About

These are a set of unofficial guide books for the Anomaly roleplaying game system. These books exists solely to document the system and help people get into playing the game. The contents of these books are written as is, may be incorrect, and as such are unofficial.

All rights for Anomaly are owned by 13Swords.

These books have been assembled from discussions with 13Swords by 3rd parties.

Introduction - What is Anomaly?

Anomaly is a gaming system. It is a series of guidelines that can be used to describe many settings and their inhabitants. These guidelines are used to describe how well characters succeed when they accomplish something, how badly they fail when they do not succeed, and what the natural and artificial difficulties are for them to accomplish their goals. Regardless, these are all guidelines that serve a higher rule than themselves. That rule is to have fun. If you are not having fun, there is no point in playing the game and why they are merely guidelines not rules themselves.

Because this is a gaming system that can stretch across multiple settings, anomaly books come in two varieties: This book and setting books. This book is the core rule book, and has the rules for almost everything you'll need. Setting books have lists of races, religions, setting-specific rules, and other cultural items that are necessary for that setting.

Theme

At it's core, roleplaying games are about having fun living through a story. So it's good for players and the GM to get on the same page about the game's themes.

Our meaning of theme here is a grand cosmic rule. A "thing" that happens without fail when circumstances are right. There are no exceptions to a theme. It can be delayed, it can be spread out, but it will play out eventually. A grand cosmic rule.

For examples, "What goes around, comes around" is a 'theme.' If you do something wicked to someone else, wickedness will be done to you. If you help people in their time of need, you will be saved in yours. When the players and GM understand or even shape the themes of the game, it will help the game flow better.

Anomaly as a system has been designed around three default themes.

  • If you don't acquire power, you will have no power.
  • If you have no power, you will have no say.
  • If you have no say, you will stop no evil.

Framework for Resolving Conflicts

Since Anomaly is a setting agnostic game system, Anomaly itself details a framework to follow when resolving conflicts in game. Conflicts because there is more to life then fighting. Conflicts include fighting, crafting, exploration, debates, and so on. Anomaly lays out a general framework to resolve all of these with additional guidelines for each to refine the experience.

At the core is player agency. Players control characters and can make their characters perform tasks. To make a character do a task, the player in charge of the character declares that the character attempts the task. If accomplishing the task is easy, and nothing is trying to stop them, then they successfully accomplish the task.

Resolving Difficult Tasks

If the task is challenging, or if someone is trying to stop them from succeeding, they must roll dice and compare their roll to the difficulty.

If the task is difficult because of the nature of the task, such as trying to scale a cliff, the GM determines the appropriate difficulty. This is most often a multiple of 3. The player makes a roll and compares it to the difficulty. If the player's roll is not higher than the difficulty, they do not succeed.

If the task is difficult because someone is trying to stop them, the character trying to stop them must roll. That roll becomes the difficulty. For example, if one character is attacking another character who defends them-self, the defender's roll establishes the difficulty for the attacker.

Rolls - A d10 Based System

A roll consists of at least one d10 and modifiers. If you roll multiple d10's, you do not add them together. You will instead take the highest or the lowest of the rolled dice depending on the nature of the additional d10's, then add that number to the modifiers.

Conditional Dice

Good Dice are additional dice where you keep the highest rolled value. Bad Dice are additional dice where you keep the lowest rolled value. Good dice and bad dice cancel each other out. Good Dice and Bad Dice are called Conditional Dice. If a roll is affected by external conditions, it will usually grant good or Bad Dice rather than a modifier. For example, if you are attacking someone who has fewer weapons than you do, you claim a Good Die on your attack.

Your character is attacking with a pair of daggers. Your target only has one dagger.

You get 1 Good Dice for the attacks. Each attack you will roll 2 dice and keep the highest value.

In another instance, your character is fighting an opponent that has the high ground.

You get 1 Bad Dice for all attacks while this is true. Each attack you roll 2 dice and must take the lowest value.

If the two situations are combined, where your character has two daggers against an opponent with only one but that opponent has the high ground, You receive no conditional dice for those attacks.

Modifiers

Modifiers are different from Good Dice and Bad Dice, because they add directly to the roll's results. Modifiers come in many kinds. Two modifiers of the same kind do not add to the same roll unless otherwise stated. Applicable modifiers of different kinds will always stack. For example, you always add an attribute modifier and a gear modifier to a damage roll. You will probably never add two attribute modifiers to the same damage roll.

The most common types of modifiers are: Size, Attributes, Skills, Knowledge, and Gear.

  • Size refers to the size of a character.
  • Attributes are a character's physical capabilities.
  • Skills are how accurately characters can perform a type of task.
  • Knowledge is how much a character knows about things.
  • Gear is how well the equipment you are using is suited for the task you are using it for.

More details for each kind of modifier can be found in the character section of this chapter.

Characters

Your character is you interaction point with the world. How they are built out mechanically determines in what way and how well they can act on the world. This chapter will run through all the guidelines surrounding characters. For a streamlined character creation guide, see the Character Creation sub-chapter.

Mechanically characters are built around a number of things the player controls directly at creation:

  • Race and Ethnicity
  • Size
  • Attributes
  • Skills
  • Knowledge
  • Background Specializations
  • Feats
  • Perks
  • Flaws
  • Boons
  • Banes
  • Spells
  • Gear

From these a number of derived stats are calculated.

  • Vital Pools
  • Resource Pools
  • Size Modifier
  • Carry Capacity
  • Armor Cost
  • Profile

All together these make up a character and determine how well characters can function in the world.

Race and Ethnicity

Anomaly is a setting agnostic system and as such the available races are determined by the creator of the setting your using. The important factors that your Race determine, as far as mechanics go, is your character's Average Size, Racial Perks, and Racial Traits. In addition, Anomaly supports Ethnicity which are variations of a race that are slightly different, usually having additional or missing Traits rather then changing the perks.

A character's race and ethnicity determines their average size. This covered in more detail later.

Racial Perks are purely positive traits, aka they have no downsides, that members of the race or ethnicity have. The bonus they provide is often applied to character stats like attributes or skills, but can also provide uncommon abilities like the natural ability to breath underwater.

Racial Traits are physical aspects of a race like wings, tails, night vision, etc. These traits tend to have positive and negative effects; like wings allowing one to fly, but increasing the characters Profile making them easier to hit. These tend to vary based on Ethnicity whereas Racial Perks tend to be the same for all members of the race.

Race is a good thing to pick first as you can then work around the benefits and detriments it provides you.

Size, Carry Capacity, Armor Cost, and Profile

Race determines a character's starting size category, however at character creation the player is free to change actual size category by one degree. For example, Humans have an average size category of Normal, but human characters can also be Small or Big. Every size has both negative and positive effects depending what action is being taken. Below is a table indicating size category's, their ranges, and the size modifiers.

Size CategoryLength Range (Feet)Size Modifier
Minuscule0.0 to 0.5-3
Tiny0.5 to 2.5-2
Small2.5 to 4.5-1
Normal4.5 to 6.5+0
Big6.5 to 8.5+1
Large8.5 to 10.5+2
Huge10.5 to 12.5+3

Size modifiers, as discussed earlier, are applied to Rolls. It is important to point out that a negative size modifier is not always bad because of how the size modifiers are used to modify dice rolls.

  • Size modifier is added to Fight, Parry, Damage, Toughness, and Intimidation rolls.
  • Size modifier is subtracted from stealth, dodge, and charm rolls.

Because of this, subtracting a negative value size modifier becomes a bonus. For example, small people are better at hiding, dodging, and charming while large people are not as good at those things.

Profile

Profile is also effected by Size and is very important in combat encounters. A character's profile refers to their silhouette. The more extra body parts one has, like wings and extra arms, the easier they are to hit with ranged weapons. The reason this is not simply part of size modifier is because having wings on your back doesn't mean you have additional tissue between your vital organs and the outside world.

Profile is calculated: (Size Modifier) + (Profile Modifiers). A positive Profile makes it harder to take total cover then it normally would for your size modifier.

Positive profile also increases your armor cost by 10% per point.

Multipliers for Carry Capacity and Armor Cost

Size is also directly related to a character's Carry Capacity and the cost of their armor. Carry weight is based on Strength, but the size of your character provides a multiplier on top of that to determine actual carry weight. The armor cost is likewise a multiplier resulting from the fact that to armor a larger being takes more materials and therefore is more expensive. The adjustment is used both in crafting armor for the target and buying it from a shop.

Size CategoryCarry Multiplier (lbs)Armor Cost Multiplier
Minuscule3.10.12
Tiny6.30.25
Small12.50.50
Normal251
Big502
Large1004
Huge2008

Attributes, Skills, Knowledge, and Background Specializations

Attributes, Skills, and Knowledge are the main stats that make up the meat of a character. They are the basis for determining much of what a character can do. Almost everything else modifies these three things in some way boosting or downgrading their effectiveness.

Levels and Experience

Each level up awards 1 experience point. Each experience point provides:

  • 8 attribute points (or 4 paired attribute points)
  • 1 skill point
  • 1 knowledge point

A level 1 character starts with 3 experience. A level 2 therefore has 4 experience, and so on.

Points and Ranks

Characters get Points in each of the three categories to spend on their character. Said points are restricted to that category, so you cannot spend Attribute points to improve a Skill. New characters get a good number of starting points. After that each level up awards a few more points in each category.

Ranks are an indicator of the diminishing return of investing into anything. Rank is directly added to most rolls as a modifier, but the cost in points to get each consecutive rank goes up. This table indicates the cost for each Rank.

RankPoints Invested
11
22-3
34-6
47-10
511-15

Specializations and Proficiency

Skills and Knowledges both use the concept of Proficiencies so understanding what they are is important. Each skill or knowledge has 4 Specializations under it that apply to different aspects of the item. Players can gain single and double Proficiency in these Specializations. Each Proficiency add an additional dice when performing an action using the Specialization.

Proficiencies can be gained in several ways as will be described in the following sections.

you have six total background points. you can only put them into a total of five skills. a background point doesn't act like a skill point. it gives you an extra die when you use that skill. the skill you have that has two points will have two extra dice every time you use that skill. the background points apply to all roles with those skills. you never gain additional background points past character creation.

skill points add up to make skill ranks using diminishing returns. skill ranks are added to your best die value to determine its total roll vs a dc.

specializations are purchased with feats. a specialization applies to only one quarter of the proficiencies within a skill. however, they also allow the operation of any equipment that has the complex flaw related to that specialization. so for example, if you have a double background proficiency in ranged weaponry, all arranged weapons are going to have two extra dice when you use them. however, if you pick up a complicated weapon, you cannot claim any of those dice because you don't know how to use the device. it is incredibly unintuitive.

if however you have the feat for trigger ranged weapons, and it is a complex trigger platform, you cannot only use it and gain full benefit of your dice, you also have an extra die because of that feat.

Attributes and The Pools

There are 8 Attributes and 4 Attribute Pairs. Attributes are paired up as offensive and defensive sides of each aspect of the character. Players can decide which they want to track, individual Attributes or the Pairs. If you just track the 4 pairs you will be spending twice as many points for each investment, because you are keeping both attributes equal. If you track all 8 attributes, then you can fine tune your character to be more offensive or defensive.

The following is a table of the attributes and how they pair up.

Attribute PairDefensiveOffensive
BodyConstitutionStrength
DexterityQuicknessFinesse
SocialWillpowerCharisma
IntelligenceInstinctIntellect

New characters start with 24 attribute points to distribute among the 8 attributes, or 12 points among the 4 attribute pairs.

Attribute Points can be invested into attributes which will Rank up the attributes per the Points and Ranks table already discussed. Race and Gear is able to modify the effective points of your attributes possibly ranking up the attributes. However Rank is not everything as the points themselves are the basis for some things so adding points that don't rank up an attribute is still immediately beneficial.

One such example is the character's Resource Pools and Vitals Pools. Pools are calculated based on the points an attribute has been assigned. Pools are fully based on the Defensive attributes. Each pool's effective maximum can also be boosted or downgraded by race effects, equipment, spells, etc.

Vitals Pools

Vitals determine if your character is alive. If Vitals drop too low a character will no longer be-able to respond either because of death or unconsciousness. So if possible you really don't want these to go down. There are three Vitals Pools:

  • Blood is how much blood a character has in them. Your base maximum Blood is calculated via Willpower Points + Constitution Points.
  • Endurance is the physical integrity of the character's body. Your base maximum Endurance is calculated via Willpower Points + Quickness Points.
  • Nerve is the mental stability of the character. Your base maximum Nerve is calculated via Willpower Points + Instinct Points.

Resource Pools

Resources are expended by your character to do stuff. Resources regenerate fairly quickly outside of combat, limiting what you can do in a short time span. There are three resource pools:

  • Stamina is energy to perform physical tasks. Your base maximum stamina is calculated via Constitution Points + Quickness Points.
  • Swiftness. Your base maximum swiftness is calculated via Quickness Points + Instinct Points.
  • Work. Your base maximum work is calculated via Constitution Points + Instinct Points.

Offensive Attributes

While the defensive attributes determine the pools, offensive attributes determine Misc other aspects of characters.

  • Carry Capacity: Strength * Size Carry Multiplier

Skills

Skills determine a character's ability to do an action well. You can attempt most actions even if you have no skill in it, but success is unlikely for hard tasks and even less so if you are in a stressful situation. Skills are divided into 3 categories, with 3 skills to each category, and 4 specializations to each skill.

SkillSpecializations
Natural Skills
FitnessHaul, Slog, Dash, Tumble
AwarenessObserve, Reflex, Stealth, Spatial
SocialCharm, Presence, Reason, Deceit
Combat Skills
FightBrawl, Melee, Flail, Thrown
RangedString, Trigger, Knob, Spray
CastPhysical, Aetherial, Cosmic, Shadow
Technical Skills
HealMedic, Medicine, Surgery, Therapy
PilotLand, Sea, Air, Sub/Space
CraftHarvest, Refine, Design, Craft

New characters get 3 points to spend among the 9 Skills.

Natural Skills

TODO Explain each.

Combat Skills

TODO Explain each.

Technical Skills

TODO Explain each.

Knowledge

Knowledge indicates how much a character knows about any particular subject. If something is highly detailed or technical you will need to do a knowledge check. Knowledges are divided into 3 categories, with 3 knowledges to each category, and 4 specializations to each knowledge.

KnowledgeSpecializations
Nature Knowledge
PlantsDrugs, Foods, Materials, Behaviors
AnimalsDrugs, Foods, Materials, Behaviors
EnvironmentsWeather, Terrain, Diseases, Mineralogy
Technology Knowledge
MundaneLogic, Mechanics, Physics, Chemistry
OrganicSynth Drugs, Synth Microbes, Synth Plants, Synth Animals
SupernaturalEffects, Meta, Implements, Bindings
Society Knowledge
CollectiveProtocol, Events, Celebrities, Lore
PrivateProtocol, Events, Celebrities, Lore
CriminalProtocol, Events, Celebrities, Lore

New characters get 3 points to spend among the 9 Knowledges.

Nature Knowledges

TODO Explain each.

Technology Knowledges

TODO Explain each.

Society Knowledges

TODO Explain each.

Background Specializations

Background Specializations are another way to refine your character's back story. The main difference between proficiencies gained via point buys and background specializations is that the proficiencies bought with points cannot fail you when your character panics. Background Specializations have a chance to become unavailable when the character panics.

New characters get 4 single proficiencies and 1 double proficiency to distribute among their Skill Specializations. They also get another 4 single proficiencies and 1 double proficiency to distribute among their Knowledge Specializations.

if you already have a specialization from point buys, using a background specializations can upgrade the proficiency. However, remember you can loose access to the proficiency in certain instances downgrading it back to the point bought level.

Feats

Feats help flesh out a character's style and personality. Feats are representative of special aspects or your character uncommon to others. They could be from genetics, due to an experience, etc. While not necessarily unique, most people do not have that special aspect. In essence, Feats are things you can do, not just additional numbers.

Feats can be just about anything so what feats a character has should be discussed between the GM and player. The general rule of thumb is to treat feats as things to craft along side the GM as part of your character's story rather then drawn from a set list. The GM can of course provide a list of example feats to help people begin choosing, but often players should sit down with the GM and figure out good feats to create and describe the character with. Feats shouldn't break the game, but also give you a advantage that if used tactically can make the difference in an encounter.

A good way to start approaching feat selection is to ask these questions and go from there:

  • How does he fight?
  • What kind of challenges can he breeze through that others find incredibly challenging? It can be mental, physical, or spiritual.

All new characters get 9 feats total, 3 of each of the 3 feat types. The same feat can be taken multiple times. This is useful since feat effects can stack linearly, just like attribute ranks on top of skill ranks. It is also useful if the feat is an expendable feat, discussed later.

Feat Types

There are 3 types of feats: Attribute, Skill, and Knowledge. The type effects what a feat can do. So a Feat related to a core aspect of your character, say increased flexibility, must be an attribute feats while something related to skills like 'quick draw' is a skill Feat.

Attribute feats include things such as 'Heavy Lifter,' which lets you carry more weight, 'Eiditic Memory,' which allows you to recall anything you've seen before, or 'Contortionist' which lets you fit into small places allowing for full cover in half cover locations.

Skill feats include things such as 'Universally Charming,' which lets you ignore any culture penalties when making social checks to come across as trustworthy, 'Quick Draw', which lets you draw an item as a free action instead of as an action, and 'Quick Aim' which lets you aim as a free action instead of it taking an action.

Knowledge feats include things such as 'Criminal Connections', expending this feat will allow you to ignore the standard 'Criminal Knowledge' penalty on a knowledge check. Another is 'Xeno Expert,' which lets you ignore cultural penalties on knowledge checks.

Feat Categories

All feats should fall under certain categories with rules associated with each category. These categories are:

  • Penalty Negation
  • Action Modification
  • Gambling Opportunity
  • Impact Ability

Penalty Negation Feats

Penalty Negation Feats negate penalties which are so severe that simply investing skill points will never reliably overcome the penalty, and may even never overcome the penalty.

For example, blind fighting. If a game emulates blind-fighting by saying 50% of all attacks will miss, and all attacks by people who can see in the dark will hit even on half of what should miss, it doesn't matter how many skill points you invest; you will never hit more often than someone who has blind-fight as a feat.

Penalty (and therefore feat target) types: Pain, Fear, Morale Injury, Restrained, Ignorance Allegiance, Berserk, Unconscious Slippery, Uphill, Rough Water, Cramped, Soft tired, fatigued, exhausted (no stamina, no endurance, no work) Improvised, Unwieldy, Complex Improficient, Reach / Range,

Action Modification Feats

Action Modification feats allow you to burn resources to reduce the amount of time a type of action would normally take. There aren't very many of these types of actions, as allowing this too freely would quickly break the game. They get the majority of their numbers from allowing combination actions.

Examples:

  • Rapid-focus: Burn a swiftness. Focus as a free action.
  • Quick-draw: Burn a swiftness. Draw a tool as a free action.
  • Charging Strike: Burn a swiftness to make a movement and melee attack as a single action.

Gambling Opportunity Feats

Gambling opportunity feats allow you to gamble with certain odds for better or more reliable payout. For example, power-attacks, such as hay-makers, have a lower chance to hit. But if they connect, they inflict more damage. Light attacks are less likely to do damage if they hit, but are more likely to hit in the first place, which can stun a foe if done well.

Examples:

  • Power Attack: Can't be used with light weapons. Subtract an amount from your attack roll before you make it. Add that much to your damage roll. Amount can't exceed strength. Can also be used when defending.
  • Quick Attack: Can't be used with heavy weapons. Add an amount from your attack roll before you make it. Add that much to your damage roll. Amount can't exceed quickness. Can also be used when defending.

Impact Ability Feats

Impact Ability feats do not make you more likely to succeed, nor more likely to fail. Instead, they add an additional effect should you succeed. They also generally require the consumption of a resource.

  • Mighty blows: Can't be used with light weapons. If you inflict at least 2 damage on a melee strike, you may burn a stamina and they are knocked down.
  • Swift retort: Can't be used with heavy weapons. If you successfully defend yourself from a melee attack, you may burn a stamina to rattle the opponent.

Other Feat Rules

Actions into Free-Actions (Expendable Feats)

To keep things balanced, Feats that allow the conversion of actions into free actions are expended upon use, but can be recovered after taking a breather turn. All feats are recovered after a breather action so regardless if you expend 1 or 6 feats, all of them will become usable again after a breather turn.

Stat Boosting Feats

Players can use feats of each type to boost that type of stat, for example you can spend one of your skill feat slots to add a specialization to a skill. However, feats are very powerful and doing so is a bit of a waste.

Perks, Flaws, Boons, and Banes

Perks, Flaws, Boons, and Banes are still a work in progress. For now we will leave any guidelines for these to the GM's purview if they decided to use them at all.

Selecting Spells

Magic is an advanced topic and deserve an entire section just by itself. There are multiple systems of magic supported by Anomaly to help approximate just about any setting.

Please review the different systems and how they work in the (Magic)[3-0-magic.md] chapter the pick spells based on the systems you choose.

Select Starting Equipment/Gear - need to edit

Equipment is a normal staple in life and games. In Anomaly, equipment is no different and an important aspect for characters. There is a (dedicated chapter)[] on equipment which you should review when picking out your equipment.

Below we cover specifically character creation selection of equipment and mechanics that make handing equipment easier for players and the GM alike.

Undeclared Equipment

To provide a bit of a buffer and prevent micromanaging items, there are two kinds of Undeclared equipment that players can, when they need it, suddenly have without pre-planning. Though both types have guidelines to keep things balanced.

Undeclared Bulk Equipment

The character has some type of storage bin filled with random items that they have collected through their day to day life. Without spending any money or deciding ahead of time that have it, players can just pull certain items from this bin. This is the Undeclared Bulk Equipment mechanic. This is intended to help character creation flow smother, reduce micromanagement of items (like trying to decide if you want 2 or 3 mags of ammo), and to cover for any forgetfulness players may have.

However to keep things balanced, there are three rules for the equipment acquired this way:

  • Quality Limit: None of the items gotten this way can be higher than quality one.
  • Item Limit: The sum of items' weight pulled from your bin cannot exceed your character's initial Carry Capacity.
  • No Boosting Carry Capacity: You don't expand the amount of available starting Free Bulk Equipment by having more cargo space, like via owning a backpack.

So in essence the items gotten this way are low quality, and is limited by your character's size and strength.

Undeclared Purchased Equipment

Everyone starts out with 150 credits, spend it as you realize your character needs to have already had it. The limitations is A) that you cannot spontaneously purchase more than the amount of weight you have settled on carrying at any specific time and B) these items can only be quality level 1.

Purchased Equipment

Beyond undeclared equipment, players get a budget to purchase starting equipment.

The starting amount of wealth is equal to the number of experience points you have times 50 credits. A level one character starts with three experience points so 150 cr it their budget. One credit is roughly speaking $500 USD, that sounds like a lot of money, but it isn't just a flat spending spree. You have to cover things like vehicle, shelter, food storage, medical storage, etc.

Also there is a limit on the quality of any item you can purchase out right. This is due to laws and regulations limiting certain types of things to people with certain types of licenses and licenses cost money. For example, in the united states, you cannot purchase machine guns without going through the proper background checks and licensing. Same thing for vehicles.

We don't think of high quality grooming kits requiring licenses, until it is understood that the chemicals that make them so good might make them weapons grade quality that a chemist could exploit to great effect. Just like how buying certain concentrations of fertilizer in real life requires a license.

We call it a license, but that's just a stand-in for whatever the cultural equivalent is. In Anarchic systems, you don't necessarily need to have a license, but people may avoid selling to you if you don't have a reputation. And to simplify we just say it costs credits to get whatever the cultural equivalent is.

Character Creation

This chapter is an abbreviated guide dedicated to creating a new character. For more information on what each part of a character does, see the chapter on (Characters)[2-1-0-character-creation.md]

Creating an Idea

Your character is you interaction point with the world. Their stats dictate how well they can do any particular action. So creating a character is one of the first things you do in a game. Generally you will want to flesh out the idea for the character then back it with the right stats to match the story idea with mechanics.

Selecting a Race

Once you have the idea, one of the first things you should do is pick a race. Races are setting specific but each race has a size modifier which you are allowed to freely shift up or down by one degree by just saying you are more or less massive then the average for your race.

You should then note down your Racial Perks and Racial Traits on your character sheet then also note the bonuses in their relevant areas. For example the Smart racial perk adds a bonus rank to instinct and intellect, so you would note that in the attribute table's race bonus for later use.

Levels and Experience

Each level up past level 1 awards an additional:

  • 2 Attribute Points (Or 1 Paired Attribute Point)
  • 1 Skill Point
  • 1 Knowledge Point
  • 1 Attribute Feat
  • 1 Skill Feat
  • 1 Knowledge Feat

So if you are creating a character that is a higher level then level 1, add the appropriate amount based on how many levels you have to the level 1 values discussed in each of the following sections.

Points and Ranks

You get a certain number of points for each of your Attributes, Skills, and Knowledges to distribute as you see fit. How many will be detailed in their sections below.

While assigning points, keep in mind the below table to know how many points are needed to attain each rank. You decide how many points you want to add to any character stat then note down what rank that gets you.

RankPoints Invested
11
22-3
34-6
47-10
511-15

Selecting Attributes

A Level 1 character gets 24 attribute points to distribute among 8 attributes, or 12 points if you only want to keep track of attribute pairs. The table below lists the attributes and attribute pairs:

Merged AttributeDefensiveOffensive
BodyConstitutionStrength
DexterityQuicknessFinesse
SocialWillpowerCharisma
IntelligenceInstinctIntellect

Pools

After assigning your attributes you should calculate your basic pool maximums. The points, NOT rank, you put into the defensive attributes combine to create your pools.

Vitals

Blood is Will points + Constitution points. Endurance is Will points + Quickness points. Nerve is Will points + Instinct points.

Resources

Stamina is Constitution points + Quick points. Swiftness is Quickness points + Instinct points. Work is Constitution points + Instinct points.

Selecting Skills

Level 1 characters get 3 points to spend among the 9 Skills. When assigning a point to a skill the character gains a single proficiency in all 4 specializations of the skill. A second point will provide a double proficiency in each specializations.

SkillSpecializations
Natural Skills
FitnessHaul, Slog, Dash, Tumble
AwarenessObserve, Reflex, Stealth, Spatial
SocialCharm, Presence, Reason, Deceit
Combat Skills
FightBrawl, Melee, Flail, Thrown
RangedString, Trigger, Knob, Spray
CastPhysical, Aetherial, Cosmic, Shadow
Technical Skills
HealMedic, Medicine, Surgery, Therapy
PilotLand, Sea, Air, Sub/Space
CraftHarvest, Refine, Design, Craft

Selecting Knowledge

Level 1 characters get 3 points to spend among the 9 Knowledges. When assigning a point to a Knowledge the character gains a single proficiency in all 4 specializations of the Knowledge. A second point will provide a double proficiency in each specializations.

KnowledgeSpecializations
Nature Knowledge
PlantsDrugs, Foods, Materials, Behaviors
AnimalsDrugs, Foods, Materials, Behaviors
EnvironmentsWeather, Terrain, Diseases, Mineralogy
Technology Knowledge
MundaneLogic, Mechanics, Physics, Chemistry
OrganicSynth Drugs, Synth Microbes, Synth Plants, Synth Animals
SupernaturalEffects, Meta, Implements, Bindings
Society Knowledge
CollectiveProtocol, Events, Celebrities, Lore
PrivateProtocol, Events, Celebrities, Lore
CriminalProtocol, Events, Celebrities, Lore

Select Background Specializations

All new characters get 4 single proficiencies and 1 double proficiency to distribute among their Skill Specializations.

Likewise they get another 4 single proficiencies and 1 double proficiency to distribute among their Knowledge Specializations.

Select Feats

All new characters get 9 feat choices, 3 from each of the 3 types: Attribute, Skill, and Knowledge

Feats help flesh out a character's style and personality. Feats can be just about anything so what feats a character has should be discussed between the GM and player.

Select Spells

Spells are highly dependent on the system you pick. There is not real way to describe picking spells in a short manner. You will need to read over the different systems and pick one.

Selecting Equipment

Note down your Undeclared Bulk Equipment capacity which is just a copy of your carrying capacity. As you remove stuff from here you will want to note down the used up weight. Remember items acquired this way can only be quality level 1.

Next note down your Undeclared Purchased Equipment budget which is 50cr * your experience points. a level one character has 3 experience. Remember items acquired this way can only be quality level 1.

Finally, note down your Purchased Equipment budget which is the same as above at 50cr * your experience points.

Review the chapter on Equipment, to know what you can buy with

Text Character Sheet

Below is a pure text version of the character sheet. Copy it to your favorit text editor and fill it out.

Name:			#### What do people call you? Do you have any titles?
Race: 			#### What race are you? Ethnicity? Mix of ethnicities?
Racial:			#### What traits do you inherit from your ancestry?
Background: 	#### Were you raised upper class? Lower? Middle? Did you come from an urban environment? Military? Rural?


Perks: 			#### Begin with no more than 3 and no more than you have flaws. (WIP)
Flaws: 			#### Begin with no more than 3 amd no more than you have perks. (WIP)

Boons: 			####Put your boons here. Begin with no more than 3 and no more than you have banes. (WIP)
Banes:			####Put your banes here. Begin with no more than 3 and no more than you have boons. (WIP)

#### Swiftness: Quickness points + instinct points 
#### Stamina: Quickness points + constitution points 
#### Work: Instinct points + constitution points
#### Endurance: quickness points + willpower points 
#### Nerve: Instinct poitns + willpower points
#### Blood: Constitution points + willpower points.
#### TM: Total Maximum. Calculate this after you calculate everything else. 
#### MX: Your maximum as calculated strictly by your attribute points. 
#### CT: Current Total. This changes as you use, lose and regain vitals and resources. 
#### RC: Racial. Racial bonuses can apply in many places. If you select an optional racial trait, don't forget to notate it.
#### GR: Gear rank. If gear gives you a bonus to a maximum resource pool or vitals pool, notate it here.

Resources							Vitals							
TM	MX	CT	RC	GR					TM	MX	CT	RC	GR
					Swiftness							Endurance						
					Stamina								Nerve
					Work								Blood		


#### tr: Total ranks. Calculate this after you calculate everything else. 
#### pt: Points. Skill points grant you feats, and attribute points increase your resources and vitals.
#### rk: Ranks. Add ranks to dice rolls. 
#### rc: Racial. Racial bonuses can apply in many places. 
#### gr: Gear rank. If gear gives you a bonus to a roll, put that bonus here.
#### pr: Proficiency. If you have background bonus, specialization bonus, or skill assist ware, put that bonus here.

#### the number of ranks you have is determined by the number of points you have. 
#### the number of points you have in each attribute can't be less than 1. 
#### If you have X points in an attribute, it has Y ranks. 
#### X :: Y
#### 1 :: 1
#### 2-3 :: 2
#### 4-6 :: 3
#### 7-10 :: 4
#### 11-15 :: 5

tr		pt	rk	rc	gr	attributes					#### Attributes define your core capabilities, and are a reflection of your general prowess. 
						Constitution				#### How healthy you are. Red muscle tissue, immune system, endocrine system.
						Strength					#### How strong you are. Pink muscle tissue.
						Quickness					#### How fast you are. White muscle tissue, tendons. 
						Finesse						#### How precise you are. Fine motor control, nerves. 
						Willpower					#### How resistant to the environment you can comfortably be. 
						Charisma					#### Your force of personality and relatability to most others. 
						Instinct					#### Your senses and streetsmarts. 
						Intellect					#### Your mental processing power.

tr		pt	rk	gr	pr	skills						#### Skills are things your character are good at. Bracketted terms are specialization feats.
						Fitness						#### [Haul] [Slog] [Dash] [Tumble] 
						Awareness					#### [Observe] [Reflex] [Stealth] [Spatial]
						Social						#### [Charm] [Presence] [Reason] [Deceit]
						Cqc							#### [brawl] [Melee] [Flail] [Thrown]
						Ranged						#### [String] [Trigger] [Knob] [Spray] 
						Cast						#### [Physical] [Aetherial] [Cosmic] [Shadow] 
						Heal						#### [Medic] [Medicine] [Surgery] [Therapy]
						Pilot						#### [Land] [Sea] [Air] [Sub/Space] 
						Craft						#### [Design] [Appraise] [Barter] [Perform] 
							
tr		pt	rk	gr	pr	Knowledge					#### Knowledge is not only what you know, but what you're good at researching. 
						Plants						#### [Drugs] [Foods] [Materials] [Behaviors]
						Animals						#### [Drugs] [Foods] [Materials] [Behaviors]
						Terrain						#### [Weather] [Terrain] [Diseases] [Minerology]
						Mundane	Tech				#### [Logic] [Mechanics] [Physics] [Chemistry]
						Organic	Tech				#### [Synth Drugs] [Synth Microbes] [Synth Plants] [Synth Animals]
						Supernatural Tech			#### [Effects] [Meta] [Implements] [Bindings]
						Crime 						#### [Protocol] [Events] [Celebrities] [Lore]
						Private						#### [Protocol] [Events] [Celebrities] [Lore]
						Legal						#### [Protocol] [Events] [Celebrities] [Lore]
						
							
Techniques

Spells

Gear 

Equipment Types (Very WIP)

All equipment in Anomoly is based around the concept of Quality.

All complicated tools, from swords to rifles, are composed of three parts. Each of those three parts have their own quality score. A quality 2 sword will therefore have six qualities, each part being at least 2 quality. Usually some of them will be increased damage, it might be improved parrying, it might even be bonus damage on power attacks.

Weapons

Guns

The 3 part a gun has are: the manual interface, the action, and the frame.

  • The manual interface includes the parts that you put your hands on in order to operate the weapon so the grip, the trigger, the buttstock, the magazine eject button, etc. If you put your hands on it, it's part of the manual interface. Qualities usually focus on reducing jamming or increasing the speed at which magazines can be swapped out.

  • The action includes the part that sends the projectiles out. Qualities allow different modes of fire, higher power, resistance to environmental clogging, and the ability to handle smart rounds.

  • The frame is everything from the barrel to the action housing. Higher quality allows for modifications to the rifling, hardpoints along the barrel so you can add new accessories, better durability so that you can use your weapon with less risk of breaking it in a melee situation, or magnetic enchanted chip systems that let you use your gun as a arcane blaster should you run out of ammo.

Armor

There are several considerations to keep in mind when picking armor.

  • Weight. The heavier the armor you wear, the less mobile it is. For example if your character's race is capable of flying, the odds of their wings being strong enough to fly while wearing heavy armor is low. But armor depending on how it's designed could provide assistance to mobility either via magic or technology. For example, it could have enchantments to let the character burn mana to reduce gravity's effect on their armor, or could have built in thrusters to assist in flying.

Power Armor

Power armor is essentially a large frame with a hatch in the back that peels open and lets you slide into it. The back seals up, and the control surfaces, pads attached to rods, push down on your limbs. When you move a limb, it puts pressure on those control surfaces, and that tells the servos where to move the limb. Due to this, power armor is basically a tight fitting vehicle allowing you to also wear normal armor while inside since the control surfaces are easily adjustable.

Power armor uses a purely fictional type of recharging battery based on nuclear fusion. Expended energy will restore over a period of time.

on that note, the type of power armor that you pilot instead of wear is also known as super heavy duty that would reduce it sufficiently that you would be able to use your wings to fly even with the power armor on

Sheild Generators

how about it's shield generator? it's totally possible that it doesn't have one. many of them do though, if only because the energy Shields can help reduce impact from EMP and the like shield generators can do a wide variety of things. the appropriate term in this case is an energy projector. they can project holograms, extend their coverage to include allies, weaponize hard light energy to burn or bleed someone, etc different types of energy projectors can accomplish different kinds of things. soft field energy projectors can be used for camouflage purposes, but hard light energy projectors can take more damage. the three parts of the power frame are the power source, the frame, and the servos. energy projectors have three main parts. the lens, the emitter, and the power source. your power frame already has a power source. this means you can spend a third fewer of the credits, or 12 credits for quality 3. the lens establishes the range at which and the shape which the energy can take. for example, you might have a quality that allows you to admit a wall of energy in front of an ally three spaces away to keep them covered while they are moving under fire the projector establishes the efficiency of the drain, as well as the maximum potency. shield can be turned up or down depending on what you expect to be dealing with. it also determines the type of energy that is being emitted. if you want to be able to make a hologram, it is a quality you have to get within a soft field emitter. hard light can make tough barriers, burning weapons, stable platforms that can be traversed, the so-called lens it only called the lens because it is the medium through which the energy is projected. it doesn't actually look like a fisheye or anything. it's a series of wires that go through the individuals clothing or armor. the more energy you burn in a round, the more times your shield will be able to activate. energy Shields are relatively easy to overwhelm with any significant repeated firearms or focused fire. the key word there is significant. if the incoming damage is not capable of damaging the energy shield, it does not count as an instance of activation. getting an enchantment placed on the armor for the sake of gravity nullification would cost six credits for a quality 3. having an arcane amplifier built into the frame would also allow a +3 bonus and would cost six more credits that plus three bonus sitting on top of your two charisma rank allows for total gravity negation if you build in an arcane focus, it would allow you to Target other people with your gravity negation. your size alteration ability extends to your armor and weapons. this is because it targets the space in which you and your possessions inhabit

power source qualities usually only include more power capacity, but accelerated recharging is also a desirable property.

frame qualities are usually additional mass that can be carried, but hardpoints such as to allow for the wing protrusions are another popular one.

servos usually opt for power, speed, or efficiency. power benefits your strength, speed benefits your quickness, and efficiency makes it so that using either of the former uses less total energy. that is far from a comprehensive list, but it should give you an example of what a quality 3 power frame should look like

the power frame by itself, which includes the nuclear battery, costs 18 credits armor has three parts. fittings, protectives, and attachments.

fittings are not just about making it fit you, but also making it easy to take the armor off and on, and to fit additional armor layers on later. for a basic flack system, this would include the sappy plate pouch as well as the velcro straps that fasten it to your body.

protectives are the particular types of protective materials you are using. Kevlar and sappy plates are protectives. this is where the bulk of your damage resistance come from. having a modular plate system allows you to change out what type of damage you are going to be more resistant to. having a layered armor system allows you to have much more armor on, as long as you can move it.

attachments is anywhere you can add accessories. simply increasing the number here is helpful, but don't misunderstand it as a one-to-one ratio. one attachment point is one point you can attach an entire belt of ammunition to for example. not just a bullet. one attachment point lets you attach an entire utility belt. you can have a lot of things in that utility belt. an attachment point can also do things like allowing you to rapidly install radios or other electronics into your helmet so that you can operate it without your hands. a very popular attachment for a helmet is for a gas mask. the armor that you put on the power frame is its own cost. quality one costs three credits. quality two costs nine credits. quality 3 costs 18 credits. if you're buying single parts, like plates, quality one costs one credit, quality two costs three credits, and quality three costs six credits

Social Items

Grooming kits, the mechanical effect is that when you use them, you can specify a target audience type with whom you will have a bonus on social checks for a particular specialization. People who buy the high quality kits get higher quality effects.

However, if you do not groom for about a week, you have a bonus when dealing with other lower class or rough occupation citizens.

Magic Systems

Anomaly tries to fit any setting one might want to use and as such has built a framework for a number of types of magic systems that fit into anomaly while also aligning with the magic described in various settings: Alchemy, Arcane, Elementalism, Oath, Psionics, Pact.

This chapter of the Core Guidebook goes over each of these in detail. For now here is a quick summery of each.

  • Alchemy is the process of destroying ingredients to barrow their traits and add them to something else.

  • Arcane is the construction of supernatural constructs that produce an effect on the world when powered with the user's energy.

  • Elementalism TODO

  • Oath is the use of oaths to limit your actions but gain power to effect the world.

  • Psionics is the limiting of your body (pools) to gain mental powers that can effect the world.

  • Pact is the binding of yourself to another to gain a portion of their power so you can effect the world.

Underlying Source for Magic

The underlying source of all magic is a Void in the 4th spacial dimension separate from physical reality. When sentient creatures interact with the Void in various ways via their Soul they can gain power to effect reality. Interactions with the Void still function under rules, but fall under supernatural physics which often bends real physics allowing for the fantastical effects.

Spell Effect Slots

Every magic system is based around the idea of Spell Effect Slots. How they implement it is different for each system, but each spell effect slot can hold a single spell effect from the spell list. A spell effect is composed of a Shape and an Function. So a Fireball is a ball shape with a fire function. A Fire Cone is then changing the shape from a ball shape to a cone shape.

Psionics

Basics

Psionic Tendrils

Psionic wielders submerge their soul deeper into the Void through a process of meditation, gaining a closer connection to the tendrils that bind things through the Void. These tendrils requires constant, physical energy to maintain meaning the more psionicly powerful you are, the weaker you are physically. You are feeding the Tendrils your physical energy so your body does not receive said energy.

Each Psionic Tendril provides one spell effect slot, meaning when you form a Tendril you can attach any effect from the Spell Effect list. Tendrils cost nothing to activate the spell effect, the cost already being handled by the initial loss of a person's physical ability. However, you can also have empty Tendrils which are useful for several uses that will be discussed.

In order to gain access to new Psionic Tendrils, you must make a sacrifice at a Psionic Shrine while meditating for 4 in-game hours. The sacrifice requires 3 pool point maximums, in any combination; taking all 3 from one pool, spreading it over 3 pools, or picking 2 from one pool and 1 from another. But it needs to be 3 points. This process reduces the chosen pools maximum possible value, representing the physical energy required to maintain the tendrils.

The number of Psionic Tendril you gain from doing this is equal to your intellect rank. You can make multiple of these sacrifices to gain additional tendrils.

Example

You reduce your character's maximum swiftness by 3 points.

They have Intellect at Rank 2.

They gain 2 Psionic Tendrils.

Another character reduces their maximum swiftness, blood, and nerve by one point each.

They have Intellect at Rank 4.

They gain 4 Psionic Tendrils.

The second character could sacrifice another 3 pool points in the same pools.

In that case they would have 2 sacrifices so 4 + 4 = 8 total Psionic Tendrils.

If you lose access to the tendril for some reason, the pool maximums automatically come back making your character physically stronger at the cost of losing their magic for the encounter. At any time, you can revoke a sacrifice as a free action regaining the pool points. However, you must drop as many tendrils as you got for that sacrifice. So if you have a rank 4 intellect, you would need to drop 4 tendrils to gain back the 3 pool points sacrificed. You cannot drop fewer tendrils to get partial pool points back.

It's also important to note you would need to get to a psionic shrine to reform the abandoned tendrils meaning that dropping tendrils can greatly reduce your options and should be a measure of last resort.

Example

As part of your sacrifices you sacrifice a total of 3 blood.

You have an intellect rank of 2.

During a fight you get hurt and are close to dying. As a free action you can give up Psionic Tendrils to immediately boost your blood pool by 3, regaining both the points themselves and the maximum of your pool.

To do this you must abandon 2 Tendrils since each sacrifice gains you 2 Tendrils. You may NOT drop 1 Tendril and get partial pool points back.

You may also release the spell from any individual Tendril as a free action creating an empty Tentril.

Trading Tendrils

Tendrils can be traded between Psionic wielders. The receiver must have an empty Tendril. If they have no empty tendrils, they either have to empty one, a free action, or they can't receive it. Once the trade is done the one giving the Tendril will have an empty Tendril and can use it however they want.

Trading Tendrils must be done when the two parties are touching or using psionic equipment that counts as touching, see green crystal arrays.

Power (Damage)

Each basic Psionic Tendril by default has a power of 1. This effects the basic damage delt when attacking, of the capacity when lifting, and so forth. I.e. the power the tendril can exert.

There are several ways to increase tendrils power. However, you should note that the bonus damage possible by increasing power is limited by the character's Intellect rank.

One of the most basic ways to increase the power is by intertwining two or more tendrils and dedicating them to the same spell effect. Each tendril you intertwine increase the power by 1, so 3 intertwined Psionic Tendrils would have a power of 3. You can intertwine unused tendrils with a used tendril each round, so you do not have to dedicate an unused tendril to one spell effect.

Other ways to increase power is tied to psionic equipment.

Tendril Shape and Strain

Unlike other kinds of magic spells, a Tendril's shape is flexible. When assigning a Spell Effect to a Tendril at it's creation, you will pick a specific shape as with any type of magic. However, Tendrils are deeply rooted into the wielder's mind and act more like a muscle they can flex then a tool they manipulate. It's a direct extension of the wielder.

Because of this Tendrils can be forced into different shapes at will. This means if you assign a fire ball to the Tendril, you can shift it into a fire ray, cone, etc. You cannot change the effect's type, though, so no changing a fire spell into an ice spell.

Strain

However, just like when you flex muscles too much, Tendrils can be put under Strain by changing their shape too far or often. If you botch when flexing a Tendril, the Tendril will essentially cramp and go into Strain. When this happens you will need to beat a will save with a 9 DC. If you take a breather turn you get a bonus to the will save. Each failure of the will save drains a point from one of your pools in this order: swiftness, stamina, then work. In addition, while you are in Strain you cannot use any of your Psionics.

When you go into strain, it is best to back off and take a breather turn to recover. You can compare it to getting a cramp in your hand while in a firefight. It's best to stop fighting for a moment, take cover, and fix the issue. If you press on you must beat the will save roll. You can, as usual, burn Nerve points retroactively to force a successful will save.

The possibility of botching a Tendril shape change is 1 in 10. But proficiency in casting will reduce this; to 1 in 100 for a single proficiency and 1 in 1000 for a double proficiency.

Technology and Psionics

While there is technology specific to Psionics, which will be covered later, it is important to note that there is also technology normally unrelated to Psionics that can help boost a Psionic Wielder.

Psionic Investments into Technology

Any kind of technology can be prepared to accept a Psionic based spell effect. When prepared this way anyone picking up the item can sacrifice pool points on the spot to psionicly empower the item. And they will regain the points when they release the item.

Stimulants

Stimulants can temperately boost your maximum pools. This means you can sacrifice more of your pools while not being a total glass cannon when going into an encounter, so long as you maintain your supply of stims and take them before said encounters.

Psionic Animals

Animals are not capable of producing their own Psionic Tendrils. However, they can intuitively manipulate tendrils and be trained to used them. Because of this, a psionic wielder can wrap one of their tendrils around an animal effectively loaning it to the animal. This allows the animal to use whatever spell is attached to the Tendril.

An effective use of this fact is having a trained guard dog protecting you while you sleep, with the power of fireballs.

Psionic Technology

There is technology specifically developed to interact with Psionic Tendrils. Psionic Technology acts as a force multiplier allowing each Tendril to be more useful and by extension each character pool sacrifice more worth it.

However, unlike a raw Psionic Tendril that is a part of your person, Psionic equipment can be broken or taken away from you. You regain whatever was invested if the equipment is broken, and if it is moved outside your field of influence, you can decide to abandon the equipment to regain what you invested into it.

Using Psionic Technology also makes it much more obvious to others what you can do.

Finally, Psionic Technology must be in three-dimensional space or it will not function. So you cannot just store away your Psionic Tech and gain the benefits for it.

Investments into Psionic Technology

Some Psionic Tech require storing a Tendril in the item, meaning you lose access to your tendril if the equipment is out of range. Other kinds of Psionic Technology requires a sacrifice of pool points to function. Unlike tendril sacrifices which must be 3 pool points as described earlier, sacrifices invested into equipment can be in increments of 1 pool point.

Again if psionic equipment is broken you will regain what was invested into it. If you invested a tendril you will get it back, if you invested pool points, you will get them back.

Psionic Shrines

As already mentioned, a Psionic Shrine is necessary to allow a person to gain Psionic Tendrils or make other physical energy sacrifices to equipment. It takes 4 hours of meditation at a shrine for each Tendril sacrifice of 3 Pool Points.

These shrines can come in several shapes. Often they are medium sized pieces of furniture. However, with sufficient technology level there is also the option to create mobile shrines or even tattoos that act as shrines. This doesn't reduce the time it takes to make a sacrifice, but does allow one more continence.

Obviously there are benefits and negatives to each type of shrine. Large shrines cannot go wherever you go. Mobile shrines can be taken away from you. Tattooed shrines are always with you and cannot be easily removed, but they reduce the amount of tattoo-able skin for other types of magic.

Psionic Cartouche

A Cartouche is a piece of four dimensional jewelry. The more pool points you sacrifice into the Cartouche, and the higher quality it is, the more Power your tendrils have. However, remember that bonus damage is limited by a character's Intellect rank.

Psionic Crystals

Psionic Crystals are a special kind of meterial that can interact with Psionic Tendrils to produce different effects. There are several types, each of a different color and effect. Crystals also has a crafting quality with higher level qualities having more utility, but also harder to craft and therefore acquire. Some crystal colors function on their own while other crystal colors must be assembled into an Array. Individual crystals and crystal arrays are generally of a size that can be worn, but they can also be much larger and used as psionic infrastructure. A person can only use at most one of each color of crystal or array at any time, i.e. you can use one purple and one green crystal array at the same time but cannot use two purple crystals at once.

Synthetic Crystals

Later Technology Ages are capable of crating Psionic Crystals from scratch, allowing the crystals to be any size a user needs. This means that earlier tech ages mostly used crystals for personal use, while later tech ages also used them as infrastructure equipment.

Primary Colored Crystals (Blue, Yellow, Red)

A person's Psionic Essence is made up of 3 things: Knowledge, Skills, and Attributes. The primary Colored Crystals allow a Psionic user to cast an aspect of their essence into the crystal. When another Psionic Wielder places one of their Psionic Tendril into this cast, they temporarily gain access to the essence of the maker. Each of the Primary Crystals function as an individual crystal, and take a long time to imprint a user esence into.

Only one person can use any particular primary crystal at a time unless the individual using it is connected to a Green Crystal Array. Anyone connected with the user through the Green Crystal Array can share the effects of the primary crystal.

Mechanically, the primary crystals do not add to your existing stats, but replaces them if it is better. For example, if a crystal has Strength Rank 2 imprinted on it, and your Strength attribute is 3, you will gain no benefit.

Similarly, if a crystal is storing a single knowledge proficiency of Nature: Plants, but you already have a single proficiency in it, you do not benefit.

However, if you have a single knowledge proficiency of Nature: Plants and use a crystal imprinted with a double proficiency in it, you can use the crystal to perform tasks like you have a double proficiency in Nature: Plants.

Blue Crystals are used to make copies of a person's knowledge. The quality of the crystal dictates the maximum amount of knowledge that can be put into it. Adding knowledge to a blue crystal is a time-consuming process, but can be very useful. Blue crystals allows people to make repositories of knowledge that other people, including non-psionics, can access; like a mental book. Basically you can take a knowledge your character has and make it so that other people can use it like it is their own. This applies to knowledge points, ranks, feats, and specializations. Note that blue crystals can also store memories that are story related or plans for different designs. But remember that Blue crystals do not store data, but the interpretations the original knowlage holder had of the data. So someone who knows a lot about a device would store all that information, while someone who knows nothing would only store a hazy idea of the device.

Yellow Crystals are the same as Blue Crystals, but function for skills. A Yellow Crystal Array can store any skill's points, ranks, feats, and specializations that the maker has imprinted into the crystal.

Red Crystals are the same as Blue and Yellow Crystals, but function for attributes. However, since it only shares the Psionic Essence of attributes it can only be used to boost psionic abilities NOT the person themselves. A Red Crystal that has strength essence imprinted in it, will not let a person carry more stuff, but it will boost the range a psionic spell has since strength effects the range of a psion's spells.

Secondary Colored Crystals

All Secondary Colored Crystals must be assembled into an array to be useful. The number of individual crystals in each array is how many Psionic Tendrils that can be used with it. Though most arrays either have more crystals then you will ever need, or The number of crystals are directly tied to their crafting quality.

Purple Crystal Arrays increase the number of Tendrils (and by extension spell slots) a wielder can have, multiplying the number of Psionic Tendrils you have at the cost of holding it outside your body. The quality of the array is how many extra tendrils you gain every time you invest a tendril out of your person and into the purple crystal. The number of crystals in the array dictate how many Tendrils can be duplicated in this way. The benefit to doing this is very obvious: if you had three tendrils before, and you have a quality three Crystal array, you can drop all three of your tendrils into the purple Crystal array, and now you have access to nine Psionic Tendrils with which to cast nine different spells. The downside to doing this is that your tendrils are now in the purple crystals and are subject to the downsides of Psionic Technology. If the Crystal is destroyed or abandoned, you gain back the tendrils put into it, but obviously lose the extra tendrils provided by the crystal.

You have a Purple Crystal Array with a quality of 3.

You dedicate your 2 Psionic Tendrils to the array gaining 6 Psionic Tendrils in total from your original 2.

If someone lands a hit that breaks your array, you regain your 2 Psionic Tendrils, but lose the spells attached to the 4 lost Tendrils. You can choose which Tendrils to keep though.

Green Crystal Arrays exist between multiple users connecting them. How many crystals are in an array is dependent on the array's quality and that dictates how many other people it can connect. Connected individuals share all of their senses, but only when trying to do so. An individual in the network can choose when to connect and when to not do so at will. Green crystals connect across time and space by going through the void. It is unclear how they work, but it is known that they work, even though the connection through the void is not understood. The main benefit with Green Crystal Arrays is instantaneous sensory communication and allowing linked Psions to use each-other's tendrils. The downside is that if any person in the link is injured, all people connected to the link feel the pain, and will become rattled.

You buy a quality 2 green crystal array and connect yourself and a friend.

You have 6 spell slots, 5 of which are dedicated to combat spells, one attached to the green crystal.

Your friend has 4 spell slots, 3 dedicated to mobility spells and one to the green crystal.

You and your friend now have access to a total 8 spells available.

However, each time your friend is hurt, you feel the pain as well.

Orange Crystal Arrays dramatically boost the range you can cast psionic spells. However, Orange Crystals need the user to sacrifice additional points and place them directly into the Array to use it. The array's quality determines the amount that your range is boosted per sacrifice you make. Orange Crystal Arrays must be worn around the head, though it's form does not matter. It could be a crown, inlaid into a helmet, or worn as earrings. They often appear as jewelry of some form, but can take other forms. Regardless of form, it must be around the head in some way.

Each crafting quality of an orange array provide an additional 25% range boost. So a quality of 4 adds 100% or doubles the range provided by sacrifices.

The range provided by each point sacrificed into the array is technology age dependant.

Tech Age 0 is 50 yd maximum per sacrifice.

Tech Age 1 is 100 yd. this includes the steel and steam ages.

Tech Age 2 is 150 yd. this includes the Cyber and post-apocalyptic ages.

Tech Age 3 is 200 yards. this includes the space and seed ship age.

Tech Age 4 is 250 yd.

So 2 sacrifices in a Tech Age 1 game will boost casting range to 200. And if the array's quality is 2, an additional 50% is added or 100 making the effective range 300 yards.

Though remember, just because your range is increased, doesn't mean you can actually hit your target at that range with your skills.

Clear Crystal Arrays allow you to connect your mind to a device for each pool point sacrifice you make, giving each device it's own action pool. The quality of the crystal determines the number of actions each device's pool will have. instead Because the devices have their own action pools, operating that device no longer counts as an action. The device must be able to physically perform any action the person tries to make it do. For example, a gun cannot aim unless it is wired up to some sort of chassis that can move itself. In addition the actions performed by you through the device still rely on your skills as it is just a mirror of your psyche. You don't actually have to be psionic to use it, but you do have to understand supernatural technology.

Example

You sacrifice 1 point of blood to empower your clear crystal array.

You then link yourself to a mobile turret. Each round you can simultaneously act with yourself and the mobile turret.

Meta Note: Black Crystals are only avalible for settings that are at or past the early faster than light space age for balencing reasons.

Black Crystal Arrays allow everybody who is paired with that specific Crystal to share each other's sacrifices. They have a very short radius so people need to stay near each other to benefit from them. Black Crystals are void incarnate and due to their interplay with the void allow for this overpowered ability. They were discovered during the early faster than light space age.

Example

You have 6 sacrificed points.

Your ally has 3 sacrificed points.

If both of you are paired on the same Black Crystal Array, you will both benefit as though you have each sacrificed 9 points.

Psionic Crystal Fiber-optic Cables

Meta Note: The settings tech level needs to be sufficent to understand how to produce Fiber-optic Cables.

Psionic Crystals can be processed into a fiber-optic cable which provide additional functionality over normal Psionic Crystal Arrays. Generally the additional features involve connecting a greater number of people to the effects that color can produce. All Psionic Fiber-optic Cables are able to link and apply their effects to as many other people as are in it's radius. However, it is one way so if you are sharing say knowledge via a blue psionic fiber-optic cable, the people benefiting cannot send their own knowledge along the same cable. They can however have their own blue cable they send their knowledge along.

A cable's radius is determined by it's quality and the amount of points the holder sacrificed into it. Cables can be used on a person's body or run through a larger structure or vehicle to provide their effects to many people at once.

Note that some cables need a crystal array to function as they interact with them in some way, but others function fine as a standalone item.

Blue, Yellow, Red Psionic Fiber-optic Cable can share knowledge, skills, and attribute essence respectively. The fiber-optic variant simply lets them do so without needing to have a Green Crystal Array link.

Purple Psionic Fiber-optic Cable allows you to not only use each other's slots like the purple crystals, but to actually transfer psionic tendrils between psionic wielders.

Green Psionic Fiber-optic Cable act as a bridge between Green Crystal arrays. Any one in range of the cable and equipped with a green array can connect with anyone else in range assuming everyone, each array holder AND the cable holder, is willing.

Orange Psionic Fiber-optic Cable, like orange crystal arrays, must be arranged around the head in some way. Those within radius have psionic range based on your orange crystal array.

Clear Psionic Fiber-optic Cable, which glows white, allows other people to make mental connections with objects, but those connections only last as long as both the connected devices and additional users are within the radius of the cable.

Black Psionic Fiber-optic Cable glow black. Unlike black crystals, the number of people whose sacrifices count is based on the amount that the core user sacrifices.

Resonance Boosters

Resonance Boosters are one of the technologies that advance as the Tech Ages advance. Resonance Boosters are built around a Psionic Crystal or Crystal Array and boosts it's range. This is primarily useful for the Orange and Green Arrays; boosting the casting range for the orange arrays, and how far away members networked to a green array can be from the array itself. However, it can also be built around the primary colored crystals giving them an effect like the fiber-optic cables, bust spreading out from a single central location. Constructing a booster around a large enough blue crystal can allow an entire building to be covered by the crystal.

The resonance booster increases the range based on the size of the crystal and the crafting quality of the booster itself. The range of a crystal with a booster built around it is increase 1 yard, per inch of crystal, per quality level of the booster. So a quality level 4 booster with a 50 foot blue crystal tower would be able to reach 7200 ft away in every direction. For this reason, this type of structure is very often in the center of large corporate buildings. it allows people to telepathically share massive loads of knowledge.

Skin Leech Armor

Skin Leech Armor is organic, living armor that has had it's consciousness dipped into the void. Skin Leech Armor is essentially an organic computer, shaped into the form of armor, and attached to the user's circulatory system. It is essentially an organic AI; not a person in it's own right, but not quite an animal either. Much like how dipping one's soul into the void provides the psionic wielder benefits, the organic armor when dipped into the void in this way can boost the Area Of Effect of any psionic spells cast through the armor.

Skin Leeches can also grow as you grow, increasing the bonus to your ranks and points. They have their own blood pool and because they are grafted onto the user for nutrition, the user's metabolism increases, but the amount of blood the user has also increases.

When the Skin Leech is a full body suit of armor it provides the full benefits of plus one to three different pool maximums for each quality level. so a quality 1 Skin Leech provides 3 pool point maximums, a quality 2 provides 6 pool points, etc. They can take other forms besides full body, but as the coverage decreases the benefits also decrease.

The only side effect is that each Skin Leech is created for a purpose, and when said purpose is acted on the armor receives a dopamine boost causing it to enjoy doing it's job. However since the user shares a bloodstream with the armor the user receives the dopamine rush as well. This can cause addiction for the user if they try to use a Skin Leech of higher quality then they can handle.