Interlude: Making of “The Unforgettables” - The RPG system
Throughout the story of "The Unforgettables," there are RPG elements that complement the narrative, which have never been detailed until now. The game system actually exists as a complete tabletop RPG, serving as the primary source for the game layer. I will now describe in more detail some of the elements that appeared during Volume 1. The game layer is only a fun complement to the narrative, and it appears under the other layers.
Next, I will show all the game tables from the last chapter (chapter 30) and comment on each one when new elements appear, making the first table comments more verbose.
<div>
<table border="1">
<tbody>
<tr>
<td>Name: Silas "Archon" Cade</td>
<td>Species: Ebex</td>
<td>XP: 110+7 / 10</td>
</tr>
<tr>
<td colspan="3">Powers</td>
</tr>
<tr>
<td colspan="2">Super-Life</td>
<td>Magnitude 1</td>
</tr>
<tr>
<td colspan="2">Super-Energy</td>
<td>Magnitude 7</td>
</tr>
<tr>
<td colspan="2">Super-Resistance (ebex)</td>
<td>Magnitude 1</td>
</tr>
<tr>
<td colspan="2">Super-Technique</td>
<td>Magnitude 50</td>
</tr>
<tr>
<td colspan="2">Unknowledge (ebex)</td>
<td>Magnitude 3</td>
</tr>
<tr>
<td colspan="2">Superior Technology: Architect</td>
<td>Magnitude 45</td>
</tr>
<tr>
<td colspan="2">Natural Combined Armor (ebex)</td>
<td>-</td>
</tr>
<tr>
<td colspan="2">Know it all (party)</td>
<td>-</td>
</tr>
<tr>
<td colspan="3">Skills</td>
</tr>
<tr>
<td>Traditional Dancing (Dex) +2</td>
<td>Mathematics (Int) +4</td>
<td>Computer Engineering (Tech) +4</td>
</tr>
<tr>
<td>Kung fu (Res) +4 (fixed - know it all)</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td colspan="3">Essence: Reality +4</td>
</tr>
<tr>
<td colspan="3">Days: 9242(0)</td>
</tr>
<tr>
<td colspan="3">Equipment</td>
</tr>
<tr>
<td colspan="3">Superior safety clothes (AC 3)</td>
</tr>
<tr>
<td colspan="3">Northern Valley Shielded Bracers (1 parry), resized</td>
</tr>
<tr>
<td colspan="3">Silas′ Flexoclava, Damage: d12, melee, Hit: Dex, consumes 1TP / successful hit, produces 1TP / turn (quirk: Silas got +3 hit bonus when using it)</td>
</tr>
<tr>
<td colspan="3">Other</td>
</tr>
<tr>
<td colspan="3">3 credits on Paradiso account</td>
</tr>
<tr>
<td colspan="3">3375 spirit credits on PCU</td>
</tr>
<tr>
<td colspan="3">City of the Dead revival service insurance 1x</td>
</tr>
<tr>
<td colspan="3">Survival kit (food cube, shelter cube)</td>
</tr>
<tr>
<td colspan="3">Speed Flight Surveillance drones (1x, suma superior tech, +7 speed modified)</td>
</tr>
<tr>
<td colspan="3">Airbike, speed +4 (boosted), flight (normal tech): Following 4 Golens (*modified, with Laetilia)</td>
</tr>
<tr>
<td colspan="3">Aircar, perception +4 (boosted), flight (normal tech)</td>
</tr>
<tr>
<td colspan="3">Suma gravity engine, speed +6 (x3)</td>
</tr>
<tr>
<td colspan="3">Pocket aethernet connectors, backup (x2)</td>
</tr>
<tr>
<td colspan="3">City of Spirits cloud service ("The Unforgettables" technology repositories hub project) (total paid: 400.000.000 cloud credits, consumption: 0,3 cloud credits/day)</td>
</tr>
<tr>
<td colspan="3">City of Spirits material marketplace (net income: 3,2 SC$/day, operational costs: 0,3 SC$/day, buy/sell: bare suma components/metal from Petra''s Heavy Metal Universe)</td>
</tr>
<tr>
<td colspan="3">City of Spirits energy marketplace (net income: 19,8 SC$/day, operational costs: 19,7 SC$/day, buy/sell: suma battery components/charged suma batteries)</td>
</tr>
<tr>
<td colspan="3">
Schrogae 5-engine cargo airship: life support +4, capacity +7, maneuver +7, speed up +7, flight (.05c superior suma tech 50/50), space flight (.5c sub-light, superior suma tech 500/500), stealth +3(superior tech 1000/1000), inertial stabilizer +4, gravity engine +7, Energy cells battery x10 (superior tech, 10 TP charge, 100/100), Advanced Auto-Repair (superior tech, prototype bonus+, 20/20, consume 2 TP to regen 20 HP, or make 2 rolls to repair devices except for berserker mode+), Double-layered full armor (superior tech, AC 4, 200/200), 2x Energy positional shields (superior tech, 2 parry, 500/500), Structures (superior tech, 2000/2000 HP, 2000/2000), long-range scan +2 (superior tech, 1000/1000), short-range communicators +2(superior tech, 100/100),
2x turret 9th sentinel artillery/ranged (2/2) (superior tech, 120 fixed, Art.Rng., Hit: Dex/Tech, infinite ammo, 5000/5000),
Main gun - plasma cannon 5th generation shooter x4 (1/4) (superior tech, 10, Rng., Hit: Dex, infinite ammo, 6400/6400),
*berserker mode[*non-newtonian liquid atmosphere +4 (1600/10000), *tech meld interface 4x Tech/Dex/Str/Res (160000/160000), *8th circle retro-plasma saber x4 (2d12+1, Mle., Hit: Dex, infinite ammo, 10000/10000), *Avatar AI (superior tech, all Atts+4, 90000/90000)]
</td>
</tr>
</tbody>
</table>
This table is an RPG "character sheet" about Silas. At the beginning of the table, there''s his species, Ebex, which indicates a sentient species that was brought back to life in Gate. Some of his powers are directly related to this, which will be explained in detail soon.
Another thing that appears on Silas''s table is XP: 110+7 / 10. These are Silas''s experience points, which measure his potency and dedication to his powers. On the character sheet, there are 117 XP points in total, where 110 come from adventures and training, plus 7 from milestones (explained later). Of these 117 points, 10 are still to be used, meaning that only 107 points are effectively used in his powers, and 10 points remain only as a potential. In the next chapter, the first of volume 2, Silas is expected to have 117 points effectively used in his powers, plus some value of potential referring to what was learned during the new chapter, and eventually complemented if some milestone of the story is met.
Moving forward in the table, there is a section for the powers. Each power has a magnitude that represents its potency. Each 1 XP is capable of increasing any power by 1 magnitude. Roughly speaking, each magnitude doubles the power''s effect or potential, thus being an exponential progression for a linear cost.
Among Silas’ powers, we have some super-attributes, which are powers that amplify one aspect of the character to supernatural levels. Silas possesses Super-Technique, Super-Energy, and Super-Life. Explaining each: Technique is the mental ability to apply knowledge and to react promptly to any intellectual activity. It is also an essential attribute for developing technology projects and, to some extent, using devices that depend on fast and efficient mental processes. This is also the attribute used for mental precision, whether in the composition and assertiveness of ideas as well as in the clarity of logical or argumentative thinking. In stressful situations, Technique is an attribute that allows the character to maintain several active lines of thought at the same time, allowing the character to have much more time to think about what is happening than usual, as his brain is working much faster.
Super-Energy is a power that allows the characters to integrate technological energy devices within their bodies. This causes them to produce energy to power up other devices when they need to rush things up. The power also allows the characters to release energy for direct effects such as rays, explosions, or even pushing things at high speed. With practice, it is also possible to push oneself and even fly.
Super-Life is a power that Silas learned before leaving Metropolis and never trained again. When he found out he was going to venture out. This power increases the amount of physical damage that can be received before Silas′ body collapses. It is one of the things that could be learned at basic levels without the need for training, simply by venturing into Gate in places near monoliths. However, without specific training, this power remains only residual, and Silas never bothered to train this kind of thing, focusing entirely on technology.
Silas also has the power of Super-Resistance, which came from his childhood in his nomadic tribe. This power grants him marginal physical resistance, and most Ebex in the time of the New Metropolis have at least basic training in it. Silas, however, has never enhanced this kind of thing. Similarly, Silas has the power named “Natural Combined Armor,” which has no magnitudes and only represents the ability of the Ebex to combine their bony exoskeletons with any armor they use, something that Silas forgot to do a couple of times. The power of "Unknowledge," from the Ebex tradition, allows for the "resetting" of someone''s mind through social interaction. In Gate, this power can be trained further to facilitate its use and raise the chance for it to hit, given that social interactions amid stressful situations can be very complex.
Finally, Silas has heavily trained the power “Superior Technology: Architect,” which represents the ability to architect superior technology projects using Gate''s advanced science. This power is typical of trained engineers, and in his case, he chose to follow this path from the beginning of the adventure. Liora could also develop this power due to her years studying engineering in Metropolis, but she never invested in this ability. However, her daughter Laetilia, who actually helped Silas in his projects and had access to Liora′s memories, ended up developing this power, but on a much smaller scale. The more you train this power, the faster you can develop any activity related to technology, such as projects, prototypes, and mass production.
The power "Know it all" is a gift from Liora to the group. It has no magnitude and only registers that the group has access to the vast database of Oioi memories to eventually complement their abilities.
After the power section, Silas''s table has a section on skills. These represent specializations that the characters can train throughout their lives, indicating both their personal tastes and the time dedicated to each thing. Each skill can be linked to an attribute, and in terms of the game, it facilitates the use of this attribute in general. New skills can be developed or realigned over time, always keeping a maximum of 3 effective specializations (characters could have more, but only 3 will give game bonuses). Thus, Silas maintained his focus on his village''s traditional dance, which resembles a martial dance, until the end of the first volume, keeping this skill more as a personal memory that was rarely used in the adventures, except in the first chapter when he managed to disarm his four-armed opponent partially, and in the last chapter when he managed to mitigate a bit of his fall using the snow bank as a slide. Silas''s other skills represent his years of engineering studies and what he likes to do. Finally, he downloaded some combat memories from Liora''s database. She, however, filtered only human knowledge for his trip, preparing for a long time without access to the Metropolis computer network and considering that they would have humans in the group. That is why Silas chose a Kung-fu technique that, combined with the resistance training he already had from his village, facilitated the adaptation of the memories.
After the skills, we have the Essence section. This only reflects the primary origin of Gate’s powers. Everyone started with Reality essence, which implies that the powers are primarily based on the science and technology of Gate, which is advanced enough to seem like magic. Only Petra and Frank changed their essence after they began to learn true magic. This does not have a direct impact on the game except for how much attention each character attracts. Magic causes Frank to manifest flaming fists and Petra a granite form, while Silas and Liora seem relatively normal. Essence increases in potency over time without any effort or training, but very slowly, and has no apparent direct effect; this could matter if some of the characters start to learn knight′s skills.
Finally, Silas''s table has space to record the number of days he has lived, as well as his equipment and other possessions.
<div>
<table border="1">
<tbody>
<tr>
<td>Name: Liora “Stardust” Gorgath</td>
<td>Species: Oioioi</td>
<td>XP: 109+7 / 10</td>
</tr>
<tr>
<td colspan="3">Powers</td>
</tr>
<tr>
<td colspan="2">Super-Life</td>
<td>Magnitude 4</td>
</tr>
<tr>
<td colspan="2">Super-Energy</td>
<td>Magnitude 10</td>
</tr>
<tr>
<td colspan="2">Super-Dexterity</td>
<td>Magnitude 90</td>
</tr>
<tr>
<td colspan="2">Shardify (oioioi)</td>
<td>Magnitude 2 / 1</td>
</tr>
<tr>
<td colspan="2">Superior Technology Network (oioioi)</td>
<td>-</td>
</tr>
<tr>
<td colspan="2">Structural (oioioi)</td>
<td>-</td>
</tr>
<tr>
<td colspan="2">Know it all (party)</td>
<td>-</td>
</tr>
<tr>
<td colspan="3">Skills</td>
</tr>
<tr>
<td>Aerolito′s Dojo Training (Dex) +4</td>
<td>Informatics (Wis) +4</td>
<td>Streetwise (Cha) +4</td>
</tr>
<tr>
<td>Kung fu (Res) +4 (fixed - know it all)</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td colspan="3">Essence: Reality +4</td>
</tr>
<tr>
<td colspan="3">Days: 8687 (0)</td>
</tr>
<tr>
<td colspan="3">Equipment</td>
</tr>
<tr>
<td colspan="3">Double-trouble (5), ranged, hit: Dex, 2TP/turn, prototype (quirk: +3 hit when shooting twice a turn)</td>
</tr>
<tr>
<td colspan="3">The Pentagon (6), ranged, hit: Dex, 5TP/turn, prototype (quirk: no chance of friendly fire when used on any range)</td>
</tr>
<tr>
<td colspan="3">Other</td>
</tr>
<tr>
<td colspan="3">Secure private network nano-connector Mk1: enables connection with Mag1 safety</td>
</tr>
<tr>
<td colspan="3">2 credits on Paradiso account</td>
</tr>
<tr>
<td colspan="3">1000 spirit credits on PCU</td>
</tr>
<tr>
<td colspan="3">City of the Dead revival service insurance 1x</td>
</tr>
<tr>
<td colspan="3">Survival kit (fuel cube, shelter cube)</td>
</tr>
</tbody>
</table>
Liora is a specialist character; she concentrates most of her effort on her physical dexterity, so her super-dexterity power is incredibly potent, actually the highest magnitude power when compared with everyone else. This allows her to experience time in an expanded way. In game terms, this grants Liora phenomenal accuracy, or the option to sacrifice some of that precision to perform several physical actions at the same time, achieving a vast array of strategies to balance precision and super speed. Furthermore, the weapons that Silas makes for Liora use her phenomenal precision to increase their effectiveness and damage output, making her extremely effective in combat. Her super dexterity also makes Liora a character almost impossible to hit with physical attacks. Still, in the chaos of combat, there is always a small risk of something hitting her. Because of this, Liora trained a bit of Super-Life to survive extreme events, as well as a bit of Super-Energy.
Liora also possesses several powers linked to the Oioi. The first of them is “Structural,” which has no magnitudes and only indicates that she has a structural, not biological, body. This is a double-edged sword: While it allows Liora to use her internal Super-Energy to erect a barrier that mitigates damage, it also allows her to be targeted by some effects and magics that are specific to affect things that are not biologically alive.
Another of Liora’s powers is “Shardify,” which allows her to divide her mind into several parts and make her copies act more or less independently. Her copies do not possess her powers but retain some of her memories, and in the case of an independent copy, they can even become new, complete characters. The magnitude of this power indicates how many concurrent copies Liora can maintain, and the number of independent copies is always added to this total.
Finally, the "Superior Technology Network" power only registers access to Oioi''s technology network. Liora used this network to enroll in the engineering course. When she left Metropolis, she exhausted her access quotas to obtain project blueprints and sell them in the Paradiso market, thus obtaining the initial credits that were used to pay Ramirez and revive Petra and Frank.
In terms of skills, Liora created a unique martial training style to use with Petra and Frank, initially designed to train on an aerolito. She also maintained her initial varied knowledge, both of informatics from her engineering course and some urban social skills, to be able to negotiate with people and try to stay out of trouble in the cities where she eventually passed.
<div>
<table border="1">
<tbody>
<tr>
<td>Name: Petra "Warden" Somerson</td>
<td>Species: Human</td>
<td>XP: 108+7 / 10</td>
</tr>
<tr>
<td colspan="3">Powers</td>
</tr>
<tr>
<td colspan="2">Super-Life</td>
<td>Magnitude 19</td>
</tr>
<tr>
<td colspan="2">Super-Mana</td>
<td>Magnitude 7</td>
</tr>
<tr>
<td colspan="2">Super-Strength</td>
<td>Magnitude 5</td>
</tr>
<tr>
<td colspan="2">Super-Resistance</td>
<td>Magnitude 50</td>
</tr>
<tr>
<td colspan="2">Super-Wisdom</td>
<td>Magnitude 7</td>
</tr>
<tr>
<td colspan="2">Super-Constitution</td>
<td>Magnitude 10</td>
</tr>
<tr>
<td colspan="2">Spellcasting</td>
<td>Magnitude 7</td>
</tr>
<tr>
<td colspan="3">Skills</td>
</tr>
<tr>
<td>Aerolito′s Dojo Training (Res) +4</td>
<td>Shooting (Dex) +4</td>
<td>Military Discipline (Mor) +4</td>
</tr>
<tr>
<td>Tang Soo Do (Str) +4 (fixed - know it all)</td>
<td>School of Transport(v_) (Wis) +2 53/100</td>
<td>-</td>
</tr>
<tr>
<td colspan="3">Essence: Balance +4</td>
</tr>
<tr>
<td colspan="3">Days: 5356 (0)</td>
</tr>
<tr>
<td colspan="3">Equipment</td>
</tr>
<tr>
<td colspan="3">4375 spirit credits on PCU</td>
</tr>
<tr>
<td colspan="3">City of the Dead revival service insurance 1x</td>
</tr>
<tr>
<td colspan="3">Flexoclava, Damage: d12, melee, Hit: Dex, consumes 1TP / successful hit, produce 1TP / turn</td>
</tr>
<tr>
<td colspan="3">Sci-lab jacket (AC 3), regen, prototype (quirk: AC 2 to magical defense)</td>
</tr>
<tr>
<td colspan="3">Northern Valley Shielded Bracers (1 parry)</td>
</tr>
<tr>
<td colspan="3">Stone Bastion Flexoclava +5Fire: d12+1, melee, Hit: Dex, consumes 1TP / successful hit, produce 3TP / turn, prototype (quirk: +1 free action for parry each turn)</td>
</tr>
<tr>
<td colspan="3">Other</td>
</tr>
<tr>
<td colspan="3">Survival kit (food cube, shelter cube)</td>
</tr>
<tr>
<td colspan="3">Trained Magic</td>
</tr>
<tr>
<td colspan="3">(vo) The Door of Returning: Enchant a stone to serve as an anchor; a mage can have up to Mag stones enchanted at the same time. After being enchanted, at any time, the mage can open or close a flat circular immobile portal of up to Mag Km in radius at a distance of ~10 meters from this stone; the mage chooses, for each portal entry, if the portal is one-way, two-ways, one-side, or both-sides at will, need 1 action to change those parameters. When the portal near the stone opens, at the same time, this spell also opens an identical-sized portal at a distance of ~10 meters from the mage who cast this; those portals are spatial distortions and connect the two places; this effect ignores everything. The portal takes approximately 1 minute to open or close entirely for each Km in radius (minimum of 5 seconds or 1 action); the spell consumes mana (Mag MP) only to enchant the stone, and only actions are spent to open or close each of the portals. For 1 MP cost, the mage can make the stone ethereal and meld it with any inanimate object or terrain, permanently placing the stone anchor on its melded target. Each portal pair can have different colors, chosen by the mage at the casting time. If the mage tries to force a closing door upon an object/target crossing the portals to damage it (the mage can always bring some stones already enchanted and open/close local portal pairs at will, both at ~10 meters from the mage, on melee range), it must roll Wis(or Tech) vs. Dex to hit the target; on a successful hit, the portal grapples the target (Str vs. Wis roll to break free, grappled targets must expend one action for each try to fight the portal). The portal does Mag+Wis, crushing magical damage each turn until it breaks the grappled target and closes. If the mage uses any number of portals at the same time, puts one portal inside another, opens portals crossing entry and exit points, or makes any creative combination of portals to split or smash targets, the result may change, but hit rolls and damage totals caused solely by the portals apply the same way and do not stack. Range: You must touch the stone to enchant it; after that, ~10 meters to open/close portals. The distance between paired portals is infinite (the distance between the mage and the anchor). Target: One stone, or at an extra 1MP cost, any inanimate object or location melding the stone into it. Duration: Infinite on every instance, even in extreme cases where the mage dies, the portals remain in the last state forever since no mana is needed to maintain those (the portals may remain opened forever), but only the mage can modify them (including opening/closing). Tags: Enchantment, Disenchant (Mag MP, must touch the stone or place)</td>
</tr>
<tr>
<td colspan="3">
(va) Fiat Lux: Every time this magic spell is cast, one pocket universe is accessed by the mage over an infinite range of options. One and only one mage may first access each of those pocket universes using this spell, and any other power could not first access those universes in any other way nor even gather any information about them. Still, after the link is made, other forms of contact could be implemented using any other power or tool available for such things, but only after the first contact (after the spell is cast successfully). All rational beings, dead or alive, that ever existed in that pocket universe are linked to Gate and Umbra after the first contact and could be brought back to life as usual. This means that if the pocket universe once supported rational life, access to this pocket universe could leak in spite of the mage that first opens a portal to it. To define the overall parameters of each universe, 3 rolls will be made: the first roll is entirely random, a chaos roll (d20) that modifies the rolled entry every time this spell is cast. The second roll is a Luck roll for control (the mage''s overall intention with that spell), and usually, this is the most crucial roll for this spell. The third and last roll is another chaos roll (d20) that modifies the entry when it is cast, but this time, it improves or modifies the universe parameters based on Magnitude. As this magic nature is a mix of balance and chaos essences, the effects could never be controlled the way most of the other spells are. A mage can only open such portals up to Wisdom''s different universes, and once the connection is made the first time, it is perpetual and permanent; this effect ignores everything, so if the mage wants to open portals to new universes and is already at its limits, the mage needs to train Wisdom before doing so. To open a single portal, the mage needs to spend the total mana cost (Mag) at the casting start, and it takes at least 8 hours to finish casting it. During all this time, the mage can do nothing else and must always be touching the portal; failing to do so makes the spell fail, and the mage must restart it all over again; the mage may need a Constitution roll vs. Mag to not fall unconscious after each casting. The portal is a perfect circle of (Magnitude + Wisdom) Kilometers radius that the mage positions at the start of the casting (usually, the mage sits on a wide-open area, and the portal starts to grow in size upwards, it reaches maximum size in minutes, shortly afterward wild magic effects and visuals start to react with the portal during the entire process making an ominous view, giving faint hints of what the results may be when it is finished). It is always a one-side portal (hot face always facing the mage to open, and the cold face to close) and a two-way (mage universe and pocket universe in-out connection). Besides the fantastic visual effects, the portal does not interact with reality in both universes until the casting ends. The cold side of the portal is inert on both openings (mages universe and new universe openings). Suppose a strong force starts to do significant damage to the cold side (more than 10 x Mag damage). In that case, it starts to bend the portal, making bubbles of space that, when collapsed, lead to the other side of the portal, but inside the same universe, any universe travel may be done only through the hot side. When the spellcasting finishes, it opens on both universes on an explosion of magic (and maybe an explosion of something else). If the mage remains conscious, it has 1 turn (5~6 seconds) after the casting ends to do something before it takes effect and the portal opens on an explosion. The mage has only this time to figure out what happens (Wis roll vs. Mag) and react somehow, but the mage may not undo this spell at that point. To close the portal, the mage must spend mana and time and do the same ritual, touching the portal from the other inactive side to close it. While this spell is being cast to close the portal (at least 8 hours), the portal remains fully open, connecting the two universes; even after closing the portal, the Umbra and any other kind of interaction cannot be undone. Every time the mage casts this magic, it needs to choose to open the portal to any previous universe he opened before or open it to a new universe, if it is possible. The minimum space size of each universe accessed with this spell is ~(Mag + Wis) Light-Gate-Years. Range: Melee, the mage must touch the portal all the time. Duration: Infinite (can be closed and opened again to the same universe). Tags: Permanent effect, chaos magic, ignore all.
</td>
</tr>
<tr>
<td colspan="3">Spell Complements</td>
</tr>
<tr>
<td colspan="3">
(vo) Light Green - Space observatory near the Tempus King′s Mountain.
(vo) Fire-red - Heavy Metal Infinity Universe, near the entry point.
(vo) Pinky-red - with Petra
(vo) Deep-blue - cargo door of The Unforgettables schrogae ship.
(vo) Pale-white - Ellipsoid Dojo Universe, Petra''s luxury room.
(vo) Light-yellow - with Petra.
(vo) Dark-grey - with Petra.
</td>
</tr>
<tr>
<td colspan="3">
(va) Heavy Metal Infinity, Magnitude 1: An utterly inhabitable universe with tilted physics and very weak gravity force, it is filled with an infinite quantity of heavy metal(primarily liquid and vapor steel, but very rich in Tungsten, Osmiun, and Iridium) lava and vapor at 2100K..4200K temperature range. When the portal is open, a constant flow of hot lava jets out of the portal in a dozen-kilometers-long gush until it eventually jams, which may take years and may make the process of closing it complex because the jam could disrupt the other side if the mage remains near the ground. The lava deals (1d12+1)x3 physical damage on everything it touches in a wide area, raising the damage dice by "1" every turn up to the maximum damage (39 damage every turn). Anyone caught by the lava needs to roll Str vs. 3 to take any physical action (swimming is possible for Str 6+, if solidified digging is possible at Str 21+). 1st roll: "6": Fire, heat and metal, wild elemental universe, thermodynamics, and gravity may differ. 2nd roll: "roll result -17": (double critical failure, a mage could not control anything, the effect is dangerous, extra dangerous side effects at first time casting). 3rd roll: "19" The universe is infinite in size. Any effects related to this universe cause +1(Mag) base damage (weapons done with this metal have this extraordinary bonus and the weapon uses heat to cause damage). And any physical, earth, fire, or heat effects deal an additional +30 Damage only when inside the Heavy Metal Infinity universe (base: 30 x Mag damage).
(va) Ellipsoid Dojo, Magnitude 2: An ellipsoid with 42 light-years primary diameter (x 35 x 35 light-years minor diameters) composed of solid stone and air, temperatures near water freezing, and a respirable air atmosphere rich in Oxygen. The gravity varies between ~30g at the central axis and near zero at the extreme borders. The universe is closed and has expelling walls, which means that anything that causes 2 or more damage at its borders is expelled to the outside of the universe at a random location near the last entry point. The floor is made of a solid granite layer over solid compressed graffiti, with a solid structural lower border under the stone that supports up to 20.000 damage to expel things like the surface air border. 1st roll: 12: "Stone, simple shapes and solid universe." 2nd roll result: +4 "single success, no extraordinary effect." 3rd roll: 11 "Universe is larger than usual, has a few security improvements and only small quirks."
You might be reading a pirated copy. Look for the official release to support the author.(va) -
(va) -
(va) -
(va) -
(va) -
</td>
</tr>
</tbody>
</table>
Petra possesses a wide range of powers, primarily focused on defense strategies and, later, some specific magic abilities. Petra''s main power is "Super-Resistance." She quickly surpassed Silas due to her training and focus. In the later chapters, this power granted her epic survival abilities, as well as a capacity to deliver brutal counterattacks. Petra also possesses substantial training in super-life and super-constitution, which grants her fantastic survivability against damage from any source. She also has a formidable capacity for physical and mental regeneration, complementing her potential with magic.
Petra also has reasonable training in Super-Mana, which allows her to cast spells at maximum power almost without needing time to rest, as well as some training in the "Spellcasting" power. In game terms, the greater the potential of this power, the greater the potency of her spells, and the greater the mana consumption.
Petra also has moderate amounts of Super-Strength and Super-Wisdom, which give her supernatural physical strength and mental capacity. In game terms, strength allows Petra to move more effectively, as well as cause some damage in direct attacks, not just counterattacks, and wisdom gives her an extended memory capacity, as well as the ability to perceive things and relationships between any source of information. Her mental capacity also helps her enhance her teleportation spells, as well as giving her some degree of resistance to magical attacks that might eventually bypass her physical defenses.
In terms of skills, Petra helped Liora develop her unique martial art to be trained on top of aerolites. She also preserved some military training from her past on Earth. When she was given the option to choose a martial art from the Oioi database to complement her training, she remembered Chuck Norris and chose his same fighting style in his honor. Petra did not use the signature roundhouse kick, but instead, she used some Tang Soo Do grabs that perfectly matched her style and powers.
In Petra''s and Frank''s tables, there is a well-detailed list of how each of the spells they have learned works, as well as space to record the active uses of these spells.
<div>
<table border="1">
<tbody>
<tr>
<td>Name: Frank "Firebreaker" Summers</td>
<td>Species: Human</td>
<td>XP: 108+6 / 10</td>
</tr>
<tr>
<td colspan="3">Powers</td>
</tr>
<tr>
<td colspan="2">Super-Life</td>
<td>Magnitude 6</td>
</tr>
<tr>
<td colspan="2">Super-Mana</td>
<td>Magnitude 2</td>
</tr>
<tr>
<td colspan="2">Super-Willpower</td>
<td>Magnitude 2</td>
</tr>
<tr>
<td colspan="2">Super-Strength</td>
<td>Magnitude 68</td>
</tr>
<tr>
<td colspan="2">Super-Dexterity</td>
<td>Magnitude 17</td>
</tr>
<tr>
<td colspan="2">Super-Intelligence</td>
<td>Magnitude 5</td>
</tr>
<tr>
<td colspan="2">Super-Charisma</td>
<td>Magnitude 1</td>
</tr>
<tr>
<td colspan="2">Super-Constitution</td>
<td>Magnitude 2</td>
</tr>
<tr>
<td colspan="2">Spellcasting</td>
<td>Magnitude 2</td>
</tr>
<tr>
<td colspan="3">Skills</td>
</tr>
<tr>
<td>Aerolito′s Dojo Training (Dex) +4</td>
<td>Bar Politics (Int) +4</td>
<td>Power Drinking (Res) +4</td>
</tr>
<tr>
<td>Drunken Fighting (Str) +4 (fixed - know it all)</td>
<td>School of Communication (l_) (Int) +2 75/100</td>
<td>-</td>
</tr>
<tr>
<td colspan="3">Essence: Balance +4</td>
</tr>
<tr>
<td colspan="3">Days: 5071 (0)</td>
</tr>
<tr>
<td colspan="3">Equipment</td>
</tr>
<tr>
<td colspan="3">4375 spirit credits on PCU</td>
</tr>
<tr>
<td colspan="3">City of the Dead revival service insurance 1x</td>
</tr>
<tr>
<td colspan="3">Dual-ray trigger happy riffle (5), ranged, hit: Dex, 2TP\turn</td>
</tr>
<tr>
<td colspan="3">Ebexian Flexoclava (d12), melee, hit: Dex, consumes 1TP / successful hit, produce 1TP / turn</td>
</tr>
<tr>
<td colspan="3">Flametongue Flexoclava +5Fire: (2d6+1), melee, hit: Dex, consumes 1TP / successful hit, produce 3TP / turn, prototype (quirk: +9 fire damage when using mana wildly)</td>
</tr>
<tr>
<td colspan="3">Other</td>
</tr>
<tr>
<td colspan="3">Survival kit (food cube, shelter cube)</td>
</tr>
<tr>
<td colspan="3">Vabala, complete, open</td>
</tr>
<tr>
<td colspan="3">Northern Valley Shielded Bracers (1 parry) 2x</td>
</tr>
<tr>
<td colspan="3">Northern Valley Guard Armor (AC 2) 2x</td>
</tr>
<tr>
<td colspan="3">Northern Valley Stun Rifle (2), hit: Dex, dam: Dex, ranged, non-lethal option, unlimited ammo 4x</td>
</tr>
<tr>
<td colspan="3">Trained Magic</td>
</tr>
<tr>
<td colspan="3">
(lu) Unforgettables, Assemble! Enchant with telepathy and sharing perception up to Int targets (Int+1 for the Unforgettables party only) simultaneously, enchanted beings opt to turn on and off this power at will at no cost or to filter it as desired. Grants a circumstantial bonus of +Mag on mobility rolls and can share skills to make rolls using the highest within the group. Targets: Mag targets each casting. Range: Indirect perception (only for enchanting or disenchanting; after that, the range is infinite and ignores all). Duration: infinite. Tags: Enchantment, Disenchant (no cost, at will)
</td>
</tr>
<tr>
<td colspan="3">(lo) Pub Proxy Projection: Enchant one location so that you can hear/see/taste and speak/be seen as if you were present. You can keep enchanted up to Mag locations simultaneously. You make an Int roll for accuracy (with a +3 bonus for any pub). Range: Knowledge. Targets: A point in relative space and maximum radius of (Int + Mag) meters, expend mana to cast and expand radius if needed. Duration: infinite Tags: Enchantment, Disenchant (no cost, at will)</td>
</tr>
<tr>
<td colspan="3">Spell Complements</td>
</tr>
<tr>
<td colspan="3">(lu) Self (Frank): Str +4, Res + 4, Dex + 4, Int +4
(lu) Liora: Wis +4, Cha +4
(lu) Silas: Tech +4
(lu) Petra: Mor +4
(lu) Laetilia:
(lu) Amanda: ???</td>
</tr>
<tr>
<td colspan="3">
(lo) Rokatrista Bar "Taco′Bout Trouble Tavern" aka "Triple Ts," Gate, Northern Edge Region
(lo) Petra′s Heat Cliffs, still have no Bars, Gate, North region of the Kings Mountain
</td>
</tr>
</tbody>
</table>
Frank possesses a diverse set of powers, primarily focused on Super-Strength and secondarily on Super-Dexterity, so he has phenomenal mobility as well as the most potent blows in the group in terms of brute physical strength. This combination of strength and some dexterity makes him a highly effective combat machine, though not so efficient in terms of defenses, being far from Liora’s speed and Petra’s regenerative capabilities. Despite this, Frank possesses the power of Super-Intelligence, which offers him phenomenal creative potential and superior mental capacity, allowing him to rebuild relations with his past on Earth, revisit what he knew, and learn better from his life experiences. This power also gives him greater potency in his communication spells.
Frank also has a marginal amount of Super-Willpower, a power that, in game terms, allows him to give his maximum capacity in a few moments. However, the maximum of his capabilities is not always enough to solve everything. Frank also possesses the power of Super-Charisma, which gives him improved social potential. He decided to experiment with this type of alternative training after learning magic to return to Rocatrista in ghost form, realizing that his time would be pretty limited. He would need his communication to be as effective as possible, especially living in a wholly different world.
Regarding his skills, Frank helped the group develop their signature fighting style to be trained on top of aerolites. Frank also preserved his life skills, which are tied to his rather intricate past as a frequent patron of Earth’s bar scene. This knowledge allowed him to better adapt to the bars of Gate, as well as nurture a more amicable relationship with more complex characters like Ramirez and his contacts. Finally, when Frank could choose from the martial arts, he chose Drunken Fighting in homage to Jackie Chan; it was also a strategic choice in case he needed to make others think that he was drunk. In combat, he used this style to land some creative unarmed hits to surprise his enemies.
<div>
<table border="1">
<tbody>
<tr>
<td>Name: Laetilia "DestinyTILT" Gorgath (out)</td>
<td>Species: Oioioi</td>
<td>XP: 81+7 / 27</td>
</tr>
<tr>
<td colspan="3">Powers</td>
</tr>
<tr>
<td colspan="2">Super-Life</td>
<td>Magnitude 7</td>
</tr>
<tr>
<td colspan="2">Super-Willpower</td>
<td>Magnitude 1</td>
</tr>
<tr>
<td colspan="2">Super-Energy</td>
<td>Magnitude 5</td>
</tr>
<tr>
<td colspan="2">Super-Strength</td>
<td>Magnitude 5</td>
</tr>
<tr>
<td colspan="2">Super-Resistance</td>
<td>Magnitude 2</td>
</tr>
<tr>
<td colspan="2">Super-Dexterity</td>
<td>Magnitude 2</td>
</tr>
<tr>
<td colspan="2">Super-Intelligence</td>
<td>Magnitude 1</td>
</tr>
<tr>
<td colspan="2">Super-Wisdom</td>
<td>Magnitude 1</td>
</tr>
<tr>
<td colspan="2">Super-Technique</td>
<td>Magnitude 3</td>
</tr>
<tr>
<td colspan="2">Super-Charisma</td>
<td>Magnitude 1</td>
</tr>
<tr>
<td colspan="2">Super-Beauty</td>
<td>Magnitude 1</td>
</tr>
<tr>
<td colspan="2">Super-Morale</td>
<td>Magnitude 1</td>
</tr>
<tr>
<td colspan="2">Super-Constitution</td>
<td>Magnitude 1</td>
</tr>
<tr>
<td colspan="2">Super-Luck</td>
<td>Magnitude 27</td>
</tr>
<tr>
<td colspan="2">Shardify (oioioi)</td>
<td>Magnitude 1</td>
</tr>
<tr>
<td colspan="2">Superior Technology Network (oioioi)</td>
<td>-</td>
</tr>
<tr>
<td colspan="2">Structural (oioioi)</td>
<td>-</td>
</tr>
<tr>
<td colspan="2">Know it all (party)</td>
<td>-</td>
</tr>
<tr>
<td colspan="2">Superior Technology (architect)</td>
<td>Magnitude 3</td>
</tr>
<tr>
<td colspan="3">Skills</td>
</tr>
<tr>
<td>Videogaming (Dex) +2</td>
<td>Piloting (Tech) +2</td>
<td>-</td>
</tr>
<tr>
<td>Survival (Wis) +4 (fixed - know it all)</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td colspan="3">Essence: Reality +3</td>
</tr>
<tr>
<td colspan="3">Days: 126(0)</td>
</tr>
<tr>
<td colspan="3">Equipment</td>
</tr>
<tr>
<td colspan="3">Bare hands</td>
</tr>
<tr>
<td colspan="3">Other</td>
</tr>
<tr>
<td colspan="3">Secure private network nano-connector Mk1: enables connection with Mag1 safety</td>
</tr>
<tr>
<td colspan="3">2375 spirit credits on PCU</td>
</tr>
<tr>
<td colspan="3">City of Spirits revival service insurance 1x</td>
</tr>
<tr>
<td colspan="3">Survival kit (suma fuel cube, suma shelter cube)</td>
</tr>
<tr>
<td colspan="3">Access to "The Unforgettables" technology repositories hub</td>
</tr>
<tr>
<td colspan="3">Personal aethernet connector (embedded on suma-oioi parts)</td>
</tr>
<tr>
<td colspan="3">Suma superior body parts (+27 bonus on any rolls to be raised from the dead, prototype (???) quirk: +3 temporary MMP when in Umbra)</td>
</tr>
<tr>
<td colspan="3">Superior airbike, space flight, +9 speed, +9 scanning, +9 dodge, +9 stealth, +9 communication, +3 hacking, pocket servo-droids (x2), +12 survival, embedded suma-oioi hypercube (shelter/fuel/cultural), +12 security, tech-meld interface (1000/1000), stat: +100 HP (base 10)</td>
</tr>
<tr>
<td colspan="3">Advanced seeker drone, +13 speed, +12 scanning, +12 stealth, umbral-shift (consumes 1 TP each shift), stat: +100 HP (Base 1), +2 MP, +2 TP (seeking the Golems)</td>
</tr>
</tbody>
</table>
Laetilia is a rather unconventional character. As Liora''s prodigy daughter, she ended up focusing solely on the experimental power of "Super-Luck," which she did not entirely understand, even as she was not fully aware of what she was doing. She loved spending her free time playing games from Seneca''s database while, in Ramirez''s words, she traveled inside the ship that was "rubbing itself on strange things in Gate." Despite this, Ramirez often grumbled to Frank about what was happening during the trip, amazed at how incredibly lucky they were, at least until Laetilia became completely independent and transported away from the group. Additionally, Laetilia has a large amount of unused XP since she didn''t have time to train appropriately, always doing something that Liora or Silas asked. When she had the opportunity, she trained a bit of everything available at Liora''s database in an innocent strategy, reflecting her still very childish personality during the first volume.
In terms of skills, Laetilia has minimal life experience and only has piloting skills, something she has always done and will be very useful in her solo journey. She also preserved her skill with video games. Laetilia also decided to download survival skills rather than combat skills from the Oioi database right before leaving. This is because she will be alone for a while. If things get complicated, she intends to know what to do to stay alive in a potentially hostile environment, a slightly more mature choice, already indicating the significant internal changes she is undergoing at the end of the first volume.
Another curious note is that part of the material she ordered from Sumas arrived with something strange. They sent her some experimental versions of devices that the engineers used as prototypes, which means that part of the material she bought had significant random improvements that may not be very specific to her needs.
<div>
<table border="1">
<tbody>
<tr>
<td colspan="3">Superior Technology projects</td>
</tr>
<tr>
<td>People on development</td>
<td>Silas, Laetilia</td>
<td>48 research/day</td>
</tr>
<tr>
<td>People on prototyping (creative mod, may use Tech)</td>
<td>Silas, Laetilia</td>
<td>101 research/day</td>
</tr>
<tr>
<td>People on production (creative mod, may use Tech)</td>
<td>Silas, Laetilia, Liora copy (1x), Laetilia copy (1x)</td>
<td>103 research/day</td>
</tr>
<tr>
<td>Repair rate</td>
<td> </td>
<td>1030 / day</td>
</tr>
<tr>
<td colspan="3">Blueprints</td>
</tr>
<tr>
<td>Flexoclava</td>
<td>Foundation melee weapon + 1x internal energy generator</td>
<td>20 / 20 Research</td>
</tr>
<tr>
<td>Sci-lab jacket</td>
<td>Foundation main protector + regeneration</td>
<td>20 / 20 Research</td>
</tr>
<tr>
<td>Dual-ray trigger happy riffle</td>
<td>Foundation ranged weapon + energy(2)</td>
<td>30 / 30 Research</td>
</tr>
<tr>
<td>Mister Snoop-Sentry, the 1st</td>
<td>Network sentinel of 1st anti-horror</td>
<td>10 / 10 Research</td>
</tr>
<tr>
<td>Mister Snoop-Sentry, the 2nd</td>
<td>Network sentinel of 2nd anti-horror</td>
<td>20 / 20 Research</td>
</tr>
<tr>
<td>1st modified Flexoclava +5Fire</td>
<td>Melee weapon of 1st circle, +3x internal energy generator</td>
<td>30 / 30 Research (+20 research for batteries on production)</td>
</tr>
<tr>
<td>2nd modified Flexoclava +5Fire</td>
<td>Melee weapon of 2nd circle, +3x internal energy generator</td>
<td>50 / 50 Research (+20 research for batteries on production)</td>
</tr>
<tr>
<td>Penta-gun 1st Missile Massacre</td>
<td>Shoot weapon of 1st gen, + 5x internal energy generator</td>
<td>110 / 110 Research (+40 research for batteries on production)</td>
</tr>
<tr>
<td colspan="3">Prototype</td>
</tr>
<tr>
<td>Silas′ Flexoclava</td>
<td>Damage: d12, melee, Hit: Dex, consumes 1TP / successful hit, produce 1TP / turn (quirk: Silas got +3 hit bonus when using it)</td>
<td>20 / 20 Research</td>
</tr>
<tr>
<td>Sci-lab jacket of disbelief</td>
<td>AC:3, regenerate (quirk: AC:2 for magical defense)</td>
<td>20 / 20 Research</td>
</tr>
<tr>
<td>Double-trouble</td>
<td>Damage: 5, ranged, Hit: Dex, consumes 1TP / successful hit, produces 2TP\turn (quirk: +3 hit when shooting twice a turn)</td>
<td>30 / 30 Research</td>
</tr>
<tr>
<td>Mister Snoop-Sentry, the 1st</td>
<td>Nullify: hacking mag 1, bonus roll: +3 (quirk: on single failure, delay hacking in 1 turn and warns on comlink)</td>
<td>10 / 10 Research</td>
</tr>
<tr>
<td>Mister Snoop-Sentry, the 2nd</td>
<td>Nullify: hacking mag 2, bonus roll: +6 (quirk: on single failure, delay hacking in 1 turn and warns on comlink)</td>
<td>20 / 20 Research</td>
</tr>
<tr>
<td>Stone Bastion Flexoclava +5Fire</td>
<td>Damage: d12+1, melee, Hit: Dex, consumes 1TP / successful hit, produces 3TP / turn (quirk: Petra can free-parry one extra blow against herself every turn, totaling 2 free parries for attacks against her, and one parry against any target committing her action as usual)</td>
<td>30 / 30 Research</td>
</tr>
<tr>
<td>Flametongue Flexoclava +5Fire</td>
<td>Damage: 2d6+1, melee, Hit: Dex, consumes 1TP / successful hit, produces 3TP / turn (quirk: Frank has a +9 fix damage modifier if he ignites it using mana wildly)</td>
<td>50 / 50 Research</td>
</tr>
<tr>
<td>The Pentagon</td>
<td>Damage: 6, ranged, Hit:Dex, consumes 1TP / successful hit, produces 5TP / turn (quirk: up to 10 safe targets, identified with a network key device, that could not be mistarget by friendly fire, the shoots completely bypass those targets ignoring any cover as if they does not exist, adding a +17 surprise hit bonus for all attacks and mobility rolls for one turn, but only in the first time it was used against an antagonist)</td>
<td>110 / 110 Research</td>
</tr>
<tr>
<td colspan="3">Production</td>
</tr>
<tr>
<td>Flexoclava (complete: 2x)</td>
<td>Damage: d12, melee, Hit: Dex, consumes 1TP / successful hit, produce 1TP / turn</td>
<td>40 / 20 Research</td>
</tr>
<tr>
<td>Dual-ray trigger happy riffle (complete: 1x)</td>
<td>Damage: 5, ranged, Hit: Dex, consumes 1TP / successful hit, produce 2TP\turn</td>
<td>30 / 30 Research</td>
</tr>
<tr>
<td>Superior Technology Factory</td>
<td>It does not need a blueprint; it requires a material source and 1TP energy for each other''s projects. It allows mass production projects.</td>
<td>10 / 10 Research</td>
</tr>
<tr>
<td>Mass-produced structure (complete: 120 = 1200 HP)</td>
<td>It needs no blueprint, protects other structures or devices, and has 10 HP each. (plugged: all on training dojo)</td>
<td>120 / 1 Research</td>
</tr>
<tr>
<td>Mass-produced auto repair system (complete: 8 = regen 80/t)</td>
<td>It needs no blueprints, regenerates a structure at 10HP/turn, and consumes 1TP/turn. (plugged: all on training dojo)</td>
<td>80 / 10 Research</td>
</tr>
<tr>
<td>Mass-produced energy cell (complete: 38/40x)</td>
<td>Need no blueprint, 1 act. = 1TP one-shot, recharge as repair</td>
<td>40 / 1 Research</td>
</tr>
<tr>
<td>Mass-produced energy battery (complete:12x )</td>
<td>Need no blueprint, 1TP/turn on a plugged device (plugged: 4 for Liora, 2 for Frank, 2 for Petra, 4 for the factory)</td>
<td>120 / 10 Research</td>
</tr>
</tbody>
</table>
This table summarizes the powers related to superior technology. It lists the people who are potentially part of the development teams, their potential contributions, and a list of projects in their shared repository. Every technology project starts in the blueprint development phase, where only the "Superior Technology: Architect" power of each person is considered. Then comes the prototyping phase, which always produces one test device with some quirk. In this phase, both the architectural potential and the mental attributes of its participants are considered. Finally, in the production phase, devices are made on a larger scale, and anyone can contribute a little by working on the projects, even using a factory to mass-produce some devices.
This table also includes a total for repairs, as this became important because the Schrogae ship they found at the Northern Valley outpost was experimental and had many inactive components, as well as some undocumented devices, as they were restricted defense weapons that the city was supposedly assembling, probably to respond to the winged creatures that the group encountered in the middle of the north vein at the beginning of their journey.
<div>
<table border="1">
<tbody>
<tr>
<td colspan="10">The Unforgettables Assembly (Milestones 7/7)</td>
</tr>
<tr>
<td colspan="10">Maneuver: 68+6 (condition: Firebreaker on vanguard)</td>
</tr>
<tr>
<td colspan="10">Perception: 7+4 (condition: Warden on perception range)</td>
</tr>
<tr>
<td colspan="10">Tactical Insight: 5+4 (condition: Firebreaker on perception range)</td>
</tr>
<tr>
<td colspan="10">Hacking defense: 50+10</td>
</tr>
<tr>
<td colspan="10">Feats of strength: Use a colossal Flexoclava to finally play snooker using planet Mercury as the white ball (condition: Firebreaker and a solid anchor point to apply the force)</td>
</tr>
<tr>
<td colspan="10">Vanguard: Firebreaker, Warden</td>
</tr>
<tr>
<td colspan="10">Ranged: Stardust</td>
</tr>
<tr>
<td colspan="10">Artillery: Archon</td>
</tr>
<tr>
<td colspan="10">Combat Totals</td>
</tr>
<tr>
<td>Char-action</td>
<td>life</td>
<td>aural</td>
<td>hit</td>
<td>dam</td>
<td>def</td>
<td>mdef</td>
<td>dodge</td>
<td>TP cost</td>
<td>extra</td>
</tr>
<tr>
<td>Warden</td>
<td>190 / 190
Umbra: -100</td>
<td>MP 7/7</td>
<td> </td>
<td> </td>
<td>150</td>
<td>10</td>
<td>0+4</td>
<td> </td>
<td>regen 10/t</td>
</tr>
<tr>
<td>War - melee</td>
<td> </td>
<td> </td>
<td>0+4</td>
<td>5(d12+1)+5</td>
<td> </td>
<td> </td>
<td> </td>
<td> </td>
<td> </td>
</tr>
<tr>
<td>War - parry</td>
<td> </td>
<td> </td>
<td>45+4</td>
<td>50(d12+2)+5</td>
<td> </td>
<td> </td>
<td> </td>
<td>X-3</td>
<td>X hit/t, 1TF free</td>
</tr>
<tr>
<td>Exausted Flexoclava</td>
<td> </td>
<td> </td>
<td> </td>
<td>
(d12+1) to (d6+1)
(d12+2) to (d6+2)
</td>
<td> </td>
<td> </td>
<td> </td>
<td> </td>
<td>Change damage dice to d6</td>
</tr>
<tr>
<td>Firebreaker</td>
<td>60 / 60
Umbra: -20</td>
<td>WP 2/2
MP 2/2</td>
<td> </td>
<td> </td>
<td>0</td>
<td>0</td>
<td>17+4</td>
<td> </td>
<td>regen 2/t</td>
</tr>
<tr>
<td>Fir - melee</td>
<td> </td>
<td> </td>
<td>17+4</td>
<td>68(2d6+1)+5</td>
<td> </td>
<td> </td>
<td> </td>
<td>X-3</td>
<td>X hit/t, 9 fire</td>
</tr>
<tr>
<td>Fir - melee TF2</td>
<td> </td>
<td> </td>
<td>7+4</td>
<td>68(2d6+1)+5</td>
<td> </td>
<td> </td>
<td> </td>
<td>X-3</td>
<td>X hit/t, 9 fire</td>
</tr>
<tr>
<td>Fir - brawl</td>
<td> </td>
<td> </td>
<td>68+4</td>
<td>68(d4)</td>
<td> </td>
<td> </td>
<td> </td>
<td> </td>
<td>bare hands</td>
</tr>
<tr>
<td>Fir - brawl TF2</td>
<td> </td>
<td> </td>
<td>58+4</td>
<td>68(d4)</td>
<td> </td>
<td> </td>
<td> </td>
<td> </td>
<td>bare hands</td>
</tr>
<tr>
<td>Fir - ranged</td>
<td> </td>
<td> </td>
<td>17+4</td>
<td>85</td>
<td> </td>
<td> </td>
<td> </td>
<td>X-3</td>
<td>X hit/t</td>
</tr>
<tr>
<td>Fir - ranged TF2</td>
<td> </td>
<td> </td>
<td>7+4</td>
<td>85</td>
<td> </td>
<td> </td>
<td> </td>
<td>X-3</td>
<td>X hit/t</td>
</tr>
<tr>
<td>Exausted Flexoclava</td>
<td> </td>
<td> </td>
<td> </td>
<td>(2d6+1) to (d6+1)</td>
<td> </td>
<td> </td>
<td> </td>
<td> </td>
<td>Change damage dice to d6</td>
</tr>
<tr>
<td>Stardust</td>
<td>40 / 40
Umbra: -1</td>
<td>TP 10/10</td>
<td> </td>
<td> </td>
<td>0</td>
<td>0</td>
<td>90+4</td>
<td> </td>
<td> </td>
</tr>
<tr>
<td>Stardust (self)</td>
<td>+10X</td>
<td> </td>
<td> </td>
<td> </td>
<td> </td>
<td> </td>
<td> </td>
<td>X</td>
<td>reaction</td>
</tr>
<tr>
<td>Star - ranged</td>
<td> </td>
<td> </td>
<td>90+4</td>
<td>540</td>
<td> </td>
<td> </td>
<td> </td>
<td>X-5</td>
<td>X hit/t</td>
</tr>
<tr>
<td>Star - ranged TF2</td>
<td> </td>
<td> </td>
<td>80+4</td>
<td>540</td>
<td> </td>
<td> </td>
<td> </td>
<td>X-5</td>
<td>X hit/t</td>
</tr>
<tr>
<td>Star - ranged TF3</td>
<td> </td>
<td> </td>
<td>70+4</td>
<td>540</td>
<td> </td>
<td> </td>
<td> </td>
<td>X-5</td>
<td>X hit/t</td>
</tr>
<tr>
<td>Star - ranged TF4</td>
<td> </td>
<td> </td>
<td>60+4</td>
<td>540</td>
<td> </td>
<td> </td>
<td> </td>
<td>X-5</td>
<td>X hit/t</td>
</tr>
<tr>
<td>Star - ranged TF5</td>
<td> </td>
<td> </td>
<td>50+4</td>
<td>540</td>
<td> </td>
<td> </td>
<td> </td>
<td>X-5</td>
<td>X hit/t</td>
</tr>
<tr>
<td>Star - ranged TF6</td>
<td> </td>
<td> </td>
<td>40+4</td>
<td>540</td>
<td> </td>
<td> </td>
<td> </td>
<td>X-5</td>
<td>X hit/t</td>
</tr>
<tr>
<td>Star - ranged TF7</td>
<td> </td>
<td> </td>
<td>30+4</td>
<td>540</td>
<td> </td>
<td> </td>
<td> </td>
<td>X-5</td>
<td>X hit/t</td>
</tr>
<tr>
<td>Star - ranged TF8</td>
<td> </td>
<td> </td>
<td>20+4</td>
<td>540</td>
<td> </td>
<td> </td>
<td> </td>
<td>X-5</td>
<td>X hit/t</td>
</tr>
<tr>
<td>Star - ranged TF9</td>
<td> </td>
<td> </td>
<td>10+4</td>
<td>540</td>
<td> </td>
<td> </td>
<td> </td>
<td>X-5</td>
<td>X hit/t</td>
</tr>
<tr>
<td>Star - Blast (rng)</td>
<td> </td>
<td> </td>
<td>90+4</td>
<td>X(d6)</td>
<td> </td>
<td> </td>
<td> </td>
<td>X</td>
<td>push</td>
</tr>
<tr>
<td>Archon</td>
<td>10 / 10
Umbra: -1</td>
<td>TP 7/7</td>
<td> </td>
<td> </td>
<td>5</td>
<td>0</td>
<td>0+4</td>
<td> </td>
<td> </td>
</tr>
<tr>
<td>Arch - melee</td>
<td> </td>
<td> </td>
<td>0+7</td>
<td>1</td>
<td> </td>
<td> </td>
<td> </td>
<td>X-1</td>
<td>X hit/t</td>
</tr>
<tr>
<td>Arch - parry</td>
<td> </td>
<td> </td>
<td>1+7</td>
<td>1(d12+1)</td>
<td> </td>
<td> </td>
<td> </td>
<td>X-1</td>
<td>X hit/t</td>
</tr>
<tr>
<td>Arch - Blast(art)</td>
<td> </td>
<td> </td>
<td>50+4</td>
<td>X(d6)</td>
<td> </td>
<td> </td>
<td> </td>
<td>X</td>
<td>push</td>
</tr>
<tr>
<td>Arch - Nova(mle)</td>
<td> </td>
<td> </td>
<td>50+4</td>
<td>2X</td>
<td> </td>
<td> </td>
<td> </td>
<td>X</td>
<td>all targets</td>
</tr>
</tbody>
</table>
This table summarizes the game totals and temporary notes used by the storyteller in a tabletop RPG as quick references. It includes a record of the Milestones, which are extra points awarded when the group advances in the plot. Milestones work in various ways: when used, the whole group gains 1 additional XP beyond what was planned, and it fully restores everyone''s WillPower (it’s the only way to restore it).
The maneuver is a total relative to the greatest strength of the group''s individuals in the front line of combat, usually Frank, plus a combined modifier of the skills plus a specific communication magic bonus. In the RPG game, the group that wins the mobility roll defines the positioning and order of actions when it matters, as well as any combined attacks and the positioning of each character relative to the others. It is possible to partially protect some members of the group (such as Silas and Liora) via positioning if this total is high enough. In general, the group has this advantage in combat as long as Frank doesn''t fall and keeps himself in the front line, except by the time they encountered the King’s fighters when there was an even match between the protagonists'' and antagonists'' physical strength potencies.
Perception is a vital game total in stressful situations because you can only dodge and protect others from minimally perceptible things. It is also essential in various other situations that define how much of the environment the characters are able to perceive.
Tactical Insight is an essential mental tool for combat tactics. It involves deciding how and when to act, in addition to a pre-defined strategy. This insight can provide general guidance in the chaos of combat and modify actions to improve a planned strategy. It is directly linked to the group''s greatest intelligence total.
Hacking Defense is a total that only matters from the moment the group regains access to the Metropolis network. It represents the active defense potential that Silas can achieve by using his defense device designed in the last chapters. In the first chapter, Liora preserved a simplified personal device that she bought only for communications made in Paradiso, but it was never needed again. After having these devices active, Silas realized and categorically stated in the last chapter that the Adarian′s power that controlled Liora was not technological.
Feats of Strength is a description of what Frank''s strength can do. As each magnitude doubles the strength potential, when Frank had 1 of Super-Strength, he could easily lift about 2 tons. In the last chapter, he could easily lift something equivalent to 295 quintillion tons if it were possible to apply such force from a solid enough point. It serves more to describe to the reader what kind of things Frank could do in each chapter, given the superior magnitudes that the powers eventually reach.
The space for Vanguard, Ranged, and Artillery describes the group''s ideal positioning in combat. In game terms, when mobility is successfully checked, the characters can preserve this relative positioning without having to spend time or effort moving, but they can eventually change positions. In situations where an attack is not perceived, this ideal positioning may not be preserved, causing the group to lose precious initial time.
The end of the table displays specific game combat totals, where the maximum and current life totals are indicated (since most characters regenerate, the current total is rarely used). The term Umbra designates the amount of damage below zero required to actually kill a character—if the damage doesn''t meet the Umbra threshold, the character falls unconscious and eventually regenerates. The "aural" term is used for other attributes such as Mana, Energy for technological devices, and WillPower. Totals for Hit and Damage may also be registered, representing bonuses for hit rolls and associated damage rolls or totals for marginal hit successes. "Def" denotes the amount of physical damage absorbed by a character’s defenses, while "MDef" applies to non-physical damage absorption. A dodge column is included to indicate how difficult it is to hit a character when they attempt to evade. TP cost and other extras are also listed, detailing specific costs and notes for each character and action. The lines in the combat totals table refer to common actions available during combat, though specific actions in-game scenarios may vary slightly while still using these totals as a base.
In short, as already mentioned, the chapter descriptions are much more elaborate than the overall game system and what would happen in a typical tabletop RPG game where things are all decided in real-time. The rules appear here to complement the narrative, showing what would be possible to do with these characters in a campaign. The concepts of character and power construction strategies are intended to help the reader understand what is happening with the characters within the story using a game strategy layer that is particular to this style.