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'''The Ascension System'''
'''
Basic Game Concept'''


The Ascension System is a roleplaying game intended to create a formal structure for national level gameplay, where the players have the option to play as heroes, armies, or even entire nations or star empires.  The system should ideally scale smoothly up and down, and should allow a variety of different “game modes;” from classic character based “party” style games, to army level “tactical wargames,” all the way up to large scale “nation building” style games.  Each level of the game will include elements of the others, with the option of lower levels of fidelity, to allow for more convenient gameplay.
=Character Rules=


At the lowest end, the players play as heroes, powerful characters who can individually have a great deal of impact on the world around them.  Above that, players can play as important warlords, with a great deal of authority and control over the world around them.  At the highest level, players play as the guiding force behind a nation, determining the fate of an entire country, or even a world.
Characters or “heroes” are built around a collection of statistics, skills, traits, quirks and themes.


The current build of the Ascension System is intended specifically for the “Ascension Isle” world, which includes its own quirks and characteristics.  However the system should be able to be modified to fit other worlds and universes with a minimum of changes.
==Character Creation Basics==
'''
Basic Rules Concepts'''


The Ascension System uses two types of dice; d6 and d10D6 are normally rolled for damage, while d10 are rolled for action and skill checks.  The standard action or skill check is a roll of 1d10 with all the relevant bonuses added, in an attempt to match or exceed a target number.
The base of a character is their statistics and their skillsThere are four stats, those being Senses, Physique, Intellect and Spirit.  Each stat is also linked to an “Exploit Pool,” which is equal to the value of the stat.  The pool for Senses is Focus, the pool for Physique is Adrenaline, the pool for Intellect is Willpower, and the pool for Spirit is Core Aether.  These exploits are spent to activate various special abilities and fully refresh at the end of a combat or conflict.


If a Character gains a result of “10” on any roll of a d10, the action has critically succeeded, and the die may be rolled againThe die can continue to be rerolled as long as it continues to come up 10. This does not apply to rolls of d6.  Mooks cannot score critical successes, although all other types of characters can.
There are several dozen skills which are rolled in conjunction with a single stat.  While stats indicate a character’s natural talent, skills indicate their training and experienceOnly Heroes can take stats or skills higher than 5.
'''Character Rules'''


Characters or “heroes” are built around a collection of statistics, abilities, powers, personality and traits.
Stats take their current level times 2 in Character Points to raise (minimum 2), while Skills take their current level times 1 to raise (minimum 1).
'''
Personality
'''
A character’s personality is determined by their Convictions, Goals and Fears.  Each comes with both a global or External statement, and a personal statement.  A character can have multiple Convictions, Goals, and Fears, however they will start with just one personal and one External Conviction and Goal.  Further personality traits can be gained in game naturally, or purchased for Character Points.


It can be difficult for players to establish Convictions, Goals and Fears in a vacuum, so this stage of character creation is a good time for the Game Master to detail the basic ideas behind the campaign adventure, including its setting, themes, and major antagonists.  If the character is being created as part of a larger and established strategic game this will be less of a problem, as the players will already have established the world and the ongoing events.
Cost to buy a stat or skill to the appropriate level at game start:
'''
{| class="wikitable"
Convictions'''
|-
! Starting Level
Convictions are important things the character believes about the world and themselves.  A conviction should be able to be expressed as a concise declarative sentence, and should be important to the character’s world view, not just some throwaway assertion.  Personal convictions are things the character believes about themselves, while External convictions are things they believe about the world around them, or other important people in it.  There can be some crossover between Convictions and Goals, but a Personal Conviction will start it with “I am-”, while Goals start with “I will-”.  External Convictions will instead start by identifying some other group or individual, rather than the character themselves.
! 1
! 2
! 3
! 4
! 5
! 6
! 7
! 8
! 9
! 10
|-
| CP Cost to buy Stat
| 2
| 4
| 8
| 14
| 22
| 32
| 44
| 58
| 74
| 92
|-
| CP Cost to buy Skill
| 1
| 2
| 4
| 7
| 11
| 16
| 22
| 29
| 37
| 46
|}


When a character is acting in line with one of their Convictions they gain a bonus to their actions based on how specific their conviction is.  A personal conviction with wide application such as “I am the best pilot in the fleet,” would give a +1 bonus to any pilot checks.  A more specific conviction increases this bonus up to a maximum of +3.  For a bonus of +2, a conviction must reference some specific group or action, such as “I am the fastest pilot in the fleet,” for a +2 bonus for any pilot check regarding speed.  A +3 bonus only against a single opponent, and would be something like, “I am the only pilot who can catch the Red Baroness. External convictions and Personal convictions can overlap, but the bonuses cannot be stacked, and only one can be used at a time.  
Traits are special character qualities that grant the character special abilities.  Traits often allow a character to violate in whole or in part a particular game rule, or provide specific bonusses to a particular type of action.  A character starts with five trait points, and gains an additional five every time they gain a level of Heroic AscentMost traits are restricted to characters with certain skill levels and/or hero levels.


If a Character adds their conviction bonus to a roll and fails that roll the conviction has been ChallengedThe character will not be able to roll their conviction for the remainder of the session unless they double downDoubling down allows a character to increase the specificity of their conviction and roll againDoubling down can also be done without first failing a roll, if a character wishes to increase the power of their conviction against a specific event.  Either way, Doubling Down can only be done once per session.  Since the highly specific +3 Convictions will reference specific people or actions that can be defeated or accomplished, once a +3 Conviction has been fulfilled, the character can relax the conviction back to a +2 or +1.
Quirks are interesting aspects of a character’s appearance, nature, or personality and are what makes them uniqueQuirks often reinforce certain behaviours by providing the character rewards if they act in a certain wayA character starts with three quirk points and gains more in gameA character can also choose to convert a trait point to a quirk point.


After a Conviction has been accomplished, either by fulfilling a +3 Conviction or succeeding at a lesser conviction several times (over at least three sessions) a Character can add another Conviction for freeIf a Character fails repeatedly at a Conviction (over at least two sessions) they can also discard it and select anotherA Character can also discard a Conviction if it is clearly no longer applicable, and there are no likely circumstances where they would be able to apply it anymoreFor example, if a pilot character was permanently grounded, they could discard their pilot-related Conviction and select another.
Themes are elements of the current narrative that are particularly important to a characterThemes are part of the metagame and allow the GM and other players to know what is important to each otherThey also provide small bonuses to the characterThemes can be based on people, events, ideas or things.  The GM picks the first theme, and then each player selects an additional theme for the adventure.  Each player then states where their character stands in regard to the various themes in play.


Example +1 Convictions
==Exploits==
::Personal: “I am the best pilot in the fleet”
(This would provide a +1 to Pilot checks)
::External: “The Nova Britannian Sky Navy is the best in the world.”
(This would provide a +1 to Pilot while flying for the Sky Navy)


Example +2 Convictions
Natural Stats also govern the Exploits a character has access to. Exploits are special pools of expendable personal resources that a character can use to give themselves an advantage.  Managing Exploits is key to success in the Ascension system, particularly in combat.
::Personal: “I am the fastest pilot in the fleet.
(This would provide a +2 to Pilot for speed checks)
::External: “The HMSS Cloud Carrier Victory is the best ship in the world.
(This would provide a +2 to pilot while flying from the Victory)


Example +3 Convictions
The four exploits are:
::Personal: “I am the only pilot who can defeat the Red Baroness.”
(This would provide a +3 to Pilot checks when fighting the Red Baroness)
::External: “Sky Marshal Hermione Nelson is the best commander in the world.”
(This would provide a +3 to Pilot checks while flying for the Sky Marshal)
'''
Goals'''


Goals often go hand in hand with Convictions, and are key objectives the character seeks to accomplish.  It is entirely possible to have a Goal that reads very similar to a Conviction, and indeed this makes Goals easier to accomplish.  However a character’s Goals do not have to line up with their Convictions.  The best way to tell a Conviction from a Goal is that Personal Convictions start with “I am-”, while Goals start with “I will-”.
::Adrenaline (Primary Physique)
::Focus (Primary Senses)
::Willpower (Primary Intellect)
::Core Aether (Primary Spirit)


Accomplishing a Goal provides Character points, Power points, or Fate points, depending on the difficulty and scale of the Goal.  Character points are awarded for small-scale personal goals, while Power points are awarded for larger External goals that affect the wider world, and Fate points for External goals which shift and shake the world’s very foundations.
The size of an exploit pool is equal to the size of the primary stat, however specific bonuses can raise it above this.


If a Goal awards Character points, it may become more difficult to accomplish as the character completes it. If it is something the character could potentially complete several times in a session, the Goal is considered “easy,” and the requirements for achieving the goal will increase in subsequent sessionsThis will also increase the number of CP paid out once the Goal is accomplished.  After accomplishing a Goal, a character can also replace it with a new GoalCharacters can also gain new goals during play.
In some cases Exploits can also be granted by external equipment with its own unique pool. The most common of these is Ammunition for weaponsIn this case the External Exploit pools must also be trackedThese External Pools tend to be both smaller and less flexible than the character’s own internal pools.


Example Character Goal
Exploits are spent to activate various traits and abilities. A character can also spend one exploit from each pool once per round to give themselves a +2 edge bonus to any one roll made using that Exploit’s primary stat.
::Personal: “I will have others recognize my flying skill.
(This would be an easy CP goal)
::Personal: “I will score more kills than any pilot in the fleet.
(This would be a hard CP goal)


Example Power Goal
Exploit pools naturally recover completely at the end of a scene or battle, unless additional effects interfere with this.
::External: “I will become commander of the HMSS Cloud Carrier Victory.
(This would reward one or more Power points on completion)


Example Fate Goal
==Heroic Ascent==
::External: “I will defeat the Lunarian Sky Navy.”
(Thus would reward a Fate point on completion)
'''
Fears'''


Fears are things that shake the character’s confidence, and that they seek to suppress.  When in a situation where their Fear is triggered a character will gain a -1 to a -3 to their actionsThe scale of the penalty is recorded at the start of the Fear statement with the words “I am worried-” (-1), “I am afraid-” (-2) and “I am terrified-” (-3)Personal Fears relate to failings of the character themselves, External Fears are things that concern them in other individuals and organizations.
A character gains Heroic Ascent based on the amount of CP spent on their character sheetEvery time a Hero gains another level of Heroic Ascent they gain one free Stat pointThis free stat point does not count towards CP totals for either Heroic Ascent or Trait progression.


Most Characters do not start play with any Fears.  Instead they are things that are gained over the course of play, as the Character encounters danger and failure.  A Character can choose to voluntarily accept a Fear for immediate benefit, vs long term difficulties, or they can have one imposed on them by an opponent.
When playing a character-based game, trait points can be awarded incrementally during the gain of CP, before reaching the next Hero level.


The most common way to gain a Fear is while escaping otherwise certain death in combatIf a Hero has been killed, they can gain an immediate Fate point to spend on their survival (and nothing else) by accepting a Personal Fear relating to the individual or circumstance that killed them.  The strength of the Fear will depend on how badly the character was defeated.  A ruthless nation can also expend a Hero for temporary Power points, however doing so will give the Hero an External Fear, assuming they survive.
::A character with 25 CP is a MookMooks start with three trait points, including their ancestry trait, and unlike other characters have only one quirk.  Mooks are the random cannon fodder or extras that fill most scenes, and their stats are usually specialized towards whatever immediate role they fill.


Other circumstances where a character can gain a Fear are conflicts where they have spent Power or Fate points and still been defeatedIn such cases a character will gain an External Fear as their faith in their nation or organization is shakenCharacters can also gain Fears as a result of particularly successful social and mental attacks.
::A character with 50 CP is a Bit Character.  Bit Characters star with four trait points.  Bit Characters are random characters that may be encountered anywhereThey are a step up from Mooks and can be used to add additional challenge.


Finally, Characters can start play with fears as a result of QuirksIn this case, these fears can be used to gain additional CP, and characters can speed their advancement by continually facing their Fears.  Eventually, however, after a Character has defeated the individual or organization that is the source of their Fear, or faced and overcome it in at least three sessions (without further failure) then the Fear is defeated and removed.
::A character with 75 CP is a Supporting Character.  A Supporting Character starts with five trait pointsSupporting Characters can be random characters intended to pose a little more challenge, or they can be recurring characters that don't quite meet the level required to be a true hero.


Example Fears
::A character with 100 CP is a Level 1 Hero or a Local Hero. Local Heroes gain five additional trait points, one Heroic skill, and one free stat point.  Local heroes exist all over a nation, from the ace pilot of a squadron, to the best sniper of a commando outfit, to a jaded street thief, to a young magical prodigy.
::Personal: “I am afraid that I can’t beat the Red Baroness.
(This would provide a -2 to the character’s actions when fighting the Red Baroness, and might be gained after the Character used a Fate point to avoid death in battle with the Lunarian ace)
::Personal: “I am terrified of spiders.”
(This would provide a -3 to the characters actions when spiders are present, and might be taken as part of a Quirk at character creation)
::External: “I am worried that Sky Marshal Hermione Nelson won’t notice me.”
(This would provide a -1 to social situations with the Sky Marshal, and might be gained after a disastrous night at the Officer’s Ball)
::External: “I am terrified that Prince Henry will be a poor king.”
(This would provide a -3 to the character’s actions in situations where Prince Henry was in command, and might be gained after the Prince sacrificed the Hero to win a battle.)
'''
Distinguishing Features'''


Distinguishing features should be three things people will note about your character.  For characters with particularly notable features, these can be bought as general traits, and may provide advantages (and disadvantages) in certain situations.
::A character with 200 CP is a Level 2 Hero or a Rising HeroRising Heroes are characters that have made a name for themselves, and are on the way up to either further greatness or an early grave.  Rising heroes gain five additional trait points, one Heroic skill, and one free stat point.


Distinguishing features can be anything, including physical appearance (tall, fat), common mannerisms (lisp, wild hand gestures), bearing (straight backed, shuffling), accent (high class, foreign), or even a favourite pet that your character takes everywhere (shoulder parrot, lap dog) – or whatever else the player dreams up.
::A character with 400 CP is a Level 3 Hero or Famous Hero.  National Heroes are characters whose exploits are known across their faction and are held up as ideas to follow, or notorious villains to shun and fear.  National Heroes gain five additional trait points, one Heroic skill, and one free stat point.
'''
Natural Statistics'''


The four natural statistics are:
::A character with 600 CP is a Level 4 Hero or Renowned Hero.  Famous Heroes are known world-wide and beyond, and whose names and exploits will be remembered for centuries.  Famous Heroes gain five additional trait points, one Heroic skill, and one free stat point.


Physique Physical prowess, governing feats of strength, speed and dexterity, primarily used for close combat.
::A character with 1,000 CP is a Level 5 Hero or Legendary Hero. The exploits of Legendary Heroes are already becoming myth in their lifetimes, and will be remembered for aeons down the ages.  Legendary Heroes gain five additional trait points, one Heroic skill, and one free stat point.
Senses How aware a character is of their surroundings, and also influences hand/eye co-ordination, used for most forms of ranged combat
Intellect How intelligent a character is, useful for technical, scientific, social and magical tasks.
Aether How naturally gifted a character is in the attraction of Etheric energy.  Determines the size of the character’s “Core Ether” pool.


A “0” in any natural statistic means no ability at all, and precludes the use of any action related to that statA value of 1-3 is the range of human normal, 4-6 is a very talented human, and 7 or higher are superhuman levelsThe numbers in these statistics translate directly into bonuses to appropriate rolls.
Heroic Skills are those at which the character is particularly adept and unlikely to fail in.  Each Heroic level a character can designate a new skill as "Heroic." When using a Heroic skill the character can spend one Exploit from the skills normal Exploit pool to roll 2d10 and take the best die, or can spend three Exploits to roll 2d10 and add them togetherThis is known as a Heroic Surge.


Mooks have 3-5 stat points.  Bit Characters start with 8 Stat Points. Normal Characters start with 10 Stat Points.  Notable Characters start with 15.  Major Characters start with 20, and Legendary Characters start with 25.
Heroic Surges are a good way to score fantastic successes, but there is also a certain power in being the target of an opponent's Heroic Surge and surviving. Each enemy Hero affected by a Heroic Surge and not killed or incapacitated gains, at the end of the current turn, one Exploit of their choice for every Exploit spent on the Surge or reduces their PS by five for every Exploit spent on the surge. Thus if you target an enemy Hero with a Heroic Surge it's a good idea to finish them off, lest you only re-invigorate them.
A character cannot take a Natural Statistic above ten without Heroic Levels.  For every level of Heroic Ascent, a character can raise their maximum Natural Stats by 1 point.
'''
Heroic Ascent'''


Your character’s Heroic Level, or Heroic Ascent indicates how important they are to the fate of whatever faction they serve.  In the character based RPG it provides additional bonuses, and gives access to the use of Power and Fate Points to influence the game.  In the nation level game, it allows a character to apply their Heroic skills and bonuses to large scale actions, such as battles, diplomatic negotiations, large scale research or construction projects, and other grand endeavours.  A character can take any number of Heroic Skills over the course of their career, however they cannot raise any one Heroic Skill higher than their overall Heroic Level.
==Distinguishing Features==


At the first level the character is a Local Hero.  Local Heroes have one Heroic skill pointLocal heroes exist all over a nation, from the ace pilot of a squadron, to the best sniper of a commando outfit, to a jaded street thief, to a young magical prodigy.
A character starts with at least three distinguishing features, such as the way they look, dress, talk, or some other thing that makes them stand out.  These distinguishing features can be related to any quirks the character may have, or they may be something elseUnless related to quirks or traits, distinguishing features have no immediate game effect, but they serve to help identify a character as an individual rather than just a collection of numbers.


At the second level the character is a Rising Hero.  Rising Heroes are characters that have made a name for themselves, and are on the way up to either further greatness or an early grave.  Rising heroes gain an additional 3 Heroic Skill Points.


At the third and fourth level the character is a Famous Hero.  Famous Heroes are characters whose exploits are known across their faction and are held up as ideas to follow, or notorious villains to shun and fear.  Famous Heroes gain a further 5 heroic skill points at level 3, and a further 7 at level 4.
[[Ascension Isle: Legacy]]
 
At fifth level and higher the character is a Legendary Hero.  Legendary Heroes are known world-wide and beyond, and whose names and exploits will be remembered for thousands of years.  Legendary Heroes gain 10 additional skill points for every level they gain.
 
'''Ether Efficiencies'''
 
Characters can use their pool of Core Ether (governed by their Aether stat) to perform various special actions.  The spending of Ether is most commonly associated with the use of magic, but in fact any unusual exertion also draws on this natural Ether pool.  The higher a character’s natural statistic in the relevant area, the more efficiently they can draw on their Core Ether to fuel abilities linked to that statistic.  This is called Ether Efficiencies.
 
Most traits will list a minimum efficient stat level for their use.  A character who has the relevant stat at this level or higher will benefit from a decrease in ether costs when using that trait.  If the character meets the minimum efficient stat then they reduce the Ether cost by 1.  If the character exceeds the stat by 1 they reduce the ether cost by 2, if they exceed the stat by 3 they reduce the ether cost by 3, if they exceed it by 6 they reduce the ether cost by 4, and if they exceed it by 10 they reduce it by 5.  Unless specifically noted, the ether cost to use a trait cannot be reduced below 1.
'''
Skills'''
 
Skills are the abilities a character learns over the course of their lifetime.  Skills add bonuses to specific rolls.  A skill is rolled in conjunction with the relevant Stat.  For example, a character would roll Senses + Handgun + 1d10 to fire a pistol, or Intellect + Oratory + 1d10 to attempt to sway a crowd.
 
Most people will have values of 1-5 in a skill.  Skills cannot naturally be raised higher than 5 unless a character possesses Hero levels.  Each Hero Level increases the skill cap by 1.  Certain Traits can also raise specific skill caps.
 
A character can attempt a roll for a skill they do not possess, however they can only roll 1d6 in this case. Once a character reaches level 10 in any skill they are considered to have mastered it.  This allows them to choose to automatically score a 10 on one die of any roll involving that skill.  If this option is chosen, the roll cannot critically succeed.  This option can only be used once every 10 rounds (30 seconds).
 
Skills are divided into the categories General, Combat, Academic, Social, Technical, Esoteric and Aetheric.  A starting character has 20 skill points for a rookie, 30 for a trained character, 40 for an experienced character, and 50 for a master character.  A character also gains 5 free Skill Points for every Heroic skill level they know at game start.
General Skills
 
Alertness: Alertness is used for awareness of threats and surroundings.  It is often rolled when there is something unusual in the environment, or to detect threats.
 
Athleticism:  Athleticism is a general skill used for an array of physical actions, including running, dodging, and throwing.
 
X Conditioning: Conditioning can be Physical or Mental.  It increases the DC others must overcome in some direct rolls against you, and increases the amount of Physical or Mental Stress your character can tolerate.
 
Intuition: Intuition is a general awareness of what makes people “tick;” what motivates them, frightens them, what they like and what they don’t.  It is useful for sensing lies, detecting personality quirks, and grasping the nature of a social situation.
 
Stealth: Stealth is used for sneaking around and hiding yourself and evidence of your presence from detection.
 
Combat Skills
 
Archery: Archery is for all forms of bow use, which require specific training (this skill).  The skill also involves the maintenance of bow, and the creation of arrows.
 
Firearms: Firearms covers all forms of personal firearms, including pistols and rifles, but also including larger weapons such as machineguns and rocket launchers.  Additional traits can provide bonuses to a character’s preferred weapons.
 
Melee Weapons: Melee weapons include the full range of hand to hand weapons, including knives, clubs, spears and swords.  It is a general proficiency, however special talent with particular weapons can be purchased as Traits.
 
Quick Draw: Quick Draw is a combat skill that adds to the initiative roll.  It can be applied to any form of physical combat.
 
Tactics: Tactics is knowledge of practical combat drills, as opposed to the more cerebral Military Theory.  It can be used to set up bonuses before a battle begins, and to call on additional resources during combat.
 
Unarmed: Unarmed is for hand-to-hand combat.  It can be complementary to the use of Melee Weapons.  It is a general proficiency, however specific martial arts forms can be further purchased as Traits.
 
Weapon Systems: Weapon Systems are usually large and remotely operated weapons where the character does not physically hold and control the weapon themselves.  This is usually the case for heavy vehicle mounted weapons.
 
Academic Skills
 
Linguistics: Linguistics is the knowledge of other common languages.  Each level equals another language known.  Additional traits can be taken to speak these languages like a natural.
 
Problem Solving: Problem solving is the ability to arrange and assemble information (or lack of it) to determine meaning.  It is useful for finding clues, solving mysteries, or logically approaching a situation.
 
Teaching: Teaching is used to teach skills to others.  A good teacher can reduce the cost to learn skills they know.
 
X Theory: Theory is applied to a wide variety of practices, and is required to conduct research, and advanced technical work.  Some common Theory skills are Etheric Theory, Thaumatech Theory, Military Theory, Psychological Theory, and Electronic Theory, among many others.
 
Social Skills
 
X Circle: Circle is used for knowledge of various Social Circles, such as Nobles, Military, and Sorcerors.  It allows a character to blend in, identify trends and leaders, and avoid embarrassing faux pas.
 
Conversation: Conversation is used for long round social conflict, and can be used to convey ideas to other characters, or to manipulate them.  Although most uses of Conversation are verbal, the skill does include non-verbal elements.
 
Deception: Deception is used to fool others into believing a character is someone they are not.  In benign usage it can be used for acting, but it can also be used to infiltrate social gatherings, or to disguise a character as someone else.
 
Graces: Graces influences how adept a character is at using social graces to their benefit, such as putting on a stunning appearance, or adopting impressive mannerisms.  At root, it’s the art of looking good.
 
Interrogation: Interrogation can be used for long round social conflict when the target is under your physical control.  It can be just a very stern discussion, or it can escalate to outright torture.
 
Leadership: Leadership is a short round social conflict action used in combat to direct and inspire those on your own side.
 
One-Liners: One liners are a short round social conflict action used to throw off witty quips and vicious put downs.  These can be used to distract or dishearten the enemy.
 
Quick Uptake: Quick Uptake is added to initiative rolls in a social conflict, and allows a character to take another’s measure faster, or more quickly realize that social conflict has actually begun.
 
Ride: Ride is used for riding animals, and involves actually getting them to do what you want, and also bonding with them, and properly caring for them.
 
Technical Skills
 
Drive: Drive is used for piloting ground vehicles, from motorbikes to automobiles to hovercars, to armoured vehicles.  Specific traits are required to make full use of the more advanced and complex vehicles.
 
Electrotech: Electrotech is used for maintaining, fixing and creating electronic based technology.
 
Etherics: Etherics is used for maintaining, fixing and creating ether based technology.  This skill does not give the character access to actual Thaumatech Praxis.
 
Mechanic: Mechanic is used for working on complex machines, and can be used for anything to fixing a broken pistol to souping up a combustion engine, to setting up a complex spring trap.
 
X Pilot: Pilot is used for controlling more complex and often flying vehicles.  It must be specifically selected for each vehicle type, such as helicopter, aircraft, and giant robot.
 
X Practice: Practice is used for the application of Theory, and allows a character to perform advanced tasks at the head of their chosen field.
 
Thaumatech: Thaumatech is a skill required to actually create magitech spells, rather than just use them.  It is required for characters taking the Thaumatechician Trait.
 
Aetheric Skills
 
Aether Channel: Aether Channel is a basic skill that allows a character to actually use the Aether that gathers in their Aura.  It is required to use all forms of Thuamatech, and for all forms of magic.
 
Read Auras: Read Auras allows a character to interpret the flow of Ether through the world, and is useful for detecting Etherically active individuals, and seeing etheric workings.  The skill does not, on its own, allow a character to actually see Ether, which is an ability that must be taken as a trait or activated with a spell.
 
Sorcery: Sorcery is a skill required to use sorcerous magic.  It is required for characters taking the Sorcerer Trait.
 
Willwork: Willwork is a skill required to use Wild Magic.  It is required for characters taking the Magi Trait.
 
Esoteric Skills
 
X Tricks
 
Tame Monster
 
Astrology
Dreams

Latest revision as of 17:04, 18 March 2020

v.0.40


Character Rules

Characters or “heroes” are built around a collection of statistics, skills, traits, quirks and themes.

Character Creation Basics

The base of a character is their statistics and their skills. There are four stats, those being Senses, Physique, Intellect and Spirit. Each stat is also linked to an “Exploit Pool,” which is equal to the value of the stat. The pool for Senses is Focus, the pool for Physique is Adrenaline, the pool for Intellect is Willpower, and the pool for Spirit is Core Aether. These exploits are spent to activate various special abilities and fully refresh at the end of a combat or conflict.

There are several dozen skills which are rolled in conjunction with a single stat. While stats indicate a character’s natural talent, skills indicate their training and experience. Only Heroes can take stats or skills higher than 5.

Stats take their current level times 2 in Character Points to raise (minimum 2), while Skills take their current level times 1 to raise (minimum 1).

Cost to buy a stat or skill to the appropriate level at game start:

Starting Level 1 2 3 4 5 6 7 8 9 10
CP Cost to buy Stat 2 4 8 14 22 32 44 58 74 92
CP Cost to buy Skill 1 2 4 7 11 16 22 29 37 46

Traits are special character qualities that grant the character special abilities. Traits often allow a character to violate in whole or in part a particular game rule, or provide specific bonusses to a particular type of action. A character starts with five trait points, and gains an additional five every time they gain a level of Heroic Ascent. Most traits are restricted to characters with certain skill levels and/or hero levels.

Quirks are interesting aspects of a character’s appearance, nature, or personality and are what makes them unique. Quirks often reinforce certain behaviours by providing the character rewards if they act in a certain way. A character starts with three quirk points and gains more in game. A character can also choose to convert a trait point to a quirk point.

Themes are elements of the current narrative that are particularly important to a character. Themes are part of the metagame and allow the GM and other players to know what is important to each other. They also provide small bonuses to the character. Themes can be based on people, events, ideas or things. The GM picks the first theme, and then each player selects an additional theme for the adventure. Each player then states where their character stands in regard to the various themes in play.

Exploits

Natural Stats also govern the Exploits a character has access to. Exploits are special pools of expendable personal resources that a character can use to give themselves an advantage. Managing Exploits is key to success in the Ascension system, particularly in combat.

The four exploits are:

Adrenaline (Primary Physique)
Focus (Primary Senses)
Willpower (Primary Intellect)
Core Aether (Primary Spirit)

The size of an exploit pool is equal to the size of the primary stat, however specific bonuses can raise it above this.

In some cases Exploits can also be granted by external equipment with its own unique pool. The most common of these is Ammunition for weapons. In this case the External Exploit pools must also be tracked. These External Pools tend to be both smaller and less flexible than the character’s own internal pools.

Exploits are spent to activate various traits and abilities. A character can also spend one exploit from each pool once per round to give themselves a +2 edge bonus to any one roll made using that Exploit’s primary stat.

Exploit pools naturally recover completely at the end of a scene or battle, unless additional effects interfere with this.

Heroic Ascent

A character gains Heroic Ascent based on the amount of CP spent on their character sheet. Every time a Hero gains another level of Heroic Ascent they gain one free Stat point. This free stat point does not count towards CP totals for either Heroic Ascent or Trait progression.

When playing a character-based game, trait points can be awarded incrementally during the gain of CP, before reaching the next Hero level.

A character with 25 CP is a Mook. Mooks start with three trait points, including their ancestry trait, and unlike other characters have only one quirk. Mooks are the random cannon fodder or extras that fill most scenes, and their stats are usually specialized towards whatever immediate role they fill.
A character with 50 CP is a Bit Character. Bit Characters star with four trait points. Bit Characters are random characters that may be encountered anywhere. They are a step up from Mooks and can be used to add additional challenge.
A character with 75 CP is a Supporting Character. A Supporting Character starts with five trait points. Supporting Characters can be random characters intended to pose a little more challenge, or they can be recurring characters that don't quite meet the level required to be a true hero.
A character with 100 CP is a Level 1 Hero or a Local Hero. Local Heroes gain five additional trait points, one Heroic skill, and one free stat point. Local heroes exist all over a nation, from the ace pilot of a squadron, to the best sniper of a commando outfit, to a jaded street thief, to a young magical prodigy.
A character with 200 CP is a Level 2 Hero or a Rising Hero. Rising Heroes are characters that have made a name for themselves, and are on the way up to either further greatness or an early grave. Rising heroes gain five additional trait points, one Heroic skill, and one free stat point.
A character with 400 CP is a Level 3 Hero or Famous Hero. National Heroes are characters whose exploits are known across their faction and are held up as ideas to follow, or notorious villains to shun and fear. National Heroes gain five additional trait points, one Heroic skill, and one free stat point.
A character with 600 CP is a Level 4 Hero or Renowned Hero. Famous Heroes are known world-wide and beyond, and whose names and exploits will be remembered for centuries. Famous Heroes gain five additional trait points, one Heroic skill, and one free stat point.
A character with 1,000 CP is a Level 5 Hero or Legendary Hero. The exploits of Legendary Heroes are already becoming myth in their lifetimes, and will be remembered for aeons down the ages. Legendary Heroes gain five additional trait points, one Heroic skill, and one free stat point.

Heroic Skills are those at which the character is particularly adept and unlikely to fail in. Each Heroic level a character can designate a new skill as "Heroic." When using a Heroic skill the character can spend one Exploit from the skills normal Exploit pool to roll 2d10 and take the best die, or can spend three Exploits to roll 2d10 and add them together. This is known as a Heroic Surge.

Heroic Surges are a good way to score fantastic successes, but there is also a certain power in being the target of an opponent's Heroic Surge and surviving. Each enemy Hero affected by a Heroic Surge and not killed or incapacitated gains, at the end of the current turn, one Exploit of their choice for every Exploit spent on the Surge or reduces their PS by five for every Exploit spent on the surge. Thus if you target an enemy Hero with a Heroic Surge it's a good idea to finish them off, lest you only re-invigorate them.

Distinguishing Features

A character starts with at least three distinguishing features, such as the way they look, dress, talk, or some other thing that makes them stand out. These distinguishing features can be related to any quirks the character may have, or they may be something else. Unless related to quirks or traits, distinguishing features have no immediate game effect, but they serve to help identify a character as an individual rather than just a collection of numbers.


Ascension Isle: Legacy