 D 6 96 96 96 96 96 E 7 95 96 96 96 96 F 8 90 95 96 96 96 E 9 85 90 95 96 96 N 10 80 85 90 95 96 C 11 75 80 85 90 95 E 12 70 75 80 85 90 13 65 70 75 80 85 14 60 65 70 75 80 L 15 55 60 65 70 75 E 16 50 55 60 65 70 V 17 45 50 55 60 65 E 18 40 45 50 55 60 L 19 35 40 45 50 55 20 30 35 40 45 50 21 25 30 35 40 45 22 20 25 30 35 40 23 15 20 25 30 35 24 10 15 20 25 30 25 5 10 15 20 25 26 4 5 10 15 20 27 4 4 5 10 15 28 4 4 4 5 10 29 4 4 4 4 5 30 4 4 4 4 4 31 4 4 4 4 4 32 4 4 4 4 4 33 4 4 4 4 4 34 4 4 4 4 4 35 4 4 4 4 4 36 3 4 4 4 4 37 3 3 4 4 4 38 3 3 3 4 4 39 3 3 3 3 4 40 3 3 3 3 3 41 3 3 3 3 3 42 3 3 3 3 3 43 3 3 3 3 3 44 3 3 3 3 3 45 3 3 3 3 3 46 2 3 3 3 3 47 2 2 3 3 3 48 2 2 2 3 3 49 2 2 2 2 3 50 2 2 2 2 2 ATTACK LEVEL 21 22 23 24 25 0 97 97 97 97 97 1 97 97 97 97 97 2 96 97 97 97 97 3 96 96 97 97 97 4 96 96 96 97 97 5 96 96 96 96 97 D 6 96 96 96 96 96 E 7 96 96 96 96 96 F 8 96 96 96 96 96 E 9 96 96 96 96 96 N 10 96 96 96 96 96 C 11 96 96 96 96 96 E 12 95 96 96 96 96 13 90 95 96 96 96 14 85 90 95 96 96 L 15 80 85 90 95 96 E 16 75 80 85 90 95 V 17 70 75 80 85 90 E 18 65 70 75 80 85 L 19 60 65 70 75 80 20 55 60 65 70 75 21 50 55 60 65 70 22 45 50 55 60 65 23 40 45 50 55 60 24 35 40 45 50 55 25 30 35 40 45 50 26 25 30 35 40 45 27 20 25 30 35 40 28 15 20 25 30 35 29 10 15 20 25 30 30 5 10 15 20 25 31 4 5 10 15 20 32 4 4 5 10 15 33 4 4 4 5 10 34 4 4 4 4 5 35 4 4 4 4 4 36 4 4 4 4 4 37 4 4 4 4 4 38 4 4 4 4 4 39 4 4 4 4 4 40 4 4 4 4 4 41 3 4 4 4 4 42 3 3 4 4 4 43 3 3 3 4 4 44 3 3 3 3 4 45 3 3 3 3 3 46 3 3 3 3 3 47 3 3 3 3 3 48 3 3 3 3 3 49 3 3 3 3 3 50 3 3 3 3 3 ATTACK LEVEL 26 27 28 29 30 0 97 97 97 97 98 1 97 97 97 97 97 2 97 97 97 97 97 3 97 97 97 97 97 4 97 97 97 97 97 5 97 97 97 97 97 D 6 97 97 97 97 97 E 7 96 97 97 97 97 F 8 96 96 97 97 97 E 9 96 96 96 97 97 N 10 96 96 96 96 97 C 11 96 96 96 96 96 E 12 96 96 96 96 96 13 96 96 96 96 96 14 96 96 96 96 96 L 15 96 96 96 96 96 E 16 96 96 96 96 96 V 17 95 96 96 96 96 E 18 90 95 96 96 96 L 19 85 90 95 96 96 20 80 85 90 95 96 21 75 80 85 90 95 22 70 75 80 85 90 23 65 70 75 80 85 24 60 65 70 75 80 25 55 60 65 70 75 26 50 55 60 65 70 27 45 50 55 60 65 28 40 45 50 55 60 29 35 40 45 50 55 30 30 35 40 45 50 31 25 30 35 40 45 32 20 25 30 35 40 33 15 20 25 30 35 34 10 15 20 25 30 35 5 10 15 20 25 36 4 5 10 15 20 37 4 4 5 10 15 38 4 4 4 5 10 39 4 4 4 4 5 40 4 4 4 4 4 41 4 4 4 4 4 42 4 4 4 4 4 43 4 4 4 4 4 44 4 4 4 4 4 45 4 4 4 4 4 46 3 4 4 4 4 47 3 3 4 4 4 48 3 3 3 4 4 49 3 3 3 3 4 50 3 3 3 3 3 ATTACK LEVEL 31 32 33 34 35 0 98 98 98 98 98 1 98 98 98 98 98 2 97 98 98 98 98 3 97 97 98 98 98 4 97 97 97 98 98 5 97 97 97 97 98 D 6 97 97 97 97 97 E 7 97 97 97 97 97 F 8 97 97 97 97 97 E 9 97 97 97 97 97 N 10 97 97 97 97 97 C 11 97 97 97 97 97 E 12 96 97 97 97 97 13 96 96 97 97 97 14 96 96 96 97 97 L 15 96 96 96 96 97 E 16 96 96 96 96 96 V 17 96 96 96 96 96 E 18 96 96 96 96 96 L 19 96 96 96 96 96 20 96 96 96 96 96 21 96 96 96 96 96 22 95 96 96 96 96 23 90 95 96 96 96 24 85 90 95 96 96 25 80 85 90 95 96 26 75 80 85 90 95 27 70 75 80 85 90 28 65 70 75 80 85 29 60 65 70 75 80 30 55 60 65 70 75 31 50 55 60 65 70 32 45 50 55 60 65 33 40 45 50 55 60 34 35 40 45 50 55 35 30 35 40 45 50 36 25 30 35 40 45 37 20 25 30 35 40 38 15 20 25 30 35 39 10 15 20 25 30 40 5 10 15 20 25 41 4 5 10 15 20 42 4 4 5 10 15 43 4 4 4 5 10 44 4 4 4 4 5 45 4 4 4 4 4 46 4 4 4 4 4 47 4 4 4 4 4 48 4 4 4 4 4 49 4 4 4 4 4 50 4 4 4 4 4 ATTACK LEVEL 36 37 38 39 40 0 98 98 98 98 99 1 98 98 98 98 98 2 98 98 98 98 98 3 98 98 98 98 98 4 98 98 98 98 98 5 98 98 98 98 98 D 6 98 98 98 98 98 E 7 97 98 98 98 98 F 8 97 97 98 98 98 E 9 97 97 97 98 98 N 10 97 97 97 97 98 C 11 97 97 97 97 97 E 12 97 97 97 97 97 13 97 97 97 97 97 14 97 97 97 97 97 L 15 97 97 97 97 97 E 16 97 97 97 97 97 V 17 96 97 97 97 97 E 18 96 96 97 97 97 L 19 96 96 96 97 97 20 96 96 96 96 97 21 96 96 96 96 96 22 96 96 96 96 96 23 96 96 96 96 96 24 96 96 96 96 96 25 96 96 96 96 96 26 96 96 96 96 96 27 95 96 96 96 96 28 90 95 96 96 96 29 85 90 95 96 96 30 80 85 90 95 96 31 75 80 85 90 95 32 70 75 80 85 90 33 65 70 75 80 85 34 60 65 70 75 80 35 55 60 65 70 75 36 50 55 60 65 70 37 45 50 55 60 65 38 40 45 50 55 60 39 35 40 45 50 55 40 30 35 40 45 50 41 25 30 35 40 45 42 20 25 30 35 40 43 15 20 25 30 35 44 10 15 20 25 30 45 5 10 15 20 25 46 4 5 10 15 20 47 4 4 5 10 15 48 4 4 4 5 10 49 4 4 4 4 5 50 4 4 4 4 4 ATTACK LEVEL 41 42 43 44 45 0 99 99 99 99 99 1 99 99 99 99 99 2 98 99 99 99 99 3 98 98 99 99 99 4 98 98 98 99 99 5 98 98 98 98 99 D 6 98 98 98 98 98 E 7 98 98 98 98 98 F 8 98 98 98 98 98 E 9 98 98 98 98 98 N 10 98 98 98 98 98 C 11 98 98 98 98 98 E 12 97 98 98 98 98 13 97 97 98 98 98 14 97 97 97 98 98 L 15 97 97 97 97 98 E 16 97 97 97 97 97 V 17 97 97 97 97 97 E 18 97 97 97 97 97 L 19 97 97 97 97 97 20 97 97 97 97 97 21 97 97 97 97 97 22 96 97 97 97 97 23 96 96 97 97 97 24 96 96 96 97 97 25 96 96 96 96 97 26 96 96 96 96 96 27 96 96 96 96 96 28 96 96 96 96 96 29 96 96 96 96 96 30 96 96 96 96 96 31 96 96 96 96 96 32 95 96 96 96 96 33 90 95 96 96 96 34 85 90 95 96 96 35 80 85 90 95 96 36 75 80 85 90 95 37 70 75 80 85 90 38 65 70 75 80 85 39 60 65 70 75 80 40 55 60 65 70 75 41 50 55 60 65 70 42 45 50 55 60 65 43 40 45 50 55 60 44 35 40 45 50 55 45 30 35 40 45 50 46 25 30 35 40 45 47 20 25 30 35 40 48 15 20 25 30 35 49 10 15 20 25 30 50 5 10 15 20 25 ATTACK LEVEL 46 47 48 49 50 0 99 99 99 99 99 1 99 99 99 99 99 2 99 99 99 99 99 3 99 99 99 99 99 4 99 99 99 99 99 5 99 99 99 99 99 D 6 99 99 99 99 99 E 7 98 99 99 99 99 F 8 98 98 99 99 99 E 9 98 98 98 99 99 N 10 98 98 98 98 99 C 11 98 98 98 98 98 E 12 98 98 98 98 98 13 98 98 98 98 98 14 98 98 98 98 98 L 15 98 98 98 98 98 E 16 98 98 98 98 98 V 17 97 98 98 98 98 E 18 97 97 98 98 98 L 19 97 97 97 98 98 20 97 97 97 97 98 21 97 97 97 97 97 22 97 97 97 97 97 23 97 97 97 97 97 24 97 97 97 97 97 25 97 97 97 97 97 26 97 97 97 97 97 27 96 97 97 97 97 28 96 96 97 97 97 29 96 96 96 97 97 30 96 96 96 96 97 31 96 96 96 96 96 32 96 96 96 96 96 33 96 96 96 96 96 34 96 96 96 96 96 35 96 96 96 96 96 36 96 96 96 96 96 37 95 96 96 96 96 38 90 95 96 96 96 39 85 90 95 96 96 40 80 85 90 95 96 41 75 80 85 90 95 42 70 75 80 85 90 43 65 70 75 80 85 44 60 65 70 75 80 45 55 60 65 70 75 46 50 55 60 65 70 47 45 50 55 60 65 48 40 45 50 55 60 49 35 40 45 50 55 50 30 35 40 45 50 3.6 Action Points All physical actions have an action point cost that indicates how much time a character needs to spend to complete that action. Spells and psionics have a certain amount of actual time that is required which can be translated into action points to see what other physical actions the character can complete along with spell casting and psionic use. All characters begin with 10 action points at 1st level. Zero level beings have 5 action points. Action points increase by 1 point/level, ie 10th level character has 20 action points. Action points indicate what kinds and how much activity the character can carry out each 6 second round. All activities have an action point cost. 3.61 Combat The area where actions points are most crucial is during combat. Attacking, drawing weapons, loading weapons, dodging, evading, blocking, and parrying are all aspects of combat which require the expenditure of action points. All weapons have their own specific action point cost/weapon. The action point cost reflects the size and weight of the weapon, as well as the general complexity in using it. The cost to draw and sheath a weapon is given as a fraction of the action point cost for attacking with the particular weapon. Parrying with a weapon costs they same as an attack. Shields are used for blocking attacks and can also be used as weapons. The action points for these manuevers are the same. Ancient missile weapons that use ammunition, ie bows, crossbows, slings, blowguns, etc, have separate action points to load and fire the weapon. Arrows are bolts can be loaded, knocked, and then fired. Although the time for the complete action is usually more than most mellee weapons, once an arrow is knocked and aimed at a target, it can be released almost immediately, usually before and mellee attack can occur. Dodging and Evading cost 5 action points to perform. Weapon and shield proficiencies will decrease the amount of action points necesary for the related action, so more actions can be performed in a single round. 3.62 Movement one's full movement rate for 1 full round takes all of a character's action points. Moving at full rate for 1/2 round takes up 1/2 action points, 1/4 movement equals 1/4 action points, etc. Trying to accomplish any actions not related to movement (actions other than jumping, tumbling, acrobtics, etc) will be accomplished at 1/2 the character's level in the particular skill or action. 3.63 Reduced Action Point Expenditure The actions points listed for any action indicate how many points are required to perform the action at the normal level of skill and effort. A character can choose for any action to spend less points than are necesary. This reflects that the character is spending less time and effort on the action. An appropiate instance of this might be when attacking a large and unarmored creature. The creature is very easy to hit and so attacks require less skill and effort. A character would put his effort into the quantity of attacks as opposed to the quality of each individual attacks. The penalties for reduced action point expenditure are as follows: Action Points Reduction Penalty 1/2 -1 LS 1 -2 LS 2 -3 LS 3 -4 LS 4 -5 LS 5 -6 LS 6 -7 LS 7 -8 LS 8 -9 LS 9 -10 LS 10 -12 LS No action can be reduced below 1 action point. 3.64 Increased Action Point Expenditure This is just the opposite of reduced action point expenditure. It reflects the fact that the character is spending more time and effort into a particular action, and is trading the quantity of actions for the quality of an action. The bonuses for increased action point expenditure are as follows. Action Point Increase Bonus x 1.5 +1 LS x 2 +2 LS x 2.5 +3 LS x 3 +4 LS x 3.5 +5 LS x 4 +6 LS x 4.5 +7 LS x 5 +8 LS 3.7 Altering Rolls At any time during the course of the game, players may use any extra experience points that their character has to alter die rolls, usually involving SR's and RR's. They must announce before the roll wether or not they are going to spend experience points the augment the die roll. Some may view this as buying luck, others may view this as glorified cheating. In any apsect, the player's character forfeits experience points in return for raising a die roll. The experience points necesary to raise any given roll by the folling amounts are as follows. Level Shifts Experience Points 1 50 2 100 3 250 4 500 5 750 6 1000 7 2500 8 5000 9 75000 10 10000 In rolls that don't directly apply to level shifts such as outcomes that are pure chance such as lotteries, rolling to see which member of the party get's a certain pick of the treasure, etc, each level shift is equivalent to +5 on the percentile dice. A player who spends 50 exp pts before rolling for treasure who rolls a 56 actually gets a 61 because of the +5 points added by his exp pt spenditure. 3.8 Penalties Due to Damage and LEL Loss Characters who have suffered damage and Life Energy Level drains do not function at their maximum abilities and thus have a penalty on all actions. % Damage Capacity or LEL Penalty 100% 0 LS 90% -1 LS 75% -2 LS 50% -4 LS 25% -6 LS 10% -8 LS 5% -10 LS Note that the penalties are cumulative. If a character was at 75% of his damage capacity and 90% of his LEL's then he would have a total penalty of -3 LS on all actions. 4. Skills Skills are the heart of the COSMOS character generation system. Skills are what make a character what he is and are what distinguish him from other characters. In any campaign, the characters should select skills that together with other characters in the group help them in their adventures in a specific setting. 4.1 Character Point Costs for Skills The number before each skill description indicates the number of character points for level 1 of that skill. The cost for a the first level of a skill is used to figure out the cost for successive levels for that skill by consulting the following chart. Skill Level Character Points 1 5 6 8 10 12 15 2 5 6 8 10 12 15 3 10 12 16 20 24 30 4 20 24 32 40 48 60 5 40 48 64 80 96 120 6 80 96 128 160 192 240 7 160 192 256 320 384 480 8 320 384 512 640 768 960 9 640 768 1024 1280 1536 1920 10 1280 1536 2048 2560 3072 3840 1 20 25 30 35 40 45 2 20 25 30 35 40 45 3 40 50 60 70 80 90 4 80 100 120 140 160 180 5 160 200 240 280 320 360 6 320 400 480 560 640 720 7 640 800 960 1120 1280 1440 8 1280 1600 1920 2240 2560 2880 9 2560 3200 3840 4480 5120 5760 10 5120 6400 7680 8960 10240 11520 1 50 60 75 100 125 150 2 50 60 75 100 125 150 3 100 120 150 200 250 300 4 200 240 300 400 500 600 5 400 480 600 800 1000 1200 6 800 960 1200 1600 2000 2400 7 1600 1920 2400 3200 4000 4800 8 3200 3840 4800 6400 8000 9600 9 6400 7680 9600 12800 16000 19200 10 12800 15360 19200 25600 32000 38400 1 175 200 250 300 400 500 2 175 200 250 300 400 500 3 350 400 500 600 800 1000 4 700 800 1000 1200 1600 2000 5 1400 1600 2000 2400 3200 4000 6 2800 3200 4000 4800 6400 8000 7 5600 6400 8000 9600 12800 16000 8 11200 12800 16000 19200 25600 32000 9 22400 25600 32000 38400 51200 64000 10 44800 51200 64000 76800 102400 128000 1 750 1000 2 750 1000 3 1500 2000 4 3000 4000 5 6000 8000 6 12000 16000 7 24000 32000 8 48000 64000 9 96000 128000 10 192000 256000 All skill levels 11th level and above cost the same as as the skill at 10th level. Example, a base 50 character point skill costs 12800 character points at 10th level, 12800 character points at 11th level, 12800 at 12th level, etc. From that above chart it can be seen that if 50 is the number before Priest Skill in the skill descriptions, then 1st level for that skill costs 50 character points, 2nd level cost another 50, 3rd level costs 100, 4th costs 200. etc. 4.2 Fractional Skill Advancement If the player or GM wishes, skills can be increased by a fractional amount instead of only a complete level. Some skills will offer no benefit from fractional increases while other, usually technologicaly based, will. For example, a character who has 16th level warp engineering skill can manufacture Tech Level 300 warp drives. At 17th level he will know how to manufacture warp drives of Tech Level 400. If the player wishes he can spend a fraction of the character points needed to attain 17th level in skill. Spending 1/4 the required amount of character points will put him at 16.25 level and allow him to make Tech Level 325 warp drive. 1/2 char pts. attains 16.5 level and allows for Tech Level 350 drives, etc. Another example which does not apply to technology would be a weapon proficiency in longswords. At 1st level in lonsword skill the percentile roll is equal to the actual skill roll, ie rolling a 50 on the dice means a SR of 50. At 2nd level the skill is increased by 5% so rolling a 50 would actually be a SR of 55. If fractional skill advancement is used the character could spend half the required points to attain 2nd level in ability and therefor raise his skill by 2.5% to level 1.5. In the case above, then, rolling a 50 would equate to an SR of 52.5. 4.3 Skill Descriptions 4.31 PHYSICAL DAMAGE CAPACITY Each level, beginning at level 1, the character can opt to buy an additional number of DC points. This applies to character level, not any particular skill level. The point costs are as follows: 2 1/1 3 1-2 5 2-4 7 2-5 10 3-6 20 3-7 25 4-8 40 4-9 50 5-10 55 5-11 60 6-12 75 10-20 100 15-30 125 20-40 150 25-50 The first number indicates the minimum amount of points the character can recieve when buying that point range. The second number is the maximum. Example, if a character chooses to purchace points in the 5-10 range, it will cost him 50 character points at first level. He can roll a D10 and if 5 or higher is rolled, he recieves that number in a Damage Capacity. If lower than 5 is rolled, then 5 is taken, since 5 is the minimum number of points for that range. Only 1 set of points can be purchased each level, although the different ranges can be purchaced each level, so a character could buy 5-10 on one level, 6-12 on another level, and so on. The level of purchasing in terms of how many character points they cost is the same as the level of the character purchasing them. For example, a 3rd level character purchasing DC in the 5-10 point range, it would cost him 100 character points, ie 50 char pts at 1st level, 50 at 2nd level, and 100 at 3rd level. 6 Climb Walls SR:40 1/Every 10 meters. -1 LS/Rank of surface slickness. 5 Athletics: SR:50: gives ability in any 1 atheltic game and will allow performance in other games once their rules are learned at -5 LS Acrobatics 8 Fall: SR 75: Allows player to fall 2 meters/level without taking damage as long he is within 1/2 meter/level of a verticle to slow his fall. For every 5% failure the max distance without taking damage is reduced by 1 level. Example, a player with 5th level falling skill makes a SR of 70. This means he can fall only 8 meters without taking damage. 5 Tightrope Walk: SR 80: allows walking on ropes or narrow beams or ledges at no greater than a 45 degree slope. Every 5 degrees is a -1 LS penalty. Movement is 5 meters/round. SR made every round. Using a balancing item such as a pole or staff weapon will increase chance by 2 LS. 5 Pole Vault: SR 75: using a pole and at least a 10 meter running start, the player is able to vault upwards. Pole used must be at least 1.5 times character's hight. Verticle distance is 1.25 character's hight at 1st level plus .25 character's hight/level above the 1st. Every 5% failure indicates -1 LS in height. 5 Highjump: SR 75: 5 meter running start. Verticle distance is 75% character's height at 1st level plus 25% per additional level. Every 5% failure indicates -1 LS in height. 5 Broadjump: SR 75:standing broadjump allows horizontal jump of charcter's height plus 1/3 height/level. Running broad jump requires a 5 meter running start and doubles distance covered. Penalty of -1 LS in distance per 5% failure. 10 Tumbling-Attack: SR 95: adds +1 LS to hit/2 skill levels in attack maneuver's utilizing tumbling. 10 Tumbling-Evasion: SR 90: similar to dodge skill, adds +1 LS per level of this skill to dodge or evade skills if successful. 20 Dodging: if SR excedes SR of attacker, a missile attack is dodged. -5 LS for bullets and energy weapons 25 Evasion: if SR is higher than attacker's a mellee attack is successfully evaded. 2000 Ambidextrous: Allows the character to use two both hands with equal skill. The off hand is used at -6 LS. When both hands are used simultaneously in actions that are normally used with only the primary hand (usually combat) the primary hand is at -4 LS along with the secondary hand at -6 LS. The penalty is rediuced by 1 LS/level of skill until zero penalty is reached in both. No bonus is achieved at higher levels. 10 Equestrian SR 50: skill of riding particular animal and creatures. Player must pick one main creature to specialize in. Other related creatures can be ridden at a -1 LS - -5 LS penalty depending on how different the creature is. 8 Herding: SR 60 5 Billiards: skill of playing pool 15 Wrestling: Grappling: see Hold below under unarmed attacks Overbear: if SR is 25 greater than defender's SR the opponent is knocked down. The opponent will lose all actions that round and will lose initiative the next round. Once an opponent is knocked down a grappling attack can be made at +5 LS. 6 Climb Cliffs & Trees: SR 40 5 Kayaking,Rafting: SR 75 5 Swimming: SR 50 6 Scuba: SR 60: skill of smimming underwater with or without breathing equipment. Effective constitution is increased by 1 rank/ 4 levels for maximum time to hold one's breath. 6 Diving: SR 60: 2 meter hight + 1 meter/level. Requires 1 meter of water/ 2 meters of height 10 Surfing 10 Skiing 5 Rowing 15 Hangliding 8 Skating 5 Stilt Walking: 10 Athletic Games 10 Distance Running: Raises effective constitution for long distance running by 1 rank/4 levels. 10 Sprinting: raises effective speed by 1 rank/4 levels for a duration of 1 round, then 1 round/rank increase of speed must be spent in rest. 5 Juggling Dancing 4.32 Magic and Psionics 50 Priest Skill This skill involves the worship of and service to a diety or dieties, or some form of powerful entity. In return for this service, the priest gains the power to cast the spells which he has learned through his studies. This source of this power is the diety itself, or other powerful being who serves it. Most priest spells will serve to strengthen and defend himself, his comrads, and above all else, his diety's cause. Depending on the particular diety the priest worships, certain spells will be made available to him that normally would only be available to a mage or another priest of higher level. For instance, a priest who worships a fire diety should be allowed all fire spells at the lowest level possible. Fireball, flame arrow, and wall of fire are a small example of spells that would be readily available to this type of priest. Poor service to a diety should be penalized in the form of losing an amount of spell abilities in concordance with the priest's performance or lack there of. Priest magic is more of a metamagic, lying somewhere between normal magic and psionics. The collective consciousness of a diety's worshippers give that diety his power. This collective consciousness is similar to psionic energy. The priest then channels tis power from his diety into the form of various spells. The base 50 character point cost for the priest skill indicates that the character has all the normal spell realms available to him. At a base cost of 45 char pts, the priest has 20 realm points to choose realms. A base char pt cost of 40 gives the priest 10 realm points to choose realms. 75 Mage Skill This skill involves the truest source of magic, while the priest, as stated above uses a form of meta-magic, a combination of magic and psionic energy. As opposed to priest magic which comes from a certain diety, the source of power for mages most often comes from another plane where magical energy is in its natural state. This plane could be the positive or negative material plane, as well as some other magical dimention. The mage skill involves the arcane knowledge of spell casting. With this skill, the mage learns how to summon this power from a distant source, and then to focus, shape, and direct this energy in the form of a particular spell. Each individual spell must be learned as a separate skill, the mage skill allowing the knowledge and the power to cast a particular level of spells. Similar to priest skill, the base 75 character point cost allow the entire range of mage spells. The base 60 point mage skill gives the mage 50 realm points. The base 55 char pts gives 40 realm points, 50 char pts gives 30 realm points, the 45 char pts give 20 realm points, and the 40 char pts gives 10 realm pts. Solar Mage (Solamancer): as opposed to normal mages who regenerate spell points over time with rest, the solar mage does not require rest but requires to be in sunlight to regenerate. While indoors and not exposed to light no regeneration will occur. The regeneration multipliers are as follows: Normal Daylight x 1 Bright Sunlight,Noontime x 2 Dusk,Sunset x 0.5 Sunrise x 1.5 Cloudy,Overcast x 0.25 Nightime, Solar eclipse x 0 Artificial Light x 0.5 Lunar Mage (Lunamancer): as above with following conditions: Dusk x 1.5 Nightime x 1 Cloudy,Overcast x 0.5 1/2 Moon x 1.5 Full Moon x 2 Daylite,lunar eclipse x 0 Hydro Mage (Hydramancer):as above with following conditions: Light Rain x 0.5 Heavy Rain x 1 Small Stream or Lake x 1 River, Sea x 1.5 Ocean x 2 Normal Land x 0.5 Desert x 0 Geo Mage (Geomancer): as above with following conditions: Spring x 1.5 Summer x 1 Fall x 1 Winter x 0.5 Desert x 0.25 Savana x 0.5 Forest x 1 Icelands x 0.25 Rain Forest x 2 Astral Mage (Astramancer): will regenerate normally while in all planes other planes only one plane removed from the astral, will regenerate at -25% per additional plane removed. A plane bordering the astral counts as one plane removed. Two planes removed equates a 25% reduction in regeneration. At 5 planes removed their is zero regeneration. Ethereal Mage (Aethamancer): as Astal Mage Planar Mage: this type of mage picks 1 plane as his primary plane. Otherwise, the effects are the same as for astramancers and aethamancers. * Note that the above mage options cost no skill points as they replace the normal regeneration methods. At the GM's option priest's can also pick the above powers if their diety's sphere of influece coincides with them. Thus a priest of a sun goddess could duplicate the powers and penalties of a solar mage. It is also possible for psionicists to use the above options, again at the GM's discretion. 10 Magical Devices: this raises the chance to successfully use magical devices by +1 LS/4 skill levels. 10 Psionic Devices: as above but applies to psionic devices. 10 Endurance Reserves: this skill allows mages, priests, and psionicits to use their endurance in the form of damage capacity points to add to their spell or psionic points. This skill can be utilized for magic or psionic energy and does not have to be learned separately for the two. The character can forfeit 2 of his damage points per each level of this skill. For every hit point forfeited, he gains 2 spell points or 5 psionic points. Thus a 10th level caster could lose 20 damage points in return for 40 spell points. A 10th level psionicist could lose the same 20 damage points in return for 100 psionic points. The chance for failure is the same as the chance for spell failure with the level of the skill being equal to a spell level. Having this skill at 10th level and it at 10th level gives a 25% chance of failure. Failure indicates that the damage points are lost, but no spell or psionic points are gained. Spell and Psionic Aquisition Char Pts Spell/Power Level Char Pts Spell/Power Level 10 1 4096 16 15 2 4352 17 20 3 4608 18 40 4 4864 19 80 5 5120 20 160 6 5632 21 320 7 6144 22 640 8 6656 23 1280 9 7168 24 2560 10 7680 25 2816 11 8192 26 3072 12 8704 27 3328 13 9216 28 3584 14 9728 29 3840 15 10240 30 - 50 15 New Spell Development The knowledge of researching and developing new spells. Mages without this skill can still conduct spell research, but having this skill will add to the chances for success. +1 LS/level on researching new spells. 20 Spell Summoning All spells have verbal components, some have material and somatic as well. This spell allows the caster to summon and "mentally" cast a spell which he knows. Using this skill means that any and all of the normal components (V,M,S) are not necessary. Casting time is also reduced for this reason. This is a base 80 feat. For each spell level of the spell being summoned below the max spell level the mage can cast, the level of this feat is reduced by 5 down to a minimum of 50. Because of the lack of components, spells summoned in this manner cost 50% more than their normal spell pt. cost. A spell must be known