Continuum II – Optional Attributes Conclusion, Attributes That Aren’t Recommended

First up, for the rest of the optional attributes list…

Grace measures a characters “talent” for dealing with social situations politely and diplomatically. It covers etiquette, manners, soothing conflicts – and acting as a member of the “upper class”. A high grace score helps a great deal when interacting with “sophisticated” people, while a low one may mark you as an uncouth barbarian. It is less effective with unsophisticated peoples – but the basic ability to handle social situations smoothly is of value almost anywhere, except around the occasional real “uncouth barbarian”.

Influence measures a characters ability to manipulate events on a large scale, whether through money, politics and intrigue, calling in favors, supplying wise council, mystic influences, through family or through some other means. Characters with high influence scores are rare – and often have “difficulties” with intrigue, people trying to use, replace, or discredit, them, anyone who wants something, requests for favors, and simply being watched. Being a V.I.P. can be nice, but it can also be a tremendous pain in the ass. Extreme cases should beware of assassins.

Intuition measures a characters psychic sensitivity and ability to detect occult disturbances – as well as his or her ability to guess correctly. High intuitions make characters difficult to surprise and allow them to extract far more information from any situation then is strictly reasonable, but also leave them open to various forms of psychic disturbances, inclined to weird premonitions – and subject to bizarre mood swings, headaches, and pains, as a result of events occurring somewhere or somewhen else. A high intuition score is also very useful in Powershaping and related magical fields.

Karma isn’t necessarily “good” or “bad”. It simply measures the likelihood of weird things happening to, or around, the character. Characters with high karma scores are marked by fate, whether for good or ill. Coincidence may preserve them at one moment simply to dump them into the middle of some unlikely disaster a moment later. It may be divine intervention, consequences of a past life, or simply luck, but it happens. On the other hand, those with low scores can plan ahead with far more confidence, and if fate is less likely to preserve them, it’s also a lot less likely to feed them to the meatgrinder. It is possible to get wholly “good” or “bad” karma via a Talent or disadvantage – but that is basically a form of Luck.

Learning Potential (AKA; “Potential“) is usually only needed when characters are getting a bit absurd. (Either by taking numerous skills at absurdly high (4+) ranks or by taking years off to gain an excessive number of skill points through study). Unfortunately for would-be powermongers, skills acquired through study tend to fade, and – no matter how much they study – many people simply are not capable of going beyond the master level. As a rule, a character may not gain more then (2/3 Potential) skill points via study and is limited to a maximum of 1/3 his or her score in skill rank. Neither limit applies on skill points acquired through level advancement.

Maneuver measures a character’s ability to move well; smoothly, gracefully, and with style. It’s important to acrobats, runners, swimmers, fliers, martial artists – and dancers. Maneuver rolls are generally required when the character wants to pull off some complex, high-speed, or otherwise difficult, stunt – a dive from a great height, stepping on the wall to corner at a full run, and so on – and have it look good as well as functional. As far as the martial arts go, high maneuver scores make the practacioner look good – and scores of 16+ allow the character to learn stylized forms without taking the associated penalty and to acquire time-consuming ones more quickly then usual.

Manipulation is a measure of a character’s ability to get other people to do what said character wants them to do through more-or-less peaceful means. Trickery, guile, phony emotional appeals, loaded wording, faulty logic, and similar social trickery are the essence of manipulation. While some degree of manipulation is a basic part of any social interaction, excessive manipulation is often very deeply resented. Trying to avoid manipulating people so as to avoid this is a form of manipulation in itself. As a rule a high manipulation score is a mixed blessing – and often leads to even your friends distrusting you.

Mental Coordination measures a character’s ability to handle complex or multiple simultaneous tasks. Examples range from the mundane (Answering a question while lifting weights and watching television reruns) to such more significant operations as using multiple psychic powers, using telekinesis in several differing ways at one time, maintaining some illusion while doing something else, or keeping a horse under control while fighting. Such tasks are normally assumed to be things that require a minimal level of concentration to perform. A task that requires more then that will count as two (or possibly even more) lesser tasks. By default, characters can normally handle three simple tasks at one time. As a side-benefit, those with high mental coordination scores receive a targeting bonus when employing psychically-based attacks. There is a small problem with having a high Mental Coordination score; it tends to give people the impression that you’re not really paying attention to them.

Morale is an attribute that generally only applies to NPC’s, although PC’s may use it if they so desire. It’s essentially a measurement of how much stress a character (or group) can handle before giving way. While this is most dramatic in battle, where a failure of morale means anything from a minimal-failure fighting retreat through a total-failure rout or surrender (whichever seems likely to result in survival), it can also mean taking a bribe, giving in to blackmail, deserting a post, stealing something from an employer, or simply refusing orders. While Morale generally assumes an external loyalty, characters who’s loyalty is only to themselves may also have morale scores, but in their case it represents self-confidence. Morale rolls vary a great deal. Retreat is less tempting if there’s someone standing behind you with a halberd. A wandering bum can be bribed far more easily then a well- paid executive – especially if said executive’s position is secure and has every prospect of remaining so. Despite claims, training and experience don’t raise morale. They simply change a character’s (or group’s) estimate of the situation and best course of action. Groups also learn the advantages of operating as a team – and gain confidence in the capabilities of the other group members. Discipline doesn’t raise morale either, but it does allow a group to lose morale in stages, rather then all at once. Undisciplined mobs tend to break, but a disciplined group tends to try to retreat or fall back while retaining organization. It requires several failures to cause a rout. Leader-types may make independent morale checks, modifying the troops roll by +/-1 for every 2 points by which they make their roll – but if such a leader is captured or slain another check must be made immediately with a similar penalty. Mere incapacitation calls for another check, but with no special penalty. Leaders who fail morale checks can be a considerable problem, since their followers automatically take a similar penalty. Morale rolls are also modified by emotional factors. Abandoning your wounded isn’t good for morale. Fanatic religious devotion or defending home and family bolsters it enormously. Being reinforced – or seeing allies winning – may nullify a recent failure. A character (or groups) initial morale varies depending on recruitment procedures and selectivity. Professional mercenaries tend to have high morale. Those who don’t get out of the profession. Conscript peasants usually have low morale. Volunteers vary. Morale rolls are usually required only when something in a situation changes for the worse – or when something is obviously a stupid idea.

Mysterium measures a characters skill at remaining an unknown. The higher the score, the harder it is for an investigator or normal acquaintance to find out anything about the character. What’s more, acquaintances often won’t notice that they know little or nothing about you. This sort of thing can be due to occult skills, inspired hacking, the fact that the courthouse burned down, simply being very, very, reticent and unobtrusive, be the work of some intelligence organization, or just the result of coincidence. Whatever the cause, a high mysterium score will start to drop if it’s possessor keeps giving out information. The disadvantage of “Mysterium” is that it affects everyone. Friends will have as much trouble finding you as enemies will. If you never appear on the news, you never get any credit. Allies can’t rely on your abilities when they’re unknown. Occasionally mysterium appears in conjunction with a “secret identity” – as in; “No one knows anything about the mysterious Professor Prometheus!”. While this keeps the required secrecy to one aspect of a characters life, it also means that losing that secret will utterly destroy all the mystery; “Look! It’s only Mr Hardshack!”

Power is a characters natural psychic strength potential, over and above the base accessible from his wisdom. It is important in Empyrean Magic (which taps it), during outbursts of “hysterical strength” and other instinctive uses of C’hi, resisting psychic attacks, and in enhancing other psychic powers. Sadly, Power generally cannot be tapped directly. It usually requires an emotional (or a stress- related) trigger to bring it out. As a side benefit such “triggers” bypass the usual point expenditure limits.

Protean is a rare trait among most races. It measures a character’s ability to accelerate and control his or her shapeshifting. Unfortunately, even a high Protean score doesn’t give a character shapeshfting powers. It simply indicates that he or she will be good at controlling any such abilities that he or she possesses or acquires. A high score does have a minor disadvantage for those with active shapeshifting powers; unless they maintain strict control they tend to give away a lot through unconscious shapeshfting (“I’m NOT Jealous of him!” “Then why are you growing fangs Michael?”) although this does depend a bit on the nature of the character’s shapeshifting abilities. Low scores may indicate difficulty in making use of such talents at all.

Recognition measures how famous and distinctive your character is. It does not measure how people will react to whatever a character is known for (That’s a matter of how the people who recognize you feel about what you do, and is a bit too complex for a simple score). A high score means that many of those you meet will “know” at least a bit about you – which can be both good and bad.

Sanity is a somewhat debatable attribute. It could be seen as a measure of how rational a person is, of how closely their mental “model” of the world corresponds to that of their culture, of how well they control bizarre/ antisocial drives – or simply of how willing they are to accept reality without filtering it through theories and preconceptions. Go far enough “out of bounds” on any of these and you’ll be considered crazy. Those who won’t or can’t realize that you must open the refrigerator before trying to put the milk in (failure of reason), believe that the earth is flat (failure of world-model), want to conquer the world and cannot restrain themselves (bizarre or antisocial desire), or refuse to accept that the car has a flat because they just put new tires on it (unwilling to accept reality), are insane by most standards. It doesn’t measure stability. It is perfectly possible to have a nice stable fixed delusion. In Continuum II, any character who has reasonable goals, goes about achieving them sensibly, and is willing to deal with reality as it is, is sane. Cultural expectations do not enter into it. Sanity is, however, a variable. When a character’s mental stability (QV; Wisdom) is overcome, his or her sanity will drop. When and if it hits zero. the character will usually “snap” temporarily – lapsing into shock, confusion, hysteria, or what-have-you. They then begin over again with their “basic” sanity score reduced by one point. The lower it goes, the odder they become. Sanity can be regained through time, meditation, therapy (the telepathic variety is usually best), defeating your personal fears – or simply facing (and winning out over) the things that bother you. Sanity can be increased in a similar fashion by collecting “extra” temporary points – but this is notoriously difficult. Optionally, each lost point of sanity may manifest as mental quirks, with more bothersome quirks being equated to two or more points. A character who’s “permanent” sanity score is reduced to 0 is effectively out of action unless drastic measures are taken – or considerable time passes. In real life, sanity is all too rare; a very high sanity score has its own, built-in, penalty. If you don’t play such a character accordingly the GM will probably reduce your experience point awards. If you do, you’ll miss out on a lot of things. The “sane” response is very often to stay out of whatever-it-is that’s going on…

Size is an extremely simple attribute; It’s how large a character is. As a rule, it’s pretty consistent within any one species. Really large characters can take more physical damage before going down, but are subject to innumerable major and minor problems, ranging from conspicuousness thru having to have custom-tailored clothing and armor, being unable to fit into compact cars, and being unable to find a horse that can carry you, up to occasionally falling through the floor. Extremely small characters are slightly more fragile and have trouble with things being oversized – but they do have an easier time sneaking around and getting out of the way. It’s important to shapeshifters if the game master is keeping track of details because most of them can only manage to take forms within two size points of their racial ranges (three if shapeshifting in water).

Standing measures a characters perceived status among some group. While said “group” is usually the population at large, others are certainly possible. Standing might also be used to measure military or organizational rank, how much of the underworld a character controls, whether a character is a white, black, or grey, mage (and whether various mystic beings will respond to your invocations), how much the other knights and nobles of the realm respect you (although even a standing three knight is far above the peasants), or simply how rich and influential you are. Of course, with high (or sometimes low, such as a “black mage”) standing comes high demands on your time.

Stun measures a character’s ability to stay conscious and functioning despite pain, shock, impact, and injury. Stun rolls are required at the game-masters option – but likely occasions include being sapped from behind, being hit by a stungun, or simply taking a major attack. While this makes it easier to knock the character out, it also means that such characters tend to aggravate wounds less then others do, hence their stun score is added to their base vitality. Minimal success or failure on a stun roll generally leaves the character more-or-less dazed. As a rule, bullets, blades, and beams allow easier stun rulls then less-focused (and usually less damaging) hands, blunt weapons, and blasts.

Trauma measures long-term physical, psychic, magical, or spiritual injury. Trauma is acquired when a character takes massive, potentially-lethal, injuries, and fails an Trauma roll. The difficulty of said roll depends on the magnitude and nature of the effect producing the injury. Each point of a character’s trauma score is reflected in the game as a penalty to some activity – what depends on the GM’s whim and what produced the injury. The severity depends on how often the penalty comes into play. Trauma points (and their associated penalties) can be removed, but this requires repairing the damage somehow. It’s better to avoid it in the first place. Competent care is a good place to start, since it provides a retroactive +2 to +7 (Depending on the skill and resources of the caregiver) on the characters trauma roll (“He would have lost the arm, but we got him to the surgeon in time”). “Trauma” can be intentionally inflicted, often as a punishment. There is no roll to resist this sort of thing. Getting branded (A penalty to some social rolls) or having a hand amputated (Several points worth of trauma) is hard to resist. Trauma penalties can include various physical limits, social annoyances, psychological problems, weird curses, magical difficulties, and psychic malfunctions. While it may not be strictly reasonable, already-battered characters are harder to inflict further trauma on. What are a few more scars on top of all the others?

Voice measures the quality of a character’s voice, at least as far as range, tonality, singing, and speaking are concerned. While less then vital unless you’re a singer, and possibly irrelevant even then, those with high voice scores are simply pleasant to listen too. Low scores may indicate speech impediments or atrocious accents, but it rarely matters that much. It might be a decisive element in a closely-matched talent competition though.

Wealth measures the extent of a character’s financial resources. Sadly, unlike the convenient funding and gear provided by the “Increased Resources” talents, Wealth is something that has to be maintained and managed. Depending on the score, this may mean anything from an hours daily scrounging on through a job, and up to spending most of your time on managing your financial empire. Extreme wealth scores draw attention, publicity, and crooks, in equal measure. It can be useful, but after a point it tends to become a career in itself. Extreme levels of wealth have a nasty habit of endangering your friends and family.

Web is one of the strangest optional characteristics. It’s a measure of the strength and number of a character’s psychic “anchors” and emotional supports. Such “anchors” are either living beings with powerful emotional ties to the character (children, lovers, hated enemies, etc), or are objects (items, places, or what-have-you) in which a character has invested a great deal of their personal psychic energy. Objects and places are mental foci, triggers for memories, and places in which the character can recover his mental balance. For clairvoyants, spirit travelers, and the like, such anchors are also easy to reach psychically – and can be used to help rebuild a scattered or damaged psyche. Living beings act in a somewhat similar fashion – however they also act as emotional bulwarks, helping the character to resist many psychic assaults. As psychic constructs, webs can absorb or yield psychic power – but overdoing this risks damage to them, reducing the web score by one. The disadvantage is that a webs anchors are links to the user as well.

Zeal measures both strength of commitment, and how much energy, a character is inclined to put into causes. This doesn’t necessarily indicate a sensible, or even stable, choice of causes (QV; Intellect and Wisdom) – but a high value does make the character a splendid activist, fund- raiser, and annoyance. While it also makes a character extremely difficult to convert directly, characters with low wisdoms are prone to sudden enthusiasms. High zeal scores are common among religious figures, but they are not necessarily of any real help in exercising religious powers.

Optional Attributes which are NOT recommended :

  • Acting: This is another “attribute” that’s hard to seperate from the players performance, and is usually best handled as a character skill, rather then as an attribute.
  • Charisma: Measures how “likable” a character is. This is usually best handled through role-playing.
  • Clearance: Measures how much a character is trusted by some organization. It tends to be volatile, and is more of an attribute of said organization then of the character.
  • Education. This measures the extent of the characters education. This is normally treated as a function of a characters intellect and skill choices. A bright kid who grows up on a farm learns just as much as one in a high-pressure advanced academy, he or she just learns different things.
  • Esteem: Measures how well some character’s reputation is perceived. Basically, do those who’ve heard of you think of you as a hero of a villian? The problem here is that reputations are complex things, and one number cannot do them justice.
  • Heritage: This measures the importance of what a character is in line to inherit – whether in the form of lands, cash, or power. This is usually better handled by the GM using the character’s class, background, talents, and family, in relationship to the setting, the plotline potential, and his or her whimsy.
  • Insight: Measures the characters ability to have bright ideas and pick out important clues. Unless the players constantly need hints – which usually indicates that the game master is over-complicating things – this sort of ability is generally only useful if you want to go back to rolling the combat dice quickly.
  • Luck: This is usually used as an excuse for GM’s, and players, who are at a loss. Gaming already involves luck – the dice handle that.
  • Retinue: This measures the size of a character’s entourage. This is usually better handled as a function of culture, character skills, and appropriate other attributes.
  • Sensuality: Measures both a characters sexual attributes and his or her talent for using them. Anyone who wants to include Sensuality and deal with the resulting nonsense is welcome to do so, but I do not recommend it. Situations where it might be used can normally be handled using the character description and some role-playing – if they come up at all
  • Traits: Such as piety, courage, honor, greed, carnality, and other such personality traits are normally best handled on the character quiz. Elevating them to attributes tends to be nothing but a way to take the decisions out of the hands of the player.

Now, obviously enough, a lot of these attributes have made it into d20 through Eclipse – although in many cases it’s as a power you might want to buy, instead of as an attribute. It’s really too bad in a way; the flexibility of optional / secondary attributes allowed a great deal of setting and character customization. After all, if the game master opted to require Discipline, Fatigue, and Trauma, the setting will become a great deal more grim-and-gritty, “unlimited use” abilities become a lot less “unlimited”, and avoiding fights becomes a lot more important. On the other hand, if he or she asked for Aura, some variant of Corruption, and Mysterium, then a “secret supernatural” game is probably in the offing. Trade out one of those for Sanity and you’re headed for Call Of Cthulhu. Is he or she asking for Essence, Recognition, and one of the player’s choice? That would work nicely for a Shadowrun style setting. On the other hand, Doom (Radiation Dosage), Trauma, and Corruption (Mutation) says eithre post-apocalyptic radioactive wasteland or perhaps an alien invasion setting. Free choice? A wide-open and likely multi-dimensional setting is coming up, with lots of second chances for characters to work on specialties that there base attributes don’t really support.

Unfortunately, that degree of freedom would be pretty hard to translate to most of the current popular rules sets; most of them are a lot more restrictive about what rolls are related to which attribute, so adding options for new attributes is a lot more complicated.

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Continuum II – Optional Attributes: Basics and Partial List

Continuum II’s optional attributes can be required by the game master or be selected by the player to suit his or her character. As such, characters might not all have the same set of attributes – and this is fine. Given that the basic rules of the system mostly called for rolling against attributes, many of the optional attributes don’t need a lot of detail – just a description of where they apply, and so can rolled against. To use the first sample optional attribute as an example… a character might use Stealth and Adaptability to try and merge into a group or Interrogation and Adaptability to try and collect information about an exotic culture. Optional Attributes are often used as a “second chance” of sorts; if a character has a lousy score in some attribute that he or she needs, they can try for a better result with a secondary attribute more specific to what they want. Some of the possible optional attributes include:

Adaptability measures the characters ability to blend into differing situations. Unless there’s something very peculiar about the character, this is usually limited to social situations. A character with a high adaptability is something of a social chameleon, able to merge with a wide variety of cultures, situations, and settings. Sadly, this comes at the price of an annoying tendency to adapt too well – a problem reminiscent of multiple-personality disorders. It also means a tendency to “be” whatever the people around you expect you to be. Extremely low scores indicate an inability to adapt to new social situations, making the character prone to offending the locals, very likely to get entangled in legal problems, limiting his/ her social mobility, and otherwise making it hard to get along.

Affinity or “Animal Affinity” measures the character’s intuitive ability to get along with, understand, manage, and befriend, animals. It even extends to some extent to “animalistic” sentient beings. It’s useful in estimating how close it’s safe to come to a herd, when tracking and locating animals, taming or training them, and in trying to figure out what they’re excited about, amongst many other things. A character with a high Affinity score is often deeply attuned to his (or her) own instincts – which may cause minor difficulties socially. Extremely high scores often lead to prefering animals to people.

Appearance actually includes qualities such as voice, manner, and body parl as well as physical beauty – but the physical level generally takes priority. It measures how attractive other members of your characters species consider him or her to be. Extremely beautiful or repulsive characters may find it easy to charm or frighten people, but this comes at a price; characters with extremely low appearance scores suffer from social ostracism, children throwing rocks, and are extremely memorable, while those with extremely high scores are targets for propositions, groupies, and slavers.

Aptitude (Specify) measures a characters talent in a particular field of endeavor. Possible Aptitudes include magical, technical, mechanical, artistic, combative, psychic, and scientific, but others are certainly possible. Aptitudes are basically “second chances”, scores which can be used in place of other (presumably lower) scores when using a skill or ability covered by the aptitude. While this can be quite convenient, it makes attempting to improve such an ability very difficult, requiring twice as many skill points as usual. Unskilled attempts at anything which an aptitude might cover always use the aptitude score, even if another relevant ability is higher. A character with an aptitude for music would use that score to try and play a few unskilled notes on a flute, even if his far higher dexterity would normally be used.

Arcane measures a characters natural affinity for the manipulation of magical energy or “mana”, either defensively or offensively. Arcane provides extra skill points to expend on “magical skills” as if it were Intellect, but this is modified by the planetary mana level, from “almost nonexistent” (-8) to “incredibly abundant” (+3). A total of 0+ is required to study professional magic at all if Arcane is used. As always, having natural magical gifts can get you in lots and lots of trouble… and better gifts equal worse trouble.

Aura measures the emotional impact of a beings simple presence, regardless of the exact nature of said impact. While every living thing has a bio-energy aura, Aura is a result of becoming an unconscious focus for some type of empyrean energies. At low scores this simply results in an intuitive response from those around you, at moderate scores it results in instinctive emotional reactions – and at high scores it begins to manifest in physical reality around the character. Hence a character with an aura of fear might walk surrounded by mists and shadows. One with an aura of corruption might sour milk and twist plants and spread disease as he or she passes. One with an aura of peace might heal and comfort. Note that, while “Aura” also occurs in conjunction with empyrean magic and various psychic abilities, in that context it refers to consciously tapping and manipulating empyrean energies. Aura is related to “Aura Points”, but they are not the same. “Aura Points” are pure power – but “Aura” cannot be directly tapped – or readily shielded.

Avatar measures a character’s underlying strength of will – his or her ability to learn to bend the local laws of nature and surpass normal limits. In essence, “Avatar” measures how high a level a character can reach. It is especially important to Arcanists and True Illusionists, who defy reality directly (and so are limited to a maximum level equal to their Avatar score), but even professions that settle for “bending” reality a bit are limited to a maximum level equal to twice their avatar score. It also measures the capacity for “final strikes”, great efforts of will, sustaining pocket dimensions, wielding and/or regaining special powers in dimensions normally hostile to such effects (Characters in such settings may regain one “point” of some sort per day per point of Avatar rating. This includes; personal mana, psychic strength, vitality (over normal levels), and spell points, among others). As a rule, “professional” player-characters are presumed to have wills strong enough that other limitations predominate in most settings. Unlike most attributes, Avatar is almost impossible to modify. It can be increased through a willing fusion of souls, and decreased through extremely high level spells, greater blood magic, and powers such as wreaking – but such events are incredibly rare.

Blood measures the “purity” of a character’s lineage. Exactly what this means depends on exactly who (or what) said character is descended from. While purer blood may mean little save a social distinction (and corresponding expectations), it may also measure a relationship to the royal family, provide peculiar talents of it’s own, be a measure of a character’s potential power, or follow some rule of it’s own. Whether your blood carries power, potential, influence, or merely social rank, characters can be sure that whatever you’re related to has his, her, or it’s, own problems – and the “closer” you are to it, the closer they are to you.

Class is basically an indication of birth rank – what “social class” a character started with. While this has few direct effects, it makes quite a difference socially and may affect what professions a character may follow. It is difficult to raise your class, but not impossible. It can be accomplished through wealth, influence, trickery, marriage, or things like a “grant of nobility”. In many settings class will also help determine what equipment and cash a character starts out with, as well as inheritance and what influence can be exerted on his behalf. On the other hand, it’s difficult to live up to a high class, and there are always people watching what you do. The character’s family (if any) is usually of roughly the same social class as the character, however children who are not acknowledged by the family, are illegitamate by local standards, or whose parents have non-hereditary social honors, may have substantially lower class scores then their parent or parents do.

Communication measures the ability to effectively and clearly express emotions, thoughts, and ideas – whether in writing, orally, in art, or through some other means. It does not guarantee the worth of such material, it merely allows it to be accurately and persuasively conveyed. This can be something of a disadvantage when you’re trying to con someone – or if the ideas aren’t worth much to begin with.

Cool measures a character’s ability to remain calm in the face of disaster; (“My dear Sir! I have no idea how the murder weapon got into my pocket!”). It’s very handy when trying to stick to a story or when talking your way out of something. A high cool score tends to render the character impervious to panic, unlikely to fumble things under pressure, and unimpressed. It tends to help you take charge of chaotic situations – and makes you ready to take advantage of any opening. On the other hand, people will often have a hard time taking you seriously or believing it when you tell them that there’s an emergency. Unlike Wisdom, “Cool” is not sensible. Those with “high” (15+) scores tend to stay cool no matter what the emergency, and hence suffer a +1 modifier on their initiative checks.

Corruption (Or many other transhuman paths) measures how far a character has gone down dark pathways, acquiring dark lore, foul powers, and the favor of horrific (or at least profoundly lovecraftian), beings. A characters corruption score can be changed, but this is always a struggle. Those who wish to plumb new and greater depths of foulness must come up with ever-more creative acts of corruption, while any character wishing to struggle against his/her corruption must perform great acts of redemption and stand on guard against constant temptations to backslide. Similar paths explore the mysteries of attributes such as “Mysticism”, “Undeath”, “Beastmastery”, “Peacemaking” and “Honor”. Such attributes rarely start off above minimal scores, but do increase with time and effort. Any and all of these come with obvious physical and auric signs – as well as a set of increasing obligations with increasing scores. The simplest way to “handle” attributes like these is to simply assign various appropriate effects values, and then select a list with a total value equal to the users attribute score. Higher scores generally extend and expand the effects of the powers associated with lesser scores. In many or most settings, taking any of these attributes will cost one or more Talent Points.

Dweomer measures a character’s natural ability to tap into the energies of the empyrean plane. Sadly, being a natural focus for empyrean energies, beings, mythagos, and manifestations, has it’s drawback; they tend to show up. Worse, a fully-open tap into the empyrean will swamp any mortal mind. Effective use of Dweomer requires that the user restrict the tap to more specific functions. The user can handle a maximum of (Wis/10) such functions – and even so, they will have a massive influence on the users mind and are limited to one informational, one active, and one passive function. Such functions are notable for being nebulous, erratic, and vaguely defined. Typical functions include Channeling/Mediumism, Dreamweaving, simple Power Tapping (Provides Score/3 points of aura), Lore Mastery, Mythago Creation, Faith, Soulflight, involuntary Prophecy, Earth Witchery, Spirit Binding, Myndfire, the Sight, Elemental Fury, the energy-channeling Spiral Dance, Tale Spinning, and even the classic Evil Eye. Using Dweomer is normally quite fatiguing. Dweomer is normally most suited for settings in which more disciplined powers are unavailable. Like most vague PC abilities, care must be taken to ensure that Dweomer- Functions are not overused – or stretched to cover every imaginable situation. The more powerful a function, the more dangerous it is to use. To reinforce the erratic and unpredictable nature of Dweomer, no two PC’s should ever have identical functions even if they’re named that way. In most settings, taking this attribute counts as a two point Talent.

Discipline measures a characters determination, self- control, and focus. It is useful in studying, ignoring an injury or distraction, resisting interrogation, sticking your hand into a fire, persevering in the face of overwhelming obstacles, defying emotional effects, and being a party-pooper. It can also lead to lead to problems with using spontaneous and intuitive powers or overlooking things when you’re paying attention to something else – and it makes it very hard to change plans and habits. In many ways, a high discipline score makes its possessor extremely predictable.

Domain measures the extent of the “territory” which a character is mystically bound to, can sense, draws power from, and can influence somewhat. This usually applies more to spirits then it does to physical creatures – but there are examples of things like the “land-sense”. The nature of a Domain depends on the nature of the owner. A nature spirit might control a pond, a mountain, or whole forest. Empyrean beings might control emotions, types of madness, dreams, or philosophies. Demons control areas, items, and energies. Gods may control fields of activity, groups of people, or territories. Material creatures are usually linked to specific areas, types of creatures, or magical nexi. Any of these can lead to problems, as the link operates both ways. While a character with a domain has considerable adantages, they must protect and maintain said domain. The score is something of a combination of thr importance of a domain and the character’s degree of control over it – however the score is used directly for a variety of “domain-related” rolls. Hence more specific domains usually allow bonuses on any required rolls. Domain is rarely a required attribute unless the characters used are very, very, strange.

Doom measures how long the characters got left before something really nasty happens. Doom can represent the effects of accumulating radiation poisoning and/or toxins, the gradual corrosion of some inner curse or dark power, some incurable disease, slow physical or psychic burnout resulting from some experimental treatment, or whatever. As a rule the effects of Doom are gradual. The character doesn’t just fall over dead, turn to stone, or turn into a monster suddenly. There’s generally some sign of their slow deterioration as the Doom score inevitably drops. What causes it to drop varies. Another addictive dose? A bit more exposure? Simple aging? Depending on it’s form, the drop in Doom’s attribute score may be reflected in a drop in other attributes. Occasionally Doom comes with a benefit, transferring the points from the dropping score to other attributes or abilities; “As the atomic fires within slowly consume you, the power they give you will grow enormously”.

Eldritch Lore measures how far a character has delved into “things man was not meant to know!”, knowledge that may grant strange powers or allow the deciphering of odd riddles and mysteries – but which undermines the stability of any more-or-less “normal” mind. A character who’s Lore exceeds his or her Wisdom is always mad, but penalties on any stability rolls and symptoms of insanity (E’s a a bit cracked, you see?) will show up long before then. As a rule, Eldritch Lore only increases – although some forms of amnesia may temporarily or, with massive blanking, permanently, erase some of it. Note that Eldritch Lore is NOT related to the resonant mental links used by Clerics, although the mental effects are sometimes similar.

Empathy measures a characters ability to “read” other people – interpreting subtle social and behavioral cues, body language, and inflections. Secondarily, such “cues” also reveal physical and emotional states. Characters with high empathy scores tend to be keenly aware of how other people feel. Empathy allows a character to detect close emotional ties, gauge the truth of someone’s statements, and moderate his or her words to suit the audience. Very high empathy scores tend to carry their own problems. A highly empathic character commonly finds it difficult to turn down a genuine emotional appeal.

Essence measures “humanity”, how much of his (or her) original psychic matrix and human nature a character has managed to retain through some dehumanizing process. The loss may be due to extensive cyborging, becoming a werecreature, merging with some sort of spirit (EG – becoming a faerie or vampire), neural damage, sociopathic insanity, abuse, or the simple loss of innocence. Essence is difficult to regain and – obviously – tends to be lost as a character becomes less and less human. A character who’s essence has been reduced to zero is quite inhuman, generally insane, and unplayable. Even those who’s essence is simply very low are generally seriously disturbed.

Family measures the extent of a characters network of “kin”, those he or she considers “a part of the family”. While kinfolk can be supporting and helpful, they can also be a tremendous drain on your personal resources, real and emotional. As a rule, each point of the family score indictates the existence of someone a character considers a part of his / her immediate family and assorted more distant relatives. Higher (7-12) values usually indicate the presence of an “extended” family or small clan as well. Scores of 13-18 commonly indicate membership in a major clan or similar group, with hundreds of members. Scores of 19+ indicate progressively larger and more powerful families, usually possessing large-scale influence or considerable resources. While this is very useful, such a “family” will often take up virtually all of a characters time. In some settings it may be necessary to determine the character’s sibling status or birth order… This can be done by any means desired to fit the setting. Note that a characters effective “family” score can be modified by up to six points depending on whether the character is a family favorite or is “on the outs” with his or her relatives.

Fatigue measures a characters innate energy reserves, ability to “push” his/her limits, and capacity for short- term bursts of effort. It can be temporarily reduced by things like a chronic shortage of sleep, lingering overstrain, having recently fought a series of battles, or a poor diet. Recovering it requires correcting the problem and getting some rest – up to a week per point lost in the most extreme cases. Short-term exertions are limited by fatigue points, AKA “Stamina”. These are initially equal to the characters (Fatigue * Endurance) and are expended via various exertions – casting a spell, using some psychic ability, wielding some power or weapon, or simply carrying rocks. They’re recovered via rest and sleep or, in emergencies, through stimulants (magical, psychic, or technological). Stamina doesn’t usually trouble low-level characters, as they generally exhaust their other abilities long before physical exhaustion becomes a problem. It can even be an advantage, as characters may attempt a “fatigue roll” to pour extra power into an ability or make a great effort. While this isn’t very efficient, any edge can be helpful in an emergency. Higher-level characters tend to find it more annoying, sometimes finding themselves too tired to properly use the power they have so abundantly available to them. Optionally, game masters may allow characters to add their level to their fatigue score, giving those higher level characters a bit of a break – although this is only really typical of superheroic settings.

Ferocity measures a mental resource which most people try their best to ignore; primal animal fury. While only berserkers fully tap their ferocity, others may learn to do so – within limits. Unfortunately, reverting to pre- sentient behavior patterns can be tactically limiting… In any case, a high ferocity score results in a constant battle against violent impulses. Most people don’t have to consciously resist the urge to impale that clumsy oaf who just stepped on their toe, but those with a ferocity score may have to. Ferocity is actually a primitive way of tapping psychic strength (including Power, if any), and expressing it as some of the simpler C’hi powers. Common effects include Adrenal Surge, Amplification (Strength), Compensation (For injuries), Hastening, Iron Fist/Flesh, Psychic Purging, Psychic Shield, and Self Healing. While various Animalistic, Fascination and Will Shield abilities have been reported, they require special training. While obviously potent, such abilities are undependable and come at the price of increasingly animalistic behavior. Each point of psychic strength expended through ferocity reduces the character’s effective wisdom by one until he or she has an hour or two to calm down. If it’s reduced to zero the character will become completely animalistic, and usually goes into fight-or-flight mode. Even well above that point, a character will need to make rolls in order to use devices, sophisticated tactics and techniques, or otherwise behave sensibly. Having a ferocity score is a problem outside of combat. It tends to be a major social handicap when dealing with those without it. A tendency to growl at people will do that. This usually results in a 1D6 penalty on attempts to be pleasant and persuasive. Animals often have high ferocity scores. That’s a major reason why small animals can put up such a fight against humans ten times their size. Any character with a high ferocity score is probably best off avoiding embarrassment, frustration, and annoyance in any form.

Glory is a measure of a characters fame, renown, and militant reputation. Glory has little to do with social class, personal behavior, or why the character did something. It’s only concerned with how difficult it was and with well it was done. A character can be low-born scum and still have great glory. The point is that you slew a hundred men and took the castle – not whether you did it to destroy a nest of villainy and rescue hostages or had simply wanted to rape the owners wife and butcher her small-and-helpless children. A high glory score can be very handy if you want to intimidate or join someone. On the other hand, it tends to attract people who want to beat you.

Gnosis is a measure of a characters attunement to – and favor with – various “higher forces”. While such forces can supply power and aid, open up new possibilities, and warp reality to aid the character in many ways, there is always a price for the use of such power. Unlike most attributes, gnosis is commonly below it’s base score, as points are “spent” and “regained”. A high gnosis makes the character a prime target, open to occult influences, and a potential pawn of those same higher forces. Gnosis may be expended to; request a reroll, buy off half the damage from an attack, to briefly warp reality (allowing an unlikely escape or incredible heroic feat, getting something to work when it shouldn’t, boosting another score, or making an “unskilled” roll as a skilled one), to counter someone else’s use of gnosis, try to “run into” a friend or helpful event, or to invoke the higher power the user taps against a foe. Caution is advised, since such feats cost 1-3 points of gnosis, tend to attract agents of any opposing forces, and can have unexpected consequences. In any case, gnosis is usually only regained at a rate of 1 or 2 points an adventure, but those “higher forces” will go ahead and use you just as if it was at it’s maximum.

Continuum II – The Character Quiz

The Quiz is really the core of your character. The attributes, numbers, abilities, skills, and disciplines may describe what you’re good at, but the quiz defines who you are. What you want. How you’re going to put those abilities to use. There’s no need to go into exhaustive detail unless you want to – but most of the questions deserve at least a moments consideration. It’s also a good way to give the game master a handle on your character. The quiz can be filled out first or as you create the character. In either case, it’s common to think of more things to put on it later.

As a rule, characters should be able to answer the twelve “basic” questions, and at least three of the optional ones. If any of the basic questions just don’t apply to the character one of the optional questions should be substituted. Game master’s are encouraged to give an extra talent point to characters with excellent quizzes, to charge one for a lousy job, and to charge two for not bothering at all.

Both Game master’s and players should be flexible. It’s not at all unreasonable for it to take several sessions to get enough of a “feel” for your character to finish up the quiz. Better late then dull!

Basic Items :

1) What does/did your family/clan/whoever brought you up do? Are/were they especially noted for something ? Do you resemble them or not? Do you maintain ties with them? Were they your real parents?

2) Name, and provide a few notes on, three relatives; One you like, one you dislike – and one you just know. Characters without families may substitute members of whatever group played a similar role in their life. Other kids from the orphanage, some of the older mercenaries in the company, whoever.

3) Name three simple, ordinary, things or situations that you just can’t stand.

4) Name three simple, ordinary, things that you like, and would go out of your way for.

5) Select your hair and eye color, height and build, and general description.

6) Name three things you like to do for fun.

7) What would you say your occupation is ?

8)

a) Where were you born? Was anything odd about it? Were you legitimate?
b) Where were you raised? What was it like? Did you have any notable playmates or friends ? Did you behave? Were your parents intimate or distant ?
c) Where, if anywhere, do you live now?
d) Who, what, or where has a claim on your loyalty?
e) Where did you get your education? If it was from a specific teacher, who was he, she, or it?

9) Rate yourself on a scale of 1 to 5 (1 = very low and 5 = very high) for; Bravery, Loyalty, Rationality, and any four additional traits. Possibilities include, but are not limited to; Piety, Altruism, Calm, Gullibility, Curiosity, Skepticism, Lust, Materialism, Honesty, Greed, Vengefulness, Romanticism, Egotism, Diplomacy, Sloth, Kindness, Thrift, Optimism, Pragmatism, Cultured, Introversion, Gregariousness, Honor, Patience, Enthusiasm, Emotionalism, Frivolity, Caution, Hedonism, Literal-mindedness, Ethics, Stoicism, Stubbornness, Morality, Organization, Loquaciousness, and their opposites. Characters may rate traits at “6” or “7” – but even a “6” indicates a major motivation – something central to a characters personality, which will intrude itself into everything which he or she does. A “7” indicates some sort of obsession – something which the character will hold more important then his or her life.

10) Name three additional minor quirks, behavior tags, traits, talents, hobbies, fears, old guilts, fetishes, or other distinguishing features.

11) What are your personal, long-term, goals? Is there something you have to finish? Some major interest? Are these overwhelming or obsessive goals?

12) Why are you hanging around with all of these weird people anyway? (Answering this question often has to wait for a bit).

AS A NOTE :

“I’m Playing In Character” is no excuse for being a perpetual pain in the rear. YOU’RE THE ONE WHO CAME UP WITH THE CHARACTER. Characters who can’t fit into the group, are endlessly obstructive, who are impossible to involve in scenarios, keep destroying vital clues, are terminally indecisive – or who are simply more trouble then they’re worth – will be, quite rightly, abandoned by the group, and by the Game master. There is no sign on your head saying; “I’m a player-character. You have to take me!”. If your character keeps interfering with other people’s ability to play the game, invent a reason for him to grow, change, and get along – OR TAKE HIM AWAY.

Optional Items :

1) Do you have any kids? Siblings? Surviving parents or grandparents? How did/do you get along with them?

2) Have you “gone adventuring”, or worked with anyone of significance, before? Who? Why did you leave?

3) Do you have a personal symbol, colors, or dress in a particular fashion? A nickname or “title” which you like to use? What are they?

4) Describe; a major turning point, tragedy, or event in your life which made a major impression on you.

5) Do you have a companion, students, mentor, spouse, lover, or other major involvement? If so, who? If not, did you? What happened?

6) Account for the origin of your major talent(s) and disadvantages. If inborn, when did you first discover it/them, and what was the reaction of those about you?

7) As a small child, did you lose something that was precious to you at the time? A pet? A favorite toy? A keepsake? What was it, how did you lose it, and why was it important to you?

8) Give three scenes from your personal history that you recall vividly due to shock, wonder, weirdness, or some strong, associated, emotion.

9) Describe a place where you spend a great deal of your time. Why do you spend it there?

10) How do other people see you? How do you see your- self? How do you try to make them see you?

11) Describe your personal apartments or home. How do you have them decorated? Do you have any heirlooms or personal souvenirs lying around? A view? How do you like the location and the surrounding area?

12) If you could have any kind of pet you wanted, what would it be? What it that you like about that type of creature? What qualities and traits does it represent to you? If it’s a practical creature, why don’t you have one? If you do, what’s it’s name and how long have you had it? Where did you get it?

13) What’s your religious background ? How strong are your beliefs, how do they affect your behavior, and what do you think of those who believe otherwise? What are people – and what is the universe? Does either or both have a destiny?

14) Sketch yourself. Is this how you usually look, the way you’d like to look, or was this a bad moment? (The terminally unartistic can select, or modify, a picture from another source).

15) What is your great secret? Why is it so important to you? How far will you go to keep it hidden?

16) Provide three typical, personal, quotes.

17) Name someone who has greatly influenced your life. How? Inspiration? Teaching? Example? Friendship? A casual contact you found deeply meaningful?

18) What notable organizations (Guilds / Faiths / Clubs / Cabals / Societies / Whatever) do you belong to? Why? How did you join? How deeply are you involved?

19) Provide a brief personal timeline for yourself. It might include military and underworld experience, travel (and why), imprisonment, and involvement in great events.

20) Do you have any impractical romantic ideals? What would you look for in a lover or spouse?

21) Name three easy ways that you can be roped into an adventure/subplot. How does your presence make things easier for the Game Master?

A free hint. This is a major survival mechanism here. Game master’s hate to kill off characters who’ve become integral to their plot.

22) What are your views on violence, and what would it take to change them? How have they worked out for you in the past? (For weird characters; Have you ever been killed? Was it interesting?)

23) Give a bit of your recent history. How did you get to where you will be entering the game?

24) Do you have a “Secret ID”? Which is the real you?

25) Name, and give a few provocative or descriptive bits about, some acquaintances. What makes them notable? Are they enemies, old allies, or simply people you know? Is there a significant figure you like and trust as well or one you dislike and distrust? Why?

These don’t have to be anyone important – but they ought to be interesting enough to make good NPC’s, and to act as potential plot hooks. The Game Master will love you.

26) What’s your status in your family and society? Have you been involved in any major events? What? Are you especially known for anything? Some trait or deed?

27) What is there about yourself that you really like? Don’t like? What are you trying to improve? How have you changed over the years? Have you learned any major lessons about life?

28) Is there anything notable, and known, about you? Some trait or deed? Were you involved in any recent historical event(s)? How?

29) What have you got in the way of personal ethics? How do you see people and the universe?

30) What’s your status in your home – or the local – society? Are you wanted or highly trusted? Been hailed as a hero or villain? Do you have a title or position? Are you popular or outcast? Do you have a record or a high security clearance? Would you be recognized? Why? Were you judged fairly or unfairly? Would you have some sort of legacy coming? Do you want it? Are you a recognized arbitrator, messenger, or other “neutral”?

This, of course, is the original Continuum II fantasy character quiz from more than thirty years ago – but versions of it have made their way through many of the tabletop games since. It’s become a bit less important for online gaming – the players who are inclined to provide details tend to put up blog posts and lengthy chunks of backstory and those who aren’t so inclined are difficult to persuade to come up with so much detail – but it’s still the heart of what makes a character  interesting, and more than a sheet full of numbers. I may put up a few examples, simply because – when it comes to having a really good game – this sort of thing really is a lot more important than optimizing your build. 

 

Continuum II – Attribute Bonuses and Derived Attributes

 

 

 

 

I’ve given up on trying to convert this chart to current standards; it’s too much trouble to try and create something that will fit this blog smoothly – so here’s an image of the original to refer to if you want to click on it.

Lifting Capacity is fairly straightforward. As a rule, a character can haul around up to 20% of his (or her) basic lifting capacity without a problem. Each additional 20% or part thereof gets more tiring – and penalizes a wide variety of other rolls. Going beyond a characters lifting capacity is quite possible, but generally can only be sustained for very brief periods.

Tou (Toughness) is a characters base toughness – the amount of injury from any source that he or she can simply ignore automatically. Note that this stacks with enhancements from martial arts, skills, and other effects. Toughness goes with high strength scores simply because – without it – a character exerting massive strength would severely injure themselves.

AR Bonuses modify a character’s base attack rating. Strength bonuses modify hand-to-hand combat, Dexterity bonuses modify the use of advanced projectile weaponry (The Personal Storage, Propellant, and Energy categories), while their average (rounded up) is used for Leverage- Assisted and Thrown weapons.

DB (Damage Bonus) enhances a character’s ability to inflict damage in hand-to-hand combat and, to a lesser (Halved, rounded up) extent with primitive (Leverage- Assisted and Thrown) projectile weapons. It has no effect on weapons in other categories.

DR (Defense Rating) is simply a character’s basic ability to avoid being hit. It is generally wise not to rely on this too much, even if yours is quite high; combat-focused characters very often have high attack ratings.

In (Initiative) modifies the basic (1D10+1) initiative roll, and helps determine the “count” of the combat round when a character begins acting. No one can act before “1″, and anything over “10″ rolls over into the next round. Given that spells normally require at least one count per level to cast, and are fairly readily disrupted, spellcasters usually need a lot of protection to cast any major spells in a fight.

Max (Maximum) indicates the character’s upper limit on skill point investment in the development of particular abilities. To be more specific; Dexterity limits a characters development of the martial arts, Wisdom limits the improvement of the characters psychic abilities, and Intellect limits the development of most other skills.

PS (Psychic Strength) is simply a characters base reserve of psychic energy – the “fuel” for psychic abilities. While most characters have relatively little use for it, anyone can learn to use a few specifically Psychic Cantrips or psychic versions of common cantrips. Characters may, if they are available,  get minor focusing devices to allow the use of a limited selection of such abilities.

Bind indicates the number of other spirits that the character can anchor with his own aura. While this is most obviously relevant to shamans, spiritualists, and necromancers, a more subtle version of the same effect is used to acquire more ordinary devotees and henchmen – the people whom you can really count on due to their deep bond with you.

Mob indicates the extent of a character’s influence over those who aren’t in direct contact with him – his ability to produce a lasting impression on things like the morale of an army, the loyalty of the city guards, or the dedication of cultists. The “Mob” modifier acts as a penalty on other people’s rolls if (or when) they attempt to interfere.

Skills indicates the basic number of General Skills a character receives. Unlike many of the other values, this is, however, often modified by childhood circumstances:

  • Childhood Environment Modifiers: Highly intensive and/or “ultramodern” education: +1. Physically limited childhood; spent underground, aboard a small space colony, or some such: -2
  • Species Behavioral Modifiers: Solitary, antisocial, or innately clannish race: -2
  • Species Longevity Modifiers: Extremely long-lived racial stock (500+ years): +5. Long-lived racial stock (200-400 years): +3. Short-lived racial stock (40- years): -1.
  • Character Age Modifiers: Character is extremely “young” for his/her type: -3. Character is middle-aged for his/her type: +1. Character is elderly for his/her type: +2.
  • Exotic Species Modifiers: Alien/Feral/Exotica: See General Skills Notes / Special Modifiers

Boosts are only relevant if somebody has “Secondary Ramifications” on an enhanced attribute (QV; Talents), in which case “boosts” indicates the number of special abilities that such a talent will bestow. It’s important to note that Armsmen, and certain of their subclasses, thanks to their focus on self-enhancement, get a bonus on talents and will often use this column.

Endurance got it’s own chart, because I ran out of room even with the tight compression of the first chart…

 

PM (Personal Mana) indicates the character’s basic supply of magical energy. It’s not usually a lot, although Faerie multiply this basic score by their (Might/2). Personal Mana is usually used to power Cantrips – for most characters through a cheap focusing device or two with a preset selection available. While Cantrips are of limited power,

VB (The Vitality Bonus) applies to vitality rolls and any healing that the character receives – including natural healing. Column 1 applies to Primary Combatants, 2 to Semi- and Tertiary Combatants, and column 3 to Noncombatants.

Spells” indicates bonus spell points per level for primary spellcasters.

PS (Psychic Strength) indicates bonus Psychic Strength for Primary Psychics. The number after the slash is bonus recovery per hour, a bonus which applies to all characters.

The Vitality Base is just that; how much punishment a character can absorb due simply to his/her endurance score. This also measures the portion of a characters Vitality Score that actually represents the physical capacity to absorb and withstand damage. That’s usually a rather small part of a high level characters total Vitality.

One of Endurances major functions was as a measure of a characters ability to generate personal occult power – and so did very different things depending on what a particular character channeled that power into. Primary combatants tended to be incredibly durable, while those who focused on magic or mental powers were less durable, but gained additional reserves of energy to use their powers with.

Both game masters and players are generally advised to avoid using characters with unspecialized Intellect, or Wisdom, scores above 24. It’s difficult to play someone who’s mental abilities are beyond your comprehension.

When it comes to game design… Attributes in this style are more complex at first then current ideas of generic modifiers – but are far less subject to change during play. That was more or less what made them Attributes. If Conan was incredibly strong at the start, he wasn’t twice as incredibly strong later on. The Gray Mouser didn’t get faster at higher levels; he just learned more tricks and more ways to exploit his natural speed. It also meant a lot less focus on any one attribute; sure, one or two attributes would probably be most important to any given character – but all of them were useful to anyone. Your low-intellect but high endurance mage might not know as many spells as a mage with the opposite arrangement – but he or she would get more chances to cast them. 

Continuum II – Basic Attributes

Since I’ve been asked for some more of the Continuum II stuff – and I’ve managed to get some of the old files disentangled and have edited out most of the corrupted parts – here’s the segment on the seven Basic Attributes.

Attributes are a simplified way of measuring a characters innate strengths and weaknesses, and are necessarily broad and general; while “Intellect” might be broken down into; memory, logic, mathematical ability, insight, education, and many other variant categories, it usually suffices to note a “base level” and handle subcategories elsewhere – if at all. Subcategories are rarely worth the trouble.

Continuum II games normally employ seven basic attributes and at least three optional attributes. The basic attributes are Intellect, Wisdom, Perception, Strength, Endurance, Dexterity, and Presence. They should be applicable in most settings. A partial list of optional attributes is given later, however individual game masters (and players) may have ideas of their own.

The “normal” range of human and near-human attributes extends from 0 to 21 – although values below three or over 18 represent exceptional extremes, usually indicating either a severe illness or disorder at the low end or special talents or training at the high end. Typical values are in the 7-12 range, however player characters are often exceptional in one way or the other.

Intellect measures the characters ability to acquire, recall, and logically manipulate, facts – including extrapolating them into the future to predict events. While these are arguably separate abilities, strength in one can counter weakness in another. Superior logic can get along with fewer facts, superior recall can compensate for learning slowly or trouble in coming up with original solutions – and being quick to learn can compensate for forgetting a lot or being slow to figure things out. “Intellect” also covers the extent of a characters background knowledge and is the primary influence (with longevity and educational efforts being strictly secondary) on the number of general skills he or she will have picked up during childhood. It does not cover creativity and originality. Intellect has a major impact on a characters scholarly abilities and determines the upper limit on the characters development of non-martial and non-psychic skills. Characters with extremely high levels of Intellect are best left as NPC’s, simply because it can become near-impossible to properly represent their capabilities without resorting to (roll) “well… he predicted that gambit some time ago, and has prepared a countermeasure…” – and that sort of thing tends to frustrate the players if overdone.

Wisdom is measures the characters ability to access the deeper levels of his or her soul – the buried memories and accumulated experience of prior lives (generally in the thousands or millions for any character with a reasonably Wisdom score). It thus measures psychic stability and will, judgement, “common sense”, and genre awareness, as well as the ability to assess the likely outcomes of various plans. Creativity is partially a function of Wisdom, since it may allow a character to “come up with” a solution drawn from some distant prior lifetime – but it does not cover true originality (although that is extremely rare in the multiverse). Practically, while “Intellect” may let you know all about why smoking is bad for you, it’s wisdom that helps you stop. Wisdom determines a characters basic psychic strength, his or her resistance to psychic attack, ability to develop psychic abilities, and resistance to the “detachment” resulting from a true death. (Dying is less stressful for those who are already in deeper contact with their soul – but do it too many times and you will still lose contact with your physical form and so will have to start over with a new birth). Characters with very high Wisdoms are prone to getting informed by the game master of the merits and flaws of their ideas and plans.

Perception measures just how likely a character is to notice things, a combination of sensory acuity, how much attention the character pays to his or her surroundings, and the ability to properly integrate that information. It should not be confused with intellect. Even very stupid animals can be extremely perceptive and alert. Perception modifies few other rolls, but is possibly the most often used attribute regardless. Perception also serves as a measurement of how sensitive a character is to obscure and arcane influences – including subtle social and behavioral cues. Given how often noticing something is critical to an adventurers success – or even survival – Perception is very handy. At transhuman levels it becomes an innate awareness of the state of the universe – allowing the character to sense cosmic disturbances, tell what is in a container without opening it, determine if they’re in a high radiation zone, and otherwise simply “know” things that he or she has no actual sensory method of finding out.

Strength measures a characters raw physical power and his or her ability to apply it effectively. Perhaps the easiest attribute to understand and measure, Strength is a vital factor in melee and primitive missile combat. It becomes less relevant with increasing technology. Strength is also the most obvious example of the differences between heroic and superheroic settings – as the dual column for “lifting capacity” clearly shows. In a Heroic setting things like leverage, ground support, the durability of your own bones, and many other factors limit a characters Strength in “realistic” ways. In a Mythic setting… Superman may indeed lift battleships, or Thor hoist up the Midgard Serpent or partially drain the seas with no worries about that being physically impossible. Yes, most characters are personally physically impossible – but in a Mythic setting the world beyond themselves also acknowledges their distortion of physical reality.

Endurance measures a characters personal resilience – his/her ability to sustain major efforts, resist damage, recover from injuries and fatigue, withstand toxins, and resist disease. Secondarily, it covers things like doing without rest, getting along on a lousy diet, and surviving exposure. Essentially, “Endurance” simply describes how well the characters body functions under stress. This is not, however, primarily a physical quantity once it begins to transcend normal physical levels. At that point it becomes a measure of a characters Percipient ability to override mere “reality” and insist on his or her own existence. With enough Endurance, there comes a point where characters can not merely withstand having their blood replaced with boiling lead or breathing fluoroantimonic acid. They can withstand things that should rip their atomic structure apart into subatomic particles. Endurance is the major reason why single mighty attacks are often less effective then a dozen far weaker ones: the dozen are more likely to convince a characters unconscious mind that he or she SHOULD be hurt.

Dexterity is a measure of coordination, fine control, reflexes, and reaction time – the speed and precision of the characters neuromuscular system. For characters who aren’t limited by low strength, it also determines their agility. As with Intellect, any deficiency in one aspect of dexterity can usually be compensated for by another – hence a composite rating will do for most purposes. Dexterity is a vital factor in the use of ranged weaponry and when doing precision and/or high-speed work. As usual in Continuum II, at high enough levels Dexterity is less a matter of mere physics and time than of perception and belief. It may make no sense for a character to see an incoming laser beam before it arrives, and then to dodge it, without catastrophic side effects – and even less to interrupt something that mere physics says has already happened – but with a high enough Dexterity, that sort of stunt is quite possible.

Presence measures the strength of a characters psychic aura – almost literally their “strength of personality”. It governs the ability to lead and sway others (although you can have great Presence without good ideas or planning skills), to bind spirits to yourself regardless of their nature (living henchmen, bound spirits, obedient sentient undead, and many other types of minions all fall into this category), and to command obedience in those with lesser abilities. On the personal side it measures a characters resistance to being swayed by emotions (including fear), their “strength of will”, and how strongly they hold to their convictions. Of course, while Presence alone does not make someone an effective leader, or convey skill in communicative, persuasive, or manipulative abilities, just as raw Strength does not necessarily include skill in using it to best effect, a high presence will usually get them a chance to try and makes attempts at using even the crudest of such skills far more likely to succeed.

While attributes have numerical values, they are also described by the terms given below. Hopefully this will serve to give everyone some “sense” of what the abstract values actually mean.

  • 00: Nonexistent. The character has no measurable degree of this quality.
  • 01: Abysmal. About as bad as it can get and still be there.
  • 02: Dreadful. Worse than your average infant.
  • 03: Horrible. Either a small animal or something is severely wrong.
  • 04: Pathetic. The sort of person you automatically move to help because it’s painful to watch.
  • 05: Feeble. They might be able to do it themselves, but it won’t be quick.
  • 06: Inept. You wince a bit, but wait to be asked to help.
  • 07-08: Poor. Clumsy, unexercised, or otherwise a bit below average.
  • 09-10: Average. Normal. Most people fall into this band for most of their attributes – enough so that you can just note any that are exceptionally good or bad and save a little work.
  • 11-12: Fair. Better than average, the ones who “show potential”.
  • 13: Good. A high school athlete or weightlifter, a truly talented child star.
  • 14: Superior. Measurably better than the vast majority of people.
  • 15: Noteworthy. The expert at something who you hire to lead teams.
  • 16: Remarkable. “Wow. That’s amazing. How can you do that?”
  • 17: Exceptional. One in thousands.
  • 18: Extraordinary. You wouldn’t have believed that a normal person could do that without seeing it.
  • 19: Marvelous. Something to be discussed, told in tales, and marveled at.
  • 20: Fantastic. Pretty much the maximum you’d credit for any human being.
  • 21: Incredible. Stuff that’s downright unbelievable. No one could do that!
  • 22: Prodigious. Beyond normal human limits. The stuff you hear about in stories but which no one can reproduce.
  • 23: Phenomenal. A unique event, beyond being credited save as the outcome of some hidden effect or enhancement.
  • 24: Stupendous. Something you probably wouldn’t believe if you saw it, such as Krakatoa exploding.
  • 25: Unearthly. On the cosmic level. Too much to be attributed to any force a mere planet can contain.
  • 26: Preternatural. Beyond the limits of what is permitted by mere laws of nature.
  • 27: Monstrous. Something that shreds the laws of nature. The Godzilla threshold.
  • 28: Unbelievable. No. That cannot possibly have happened. There must be another explanation.
  • 29: Legendary. Sure, maybe in a work of fiction. It could never really happen.
  • 30+: Mythic. The sort of thing that you can only attribute to divine intervention.

By current RPG standards the Continuum II rules were a little bit odd. The attributes – including social attributes – were all concrete, measurable things with physics-based explanations for how they worked – but they worked according to the rules of multiversal physics, as built up from the primordial concepts of Life, Death, Separation, and Sequence, rather than from something as trivial as the lower-level natural laws that had been imposed during the creation of any given setting.

Debatable Evils – Negative Energy And Undeath

And for today it’s another question!

I’ve recently encountered some media that have put forward an interesting idea with regards to undead beings. Specifically, the idea that it’s possible for there to be undead creatures that were never alive to begin with, essentially beginning their existence – whether summoned magically or created “naturally” – in an undead state.

While none of those media get particularly deep into the mechanics of how exactly that’s possible, the idea doesn’t seem so implausible that it cannot be countenanced. That is, if new beings can come into being while alive, why not do so at the opposite end of the metaphysical spectrum? That, or they could be animated by spirits associated with death, necromancy, etc. Coming up with an explanation that sounds plausible, at least on its face, isn’t too hard.

My question is, what mechanical alterations (to the existing rules regarding undeath) would that idea have if implemented under the d20 game rules? At the very least, it seems like spells associated with creating/summoning such undead wouldn’t necessarily have the [Evil] descriptor.

-Alzrius

Well, it’s important to remember that biology and metabolism really aren’t important in d20. That’s why d20 uses Hit Points instead of detailed wound systems, and why elementals – lumps of rock, or plasma, or swirls of air with no metabolisms or biology – are creatures with hit points. Undead basically have [Hit Points] – a negative value of hit points that they treat as a positive one because they’re things of negative energy.

Inanimate objects can have metabolisms, and biology – but in d20 terms they are objects, or perhaps organic machines, not truly living things. That’s why a Deathwatch spell doesn’t give you a report on every broken blade of grass in a field and why I can’t cast Cure Light Wounds on a mostly-eaten watermelon to heal it and let me eat it again. That’s also why Remove Disease (presuming that diseases are caused by micro-organisms) is a Conjuration (Healing) effect and not Necromancy (Death).

  • Positive Energy drives growth, life, mobility, and creation. It is a force of light, change, and evolution that drives an increase in complexity in the face of entropy. Thus children are filled with positive energy while the extremely elderly, who have mostly exhausted their stores of possibility and can barely cling to life, have little left.
  • Negative Energy weakens, kills, paralyzes, and annihilates. It is a force of darkness, cold, and entropy. That’s why undead are destroyed at zero hit points; they can no longer resist the side effects of the negative energy within them. It’s also why they generally do not grow or gain levels and why most undead feed on the living – their corpses gaining an unnatural mobility through theft.

Neither positive or negative energy is a moral agency in itself. In d20, that role is reserved for the energies of the outer planes, which make “good” and “evil” into absolute, measurable, and detectable, forces. There isn’t any moral relativism and there’s no point in arguing about whether or not an act is good or evil. Just use your Phylactery Of Faithfulness (a mere 1000 GP!) and you will KNOW.

In the real world clearing some forest is good for some types of creatures, bad for others, and will have ongoing effects, both knowable and unknowable, on the environment, the world, and the human population, that will not finish playing out until far in the future. Is doing so a “Good” or “Evil” act? The answer depends on your personal priorities and beliefs and on how many consequences of what kind you are aware of to consider. Would your decision change if you somehow knew that it would unleash a horde of plague-carrying rats and kill millions?

In d20, if you are tilting the alignment energy balance of the material plane towards Good, then you are committing a Good act. If you are tilting the alignment energy balance of the world towards Evil, you are committing an Evil act. If you’re doing neither to any noticeable degree… then the act is neither good not evil.

Are those babies of a species that is strongly inclined towards evil? Then slaughtering them all is a good act even if they are neutral at the moment. Adopting and raising one is evil. Adopting and raising a child of a species that is strongly inclined towards good is good. Adopting and raising a child of a species without strong inclinations? That could be good or evil depending on how you raise it. Running a slaughterhouse and massacring hundreds of true neutral creatures every day? That’s neither good nor evil.

The trouble with the d20 rules on Alignment is that no one ever actually sat down and tried to work out what the axioms of good and evil WERE (why would they? The only real point was a set of quick labels to sort out targets and people to protect). “Good” is loosely defined as a grab bag of behavioral traits that promote group welfare in a social species (“Good implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others”) while “Evil” is loosely defined as behaviors that disrupt social groups (“Evil implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.”).

According to the 3.5 Players Handbook (and supposedly in Pathfinder due to a lack of new rulings and back-compatibility) “channeling positive energy is a good act and channeling negative energy is evil” (Page 160).

Why is that?

Well… the Prime Material Plane is supposed to be made up of a mixture of the elemental forces of the inner planes – Fire, Air, Earth, Water, Positive Energy, and Negative Energy. But unless someone is importing or exporting such forces, what’s there is there. Like it or not, channeling substantial amounts of negative energy in from the negative energy plane – whether in the continuing tap that allows undead to exist or in bursts – drains energy from the material plane. It reduces the universe for all time to come. Adding positive energy doesn’t “make up for it”, since otherwise that energy could have gone into expanding and adding possibilities to the universe.

And there’s the connection; importing negative energy from the negative material plane reduces the total energy of the prime material plane, draining the possibilities of the future and denying existence to creatures that would otherwise have been born and lived. Throughout the eons to come… it is a never-ending crime, and so is an Evil act.

Importing positive energy from the positive material plane forever adds to the possibilities of the universe. It is a never-ending boon to all life yet to come, and so is a good act. And no matter what your reason for using Channeling is… that long-term Good or Evil is going to outweigh the immediate effects.

So why aren’t all spells involving positive energy “good” and all of the ones involving negative energy “evil”? That’s something of a game convenience so as to allow evil Clerics to heal – but what’s the in-game explanation?

Well, looking at the lists…

  • Conjuration is used to bring in materials from other planes. Ergo, effects involving positive and negative energy that aren’t Conjurations must rely on gathering positive or negative energy from ambient sources – or simply generating both positive and negative energy at the same time from a zero state – rather than on importing it. Thus many spells (Disrupt Undead, Touch Of Fatigue, Chill Touch, Ghoul Touch, Stricken Heart, Defoliate, Deathwine, Gloomblind Bolts, Blood Crow Strike (which, interestingly, creates identical amounts of fire and negative energy), Enervation, Vampiric Shadow Shield, Smite Abomination, Waves Of Fatigue, Waves of Exhaustion, Orb Of The Void, and even Energy Drain) may involve positive or negative energy but they aren’t Conjuration effects – they’re Necromancy. And the basic definition of Necromancy is that “Necromancy spells manipulate the power of death, unlife, and the life force”. Ergo they use and manipulate, but do not summon, such energies – and thus are not inherently evil.
  • Next up on the list of spells involving positive and negative energy we have the curative and anti-curative spells, such as Cure/Inflict Wounds, Vigor, Delay Poison, Energetic Healing, Healthful Rest, Cleanse, Heal/Harm, Life Shield, Symbol Of Healing, Revenance, Revivify, Remove Radioactivity, Resurgent Transformation, Pillar Of Life, Repair Undead, and Heal / Harm.

These spells are a bit weird. Most of the Curative spells are Conjuration (Healing) – which makes some sense – but the corresponding negative-energy vesions tend to be Necromancy, and neither version is (Good) or (Evil). Why aren’t the equal-and-opposite spells Conjuration (Infliction) rather than Necromancy? Or why aren’t the Curative spells Necromancy? After all, in first and second editions curative spells were reversible and were all Necromancy. (No one seems to be entirely sure why it was changed except that someone working on the project felt that “Necromancy” should be inherently nasty and that “Good People” shouldn’t use it. Of course, you couldn’t take Healing away from anyone, or the setting broke). There’s the argument that you are conjuring new flesh and blood to fix a wound, but then why can’t I fix that watermelon? And why do Air Elementals get healed this way? Worse, in Fourth Edition healing spells tend to be Daily Use Utility Prayers and in Fifth Edition curative spells are Evocation. Given that, it’s kind of obvious that the school assignment is pretty much arbitrary – especially since those are mostly Divine Spells, and “school” doesn’t matter much to Clerics.

So to justify this in game terms…

  • Perhaps these spells are simply “taking out a loan”? Some of them are strictly temporary, while the excess positive energy of the actual healing effects might either leak back or simply take the place of the positive side of the usual flow of power through living and unliving things over time. That would leave no net gain or loss of energy on the material plane, and thus no reason for them to be “Good” or “Evil”.
  • It could mean that those spells involve the old idea of Backlash. They’re neutral because their effects are automatically balanced out. Perhaps when one creature is Healed another one somewhere else suffers equal and opposite Harm. Or perhaps the power is drawn from the patient or healer in some form. Does being magically healed magically age you a few hours or days depending on the level of injury? Who would notice? It’s not like characters come with a life expectancy meter and how often does “death by old age” come up for Adventurers anyway?
  • It could also mean that these spells are simply misclassified, and actually are necromancy spells – which could be taken to mean that there are limits to how much healing is available, or mean that healing does not work well in dark dungeons full of pooled negative energy (where little or no ambient positive energy is available), or some such. That would have the (very welcome) side effect of restoring some slightly longer-term meaning to losing hit points after the first few levels (after which Healing Belts, Wands of Lesser Vigor, and similar tricks mean starting every encounter with your full hit points).

 

  • The final major group of spells – Bless / Curse Water, Sanctify Corpse, Veil Of Heaven / Positive Energy, Empower Holy Water, Light of Iomedae, Consecrate / Desecrate, Khain’s Army, Animate Dead, Hallow / Unhallow, and Create Undead – DO carry the “Good” or “Evil” descriptor. And notably… they all definitely do import excess positive or negative energy, and so make permanent, ongoing, changes in the energy balance of the material plane.
  • The last few relevant spells – things like Life Channel, Undeath Inversion, Blood Of The Martyr, and Fire Of Judgement – all have to do with either shifting positive or negative energy around or changing how they interact. They’re rightfully neither good nor evil.

Now the point of all this is to take a look at how positive and negative energy work and what they mean in terms of the setting so that we can see what MAKES casting certain spells or the use of Channeling inherently good or evil.

And what the game seems to imply… is that using ambient negative energy, or generating it by producing equal amounts of positive and negative energy, is morally neutral. On the other hand, pulling negative energy from the Negative Material Plane into the rest of the universe – whether in a burst or in a slow trickle – is inherently evil.

Stronger creatures powered by ambient negative energy will need some way to harvest it – perhaps haunting places where it collects (the classic graveyard haunts), or cultivating and draining it from others (for example, the Sirens from My Little Pony). This could even be benign, at least to start with. After all, stealing negative energy from a normal creature could theoretically leave it happier and healthier. Of course, when that’s no longer enough available naturally, and the creature must start to cultivate negative energy to feed… then things will start to get bad.

In theory you could also get spontaneous negative energy creatures arising anywhere where a lot of negative energy has built up – but the nature of negative energy is destructive. You won’t get evolved complexity, built up over time (that’s why even intelligent undead tend to go madder and madder over the centuries). Something else will have to provide a framework for your creature to form around and a spark to bring it to (un-)life – but if the old manor has built up a pool of negative energy, is filled with psychic traces of hatred and disharmony, and someone murders the old man who owned the place during a burglary… then you have power, purpose, and spark.

That does give us an opening though; in this view Animate Dead draws a burst of negative energy into the world to create weak undead powered by ambient energy and Create Undead gives them a continuous link – but you could (at least in theory) use a higher-level spell to gather ambient negative energy and use it to create Animate Dead style undead powered by ambient negative energy without it being actively evil – at least as far as the process goes. You’d still bear at least some responsibility for anything they got up to later though – and THAT is almost certain to go badly eventually. Similarly, you could use ambient negative energy to manifest undead constructs, allowing you to use “summon undead” without the [Evil] descriptor as Pathfinder does – but that also goes a long way towards explaining why those spells are so ineffectual for their levels.

As for what you could animate or what might animate spontaneously… you’re creating a creature with no pattern to follow using forces which are inherently difficult to control and shape. That means that complex creatures and minds are likely going to be out of reach. Destructive oozes, simpler aberrations, and constructs are a good starting point. You just make them evil instead of neutral and throw “undead” qualities on top of whatever they started with. Make them vulnerable to positive energy and let negative energy heal them and you’re mostly ready to go. For a few possibilities… consider the Ragewind (3.5 MMII), Raggamoffyn (3.5 MMII), Hangman Golem (3.5, MMIII), Cadaver Collector (3.5 MMIII), Necrophidius (3.0 Fiend Folio), Attic Whisperer (Pathfinder), Corpse Candle (Pathfinder), Byakhee (Pathfinder), and Jealous Structure (Pathfinder Curse). For items on the blog… I’d recommend the Dark Tales series (The Hunt, The Grove, The Well, The House, and The Ship). I’d also recommend the Occult monster-enhancing packages.

Anything with an active link to the Negative Material Plane (like virtually all of the more powerful undead) however…. will be a walking blight on the world, actively draining the energy of the universe to survive. It may not consider itself anything but hungry – but by the objective standards of d20 such creatures are inherently evil and utterly hostile no matter how they limit themselves or justify their feeding.

And for another reader response and answer…

Personally, the issue I see is that most undead seem to act as either constructs like skeletons and liches that just happen to use living remains as the raw materials or are some sort of a contagious plague like vampires or zombies. As such they all seem to be defined with regards to a former “living” state. Thus I find it hard to visualize some method of generating undead corpses without some source of corpses to begin with that required it being alive at some point. Which isn’t to say you couldn’t animate a mass of calcium and synthetic protein into a zombie, but I don’t think that is the idea you were going with.

Instead, I would look at the idea of negative energy life forms as a mirror to positive energy lifeforms. A lot of material seems to assume that all living things have some sort of link to the Positive Energy Plane that provides the animating/organizing force independent of the creature’s metabolism. While never entirely clear, the positive energy a creature can pull through into the material plane is limited and that is what is the bottleneck for things like healing, lifespan, and growth. To further boost those in response to disease, injury, or aging, external sources are required in the form of medicinal herbs, healing spells, and lifeforce infusions.

With that said, I would argue that lifeforms that use a link to the Negative Energy Plane as an energy sink would be possible. Instead of pulling energy in to heal injuries, it could instead sacrifice mass-energy to the sink to generate power for healing instead.

While in many ways indistinguishable from normal life forms, this could have a number of interesting side effects: poor (or even addictive) response to normal healing, a tendency to lose mass over time, a body temperature a little below ambient, healing ability being proportional to mass (i.e. being fatter), slower growth rates, much higher need to eat/drink to maintain mass and health, higher tolerance to heat, and lower tolerance to cold.

Thus I can imagine life forms running around the material plane vacuuming up loose bits of mass-energy to consume, growth, and multiply across the landscape. Attempts by these creatures to eat normal life forms or vice versa could go poorly as the resulting (brief) collision between positive and negative energy taps lead to explosive results. Which could then lead to entire areas being dominated by one form of life or the other depending on which gained a hold first. Perhaps this could be the mechanism behind those absurdly vibrant underground ecologies and why people aren’t roasted alive due to the geothermal heat.

This could then lead to all sorts of fun little issues like you can’t eat the local flora/fauna without some significant preparation work, extremely potent medicines made from plants of the other type that are a pain to gather, and really nasty monsters that start off huge and can continue fighting for long periods of time simply by sacrificing mass for regeneration until it is too small and then flees whereupon it may return larger than ever when you least suspect it.

Not that this is a set of mechanical alterations like you asked, but perhaps this is food for thought to help brainstorm some more ideas, adventures, and horrifying experiments.

-Spellweaver81

This is actually a lot like the physics of Continuum II – where energy flowed from Hyperspace into normal space and from normal space into subspace. Physical creatures could exist in any of the three – and energy creatures could exist across the interfaces. The most common energy beings were “Demons” (linking Normal Space and Subspace, and so almost universally deadly predators, feeding on each other and on any energy they could get) and “Manitou” (linking Hyperspace and Normal Space. Their problem was controlling the flow of energy). A very few life forms had both Hyperspace and Subspace links, but while that provided immense abilities to both generate and dissipate energy, coupling it was wildly unstable; a “God” needed stabilizing feedback to avoid exploding or dissipating.

  • Undead” combined a Demonic aspect and a Physical Body in Normal Space. They needed constant energy inputs to resist the drain of Subspace.
  • Faerie combined a Manitou aspect and a (Living) Physical Body in Normal Space. They dissipated excess energy as a variety of powers.
  • Elementals occurred when a Manitou anchored itself into nonliving mass. They ranged from tiny things to the planetary core elemental.
  • Totem Spirits were anchored through the Empyrean (mental) Plane into a group of living things.
  • And so on.

Overall there were five major orders of life, dozens of types of symbiotic hybrids, and a lot of tinkering, Thus the characters occasionally did things like analyzing the metabolism and biology of dragons, or the genetics underlying the different power-expressions that led to storm, fire, ice, and primal giants. After all… once they knew how something worked, they could figure out how to manipulate it to be more to their liking.

Alas, however, d20 and Pathfinder don’t really go into that kind of detail. There are reasons for that. They have many writers, so maintaining any kind of consistent physics is near-impossible to start with and (worse) going into that kind of detail would mean that the game master would need to study a lot of physics before running the game. Pathfinder’s writers in particular are very reluctant to introduce any new mechanics (preferring to refluff old ones, which is how they wound up with Psychic Spells and with Grit, Ki, and several other kinds of points which all work the same way while supposedly representing wildly different processes) for fear of the kind of unexpected rules interactions / exploits that so plague 3.5. That, in fact, was a part of the reason for Eclipse; you can use it to build exotic mechanics (such as the Nymic Mage), while maintaining a basic consistency.

So this won’t really work. D20 tells us that the Negative Energy Plane is full of undead (who, if they had negative metabolisms, should respond to being there like positive energy creatures do on the Positive Material Plane – although they’d probably disintegrate instead of exploding), that negative energy creatures cannot grow or reproduce except by infecting or consuming positive energy creatures, that negative energy creatures cannot gain levels save by stealing positive energy from truly living creatures, and that negative energy is inherently entropic and entirely destructive. Negative energy creatures can amalgamate with each other – but that’s merging, not growth. Thus a negative energy creature will always have to have a structure provided for it somehow.

I think the closest things to this in d20 are the half-undead templates from Dragon Magazine. Of course, there’s no reason why you couldn’t have a half-undead ecosystem going.

And I hope that helps!

Continuum II: C’hi Powers, Part III

Introspection and C’hi Powers are well known for their relationship to the martial arts. At it’s most basic, this opened a special option for the “Mystic” category of basic martial arts maneuvers – C’hi Channeling, which boosted the user’s effective level for the use of Introspection and C’hi powers by +1 per level up to a maximum of +7 levels. The first level counted as three martial arts options, each level after that cost one additional option. This, of course, weakened the mundane effectiveness of such styles, but greatly boosted the effectiveness of any C’hi powers used with them. Higher level characters would still win a fight due to their far greater power reserves, durability, and advanced skills – but at least it took a few rounds and so allowed promising youngsters to be effective speed bumps, just like they are in martial arts movies.

Really high-end “martial arts styles” – the sort of stuff you find in over-the-top martial arts comic books where the characters shrivel people to dust with a touch, shatter small mountains, shapeshift, fly, and otherwise act like super-heroes and super-villains – tended to consist of little more than a list of Introspection and C’hi powers and ways that the style typically combined them. For example…

The Poison Claw Style was an exotic and almost entirely offensive form relying on hand attacks, usually from a crouched position.

  • The techniques most commonly included as a part of the style were Intimidation (an Introspection ability), Biofocusing, C’hi Drain, Eagles Claw/Crushing Claw, Hastening, Metabolic Control, Plague Carrier/ Poison Touch, Whirlwind/Whirlwind True, Amplification (Strength), and Sensory Stun (another Introspection ability).
  • Common combinations included the signature “Poison Claw” attacks (Hastening, Crushing Claw, and Poison Touch), exhaling deadly clouds of plague or toxins (Whirlwind and Plague Carrier or Poison Touch), ripping minor enemies apart to terrify others (Intimidation, Crushing Claw, and Strength Amplification), finger-snaps so powerful that they could render every one nearby blind and deaf (Whirlwind True and Sensory Stun twice), absorbing enemy toxins or encountered diseases to add to your own arsenal (Metabolic Control and Poison Touch or Plague Carrier as needed), and so on – with each adept developing their own preferred list.
  • Overall, the style tended towards swiftly crippling groups of opponents – making it easy for friends and allies to deal with them. It didn’t work so well on major opponents, since they were often highly resistant to the user’s abilities.

It didn’t bear much resemblance to the acrobatic, ice-based Glacial Wind Style (using Polarity Shield, Projection/Psychic Lance, Biofocusing, Dim Mak True (focusing on heat and cold), Binding (encasing opponents in ice), Iron Fist, Will Shield, and Acrobatics). The Glacial Wind could inflict impressive amounts of damage, but ran more towards “close with the major opponent and entrap him or her long enough for your friends and allies to take him or her out”.

Black Lotus Flower Style was focused on deception, rapid movement, and energy transfer, relying on hand strikes for offense and evasiveness for defense. It’s basic techniques included Sensory Stun/Mirage (introspection again), Kinetic Aura/True, Hastening/Ghosting, Light Foot, Acrobatics, Iron Fist/C’hi Pulse, Shockwave/Chiburst, Transfer, Natural Empathy/Vital Points, and Missile Deflection/Evasion. It was used to confuse and delude masses of enemies, keeping them striking at phantoms while the user took them out one by one with cheap precision strikes.

Stalking Death Style employed Persuasion/Mesmerism (an Introspection ability), Unpresence/Psychic Camouflage (more Introspection), Hypersenses, Vibration (used to shatter bones, open locks, stun with a touch, and combined with Resistance to allow brief intangibility), Resistance (Vibration), Precision, Focused Mastery (Stealth), Light Foot, Acrobatics, and Evasion/Vanishing – basically focusing on becoming a living shadow, capable of mesmerizing guards, passing through walls, walking through a crowd unseen, seeing in darkness, and bypassing all kinds of defenses.

And there were many, MANY, other styles. Pretty much every C’hi-using character came up with their own if none of the existing ones caught their eye. They didn’t always do a good job the first time around, but they could always pick up a new technique or two and retrain their list of personal maneuvers to do something a bit different.

Storm Weaver Style was a “natural disaster” style, focused on turning the environment into a whirling tornado-shield and firing masses of material like a cannon – whether loaded with grapeshot or solid projectiles. It could also generate shockwaves, hurl or turn aside avalanches, and devastate areas – although, it was very power-intensive. It was very much a niche style, since – for the most part – if you really wanted to battle armies and tear up the landscape there were major psionics and several kinds of magic that did it at much lower cost. Unless you were in a martial arts / C’hi powers ONLY campaign there wasn’t a lot of point in this.

Seven Finger Jitsu Style focused heavily on introspection, vital points, precision, and projected strikes – to the point where a master generally stood around with their arms crossed and entirely hidden within their billowing sleeves, making subtle finger gestures inside those sleeves to invisibly inflict various injuries on their opponents. It’s chief advantage was being set up to use almost no power. A master could pretty much keep it up indefinitely and often didn’t even appear to be doing anything but sneering at their opponents. On the other hand, it focused on individual targets, wasn’t overwhelmingly powerful even then, and wasn’t terribly fast in dealing with those targets. Rather like Darth Vader’s “Force Choke”, it wasn’t an especially good way to deal with an onrushing horde or a giant (and likely resistant) monster. Fortunately, adding in a few area effect options made it much more effective for adventuring purposes, even if it did kick up the power costs.

And to get back to the ability listing, here are the last of the…

C’hi Techniques

Plague Carrier: This technique allows the user to maintain, and adapt to, the presence of various virulent microorganisms in his bloodstream and tissues, releasing them thru the capillaries in his skin at will. While potentially very useful, this can have gruesome consequences when/ if something goes wrong. As a side effect, this grants near-total immunity to anything already present in the user’s bloodstream, and a fair degree of resistance to new “acquisitions”. “Poison Touch” allows the user to adapt similarly to carrying exotic chemicals in his / her bloodstream, including various poisons, drugs, and corrosives. However, unlike micro-organisms, chemicals are not self-replenishing. This ordinarily limits the user to whatever he / she has recently ingested. Further improvements include the ability to produce various chemicals internally, to selectively modify the organisms living in your blood (This usually means creating a resistant or weakened strain, but further improvements may allow genetic modifications) – and the ability to create antidotes, vaccines, antibiotics, and counter-agents, for the stuff you’re circulating in your blood. Perhaps sadly, this technique has a reputation as bad as, or maybe even worse then, Dim Mak. Even the occasional healer who specializes in the curative aspects of this talent will generally be regarded with grave suspicion.

Power Block: This handy technique allows the user to link an offensive technique with a defensive one, a trick which allows the user to block an attack using a technique such as Auric Shunt and strike back with the same, “defensive”, action. The advanced version allows the user to surround himself with an aura carrying the effects of another technique, which will affect anyone who touches the user. Unfortunately, unless this skill is otherwise improved, this has to be a technique that would normally affect another person. Further improvements could involve that aspect of the technique – but more commonly involve things like extending the radius of the effect, extending defensive abilities to shield a radius, or making such an effect a reflexive action.

Precision: This technique heightens the users fine muscular control, providing a substantial bonus on any action involving fine work or precise action – such as missile fire (especially thrown weaponry), striking at openings and joints in armor (reducing the protection it gives) – and when striking from behind or by surprise. The bonus is usually around +3, but it only applies if the user is attempting a precise action, in which case it usually compensates for some of the penalties. This ability is especially formidable if combined with some of the other psychic abilities – such as Vital Points. The advanced version further refines these techniques, increasing the bonus (to +5) and assists the user in any technique involving fine control of his or her nervous system and personal energies. Any bonuses with weapons due to this technique are not cumulative with “normal” martial arts skills. Further improvements may involve things like doing micro-precision work, perfecting the ability to stand absolutely still, working faster, and enhancing the users martial arts skills.

Projection: This deadly technique allows the user to link his own bioenergy field with his targets – and then transfer the effects he generates internally into them. Obviously enough, the auras of the user and the target must be in contact for this to work at all, and it’s much easier and much more dependable if the targets physical body is within the user’s aura. This usually limits this technique’s effective range to (Dex) feet. Worse, the concentration this requires generally means that using this technique requires two actions. It can be a dangerous technique to use as well, since linking your personal energy field to that of a major demon or an undead creature can be extremely dangerous to both parties involved. Even lesser incompatibilities can be bothersome. The simplest effect available is a ranged blow, but projection is often combined with other C’hi techniques to create more exotic effects. The advanced version directs, channels, and releases the effect along a projected carrier, without directly linking the user to the target. While this avoids the dangers inherent in linking auras (and extends the range to (Dex x 10 feet) it, unlike the basic version, can miss and can be resisted normally. The basic version quite effectively bypasses a wide variety of defenses. Both versions have trouble penetrating an area protected by a psychic shield, but most such shields are limited to protecting the user’s mind, not his or her body. Further improvements often involve blocking possible feedback, further extensions of the range, reducing the need for concentration, and channeling other energies through the link.

Psychic Aura: Is probably the strangest technique on the entire list. Closely related to empyrean magic, it involves physically manifesting a psychic construct based on the users aura. This can get seriously weird. Exactly what form the construct “takes” depends on the users personality – as well as on what they attempt to develop. Examples include; blazing Inner Light, which “dispels the darkness” and “drives back that which is impure”, grasping, Manipulative Tendrils that entangle and manipulate all who approach, Good Vibrations, that damp hostilities, evoke friendship, and make everyone in the area feel good, the Dragon-Form, a type of psychic exoskeleton, the sullen, vengeful, rage of the spirit-choking Balefire, the slippery/evasive shield/disguise of a con-artist’s Doppelganger Field, and the hypnotic, devouring, inner darkness of the Myndwulf, which was capable of tearing thoughts and memories out of people’s minds. The exact powers and nature of a psychic aura vary, ranging from things like a “simple”, physical, repulsion of enemies to outre’ philosophical abilities. Advanced versions tend to improve and expand on the basic effect – but the most common improvement is to extend the range. Other improvements may include; manifesting related effects, reducing the psychic strength costs, reducing the time it takes to call up the manifestation – or evading the possibility that the construct will begin to influence the user. Psychic Auras are normally built with the Power Armor rules. Unlike actual power armor, however, they tend to be very short-term and expensive to maintain, even if they do offer an unusual range of special functions. .

As a more modern note… if you’ve just GOT to be Naruto or Etrigan or something, this is one way to do it; that’s really just adding drawbacks to your construct to make it more powerful and semi-independent.

Psychic Purging: Is a straightforward effect used to expel foreign energies, substances, beings, and so on, purging the users mind and of all such influences. The advanced version extends the effect to the user’s physical body as well. Psychic Purging can thus be used to eliminate poisons, compulsive effects, and other intrusive things, but the energy cost is proportionate to the strength of the effect. This normally requires both some time and quite a bit of concentration. Further improvements often involve reducing those requirements or extending the effect to break off unwanted contacts or links. A rare improvement is to reduce the use of the technique to the unconscious level, making it very difficult to keep the user from using the technique to throw off mental influences.

Psychic Reservoir: A simple technique that allows the user to accumulate a greater-then-usual reserve of psychic energy – increasing the user’s maximum psychic strength total by (Level) points. Further improvements increase the maximum by half a point per level. Unlike other techniques, there are few complications involved in either the basic or in the improved versions. It does have a side effect, in that each level beyond the second boosts the users limit for the safe expenditure of psychic strength in a round by one point.

Psychic Shield: This technique enhances the users ability to resist psychic probes and attacks, generating a low-level barrier against psychic contact. The basic version is fairly effective against simple suggestive, emotional, and hypnotic effects, and will protect the user from casual psychic scans and passive psi-senses, but is of little use against directed probes and attacks relying on raw power instead of subtle influences. The advanced version lets the user actively resist psychic attacks and related powers, including compulsive spells, fascination, hypnosis, and telepathic assaults, although this can get expensive. Further improvements may allow the user to identify the source of any psychic attack, generate a shield against projected psychic abilities, protect an area, hurl away living beings by “repelling their auras”, or create a permanent (if low-level) barrier.

Resistance (Specify): This handy technique allows the user to resist a particular effect, whether a form of energy, a class of substance, or a particular type of attack. Possible effects include acid, electricity, telepathy, fire and heat, and impact. The major limitation is that such effects must generally affect the targets entire body – which weapons generally do not. Note that “resistance” is not “immunity”. It only reduces the injuries caused by major effects – although minor ones can be ignored. A character with “resistance to fire” can easily pick up a coal to light his (or her) pipe without injury, but toppling into lava will still be a bad experience – if far more survivable than usual. The advanced versions can provide near-immunity to broad effects and resistance to powerful focused attacks (such as weapons), but are active effects, and so require conscious expenditure of psychic energy. Further improvements usually involve reducing the cost, making them “automatic”, or expanding their protection (EG; Acids to Corrosives to (eventually) Dangerous Chemicals).

Self Healing: The technique maintains and repairs the user’s body, restoring it to its normal state. As such, there are no short-term supernormal enhancements associated with this technique although it does provide innate self-diagnostic abilities. The basic form allows the user to regain (1D6+1) points of vitality per psychic strength point expended, up to a maximum of (End/3) “points” of psychic strength per day. While the basic level is not sufficient to simply cure major diseases or counteract powerful toxins, it is capable of handling most lesser problems and moderating the effects of greater ones. It allow the user to shrug off pain, tension, lack of sleep, thirst, hunger, and a variety of other discomforts – within reason, since the cost will increase as the problem becomes more critical. Remaining awake and alert for a few days is trivial, a few weeks is considerably harder, and a years at a time is extremely expensive. The advanced form extends the curative functions, allowing the user to counteract virtually any disease or toxin. It also allows the user to extend the benefits of the “basic” level to others. Further improvements include reduced aging, slow regeneration of lost limbs and organ, stabilizing the user’s body against overloads, stress, and environmental problems (such as dangerous, but not instantly deadly, levels of radiation, temperature, low oxygen, and toxic chemicals), remaining active despite severe injuries, and even (temporarily) resisting death.

Senethar: This ability channels energy within the user’s bioenergy aura, a talent related to Auric Shunt but attuned to energy rather than matter. The “basic” version used passively provides a modest (+3) bonus on the users Resistance Rating and Defense Rating vs energy-based attacks. In active mode, it lets the user attempt to divert individually-targeted energy attacks – as well as to attempt to tap and channel energy sources within his or her aura. The advanced version permits the user to attempt to divert or reflect such attacks on an “automatic” basis. While this is not effective on area effects, it does provide a +5 bonus on relevant Resistance checks. Further improvements often involve focusing and projecting available energies and area-effects, grounding energy sources, increasing the effectiveness of the basic functions, learning to manipulate purely magical or psionic energies, instead of accepting the usual limitation to quasi-physical ones, storing a circulating “pool” of energy, and channeling energy into barriers.

Sexual Techniques: Always one of the most popular (if, perhaps, not one of the most practical) available disciplines – incorporating enhanced sexual endurance, skills, sensitivity, and attraction along with perfect control of fertility and the bodies physical responses. The advanced version extends this to the auric level – adding a seductive aura, pleasure-sharing, and similar talents. This technique is often combined with others, such as Mindlink, Precision, and Relaxation – although addiction may become a problem. Further improvements may include easing pregnancy and childbirth, using the energy of the activity to recharge psychically (possibly even to above normal limits), “charming” / fascinating the possible partners, creating various kinds of links, the ability to use other talents on your partner, pheromone generation, deliberate addiction of others, physiological and/or genetic manipulation of the children, using the energy surge to boost other abilities beyond normal limits, and resistance to disease.

I’ve never seen any point in trying to pretend that this would NOT be one of the most popular topics of research and development in any field that covered it. My usual ruling was that this particular field of study could just be noted as background characterization (like “my character is really good-looking and gets invited to a lot of swinging parties!) unless you expected it to actually have notable game effects (like “my character is so good-looking that he/she just gets admitted to see important people without question”) – in which case you had to actually pay for it.

Shadow Casting: This bizarre technique allows the user to “split off” portions of his self – of his or her personal mass, vitality, psyche, and energies. Such “shadows” may embody a fraction of the users energies in general, or a particular portion of the users power and personality. In either case, they are usually physically intangible (and can’t “die” by normal means) – unless they embody a major fraction of the user. Both psychic and magical senses will detect them as “real”, if weak and partial, presences. Shadows can be used as scouts, diversions, and even as weapons, but they are splendid links to the user, and will generally be missed if he or she doesn’t get a chance to re-absorb them. Splitting off too much of yourself is dangerous, especially over long periods of time. The advanced version allows the user to reshape a shadow – either internally, granting the user the ability to draw on the powers of whatever type of creature he’s reshaped a portion of his “self” into (QV; Weres) or to be released, creating a kind of “companion creature”. Such creatures are still shadows and remain telepathically linked to their creater over a fair range. Further improvements may involve giving shadows greater solidity, self-duplication, drawing on were-creature powers, placing a part of your self into another body, using a reshaped shadow as a disguise, and entirely disassembling yourself and re-assembling somewhere else. It’s also possible to set up a “repertoire” of different shadows, but this takes practice.

Shockwave: A simple, if expensive, technique that unleashes an overwhelming wave of pure psychic energy. In itself, this is simply a stunning, concussive, bolt of force – however it can be propagated through objects unless they’re resistant to psychic energies and can act as a “carrier” for other effects. The shockwave can be projected up to (Dex x 10) feet or be extended as a cone out to the limits of the users aura. The advanced version simply allows the user to push beyond those limits, at a cost dependent on how far the ability is being pushed. Shockwaves are incredibly “noisy”, on the psychic level, if not always on the physical. They tend to disrupt psychic constructs, shatter spells with psychic components (such as most illusions and mental manipulations), stun psychic sensitives, and otherwise make a mess. Further improvements usually revolve around making it cheaper to use, extending the disruption-effect to the physical or magical level, or learning to attune it to specific targets or types of targets, thus making the effect selective.

Somatic Control: This technique allows the user to manipulate and augment his or her bodies physical processes on the gross level, manipulating heart rate, blood pressure, skin temperature, need for sleep, food, and water, breathing, and so on – supplying any shortcomings (such as there being no air to breathe) with psychic energy. While this control can be used for an immense variety of “yoga” tricks, it’s most dramatic use is in resisting injury through control of bleeding, shock, and repair processes. The basic version allows the user to transfer a part of any damage taken from injuries, toxins, or diseases, to his/her psychic reserves and to resist effects which “drain” attributes. The advanced version extends the basic abilities, and adds new ones; it can be used for self- healing, to resist or suspend the effects of injuries, and to briefly “push” the user’s other psychic abilities by boosting neural activity – a potent, expensive, and dangerous technique. The user can suspend the effects of some single attack for up to (Wis) days, but cannot recover either physically or mentally until the damage has been dealt with. Further improvements cover things like ignoring mortal injuries, feigning death, boosted recovery of psychic energy, enhanced ability to absorb injuries, and neural surge techniques.

Transfer: This is the technique of nonresistance, of “allowing” energies to pass through the user’s body and aura without interacting with them. While not totally effective, it can reduce the effect of such attacks by up to 90%. It’s even possible to transfer the kinetic energy of material objects, although this doesn’t work very well against precisely-focused (arrows, thrusting attacks, etc) or continuously-driven (EG, chain saws and rapiers) attacks. It also has a minimum “threshold” of about ten points of damage. Below that point it simply isn’t possible to drop the resistance low enough. This is a very expensive discipline to use – and so is probably best saved for the “big stuff”. The advanced version allows the user to attempt the opposite tactic – increasing their “resistance” to the point where the force rebounds against its source. While this tactic can be spectacular, it’s also dangerous. If the force overwhelms the users resistance, he or she will absorb the full impact – often as structural damage. Boosting your resistance this way tends to forfeit a lot of the “give” usually inherent in living structures. Further improvements often include somewhat reducing the cost, transferring attacks into someone else (this trick has the same sort of disadvantage as “reflection” does. If the victim manages to resist, the user will absorb the full effect), protecting the area within your aura, or extending the effect to several attacks within a brief period.

Vibration: This technique allows the user to generate powerful vibrations, either internally, or in whatever he or she touches. While this can be applied in a variety of ways, the most common is to shake, disrupt, or shatter whatever it’s directed against. Other uses range from massage, through removing tarnish, to countering sonic attacks. The advanced version lets the user generate a powerful “pulse” of vibration or a vibratory “shield”, a trick which makes him/her nearly impossible to hold. If combined with an appropriate resistance, this can even be used to render the user intangible, if usually only briefly. Attempting such internal tricks without the resistance is often painful and (in the case of attempting full intangibility) sometimes fatal. Further improvements include causing structural damage, “reaching into” the other aspects (subdimensions of reality), seeking out resonant frequencies to use to destroy things, subsonic manipulations of emotions, inducing severe vertigo, countering vibratory effects, knocking people out, and ignoring armor.

Vocal Control: This subtly potent technique begins with “basic” mimicry, permitting near-absolute mastery of tone, inflection, and accent, as well as the allowing the user to effectively imitate an incredible range of sounds – often at remarkable volume. It also makes it easier to acquire languages – reducing the skill point cost by one, to a minimum of one. The advanced version extends this to the ability to interweave subtle tones and inflections in normal speech – weaving suggestions and insinuations, subtly influencing moods, and issuing abrupt orders with a fair chance of being obeyed. Such tactics work best on well-known individuals, poorly on strangers – and not at all on unknown races. Further improvements include a hypnotic voice, a “great shout” (capable of deafening people a breaking windows within a radius of several hundred feet), focused speech that “carries” only to its intended target even at great range, generating a telekinetic field within the users aura which acts as a kind of “amplifier” or “speaker”, psychic projection of meaning along with the words, or further linguistic enhancements.

Whirlwind: This deadly technique permits the user to attack everyone within his or her bioenergy aura, a radius in feet equal to his/her dexterity. While this may be a basic physical attack, many characters employ more exotic techniques, ranging from a nerve strike to plague carrier. Sadly, using such exotic techniques with the basic version requires paying for each attack separately. It does, however, allow the user to selectively exempt possible targets if he or she so desires. The advanced version permits the user to simply pay twice the price of a single attack for the full sequence – but doesn’t allow for leaving people out. Further improvements may permit launching an entire rounds attacks instead of a single strike, reduce the cost, allow target selection with the advanced form, make simple attacks automatic, extend the effect to three dimensions (and possibly even beyond that), creating a sphere of a long-term effect, or simply pushing people away automatically.

Will Shield: This handy technique allows the user to superimpose a counterpattern to an incoming psychic (or mystic) effect on his aura – making any resistance check an all-or-nothing proposition. Fortunately, the user can generally “feel” whether or not he can handle the incoming effect. (In game terms, the user may pay for using this technique after a successful resistance check to fully nullify the attack. If the roll fell in the marginal success or marginal failure range however the user may still pay for the attempt – but will have to roll again. It might or might not work. A failure will leave the user too busy dealing with the collapse to resist in any other fashion). The advanced version allows the user to blunt an effect that overwhelms the counterpattern, increasing his level of success by two levels. Further improvements may involve learning to resist internal effects (poisons and such) similarly, gaining bonuses on particular categories of rolls (EG; either vs particular items, such as “drugs and toxins”, or on rolls against a particular attribute), resisting the effects of shock, countering subtle mental effects and influences, ignoring distractions, or making great efforts.

The Introspection and C’hi systems allowed characters using them to have unique styles and suites of abilities, while still being free to attempt hundreds of different tricks with varying chances of success depending on their underlying abilities. Of course, it also required a lot of on-the-fly game master adjudication. That was the main weakness of Continuum II; the players had a lot of fun – but it took years of play before any of them were really ready to run a game of their own because they needed to understand how everything worked before they could easily figure out what was likely to happen when a player tried something outre on them.

It was also possible for it to backfire. For an example, when the party was attempting to deal with a water mage who’d set up shop in a swamp, they found that his tower was made of water – and simply flowed into gaps and otherwise repaired itself when they tried to breach it. One C’hi master announced that he was going to “channel an enormous pulse of energy into his metabolism and briefly enhance it to “bomb” speeds, channel that thermal energy into a reserve before it could injure him, and them project it – creating the equivalent of a massive shaped charge to blow away a chunk of the tower. He acknowledged that this was potentially suicidal when I warned him – but he went ahead and tried it anyway.

He didn’t manage to project the energy before he lost control. The resulting blast pretty much vaporized him, but also blew away a large chunk of the tower.

And then another character with far less training and skill announced that – since the first attempt HAD taken down a lot of the tower – he was going to try the same stunt. The rest of the players told him he was insane, but he insisted.

Still, two such blasts did take out most of the tower, so that was something I suppose.

Similarly, when Arthur attempted to put together a combination to let him meditate his way back to the present (linking himself to the planetary biosphere to get the strength to maintain his body and putting himself into a healing trance to maintain his mind) after being stranded on an alien world  a hundred and forty million years in the past, he made most of his checks – but lost track of his body, and wound up greeting his friends as the spirit of the local biosphere. That really put a crimp into his ability to go adventuring until after he figured out a way to make an Avatar.