*gasp* You're Full of Ingredients!!
Okay, I'd best warn you right now, folks. Character generation is not
going to be effortless. While the game itself is relatively simple in
play, you're going to have a lot of numbers you'll have to keep track
of. These numbers are divided up into four categories: Attributes,
Aspects, Derived Facts, and Skills.
Attributes and Aspects
To start off, you have twelve Attributes:
These determine your overall capabilities, and can have values
(referred to hereafter as 'Ranks') between one to twenty -- higher if
you pick certain traits. Although most contests will require rolling
vs. skill, rather than vs. an attribute, there will be occasions where
it will be necessary. Rolling is based on a percentile, so you multiply
your attribute rank by four, then roll under that number on 1d100. Average
ranks for all skills but Toughness, Power, Fame, Wealth, and Synchronicity
are between nine and twelve. Most regular folks also have only a Power,
Fame, and Synchronicity of one.
Now, you also have six Aspects, each of which are linked to a field
- Logic (Academics/Sciences): The character's capacity for
rational thought and analysis.
- Discipline (Athletics & Physical Action): The character's
capacity to stick to tasks and exercises (which tend to be unpleasant)
structured towards a long-term goal.
- Empathy (Social): How well a character can deduce another
person's emotional state. Can be used as a crude basis for lie detection,
or manipulating others. Also works as a foil to being manipulated.
- Insight (Occultism & Religion): Often referred to as intuition,
this is the measure of a character's ability to comprehend things that
are logically inexplicable.
- Passion (Artistic): The character's tendency towards enthusiasm
and excitement about life. Represents a person's drive.
- Adaptability (Technological): Determines how well a person
learns from experience, and also how well they react and deal with
The primary purpose of these values are not for rolling against them
in contests of skill, but rather they are mostly for determining how
many skill points you will receive to put towards the relevant skills
attached to each Aspect. Bear in mind that, at the GM's discretion, you
may be asked to make an Aspect check, which is determined by multiplying
the Aspect by 4, then rolling 1d100.
For Aspects, 10 ranks are equivalent to a null score. It's rather
like having a pH of 7. At a 10, you are neither particularly inclined,
nor disinclined, towards this aspect.
Numbers, man, I need Numbers!
"But wait!" you cry. "How do we determine point values for aspects
Guess what? That's up to you to decide.
Okay, all you folks who are now having heart problems, get someone's
attention and have them call an ambulance. If you only fainted, then
feel free to get back up when you are ready and read the above line again.
Yes, it's true. You determine how many ranks you put in your
Attributes and Aspects. This is geared so that you are able to have the
most freedom in creating your character concept. So think hard!
Next, however, comes the reason why it's not a good idea to put a 20
The Universal Russian Roulette
One of the defining mechanics of Cosmic Synchronicity is referred
to simply as the 'Cosmic Trigger,' a derived value which is determined
The player must add together the total ranks they put down for
their Attributes and Aspects. This total is then measured against a
game's Quantum Factor (the Quantum Factor for Earth Unmasked!
is set at 200, or Heroic level). If the total is less than the Quantum
Factor, then your Cosmic Trigger is 00 (or 100). If the total is greater
than the Quantum Factor, then you subtract the Quantum Factor from your
Attribute/Aspect total. Divide the difference by 5 and round up. Subtract
the quotient from 100. This remaining value is your Intermediary Cosmic
Then add together your positive and negative traits. If the total is
0, there is no change. Otherwise, divide the value by 10. If the value
is positive, subtract it from the Cosmic Trigger. If it is negative,
add it to the Trigger -- but remember your recorded result cannot be
greater than one hundred, even if it adds up so.
To be clear, the equation goes thusly:
(Attributes) + (Aspects) = Total One
- If Total One is less than or equal to 200, then the Intermediate Cosmic
Trigger is 00.
- If Total One is greater than 200, then Total One - 200 = Total Two
(Total Two/5) - 100 = Intermediate Cosmic Trigger
Intermediate Cosmic Trigger + (Traits/10) = Cosmic Trigger
Now to explain what all this means. The Cosmic Trigger is basically
part of what helps to balance out the system. Whenever someone rolls a
skill, Attribute, or Aspect check, to succeed they must roll a number
under the percentile value. If they roll over that number, obviously they
fail. But if they roll a number that is equal to or greater than
their Cosmic Trigger, then something goes disastrously wrong.
This is not always a fatal error, although it can be. Mostly, it is
just means that something Really Bad is about to happen. Maybe
you roll a Cosmic Trigger while trying to shoot someone, but instead you
shoot one of your allies... or perhaps the gun just explodes in your face.
By example, let's take the earlier example where you have twenty ranks
in all your Attributes and Aspects. You'll end up with a Cosmic Trigger
of 68. Sixty-eight! That means you have a 32% chance to royally screw
up any skill you might roll, even if your skill value is higher than
your Cosmic Trigger -- and that's with no Positive traits to worry about!
So remember, be frugal! I won't call you on high scores in character
generation, but you could end up having a very short career in play when
the odds catch up to you.
Allure = Spirit + Passion + Symmetry + Fame + Power
number as a percentage. This value determines the character's capacity
to entice and manipulate NPCs through attractiveness, confidence, and
body language, and can be modified on a case by case basis. It can be
resisted by Spirit.
Intimidate = Body + Passion + Toughness + Spirit +
Read this number also as a percentage. This value quantifies
how well a character can force another though fear of harm. Bonuses are
added if violent acts are performed. It is defended by a Spirit roll
(i.e. a Fear check).
Initiative = d20 + Coordination + Trait Modifiers
determines how quickly a character moves in combat.
Healing Rate = (Health + Spirit)/10
This number should be
rounded up. It is how many Mortality Points (hit points) your body will
heal per day with proper care and rest.
Jumping = (Coordination + Body + Health)/6
should be also rounded up. It calculates the distance a character can
jump up or across.
Leaping = (Coordination + Body)/2
This number should be
rounded up, and is the distance a character can jump up or across with
a running start.
Running = (Coordination + Health)/2
This number should be
rounded up, and cannot be less than one. It defines how fast a character
can sprint, in good weather, on even ground.
Mortality Points = (Body + Health + Spirit) times 4
number is the base off of which you determine how much damage each
body part can take before incapacitation or loss of the limb, which is
The Combat section will cover how damage affects the character.
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