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AliNovel > Ghost in the Gears [Retro Sci-Fi, Urban Fantasy, LitRPG] > Glossary and Tabletop RPG Beta Testing!

Glossary and Tabletop RPG Beta Testing!

    Ghost in the Gears (also knowm as Mostly Dead): A Noir LitRPG Universe


    Book One of the Death, Dames, and Demons Series


    Welcome to New Amsterdam.


    A wild lovechild of LitRPG, Cyberpunk, and Noir, with an unhealthy dose of Urban Fantasy.


    This practically endless, smoke-choked city stretches across what we know as New York and New Jersey, its skyline glittering with neon signs and soot-streaked windows. It''s a place where every shadow hides a story, and every story costs more than you can afford.


    Around the time Benjamin Franklin was flying kites and Nikola Tesla was summoning lightning, someone accidentally (probably Nikola Tesla, let''s be honest) cracked open reality itself.


    These "Rifts" between our world and the Otherside unleashed demons, magic, and a horrifyingly convenient new fuel source.


    What could go wrong, right?


    Turns out, quite a lot.


    Thanks to artifacts and Infernum—a dark, oily substance mined from the Otherside—the world leapfrogged into a bizarre hybrid of magic and technology.


    Picture chrome limbs powered by demonic essence, flickering streetlights glowing with the residue of nightmares, and trains running on tracks forged from the remnants of shattered dreams. It’s a mess, but it works. Mostly.


    And now, for the glossary.


    Glossary of Terms


    <hr>


    Hexborn


    Descendants of humans who, at some point in history, got a little too friendly with demons. Their demonic lineage lay dormant for generations—until the Rifts opened. Now, their ancestry isn''t just a footnote; it’s a flashing neon sign.


    Hexborn exhibit strange abilities, glowing eyes, and a constant reminder that their great-great-grandparent might have been a little too adventurous in their relationships. Whether it''s a blessing or a curse depends on the day—and the company they''re keeping.


    <hr>


    Rifts


    Cosmic cracks between our world and the Otherside. Imagine the universe as a pair of overworked jeans; Rifts are the tears where all sorts of weirdness slips through. Demons, monsters, and occasionally a gust of air that smells suspiciously like burnt licorice are just a few of the things that find their way out.


    Some historians argue the Rifts have existed for ages, just in smaller numbers. That might explain why so many humans have a hint of demon blood in their family tree. Then again, messing with Rifts probably made things worse. But hey, I’m not a historian—why are you asking me?


    <hr>


    Demons


    Demons: Anything that crawls, slithers, or swaggers out of the Otherside. This catch-all term encompasses everything from pesky imps to Elder Demons capable of unmaking reality with a casual sneeze. Taxonomy gets blurry when creatures are steeped in Dark Aether, so the term also includes fae, succubi, and other humanoid entities. If it’s horrifying and probably shouldn’t exist, it’s a demon.


    <h4>Classifications</h4>


    <ol start="1">


    <li>


    Lesser Demons


    <ul>


    <li>


    The pests of the Otherside: imps, minor shadow creatures, and other small annoyances. Think of them as the cockroaches of the demonic hierarchy—except cockroaches can’t set your curtains on fire with their minds.


    </li>


    </ul>


    </li>


    <li>


    Medium Demons


    <ul>


    <li>


    These are your otherworldly lions, tigers, and bears (oh my). Dangerous, predatory, and often big enough to remind you that running is futile.


    </li>


    </ul>


    </li>


    <li>


    Full-Blood Demons


    <ul>


    <li>


    The walking, talking kind. These include humanoid entities like succubi, incubi, and horned monstrosities that could pass for particularly edgy nightclub patrons. They’re cunning, powerful, and very aware of their superiority.


    </li>


    </ul>


    </li>


    <li>


    Elder Demons


    <ul>


    <li>


    The kind of entities you only read about in dusty, forbidden tomes—assuming you’re still alive to read the end of the chapter. Capable of rewriting existence on a whim, these are the nightmares that even other demons fear. I think I learned about them once, but honestly, I might have been asleep during that lecture.


    </li>


    </ul>


    </li>


    </ol>


    <hr>


    Devil Kissed (a.k.a. Touched)


    Humans who thought making deals with Otherside entities was a good idea. Sure, they got magic powers, but they also got wardrobe advice from the abyss and a moral compass that now points directly to the bad part of town. Every power comes with a price, and for the Devil Kissed, it''s usually their soul—or at least a piece of it.


    <hr>


    Enhanced


    Humans who swapped squishy flesh for cold, hard mechanics. That’s a lot of people these days. Of course, purists like to call them Tainted, as if having a reinforced spine is somehow worse than being fragile.


    Enhancements come in three distinct flavors:


    <ol>


    <li>Light: Neural tweaks for agility, lightweight limb replacements, and micro-mods. Basically, ninjas with warranties.</li>


    <li>Medium: Think samurai meets pro wrestler—reinforced spines, augmented strength, and enough durability to body-slam a tank.</li>


    <li>Heavy: Literal walking tanks. Built for brute force, but subtlety isn’t part of the package.</li>


    </ol>


    The term “Bots” is a slur for those who flaunt their augments a little too much.


    Popular Sentiment:


    “I might be a Tainted freak, but at least I ain’t no Bot.”


    <hr>


    Corruption


    The toll of dabbling with Dark Aether. Corruption chips away at your humanity, leaving behind glowing veins, monstrous strength, and an annoying habit of delivering doom-filled monologues. Hit zero humanity, and congratulations—you’re either insane or something far worse.


    Symptoms include:


    <ul>


    <li>Glowing veins (fashionably unsettling).</li>


    <li>Inhuman strength (terrible for shaking hands).</li>


    <li>A growing list of regrets.</li>


    </ul>


    The more Corruption you take on, the more the Otherside claims you. Choose wisely—or not. It’s your funeral.


    <hr>


    Casters


    Magic users who channel Aether through their bodies, otherwise known as megalomaniacs with a penchant for bad decisions and a high tolerance for pain. Casters come in all shapes, sizes, and levels of questionable sanity. Too many to list, but here are a few standouts in the "What could go wrong?" category:


    <ul>


    <li>Necrohackers: Think of them as tech support for the dead. They hack into corpses like they''re ancient hard drives, extracting memories, secrets, and, on occasion, making them walk around as creepy meat puppets. No, they can’t actually bring anyone back to life—they just make abominations with a Wi-Fi signal.</li>


    <li>Pyromancers: Masters of fire and destruction. Subtle? No. Effective? Very. Just keep them away from flammable things (which, unfortunately, includes everything).</li>


    <li>Soothsayers (a.k.a. Seers): Predict the future, read minds, and generally make you uncomfortable with their uncanny insights. They’re creepy. Don’t poke the bear unless you’re ready for existential dread.</li>


    <li>Shadeslinger: Okay, I made this one up, but doesn’t it sound exactly like something they’d call themselves? Pretentious, over-the-top, and unnecessarily edgy. Yep, fits perfectly.</li>


    </ul>


    <hr>


    Artifacts


    Magical items imbued with demonic energy. They’re the Otherside’s version of knick-knacks, ranging from life-saving trinkets to cursed objects you absolutely should not touch (but will anyway, you naughty little thing you.).


    Some artifacts are incredibly useful, like charms that absorb spell damage or enhance your abilities. Others are less charming and more “Oops, I think I just got demon STDs.” Choose wisely—or don’t. It’s fun to live dangerously.


    <hr>


    Demonologist


    The self-proclaimed scholars of magic and demonology, though "scholar" might be a stretch. They’re part academic, part con artist, and full-time opportunists. Sure, some of them are genuine experts, but most are selling overpriced junk to tourists who can’t tell a cursed relic from a paperweight.


    On a good day, Demonologists double as healers or shopkeepers, but even then, you can’t trust them not to upsell you a “protective talisman” that’s actually just a shiny rock. Buyer beware.


    <hr>


    Infernum


    The Otherside’s version of oil, except it’s way cooler (and infinitely more dangerous). This black, viscous substance powers everything from cybernetic enhancements to city lights. Harvested from Nightstone, Infernum is also known by nicknames like "Black Electricity" or "Doom Juice," depending on whether you''re selling it or writing a cautionary tale about it.


    Shadefire


    A ghostly flame born from Infernum’s leftover residue. Shadefire burns cold, casts creepy shadows, and turns every campfire into a sinister horror movie set. It’s functional, sure—perfect for cooking or lighting your way—but it’ll make even marshmallows look ominous.


    Nightstone


    A mineral dragged out of the Otherside’s depths, Nightstone is the backbone of modern civilization. Once refined, it’s transformed into Infernum (for power), Nightstone Oil (a sludge used in vehicles), and Shadefire (for spooky lighting). Without it, society would grind to a halt faster than you can say "alternate energy sources."


    Rift Soot


    Burning Nightstone leaves behind a monochrome byproduct known as Rift Soot. It clings to everything, draining the color from the world and giving cities their signature grayscale gloom. Casters, artifacts, and magically enhanced beings repel the soot, standing out in sharp, vibrant contrast to the dull backdrop. Step too far from Rifts or Infernum-powered tech, and color will creep back in—but really, who needs it? Monochrome is so much more stylish.


    You can always spot casters and artifacts: they’re the clean ones with a splash of color, like walking neon signs in a world of black and white.


    <hr>


    Hunters


    Glorified exterminators tasked with cleaning up the mess when demons slip through the Rifts. For these professionals, it’s all in a day’s work:


    <ul>


    <li>


    Lesser Demons: Routine pest control—annoying, but manageable.


    </li>


    <li>


    Medium Demons: Time to call for backup and hope you all leave in one piece.


    </li>


    <li>


    Full-Blood Demons: Forget protocol. Just spray and pray and hope someone writes a nice eulogy.


    </li>


    </ul>


    It’s not glamorous, but somebody’s got to do it.


    Infernum Mining


    The bravest (or most reckless) humans venture into the Otherside to extract Nightstone, the mineral responsible for powering modern civilization. Their life expectancy? Measured in minutes—maybe hours if they’re lucky or extremely well-equipped.


    Miners face:


    <ul>


    <li>


    Rogue Demons: Lesser ones will toy with you; bigger ones will make you regret your career choice.


    </li>


    <li>


    Environmental Hazards: The Otherside isn’t exactly OSHA-compliant.


    </li>


    <li>


    Infernum Exposure: Prolonged contact with raw Nightstone’s energy isn’t great for long-term survival, or sanity.


    </li>


    </ul>


    A high-risk, high-reward job for the desperate, daring, or just plain crazy.


    Humanity


    A fragile, sliding scale measuring how much of "you" remains intact. Every enhancement, every flirtation with Corruption, every brush with the Otherside chips away at it. Lose too much, and you’re on the fast track to:


    <ol start="1">


    <li>


    Lunacy: Raving, incoherent madness where even your allies won’t recognize you.


    </li>


    <li>


    Abomination: A full-blown monster with glowing veins, inhuman strength, and zero regard for life.


    </li>


    </ol>


    Maintaining Humanity is a delicate balancing act, where every choice—to enhance, to cast, to push the limits—carries consequences. Have fun walking that tightrope.


    <hr>


    <h2 style="text-align: center">Shadow Masters Guide to Playing


    Ghost in the Gears Table-Top RPG</h2>


    Would you like to play a game?


    Ghost in the Gears Tabletop Game: Player''s Handbook (super duper pre-beta)


    For Players and Shadow Masters (Game Masters)


    <hr>


    Introduction


    Ghost in the Gears is where hard-boiled detectives meet infernal conspiracies, where magic collides with chrome, and where humanity clings to the edge of its own survival. Grab your trench coat, check your humanity meter, and keep one hand on your sidearm. You’re going to need it.The system was inspired by a mix of several role-playing games, merging the my favorite mechanics and narrative styles. If you''d like to guide your friends on a one-shot adventure or embark on an extended campaign, this handbook provides everything you’ll need to dive into this infernal world.


    <hr>


    Dice System


    Everything in this game runs on D6s, so gather a generous pile.


    <ul>


    <li>Demon Dice: The core mechanic uses 3D6, rolled together and totaled.</li>


    <li>The Devil’s Number (666): Rolling 6-6-6 is an automatic success—but with a price. Success is achieved due to demonic influence, often with unintended consequences. Each roll of the Devil’s Number reduces your humanity by 1%. The GM should reward these moments narratively with a twist or unforeseen outcome. Also, whenever you roll three 6s (The Devil''s Number, Number of the Beast) you lose one Humanity Point.</li>


    </ul>


    Example Outcomes


    <ul>


    <li>Convincing a guard you belong in a restricted area: Rolling the Devil’s Number enchants them into forgetting you don’t work there, but side effects may include a suspicious investigation later.</li>


    <li>Attacking an enemy: A Devil’s Number ensures the attack is crippling or fatal, but expect a sinister complication.</li>


    </ul>


    Difficulty Numbers (DN)


    The GM sets the difficulty of tasks using Difficulty Numbers:


    <table>


    <tbody>


    <tr>


    <td>


    Difficulty


    </td>


    <td>


    Difficulty Number


    </td>


    <td>


    Examples


    </td>


    </tr>


    <tr>


    <td>


    Easy


    </td>


    <td>


    10


    </td>


    <td>


    Basic actions like picking an unlocked door.


    </td>


    </tr>


    <tr>


    <td>


    Average


    </td>


    <td>


    12


    </td>


    <td>


    Shooting a stationary can from five yards away.


    </td>


    </tr>


    <tr>


    <td>


    Difficult


    </td>


    <td>


    16


    </td>


    <td>


    Picking a complex lock or hacking a secure file.


    </td>


    </tr>


    <tr>


    <td>


    Amazing


    </td>


    <td>


    18


    </td>


    <td>


    Pulling off a high-stakes stunt.


    </td>


    </tr>


    <tr>


    <td>


    Heroic


    </td>


    <td>


    19+


    </td>


    <td>


    Feats requiring extreme skill and precision.


    </td>


    </tr>


    </tbody>


    </table>


    <hr>


    <h2 style="text-align: center">A Quickstart Guide to the Game</h2>


    Game Premise


    The world as you know it has cracks—literal Rifts between this reality and the Otherside, a realm teeming with demons, artifacts, and aetheric energy. These Rifts have fueled the rise of magical technology, cybernetic enhancements, and dark powers, but at the cost of humanity’s soul. You’re a player in this unforgiving cityscape, where power is bought with blood, deals are struck in shadows, and survival means embracing what makes you extraordinary—or monstrous.


    You live in New Amsterdam, a sprawling metropolis choked by smog, neon lights, and corruption. Rifts pulse in the distance, spewing infernal chaos into the streets. Your job? Make your mark, earn your credits, and leave your legacy before the city swallows you whole.


    <hr>


    Core System Basics


    <ol>


    <li>Dice Rolls</li>


    <ul>


    <li>The game uses 3D6 (three six-sided dice) for most rolls.</li>


    <li>To succeed, you must meet or exceed a Difficulty Number (DN) set by the Shadow Master (SM).</li>


    <li>Example: A DN of 12 means you roll 3D6, add them up, and check if the result is 12 or higher.</li>


    </ul>


    <li>Actions per Turn</li>


    <ul>


    <li>Each turn, you get 1 Complex Action (e.g., casting a spell, firing a gun) and 2 Simple Actions (e.g., drinking a potion, throwing a grenade).</li>


    <li>Talking in short bursts or glancing around doesn’t cost an action.</li>


    </ul>


    <li>Combat Basics</li>


    <ul>


    <li>Players and enemies alternate acting in phases: Player Phase, Enemy Phase, and Environment Phase (e.g., traps or changes in terrain).</li>


    <li>Attacks and damage are resolved by rolling dice, modified by gear, skills, and special abilities.</li>


    </ul>


    <li>Humanity and Resources</li>


    <ul>


    <li>Vitality: Your health, strength, and stamina.</li>


    <li>Mental Fortitude: Aether pool for spells and quick thinking.</li>


    <li>Humanity: A measure of your connection to your human soul. Corruption, Hexborn traits, and enhancements all reduce it.</li>


    </ul>


    </ol>


    <hr>


    Character Basics


    <ol>


    <li>Key Resources</li>


    <ul>


    <li>Start with 100 Vitality, 100 Mental Fortitude, and 100 Humanity.</li>


    <li>Spend Legacy Points to increase these or unlock skills, spells, and gear.</li>


    </ul>


    <li>Customize Your Build</li>


    <ul>


    <li>Choose to be Human or Hexborn (demonic lineage) for special traits.</li>


    <li>Pick skills, enhancements, spells, and Echoes (unique abilities).</li>


    </ul>


    <li>Sample Player Setup


    Kael Draven</li>


    <ul>


    <li>Vitality: 110 (10 bonus).</li>


    <li>Mental Fortitude: 120 (20 bonus).</li>


    <li>Humanity: 80 (spent on Hexborn traits and spells).</li>


    <li>Starting Gear: Enhanced Pistol, Light Kevlar Vest.</li>


    <li>Echo: Shadowmeld (+2 to stealth rolls in low light).</li>


    <li>Spells: Aether Bolt (2D6 energy damage), Shadow Veil (turn invisible for 1 turn).</li>


    </ul>


    </ol>


    <hr>


    <h2 style="text-align: center">Quickstart Scenario</h2>


    Setting: A smoky dive bar in New Amsterdam, dim neon lights casting long shadows over a crowd of smugglers, mercs, and tired Casters. A well-dressed man with crimson eyes slides into your booth, his smile sharp and dangerous.


    Mission Brief:


    “Name’s Luthan. I’ve got a job for people like you. There''s a Rift in the Lower Quarter belching out lesser demons like roaches, and the city’s pest control ain’t cutting it. I need you to go in, shut the Rift down, and retrieve something for me—a crystal. Red, about the size of your fist. It’s in the Rift somewhere. Don’t crack it, don’t ask what it’s for. You get it, you get paid: 100,000 credits, each. Deal?”


    <hr>


    Playing the Game


    Task Example: Fighting Through Lesser Demons


    Goal: Get through the demon-infested streets to the Rift.


    <ol>


    <li>Encounter 1: Swarm of Imps


    The group rolls 3D6 against a DN of 12 to detect the ambush. Success means they act first; failure lets the imps surprise them.</li>


    <ul>


    <li>Imps: Weak demons with 10 Vitality, attacking with 1D6 claws.</li>


    <li>Players use guns, spells, or melee attacks to fight back.</li>


    </ul>


    <li>Skill Check: Closing the Rift


    Reaching the Rift, the players must shut it down.</li>


    <ul>


    <li>DN: 15 (requires a caster to channel energy into the Rift).</li>


    <li>Failure risks releasing more demons (add another wave to combat).</li>


    </ul>


    <li>Reward


    If they succeed, they retrieve the crystal and get paid. If they fail or break the crystal, Luthan may not be so forgiving…</li>


    </ol>


    <hr>


    <h2 style="text-align: center">Character Creation Process</h2>


    Building a character in this system involves distributing Legacy Points, managing key resources (Vitality, Mental Fortitude, and Humanity), and selecting traits, skills, spells, and equipment. Each decision shapes your character’s abilities, background, and potential story arc.


    <hr>


    Step 1: Starting Legacy Points


    <ul>


    <li>Each player begins with 25 Legacy Points (LP).</li>


    <li>Legacy Points can be spent on skills, gear, spells, boons, or credits to customize your character.</li>


    </ul>


    <hr>


    Step 2: Key Resources


    Vitality (Starting Value: 100)


    <ul>


    <li>Represents health, strength, and stamina. Vitality determines how much damage you can take and how much physical exertion you can endure.</li>


    <li>Spend LP to increase Vitality:</li>


    <ul>


    <li>1 LP = +10 Vitality.</li>


    </ul>


    </ul>


    Mental Fortitude (Starting Value: 100)


    <ul>


    <li>Acts as your pool for spellcasting, mental resilience, and quick thinking.</li>


    <li>Spend LP to increase Mental Fortitude:</li>


    <ul>


    <li>1 LP = +10 Mental Fortitude.</li>


    </ul>


    </ul>


    Humanity (Starting Value: 100)


    <ul>


    <li>Represents how "human" you remain as you embrace spells, enhancements, and Hexborn traits. This cannot be increased directly with LP</li>


    <li>Humanity decreases as follows:</li>


    <ul>


    <li>-5 Humanity per spell known.</li>


    <li>-2 to -10 Humanity per enhancement, based on complexity.</li>


    <li>-5 to -20 Humanity for Hexborn traits (depends on potency).</li>


    </ul>


    </ul>


    Humanity Thresholds


    <ul>


    <li>Below 20 Humanity: Roll 1D6 each day; on a 6, lose 1 additional Humanity.</li>


    <li>Below 10 Humanity: Roll 2D6 each day; each 6 costs 1 additional Humanity.</li>


    </ul>


    <hr>


    Step 3: Choose a Lineage


    Human


    <ul>


    <li>Start with 100 Humanity and no inherent bonuses or penalties.</li>


    </ul>


    Hexborn (Demonic Lineage)


    <ul>


    <li>Choose a demonic lineage (e.g., Succubus, Shadow, Fire).</li>


    <li>Gain 1 free Echo related to the lineage.</li>


    <li>Lose Humanity based on the potency of traits:</li>


    <ul>


    <li>Weak Hexborn traits: -5 Humanity.</li>


    <li>Moderate Hexborn traits: -10 Humanity.</li>


    <li>Potent Hexborn traits: -20 Humanity.</li>


    </ul>


    </ul>


    Step 3-1: Choose if Devil Kissed / Touched


    Examples of Pacts


    ? Infernal Warrior


    <ul>


    <li>Primary Power: Infernal Strength (+1 damage die for melee).</li>


    <li>Optional Benefit: Quickened Reflexes (+2 initiative).</li>


    <li>Humanity Cost: 35 (20 base + 10 Infernal Strength + 5 Quickened Reflexes).</li>


    </ul>


    ? Shadowflame Adept


    <ul>


    <li>Primary Power: Corrupted Flame (4D6 fire damage once per combat).</li>


    <li>Optional Benefit: Fickle Favor (reroll a failed roll once per day).</li>


    <li>Humanity Cost: 40 (20 base + 15 Corrupted Flame + 5 Fickle Favor).</li>


    </ul>


    ? Leeching Trickster


    <ul>


    <li>Primary Power: Life Leech (heal 10 Vitality per kill).</li>


    <li>Optional Benefit: Demonic Grace (ignore first fatigue penalty).</li>


    <li>Humanity Cost: 35 (20 base + 10 Life Leech + 5 Demonic Grace).</li>


    </ul>


    <hr>


    Step 4: Skills


    Starting Skills


    <ul>


    <li>All characters start with 3 trained skills at Level 1.</li>


    </ul>


    Skill Levels and Legacy Point (LP) Costs


    Each skill has a rank from Level 1 (D Rank) to Level 4 (B Rank). You begin with 3 skills at Level 1 for free, and additional skills or ranks cost Legacy Points (LP).


    Skill Costs by Level


    <table>


    <thead>


    <tr>


    <td>


    Skill Level


    </td>


    <td>


    Rank


    </td>


    <td>


    Cost to Unlock/Upgrade


    </td>


    <td>


    Cumulative LP Total


    </td>


    </tr>


    </thead>


    <tbody>


    <tr>


    <td>


    Level 1


    </td>


    <td>


    D Rank


    </td>


    <td>


    Free for 3 starting skills. Others: 1 LP.


    </td>


    <td>


    1 LP per skill


    </td>


    </tr>


    <tr>


    <td>


    Level 2


    </td>


    <td>


    C Rank


    </td>


    <td>


    Additional 1 LP per skill.


    </td>


    <td>


    2 LP total per skill


    </td>


    </tr>


    <tr>


    <td>


    Level 3


    </td>


    <td>


    B Rank


    </td>


    <td>


    Additional 2 LP per skill.


    </td>


    <td>


    4 LP total per skill


    </td>


    </tr>


    <tr>


    <td>


    Level 4


    </td>


    <td>


    B Rank


    </td>


    <td>


    Additional 3 LP per skill.


    </td>


    <td>


    7 LP total per skill


    </td>


    </tr>


    </tbody>


    </table>


    Key Rules


    <ol>


    <li>Starting Skills</li>


    <ul>


    <li>You get 3 skills at Level 1 (D Rank) for free.</li>


    <li>Each additional skill at Level 1 costs 1 LP.</li>


    </ul>


    <li>Upgrading Skills


    <ul>


    <li>To upgrade a skill from Level 1 to Level 2: 1 LP.</li>


    <li>To upgrade from Level 2 to Level 3: 2 LP.</li>


    <li>Total to reach Level 3 (B Rank) from Level 0: 4 LP.</li>


    </ul>


    </li>


    <ul>


    <li>To upgrade a skill, pay the LP cost for the desired level.</li>


    <li>Example:</li>


    </ul>


    <li>Maximum Starting Rank</li>


    <ul>


    <li>During character creation, skills can only be upgraded to a maximum of Level 4 (B Rank).</li>


    </ul>


    </ol>


    Example Breakdown


    <ul>


    <li>Scenario: You want to invest in a 4th skill and level it to Level 3.</li>


    <ol>


    <li>Unlock the skill at Level 1: 1 LP.</li>


    <li>Upgrade to Level 2: 1 additional LP.</li>


    <li>Upgrade to Level 3: 2 additional LP.</li>


    </ol>


    </ul>


    <ul>


    <ul>


    <li>Total LP Cost: 4 LP.</li>


    </ul>


    </ul>


    <ul>


    <li>Scenario: You want to take a skill from Level 1 to Level 4.</li>


    <ol>


    <li>Already have the skill at Level 1: 0 LP (free for 3 starting skills).</li>


    <li>Upgrade to Level 2: 1 LP.</li>


    <li>Upgrade to Level 3: 2 additional LP.</li>


    <li>Upgrade to Level 4: 3 additional LP.</li>


    </ol>


    </ul>


    <ul>


    <ul>


    <li>Total LP Cost: 7 LP.


    </li>


    </ul>


    </ul>


    See Skill System Below for more Details


    <hr>


    Step 5: Echoes


    <ul>


    <li>Choose 1 starting Echo.</li>


    <li>Spend 5 LP to gain an additional Echo during character creation.</li>


    <li>Echoes grant unique bonuses or abilities tied to your character''s flavor and playstyle.</li>


    </ul>


    <hr>


    Step 6: Enhancements


    <ul>


    <li>Spend LP or credits to purchase cybernetic enhancements.</li>


    <li>Humanity cost and LP/credit prices depend on the type:</li>


    </ul>


    <table>


    <thead>


    <tr>


    <td>


    Enhancement


    </td>


    <td>


    Humanity Cost


    </td>


    <td>


    Credit Cost


    </td>


    </tr>


    </thead>


    <tbody>


    <tr>


    <td>


    Light (e.g., basic implants)


    </td>


    <td>


    -2 to -5


    </td>


    <td>


    20,000


    </td>


    </tr>


    <tr>


    <td>


    Medium (e.g., cybernetic limbs)


    </td>


    <td>


    -6 to -10


    </td>


    <td>


    50,000


    </td>


    </tr>


    <tr>


    <td>


    Heavy (e.g., integrated weapon systems)


    </td>


    <td>


    -10 to -15


    </td>


    <td>


    100,000


    </td>


    </tr>


    </tbody>


    </table>


    <hr>


    Step 7: Gear and Artifacts


    <ul>


    <li>Players start with 100,000 credits.</li>


    <li>Spend LP to gain additional credits:</li>


    <ul>


    <li>1 LP = +100,000 credits.</li>


    </ul>


    <li>Use credits to purchase weapons, armor, consumables, and artifacts.</li>


    </ul>


    Starting Gear


    <ul>


    <li>You may select one basic weapon (e.g., pistol, combat knife) for free.</li>


    <li>Additional equipment must be purchased using above Credits.</li>


    </ul>


    <hr>


    Step 8: Spells


    <ul>


    <li>Players start with 2 free spells from their chosen Aether Sphere.</li>


    <li>Additional spells can be purchased during character creation at a cost of 1 LP per 100,000 credits listed for the spell.</li>


    <li>Humanity Cost: Each spell known reduces your Humanity by 5, unless otherwise stated on the individual spell.</li>


    </ul>


    <hr>


    Spells as Unique Tools:


    Each spell is like a card in a deck-building game—designed with specific mechanics, costs, and effects that can break or bend standard rules. Spells are highly customizable and vary widely in power and complexity. A full catalog of spells will be available in the future, offering options for every playstyle.


    Spell Ranks


    <ul>


    <li>Characters can only start with Rank E or C spells.</li>


    <li>Higher ranks (B-S) must be learned during gameplay.</li>


    </ul>


    <hr>


    Step 9: Backstory Boons


    Work with the SM to incorporate boons tied to your character''s backstory. These may include:


    <ul>


    <li>Unique Echoes: Custom abilities reflecting your history.</li>


    <li>Credits or Equipment: Special starting items or wealth.</li>


    <li>Connections: Allies or resources tied to your character’s origins.</li>


    </ul>


    <hr>


    Step 10: Final Adjustments


    After spending LP, credits, and choosing traits:


    <ul>


    <li>Calculate your final Vitality, Mental Fortitude, and Humanity.</li>


    <li>Note starting skills, Echoes, enhancements, spells, and equipment.</li>


    </ul>


    <hr>


    Sample Character Creation


    Name: Kael Draven


    Lineage: Hexborn (Shadow Lineage)


    Vitality: 210 (spent 11 LP to increase by +110)


    Mental Fortitude: 120 (spent 2 LP to increase by +20)


    Humanity: 80 (-10 for Hexborn traits, -10 for 2 spells).


    Starting Skills:


    <ol>


    <li>Hacking (Level 1)</li>


    <li>Stealth (Level 1)</li>


    <li>Pistols (Level 1)</li>


    </ol>


    Purchased Skills:


    <ul>


    <li>Stealth (Level 2, cost 1 LP).</li>


    </ul>


    Starting Echo: Shadowmeld (gain +2 to stealth rolls in low light).


    Enhancements:


    <ul>


    <li>Light Optic Implant (night vision, -2 Humanity, 20,000 credits).</li>


    </ul>


    Gear:


    <ul>


    <li>Enhanced Pistol (3D6 damage, 5,000 credits).</li>


    <li>Lockpick Set (500 credits).</li>


    </ul>


    Spells:


    <ul>


    <li>Shadowmeld (Rank D): Become invisible for 1 turn (-5 Humanity).</li>


    <li>Aether Bolt (Rank D): Deals 2D6 energy damage (-5 Humanity).</li>


    </ul>


    Credits Remaining: 24,500 credits.


    <hr>


    Skill System


    All skill-based actions (such as the ones listed below) automatically have a +2 Difficulty Number until trained. So, shooting a gun, with no training, at a still target at a reasonable range would go from a DN of 12 to 14.


    12 being the average for someone with skill and practice in something.


    Skill System Basics


    <ol>


    <li>Untrained Actions</li>


    <ul>


    <li>Any action involving a skill the character doesn’t have starts with +2 difficulty.</li>


    </ul>


    <li>Skill Levels


    <ul>


    <li>Skill Level 1: +1 difficulty.</li>


    <li>Skill Level 2: +0 difficulty.</li>


    <li>Skill Level 3: -1 difficulty.</li>


    <li>Skill Level 4: -2 difficulty.</li>


    <li>Skill Level 5: -3 difficulty.</li>


    </ul>


    </li>


    <ul>


    <li>Skills reduce difficulty for specific actions:</li>


    </ul>


    <li>Training Costs


    <ul>


    <li>1 to 2: 5,000 credits, 5 hours.</li>


    <li>2 to 3: 10,000 credits, 10 hours.</li>


    <li>3 to 4: 20,000 credits, 20 hours.</li>


    <li>4 to 5: 40,000 credits, 40 hours.</li>


    </ul>


    </li>


    <ul>


    <li>Skill upgrades require time and credits. Each level costs exponentially more:</li>


    </ul>


    </ol>


    Training Example


    To train a skill from level 1 to level 3, you’d need:


    <ul>


    <li>5,000 credits and 5 hours for Level 1 to 2.</li>


    <li>10,000 credits and 10 hours for Level 2 to 3.</li>


    <li>Total: 15,000 credits and 15 hours.</li>


    </ul>


    Earning Credits


    <ul>


    <li>A high-paying job might net 100,000 credits for a player.</li>


    <li>Completing a full campaign (10+ sessions) might yield 500,000–1,000,000 credits.</li>


    </ul>


    <hr>


    Skill Categories


    <table>


    <thead>


    <tr>


    <td>


    Skill Category


    </td>


    <td>


    Examples


    </td>


    </tr>


    </thead>


    <tbody>


    <tr>


    <td>


    Combat Skills


    </td>


    <td>


    Guns (Pistols, Rifles, Heavy Weapons), Melee (Knives, Swords)


    </td>


    </tr>


    <tr>


    <td>


    Aethermancy


    </td>


    <td>


    Specific Spell Spheres (Ruby, Emerald, Sapphire, etc.)


    </td>


    </tr>


    <tr>


    <td>


    Technical Skills


    </td>


    <td>


    Hacking, Engineering, Repairs


    </td>


    </tr>


    <tr>


    <td>


    Social Skills


    </td>


    <td>


    Bartering, Persuasion, Intimidation, Deception


    </td>


    </tr>


    <tr>


    <td>


    Stealth Skills


    </td>


    <td>


    Disguise, Sneaking, Lockpicking


    </td>


    </tr>


    <tr>


    <td>


    Survival Skills


    </td>


    <td>


    Medicine, Tracking, Scavenging, Languages, Knowledge


    </td>


    </tr>


    </tbody>


    </table>


    <hr>


    Spells


    Spell Ranks


    Spells are divided into ranks from E (basic) to S (elite). Higher ranks are more powerful but come with greater costs.


    <table>


    <thead>


    <tr>


    <td>


    Spell Rank


    </td>


    <td>


    Power


    </td>


    <td>


    Cost to Learn


    </td>


    </tr>


    </thead>


    <tbody>


    <tr>


    <td>


    E (Basic)


    </td>


    <td>


    Minor effects


    </td>


    <td>


    Free or minimal effort


    </td>


    </tr>


    <tr>


    <td>


    D


    </td>


    <td>


    Weak spells


    </td>


    <td>


    5,000 credits


    </td>


    </tr>


    <tr>


    <td>


    C


    </td>


    <td>


    Standard spells


    </td>


    <td>


    20,000 credits


    </td>


    </tr>


    <tr>


    <td>


    B


    </td>


    <td>


    Strong spells


    </td>


    <td>


    50,000 credits


    </td>


    </tr>


    <tr>


    <td>


    A


    </td>


    <td>


    Advanced spells


    </td>


    <td>


    100,000 credits


    </td>


    </tr>


    <tr>


    <td>


    S


    </td>


    <td>


    Ultimate spells


    </td>


    <td>


    200,000 credits


    </td>


    </tr>


    </tbody>


    </table>


    Learning Spells


    Spells are castable only if known. Learning a spell requires:


    <ul>


    <li>Time: Hours of study or practice.</li>


    <li>Credits: Paid to trainers, purchased tomes, or through rare quests.</li>


    <li>Aether Sphere Alignment: Out-of-sphere spells are more expensive and harder to learn.</li>


    </ul>


    <hr>


    Key System Takeaways


    <ol>


    <li>Legacy Points: Reward unique gameplay moments and grant permanent advantages.</li>


    <li>Skills: Reduce difficulty or improve success rates for actions.</li>


    <li>Training: Incremental upgrades require time and credits but offer lasting benefits.</li>


    <li>Spells: Ranked by power, with learning costs scaling exponentially.</li>


    <li>Resource Balance: Credits and Legacy Points are limited resources, encouraging strategic spending and skill building.</li>


    </ol>


    <hr>


    <h2 style="text-align: center"> </h2>


    <h2 style="text-align: center">Combat System</h2>


    Combat in this system is deadly, tactical, and rewards precision. Each attack targets a specific body part, and defenses are governed by the interplay of armor, enhancements, and artifacts.


    <hr>


    Combat Phases and Surprise Mechanics


    Combat unfolds in distinct phases designed to maintain order and strategy. These phases dictate when players, enemies, and the environment act. Surprise actions introduce an additional layer of tactical depth, rewarding those who seize the initiative or set clever traps.


    <hr>


    Combat Phases


    <ol>


    <li> Surprise Phase (If Applicable)</li>


    </ol>


    <ul>


    <li>A Surprise Phase occurs when one side initiates combat unexpectedly, gaining an advantage over the other.</li>


    <li>The person or group initiating the surprise (declaring "I attack" or "I act") gets the first action before the regular combat phases begin.</li>


    </ul>


    Exceptions:


    <ul>


    <li>If someone in the surprised group has heightened reactions or immunity to surprise, they can act before the Surprise Phase if they choose.</li>


    <li>A single enemy immune to surprise acts immediately before the surpriser.</li>


    </ul>


    <hr>


    <ol>


    <li> Player Phase</li>


    </ol>


    <ul>


    <li>All players act simultaneously or in a sequence determined by their strategy.</li>


    <li>Players can communicate and plan their actions together before executing them.</li>


    <li>Actions can include attacks, spellcasting, movement, item use, or environmental interactions.</li>


    </ul>


    <hr>


    <ol start="2">


    <li> Enemy Phase</li>


    </ol>


    <ul>


    <li>All enemies act in response to the players.</li>


    <li>The SM (Shadow Master) determines enemy actions based on the scenario and player behaviors.</li>


    </ul>


    <hr>


    <ol start="3">


    <li> Environment Phase</li>


    </ol>


    <ul>


    <li>The environment resolves automatic effects or events, such as:</li>


    <ul>


    <li>Machines or traps triggering.</li>


    <li>Dynamic world changes (e.g., collapsing terrain, weather shifts).</li>


    <li>Consequences of earlier player or enemy actions (e.g., a triggered bomb).</li>


    </ul>


    </ul>


    <hr>


    Surprise Mechanics


    Triggering a Surprise Phase


    <ul>


    <li>A Surprise Phase is triggered when one side declares an attack or action before the other is aware.</li>


    <ul>


    <li>Example: If a player says, "I attack," they initiate a surprise.</li>


    </ul>


    <li>If the enemy declares an attack first, they gain the surprise advantage.</li>


    </ul>


    Effects of Surprise


    <ul>


    <li>The surpriser (player or enemy) gains an additional action before the normal combat phases begin.</li>


    <li>A Surprise Phase occurs only once per combat, unless a special event creates another surprise situation (e.g., a triggered trap or sudden reinforcements).</li>


    </ul>


    <hr>


    Surprise Phase Rules


    <ol>


    <li>Who Can Be Surprised?</li>


    <ul>


    <li>For a Surprise Phase to occur, the action must catch all enemies or all players off guard.</li>


    <li>If even one person in a group cannot be surprised, they act immediately before the surpriser.</li>


    </ul>


    <li>Group Surprises</li>


    <ul>


    <li>If all players or all enemies are surprised, the surpriser gains a full Surprise Phase.</li>


    <li>Players or enemies caught off guard cannot act during this phase.</li>


    </ul>


    <li>Multiple People with Surprise</li>


    <ul>


    <li>The SM may allow multiple characters (player or enemy) to act during the Surprise Phase if it fits the narrative or gameplay logic.</li>


    <li>Example: If players set off a distraction (e.g., a bomb), the SM might allow the entire party to act during the Surprise Phase.</li>


    </ul>


    <li>Special Cases</li>


    <ul>


    <li>Unique circumstances, such as timed traps or scripted events, can trigger additional surprise actions for specific individuals or groups.</li>


    </ul>


    </ol>


    <hr>


    Key Points


    <ul>


    <li>Surprise Phases create an advantage for the initiator by granting an additional action.</li>


    <li>Strategy and timing are critical to leveraging a surprise effectively.</li>


    <li>Surprises must affect all opponents or be tied to specific circumstances to be valid.</li>


    <li>Once the Surprise Phase concludes, combat follows the regular Player → Enemy → Environment phase structure.</li>


    </ul>


    Actions During a Turn


    A player’s turn consists of 1 complex action and 2 simple actions, with additional options for basic actions that do not interfere with their primary actions (such as saying a sentence or two). The focus is on strategic decision-making while keeping gameplay fluid and immersive.


    <hr>


    Action Types


    <ol>


    <li> Complex Actions</li>


    </ol>


    Complex actions involve multiple steps, requiring focus or preparation. These typically take up most of a player''s turn.


    Examples:


    <ul>


    <li>Aiming and firing a gun.</li>


    <li>Activating a bomb or device.</li>


    <li>Casting a spell (e.g., gesturing, reading Aether, directing attention).</li>


    <li>Persuading or intimidating with magic or special abilities.</li>


    <li>Throwing an unprepared item (e.g., an unarmed grenade).</li>


    </ul>


    <hr>


    <ol start="2">


    <li> Simple Actions</li>


    </ol>


    Simple actions involve a single, straightforward step.


    Examples:


    <ul>


    <li>Drinking a potion.</li>


    <li>Throwing a simple item (e.g., a potion or rock).</li>


    <li>Ready and throw a grenade (preparation is part of the first simple action; the throw is the second).</li>


    <li>Spray and Pray (wild firing in a general direction with a difficulty penalty).</li>


    <li>Dropping prone.</li>


    </ul>


    <hr>


    <ol start="3">


    <li> Unlimited Actions</li>


    </ol>


    Unlimited actions require minimal time and effort and do not interfere with other actions but must be used within reason (SM discretion).


    Examples:


    <ul>


    <li>Speaking a short sentence or two (not full conversations).</li>


    <li>Breathing, glancing around, or similar reflexive actions.</li>


    <li>Checking inventory.</li>


    <li>Toggling Active Evasion (only at the start of your turn or when fired upon, lasting until the end of your next turn).</li>


    </ul>


    <hr>


    Defining Simple vs. Complex Actions


    A round represents roughly 2 seconds of in-game time. Determining whether an action is simple or complex depends on what can reasonably be accomplished in that time frame.


    General Guidelines


    <ul>


    <li>Simple Actions: One clear motion or quick step.</li>


    <li>Complex Actions: Require multiple steps, focus, or extended effort.</li>


    </ul>


    <hr>


    Key Examples and Notes


    <table>


    <thead>


    <tr>


    <td>


    Action


    </td>


    <td>


    Type


    </td>


    <td>


    Reasoning


    </td>


    </tr>


    </thead>


    <tbody>


    <tr>


    <td>


    Aiming and firing a gun


    </td>


    <td>


    Complex


    </td>


    <td>


    Requires aiming and pulling the trigger.


    </td>


    </tr>


    <tr>


    <td>


    Drinking a potion


    </td>


    <td>


    Simple


    </td>


    <td>


    Single motion of grabbing and drinking.


    </td>


    </tr>


    <tr>


    <td>


    Casting a spell


    </td>


    <td>


    Complex


    </td>


    <td>


    Requires gestures, Aether manipulation, etc.


    </td>


    </tr>


    <tr>


    <td>


    Releasing a channeled spell


    </td>


    <td>


    Simple


    </td>


    <td>


    Already prepared, only release required.


    </td>


    </tr>


    <tr>


    <td>


    Throwing a grenade (armed and ready)


    </td>


    <td>


    Simple


    </td>


    <td>


    Straightforward toss.


    </td>


    </tr>


    <tr>


    <td>


    Arming and throwing a grenade


    </td>


    <td>


    Complex


    </td>


    <td>


    Requires preparation and throwing.


    </td>


    </tr>


    <tr>


    <td>


    Spray and Pray


    </td>


    <td>


    Simple


    </td>


    <td>


    No precision, single step to fire wildly.


    </td>


    </tr>


    <tr>


    <td>


    Talking (short sentence or two)


    </td>


    <td>


    Unlimited


    </td>


    <td>


    Minimal time and effort.


    </td>


    </tr>


    <tr>


    <td>


    Dropping prone


    </td>


    <td>


    Simple


    </td>


    <td>


    Quick, one-motion action.


    </td>


    </tr>


    <tr>


    <td>


    Checking inventory


    </td>


    <td>


    Unlimited


    </td>


    <td>


    Reflexive glance or quick check.


    </td>


    </tr>


    <tr>


    <td>


    Choosing Active Evasion


    </td>


    <td>


    Unlimited


    </td>


    <td>


    Can be toggled at the start of the turn.


    </td>


    </tr>


    </tbody>


    </table>


    <hr>


    Resolving Disputes: What is Simple or Complex?


    The Shadow Master (SM) has the final say in determining whether an action is simple or complex. However, players may argue their case by demonstrating that the action can be performed in 2 seconds or less.


    SM Guidelines for Fairness


    <ul>


    <li>Rule of Cool: If it makes the story more engaging or fun, allow it.</li>


    <li>Balance Concerns: If the action would break the game or imbalance combat, adjust accordingly.</li>


    <li>Dice Rolls: When in doubt, resolve the debate with a roll against a fair Difficulty Number (DN).</li>


    </ul>


    Examples of Fair DN Assignments


    <ul>


    <li>DN 10: Reasonably possible but requires effort.</li>


    <li>DN 15: Challenging or stretches plausibility.</li>


    <li>DN 20: Highly unlikely or exceptionally difficult.</li>


    </ul>


    <hr>


    <h2 style="text-align: center">Equipment System</h2>


    In Ghost in the Gears, enhancements and equipment provide immense power but at significant costs. Humanity is a currency you spend as you push beyond your natural limits.


    Benefits


    Enhancements amplify abilities, reducing difficulty numbers for specific tasks. However, the more powerful the enhancement, the greater the toll on your humanity.


    Humanity Cost


    Every enhancement comes with a Humanity Cost, representing the erosion of your human essence. Higher-grade gear reduces this cost at the expense of greater credit requirements.


    Grade and Rank


    <ul>


    <li>Grade Scale: Equipment is ranked from E (broken, junk gear) to S (elite, state-of-the-art tech).</li>


    <li>Humanity Offset: Higher grades reduce humanity loss but drastically increase credit costs.</li>


    </ul>


    Weight and Defense


    Enhancements are categorized by weight:


    <table>


    <tbody>


    <tr>


    <td>


    Weight


    </td>


    <td>


    Mobility


    </td>


    <td>


    Defense


    </td>


    </tr>


    <tr>


    <td>


    Light


    </td>


    <td>


    Maximum agility


    </td>


    <td>


    No armor


    </td>


    </tr>


    <tr>


    <td>


    Medium


    </td>


    <td>


    Balanced agility/defense


    </td>


    <td>


    Moderate armor


    </td>


    </tr>


    <tr>


    <td>


    Heavy


    </td>


    <td>


    Limited mobility


    </td>


    <td>


    High armor; maximum defense


    </td>


    </tr>


    </tbody>


    </table>


    Example Equipment


    Light Enhancements


    <ol>


    <li>Infrared Contact Lenses</li>


    <ul>


    <li>Humanity Cost: 1</li>


    <li>Benefit: Basic infrared vision for tracking heat signatures.</li>


    <li>Use Case: Ideal for stealth missions.</li>


    </ul>


    <li>Neural Reflex Boost</li>


    <ul>


    <li>Humanity Cost: 2</li>


    <li>Benefit: Increases reaction speed by 50%, improving dodging and counterattacks.</li>


    </ul>


    <li>Light Arm Replacement</li>


    <ul>


    <li>Humanity Cost: 2</li>


    <li>Benefit: Enhanced durability without sacrificing agility.</li>


    </ul>


    </ol>


    Medium EnhancementsThe narrative has been taken without authorization; if you see it on Amazon, report the incident.


    <ol>


    <li>Full Eye Replacement</li>


    <ul>


    <li>Humanity Cost: 5</li>


    <li>Benefit: Grants infrared, thermal, and sonar vision.</li>


    <li>Use Case: Essential for reconnaissance.</li>


    </ul>


    <li>Cybernetic Leg</li>


    <ul>


    <li>Humanity Cost: 5</li>


    <li>Benefit: Double running speed and triple jump height.</li>


    </ul>


    <li>Exo-Armored Jacket</li>


    <ul>


    <li>Humanity Cost: 5</li>


    <li>Benefit: Moderate ballistic protection with minor strength boosts.</li>


    </ul>


    </ol>


    Heavy Enhancements


    <ol>


    <li>Titan Arm</li>


    <ul>


    <li>Humanity Cost: 10</li>


    <li>Benefit: Triple strength, capable of lifting vehicles and breaking walls.</li>


    </ul>


    <li>Armor Plating</li>


    <ul>


    <li>Humanity Cost: 15</li>


    <li>Benefit: Full-body protection with built-in shock absorption.</li>


    </ul>


    </ol>


    <hr>


    <h2 style="text-align: center"> </h2>


    <hr>


    <ul>


    <li> </li>


    </ul>


    <hr>


    Legacy Points


    Legacy Points reward extraordinary feats and roleplay moments. Use them to:


    <ol>


    <li>Reduce Difficulty: Permanently lower penalties for specific actions (e.g., shooting behind cover).</li>


    <li>Customize Skills: Create unique abilities like reducing health costs for spells or improving success rates.</li>


    </ol>


    <table>


    <tbody>


    <tr>


    <td>


    Earn Legacy Points By


    </td>


    <td>


    Points Awarded


    </td>


    </tr>


    <tr>


    <td>


    Surviving a challenging ordeal


    </td>


    <td>


    1


    </td>


    </tr>


    <tr>


    <td>


    Completing a complex mission


    </td>


    <td>


    2


    </td>


    </tr>


    <tr>


    <td>


    Finishing a full campaign


    </td>


    <td>


    10


    </td>


    </tr>


    </tbody>


    </table>


    <hr>


    <h2 style="text-align: center">Skills and Legacy Points</h2>


    Legacy Points


    Legacy Points reward players for making the game memorable and achieving great feats. They allow customization and mastery, reducing difficulty for specific tasks or enhancing gameplay dynamics.


    The SM (Shadow Master) should be thinking with issuing 2 as a fairly standard base per session, with bonuses for the following:


    <hr>


    Earning Legacy Points


    <table>


    <thead>


    <tr>


    <td>


    Action


    </td>


    <td>


    Legacy Points Earned


    </td>


    </tr>


    </thead>


    <tbody>


    <tr>


    <td>


    Surviving a difficult ordeal


    </td>


    <td>


    1


    </td>


    </tr>


    <tr>


    <td>


    A "holy shit" success (critical impact moment)


    </td>


    <td>


    1


    </td>


    </tr>


    <tr>


    <td>


    Exceptional roleplay or improving game fun for others


    </td>


    <td>


    1


    </td>


    </tr>


    <tr>


    <td>


    Completing a simple mission


    </td>


    <td>


    1


    </td>


    </tr>


    <tr>


    <td>


    Completing a complex mission


    </td>


    <td>


    2


    </td>


    </tr>


    <tr>


    <td>


    Finishing a full campaign (10+ sessions)


    </td>


    <td>


    10


    </td>


    </tr>


    </tbody>


    </table>


    <hr>


    Spending Legacy Points


    <ol>


    <li>Reduce Difficulty for Specific Actions</li>


    <ul>


    <li>Spend points to permanently reduce the added difficulty for a specific type of action.</li>


    <li>Example: Shooting at targets behind cover. Each Legacy Point reduces the added difficulty (e.g., +2 becomes +1, then 0).</li>


    <li>Going below 0 (making the action easier than standard) costs 2 Legacy Points per reduction.</li>


    <li>Valid for combat, magic, hacking, bartering, disguise, or any skill-based interaction.</li>


    </ul>


    <li>Customize Legacy Skills


    <ul>


    <li>Deadeye: Reduce difficulty for all called shots by 1.</li>


    <li>Master Caster: Reduce the health cost of S-tier spells by 10%.</li>


    <li>Silver Tongue: Disguise or lie convincingly with -1 difficulty across the board.</li>


    </ul>


    </li>


    <ul>


    <li>Create unique advantages that reflect your character’s prowess.</li>


    <li>Example:</li>


    </ul>


    </ol>


    <hr>


    Skills


    All skill-based actions (such as the ones listed below) automatically have a +2 Difficulty Number until trained. So, shooting a gun, with no training, at a still target at a reasonable range would go from a DN of 12 to 14.


    12 being the average for someone with skill and practice in something.


    Skill System Basics


    <ol>


    <li>Untrained Actions</li>


    <ul>


    <li>Any action involving a skill the character doesn’t have starts with +2 difficulty.</li>


    </ul>


    <li>Skill Levels


    <ul>


    <li>Skill Level 1: +1 difficulty.</li>


    <li>Skill Level 2: +0 difficulty.</li>


    <li>Skill Level 3: -1 difficulty.</li>


    <li>Skill Level 4: -2 difficulty.</li>


    <li>Skill Level 5: -3 difficulty.</li>


    </ul>


    </li>


    <ul>


    <li>Skills reduce difficulty for specific actions:</li>


    </ul>


    <li>Training Costs


    <ul>


    <li>1 to 2: 5,000 credits, 5 hours.</li>


    <li>2 to 3: 10,000 credits, 10 hours.</li>


    <li>3 to 4: 20,000 credits, 20 hours.</li>


    <li>4 to 5: 40,000 credits, 40 hours.</li>


    </ul>


    </li>


    <ul>


    <li>Skill upgrades require time and credits. Each level costs exponentially more:</li>


    </ul>


    </ol>


    Training Example


    To train a skill from level 1 to level 3, you’d need:


    <ul>


    <li>5,000 credits and 5 hours for Level 1 to 2.</li>


    <li>10,000 credits and 10 hours for Level 2 to 3.</li>


    <li>Total: 15,000 credits and 15 hours.</li>


    </ul>


    Earning Credits


    <ul>


    <li>A high-paying job might net 100,000 credits for a player.</li>


    <li>Completing a full campaign (10+ sessions) might yield 500,000–1,000,000 credits.</li>


    </ul>


    <hr>


    Skill Categories


    <table>


    <thead>


    <tr>


    <td>


    Skill Category


    </td>


    <td>


    Examples


    </td>


    </tr>


    </thead>


    <tbody>


    <tr>


    <td>


    Combat Skills


    </td>


    <td>


    Guns (Pistols, Rifles, Heavy Weapons), Melee (Knives, Swords)


    </td>


    </tr>


    <tr>


    <td>


    Aethermancy


    </td>


    <td>


    Specific Spell Spheres (Ruby, Emerald, Sapphire, etc.)


    </td>


    </tr>


    <tr>


    <td>


    Technical Skills


    </td>


    <td>


    Hacking, Engineering, Repairs


    </td>


    </tr>


    <tr>


    <td>


    Social Skills


    </td>


    <td>


    Bartering, Persuasion, Intimidation, Deception


    </td>


    </tr>


    <tr>


    <td>


    Stealth Skills


    </td>


    <td>


    Disguise, Sneaking, Lockpicking


    </td>


    </tr>


    <tr>


    <td>


    Survival Skills


    </td>


    <td>


    Medicine, Tracking, Scavenging, Languages, Knowledge


    </td>


    </tr>


    </tbody>


    </table>


    <hr>


    Spells


    Spell Ranks


    Spells are divided into ranks from E (basic) to S (elite). Higher ranks are more powerful but come with greater costs.


    <table>


    <thead>


    <tr>


    <td>


    Spell Rank


    </td>


    <td>


    Power


    </td>


    <td>


    Cost to Learn


    </td>


    </tr>


    </thead>


    <tbody>


    <tr>


    <td>


    E (Basic)


    </td>


    <td>


    Minor effects


    </td>


    <td>


    Free or minimal effort


    </td>


    </tr>


    <tr>


    <td>


    D


    </td>


    <td>


    Weak spells


    </td>


    <td>


    5,000 credits


    </td>


    </tr>


    <tr>


    <td>


    C


    </td>


    <td>


    Standard spells


    </td>


    <td>


    20,000 credits


    </td>


    </tr>


    <tr>


    <td>


    B


    </td>


    <td>


    Strong spells


    </td>


    <td>


    50,000 credits


    </td>


    </tr>


    <tr>


    <td>


    A


    </td>


    <td>


    Advanced spells


    </td>


    <td>


    100,000 credits


    </td>


    </tr>


    <tr>


    <td>


    S


    </td>


    <td>


    Ultimate spells


    </td>


    <td>


    200,000 credits


    </td>


    </tr>


    </tbody>


    </table>


    Learning Spells


    Spells are castable only if known. Learning a spell requires:


    <ul>


    <li>Time: Hours of study or practice.</li>


    <li>Credits: Paid to trainers, purchased tomes, or through rare quests.</li>


    <li>Aether Sphere Alignment: Out-of-sphere spells are more expensive and harder to learn.</li>


    </ul>


    <hr>


    Key System Takeaways


    <ol>


    <li>Legacy Points: Reward unique gameplay moments and grant permanent advantages.</li>


    <li>Skills: Reduce difficulty or improve success rates for actions.</li>


    <li>Training: Incremental upgrades require time and credits but offer lasting benefits.</li>


    <li>Spells: Ranked by power, with learning costs scaling exponentially.</li>


    <li>Resource Balance: Credits and Legacy Points are limited resources, encouraging strategic spending and skill building.</li>


    </ol>


    Extensive Skill List


    This skill list is categorized into key areas: Combat, Casting, Social, Defense, and Utility. Each skill represents a focus area for characters, allowing specialization and versatility.


    <hr>


    Combat Skills


    Melee Combat


    <ol>


    <li>Blades – Expertise with knives, swords, and daggers.</li>


    <li>Blunt Weapons – Proficiency with hammers, clubs, and maces.</li>


    <li>Unarmed Combat – Mastery of punches, grapples, and martial arts.</li>


    <li>Improvised Weapons – Using random objects (chairs, bottles) effectively.</li>


    </ol>


    Ranged Combat


    <ol>


    <li>Pistols – Precision and quick-draw with handguns.</li>


    <li>Rifles – Accuracy and handling of long-range firearms.</li>


    <li>Heavy Weapons – Proficiency with machine guns, rocket launchers, or mounted weapons.</li>


    <li>Thrown Weapons – Accuracy with grenades, knives, or other projectiles.</li>


    <li>Sniping – Long-range targeting and stealth kills.</li>


    </ol>


    Advanced Techniques


    <ol>


    <li>Dual-Wielding – Effectiveness with weapons in both hands.</li>


    <li>Quick Reload – Speed and efficiency when reloading firearms.</li>


    <li>Critical Strikes – Maximizing damage on vulnerable targets.</li>


    <li>Trick Shots – Advanced targeting techniques (e.g., ricochets).</li>


    <li>Explosives – Planting, disarming, and effectively using bombs.</li>


    </ol>


    <hr>


    Casting Skills


    General Aethermancy


    <ol>


    <li>Channeling – Controlling Aether flow to cast spells efficiently. Reduce difficulty when a spell requires Channeling or can be Channeled.</li>


    <li>Ritual Casting – Mastery of long-duration, high-impact spells.</li>


    <li>Counterspell – Disrupting enemy spellcasting.</li>


    <li>Warding – Creating protective barriers or anti-magic fields.</li>


    <li>Energy Manipulation – Fine control of raw Aether.</li>


    </ol>


    Aether Sphere Specializations


    <ol>


    <li>Ruby Mastery – Advanced techniques in fire and rage magic.</li>


    <li>Emerald Mastery – Expertise in plant growth, healing, and hypnosis.</li>


    <li>Sapphire Mastery – Divination and water-based manipulation.</li>


    <li>Amethyst Mastery – Protection, wisdom, and ritual magic.</li>


    <li>Moonstone Mastery – Death, necromancy, and transition magic.</li>


    <li>Amber Mastery – Healing and vitality restoration.</li>


    </ol>


    Advanced Spellcasting


    <ol>


    <li>Focused Casting – Reducing difficulty for precision spells.</li>


    <li>Efficient Casting – Lowering health cost of spells.</li>


    <li>Quick Cast – Reducing casting time under pressure.</li>


    <li>Multi-Target Spells – Casting on multiple targets simultaneously.</li>


    <li>Empowered Casting – Increasing spell potency at additional cost.</li>


    </ol>


    <hr>


    Social Skills


    Charisma-Based


    <ol>


    <li>Persuasion – Convincing others to see your point of view.</li>


    <li>Deception – Lying or creating false narratives.</li>


    <li>Intimidation – Coercing through fear or threat of force.</li>


    <li>Bartering – Negotiating favorable deals in trade or commerce.</li>


    </ol>


    Performance-Based


    <ol>


    <li>Acting – Adopting personas to deceive or entertain.</li>


    <li>Oratory – Inspiring groups with speeches or commands.</li>


    <li>Seduction – Using charm and appeal for influence.</li>


    <li>Disguise – Altering appearance to blend in or avoid detection.</li>


    </ol>


    Advanced Social Techniques


    <ol>


    <li>Sense Motive – Detecting lies or hidden intentions.</li>


    <li>Leadership – Boosting morale or coordinating group actions.</li>


    <li>Networking – Building and leveraging contacts for resources.</li>


    <li>Conflict Mediation – Resolving disputes diplomatically.</li>


    </ol>


    <hr>


    Defense Skills


    Physical Defense


    <ol>


    <li>Dodging – Avoiding melee or ranged attacks.</li>


    <li>Parrying – Deflecting attacks with a weapon.</li>


    <li>Shield Mastery – Using physical barriers for defense.</li>


    <li>Toughness – Increasing resistance to damage.</li>


    </ol>


    Magical Defense


    <ol>


    <li>Spell Resistance – Reducing the effects of harmful magic.</li>


    <li>Dispel Magic – Neutralizing active magical effects.</li>


    <li>Mental Fortitude – Resisting psychic or illusion-based attacks.</li>


    <li>Aura Control – Suppressing or reinforcing protective magical auras.</li>


    </ol>


    <hr>


    Utility Skills


    Technical Skills


    <ol>


    <li>Hacking – Breaking into computer systems or networks.</li>


    <li>Programming – Writing or altering code for systems or devices.</li>


    <li>Engineering – Building, repairing, or modifying mechanical systems.</li>


    <li>Cryptography – Decoding and encrypting sensitive information.</li>


    <li>Surveillance – Monitoring and gathering intelligence.</li>


    </ol>


    Survival Skills


    <ol>


    <li>Medicine – Healing wounds, treating ailments, or stabilizing allies.</li>


    <li>Tracking – Following enemies or creatures through various terrain.</li>


    <li>Scavenging – Finding useful items or resources in the environment.</li>


    <li>Navigation – Reading maps and finding optimal routes.</li>


    <li>Trap Setting – Creating or disarming traps for protection or ambush.</li>


    </ol>


    Knowledge-Based


    <ol>


    <li>History – Knowledge of the world’s lore and significant events.</li>


    <li>Arcane Studies – Understanding magical principles and artifacts.</li>


    <li>Nature – Identifying plants, animals, and environmental hazards.</li>


    <li>Technology – Familiarity with advanced tools, weapons, and enhancements.</li>


    <li>Alchemy – Crafting potions, poisons, and other concoctions.</li>


    </ol>


    Stealth and Subterfuge


    <ol>


    <li>Sneaking – Moving undetected in various environments.</li>


    <li>Lockpicking – Opening locked doors or containers.</li>


    <li>Pickpocketing – Stealing from individuals unnoticed.</li>


    <li>Escape Artist – Breaking free from restraints or traps.</li>


    </ol>


    <hr>


    Skill System in Play


    <ol>


    <li>Training and Legacy Points</li>


    <ul>


    <li>Skills can be improved through training or spending Legacy Points.</li>


    </ul>


    <li>Synergy Between Skills</li>


    <ul>


    <li>Some skills complement each other for greater effect (e.g., Sneaking + Lockpicking for infiltration).</li>


    </ul>


    <li>Cross-Application</li>


    <ul>


    <li>Skills may overlap categories (e.g., Sense Motive could apply in both Social and Defense scenarios).</li>


    </ul>


    </ol>


    <hr>


    <h2 style="text-align: center">The Echo System</h2>


    Echoes are unique traits or abilities that set characters apart, granting them special advantages or allowing them to break traditional rules.


    They are called Echoes because they come from ancient linage or remnants of power that flow through the person, or left overs from some powerful event.


    Each Echo is designed to enhance the character’s flavor while maintaining balance within the game.


    They are earned through narrative achievements, Legacy Points, or as rewards from major milestones, making them feel meaningful and tied to character growth.


    Surviving an impossible ordeal should result in all survivors gaining an Echo Point to be spend as they wish.


    <hr>


    How Echoes Work


    <ol>


    <li>Earning Echoes


    Echoes are earned in three primary ways:</li>


    <ul>


    <li>Legacy Rewards: Players can spend 5 Legacy Points to unlock their first Echo, 10 for the second. 20 for the third. And increasing by 10 points for each one after that.</li>


    <li>Narrative Milestones: SM rewards Echoes for completing story arcs or extraordinary feats.</li>


    <li>Training: Rare Echoes can be unlocked by finding a specific trainer or artifact and investing time and credits (e.g., 50,000 credits and 50 hours of training).</li>


    </ul>


    <li>Limits on Echoes</li>


    <ul>


    <li>Players start with one Echo at character creation, unless they spent their Starting Legacy Points to buy more.</li>


    <li>Additional Echoes can be gained through the above methods but are limited to one new Echo every month in game (or after a major narrative milestone).</li>


    </ul>


    <li>Customization</li>


    <ul>


    <li>Players may suggest unique Echo ideas tied to their backstory or gameplay style, which the SM can approve or tweak.</li>


    <li>Echoes are fun and a way to let players enhance their characters and create unique play-styles. Lean into them. If you go to far, balance with harder tasks.</li>


    </ul>


    </ol>


    <hr>


    Examples of Echoes


    Skill-Based Echoes


    <ol>


    <li>Master of Precision</li>


    <ul>


    <li>Choose one skill. Roll an extra D6 whenever you use it and select the top three dice from the roll.</li>


    </ul>


    <li>Two-Gun Specialist</li>


    <ul>


    <li>No penalty for firing two small weapons (e.g., pistols) simultaneously.</li>


    </ul>


    <li>Blind Shot</li>


    <ul>


    <li>Can shoot at targets you cannot see without penalties.</li>


    </ul>


    <li>Jack of All Trades</li>


    <ul>


    <li>Untrained skills start with +1 difficulty instead of +2.</li>


    </ul>


    <li>Calculated Risk</li>


    <ul>


    <li>On any roll, you can reroll one D6 but must keep the new result.</li>


    </ul>


    </ol>


    <hr>


    Magic-Based Echoes


    <ol>


    <li>Spell Binder</li>


    <ul>


    <li>Can cast and hold two spells at once, releasing them as simple actions.</li>


    </ul>


    <li>Spell Thrifter</li>


    <ul>


    <li>Reduce the health cost of all spells by 10%.</li>


    </ul>


    <li>Elemental Adept</li>


    <ul>


    <li>Choose an Aether Sphere (e.g., Ruby). You gain +1 damage die when casting damage spells from that sphere.</li>


    </ul>


    <li>Mana Reservoir</li>


    <ul>


    <li>Store one additional spell in memory (beyond your standard limit).</li>


    </ul>


    <li>Aether Surge</li>


    <ul>


    <li>Once per day, double the damage of a single spell.</li>


    </ul>


    </ol>


    <hr>


    Health and Humanity Echoes


    <ol>


    <li>Unyielding Spirit</li>


    <ul>


    <li>The first Humanity point lost in a day is negated.</li>


    </ul>


    <li>Resilient Core</li>


    <ul>


    <li>Increase your Vitality Cap by 20 points.</li>


    </ul>


    <li>Steeled Will</li>


    <ul>


    <li>Gain a +2 bonus to resist mental attacks or illusions.</li>


    </ul>


    <li>Iron Constitution</li>


    <ul>


    <li>Immune to the first stage of Potion Poisoning each day.</li>


    </ul>


    <li>Self-Regen</li>


    <ul>


    <li>Regain 5 Vitality at the start of your turn if below 50% health.</li>


    </ul>


    </ol>


    <hr>


    Combat-Based Echoes


    <ol>


    <li>Relentless</li>


    <ul>


    <li>Once per combat, you may take an extra simple action.</li>


    </ul>


    <li>Explosive Expert</li>


    <ul>


    <li>Gain +2 damage dice when using grenades or other explosives.</li>


    </ul>


    <li>Overwatch</li>


    <ul>


    <li>Can attack during the enemy phase if a target moves into your line of sight.</li>


    </ul>


    <li>Forceful Strikes</li>


    <ul>


    <li>Add +1 damage die to melee attacks.</li>


    </ul>


    <li>Bullet Dancer</li>


    <ul>


    <li>Gain a +2 bonus to dodge ranged attacks while actively evading.</li>


    </ul>


    </ol>


    <hr>


    Utility Echoes


    <ol>


    <li>Eidetic Memory</li>


    <ul>


    <li>Instantly recall details about anything you’ve seen, read, or heard.</li>


    </ul>


    <li>Quick Hands</li>


    <ul>


    <li>Can reload weapons or equip items as free actions.</li>


    </ul>


    <li>Tinker’s Touch</li>


    <ul>


    <li>Repairs equipment or mechanical devices in half the normal time.</li>


    </ul>


    <li>Pathfinder</li>


    <ul>


    <li>Ignore movement penalties from difficult terrain.</li>


    </ul>


    <li>Silver Tongue</li>


    <ul>


    <li>Gain a +1 bonus to all persuasion or deception rolls.</li>


    </ul>


    </ol>


    <hr>


    Lineage-Based Echoes


    Succubus/Incubus Lineage


    <ol>


    <li>Alluring Presence</li>


    <ul>


    <li>Once per day, reroll any social interaction test (e.g., persuasion, deception). You must accept the new roll.</li>


    </ul>


    <li>Charm Veil</li>


    <ul>


    <li>Gain a +2 bonus on persuasion or seduction rolls.</li>


    </ul>


    <li>Kiss of Deception</li>


    <ul>


    <li>If you successfully charm someone, they are unaware of being manipulated for the next 10 minutes unless an external event reveals it.</li>


    </ul>


    <li>Daughter/Son of Desire</li>


    <ul>


    <li>Immune to charm, seduction, or manipulation from others.</li>


    </ul>


    </ol>


    <hr>


    Demonic Strength Lineage (Barbazu, Oni, etc.)


    <ol>


    <li>Infernal Might</li>


    <ul>


    <li>Once per combat, double your Strength for a single melee attack.</li>


    </ul>


    <li>Unstoppable Force</li>


    <ul>


    <li>You can break through barriers (walls, doors) that would normally be impassable without rolling.</li>


    </ul>


    <li>Dreadful Roar</li>


    <ul>


    <li>Intimidation rolls gain +2, and enemies within 10 feet must succeed a morale check or flee for 1 turn.</li>


    </ul>


    <li>Iron Flesh</li>


    <ul>


    <li>Gain +1 Damage Negation against all physical attacks.</li>


    </ul>


    </ol>


    <hr>


    Shadow/Darkness Lineage


    <ol>


    <li>Shadowmeld</li>


    <ul>


    <li>Gain +2 to stealth rolls in low-light conditions.</li>


    </ul>


    <li>Veil of Shadows</li>


    <ul>


    <li>Once per day, become invisible for 1 turn or until you attack.</li>


    </ul>


    <li>Void Walker</li>


    <ul>


    <li>You can teleport up to 10 feet as a simple action.</li>


    </ul>


    <li>Eyes of the Abyss</li>


    <ul>


    <li>See in complete darkness and ignore penalties from visual obscurants like mist or smoke.</li>


    </ul>


    </ol>


    <hr>


    Demonic Intelligence Lineage (Mind Flayer, Archmage Demon, etc.)


    <ol>


    <li>Arcane Adept</li>


    <ul>


    <li>Learn an additional spell without counting against your memorized spells limit.</li>


    </ul>


    <li>Ethereal Focus</li>


    <ul>


    <li>When casting a spell, reduce the health cost by 5% (rounded down).</li>


    </ul>


    <li>Mind Breaker</li>


    <ul>


    <li>Gain +2 to all rolls involving mental domination or illusions.</li>


    </ul>


    <li>Calculated Mastery</li>


    <ul>


    <li>Once per day, reroll any failed intelligence or knowledge-based check.</li>


    </ul>


    </ol>


    <hr>


    Feral/Demonic Beast Lineage (Rakshasa, Werewolf Demon, etc.)


    <ol>


    <li>Predator’s Instinct</li>


    <ul>


    <li>Gain +2 to initiative rolls.</li>


    </ul>


    <li>Claw Frenzy</li>


    <ul>


    <li>When attacking unarmed, roll an additional D6 and take the highest.</li>


    </ul>


    <li>Beast’s Endurance</li>


    <ul>


    <li>Once per day, immediately recover 10 HP when reduced below 50% health.</li>


    </ul>


    <li>Pack Tactics</li>


    <ul>


    <li>Gain +1 damage die when flanking an enemy with an ally.</li>


    </ul>


    </ol>


    <hr>


    Fiery Demonic Lineage (Balor, Fire Demon, etc.)


    <ol>


    <li>Infernal Flame</li>


    <ul>


    <li>Your melee attacks deal an additional 1D6 fire damage.</li>


    </ul>


    <li>Fire Immunity</li>


    <ul>


    <li>You are immune to fire damage from non-magical sources.</li>


    </ul>


    <li>Scorched Earth</li>


    <ul>


    <li>Once per combat, create a burning aura around you that deals 2D6 fire damage to all enemies within 10 feet.</li>


    </ul>


    <li>Blazing Speed</li>


    <ul>


    <li>Gain +10 feet of movement speed during combat.</li>


    </ul>


    </ol>


    <hr>


    Backstory-Driven Echoes


    Trauma Echoes


    <ol>


    <li>Scarred but Strong</li>


    <ul>


    <li>Gain +5 Resilience to any armor you wear or artifact you equip.</li>


    </ul>


    <li>Haunted Determination</li>


    <ul>


    <li>Once per day, reroll a failed saving throw and take the higher result.</li>


    </ul>


    <li>Ghost Whisperer</li>


    <ul>


    <li>Gain insight from the spirits of the dead, allowing you to reroll a perception or investigation check once per day.</li>


    </ul>


    </ol>


    <hr>


    Heroic Echoes


    <ol>


    <li>Legacy of the Fallen</li>


    <ul>


    <li>Once per combat, you can stand back up with 10 HP after being reduced to 0 HP.</li>


    </ul>


    <li>Champion’s Resolve</li>


    <ul>


    <li>Gain a +2 bonus to rolls against fear or morale effects.</li>


    </ul>


    <li>Martyr’s Aura</li>


    <ul>


    <li>Allies within 10 feet gain +2 to their saving throws as long as you remain conscious.</li>


    </ul>


    </ol>


    <hr>


    Tinkerer or Tech-Enhanced Echoes


    <ol>


    <li>Mechanized Reflexes</li>


    <ul>


    <li>Reduce the Humanity Cost of enhancements by 1 point per enhancement.</li>


    </ul>


    <li>Tech Savant</li>


    <ul>


    <li>Gain +2 to all hacking and engineering checks.</li>


    </ul>


    <li>Reactive Shield</li>


    <ul>


    <li>Once per combat, generate a temporary shield that absorbs 10 damage for 1 turn.</li>


    </ul>


    </ol>


    <hr>


    <ol>


    <li>Lucky Devil</li>


    <ul>


    <li>Once per session, reroll any single die and choose to keep the new or original result. Can be used to reroll any roll, no matter who originally did it.</li>


    </ul>


    <li>Iron Gut</li>


    <ul>


    <li>Immune to the first stage of poisoning or potion overuse daily.</li>


    </ul>


    <li>Silver-Tongued Rogue</li>


    <ul>


    <li>You always have a boost in trivial social situations (e.g., bartering for a minor discount). Get 10% better pricing automatically. SM to give a little more detail than they would have from someone being questioned, etc. Can be combined with other roles. Doesn’t turn an enemy into a friend. The results are supposed to be about a 10% change. Mostly usable in bartering and flavor text and helpful slip of the tongue from those you talk with.</li>


    </ul>


    </ol>


    <hr>


    Dealing Damage


    Combat in Ghost in the Gears is deadly and tactical, with success hinging on precision, strategy, and resource management.


    Armor Mechanics


    Armor is defined by two stats:


    <ol>


    <li>Damage Negation (DN): Flat damage ignored per attack.</li>


    <li>Resilience (R): Total damage the armor can absorb before breaking.</li>


    </ol>


    <table>


    <tbody>


    <tr>


    <td>


    Armor Example


    </td>


    <td>


    DN / R


    </td>


    </tr>


    <tr>


    <td>


    Light Kevlar Vest


    </td>


    <td>


    5 / 20


    </td>


    </tr>


    <tr>


    <td>


    Combat Jacket


    </td>


    <td>


    10 / 50


    </td>


    </tr>


    <tr>


    <td>


    Reinforced Plating


    </td>


    <td>


    15 / 80


    </td>


    </tr>


    </tbody>


    </table>


    <hr>


    Magic System


    Magic in Ghost in the Gears is a double-edged sword, fueled by the caster’s life force and connection to the Otherside. Every spell draws from the caster’s health, requiring careful planning.


    Spellcasting Mechanics


    <ul>


    <li>Health Cost: Each spell drains a percentage of your total health.</li>


    <li>Difficulty Number (DN): Spells require a dice roll (3D6) to meet or exceed a DN to avoid full health penalties.</li>


    <li>Critical Failures: Rolling 1-1-1 doubles the health cost.</li>


    </ul>


    <table>


    <tbody>


    <tr>


    <td>


    Spell Example


    </td>


    <td>


    Health Cost


    </td>


    <td>


    Difficulty Number


    </td>


    </tr>


    <tr>


    <td>


    Create Light


    </td>


    <td>


    10%


    </td>


    <td>


    10


    </td>


    </tr>


    <tr>


    <td>


    Fireball


    </td>


    <td>


    30%


    </td>


    <td>


    15


    </td>


    </tr>


    <tr>


    <td>


    Raise Revenant


    </td>


    <td>


    50%


    </td>


    <td>


    18


    </td>


    </tr>


    </tbody>


    </table>


    Spheres of Magic


    Each caster aligns with one of six spheres:


    <ul>


    <li>Ruby (Fire): Destruction and rage.</li>


    <li>Emerald (Plant): Growth and hypnosis.</li>


    <li>Sapphire (Water): Divination and subtlety.</li>


    <li>Amethyst (Protection): Defense and rituals.</li>


    <li>Moonstone (Death): Necromancy and agility.</li>


    <li>Amber (Life): Healing and vitality.</li>


    </ul>


    <hr>


    <h2 style="text-align: center"> </h2>


    <h2 style="text-align: center"> </h2>


    <h2 style="text-align: center">Armor / Enhancements</h2>


    In Ghost in the Gears, enhancements provide various levels of benefits, but everything comes at a cost—whether it’s your humanity or your bank account. Here’s how it all breaks down:


    Benefits


    Enhancements amplify human abilities, reducing difficulties in various tasks. The stronger the enhancement, the greater the reduction in difficulty. However, this power comes with increased humanity loss unless you spring for a higher-grade enhancement.


    <table>


    <thead>


    <tr>


    <td>


    Benefit Multiplier


    </td>


    <td>


    Task Difficulty Reduction


    </td>


    </tr>


    </thead>


    <tbody>


    <tr>


    <td>


    Human Equivalent


    </td>


    <td>


    None


    </td>


    </tr>


    <tr>


    <td>


    1.5x Human


    </td>


    <td>


    -1


    </td>


    </tr>


    <tr>


    <td>


    2x Human


    </td>


    <td>


    -2


    </td>


    </tr>


    <tr>


    <td>


    2.5x Human


    </td>


    <td>


    -3


    </td>


    </tr>


    <tr>


    <td>


    3x Human


    </td>


    <td>


    -4


    </td>


    </tr>


    </tbody>


    </table>


    <hr>


    Humanity Cost


    Each enhancement consumes a portion of your humanity. Higher benefits mean greater costs unless you invest in higher-grade (and more expensive) equipment.


    <table>


    <thead>


    <tr>


    <td>


    Humanity Cost


    </td>


    <td>


    Equipment Grade


    </td>


    </tr>


    </thead>


    <tbody>


    <tr>


    <td>


    1


    </td>


    <td>


    Lower-grade, light enhancements


    </td>


    </tr>


    <tr>


    <td>


    2


    </td>


    <td>


    Improved standard equipment


    </td>


    </tr>


    <tr>


    <td>


    5


    </td>


    <td>


    Medium-tier, moderate benefits


    </td>


    </tr>


    <tr>


    <td>


    10


    </td>


    <td>


    Heavy-duty, high-grade gear


    </td>


    </tr>


    <tr>


    <td>


    15-20


    </td>


    <td>


    Extreme enhancements


    </td>


    </tr>


    <tr>


    <td>


    25


    </td>


    <td>


    High-risk, maximum-level tech


    </td>


    </tr>


    </tbody>


    </table>


    <hr>


    Grade and Rank


    <ul>


    <li>Grade Scale: Equipment is ranked from E (broken, junk gear) to S (elite, state-of-the-art tech).</li>


    <li>Humanity Offset: Higher ranks reduce humanity costs but spike credit costs. An S-rank enhancement can achieve top-tier benefits with as little as 1 humanity cost (though it’s never zero).</li>


    <li>Economic Tradeoff: The better the gear, the more it costs in credits to keep your humanity intact. The less you want to pay, the more you’re willing to lose pieces of yourself.</li>


    </ul>


    <hr>


    Weight and Defense


    Enhancements come in three weight classes, each affecting mobility and defense:


    <ul>


    <li>Light: Maximum agility, no armor bonus. Usually less costly in Humanity. Though, there is always a balance. Lots of benefits, with Rank (and cost), equals high Humanity cost.</li>


    <li>Medium: Balanced agility and defense.</li>


    <li>Heavy: Heavily armored, maximum defense, but slower and less maneuverable. Heavier Enhancements tend to have a higher Humanity Cost but this isn’t a hard rule. They also tend to be pretty OP for tanking.</li>


    </ul>


    The weight you choose influences your combat strategies. More on this in the combat section.


    <hr>


    Equipment Chart


    <table>


    <thead>


    <tr>


    <td>


    Benefit Multiplier


    </td>


    <td>


    Difficulty Reduction


    </td>


    <td>


    Humanity Cost


    </td>


    <td>


    Grade (Rank)


    </td>


    <td>


    Credit Cost


    </td>


    <td> </td>


    </tr>


    </thead>


    <tbody>


    <tr>


    <td>


    Human Equivalent


    </td>


    <td>


    None


    </td>


    <td>


    None


    </td>


    <td>


    E-D


    </td>


    <td>


    Minimal


    </td>


    <td>


    </td>


    </tr>


    <tr>


    <td>


    1.5x Human


    </td>


    <td>


    -1


    </td>


    <td>


    2


    </td>


    <td>


    C-B


    </td>


    <td>


    Moderate


    </td>


    <td>


    </td>


    </tr>


    <tr>


    <td>


    2x Human


    </td>


    <td>


    -2


    </td>


    <td>


    5


    </td>


    <td>


    B-A


    </td>


    <td>


    High


    </td>


    <td>


    </td>


    </tr>


    <tr>


    <td>


    2.5x Human


    </td>


    <td>


    -3


    </td>


    <td>


    10


    </td>


    <td>


    A-S


    </td>


    <td>


    Very High


    </td>


    <td>


    </td>


    </tr>


    <tr>


    <td>


    3x Human


    </td>


    <td>


    -4


    </td>


    <td>


    15-25


    </td>


    <td>


    S


    </td>


    <td>


    Astronomical


    </td>


    <td> </td>


    </tr>


    </tbody>


    </table>


    This chart simplifies the balancing act: how much power you want versus how much of yourself you’re willing (or able) to give up. Choose wisely.


    Examples of Gear and Mods


    Feel free to create your own. This is a list of some ideas to start with to get a feel of the scaling process.


    <hr>


    Light Enhancements


    Light mods prioritize subtlety and agility. They often come with minimal Humanity Costs but limited capabilities.


    <ol>


    <li>Infrared Contact Lenses</li>


    <ul>


    <li>Humanity Cost: 1</li>


    <li>Benefits: Grants basic infrared vision.</li>


    <li>Use Case: Detect heat signatures in low-visibility areas. Perfect for stealth missions or tracking warm-blooded targets.</li>


    </ul>


    <li>Neural Reflex Boost</li>


    <ul>


    <li>Humanity Cost: 2</li>


    <li>Benefits: Increases reflex speed by 50%. Reaction times are near-instantaneous for dodging or countering attacks.</li>


    <li>Use Case: Agile fighters or athletes who rely on speed over strength.</li>


    </ul>


    <li>Light Arm Replacement</li>


    <ul>


    <li>Humanity Cost: 2</li>


    <li>Benefits: Standard arm with enhanced durability. Weighs the same as a natural arm and comes with minor strength improvements.</li>


    <li>Use Case: Everyday durability with a touch of flair. Perfect for someone who doesn’t want to sacrifice their humanity for raw power.</li>


    </ul>


    </ol>


    <hr>


    Medium Enhancements


    Medium mods balance power and Humanity Costs, offering advanced capabilities without excessive drawbacks.


    <ol>


    <li>Full Eye Replacement</li>


    <ul>


    <li>Humanity Cost: 5</li>


    <li>Benefits: Multiple visual modes, including infrared, sonar, and thermal imaging. Adjustable zoom and a heads-up display (HUD).</li>


    <li>Use Case: Ideal for reconnaissance, sniping, or any situation requiring enhanced perception.</li>


    </ul>


    <li>Cybernetic Leg</li>


    <ul>


    <li>Humanity Cost: 5</li>


    <li>Benefits: Increases running speed by 2x and jump height by 3x. Can endure high-impact landings.</li>


    <li>Use Case: Great for parkour experts, soldiers, or anyone who needs mobility enhancements.</li>


    </ul>


    <li>Exo-Armored Jacket</li>


    <ul>


    <li>Humanity Cost: 5</li>


    <li>Benefits: Medium-weight armor offering ballistic protection and minor strength augmentation.</li>


    <li>Use Case: Balanced defense and mobility for combat situations.</li>


    </ul>


    </ol>


    <hr>


    Heavy Enhancements


    Heavy mods are game-changers but come with significant Humanity Costs. They’re built for maximum impact and survivability.


    <ol>


    <li>Titan Arm</li>


    <ul>


    <li>Humanity Cost: 10</li>


    <li>Benefits: Massive strength boost (3x human strength). Can lift vehicles, break walls, or crush steel.</li>


    <li>Use Case: Ideal for tanks, heavy labor, or demolition experts. The tradeoff is reduced dexterity.</li>


    </ul>


    <li>Full Leg Replacement (Heavy)</li>


    <ul>


    <li>Humanity Cost: 10</li>


    <li>Benefits: Capable of leaps three times your height and running through dense obstacles without slowing.</li>


    <li>Use Case: Melee combatants, riot control, or urban warfare.</li>


    </ul>


    <li>Integrated Combat HUD</li>


    <ul>


    <li>Humanity Cost: 10</li>


    <li>Benefits: Augmented reality overlay with tactical readouts, ally/enemy tracking, and environmental analysis.</li>


    <li>Use Case: Commanders or operators who need a battlefield edge.</li>


    </ul>


    <li>Armor Plating</li>


    <ul>


    <li>Humanity Cost: 15</li>


    <li>Benefits: Full-body heavy armor with built-in shock absorbers and temperature regulation. Near-impervious to standard weaponry.</li>


    <li>Use Case: Walking tank. Sacrifices speed and subtlety for unmatched durability.</li>


    </ul>


    </ol>


    <hr>


    Special Effects Enhancements


    These mods add flair and versatility to a character, often requiring a Technomancer to install.


    <ol>


    <li>Enhanced Vocal Module</li>


    <ul>


    <li>Humanity Cost: 3 (Light) / 7 (Medium)</li>


    <li>Benefits: Voice modulation for mimicry, amplified speech, or even sonic attacks.</li>


    <li>Use Case: Spies, negotiators, or intimidation specialists.</li>


    </ul>


    <li>Stealth Skin</li>


    <ul>


    <li>Humanity Cost: 7 (Medium)</li>


    <li>Benefits: Skin panels that adapt to surroundings for near-invisibility in low-light conditions.</li>


    <li>Use Case: Perfect for infiltrators or assassins.</li>


    </ul>


    <li>Aether Surge Core</li>


    <ul>


    <li>Humanity Cost: 15 (Heavy)</li>


    <li>Benefits: Allows temporary overclocking of all cybernetics, boosting speed, strength, and reflexes by 2x for 30 seconds. Comes with a cooldown.</li>


    <li>Use Case: Emergency survival or boss fights.</li>


    </ul>


    </ol>


    <hr>


    Sheet to Calculate Costs


    <table>


    <thead>


    <tr>


    <td>


    Enhancement Type


    </td>


    <td>


    Weight Class


    </td>


    <td>


    Humanity Cost


    </td>


    <td>


    Credit Cost


    </td>


    </tr>


    </thead>


    <tbody>


    <tr>


    <td>


    Infrared Contact Lenses


    </td>


    <td>


    Light


    </td>


    <td>


    1


    </td>


    <td>


    1,000 credits


    </td>


    </tr>


    <tr>


    <td>


    Neural Reflex Boost


    </td>


    <td>


    Light


    </td>


    <td>


    2


    </td>


    <td>


    5,000 credits


    </td>


    </tr>


    <tr>


    <td>


    Full Eye Replacement


    </td>


    <td>


    Medium


    </td>


    <td>


    5


    </td>


    <td>


    15,000 credits


    </td>


    </tr>


    <tr>


    <td>


    Cybernetic Leg (Medium)


    </td>


    <td>


    Medium


    </td>


    <td>


    5


    </td>


    <td>


    20,000 credits


    </td>


    </tr>


    <tr>


    <td>


    Titan Arm


    </td>


    <td>


    Heavy


    </td>


    <td>


    10


    </td>


    <td>


    50,000 credits


    </td>


    </tr>


    <tr>


    <td>


    Armor Plating


    </td>


    <td>


    Heavy


    </td>


    <td>


    15


    </td>


    <td>


    100,000 credits


    </td>


    </tr>


    </tbody>


    </table>


    <hr>


    <h2 style="text-align: center">Caster / Magic / Aethermancy</h2>


    Magic System Overview


    Magic in this world is an extension of the caster’s life force and connection to the Otherside. Every spell demands a portion of the caster''s vitality, reflected in health loss, unless they meet the required difficulty number during the casting. The system rewards mastery and preparation while penalizing reckless or untrained usage.


    <hr>


    Spellcasting Mechanics


    Basic Components


    <ol>


    <li>Health Cost: Spells drain a percentage of the caster’s total health.</li>


    <ul>


    <li>Minor spells (e.g., creating light, illusions): 10% base health cost, difficulty number 10.</li>


    <li>Greater spells (e.g., fireballs, area effects): 20-50% health cost, difficulty number 15-25, scaling with complexity.</li>


    </ul>


    <li>Difficulty Number: Roll a d20 and add any relevant modifiers (training, preparation, etc.) to meet or exceed the difficulty number.</li>


    <ul>


    <li>Failure results in the spell''s health cost being applied as damage.</li>


    <li>Critical failures (natural 1) result in double the health cost.</li>


    </ul>


    <li>Sphere of Magic: Each caster specializes in one sphere (e.g., fire, water, necromancy). Casting outside your sphere increases the spell’s cost and difficulty.</li>


    <li>Memorized Spells: Up to five spells can be memorized. Non-memorized spells are harder to cast and riskier.</li>


    </ol>


    <hr>


    Modifiers to Health Cost and Difficulty Numbers


    Increased Cost/Difficulty


    <ol>


    <li>Outside Sphere:</li>


    <ul>


    <li>Health Cost: +20%</li>


    <li>Difficulty Number: +2</li>


    </ul>


    <li>Not Memorized:</li>


    <ul>


    <li>Health Cost: +20%</li>


    <li>Difficulty Number: +2</li>


    </ul>


    </ol>


    Combined (Outside Sphere and Not Memorized):


    <ol>


    <ul>


    <li>Health Cost: +40%</li>


    <li>Difficulty Number: +4</li>


    </ul>


    <li>Missing Components:</li>


    <ul>


    <li>Health Cost: +10% per missing component.</li>


    <li>Difficulty Number: +2 per missing component.</li>


    </ul>


    <li>Target Warded:</li>


    <ul>


    <li>Light Ward: +10% health cost, +2 difficulty.</li>


    <li>Strong Ward: +40% health cost, +6 difficulty.</li>


    </ul>


    <li>Fatigue (Health < 20%):</li>


    <ul>


    <li>Health Cost: +10%</li>


    <li>Difficulty Number: +2</li>


    </ul>


    <li>Untrained Casting:</li>


    <ul>


    <li>Automatic failure without a critical success (natural 20).</li>


    <li>Health Cost: 50% of total health (not remaining).</li>


    </ul>


    <li>Quick Casting:</li>


    <ul>


    <li>+10% health cost for every minute removed from normal casting time.</li>


    <li>+1 difficulty for each minute removed.</li>


    </ul>


    <li>Target Range Issues:</li>


    <ul>


    <li>Beyond normal range but less than double: +10% health cost, +2 difficulty.</li>


    </ul>


    </ol>


    Reduced Cost/Difficulty


    <ol>


    <li>Basic Training:</li>


    <ul>


    <li>Removes the penalty for untrained casting.</li>


    <li>Requires a trainer or spell tome (cost in-game).</li>


    </ul>


    <li>Advanced Training:</li>


    <ul>


    <li>Reduces health cost by 10% and Difficulty Number by -1.</li>


    <li>Each level costs three times the previous one.</li>


    </ul>


    <li>Perfect Conditions:</li>


    <ul>


    <li>Target is fully visible, within range, and unprotected.</li>


    <li>May reduce Difficulty Number by -2 to -4 at DM discretion.</li>


    </ul>


    </ol>


    <hr>


    Examples of Situational Modifiers


    <ol>


    <li>Fireball (Pyromancer Sphere)


    <ul>


    <li>Target is warded (+20%, +4 DN).</li>


    <li>Quick cast, shaving off 1 minute (+10%, +1 DN).</li>


    <li>Total: 60% health cost, DN 20.</li>


    </ul>


    </li>


    <ul>


    <li>Health Cost: 30%</li>


    <li>Difficulty Number: 15</li>


    <li>Modifiers:</li>


    </ul>


    <li>Water Blast (Not Pyromancer’s Sphere)


    <ul>


    <li>Outside Sphere (+20%, +2 DN).</li>


    <li>Missing one component (+10%, +2 DN).</li>


    <li>Total: 50% health cost, DN 18.</li>


    </ul>


    </li>


    <ul>


    <li>Base Health Cost: 20%</li>


    <li>Modifiers:</li>


    </ul>


    <li>Conjure Light (Memorized, Well-Prepared)</li>


    <ul>


    <li>Base Health Cost: 10%</li>


    <li>Modifiers: None.</li>


    <li>Total: 10% health cost, DN 10.</li>


    </ul>


    </ol>


    <hr>


    Legacy System


    Earning Legacy Points


    Legacy Points are gained by achieving extraordinary feats or leaving an unforgettable mark on the world. These can be spent on Legacy Skills, which permanently improve the caster''s abilities.


    Legacy Skill Examples


    <ol>


    <li>Long Shot: Removes penalties for doubling a spell’s range.</li>


    <li>Trick Caster: Transforms a specific spell (e.g., fireball) from a sight-based spell to an aura-based effect.</li>


    <li>Efficient Channeler: Reduces all spell costs in a chosen sphere by 10% health.</li>


    <li>Ward Breaker: Halves the penalty for casting against warded targets.</li>


    </ol>


    Rule of Cool


    The DM is encouraged to reward inventive or cinematic actions with Legacy Points. Example: Casting a fireball to ricochet off multiple surfaces and hit a hidden target might earn Legacy Points if successful.


    <hr>


    Aether Usage


    Spells are fueled by Dark Aether, drawn from the caster’s connection to the Otherside.


    <ul>


    <li>Aether replenishes slowly over time but can be restored through consuming Infernum Crystals or similar artifacts.</li>


    <li>Pushing beyond the caster’s natural Aether limit results in corruption:</li>


    <ul>


    <li>Physical and mental degradation.</li>


    <li>Increased Humanity Cost for future spells.</li>


    <li>Permanent penalties if corruption reaches critical levels.</li>


    </ul>


    </ul>


    Aethermancy: The Foundation of Magic


    Aethermancy encompasses all magic used by Casters, drawing from the energy of the Otherside. Casters align with one of six Aether Paths, each tied to a unique gem and thematic focus. These Paths shape their abilities, granting specific powers and limitations. Casters outside their primary Path face significant penalties, but with training and preparation, cross-Path casting is possible.


    <hr>


    <ol>


    <li> Ruby Path (Fire / Strength / Rage)</li>


    </ol>


    The Ruby Path channels destructive power and physical might. Ruby Casters thrive in battle, using their abilities to incinerate foes and bolster their physical strength.


    Examples of Ruby Spells


    <ol>


    <li>Emberstrike (Minor)</li>


    <ul>


    <li>Ignites your weapon in flame, increasing damage for 1 minute.</li>


    <li>Health Cost: 10%</li>


    <li>Difficulty Number: 10</li>


    </ul>


    <li>Blazing Charge (Intermediate)</li>


    <ul>


    <li>Surrounds you with fire as you charge forward, burning everything in your path.</li>


    <li>Health Cost: 25%</li>


    <li>Difficulty Number: 15</li>


    </ul>


    <li>Flameburst (Advanced)</li>


    <ul>


    <li>Erupts an area in flames, dealing damage to all enemies within a 20-foot radius.</li>


    <li>Health Cost: 50%</li>


    <li>Difficulty Number: 20</li>


    </ul>


    <li>Infernal Fury (Ultimate)</li>


    <ul>


    <li>Boosts your strength by 3x and sets you ablaze for 1 minute. You take 5% health damage per second.</li>


    <li>Health Cost: 60% upfront, ongoing damage.</li>


    <li>Difficulty Number: 25</li>


    </ul>


    </ol>


    <hr>


    <ol start="2">


    <li> Emerald Path (Plant / Growth / Hypnosis)</li>


    </ol>


    The Emerald Path is attuned to nature, focusing on growth, control, and mental manipulation. Casters in this Path are as nurturing as they are dangerous.


    Examples of Emerald Spells


    <ol>


    <li>Vine Grasp (Minor)</li>


    <ul>


    <li>Summons vines to entangle a target, reducing their movement.</li>


    <li>Health Cost: 10%</li>


    <li>Difficulty Number: 10</li>


    </ul>


    <li>Bloomshield (Intermediate)</li>


    <ul>


    <li>Creates a barrier of thorny plants around you or an ally, absorbing damage.</li>


    <li>Health Cost: 20%</li>


    <li>Difficulty Number: 15</li>


    </ul>


    <li>Charming Spores (Advanced)</li>


    <ul>


    <li>Releases a cloud of spores to hypnotize enemies within range.</li>


    <li>Health Cost: 30%</li>


    <li>Difficulty Number: 18</li>


    </ul>


    <li>Verdant Wrath (Ultimate)</li>


    <ul>


    <li>Causes plants in a large area to grow rapidly, ensnaring and damaging all enemies.</li>


    <li>Health Cost: 50%</li>


    <li>Difficulty Number: 25</li>


    </ul>


    </ol>


    <hr>


    <ol start="3">


    <li> Sapphire Path (Water / Intelligence / Divination)</li>


    </ol>


    The Sapphire Path focuses on clarity, vision, and control over water. These Casters are diviners, seers, and masters of subtlety.


    Examples of Sapphire Spells


    <ol>


    <li>Scrying Pool (Minor)</li>


    <ul>


    <li>Creates a reflective surface to view distant locations or events.</li>


    <li>Health Cost: 10%</li>


    <li>Difficulty Number: 12</li>


    </ul>


    <li>Tidal Push (Intermediate)</li>


    <ul>


    <li>Summons a surge of water to knock back enemies.</li>


    <li>Health Cost: 20%</li>


    <li>Difficulty Number: 15</li>


    </ul>


    <li>Frost Lock (Advanced)</li>


    <ul>


    <li>Freezes a target in place, immobilizing them for 1 turn.</li>


    <li>Health Cost: 30%</li>


    <li>Difficulty Number: 18</li>


    </ul>


    <li>Foresee Catastrophe (Ultimate)</li>


    <ul>


    <li>Grants a vision of the future, allowing you to adjust your actions and gain an advantage in battle.</li>


    <li>Health Cost: 50%</li>


    <li>Difficulty Number: 25</li>


    </ul>


    </ol>


    <hr>


    <ol start="4">


    <li> Amethyst Path (Protection / Wisdom)</li>


    </ol>


    The Amethyst Path focuses on safeguarding allies and performing powerful rituals. Amethyst Casters are wardens and ritualists, specializing in defense and wisdom.


    Examples of Amethyst Spells


    <ol>


    <li>Ward of Light (Minor)</li>


    <ul>


    <li>Places a minor ward on a target, reducing damage taken for 1 turn.</li>


    <li>Health Cost: 10%</li>


    <li>Difficulty Number: 10</li>


    </ul>


    <li>Aegis Shield (Intermediate)</li>


    <ul>


    <li>Summons an energy shield that absorbs a significant amount of damage.</li>


    <li>Health Cost: 25%</li>


    <li>Difficulty Number: 15</li>


    </ul>


    <li>Sanctuary Zone (Advanced)</li>


    <ul>


    <li>Creates an area where allies regenerate health and enemies are repelled.</li>


    <li>Health Cost: 40%</li>


    <li>Difficulty Number: 18</li>


    </ul>


    <li>Ritual of Rebirth (Ultimate)</li>


    <ul>


    <li>Requires 1 minute to cast. Revives an ally at 50% health.</li>


    <li>Health Cost: 70%</li>


    <li>Difficulty Number: 30</li>


    </ul>


    </ol>


    <hr>


    <ol start="5">


    <li> Moonstone Path (Death/Change/Motion)</li>


    </ol>


    The Moonstone Path governs death, the transition between life and death, and agility. Necrohackers and death devotees walk this shadowed road.


    Examples of Moonstone Spells


    <ol>


    <li>Soul Fetch (Minor)</li>


    <ul>


    <li>Retrieves memories from a recently deceased target.</li>


    <li>Health Cost: 10%</li>


    <li>Difficulty Number: 12</li>


    </ul>


    <li>Phantom Step (Intermediate)</li>


    <ul>


    <li>Allows you to briefly phase through obstacles.</li>


    <li>Health Cost: 20%</li>


    <li>Difficulty Number: 15</li>


    </ul>


    <li>Raise Revenant (Advanced)</li>


    <ul>


    <li>Raises a single undead servant with enhanced abilities.</li>


    <li>Health Cost: 35%</li>


    <li>Difficulty Number: 18</li>


    </ul>


    <li>Death’s Veil (Ultimate)</li>


    <ul>


    <li>Cloaks you in deathly energy, granting invisibility and increased speed for 1 minute.</li>


    <li>Health Cost: 50%</li>


    <li>Difficulty Number: 25</li>


    </ul>


    </ol>


    <hr>


    <ol start="6">


    <li> Amber Path (Life / Healing)</li>


    </ol>


    The Amber Path embodies vitality and restoration, focusing on healing and rejuvenation. These Casters are crucial for survival.


    Examples of Amber Spells


    <ol>


    <li>Cure Wounds (Minor)</li>


    <ul>


    <li>Heals minor injuries for an ally or yourself.</li>


    <li>Health Cost: 10%</li>


    <li>Difficulty Number: 10</li>


    </ul>


    <li>Vital Surge (Intermediate)</li>


    <ul>


    <li>Temporarily boosts an ally’s health regeneration for 1 turn.</li>


    <li>Health Cost: 20%</li>


    <li>Difficulty Number: 15</li>


    </ul>


    <li>Restorative Touch (Advanced)</li>


    <ul>


    <li>Removes poison, disease, or debuffs from a target.</li>


    <li>Health Cost: 30%</li>


    <li>Difficulty Number: 18</li>


    </ul>


    <li>Life Unbound (Ultimate)</li>


    <ul>


    <li>Restores full health to all allies in range but costs 50% of your own health.</li>


    <li>Health Cost: 50%</li>


    <li>Difficulty Number: 25</li>


    </ul>


    </ol>


    <hr>


    Notes on Cross-Path Casting


    <ul>


    <li>Outside Your Path: Costs an additional +20% health and increases Difficulty Number by +2.</li>


    <li>Untrained: Add +666 to difficulty. Critical failure results in permanent health loss.</li>


    <li>Memorized Spells: Reduce the difficulty and cost for your Path, but attempting to memorize outside spells takes twice the preparation time.</li>


    </ul>


    Artifacts: Gemstone Talismans of Aethermancy


    Artifacts, particularly gemstone talismans, are vital tools for Aethermancers, providing crucial assistance by absorbing a portion of the health cost from casting spells. These talismans come in a wide variety of ranks, gemstones, and capacities. They can be reusable or single-use, and their effectiveness depends on their rank and type.


    <hr>


    Reusable Gemstone Talismans


    Reusable talismans recharge daily and are prized for their durability. However, overusing them can permanently reduce their daily capacity. Here’s how the ranks work:


    <table>


    <thead>


    <tr>


    <td>


    Rank


    </td>


    <td>


    Absorption


    </td>


    <td>


    Uses per Day


    </td>


    <td>


    Overuse Penalty


    </td>


    <td>


    Cost


    </td>


    </tr>


    </thead>


    <tbody>


    <tr>


    <td>


    S


    </td>


    <td>


    50%


    </td>


    <td>


    10


    </td>


    <td>


    -1 use/day for every overuse


    </td>


    <td>


    Astronomical


    </td>


    </tr>


    <tr>


    <td>


    A


    </td>


    <td>


    40%


    </td>


    <td>


    8


    </td>


    <td>


    Same as above


    </td>


    <td>


    Very Expensive


    </td>


    </tr>


    <tr>


    <td>


    B


    </td>


    <td>


    30%


    </td>


    <td>


    6


    </td>


    <td>


    Same as above


    </td>


    <td>


    Expensive


    </td>


    </tr>


    <tr>


    <td>


    C


    </td>


    <td>


    20%


    </td>


    <td>


    4


    </td>


    <td>


    Same as above


    </td>


    <td>


    Moderate


    </td>


    </tr>


    <tr>


    <td>


    D


    </td>


    <td>


    10%


    </td>


    <td>


    2


    </td>


    <td>


    Same as above


    </td>


    <td>


    Cheap


    </td>


    </tr>


    <tr>


    <td>


    E


    </td>


    <td>


    10%


    </td>


    <td>


    1


    </td>


    <td>


    Same as above


    </td>


    <td>


    Very Cheap


    </td>


    </tr>


    </tbody>


    </table>


    Overuse Example


    <ul>


    <li>If an S Rank Ruby Talisman is used 11 times in a single day, it permanently drops from 10 uses per day to 9 uses per day.</li>


    </ul>


    <hr>


    Single-Use Gemstone Talismans


    Single-use talismans are more affordable but have no recharge capabilities. Once their total absorption is exhausted, they shatter. They are ideal for emergencies or one-time challenges.


    <table>


    <thead>


    <tr>


    <td>


    Rank


    </td>


    <td>


    Total Absorption


    </td>


    <td>


    Cost


    </td>


    </tr>


    </thead>


    <tbody>


    <tr>


    <td>


    S


    </td>


    <td>


    200%


    </td>


    <td>


    Astronomical


    </td>


    </tr>


    <tr>


    <td>


    A


    </td>


    <td>


    100%


    </td>


    <td>


    Very Expensive


    </td>


    </tr>


    <tr>


    <td>


    B


    </td>


    <td>


    50%


    </td>


    <td>


    Expensive


    </td>


    </tr>


    <tr>


    <td>


    C


    </td>


    <td>


    20%


    </td>


    <td>


    Moderate


    </td>


    </tr>


    <tr>


    <td>


    D


    </td>


    <td>


    10%


    </td>


    <td>


    Cheap


    </td>


    </tr>


    </tbody>


    </table>


    Example Usage


    <ul>


    <li>A B Rank Sapphire Talisman can absorb up to 50% of spell damage before breaking.</li>


    <li>A C Rank Moonstone Talisman absorbs 20% of spell damage and breaks after a single use.</li>


    </ul>


    <hr>


    Attunement Rules


    <ol>


    <li>Single-Type Limitation</li>


    <ul>


    <li>You may only use one type of gemstone (e.g., Ruby, Moonstone) at a time.</li>


    <li>Attempting to use a different type without resetting attunement will cause both artifacts to deactivate temporarily.</li>


    </ul>


    <li>Attunement Process</li>


    <ul>


    <li>Takes 12 hours to attune to a new gemstone.</li>


    <li>During attunement, the artifact must remain in contact with your skin.</li>


    </ul>


    <li>Skin Contact Requirement</li>


    <ul>


    <li>Talismans must touch your skin at least once every 24 hours to maintain attunement.</li>


    <li>Failing this requirement causes the artifact to lose attunement, requiring another 12-hour attunement process.</li>


    </ul>


    <li>Multiple Artifacts</li>


    <ul>


    <li>You can attune to multiple talismans of the same type as long as they all touch your skin simultaneously (e.g., multiple Ruby Talismans).</li>


    </ul>


    </ol>


    <hr>


    Gemstones by Aethermancy Path


    Artifacts align with the six Aether Paths, with each gemstone enhancing spells tied to its associated magic.


    <table>


    <thead>


    <tr>


    <td>


    Gemstone


    </td>


    <td>


    Path


    </td>


    <td>


    Special Effects


    </td>


    </tr>


    </thead>


    <tbody>


    <tr>


    <td>


    Ruby


    </td>


    <td>


    Fire / Strength


    </td>


    <td>


    Enhances fire spells, increases strength-based damage.


    </td>


    </tr>


    <tr>


    <td>


    Emerald


    </td>


    <td>


    Plant / Growth


    </td>


    <td>


    Boosts healing and hypnosis effects.


    </td>


    </tr>


    <tr>


    <td>


    Sapphire


    </td>


    <td>


    Water / Intelligence


    </td>


    <td>


    Improves divination and spell accuracy.


    </td>


    </tr>


    <tr>


    <td>


    Amethyst


    </td>


    <td>


    Protection / Wisdom


    </td>


    <td>


    Reduces damage and enhances wards.


    </td>


    </tr>


    <tr>


    <td>


    Moonstone


    </td>


    <td>


    Death / Dexterity


    </td>


    <td>


    Strengthens necromancy and stealth.


    </td>


    </tr>


    <tr>


    <td>


    Amber


    </td>


    <td>


    Life / Healing


    </td>


    <td>


    Amplifies healing and restoration effects.


    </td>


    </tr>


    </tbody>


    </table>


    <hr>


    Artifact Shapes and Sizes


    Gemstone talismans come in various forms to suit the wearer’s needs and preferences:


    <ul>


    <li>Necklaces: Convenient and stylish, often favored by ritualists.</li>


    <li>Rings: Small and easy to conceal, ideal for subtle use.</li>


    <li>Bracelets or Armlets: Provide continuous skin contact for casters with multiple talismans.</li>


    <li>Embedded Crystals: Implanted into armor or tools for combat-focused casters.</li>


    </ul>


    Strategic Usage


    <ul>


    <li>High-ranking reusable talismans (S or A Rank) are prized for long-term use but require careful management to avoid overuse penalties.</li>


    <li>Single-use talismans are affordable alternatives for specific missions or emergencies.</li>


    <li>Combining multiple artifacts of the same type can allow for layered protection, provided they all maintain skin contact.</li>


    </ul>


    <hr>


    <h3 style="text-align: center">Armor/Ward Mechanics


    Armor has two stats that determine how it absorbs damage:


    <ol>


    <li>Damage Negation (DN)</li>


    <ul>


    <li>The flat amount of damage that is ignored from each individual attack.</li>


    <li>Example: An armor with 10 DN negates the first 10 points of damage from every attack.</li>


    </ul>


    <li>Resilience (R)</li>


    <ul>


    <li>The total damage the armor can absorb before it breaks and stops protecting the wearer.</li>


    <li>Example: An armor with 10 DN / 50 R will negate 10 damage per hit until it has absorbed 50 damage in total. After that, it offers no protection.</li>


    </ul>


    </ol>


    Example Calculation


    <ul>


    <li>An attack deals 30 damage to armor with 10 DN / 50 R:</li>


    <ul>


    <li>The first 10 damage is negated.</li>


    <li>20 damage reduces the Resilience to 30 R.</li>


    <li>If the armor absorbs 50 total damage, it breaks.</li>


    </ul>


    </ul>


    <hr>


    Body Zones for Armor and Enhancements


    Armor and enhancements are applied to specific body parts, each with its own stats for DN and R. When attacking, you must call your shot, and the difficulty increases for smaller targets:


    <table>


    <thead>


    <tr>


    <td>


    Body Part


    </td>


    <td>


    Difficulty Modifier


    </td>


    </tr>


    </thead>


    <tbody>


    <tr>


    <td>


    Chest


    </td>


    <td>


    +0


    </td>


    </tr>


    <tr>


    <td>


    Arms/Legs


    </td>


    <td>


    +3


    </td>


    </tr>


    <tr>


    <td>


    Head/Hands/Feet


    </td>


    <td>


    +6


    </td>


    </tr>


    </tbody>


    </table>


    <hr>


    Artifacts


    Artifacts function like armor but often protect the entire body and are more versatile. They can absorb physical or magical damage, depending on their design. However, artifacts come with a Humanity Cost while equipped or activated, making them expensive both financially and spiritually.


    <ol>


    <li>Whole-Body Protection:</li>


    <ul>


    <li>Artifacts provide DN and R that apply to all zones simultaneously.</li>


    <li>Example: A forcefield artifact with 20 DN / 60 R absorbs damage from any attack until its resilience is depleted.</li>


    </ul>


    <li>Specialized Protection:</li>


    <ul>


    <li>Some artifacts protect against specific damage types, such as fire or mental magic.</li>


    </ul>


    <li>Cost:</li>


    <ul>


    <li>Artifacts reduce Humanity while in use.</li>


    <li>More powerful artifacts have higher Humanity Costs.</li>


    </ul>


    </ol>


    <hr>


    Combat Mechanics


    <ol>


    <li> Attack Rolls - All Shots Are Called, if they aren''t, the SM decides based on 6D roll.</li>


    </ol>


    To hit, you roll 3D6 (Demon Dice) against the target’s Difficulty Number (DN), which depends on the body part you''re aiming for and whether they are evading:


    <table>


    <thead>


    <tr>


    <td>


    Base DN


    </td>


    <td>


    Target Zone


    </td>


    </tr>


    </thead>


    <tbody>


    <tr>


    <td>


    12


    </td>


    <td>


    Chest (default zone)


    </td>


    </tr>


    <tr>


    <td>


    15


    </td>


    <td>


    Arms or Legs (+3 DN)


    </td>


    </tr>


    <tr>


    <td>


    18


    </td>


    <td>


    Head, Hands, or Feet (+6 DN)


    </td>


    </tr>


    </tbody>


    </table>


    Evading:


    <ul>


    <li>If the defender declares evasion, their DN increases by +2 for all actions, but attacks against them have +2 DN as well.</li>


    <li>Evading lasts until the end of their next turn.</li>


    </ul>


    <hr>


    <ol start="2">


    <li> Damage Calculation</li>


    </ol>


    If the attack roll meets or exceeds the DN, the attack hits, and damage is rolled based on the weapon or spell used.


    <ul>


    <li>Example: A rifle might deal 5D6 damage.</li>


    </ul>


    Armor Absorption


    <ol>


    <li>Subtract the armor’s Damage Negation (DN) from the damage.</li>


    <li>Apply the remaining damage to the armor’s Resilience (R).</li>


    <li>Any leftover damage goes through to the target’s health.</li>


    </ol>


    Example


    <ul>


    <li>Attack: A rifle deals 30 damage.</li>


    <li>Armor: 10 DN / 50 R.</li>


    <ul>


    <li>10 damage is negated.</li>


    <li>20 damage reduces the armor’s resilience to 30 R.</li>


    <li>If resilience reaches 0, the remaining damage hits the target directly.</li>


    </ul>


    </ul>


    <hr>


    <ol start="3">


    <li> Weapon Damage</li>


    </ol>


    Weapons deal damage based on their type, expressed as D6 rolls:


    <table>


    <thead>


    <tr>


    <td>


    Weapon


    </td>


    <td>


    Damage


    </td>


    </tr>


    </thead>


    <tbody>


    <tr>


    <td>


    Knife


    </td>


    <td>


    1D6


    </td>


    </tr>


    <tr>


    <td>


    Revolver


    </td>


    <td>


    2D6


    </td>


    </tr>


    <tr>


    <td>


    Enhanced Pistol


    </td>


    <td>


    3D6


    </td>


    </tr>


    <tr>


    <td>


    Rifle (Large Guns)


    </td>


    <td>


    4-5D6


    </td>


    </tr>


    <tr>


    <td>


    Grenade


    </td>


    <td>


    6D6 + 10


    </td>


    </tr>


    </tbody>


    </table>


    <hr>


    Magic Mechanics


    Spellcasting


    <ul>


    <li>Magic always works if the caster rolls successfully, except on a fumble roll (111), which causes the spell to fizzle.</li>


    <li>Spells have a damage rating, typically expressed as D6 rolls, and their damage can be boosted by increasing the spell’s power at the cost of a higher DN and health cost.</li>


    </ul>


    Boosting Spells


    Casters can increase a spell’s damage by adding bonuses (+10, +20, etc.), but this raises the DN they must meet.


    <ul>


    <li>Example: A Firebomb base damage is 6D6 + 10. Adding +20 damage increases the DN by +5.</li>


    </ul>


    <hr>


    Damage from Magic


    <ul>


    <li>Spells that deal physical damage (e.g., firebombs, ice shards) are reduced by armor and artifacts.</li>


    <li>Mental damage (e.g., illusions, psychic attacks) bypasses physical defenses but may be resisted by specialized wards or artifacts.</li>


    </ul>


    Example


    <ul>


    <li>A Firebomb deals 6D6 + 20 to a target.</li>


    <ul>


    <li>If the target’s armor is 10 DN / 40 R, the first 10 damage is negated, and 30 damage reduces resilience to 10 R.</li>


    <li>Any leftover damage (if resilience reaches 0) goes directly to the target’s health.</li>


    </ul>


    </ul>


    <hr>


    Combat Flow


    <ol>


    <li>Declare Actions: Each combatant states their actions, such as attacking, evading, or using a spell/artifact.</li>


    <li>Attack Roll: Roll 3D6 and compare the result to the DN.</li>


    <li>Resolve Damage:</li>


    <ul>


    <li>If the attack hits, roll for damage and calculate the effects on armor, resilience, and health.</li>


    <li>Apply any additional effects (e.g., fire damage over time, artifact effects).</li>


    </ul>


    <li>End of Turn: Update armor resilience, artifact uses, and player statuses.</li>


    </ol>


    <hr>


    Health and Death


    <ol>


    <li>Health Pool:</li>


    <ul>


    <li>Average human health is 100 points, but this can vary based on enhancements or magic.</li>


    </ul>


    <li>Critical Injuries:</li>


    <ul>


    <li>If a single attack reduces a character to 0 health, they risk death or incapacitation, depending on the severity of the damage.</li>


    </ul>


    <li>Healing:</li>


    <ul>


    <li>Healing spells (e.g., Amber Path) or medical kits can restore health.</li>


    </ul>


    </ol>


    <hr>


    <h2 style="text-align: center">Healing</h2>


    Enhancements, single-use items, and Artifacts can aid in recovery but come with limitations. Health potions, for example, restore health based on their grade, but each potion specifies a maximum number a person can safely consume per day. Exceeding this limit risks Potion Poisoning, a condition with escalating consequences. Average Health Potions (C Rank) can be used twice in a day and heal up to 20% of total Vitality. Any more, and you move up a stage in Potion Poisoning.


    Potion Poisoning stages increase in severity, with progressively higher thresholds for saving rolls:


    <ul>


    <li>First Stage: Roll under 5 results in permanent vitality loss.</li>


    <li>Second Stage: Roll under 10 results in additional penalties.</li>


    <li>Third Stage: Roll under 15 exacerbates the effects.</li>


    <li>Final and Following Stages: Roll under 18 causes severe and lasting consequences.</li>


    </ul>


    Managing potion consumption is crucial to avoid debilitating long-term effects.


    <hr>


    <h2 style="text-align: center">Items for Purchase</h2>


    Below is a categorized list of items available for purchase, their functionality, and their approximate costs. Items range from weapons and armor to utility and consumables, catering to various playstyles and strategies.


    <hr>


    Weapons


    Melee Weapons


    <table>


    <thead>


    <tr>


    <td>


    Item


    </td>


    <td>


    Description


    </td>


    <td>


    Cost


    </td>


    </tr>


    </thead>


    <tbody>


    <tr>


    <td>


    Combat Knife


    </td>


    <td>


    1D6 damage, lightweight, easy to conceal.


    </td>


    <td>


    500 credits


    </td>


    </tr>


    <tr>


    <td>


    Short Sword


    </td>


    <td>


    2D6 damage, balanced for close combat.


    </td>


    <td>


    1,500 credits


    </td>


    </tr>


    <tr>


    <td>


    Energy Blade


    </td>


    <td>


    3D6 damage, bypasses basic armor DN.


    </td>


    <td>


    10,000 credits


    </td>


    </tr>


    <tr>


    <td>


    Shock Baton


    </td>


    <td>


    1D6 damage, stuns target for 1 turn.


    </td>


    <td>


    3,000 credits


    </td>


    </tr>


    </tbody>


    </table>


    Ranged Weapons


    <table>


    <thead>


    <tr>


    <td>


    Item


    </td>


    <td>


    Description


    </td>


    <td>


    Cost


    </td>


    </tr>


    </thead>


    <tbody>


    <tr>


    <td>


    Revolver


    </td>


    <td>


    2D6 damage, reliable and inexpensive.


    </td>


    <td>


    2,000 credits


    </td>


    </tr>


    <tr>


    <td>


    Enhanced Pistol


    </td>


    <td>


    3D6 damage, increased accuracy.


    </td>


    <td>


    5,000 credits


    </td>


    </tr>


    <tr>


    <td>


    Assault Rifle


    </td>


    <td>


    4D6 damage, high rate of fire.


    </td>


    <td>


    15,000 credits


    </td>


    </tr>


    <tr>


    <td>


    Sniper Rifle


    </td>


    <td>


    5D6 damage, ignores +3 difficulty for cover.


    </td>


    <td>


    20,000 credits


    </td>


    </tr>


    <tr>


    <td>


    Grenade


    </td>


    <td>


    6D6+10 damage, area of effect.


    </td>


    <td>


    1,000 credits each


    </td>


    </tr>


    <tr>


    <td>


    Firebomb


    </td>


    <td>


    6D6+20 damage, creates burning terrain.


    </td>


    <td>


    5,000 credits


    </td>


    </tr>


    </tbody>


    </table>


    <hr>


    Armor


    <table>


    <thead>


    <tr>


    <td>


    Item


    </td>


    <td>


    Description


    </td>


    <td>


    DN / R


    </td>


    <td>


    Cost


    </td>


    </tr>


    </thead>


    <tbody>


    <tr>


    <td>


    Light Kevlar Vest


    </td>


    <td>


    Reduces minor damage; lightweight.


    </td>


    <td>


    5 / 20


    </td>


    <td>


    2,000 credits


    </td>


    </tr>


    <tr>


    <td>


    Combat Jacket


    </td>


    <td>


    Standard armor for urban conflict.


    </td>


    <td>


    10 / 50


    </td>


    <td>


    5,000 credits


    </td>


    </tr>


    <tr>


    <td>


    Reinforced Plating


    </td>


    <td>


    Heavy-duty protection, limits mobility.


    </td>


    <td>


    15 / 80


    </td>


    <td>


    10,000 credits


    </td>


    </tr>


    <tr>


    <td>


    Energy Shield


    </td>


    <td>


    Absorbs energy-based attacks only.


    </td>


    <td>


    20 / 50


    </td>


    <td>


    15,000 credits


    </td>


    </tr>


    <tr>


    <td>


    Full Body Armor


    </td>


    <td>


    Comprehensive defense, limits evasion.


    </td>


    <td>


    25 / 100


    </td>


    <td>


    25,000 credits


    </td>


    </tr>


    </tbody>


    </table>


    <hr>


    Utility Items


    <table>


    <thead>


    <tr>


    <td>


    Item


    </td>


    <td>


    Description


    </td>


    <td>


    Cost


    </td>


    </tr>


    </thead>


    <tbody>


    <tr>


    <td>


    Lockpick Set


    </td>


    <td>


    Tools for picking standard locks.


    </td>


    <td>


    500 credits


    </td>


    </tr>


    <tr>


    <td>


    Hacking Module


    </td>


    <td>


    Portable device for accessing basic systems.


    </td>


    <td>


    5,000 credits


    </td>


    </tr>


    <tr>


    <td>


    Advanced Hacking Rig


    </td>


    <td>


    Breaks into high-security networks.


    </td>


    <td>


    20,000 credits


    </td>


    </tr>


    <tr>


    <td>


    Medical Kit


    </td>


    <td>


    Restores 20 HP instantly.


    </td>


    <td>


    1,000 credits


    </td>


    </tr>


    <tr>


    <td>


    Advanced Medkit


    </td>


    <td>


    Restores 50 HP and removes status effects.


    </td>


    <td>


    5,000 credits


    </td>


    </tr>


    <tr>


    <td>


    Stim Pack


    </td>


    <td>


    Boosts agility for 1 turn, +1 action.


    </td>


    <td>


    2,000 credits


    </td>


    </tr>


    <tr>


    <td>


    Energy Cell


    </td>


    <td>


    Powers enhancements or weapons.


    </td>


    <td>


    500 credits


    </td>


    </tr>


    <tr>


    <td>


    Portable Shield Generator


    </td>


    <td>


    Deployable, absorbs 30 damage.


    </td>


    <td>


    8,000 credits


    </td>


    </tr>


    </tbody>


    </table>


    <hr>


    Artifacts


    Reusable and single-use artifacts enhance combat or casting capabilities.


    Reusable Artifacts


    <table>


    <thead>


    <tr>


    <td>


    Rank


    </td>


    <td>


    Description


    </td>


    <td>


    Absorption


    </td>


    <td>


    Uses per Day


    </td>


    <td>


    Cost


    </td>


    </tr>


    </thead>


    <tbody>


    <tr>


    <td>


    S


    </td>


    <td>


    Absorbs 50% of spell damage.


    </td>


    <td>


    50%


    </td>


    <td>


    10


    </td>


    <td>


    250,000 credits


    </td>


    </tr>


    <tr>


    <td>


    A


    </td>


    <td>


    Absorbs 40% of spell damage.


    </td>


    <td>


    40%


    </td>


    <td>


    8


    </td>


    <td>


    100,000 credits


    </td>


    </tr>


    <tr>


    <td>


    B


    </td>


    <td>


    Absorbs 30% of spell damage.


    </td>


    <td>


    30%


    </td>


    <td>


    6


    </td>


    <td>


    50,000 credits


    </td>


    </tr>


    <tr>


    <td>


    C


    </td>


    <td>


    Absorbs 20% of spell damage.


    </td>


    <td>


    20%


    </td>


    <td>


    4


    </td>


    <td>


    25,000 credits


    </td>


    </tr>


    <tr>


    <td>


    D


    </td>


    <td>


    Absorbs 10% of spell damage.


    </td>


    <td>


    10%


    </td>


    <td>


    2


    </td>


    <td>


    10,000 credits


    </td>


    </tr>


    <tr>


    <td>


    E


    </td>


    <td>


    Absorbs 10% of spell damage (1 use/day).


    </td>


    <td>


    10%


    </td>


    <td>


    1


    </td>


    <td>


    5,000 credits


    </td>


    </tr>


    </tbody>


    </table>


    Single-Use Artifacts


    <table>


    <thead>


    <tr>


    <td>


    Rank


    </td>


    <td>


    Description


    </td>


    <td>


    Total Absorption


    </td>


    <td>


    Cost


    </td>


    </tr>


    </thead>


    <tbody>


    <tr>


    <td>


    S


    </td>


    <td>


    Absorbs 200% total spell damage.


    </td>


    <td>


    200%


    </td>


    <td>


    150,000 credits


    </td>


    </tr>


    <tr>


    <td>


    A


    </td>


    <td>


    Absorbs 100% total spell damage.


    </td>


    <td>


    100%


    </td>


    <td>


    75,000 credits


    </td>


    </tr>


    <tr>


    <td>


    B


    </td>


    <td>


    Absorbs 50% total spell damage.


    </td>


    <td>


    50%


    </td>


    <td>


    25,000 credits


    </td>


    </tr>


    <tr>


    <td>


    C


    </td>


    <td>


    Absorbs 20% total spell damage.


    </td>


    <td>


    20%


    </td>


    <td>


    10,000 credits


    </td>


    </tr>


    <tr>


    <td>


    D


    </td>


    <td>


    Absorbs 10% total spell damage.


    </td>


    <td>


    10%


    </td>


    <td>


    5,000 credits


    </td>


    </tr>


    </tbody>


    </table>


    <hr>


    Enhancements


    <table>


    <thead>


    <tr>


    <td>


    Item


    </td>


    <td>


    Description


    </td>


    <td>


    Humanity Cost


    </td>


    <td>


    Cost


    </td>


    </tr>


    </thead>


    <tbody>


    <tr>


    <td>


    Cybernetic Arm (Light)


    </td>


    <td>


    Standard strength boost.


    </td>


    <td>


    2


    </td>


    <td>


    20,000 credits


    </td>


    </tr>


    <tr>


    <td>


    Cybernetic Arm (Medium)


    </td>


    <td>


    2x human strength, minor damage resistance.


    </td>


    <td>


    5


    </td>


    <td>


    50,000 credits


    </td>


    </tr>


    <tr>


    <td>


    Cybernetic Arm (Heavy)


    </td>


    <td>


    3x human strength, built-in weapons.


    </td>


    <td>


    10


    </td>


    <td>


    100,000 credits


    </td>


    </tr>


    <tr>


    <td>


    Optic Enhancements


    </td>


    <td>


    Thermal and night vision, zoom functionality.


    </td>


    <td>


    2


    </td>


    <td>


    15,000 credits


    </td>


    </tr>


    <tr>


    <td>


    Leg Enhancements


    </td>


    <td>


    Enhanced mobility, jump 3x normal height.


    </td>


    <td>


    5


    </td>


    <td>


    40,000 credits


    </td>


    </tr>


    </tbody>


    </table>


    <hr>


    Miscellaneous


    <table>


    <thead>


    <tr>


    <td>


    Item


    </td>


    <td>


    Description


    </td>


    <td>


    Cost


    </td>


    </tr>


    </thead>


    <tbody>


    <tr>


    <td>


    Grappling Hook


    </td>


    <td>


    Reach high places or swing across gaps.


    </td>


    <td>


    3,000 credits


    </td>


    </tr>


    <tr>


    <td>


    Explosive Charges


    </td>


    <td>


    Breach walls or doors.


    </td>


    <td>


    10,000 credits


    </td>


    </tr>


    <tr>


    <td>


    Camouflage Cloak


    </td>


    <td>


    Reduces detection in stealth.


    </td>


    <td>


    15,000 credits


    </td>


    </tr>


    <tr>


    <td>


    Tracking Device


    </td>


    <td>


    Attaches to targets for remote tracking.


    </td>


    <td>


    5,000 credits


    </td>


    </tr>


    <tr>


    <td>


    Energy Field Generator


    </td>


    <td>


    Temporarily blocks incoming projectiles.


    </td>


    <td>


    50,000 credits


    </td>


    </tr>


    </tbody>


    </table>
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