These are the character creation rules. You will not be using normal races. All races in ItT are custom. Houserules will also be added here.
http://www.opengamingfoundation.org/animesrd.html
I reserve the right to remove/edit abusive powers/combos.
Flunkies: These represent friends and buddies, NOT cannon fodder. You will be subject to penalties if you use them like cannon fodder (because people will not make friends with you if you use them like tools). This will be subject to similar rules as the Leadership feat in D&D
Servants: In Threshold, Servants are often Indentured. They have sold their time and effort for a period of time to pay for their immigration to Threshold. There are strict laws regarding how they should be treated... so, like Flunkies, if you abuse them, you won't get any more.
Magic: There are 3 main kinds of magic-
1) Infused Magic- The least common form of Magic, it is represented by the Dynamic Sorcery attribute. Dynamic Sorcery requires at least 2 minor restrictions or 1 major restriction to be taken (representing the difficulty of actually invoking Infused Magic). Backlash, Activation Time, or Concentration rank 2 counts as 1 minor defect and rank 3 counts as a major defect for this purpose.
2) Technomancy- The more common form of actual magic is represented by an Item of Power (called a Mana Crystal) with points going toward Dynamic Sorcery. Mana Crystals require that the player prepare spells ahead of time (and requires 1 hour). The player may have up to 2 spells per rank prepared (and may change them at any time as long as the mage has one hour to do so). Mana Crystals are expensive and so require at least 1 rank of Wealth to obtain. Alternatively, the player may choose to take one minor spellcasting restriction instead (to represent a cheaper, refurbished crystal).
3) Psionics- By far the most abundant form of "magic". This is the only form of "magic" that predates the arrival of the Necroforged 1000 years ago. It is represented through the "Magic" Attribute, unlike the other two. However, actual magic is poisonous to psionics. Using Psionics to defend against actual magic or having Magic used to defend against a Psionic attack causes the Psion to take damage equal to the energy cost of the magic.
Psionics require 1 combat action to "attune" themselves before energy can be spent on any Psionic Power. Maintaining Attunement requires Concentration (see Attention below). Abilities that require Concentration that are also Psionic do not require an additional Concentration "slot". They are all rolled into the Psionic Attunement Concentration slot (and Concentration cannot be taken as a Defect for Psionic Powers).
Attention- A character can, at most, pay attention to 2 things per round from among the following:
-Conversation (communicating with team mates. This only applies when the communication is more than a quick 4-5 word coordination shout.)
-Attack (any offensive action)
-Defense (any defensive action)
-Non Combat Actions (actions requiring any non combat skill check)
-Concentration (maintaining spells or psionic powers or anything else requiring focus)
This message was last edited by the GM at 00:59, Fri 05 Nov 2021.