Wednesday, December 27, 2017

HiBRiD Player's Guide Progress

So I haven't blogged about the game rules for a while and thought I would give a brief update:



Hujraad’s Hacks

One of the things I have struggled with while writing the prose for the rulebook has been making the prose functional and clear while still injecting a bit of my own personality and gaming philosophy into the game. With the help and inspiration of Flippy’s feedback (creator of the Tiny Horsies RPG), I finally settled on how to do so. The main text will explicitly text for the game rules and guidelines, and sections called Hujraad’s Hacks will be sprinkled throughout the text that will be used to present examples and rules clarifications, insight into my thought process for certain rule decisions, and other tidbits to help reflect the style of the game. In this final formatting, to accomplish these goals, a lot of the material has been reorganized so as to keep true to this vision into its final publishing form. The Player’s Spielbook will, in its final form, consist of 3 chapters and 6 appendices: 



Game Mechanics
The second draft of the game mechanics section text is done. This will list, define, and contain of the raw mechanics of the game. It is divided into 3 sections: Dice, Task Rolls, and the Ite’ Gaming Engine. 




Character Creation Rules

The 3rd draft of the character creation rules section text is done, This is divided into 8 sections, one for each step of the character creation process. Each section first describes the step's purpose, then lists the procedure for completing a step, and finally provides an example of the completion of each step. 



Play and Tactics
This section is in process of its first rough draft. It is divided into three sections: Exposition and Action Scenes, Action and Movement, and Combat. 

Appendix 1: Character Sheet is complete. I used the light gray marble background with light greens, blues and grays. It looks so nice that I will be using this color same color scheme for the whole book. 

Appendix 2: Genre Description still needs completion. This was originally going to include the Ara Knochen world from our playtests but I changed it to a modern day action-supernatural genre akin to X-files so as to simplify the character creation examples. I also have the following 7 Genre Descriptions stubbed out and will get those knocked down once the player’s book gets published: 

  • Voudon Sunsets: A wild-west game set in Victorian era America where cryptids and supernatural creatures of lore fight with gunslingers and witch doctors for control over the new frontier. 
  • Ära Knochenn: A steampunk world in which demons and mentalists duke it out for the souls and spirits of humanity, while the United Nations uses advanced technology of the ancients to prevent the destruction of the human race in a world stripped of its natural resources. 
  • And at Twilight…The Aspens Come: A Post-GOP destruction of the United States where sentient plants and fungi make the world a better place.. with guns and mutant powers…
  • At Night…the Llamas Come: Mutant animals take on poachers in Africa and Corporate Proxies in underdeveloped counties…and eat them (or just gore them horribly). 
  • CyBRiD: A classic cyberpunk genre set in our own world 100 years in the future with direct neural interfaces, molecular biology based telekinetic and mentalic abilities set in a future world where regular people struggle to avoid their enlightenment. 
  • Bug World: Play an insect or arachnid in the garden of your worst nightmare 
  • Vitality is Bizarre: A teen-angst filled romp through a Pacific Northwest art school filled with privileged cliques and outcasts with correspondent abilities 

Appendix 3: Character Creation Walkthrough-Not done yet-This was done using the Voudon Sunsets Genre Description initially, but I found it made the examples to complicated; when the Genre Description is complete, I will be editing this to sync up with it. 

Appendix 4: Tables and Charts-Not done yet-This will include masses of objects common to many genres of the game including vehicles, weapons, ammunition, and animals. (Mass is important when determining the outcomes of objects of scales larger than humans). It will also provide damage codes for objects other than weapons such as explosives, spikes, energy attacks, and poisons 

Appendix 5: Glossary-Not done yet-This will include definitions of game-specific terms highlighted throughout the text in blue.

Appendix 6: Index-In Process-This will include an appendix to help find information of certain topics quickly during play. 

Well, that is it for now. Feel free to contact me a hujraadjohaansen@gmail.com if you have any questions…

Tuesday, October 24, 2017

Gen Con Indy 2017 Musings

We had a lot of fun this year at the Con. We ran 5 games with an 87% attendance. A thanks goes out to everyone who came to play this year. It was interesting this year, because there were NO tweaks to be made to the game system. None. I can honestly say, the time has come to close this chapter in my life and get the damn game rule book done. 

Canon Advancement

The game moved the story arc along very smoothly this year, and the endings were pretty consistent, across the various events, making the canon very easily written (Except for the cybernetic sharks, of course. That was just crazy!) The players killed several large Creatures from the Deep, saved the Transoceanic Rail from their menace in the future, and shut down/destroyed the META plants and distribution centers that were poisoning the world. Both “The Frenchman” and food chemist Paul Vanallman, sadly, met their demise while Dieter Kaufmann once again managed to slip away from the PCs. Ronin Johaansen was forced to file for an insurance claim to rebuild his “Shark Whisperer” attraction while Gene Simmons’ reopening of the KISS Coffee House was a wild success. A new chain of “Burger Yurt” restaurants was launched in Canyonside and the Backgammon Queen clothing store chain seems to be catching on across the nation. Dry Lavender Soda has also continued to rise but without its META additives brainwashing the American public, its popularity has stabilized (It is still the number one sold soda across the nation).

A Question of Genre for 2019

With the canon defined, the story arc and skeleton for the 2019 game is complete and development has already begun. With that being said and everything stabilized, I have begun toe get "that itch" to once again fiddle with the tried and true formula that has led to our GenCon success.

Over the past year, I obtained a membership to the Morton Arboretum. Visiting the Arboretum multiple times as well as having had the opportunity to visit the Coastal Maine Botancial Gardens while in the face of our country’s national resources being destroyed by our Federal Government inspired me to begin a new project: A post-apocalyptic setting featuring sentient plants and fungi saving America from itself. The Setting, entitled “And at Twilight, The Aspens Come”, takes place a scant 30 years from now in an America with no fresh water to drink, the collapse of the heathcare and educational infrastructure, massive decimation of the human and animal populations due to rampant biological vectors and human destruction of natural habitats, and a complete dismantling of the middle class. Racists, Antivaxxers, Alt-Right-Wing Christians and the GOP are now in control of a United States government that does nothing but try to maintain the hegemony while living their sheltered lives within arcologies surrounded by large concrete walls, barbed wire, and drone guns. The player characters are plants and fungi with telekinetic and psychic powers struggling to either help the humans save themselves from themselves or help the humans speed up their demise so they can take over and make things right.

Having played one game session, it seems fun and I am looking forward to playing a few more over the next few years to develop the world a bit more. The question I have is, is anyone interested in playing this rather than the standard 80s/90s action Canyonside events of years past? I have elicited input in the Facebookz and will make my decision accordingly. My plan is to offer 4 sessions of Canyonside Events and one session of the “Twilight” event if enough people are interested.

Will GenCon 2019 Be the Last GenCon Canyonside Event?  

I took my oldest son to GenCon this year, as I have promised to do since he was very young and have promised to all my children to take them some day. But this year sucked BIG TIME. Statistically, GenCon has been growing every year since its move to Indy, and The 50th Year Anniversary may have been the reason it was so horrible or it may just have brought the real problem in sharp relief. The things that once simply annoyed me have become significantly more than just annoyances and have been getting worse every year I go. I do not see things getting better. While I have promised all my children I would take them, and I love my return players, I have to think of my spirit and goals as well, so, unless things get better, 2019 will be my last GenCon. My few West Coast and multiple East Coast friends and my obligations to my children are all that drive me to go to the back to the GenCon Indy hellhole in 2019; but, once I have said my good-byes to my many friends and players and fulfill my obligations to my family, my current plan is to move on to (a) different venue(s). My reasons:

Housing: 
Attempting to get housing is getting worse and has been getting worse EVERY YEAR. Getting housing is a nightmare. I am SO sick of it. If you cannot house your attendees, you should not hold a convention that big. It is inefficient and flawed on so many levels, and the hotels (I am pointing at YOU Westin! And not just for GenCon) all lie to everyone’s faces whether you book online or through the convention, giving you disrespectful attitude when you try to hold them accountable for screwing you. Being a Platinum member of a chain makes no difference. I saw MANY frustrated people besides me who were lied to online and many more at the check-in desks. It is a horrible situation. Horrible. What makes it worse is the thought of taking my whole family and not getting housing. I can just see it-I shell out 5 4-day passes and have nowhere to stay. FORGET YOU GENCON!

The Convention Floor: 
I made 2 attempts to get onto the convention floor. Both were failures. The first time was with my son and my co-Director on Thursday after our first game. It was wall to wall people in the aisles. I literally could not move. I was 10-12 meters in when my son and I entered a fart cloud. Being trapped we could not even move out of it! My son said “Dad, this is too noisy and I am getting sick” so we left. We tried again Friday and were STILL not able to move around that day either. We were unable to mosey about and stumble upon game demos to try and play as a result of the crowds. We could not move to the booths we could find easily, as we were jostled around so badly as we tried to get to the various booths. When we got to the booths, they would be filled. I have been going to GenCon since 2001 and it has NEVER been that bad. Ever. The fun of going to the Con isn’t just the games we play and run, but wandering about the Convention and Demo areas and trying new things. That was impossible. I tried again one more time Friday night alone and it was STILL too crowded. I tried to play the demo of the Big Trouble in Little China game, the only one I was interested in prior to the convention, and the line was down the aisle, indiscernible from the crowds it meandered into. I wanted to preregister for it but it was $100. For a board game. They don’t have. With only 1 demo running. And nothing to buy. WTF? It was a horrible experience.

Cosplayers: 
This may be an extension of the reason above, but it deserves mention. There used to be a costume day with a contest and it was fun. Now it is a costume Con. They were many and many were rude. And many smelled. Hey, cosplayers, it is a public space. If you don’t want me to take your picture, don’t be disrespectful to me when I do so or even if I said “please” and asked for a picture-A simple "please don't" will suffice. If you don’t want to be in the background of my picture, don’t get irritated with me-simply move. If you don’t want me to ask who you are supposed to be because I am unfamiliar with your genre, don’t dress up and march around in public in a general thoroughfare, and then be rude to me when I ask out of curiosity. A simple, polite response would be just fine. Being rude once, maybe twice, I understand. There were a LOT of people mulling about.  But three cosplayers with disrespectful rude and inappropriate responses within 15 minutes? Really?  Really? Learn some manners people. Or, go to your own Con. I am sure this has added to the congestion as well; though I have no statistics, just their strategic “look at me” chosen locations and showboating in the way of large numbers of people trying to move just has TO F**KING STOP!

Alternatives:
So then what are the other options? It comes down to accomplishing my goals:

1. Promote the HiBRiD Style of Play

2. Play with my veteran players, whom I consider family, in a way (My East-coasters 
would be the hardest ones to accommodate by not going to GenCon).
3. Share my love of trying new games with my family

With these goals in mind, I considered the following:

Option 1: Quit
Yeah, this is NOT going to happen; I won’t be doing this. I may stop going to GenCon, but game development, Canyonside events, and all of my other projects will continue to advance; only my choice of venue for sharing them will change!

Option 2: Keep Going
Yeah, this is not likely to happen either if things do not get better after 2019. Doing the same thing and expecting a different result is the definition of insanity, isn’t it?

Option 3: Go to a single alternate convention
I would most certainly choose Origins Game Fair in Columbus Ohio. (I like Columbus and have been wanting to attend this Convention for four 4 years or so). But it would make Goal #2 above difficult, so I am not completely committed to this option.

Option 4: Attend multiple smaller conventions
Instead of hitting one convention, I have been thinking about hitting several smaller local conventions instead. Specifically, I am targeting one of the many conventions in Milwaukee (Nexus, GaryCon, Midwinter, GameholeCon), a second convention in Indiana (Though I am unfamiliar with any-feel free to email me with suggestions), one somewhere on the East Coast, and finally one in Grand Rapids Michigan. I would be able to do 2 conventions a year, as most would within driving distance to my house and much less expensive to attend. I could then just fly out to whatever Con on the east coast for a day or two and cut down on expenses that way!

Currently, I am leaning towards Options 3 and 4, depending on the feedback I get. But one thing is for certain: GenCon 2019 will most likely be my last, but not HiBRiD's last convention.

Friday, June 16, 2017

Sharks: HiBRiD Stats

In honor of the coming Discovery Channel Shark Week, among other reasons, here are the stats for sharks in HiBRiD.  







Image result for great white shark

Shark, Badass (4-5m, 320kg-1500 kg) (Scale 2)

Badass sharks are those extremely large or aggressive man-eaters that have gotten a bad rap either in cinema or TV documentary series. Specific species that exemplify badass sharks include include mako, tiger, great white and bull sharks. Of note here are bull sharks, which have a mass on the low end for "badass" sharks that would normally place them on a mass scale equivalent to normal sharks. When describing these sharks, the Director should use the 320 kg and 4m dimensions listed above, but use the game stats listed below for resolving actions and combat during action scenes due to their overall power and ferocity which classifies them as being "badass".

STR:         +5 +1/m of body length                  
RFLX        +5           
RSIL         +5
INTL         +1
WILL        +5
PERC       +5

Action Load: Scale 2
Action Move:  30m
Action Range: 100m (Sight, Smell, Sound, Bioelectric, Pressure)

PHYS:     1500 (320 for bull sharks) 
ARMV:    6 against Blunt attacks

Attacks/Skills:
Jump       +7           
Strike       +8          3d6+5 (14) Counts as a head butt or tail slap, Multiply by the  # of Moves for charges
Bite         +9          3d6 x 10 (90); May hold and thrash next round    
Thrash     N/A        3d6 X 10 (90); Automatic if held           



Saturday, May 27, 2017

Gen Con Announcements and HiBRiD Progress: A Long Overdue Status Update Before GenCon

Hey all:

First, I understand it has been over a month since I have added anything here. Please rest assured that this page has not gone defunct, nor has HiBRiD development stopped, nor will it ever stop so long as I push air past my teeth. I am making this promise now: So long as I am alive, this project will ALWAYS be active. I may take breaks from Da Interwebz, but those breaks will be because I am living my life with my family and friends or working on the game. The game's progress NEVER stops. If I ever quit, I will be transparent and specifically say so. 

But that is not going to happen any time soon!

Instead, a LOT has happened. Let me give you all rundown.

GenCon Preparations


Gen Con 2017 preparations are in full swing! 

The scenario has had 3 play-tests with one or two more pending. The main action scenes have been chosen. A few schematics remain to be scanned in, the character sheets remain to be updated, and the new pregen has to be completed. 

New Pregen for 2017: Fred "Remo" Bassett 

We will be running Big Showdown in Little Canyonside: Tremors Redux this year, and as such we will be only introducing one new pregen based on Fred Ward. His movie repertoire is somewhat obscure, so let me point you all in the way of several of his iconic moves (other than the Tremors series:
  • Remo Williams: The Adventure Begins: Fred plays a New York cop recruited by a racist Korean martial arts master to train in the arts of assasination.
  • Sweet Home Alabama: Fred plays a supporting character-a simple, gruff, older southern, down-home country dad who actively participates in his local Civil War re-enactments and has a soft spot for his daughter.
  • Uncommon Valor: Fred plays a Vietnam Vet tunnel rat named Wilkes. Great character.
  • The Right Stuff: Fred plays Gus Grissom with an edgy attitude that he brings to all his roles!


Any Other Pregenerated Characters for 2017?

I also have been debating a Kevin Bacon pregenerated character, but there are so many movies from him, I am a bit intimidated at the prospect! I am thinking he would be a lot like the Samuel L Jackson pregenerated character, with whom I had a similar problem. 

Finally, as always, I am taking requests for and offering to build any characters you are thinking might be fun to play or fit within the genre. Again, please remember that the Dwayne Johnson is not going to be an option, as the HiBRiD franchise does not yet need saving...

New vs.  Traditional Character Sheet Format

In the past two years since GenCon 2015, the Default character creation rules have been finalized (see below for details). One of the interesting developments coming out of this is the realization that a unique situation has arisen. 

A newer, simpler Skill system has been chosen as the Default Method for the game rules rather than the historically-used age-based method from the past, which resulted in characters possessing dozens of skills. The pregenerated characters can be rebuilt using the Default Methods rather than the more detailed age-based method used in our past games. This will allow for faster understanding of the character concepts but may be less inviting to those who prefer the details of the traditional age-based skill system. Any input will be appreciated. The current plan is to update the existing character sheets for 2017, then slowly see how many I can get rebuilt using the new simpler Default Method before GenCon so that players have a choice. Playtesting has ALWAYS been my preferred methodology for making decisions rather than personal fiat, and my priority for converting characters over will depend on any feedback I receive from past players. 
   

Typesetting/Layout/Formatting Decisions Are Finalized


As many of you may or may not know, for the longest time, I have struggled with how I want the book to look. After several tests and a lot of feedback (Thank you everyone, it is very much appreciated!), those decisions have been finalized. 

Light grey textured pages, softened colors in the banners at the tops and bottoms of the pages, and an overall look of clean, transparent aquas and spring greens will be used throughout the book. The harsher blacks seen in previous mock-ups that I have been sharing over the years will be used much more sparingly for emphasis or create specific feelings e. g. wide-screen cinematic movie screen aspects, section divisions, et cetera. 

Pages will have two columns, with left-side justification. There will only be 1, non-serif font used in the headings, with a single, clean, 10-pt serif font for the main text. Colored and greyscale transparent bands will be used judiciously to emphasize section changes. A good feel for how these will look can be seen in the character sheet below, that will, incidentally, be included in the default Player's Guidebook:



Finally, there will be very few text boxes in the final text. Instead, a new feature resulting from the most recent edit will be the inclusion of slightly lighter green text sections peppered through referred to as Hujraad's Hacks. Using these sections, I intend to provide examples, tips, author's insights, and the "spirit of the rules' without disrupting the book's main functionality as a reference guide. Readers will know exactly what is fluff and what is fact and can quickly scan the book for rules accordingly. In essence, I can subtly capture the concept of breaking the "fourth wall" (seen in movies like Deadpool or Ferris Beuller's Day Off) in text form, also befitting the cinematic style the game is attempting to capture. Only time will tell if it succeeds, but it definitely makes it a much smoother read!

Default Character Creation Rules Have Been Defined and Text Completed


As I stated above, I have completed the final character creation text, pending one more round of editing by my daughter and my friend Flippy. Each section is tied to one of 8 distinct but highly flexible steps that can be easily adjusted, customized, or even omitted based on the level of complexity and the genre of the game being played. 

Hujraad's Hack: Thank you, Flippy!
A real quick shout out to my friend FlippydaMan is warranted here, who has helped me so much with the most recent edit! It is his amiable brutality and honest guidance that made me take the final leap and forced me to redesign the presentation of the manuscript for less technical readers with a very Asimovian sensibility! Oh, wait, that reminds, me, check out his Tiny Horsies roleplaying game. He has released a new version that corrected the few little downsides I had in my initial review of his wonderful game! He even liked the character sheet I made for him!

The character creation script has been rewritten with an eye toward efficiency and speed of character creation. The first step describes the role of the Genre Description which now figures prominently in the rules, and the next two steps simply define the Character Concept and History to tie the character into the campaign. This means that in convention games and very simple one-shot games where these things are already designed into the pregenerated characters or in very well defined genres, these 3 steps can actually be omitted and only 5 character creation rules are necessary to build characters ready for play. In addition, the character possessions step has been extremely simplified and streamlined with the standardization of our well-play-tested Default Knickknack/Clutter system. In timing trials, character creation for skilled players between the ages of 9 and 13 takes less than 10 minutes (8 minutes 54 seconds on average), with the majority of the time spent (6 minutes 47 seconds on average) being on Aspect selection (N=9).

Finally, I added two complete examples of character creation to the rules. One of these examples is split up into eight segments, with each segment presented at the end of each section to provide a clean simple example of how to complete the step explained in that section. The other example is a complete walkthough of the process. Also, because character creation is dependent on a Genre Description, a brief one modeled on the original HiBRID playtest world from 1994 has provided.

Well, that is about it! Feel free to email, tweet me,or hit me up on the Facebookz, and we will see you at the Con! Go out, live life as if you had Ite', and make things happen!

Sunday, April 2, 2017

Inspirations: Moana HiBRiD Stats


Image result for moana


Moana (Minimal Heroic Level: 4)

Origin Stats

STR +1
RFLX +2
RSIL +0
INTL +3
PERC +4
WILL +5

Height: 165 cm
Mass (Weight): 70kg

PHYS: 11
STUN: 50

Move:
20 m
Load: 11 kg
Range: 14 m

Skills

Common Skills
Academic +4
Athletic +6
Combat +2
Fringe +4
Social +7
Tech +7



Concept Skills
Parkour +12
Sailing +10
Leadership +12

Aspects

Chosen By The Sea: This aspect has several modes:
  • Friend of the Sea (8): Moana can talk to the sea, who will from a flexible finger-like structure and do little favors for her. 
  • Ocean Foot (8): So long as she is on a mission for The Ocean, Moana can never be thrown overboard in calm water, and if The Winds cause a storm, The Ocean will have her wash up on the nearest piece of land closest to her intended destination. 
  • Ancestral Counsel (8): Once per game session, if on the ocean and seeking wisdom, inspiration, or encouragement (though not information), Moana need only speak to her Ancient Grandmother and she will appear as a glowing beautiful manta ray. 
Presence: Respect for Life (7):Whenever people encounter Moana, they instinctively know she has respect for all life and will take this into account when they interact with her

Aspected Skill: Parkour (7)-Once per game session, Moana receives a point of Ite' to spend on a crazy parkour action.

STUN (2): Add +1 to the Heroic Factor when calculating STUN



Monday, December 12, 2016

The System Agnostic Mentalics EngineTM (Post 3 of 3): The System

The System
Historically, powers of the mind encompass a whole gamut of supernatural abilities, from mind control to telekinesis to teleportation. The SAMETM specifically limits itself to those abilities that enable a character to perceive and interact with the mental functions of another living creature. Throughout the SAMETM, these abilities are referred to as mentalic Powers and characters possessing one or more mentalic Powers are referred to as mentalists.
In the SAMETM, mentalics are not considered a magical phenomenon, but are a real, scientific phenomenon based on neurophysiology, neuroanatomy, and quantum entanglement. Every human brain possesses a three-dimensional structure of interwoven and interconnected nerve cells, or neurons, numbering in the billions that form a neural net. Each and every function of what humans refer to as “the mind” such as memory, thought, or perception, is created and defined by an electrical impulse that follows a unique path of neurons running through this immensely tangled net. Each of these paths is referred to as a neural trace.
A mentalist has the ability to perceive the electrical functioning of the entire neural net of an individual “target” in three-dimensional space by way of physical receptors. The mentalist’s brain then creates a mentalic image of the detected neural net for itself and maps the various functions in the image to its own. This process, referred to as establishing a sync, once completed, enables the mentalist to interpret the detected neural net and interact with those types of traces described in the Power description.
Default Rule: Species Specific Syncing
Neural traces are created and destroyed throughout life as an organism grows, learns, or sustains neural damage. Those traces defined between the time of an organism’s conception and its birth are selected for in a species’ distant past via natural selection and conserved (remain very similar in shape and function) over time among all the members of a species.

The result of this common ancestry is that mentalic abilities only work consistently if the mentalist shares a neural net similar enough to that of the target. Syncing becomes more difficult and inconsistent as a target neural net deviates from a mentalist’s species. To reflect this fact, the Director may choose to either make the Challenge to sync more difficult or simply rule two species are just too different to mentalically sync with one another.
Default Rule: Perception

All mentalists have a Sixth Sense that enables them to distinguish individual neural nets from one another within their own species and differentiate between those of their own species and those of another species as easily as if using any of the other five senses. A mentalist may detect neural nets within the range of the mentalist as defined by Perception abilities in the Host System.


Default Rule: Synchronization
Once a neural net has been perceived, the mentalist’s mind instantly builds a mentalic image of it, and the mentalist may attempt to establish a sync with it to interpret its activity. Establishing a sync is an Involved Action.
It only takes a few milliseconds to establish a sync, however the amount of concentration required to do so depends on the level of stress being experienced by the mentalist. If not under stressful constraints such as a time limit or immediately perceived physical threat, a mentalist can establish a sync easily. If under such constraints, accurate interpretation becomes more difficult and will require the resolution of A Challenge.
Once a sync has been established, it persists as long as the target remains within range of the mentalist’s Perception, both the mentalist and target remain conscious, and the mentalist does not assert a Power.
Default Rule: Assertion
Any Power that can be used to directly alter the functioning of a target’s neural net, or be asserted, is referred to as an Assertive Power. Powers can only be asserted after the establishment of a sync. Once a Power has been successfully asserted, the sync that was established between the mentalist and the target is instantly disrupted and replaced by the assertion.

The effects of an Assertive Power only last as long as the mentalists concentrates on maintaining the effect. When a mentalist terminates an assertion, the target’s mental status instantly returns to normal. By default, regardless of whether a mentalist or not, a target is unable to detect any assertions after they have taken place.


















Mentalic Power Parameters
Following are descriptions of the mentalic Powers available to characters in games using The SAMETM. Each description has five parameters: Name (Qualifier), Initiation, Cost, Grading, and Modes.
Name (Qualifier)
The Name of each Power is listed with a Qualifier of the Power in parentheses. A Power that enables the mentalist to affect the mental functioning of a target in some way is qualified as being Assertive. A Power that is used to make another Power the mentalist already possesses easier to use is qualified as an Optimization. If a power is an Optimization, the player must designate which specific Power and Mode it affects.
Initiation
Some Powers require a mentalist character to concentrate to use them while others are natural abilities that are always in effect. The Initiation parameter lists and classifies each Power as either an Activated or a Constant Power. Activated Powers require the character to take an Involved Action to activate or maintain an effect, whereas Constant Powers do not. The Initiation parameter does not determine whether or not a Power requires a Challenge or a Contest to resolve, merely whether or not the character must make a conscious effort to use it.
Cost
The Cost parameter designates the number of SAMETM points a player must spend to either obtain a Power for their character or upgrade a Power their character already possesses. Powers range in Cost from 1 to 5, with a Cost of 1 reflecting less disruptive Powers and a Cost of 5 reflecting Powers able to cause permanent effects, damage, or even the death of a target creature.  

Grading
The Grading parameter determines whether or not a Power always has the same level of effect or possesses varying levels of effect.

Powers that always have the same level of effect and cannot be improved are designated as Ungraded Powers. Ungraded Powers have a “No” listed for this parameter and are assigned a permanent Grade of 0 when purchased for a character.
Powers that can have varying levels of effect are designated as Graded Powers. Graded Powers will have a “Yes” listed for this parameter and are assigned a Grade of 1 when first purchased for a character. After character creation, Graded aspects may be improved, or upgraded, to a maximum Grade of 10 by spending a number of SAMETM points equal to the Cost of the Power. Each upgrade increases the Grade a Power by one.
The effects of each Grade are highly dependent on the Host System being used, but in general, each grade increases the chance any effort is successful by a level of degree.
In Host Systems based on a single die roll, the grade can be used to favorably modify the die roll by a set amount, reflecting somewhere between 5 and 10 percent chance of success per grade as follows:
#Sides Modifier to Die Roll
6, 8, 10   1 per 2 grades     
12, 20    1 per grade                      
30         2 per grade
100       5 per grade
In Host Systems with fewer degrees of effect such those based on a shift in a die-type, a number of successes, or a result roll of multiple-dice, these grades may be reflected in the Host System as follows:
Grade Level of Degree
1-2        +1 success or shift
3-5        +2 successes or shifts
6-9        +3 successes or shifts
7-10      +4 successes or shifts
Modes
Some Powers present a number specific options available when choosing a Power. When a player spends SAMETM points to either obtain or upgrade a Power, one of the specific Modes listed for this Parameter must be chosen, unless N/A (Not Applicable) is listed for this Parameter.












Mentalic Power Descriptions
Automate (Optimization)
Initiation: Activated
Cost: 2
Grading: Graded
Modes: Specified Power
This Power enables the mentalist to maintain an established assertion without having to concentrate on doing so. Once an assertion has been automated, it requires no further concentration to maintain and its effect at the time of the automation remain constant.
An automated sync lasts for up to one minute per Grade and may be discontinued before it expires at will by the mentalist as a Throwaway action.
Ghost (Assertive)
Initiation: Activated
Cost: 2
Grading: Graded
Modes: N/A
This Power enables the mentalist to hide, or ghost, his own neural net from perception by other mentalists by shifting the polarity of its quantum signature out of phase with those within his range of Perception. Using this Power requires A Challenge pitting the Mental Strength and Power Grade of the ghosting mentalist against the Perception of any mentalists attempting to perceive him.
Glint
Initiation: Constant
Cost: 1
Grading: Graded
Modes: Specified Power
This Power extends the mentalist’s Sixth Sense to include being able to discern any detail answerable with either a yes or no about a detected neural net without requiring a challenge or action. Additionally, upon achieving a sync with a target, the mentalist may also obtain a specific detail about either a perceived mentalic image or a Power being asserted within his range of Perception.
Mentalic Surgery (Assertive)
Initiation: Activated
Cost: 5
Grading: Graded
Modes: Awaken, Repair
This assertive power enables the mentalist to perform delicate operations of the type specified by the Mode on the neural net of a patient. Due to the delicacy required to assert this Power, a patient must be unconscious for this Power to be asserted.
Using this Power requires A Challenge involving the mentalist’s Perception and the Power Grade. Regardless of the outcome, the suppression of the patient’s mental activity required to carry out this procedure reduces the patient to a point just short of death per the rules of the Host System. The result of the procedure will not be known until the patient has healed per the rules of the Host System.
The awaken mode of this Power can be used to help a patient meet their psychic potential. A successful assertion of this Power awards the player of the patient one SAMETM point.
The repair mode of this Power enables a character to reverse or counteract any number of mentalic or psychological ailments, so long as the portion of the patient’s neural net responsible for the ailment still functions and has not been physically destroyed or removed. Examples of repairs include identifying and reversing a blazed trace, curing any mental disorder organic in nature, or removing post hypnotic suggestions.
Read Trace
Initiation: Activated
Cost: 2
Grading: Graded
Modes: Dreams, Drives, Emotions, Memories, Movements, Perceptions, Thoughts
This Power enables the mentalist to perceive and interpret any and all active traces of the type specified by the mode once a sync has been established in a target. While the sync is active, the target and mentalist are linked in live time on a quantum level. This enables the mentalist to physically react to any trace he reads at the same moment as the target in live time.
Resist
Initiation: Constant
Cost: 2
Grading: Graded
Modes: N/A
This Power reflects an innate ability of the mentalist’s mind to resist any Powers asserted against it. Any attempt to assert a mentalic Power against the mentalist requires the resolution of A Challenge pitting the asserter against the mentalist. Both will pit their Mental Strength and Power Grade against one another to determine the outcome of the Challenge.
Success by the defender renders the mentalist immune to further assertions from that asserter for one minute per Grade of this Power. Failure by the defender indicates the mentalist has not only failed to defend against the asserter but has been rendered unable to defend against further assertions for one minute per Grade of the Power of the asserter.
Spike Trace (Assertive)
Initiation: Activated
Cost: 3
Grading: Graded
Modes: Dreams, Drives, Emotions, Memories, Movements, Perceptions, Thoughts
This Power enables the mentalist to not only perceive and interpret in a target any and all active traces of the type specified by the mode, but also to generate, or “spike” a trace of the specified type and maintain it. To successfully assert this Power, the mentalist must win A Challenge against the target. The asserting mentalist will pit his Mental Strength and the Grade of this Power against the Mental Strength of the defender.
When spiking the trace, the player of the mentalist must specifically state the trace being projected as a sentence in terms that reflect the trace from the target’s point of view, e. g. “The guard is thinking, ‘I remember this guy now. He is allowed in here...I must have forgotten’”, or “The gunslinger is filled with fear with the underlying feeling of, ‘Man, that woman is badass...I better get outta here!’”.
Streamline (Optimization)
Initiation: Constant
Cost: 2
Grading: Ungraded
Modes: Specified Power
This Power makes actions involving one Power specified by the player easier to perform. Any Involved Action (sync, or assertion) related to the use of the specified Power no longer requires the mentalist’s full concentration to perform. In effect, these “streamlined” actions are considered Standard Actions rather than Involved actions.
Traceblaze (Assertive)
Initiation: Activated
Cost: 4
Grading: Graded
Modes: Dreams, Drives, Emotions, Memories, Movements, Perceptions, Thoughts
This Power enables a mentalist to forcefully implant, or blaze, a permanent neural trace into a target’s mind of the sort determined by the mode. To successfully assert this Power, the mentalist must win A Challenge against the target. The asserting mentalist will pit his Mental Strength and the Grade of this Power against the Mental Strength of the defender.

Once a trace has been implanted, it becomes the driving force for everything in the target’s life, guiding any and all decisions made and actions taken. A blazed trace does not alter the behavior of the target nor become any sort of pathological obsession, nor does it affect the target’s mental functioning or behavior in any other way.

Due to the massive neurophysiological changes created this new trace, the target suffers a massive incapacitating headache that lasts one hour for each Grade of the asserting mentalist’s Power. During this time, the target suffers from other side effects such as bleeding from various orifices or membranes, photophobia, nausea and vomiting, or vertigo and is unable to anything other than sleep. This state is referred to as victims as Being Burned.
Only one blazed trace can exist in a target at one time. A blazed trace disrupts any previously blazed trace and a blazed trace can be only identified and removed by succeeding in using the Mentalic Surgery Power.
Transference (Assertive)
Initiation: Activated
Cost: 5
Grading: Graded
Modes: N/A
This assertive power enables the mentalist to temporarily imprint his complete mentalic image mind onto that of a target. To successfully assert this Power, the mentalist must win A Challenge against the target. The asserting mentalist will pit his Mental Strength and the Grade of this Power against the Mental Strength of the defender.

While a transfer is active, the asserting mentalist's body lies motionless and unaware of its surroundings. A target creature experiences a time loss but no other effects from the transfer when the asserting consciousness “leaves”. Targets may attempt to remember what happened while not in control of their body with the help of someone skilled in hypnosis or possessing appropriate mentalic powers as judged by the Director.
The asserting mentalist brings with him his own consciousness, including his personality, habits, intelligence, and knowledge. Asserting characters may use any obvious physical abilities of the target at the target’s level of ability, and use any other Powers they have in common with the target at the higher level of ability.
If either the target's body or asserting mentalist's body dies during a transfer,  A Challenge is required to take control of the remaining body, pitting the Grade and Mental Strength of the asserting mentalist against the Mental Strength of the target. The mentalic pattern of the loser of the contest is permanently annihilated.


























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